// This file was decompiled using VCSCM.ini published by GTAMods.com on 2019-10-19 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--------------- 03A4: name_thread 'MAIN' 016A: fade 0 0 ms 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 0111: set_wasted_busted_check_to 0 00C0: set_current_time 22 0 04E4: request_collision_at 83.0 -849.8 03CB: load_scene 83.0 -849.8 9.3 0053: $PLAYER_CHAR = create_player #NULL at 83.0 -849.8 9.3 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 0417: start_mission 0 // Initial 029B: $ARENA_DOOR_1 = init_object #DTN_STADDOORA at -1109.615 1330.097 20.372 01C7: remove_object_from_mission_cleanup_list $ARENA_DOOR_1 029B: $ARENA_DOOR_2 = init_object #DTN_STADDOORB at -1109.615 1331.932 20.372 01C7: remove_object_from_mission_cleanup_list $ARENA_DOOR_2 029B: $6 = init_object #DTHOTRING_A at -1037.08 1340.258 36.552 01C7: remove_object_from_mission_cleanup_list $6 0004: $67 = 0 // $ = int 0213: $110 = create_pickup #BRIBE type 15 at 393.9 -60.2 11.5 0213: $111 = create_pickup #BRIBE type 15 at 116.0 -1313.1 4.4 0213: $112 = create_pickup #BRIBE type 15 at 393.7 -660.6 10.7 0213: $113 = create_pickup #BRIBE type 15 at 470.7 70.1 10.8 0213: $114 = create_pickup #BRIBE type 15 at 382.7 364.1 10.8 0213: $115 = create_pickup #BRIBE type 15 at 422.4 971.2 12.1 0213: $116 = create_pickup #BRIBE type 15 at 89.1 887.4 10.5 0213: $117 = create_pickup #BRIBE type 15 at -822.7 1304.5 11.7 0213: $118 = create_pickup #BRIBE type 15 at -900.69 251.4 17.1 0213: $119 = create_pickup #BRIBE type 15 at -973.7 61.0 10.4 0213: $120 = create_pickup #BRIBE type 15 at -937.9 -114.1 17.0 0213: $121 = create_pickup #BRIBE type 15 at -1015.9 -627.9 11.2 0213: $122 = create_pickup #BRIBE type 15 at -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 029B: $FILM_STUDIO_FRONT_GATE_CLOSED = init_object #CI_GATESCLOSED at 11.697 963.176 12.258 01C7: remove_object_from_mission_cleanup_list $FILM_STUDIO_FRONT_GATE_CLOSED 029B: $FILM_STUDIO_BACK_GATE_CLOSED = init_object #CI_BACKGATECLOSE at -11.853 884.06 13.542 01C7: remove_object_from_mission_cleanup_list $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 0005: $585 = 304.5 // $ = float 0005: $586 = 376.3 // $ = float 0005: $587 = 12.7 // $ = float 0005: $588 = -834.8 // $ = float 0005: $589 = 1306.9 // $ = float 0005: $590 = 11.0 // $ = float 0005: $591 = 14.0 // $ = float 0005: $592 = -1500.7 // $ = float 0005: $593 = 12.7 // $ = float 0005: $594 = 88.5 // $ = float 0005: $595 = -804.7 // $ = float 0005: $596 = 11.2 // $ = float 0005: $597 = 531.4 // $ = float 0005: $598 = 1273.7 // $ = float 0005: $599 = 17.6 // $ = float 0005: $600 = -560.1 // $ = float 0005: $601 = 703.6 // $ = float 0005: $602 = 20.5 // $ = float 0005: $453 = 209.5 // $ = float 0005: $454 = -1288.9 // $ = float 0005: $455 = 12.4 // $ = float 0005: $465 = 257.1 // $ = float 0005: $466 = -231.7 // $ = float 0005: $467 = 10.0 // $ = float 0005: $549 = -1059.6 // $ = float 0005: $550 = -274.5 // $ = float 0005: $551 = 11.4 // $ = float 0005: $552 = -1007.3 // $ = float 0005: $553 = -869.9 // $ = float 0005: $554 = 12.8 // $ = float 0005: $555 = 15.2 // $ = float 0005: $556 = 962.6 // $ = float 0005: $557 = 10.9 // $ = float 0005: $558 = -864.3 // $ = float 0005: $559 = -576.6 // $ = float 0005: $560 = 11.0 // $ = float 0005: $561 = -1011.7 // $ = float 0005: $562 = 203.9 // $ = float 0005: $563 = 11.2 // $ = float 0005: $564 = 487.2 // $ = float 0005: $565 = -81.5 // $ = float 0005: $566 = 11.4 // $ = float 0005: $567 = -685.8 // $ = float 0005: $568 = -1495.6 // $ = float 0005: $569 = 12.5 // $ = float 0005: $489 = -1003.1 // $ = float 0005: $490 = 207.0 // $ = float 0005: $491 = 10.0 // $ = float 0005: $459 = -246.6 // $ = float 0005: $460 = -1360.5 // $ = float 0005: $461 = 7.3 // $ = float 0005: $462 = -378.5 // $ = float 0005: $463 = -551.3 // $ = float 0005: $464 = 18.2 // $ = float 0005: $468 = 463.9 // $ = float 0005: $469 = -58.5 // $ = float 0005: $470 = 10.5 // $ = float 0005: $492 = -1101.1 // $ = float 0005: $493 = 343.2 // $ = float 0005: $494 = 10.2 // $ = float 0005: $471 = -69.4 // $ = float 0005: $472 = 932.7 // $ = float 0005: $473 = 9.9 // $ = float 0005: $474 = -1062.6 // $ = float 0005: $475 = -278.8 // $ = float 0005: $476 = 11.0 // $ = float 0005: $456 = 119.2 // $ = float 0005: $457 = -826.9 // $ = float 0005: $458 = 9.7 // $ = float 0005: $513 = 488.6 // $ = float 0005: $514 = -75.4 // $ = float 0005: $515 = 10.4 // $ = float 0005: $477 = -597.3 // $ = float 0005: $478 = 652.9 // $ = float 0005: $479 = 10.0 // $ = float 0005: $486 = -875.5 // $ = float 0005: $487 = 1159.3 // $ = float 0005: $488 = 10.2 // $ = float 0005: $480 = -1170.0 // $ = float 0005: $481 = -606.9 // $ = float 0005: $482 = 10.6 // $ = float 0005: $483 = -962.4 // $ = float 0005: $484 = 143.0 // $ = float 0005: $485 = 8.2 // $ = float 0005: $570 = 99.5 // $ = float 0005: $571 = -1468.5 // $ = float 0005: $572 = 9.9 // $ = float 0005: $573 = 428.4 // $ = float 0005: $574 = 605.9 // $ = float 0005: $575 = 12.2 // $ = float 0005: $495 = -865.9 // $ = float 0005: $496 = -571.9 // $ = float 0005: $497 = 11.0 // $ = float 0005: $576 = -1.9 // $ = float 0005: $577 = 959.9 // $ = float 0005: $578 = 10.9 // $ = float 0005: $579 = -640.8 // $ = float 0005: $580 = -1491.8 // $ = float 0005: $581 = 13.7 // $ = float 0005: $582 = -997.1 // $ = float 0005: $583 = 189.8 // $ = float 0005: $584 = 11.4 // $ = float 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 0164: disable_marker $223 02A7: $241 = create_icon_marker_and_sphere $418 at 491.0 -77.7 10.4 0164: disable_marker $241 02A7: $274 = create_icon_marker_and_sphere $427 at $477 $478 $479 0164: disable_marker $274 02A7: $287 = create_icon_marker_and_sphere $428 at $486 $487 $488 0164: disable_marker $287 02A7: $278 = create_icon_marker_and_sphere $429 at $480 $481 $482 0164: disable_marker $278 02A7: $283 = create_icon_marker_and_sphere $430 at $483 $484 $485 0164: disable_marker $283 02A7: $297 = create_icon_marker_and_sphere $431 at -853.0 -302.0 10.0 0164: disable_marker $297 02A7: $247 = create_icon_marker_and_sphere $422 at $468 $469 $470 0164: disable_marker $247 02A7: $253 = create_icon_marker_and_sphere $423 at $492 $493 $494 0164: disable_marker $253 02A7: $256 = create_icon_marker_and_sphere $424 at $471 $472 $473 0164: disable_marker $256 02A7: $265 = create_icon_marker_and_sphere $425 at $462 $463 $464 0164: disable_marker $265 02A7: $271 = create_icon_marker_and_sphere $426 at $474 $475 $476 0164: disable_marker $271 02A7: $234 = create_icon_marker_and_sphere $420 at $462 $463 $464 0164: disable_marker $234 02A7: $243 = create_icon_marker_and_sphere $421 at $465 $466 $467 0164: disable_marker $243 02A7: $306 = create_icon_marker_and_sphere $432 at $489 $490 $491 0164: disable_marker $306 02A7: $228 = create_icon_marker_and_sphere $419 at $459 $460 $461 0164: disable_marker $228 0004: $604 = 10000 // $ = int 0004: $605 = 2000 // $ = int 0004: $607 = 0 // $ = int 0004: $609 = 20000 // $ = int 0004: $610 = 3000 // $ = int 0004: $612 = 0 // $ = int 0004: $614 = 30000 // $ = int 0004: $617 = 4000 // $ = int 0004: $618 = 0 // $ = int 0004: $620 = 40000 // $ = int 0004: $621 = 5000 // $ = int 0004: $623 = 0 // $ = int 0004: $625 = 50000 // $ = int 0004: $626 = 1500 // $ = int 0004: $628 = 0 // $ = int 0004: $630 = 60000 // $ = int 0004: $631 = 7000 // $ = int 0004: $633 = 0 // $ = int 0004: $635 = 70000 // $ = int 0004: $636 = 8000 // $ = int 0004: $639 = 120000 // $ = int 0004: $640 = 10000 // $ = int 0004: $642 = 0 // $ = int 0004: $644 = 1000 // $ = int 0004: $647 = 2500 // $ = int 0004: $650 = 3000 // $ = int 0004: $653 = 6000 // $ = int 0004: $657 = 7000 // $ = int 0004: $661 = 8000 // $ = int 0004: $665 = 14000 // $ = int 0213: $670 = create_pickup #INFO type 3 at 493.5 703.1 12.1 0213: $671 = create_pickup #INFO type 3 at -108.3 -974.4 10.4 0213: $672 = create_pickup #INFO type 3 at 508.9 506.8 11.3 0213: $673 = create_pickup #INFO type 3 at 398.8 -469.7 11.7 0517: $PRINT_WORKS_ASSET = create_unavailable_asset_pickup 'PRNT_NO' at $549 $550 $551 0517: $CAR_SHOWROOM_ASSET = create_unavailable_asset_pickup 'CAR_NO' at $552 $553 $554 0517: $FILM_STUDIO_ASSET = create_unavailable_asset_pickup 'PORN_NO' at $555 $556 $557 0517: $ICE_CREAM_FACTORY_ASSET = create_unavailable_asset_pickup 'ICE_NO' at $558 $559 $560 0517: $678 = create_unavailable_asset_pickup 'TAXI_NO' at $561 $562 $563 0517: $679 = create_unavailable_asset_pickup 'BANK_NO' at $564 $565 $566 0517: $680 = create_unavailable_asset_pickup 'BOAT_NO' at $567 $568 $569 0517: $615 = create_unavailable_asset_pickup 'STRP_NO' at $570 $571 $572 0518: $662 = create_available_asset_pickup 'NBMN_L' at $573 $574 $575 price $661 0570: $660 = create_asset_radar_marker_with_icon 25 at $573 $574 $575 0164: disable_marker $660 0518: $654 = create_available_asset_pickup 'LNKV_L' at $585 $586 $587 price $653 0570: $652 = create_asset_radar_marker_with_icon 25 at $585 $586 $587 0164: disable_marker $652 0518: $666 = create_available_asset_pickup 'HYCO_L' at $588 $589 $590 price $665 0570: $664 = create_asset_radar_marker_with_icon 25 at $588 $589 $590 0164: disable_marker $664 0518: $658 = create_available_asset_pickup 'OCHE_L' at $591 $592 $593 price $657 0570: $656 = create_asset_radar_marker_with_icon 25 at $591 $592 $593 0164: disable_marker $656 0518: $651 = create_available_asset_pickup 'WASH_L' at $594 $595 $596 price $650 0570: $649 = create_asset_radar_marker_with_icon 25 at $594 $595 $596 0164: disable_marker $649 0518: $648 = create_available_asset_pickup 'VCPT_L' at $597 $598 $599 price $647 0570: $646 = create_asset_radar_marker_with_icon 25 at $597 $598 $599 0164: disable_marker $646 0518: $645 = create_available_asset_pickup 'SKUM_L' at $600 $601 $602 price $644 0570: $643 = create_asset_radar_marker_with_icon 25 at $600 $601 $602 0164: disable_marker $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 0164: disable_marker $374 049C: $722 = scripted_path_file 0 width 90.0 029B: $714 = init_object #YT_MAIN_BODY at -375.499 -1322.31 9.81124 029B: $715 = init_object #YT_MAIN_BODY2 at -375.499 -1322.31 9.81124 029B: $717 = init_object #YT_DOORS14 at -375.499 -1322.31 9.81124 029B: $718 = init_object #YT_TMP_BOAT at -375.499 -1322.31 9.81124 029B: $719 = init_object #LODMAIN_BODY at -375.499 -1322.31 9.81124 01C7: remove_object_from_mission_cleanup_list $714 01C7: remove_object_from_mission_cleanup_list $715 01C7: remove_object_from_mission_cleanup_list $717 01C7: remove_object_from_mission_cleanup_list $718 01C7: remove_object_from_mission_cleanup_list $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 0001: wait 0 ms 0001: wait 0 ms 029B: $721 = init_object #YACHT_CHUNK_KB at $448 $449 $450 01C7: remove_object_from_mission_cleanup_list $721 029B: $720 = init_object #YT_GANGPLNK_TMP at $448 $449 $450 01C7: remove_object_from_mission_cleanup_list $720 0417: start_mission 1 // Intro 004F: create_thread @O4X4_1 004F: create_thread @TAXI_L 004F: create_thread @FIRE 004F: create_thread @AMBULA 004F: create_thread @COP 004F: create_thread @PIZZ 004F: create_thread @BMXLOOP 004F: create_thread @RCHELY1 004F: create_thread @RC_RACE 004F: create_thread @RC_PLNE 004F: create_thread @MULTI 004F: create_thread @PSAVE1 004F: create_thread @HELP 004F: create_thread @HELI1 004F: create_thread @HELI2 004F: create_thread @HELI3 004F: create_thread @HELI4 004F: create_thread @STADIUM 004F: create_thread @ARMYBAS 004F: create_thread @NBMNBUY 004F: create_thread @LNKVBY 004F: create_thread @HYCOBY 004F: create_thread @OCHEBY 004F: create_thread @WASHBY 004F: create_thread @SKUMBY 004F: create_thread @VCPTBY 00D7: create_thread @HJ without_parameters 00D7: create_thread @USJ without_parameters 00D7: create_thread @AMMU without_parameters 00D7: create_thread @SECURE without_parameters 00D7: create_thread @INTERIO without_parameters 00D7: create_thread @IMPORT without_parameters 00D7: create_thread @CELLFON without_parameters 00D7: create_thread @BUS without_parameters 00D7: create_thread @CARGEN without_parameters 00D7: create_thread @PICKUPS without_parameters 00D7: create_thread @JUNKFUD without_parameters 00D7: create_thread @RAMPAGE without_parameters 00D7: create_thread @SHOPS without_parameters 00D7: create_thread @AUDIO without_parameters 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @MAIN_5272 01B6: set_weather 0 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @MAIN_5221 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 038B: load_requested_models 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @MAIN_5221 0353: refresh_actor $PLAYER_ACTOR :MAIN_5221 016A: fade 1 1000 ms 004F: create_thread @HOT 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @MAIN_5263 04BB: select_interiour 0 // select render area 01B4: set_player $PLAYER_CHAR can_move 1 :MAIN_5263 01B7: release_weather 0002: jump @MAIN_5272 :MAIN_5272 0001: wait 1000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @MAIN_5555 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @MAIN_5391 00D6: if 0038: $62 == 0 // $ == int 004D: jump_if_false @MAIN_5391 00D6: if and 0038: $245 == 1 // $ == int 0038: $PASSED_COK2_PHNOM_PENH_86 == 1 // $ == int 004D: jump_if_false @MAIN_5391 004F: create_thread @SER3 0164: disable_marker $243 02A7: $243 = create_icon_marker_and_sphere $421 at $465 $466 $467 0004: $62 = 1 // $ = int :MAIN_5391 00D6: if 0022: 100.0 > $102 // float > $ 004D: jump_if_false @MAIN_5424 058C: $102 = percentage_completed 0002: jump @MAIN_5526 :MAIN_5424 00D6: if 0038: $91 == 0 // $ == int 004D: jump_if_false @MAIN_5526 055B: $1352 = create_clothes_pickup 12 at -382.6 -585.9 25.3 03E5: text_box 'CUNTY' 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 0001: wait 5000 ms 03E5: text_box 'HELP61' 0004: $91 = 1 // $ = int :MAIN_5526 00D6: if 0038: $1531 == 15 // $ == int 004D: jump_if_false @MAIN_5555 030C: progress_made += 1 0004: $1531 = -1 // $ = int :MAIN_5555 0002: jump @MAIN_5272 :HOT 03A4: name_thread 'HOT' :HOT_10 0001: wait 0 ms 00D6: if 0038: $222 == 1 // $ == int 004D: jump_if_false @HOT_34 004E: end_thread :HOT_34 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HOT_355 00D6: if 00F6: player $PLAYER_CHAR 0 $453 $454 $455 radius 1.4 1.8 1.5 004D: jump_if_false @HOT_355 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @HOT_355 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @HOT_355 02A3: enable_widescreen 1 015F: set_camera_position 219.726 -1282.485 12.53 rotation 0.0 0.0 0.0 0160: point_camera 218.872 -1282.988 12.392 switchstyle 2 0171: set_player $PLAYER_CHAR z_angle_to 100.0 0211: actor $PLAYER_ACTOR walk_to 204.3 -1288.7 0006: TIMERA = 0 // @ = int :HOT_213 00D6: if 8019: not TIMERA > 1000 // @ > int 004D: jump_if_false @HOT_322 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HOT_315 00D6: if 00F6: player $PLAYER_CHAR 0 204.2 -1287.8 14.4 radius 2.0 2.0 2.0 004D: jump_if_false @HOT_315 0211: actor $PLAYER_ACTOR walk_to 203.0 -1294.5 :HOT_315 0002: jump @HOT_213 :HOT_322 0050: gosub @HELP_2883 00BA: text_styled 'INT_B' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 2 // An Old Friend :HOT_355 0002: jump @HOT_10 :LAW1 03A4: name_thread 'LAW1' :LAW1_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $PASSED_LAW1_THE_PARTY == 1 // $ == int 004D: jump_if_false @LAW1_35 004E: end_thread :LAW1_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @LAW1_167 00D6: if 00F6: player $PLAYER_CHAR 0 $456 $457 $458 radius 1.2 1.2 2.0 004D: jump_if_false @LAW1_167 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @LAW1_167 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @LAW1_167 0050: gosub @HELP_2979 0050: gosub @HELP_2883 00BA: text_styled 'LAW_1' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 3 // The Party :LAW1_167 0002: jump @LAW1_10 :LAW2 03A4: name_thread 'LAW2' :LAW2_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $PASSED_LAW2_BACK_ALLEY_BRAWL == 1 // $ == int 004D: jump_if_false @LAW2_35 004E: end_thread :LAW2_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @LAW2_179 00D6: if 00F6: player $PLAYER_CHAR 0 $456 $457 $458 radius 1.2 1.2 2.0 004D: jump_if_false @LAW2_179 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @LAW2_179 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @LAW2_179 0004: $ONMISSION = 1 // $ = int 03EF: player $PLAYER_CHAR make_safe 0050: gosub @HELP_2979 0050: gosub @HELP_2883 00BA: text_styled 'LAW_2' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 4 // Back Alley Brawl :LAW2_179 0002: jump @LAW2_10 :LAW3 03A4: name_thread 'LAW3' :LAW3_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $PASSED_LAW3_JURY_FURY == 1 // $ == int 004D: jump_if_false @LAW3_35 004E: end_thread :LAW3_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @LAW3_179 00D6: if 00F6: player $PLAYER_CHAR 0 $456 $457 $458 radius 1.2 1.2 2.0 004D: jump_if_false @LAW3_179 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @LAW3_179 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @LAW3_179 0004: $ONMISSION = 1 // $ = int 03EF: player $PLAYER_CHAR make_safe 0050: gosub @HELP_2979 0050: gosub @HELP_2883 00BA: text_styled 'LAW_3' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 5 // Jury Fury :LAW3_179 0002: jump @LAW3_10 :LAW4 03A4: name_thread 'LAW4' :LAW4_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $PASSED_LAW4_RIOT == 1 // $ == int 004D: jump_if_false @LAW4_35 004E: end_thread :LAW4_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @LAW4_179 00D6: if 00F6: player $PLAYER_CHAR 0 $456 $457 $458 radius 1.2 1.2 2.0 004D: jump_if_false @LAW4_179 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @LAW4_179 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @LAW4_179 0004: $ONMISSION = 1 // $ = int 03EF: player $PLAYER_CHAR make_safe 0050: gosub @HELP_2979 0050: gosub @HELP_2883 00BA: text_styled 'LAW_4' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 6 // Riot :LAW4_179 0002: jump @LAW4_10 :GEN1 03A4: name_thread 'GEN1' :GEN1_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $PASSED_COL1_TREACHEROUS_SWINE == 1 // $ == int 004D: jump_if_false @GEN1_35 004E: end_thread :GEN1_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @GEN1_167 00D6: if 00F6: player $PLAYER_CHAR 0 $459 $460 $461 radius 1.5 2.0 2.0 004D: jump_if_false @GEN1_167 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @GEN1_167 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @GEN1_167 0050: gosub @HELP_3202 0050: gosub @HELP_2883 00BA: text_styled 'COL_1' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 7 // Treacherous Swine :GEN1_167 0002: jump @GEN1_10 :GEN2 03A4: name_thread 'GEN2' :GEN2_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $PASSED_COL2_MALL_SHOOTOUT == 1 // $ == int 004D: jump_if_false @GEN2_35 004E: end_thread :GEN2_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @GEN2_167 00D6: if 00F6: player $PLAYER_CHAR 0 $459 $460 $461 radius 1.5 2.0 2.0 004D: jump_if_false @GEN2_167 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @GEN2_167 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @GEN2_167 0050: gosub @HELP_3202 0050: gosub @HELP_2883 00BA: text_styled 'COL_2' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 8 // Mall Shootout :GEN2_167 0002: jump @GEN2_10 :GEN3 03A4: name_thread 'GEN3' :GEN3_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $PASSED_COL3_GUARDIAN_ANGELS == 1 // $ == int 004D: jump_if_false @GEN3_35 004E: end_thread :GEN3_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @GEN3_167 00D6: if 00F6: player $PLAYER_CHAR 0 $459 $460 $461 radius 1.5 2.0 2.0 004D: jump_if_false @GEN3_167 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @GEN3_167 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @GEN3_167 0050: gosub @HELP_3202 0050: gosub @HELP_2883 00BA: text_styled 'COL_3' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 9 // Guardian Angels :GEN3_167 0002: jump @GEN3_10 :GEN4 03A4: name_thread 'GEN4' :GEN4_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $PASSED_COL4_SIR_YES_SIR == 1 // $ == int 004D: jump_if_false @GEN4_35 004E: end_thread :GEN4_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @GEN4_167 00D6: if 00F6: player $PLAYER_CHAR 0 $459 $460 $461 radius 1.5 2.0 2.0 004D: jump_if_false @GEN4_167 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @GEN4_167 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @GEN4_167 0050: gosub @HELP_3202 0050: gosub @HELP_2883 00BA: text_styled 'COL_4' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 10 // Sir, Yes Sir! :GEN4_167 0002: jump @GEN4_10 :GEN5 03A4: name_thread 'GEN5' :GEN5_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $PASSED_COL5_ALL_HANDS_ON_DECK == 1 // $ == int 004D: jump_if_false @GEN5_35 004E: end_thread :GEN5_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @GEN5_167 00D6: if 00F6: player $PLAYER_CHAR 0 $459 $460 $461 radius 1.5 2.0 2.0 004D: jump_if_false @GEN5_167 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @GEN5_167 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @GEN5_167 0050: gosub @HELP_3202 0050: gosub @HELP_2883 00BA: text_styled 'COL_5' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 11 // All Hands On Deck! :GEN5_167 0002: jump @GEN5_10 :BAR1 03A4: name_thread 'BAR1' :BAR1_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $PASSED_COK1_THE_CHASE == 1 // $ == int 004D: jump_if_false @BAR1_35 004E: end_thread :BAR1_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @BAR1_167 00D6: if 00F6: player $PLAYER_CHAR 0 $462 $463 $464 radius 2.0 2.0 2.0 004D: jump_if_false @BAR1_167 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @BAR1_167 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @BAR1_167 0050: gosub @HELP_3133 0050: gosub @HELP_2883 00BA: text_styled 'COK_1' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 12 // The Chase :BAR1_167 0002: jump @BAR1_10 :BAR2 03A4: name_thread 'BAR2' :BAR2_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $PASSED_COK2_PHNOM_PENH_86 == 1 // $ == int 004D: jump_if_false @BAR2_35 004E: end_thread :BAR2_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @BAR2_167 00D6: if 00F6: player $PLAYER_CHAR 0 $462 $463 $464 radius 2.0 2.0 2.0 004D: jump_if_false @BAR2_167 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @BAR2_167 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @BAR2_167 0050: gosub @HELP_3133 0050: gosub @HELP_2883 00BA: text_styled 'COK_2' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 13 // Phnom Penh '86 :BAR2_167 0002: jump @BAR2_10 :BAR3 03A4: name_thread 'BAR3' :BAR3_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $PASSED_COK3_THE_FASTEST_BOAT == 1 // $ == int 004D: jump_if_false @BAR3_35 004E: end_thread :BAR3_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @BAR3_167 00D6: if 00F6: player $PLAYER_CHAR 0 $462 $463 $464 radius 2.0 2.0 2.0 004D: jump_if_false @BAR3_167 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @BAR3_167 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @BAR3_167 0050: gosub @HELP_3133 0050: gosub @HELP_2883 00BA: text_styled 'COK_3' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 14 // The Fastest Boat :BAR3_167 0002: jump @BAR3_10 :BAR4 03A4: name_thread 'BAR4' :BAR4_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $PASSED_COK4_SUPPLY_AND_DEMAND == 1 // $ == int 004D: jump_if_false @BAR4_35 004E: end_thread :BAR4_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @BAR4_167 00D6: if 00F6: player $PLAYER_CHAR 0 $462 $463 $464 radius 2.0 2.0 2.0 004D: jump_if_false @BAR4_167 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @BAR4_167 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @BAR4_167 0050: gosub @HELP_3133 0050: gosub @HELP_2883 00BA: text_styled 'COK_4' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 15 // Supply & Demand :BAR4_167 0002: jump @BAR4_10 :BAR5 03A4: name_thread 'BAR5' :BAR5_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $PASSED_ASS1_RUB_OUT == 1 // $ == int 004D: jump_if_false @BAR5_35 004E: end_thread :BAR5_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @BAR5_180 00D6: if 00F6: player $PLAYER_CHAR 0 $510 $511 $512 radius 2.0 2.0 2.0 004D: jump_if_false @BAR5_180 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @BAR5_180 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @BAR5_180 0004: $ONMISSION = 1 // $ = int 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 00BA: text_styled 'ASS_1' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 16 // Rub Out :BAR5_180 0002: jump @BAR5_10 :KEN1 03A4: name_thread 'KEN1' :KEN1_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $PASSED_KENT1_DEATH_ROW == 1 // $ == int 004D: jump_if_false @KEN1_35 004E: end_thread :KEN1_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @KEN1_173 00D6: if 00F6: player $PLAYER_CHAR 0 491.0 -77.7 10.4 radius 2.5 2.5 2.5 004D: jump_if_false @KEN1_173 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @KEN1_173 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @KEN1_173 0050: gosub @HELP_3370 0050: gosub @HELP_2883 00BA: text_styled 'KENT_1' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 17 // Death Row :KEN1_173 0002: jump @KEN1_10 :SER1 03A4: name_thread 'SER1' :SER1_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $PASSED_TEX1_FOUR_IRON == 1 // $ == int 004D: jump_if_false @SER1_35 004E: end_thread :SER1_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SER1_160 00D6: if 00F6: player $PLAYER_CHAR 0 $465 $466 $467 radius 1.5 2.0 2.0 004D: jump_if_false @SER1_160 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @SER1_160 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @SER1_160 0050: gosub @HELP_2883 00BA: text_styled 'TEX_1' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 18 // Four Iron :SER1_160 0002: jump @SER1_10 :SER2 03A4: name_thread 'SER2' :SER2_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $245 == 1 // $ == int 004D: jump_if_false @SER2_35 004E: end_thread :SER2_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SER2_160 00D6: if 00F6: player $PLAYER_CHAR 0 $465 $466 $467 radius 1.5 2.0 2.0 004D: jump_if_false @SER2_160 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @SER2_160 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @SER2_160 0050: gosub @HELP_2883 00BA: text_styled 'TEX_3' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 19 // Demolition Man :SER2_160 0002: jump @SER2_10 :SER3 03A4: name_thread 'SER3' :SER3_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $246 == 1 // $ == int 004D: jump_if_false @SER3_35 004E: end_thread :SER3_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SER3_160 00D6: if 00F6: player $PLAYER_CHAR 0 $465 $466 $467 radius 1.5 2.0 2.0 004D: jump_if_false @SER3_160 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @SER3_160 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @SER3_160 0050: gosub @HELP_2883 00BA: text_styled 'TEX_2' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 20 // Two Bit Hit :SER3_160 0002: jump @SER3_10 :BANK1 03A4: name_thread 'BANK1' :BANK1_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $248 == 1 // $ == int 004D: jump_if_false @BANK1_35 004E: end_thread :BANK1_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @BANK1_167 00D6: if 00F6: player $PLAYER_CHAR 0 $468 $469 $470 radius 1.5 2.0 2.0 004D: jump_if_false @BANK1_167 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @BANK1_167 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @BANK1_167 0050: gosub @HELP_3459 0050: gosub @HELP_2883 00BA: text_styled 'BANK_1' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 21 // No Escape? :BANK1_167 0002: jump @BANK1_10 :BANK2 03A4: name_thread 'BANK2' :BANK2_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $249 == 1 // $ == int 004D: jump_if_false @BANK2_35 004E: end_thread :BANK2_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @BANK2_167 00D6: if 00F6: player $PLAYER_CHAR 0 $468 $469 $470 radius 1.5 2.0 2.0 004D: jump_if_false @BANK2_167 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @BANK2_167 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @BANK2_167 0050: gosub @HELP_3459 0050: gosub @HELP_2883 00BA: text_styled 'BANK_2' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 22 // The Shootist :BANK2_167 0002: jump @BANK2_10 :BANK3 03A4: name_thread 'BANK3' :BANK3_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $250 == 1 // $ == int 004D: jump_if_false @BANK3_35 004E: end_thread :BANK3_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @BANK3_167 00D6: if 00F6: player $PLAYER_CHAR 0 $468 $469 $470 radius 1.5 2.0 2.0 004D: jump_if_false @BANK3_167 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @BANK3_167 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @BANK3_167 0050: gosub @HELP_3459 0050: gosub @HELP_2883 00BA: text_styled 'BANK_3' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 23 // The Driver :BANK3_167 0002: jump @BANK3_10 :BANK4 03A4: name_thread 'BANK4' :BANK4_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $251 == 1 // $ == int 004D: jump_if_false @BANK4_35 004E: end_thread :BANK4_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @BANK4_167 00D6: if 00F6: player $PLAYER_CHAR 0 $468 $469 $470 radius 1.5 2.0 2.0 004D: jump_if_false @BANK4_167 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @BANK4_167 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @BANK4_167 0050: gosub @HELP_3459 0050: gosub @HELP_2883 00BA: text_styled 'BANK_4' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 24 // The Job :BANK4_167 0002: jump @BANK4_10 :AMBBANK 03A4: name_thread 'AMBBANK' 0006: 0@ = 0 // @ = int :AMBBANK_17 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $985 == 1 // $ == int 004D: jump_if_false @AMBBANK_280 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMBBANK_273 00D6: if 0039: 0@ == 0 // @ == int 004D: jump_if_false @AMBBANK_273 00D6: if 00F5: player $PLAYER_CHAR 0 -926.8099 -327.8378 13.3894 radius 4.0 4.0 4.0 004D: jump_if_false @AMBBANK_273 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 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 0006: 0@ = 1 // @ = int :AMBBANK_273 0002: jump @AMBBANK_335 :AMBBANK_280 00D6: if 0039: 0@ == 1 // @ == int 004D: jump_if_false @AMBBANK_335 018E: stop_sound 6@ 0215: destroy_pickup 1@ 0215: destroy_pickup 2@ 0215: destroy_pickup 3@ 0215: destroy_pickup 4@ 0215: destroy_pickup 5@ 0006: 0@ = 0 // @ = int :AMBBANK_335 0002: jump @AMBBANK_17 :PHI1 03A4: name_thread 'PHI1' :PHI1_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $254 == 1 // $ == int 004D: jump_if_false @PHI1_35 004E: end_thread :PHI1_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PHI1_167 00D6: if 00F6: player $PLAYER_CHAR 0 $492 $493 $494 radius 1.5 1.0 2.0 004D: jump_if_false @PHI1_167 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @PHI1_167 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @PHI1_167 0050: gosub @HELP_3538 0050: gosub @HELP_2883 00BA: text_styled 'PHIL_1' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 25 // Gun Runner :PHI1_167 0002: jump @PHI1_10 :PHI2 03A4: name_thread 'PHI2' :PHI2_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $255 == 1 // $ == int 004D: jump_if_false @PHI2_35 004E: end_thread :PHI2_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PHI2_167 00D6: if 00F6: player $PLAYER_CHAR 0 $492 $493 $494 radius 1.5 1.0 2.0 004D: jump_if_false @PHI2_167 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @PHI2_167 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @PHI2_167 0050: gosub @HELP_3538 0050: gosub @HELP_2883 00BA: text_styled 'PHIL_2' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 26 // Boomshine Saigon :PHI2_167 0002: jump @PHI2_10 :PORN1 03A4: name_thread 'PORN1' :PORN1_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $257 == 1 // $ == int 004D: jump_if_false @PORN1_35 004E: end_thread :PORN1_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PORN1_167 00D6: if 00F6: player $PLAYER_CHAR 0 $471 $472 $473 radius 1.5 2.0 2.0 004D: jump_if_false @PORN1_167 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @PORN1_167 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @PORN1_167 0050: gosub @HELP_3286 0050: gosub @HELP_2883 00BA: text_styled 'PORN_1' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 27 // Recruitment Drive :PORN1_167 0002: jump @PORN1_10 :PORN2 03A4: name_thread 'PORN2' :PORN2_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $258 == 1 // $ == int 004D: jump_if_false @PORN2_35 004E: end_thread :PORN2_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PORN2_167 00D6: if 00F6: player $PLAYER_CHAR 0 $471 $472 $473 radius 1.5 2.0 2.0 004D: jump_if_false @PORN2_167 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @PORN2_167 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @PORN2_167 0050: gosub @HELP_3286 0050: gosub @HELP_2883 00BA: text_styled 'PORN_2' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 28 // Dildo Dodo :PORN2_167 0002: jump @PORN2_10 :PORN3 03A4: name_thread 'PORN3' :PORN3_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $259 == 1 // $ == int 004D: jump_if_false @PORN3_35 004E: end_thread :PORN3_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PORN3_167 00D6: if 00F6: player $PLAYER_CHAR 0 $471 $472 $473 radius 1.5 2.0 2.0 004D: jump_if_false @PORN3_167 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @PORN3_167 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @PORN3_167 0050: gosub @HELP_3286 0050: gosub @HELP_2883 00BA: text_styled 'PORN_3' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 29 // Martha's Mug Shot :PORN3_167 0002: jump @PORN3_10 :PORN4 03A4: name_thread 'PORN4' :PORN4_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $260 == 1 // $ == int 004D: jump_if_false @PORN4_35 004E: end_thread :PORN4_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PORN4_167 00D6: if 00F6: player $PLAYER_CHAR 0 $471 $472 $473 radius 1.5 2.0 2.0 004D: jump_if_false @PORN4_167 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @PORN4_167 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @PORN4_167 0050: gosub @HELP_3286 0050: gosub @HELP_2883 00BA: text_styled 'PORN_4' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 30 // G-spotlight :PORN4_167 0002: jump @PORN4_10 :PRO1 03A4: name_thread 'PRO1' :PRO1_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $266 == 1 // $ == int 004D: jump_if_false @PRO1_35 004E: end_thread :PRO1_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PRO1_166 00D6: if 00F6: player $PLAYER_CHAR 0 -378.3 -579.8 24.5 radius 1.5 2.0 2.0 004D: jump_if_false @PRO1_166 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @PRO1_166 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @PRO1_166 0050: gosub @HELP_2883 00BA: text_styled 'BUD_1' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 31 // Shakedown :PRO1_166 0002: jump @PRO1_10 :PRO2 03A4: name_thread 'PRO2' :PRO2_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $267 == 1 // $ == int 004D: jump_if_false @PRO2_35 004E: end_thread :PRO2_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PRO2_166 00D6: if 00F6: player $PLAYER_CHAR 0 -397.4 -561.3 18.7 radius 1.5 2.0 2.0 004D: jump_if_false @PRO2_166 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @PRO2_166 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @PRO2_166 0050: gosub @HELP_2883 00BA: text_styled 'BUD_2' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 32 // Bar Brawl :PRO2_166 0002: jump @PRO2_10 :PRO3 03A4: name_thread 'PRO3' :PRO3_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $268 == 1 // $ == int 004D: jump_if_false @PRO3_35 004E: end_thread :PRO3_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PRO3_166 00D6: if 00F6: player $PLAYER_CHAR 0 -348.5 -541.8 16.4 radius 1.5 2.0 2.0 004D: jump_if_false @PRO3_166 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @PRO3_166 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @PRO3_166 0050: gosub @HELP_2883 00BA: text_styled 'BUD_3' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 33 // Cop Land :PRO3_166 0002: jump @PRO3_10 :COU1 03A4: name_thread 'COU1' :COU1_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $272 == 1 // $ == int 004D: jump_if_false @COU1_35 004E: end_thread :COU1_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @COU1_167 00D6: if 00F6: player $PLAYER_CHAR 0 $474 $475 $476 radius 1.5 2.0 2.0 004D: jump_if_false @COU1_167 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @COU1_167 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @COU1_167 0050: gosub @HELP_3622 0050: gosub @HELP_2883 00BA: text_styled 'CNT_1' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 34 // Spilling the Beans :COU1_167 0002: jump @COU1_10 :COU2 03A4: name_thread 'COU2' :COU2_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $273 == 1 // $ == int 004D: jump_if_false @COU2_35 004E: end_thread :COU2_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @COU2_167 00D6: if 00F6: player $PLAYER_CHAR 0 $474 $475 $476 radius 1.5 2.0 2.0 004D: jump_if_false @COU2_167 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @COU2_167 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @COU2_167 0050: gosub @HELP_3622 0050: gosub @HELP_2883 00BA: text_styled 'CNT_2' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 35 // Hit the Courier :COU2_167 0002: jump @COU2_10 :COUBUY 03A4: name_thread 'COUBUY' :COUBUY_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @COUBUY_87 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @COUBUY_87 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @COUBUY_87 00D6: if 0214: pickup $PRINT_WORKS_ASSET picked_up 004D: jump_if_false @COUBUY_87 0417: start_mission 36 // Printworks Buy 004E: end_thread :COUBUY_87 0002: jump @COUBUY_10 :CARBUY 03A4: name_thread 'CARBUY' :CARBUY_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @CARBUY_133 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @CARBUY_133 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @CARBUY_133 00D6: if 0214: pickup $CAR_SHOWROOM_ASSET picked_up 004D: jump_if_false @CARBUY_133 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'SUNSHIN' 6000 ms 2 0050: gosub @HELP_2932 0417: start_mission 37 // Sunshine Autos 004E: end_thread :CARBUY_133 0002: jump @CARBUY_10 :PORNBUY 03A4: name_thread 'PORNBUY' :PORNBUY_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PORNBUY_87 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @PORNBUY_87 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @PORNBUY_87 00D6: if 0214: pickup $FILM_STUDIO_ASSET picked_up 004D: jump_if_false @PORNBUY_87 0417: start_mission 38 // Interglobal Films Buy 004E: end_thread :PORNBUY_87 0002: jump @PORNBUY_10 :ICEBUY 03A4: name_thread 'ICEBUY' :ICEBUY_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @ICEBUY_141 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @ICEBUY_141 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @ICEBUY_141 00D6: if 0214: pickup $ICE_CREAM_FACTORY_ASSET picked_up 004D: jump_if_false @ICEBUY_141 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'CHERRYP' 6000 ms 2 0050: gosub @HELP_2932 004F: create_thread @ICE1 0417: start_mission 39 // Cherry Popper Icecreams Buy 004E: end_thread :ICEBUY_141 0002: jump @ICEBUY_10 :TAXIBUY 03A4: name_thread 'TAXIBUY' :TAXIBUY_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @TAXIBUY_141 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @TAXIBUY_141 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @TAXIBUY_141 00D6: if 0214: pickup $678 picked_up 004D: jump_if_false @TAXIBUY_141 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'KAUFCAB' 6000 ms 2 0050: gosub @HELP_2932 004F: create_thread @TWAR1 0417: start_mission 40 // Kaufman Cabs Buy 004E: end_thread :TAXIBUY_141 0002: jump @TAXIBUY_10 :BANKBUY 03A4: name_thread 'BANKBUY' :BANKBUY_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @BANKBUY_87 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @BANKBUY_87 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @BANKBUY_87 00D6: if 0214: pickup $679 picked_up 004D: jump_if_false @BANKBUY_87 0417: start_mission 41 // Malibu Club Buy 004E: end_thread :BANKBUY_87 0002: jump @BANKBUY_10 :BOATBUY 03A4: name_thread 'BOATBUY' :BOATBUY_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @BOATBUY_133 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @BOATBUY_133 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @BOATBUY_133 00D6: if 0214: pickup $680 picked_up 004D: jump_if_false @BOATBUY_133 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'BOATYAR' 6000 ms 2 0050: gosub @HELP_2932 0417: start_mission 42 // The Boatyard Buy 004E: end_thread :BOATBUY_133 0002: jump @BOATBUY_10 :STRPBUY 03A4: name_thread 'STRPBUY' :STRPBUY_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @STRPBUY_87 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @STRPBUY_87 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @STRPBUY_87 00D6: if 0214: pickup $615 picked_up 004D: jump_if_false @STRPBUY_87 0417: start_mission 43 // Pole Position Club Buy 004E: end_thread :STRPBUY_87 0002: jump @STRPBUY_10 :NBMNBUY 03A4: name_thread 'NBMNBUY' :NBMNBUY_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NBMNBUY_87 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @NBMNBUY_87 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NBMNBUY_87 00D6: if 0214: pickup $662 picked_up 004D: jump_if_false @NBMNBUY_87 0417: start_mission 44 // El Swanko Casa Buy 004E: end_thread :NBMNBUY_87 0002: jump @NBMNBUY_10 :LNKVBY 03A4: name_thread 'LNKVBY' :LNKVBY_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @LNKVBY_87 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @LNKVBY_87 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @LNKVBY_87 00D6: if 0214: pickup $654 picked_up 004D: jump_if_false @LNKVBY_87 0417: start_mission 45 // Links View Apartment Buy 004E: end_thread :LNKVBY_87 0002: jump @LNKVBY_10 :HYCOBY 03A4: name_thread 'HYCOBY' :HYCOBY_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HYCOBY_87 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @HYCOBY_87 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @HYCOBY_87 00D6: if 0214: pickup $666 picked_up 004D: jump_if_false @HYCOBY_87 0417: start_mission 46 // Hyman Condo Buy 004E: end_thread :HYCOBY_87 0002: jump @HYCOBY_10 :OCHEBY 03A4: name_thread 'OCHEBY' :OCHEBY_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @OCHEBY_87 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @OCHEBY_87 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @OCHEBY_87 00D6: if 0214: pickup $658 picked_up 004D: jump_if_false @OCHEBY_87 0417: start_mission 47 // Ocean Heighs Aprt. Buy 004E: end_thread :OCHEBY_87 0002: jump @OCHEBY_10 :WASHBY 03A4: name_thread 'WASHBY' :WASHBY_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @WASHBY_87 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @WASHBY_87 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @WASHBY_87 00D6: if 0214: pickup $651 picked_up 004D: jump_if_false @WASHBY_87 0417: start_mission 48 // 1102 Washington Street Buy 004E: end_thread :WASHBY_87 0002: jump @WASHBY_10 :VCPTBY 03A4: name_thread 'VCPTBY' :VCPTBY_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @VCPTBY_87 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @VCPTBY_87 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @VCPTBY_87 00D6: if 0214: pickup $648 picked_up 004D: jump_if_false @VCPTBY_87 0417: start_mission 49 // Vice Point Buy 004E: end_thread :VCPTBY_87 0002: jump @VCPTBY_10 :SKUMBY 03A4: name_thread 'SKUMBY' :SKUMBY_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SKUMBY_87 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @SKUMBY_87 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @SKUMBY_87 00D6: if 0214: pickup $645 picked_up 004D: jump_if_false @SKUMBY_87 0417: start_mission 50 // Skumole Shack Buy 004E: end_thread :SKUMBY_87 0002: jump @SKUMBY_10 :FIN1 03A4: name_thread 'FIN1' :FIN1_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $269 == 1 // $ == int 004D: jump_if_false @FIN1_35 004E: end_thread :FIN1_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @FIN1_167 00D6: if 00F6: player $PLAYER_CHAR 0 $474 $475 $476 radius 1.5 2.0 2.0 004D: jump_if_false @FIN1_167 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @FIN1_167 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @FIN1_167 0050: gosub @HELP_3622 0050: gosub @HELP_2883 00BA: text_styled 'CAP_1' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 51 // Cap the Collector :FIN1_167 0002: jump @FIN1_10 :FIN2 03A4: name_thread 'FIN2' :FIN2_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $270 == 1 // $ == int 004D: jump_if_false @FIN2_35 004E: end_thread :FIN2_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @FIN2_241 00D6: if 00F6: player $PLAYER_CHAR 0 -378.3 -579.8 24.5 radius 1.5 2.0 2.0 004D: jump_if_false @FIN2_234 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @FIN2_227 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @FIN2_227 00D6: if 010A: player $PLAYER_CHAR money > 1000 004D: jump_if_false @FIN2_192 0050: gosub @HELP_2883 00BA: text_styled 'FIN_1' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 52 // Keep your Friends Close... 0002: jump @FIN2_227 :FIN2_192 00D6: if 0038: $452 == 0 // $ == int 004D: jump_if_false @FIN2_227 03E5: text_box 'FIN_B6' 0004: $452 = 1 // $ = int :FIN2_227 0002: jump @FIN2_241 :FIN2_234 0004: $452 = 0 // $ = int :FIN2_241 0002: jump @FIN2_10 :GANGMEM 03A4: name_thread 'GANGMEM' 0004: $724 = -1 // $ = int 0006: 0@ = -1 // @ = int 0006: 1@ = -1 // @ = int 0006: 7@ = 0 // @ = int 0006: 8@ = 0 // @ = int 0006: 9@ = 0 // @ = int 0006: 3@ = 0 // @ = int 0006: 4@ = 0 // @ = int 0006: 5@ = 0 // @ = int 0005: $725 = 0.0 // $ = float :GANGMEM_83 0001: wait $DEFAULT_WAIT_TIME ms 058C: $725 = percentage_completed :GANGMEM_93 00D6: if 0042: $725 == 100.0 // $ == float 004D: jump_if_false @GANGMEM_478 0001: wait 100 ms 0084: $723 = $724 // $ = $ int 0085: 2@ = 3@ // @ = @ int 0085: 6@ = 7@ // @ = @ int 0007: 10@ = -403.7998 // @ = float 0007: 11@ = -558.5297 // @ = float 0007: 12@ = 17.9388 // @ = float 0007: 13@ = 170.5255 // @ = float 0007: 14@ = -403.7675 // @ = float 0007: 15@ = -559.4329 // @ = float 0050: gosub @GANGMEM_485 0084: $724 = $723 // $ = $ int 0085: 3@ = 2@ // @ = @ int 0085: 7@ = 6@ // @ = @ int 0001: wait 100 ms 008A: $723 = 0@ // $ = @ int 0085: 2@ = 4@ // @ = @ int 0085: 6@ = 8@ // @ = @ int 0007: 10@ = -401.1314 // @ = float 0007: 11@ = -565.7331 // @ = float 0007: 12@ = 18.5404 // @ = float 0007: 13@ = 100.8949 // @ = float 0007: 14@ = -402.1638 // @ = float 0007: 15@ = -565.7678 // @ = float 0050: gosub @GANGMEM_485 008B: 0@ = $723 // @ = $ int 0085: 4@ = 2@ // @ = @ int 0085: 8@ = 6@ // @ = @ int 0001: wait 100 ms 008A: $723 = 1@ // $ = @ int 0085: 2@ = 5@ // @ = @ int 0085: 6@ = 9@ // @ = @ int 0007: 10@ = -404.3082 // @ = float 0007: 11@ = -561.7204 // @ = float 0007: 12@ = 17.9388 // @ = float 0007: 13@ = 7.0257 // @ = float 0007: 14@ = -404.3812 // @ = float 0007: 15@ = -561.1186 // @ = float 0050: gosub @GANGMEM_485 008B: 1@ = $723 // @ = $ int 0085: 5@ = 2@ // @ = @ int 0085: 9@ = 6@ // @ = @ int 0002: jump @GANGMEM_93 :GANGMEM_478 0002: jump @GANGMEM_83 :GANGMEM_485 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @GANGMEM_1107 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @GANGMEM_1093 00D6: if 0583: player $PLAYER_CHAR in_zone 'GANG1' 004D: jump_if_false @GANGMEM_789 00D6: if 010A: player $PLAYER_CHAR money > 6000 004D: jump_if_false @GANGMEM_782 00D6: if 0039: 2@ == 0 // @ == int 004D: jump_if_false @GANGMEM_782 00D6: if 0248: model #PGA available 004D: jump_if_false @GANGMEM_782 00D6: if 0248: model #UZI available 004D: jump_if_false @GANGMEM_782 00D6: if 80C2: not sphere_onscreen 10@ 11@ 12@ 1.0 004D: jump_if_false @GANGMEM_782 009A: $723 = create_actor_pedtype 4 model #PGA at 10@ 11@ 12@ 0173: set_actor $723 z_angle_to 13@ 04F5: set_actor $723 as_player_friend $PLAYER_CHAR flag 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 0223: set_actor $723 health_to 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 0006: 2@ = 1 // @ = int :GANGMEM_782 0002: jump @GANGMEM_824 :GANGMEM_789 00D6: if 001B: 2 > 2@ // int > @ 004D: jump_if_false @GANGMEM_824 01C2: mark_actor_as_no_longer_needed $723 0006: 2@ = 0 // @ = int 03BD: destroy_sphere 6@ :GANGMEM_824 00D6: if 0039: 2@ == 1 // @ == int 004D: jump_if_false @GANGMEM_966 00D6: if 8118: not actor $723 dead 004D: jump_if_false @GANGMEM_959 00D6: if 00F5: player $PLAYER_CHAR 0 14@ 15@ 12@ radius 1.0 1.0 2.0 004D: jump_if_false @GANGMEM_952 00D6: if 010A: player $PLAYER_CHAR money > 2000 004D: jump_if_false @GANGMEM_927 0109: player $PLAYER_CHAR money += -2000 :GANGMEM_927 01DF: tie_actor $723 to_player $PLAYER_CHAR 053D: clear_actor $723 wait_state 03BD: destroy_sphere 6@ 0006: 2@ = 2 // @ = int :GANGMEM_952 0002: jump @GANGMEM_966 :GANGMEM_959 0050: gosub @GANGMEM_1116 :GANGMEM_966 00D6: if 0039: 2@ == 2 // @ == int 004D: jump_if_false @GANGMEM_1086 00D6: if 8118: not actor $723 dead 004D: jump_if_false @GANGMEM_1079 00D6: if 00E9: player $PLAYER_CHAR 0 $723 radius 100.0 100.0 004D: jump_if_false @GANGMEM_1065 00D6: if 8320: not actor $723 in_range_of_player $PLAYER_CHAR 004D: jump_if_false @GANGMEM_1058 01DF: tie_actor $723 to_player $PLAYER_CHAR :GANGMEM_1058 0002: jump @GANGMEM_1072 :GANGMEM_1065 0050: gosub @GANGMEM_1116 :GANGMEM_1072 0002: jump @GANGMEM_1086 :GANGMEM_1079 0050: gosub @GANGMEM_1116 :GANGMEM_1086 0002: jump @GANGMEM_1100 :GANGMEM_1093 0050: gosub @GANGMEM_1116 :GANGMEM_1100 0002: jump @GANGMEM_1114 :GANGMEM_1107 0050: gosub @GANGMEM_1116 :GANGMEM_1114 0051: return :GANGMEM_1116 00D6: if 8039: not 2@ == 0 // @ == int 004D: jump_if_false @GANGMEM_1205 01C2: mark_actor_as_no_longer_needed $723 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @GANGMEM_1193 00D6: if 8583: not player $PLAYER_CHAR in_zone 'GANG1' 004D: jump_if_false @GANGMEM_1186 0006: 2@ = 0 // @ = int :GANGMEM_1186 0002: jump @GANGMEM_1200 :GANGMEM_1193 0006: 2@ = 0 // @ = int :GANGMEM_1200 03BD: destroy_sphere 6@ :GANGMEM_1205 0051: return :ARMYBAS 03A4: name_thread 'ARMYBAS' 0006: 0@ = 0 // @ = int :ARMYBAS_17 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @ARMYBAS_322 00D6: if or 0583: player $PLAYER_CHAR in_zone 'AIRPORT' 0583: player $PLAYER_CHAR in_zone 'ARMYBAS' 004D: jump_if_false @ARMYBAS_235 00D6: if 0039: 0@ == 0 // @ == int 004D: jump_if_false @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: set_gang 2 attack_player_with_cops 1 0247: request_model #ARMY 0006: 0@ = 1 // @ = int :ARMYBAS_132 00D6: if 0039: 0@ == 1 // @ == int 004D: jump_if_false @ARMYBAS_228 00D6: 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 004D: jump_if_false @ARMYBAS_222 03F2: pedtype 9 remove_threat 1 0002: jump @ARMYBAS_228 :ARMYBAS_222 03F1: pedtype 9 add_threat 1 :ARMYBAS_228 0002: jump @ARMYBAS_322 :ARMYBAS_235 00D6: if 0039: 0@ == 1 // @ == int 004D: jump_if_false @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: set_gang 2 attack_player_with_cops 0 0001: wait 0 ms 0001: wait 0 ms 0001: wait 0 ms 00D6: if 0038: $1603 == 0 // $ == int 004D: jump_if_false @ARMYBAS_315 0249: release_model #ARMY :ARMYBAS_315 0006: 0@ = 0 // @ = int :ARMYBAS_322 0002: jump @ARMYBAS_17 :BIK1 03A4: name_thread 'BIK1' :BIK1_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $275 == 1 // $ == int 004D: jump_if_false @BIK1_35 004E: end_thread :BIK1_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @BIK1_167 00D6: if 00F6: player $PLAYER_CHAR 0 $477 $478 $479 radius 1.5 2.0 2.0 004D: jump_if_false @BIK1_167 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @BIK1_167 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @BIK1_167 0050: gosub @HELP_3706 0050: gosub @HELP_2883 00BA: text_styled 'BIKE_1' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 53 // Alloy Wheels of Steel :BIK1_167 0002: jump @BIK1_10 :BIK2 03A4: name_thread 'BIK2' :BIK2_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $276 == 1 // $ == int 004D: jump_if_false @BIK2_35 004E: end_thread :BIK2_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @BIK2_167 00D6: if 00F6: player $PLAYER_CHAR 0 $477 $478 $479 radius 1.5 2.0 2.0 004D: jump_if_false @BIK2_167 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @BIK2_167 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @BIK2_167 0050: gosub @HELP_3706 0050: gosub @HELP_2883 00BA: text_styled 'BIKE_2' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 54 // Messing with the Man :BIK2_167 0002: jump @BIK2_10 :BIK3 03A4: name_thread 'BIK3' :BIK3_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $277 == 1 // $ == int 004D: jump_if_false @BIK3_35 004E: end_thread :BIK3_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @BIK3_167 00D6: if 00F6: player $PLAYER_CHAR 0 $477 $478 $479 radius 1.5 2.0 2.0 004D: jump_if_false @BIK3_167 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @BIK3_167 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @BIK3_167 0050: gosub @HELP_3706 0050: gosub @HELP_2883 00BA: text_styled 'BIKE_3' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 55 // Hog Tied :BIK3_167 0002: jump @BIK3_10 :CUB1 03A4: name_thread 'CUB1' :CUB1_10 0001: wait 0 ms 00D6: if 0038: $279 == 1 // $ == int 004D: jump_if_false @CUB1_34 004E: end_thread :CUB1_34 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @CUB1_166 00D6: if 00F6: player $PLAYER_CHAR 0 $480 $481 $482 radius 2.0 2.2 3.0 004D: jump_if_false @CUB1_166 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @CUB1_166 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @CUB1_166 0050: gosub @HELP_3874 0050: gosub @HELP_2883 00BA: text_styled 'CUB_1' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 56 // Stunt Boat Challenge :CUB1_166 0002: jump @CUB1_10 :CUB2 03A4: name_thread 'CUB2' :CUB2_10 0001: wait 0 ms 00D6: if 0038: $280 == 1 // $ == int 004D: jump_if_false @CUB2_34 004E: end_thread :CUB2_34 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @CUB2_166 00D6: if 00F6: player $PLAYER_CHAR 0 $480 $481 $482 radius 2.0 2.2 3.0 004D: jump_if_false @CUB2_166 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @CUB2_166 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @CUB2_166 0050: gosub @HELP_3874 0050: gosub @HELP_2883 00BA: text_styled 'CUB_2' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 57 // Cannon Fodder :CUB2_166 0002: jump @CUB2_10 :CUB3 03A4: name_thread 'CUB3' :CUB3_10 0001: wait 0 ms 00D6: if 0038: $281 == 1 // $ == int 004D: jump_if_false @CUB3_34 004E: end_thread :CUB3_34 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @CUB3_166 00D6: if 00F6: player $PLAYER_CHAR 0 $480 $481 $482 radius 2.0 2.2 3.0 004D: jump_if_false @CUB3_166 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @CUB3_166 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @CUB3_166 0050: gosub @HELP_3874 0050: gosub @HELP_2883 00BA: text_styled 'CUB_3' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 58 // Naval Engagement :CUB3_166 0002: jump @CUB3_10 :CUB4 03A4: name_thread 'CUB4' :CUB4_10 0001: wait 0 ms 00D6: if 0038: $282 == 1 // $ == int 004D: jump_if_false @CUB4_34 004E: end_thread :CUB4_34 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @CUB4_492 00D6: if 00F6: player $PLAYER_CHAR 0 $480 $481 $482 radius 2.0 2.2 3.0 004D: jump_if_false @CUB4_492 00D6: if 040C: german_game 004D: jump_if_false @CUB4_302 00D6: if 0038: $PASSED_HAT2_BOMBS_AWAY == 1 // $ == int 004D: jump_if_false @CUB4_204 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @CUB4_197 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @CUB4_197 0050: gosub @HELP_3874 0050: gosub @HELP_2883 00BA: text_styled 'CUB_4' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 59 // Trojan Voodoo :CUB4_197 0002: jump @CUB4_295 :CUB4_204 00BC: text_highpriority 'GOAWAY1' time 5000 1 :CUB4_219 00D6: if 00F6: player $PLAYER_CHAR 0 $480 $481 $482 radius 2.0 2.2 3.0 004D: jump_if_false @CUB4_295 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @CUB4_288 0002: jump @CUB4_10 :CUB4_288 0002: jump @CUB4_219 :CUB4_295 0002: jump @CUB4_492 :CUB4_302 00D6: if 0038: $PASSED_HAT3_DIRTY_LICKINS == 1 // $ == int 004D: jump_if_false @CUB4_401 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @CUB4_394 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @CUB4_394 0050: gosub @HELP_3874 0050: gosub @HELP_2883 00BA: text_styled 'CUB_4' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 59 // Trojan Voodoo :CUB4_394 0002: jump @CUB4_492 :CUB4_401 00BC: text_highpriority 'GOAWAY1' time 5000 1 :CUB4_416 00D6: if 00F6: player $PLAYER_CHAR 0 $480 $481 $482 radius 2.0 2.2 3.0 004D: jump_if_false @CUB4_492 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @CUB4_485 0002: jump @CUB4_10 :CUB4_485 0002: jump @CUB4_416 :CUB4_492 0002: jump @CUB4_10 :HAT1 03A4: name_thread 'HAT1' :HAT1_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $PASSED_HAT1_JUJU_SCRAMBLE == 1 // $ == int 004D: jump_if_false @HAT1_35 004E: end_thread :HAT1_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HAT1_167 00D6: if 00F6: player $PLAYER_CHAR 0 $483 $484 $485 radius 1.5 2.0 2.0 004D: jump_if_false @HAT1_167 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @HAT1_167 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @HAT1_167 0050: gosub @HELP_3963 0050: gosub @HELP_2883 00BA: text_styled 'HAT_1' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 60 // Juju Scramble :HAT1_167 0002: jump @HAT1_10 :HAT2 03A4: name_thread 'HAT2' :HAT2_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $PASSED_HAT2_BOMBS_AWAY == 1 // $ == int 004D: jump_if_false @HAT2_35 004E: end_thread :HAT2_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HAT2_167 00D6: if 00F6: player $PLAYER_CHAR 0 $483 $484 $485 radius 1.5 2.0 2.0 004D: jump_if_false @HAT2_167 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @HAT2_167 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @HAT2_167 0050: gosub @HELP_3963 0050: gosub @HELP_2883 00BA: text_styled 'HAT_2' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 61 // Bombs Away! :HAT2_167 0002: jump @HAT2_10 :HAT3 03A4: name_thread 'HAT3' :HAT3_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $PASSED_HAT3_DIRTY_LICKINS == 1 // $ == int 004D: jump_if_false @HAT3_35 004E: end_thread :HAT3_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HAT3_167 00D6: if 00F6: player $PLAYER_CHAR 0 $483 $484 $485 radius 1.5 2.0 2.0 004D: jump_if_false @HAT3_167 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @HAT3_167 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @HAT3_167 0050: gosub @HELP_3963 0050: gosub @HELP_2883 00BA: text_styled 'HAT_3' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 62 // Dirty Lickin's :HAT3_167 0002: jump @HAT3_10 :ROC1 03A4: name_thread 'ROC1' :ROC1_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $PASSED_ROCK1_LOVE_JUICE == 1 // $ == int 004D: jump_if_false @ROC1_35 004E: end_thread :ROC1_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @ROC1_167 00D6: if 00F6: player $PLAYER_CHAR 0 $486 $487 $488 radius 1.5 2.0 2.0 004D: jump_if_false @ROC1_167 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @ROC1_167 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @ROC1_167 0050: gosub @HELP_3790 0050: gosub @HELP_2883 00BA: text_styled 'ROCK_1' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 63 // Love Juice :ROC1_167 0002: jump @ROC1_10 :ROC2 03A4: name_thread 'ROC2' :ROC2_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $PASSED_ROCK2_PSYCHO_KILLER == 1 // $ == int 004D: jump_if_false @ROC2_35 004E: end_thread :ROC2_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @ROC2_167 00D6: if 00F6: player $PLAYER_CHAR 0 $486 $487 $488 radius 1.5 2.0 2.0 004D: jump_if_false @ROC2_167 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @ROC2_167 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @ROC2_167 0050: gosub @HELP_3790 0050: gosub @HELP_2883 00BA: text_styled 'ROCK_2' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 64 // Psycho Killer :ROC2_167 0002: jump @ROC2_10 :ROC3 03A4: name_thread 'ROC3' :ROC3_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $PASSED_ROCK3_PUBLICITY_TOUR == 1 // $ == int 004D: jump_if_false @ROC3_35 004E: end_thread :ROC3_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @ROC3_283 00D6: if 00F6: player $PLAYER_CHAR 0 $486 $487 $488 radius 1.5 2.0 2.0 004D: jump_if_false @ROC3_283 00D6: if 0038: $277 == 1 // $ == int 004D: jump_if_false @ROC3_192 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @ROC3_185 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @ROC3_185 0050: gosub @HELP_3790 0050: gosub @HELP_2883 00BA: text_styled 'ROCK_3' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 65 // Publicity Tour :ROC3_185 0002: jump @ROC3_283 :ROC3_192 00BC: text_highpriority 'GOAWAY2' time 1000 2 :ROC3_207 00D6: if 00F6: player $PLAYER_CHAR 0 $486 $487 $488 radius 1.5 2.0 2.0 004D: jump_if_false @ROC3_283 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @ROC3_276 0002: jump @ROC3_10 :ROC3_276 0002: jump @ROC3_207 :ROC3_283 0002: jump @ROC3_10 :SHOOT 03A4: name_thread 'SHOOT' 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHOOT_101 :SHOOT_26 00D6: if 00F6: player $PLAYER_CHAR 0 -665.63 1231.863 10.1 radius 10.0 10.0 3.0 004D: jump_if_false @SHOOT_101 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHOOT_94 :SHOOT_94 0002: jump @SHOOT_26 :SHOOT_101 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHOOT_334 00D6: if 00F6: player $PLAYER_CHAR 1 -665.63 1231.863 10.1 radius 1.0 1.0 2.0 004D: jump_if_false @SHOOT_334 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @SHOOT_334 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @SHOOT_334 0004: $ONMISSION = 1 // $ = int 01B4: set_player $PLAYER_CHAR can_move 0 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 0050: gosub @HELP_2932 0417: start_mission 66 // Weapon Range 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHOOT_334 :SHOOT_259 00D6: if 00F6: player $PLAYER_CHAR 0 -665.63 1231.863 10.1 radius 10.0 10.0 3.0 004D: jump_if_false @SHOOT_334 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHOOT_327 :SHOOT_327 0002: jump @SHOOT_259 :SHOOT_334 0002: jump @SHOOT_101 :ASSIN_1 03A4: name_thread 'ASSIN_1' :ASSIN_1_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $298 == 1 // $ == int 004D: jump_if_false @ASSIN_1_40 024E: disable_phone $292 004E: end_thread :ASSIN_1_40 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @ASSIN_1_70 0405: enable_phone $292 0002: jump @ASSIN_1_75 :ASSIN_1_70 024E: disable_phone $292 :ASSIN_1_75 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @ASSIN_1_326 00D6: if 00F9: player $PLAYER_CHAR stopped 0 $516 $517 $518 radius 1.0 1.0 2.0 004D: jump_if_false @ASSIN_1_326 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @ASSIN_1_326 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @ASSIN_1_227 0004: $ONMISSION = 1 // $ = int 024E: disable_phone $292 01B4: set_player $PLAYER_CHAR can_move 0 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 00BA: text_styled 'JOB_1' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 67 // Road Kill :ASSIN_1_227 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @ASSIN_1_250 0002: jump @ASSIN_1_10 :ASSIN_1_250 00D6: if 00F6: player $PLAYER_CHAR 0 $516 $517 $518 radius 1.0 1.0 2.0 004D: jump_if_false @ASSIN_1_326 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @ASSIN_1_319 0002: jump @ASSIN_1_10 :ASSIN_1_319 0002: jump @ASSIN_1_250 :ASSIN_1_326 0002: jump @ASSIN_1_10 :ASSIN_2 03A4: name_thread 'ASSIN_2' :ASSIN_2_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $299 == 1 // $ == int 004D: jump_if_false @ASSIN_2_40 024E: disable_phone $293 004E: end_thread :ASSIN_2_40 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @ASSIN_2_70 0405: enable_phone $293 0002: jump @ASSIN_2_75 :ASSIN_2_70 024E: disable_phone $293 :ASSIN_2_75 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @ASSIN_2_326 00D6: if 00F9: player $PLAYER_CHAR stopped 0 $519 $520 $521 radius 1.0 1.0 2.0 004D: jump_if_false @ASSIN_2_326 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @ASSIN_2_326 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @ASSIN_2_227 0004: $ONMISSION = 1 // $ = int 024E: disable_phone $293 01B4: set_player $PLAYER_CHAR can_move 0 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 00BA: text_styled 'JOB_2' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 68 // Waste the Wife :ASSIN_2_227 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @ASSIN_2_250 0002: jump @ASSIN_2_10 :ASSIN_2_250 00D6: if 00F6: player $PLAYER_CHAR 0 $519 $520 $521 radius 1.0 1.0 2.0 004D: jump_if_false @ASSIN_2_326 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @ASSIN_2_319 0002: jump @ASSIN_2_10 :ASSIN_2_319 0002: jump @ASSIN_2_250 :ASSIN_2_326 0002: jump @ASSIN_2_10 :ASSIN_3 03A4: name_thread 'ASSIN_3' :ASSIN_3_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $300 == 1 // $ == int 004D: jump_if_false @ASSIN_3_40 024E: disable_phone $294 004E: end_thread :ASSIN_3_40 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @ASSIN_3_70 0405: enable_phone $294 0002: jump @ASSIN_3_75 :ASSIN_3_70 024E: disable_phone $294 :ASSIN_3_75 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @ASSIN_3_326 00D6: if 00F9: player $PLAYER_CHAR stopped 0 $522 $523 $524 radius 1.0 1.0 2.0 004D: jump_if_false @ASSIN_3_326 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @ASSIN_3_326 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @ASSIN_3_227 0004: $ONMISSION = 1 // $ = int 024E: disable_phone $294 01B4: set_player $PLAYER_CHAR can_move 0 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 00BA: text_styled 'JOB_3' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 69 // Autocide :ASSIN_3_227 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @ASSIN_3_250 0002: jump @ASSIN_3_10 :ASSIN_3_250 00D6: if 00F6: player $PLAYER_CHAR 0 $522 $523 $524 radius 1.0 1.0 2.0 004D: jump_if_false @ASSIN_3_326 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @ASSIN_3_319 0002: jump @ASSIN_3_10 :ASSIN_3_319 0002: jump @ASSIN_3_250 :ASSIN_3_326 0002: jump @ASSIN_3_10 :ASSIN_4 03A4: name_thread 'ASSIN_4' :ASSIN_4_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $301 == 1 // $ == int 004D: jump_if_false @ASSIN_4_40 024E: disable_phone $295 004E: end_thread :ASSIN_4_40 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @ASSIN_4_70 0405: enable_phone $295 0002: jump @ASSIN_4_75 :ASSIN_4_70 024E: disable_phone $295 :ASSIN_4_75 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @ASSIN_4_326 00D6: if 00F9: player $PLAYER_CHAR stopped 0 $525 $526 $527 radius 1.0 1.0 2.0 004D: jump_if_false @ASSIN_4_326 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @ASSIN_4_326 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @ASSIN_4_227 0004: $ONMISSION = 1 // $ = int 024E: disable_phone $295 01B4: set_player $PLAYER_CHAR can_move 0 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 00BA: text_styled 'JOB_4' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 70 // Check Out at the Check In :ASSIN_4_227 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @ASSIN_4_250 0002: jump @ASSIN_4_10 :ASSIN_4_250 00D6: if 00F6: player $PLAYER_CHAR 0 $525 $526 $527 radius 1.0 1.0 2.0 004D: jump_if_false @ASSIN_4_326 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @ASSIN_4_319 0002: jump @ASSIN_4_10 :ASSIN_4_319 0002: jump @ASSIN_4_250 :ASSIN_4_326 0002: jump @ASSIN_4_10 :ASSIN_5 03A4: name_thread 'ASSIN_5' :ASSIN_5_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $302 == 1 // $ == int 004D: jump_if_false @ASSIN_5_40 024E: disable_phone $296 004E: end_thread :ASSIN_5_40 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @ASSIN_5_70 0405: enable_phone $296 0002: jump @ASSIN_5_75 :ASSIN_5_70 024E: disable_phone $296 :ASSIN_5_75 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @ASSIN_5_326 00D6: if 00F9: player $PLAYER_CHAR stopped 0 $528 $529 $530 radius 1.0 1.0 2.0 004D: jump_if_false @ASSIN_5_326 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @ASSIN_5_326 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @ASSIN_5_227 0004: $ONMISSION = 1 // $ = int 024E: disable_phone $296 01B4: set_player $PLAYER_CHAR can_move 0 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 00BA: text_styled 'JOB_5' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 71 // Loose Ends :ASSIN_5_227 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @ASSIN_5_250 0002: jump @ASSIN_5_10 :ASSIN_5_250 00D6: if 00F6: player $PLAYER_CHAR 0 $528 $529 $530 radius 1.0 1.0 2.0 004D: jump_if_false @ASSIN_5_326 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @ASSIN_5_319 0002: jump @ASSIN_5_10 :ASSIN_5_319 0002: jump @ASSIN_5_250 :ASSIN_5_326 0002: jump @ASSIN_5_10 :TWAR1 03A4: name_thread 'TWAR1' :TWAR1_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $308 == 1 // $ == int 004D: jump_if_false @TWAR1_35 004E: end_thread :TWAR1_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @TWAR1_349 00D6: 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 004D: jump_if_false @TWAR1_292 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @TWAR1_292 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @TWAR1_193 0004: $370 = 1 // $ = int 0050: gosub @HELP_4047 00BA: text_styled 'TAXI_1' 15000 ms 2 00D6: if 0038: $371 == 0 // $ == int 004D: jump_if_false @TWAR1_193 0417: start_mission 72 // V.I.P. 0004: $371 = 1 // $ = int :TWAR1_193 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @TWAR1_216 0002: jump @TWAR1_10 :TWAR1_216 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $489 $490 $491 radius 2.0 2.0 2.0 004D: jump_if_false @TWAR1_292 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @TWAR1_285 0002: jump @TWAR1_10 :TWAR1_285 0002: jump @TWAR1_216 :TWAR1_292 00D6: if 00F6: player $PLAYER_CHAR 0 $489 $490 $491 radius 1.0 2.0 2.0 004D: jump_if_false @TWAR1_349 00BC: text_highpriority 'NOTAXI' time 1000 2 :TWAR1_349 0002: jump @TWAR1_10 :TWAR2 03A4: name_thread 'TWAR2' :TWAR2_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $309 == 1 // $ == int 004D: jump_if_false @TWAR2_35 004E: end_thread :TWAR2_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @TWAR2_349 00D6: 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 004D: jump_if_false @TWAR2_292 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @TWAR2_292 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @TWAR2_193 0004: $370 = 1 // $ = int 0050: gosub @HELP_4047 00BA: text_styled 'TAXI_2' 15000 ms 2 00D6: if 0038: $371 == 0 // $ == int 004D: jump_if_false @TWAR2_193 0417: start_mission 73 // Friendly Rivalry 0004: $371 = 1 // $ = int :TWAR2_193 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @TWAR2_216 0002: jump @TWAR2_10 :TWAR2_216 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $489 $490 $491 radius 2.0 2.0 2.0 004D: jump_if_false @TWAR2_292 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @TWAR2_285 0002: jump @TWAR2_10 :TWAR2_285 0002: jump @TWAR2_216 :TWAR2_292 00D6: if 00F6: player $PLAYER_CHAR 0 $489 $490 $491 radius 1.0 2.0 2.0 004D: jump_if_false @TWAR2_349 00BC: text_highpriority 'NOTAXI' time 1000 2 :TWAR2_349 0002: jump @TWAR2_10 :TWAR3 03A4: name_thread 'TWAR3' :TWAR3_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $310 == 1 // $ == int 004D: jump_if_false @TWAR3_35 004E: end_thread :TWAR3_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @TWAR3_349 00D6: 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 004D: jump_if_false @TWAR3_292 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @TWAR3_292 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @TWAR3_193 0004: $370 = 1 // $ = int 0050: gosub @HELP_4047 00BA: text_styled 'TAXI_3' 15000 ms 2 00D6: if 0038: $371 == 0 // $ == int 004D: jump_if_false @TWAR3_193 0417: start_mission 74 // Cabmaggedon 0004: $371 = 1 // $ = int :TWAR3_193 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @TWAR3_216 0002: jump @TWAR3_10 :TWAR3_216 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $489 $490 $491 radius 2.0 2.0 2.0 004D: jump_if_false @TWAR3_292 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @TWAR3_285 0002: jump @TWAR3_10 :TWAR3_285 0002: jump @TWAR3_216 :TWAR3_292 00D6: if 00F6: player $PLAYER_CHAR 0 $489 $490 $491 radius 1.0 2.0 2.0 004D: jump_if_false @TWAR3_349 00BC: text_highpriority 'NOTAXI' time 1000 2 :TWAR3_349 0002: jump @TWAR3_10 :TAXI_L 03A4: name_thread 'TAXI_L' :TAXI_L_10 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @TAXI_L_474 00D6: if 8596: not player $PLAYER_CHAR riding_mission_restart_taxi 004D: jump_if_false @TAXI_L_474 00D6: if 02DE: player $PLAYER_CHAR in_taxi 004D: jump_if_false @TAXI_L_447 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @TAXI_L_440 0293: $18 = get_controller_mode 00D6: if 0038: $25 == 1 // $ == int 004D: jump_if_false @TAXI_L_173 00D6: if 0038: $370 == 0 // $ == int 004D: jump_if_false @TAXI_L_173 00D6: if 8038: not $18 == 3 // $ == int 004D: jump_if_false @TAXI_L_156 03E5: text_box 'TTUTOR' 0002: jump @TAXI_L_166 :TAXI_L_156 03E5: text_box 'TTUTOR2' :TAXI_L_166 0004: $370 = 1 // $ = int :TAXI_L_173 00D6: if 8038: not $18 == 3 // $ == int 004D: jump_if_false @TAXI_L_319 00D6: if 00E1: player 0 pressed_button 19 004D: jump_if_false @TAXI_L_312 :TAXI_L_208 00D6: if 00E1: player 0 pressed_button 19 004D: jump_if_false @TAXI_L_264 0001: wait 0 ms 00D6: if or 8256: not player $PLAYER_CHAR defined 82DE: not player $PLAYER_CHAR in_taxi 004D: jump_if_false @TAXI_L_257 0002: jump @TAXI_L :TAXI_L_257 0002: jump @TAXI_L_208 :TAXI_L_264 00BA: text_styled 'TAXI_M' 6000 ms 5 0001: wait 0 ms 00D6: if 0038: $371 == 0 // $ == int 004D: jump_if_false @TAXI_L_312 0417: start_mission 75 // TAXI DRIVER 0004: $371 = 1 // $ = int :TAXI_L_312 0002: jump @TAXI_L_440 :TAXI_L_319 00D6: if 00E1: player 0 pressed_button 14 004D: jump_if_false @TAXI_L_440 :TAXI_L_336 00D6: if 00E1: player 0 pressed_button 14 004D: jump_if_false @TAXI_L_392 0001: wait 0 ms 00D6: if or 8256: not player $PLAYER_CHAR defined 82DE: not player $PLAYER_CHAR in_taxi 004D: jump_if_false @TAXI_L_385 0002: jump @TAXI_L :TAXI_L_385 0002: jump @TAXI_L_336 :TAXI_L_392 00BA: text_styled 'TAXI_M' 6000 ms 5 0001: wait 0 ms 00D6: if 0038: $371 == 0 // $ == int 004D: jump_if_false @TAXI_L_440 0417: start_mission 75 // TAXI DRIVER 0004: $371 = 1 // $ = int :TAXI_L_440 0002: jump @TAXI_L_474 :TAXI_L_447 00D6: if 0038: $370 == 1 // $ == int 004D: jump_if_false @TAXI_L_474 03E6: remove_text_box 0004: $370 = 0 // $ = int :TAXI_L_474 0002: jump @TAXI_L_10 :AMBULA 03A4: name_thread 'AMBULA' :AMBULA_10 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMBULA_438 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #AMBULAN 004D: jump_if_false @AMBULA_411 00D6: if and 0038: $ONMISSION == 0 // $ == int 0038: $319 == 0 // $ == int 004D: jump_if_false @AMBULA_404 0293: $18 = get_controller_mode 00D6: if 0038: $25 == 1 // $ == int 004D: jump_if_false @AMBULA_167 00D6: if 0038: $318 == 0 // $ == int 004D: jump_if_false @AMBULA_167 00D6: if 8038: not $18 == 3 // $ == int 004D: jump_if_false @AMBULA_150 03E5: text_box 'ATUTOR' 0002: jump @AMBULA_160 :AMBULA_150 03E5: text_box 'ATUTOR3' :AMBULA_160 0004: $318 = 1 // $ = int :AMBULA_167 00D6: if 8038: not $18 == 3 // $ == int 004D: jump_if_false @AMBULA_298 00D6: if 00E1: player 0 pressed_button 19 004D: jump_if_false @AMBULA_291 :AMBULA_202 00D6: if 00E1: player 0 pressed_button 19 004D: jump_if_false @AMBULA_261 0001: wait 0 ms 00D6: if or 8256: not player $PLAYER_CHAR defined 80DE: not player $PLAYER_CHAR driving_vehicle_type #AMBULAN 004D: jump_if_false @AMBULA_254 0002: jump @AMBULA :AMBULA_254 0002: jump @AMBULA_202 :AMBULA_261 00BA: text_styled 'AMBUL_M' 6000 ms 5 0001: wait 0 ms 0417: start_mission 76 // PARAMEDIC 0004: $318 = 1 // $ = int :AMBULA_291 0002: jump @AMBULA_404 :AMBULA_298 00D6: if 00E1: player 0 pressed_button 14 004D: jump_if_false @AMBULA_404 :AMBULA_315 00D6: if 00E1: player 0 pressed_button 14 004D: jump_if_false @AMBULA_374 0001: wait 0 ms 00D6: if or 8256: not player $PLAYER_CHAR defined 80DE: not player $PLAYER_CHAR driving_vehicle_type #AMBULAN 004D: jump_if_false @AMBULA_367 0002: jump @AMBULA :AMBULA_367 0002: jump @AMBULA_315 :AMBULA_374 00BA: text_styled 'AMBUL_M' 6000 ms 5 0001: wait 0 ms 0417: start_mission 76 // PARAMEDIC 0004: $318 = 1 // $ = int :AMBULA_404 0002: jump @AMBULA_438 :AMBULA_411 00D6: if 0038: $318 == 1 // $ == int 004D: jump_if_false @AMBULA_438 03E6: remove_text_box 0004: $318 = 0 // $ = int :AMBULA_438 0002: jump @AMBULA_10 :FIRE 03A4: name_thread 'FIRE' :FIRE_10 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @FIRE_438 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #FIRETRUK 004D: jump_if_false @FIRE_411 00D6: if and 0038: $ONMISSION == 0 // $ == int 0038: $321 == 0 // $ == int 004D: jump_if_false @FIRE_404 0293: $18 = get_controller_mode 00D6: if 0038: $25 == 1 // $ == int 004D: jump_if_false @FIRE_167 00D6: if 0038: $320 == 0 // $ == int 004D: jump_if_false @FIRE_167 00D6: if 8038: not $18 == 3 // $ == int 004D: jump_if_false @FIRE_150 03E5: text_box 'FTUTOR' 0002: jump @FIRE_160 :FIRE_150 03E5: text_box 'FTUTOR2' :FIRE_160 0004: $320 = 1 // $ = int :FIRE_167 00D6: if 8038: not $18 == 3 // $ == int 004D: jump_if_false @FIRE_298 00D6: if 00E1: player 0 pressed_button 19 004D: jump_if_false @FIRE_291 :FIRE_202 00D6: if 00E1: player 0 pressed_button 19 004D: jump_if_false @FIRE_261 0001: wait 0 ms 00D6: if or 8256: not player $PLAYER_CHAR defined 80DE: not player $PLAYER_CHAR driving_vehicle_type #FIRETRUK 004D: jump_if_false @FIRE_254 0002: jump @FIRE :FIRE_254 0002: jump @FIRE_202 :FIRE_261 00BA: text_styled 'FIRE_M' 6000 ms 5 0001: wait 0 ms 0417: start_mission 77 // FIREFIGHTER 0004: $320 = 1 // $ = int :FIRE_291 0002: jump @FIRE_404 :FIRE_298 00D6: if 00E1: player 0 pressed_button 14 004D: jump_if_false @FIRE_404 :FIRE_315 00D6: if 00E1: player 0 pressed_button 14 004D: jump_if_false @FIRE_374 0001: wait 0 ms 00D6: if or 8256: not player $PLAYER_CHAR defined 80DE: not player $PLAYER_CHAR driving_vehicle_type #FIRETRUK 004D: jump_if_false @FIRE_367 0002: jump @FIRE :FIRE_367 0002: jump @FIRE_315 :FIRE_374 00BA: text_styled 'FIRE_M' 6000 ms 5 0001: wait 0 ms 0417: start_mission 77 // FIREFIGHTER 0004: $320 = 1 // $ = int :FIRE_404 0002: jump @FIRE_438 :FIRE_411 00D6: if 0038: $320 == 1 // $ == int 004D: jump_if_false @FIRE_438 03E6: remove_text_box 0004: $320 = 0 // $ = int :FIRE_438 0002: jump @FIRE_10 :COP 03A4: name_thread 'COP' :COP_10 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @COP_670 00D6: if or 056C: actor $PLAYER_ACTOR in_any_police_vehicle 00DE: player $PLAYER_CHAR driving_vehicle_type #HUNTER 00DE: player $PLAYER_CHAR driving_vehicle_type #FBICAR 004D: jump_if_false @COP_643 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @COP_636 0293: $18 = get_controller_mode 00D6: if 0038: $25 == 1 // $ == int 004D: jump_if_false @COP_173 00D6: if 0038: $322 == 0 // $ == int 004D: jump_if_false @COP_173 00D6: if 8038: not $18 == 3 // $ == int 004D: jump_if_false @COP_156 03E5: text_box 'CTUTOR' 0002: jump @COP_166 :COP_156 03E5: text_box 'CTUTOR2' :COP_166 0004: $322 = 1 // $ = int :COP_173 00D6: if 8038: not $18 == 3 // $ == int 004D: jump_if_false @COP_417 00D6: if 00E1: player 0 pressed_button 19 004D: jump_if_false @COP_410 :COP_208 00D6: if 00E1: player 0 pressed_button 19 004D: jump_if_false @COP_298 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @COP_252 0002: jump @COP :COP_252 00D6: if and 856C: not actor $PLAYER_ACTOR in_any_police_vehicle 80DE: not player $PLAYER_CHAR driving_vehicle_type #HUNTER 80DE: not player $PLAYER_CHAR driving_vehicle_type #FBICAR 004D: jump_if_false @COP_291 0002: jump @COP :COP_291 0002: jump @COP_208 :COP_298 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #HUNTER 004D: jump_if_false @COP_339 00BA: text_styled 'COP_M3' 6000 ms 5 0002: jump @COP_395 :COP_339 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #CHEETAH 004D: jump_if_false @COP_380 00BA: text_styled 'COP_M2' 6000 ms 5 0002: jump @COP_395 :COP_380 00BA: text_styled 'COP_M' 6000 ms 5 :COP_395 0001: wait 0 ms 0417: start_mission 78 // VIGILANTE 0004: $322 = 1 // $ = int :COP_410 0002: jump @COP_636 :COP_417 00D6: if 00E1: player 0 pressed_button 14 004D: jump_if_false @COP_636 :COP_434 00D6: if 00E1: player 0 pressed_button 14 004D: jump_if_false @COP_524 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @COP_478 0002: jump @COP :COP_478 00D6: if and 856C: not actor $PLAYER_ACTOR in_any_police_vehicle 80DE: not player $PLAYER_CHAR driving_vehicle_type #HUNTER 80DE: not player $PLAYER_CHAR driving_vehicle_type #FBICAR 004D: jump_if_false @COP_517 0002: jump @COP :COP_517 0002: jump @COP_434 :COP_524 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #HUNTER 004D: jump_if_false @COP_565 00BA: text_styled 'COP_M3' 6000 ms 5 0002: jump @COP_621 :COP_565 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #CHEETAH 004D: jump_if_false @COP_606 00BA: text_styled 'COP_M2' 6000 ms 5 0002: jump @COP_621 :COP_606 00BA: text_styled 'COP_M' 6000 ms 5 :COP_621 0001: wait 0 ms 0417: start_mission 78 // VIGILANTE 0004: $322 = 1 // $ = int :COP_636 0002: jump @COP_670 :COP_643 00D6: if 0038: $322 == 1 // $ == int 004D: jump_if_false @COP_670 03E6: remove_text_box 0004: $322 = 0 // $ = int :COP_670 0002: jump @COP_10 :STADIUM 03A4: name_thread 'STADIUM' :STADIUM_10 0001: wait $DEFAULT_WAIT_TIME ms 00BF: $9 = current_time_hours, $10 = current_time_minutes 00D6: if 0018: $9 > 19 // $ > int 004D: jump_if_false @STADIUM_507 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @STADIUM_391 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @STADIUM_384 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @STADIUM_384 00D6: if 0038: $7 == 0 // $ == int 004D: jump_if_false @STADIUM_116 0004: $7 = 1 // $ = int :STADIUM_116 00D6: if 0038: $11 == 1 // $ == int 004D: jump_if_false @STADIUM_161 0177: set_object $ARENA_DOOR_1 z_angle_to 90.0 0177: set_object $ARENA_DOOR_2 z_angle_to -90.0 0004: $11 = 0 // $ = int :STADIUM_161 00D6: if 00F6: player $PLAYER_CHAR 0 -1110.331 1331.096 20.1119 radius 2.0 2.0 2.0 004D: jump_if_false @STADIUM_384 0004: $ONMISSION = 1 // $ = int 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 00D6: if 0038: $8 == 0 // $ == int 004D: jump_if_false @STADIUM_282 0004: $ONMISSION = 1 // $ = int 00BA: text_styled 'HOTRNG' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 79 // HOTRING :STADIUM_282 00D6: if 0038: $8 == 1 // $ == int 004D: jump_if_false @STADIUM_333 0004: $ONMISSION = 1 // $ = int 00BA: text_styled 'BLODRNG' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 80 // BLOODRING :STADIUM_333 00D6: if 0038: $8 == 2 // $ == int 004D: jump_if_false @STADIUM_384 0004: $ONMISSION = 1 // $ = int 00BA: text_styled 'DIRTRNG' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 81 // DIRTRING :STADIUM_384 0002: jump @STADIUM_500 :STADIUM_391 00D6: if 0038: $11 == 0 // $ == int 004D: jump_if_false @STADIUM_500 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @STADIUM_500 00D6: if 8057: not player $PLAYER_CHAR 0 -1118.978 1326.515 19.076 -1108.978 1335.515 23.076 004D: jump_if_false @STADIUM_500 0177: set_object $ARENA_DOOR_1 z_angle_to 0.0 0177: set_object $ARENA_DOOR_2 z_angle_to 0.0 0004: $11 = 1 // $ = int :STADIUM_500 0002: jump @STADIUM_835 :STADIUM_507 00D6: if 0038: $11 == 0 // $ == int 004D: jump_if_false @STADIUM_616 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @STADIUM_616 00D6: if 8057: not player $PLAYER_CHAR 0 -1118.978 1326.515 19.076 -1108.978 1335.515 23.076 004D: jump_if_false @STADIUM_616 0177: set_object $ARENA_DOOR_1 z_angle_to 0.0 0177: set_object $ARENA_DOOR_2 z_angle_to 0.0 0004: $11 = 1 // $ = int :STADIUM_616 00D6: if 0038: $7 == 1 // $ == int 004D: jump_if_false @STADIUM_835 0008: $8 += 1 // $ += int 00D6: if 0038: $8 == 3 // $ == int 004D: jump_if_false @STADIUM_666 0004: $8 = 0 // $ = int :STADIUM_666 00D6: if 0038: $8 == 0 // $ == int 004D: jump_if_false @STADIUM_720 0108: destroy_object $6 029B: $6 = init_object #DTHOTRING_A at -1037.08 1340.258 36.552 01C7: remove_object_from_mission_cleanup_list $6 054D: display_message_at_stadium 0 :STADIUM_720 00D6: if 0038: $8 == 1 // $ == int 004D: jump_if_false @STADIUM_774 0108: destroy_object $6 029B: $6 = init_object #DTBLOODRING_A at -1037.08 1340.258 36.552 01C7: remove_object_from_mission_cleanup_list $6 054D: display_message_at_stadium 1 :STADIUM_774 00D6: if 0038: $8 == 2 // $ == int 004D: jump_if_false @STADIUM_828 0108: destroy_object $6 029B: $6 = init_object #DTDIRTRING_A at -1037.08 1340.258 36.552 01C7: remove_object_from_mission_cleanup_list $6 054D: display_message_at_stadium 2 :STADIUM_828 0004: $7 = 0 // $ = int :STADIUM_835 0002: jump @STADIUM_10 :RACES 03A4: name_thread 'RACES' :RACES_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @RACES_121 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @RACES_121 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @RACES_121 00D6: if 00F6: player $PLAYER_CHAR 0 -967.705 -827.3005 5.7702 radius 1.5 2.0 2.0 004D: jump_if_false @RACES_121 0001: wait 0 ms 0417: start_mission 82 // Sunshine Autos Races :RACES_121 0002: jump @RACES_10 :ICE1 03A4: name_thread 'ICE1' :ICE1_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $337 == 1 // $ == int 004D: jump_if_false @ICE1_35 004E: end_thread :ICE1_35 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @ICE1_264 00D6: 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 004D: jump_if_false @ICE1_264 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @ICE1_264 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @ICE1_165 00BA: text_styled 'CREAM' 15000 ms 2 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 0417: start_mission 83 // Distribution :ICE1_165 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @ICE1_188 0002: jump @ICE1_10 :ICE1_188 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $495 $496 $497 radius 2.0 2.0 2.0 004D: jump_if_false @ICE1_264 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @ICE1_257 0002: jump @ICE1_10 :ICE1_257 0002: jump @ICE1_188 :ICE1_264 0002: jump @ICE1_10 :HELI1 03A4: name_thread 'HELI1' :HELI1_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HELI1_233 00D6: 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 004D: jump_if_false @HELI1_233 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @HELI1_233 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @HELI1_134 00BA: text_styled 'HELI_1' 15000 ms 5 0417: start_mission 84 // Downtown Chopper Checkpoint :HELI1_134 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @HELI1_157 0002: jump @HELI1_10 :HELI1_157 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $498 $499 $500 radius 2.0 2.0 2.0 004D: jump_if_false @HELI1_233 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @HELI1_226 0002: jump @HELI1_10 :HELI1_226 0002: jump @HELI1_157 :HELI1_233 0002: jump @HELI1_10 :HELI2 03A4: name_thread 'HELI2' :HELI2_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HELI2_233 00D6: 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 004D: jump_if_false @HELI2_233 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @HELI2_233 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @HELI2_134 00BA: text_styled 'HELI_2' 15000 ms 5 0417: start_mission 85 // Ocean Beach Chopper Checkpoint :HELI2_134 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @HELI2_157 0002: jump @HELI2_10 :HELI2_157 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $501 $502 $503 radius 2.0 2.0 2.0 004D: jump_if_false @HELI2_233 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @HELI2_226 0002: jump @HELI2_10 :HELI2_226 0002: jump @HELI2_157 :HELI2_233 0002: jump @HELI2_10 :HELI3 03A4: name_thread 'HELI3' :HELI3_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HELI3_233 00D6: 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 004D: jump_if_false @HELI3_233 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @HELI3_233 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @HELI3_134 00BA: text_styled 'HELI_3' 15000 ms 5 0417: start_mission 86 // Vice Point Chopper Checkpoint :HELI3_134 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @HELI3_157 0002: jump @HELI3_10 :HELI3_157 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $504 $505 $506 radius 2.0 2.0 2.0 004D: jump_if_false @HELI3_233 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @HELI3_226 0002: jump @HELI3_10 :HELI3_226 0002: jump @HELI3_157 :HELI3_233 0002: jump @HELI3_10 :HELI4 03A4: name_thread 'HELI4' :HELI4_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HELI4_233 00D6: 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 004D: jump_if_false @HELI4_233 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @HELI4_233 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @HELI4_134 00BA: text_styled 'HELI_4' 15000 ms 5 0417: start_mission 87 // Little Haiti Chopper Checkpoint :HELI4_134 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @HELI4_157 0002: jump @HELI4_10 :HELI4_157 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $507 $508 $509 radius 2.0 2.0 2.0 004D: jump_if_false @HELI4_233 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @HELI4_226 0002: jump @HELI4_10 :HELI4_226 0002: jump @HELI4_157 :HELI4_233 0002: jump @HELI4_10 :BMXLOOP 03A4: name_thread 'BMXLOOP' :BMXLOOP_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @BMXLOOP_264 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @BMXLOOP_264 00D6: if or 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 00DE: player $PLAYER_CHAR driving_vehicle_type #LANDSTAL 004D: jump_if_false @BMXLOOP_131 00D6: if 8057: not player $PLAYER_CHAR 0 -430.0 1405.0 8.5 -420.0 1415.0 12.5 004D: jump_if_false @BMXLOOP_131 0004: $356 = 1 // $ = int :BMXLOOP_131 00D6: if 0038: $356 == 0 // $ == int 004D: jump_if_false @BMXLOOP_225 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 004D: jump_if_false @BMXLOOP_187 00BA: text_styled 'BMX_1' 15000 ms 2 0417: start_mission 88 // Trial by Dirt :BMXLOOP_187 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #LANDSTAL 004D: jump_if_false @BMXLOOP_225 00BA: text_styled 'BMX_2' 15000 ms 2 0417: start_mission 89 // Test Track :BMXLOOP_225 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @BMXLOOP_264 00D6: if 80E0: not player $PLAYER_CHAR in_any_car 004D: jump_if_false @BMXLOOP_264 0004: $356 = 0 // $ = int :BMXLOOP_264 0002: jump @BMXLOOP_10 :O4X4_1 03A4: name_thread 'O4X4_1' :O4X4_1_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $339 == 0 // $ == int 004D: jump_if_false @O4X4_1_41 0004: $345 = 300 // $ = int :O4X4_1_41 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @O4X4_1_248 00D6: if and 0038: $ONMISSION == 0 // $ == int 0121: player $PLAYER_CHAR in_zone 'BEACH3' 004D: jump_if_false @O4X4_1_248 00D6: 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 004D: jump_if_false @O4X4_1_151 0004: $342 = 1 // $ = int :O4X4_1_151 00D6: if 80E0: not player $PLAYER_CHAR in_any_car 004D: jump_if_false @O4X4_1_174 0004: $342 = 0 // $ = int :O4X4_1_174 00D6: if and 00DE: player $PLAYER_CHAR driving_vehicle_type #PCJ600 0038: $342 == 0 // $ == int 004D: jump_if_false @O4X4_1_207 0004: $354 = 1 // $ = int :O4X4_1_207 00D6: if 0038: $354 == 1 // $ == int 004D: jump_if_false @O4X4_1_248 00BA: text_styled 'T4X4_1' 15000 ms 2 0001: wait 0 ms 0417: start_mission 90 // PCJ Playground :O4X4_1_248 0002: jump @O4X4_1_10 :MULTI 03A4: name_thread 'MULTI' :MULTI_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $351 == 0 // $ == int 004D: jump_if_false @MULTI_40 0004: $352 = 120 // $ = int :MULTI_40 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @MULTI_225 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @MULTI_225 00D6: 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 004D: jump_if_false @MULTI_137 0004: $353 = 1 // $ = int :MULTI_137 00D6: if and 00DE: player $PLAYER_CHAR driving_vehicle_type #STALLION 0038: $353 == 0 // $ == int 004D: jump_if_false @MULTI_186 00BA: text_styled 'MM_1' 15000 ms 2 0001: wait 0 ms 0417: start_mission 91 // Cone Crazy :MULTI_186 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @MULTI_225 00D6: if 80E0: not player $PLAYER_CHAR in_any_car 004D: jump_if_false @MULTI_225 0004: $353 = 0 // $ = int :MULTI_225 0002: jump @MULTI_10 :PIZZ 03A4: name_thread 'PIZZ' 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PIZZ_292 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @PIZZ_292 00D6: if 0038: $389 == 0 // $ == int 004D: jump_if_false @PIZZ_292 00D6: 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 004D: jump_if_false @PIZZ_204 0004: $390 = 1 // $ = int :PIZZ_204 00D6: if and 00DE: player $PLAYER_CHAR driving_vehicle_type #PIZZABOY 0038: $390 == 0 // $ == int 004D: jump_if_false @PIZZ_253 00BA: text_styled 'PIZ1_A' 15000 ms 2 0001: wait 0 ms 0417: start_mission 92 // PIZZA BOY :PIZZ_253 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PIZZ_292 00D6: if 80E0: not player $PLAYER_CHAR in_any_car 004D: jump_if_false @PIZZ_292 0004: $390 = 0 // $ = int :PIZZ_292 0002: jump @PIZZ :RCHELY1 03A4: name_thread 'RCHELY1' :RCHELY1_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @RCHELY1_192 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @RCHELY1_192 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #TOPFUN 004D: jump_if_false @RCHELY1_192 00D6: if 0038: $397 == 0 // $ == int 004D: jump_if_false @RCHELY1_192 00D6: if 00E3: player $PLAYER_CHAR 0 -1235.1 -1235.7 radius 4.0 4.0 004D: jump_if_false @RCHELY1_192 00D6: if 0443: player $PLAYER_CHAR sitting_in_any_car 004D: jump_if_false @RCHELY1_192 01B4: set_player $PLAYER_CHAR can_move 0 0001: wait 100 ms 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 00BA: text_styled 'RCH1_11' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 93 // RC Raider Pickup :RCHELY1_192 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @RCHELY1_234 00D6: if 80DE: not player $PLAYER_CHAR driving_vehicle_type #TOPFUN 004D: jump_if_false @RCHELY1_234 0004: $397 = 0 // $ = int :RCHELY1_234 0002: jump @RCHELY1_10 :RC_RACE 03A4: name_thread 'RC_RACE' :RC_RACE_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @RC_RACE_192 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @RC_RACE_192 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #TOPFUN 004D: jump_if_false @RC_RACE_192 00D6: if 0038: $399 == 0 // $ == int 004D: jump_if_false @RC_RACE_192 00D6: if 00E3: player $PLAYER_CHAR 0 718.465 701.3998 radius 3.0 3.0 004D: jump_if_false @RC_RACE_192 00D6: if 0443: player $PLAYER_CHAR sitting_in_any_car 004D: jump_if_false @RC_RACE_192 01B4: set_player $PLAYER_CHAR can_move 0 0001: wait 100 ms 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 00BA: text_styled 'RCR1_5' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 94 // RC Bandit Race :RC_RACE_192 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @RC_RACE_234 00D6: if 80DE: not player $PLAYER_CHAR driving_vehicle_type #TOPFUN 004D: jump_if_false @RC_RACE_234 0004: $399 = 0 // $ = int :RC_RACE_234 0002: jump @RC_RACE_10 :RC_PLNE 03A4: name_thread 'RC_PLNE' :RC_PLNE_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @RC_PLNE_202 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @RC_PLNE_202 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #TOPFUN 004D: jump_if_false @RC_PLNE_202 00D6: if 0038: $400 == 0 // $ == int 004D: jump_if_false @RC_PLNE_202 00D6: if 00F5: player $PLAYER_CHAR 0 307.917 1254.622 27.595 radius 4.0 4.0 4.0 004D: jump_if_false @RC_PLNE_202 00D6: if 0443: player $PLAYER_CHAR sitting_in_any_car 004D: jump_if_false @RC_PLNE_202 01B4: set_player $PLAYER_CHAR can_move 0 0001: wait 100 ms 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 00BA: text_styled 'RCPL1_7' 15000 ms 2 0050: gosub @HELP_2932 0417: start_mission 95 // RC Baron Race :RC_PLNE_202 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @RC_PLNE_244 00D6: if 80DE: not player $PLAYER_CHAR driving_vehicle_type #TOPFUN 004D: jump_if_false @RC_PLNE_244 0004: $400 = 0 // $ = int :RC_PLNE_244 0002: jump @RC_PLNE_10 :COKRUN 03A4: name_thread 'COKRUN' :COKRUN_10 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @COKRUN_345 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @COKRUN_345 00D6: if or 00DE: player $PLAYER_CHAR driving_vehicle_type #SQUALO 00DE: player $PLAYER_CHAR driving_vehicle_type #JETMAX 004D: jump_if_false @COKRUN_131 00D6: if 80F5: not player $PLAYER_CHAR 0 -585.8 -1506.8 5.0 radius 14.0 14.0 4.0 004D: jump_if_false @COKRUN_131 0004: $81 = 1 // $ = int :COKRUN_131 00D6: if 0038: $81 == 0 // $ == int 004D: jump_if_false @COKRUN_224 00D6: if or 00DE: player $PLAYER_CHAR driving_vehicle_type #SQUALO 00DE: player $PLAYER_CHAR driving_vehicle_type #JETMAX 004D: jump_if_false @COKRUN_224 0169: set_fade_color 0 0 0 016A: fade 0 1000 ms 00BA: text_styled 'BOAT_N' 15000 ms 2 01B4: set_player $PLAYER_CHAR can_move 0 0050: gosub @HELP_2932 0417: start_mission 96 // Checkpoint Charlie :COKRUN_224 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @COKRUN_263 00D6: if 80E0: not player $PLAYER_CHAR in_any_car 004D: jump_if_false @COKRUN_263 0004: $81 = 0 // $ = int :COKRUN_263 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -585.8 -1506.8 5.0 radius 14.0 14.0 4.0 004D: jump_if_false @COKRUN_345 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @COKRUN_338 0002: jump @COKRUN_10 :COKRUN_338 0002: jump @COKRUN_263 :COKRUN_345 0002: jump @COKRUN_10 :PSAVE1 03A4: name_thread 'PSAVE1' :PSAVE1_10 0001: wait 250 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PSAVE1_563 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH1' 004D: jump_if_false @PSAVE1_563 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @PSAVE1_563 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @PSAVE1_533 00D6: if 0038: $444 == 0 // $ == int 004D: jump_if_false @PSAVE1_138 0213: $443 = create_pickup #PICKUPSAVE type 3 at 219.3 -1273.5 11.5 0004: $444 = 1 // $ = int :PSAVE1_138 00D6: if 0214: pickup $443 picked_up 004D: jump_if_false @PSAVE1_526 0050: gosub @HELP_4118 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PSAVE1_491 0215: destroy_pickup $443 0213: $443 = create_pickup #PICKUPSAVE type 3 at 219.3 -1273.5 11.5 016A: fade 1 1000 ms 00D6: if 0038: $222 == 0 // $ == int 004D: jump_if_false @PSAVE1_433 0395: clear_area 1 at 220.3 -1275.5 11.0 range 1.0 0055: put_player $PLAYER_CHAR at 220.3 -1275.5 11.0 0171: set_player $PLAYER_CHAR z_angle_to 121.0 015F: set_camera_position 223.301 -1277.655 13.822 rotation 0.0 0.0 0.0 0160: point_camera 222.563 -1278.279 13.565 switchstyle 2 03E5: text_box 'HELP19' 0006: TIMERA = 0 // @ = int :PSAVE1_353 00D6: if 8019: not TIMERA > 2000 // @ > int 004D: jump_if_false @PSAVE1_426 0001: wait 0 ms 00D6: if 0019: TIMERA > 500 // @ > int 004D: jump_if_false @PSAVE1_419 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @PSAVE1_419 0002: jump @PSAVE1_426 :PSAVE1_419 0002: jump @PSAVE1_353 :PSAVE1_426 0002: jump @PSAVE1_487 :PSAVE1_433 0395: clear_area 1 at 223.1 -1276.7 11.0 range 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 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player :PSAVE1_491 0001: wait 500 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PSAVE1_526 01B4: set_player $PLAYER_CHAR can_move 1 0004: $ONMISSION = 0 // $ = int :PSAVE1_526 0002: jump @PSAVE1_563 :PSAVE1_533 00D6: if 0038: $444 == 1 // $ == int 004D: jump_if_false @PSAVE1_563 0215: destroy_pickup $443 0004: $444 = 0 // $ = int :PSAVE1_563 0002: jump @PSAVE1_10 :PSAVE2 03A4: name_thread 'PSAVE2' :PSAVE2_10 0001: wait 250 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PSAVE2_311 00D6: if 0121: player $PLAYER_CHAR in_zone 'STARI' 004D: jump_if_false @PSAVE2_311 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @PSAVE2_311 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @PSAVE2_281 00D6: if 0038: $21 == 0 // $ == int 004D: jump_if_false @PSAVE2_138 0213: $20 = create_pickup #PICKUPSAVE type 3 at -378.3 -597.2 25.8 0004: $21 = 1 // $ = int :PSAVE2_138 00D6: if 0214: pickup $20 picked_up 004D: jump_if_false @PSAVE2_274 0050: gosub @HELP_4118 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PSAVE2_267 0215: destroy_pickup $20 0213: $20 = create_pickup #PICKUPSAVE type 3 at -378.3 -597.2 25.8 016A: fade 1 1000 ms 0395: clear_area 1 at -378.3 -592.3 25.3 range 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 0050: gosub @HELP_4210 :PSAVE2_274 0002: jump @PSAVE2_311 :PSAVE2_281 00D6: if 0038: $21 == 1 // $ == int 004D: jump_if_false @PSAVE2_311 0215: destroy_pickup $20 0004: $21 = 0 // $ = int :PSAVE2_311 0002: jump @PSAVE2_10 :PSAVE3 03A4: name_thread 'PSAVE3' :PSAVE3_10 0001: wait 250 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PSAVE3_311 00D6: if 0121: player $PLAYER_CHAR in_zone 'HAVANA' 004D: jump_if_false @PSAVE3_311 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @PSAVE3_311 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @PSAVE3_281 00D6: if 0038: $67 == 0 // $ == int 004D: jump_if_false @PSAVE3_138 0213: $68 = create_pickup #PICKUPSAVE type 3 at -1033.8 -846.9 13.0 0004: $67 = 1 // $ = int :PSAVE3_138 00D6: if 0214: pickup $68 picked_up 004D: jump_if_false @PSAVE3_274 0050: gosub @HELP_4118 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PSAVE3_267 0215: destroy_pickup $68 0213: $68 = create_pickup #PICKUPSAVE type 3 at -1033.8 -846.9 13.0 016A: fade 1 1000 ms 0395: clear_area 1 at -1028.3 -851.9 12.3 range 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 0050: gosub @HELP_4210 :PSAVE3_274 0002: jump @PSAVE3_311 :PSAVE3_281 00D6: if 0038: $67 == 1 // $ == int 004D: jump_if_false @PSAVE3_311 0215: destroy_pickup $68 0004: $67 = 0 // $ = int :PSAVE3_311 0002: jump @PSAVE3_10 :PSAVE4 03A4: name_thread 'PSAVE4' :PSAVE4_10 0001: wait 250 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PSAVE4_311 00D6: if 0121: player $PLAYER_CHAR in_zone 'HAITI' 004D: jump_if_false @PSAVE4_311 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @PSAVE4_311 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @PSAVE4_281 00D6: if 0038: $27 == 0 // $ == int 004D: jump_if_false @PSAVE4_138 0213: $70 = create_pickup #PICKUPSAVE type 3 at -992.7 193.4 11.4 0004: $27 = 1 // $ = int :PSAVE4_138 00D6: if 0214: pickup $70 picked_up 004D: jump_if_false @PSAVE4_274 0050: gosub @HELP_4118 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PSAVE4_267 0215: destroy_pickup $70 0213: $70 = create_pickup #PICKUPSAVE type 3 at -992.7 193.4 11.4 016A: fade 1 1000 ms 0395: clear_area 1 at -996.5 194.1 10.6 range 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 0050: gosub @HELP_4210 :PSAVE4_274 0002: jump @PSAVE4_311 :PSAVE4_281 00D6: if 0038: $27 == 1 // $ == int 004D: jump_if_false @PSAVE4_311 0215: destroy_pickup $70 0004: $27 = 0 // $ = int :PSAVE4_311 0002: jump @PSAVE4_10 :PSAVE5 03A4: name_thread 'PSAVE5' :PSAVE5_10 0001: wait 250 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PSAVE5_299 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH1' 004D: jump_if_false @PSAVE5_299 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @PSAVE5_299 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @PSAVE5_269 00D6: if 0038: $37 == 0 // $ == int 004D: jump_if_false @PSAVE5_132 0213: $615 = create_pickup #PICKUPSAVE type 3 at $570 $571 $572 0004: $37 = 1 // $ = int :PSAVE5_132 00D6: if 0214: pickup $615 picked_up 004D: jump_if_false @PSAVE5_262 0050: gosub @HELP_4118 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PSAVE5_255 0215: destroy_pickup $615 0213: $615 = create_pickup #PICKUPSAVE type 3 at $570 $571 $572 016A: fade 1 1000 ms 0395: clear_area 1 at 100.9297 -1470.622 9.3871 range 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 0050: gosub @HELP_4210 :PSAVE5_262 0002: jump @PSAVE5_299 :PSAVE5_269 00D6: if 0038: $37 == 1 // $ == int 004D: jump_if_false @PSAVE5_299 0215: destroy_pickup $615 0004: $37 = 0 // $ = int :PSAVE5_299 0002: jump @PSAVE5_10 :PSAVE6 03A4: name_thread 'PSAVE6' :PSAVE6_10 0001: wait 250 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PSAVE6_311 00D6: if 0121: player $PLAYER_CHAR in_zone 'DOCKS' 004D: jump_if_false @PSAVE6_311 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @PSAVE6_311 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @PSAVE6_281 00D6: if 0038: $49 == 0 // $ == int 004D: jump_if_false @PSAVE6_138 0213: $680 = create_pickup #PICKUPSAVE type 3 at -664.1 -1476.3 13.8 0004: $49 = 1 // $ = int :PSAVE6_138 00D6: if 0214: pickup $680 picked_up 004D: jump_if_false @PSAVE6_274 0050: gosub @HELP_4118 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PSAVE6_267 0215: destroy_pickup $680 0213: $680 = create_pickup #PICKUPSAVE type 3 at -664.1 -1476.3 13.8 016A: fade 1 1000 ms 0395: clear_area 1 at -660.0 -1477.8 13.0 range 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 0050: gosub @HELP_4210 :PSAVE6_274 0002: jump @PSAVE6_311 :PSAVE6_281 00D6: if 0038: $49 == 1 // $ == int 004D: jump_if_false @PSAVE6_311 0215: destroy_pickup $680 0004: $49 = 0 // $ = int :PSAVE6_311 0002: jump @PSAVE6_10 :PSAVE7 03A4: name_thread 'PSAVE7' :PSAVE7_10 0001: wait 250 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PSAVE7_311 00D6: if 0121: player $PLAYER_CHAR in_zone 'HAVANA' 004D: jump_if_false @PSAVE7_311 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @PSAVE7_311 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @PSAVE7_281 00D6: if 0038: $50 == 0 // $ == int 004D: jump_if_false @PSAVE7_138 0213: $ICE_CREAM_FACTORY_ASSET = create_pickup #PICKUPSAVE type 3 at -878.5 -575.1 11.2 0004: $50 = 1 // $ = int :PSAVE7_138 00D6: if 0214: pickup $ICE_CREAM_FACTORY_ASSET picked_up 004D: jump_if_false @PSAVE7_274 0050: gosub @HELP_4118 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PSAVE7_267 0215: destroy_pickup $ICE_CREAM_FACTORY_ASSET 0213: $ICE_CREAM_FACTORY_ASSET = create_pickup #PICKUPSAVE type 3 at -878.5 -575.1 11.2 016A: fade 1 1000 ms 0395: clear_area 1 at -872.0 -573.4 10.4 range 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 0050: gosub @HELP_4210 :PSAVE7_274 0002: jump @PSAVE7_311 :PSAVE7_281 00D6: if 0038: $50 == 1 // $ == int 004D: jump_if_false @PSAVE7_311 0215: destroy_pickup $ICE_CREAM_FACTORY_ASSET 0004: $50 = 0 // $ = int :PSAVE7_311 0002: jump @PSAVE7_10 :PSAVE8 03A4: name_thread 'PSAVE8' :PSAVE8_10 0001: wait 250 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PSAVE8_311 00D6: if 0121: player $PLAYER_CHAR in_zone 'HAVANA' 004D: jump_if_false @PSAVE8_311 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @PSAVE8_311 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @PSAVE8_281 00D6: if 0038: $71 == 0 // $ == int 004D: jump_if_false @PSAVE8_138 0213: $74 = create_pickup #PICKUPSAVE type 3 at -1059.6 -282.2 11.2 0004: $71 = 1 // $ = int :PSAVE8_138 00D6: if 0214: pickup $74 picked_up 004D: jump_if_false @PSAVE8_274 0050: gosub @HELP_4118 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PSAVE8_267 0215: destroy_pickup $74 0213: $74 = create_pickup #PICKUPSAVE type 3 at -1059.6 -282.2 11.2 016A: fade 1 1000 ms 0395: clear_area 1 at -1056.7 -279.7 10.6 range 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 0050: gosub @HELP_4210 :PSAVE8_274 0002: jump @PSAVE8_311 :PSAVE8_281 00D6: if 0038: $71 == 1 // $ == int 004D: jump_if_false @PSAVE8_311 0215: destroy_pickup $74 0004: $71 = 0 // $ = int :PSAVE8_311 0002: jump @PSAVE8_10 :PSAVE9 03A4: name_thread 'PSAVE9' :PSAVE9_10 0001: wait 250 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PSAVE9_311 00D6: if 0121: player $PLAYER_CHAR in_zone 'PORNI' 004D: jump_if_false @PSAVE9_311 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @PSAVE9_311 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @PSAVE9_281 00D6: if 0038: $72 == 0 // $ == int 004D: jump_if_false @PSAVE9_138 0213: $75 = create_pickup #PICKUPSAVE type 3 at 0.0 957.9 11.1 0004: $72 = 1 // $ = int :PSAVE9_138 00D6: if 0214: pickup $75 picked_up 004D: jump_if_false @PSAVE9_274 0050: gosub @HELP_4118 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PSAVE9_267 0215: destroy_pickup $75 0213: $75 = create_pickup #PICKUPSAVE type 3 at 0.0 957.9 11.1 016A: fade 1 1000 ms 0395: clear_area 1 at 1.4 960.7 10.2 range 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 0050: gosub @HELP_4210 :PSAVE9_274 0002: jump @PSAVE9_311 :PSAVE9_281 00D6: if 0038: $72 == 1 // $ == int 004D: jump_if_false @PSAVE9_311 0215: destroy_pickup $75 0004: $72 = 0 // $ = int :PSAVE9_311 0002: jump @PSAVE9_10 :PSAVE10 03A4: name_thread 'PSAVE10' :PSAVE10_10 0001: wait 250 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PSAVE10_311 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH3' 004D: jump_if_false @PSAVE10_311 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @PSAVE10_311 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @PSAVE10_281 00D6: if 0038: $73 == 0 // $ == int 004D: jump_if_false @PSAVE10_138 0213: $76 = create_pickup #PICKUPSAVE type 3 at 499.5 -66.9 11.4 0004: $73 = 1 // $ = int :PSAVE10_138 00D6: if 0214: pickup $76 picked_up 004D: jump_if_false @PSAVE10_274 0050: gosub @HELP_4118 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PSAVE10_267 0215: destroy_pickup $76 0213: $76 = create_pickup #PICKUPSAVE type 3 at 499.5 -66.9 11.4 016A: fade 1 1000 ms 0395: clear_area 1 at 492.0 -80.6 10.7 range 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 0050: gosub @HELP_4210 :PSAVE10_274 0002: jump @PSAVE10_311 :PSAVE10_281 00D6: if 0038: $73 == 1 // $ == int 004D: jump_if_false @PSAVE10_311 0215: destroy_pickup $76 0004: $73 = 0 // $ = int :PSAVE10_311 0002: jump @PSAVE10_10 :SAVE1 03A4: name_thread 'SAVE1' :SAVE1_10 0001: wait 250 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SAVE1_299 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH3' 004D: jump_if_false @SAVE1_299 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @SAVE1_299 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @SAVE1_269 00D6: if 0038: $36 == 0 // $ == int 004D: jump_if_false @SAVE1_132 0213: $662 = create_pickup #PICKUPSAVE type 3 at $573 $574 $575 0004: $36 = 1 // $ = int :SAVE1_132 00D6: if 0214: pickup $662 picked_up 004D: jump_if_false @SAVE1_262 0050: gosub @HELP_4118 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SAVE1_255 0215: destroy_pickup $662 0213: $662 = create_pickup #PICKUPSAVE type 3 at $573 $574 $575 016A: fade 1 1000 ms 0395: clear_area 1 at 428.4 609.1 12.0 range 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 0050: gosub @HELP_4210 :SAVE1_262 0002: jump @SAVE1_299 :SAVE1_269 00D6: if 0038: $36 == 1 // $ == int 004D: jump_if_false @SAVE1_299 0215: destroy_pickup $662 0004: $36 = 0 // $ = int :SAVE1_299 0002: jump @SAVE1_10 :SAVE2 03A4: name_thread 'SAVE2' :SAVE2_10 0001: wait 250 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SAVE2_299 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH3' 004D: jump_if_false @SAVE2_299 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @SAVE2_299 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @SAVE2_269 00D6: if 0038: $22 == 0 // $ == int 004D: jump_if_false @SAVE2_132 0213: $654 = create_pickup #PICKUPSAVE type 3 at $585 $586 $587 0004: $22 = 1 // $ = int :SAVE2_132 00D6: if 0214: pickup $654 picked_up 004D: jump_if_false @SAVE2_262 0050: gosub @HELP_4118 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SAVE2_255 0215: destroy_pickup $654 0213: $654 = create_pickup #PICKUPSAVE type 3 at $585 $586 $587 016A: fade 1 1000 ms 0395: clear_area 1 at 306.5728 376.2928 12.1856 range 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 0050: gosub @HELP_4210 :SAVE2_262 0002: jump @SAVE2_299 :SAVE2_269 00D6: if 0038: $22 == 1 // $ == int 004D: jump_if_false @SAVE2_299 0215: destroy_pickup $654 0004: $22 = 0 // $ = int :SAVE2_299 0002: jump @SAVE2_10 :SAVE3 03A4: name_thread 'SAVE3' :SAVE3_10 0001: wait 250 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SAVE3_299 00D6: if 0121: player $PLAYER_CHAR in_zone 'DTOWN' 004D: jump_if_false @SAVE3_299 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @SAVE3_299 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @SAVE3_269 00D6: if 0038: $15 == 0 // $ == int 004D: jump_if_false @SAVE3_132 0213: $666 = create_pickup #PICKUPSAVE type 3 at $588 $589 $590 0004: $15 = 1 // $ = int :SAVE3_132 00D6: if 0214: pickup $666 picked_up 004D: jump_if_false @SAVE3_262 0050: gosub @HELP_4118 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SAVE3_255 0215: destroy_pickup $666 0213: $666 = create_pickup #PICKUPSAVE type 3 at $588 $589 $590 016A: fade 1 1000 ms 0395: clear_area 1 at -833.811 1304.07 10.5131 range 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 0050: gosub @HELP_4210 :SAVE3_262 0002: jump @SAVE3_299 :SAVE3_269 00D6: if 0038: $15 == 1 // $ == int 004D: jump_if_false @SAVE3_299 0215: destroy_pickup $666 0004: $15 = 0 // $ = int :SAVE3_299 0002: jump @SAVE3_10 :SAVE4 03A4: name_thread 'SAVE4' :SAVE4_10 0001: wait 250 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SAVE4_299 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH2' 004D: jump_if_false @SAVE4_299 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @SAVE4_299 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @SAVE4_269 00D6: if 0038: $32 == 0 // $ == int 004D: jump_if_false @SAVE4_132 0213: $651 = create_pickup #PICKUPSAVE type 3 at $594 $595 $596 0004: $32 = 1 // $ = int :SAVE4_132 00D6: if 0214: pickup $651 picked_up 004D: jump_if_false @SAVE4_262 0050: gosub @HELP_4118 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SAVE4_255 0215: destroy_pickup $651 0213: $651 = create_pickup #PICKUPSAVE type 3 at $594 $595 $596 016A: fade 1 1000 ms 0395: clear_area 1 at 90.781 -806.1213 10.3349 range 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 0050: gosub @HELP_4210 :SAVE4_262 0002: jump @SAVE4_299 :SAVE4_269 00D6: if 0038: $32 == 1 // $ == int 004D: jump_if_false @SAVE4_299 0215: destroy_pickup $651 0004: $32 = 0 // $ = int :SAVE4_299 0002: jump @SAVE4_10 :SAVE5 03A4: name_thread 'SAVE5' :SAVE5_10 0001: wait 250 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SAVE5_299 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH1' 004D: jump_if_false @SAVE5_299 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @SAVE5_299 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @SAVE5_269 00D6: if 0038: $16 == 0 // $ == int 004D: jump_if_false @SAVE5_132 0213: $658 = create_pickup #PICKUPSAVE type 3 at $591 $592 $593 0004: $16 = 1 // $ = int :SAVE5_132 00D6: if 0214: pickup $658 picked_up 004D: jump_if_false @SAVE5_262 0050: gosub @HELP_4118 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SAVE5_255 0215: destroy_pickup $658 0213: $658 = create_pickup #PICKUPSAVE type 3 at $591 $592 $593 016A: fade 1 1000 ms 0395: clear_area 1 at 14.4571 -1498.594 12.1974 range 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 0050: gosub @HELP_4210 :SAVE5_262 0002: jump @SAVE5_299 :SAVE5_269 00D6: if 0038: $16 == 1 // $ == int 004D: jump_if_false @SAVE5_299 0215: destroy_pickup $658 0004: $16 = 0 // $ = int :SAVE5_299 0002: jump @SAVE5_10 :SAVE6 03A4: name_thread 'SAVE6' :SAVE6_10 0001: wait 250 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SAVE6_299 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH3' 004D: jump_if_false @SAVE6_299 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @SAVE6_299 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @SAVE6_269 00D6: if 0038: $69 == 0 // $ == int 004D: jump_if_false @SAVE6_132 0213: $648 = create_pickup #PICKUPSAVE type 3 at $597 $598 $599 0004: $69 = 1 // $ = int :SAVE6_132 00D6: if 0214: pickup $648 picked_up 004D: jump_if_false @SAVE6_262 0050: gosub @HELP_4118 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SAVE6_255 0215: destroy_pickup $648 0213: $648 = create_pickup #PICKUPSAVE type 3 at $597 $598 $599 016A: fade 1 1000 ms 0395: clear_area 1 at 529.6626 1272.155 16.822 range 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 0050: gosub @HELP_4210 :SAVE6_262 0002: jump @SAVE6_299 :SAVE6_269 00D6: if 0038: $69 == 1 // $ == int 004D: jump_if_false @SAVE6_299 0215: destroy_pickup $648 0004: $69 = 0 // $ = int :SAVE6_299 0002: jump @SAVE6_10 :SAVE7 03A4: name_thread 'SAVE7' :SAVE7_10 0001: wait 250 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SAVE7_327 00D6: if 0121: player $PLAYER_CHAR in_zone 'DTOWN' 004D: jump_if_false @SAVE7_327 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SAVE7_327 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @SAVE7_327 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @SAVE7_297 00D6: if 0038: $60 == 0 // $ == int 004D: jump_if_false @SAVE7_154 0213: $645 = create_pickup #PICKUPSAVE type 3 at -562.8 699.7 20.6 0004: $60 = 1 // $ = int :SAVE7_154 00D6: if 0214: pickup $645 picked_up 004D: jump_if_false @SAVE7_290 0050: gosub @HELP_4118 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SAVE7_283 0215: destroy_pickup $645 0213: $645 = create_pickup #PICKUPSAVE type 3 at -562.8 699.7 20.6 016A: fade 1 1000 ms 0395: clear_area 1 at -559.9 705.4 19.8 range 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 0050: gosub @HELP_4210 :SAVE7_290 0002: jump @SAVE7_327 :SAVE7_297 00D6: if 0038: $60 == 1 // $ == int 004D: jump_if_false @SAVE7_327 0215: destroy_pickup $645 0004: $60 = 0 // $ = int :SAVE7_327 0002: jump @SAVE7_10 :HELP 03A4: name_thread 'HELP' :HELP_10 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HELP_2876 00D6: if 0038: $220 == 1 // $ == int 004D: jump_if_false @HELP_2876 00D6: if 0038: $45 == 0 // $ == int 004D: jump_if_false @HELP_195 0001: wait 500 ms 0293: $18 = get_controller_mode 00D6: if 0038: $18 == 2 // $ == int 004D: jump_if_false @HELP_111 03E5: text_box 'HELP26' 0002: jump @HELP_121 :HELP_111 03E5: text_box 'HELP21' :HELP_121 0001: wait 5000 ms 03E5: text_box 'HELP42' 0189: $66 = create_checkpoint_and_sphere_at 240.4 -1280.2 10.0 03E7: flash_hud 8 0001: wait 3000 ms 03E7: flash_hud -1 0006: TIMERB = 0 // @ = int 0001: wait 3000 ms 0004: $45 = 1 // $ = int 0002: jump @HELP_942 :HELP_195 00D6: if 0038: $82 == 0 // $ == int 004D: jump_if_false @HELP_283 00D6: if 00F5: player $PLAYER_CHAR 0 240.4 -1280.2 10.0 radius 25.0 25.0 5.0 004D: jump_if_false @HELP_283 03E5: text_box 'HELP44' 0001: wait 3000 ms 0004: $82 = 1 // $ = int :HELP_283 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HELP_942 00D6: if 0038: $25 == 0 // $ == int 004D: jump_if_false @HELP_625 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @HELP_618 0001: wait 1000 ms 0293: $18 = get_controller_mode 00D6: if 0038: $18 == 3 // $ == int 004D: jump_if_false @HELP_378 03E5: text_box 'HELP4_D' 0002: jump @HELP_388 :HELP_378 03E5: text_box 'HELP4_A' :HELP_388 0001: wait 4000 ms 0293: $18 = get_controller_mode 00D6: if or 0038: $18 == 1 // $ == int 0038: $18 == 3 // $ == int 004D: jump_if_false @HELP_440 03E5: text_box 'HELP36' 0002: jump @HELP_450 :HELP_440 03E5: text_box 'HELP35' :HELP_450 0001: wait 4000 ms 0293: $18 = get_controller_mode 00D6: if 0038: $18 == 3 // $ == int 004D: jump_if_false @HELP_495 03E5: text_box 'HELP5_D' 0002: jump @HELP_505 :HELP_495 03E5: text_box 'HELP5_A' :HELP_505 0001: wait 4000 ms 0293: $18 = get_controller_mode 00D6: if or 0038: $18 == 0 // $ == int 0038: $18 == 1 // $ == int 004D: jump_if_false @HELP_550 03E5: text_box 'HELP6_A' :HELP_550 00D6: if 0038: $18 == 2 // $ == int 004D: jump_if_false @HELP_578 03E5: text_box 'HELP6_C' :HELP_578 00D6: if 0038: $18 == 3 // $ == int 004D: jump_if_false @HELP_606 03E5: text_box 'HELP6_D' :HELP_606 0001: wait 4000 ms 0004: $25 = 1 // $ = int :HELP_618 0002: jump @HELP_942 :HELP_625 00D6: if 0038: $85 == 1 // $ == int 004D: jump_if_false @HELP_942 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HELP_942 00D6: if 047E: player $PLAYER_CHAR on_any_bike 004D: jump_if_false @HELP_766 00D6: if 0038: $48 == 0 // $ == int 004D: jump_if_false @HELP_766 0001: wait 2000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HELP_759 00D6: if 0038: $18 == 0 // $ == int 004D: jump_if_false @HELP_749 03E5: text_box 'HELP27' 0002: jump @HELP_759 :HELP_749 03E5: text_box 'HELP28' :HELP_759 0004: $48 = 1 // $ = int :HELP_766 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HELP_942 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @HELP_942 00D6: if 0038: $47 == 0 // $ == int 004D: jump_if_false @HELP_942 00D6: if or 02D7: player $PLAYER_CHAR current_weapon == 22 02D7: player $PLAYER_CHAR current_weapon == 23 02D7: player $PLAYER_CHAR current_weapon == 24 02D7: player $PLAYER_CHAR current_weapon == 25 004D: jump_if_false @HELP_942 03E5: text_box 'HELP31' 0001: wait 5000 ms 0293: $18 = get_controller_mode 00D6: if 0038: $18 == 3 // $ == int 004D: jump_if_false @HELP_910 03E5: text_box 'HELP33' 0002: jump @HELP_920 :HELP_910 03E5: text_box 'HELP32' :HELP_920 0001: wait 5000 ms 03E5: text_box 'HELP34' 0004: $47 = 1 // $ = int :HELP_942 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HELP_1228 00D6: if 0038: $44 == 0 // $ == int 004D: jump_if_false @HELP_1228 00D6: if 0038: $17 == 0 // $ == int 004D: jump_if_false @HELP_1228 00D6: 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 004D: jump_if_false @HELP_1228 01B4: set_player $PLAYER_CHAR can_move 0 015F: set_camera_position 264.334 -1311.16 10.297 rotation 0.0 0.0 0.0 0160: point_camera 263.577 -1310.574 10.589 switchstyle 2 0001: wait 1000 ms 03E5: text_box 'HELP16' 0001: wait 3000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HELP_1180 01B4: set_player $PLAYER_CHAR can_move 1 :HELP_1180 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player 0164: disable_marker $66 00D6: if 0038: $222 == 0 // $ == int 004D: jump_if_false @HELP_1221 0189: $66 = create_checkpoint_and_sphere_at $453 $454 $455 :HELP_1221 0004: $17 = 1 // $ = int :HELP_1228 00D6: if 0038: $44 == 0 // $ == int 004D: jump_if_false @HELP_1822 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @HELP_1822 00D6: if 0038: $1088 == 1 // $ == int 004D: jump_if_false @HELP_1822 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HELP_1822 00D6: if 00F5: player $PLAYER_CHAR 0 225.0 -1277.3 11.5 radius 2.5 2.5 3.0 004D: jump_if_false @HELP_1822 0164: disable_marker $66 00D6: if 0038: $222 == 0 // $ == int 004D: jump_if_false @HELP_1383 0189: $66 = create_checkpoint_and_sphere_at $453 $454 $455 :HELP_1383 01B4: set_player $PLAYER_CHAR can_move 0 015F: set_camera_position 223.301 -1277.655 13.822 rotation 0.0 0.0 0.0 0160: point_camera 222.578 -1277.013 13.565 switchstyle 2 03E5: text_box 'S_PROMP' 0006: TIMERA = 0 // @ = int :HELP_1458 00D6: if 8019: not TIMERA > 1000 // @ > int 004D: jump_if_false @HELP_1511 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HELP_1504 01B4: set_player $PLAYER_CHAR can_move 0 :HELP_1504 0002: jump @HELP_1458 :HELP_1511 0006: TIMERA = 0 // @ = int :HELP_1518 00D6: if 8019: not TIMERA > 2000 // @ > int 004D: jump_if_false @HELP_1595 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HELP_1564 01B4: set_player $PLAYER_CHAR can_move 0 :HELP_1564 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @HELP_1588 0002: jump @HELP_1788 :HELP_1588 0002: jump @HELP_1518 :HELP_1595 0460: set_camera_pointing_time 0.0 1500 015F: set_camera_position 223.301 -1277.655 13.822 rotation 0.0 0.0 0.0 0160: point_camera 222.563 -1278.279 13.565 switchstyle 1 0006: TIMERA = 0 // @ = int :HELP_1663 00D6: if 8019: not TIMERA > 1500 // @ > int 004D: jump_if_false @HELP_1717 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @HELP_1710 0002: jump @HELP_1788 :HELP_1710 0002: jump @HELP_1663 :HELP_1717 03E5: text_box 'HELP19' 0006: TIMERA = 0 // @ = int :HELP_1734 00D6: if 8019: not TIMERA > 4000 // @ > int 004D: jump_if_false @HELP_1788 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @HELP_1781 0002: jump @HELP_1788 :HELP_1781 0002: jump @HELP_1734 :HELP_1788 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HELP_1811 01B4: set_player $PLAYER_CHAR can_move 1 :HELP_1811 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player 0004: $44 = 1 // $ = int :HELP_1822 00D6: if 0038: $222 == 1 // $ == int 004D: jump_if_false @HELP_1970 00D6: if 0038: $46 == 0 // $ == int 004D: jump_if_false @HELP_1970 02A7: $221 = create_icon_marker_and_sphere 19 at 219.8 -1273.5 11.0 018B: set_marker $221 display 2 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HELP_1910 01B4: set_player $PLAYER_CHAR can_move 0 :HELP_1910 0050: gosub @HELP_2932 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HELP_1940 01B4: set_player $PLAYER_CHAR can_move 1 :HELP_1940 03E5: text_box 'HELP14' 03E7: flash_hud 8 0001: wait 2000 ms 03E7: flash_hud -1 0004: $46 = 1 // $ = int :HELP_1970 00D6: if 0038: $46 == 1 // $ == int 004D: jump_if_false @HELP_2086 00D6: if 0038: $25 == 1 // $ == int 004D: jump_if_false @HELP_2086 00D6: if 0038: $86 == 0 // $ == int 004D: jump_if_false @HELP_2086 0001: wait 4000 ms 0293: $18 = get_controller_mode 00D6: if 0038: $18 == 1 // $ == int 004D: jump_if_false @HELP_2069 03E5: text_box 'HELP57' 0002: jump @HELP_2079 :HELP_2069 03E5: text_box 'HELP56' :HELP_2079 0004: $86 = 1 // $ = int :HELP_2086 00D6: if and 0038: $47 == 1 // $ == int 0038: $48 == 1 // $ == int 0038: $46 == 1 // $ == int 0038: $86 == 1 // $ == int 0038: $105 == 1 // $ == int 0038: $104 == 1 // $ == int 004D: jump_if_false @HELP_2179 00D6: if 0038: $103 == 1 // $ == int 004D: jump_if_false @HELP_2179 0215: destroy_pickup $670 0215: destroy_pickup $671 0215: destroy_pickup $672 0215: destroy_pickup $673 004E: end_thread :HELP_2179 00D6: if 0038: $PASSED_COK2_PHNOM_PENH_86 == 1 // $ == int 004D: jump_if_false @HELP_2234 0215: destroy_pickup $670 0215: destroy_pickup $671 0215: destroy_pickup $672 0215: destroy_pickup $673 0001: wait 3000 ms 03E5: text_box 'BRID_OP' 004E: end_thread :HELP_2234 00D6: if 0038: $103 == 0 // $ == int 004D: jump_if_false @HELP_2346 00D6: if or 0214: pickup $670 picked_up 0214: pickup $671 picked_up 004D: jump_if_false @HELP_2346 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HELP_2346 0215: destroy_pickup $670 0215: destroy_pickup $671 03E5: text_box 'HEAL_B' 0001: wait 5000 ms 03E5: text_box 'HEAL_C' 0001: wait 5000 ms 03E5: text_box 'HEAL_E' 0004: $103 = 1 // $ = int :HELP_2346 00D6: if 0038: $104 == 0 // $ == int 004D: jump_if_false @HELP_2503 00D6: if or 0214: pickup $672 picked_up 0214: pickup $673 picked_up 004D: jump_if_false @HELP_2503 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HELP_2503 0215: destroy_pickup $672 0215: destroy_pickup $673 03E5: text_box 'WANT_G' 0001: wait 5000 ms 03E5: text_box 'WANT_H' 0001: wait 5000 ms 03E5: text_box 'WANT_I' 0001: wait 5000 ms 03E5: text_box 'WANT_A' 0001: wait 5000 ms 03E5: text_box 'WANT_B' 0001: wait 5000 ms 03E5: text_box 'WANT_F' 0004: $104 = 1 // $ = int :HELP_2503 00D6: if 0038: $105 == 0 // $ == int 004D: jump_if_false @HELP_2718 00D6: if or 0214: pickup $110 picked_up 0214: pickup $111 picked_up 0214: pickup $112 picked_up 0214: pickup $113 picked_up 0214: pickup $114 picked_up 0214: pickup $115 picked_up 004D: jump_if_false @HELP_2595 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HELP_2595 03E5: text_box 'BRIBE1' 0004: $105 = 1 // $ = int :HELP_2595 00D6: if 0214: pickup $116 picked_up 004D: jump_if_false @HELP_2644 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HELP_2644 03E5: text_box 'BRIBE1' 0004: $105 = 1 // $ = int :HELP_2644 00D6: if or 0214: pickup $117 picked_up 0214: pickup $118 picked_up 0214: pickup $119 picked_up 0214: pickup $120 picked_up 0214: pickup $121 picked_up 0214: pickup $122 picked_up 004D: jump_if_false @HELP_2718 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HELP_2718 03E5: text_box 'BRIBE1' 0004: $105 = 1 // $ = int :HELP_2718 00D6: if 0038: $106 == 0 // $ == int 004D: jump_if_false @HELP_2787 00D6: if 057B: wanted_level_suspended 004D: jump_if_false @HELP_2787 0001: wait 5000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HELP_2787 03E5: text_box 'WANT_L' 0004: $106 = 1 // $ = int :HELP_2787 00D6: if 0038: $25 == 1 // $ == int 004D: jump_if_false @HELP_2876 00D6: if 0038: $85 == 0 // $ == int 004D: jump_if_false @HELP_2876 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HELP_2876 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @HELP_2876 057D: play_bridge_status_mp3 0 03E5: text_box 'BRID_CL' 0004: $85 = 1 // $ = int :HELP_2876 0002: jump @HELP_10 :HELP_2883 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HELP_2930 0004: $ONMISSION = 1 // $ = int 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 :HELP_2930 0051: return :HELP_2932 00D6: if 016B: fading 004D: jump_if_false @HELP_2956 0001: wait 0 ms 0002: jump @HELP_2932 :HELP_2956 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HELP_2977 011C: actor $PLAYER_ACTOR clear_objective :HELP_2977 0051: return :HELP_2979 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HELP_3126 0004: $ONMISSION = 1 // $ = int 02A3: enable_widescreen 1 015F: set_camera_position 91.925 -818.489 20.0 rotation 0.0 0.0 0.0 0160: point_camera 92.866 -818.736 19.769 switchstyle 2 0395: clear_area 1 at 119.2 -826.9 10.0 range 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 0001: wait 1000 ms 0051: return :HELP_3133 0004: $ONMISSION = 1 // $ = int 02A3: enable_widescreen 1 015F: set_camera_position -381.923 -473.339 48.904 rotation 0.0 0.0 0.0 0160: point_camera -381.898 -474.247 48.486 switchstyle 2 0001: wait 1000 ms 0051: return :HELP_3202 0004: $ONMISSION = 1 // $ = int 02A3: enable_widescreen 1 015F: set_camera_position -229.438 -1364.204 12.607 rotation 0.0 0.0 0.0 0160: point_camera -230.424 -1364.068 12.511 switchstyle 2 0211: actor $PLAYER_ACTOR walk_to -251.9 -1360.8 0001: wait 1000 ms 0051: return :HELP_3286 0004: $ONMISSION = 1 // $ = int 02A3: enable_widescreen 1 015F: set_camera_position -52.624 939.244 10.011 rotation 0.0 0.0 0.0 0160: point_camera -53.538 938.966 10.306 switchstyle 2 0211: actor $PLAYER_ACTOR walk_to -76.3 931.3 0001: wait 1000 ms 0051: return :HELP_3370 0004: $ONMISSION = 1 // $ = int 02A3: enable_widescreen 1 015F: set_camera_position 499.781 -106.921 12.057 rotation 0.0 0.0 0.0 0160: point_camera 499.357 -106.019 12.139 switchstyle 2 00A1: put_actor $PLAYER_ACTOR at 482.2 -69.9 9.9 0001: wait 1000 ms 0051: return :HELP_3459 0004: $ONMISSION = 1 // $ = int 02A3: enable_widescreen 1 015F: set_camera_position 487.475 -68.248 11.147 rotation 0.0 0.0 0.0 0160: point_camera 486.5 -68.023 11.15 switchstyle 2 0173: set_actor $PLAYER_ACTOR z_angle_to 62.0 0001: wait 1000 ms 0051: return :HELP_3538 0004: $ONMISSION = 1 // $ = int 02A3: enable_widescreen 1 015F: set_camera_position -1094.531 332.318 14.799 rotation 0.0 0.0 0.0 0160: point_camera -1095.238 332.993 14.591 switchstyle 2 0211: actor $PLAYER_ACTOR walk_to -1102.7 343.4 0001: wait 1000 ms 0051: return :HELP_3622 0004: $ONMISSION = 1 // $ = int 02A3: enable_widescreen 1 015F: set_camera_position -1039.093 -293.828 27.81 rotation 0.0 0.0 0.0 0160: point_camera -1039.811 -293.283 27.377 switchstyle 2 0211: actor $PLAYER_ACTOR walk_to -1070.6 -278.9 0001: wait 1000 ms 0051: return :HELP_3706 0004: $ONMISSION = 1 // $ = int 02A3: enable_widescreen 1 015F: set_camera_position -609.208 660.793 14.52 rotation 0.0 0.0 0.0 0160: point_camera -608.458 660.156 14.339 switchstyle 2 0211: actor $PLAYER_ACTOR walk_to -597.4 651.6 0001: wait 1000 ms 0051: return :HELP_3790 0004: $ONMISSION = 1 // $ = int 02A3: enable_widescreen 1 015F: set_camera_position -870.59 1155.257 10.356 rotation 0.0 0.0 0.0 0160: point_camera -871.349 1155.864 10.592 switchstyle 2 0211: actor $PLAYER_ACTOR walk_to -883.1 1159.2 0001: wait 1000 ms 0051: return :HELP_3874 0004: $ONMISSION = 1 // $ = int 02A3: enable_widescreen 1 015F: set_camera_position -1179.528 -605.912 12.22 rotation 0.0 0.0 0.0 0160: point_camera -1178.774 -606.569 12.223 switchstyle 2 00A1: put_actor $PLAYER_ACTOR at -1166.3 -634.4 10.6 0001: wait 1000 ms 0051: return :HELP_3963 0004: $ONMISSION = 1 // $ = int 02A3: enable_widescreen 1 015F: set_camera_position -969.554 139.73 10.058 rotation 0.0 0.0 0.0 0160: point_camera -968.921 140.503 10.031 switchstyle 2 0211: actor $PLAYER_ACTOR walk_to -962.6 146.1 0001: wait 1000 ms 0051: return :HELP_4047 0004: $ONMISSION = 1 // $ = int 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 015F: set_camera_position -994.919 210.472 15.758 rotation 0.0 0.0 0.0 0160: point_camera -995.722 210.02 15.37 switchstyle 2 0051: return :HELP_4118 0004: $ONMISSION = 1 // $ = int 01B4: set_player $PLAYER_CHAR can_move 0 03D8: show_save_screen 0001: wait 0 ms :HELP_4138 00D6: if 83D9: not save_done 004D: jump_if_false @HELP_4162 0001: wait 0 ms 0002: jump @HELP_4138 :HELP_4162 0169: set_fade_color 0 0 0 016A: fade 0 1000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HELP_4208 0222: set_player $PLAYER_CHAR health_to 200 01B4: set_player $PLAYER_CHAR can_move 0 :HELP_4208 0051: return :HELP_4210 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HELP_4230 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player :HELP_4230 0001: wait 500 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HELP_4265 01B4: set_player $PLAYER_CHAR can_move 1 0004: $ONMISSION = 0 // $ = int :HELP_4265 0051: return :HJ 0111: set_wasted_busted_check_to 0 03A4: name_thread 'HJ' 0004: $740 = 0 // $ = int :HJ_21 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @HJ_48 0002: jump @HJ_21 :HJ_48 00D6: if 0445: are_car_cheats_used 004D: jump_if_false @HJ_68 0002: jump @HJ_21 :HJ_68 00D6: if 04C9: player $PLAYER_CHAR in_flying_vehicle 004D: jump_if_false @HJ_91 0002: jump @HJ_21 :HJ_91 00D6: if 04A8: player $PLAYER_CHAR in_any_boat 004D: jump_if_false @HJ_114 0002: jump @HJ_21 :HJ_114 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @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 00D6: if 0018: $768 > 0 // $ > int 004D: jump_if_false @HJ_355 0014: $768 /= 1000 // $ /= int 008C: $769 = float_to_integer $772 008D: $773 = integer_to_float $769 0086: $763 = $772 // $ = $ float 0061: $763 -= $773 // $ -= $ float 0011: $763 *= 100.0 // $ *= float 008C: $770 = float_to_integer $763 0084: $726 = $768 // $ = $ int 0058: $726 += $769 // $ += $ int 0014: $726 /= 2 // $ /= int 0109: player $PLAYER_CHAR money += $726 00D6: if 0424: metric 004D: jump_if_false @HJ_315 0302: text_4numbers_lowpriority 'WHEEL01' $726 $769 $770 $768 time 3000 1 0002: jump @HJ_355 :HJ_315 0425: $774 = meters $772 to_feet // float 008C: $771 = float_to_integer $774 02FF: text_3numbers_lowpriority 'WHEEL02' $726 $771 $768 time time 3000 1 :HJ_355 00D6: if 0018: $775 > 0 // $ > int 004D: jump_if_false @HJ_563 0014: $775 /= 1000 // $ /= int 008C: $776 = float_to_integer $779 008D: $780 = integer_to_float $776 0086: $763 = $779 // $ = $ float 0061: $763 -= $780 // $ -= $ float 0011: $763 *= 100.0 // $ *= float 008C: $777 = float_to_integer $763 0084: $726 = $775 // $ = $ int 0058: $726 += $776 // $ += $ int 0010: $726 *= 2 // $ *= int 0014: $726 /= 5 // $ /= int 0014: $726 /= 2 // $ /= int 0109: player $PLAYER_CHAR money += $726 00D6: if 0424: metric 004D: jump_if_false @HJ_523 0302: text_4numbers_lowpriority 'WHEEL06' $726 $776 $777 $775 time 3000 1 0002: jump @HJ_563 :HJ_523 0425: $781 = meters $779 to_feet // float 008C: $778 = float_to_integer $781 02FF: text_3numbers_lowpriority 'WHEEL07' $726 $778 $775 time time 3000 1 :HJ_563 00D6: if 0018: $782 > 0 // $ > int 004D: jump_if_false @HJ_757 0014: $782 /= 1000 // $ /= int 008C: $783 = float_to_integer $786 008D: $787 = integer_to_float $783 0086: $763 = $786 // $ = $ float 0061: $763 -= $787 // $ -= $ float 0011: $763 *= 100.0 // $ *= float 008C: $784 = float_to_integer $763 0084: $726 = $782 // $ = $ int 0058: $726 += $783 // $ += $ int 0014: $726 /= 2 // $ /= int 0109: player $PLAYER_CHAR money += $726 00D6: if 0424: metric 004D: jump_if_false @HJ_717 0302: text_4numbers_lowpriority 'WHEEL11' $726 $783 $784 $782 time 3000 1 0002: jump @HJ_757 :HJ_717 0425: $788 = meters $786 to_feet // float 008C: $785 = float_to_integer $788 02FF: text_3numbers_lowpriority 'WHEEL12' $726 $785 $782 time time 3000 1 :HJ_757 00D6: if 01F3: car $727 airborne 004D: jump_if_false @HJ_1577 0004: $739 = 0 // $ = int 0005: $762 = 0.0 // $ = float 0004: $730 = 0 // $ = int 0004: $737 = 0 // $ = int 0004: $733 = 0 // $ = int 0004: $732 = 0 // $ = int 0004: $738 = 0 // $ = int 0004: $731 = 0 // $ = int 0004: $728 = 0 // $ = int 0004: $729 = 0 // $ = int 0005: $749 = -100.0 // $ = float 0005: $750 = 0.0 // $ = float 0005: $751 = 0.0 // $ = float 0005: $752 = 0.0 // $ = float 0005: $753 = 0.0 // $ = float 0005: $754 = 0.0 // $ = float 0005: $755 = 0.0 // $ = float 0005: $756 = 0.0 // $ = float 0005: $757 = 0.0 // $ = float 0005: $758 = 0.0 // $ = float 0005: $759 = 0.0 // $ = float 0005: $760 = 0.0 // $ = float 0005: $761 = 0.0 // $ = float 0004: $736 = 0 // $ = int 0004: $735 = 0 // $ = int 0004: $734 = 0 // $ = int 0005: $763 = 0.0 // $ = float 0005: $765 = 0.0 // $ = float 0005: $767 = 0.0 // $ = float 0005: $766 = 0.0 // $ = float 0005: $764 = 0.0 // $ = float 0004: $741 = 0 // $ = int 0004: $742 = 0 // $ = int 0004: $743 = 0 // $ = int 0004: $744 = 0 // $ = int 0004: $745 = 0 // $ = int 0004: $746 = 0 // $ = int :HJ_1089 00D6: if or 01F3: car $727 airborne 001A: 10 > $746 // int > $ 004D: jump_if_false @HJ_1570 0008: $746 += 1 // $ += int 00AA: store_car $727 position_to $750 $751 $752 0086: $764 = $762 // $ = $ float 00D6: if 0038: $728 == 0 // $ == int 004D: jump_if_false @HJ_1198 0174: $764 = car $727 z_angle 0086: $753 = $750 // $ = $ float 0086: $754 = $751 // $ = $ float 0086: $755 = $752 // $ = $ float 0004: $728 = 1 // $ = int :HJ_1198 0001: wait 0 ms 00D6: if 0119: car $727 wrecked 004D: jump_if_false @HJ_1225 0002: jump @HJ_21 :HJ_1225 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @HJ_1248 0002: jump @HJ_21 :HJ_1248 00D6: if 80E0: not player $PLAYER_CHAR in_any_car 004D: jump_if_false @HJ_1271 0002: jump @HJ_21 :HJ_1271 00D6: if and 820D: not car $727 flipped 0038: $732 == 0 // $ == int 004D: jump_if_false @HJ_1301 0004: $732 = 1 // $ = int :HJ_1301 00D6: if and 020D: car $727 flipped 0038: $732 == 1 // $ == int 004D: jump_if_false @HJ_1338 0008: $733 += 1 // $ += int 0004: $732 = 0 // $ = int :HJ_1338 0174: $762 = car $727 z_angle 0086: $765 = $762 // $ = $ float 0061: $765 -= $764 // $ -= $ float 00D6: if 0020: $765 > 180.0 // $ > float 004D: jump_if_false @HJ_1416 0086: $766 = $765 // $ = $ float 0005: $765 = 360.0 // $ = float 0061: $765 -= $766 // $ -= $ float 0002: jump @HJ_1463 :HJ_1416 00D6: if 0022: -180.0 > $765 // float > $ 004D: jump_if_false @HJ_1463 0086: $766 = $765 // $ = $ float 0005: $765 = 360.0 // $ = float 0059: $765 += $766 // $ += $ float :HJ_1463 00D6: if 0022: 0.0 > $765 // float > $ 004D: jump_if_false @HJ_1510 0086: $766 = $765 // $ = $ float 0005: $765 = 0.0 // $ = float 0061: $765 -= $766 // $ -= $ float :HJ_1510 0059: $767 += $765 // $ += $ float 008C: $739 = float_to_integer $767 00D6: if 0024: $752 > $749 // $ > $ float 004D: jump_if_false @HJ_1553 0086: $749 = $752 // $ = $ float :HJ_1553 0005: $752 = 0.0 // $ = float 0002: jump @HJ_1089 :HJ_1570 0002: jump @HJ_1584 :HJ_1577 0002: jump @HJ_21 :HJ_1584 0002: jump @HJ_1598 :HJ_1591 0002: jump @HJ_21 :HJ_1598 00D6: if 0038: $728 == 1 // $ == int 004D: jump_if_false @HJ_1837 00AA: store_car $727 position_to $756 $757 $763 0004: $737 = 0 // $ = int 0086: $758 = $753 // $ = $ float 0061: $758 -= $756 // $ -= $ float 0086: $759 = $754 // $ = $ float 0061: $759 -= $757 // $ -= $ float 0069: $758 *= $758 // $ *= $ float 0069: $759 *= $759 // $ *= $ float 0086: $760 = $758 // $ = $ float 0059: $760 += $759 // $ += $ float 01FB: $761 = square_root $760 030E: save_jump_distance $761 008C: $736 = float_to_integer $761 0061: $749 -= $755 // $ -= $ float 030F: save_jump_height $749 008C: $729 = float_to_integer $749 008D: $763 = integer_to_float $736 0061: $761 -= $763 // $ -= $ float 0086: $763 = $761 // $ = $ float 0011: $763 *= 100.0 // $ *= float 008C: $735 = float_to_integer $763 008D: $763 = integer_to_float $729 0061: $749 -= $763 // $ -= $ float 0086: $763 = $749 // $ = $ float 0011: $763 *= 100.0 // $ *= float 008C: $734 = float_to_integer $763 0310: save_jump_flips $733 0311: save_jump_rotation $739 :HJ_1837 00D6: if 0020: $749 > 4.0 // $ > float 004D: jump_if_false @HJ_1865 0008: $731 += 1 // $ += int :HJ_1865 00D6: if 0018: $736 > 40 // $ > int 004D: jump_if_false @HJ_1890 0008: $731 += 1 // $ += int :HJ_1890 00D6: if 0018: $733 > 1 // $ > int 004D: jump_if_false @HJ_1915 0008: $731 += 1 // $ += int :HJ_1915 00D6: if 0018: $739 > 360 // $ > int 004D: jump_if_false @HJ_1941 0008: $731 += 1 // $ += int :HJ_1941 00D6: if 0018: $738 > 60 // $ > int 004D: jump_if_false @HJ_1966 0004: $730 = 1 // $ = int :HJ_1966 00D6: if 0018: $731 > 0 // $ > int 004D: jump_if_false @HJ_2475 0084: $747 = $733 // $ = $ int 0010: $747 *= 180 // $ *= int 0058: $747 += $739 // $ += $ int 0084: $748 = $736 // $ = $ int 0010: $748 *= 6 // $ *= int 0058: $747 += $748 // $ += $ int 0084: $748 = $729 // $ = $ int 0010: $748 *= 45 // $ *= int 0058: $747 += $748 // $ += $ int 00D6: if 0038: $730 == 1 // $ == int 004D: jump_if_false @HJ_2079 0010: $747 *= 2 // $ *= int :HJ_2079 0068: $747 *= $731 // $ *= $ int 0014: $747 /= 3 // $ /= int 0014: $747 /= 5 // $ /= int 0109: player $PLAYER_CHAR money += $747 00D6: if 0038: $731 == 1 // $ == int 004D: jump_if_false @HJ_2149 01E4: text_1number_lowpriority 'HJ_IS' $747 time 2000 1 0312: save_jump_type 1 :HJ_2149 00D6: if 0038: $731 == 2 // $ == int 004D: jump_if_false @HJ_2189 01E4: text_1number_lowpriority 'HJ_DIS' $747 time 2000 1 0312: save_jump_type 3 :HJ_2189 00D6: if 0038: $731 == 3 // $ == int 004D: jump_if_false @HJ_2229 01E4: text_1number_lowpriority 'HJ_TIS' $747 time 2000 1 0312: save_jump_type 5 :HJ_2229 00D6: if 0038: $731 == 4 // $ == int 004D: jump_if_false @HJ_2269 01E4: text_1number_lowpriority 'HJ_QIS' $747 time 2000 1 0312: save_jump_type 7 :HJ_2269 00D6: if 0424: metric 004D: jump_if_false @HJ_2380 00D6: if 0038: $730 == 1 // $ == int 004D: jump_if_false @HJ_2340 0308: text_6numbers_lowpriority 'HJSTATW' $736 $735 $729 $734 $733 $739 time 5000 5 0002: jump @HJ_2373 :HJ_2340 0308: text_6numbers_lowpriority 'HJSTAT' $736 $735 $729 $734 $733 $739 time 5000 5 :HJ_2373 0002: jump @HJ_2475 :HJ_2380 042D: $736 = meters $736 to_feet // int 042D: $729 = meters $729 to_feet // int 00D6: if 0038: $730 == 1 // $ == int 004D: jump_if_false @HJ_2448 0302: text_4numbers_lowpriority 'HJSTAWF' $736 $729 $733 $739 time 5000 5 0002: jump @HJ_2475 :HJ_2448 0302: text_4numbers_lowpriority 'HJSTATF' $736 $729 $733 $739 time 5000 5 :HJ_2475 0002: jump @HJ_21 004E: end_thread :USJ 0004: $795 = 0 // $ = int 0004: $796 = 0 // $ = int 0004: $797 = 0 // $ = int 0004: $798 = 0 // $ = int 0004: $799 = 0 // $ = int 0004: $800 = 0 // $ = int 0004: $801 = 0 // $ = int 0004: $802 = 0 // $ = int 0004: $803 = 0 // $ = int 0004: $804 = 0 // $ = int 0004: $805 = 0 // $ = int 0004: $806 = 0 // $ = int 0004: $807 = 0 // $ = int 0004: $808 = 0 // $ = int 0004: $809 = 0 // $ = int 0004: $810 = 0 // $ = int 0004: $811 = 0 // $ = int 0004: $812 = 0 // $ = int 0004: $813 = 0 // $ = int 0004: $814 = 0 // $ = int 0004: $815 = 0 // $ = int 0004: $816 = 0 // $ = int 0004: $817 = 0 // $ = int 0004: $818 = 0 // $ = int 0004: $819 = 0 // $ = int 0004: $820 = 0 // $ = int 0004: $821 = 0 // $ = int 0004: $822 = 0 // $ = int 0004: $823 = 0 // $ = int 0004: $824 = 0 // $ = int 0004: $825 = 0 // $ = int 0004: $826 = 0 // $ = int 0004: $827 = 0 // $ = int 0004: $828 = 0 // $ = int 0004: $829 = 0 // $ = int 0004: $830 = 0 // $ = int 0004: $790 = 100 // $ = int 0004: $792 = 0 // $ = int 0004: $791 = 0 // $ = int 0004: $794 = 0 // $ = int 0111: set_wasted_busted_check_to 0 0314: set_total_unique_jumps_to 36 03A4: name_thread 'USJ' :USJ_298 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @USJ_325 0002: jump @USJ_298 :USJ_325 00D6: if 0038: $355 == 1 // $ == int 004D: jump_if_false @USJ_350 0002: jump @USJ_298 :USJ_350 00D6: if 80E0: not player $PLAYER_CHAR in_any_car 004D: jump_if_false @USJ_373 0002: jump @USJ_298 :USJ_373 00D6: if 04A8: player $PLAYER_CHAR in_any_boat 004D: jump_if_false @USJ_396 0002: jump @USJ_298 :USJ_396 00D6: if 04C9: player $PLAYER_CHAR in_flying_vehicle 004D: jump_if_false @USJ_419 0002: jump @USJ_298 :USJ_419 03C1: $789 = player $PLAYER_CHAR car_no_save 02E3: $831 = car $789 speed 00D6: if 0022: 25.0 > $831 // float > $ 004D: jump_if_false @USJ_463 0002: jump @USJ_298 :USJ_463 00D6: if 81F3: not car $789 airborne 004D: jump_if_false @USJ_486 0002: jump @USJ_298 :USJ_486 00D6: if 0121: player $PLAYER_CHAR in_zone 'A_PORT' 004D: jump_if_false @USJ_1486 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -1487.781 -1044.546 18.707 radius 3.5 3.0 3.0 004D: jump_if_false @USJ_632 0004: $792 = 1 // $ = int 0005: $832 = -1521.964 // $ = float 0005: $833 = -1039.85 // $ = float 0005: $834 = 24.1338 // $ = float 0005: $835 = -1510.208 // $ = float 0005: $836 = -1042.849 // $ = float 0005: $837 = 32.151 // $ = float 0002: jump @USJ_5369 :USJ_632 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -1352.695 -755.212 28.673 radius 2.0 4.0 4.0 004D: jump_if_false @USJ_754 0004: $792 = 2 // $ = int 0005: $832 = -1360.824 // $ = float 0005: $833 = -781.5606 // $ = float 0005: $834 = 37.2329 // $ = float 0005: $835 = -1353.033 // $ = float 0005: $836 = -806.455 // $ = float 0005: $837 = 39.2439 // $ = float 0002: jump @USJ_5369 :USJ_754 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -1216.49 -911.833 19.0 radius 2.5 2.5 3.0 004D: jump_if_false @USJ_876 0004: $792 = 3 // $ = int 0005: $832 = -1200.244 // $ = float 0005: $833 = -894.1972 // $ = float 0005: $834 = 26.7296 // $ = float 0005: $835 = -1170.48 // $ = float 0005: $836 = -892.3815 // $ = float 0005: $837 = 34.0162 // $ = float 0002: jump @USJ_5369 :USJ_876 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -1252.139 -1054.685 22.016 radius 4.0 4.0 3.0 004D: jump_if_false @USJ_998 0004: $792 = 4 // $ = int 0005: $832 = -1194.279 // $ = float 0005: $833 = -1027.862 // $ = float 0005: $834 = 22.979 // $ = float 0005: $835 = -1201.502 // $ = float 0005: $836 = -1013.937 // $ = float 0005: $837 = 23.4673 // $ = float 0002: jump @USJ_5369 :USJ_998 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -1551.685 -1075.674 19.121 radius 3.5 2.5 2.5 004D: jump_if_false @USJ_1120 0004: $792 = 5 // $ = int 0005: $832 = -1520.165 // $ = float 0005: $833 = -1073.36 // $ = float 0005: $834 = 24.1604 // $ = float 0005: $835 = -1511.204 // $ = float 0005: $836 = -1065.214 // $ = float 0005: $837 = 32.3439 // $ = float 0002: jump @USJ_5369 :USJ_1120 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -1595.712 -1272.881 19.068 radius 3.0 3.0 2.5 004D: jump_if_false @USJ_1242 0004: $792 = 6 // $ = int 0005: $832 = -1564.454 // $ = float 0005: $833 = -1271.588 // $ = float 0005: $834 = 21.5915 // $ = float 0005: $835 = -1548.072 // $ = float 0005: $836 = -1255.53 // $ = float 0005: $837 = 23.9858 // $ = float 0002: jump @USJ_5369 :USJ_1242 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -1553.337 -1230.952 17.194 radius 3.0 3.0 2.5 004D: jump_if_false @USJ_1364 0004: $792 = 7 // $ = int 0005: $832 = -1590.58 // $ = float 0005: $833 = -1247.373 // $ = float 0005: $834 = 26.3087 // $ = float 0005: $835 = -1598.12 // $ = float 0005: $836 = -1252.426 // $ = float 0005: $837 = 23.7824 // $ = float 0002: jump @USJ_5369 :USJ_1364 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -1340.022 -998.257 19.115 radius 3.0 3.0 3.0 004D: jump_if_false @USJ_1486 0004: $792 = 8 // $ = int 0005: $832 = -1355.275 // $ = float 0005: $833 = -997.9999 // $ = float 0005: $834 = 24.0731 // $ = float 0005: $835 = -1363.207 // $ = float 0005: $836 = -996.5805 // $ = float 0005: $837 = 32.2555 // $ = float 0002: jump @USJ_5369 :USJ_1486 00D6: if 0121: player $PLAYER_CHAR in_zone 'PORNI' 004D: jump_if_false @USJ_1632 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 24.721 897.801 25.103 radius 3.0 3.5 2.5 004D: jump_if_false @USJ_1632 0004: $792 = 9 // $ = int 0005: $832 = 0.1404 // $ = float 0005: $833 = 878.4036 // $ = float 0005: $834 = 20.2009 // $ = float 0005: $835 = -15.8172 // $ = float 0005: $836 = 907.157 // $ = float 0005: $837 = 28.9023 // $ = float 0002: jump @USJ_5369 :USJ_1632 00D6: if 0121: player $PLAYER_CHAR in_zone 'DOCKS' 004D: jump_if_false @USJ_1900 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -321.028 -1379.498 10.929 radius 4.0 4.0 3.0 004D: jump_if_false @USJ_1778 0004: $792 = 25 // $ = int 0005: $832 = -311.0497 // $ = float 0005: $833 = -1399.506 // $ = float 0005: $834 = 9.6779 // $ = float 0005: $835 = -320.9215 // $ = float 0005: $836 = -1430.599 // $ = float 0005: $837 = 16.8534 // $ = float 0002: jump @USJ_5369 :USJ_1778 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -321.028 -1276.589 10.929 radius 4.0 4.0 3.0 004D: jump_if_false @USJ_1900 0004: $792 = 26 // $ = int 0005: $832 = -314.5936 // $ = float 0005: $833 = -1300.281 // $ = float 0005: $834 = 9.4204 // $ = float 0005: $835 = -320.6415 // $ = float 0005: $836 = -1310.957 // $ = float 0005: $837 = 17.6351 // $ = float 0002: jump @USJ_5369 :USJ_1900 00D6: if 0121: player $PLAYER_CHAR in_zone 'DTOWN' 004D: jump_if_false @USJ_2412 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -674.345 1162.422 29.916 radius 2.5 4.0 2.5 004D: jump_if_false @USJ_2046 0004: $792 = 11 // $ = int 0005: $832 = -690.7014 // $ = float 0005: $833 = 1199.213 // $ = float 0005: $834 = 25.0565 // $ = float 0005: $835 = -673.2637 // $ = float 0005: $836 = 1209.819 // $ = float 0005: $837 = 32.8857 // $ = float 0002: jump @USJ_5369 :USJ_2046 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -529.84 830.062 98.717 radius 7.0 3.0 3.0 004D: jump_if_false @USJ_2168 0004: $792 = 12 // $ = int 0005: $832 = -543.2 // $ = float 0005: $833 = 843.4 // $ = float 0005: $834 = 99.2 // $ = float 0005: $835 = -529.3288 // $ = float 0005: $836 = 888.8258 // $ = float 0005: $837 = 77.5537 // $ = float 0002: jump @USJ_5369 :USJ_2168 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -839.022 1153.526 31.94 radius 3.7 2.5 2.5 004D: jump_if_false @USJ_2290 0004: $792 = 13 // $ = int 0005: $832 = -853.7 // $ = float 0005: $833 = 1172.3 // $ = float 0005: $834 = 24.4 // $ = float 0005: $835 = -837.848 // $ = float 0005: $836 = 1200.585 // $ = float 0005: $837 = 25.7884 // $ = float 0002: jump @USJ_5369 :USJ_2290 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -312.447 1109.196 47.741 radius 5.0 3.0 2.5 004D: jump_if_false @USJ_2412 0004: $792 = 14 // $ = int 0005: $832 = -292.5 // $ = float 0005: $833 = 1102.7 // $ = float 0005: $834 = 40.0 // $ = float 0005: $835 = -335.0812 // $ = float 0005: $836 = 1055.352 // $ = float 0005: $837 = 47.3995 // $ = float 0002: jump @USJ_5369 :USJ_2412 00D6: if 0121: player $PLAYER_CHAR in_zone 'HAITI' 004D: jump_if_false @USJ_2802 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -1011.583 -30.098 15.181 radius 2.5 2.5 2.5 004D: jump_if_false @USJ_2558 0004: $792 = 15 // $ = int 0005: $832 = -1004.154 // $ = float 0005: $833 = -62.9943 // $ = float 0005: $834 = 15.957 // $ = float 0005: $835 = -1001.711 // $ = float 0005: $836 = -83.5744 // $ = float 0005: $837 = 22.2569 // $ = float 0002: jump @USJ_5369 :USJ_2558 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -942.702 -114.506 15.181 radius 2.5 2.5 2.5 004D: jump_if_false @USJ_2680 0004: $792 = 16 // $ = int 0005: $832 = -930.7841 // $ = float 0005: $833 = -125.4432 // $ = float 0005: $834 = 12.2188 // $ = float 0005: $835 = -881.2348 // $ = float 0005: $836 = -107.6016 // $ = float 0005: $837 = 20.23 // $ = float 0002: jump @USJ_5369 :USJ_2680 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -900.789 260.804 15.915 radius 2.5 2.5 2.5 004D: jump_if_false @USJ_2802 0004: $792 = 17 // $ = int 0005: $832 = -906.6896 // $ = float 0005: $833 = 238.6932 // $ = float 0005: $834 = 16.5044 // $ = float 0005: $835 = -896.8717 // $ = float 0005: $836 = 235.2098 // $ = float 0005: $837 = 23.9347 // $ = float 0002: jump @USJ_5369 :USJ_2802 00D6: if 0121: player $PLAYER_CHAR in_zone 'HAVANA' 004D: jump_if_false @USJ_2948 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -1041.895 -569.323 21.855 radius 5.0 2.5 2.5 004D: jump_if_false @USJ_2948 0004: $792 = 18 // $ = int 0005: $832 = -1055.616 // $ = float 0005: $833 = -588.8613 // $ = float 0005: $834 = 18.1929 // $ = float 0005: $835 = -1038.943 // $ = float 0005: $836 = -599.2438 // $ = float 0005: $837 = 26.4899 // $ = float 0002: jump @USJ_5369 :USJ_2948 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH1' 004D: jump_if_false @USJ_4070 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 208.993 -963.672 19.967 radius 2.5 2.5 2.5 004D: jump_if_false @USJ_3094 0004: $792 = 19 // $ = int 0005: $832 = 233.5752 // $ = float 0005: $833 = -960.8961 // $ = float 0005: $834 = 21.5283 // $ = float 0005: $835 = 242.0566 // $ = float 0005: $836 = -963.7044 // $ = float 0005: $837 = 30.6993 // $ = float 0002: jump @USJ_5369 :USJ_3094 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 46.115 -964.415 25.883 radius 2.5 3.5 2.5 004D: jump_if_false @USJ_3216 0004: $792 = 20 // $ = int 0005: $832 = 63.3356 // $ = float 0005: $833 = -967.6796 // $ = float 0005: $834 = 26.3317 // $ = float 0005: $835 = 104.9159 // $ = float 0005: $836 = -964.5817 // $ = float 0005: $837 = 18.515 // $ = float 0002: jump @USJ_5369 :USJ_3216 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 110.481 -1230.6 35.67 radius 4.0 4.0 2.5 004D: jump_if_false @USJ_3338 0004: $792 = 22 // $ = int 0005: $832 = 84.5247 // $ = float 0005: $833 = -1258.389 // $ = float 0005: $834 = 31.4335 // $ = float 0005: $835 = 106.3865 // $ = float 0005: $836 = -1279.522 // $ = float 0005: $837 = 40.51 // $ = float 0002: jump @USJ_5369 :USJ_3338 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 7.435 -1245.895 17.752 radius 3.0 3.0 3.5 004D: jump_if_false @USJ_3460 0004: $792 = 23 // $ = int 0005: $832 = 4.1501 // $ = float 0005: $833 = -1274.46 // $ = float 0005: $834 = 19.7525 // $ = float 0005: $835 = 11.7328 // $ = float 0005: $836 = -1306.691 // $ = float 0005: $837 = 25.3238 // $ = float 0002: jump @USJ_5369 :USJ_3460 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 9.103 -1326.505 20.361 radius 3.0 3.0 2.5 004D: jump_if_false @USJ_3582 0004: $792 = 24 // $ = int 0005: $832 = -6.4837 // $ = float 0005: $833 = -1355.176 // $ = float 0005: $834 = 20.045 // $ = float 0005: $835 = 11.7328 // $ = float 0005: $836 = -1371.335 // $ = float 0005: $837 = 19.3237 // $ = float 0002: jump @USJ_5369 :USJ_3582 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -321.028 -1379.498 10.929 radius 4.0 4.0 3.0 004D: jump_if_false @USJ_3704 0004: $792 = 25 // $ = int 0005: $832 = -311.0497 // $ = float 0005: $833 = -1399.506 // $ = float 0005: $834 = 9.6779 // $ = float 0005: $835 = -320.9215 // $ = float 0005: $836 = -1430.599 // $ = float 0005: $837 = 16.8534 // $ = float 0002: jump @USJ_5369 :USJ_3704 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -321.028 -1276.589 10.929 radius 4.0 4.0 3.0 004D: jump_if_false @USJ_3826 0004: $792 = 26 // $ = int 0005: $832 = -314.5936 // $ = float 0005: $833 = -1300.281 // $ = float 0005: $834 = 9.4204 // $ = float 0005: $835 = -320.6415 // $ = float 0005: $836 = -1310.957 // $ = float 0005: $837 = 17.6351 // $ = float 0002: jump @USJ_5369 :USJ_3826 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 218.05 -1152.0 12.84 radius 2.5 2.0 2.5 004D: jump_if_false @USJ_3948 0004: $792 = 27 // $ = int 0005: $832 = 228.2427 // $ = float 0005: $833 = -1140.774 // $ = float 0005: $834 = 14.4116 // $ = float 0005: $835 = 225.9232 // $ = float 0005: $836 = -1101.189 // $ = float 0005: $837 = 20.9205 // $ = float 0002: jump @USJ_5369 :USJ_3948 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 259.056 -945.833 12.84 radius 2.5 2.0 2.0 004D: jump_if_false @USJ_4070 0004: $792 = 28 // $ = int 0005: $832 = 259.0203 // $ = float 0005: $833 = -963.3474 // $ = float 0005: $834 = 10.0962 // $ = float 0005: $835 = 246.7973 // $ = float 0005: $836 = -1007.525 // $ = float 0005: $837 = 22.6569 // $ = float 0002: jump @USJ_5369 :USJ_4070 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH2' 004D: jump_if_false @USJ_4826 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 284.4732 -494.1143 16.0 radius 3.0 3.0 3.0 004D: jump_if_false @USJ_4216 0004: $792 = 30 // $ = int 0005: $832 = 268.9545 // $ = float 0005: $833 = -469.6216 // $ = float 0005: $834 = 15.2438 // $ = float 0005: $835 = 252.5868 // $ = float 0005: $836 = -477.8011 // $ = float 0005: $837 = 20.6179 // $ = float 0002: jump @USJ_5369 :USJ_4216 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 370.79 -709.863 19.895 radius 3.0 3.0 3.0 004D: jump_if_false @USJ_4338 0004: $792 = 31 // $ = int 0005: $832 = 361.3011 // $ = float 0005: $833 = -735.6794 // $ = float 0005: $834 = 23.4501 // $ = float 0005: $835 = 344.1249 // $ = float 0005: $836 = -748.2875 // $ = float 0005: $837 = 31.9164 // $ = float 0002: jump @USJ_5369 :USJ_4338 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 461.589 -522.23 18.931 radius 3.0 3.0 3.0 004D: jump_if_false @USJ_4460 0004: $792 = 32 // $ = int 0005: $832 = 426.6392 // $ = float 0005: $833 = -524.0469 // $ = float 0005: $834 = 12.3656 // $ = float 0005: $835 = 403.8112 // $ = float 0005: $836 = -510.4724 // $ = float 0005: $837 = 18.9753 // $ = float 0002: jump @USJ_5369 :USJ_4460 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 454.105 -504.736 18.931 radius 3.0 3.0 3.0 004D: jump_if_false @USJ_4582 0004: $792 = 33 // $ = int 0005: $832 = 456.6417 // $ = float 0005: $833 = -532.0921 // $ = float 0005: $834 = 19.3283 // $ = float 0005: $835 = 436.7198 // $ = float 0005: $836 = -555.8276 // $ = float 0005: $837 = 28.7096 // $ = float 0002: jump @USJ_5369 :USJ_4582 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 460.91 -383.362 14.222 radius 3.0 3.0 3.0 004D: jump_if_false @USJ_4704 0004: $792 = 34 // $ = int 0005: $832 = 462.6722 // $ = float 0005: $833 = -399.8143 // $ = float 0005: $834 = 17.5715 // $ = float 0005: $835 = 457.8847 // $ = float 0005: $836 = -413.2519 // $ = float 0005: $837 = 26.4187 // $ = float 0002: jump @USJ_5369 :USJ_4704 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 259.041 -480.608 14.688 radius 4.0 5.0 4.0 004D: jump_if_false @USJ_4826 0004: $792 = 35 // $ = int 0005: $832 = 282.5344 // $ = float 0005: $833 = -479.8412 // $ = float 0005: $834 = 10.4141 // $ = float 0005: $835 = 290.986 // $ = float 0005: $836 = -497.1007 // $ = float 0005: $837 = 19.0179 // $ = float 0002: jump @USJ_5369 :USJ_4826 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH3' 004D: jump_if_false @USJ_5216 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 317.2051 -223.2012 42.3731 radius 2.6 3.6 2.6 004D: jump_if_false @USJ_4972 0004: $792 = 10 // $ = int 0005: $832 = 301.9448 // $ = float 0005: $833 = -215.9068 // $ = float 0005: $834 = 34.4501 // $ = float 0005: $835 = 309.8567 // $ = float 0005: $836 = -170.8791 // $ = float 0005: $837 = 20.3312 // $ = float 0002: jump @USJ_5369 :USJ_4972 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 444.5 -118.4 16.0 radius 3.0 3.0 3.0 004D: jump_if_false @USJ_5094 0004: $792 = 29 // $ = int 0005: $832 = 416.4033 // $ = float 0005: $833 = -125.6725 // $ = float 0005: $834 = 13.7649 // $ = float 0005: $835 = 394.259 // $ = float 0005: $836 = -116.6847 // $ = float 0005: $837 = 19.7462 // $ = float 0002: jump @USJ_5369 :USJ_5094 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 435.8542 -334.3212 15.8977 radius 3.0 3.0 3.0 004D: jump_if_false @USJ_5216 0004: $792 = 21 // $ = int 0005: $832 = 420.6179 // $ = float 0005: $833 = -367.5033 // $ = float 0005: $834 = 14.1343 // $ = float 0005: $835 = 427.7329 // $ = float 0005: $836 = -381.8485 // $ = float 0005: $837 = 18.9116 // $ = float 0002: jump @USJ_5369 :USJ_5216 00D6: if 0121: player $PLAYER_CHAR in_zone 'STARI' 004D: jump_if_false @USJ_5362 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -346.818 -290.741 12.926 radius 3.0 3.0 3.0 004D: jump_if_false @USJ_5362 0004: $792 = 36 // $ = int 0005: $832 = -317.0066 // $ = float 0005: $833 = -298.789 // $ = float 0005: $834 = 15.3976 // $ = float 0005: $835 = -306.2269 // $ = float 0005: $836 = -290.804 // $ = float 0005: $837 = 22.1777 // $ = float 0002: jump @USJ_5369 :USJ_5362 0002: jump @USJ_298 :USJ_5369 0004: $793 = 0 // $ = int 0004: $794 = 0 // $ = int 015D: set_gamespeed 0.3 015F: set_camera_position $832 $833 $834 rotation 0.0 0.0 0.0 0158: camera_on_vehicle $789 mode 15 switchstyle 2 :USJ_5425 00D6: if or 01F3: car $789 airborne 001A: 10 > $793 // int > $ 004D: jump_if_false @USJ_5665 0008: $793 += 1 // $ += int 0001: wait 0 ms 00D6: if 0119: car $789 wrecked 004D: jump_if_false @USJ_5492 0005: $841 = 0.0 // $ = float 0002: jump @USJ_5665 :USJ_5492 00D6: if 02BF: car $789 sunk 004D: jump_if_false @USJ_5525 0005: $841 = 0.0 // $ = float 0002: jump @USJ_5665 :USJ_5525 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @USJ_5558 0005: $841 = 0.0 // $ = float 0002: jump @USJ_5665 :USJ_5558 00D6: if 80E0: not player $PLAYER_CHAR in_any_car 004D: jump_if_false @USJ_5591 0005: $841 = 0.0 // $ = float 0002: jump @USJ_5665 :USJ_5591 00D6: if 0038: $794 == 0 // $ == int 004D: jump_if_false @USJ_5658 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $835 $836 $837 radius 10.0 10.0 10.0 004D: jump_if_false @USJ_5658 0004: $794 = 1 // $ = int :USJ_5658 0002: jump @USJ_5425 :USJ_5665 0001: wait 300 ms 015D: set_gamespeed 1.0 02EB: restore_camera_with_jumpcut 00D6: if 0038: $794 == 1 // $ == int 004D: jump_if_false @USJ_7497 00D6: if and 0038: $792 == 1 // $ == int 0038: $795 == 0 // $ == int 004D: jump_if_false @USJ_5747 0004: $795 = 1 // $ = int 0008: $791 += 1 // $ += int 030C: progress_made += 1 0002: jump @USJ_7504 :USJ_5747 00D6: if and 0038: $792 == 2 // $ == int 0038: $796 == 0 // $ == int 004D: jump_if_false @USJ_5797 0004: $796 = 1 // $ = int 0008: $791 += 1 // $ += int 030C: progress_made += 1 0002: jump @USJ_7504 :USJ_5797 00D6: if and 0038: $792 == 3 // $ == int 0038: $797 == 0 // $ == int 004D: jump_if_false @USJ_5847 0004: $797 = 1 // $ = int 0008: $791 += 1 // $ += int 030C: progress_made += 1 0002: jump @USJ_7504 :USJ_5847 00D6: if and 0038: $792 == 4 // $ == int 0038: $798 == 0 // $ == int 004D: jump_if_false @USJ_5897 0004: $798 = 1 // $ = int 0008: $791 += 1 // $ += int 030C: progress_made += 1 0002: jump @USJ_7504 :USJ_5897 00D6: if and 0038: $792 == 5 // $ == int 0038: $799 == 0 // $ == int 004D: jump_if_false @USJ_5947 0004: $799 = 1 // $ = int 0008: $791 += 1 // $ += int 030C: progress_made += 1 0002: jump @USJ_7504 :USJ_5947 00D6: if and 0038: $792 == 6 // $ == int 0038: $800 == 0 // $ == int 004D: jump_if_false @USJ_5997 0004: $800 = 1 // $ = int 0008: $791 += 1 // $ += int 030C: progress_made += 1 0002: jump @USJ_7504 :USJ_5997 00D6: if and 0038: $792 == 7 // $ == int 0038: $801 == 0 // $ == int 004D: jump_if_false @USJ_6047 0004: $801 = 1 // $ = int 0008: $791 += 1 // $ += int 030C: progress_made += 1 0002: jump @USJ_7504 :USJ_6047 00D6: if and 0038: $792 == 8 // $ == int 0038: $802 == 0 // $ == int 004D: jump_if_false @USJ_6097 0004: $802 = 1 // $ = int 0008: $791 += 1 // $ += int 030C: progress_made += 1 0002: jump @USJ_7504 :USJ_6097 00D6: if and 0038: $792 == 9 // $ == int 0038: $803 == 0 // $ == int 004D: jump_if_false @USJ_6147 0004: $803 = 1 // $ = int 0008: $791 += 1 // $ += int 030C: progress_made += 1 0002: jump @USJ_7504 :USJ_6147 00D6: if and 0038: $792 == 10 // $ == int 0038: $804 == 0 // $ == int 004D: jump_if_false @USJ_6197 0004: $804 = 1 // $ = int 0008: $791 += 1 // $ += int 030C: progress_made += 1 0002: jump @USJ_7504 :USJ_6197 00D6: if and 0038: $792 == 11 // $ == int 0038: $805 == 0 // $ == int 004D: jump_if_false @USJ_6247 0004: $805 = 1 // $ = int 0008: $791 += 1 // $ += int 030C: progress_made += 1 0002: jump @USJ_7504 :USJ_6247 00D6: if and 0038: $792 == 12 // $ == int 0038: $806 == 0 // $ == int 004D: jump_if_false @USJ_6297 0004: $806 = 1 // $ = int 0008: $791 += 1 // $ += int 030C: progress_made += 1 0002: jump @USJ_7504 :USJ_6297 00D6: if and 0038: $792 == 13 // $ == int 0038: $807 == 0 // $ == int 004D: jump_if_false @USJ_6347 0004: $807 = 1 // $ = int 0008: $791 += 1 // $ += int 030C: progress_made += 1 0002: jump @USJ_7504 :USJ_6347 00D6: if and 0038: $792 == 14 // $ == int 0038: $808 == 0 // $ == int 004D: jump_if_false @USJ_6397 0004: $808 = 1 // $ = int 0008: $791 += 1 // $ += int 030C: progress_made += 1 0002: jump @USJ_7504 :USJ_6397 00D6: if and 0038: $792 == 15 // $ == int 0038: $809 == 0 // $ == int 004D: jump_if_false @USJ_6447 0004: $809 = 1 // $ = int 0008: $791 += 1 // $ += int 030C: progress_made += 1 0002: jump @USJ_7504 :USJ_6447 00D6: if and 0038: $792 == 16 // $ == int 0038: $810 == 0 // $ == int 004D: jump_if_false @USJ_6497 0004: $810 = 1 // $ = int 0008: $791 += 1 // $ += int 030C: progress_made += 1 0002: jump @USJ_7504 :USJ_6497 00D6: if and 0038: $792 == 17 // $ == int 0038: $811 == 0 // $ == int 004D: jump_if_false @USJ_6547 0004: $811 = 1 // $ = int 0008: $791 += 1 // $ += int 030C: progress_made += 1 0002: jump @USJ_7504 :USJ_6547 00D6: if and 0038: $792 == 18 // $ == int 0038: $812 == 0 // $ == int 004D: jump_if_false @USJ_6597 0004: $812 = 1 // $ = int 0008: $791 += 1 // $ += int 030C: progress_made += 1 0002: jump @USJ_7504 :USJ_6597 00D6: if and 0038: $792 == 19 // $ == int 0038: $813 == 0 // $ == int 004D: jump_if_false @USJ_6647 0004: $813 = 1 // $ = int 0008: $791 += 1 // $ += int 030C: progress_made += 1 0002: jump @USJ_7504 :USJ_6647 00D6: if and 0038: $792 == 20 // $ == int 0038: $814 == 0 // $ == int 004D: jump_if_false @USJ_6697 0004: $814 = 1 // $ = int 0008: $791 += 1 // $ += int 030C: progress_made += 1 0002: jump @USJ_7504 :USJ_6697 00D6: if and 0038: $792 == 21 // $ == int 0038: $815 == 0 // $ == int 004D: jump_if_false @USJ_6747 0004: $815 = 1 // $ = int 0008: $791 += 1 // $ += int 030C: progress_made += 1 0002: jump @USJ_7504 :USJ_6747 00D6: if and 0038: $792 == 22 // $ == int 0038: $816 == 0 // $ == int 004D: jump_if_false @USJ_6797 0004: $816 = 1 // $ = int 0008: $791 += 1 // $ += int 030C: progress_made += 1 0002: jump @USJ_7504 :USJ_6797 00D6: if and 0038: $792 == 23 // $ == int 0038: $817 == 0 // $ == int 004D: jump_if_false @USJ_6847 0004: $817 = 1 // $ = int 0008: $791 += 1 // $ += int 030C: progress_made += 1 0002: jump @USJ_7504 :USJ_6847 00D6: if and 0038: $792 == 24 // $ == int 0038: $818 == 0 // $ == int 004D: jump_if_false @USJ_6897 0004: $818 = 1 // $ = int 0008: $791 += 1 // $ += int 030C: progress_made += 1 0002: jump @USJ_7504 :USJ_6897 00D6: if and 0038: $792 == 25 // $ == int 0038: $819 == 0 // $ == int 004D: jump_if_false @USJ_6947 0004: $819 = 1 // $ = int 0008: $791 += 1 // $ += int 030C: progress_made += 1 0002: jump @USJ_7504 :USJ_6947 00D6: if and 0038: $792 == 26 // $ == int 0038: $820 == 0 // $ == int 004D: jump_if_false @USJ_6997 0004: $820 = 1 // $ = int 0008: $791 += 1 // $ += int 030C: progress_made += 1 0002: jump @USJ_7504 :USJ_6997 00D6: if and 0038: $792 == 27 // $ == int 0038: $821 == 0 // $ == int 004D: jump_if_false @USJ_7047 0004: $821 = 1 // $ = int 0008: $791 += 1 // $ += int 030C: progress_made += 1 0002: jump @USJ_7504 :USJ_7047 00D6: if and 0038: $792 == 28 // $ == int 0038: $822 == 0 // $ == int 004D: jump_if_false @USJ_7097 0004: $822 = 1 // $ = int 0008: $791 += 1 // $ += int 030C: progress_made += 1 0002: jump @USJ_7504 :USJ_7097 00D6: if and 0038: $792 == 29 // $ == int 0038: $823 == 0 // $ == int 004D: jump_if_false @USJ_7147 0004: $823 = 1 // $ = int 0008: $791 += 1 // $ += int 030C: progress_made += 1 0002: jump @USJ_7504 :USJ_7147 00D6: if and 0038: $792 == 30 // $ == int 0038: $824 == 0 // $ == int 004D: jump_if_false @USJ_7197 0004: $824 = 1 // $ = int 0008: $791 += 1 // $ += int 030C: progress_made += 1 0002: jump @USJ_7504 :USJ_7197 00D6: if and 0038: $792 == 31 // $ == int 0038: $825 == 0 // $ == int 004D: jump_if_false @USJ_7247 0004: $825 = 1 // $ = int 0008: $791 += 1 // $ += int 030C: progress_made += 1 0002: jump @USJ_7504 :USJ_7247 00D6: if and 0038: $792 == 32 // $ == int 0038: $826 == 0 // $ == int 004D: jump_if_false @USJ_7297 0004: $826 = 1 // $ = int 0008: $791 += 1 // $ += int 030C: progress_made += 1 0002: jump @USJ_7504 :USJ_7297 00D6: if and 0038: $792 == 33 // $ == int 0038: $827 == 0 // $ == int 004D: jump_if_false @USJ_7347 0004: $827 = 1 // $ = int 0008: $791 += 1 // $ += int 030C: progress_made += 1 0002: jump @USJ_7504 :USJ_7347 00D6: if and 0038: $792 == 34 // $ == int 0038: $828 == 0 // $ == int 004D: jump_if_false @USJ_7397 0004: $828 = 1 // $ = int 0008: $791 += 1 // $ += int 030C: progress_made += 1 0002: jump @USJ_7504 :USJ_7397 00D6: if and 0038: $792 == 35 // $ == int 0038: $829 == 0 // $ == int 004D: jump_if_false @USJ_7447 0004: $829 = 1 // $ = int 0008: $791 += 1 // $ += int 030C: progress_made += 1 0002: jump @USJ_7504 :USJ_7447 00D6: if and 0038: $792 == 36 // $ == int 0038: $830 == 0 // $ == int 004D: jump_if_false @USJ_7497 0004: $830 = 1 // $ = int 0008: $791 += 1 // $ += int 030C: progress_made += 1 0002: jump @USJ_7504 :USJ_7497 0002: jump @USJ_298 :USJ_7504 00D6: if 001A: 36 > $791 // int > $ 004D: jump_if_false @USJ_7570 0217: text_styled 'USJ' time 5000 style 5 01E3: text_1number_styled 'REWARD' number $790 time 6000 style 6 0109: player $PLAYER_CHAR money += $790 0002: jump @USJ_7621 :USJ_7570 0217: text_styled 'USJ' time 5000 style 5 03E5: text_box 'USJ_ALL' 01E3: text_1number_styled 'REWARD' number 10000 time 6000 style 6 0109: player $PLAYER_CHAR money += 10000 :USJ_7621 0004: $794 = 0 // $ = int 018C: play_sound 1 at 0.0 0.0 0.0 0313: increment_unique_jumps_found 0008: $790 += 100 // $ += int 0002: jump @USJ_298 004E: end_thread :AMMU 0004: $859 = 0 // $ = int 0004: $860 = -30000 // $ = int 0004: $861 = -60000 // $ = int 0004: $851 = 0 // $ = int 0004: $849 = 0 // $ = int 0004: $850 = 0 // $ = int 0004: $842 = 0 // $ = int 0004: $843 = 0 // $ = int 0004: $846 = 0 // $ = int 0004: $844 = 0 // $ = int 0004: $845 = 0 // $ = int 0004: $866 = 0 // $ = int 0004: $862 = 0 // $ = int 0004: $863 = 0 // $ = int 0004: $871 = 0 // $ = int 0004: $872 = 0 // $ = int 0004: $902 = 0 // $ = int 0004: $903 = 0 // $ = int 0004: $904 = 0 // $ = int 0004: $905 = 0 // $ = int 0004: $867 = 0 // $ = int 0004: $868 = 0 // $ = int 0004: $847 = 0 // $ = int 0004: $855 = 0 // $ = int 0004: $848 = 0 // $ = int 0004: $856 = 0 // $ = int 0004: $907 = 0 // $ = int 0004: $906 = 0 // $ = int 0004: $874 = 0 // $ = int 0004: $886 = 0 // $ = int 0004: $887 = 0 // $ = int 0004: $888 = 0 // $ = int 018D: $865 = create_sound 0 at $896 $897 $898 018E: stop_sound $865 03A4: name_thread 'AMMU' 0111: set_wasted_busted_check_to 0 004F: create_thread @AMMU1 004F: create_thread @AMMU2 004F: create_thread @AMMU3 004F: create_thread @HARD1 004F: create_thread @HARD2 004F: create_thread @HARD3 004E: end_thread :AMMU1 03A4: name_thread 'AMMU1' :AMMU1_10 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU1_3425 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH1' 004D: jump_if_false @AMMU1_3418 00D6: if 00F5: player $PLAYER_CHAR 0 $531 $532 $533 radius 35.0 35.0 20.0 004D: jump_if_false @AMMU1_3393 00D6: if 0038: $842 == 0 // $ == int 004D: jump_if_false @AMMU1_423 0050: gosub @HARD3_5492 0084: $857 = $859 // $ = $ int 0060: $857 -= $860 // $ -= $ int 0107: $889 = create_object #COLT45 at -60.793 -1488.141 12.24 0392: object $889 toggle_in_moving_list 0 0453: object $889 set_rotation 0.0 8.0 0.0 0107: $890 = create_object #INGRAMSL at -62.293 -1488.241 12.223 0392: object $890 toggle_in_moving_list 0 0453: object $890 set_rotation 0.0 2.0 0.0 0107: $891 = create_object #CHROMEGUN at -63.993 -1488.241 12.24 0392: object $891 toggle_in_moving_list 0 0453: object $891 set_rotation 0.0 7.0 0.0 0107: $892 = create_object #RUGER at -65.393 -1488.221 12.18 0392: object $892 toggle_in_moving_list 0 0107: $893 = create_object #BODYARMOUR at -66.629 -1488.0 12.113 0392: object $893 toggle_in_moving_list 0 00D6: if 0018: $857 > 30000 // $ > int 004D: jump_if_false @AMMU1_409 009A: $853 = create_actor_pedtype 4 model #SPECIAL21 at -62.5 -1485.1 9.6 01ED: clear_actor $853 threat_search 0350: set_actor $853 maintain_position_when_attacked 1 0050: gosub @HARD3_4804 :AMMU1_409 0004: $842 = 1 // $ = int 0002: jump @AMMU1_478 :AMMU1_423 00D6: if 0057: player $PLAYER_CHAR 0 -57.7 -1468.8 13.4 -69.1 -1487.2 9.0 004D: jump_if_false @AMMU1_478 0050: gosub @HARD3_2766 :AMMU1_478 00D6: if 8118: not actor $853 dead 004D: jump_if_false @AMMU1_3386 00D6: if 0038: $844 == 0 // $ == int 004D: jump_if_false @AMMU1_3386 00D6: if 0038: $1180 == 0 // $ == int 004D: jump_if_false @AMMU1_3386 01FA: $908 = rampage_status 00D6: if 8038: not $908 == 1 // $ == int 004D: jump_if_false @AMMU1_3386 00D6: if 00F9: player $PLAYER_CHAR stopped 1 $531 $532 $533 radius 1.0 1.0 2.0 004D: jump_if_false @AMMU1_3303 0050: gosub @HARD3_4750 :AMMU1_602 00D6: if 0038: $849 == 0 // $ == int 004D: jump_if_false @AMMU1_3296 0004: $1180 = 1 // $ = int 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU1_1161 00D6: if 0038: $851 == 0 // $ == int 004D: jump_if_false @AMMU1_1161 01B4: set_player $PLAYER_CHAR can_move 0 00D6: if 8118: not actor $853 dead 004D: jump_if_false @AMMU1_696 0210: player $PLAYER_CHAR look_at_actor $853 :AMMU1_696 015F: set_camera_position -60.508 -1486.245 12.428 rotation 0.0 0.0 0.0 0160: point_camera -60.593 -1487.241 12.433 switchstyle 1 00D6: if 0038: $862 == 0 // $ == int 004D: jump_if_false @AMMU1_789 0460: set_camera_pointing_time 0.0 1200 0004: $862 = 1 // $ = int 0002: jump @AMMU1_799 :AMMU1_789 0460: set_camera_pointing_time 0.0 800 :AMMU1_799 0004: $863 = 0 // $ = int 0001: wait 800 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU1_848 0055: put_player $PLAYER_CHAR at $531 $532 $533 04D7: lock_actor $PLAYER_ACTOR in_current_position 1 :AMMU1_848 00D6: if 0038: $851 == 0 // $ == int 004D: jump_if_false @AMMU1_1161 0001: wait 0 ms 00BA: text_styled 'PISTOL' 1000 ms 4 01E5: text_1number_highpriority 'G_COST' 100 time 1000 1 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU1_1154 0050: gosub @HARD3_3761 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 4 weapon $869 ammo $852 model $870 0050: gosub @HARD3_5678 00D6: if 0490: player $PLAYER_CHAR has_weapon 18 004D: jump_if_false @AMMU1_983 01E5: text_1number_highpriority 'HELP54' 100 time 1000 1 :AMMU1_983 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @AMMU1_1129 0419: $852 = player $PLAYER_CHAR weapon 17 ammo 00D6: if 010A: player $PLAYER_CHAR money > 99 004D: jump_if_false @AMMU1_1122 00D6: if 001A: 9999 > $852 // int > $ 004D: jump_if_false @AMMU1_1115 01B1: give_player $PLAYER_CHAR weapon 17 ammo 68 // Load the weapon model before using this 00D6: if 0018: $852 > 9999 // $ > int 004D: jump_if_false @AMMU1_1085 01B1: give_player $PLAYER_CHAR weapon 17 ammo 9999 // Load the weapon model before using this :AMMU1_1085 01B8: set_player $PLAYER_CHAR armed_weapon_to 17 0050: gosub @HARD3_3688 0109: player $PLAYER_CHAR money += -100 0528: add 100 to_money_spent_on_weapons_stats 0001: wait 300 ms :AMMU1_1115 0002: jump @AMMU1_1129 :AMMU1_1122 0050: gosub @HARD3_3615 :AMMU1_1129 00D6: if 0038: $849 == 1 // $ == int 004D: jump_if_false @AMMU1_1154 0002: jump @AMMU1_10 :AMMU1_1154 0002: jump @AMMU1_848 :AMMU1_1161 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU1_1644 00D6: if 0038: $851 == 1 // $ == int 004D: jump_if_false @AMMU1_1644 015F: set_camera_position -62.008 -1486.245 12.428 rotation 0.0 0.0 0.0 0160: point_camera -62.093 -1487.241 12.433 switchstyle 1 0460: set_camera_pointing_time 0.0 800 0004: $871 = 0 // $ = int 0004: $872 = 0 // $ = int 0004: $863 = 0 // $ = int 0001: wait 800 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU1_1312 0055: put_player $PLAYER_CHAR at $531 $532 $533 :AMMU1_1312 00D6: if 0038: $851 == 1 // $ == int 004D: jump_if_false @AMMU1_1644 0001: wait 0 ms 00BA: text_styled 'INGRAM' 1000 ms 4 01E5: text_1number_highpriority 'G_COST' 300 time 1000 1 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU1_1637 0050: gosub @HARD3_3761 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 6 weapon $869 ammo $852 model $870 0050: gosub @HARD3_5678 00D6: if or 0490: player $PLAYER_CHAR has_weapon 25 0490: player $PLAYER_CHAR has_weapon 23 0490: player $PLAYER_CHAR has_weapon 22 004D: jump_if_false @AMMU1_1463 01E5: text_1number_highpriority 'HELP54' 300 time 1000 1 :AMMU1_1463 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @AMMU1_1612 0419: $852 = player $PLAYER_CHAR weapon 24 ammo 00D6: if 010A: player $PLAYER_CHAR money > 299 004D: jump_if_false @AMMU1_1605 00D6: if 001A: 9999 > $852 // int > $ 004D: jump_if_false @AMMU1_1598 01B1: give_player $PLAYER_CHAR weapon 24 ammo 120 // Load the weapon model before using this 00D6: if 0018: $852 > 9999 // $ > int 004D: jump_if_false @AMMU1_1566 01B1: give_player $PLAYER_CHAR weapon 24 ammo 9999 // Load the weapon model before using this :AMMU1_1566 01B8: set_player $PLAYER_CHAR armed_weapon_to 24 0050: gosub @HARD3_3688 0109: player $PLAYER_CHAR money += -300 0528: add 300 to_money_spent_on_weapons_stats 0001: wait 300 ms :AMMU1_1598 0002: jump @AMMU1_1612 :AMMU1_1605 0050: gosub @HARD3_3615 :AMMU1_1612 00D6: if 0038: $849 == 1 // $ == int 004D: jump_if_false @AMMU1_1637 0002: jump @AMMU1_10 :AMMU1_1637 0002: jump @AMMU1_1312 :AMMU1_1644 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU1_2210 00D6: if 0038: $851 == 2 // $ == int 004D: jump_if_false @AMMU1_2210 015F: set_camera_position -63.508 -1486.245 12.428 rotation 0.0 0.0 0.0 0160: point_camera -63.593 -1487.241 12.433 switchstyle 1 0460: set_camera_pointing_time 0.0 800 0004: $871 = 0 // $ = int 0004: $872 = 0 // $ = int 0004: $863 = 0 // $ = int 0001: wait 800 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU1_1795 0055: put_player $PLAYER_CHAR at $531 $532 $533 :AMMU1_1795 00D6: if 0038: $851 == 2 // $ == int 004D: jump_if_false @AMMU1_2210 0001: wait 0 ms 00BA: text_styled 'SHOTGN1' 1000 ms 4 00D6: if 0038: $902 == 0 // $ == int 004D: jump_if_false @AMMU1_1872 00BC: text_highpriority 'STOCK' time 1000 1 0002: jump @AMMU1_1890 :AMMU1_1872 01E5: text_1number_highpriority 'G_COST' 500 time 1000 1 :AMMU1_1890 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU1_2203 0050: gosub @HARD3_3761 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 5 weapon $869 ammo $852 model $870 0050: gosub @HARD3_5678 00D6: if 0038: $902 == 1 // $ == int 004D: jump_if_false @AMMU1_1997 00D6: if or 0490: player $PLAYER_CHAR has_weapon 20 0490: player $PLAYER_CHAR has_weapon 21 004D: jump_if_false @AMMU1_1997 01E5: text_1number_highpriority 'HELP54' 500 time 1000 1 :AMMU1_1997 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @AMMU1_2178 00D6: if 0038: $902 == 1 // $ == int 004D: jump_if_false @AMMU1_2171 0419: $852 = player $PLAYER_CHAR weapon 19 ammo 00D6: if 010A: player $PLAYER_CHAR money > 499 004D: jump_if_false @AMMU1_2157 00D6: if 001A: 9999 > $852 // int > $ 004D: jump_if_false @AMMU1_2150 01B1: give_player $PLAYER_CHAR weapon 19 ammo 32 // Load the weapon model before using this 00D6: if 0018: $852 > 9999 // $ > int 004D: jump_if_false @AMMU1_2118 01B1: give_player $PLAYER_CHAR weapon 19 ammo 9999 // Load the weapon model before using this :AMMU1_2118 01B8: set_player $PLAYER_CHAR armed_weapon_to 19 0050: gosub @HARD3_3688 0109: player $PLAYER_CHAR money += -500 0528: add 500 to_money_spent_on_weapons_stats 0001: wait 300 ms :AMMU1_2150 0002: jump @AMMU1_2164 :AMMU1_2157 0050: gosub @HARD3_3615 :AMMU1_2164 0002: jump @AMMU1_2178 :AMMU1_2171 0050: gosub @HARD3_3615 :AMMU1_2178 00D6: if 0038: $849 == 1 // $ == int 004D: jump_if_false @AMMU1_2203 0002: jump @AMMU1_10 :AMMU1_2203 0002: jump @AMMU1_1795 :AMMU1_2210 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU1_2770 00D6: if 0038: $851 == 3 // $ == int 004D: jump_if_false @AMMU1_2770 015F: set_camera_position -65.008 -1486.245 12.428 rotation 0.0 0.0 0.0 0160: point_camera -65.093 -1487.241 12.433 switchstyle 1 0460: set_camera_pointing_time 0.0 800 0004: $871 = 0 // $ = int 0004: $872 = 0 // $ = int 0004: $863 = 0 // $ = int 0001: wait 800 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU1_2361 0055: put_player $PLAYER_CHAR at $531 $532 $533 :AMMU1_2361 00D6: if 0038: $851 == 3 // $ == int 004D: jump_if_false @AMMU1_2770 0001: wait 0 ms 00BA: text_styled 'RUGER' 1000 ms 4 00D6: if 0038: $903 == 0 // $ == int 004D: jump_if_false @AMMU1_2438 00BC: text_highpriority 'STOCK' time 1000 1 0002: jump @AMMU1_2456 :AMMU1_2438 01E5: text_1number_highpriority 'G_COST' 1000 time 1000 1 :AMMU1_2456 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU1_2763 0050: gosub @HARD3_3761 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 7 weapon $869 ammo $852 model $870 0050: gosub @HARD3_5678 00D6: if 0038: $903 == 1 // $ == int 004D: jump_if_false @AMMU1_2556 00D6: if 0490: player $PLAYER_CHAR has_weapon 26 004D: jump_if_false @AMMU1_2556 01E5: text_1number_highpriority 'HELP54' 1000 time 1000 1 :AMMU1_2556 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @AMMU1_2738 00D6: if 0038: $903 == 1 // $ == int 004D: jump_if_false @AMMU1_2731 0419: $852 = player $PLAYER_CHAR weapon 27 ammo 00D6: if 010A: player $PLAYER_CHAR money > 999 004D: jump_if_false @AMMU1_2717 00D6: if 001A: 9999 > $852 // int > $ 004D: jump_if_false @AMMU1_2710 01B1: give_player $PLAYER_CHAR weapon 27 ammo 150 // Load the weapon model before using this 00D6: if 0018: $852 > 9999 // $ > int 004D: jump_if_false @AMMU1_2678 01B1: give_player $PLAYER_CHAR weapon 27 ammo 9999 // Load the weapon model before using this :AMMU1_2678 01B8: set_player $PLAYER_CHAR armed_weapon_to 27 0050: gosub @HARD3_3688 0109: player $PLAYER_CHAR money += -1000 0528: add 1000 to_money_spent_on_weapons_stats 0001: wait 300 ms :AMMU1_2710 0002: jump @AMMU1_2724 :AMMU1_2717 0050: gosub @HARD3_3615 :AMMU1_2724 0002: jump @AMMU1_2738 :AMMU1_2731 0050: gosub @HARD3_3615 :AMMU1_2738 00D6: if 0038: $849 == 1 // $ == int 004D: jump_if_false @AMMU1_2763 0002: jump @AMMU1_10 :AMMU1_2763 0002: jump @AMMU1_2361 :AMMU1_2770 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU1_3289 00D6: if 0038: $851 == 4 // $ == int 004D: jump_if_false @AMMU1_3289 015F: set_camera_position -66.508 -1486.245 12.428 rotation 0.0 0.0 0.0 0160: point_camera -66.593 -1487.241 12.433 switchstyle 1 0460: set_camera_pointing_time 0.0 800 0004: $871 = 0 // $ = int 0004: $872 = 0 // $ = int 0004: $863 = 0 // $ = int 0001: wait 800 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU1_2921 0055: put_player $PLAYER_CHAR at $531 $532 $533 :AMMU1_2921 00D6: if 0038: $851 == 4 // $ == int 004D: jump_if_false @AMMU1_3289 0001: wait 0 ms 00BA: text_styled 'ARMOUR' 1000 ms 4 00D6: if 0038: $867 == 0 // $ == int 004D: jump_if_false @AMMU1_2998 00BC: text_highpriority 'STOCK' time 1000 1 0002: jump @AMMU1_3016 :AMMU1_2998 01E5: text_1number_highpriority 'G_COST' 200 time 1000 1 :AMMU1_3016 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU1_3282 0050: gosub @HARD3_3761 04DD: $873 = actor $PLAYER_ACTOR armour 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @AMMU1_3257 00D6: if 0038: $867 == 1 // $ == int 004D: jump_if_false @AMMU1_3250 00D6: if 010A: player $PLAYER_CHAR money > 199 004D: jump_if_false @AMMU1_3236 00D6: if 001A: 100 > $873 // int > $ 004D: jump_if_false @AMMU1_3159 035E: set_player $PLAYER_CHAR armour_to 200 0050: gosub @HARD3_3688 0109: player $PLAYER_CHAR money += -200 0528: add 200 to_money_spent_on_weapons_stats 0001: wait 300 ms 0002: jump @AMMU1_3229 :AMMU1_3159 00D6: if 0038: $1582 == 1 // $ == int 004D: jump_if_false @AMMU1_3229 00D6: if 001A: 200 > $873 // int > $ 004D: jump_if_false @AMMU1_3229 035E: set_player $PLAYER_CHAR armour_to 200 0050: gosub @HARD3_3688 0109: player $PLAYER_CHAR money += -200 0528: add 200 to_money_spent_on_weapons_stats 0001: wait 300 ms :AMMU1_3229 0002: jump @AMMU1_3243 :AMMU1_3236 0050: gosub @HARD3_3615 :AMMU1_3243 0002: jump @AMMU1_3257 :AMMU1_3250 0050: gosub @HARD3_3615 :AMMU1_3257 00D6: if 0038: $849 == 1 // $ == int 004D: jump_if_false @AMMU1_3282 0002: jump @AMMU1_10 :AMMU1_3282 0002: jump @AMMU1_2921 :AMMU1_3289 0002: jump @AMMU1_602 :AMMU1_3296 0002: jump @AMMU1_3386 :AMMU1_3303 00D6: if 80F6: not player $PLAYER_CHAR 1 $531 $532 $533 radius 1.0 1.0 2.0 004D: jump_if_false @AMMU1_3386 00D6: if 0038: $849 == 1 // $ == int 004D: jump_if_false @AMMU1_3386 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU1_3386 0050: gosub @HARD3_5024 :AMMU1_3386 0002: jump @AMMU1_3418 :AMMU1_3393 00D6: if 0038: $842 == 1 // $ == int 004D: jump_if_false @AMMU1_3418 0050: gosub @HARD3_5056 :AMMU1_3418 0002: jump @AMMU1_3432 :AMMU1_3425 0050: gosub @HARD3_5056 :AMMU1_3432 0002: jump @AMMU1_10 :AMMU2 03A4: name_thread 'AMMU2' :AMMU2_10 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU2_3980 00D6: if 0038: $1003 == 1 // $ == int 004D: jump_if_false @AMMU2_3973 00D6: if 0057: player $PLAYER_CHAR 0 357.7 1016.6 30.1 410.4 1110.4 16.0 004D: jump_if_false @AMMU2_3948 00D6: if 0038: $842 == 0 // $ == int 004D: jump_if_false @AMMU2_503 0050: gosub @HARD3_5492 0084: $857 = $859 // $ = $ int 0060: $857 -= $860 // $ -= $ int 0107: $889 = create_object #COLT45 at 367.0 1049.5 21.09 0392: object $889 toggle_in_moving_list 0 0453: object $889 set_rotation 0.0 8.0 0.0 0107: $890 = create_object #UZI at 366.0 1049.5 21.05 0392: object $890 toggle_in_moving_list 0 0453: object $890 set_rotation 0.0 4.0 0.0 0107: $891 = create_object #BUDDYSHOT at 364.9 1049.5 21.067 0392: object $891 toggle_in_moving_list 0 0453: object $891 set_rotation 0.0 9.0 0.0 0107: $892 = create_object #SNIPER at 363.9 1049.5 21.05 0392: object $892 toggle_in_moving_list 0 0453: object $892 set_rotation 0.0 5.0 0.0 0107: $893 = create_object #GRENADE at 363.1 1049.5 20.76 0392: object $893 toggle_in_moving_list 0 0107: $894 = create_object #GRENADE at 363.0 1049.5 20.72 0392: object $894 toggle_in_moving_list 0 0107: $895 = create_object #BODYARMOUR at 362.1 1049.5 20.9 0392: object $895 toggle_in_moving_list 0 00D6: if 0018: $857 > 30000 // $ > int 004D: jump_if_false @AMMU2_489 009A: $853 = create_actor_pedtype 4 model #SPECIAL21 at 366.1 1052.2 18.2 01ED: clear_actor $853 threat_search 0350: set_actor $853 maintain_position_when_attacked 1 0050: gosub @HARD3_4804 :AMMU2_489 0004: $842 = 1 // $ = int 0002: jump @AMMU2_558 :AMMU2_503 00D6: if 0057: player $PLAYER_CHAR 0 369.9 1068.7 22.3 359.8 1048.5 18.1 004D: jump_if_false @AMMU2_558 0050: gosub @HARD3_2766 :AMMU2_558 00D6: if 8118: not actor $853 dead 004D: jump_if_false @AMMU2_3941 00D6: if 0038: $844 == 0 // $ == int 004D: jump_if_false @AMMU2_3941 00D6: if 0038: $1180 == 0 // $ == int 004D: jump_if_false @AMMU2_3941 01FA: $908 = rampage_status 00D6: if 8038: not $908 == 1 // $ == int 004D: jump_if_false @AMMU2_3941 00D6: if 00F9: player $PLAYER_CHAR stopped 1 $534 $535 $536 radius 1.0 1.0 2.0 004D: jump_if_false @AMMU2_3858 0050: gosub @HARD3_4750 :AMMU2_682 00D6: if 0038: $849 == 0 // $ == int 004D: jump_if_false @AMMU2_3851 0004: $1180 = 1 // $ = int 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU2_1241 00D6: if 0038: $851 == 0 // $ == int 004D: jump_if_false @AMMU2_1241 01B4: set_player $PLAYER_CHAR can_move 0 00D6: if 8118: not actor $853 dead 004D: jump_if_false @AMMU2_776 0210: player $PLAYER_CHAR look_at_actor $853 :AMMU2_776 015F: set_camera_position 367.203 1051.161 21.269 rotation 0.0 0.0 0.0 0160: point_camera 367.152 1050.163 21.291 switchstyle 1 00D6: if 0038: $862 == 0 // $ == int 004D: jump_if_false @AMMU2_869 0460: set_camera_pointing_time 0.0 1200 0004: $862 = 1 // $ = int 0002: jump @AMMU2_879 :AMMU2_869 0460: set_camera_pointing_time 0.0 800 :AMMU2_879 0004: $863 = 0 // $ = int 0001: wait 800 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU2_928 0055: put_player $PLAYER_CHAR at $534 $535 $536 04D7: lock_actor $PLAYER_ACTOR in_current_position 1 :AMMU2_928 00D6: if 0038: $851 == 0 // $ == int 004D: jump_if_false @AMMU2_1241 0001: wait 0 ms 00BA: text_styled 'PISTOL' 1000 ms 4 01E5: text_1number_highpriority 'G_COST' 100 time 1000 1 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU2_1234 0050: gosub @HARD3_4026 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 4 weapon $869 ammo $852 model $870 0050: gosub @HARD3_5678 00D6: if 0490: player $PLAYER_CHAR has_weapon 18 004D: jump_if_false @AMMU2_1063 01E5: text_1number_highpriority 'HELP54' 100 time 1000 1 :AMMU2_1063 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @AMMU2_1209 0419: $852 = player $PLAYER_CHAR weapon 17 ammo 00D6: if 010A: player $PLAYER_CHAR money > 99 004D: jump_if_false @AMMU2_1202 00D6: if 001A: 9999 > $852 // int > $ 004D: jump_if_false @AMMU2_1195 01B1: give_player $PLAYER_CHAR weapon 17 ammo 68 // Load the weapon model before using this 00D6: if 0018: $852 > 9999 // $ > int 004D: jump_if_false @AMMU2_1165 01B1: give_player $PLAYER_CHAR weapon 17 ammo 9999 // Load the weapon model before using this :AMMU2_1165 01B8: set_player $PLAYER_CHAR armed_weapon_to 17 0050: gosub @HARD3_3688 0109: player $PLAYER_CHAR money += -100 0528: add 100 to_money_spent_on_weapons_stats 0001: wait 300 ms :AMMU2_1195 0002: jump @AMMU2_1209 :AMMU2_1202 0050: gosub @HARD3_3615 :AMMU2_1209 00D6: if 0038: $849 == 1 // $ == int 004D: jump_if_false @AMMU2_1234 0002: jump @AMMU2_10 :AMMU2_1234 0002: jump @AMMU2_928 :AMMU2_1241 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU2_1724 00D6: if 0038: $851 == 1 // $ == int 004D: jump_if_false @AMMU2_1724 015F: set_camera_position 366.203 1051.161 21.269 rotation 0.0 0.0 0.0 0160: point_camera 366.152 1050.163 21.291 switchstyle 1 0460: set_camera_pointing_time 0.0 800 0004: $871 = 0 // $ = int 0004: $872 = 0 // $ = int 0004: $863 = 0 // $ = int 0001: wait 800 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU2_1392 0055: put_player $PLAYER_CHAR at $534 $535 $536 :AMMU2_1392 00D6: if 0038: $851 == 1 // $ == int 004D: jump_if_false @AMMU2_1724 0001: wait 0 ms 00BA: text_styled 'UZI' 1000 ms 4 01E5: text_1number_highpriority 'G_COST' 400 time 1000 1 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU2_1717 0050: gosub @HARD3_4026 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 6 weapon $869 ammo $852 model $870 0050: gosub @HARD3_5678 00D6: if or 0490: player $PLAYER_CHAR has_weapon 25 0490: player $PLAYER_CHAR has_weapon 24 0490: player $PLAYER_CHAR has_weapon 22 004D: jump_if_false @AMMU2_1543 01E5: text_1number_highpriority 'HELP54' 400 time 1000 1 :AMMU2_1543 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @AMMU2_1692 0419: $852 = player $PLAYER_CHAR weapon 23 ammo 00D6: if 010A: player $PLAYER_CHAR money > 399 004D: jump_if_false @AMMU2_1685 00D6: if 001A: 9999 > $852 // int > $ 004D: jump_if_false @AMMU2_1678 01B1: give_player $PLAYER_CHAR weapon 23 ammo 120 // Load the weapon model before using this 00D6: if 0018: $852 > 9999 // $ > int 004D: jump_if_false @AMMU2_1646 01B1: give_player $PLAYER_CHAR weapon 23 ammo 9999 // Load the weapon model before using this :AMMU2_1646 01B8: set_player $PLAYER_CHAR armed_weapon_to 23 0050: gosub @HARD3_3688 0109: player $PLAYER_CHAR money += -400 0528: add 400 to_money_spent_on_weapons_stats 0001: wait 300 ms :AMMU2_1678 0002: jump @AMMU2_1692 :AMMU2_1685 0050: gosub @HARD3_3615 :AMMU2_1692 00D6: if 0038: $849 == 1 // $ == int 004D: jump_if_false @AMMU2_1717 0002: jump @AMMU2_10 :AMMU2_1717 0002: jump @AMMU2_1392 :AMMU2_1724 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU2_2290 00D6: if 0038: $851 == 2 // $ == int 004D: jump_if_false @AMMU2_2290 015F: set_camera_position 365.203 1051.161 21.269 rotation 0.0 0.0 0.0 0160: point_camera 365.152 1050.163 21.291 switchstyle 1 0460: set_camera_pointing_time 0.0 800 0004: $871 = 0 // $ = int 0004: $872 = 0 // $ = int 0004: $863 = 0 // $ = int 0001: wait 800 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU2_1875 0055: put_player $PLAYER_CHAR at $534 $535 $536 :AMMU2_1875 00D6: if 0038: $851 == 2 // $ == int 004D: jump_if_false @AMMU2_2290 0001: wait 0 ms 00BA: text_styled 'SHOTGN3' 1000 ms 4 00D6: if 0038: $868 == 0 // $ == int 004D: jump_if_false @AMMU2_1952 00BC: text_highpriority 'STOCK' time 1000 1 0002: jump @AMMU2_1970 :AMMU2_1952 01E5: text_1number_highpriority 'G_COST' 600 time 1000 1 :AMMU2_1970 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU2_2283 0050: gosub @HARD3_4026 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 5 weapon $869 ammo $852 model $870 0050: gosub @HARD3_5678 00D6: if 0038: $868 == 1 // $ == int 004D: jump_if_false @AMMU2_2077 00D6: if or 0490: player $PLAYER_CHAR has_weapon 20 0490: player $PLAYER_CHAR has_weapon 19 004D: jump_if_false @AMMU2_2077 01E5: text_1number_highpriority 'HELP54' 600 time 1000 1 :AMMU2_2077 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @AMMU2_2258 00D6: if 0038: $868 == 1 // $ == int 004D: jump_if_false @AMMU2_2251 0419: $852 = player $PLAYER_CHAR weapon 21 ammo 00D6: if 010A: player $PLAYER_CHAR money > 599 004D: jump_if_false @AMMU2_2237 00D6: if 001A: 9999 > $852 // int > $ 004D: jump_if_false @AMMU2_2230 01B1: give_player $PLAYER_CHAR weapon 21 ammo 20 // Load the weapon model before using this 00D6: if 0018: $852 > 9999 // $ > int 004D: jump_if_false @AMMU2_2198 01B1: give_player $PLAYER_CHAR weapon 21 ammo 9999 // Load the weapon model before using this :AMMU2_2198 01B8: set_player $PLAYER_CHAR armed_weapon_to 21 0050: gosub @HARD3_3688 0109: player $PLAYER_CHAR money += -600 0528: add 600 to_money_spent_on_weapons_stats 0001: wait 300 ms :AMMU2_2230 0002: jump @AMMU2_2244 :AMMU2_2237 0050: gosub @HARD3_3615 :AMMU2_2244 0002: jump @AMMU2_2258 :AMMU2_2251 0050: gosub @HARD3_3615 :AMMU2_2258 00D6: if 0038: $849 == 1 // $ == int 004D: jump_if_false @AMMU2_2283 0002: jump @AMMU2_10 :AMMU2_2283 0002: jump @AMMU2_1875 :AMMU2_2290 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU2_2849 00D6: if 0038: $851 == 3 // $ == int 004D: jump_if_false @AMMU2_2849 015F: set_camera_position 364.203 1051.161 21.269 rotation 0.0 0.0 0.0 0160: point_camera 364.152 1050.163 21.291 switchstyle 1 0460: set_camera_pointing_time 0.0 800 0004: $871 = 0 // $ = int 0004: $872 = 0 // $ = int 0004: $863 = 0 // $ = int 0001: wait 800 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU2_2441 0055: put_player $PLAYER_CHAR at $534 $535 $536 :AMMU2_2441 00D6: if 0038: $851 == 3 // $ == int 004D: jump_if_false @AMMU2_2849 0001: wait 0 ms 00BA: text_styled 'SNIPE' 1000 ms 4 00D6: if 0038: $847 == 0 // $ == int 004D: jump_if_false @AMMU2_2518 00BC: text_highpriority 'STOCK' time 1000 1 0002: jump @AMMU2_2536 :AMMU2_2518 01E5: text_1number_highpriority 'G_COST' 1500 time 1000 1 :AMMU2_2536 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU2_2842 0050: gosub @HARD3_4026 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 9 weapon $869 ammo $852 model $870 0050: gosub @HARD3_5678 00D6: if 0038: $847 == 1 // $ == int 004D: jump_if_false @AMMU2_2636 00D6: if 0490: player $PLAYER_CHAR has_weapon 29 004D: jump_if_false @AMMU2_2636 01E5: text_1number_highpriority 'HELP54' 1500 time 1000 1 :AMMU2_2636 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @AMMU2_2817 00D6: if 0038: $847 == 1 // $ == int 004D: jump_if_false @AMMU2_2810 0419: $852 = player $PLAYER_CHAR weapon 28 ammo 00D6: if 010A: player $PLAYER_CHAR money > 1499 004D: jump_if_false @AMMU2_2796 00D6: if 001A: 9999 > $852 // int > $ 004D: jump_if_false @AMMU2_2789 01B1: give_player $PLAYER_CHAR weapon 28 ammo 40 // Load the weapon model before using this 00D6: if 0018: $852 > 9999 // $ > int 004D: jump_if_false @AMMU2_2757 01B1: give_player $PLAYER_CHAR weapon 28 ammo 9999 // Load the weapon model before using this :AMMU2_2757 01B8: set_player $PLAYER_CHAR armed_weapon_to 28 0050: gosub @HARD3_3688 0109: player $PLAYER_CHAR money += -1500 0528: add 1500 to_money_spent_on_weapons_stats 0001: wait 300 ms :AMMU2_2789 0002: jump @AMMU2_2803 :AMMU2_2796 0050: gosub @HARD3_3615 :AMMU2_2803 0002: jump @AMMU2_2817 :AMMU2_2810 0050: gosub @HARD3_3615 :AMMU2_2817 00D6: if 0038: $849 == 1 // $ == int 004D: jump_if_false @AMMU2_2842 0002: jump @AMMU2_10 :AMMU2_2842 0002: jump @AMMU2_2441 :AMMU2_2849 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU2_3325 00D6: if 0038: $851 == 4 // $ == int 004D: jump_if_false @AMMU2_3325 015F: set_camera_position 363.203 1051.161 21.269 rotation 0.0 0.0 0.0 0160: point_camera 363.152 1050.163 21.291 switchstyle 1 0460: set_camera_pointing_time 0.0 800 0004: $871 = 0 // $ = int 0004: $872 = 0 // $ = int 0004: $863 = 0 // $ = int 0001: wait 800 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU2_3000 0055: put_player $PLAYER_CHAR at $534 $535 $536 :AMMU2_3000 00D6: if 0038: $851 == 4 // $ == int 004D: jump_if_false @AMMU2_3325 0001: wait 0 ms 00BA: text_styled 'GRENADE' 1000 ms 4 01E5: text_1number_highpriority 'G_COST' 300 time 1000 1 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU2_3318 0050: gosub @HARD3_4026 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 3 weapon $869 ammo $852 model $870 0050: gosub @HARD3_5678 00D6: if or 0490: player $PLAYER_CHAR has_weapon 13 0490: player $PLAYER_CHAR has_weapon 15 0490: player $PLAYER_CHAR has_weapon 14 004D: jump_if_false @AMMU2_3151 01E5: text_1number_highpriority 'HELP54' 300 time 1000 1 :AMMU2_3151 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @AMMU2_3293 0419: $852 = player $PLAYER_CHAR weapon 12 ammo 00D6: if 010A: player $PLAYER_CHAR money > 299 004D: jump_if_false @AMMU2_3286 00D6: if 001A: 9999 > $852 // int > $ 004D: jump_if_false @AMMU2_3279 01B1: give_player $PLAYER_CHAR weapon 12 ammo 8 // Load the weapon model before using this 00D6: if 0018: $852 > 9999 // $ > int 004D: jump_if_false @AMMU2_3254 01B1: give_player $PLAYER_CHAR weapon 12 ammo 9999 // Load the weapon model before using this :AMMU2_3254 0050: gosub @HARD3_3688 0109: player $PLAYER_CHAR money += -300 0528: add 300 to_money_spent_on_weapons_stats 0001: wait 300 ms :AMMU2_3279 0002: jump @AMMU2_3293 :AMMU2_3286 0050: gosub @HARD3_3615 :AMMU2_3293 00D6: if 0038: $849 == 1 // $ == int 004D: jump_if_false @AMMU2_3318 0002: jump @AMMU2_10 :AMMU2_3318 0002: jump @AMMU2_3000 :AMMU2_3325 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU2_3844 00D6: if 0038: $851 == 5 // $ == int 004D: jump_if_false @AMMU2_3844 015F: set_camera_position 362.203 1051.161 21.269 rotation 0.0 0.0 0.0 0160: point_camera 362.152 1050.163 21.291 switchstyle 1 0460: set_camera_pointing_time 0.0 800 0004: $871 = 0 // $ = int 0004: $872 = 0 // $ = int 0004: $863 = 0 // $ = int 0001: wait 800 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU2_3476 0055: put_player $PLAYER_CHAR at $534 $535 $536 :AMMU2_3476 00D6: if 0038: $851 == 5 // $ == int 004D: jump_if_false @AMMU2_3844 0001: wait 0 ms 00BA: text_styled 'ARMOUR' 1000 ms 4 00D6: if 0038: $867 == 0 // $ == int 004D: jump_if_false @AMMU2_3553 00BC: text_highpriority 'STOCK' time 1000 1 0002: jump @AMMU2_3571 :AMMU2_3553 01E5: text_1number_highpriority 'G_COST' 200 time 1000 1 :AMMU2_3571 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU2_3837 0050: gosub @HARD3_4026 04DD: $873 = actor $PLAYER_ACTOR armour 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @AMMU2_3812 00D6: if 0038: $867 == 1 // $ == int 004D: jump_if_false @AMMU2_3805 00D6: if 010A: player $PLAYER_CHAR money > 199 004D: jump_if_false @AMMU2_3791 00D6: if 001A: 100 > $873 // int > $ 004D: jump_if_false @AMMU2_3714 035E: set_player $PLAYER_CHAR armour_to 200 0050: gosub @HARD3_3688 0109: player $PLAYER_CHAR money += -200 0528: add 200 to_money_spent_on_weapons_stats 0001: wait 300 ms 0002: jump @AMMU2_3784 :AMMU2_3714 00D6: if 0038: $1582 == 1 // $ == int 004D: jump_if_false @AMMU2_3784 00D6: if 001A: 200 > $873 // int > $ 004D: jump_if_false @AMMU2_3784 035E: set_player $PLAYER_CHAR armour_to 200 0050: gosub @HARD3_3688 0109: player $PLAYER_CHAR money += -200 0528: add 200 to_money_spent_on_weapons_stats 0001: wait 300 ms :AMMU2_3784 0002: jump @AMMU2_3798 :AMMU2_3791 0050: gosub @HARD3_3615 :AMMU2_3798 0002: jump @AMMU2_3812 :AMMU2_3805 0050: gosub @HARD3_3615 :AMMU2_3812 00D6: if 0038: $849 == 1 // $ == int 004D: jump_if_false @AMMU2_3837 0002: jump @AMMU2_10 :AMMU2_3837 0002: jump @AMMU2_3476 :AMMU2_3844 0002: jump @AMMU2_682 :AMMU2_3851 0002: jump @AMMU2_3941 :AMMU2_3858 00D6: if 80F6: not player $PLAYER_CHAR 1 $534 $535 $536 radius 1.0 1.0 2.0 004D: jump_if_false @AMMU2_3941 00D6: if 0038: $849 == 1 // $ == int 004D: jump_if_false @AMMU2_3941 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU2_3941 0050: gosub @HARD3_5024 :AMMU2_3941 0002: jump @AMMU2_3973 :AMMU2_3948 00D6: if 0038: $842 == 1 // $ == int 004D: jump_if_false @AMMU2_3973 0050: gosub @HARD3_5056 :AMMU2_3973 0002: jump @AMMU2_3987 :AMMU2_3980 0050: gosub @HARD3_5056 :AMMU2_3987 0002: jump @AMMU2_10 :AMMU3 03A4: name_thread 'AMMU3' :AMMU3_10 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU3_4198 00D6: if 0121: player $PLAYER_CHAR in_zone 'DTOWN' 004D: jump_if_false @AMMU3_4191 00D6: if 00F5: player $PLAYER_CHAR 0 $537 $538 $539 radius 35.0 35.0 20.0 004D: jump_if_false @AMMU3_4166 00D6: if 0038: $842 == 0 // $ == int 004D: jump_if_false @AMMU3_513 0050: gosub @HARD3_5492 0084: $857 = $859 // $ = $ int 0060: $857 -= $860 // $ -= $ int 0107: $889 = create_object #PYTHON at -683.6 1200.549 12.93 0392: object $889 toggle_in_moving_list 0 0453: object $889 set_rotation 0.0 4.0 90.0 0107: $890 = create_object #MP5LNG at -683.6 1202.049 12.86 0392: object $890 toggle_in_moving_list 0 0453: object $890 set_rotation 0.0 8.0 95.0 0107: $891 = create_object #SHOTGSPA at -683.6 1203.449 12.91 0392: object $891 toggle_in_moving_list 0 0453: object $891 set_rotation 0.0 9.0 95.0 0107: $892 = create_object #M4 at -683.6 1205.049 12.88 0392: object $892 toggle_in_moving_list 0 0453: object $892 set_rotation 0.0 3.0 95.0 0107: $893 = create_object #LASER at -683.6 1206.549 12.81 0392: object $893 toggle_in_moving_list 0 0453: object $893 set_rotation 0.0 2.0 95.0 0107: $894 = create_object #BODYARMOUR at -683.5 1208.189 12.809 0392: object $894 toggle_in_moving_list 0 0177: set_object $894 z_angle_to 90.0 00D6: if 0018: $857 > 30000 // $ > int 004D: jump_if_false @AMMU3_499 009A: $853 = create_actor_pedtype 4 model #SPECIAL21 at -679.97 1203.5 10.0 0173: set_actor $853 z_angle_to 270.0 01ED: clear_actor $853 threat_search 0350: set_actor $853 maintain_position_when_attacked 1 0050: gosub @HARD3_4804 :AMMU3_499 0004: $842 = 1 // $ = int 0002: jump @AMMU3_568 :AMMU3_513 00D6: if 0057: player $PLAYER_CHAR 0 -684.5 1199.3 16.9 -663.8 1211.1 10.0 004D: jump_if_false @AMMU3_568 0050: gosub @HARD3_2766 :AMMU3_568 00D6: if 0038: $995 == 0 // $ == int 004D: jump_if_false @AMMU3_4159 00D6: if 8118: not actor $853 dead 004D: jump_if_false @AMMU3_4159 00D6: if 0038: $844 == 0 // $ == int 004D: jump_if_false @AMMU3_4159 00D6: if 0038: $1180 == 0 // $ == int 004D: jump_if_false @AMMU3_4159 01FA: $908 = rampage_status 00D6: if 8038: not $908 == 1 // $ == int 004D: jump_if_false @AMMU3_4159 00D6: if 00F9: player $PLAYER_CHAR stopped 1 $537 $538 $539 radius 1.0 1.0 2.0 004D: jump_if_false @AMMU3_4076 0050: gosub @HARD3_4750 :AMMU3_710 00D6: if 0038: $849 == 0 // $ == int 004D: jump_if_false @AMMU3_4069 0004: $1180 = 1 // $ = int 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU3_1364 00D6: if 0038: $851 == 0 // $ == int 004D: jump_if_false @AMMU3_1364 01B4: set_player $PLAYER_CHAR can_move 0 00D6: if 8118: not actor $853 dead 004D: jump_if_false @AMMU3_804 0210: player $PLAYER_CHAR look_at_actor $853 :AMMU3_804 015F: set_camera_position -682.161 1200.594 13.133 rotation 0.0 0.0 0.0 0160: point_camera -683.155 1200.697 13.171 switchstyle 1 00D6: if 0038: $862 == 0 // $ == int 004D: jump_if_false @AMMU3_897 0460: set_camera_pointing_time 0.0 1200 0004: $862 = 1 // $ = int 0002: jump @AMMU3_907 :AMMU3_897 0460: set_camera_pointing_time 0.0 800 :AMMU3_907 0004: $863 = 0 // $ = int 0001: wait 800 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU3_956 0055: put_player $PLAYER_CHAR at $537 $538 $539 04D7: lock_actor $PLAYER_ACTOR in_current_position 1 :AMMU3_956 00D6: if 0038: $851 == 0 // $ == int 004D: jump_if_false @AMMU3_1364 0001: wait 0 ms 00BA: text_styled 'PYTHON' 2000 ms 4 00D6: if 0038: $907 == 0 // $ == int 004D: jump_if_false @AMMU3_1033 00BC: text_highpriority 'STOCK' time 1000 1 0002: jump @AMMU3_1051 :AMMU3_1033 01E5: text_1number_highpriority 'G_COST' 2000 time 1000 1 :AMMU3_1051 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU3_1357 0050: gosub @HARD3_4026 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 4 weapon $869 ammo $852 model $870 0050: gosub @HARD3_5678 00D6: if 0038: $907 == 1 // $ == int 004D: jump_if_false @AMMU3_1151 00D6: if 0490: player $PLAYER_CHAR has_weapon 17 004D: jump_if_false @AMMU3_1151 01E5: text_1number_highpriority 'HELP54' 2000 time 1000 1 :AMMU3_1151 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @AMMU3_1332 00D6: if 0038: $907 == 1 // $ == int 004D: jump_if_false @AMMU3_1325 0419: $852 = player $PLAYER_CHAR weapon 18 ammo 00D6: if 010A: player $PLAYER_CHAR money > 1999 004D: jump_if_false @AMMU3_1311 00D6: if 001A: 9999 > $852 // int > $ 004D: jump_if_false @AMMU3_1304 01B1: give_player $PLAYER_CHAR weapon 18 ammo 24 // Load the weapon model before using this 00D6: if 0018: $852 > 9999 // $ > int 004D: jump_if_false @AMMU3_1272 01B1: give_player $PLAYER_CHAR weapon 18 ammo 9999 // Load the weapon model before using this :AMMU3_1272 01B8: set_player $PLAYER_CHAR armed_weapon_to 18 0050: gosub @HARD3_3688 0109: player $PLAYER_CHAR money += -2000 0528: add 2000 to_money_spent_on_weapons_stats 0001: wait 300 ms :AMMU3_1304 0002: jump @AMMU3_1318 :AMMU3_1311 0050: gosub @HARD3_3615 :AMMU3_1318 0002: jump @AMMU3_1332 :AMMU3_1325 0050: gosub @HARD3_3615 :AMMU3_1332 00D6: if 0038: $849 == 1 // $ == int 004D: jump_if_false @AMMU3_1357 0002: jump @AMMU3_10 :AMMU3_1357 0002: jump @AMMU3_956 :AMMU3_1364 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU3_1937 00D6: if 0038: $851 == 1 // $ == int 004D: jump_if_false @AMMU3_1937 015F: set_camera_position -682.161 1202.094 13.133 rotation 0.0 0.0 0.0 0160: point_camera -683.155 1202.197 13.171 switchstyle 1 0460: set_camera_pointing_time 0.0 800 0004: $871 = 0 // $ = int 0004: $872 = 0 // $ = int 0004: $863 = 0 // $ = int 0001: wait 800 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU3_1515 0055: put_player $PLAYER_CHAR at $537 $538 $539 :AMMU3_1515 00D6: if 0038: $851 == 1 // $ == int 004D: jump_if_false @AMMU3_1937 0001: wait 0 ms 00BA: text_styled 'MP5' 1000 ms 4 00D6: if 0038: $906 == 0 // $ == int 004D: jump_if_false @AMMU3_1592 00BC: text_highpriority 'STOCK' time 1000 1 0002: jump @AMMU3_1610 :AMMU3_1592 01E5: text_1number_highpriority 'G_COST' 3000 time 1000 1 :AMMU3_1610 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU3_1930 0050: gosub @HARD3_4026 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 6 weapon $869 ammo $852 model $870 0050: gosub @HARD3_5678 00D6: if 0038: $906 == 1 // $ == int 004D: jump_if_false @AMMU3_1724 00D6: if or 0490: player $PLAYER_CHAR has_weapon 23 0490: player $PLAYER_CHAR has_weapon 24 0490: player $PLAYER_CHAR has_weapon 22 004D: jump_if_false @AMMU3_1724 01E5: text_1number_highpriority 'HELP54' 3000 time 1000 1 :AMMU3_1724 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @AMMU3_1905 00D6: if 0038: $906 == 1 // $ == int 004D: jump_if_false @AMMU3_1898 0419: $852 = player $PLAYER_CHAR weapon 25 ammo 00D6: if 010A: player $PLAYER_CHAR money > 2999 004D: jump_if_false @AMMU3_1884 00D6: if 001A: 9999 > $852 // int > $ 004D: jump_if_false @AMMU3_1877 01B1: give_player $PLAYER_CHAR weapon 25 ammo 120 // Load the weapon model before using this 00D6: if 0018: $852 > 9999 // $ > int 004D: jump_if_false @AMMU3_1845 01B1: give_player $PLAYER_CHAR weapon 25 ammo 9999 // Load the weapon model before using this :AMMU3_1845 01B8: set_player $PLAYER_CHAR armed_weapon_to 25 0050: gosub @HARD3_3688 0109: player $PLAYER_CHAR money += -3000 0528: add 3000 to_money_spent_on_weapons_stats 0001: wait 300 ms :AMMU3_1877 0002: jump @AMMU3_1891 :AMMU3_1884 0050: gosub @HARD3_3615 :AMMU3_1891 0002: jump @AMMU3_1905 :AMMU3_1898 0050: gosub @HARD3_3615 :AMMU3_1905 00D6: if 0038: $849 == 1 // $ == int 004D: jump_if_false @AMMU3_1930 0002: jump @AMMU3_10 :AMMU3_1930 0002: jump @AMMU3_1515 :AMMU3_1937 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU3_2503 00D6: if 0038: $851 == 2 // $ == int 004D: jump_if_false @AMMU3_2503 015F: set_camera_position -682.161 1203.594 13.133 rotation 0.0 0.0 0.0 0160: point_camera -683.155 1203.697 13.171 switchstyle 1 0460: set_camera_pointing_time 0.0 800 0004: $871 = 0 // $ = int 0004: $872 = 0 // $ = int 0004: $863 = 0 // $ = int 0001: wait 800 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU3_2088 0055: put_player $PLAYER_CHAR at $537 $538 $539 :AMMU3_2088 00D6: if 0038: $851 == 2 // $ == int 004D: jump_if_false @AMMU3_2503 0001: wait 0 ms 00BA: text_styled 'SHOTGN2' 1000 ms 4 00D6: if 0038: $848 == 0 // $ == int 004D: jump_if_false @AMMU3_2165 00BC: text_highpriority 'STOCK' time 1000 1 0002: jump @AMMU3_2183 :AMMU3_2165 01E5: text_1number_highpriority 'G_COST' 4000 time 1000 1 :AMMU3_2183 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU3_2496 0050: gosub @HARD3_4026 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 5 weapon $869 ammo $852 model $870 0050: gosub @HARD3_5678 00D6: if 0038: $848 == 1 // $ == int 004D: jump_if_false @AMMU3_2290 00D6: if or 0490: player $PLAYER_CHAR has_weapon 21 0490: player $PLAYER_CHAR has_weapon 19 004D: jump_if_false @AMMU3_2290 01E5: text_1number_highpriority 'HELP54' 4000 time 1000 1 :AMMU3_2290 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @AMMU3_2471 00D6: if 0038: $848 == 1 // $ == int 004D: jump_if_false @AMMU3_2464 0419: $852 = player $PLAYER_CHAR weapon 20 ammo 00D6: if 010A: player $PLAYER_CHAR money > 3999 004D: jump_if_false @AMMU3_2450 00D6: if 001A: 9999 > $852 // int > $ 004D: jump_if_false @AMMU3_2443 01B1: give_player $PLAYER_CHAR weapon 20 ammo 28 // Load the weapon model before using this 00D6: if 0018: $852 > 9999 // $ > int 004D: jump_if_false @AMMU3_2411 01B1: give_player $PLAYER_CHAR weapon 20 ammo 9999 // Load the weapon model before using this :AMMU3_2411 01B8: set_player $PLAYER_CHAR armed_weapon_to 20 0050: gosub @HARD3_3688 0109: player $PLAYER_CHAR money += -4000 0528: add 4000 to_money_spent_on_weapons_stats 0001: wait 300 ms :AMMU3_2443 0002: jump @AMMU3_2457 :AMMU3_2450 0050: gosub @HARD3_3615 :AMMU3_2457 0002: jump @AMMU3_2471 :AMMU3_2464 0050: gosub @HARD3_3615 :AMMU3_2471 00D6: if 0038: $849 == 1 // $ == int 004D: jump_if_false @AMMU3_2496 0002: jump @AMMU3_10 :AMMU3_2496 0002: jump @AMMU3_2088 :AMMU3_2503 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU3_3063 00D6: if 0038: $851 == 3 // $ == int 004D: jump_if_false @AMMU3_3063 015F: set_camera_position -682.161 1205.094 13.133 rotation 0.0 0.0 0.0 0160: point_camera -683.155 1205.197 13.171 switchstyle 1 0460: set_camera_pointing_time 0.0 800 0004: $871 = 0 // $ = int 0004: $872 = 0 // $ = int 0004: $863 = 0 // $ = int 0001: wait 800 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU3_2654 0055: put_player $PLAYER_CHAR at $537 $538 $539 :AMMU3_2654 00D6: if 0038: $851 == 3 // $ == int 004D: jump_if_false @AMMU3_3063 0001: wait 0 ms 00BA: text_styled 'M4' 1000 ms 4 00D6: if 0038: $855 == 0 // $ == int 004D: jump_if_false @AMMU3_2731 00BC: text_highpriority 'STOCK' time 1000 1 0002: jump @AMMU3_2749 :AMMU3_2731 01E5: text_1number_highpriority 'G_COST' 5000 time 1000 1 :AMMU3_2749 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU3_3056 0050: gosub @HARD3_4026 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 7 weapon $869 ammo $852 model $870 0050: gosub @HARD3_5678 00D6: if 0038: $855 == 1 // $ == int 004D: jump_if_false @AMMU3_2849 00D6: if 0490: player $PLAYER_CHAR has_weapon 27 004D: jump_if_false @AMMU3_2849 01E5: text_1number_highpriority 'HELP54' 5000 time 1000 1 :AMMU3_2849 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @AMMU3_3031 00D6: if 0038: $855 == 1 // $ == int 004D: jump_if_false @AMMU3_3024 0419: $852 = player $PLAYER_CHAR weapon 26 ammo 00D6: if 010A: player $PLAYER_CHAR money > 4999 004D: jump_if_false @AMMU3_3010 00D6: if 001A: 9999 > $852 // int > $ 004D: jump_if_false @AMMU3_3003 01B1: give_player $PLAYER_CHAR weapon 26 ammo 150 // Load the weapon model before using this 00D6: if 0018: $852 > 9999 // $ > int 004D: jump_if_false @AMMU3_2971 01B1: give_player $PLAYER_CHAR weapon 26 ammo 9999 // Load the weapon model before using this :AMMU3_2971 01B8: set_player $PLAYER_CHAR armed_weapon_to 26 0050: gosub @HARD3_3688 0109: player $PLAYER_CHAR money += -5000 0528: add 5000 to_money_spent_on_weapons_stats 0001: wait 300 ms :AMMU3_3003 0002: jump @AMMU3_3017 :AMMU3_3010 0050: gosub @HARD3_3615 :AMMU3_3017 0002: jump @AMMU3_3031 :AMMU3_3024 0050: gosub @HARD3_3615 :AMMU3_3031 00D6: if 0038: $849 == 1 // $ == int 004D: jump_if_false @AMMU3_3056 0002: jump @AMMU3_10 :AMMU3_3056 0002: jump @AMMU3_2654 :AMMU3_3063 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU3_3615 00D6: if 0038: $851 == 4 // $ == int 004D: jump_if_false @AMMU3_3615 015F: set_camera_position -682.161 1206.594 13.133 rotation 0.0 0.0 0.0 0160: point_camera -683.155 1206.697 13.171 switchstyle 1 0460: set_camera_pointing_time 0.0 800 0004: $871 = 0 // $ = int 0004: $872 = 0 // $ = int 0004: $863 = 0 // $ = int 0001: wait 800 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU3_3214 0055: put_player $PLAYER_CHAR at $537 $538 $539 :AMMU3_3214 00D6: if 0038: $851 == 4 // $ == int 004D: jump_if_false @AMMU3_3615 0001: wait 0 ms 00BA: text_styled 'LASER' 1000 ms 4 00D6: if 0038: $856 == 0 // $ == int 004D: jump_if_false @AMMU3_3291 00BC: text_highpriority 'STOCK' time 1000 1 0002: jump @AMMU3_3309 :AMMU3_3291 01E5: text_1number_highpriority 'G_COST' 6000 time 1000 1 :AMMU3_3309 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU3_3608 0050: gosub @HARD3_4026 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 9 weapon $869 ammo $852 model $870 0050: gosub @HARD3_5678 00D6: if 0038: $856 == 1 // $ == int 004D: jump_if_false @AMMU3_3409 00D6: if 0490: player $PLAYER_CHAR has_weapon 28 004D: jump_if_false @AMMU3_3409 01E5: text_1number_highpriority 'HELP54' 6000 time 1000 1 :AMMU3_3409 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @AMMU3_3583 00D6: if 0038: $856 == 1 // $ == int 004D: jump_if_false @AMMU3_3576 0419: $852 = player $PLAYER_CHAR weapon 29 ammo 00D6: if 010A: player $PLAYER_CHAR money > 5999 004D: jump_if_false @AMMU3_3562 00D6: if 001A: 9999 > $852 // int > $ 004D: jump_if_false @AMMU3_3555 01B1: give_player $PLAYER_CHAR weapon 29 ammo 28 // Load the weapon model before using this 00D6: if 0018: $852 > 9999 // $ > int 004D: jump_if_false @AMMU3_3530 01B1: give_player $PLAYER_CHAR weapon 29 ammo 9999 // Load the weapon model before using this :AMMU3_3530 0050: gosub @HARD3_3688 0109: player $PLAYER_CHAR money += -6000 0528: add 6000 to_money_spent_on_weapons_stats 0001: wait 300 ms :AMMU3_3555 0002: jump @AMMU3_3569 :AMMU3_3562 0050: gosub @HARD3_3615 :AMMU3_3569 0002: jump @AMMU3_3583 :AMMU3_3576 0050: gosub @HARD3_3615 :AMMU3_3583 00D6: if 0038: $849 == 1 // $ == int 004D: jump_if_false @AMMU3_3608 0002: jump @AMMU3_10 :AMMU3_3608 0002: jump @AMMU3_3214 :AMMU3_3615 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU3_4062 00D6: if 0038: $851 == 5 // $ == int 004D: jump_if_false @AMMU3_4062 015F: set_camera_position -682.161 1208.094 13.133 rotation 0.0 0.0 0.0 0160: point_camera -683.155 1208.197 13.171 switchstyle 1 0460: set_camera_pointing_time 0.0 800 0004: $871 = 0 // $ = int 0004: $872 = 0 // $ = int 0004: $863 = 0 // $ = int 0001: wait 800 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU3_3766 0055: put_player $PLAYER_CHAR at $537 $538 $539 :AMMU3_3766 00D6: if 0038: $851 == 5 // $ == int 004D: jump_if_false @AMMU3_4062 0001: wait 0 ms 00BA: text_styled 'ARMOUR' 1000 ms 4 01E5: text_1number_highpriority 'G_COST' 200 time 1000 1 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU3_4055 0050: gosub @HARD3_4026 04DD: $873 = actor $PLAYER_ACTOR armour 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @AMMU3_4030 00D6: if 010A: player $PLAYER_CHAR money > 199 004D: jump_if_false @AMMU3_4023 00D6: if 001A: 100 > $873 // int > $ 004D: jump_if_false @AMMU3_3946 035E: set_player $PLAYER_CHAR armour_to 200 0050: gosub @HARD3_3688 0109: player $PLAYER_CHAR money += -200 0528: add 200 to_money_spent_on_weapons_stats 0001: wait 300 ms 0002: jump @AMMU3_4016 :AMMU3_3946 00D6: if 0038: $1582 == 1 // $ == int 004D: jump_if_false @AMMU3_4016 00D6: if 001A: 200 > $873 // int > $ 004D: jump_if_false @AMMU3_4016 035E: set_player $PLAYER_CHAR armour_to 200 0050: gosub @HARD3_3688 0109: player $PLAYER_CHAR money += -200 0528: add 200 to_money_spent_on_weapons_stats 0001: wait 300 ms :AMMU3_4016 0002: jump @AMMU3_4030 :AMMU3_4023 0050: gosub @HARD3_3615 :AMMU3_4030 00D6: if 0038: $849 == 1 // $ == int 004D: jump_if_false @AMMU3_4055 0002: jump @AMMU3_10 :AMMU3_4055 0002: jump @AMMU3_3766 :AMMU3_4062 0002: jump @AMMU3_710 :AMMU3_4069 0002: jump @AMMU3_4159 :AMMU3_4076 00D6: if 80F6: not player $PLAYER_CHAR 1 $537 $538 $539 radius 1.0 1.0 2.0 004D: jump_if_false @AMMU3_4159 00D6: if 0038: $849 == 1 // $ == int 004D: jump_if_false @AMMU3_4159 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AMMU3_4159 0050: gosub @HARD3_5024 :AMMU3_4159 0002: jump @AMMU3_4191 :AMMU3_4166 00D6: if 0038: $842 == 1 // $ == int 004D: jump_if_false @AMMU3_4191 0050: gosub @HARD3_5056 :AMMU3_4191 0002: jump @AMMU3_4205 :AMMU3_4198 0050: gosub @HARD3_5056 :AMMU3_4205 0002: jump @AMMU3_10 :HARD1 03A4: name_thread 'HARD1' :HARD1_10 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD1_2927 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH2' 004D: jump_if_false @HARD1_2920 00D6: if 00F5: player $PLAYER_CHAR 0 $540 $541 $542 radius 35.0 35.0 30.0 004D: jump_if_false @HARD1_2895 00D6: if 0038: $843 == 0 // $ == int 004D: jump_if_false @HARD1_423 0050: gosub @HARD3_5554 0084: $858 = $859 // $ = $ int 0060: $858 -= $861 // $ -= $ int 0107: $875 = create_object #SCREWDRIVER at 201.508 -469.297 13.79 0392: object $875 toggle_in_moving_list 0 0107: $876 = create_object #HAMMER at 202.508 -469.297 13.73 0392: object $876 toggle_in_moving_list 0 0453: object $876 set_rotation 0.0 4.0 0.0 0107: $877 = create_object #CLEAVER at 203.508 -469.297 13.77 0392: object $877 toggle_in_moving_list 0 0107: $878 = create_object #BAT at 204.606 -469.297 13.91 0392: object $878 toggle_in_moving_list 0 0453: object $878 set_rotation 85.0 0.0 90.0 0107: $879 = create_object #MACHETE at 205.858 -469.297 14.0 0392: object $879 toggle_in_moving_list 0 0453: object $879 set_rotation 0.0 90.0 0.0 00D6: if 0018: $858 > 60000 // $ > int 004D: jump_if_false @HARD1_409 009A: $854 = create_actor_pedtype 4 model #SPECIAL16 at 202.4 -471.1 10.1 0173: set_actor $854 z_angle_to 180.1 0050: gosub @HARD3_5204 :HARD1_409 0004: $843 = 1 // $ = int 0002: jump @HARD1_478 :HARD1_423 00D6: if 0057: player $PLAYER_CHAR 0 190.0 -481.0 15.7 209.6 -468.5 10.0 004D: jump_if_false @HARD1_478 0050: gosub @HARD3_2856 :HARD1_478 00D6: if 8118: not actor $854 dead 004D: jump_if_false @HARD1_2888 00D6: if 0038: $845 == 0 // $ == int 004D: jump_if_false @HARD1_2888 00D6: if 0038: $1180 == 0 // $ == int 004D: jump_if_false @HARD1_2888 01FA: $908 = rampage_status 00D6: if 8038: not $908 == 1 // $ == int 004D: jump_if_false @HARD1_2888 00D6: if 00F9: player $PLAYER_CHAR stopped 1 $540 $541 $542 radius 1.0 1.0 2.0 004D: jump_if_false @HARD1_2805 0050: gosub @HARD3_4777 :HARD1_602 00D6: if 0038: $850 == 0 // $ == int 004D: jump_if_false @HARD1_2798 0004: $1180 = 1 // $ = int 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD1_1091 00D6: if 0038: $851 == 0 // $ == int 004D: jump_if_false @HARD1_1091 01B4: set_player $PLAYER_CHAR can_move 0 00D6: if 8118: not actor $854 dead 004D: jump_if_false @HARD1_696 0210: player $PLAYER_CHAR look_at_actor $854 :HARD1_696 015F: set_camera_position 201.616 -470.795 14.284 rotation 0.0 0.0 0.0 0160: point_camera 201.608 -469.797 14.217 switchstyle 1 00D6: if 0038: $862 == 0 // $ == int 004D: jump_if_false @HARD1_789 0460: set_camera_pointing_time 0.0 1200 0004: $862 = 1 // $ = int 0002: jump @HARD1_799 :HARD1_789 0460: set_camera_pointing_time 0.0 800 :HARD1_799 0004: $863 = 0 // $ = int 0001: wait 800 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD1_848 0055: put_player $PLAYER_CHAR at $540 $541 $542 04D7: lock_actor $PLAYER_ACTOR in_current_position 1 :HARD1_848 00D6: if 0038: $851 == 0 // $ == int 004D: jump_if_false @HARD1_1091 0001: wait 0 ms 00BA: text_styled 'SCREWD' 1000 ms 4 01E5: text_1number_highpriority 'G_COST' 10 time 1000 1 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD1_1084 0050: gosub @HARD3_4369 0004: $885 = 10 // $ = int 0050: gosub @HARD3_5616 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @HARD1_1059 00D6: if 010A: player $PLAYER_CHAR money > 9 004D: jump_if_false @HARD1_1052 00D6: if 82D7: not player $PLAYER_CHAR current_weapon == 2 004D: jump_if_false @HARD1_1038 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 0050: gosub @HARD3_3688 0109: player $PLAYER_CHAR money += -10 0528: add 10 to_money_spent_on_weapons_stats 0001: wait 300 ms 0002: jump @HARD1_1045 :HARD1_1038 0050: gosub @HARD3_3615 :HARD1_1045 0002: jump @HARD1_1059 :HARD1_1052 0050: gosub @HARD3_3615 :HARD1_1059 00D6: if 0038: $850 == 1 // $ == int 004D: jump_if_false @HARD1_1084 0002: jump @HARD1_10 :HARD1_1084 0002: jump @HARD1_848 :HARD1_1091 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD1_1471 00D6: if 0038: $851 == 1 // $ == int 004D: jump_if_false @HARD1_1471 015F: set_camera_position 202.616 -470.795 14.284 rotation 0.0 0.0 0.0 0160: point_camera 202.608 -469.797 14.217 switchstyle 1 0460: set_camera_pointing_time 0.0 800 0004: $863 = 0 // $ = int 0001: wait 800 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD1_1228 0055: put_player $PLAYER_CHAR at $540 $541 $542 :HARD1_1228 00D6: if 0038: $851 == 1 // $ == int 004D: jump_if_false @HARD1_1471 0001: wait 0 ms 00BA: text_styled 'HAMMER' 1000 ms 4 01E5: text_1number_highpriority 'G_COST' 20 time 1000 1 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD1_1464 0050: gosub @HARD3_4369 0004: $885 = 20 // $ = int 0050: gosub @HARD3_5616 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @HARD1_1439 00D6: if 010A: player $PLAYER_CHAR money > 19 004D: jump_if_false @HARD1_1432 00D6: if 82D7: not player $PLAYER_CHAR current_weapon == 7 004D: jump_if_false @HARD1_1418 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 0050: gosub @HARD3_3688 0109: player $PLAYER_CHAR money += -20 0528: add 20 to_money_spent_on_weapons_stats 0001: wait 300 ms 0002: jump @HARD1_1425 :HARD1_1418 0050: gosub @HARD3_3615 :HARD1_1425 0002: jump @HARD1_1439 :HARD1_1432 0050: gosub @HARD3_3615 :HARD1_1439 00D6: if 0038: $850 == 1 // $ == int 004D: jump_if_false @HARD1_1464 0002: jump @HARD1_10 :HARD1_1464 0002: jump @HARD1_1228 :HARD1_1471 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD1_1851 00D6: if 0038: $851 == 2 // $ == int 004D: jump_if_false @HARD1_1851 015F: set_camera_position 203.616 -470.795 14.284 rotation 0.0 0.0 0.0 0160: point_camera 203.608 -469.797 14.217 switchstyle 1 0460: set_camera_pointing_time 0.0 800 0004: $863 = 0 // $ = int 0001: wait 800 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD1_1608 0055: put_player $PLAYER_CHAR at $540 $541 $542 :HARD1_1608 00D6: if 0038: $851 == 2 // $ == int 004D: jump_if_false @HARD1_1851 0001: wait 0 ms 00BA: text_styled 'CLEVER' 1000 ms 4 01E5: text_1number_highpriority 'G_COST' 50 time 1000 1 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD1_1844 0050: gosub @HARD3_4369 0004: $885 = 50 // $ = int 0050: gosub @HARD3_5616 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @HARD1_1819 00D6: if 010A: player $PLAYER_CHAR money > 49 004D: jump_if_false @HARD1_1812 00D6: if 82D7: not player $PLAYER_CHAR current_weapon == 8 004D: jump_if_false @HARD1_1798 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 0050: gosub @HARD3_3688 0109: player $PLAYER_CHAR money += -50 0528: add 50 to_money_spent_on_weapons_stats 0001: wait 300 ms 0002: jump @HARD1_1805 :HARD1_1798 0050: gosub @HARD3_3615 :HARD1_1805 0002: jump @HARD1_1819 :HARD1_1812 0050: gosub @HARD3_3615 :HARD1_1819 00D6: if 0038: $850 == 1 // $ == int 004D: jump_if_false @HARD1_1844 0002: jump @HARD1_10 :HARD1_1844 0002: jump @HARD1_1608 :HARD1_1851 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD1_2321 00D6: if 0038: $851 == 3 // $ == int 004D: jump_if_false @HARD1_2321 015F: set_camera_position 204.816 -470.795 14.284 rotation 0.0 0.0 0.0 0160: point_camera 204.808 -469.797 14.217 switchstyle 1 0460: set_camera_pointing_time 0.0 800 0004: $863 = 0 // $ = int 0001: wait 800 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD1_1988 0055: put_player $PLAYER_CHAR at $540 $541 $542 :HARD1_1988 00D6: if 0038: $851 == 3 // $ == int 004D: jump_if_false @HARD1_2321 0001: wait 0 ms 00BA: text_styled 'BASEBAT' 1000 ms 4 00D6: if 0038: $904 == 0 // $ == int 004D: jump_if_false @HARD1_2065 00BC: text_highpriority 'STOCK' time 1000 1 0002: jump @HARD1_2082 :HARD1_2065 01E5: text_1number_highpriority 'G_COST' 80 time 1000 1 :HARD1_2082 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD1_2314 0050: gosub @HARD3_4369 00D6: if 0038: $904 == 1 // $ == int 004D: jump_if_false @HARD1_2137 0004: $885 = 80 // $ = int 0050: gosub @HARD3_5616 :HARD1_2137 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @HARD1_2289 00D6: if 0038: $904 == 1 // $ == int 004D: jump_if_false @HARD1_2282 00D6: if 010A: player $PLAYER_CHAR money > 79 004D: jump_if_false @HARD1_2268 00D6: if 82D7: not player $PLAYER_CHAR current_weapon == 6 004D: jump_if_false @HARD1_2254 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 0050: gosub @HARD3_3688 0109: player $PLAYER_CHAR money += -80 0528: add 80 to_money_spent_on_weapons_stats 0001: wait 300 ms 0002: jump @HARD1_2261 :HARD1_2254 0050: gosub @HARD3_3615 :HARD1_2261 0002: jump @HARD1_2275 :HARD1_2268 0050: gosub @HARD3_3615 :HARD1_2275 0002: jump @HARD1_2289 :HARD1_2282 0050: gosub @HARD3_3615 :HARD1_2289 00D6: if 0038: $850 == 1 // $ == int 004D: jump_if_false @HARD1_2314 0002: jump @HARD1_10 :HARD1_2314 0002: jump @HARD1_1988 :HARD1_2321 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD1_2791 00D6: if 0038: $851 == 4 // $ == int 004D: jump_if_false @HARD1_2791 015F: set_camera_position 206.116 -470.795 14.284 rotation 0.0 0.0 0.0 0160: point_camera 206.108 -469.797 14.217 switchstyle 1 0460: set_camera_pointing_time 0.0 800 0004: $863 = 0 // $ = int 0001: wait 800 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD1_2458 0055: put_player $PLAYER_CHAR at $540 $541 $542 :HARD1_2458 00D6: if 0038: $851 == 4 // $ == int 004D: jump_if_false @HARD1_2791 0001: wait 0 ms 00BA: text_styled 'MACHETE' 1000 ms 4 00D6: if 0038: $905 == 0 // $ == int 004D: jump_if_false @HARD1_2535 00BC: text_highpriority 'STOCK' time 1000 1 0002: jump @HARD1_2552 :HARD1_2535 01E5: text_1number_highpriority 'G_COST' 100 time 1000 1 :HARD1_2552 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD1_2784 0050: gosub @HARD3_4369 00D6: if 0038: $905 == 1 // $ == int 004D: jump_if_false @HARD1_2607 0004: $885 = 100 // $ = int 0050: gosub @HARD3_5616 :HARD1_2607 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @HARD1_2759 00D6: if 0038: $905 == 1 // $ == int 004D: jump_if_false @HARD1_2752 00D6: if 010A: player $PLAYER_CHAR money > 99 004D: jump_if_false @HARD1_2738 00D6: if 82D7: not player $PLAYER_CHAR current_weapon == 9 004D: jump_if_false @HARD1_2724 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 0050: gosub @HARD3_3688 0109: player $PLAYER_CHAR money += -100 0528: add 100 to_money_spent_on_weapons_stats 0001: wait 300 ms 0002: jump @HARD1_2731 :HARD1_2724 0050: gosub @HARD3_3615 :HARD1_2731 0002: jump @HARD1_2745 :HARD1_2738 0050: gosub @HARD3_3615 :HARD1_2745 0002: jump @HARD1_2759 :HARD1_2752 0050: gosub @HARD3_3615 :HARD1_2759 00D6: if 0038: $850 == 1 // $ == int 004D: jump_if_false @HARD1_2784 0002: jump @HARD1_10 :HARD1_2784 0002: jump @HARD1_2458 :HARD1_2791 0002: jump @HARD1_602 :HARD1_2798 0002: jump @HARD1_2888 :HARD1_2805 00D6: if 80F6: not player $PLAYER_CHAR 1 $540 $541 $542 radius 1.0 1.0 2.0 004D: jump_if_false @HARD1_2888 00D6: if 0038: $850 == 1 // $ == int 004D: jump_if_false @HARD1_2888 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD1_2888 0050: gosub @HARD3_5265 :HARD1_2888 0002: jump @HARD1_2920 :HARD1_2895 00D6: if 0038: $843 == 1 // $ == int 004D: jump_if_false @HARD1_2920 0050: gosub @HARD3_5297 :HARD1_2920 0002: jump @HARD1_2934 :HARD1_2927 0050: gosub @HARD3_5297 :HARD1_2934 0002: jump @HARD1_10 :HARD2 03A4: name_thread 'HARD2' :HARD2_10 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD2_2822 00D6: if 0038: $1003 == 1 // $ == int 004D: jump_if_false @HARD2_2815 00D6: if 0057: player $PLAYER_CHAR 0 357.7 1016.6 30.1 410.4 1110.4 16.0 004D: jump_if_false @HARD2_2790 00D6: if 0038: $843 == 0 // $ == int 004D: jump_if_false @HARD2_403 0050: gosub @HARD3_5554 0084: $858 = $859 // $ = $ int 0060: $858 -= $861 // $ -= $ int 0107: $875 = create_object #SCREWDRIVER at 365.96 1072.8 20.68 0392: object $875 toggle_in_moving_list 0 0107: $876 = create_object #HAMMER at 364.96 1072.8 20.669 0392: object $876 toggle_in_moving_list 0 0453: object $876 set_rotation 0.0 4.0 0.0 0107: $877 = create_object #CLEAVER at 363.96 1072.8 20.729 0392: object $877 toggle_in_moving_list 0 0107: $878 = create_object #KNIFECUR at 362.92 1072.8 20.639 0392: object $878 toggle_in_moving_list 0 0107: $879 = create_object #KATANA at 362.0 1072.8 20.75 0392: object $879 toggle_in_moving_list 0 0453: object $879 set_rotation 0.0 -20.0 0.0 00D6: if 0018: $858 > 60000 // $ > int 004D: jump_if_false @HARD2_389 009A: $854 = create_actor_pedtype 4 model #SPECIAL16 at 364.5 1074.3 18.0 0173: set_actor $854 z_angle_to 358.1 0050: gosub @HARD3_5204 :HARD2_389 0004: $843 = 1 // $ = int 0002: jump @HARD2_458 :HARD2_403 00D6: if 0057: player $PLAYER_CHAR 0 369.9 1089.8 22.3 359.8 1071.7 18.1 004D: jump_if_false @HARD2_458 0050: gosub @HARD3_2856 :HARD2_458 00D6: if 8118: not actor $854 dead 004D: jump_if_false @HARD2_2783 00D6: if 0038: $845 == 0 // $ == int 004D: jump_if_false @HARD2_2783 00D6: if 0038: $1180 == 0 // $ == int 004D: jump_if_false @HARD2_2783 01FA: $908 = rampage_status 00D6: if 8038: not $908 == 1 // $ == int 004D: jump_if_false @HARD2_2783 00D6: if 00F9: player $PLAYER_CHAR stopped 1 $543 $544 $545 radius 1.0 1.0 2.0 004D: jump_if_false @HARD2_2700 0050: gosub @HARD3_4777 :HARD2_582 00D6: if 0038: $850 == 0 // $ == int 004D: jump_if_false @HARD2_2693 0004: $1180 = 1 // $ = int 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD2_1071 00D6: if 0038: $851 == 0 // $ == int 004D: jump_if_false @HARD2_1071 01B4: set_player $PLAYER_CHAR can_move 0 00D6: if 8118: not actor $854 dead 004D: jump_if_false @HARD2_676 0210: player $PLAYER_CHAR look_at_actor $854 :HARD2_676 015F: set_camera_position 366.1 1074.719 21.062 rotation 0.0 0.0 0.0 0160: point_camera 366.089 1073.72 21.084 switchstyle 1 00D6: if 0038: $862 == 0 // $ == int 004D: jump_if_false @HARD2_769 0460: set_camera_pointing_time 0.0 1200 0004: $862 = 1 // $ = int 0002: jump @HARD2_779 :HARD2_769 0460: set_camera_pointing_time 0.0 800 :HARD2_779 0004: $863 = 0 // $ = int 0001: wait 800 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD2_828 0055: put_player $PLAYER_CHAR at $543 $544 $545 04D7: lock_actor $PLAYER_ACTOR in_current_position 1 :HARD2_828 00D6: if 0038: $851 == 0 // $ == int 004D: jump_if_false @HARD2_1071 0001: wait 0 ms 00BA: text_styled 'SCREWD' 1000 ms 4 01E5: text_1number_highpriority 'G_COST' 10 time 1000 1 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD2_1064 0050: gosub @HARD3_4369 0004: $885 = 10 // $ = int 0050: gosub @HARD3_5616 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @HARD2_1039 00D6: if 010A: player $PLAYER_CHAR money > 9 004D: jump_if_false @HARD2_1032 00D6: if 82D7: not player $PLAYER_CHAR current_weapon == 2 004D: jump_if_false @HARD2_1018 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 0050: gosub @HARD3_3688 0109: player $PLAYER_CHAR money += -10 0528: add 10 to_money_spent_on_weapons_stats 0001: wait 300 ms 0002: jump @HARD2_1025 :HARD2_1018 0050: gosub @HARD3_3615 :HARD2_1025 0002: jump @HARD2_1039 :HARD2_1032 0050: gosub @HARD3_3615 :HARD2_1039 00D6: if 0038: $850 == 1 // $ == int 004D: jump_if_false @HARD2_1064 0002: jump @HARD2_10 :HARD2_1064 0002: jump @HARD2_828 :HARD2_1071 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD2_1451 00D6: if 0038: $851 == 1 // $ == int 004D: jump_if_false @HARD2_1451 015F: set_camera_position 365.1 1074.719 21.062 rotation 0.0 0.0 0.0 0160: point_camera 365.089 1073.72 21.084 switchstyle 1 0460: set_camera_pointing_time 0.0 800 0004: $863 = 0 // $ = int 0001: wait 800 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD2_1208 0055: put_player $PLAYER_CHAR at $543 $544 $545 :HARD2_1208 00D6: if 0038: $851 == 1 // $ == int 004D: jump_if_false @HARD2_1451 0001: wait 0 ms 00BA: text_styled 'HAMMER' 1000 ms 4 01E5: text_1number_highpriority 'G_COST' 20 time 1000 1 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD2_1444 0050: gosub @HARD3_4369 0004: $885 = 20 // $ = int 0050: gosub @HARD3_5616 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @HARD2_1419 00D6: if 010A: player $PLAYER_CHAR money > 19 004D: jump_if_false @HARD2_1412 00D6: if 82D7: not player $PLAYER_CHAR current_weapon == 7 004D: jump_if_false @HARD2_1398 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 0050: gosub @HARD3_3688 0109: player $PLAYER_CHAR money += -20 0528: add 20 to_money_spent_on_weapons_stats 0001: wait 300 ms 0002: jump @HARD2_1405 :HARD2_1398 0050: gosub @HARD3_3615 :HARD2_1405 0002: jump @HARD2_1419 :HARD2_1412 0050: gosub @HARD3_3615 :HARD2_1419 00D6: if 0038: $850 == 1 // $ == int 004D: jump_if_false @HARD2_1444 0002: jump @HARD2_10 :HARD2_1444 0002: jump @HARD2_1208 :HARD2_1451 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD2_1831 00D6: if 0038: $851 == 2 // $ == int 004D: jump_if_false @HARD2_1831 015F: set_camera_position 364.1 1074.719 21.062 rotation 0.0 0.0 0.0 0160: point_camera 364.089 1073.72 21.084 switchstyle 1 0460: set_camera_pointing_time 0.0 800 0004: $863 = 0 // $ = int 0001: wait 800 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD2_1588 0055: put_player $PLAYER_CHAR at $543 $544 $545 :HARD2_1588 00D6: if 0038: $851 == 2 // $ == int 004D: jump_if_false @HARD2_1831 0001: wait 0 ms 00BA: text_styled 'CLEVER' 1000 ms 4 01E5: text_1number_highpriority 'G_COST' 50 time 1000 1 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD2_1824 0050: gosub @HARD3_4369 0004: $885 = 50 // $ = int 0050: gosub @HARD3_5616 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @HARD2_1799 00D6: if 010A: player $PLAYER_CHAR money > 49 004D: jump_if_false @HARD2_1792 00D6: if 82D7: not player $PLAYER_CHAR current_weapon == 8 004D: jump_if_false @HARD2_1778 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 0050: gosub @HARD3_3688 0109: player $PLAYER_CHAR money += -50 0528: add 50 to_money_spent_on_weapons_stats 0001: wait 300 ms 0002: jump @HARD2_1785 :HARD2_1778 0050: gosub @HARD3_3615 :HARD2_1785 0002: jump @HARD2_1799 :HARD2_1792 0050: gosub @HARD3_3615 :HARD2_1799 00D6: if 0038: $850 == 1 // $ == int 004D: jump_if_false @HARD2_1824 0002: jump @HARD2_10 :HARD2_1824 0002: jump @HARD2_1588 :HARD2_1831 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD2_2211 00D6: if 0038: $851 == 3 // $ == int 004D: jump_if_false @HARD2_2211 015F: set_camera_position 363.1 1074.719 21.062 rotation 0.0 0.0 0.0 0160: point_camera 363.089 1073.72 21.084 switchstyle 1 0460: set_camera_pointing_time 0.0 800 0004: $863 = 0 // $ = int 0001: wait 800 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD2_1968 0055: put_player $PLAYER_CHAR at $543 $544 $545 :HARD2_1968 00D6: if 0038: $851 == 3 // $ == int 004D: jump_if_false @HARD2_2211 0001: wait 0 ms 00BA: text_styled 'KNIFE' 1000 ms 4 01E5: text_1number_highpriority 'G_COST' 90 time 1000 1 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD2_2204 0050: gosub @HARD3_4369 0004: $885 = 90 // $ = int 0050: gosub @HARD3_5616 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @HARD2_2179 00D6: if 010A: player $PLAYER_CHAR money > 89 004D: jump_if_false @HARD2_2172 00D6: if 82D7: not player $PLAYER_CHAR current_weapon == 5 004D: jump_if_false @HARD2_2158 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 0050: gosub @HARD3_3688 0109: player $PLAYER_CHAR money += -90 0528: add 90 to_money_spent_on_weapons_stats 0001: wait 300 ms 0002: jump @HARD2_2165 :HARD2_2158 0050: gosub @HARD3_3615 :HARD2_2165 0002: jump @HARD2_2179 :HARD2_2172 0050: gosub @HARD3_3615 :HARD2_2179 00D6: if 0038: $850 == 1 // $ == int 004D: jump_if_false @HARD2_2204 0002: jump @HARD2_10 :HARD2_2204 0002: jump @HARD2_1968 :HARD2_2211 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD2_2686 00D6: if 0038: $851 == 4 // $ == int 004D: jump_if_false @HARD2_2686 015F: set_camera_position 362.1 1074.719 21.062 rotation 0.0 0.0 0.0 0160: point_camera 362.089 1073.72 21.084 switchstyle 1 0460: set_camera_pointing_time 0.0 800 0004: $863 = 0 // $ = int 0001: wait 800 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD2_2348 0055: put_player $PLAYER_CHAR at $543 $544 $545 :HARD2_2348 00D6: if 0038: $851 == 4 // $ == int 004D: jump_if_false @HARD2_2686 0001: wait 0 ms 00BA: text_styled 'KATANA' 1000 ms 4 00D6: if 0038: $874 == 0 // $ == int 004D: jump_if_false @HARD2_2425 00BC: text_highpriority 'STOCK' time 1000 1 0002: jump @HARD2_2443 :HARD2_2425 01E5: text_1number_highpriority 'G_COST' 300 time 1000 1 :HARD2_2443 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD2_2679 0050: gosub @HARD3_4369 00D6: if 0038: $874 == 1 // $ == int 004D: jump_if_false @HARD2_2499 0004: $885 = 300 // $ = int 0050: gosub @HARD3_5616 :HARD2_2499 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @HARD2_2654 00D6: if 0038: $874 == 1 // $ == int 004D: jump_if_false @HARD2_2647 00D6: if 010A: player $PLAYER_CHAR money > 299 004D: jump_if_false @HARD2_2633 00D6: if 82D7: not player $PLAYER_CHAR current_weapon == 10 004D: jump_if_false @HARD2_2619 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 0050: gosub @HARD3_3688 0109: player $PLAYER_CHAR money += -300 0528: add 300 to_money_spent_on_weapons_stats 0001: wait 300 ms 0002: jump @HARD2_2626 :HARD2_2619 0050: gosub @HARD3_3615 :HARD2_2626 0002: jump @HARD2_2640 :HARD2_2633 0050: gosub @HARD3_3615 :HARD2_2640 0002: jump @HARD2_2654 :HARD2_2647 0050: gosub @HARD3_3615 :HARD2_2654 00D6: if 0038: $850 == 1 // $ == int 004D: jump_if_false @HARD2_2679 0002: jump @HARD2_10 :HARD2_2679 0002: jump @HARD2_2348 :HARD2_2686 0002: jump @HARD2_582 :HARD2_2693 0002: jump @HARD2_2783 :HARD2_2700 00D6: if 80F6: not player $PLAYER_CHAR 0 $543 $544 $545 radius 1.0 1.0 2.0 004D: jump_if_false @HARD2_2783 00D6: if 0038: $850 == 1 // $ == int 004D: jump_if_false @HARD2_2783 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD2_2783 0050: gosub @HARD3_5265 :HARD2_2783 0002: jump @HARD2_2815 :HARD2_2790 00D6: if 0038: $843 == 1 // $ == int 004D: jump_if_false @HARD2_2815 0050: gosub @HARD3_5297 :HARD2_2815 0002: jump @HARD2_2829 :HARD2_2822 0050: gosub @HARD3_5297 :HARD2_2829 0002: jump @HARD2_10 :HARD3 03A4: name_thread 'HARD3' :HARD3_10 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD3_2752 00D6: if 0121: player $PLAYER_CHAR in_zone 'HAVANA' 004D: jump_if_false @HARD3_2745 00D6: if 00F5: player $PLAYER_CHAR 0 $546 $547 $548 radius 35.0 35.0 20.0 004D: jump_if_false @HARD3_2720 00D6: if 0038: $843 == 0 // $ == int 004D: jump_if_false @HARD3_423 0050: gosub @HARD3_5554 0084: $858 = $859 // $ = $ int 0060: $858 -= $861 // $ -= $ int 0107: $875 = create_object #SCREWDRIVER at -961.0 -689.87 14.08 0392: object $875 toggle_in_moving_list 0 0177: set_object $875 z_angle_to 270.0 0107: $876 = create_object #HAMMER at -960.95 -690.88 14.032 0392: object $876 toggle_in_moving_list 0 0453: object $876 set_rotation 0.0 4.0 270.0 0107: $877 = create_object #CLEAVER at -960.95 -691.9 14.08 0392: object $877 toggle_in_moving_list 0 0177: set_object $877 z_angle_to 270.0 0107: $878 = create_object #MACHETE at -960.8 -693.0 14.08 0392: object $878 toggle_in_moving_list 0 0177: set_object $878 z_angle_to 270.0 0107: $879 = create_object #CHNSAW at -960.8 -694.0 14.162 0392: object $879 toggle_in_moving_list 0 0177: set_object $879 z_angle_to 270.0 00D6: if 0018: $858 > 60000 // $ > int 004D: jump_if_false @HARD3_409 009A: $854 = create_actor_pedtype 4 model #SPECIAL16 at -963.8 -692.3 10.3 0173: set_actor $854 z_angle_to 90.0 0050: gosub @HARD3_5204 :HARD3_409 0004: $843 = 1 // $ = int 0002: jump @HARD3_478 :HARD3_423 00D6: if 0057: player $PLAYER_CHAR 0 -981.0 -688.0 15.1 -959.8 -696.0 10.1 004D: jump_if_false @HARD3_478 0050: gosub @HARD3_2856 :HARD3_478 00D6: if 8118: not actor $854 dead 004D: jump_if_false @HARD3_2713 00D6: if 0038: $845 == 0 // $ == int 004D: jump_if_false @HARD3_2713 00D6: if 0038: $1180 == 0 // $ == int 004D: jump_if_false @HARD3_2713 01FA: $908 = rampage_status 00D6: if 8038: not $908 == 1 // $ == int 004D: jump_if_false @HARD3_2713 00D6: if 00F9: player $PLAYER_CHAR stopped 1 $546 $547 $548 radius 1.0 1.0 2.0 004D: jump_if_false @HARD3_2630 0050: gosub @HARD3_4777 :HARD3_602 00D6: if 0038: $850 == 0 // $ == int 004D: jump_if_false @HARD3_2623 0004: $1180 = 1 // $ = int 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD3_1091 00D6: if 0038: $851 == 0 // $ == int 004D: jump_if_false @HARD3_1091 01B4: set_player $PLAYER_CHAR can_move 0 00D6: if 8118: not actor $854 dead 004D: jump_if_false @HARD3_696 0210: player $PLAYER_CHAR look_at_actor $854 :HARD3_696 015F: set_camera_position -962.483 -690.104 14.47 rotation 0.0 0.0 0.0 0160: point_camera -961.485 -690.029 14.481 switchstyle 1 00D6: if 0038: $862 == 0 // $ == int 004D: jump_if_false @HARD3_789 0460: set_camera_pointing_time 0.0 1200 0004: $862 = 1 // $ = int 0002: jump @HARD3_799 :HARD3_789 0460: set_camera_pointing_time 0.0 800 :HARD3_799 0004: $863 = 0 // $ = int 0001: wait 800 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD3_848 0055: put_player $PLAYER_CHAR at $546 $547 $548 04D7: lock_actor $PLAYER_ACTOR in_current_position 1 :HARD3_848 00D6: if 0038: $851 == 0 // $ == int 004D: jump_if_false @HARD3_1091 0001: wait 0 ms 00BA: text_styled 'SCREWD' 1000 ms 4 01E5: text_1number_highpriority 'G_COST' 10 time 1000 1 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD3_1084 0050: gosub @HARD3_4369 0004: $885 = 10 // $ = int 0050: gosub @HARD3_5616 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @HARD3_1059 00D6: if 010A: player $PLAYER_CHAR money > 9 004D: jump_if_false @HARD3_1052 00D6: if 82D7: not player $PLAYER_CHAR current_weapon == 2 004D: jump_if_false @HARD3_1038 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 0050: gosub @HARD3_3688 0109: player $PLAYER_CHAR money += -10 0528: add 10 to_money_spent_on_weapons_stats 0001: wait 300 ms 0002: jump @HARD3_1045 :HARD3_1038 0050: gosub @HARD3_3615 :HARD3_1045 0002: jump @HARD3_1059 :HARD3_1052 0050: gosub @HARD3_3615 :HARD3_1059 00D6: if 0038: $850 == 1 // $ == int 004D: jump_if_false @HARD3_1084 0002: jump @HARD3_10 :HARD3_1084 0002: jump @HARD3_848 :HARD3_1091 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD3_1471 00D6: if 0038: $851 == 1 // $ == int 004D: jump_if_false @HARD3_1471 015F: set_camera_position -962.483 -691.104 14.47 rotation 0.0 0.0 0.0 0160: point_camera -961.485 -691.029 14.481 switchstyle 1 0460: set_camera_pointing_time 0.0 800 0004: $863 = 0 // $ = int 0001: wait 800 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD3_1228 0055: put_player $PLAYER_CHAR at $546 $547 $548 :HARD3_1228 00D6: if 0038: $851 == 1 // $ == int 004D: jump_if_false @HARD3_1471 0001: wait 0 ms 00BA: text_styled 'HAMMER' 1000 ms 4 01E5: text_1number_highpriority 'G_COST' 20 time 1000 1 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD3_1464 0050: gosub @HARD3_4369 0004: $885 = 20 // $ = int 0050: gosub @HARD3_5616 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @HARD3_1439 00D6: if 010A: player $PLAYER_CHAR money > 19 004D: jump_if_false @HARD3_1432 00D6: if 82D7: not player $PLAYER_CHAR current_weapon == 7 004D: jump_if_false @HARD3_1418 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 0050: gosub @HARD3_3688 0109: player $PLAYER_CHAR money += -20 0528: add 20 to_money_spent_on_weapons_stats 0001: wait 300 ms 0002: jump @HARD3_1425 :HARD3_1418 0050: gosub @HARD3_3615 :HARD3_1425 0002: jump @HARD3_1439 :HARD3_1432 0050: gosub @HARD3_3615 :HARD3_1439 00D6: if 0038: $850 == 1 // $ == int 004D: jump_if_false @HARD3_1464 0002: jump @HARD3_10 :HARD3_1464 0002: jump @HARD3_1228 :HARD3_1471 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD3_1851 00D6: if 0038: $851 == 2 // $ == int 004D: jump_if_false @HARD3_1851 015F: set_camera_position -962.483 -692.104 14.47 rotation 0.0 0.0 0.0 0160: point_camera -961.485 -692.029 14.481 switchstyle 1 0460: set_camera_pointing_time 0.0 800 0004: $863 = 0 // $ = int 0001: wait 800 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD3_1608 0055: put_player $PLAYER_CHAR at $546 $547 $548 :HARD3_1608 00D6: if 0038: $851 == 2 // $ == int 004D: jump_if_false @HARD3_1851 0001: wait 0 ms 00BA: text_styled 'CLEVER' 1000 ms 4 01E5: text_1number_highpriority 'G_COST' 50 time 1000 1 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD3_1844 0050: gosub @HARD3_4369 0004: $885 = 50 // $ = int 0050: gosub @HARD3_5616 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @HARD3_1819 00D6: if 010A: player $PLAYER_CHAR money > 49 004D: jump_if_false @HARD3_1812 00D6: if 82D7: not player $PLAYER_CHAR current_weapon == 8 004D: jump_if_false @HARD3_1798 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 0050: gosub @HARD3_3688 0109: player $PLAYER_CHAR money += -50 0528: add 50 to_money_spent_on_weapons_stats 0001: wait 300 ms 0002: jump @HARD3_1805 :HARD3_1798 0050: gosub @HARD3_3615 :HARD3_1805 0002: jump @HARD3_1819 :HARD3_1812 0050: gosub @HARD3_3615 :HARD3_1819 00D6: if 0038: $850 == 1 // $ == int 004D: jump_if_false @HARD3_1844 0002: jump @HARD3_10 :HARD3_1844 0002: jump @HARD3_1608 :HARD3_1851 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD3_2231 00D6: if 0038: $851 == 3 // $ == int 004D: jump_if_false @HARD3_2231 015F: set_camera_position -962.483 -693.204 14.47 rotation 0.0 0.0 0.0 0160: point_camera -961.485 -693.129 14.481 switchstyle 1 0460: set_camera_pointing_time 0.0 800 0004: $863 = 0 // $ = int 0001: wait 800 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD3_1988 0055: put_player $PLAYER_CHAR at $546 $547 $548 :HARD3_1988 00D6: if 0038: $851 == 3 // $ == int 004D: jump_if_false @HARD3_2231 0001: wait 0 ms 00BA: text_styled 'MACHETE' 1000 ms 4 01E5: text_1number_highpriority 'G_COST' 100 time 1000 1 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD3_2224 0050: gosub @HARD3_4369 0004: $885 = 100 // $ = int 0050: gosub @HARD3_5616 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @HARD3_2199 00D6: if 010A: player $PLAYER_CHAR money > 99 004D: jump_if_false @HARD3_2192 00D6: if 82D7: not player $PLAYER_CHAR current_weapon == 9 004D: jump_if_false @HARD3_2178 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 0050: gosub @HARD3_3688 0109: player $PLAYER_CHAR money += -100 0528: add 100 to_money_spent_on_weapons_stats 0001: wait 300 ms 0002: jump @HARD3_2185 :HARD3_2178 0050: gosub @HARD3_3615 :HARD3_2185 0002: jump @HARD3_2199 :HARD3_2192 0050: gosub @HARD3_3615 :HARD3_2199 00D6: if 0038: $850 == 1 // $ == int 004D: jump_if_false @HARD3_2224 0002: jump @HARD3_10 :HARD3_2224 0002: jump @HARD3_1988 :HARD3_2231 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD3_2616 00D6: if 0038: $851 == 4 // $ == int 004D: jump_if_false @HARD3_2616 015F: set_camera_position -962.483 -694.504 14.47 rotation 0.0 0.0 0.0 0160: point_camera -961.485 -694.429 14.481 switchstyle 1 0460: set_camera_pointing_time 0.0 800 0004: $863 = 0 // $ = int 0001: wait 800 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD3_2368 0055: put_player $PLAYER_CHAR at $546 $547 $548 :HARD3_2368 00D6: if 0038: $851 == 4 // $ == int 004D: jump_if_false @HARD3_2616 0001: wait 0 ms 00BA: text_styled 'CHAINSA' 1000 ms 4 01E5: text_1number_highpriority 'G_COST' 500 time 1000 1 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD3_2609 0050: gosub @HARD3_4369 0004: $885 = 500 // $ = int 0050: gosub @HARD3_5616 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @HARD3_2584 00D6: if 010A: player $PLAYER_CHAR money > 499 004D: jump_if_false @HARD3_2577 00D6: if 82D7: not player $PLAYER_CHAR current_weapon == 11 004D: jump_if_false @HARD3_2563 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 0050: gosub @HARD3_3688 0109: player $PLAYER_CHAR money += -500 0528: add 500 to_money_spent_on_weapons_stats 0001: wait 300 ms 0002: jump @HARD3_2570 :HARD3_2563 0050: gosub @HARD3_3615 :HARD3_2570 0002: jump @HARD3_2584 :HARD3_2577 0050: gosub @HARD3_3615 :HARD3_2584 00D6: if 0038: $850 == 1 // $ == int 004D: jump_if_false @HARD3_2609 0002: jump @HARD3_10 :HARD3_2609 0002: jump @HARD3_2368 :HARD3_2616 0002: jump @HARD3_602 :HARD3_2623 0002: jump @HARD3_2713 :HARD3_2630 00D6: if 80F6: not player $PLAYER_CHAR 0 $546 $547 $548 radius 1.0 1.0 2.0 004D: jump_if_false @HARD3_2713 00D6: if 0038: $850 == 1 // $ == int 004D: jump_if_false @HARD3_2713 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD3_2713 0050: gosub @HARD3_5265 :HARD3_2713 0002: jump @HARD3_2745 :HARD3_2720 00D6: if 0038: $843 == 1 // $ == int 004D: jump_if_false @HARD3_2745 0050: gosub @HARD3_5297 :HARD3_2745 0002: jump @HARD3_2759 :HARD3_2752 0050: gosub @HARD3_5297 :HARD3_2759 0002: jump @HARD3_10 :HARD3_2766 00D6: if 8118: not actor $853 dead 004D: jump_if_false @HARD3_2854 00D6: if or 02DF: player $PLAYER_CHAR aggressive 031D: actor $853 hit_by_weapon 47 004D: jump_if_false @HARD3_2854 00D6: if 0038: $844 == 0 // $ == int 004D: jump_if_false @HARD3_2854 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD3_2847 01CA: actor $853 kill_player $PLAYER_CHAR :HARD3_2847 0004: $844 = 1 // $ = int :HARD3_2854 0051: return :HARD3_2856 00D6: if 8118: not actor $854 dead 004D: jump_if_false @HARD3_3613 00D6: if 0457: player $PLAYER_CHAR aiming_at_actor $854 004D: jump_if_false @HARD3_3454 00D6: if 0038: $845 == 0 // $ == int 004D: jump_if_false @HARD3_3013 022F: set_actor $854 stop_looking 00D6: if 8118: not actor $854 dead 004D: jump_if_false @HARD3_2992 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_2992 0006: TIMERA = 0 // @ = int 0004: $845 = 1 // $ = int 0002: jump @HARD3_3417 :HARD3_3013 00D6: if and 0019: TIMERA > 2000 // @ > int 001B: 6000 > TIMERA // int > @ 004D: jump_if_false @HARD3_3101 00D6: if 0038: $1540 == 0 // $ == int 004D: jump_if_false @HARD3_3101 02E1: $1536 = create_cash_pickup 50 at $896 $897 $898 018C: play_sound 13 at $896 $897 $898 0050: gosub @HARD3_5706 0004: $1540 = 1 // $ = int :HARD3_3101 00D6: if and 0019: TIMERA > 6000 // @ > int 001B: 10000 > TIMERA // int > @ 004D: jump_if_false @HARD3_3209 00D6: if 0038: $1541 == 0 // $ == int 004D: jump_if_false @HARD3_3209 0009: $897 += 0.1 // $ += float 0009: $896 += 0.1 // $ += float 02E1: $1537 = create_cash_pickup 100 at $896 $897 $898 018C: play_sound 13 at $896 $897 $898 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 0004: $1541 = 1 // $ = int :HARD3_3209 00D6: if and 0019: TIMERA > 10000 // @ > int 001B: 14000 > TIMERA // int > @ 004D: jump_if_false @HARD3_3308 00D6: if 0038: $1542 == 0 // $ == int 004D: jump_if_false @HARD3_3308 0009: $897 += 0.1 // $ += float 02E1: $1538 = create_cash_pickup 250 at $896 $897 $898 018C: play_sound 13 at $896 $897 $898 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 0004: $1542 = 1 // $ = int :HARD3_3308 00D6: if and 0019: TIMERA > 14000 // @ > int 001B: 20000 > TIMERA // int > @ 004D: jump_if_false @HARD3_3417 00D6: if 0038: $1543 == 0 // $ == int 004D: jump_if_false @HARD3_3417 0009: $897 += 0.1 // $ += float 0009: $896 += 0.1 // $ += float 02E1: $1539 = create_cash_pickup 600 at $896 $897 $898 018C: play_sound 13 at $896 $897 $898 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 0004: $1543 = 1 // $ = int :HARD3_3417 00D6: if or 02DF: player $PLAYER_CHAR aggressive 031D: actor $854 hit_by_weapon 47 004D: jump_if_false @HARD3_3447 0002: jump @HARD3_3454 :HARD3_3447 0002: jump @HARD3_3613 :HARD3_3454 00D6: if 0038: $845 == 0 // $ == int 004D: jump_if_false @HARD3_3509 00D6: if or 02DF: player $PLAYER_CHAR aggressive 031D: actor $854 hit_by_weapon 47 004D: jump_if_false @HARD3_3502 0004: $845 = 1 // $ = int :HARD3_3502 0002: jump @HARD3_3613 :HARD3_3509 00D6: if 8118: not actor $854 dead 004D: jump_if_false @HARD3_3613 0372: set_actor $854 anim 0 wait_state_time 0 ms 04EB: actor $854 crouch 1 9999999 ms 00D6: if 0038: $864 == 0 // $ == int 004D: jump_if_false @HARD3_3613 022F: set_actor $854 stop_looking 00A0: store_actor $854 position_to $896 $897 $898 018D: $865 = create_sound 0 at $896 $897 $898 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 0004: $864 = 1 // $ = int :HARD3_3613 0051: return :HARD3_3615 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD3_3658 0054: store_player $PLAYER_CHAR position_to $899 $900 $901 018C: play_sound 14 at $899 $900 $901 :HARD3_3658 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @HARD3_3686 0001: wait 0 ms 0002: jump @HARD3_3658 :HARD3_3686 0051: return :HARD3_3688 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD3_3731 0054: store_player $PLAYER_CHAR position_to $899 $900 $901 018C: play_sound 13 at $899 $900 $901 :HARD3_3731 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @HARD3_3759 0001: wait 0 ms 0002: jump @HARD3_3731 :HARD3_3759 0051: return :HARD3_3761 0512: show_permanent_text_box 'GUN_H1' 0494: get_joystick 0 data_to $880 $881 $882 $883 00D6: if or 00E1: player 0 pressed_button 10 001A: -100 > $880 // int > $ 004D: jump_if_false @HARD3_3818 000C: $851 -= 1 // $ -= int :HARD3_3818 00D6: if or 00E1: player 0 pressed_button 11 0018: $880 > 100 // $ > int 004D: jump_if_false @HARD3_3849 0008: $851 += 1 // $ += int :HARD3_3849 00D6: if 001A: 0 > $851 // int > $ 004D: jump_if_false @HARD3_3874 0004: $851 = 4 // $ = int :HARD3_3874 00D6: if 0018: $851 > 4 // $ > int 004D: jump_if_false @HARD3_3899 0004: $851 = 0 // $ = int :HARD3_3899 00D6: if 00E1: player 0 pressed_button 15 004D: jump_if_false @HARD3_4024 :HARD3_3916 00D6: if 00E1: player 0 pressed_button 15 004D: jump_if_false @HARD3_3944 0001: wait 0 ms 0002: jump @HARD3_3916 :HARD3_3944 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD3_4024 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player 03E6: remove_text_box 0055: put_player $PLAYER_CHAR at $531 $532 $533 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD3_4010 04D7: lock_actor $PLAYER_ACTOR in_current_position 0 01B4: set_player $PLAYER_CHAR can_move 1 :HARD3_4010 0004: $1180 = 0 // $ = int 0004: $849 = 1 // $ = int :HARD3_4024 0051: return :HARD3_4026 0512: show_permanent_text_box 'GUN_H1' 0494: get_joystick 0 data_to $880 $881 $882 $883 00D6: if or 00E1: player 0 pressed_button 10 001A: -100 > $880 // int > $ 004D: jump_if_false @HARD3_4083 000C: $851 -= 1 // $ -= int :HARD3_4083 00D6: if or 00E1: player 0 pressed_button 11 0018: $880 > 100 // $ > int 004D: jump_if_false @HARD3_4114 0008: $851 += 1 // $ += int :HARD3_4114 00D6: if 001A: 0 > $851 // int > $ 004D: jump_if_false @HARD3_4139 0004: $851 = 5 // $ = int :HARD3_4139 00D6: if 0018: $851 > 5 // $ > int 004D: jump_if_false @HARD3_4164 0004: $851 = 0 // $ = int :HARD3_4164 00D6: if 00E1: player 0 pressed_button 15 004D: jump_if_false @HARD3_4367 :HARD3_4181 00D6: if 80E1: not player 0 pressed_button 15 004D: jump_if_false @HARD3_4209 0001: wait 0 ms 0002: jump @HARD3_4181 :HARD3_4209 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD3_4367 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player 03E6: remove_text_box 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD3_4323 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH3' 004D: jump_if_false @HARD3_4285 0055: put_player $PLAYER_CHAR at $534 $535 $536 :HARD3_4285 00D6: if 0121: player $PLAYER_CHAR in_zone 'DTOWN' 004D: jump_if_false @HARD3_4323 0055: put_player $PLAYER_CHAR at $537 $538 $539 :HARD3_4323 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD3_4353 04D7: lock_actor $PLAYER_ACTOR in_current_position 0 01B4: set_player $PLAYER_CHAR can_move 1 :HARD3_4353 0004: $1180 = 0 // $ = int 0004: $849 = 1 // $ = int :HARD3_4367 0051: return :HARD3_4369 0512: show_permanent_text_box 'GUN_H1' 0494: get_joystick 0 data_to $880 $881 $882 $883 00D6: if or 00E1: player 0 pressed_button 10 001A: -100 > $880 // int > $ 004D: jump_if_false @HARD3_4426 000C: $851 -= 1 // $ -= int :HARD3_4426 00D6: if or 00E1: player 0 pressed_button 11 0018: $880 > 100 // $ > int 004D: jump_if_false @HARD3_4457 0008: $851 += 1 // $ += int :HARD3_4457 00D6: if 001A: 0 > $851 // int > $ 004D: jump_if_false @HARD3_4482 0004: $851 = 4 // $ = int :HARD3_4482 00D6: if 0018: $851 > 4 // $ > int 004D: jump_if_false @HARD3_4507 0004: $851 = 0 // $ = int :HARD3_4507 00D6: if 00E1: player 0 pressed_button 15 004D: jump_if_false @HARD3_4748 :HARD3_4524 00D6: if 00E1: player 0 pressed_button 15 004D: jump_if_false @HARD3_4552 0001: wait 0 ms 0002: jump @HARD3_4524 :HARD3_4552 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD3_4748 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player 03E6: remove_text_box 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD3_4704 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH2' 004D: jump_if_false @HARD3_4628 0055: put_player $PLAYER_CHAR at $540 $541 $542 :HARD3_4628 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH3' 004D: jump_if_false @HARD3_4666 0055: put_player $PLAYER_CHAR at $543 $544 $545 :HARD3_4666 00D6: if 0121: player $PLAYER_CHAR in_zone 'HAVANA' 004D: jump_if_false @HARD3_4704 0055: put_player $PLAYER_CHAR at $546 $547 $548 :HARD3_4704 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD3_4734 04D7: lock_actor $PLAYER_ACTOR in_current_position 0 01B4: set_player $PLAYER_CHAR can_move 1 :HARD3_4734 0004: $1180 = 0 // $ = int 0004: $850 = 1 // $ = int :HARD3_4748 0051: return :HARD3_4750 00D6: if 0038: $846 == 0 // $ == int 004D: jump_if_false @HARD3_4775 0004: $846 = 1 // $ = int :HARD3_4775 0051: return :HARD3_4777 00D6: if 0038: $846 == 0 // $ == int 004D: jump_if_false @HARD3_4802 0004: $846 = 1 // $ = int :HARD3_4802 0051: return :HARD3_4804 0001: wait 1500 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD3_5022 00D6: if 8118: not actor $853 dead 004D: jump_if_false @HARD3_5022 0243: set_actor $853 ped_stats_to 16 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH1' 004D: jump_if_false @HARD3_4898 00D6: if 0248: model #INGRAMSL available 004D: jump_if_false @HARD3_4898 01B2: give_actor $853 weapon 24 ammo 9999 // Load the weapon model before using this :HARD3_4898 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH3' 004D: jump_if_false @HARD3_4948 00D6: if 0248: model #UZI available 004D: jump_if_false @HARD3_4948 01B2: give_actor $853 weapon 23 ammo 9999 // Load the weapon model before using this :HARD3_4948 00D6: if 0121: player $PLAYER_CHAR in_zone 'DTOWN' 004D: jump_if_false @HARD3_4998 00D6: if 0248: model #PYTHON available 004D: jump_if_false @HARD3_4998 01B2: give_actor $853 weapon 18 ammo 9999 // Load the weapon model before using this :HARD3_4998 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD3_5022 022D: set_actor $853 to_look_at_player $PLAYER_CHAR :HARD3_5022 0051: return :HARD3_5024 0004: $849 = 0 // $ = int 0004: $851 = 0 // $ = int 0004: $846 = 0 // $ = int 0004: $862 = 0 // $ = int 03E6: remove_text_box 0051: return :HARD3_5056 00D6: if and 0118: actor $853 dead 0018: $857 > 30000 // $ > int 004D: jump_if_false @HARD3_5085 01BD: $860 = current_time_in_ms :HARD3_5085 009B: destroy_actor_instantly $853 0296: unload_special_actor 21 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD3_5117 04D7: lock_actor $PLAYER_ACTOR in_current_position 0 :HARD3_5117 0108: destroy_object $889 0108: destroy_object $890 0108: destroy_object $891 0108: destroy_object $892 0108: destroy_object $893 0108: destroy_object $894 0108: destroy_object $895 0004: $844 = 0 // $ = int 0004: $842 = 0 // $ = int 0004: $866 = 0 // $ = int 018E: stop_sound $865 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @HARD3_5202 0004: $860 = -30000 // $ = int :HARD3_5202 0051: return :HARD3_5204 00D6: if 8118: not actor $854 dead 004D: jump_if_false @HARD3_5263 0243: set_actor $854 ped_stats_to 16 01ED: clear_actor $854 threat_search 0350: set_actor $854 maintain_position_when_attacked 1 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD3_5263 022D: set_actor $854 to_look_at_player $PLAYER_CHAR :HARD3_5263 0051: return :HARD3_5265 0004: $850 = 0 // $ = int 0004: $851 = 0 // $ = int 0004: $846 = 0 // $ = int 0004: $862 = 0 // $ = int 03E6: remove_text_box 0051: return :HARD3_5297 00D6: if or 0118: actor $854 dead 0038: $845 == 1 // $ == int 004D: jump_if_false @HARD3_5346 00D6: if 0018: $858 > 60000 // $ > int 004D: jump_if_false @HARD3_5346 01BD: $861 = current_time_in_ms :HARD3_5346 009B: destroy_actor_instantly $854 0108: destroy_object $875 0108: destroy_object $876 0108: destroy_object $877 0108: destroy_object $878 0108: destroy_object $879 0296: unload_special_actor 16 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HARD3_5403 04D7: lock_actor $PLAYER_ACTOR in_current_position 0 :HARD3_5403 0004: $1540 = 0 // $ = int 0004: $1541 = 0 // $ = int 0004: $1542 = 0 // $ = int 0004: $1543 = 0 // $ = int 0004: $845 = 0 // $ = int 0004: $843 = 0 // $ = int 0004: $866 = 0 // $ = int 0004: $864 = 0 // $ = int 018E: stop_sound $865 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @HARD3_5490 0004: $861 = -60000 // $ = int :HARD3_5490 0051: return :HARD3_5492 023C: load_special_actor 21 'SAM' :HARD3_5504 00D6: if 823D: not special_actor 21 loaded 004D: jump_if_false @HARD3_5542 0001: wait 0 ms 023C: load_special_actor 21 'SAM' 0002: jump @HARD3_5504 :HARD3_5542 01BD: $859 = current_time_in_ms 009B: destroy_actor_instantly $853 0051: return :HARD3_5554 023C: load_special_actor 16 'S_KEEP' :HARD3_5566 00D6: if 823D: not special_actor 16 loaded 004D: jump_if_false @HARD3_5604 0001: wait 0 ms 023C: load_special_actor 16 'S_KEEP' 0002: jump @HARD3_5566 :HARD3_5604 01BD: $859 = current_time_in_ms 009B: destroy_actor_instantly $854 0051: return :HARD3_5616 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 2 weapon $869 ammo $852 model $870 01B8: set_player $PLAYER_CHAR armed_weapon_to $869 00D6: if 84A3: not $869 == 0 // == constant 004D: jump_if_false @HARD3_5676 01E5: text_1number_highpriority 'HELP54' $885 time 1000 1 :HARD3_5676 0051: return :HARD3_5678 00D6: if 0018: $852 > 0 // $ > int 004D: jump_if_false @HARD3_5704 01B8: set_player $PLAYER_CHAR armed_weapon_to $869 :HARD3_5704 0051: return :HARD3_5706 00D6: if and 00F5: player $PLAYER_CHAR 0 $540 $541 $542 radius 35.0 35.0 30.0 0038: $886 == 0 // $ == int 004D: jump_if_false @HARD3_5773 0531: increment_stores_knocked_off_by 1 0008: $1531 += 1 // $ += int 0004: $886 = 1 // $ = int :HARD3_5773 00D6: if and 0057: player $PLAYER_CHAR 0 357.7 1016.6 30.1 410.4 1110.4 16.0 0038: $887 == 0 // $ == int 004D: jump_if_false @HARD3_5846 0531: increment_stores_knocked_off_by 1 0008: $1531 += 1 // $ += int 0004: $887 = 1 // $ = int :HARD3_5846 00D6: if and 00F5: player $PLAYER_CHAR 0 $546 $547 $548 radius 35.0 35.0 20.0 0038: $888 == 0 // $ == int 004D: jump_if_false @HARD3_5913 0531: increment_stores_knocked_off_by 1 0008: $1531 += 1 // $ += int 0004: $888 = 1 // $ = int :HARD3_5913 0051: return :SECURE 0004: $912 = 0 // $ = int 0004: $915 = 0 // $ = int 0004: $916 = 0 // $ = int 0004: $911 = 0 // $ = int 0004: $959 = 0 // $ = int 0004: $913 = 0 // $ = int 0004: $914 = 0 // $ = int 0004: $960 = 0 // $ = int 0004: $961 = 0 // $ = int 0004: $931 = 0 // $ = int 0004: $917 = 0 // $ = int 0005: $981 = 0.0 // $ = float 0005: $979 = -1436.0 // $ = float 0005: $980 = -805.0 // $ = float 0004: $983 = 0 // $ = int 03A4: name_thread 'SECURE' 0111: set_wasted_busted_check_to 0 004F: create_thread @SECURI 004E: end_thread :SECURI 03A4: name_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 0002: 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 009A: $909 = create_actor_pedtype 4 model #GDA at $953 $954 $955 009A: $910 = create_actor_pedtype 4 model #GDA at $953 $954 $955 :SECURI_347 0001: wait 0 ms 0008: $983 += 1 // $ += int 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SECURI_1703 01FA: $962 = rampage_status 00D6: if 8038: not $962 == 1 // $ == int 004D: jump_if_false @SECURI_1696 00D6: if 0038: $983 == 1 // $ == int 004D: jump_if_false @SECURI_1696 00D6: if 0121: player $PLAYER_CHAR in_zone 'GOLFC' 004D: jump_if_false @SECURI_1576 0004: $915 = 1 // $ = int 0005: $950 = 95.0 // $ = float 0005: $951 = 267.7 // $ = float 0005: $952 = 21.0 // $ = float 0086: $969 = $950 // $ = $ float 0086: $970 = $951 // $ = $ float 0086: $971 = $952 // $ = $ float 0086: $972 = $950 // $ = $ float 0086: $973 = $951 // $ = $ float 0086: $974 = $952 // $ = $ float 0009: $974 += 1.0 // $ += float 0005: $963 = 99.0 // $ = float 0005: $964 = 257.0 // $ = float 0005: $965 = 24.4 // $ = float 0005: $966 = 90.3 // $ = float 0005: $967 = 277.6 // $ = float 0005: $968 = 24.5 // $ = float 0005: $953 = 91.1 // $ = float 0005: $954 = 270.0 // $ = float 0005: $955 = 21.8 // $ = float 0005: $956 = 95.8 // $ = float 0005: $957 = 271.5 // $ = float 0005: $958 = 21.8 // $ = float 00D6: if 00F5: player $PLAYER_CHAR 0 $950 $951 $952 radius 8.0 8.0 3.0 004D: jump_if_false @SECURI_954 0054: store_player $PLAYER_CHAR position_to $976 $977 $978 00D6: if 0024: $951 > $977 // $ > $ float 004D: jump_if_false @SECURI_797 00D6: if 0038: $959 == 0 // $ == int 004D: jump_if_false @SECURI_797 015F: set_camera_position $963 $964 $965 rotation 0.0 0.0 0.0 0160: point_camera $969 $970 $971 switchstyle 2 04C7: toggle_camera_green_scanlines 1 0004: $959 = 1 // $ = int :SECURI_797 00D6: if 0024: $977 > $951 // $ > $ float 004D: jump_if_false @SECURI_884 00D6: if 0038: $959 == 0 // $ == int 004D: jump_if_false @SECURI_884 015F: set_camera_position $966 $967 $968 rotation 0.0 0.0 0.0 0160: point_camera $969 $970 $971 switchstyle 2 04C7: toggle_camera_green_scanlines 1 0004: $959 = 2 // $ = int :SECURI_884 00D6: if 00F5: player $PLAYER_CHAR 0 $950 $951 $952 radius 1.0 1.0 1.5 004D: jump_if_false @SECURI_947 0050: gosub @SECURI_2758 0050: gosub @SECURI_2999 0050: gosub @SECURI_4164 :SECURI_947 0002: jump @SECURI_1127 :SECURI_954 00D6: if 8038: not $959 == 0 // $ == int 004D: jump_if_false @SECURI_1127 0170: $975 = player $PLAYER_CHAR z_angle 00D6: if 0038: $959 == 1 // $ == int 004D: jump_if_false @SECURI_1050 00D6: if and 0020: $975 > 155.0 // $ > float 0022: 245.0 > $975 // float > $ 004D: jump_if_false @SECURI_1044 02EB: restore_camera_with_jumpcut 04C7: toggle_camera_green_scanlines 0 03C8: set_camera_directly_before_player 0002: jump @SECURI_1050 :SECURI_1044 02EB: restore_camera_with_jumpcut 04C7: toggle_camera_green_scanlines 0 :SECURI_1050 00D6: if 0038: $959 == 2 // $ == int 004D: jump_if_false @SECURI_1120 00D6: if or 0020: $975 > 290.0 // $ > float 0022: 110.0 > $975 // float > $ 004D: jump_if_false @SECURI_1114 02EB: restore_camera_with_jumpcut 04C7: toggle_camera_green_scanlines 0 03C8: set_camera_directly_before_player 0002: jump @SECURI_1120 :SECURI_1114 02EB: restore_camera_with_jumpcut 04C7: toggle_camera_green_scanlines 0 :SECURI_1120 0004: $959 = 0 // $ = int :SECURI_1127 00D6: if 0038: $911 == 1 // $ == int 004D: jump_if_false @SECURI_1311 00D6: if 8118: not actor $909 dead 004D: jump_if_false @SECURI_1200 00D6: if 8184: not actor $909 health >= 90 004D: jump_if_false @SECURI_1193 0050: gosub @SECURI_4205 0050: gosub @SECURI_4286 :SECURI_1193 0002: jump @SECURI_1212 :SECURI_1200 01C2: mark_actor_as_no_longer_needed $909 0050: gosub @SECURI_4286 :SECURI_1212 00D6: if 8118: not actor $910 dead 004D: jump_if_false @SECURI_1267 00D6: if 8184: not actor $910 health >= 90 004D: jump_if_false @SECURI_1260 0050: gosub @SECURI_4205 0050: gosub @SECURI_4286 :SECURI_1260 0002: jump @SECURI_1279 :SECURI_1267 01C2: mark_actor_as_no_longer_needed $910 0050: gosub @SECURI_4205 :SECURI_1279 00D6: if 0038: $961 == 1 // $ == int 004D: jump_if_false @SECURI_1311 0050: gosub @SECURI_4205 0050: gosub @SECURI_4286 :SECURI_1311 00D6: if 0038: $911 == 0 // $ == int 004D: jump_if_false @SECURI_1569 0005: $98 = 0.0 // $ = float 0004: $960 = 0 // $ = int 02CE: $98 = ground_z $953 $954 50.0 00D6: if 8042: not $98 == 0.0 // $ == float 004D: jump_if_false @SECURI_1569 00D6: if 0248: model #GDA available 004D: jump_if_false @SECURI_1405 0004: $960 = 1 // $ = int :SECURI_1405 00D6: if 0038: $960 == 0 // $ == int 004D: jump_if_false @SECURI_1453 0247: request_model #GDA :SECURI_1427 00D6: if 8248: not model #GDA available 004D: jump_if_false @SECURI_1453 0001: wait 0 ms 0002: jump @SECURI_1427 :SECURI_1453 009A: $909 = create_actor_pedtype 4 model #GDA at $953 $954 $955 0243: set_actor $909 ped_stats_to 16 0173: set_actor $909 z_angle_to 300.0 009F: set_actor $909 idle 009A: $910 = create_actor_pedtype 4 model #GDA at $956 $957 $958 0243: set_actor $910 ped_stats_to 16 0173: set_actor $910 z_angle_to 130.0 009F: set_actor $910 idle 00D6: if 0038: $960 == 0 // $ == int 004D: jump_if_false @SECURI_1555 0249: release_model #GDA :SECURI_1555 0004: $960 = 0 // $ = int 0004: $911 = 1 // $ = int :SECURI_1569 0002: jump @SECURI_1696 :SECURI_1576 00D6: if 0038: $915 == 1 // $ == int 004D: jump_if_false @SECURI_1689 00D6: if 0038: $911 == 1 // $ == int 004D: jump_if_false @SECURI_1675 00D6: if 8118: not actor $909 dead 004D: jump_if_false @SECURI_1633 01C2: mark_actor_as_no_longer_needed $909 :SECURI_1633 00D6: if 8118: not actor $910 dead 004D: jump_if_false @SECURI_1654 01C2: mark_actor_as_no_longer_needed $910 :SECURI_1654 0004: $911 = 0 // $ = int 0004: $913 = 0 // $ = int 0004: $914 = 0 // $ = int :SECURI_1675 0050: gosub @SECURI_4124 0004: $915 = 0 // $ = int :SECURI_1689 0004: $917 = 0 // $ = int :SECURI_1696 0002: jump @SECURI_1710 :SECURI_1703 0050: gosub @SECURI_4124 :SECURI_1710 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SECURI_2191 01FA: $962 = rampage_status 00D6: if 8038: not $962 == 1 // $ == int 004D: jump_if_false @SECURI_2184 00D6: if 0038: $983 == 2 // $ == int 004D: jump_if_false @SECURI_2184 00D6: if 0121: player $PLAYER_CHAR in_zone 'A_PORT' 004D: jump_if_false @SECURI_2115 0004: $915 = 2 // $ = int 0005: $950 = -1464.1 // $ = float 0005: $951 = -830.6 // $ = float 0005: $952 = 13.9 // $ = float 0086: $974 = $952 // $ = $ float 0009: $974 += 1.0 // $ += float 00D6: if 00F5: player $PLAYER_CHAR 0 $950 $951 $952 radius 1.0 1.0 1.5 004D: jump_if_false @SECURI_1941 00D6: if 0038: $916 == 2 // $ == int 004D: jump_if_false @SECURI_1913 0004: $917 = 0 // $ = int :SECURI_1913 0004: $916 = 1 // $ = int 0050: gosub @SECURI_2758 0050: gosub @SECURI_2999 0050: gosub @SECURI_4164 :SECURI_1941 0005: $950 = -1408.3 // $ = float 0005: $951 = -831.5 // $ = float 0005: $952 = 13.9 // $ = float 0086: $974 = $952 // $ = $ float 0009: $974 += 1.0 // $ += float 00D6: if 00F5: player $PLAYER_CHAR 0 $950 $951 $952 radius 1.0 1.0 1.5 004D: jump_if_false @SECURI_2084 00D6: if 0038: $916 == 1 // $ == int 004D: jump_if_false @SECURI_2056 0004: $917 = 0 // $ = int :SECURI_2056 0004: $916 = 2 // $ = int 0050: gosub @SECURI_2758 0050: gosub @SECURI_2999 0050: gosub @SECURI_4164 :SECURI_2084 00D6: if 0038: $961 == 1 // $ == int 004D: jump_if_false @SECURI_2108 03F1: pedtype 11 add_threat 1 :SECURI_2108 0002: jump @SECURI_2184 :SECURI_2115 00D6: if 0038: $915 == 2 // $ == int 004D: jump_if_false @SECURI_2177 0050: gosub @SECURI_4124 03F2: pedtype 11 remove_threat 1 0004: $961 = 0 // $ = int 0005: $981 = 0.0 // $ = float 0004: $916 = 0 // $ = int 0004: $915 = 0 // $ = int :SECURI_2177 0004: $917 = 0 // $ = int :SECURI_2184 0002: jump @SECURI_2198 :SECURI_2191 0050: gosub @SECURI_4124 :SECURI_2198 00D6: if and 0256: player $PLAYER_CHAR defined 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @SECURI_2342 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH2' 004D: jump_if_false @SECURI_2342 00D6: if 0038: $987 == 1 // $ == int 004D: jump_if_false @SECURI_2342 00D6: if 8500: not player $PLAYER_CHAR skin == 'PLAYER6' 004D: jump_if_false @SECURI_2342 00D6: if 80F5: not player $PLAYER_CHAR 0 392.0 -478.5 12.4 radius 5.0 5.0 5.0 004D: jump_if_false @SECURI_2342 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 :SECURI_2342 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SECURI_2726 00D6: if or 0583: player $PLAYER_CHAR in_zone 'GOLF1' 0583: player $PLAYER_CHAR in_zone 'GOLF2' 004D: jump_if_false @SECURI_2605 00D6: if 0038: $931 == 0 // $ == int 004D: jump_if_false @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 00D6: if 0038: $PASSED_COK2_PHNOM_PENH_86 == 0 // $ == int 004D: jump_if_false @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 0004: $931 = 1 // $ = int :SECURI_2598 0002: jump @SECURI_2726 :SECURI_2605 00D6: if 0038: $931 == 1 // $ == int 004D: jump_if_false @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 0004: $931 = 0 // $ = int :SECURI_2726 00D6: if 0018: $983 > 1 // $ > int 004D: jump_if_false @SECURI_2751 0004: $983 = 0 // $ = int :SECURI_2751 0002: jump @SECURI_347 :SECURI_2758 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 1 weapon $928 ammo $932 model $919 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 2 weapon $929 ammo $933 model $920 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 3 weapon $930 ammo $934 model $921 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 4 weapon $930 ammo $935 model $922 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 5 weapon $930 ammo $936 model $923 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 6 weapon $930 ammo $937 model $924 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 7 weapon $930 ammo $938 model $925 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 8 weapon $930 ammo $939 model $926 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 9 weapon $930 ammo $940 model $927 03B8: clear_weapons_from_player $PLAYER_CHAR 00D6: if 0038: $915 == 1 // $ == int 004D: jump_if_false @SECURI_2983 00D6: if 0018: $919 > 0 // $ > int 004D: jump_if_false @SECURI_2954 01B1: give_player $PLAYER_CHAR weapon $928 ammo $932 // Load the weapon model before using this :SECURI_2954 00D6: if 0018: $920 > 0 // $ > int 004D: jump_if_false @SECURI_2983 01B1: give_player $PLAYER_CHAR weapon $929 ammo $933 // Load the weapon model before using this :SECURI_2983 0004: $917 = 0 // $ = int 0004: $918 = 0 // $ = int 0051: return :SECURI_2999 00D6: if 0038: $915 == 2 // $ == int 004D: jump_if_false @SECURI_3121 00D6: if 0018: $919 > 0 // $ > int 004D: jump_if_false @SECURI_3069 0215: destroy_pickup $941 0050: gosub @SECURI_3487 032B: $941 = create_weapon_pickup $919 3 ammo $932 at $972 $973 $974 :SECURI_3069 00D6: if 0018: $920 > 0 // $ > int 004D: jump_if_false @SECURI_3121 0215: destroy_pickup $942 0050: gosub @SECURI_3487 032B: $942 = create_weapon_pickup $920 3 ammo $933 at $972 $973 $974 :SECURI_3121 00D6: if 0018: $921 > 0 // $ > int 004D: jump_if_false @SECURI_3173 0215: destroy_pickup $943 0050: gosub @SECURI_3487 032B: $943 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974 :SECURI_3173 00D6: if 0018: $922 > 0 // $ > int 004D: jump_if_false @SECURI_3225 0215: destroy_pickup $944 0050: gosub @SECURI_3487 032B: $944 = create_weapon_pickup $922 3 ammo $935 at $972 $973 $974 :SECURI_3225 00D6: if 0018: $923 > 0 // $ > int 004D: jump_if_false @SECURI_3277 0215: destroy_pickup $945 0050: gosub @SECURI_3487 032B: $945 = create_weapon_pickup $923 3 ammo $936 at $972 $973 $974 :SECURI_3277 00D6: if 0018: $924 > 0 // $ > int 004D: jump_if_false @SECURI_3329 0215: destroy_pickup $946 0050: gosub @SECURI_3487 032B: $946 = create_weapon_pickup $924 3 ammo $937 at $972 $973 $974 :SECURI_3329 00D6: if 0018: $925 > 0 // $ > int 004D: jump_if_false @SECURI_3381 0215: destroy_pickup $947 0050: gosub @SECURI_3487 032B: $947 = create_weapon_pickup $925 3 ammo $938 at $972 $973 $974 :SECURI_3381 00D6: if 0018: $926 > 0 // $ > int 004D: jump_if_false @SECURI_3433 0215: destroy_pickup $948 0050: gosub @SECURI_3487 032B: $948 = create_weapon_pickup $926 3 ammo $939 at $972 $973 $974 :SECURI_3433 00D6: if 0018: $927 > 0 // $ > int 004D: jump_if_false @SECURI_3485 0215: destroy_pickup $949 0050: gosub @SECURI_3487 032B: $949 = create_weapon_pickup $927 3 ammo $940 at $972 $973 $974 :SECURI_3485 0051: return :SECURI_3487 0001: wait 0 ms 0008: $917 += 1 // $ += int 00D6: if 0038: $915 == 1 // $ == int 004D: jump_if_false @SECURI_3827 00D6: if 0018: $917 > 1 // $ > int 004D: jump_if_false @SECURI_3791 00D6: if 0038: $918 == 4 // $ == int 004D: jump_if_false @SECURI_3579 0009: $972 += 3.7 // $ += float 0009: $973 += 1.5 // $ += float 0008: $918 += 1 // $ += int :SECURI_3579 00D6: if 0038: $918 == 3 // $ == int 004D: jump_if_false @SECURI_3624 000D: $973 -= 1.85 // $ -= float 0009: $972 += 0.75 // $ += float 0008: $918 += 1 // $ += int :SECURI_3624 00D6: if 0038: $918 == 2 // $ == int 004D: jump_if_false @SECURI_3669 000D: $972 -= 3.7 // $ -= float 000D: $973 -= 1.5 // $ -= float 0008: $918 += 1 // $ += int :SECURI_3669 00D6: if 0038: $918 == 1 // $ == int 004D: jump_if_false @SECURI_3714 000D: $973 -= 1.85 // $ -= float 0009: $972 += 0.75 // $ += float 0008: $918 += 1 // $ += int :SECURI_3714 00D6: if 0038: $918 == 0 // $ == int 004D: jump_if_false @SECURI_3759 0009: $972 += 3.7 // $ += float 0009: $973 += 1.5 // $ += float 0008: $918 += 1 // $ += int :SECURI_3759 00D6: if 0018: $918 > 4 // $ > int 004D: jump_if_false @SECURI_3784 0004: $918 = 0 // $ = int :SECURI_3784 0002: jump @SECURI_3827 :SECURI_3791 0086: $972 = $950 // $ = $ float 000D: $972 -= 1.4 // $ -= float 0086: $973 = $951 // $ = $ float 000D: $973 -= 2.6 // $ -= float :SECURI_3827 00D6: if 0038: $915 == 2 // $ == int 004D: jump_if_false @SECURI_4039 00D6: if 0038: $916 == 1 // $ == int 004D: jump_if_false @SECURI_3880 0005: $982 = -5.0 // $ = float 0002: jump @SECURI_3890 :SECURI_3880 0005: $982 = 5.0 // $ = float :SECURI_3890 00D6: if 0018: $917 > 1 // $ > int 004D: jump_if_false @SECURI_3969 00D6: if 001A: 10 > $918 // int > $ 004D: jump_if_false @SECURI_3955 0059: $981 += $982 // $ += $ float 0050: gosub @SECURI_4070 0008: $918 += 1 // $ += int 0002: jump @SECURI_3962 :SECURI_3955 0004: $918 = 0 // $ = int :SECURI_3962 0002: jump @SECURI_4039 :SECURI_3969 00D6: if 0038: $916 == 1 // $ == int 004D: jump_if_false @SECURI_4004 0005: $981 = 220.0 // $ = float 0050: gosub @SECURI_4070 :SECURI_4004 00D6: if 0038: $916 == 2 // $ == int 004D: jump_if_false @SECURI_4039 0005: $981 = 140.0 // $ = float 0050: gosub @SECURI_4070 :SECURI_4039 00D6: if 048C: pickup_at $972 $973 $974 available_or_will_respawn 004D: jump_if_false @SECURI_4068 0002: jump @SECURI_3487 :SECURI_4068 0051: return :SECURI_4070 02F6: $972 = sine $981 // float 0011: $972 *= 34.5 // $ *= float 0059: $972 += $979 // $ += $ float 02F7: $973 = cosine $981 // float 0011: $973 *= 34.5 // $ *= float 0059: $973 += $980 // $ += $ float 0051: return :SECURI_4124 00D6: if 0018: $959 > 0 // $ > int 004D: jump_if_false @SECURI_4144 02EB: restore_camera_with_jumpcut :SECURI_4144 04C7: toggle_camera_green_scanlines 0 0004: $961 = 0 // $ = int 0004: $912 = 0 // $ = int 0051: return :SECURI_4164 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SECURI_4203 00D6: if 047E: player $PLAYER_CHAR on_any_bike 004D: jump_if_false @SECURI_4203 0004: $961 = 1 // $ = int :SECURI_4203 0051: return :SECURI_4205 00D6: if 8118: not actor $909 dead 004D: jump_if_false @SECURI_4284 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SECURI_4284 01CC: actor $909 kill_player $PLAYER_CHAR 00D6: if and 0038: $913 == 0 // $ == int 0248: model #NITESTICK available 004D: jump_if_false @SECURI_4284 01B2: give_actor $909 weapon 4 ammo 0 // Load the weapon model before using this 0004: $913 = 1 // $ = int :SECURI_4284 0051: return :SECURI_4286 00D6: if 8118: not actor $910 dead 004D: jump_if_false @SECURI_4360 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SECURI_4360 01CC: actor $910 kill_player $PLAYER_CHAR 00D6: if 0038: $914 == 0 // $ == int 004D: jump_if_false @SECURI_4360 01B2: give_actor $910 weapon 4 ammo 0 // Load the weapon model before using this 0004: $914 = 1 // $ = int :SECURI_4360 0051: return :INTERIO 0004: $984 = 0 // $ = int 0004: $995 = 0 // $ = int 0004: $997 = 0 // $ = int 0004: $1000 = 0 // $ = int 0004: $993 = 0 // $ = int 0004: $994 = 0 // $ = int 0004: $996 = 0 // $ = int 0004: $1002 = 0 // $ = int 0004: $1003 = 0 // $ = int 0004: $1088 = 0 // $ = int 0004: $988 = 0 // $ = int 0004: $987 = 0 // $ = int 0004: $989 = 0 // $ = int 0004: $991 = 0 // $ = int 0004: $986 = 0 // $ = int 0004: $985 = 0 // $ = int 0004: $990 = 0 // $ = int 0004: $1001 = 0 // $ = int 0004: $1006 = 0 // $ = int 0004: $1005 = 0 // $ = int 0004: $1009 = 0 // $ = int 0004: $1008 = 0 // $ = int 0004: $1011 = 0 // $ = int 0004: $1012 = 0 // $ = int 0004: $1014 = 0 // $ = int 0004: $1033 = 0 // $ = int 0004: $1028 = 0 // $ = int 0004: $1072 = 0 // $ = int 0004: $999 = 0 // $ = int 0004: $1034 = 0 // $ = int 0004: $1039 = 0 // $ = int 0004: $1040 = 0 // $ = int 0004: $1086 = 0 // $ = int 0004: $1087 = 0 // $ = int 0004: $1089 = 0 // $ = int 0005: $1101 = 9.0 // $ = float 0005: $1102 = 0.0 // $ = float 0005: $1103 = 0.0 // $ = float 0004: $1090 = 0 // $ = int 0004: $1092 = 0 // $ = int 0004: $1093 = 0 // $ = int 0004: $1094 = 0 // $ = int 0004: $1096 = 0 // $ = int 0004: $1095 = 0 // $ = int 0004: $1098 = 0 // $ = int 0004: $1084 = 0 // $ = int 03A4: name_thread 'INTERIO' 0111: set_wasted_busted_check_to 0 004F: create_thread @SHIT 004E: end_thread :SHIT 0004: $992 = 0 // $ = int 03A4: name_thread 'SHIT' 0002: jump @SHIT_112 029B: $1007 = init_object #STRIPCLBDROPEN at 97.203 -1469.731 10.578 029B: $1013 = init_object #OD_CLBDR_OPEN at 490.34 -77.017 11.598 029B: $1010 = init_object #COP_DR_CLOSED at 396.545 -472.883 12.6 029B: $1790 = init_object #STRPBCKDRCLSD at 68.988 -1444.242 10.727 :SHIT_112 0001: wait 0 ms 0008: $1095 += 1 // $ += int 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_1963 0004: $1094 = 0 // $ = int 00D6: if 0038: $1095 == 1 // $ == int 004D: jump_if_false @SHIT_1956 00D6: if or 0121: player $PLAYER_CHAR in_zone 'BEACH1' 0038: $1084 == 1 // $ == int 004D: jump_if_false @SHIT_1956 00D6: if 0038: $999 == 1 // $ == int 004D: jump_if_false @SHIT_1956 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @SHIT_302 00D6: if 0038: $1006 == 0 // $ == int 004D: jump_if_false @SHIT_295 0108: destroy_object $1007 029B: $1007 = init_object #STRIPCLBDROPEN at 97.203 -1469.731 10.578 01C7: remove_object_from_mission_cleanup_list $1007 0004: $1006 = 1 // $ = int 0004: $1005 = 0 // $ = int :SHIT_295 0002: jump @SHIT_366 :SHIT_302 00D6: if 0038: $1005 == 0 // $ == int 004D: jump_if_false @SHIT_366 0108: destroy_object $1007 029B: $1007 = init_object #STRIPCLBDRCLSD at 97.203 -1469.731 10.578 01C7: remove_object_from_mission_cleanup_list $1007 0004: $1005 = 1 // $ = int 0004: $1006 = 0 // $ = int :SHIT_366 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_1956 00D6: if and 0038: $1002 == 0 // $ == int 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @SHIT_959 00D6: if 0241: player $PLAYER_CHAR in_remote_mode 004D: jump_if_false @SHIT_504 0484: $1004 = player $PLAYER_CHAR rc_car 00D6: if 8119: not car $1004 wrecked 004D: jump_if_false @SHIT_497 00D6: if 01AF: car $1004 0 95.3 -1468.3 9.5 radius 1.5 1.5 3.0 004D: jump_if_false @SHIT_497 0409: blow_up_rc_buggy :SHIT_497 0002: jump @SHIT_959 :SHIT_504 00D6: if 00F5: player $PLAYER_CHAR 0 95.3 -1468.3 9.5 radius 1.5 1.5 3.0 004D: jump_if_false @SHIT_959 00D6: if and 00E0: player $PLAYER_CHAR in_any_car 847E: not player $PLAYER_CHAR on_any_bike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY 004D: jump_if_false @SHIT_588 0002: jump @SHIT_112 :SHIT_588 0004: $1002 = 1 // $ = int 00BA: text_styled 'STRIP' 3000 ms 2 0050: gosub @SHIT_15897 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_690 00D6: if or 047E: player $PLAYER_CHAR on_any_bike 00DE: player $PLAYER_CHAR driving_vehicle_type #CADDY 004D: jump_if_false @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 00A6: destroy_car $1004 :SHIT_690 00D6: if 059A: australian_game 004D: jump_if_false @SHIT_852 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 1 weapon $1073 ammo $932 model $919 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 2 weapon $1074 ammo $933 model $920 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 3 weapon $1075 ammo $934 model $921 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 4 weapon $1076 ammo $935 model $922 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 5 weapon $1077 ammo $936 model $923 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 6 weapon $1078 ammo $937 model $924 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 7 weapon $1079 ammo $938 model $925 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 8 weapon $1080 ammo $939 model $926 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 9 weapon $1081 ammo $940 model $927 03B8: clear_weapons_from_player $PLAYER_CHAR :SHIT_852 00D6: if 0038: $992 == 0 // $ == int 004D: jump_if_false @SHIT_945 04BB: select_interiour 5 // select render area 03CB: load_scene 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_extra_colors 2 fade 0 01EB: set_traffic_density_multiplier_to 0.1 03AD: set_rubbish 0 0002: jump @SHIT_952 :SHIT_945 0002: jump @SHIT_112 :SHIT_952 0050: gosub @SHIT_16148 :SHIT_959 00D6: if 0038: $1002 == 1 // $ == int 004D: jump_if_false @SHIT_1956 00D6: if 00F5: player $PLAYER_CHAR 0 92.23 -1463.1 9.5 radius 1.5 1.5 3.0 004D: jump_if_false @SHIT_1956 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @SHIT_1048 0002: jump @SHIT_112 :SHIT_1048 00BA: text_styled 'BEACH1' 3000 ms 2 0050: gosub @SHIT_15897 00D6: if 0038: $992 == 0 // $ == int 004D: jump_if_false @SHIT_1942 0004: $1002 = 0 // $ = int 0050: gosub @SHIT_16342 0395: clear_area 0 at 97.7 -1472.2 10.5 range 1.0 03CB: load_scene 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 00D6: if 059A: australian_game 004D: jump_if_false @SHIT_1935 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 1 weapon $1082 ammo $1082 model $1083 00D6: if 84A3: not $1083 == 0 // == constant 004D: jump_if_false @SHIT_1271 0084: $1083 = $919 // $ = $ int 0050: gosub @SHIT_25463 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_1264 01B1: give_player $PLAYER_CHAR weapon $1073 ammo $932 // Load the weapon model before using this :SHIT_1264 0050: gosub @SHIT_25497 :SHIT_1271 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 2 weapon $1082 ammo $1082 model $1083 00D6: if 84A3: not $1083 == 0 // == constant 004D: jump_if_false @SHIT_1354 0084: $1083 = $920 // $ = $ int 0050: gosub @SHIT_25463 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_1347 01B1: give_player $PLAYER_CHAR weapon $1074 ammo $933 // Load the weapon model before using this :SHIT_1347 0050: gosub @SHIT_25497 :SHIT_1354 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 3 weapon $1082 ammo $1082 model $1083 00D6: if 84A3: not $1083 == 0 // == constant 004D: jump_if_false @SHIT_1437 0084: $1083 = $921 // $ = $ int 0050: gosub @SHIT_25463 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_1430 01B1: give_player $PLAYER_CHAR weapon $1075 ammo $934 // Load the weapon model before using this :SHIT_1430 0050: gosub @SHIT_25497 :SHIT_1437 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 4 weapon $1082 ammo $1082 model $1083 00D6: if 84A3: not $1083 == 0 // == constant 004D: jump_if_false @SHIT_1520 0084: $1083 = $922 // $ = $ int 0050: gosub @SHIT_25463 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_1513 01B1: give_player $PLAYER_CHAR weapon $1076 ammo $935 // Load the weapon model before using this :SHIT_1513 0050: gosub @SHIT_25497 :SHIT_1520 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 5 weapon $1082 ammo $1082 model $1083 00D6: if 84A3: not $1083 == 0 // == constant 004D: jump_if_false @SHIT_1603 0084: $1083 = $923 // $ = $ int 0050: gosub @SHIT_25463 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_1596 01B1: give_player $PLAYER_CHAR weapon $1077 ammo $936 // Load the weapon model before using this :SHIT_1596 0050: gosub @SHIT_25497 :SHIT_1603 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 6 weapon $1082 ammo $1082 model $1083 00D6: if 84A3: not $1083 == 0 // == constant 004D: jump_if_false @SHIT_1686 0084: $1083 = $924 // $ = $ int 0050: gosub @SHIT_25463 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_1679 01B1: give_player $PLAYER_CHAR weapon $1078 ammo $937 // Load the weapon model before using this :SHIT_1679 0050: gosub @SHIT_25497 :SHIT_1686 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 7 weapon $1082 ammo $1082 model $1083 00D6: if 84A3: not $1083 == 0 // == constant 004D: jump_if_false @SHIT_1769 0084: $1083 = $925 // $ = $ int 0050: gosub @SHIT_25463 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_1762 01B1: give_player $PLAYER_CHAR weapon $1079 ammo $938 // Load the weapon model before using this :SHIT_1762 0050: gosub @SHIT_25497 :SHIT_1769 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 8 weapon $1082 ammo $1082 model $1083 00D6: if 84A3: not $1083 == 0 // == constant 004D: jump_if_false @SHIT_1852 0084: $1083 = $926 // $ = $ int 0050: gosub @SHIT_25463 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_1845 01B1: give_player $PLAYER_CHAR weapon $1080 ammo $939 // Load the weapon model before using this :SHIT_1845 0050: gosub @SHIT_25497 :SHIT_1852 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 9 weapon $1082 ammo $1082 model $1083 00D6: if 84A3: not $1083 == 0 // == constant 004D: jump_if_false @SHIT_1935 0084: $1083 = $927 // $ = $ int 0050: gosub @SHIT_25463 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_1928 01B1: give_player $PLAYER_CHAR weapon $1081 ammo $940 // Load the weapon model before using this :SHIT_1928 0050: gosub @SHIT_25497 :SHIT_1935 0002: jump @SHIT_1949 :SHIT_1942 0002: jump @SHIT_112 :SHIT_1949 0050: gosub @SHIT_16148 :SHIT_1956 0002: jump @SHIT_1970 :SHIT_1963 0050: gosub @SHIT_16363 :SHIT_1970 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_2674 0004: $1094 = 0 // $ = int 00D6: if 0038: $1095 == 2 // $ == int 004D: jump_if_false @SHIT_2667 00D6: if or 0121: player $PLAYER_CHAR in_zone 'BEACH1' 0038: $1084 == 1 // $ == int 004D: jump_if_false @SHIT_2667 00D6: if 0038: $1088 == 0 // $ == int 004D: jump_if_false @SHIT_2427 00D6: if 0241: player $PLAYER_CHAR in_remote_mode 004D: jump_if_false @SHIT_2157 0484: $1004 = player $PLAYER_CHAR rc_car 00D6: if 8119: not car $1004 wrecked 004D: jump_if_false @SHIT_2150 00D6: if 01AF: car $1004 0 229.5 -1277.7 11.5 radius 1.5 1.5 3.0 004D: jump_if_false @SHIT_2150 0409: blow_up_rc_buggy :SHIT_2150 0002: jump @SHIT_2427 :SHIT_2157 00D6: if 0057: player $PLAYER_CHAR 0 222.0 -1274.0 11.0 229.0 -1280.7 14.0 004D: jump_if_false @SHIT_2427 00D6: if and 00E0: player $PLAYER_CHAR in_any_car 847E: not player $PLAYER_CHAR on_any_bike 004D: jump_if_false @SHIT_2233 0002: jump @SHIT_112 :SHIT_2233 00BA: text_styled 'HOTEL' 3000 ms 2 0050: gosub @SHIT_15897 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_2320 00D6: if 047E: player $PLAYER_CHAR on_any_bike 004D: jump_if_false @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 00A6: destroy_car $1004 :SHIT_2320 00D6: if 0038: $992 == 0 // $ == int 004D: jump_if_false @SHIT_2413 0004: $1088 = 1 // $ = int 04BB: select_interiour 1 // select render area 03AD: set_rubbish 0 03CB: load_scene 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_extra_colors 3 fade 0 0002: jump @SHIT_2420 :SHIT_2413 0002: jump @SHIT_112 :SHIT_2420 0050: gosub @SHIT_16148 :SHIT_2427 00D6: if 0038: $1088 == 1 // $ == int 004D: jump_if_false @SHIT_2667 00D6: if 0057: player $PLAYER_CHAR 0 235.0 -1274.0 11.0 227.5 -1280.7 16.0 004D: jump_if_false @SHIT_2667 00D6: if and 00E0: player $PLAYER_CHAR in_any_car 847E: not player $PLAYER_CHAR on_any_bike 004D: jump_if_false @SHIT_2521 0002: jump @SHIT_112 :SHIT_2521 00BA: text_styled 'BEACH1' 3000 ms 2 0050: gosub @SHIT_15897 00D6: if 0038: $992 == 0 // $ == int 004D: jump_if_false @SHIT_2653 0050: gosub @SHIT_16342 0004: $1088 = 0 // $ = int 0395: clear_area 0 at 233.5 -1278.45 11.0 range 1.0 03CB: load_scene 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 0002: jump @SHIT_2660 :SHIT_2653 0002: jump @SHIT_112 :SHIT_2660 0050: gosub @SHIT_16148 :SHIT_2667 0002: jump @SHIT_2681 :SHIT_2674 0050: gosub @SHIT_16363 :SHIT_2681 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_3382 0004: $1094 = 0 // $ = int 00D6: if 0038: $1095 == 1 // $ == int 004D: jump_if_false @SHIT_3375 00D6: if or 0121: player $PLAYER_CHAR in_zone 'BEACH1' 0038: $1084 == 1 // $ == int 004D: jump_if_false @SHIT_3375 00D6: if 0038: $990 == 0 // $ == int 004D: jump_if_false @SHIT_3133 00D6: if 0241: player $PLAYER_CHAR in_remote_mode 004D: jump_if_false @SHIT_2868 0484: $1004 = player $PLAYER_CHAR rc_car 00D6: if 8119: not car $1004 wrecked 004D: jump_if_false @SHIT_2861 00D6: if 01AF: car $1004 0 26.73 -1329.8 13.0 radius 1.5 1.5 3.0 004D: jump_if_false @SHIT_2861 0409: blow_up_rc_buggy :SHIT_2861 0002: jump @SHIT_3133 :SHIT_2868 00D6: if 00F5: player $PLAYER_CHAR 0 26.95 -1328.3 13.0 radius 1.0 1.0 2.0 004D: jump_if_false @SHIT_3133 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_2981 00D6: if 047E: player $PLAYER_CHAR on_any_bike 004D: jump_if_false @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 00A6: destroy_car $1004 :SHIT_2981 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @SHIT_3004 0002: jump @SHIT_112 :SHIT_3004 00BA: text_styled 'SCARF' 3000 ms 2 0050: gosub @SHIT_15897 00D6: if 0038: $992 == 0 // $ == int 004D: jump_if_false @SHIT_3119 0004: $990 = 1 // $ = int 04BB: select_interiour 11 // select render area 03AD: set_rubbish 0 03CB: load_scene 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_extra_colors 3 fade 0 0002: jump @SHIT_3126 :SHIT_3119 0002: jump @SHIT_112 :SHIT_3126 0050: gosub @SHIT_16148 :SHIT_3133 00D6: if 0038: $990 == 1 // $ == int 004D: jump_if_false @SHIT_3375 00D6: if 00F5: player $PLAYER_CHAR 0 26.73 -1329.8 13.0 radius 1.0 1.0 2.0 004D: jump_if_false @SHIT_3375 00D6: if and 00E0: player $PLAYER_CHAR in_any_car 847E: not player $PLAYER_CHAR on_any_bike 004D: jump_if_false @SHIT_3227 0002: jump @SHIT_112 :SHIT_3227 00BA: text_styled 'BEACH1' 3000 ms 2 0050: gosub @SHIT_15897 00D6: if 0038: $992 == 0 // $ == int 004D: jump_if_false @SHIT_3361 0050: gosub @SHIT_16342 0004: $990 = 0 // $ = int 0395: clear_area 0 at 27.33 -1331.1 11.8 range 1.0 03CB: load_scene 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 0002: jump @SHIT_3368 :SHIT_3361 0002: jump @SHIT_112 :SHIT_3368 0050: gosub @SHIT_16148 :SHIT_3375 0002: jump @SHIT_3389 :SHIT_3382 0050: gosub @SHIT_16363 :SHIT_3389 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_4676 0004: $1094 = 0 // $ = int 00D6: if or 0121: player $PLAYER_CHAR in_zone 'BEACH2' 0038: $1084 == 1 // $ == int 004D: jump_if_false @SHIT_4669 00D6: if 0038: $1095 == 1 // $ == int 004D: jump_if_false @SHIT_4669 00D6: if or 0038: $ONMISSION == 0 // $ == int 0038: $997 == 1 // $ == int 0038: $1000 == 1 // $ == int 004D: jump_if_false @SHIT_3564 00D6: if 0038: $1009 == 0 // $ == int 004D: jump_if_false @SHIT_3557 0108: destroy_object $1010 029B: $1010 = init_object #COP_DR_OPEN at 396.458 -473.047 12.6 01C7: remove_object_from_mission_cleanup_list $1010 0004: $1009 = 1 // $ = int 0004: $1008 = 0 // $ = int :SHIT_3557 0002: jump @SHIT_3628 :SHIT_3564 00D6: if 0038: $1008 == 0 // $ == int 004D: jump_if_false @SHIT_3628 0108: destroy_object $1010 029B: $1010 = init_object #COP_DR_CLOSED at 396.545 -472.883 12.6 01C7: remove_object_from_mission_cleanup_list $1010 0004: $1008 = 1 // $ = int 0004: $1009 = 0 // $ = int :SHIT_3628 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_4669 00D6: if or 0038: $ONMISSION == 0 // $ == int 0038: $997 == 1 // $ == int 0038: $1000 == 1 // $ == int 004D: jump_if_false @SHIT_4242 00D6: if 0038: $987 == 0 // $ == int 004D: jump_if_false @SHIT_4242 00D6: if 0241: player $PLAYER_CHAR in_remote_mode 004D: jump_if_false @SHIT_3791 0484: $1004 = player $PLAYER_CHAR rc_car 00D6: if 8119: not car $1004 wrecked 004D: jump_if_false @SHIT_3784 00D6: if 01AF: car $1004 0 397.0 -472.0 12.0 radius 1.5 1.5 3.0 004D: jump_if_false @SHIT_3784 0409: blow_up_rc_buggy :SHIT_3784 0002: jump @SHIT_4242 :SHIT_3791 00D6: if 02B3: player $PLAYER_CHAR in_cube 399.0 -474.5 11.0 394.3 -470.8 14.5 radius 2.5 sphere 0 004D: jump_if_false @SHIT_4242 00D6: if and 00E0: player $PLAYER_CHAR in_any_car 847E: not player $PLAYER_CHAR on_any_bike 004D: jump_if_false @SHIT_3872 0002: jump @SHIT_112 :SHIT_3872 00BA: text_styled 'POL_HQ' 3000 ms 2 0050: gosub @SHIT_15897 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_3959 00D6: if 047E: player $PLAYER_CHAR on_any_bike 004D: jump_if_false @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 00A6: destroy_car $1004 :SHIT_3959 00D6: if 0038: $992 == 0 // $ == int 004D: jump_if_false @SHIT_4228 04BB: select_interiour 12 // select render area 0004: $987 = 1 // $ = int 00D6: if 0038: $997 == 0 // $ == int 004D: jump_if_false @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 10.0 range 5.0 :SHIT_4164 03AD: set_rubbish 0 03CB: load_scene 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_extra_colors 5 fade 0 0002: jump @SHIT_4235 :SHIT_4228 0002: jump @SHIT_112 :SHIT_4235 0050: gosub @SHIT_16148 :SHIT_4242 00D6: if 0038: $987 == 1 // $ == int 004D: jump_if_false @SHIT_4669 00D6: if 02B3: player $PLAYER_CHAR in_cube 399.3 -472.9 11.0 394.8 -469.3 14.5 radius 1.5 sphere 0 004D: jump_if_false @SHIT_4669 00D6: if and 00E0: player $PLAYER_CHAR in_any_car 847E: not player $PLAYER_CHAR on_any_bike 004D: jump_if_false @SHIT_4341 0002: jump @SHIT_112 :SHIT_4341 00BA: text_styled 'BEACH2' 3000 ms 2 0050: gosub @SHIT_15897 00D6: if 0038: $992 == 0 // $ == int 004D: jump_if_false @SHIT_4655 0050: 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 10.7 range 1.0 0004: $987 = 0 // $ = int 00D6: if 0038: $997 == 0 // $ == int 004D: jump_if_false @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 03CB: load_scene 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 0002: jump @SHIT_4662 :SHIT_4655 0002: jump @SHIT_112 :SHIT_4662 0050: gosub @SHIT_16148 :SHIT_4669 0002: jump @SHIT_4683 :SHIT_4676 0050: gosub @SHIT_16363 :SHIT_4683 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_6291 0004: $1094 = 0 // $ = int 00D6: if 0038: $1095 == 1 // $ == int 004D: jump_if_false @SHIT_6284 00D6: if or 0121: player $PLAYER_CHAR in_zone 'BEACH3' 0038: $1084 == 1 // $ == int 004D: jump_if_false @SHIT_6277 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @SHIT_5373 00D6: if 0038: $986 == 0 // $ == int 004D: jump_if_false @SHIT_5295 0005: $98 = 0.0 // $ = float 02CE: $98 = ground_z 492.5 -76.17 10.5 00D6: if 0020: $98 > 0.0 // $ > float 004D: jump_if_false @SHIT_5126 00D6: if 0038: $1039 == 0 // $ == int 004D: jump_if_false @SHIT_5119 00D6: if 80C2: not sphere_onscreen 489.6 -79.8 10.5 2.0 004D: jump_if_false @SHIT_5119 00D6: if 80C2: not sphere_onscreen 492.5 -76.17 10.5 2.0 004D: jump_if_false @SHIT_5119 023C: load_special_actor 15 'BGB' :SHIT_4938 00D6: if 823D: not special_actor 15 loaded 004D: jump_if_false @SHIT_4976 0001: wait 0 ms 023C: load_special_actor 15 'BGB' 0002: jump @SHIT_4938 :SHIT_4976 009A: $1037 = create_actor_pedtype 4 model #SPECIAL15 at 489.6 -79.8 10.5 0173: set_actor $1037 z_angle_to 225.0 0243: set_actor $1037 ped_stats_to 30 0223: set_actor $1037 health_to 200 01ED: clear_actor $1037 threat_search 0291: set_actor $1037 heed_threats 1 0243: set_actor $1037 ped_stats_to 11 009A: $1038 = create_actor_pedtype 4 model #SPECIAL15 at 492.5 -76.17 10.5 0173: set_actor $1038 z_angle_to 225.0 0243: set_actor $1038 ped_stats_to 30 0223: set_actor $1038 health_to 200 01ED: clear_actor $1038 threat_search 0291: set_actor $1038 heed_threats 1 0243: set_actor $1038 ped_stats_to 11 0004: $1039 = 1 // $ = int :SHIT_5119 0002: jump @SHIT_5133 :SHIT_5126 0050: gosub @SHIT_25301 :SHIT_5133 00D6: if and 0038: $1039 == 1 // $ == int 0038: $1040 == 0 // $ == int 004D: jump_if_false @SHIT_5288 00D6: if 8118: not actor $1037 dead 004D: jump_if_false @SHIT_5223 00D6: if 8184: not actor $1037 health >= 199 004D: jump_if_false @SHIT_5223 00D6: if 8118: not actor $1038 dead 004D: jump_if_false @SHIT_5223 011A: set_actor $1038 search_threat 1 0004: $1040 = 1 // $ = int :SHIT_5223 00D6: if 8118: not actor $1038 dead 004D: jump_if_false @SHIT_5288 00D6: if 8184: not actor $1038 health >= 199 004D: jump_if_false @SHIT_5288 00D6: if 8118: not actor $1037 dead 004D: jump_if_false @SHIT_5288 011A: set_actor $1037 search_threat 1 0004: $1040 = 1 // $ = int :SHIT_5288 0002: jump @SHIT_5302 :SHIT_5295 0050: gosub @SHIT_25301 :SHIT_5302 00D6: if 0038: $1012 == 0 // $ == int 004D: jump_if_false @SHIT_5366 0108: destroy_object $1013 029B: $1013 = init_object #OD_CLBDR_OPEN at 490.34 -77.017 11.598 01C7: remove_object_from_mission_cleanup_list $1013 0004: $1012 = 1 // $ = int 0004: $1011 = 0 // $ = int :SHIT_5366 0002: jump @SHIT_5458 :SHIT_5373 00D6: if and 0038: $1011 == 0 // $ == int 0038: $993 == 0 // $ == int 0038: $994 == 0 // $ == int 004D: jump_if_false @SHIT_5451 0108: destroy_object $1013 029B: $1013 = init_object #OD_CLBDR_CLOSE at 490.34 -77.017 11.598 01C7: remove_object_from_mission_cleanup_list $1013 0004: $1011 = 1 // $ = int 0004: $1012 = 0 // $ = int :SHIT_5451 0050: gosub @SHIT_25301 :SHIT_5458 00D6: if 0038: $996 == 0 // $ == int 004D: jump_if_false @SHIT_6270 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_6270 00D6: if and 0038: $986 == 0 // $ == int 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @SHIT_5973 00D6: if 0241: player $PLAYER_CHAR in_remote_mode 004D: jump_if_false @SHIT_5614 0484: $1004 = player $PLAYER_CHAR rc_car 00D6: if 8119: not car $1004 wrecked 004D: jump_if_false @SHIT_5607 00D6: if 01AF: car $1004 0 491.0 -77.7 10.4 radius 1.5 1.5 3.0 004D: jump_if_false @SHIT_5607 0409: blow_up_rc_buggy :SHIT_5607 0002: jump @SHIT_5973 :SHIT_5614 00D6: if 00F5: player $PLAYER_CHAR 0 491.0 -77.7 10.4 radius 1.5 1.5 3.0 004D: jump_if_false @SHIT_5973 00D6: if and 00E0: player $PLAYER_CHAR in_any_car 847E: not player $PLAYER_CHAR on_any_bike 004D: jump_if_false @SHIT_5690 0002: jump @SHIT_112 :SHIT_5690 0004: $986 = 1 // $ = int 00BA: text_styled 'MALIBU' 3000 ms 2 0050: gosub @SHIT_15897 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_5792 00D6: if or 047E: player $PLAYER_CHAR on_any_bike 00DE: player $PLAYER_CHAR driving_vehicle_type #CADDY 004D: jump_if_false @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 00A6: destroy_car $1004 :SHIT_5792 00D6: if 0038: $992 == 0 // $ == int 004D: jump_if_false @SHIT_5934 04BB: select_interiour 17 // select render area 022A: remove_forbidden_for_peds_cube 468.0 -77.0 0.0 490.0 -54.0 30.0 03AD: set_rubbish 0 03CB: load_scene 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_extra_colors 1 fade 0 0395: clear_area 1 at 491.0 -77.7 10.4 range 1.0 0002: jump @SHIT_5941 :SHIT_5934 0002: jump @SHIT_112 :SHIT_5941 00D6: if and 0038: $994 == 0 // $ == int 0038: $993 == 0 // $ == int 004D: jump_if_false @SHIT_5973 0050: gosub @SHIT_16148 :SHIT_5973 00D6: if 0038: $986 == 1 // $ == int 004D: jump_if_false @SHIT_6270 00D6: if 00F5: player $PLAYER_CHAR 0 488.6 -75.4 10.4 radius 1.5 1.5 3.0 004D: jump_if_false @SHIT_6270 00D6: if and 00E0: player $PLAYER_CHAR in_any_car 847E: not player $PLAYER_CHAR on_any_bike 004D: jump_if_false @SHIT_6067 0002: jump @SHIT_112 :SHIT_6067 00D6: if and 0038: $994 == 0 // $ == int 0038: $993 == 0 // $ == int 004D: jump_if_false @SHIT_6114 0050: gosub @SHIT_15897 00BA: text_styled 'BEACH3' 3000 ms 2 :SHIT_6114 00D6: if 0038: $992 == 0 // $ == int 004D: jump_if_false @SHIT_6256 0004: $986 = 0 // $ = int 0050: 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 10.8 range 1.0 03CB: load_scene 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 0002: jump @SHIT_6263 :SHIT_6256 0002: jump @SHIT_112 :SHIT_6263 0050: gosub @SHIT_16148 :SHIT_6270 0002: jump @SHIT_6284 :SHIT_6277 0050: gosub @SHIT_25301 :SHIT_6284 0002: jump @SHIT_6298 :SHIT_6291 0050: gosub @SHIT_16363 :SHIT_6298 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_7022 0004: $1094 = 0 // $ = int 00D6: if or 0121: player $PLAYER_CHAR in_zone 'HAVANA' 0038: $1084 == 1 // $ == int 004D: jump_if_false @SHIT_7015 00D6: if 0038: $1095 == 2 // $ == int 004D: jump_if_false @SHIT_7015 00D6: if 0241: player $PLAYER_CHAR in_remote_mode 004D: jump_if_false @SHIT_6467 0484: $1004 = player $PLAYER_CHAR rc_car 00D6: if 8119: not car $1004 wrecked 004D: jump_if_false @SHIT_6460 00D6: if 01AF: car $1004 0 -1170.0 -609.0 11.0 radius 1.5 1.5 3.0 004D: jump_if_false @SHIT_6460 0409: blow_up_rc_buggy :SHIT_6460 0002: jump @SHIT_6773 :SHIT_6467 00D6: if 0038: $989 == 0 // $ == int 004D: jump_if_false @SHIT_6773 00D6: if 00F5: player $PLAYER_CHAR 0 -1170.0 -609.0 11.0 radius 1.5 1.5 3.0 004D: jump_if_false @SHIT_6773 00D6: if and 00E0: player $PLAYER_CHAR in_any_car 847E: not player $PLAYER_CHAR on_any_bike 004D: jump_if_false @SHIT_6561 0002: jump @SHIT_112 :SHIT_6561 00BA: text_styled 'UMBERTO' 3000 ms 2 0050: gosub @SHIT_15897 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_6648 00D6: if 047E: player $PLAYER_CHAR on_any_bike 004D: jump_if_false @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 00A6: destroy_car $1004 :SHIT_6648 00D6: if 0038: $992 == 0 // $ == int 004D: jump_if_false @SHIT_6759 0004: $989 = 1 // $ = int 04BB: select_interiour 7 // select render area 03CB: load_scene -1170.0 -611.0 11.0 0395: clear_area 0 at -1170.0 -611.0 11.0 range 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 0002: jump @SHIT_6766 :SHIT_6759 0002: jump @SHIT_112 :SHIT_6766 0050: gosub @SHIT_16148 :SHIT_6773 00D6: if 0038: $989 == 1 // $ == int 004D: jump_if_false @SHIT_7015 00D6: if 00F5: player $PLAYER_CHAR 0 -1170.0 -606.5 11.0 radius 1.5 1.5 3.0 004D: jump_if_false @SHIT_7015 00D6: if and 00E0: player $PLAYER_CHAR in_any_car 847E: not player $PLAYER_CHAR on_any_bike 004D: jump_if_false @SHIT_6867 0002: jump @SHIT_112 :SHIT_6867 00BA: text_styled 'HAVANA' 3000 ms 2 0050: gosub @SHIT_15897 00D6: if 0038: $992 == 0 // $ == int 004D: jump_if_false @SHIT_7001 0004: $989 = 0 // $ = int 0050: gosub @SHIT_16342 0395: clear_area 0 at -1170.0 -605.0 11.0 range 1.0 03CB: load_scene -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 0002: jump @SHIT_7008 :SHIT_7001 0002: jump @SHIT_112 :SHIT_7008 0050: gosub @SHIT_16148 :SHIT_7015 0002: jump @SHIT_7029 :SHIT_7022 0050: gosub @SHIT_16363 :SHIT_7029 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_7769 0004: $1094 = 0 // $ = int 00D6: if or 0121: player $PLAYER_CHAR in_zone 'BEACH3' 0038: $1084 == 1 // $ == int 004D: jump_if_false @SHIT_7762 00D6: if 0038: $1095 == 2 // $ == int 004D: jump_if_false @SHIT_7762 00D6: if 0038: $1003 == 0 // $ == int 004D: jump_if_false @SHIT_7475 00D6: if 0241: player $PLAYER_CHAR in_remote_mode 004D: jump_if_false @SHIT_7216 0484: $1004 = player $PLAYER_CHAR rc_car 00D6: if 8119: not car $1004 wrecked 004D: jump_if_false @SHIT_7209 00D6: if 01AF: car $1004 0 449.76 996.22 18.4 radius 1.5 1.5 3.0 004D: jump_if_false @SHIT_7209 0409: blow_up_rc_buggy :SHIT_7209 0002: jump @SHIT_7475 :SHIT_7216 00D6: if 00F5: player $PLAYER_CHAR 0 448.8 999.9 18.4 radius 3.5 3.5 3.0 004D: jump_if_false @SHIT_7475 00D6: if and 00E0: player $PLAYER_CHAR in_any_car 847E: not player $PLAYER_CHAR on_any_bike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY 004D: jump_if_false @SHIT_7300 0002: jump @SHIT_112 :SHIT_7300 00BA: text_styled 'MALL1' 3000 ms 2 0050: gosub @SHIT_15897 00D6: if 0038: $992 == 0 // $ == int 004D: jump_if_false @SHIT_7461 0004: $1003 = 1 // $ = int 04BB: select_interiour 4 // select render area 022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 03AD: set_rubbish 0 03CB: load_scene 448.3 1030.0 18.0 0055: put_player $PLAYER_CHAR at 448.3 1006.0 18.0 0005: $1104 = 0.0 // $ = float 0050: gosub @SHIT_25504 04F9: set_extra_colors 6 fade 0 01EB: set_traffic_density_multiplier_to 0.1 0002: jump @SHIT_7468 :SHIT_7461 0002: jump @SHIT_112 :SHIT_7468 0050: gosub @SHIT_16148 :SHIT_7475 00D6: if 0038: $1003 == 1 // $ == int 004D: jump_if_false @SHIT_7762 00D6: if 00F5: player $PLAYER_CHAR 0 448.8 999.9 18.4 radius 3.5 3.5 3.0 004D: jump_if_false @SHIT_7762 00D6: if and 00E0: player $PLAYER_CHAR in_any_car 847E: not player $PLAYER_CHAR on_any_bike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY 004D: jump_if_false @SHIT_7577 0002: jump @SHIT_112 :SHIT_7577 00BA: text_styled 'BEACH3' 3000 ms 2 0050: gosub @SHIT_15897 00D6: if 0038: $992 == 0 // $ == int 004D: jump_if_false @SHIT_7748 0004: $1003 = 0 // $ = int 0050: 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 17.0 range 1.0 03CB: load_scene 449.7 992.2 17.0 0055: put_player $PLAYER_CHAR at 449.7 992.2 17.0 0005: $1104 = 180.0 // $ = float 0050: gosub @SHIT_25504 0002: jump @SHIT_7755 :SHIT_7748 0002: jump @SHIT_112 :SHIT_7755 0050: gosub @SHIT_16148 :SHIT_7762 0002: jump @SHIT_7776 :SHIT_7769 0050: gosub @SHIT_16363 :SHIT_7776 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_8516 0004: $1094 = 0 // $ = int 00D6: if or 0121: player $PLAYER_CHAR in_zone 'BEACH3' 0038: $1084 == 1 // $ == int 004D: jump_if_false @SHIT_8509 00D6: if 0038: $1095 == 1 // $ == int 004D: jump_if_false @SHIT_8509 00D6: if 0038: $1003 == 0 // $ == int 004D: jump_if_false @SHIT_8222 00D6: if 0241: player $PLAYER_CHAR in_remote_mode 004D: jump_if_false @SHIT_7963 0484: $1004 = player $PLAYER_CHAR rc_car 00D6: if 8119: not car $1004 wrecked 004D: jump_if_false @SHIT_7956 00D6: if 01AF: car $1004 0 379.1 995.16 17.4 radius 1.5 1.5 3.0 004D: jump_if_false @SHIT_7956 0409: blow_up_rc_buggy :SHIT_7956 0002: jump @SHIT_8222 :SHIT_7963 00D6: if 00F5: player $PLAYER_CHAR 0 380.1 999.0 19.4 radius 3.5 3.5 3.0 004D: jump_if_false @SHIT_8222 00D6: if and 00E0: player $PLAYER_CHAR in_any_car 847E: not player $PLAYER_CHAR on_any_bike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY 004D: jump_if_false @SHIT_8047 0002: jump @SHIT_112 :SHIT_8047 00BA: text_styled 'MALL1' 3000 ms 2 0050: gosub @SHIT_15897 00D6: if 0038: $992 == 0 // $ == int 004D: jump_if_false @SHIT_8208 0004: $1003 = 1 // $ = int 04BB: select_interiour 4 // select render area 022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 03AD: set_rubbish 0 03CB: load_scene 380.0 1026.4 18.2 0055: put_player $PLAYER_CHAR at 380.0 1006.4 18.2 0005: $1104 = 0.0 // $ = float 0050: gosub @SHIT_25504 04F9: set_extra_colors 6 fade 0 01EB: set_traffic_density_multiplier_to 0.1 0002: jump @SHIT_8215 :SHIT_8208 0002: jump @SHIT_112 :SHIT_8215 0050: gosub @SHIT_16148 :SHIT_8222 00D6: if 0038: $1003 == 1 // $ == int 004D: jump_if_false @SHIT_8509 00D6: if 00F5: player $PLAYER_CHAR 0 380.1 999.0 19.4 radius 3.5 3.5 3.0 004D: jump_if_false @SHIT_8509 00D6: if and 00E0: player $PLAYER_CHAR in_any_car 847E: not player $PLAYER_CHAR on_any_bike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY 004D: jump_if_false @SHIT_8324 0002: jump @SHIT_112 :SHIT_8324 00BA: text_styled 'BEACH3' 3000 ms 2 0050: gosub @SHIT_15897 00D6: if 0038: $992 == 0 // $ == int 004D: jump_if_false @SHIT_8495 0004: $1003 = 0 // $ = int 0050: 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 17.2 range 1.0 03CB: load_scene 379.3 991.4 17.2 0055: put_player $PLAYER_CHAR at 379.3 991.4 17.0 0005: $1104 = 180.0 // $ = float 0050: gosub @SHIT_25504 0002: jump @SHIT_8502 :SHIT_8495 0002: jump @SHIT_112 :SHIT_8502 0050: gosub @SHIT_16148 :SHIT_8509 0002: jump @SHIT_8523 :SHIT_8516 0050: gosub @SHIT_16363 :SHIT_8523 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_9263 0004: $1094 = 0 // $ = int 00D6: if or 0121: player $PLAYER_CHAR in_zone 'BEACH3' 0038: $1084 == 1 // $ == int 004D: jump_if_false @SHIT_9256 00D6: if 0038: $1095 == 1 // $ == int 004D: jump_if_false @SHIT_9256 00D6: if 0038: $1003 == 0 // $ == int 004D: jump_if_false @SHIT_8969 00D6: if 0241: player $PLAYER_CHAR in_remote_mode 004D: jump_if_false @SHIT_8710 0484: $1004 = player $PLAYER_CHAR rc_car 00D6: if 8119: not car $1004 wrecked 004D: jump_if_false @SHIT_8703 00D6: if 01AF: car $1004 0 350.3 1124.0 17.4 radius 1.5 1.5 3.0 004D: jump_if_false @SHIT_8703 0409: blow_up_rc_buggy :SHIT_8703 0002: jump @SHIT_8969 :SHIT_8710 00D6: if 00F5: player $PLAYER_CHAR 0 353.3 1124.5 19.4 radius 3.2 3.2 3.0 004D: jump_if_false @SHIT_8969 00D6: if and 00E0: player $PLAYER_CHAR in_any_car 847E: not player $PLAYER_CHAR on_any_bike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY 004D: jump_if_false @SHIT_8794 0002: jump @SHIT_112 :SHIT_8794 00BA: text_styled 'MALL1' 3000 ms 2 0050: gosub @SHIT_15897 00D6: if 0038: $992 == 0 // $ == int 004D: jump_if_false @SHIT_8955 0004: $1003 = 1 // $ = int 04BB: select_interiour 4 // select render area 022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 03AD: set_rubbish 0 03CB: load_scene 390.0 1124.4 17.5 0055: put_player $PLAYER_CHAR at 363.0 1124.4 17.5 0005: $1104 = 270.0 // $ = float 0050: gosub @SHIT_25504 04F9: set_extra_colors 6 fade 0 01EB: set_traffic_density_multiplier_to 0.1 0002: jump @SHIT_8962 :SHIT_8955 0002: jump @SHIT_112 :SHIT_8962 0050: gosub @SHIT_16148 :SHIT_8969 00D6: if 0038: $1003 == 1 // $ == int 004D: jump_if_false @SHIT_9256 00D6: if 00F5: player $PLAYER_CHAR 0 353.3 1124.5 19.4 radius 3.2 3.2 3.0 004D: jump_if_false @SHIT_9256 00D6: if and 00E0: player $PLAYER_CHAR in_any_car 847E: not player $PLAYER_CHAR on_any_bike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY 004D: jump_if_false @SHIT_9071 0002: jump @SHIT_112 :SHIT_9071 00BA: text_styled 'BEACH3' 3000 ms 2 0050: gosub @SHIT_15897 00D6: if 0038: $992 == 0 // $ == int 004D: jump_if_false @SHIT_9242 0004: $1003 = 0 // $ = int 0050: 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 17.0 range 1.0 03CB: load_scene 344.5 1123.5 17.0 0055: put_player $PLAYER_CHAR at 344.5 1123.5 17.0 0005: $1104 = 90.0 // $ = float 0050: gosub @SHIT_25504 0002: jump @SHIT_9249 :SHIT_9242 0002: jump @SHIT_112 :SHIT_9249 0050: gosub @SHIT_16148 :SHIT_9256 0002: jump @SHIT_9270 :SHIT_9263 0050: gosub @SHIT_16363 :SHIT_9270 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_10010 0004: $1094 = 0 // $ = int 00D6: if or 0121: player $PLAYER_CHAR in_zone 'BEACH3' 0038: $1084 == 1 // $ == int 004D: jump_if_false @SHIT_10003 00D6: if 0038: $1095 == 2 // $ == int 004D: jump_if_false @SHIT_10003 00D6: if 0038: $1003 == 0 // $ == int 004D: jump_if_false @SHIT_9716 00D6: if 0241: player $PLAYER_CHAR in_remote_mode 004D: jump_if_false @SHIT_9457 0484: $1004 = player $PLAYER_CHAR rc_car 00D6: if 8119: not car $1004 wrecked 004D: jump_if_false @SHIT_9450 00D6: if 01AF: car $1004 0 364.0 1210.0 24.0 radius 1.5 1.5 3.0 004D: jump_if_false @SHIT_9450 0409: blow_up_rc_buggy :SHIT_9450 0002: jump @SHIT_9716 :SHIT_9457 00D6: if 00F5: player $PLAYER_CHAR 0 367.8 1210.3 26.0 radius 2.7 2.7 3.0 004D: jump_if_false @SHIT_9716 00D6: if and 00E0: player $PLAYER_CHAR in_any_car 847E: not player $PLAYER_CHAR on_any_bike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY 004D: jump_if_false @SHIT_9541 0002: jump @SHIT_112 :SHIT_9541 00BA: text_styled 'MALL1' 3000 ms 2 0050: gosub @SHIT_15897 00D6: if 0038: $992 == 0 // $ == int 004D: jump_if_false @SHIT_9702 0004: $1003 = 1 // $ = int 04BB: select_interiour 4 // select render area 022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 03AD: set_rubbish 0 03CB: load_scene 395.0 1212.0 24.4 0055: put_player $PLAYER_CHAR at 372.0 1210.0 24.4 0005: $1104 = 270.0 // $ = float 0050: gosub @SHIT_25504 04F9: set_extra_colors 6 fade 0 01EB: set_traffic_density_multiplier_to 0.1 0002: jump @SHIT_9709 :SHIT_9702 0002: jump @SHIT_112 :SHIT_9709 0050: gosub @SHIT_16148 :SHIT_9716 00D6: if 0038: $1003 == 1 // $ == int 004D: jump_if_false @SHIT_10003 00D6: if 00F5: player $PLAYER_CHAR 0 367.8 1210.3 26.0 radius 2.7 2.7 3.0 004D: jump_if_false @SHIT_10003 00D6: if and 00E0: player $PLAYER_CHAR in_any_car 847E: not player $PLAYER_CHAR on_any_bike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY 004D: jump_if_false @SHIT_9818 0002: jump @SHIT_112 :SHIT_9818 00BA: text_styled 'BEACH3' 3000 ms 2 0050: gosub @SHIT_15897 00D6: if 0038: $992 == 0 // $ == int 004D: jump_if_false @SHIT_9989 0004: $1003 = 0 // $ = int 0050: 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 24.0 range 1.0 03CB: load_scene 343.0 1210.0 24.0 0055: put_player $PLAYER_CHAR at 364.0 1210.0 24.0 0005: $1104 = 90.0 // $ = float 0050: gosub @SHIT_25504 0002: jump @SHIT_9996 :SHIT_9989 0002: jump @SHIT_112 :SHIT_9996 0050: gosub @SHIT_16148 :SHIT_10003 0002: jump @SHIT_10017 :SHIT_10010 0050: gosub @SHIT_16363 :SHIT_10017 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_10757 0004: $1094 = 0 // $ = int 00D6: if or 0121: player $PLAYER_CHAR in_zone 'BEACH3' 0038: $1084 == 1 // $ == int 004D: jump_if_false @SHIT_10750 00D6: if 0038: $1095 == 2 // $ == int 004D: jump_if_false @SHIT_10750 00D6: if 0038: $1003 == 0 // $ == int 004D: jump_if_false @SHIT_10463 00D6: if 0241: player $PLAYER_CHAR in_remote_mode 004D: jump_if_false @SHIT_10204 0484: $1004 = player $PLAYER_CHAR rc_car 00D6: if 8119: not car $1004 wrecked 004D: jump_if_false @SHIT_10197 00D6: if 01AF: car $1004 0 378.6 1256.9 17.5 radius 1.5 1.5 3.0 004D: jump_if_false @SHIT_10197 0409: blow_up_rc_buggy :SHIT_10197 0002: jump @SHIT_10463 :SHIT_10204 00D6: if 00F5: player $PLAYER_CHAR 0 380.6 1253.5 17.5 radius 3.5 3.5 3.0 004D: jump_if_false @SHIT_10463 00D6: if and 00E0: player $PLAYER_CHAR in_any_car 847E: not player $PLAYER_CHAR on_any_bike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY 004D: jump_if_false @SHIT_10288 0002: jump @SHIT_112 :SHIT_10288 00BA: text_styled 'MALL1' 3000 ms 2 0050: gosub @SHIT_15897 00D6: if 0038: $992 == 0 // $ == int 004D: jump_if_false @SHIT_10449 0004: $1003 = 1 // $ = int 04BB: select_interiour 4 // select render area 022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 03AD: set_rubbish 0 03CB: load_scene 385.0 1230.7 18.0 0055: put_player $PLAYER_CHAR at 380.0 1246.7 18.0 0005: $1104 = 180.0 // $ = float 0050: gosub @SHIT_25504 04F9: set_extra_colors 6 fade 0 01EB: set_traffic_density_multiplier_to 0.1 0002: jump @SHIT_10456 :SHIT_10449 0002: jump @SHIT_112 :SHIT_10456 0050: gosub @SHIT_16148 :SHIT_10463 00D6: if 0038: $1003 == 1 // $ == int 004D: jump_if_false @SHIT_10750 00D6: if 00F5: player $PLAYER_CHAR 0 380.6 1253.5 17.5 radius 3.5 3.5 3.0 004D: jump_if_false @SHIT_10750 00D6: if and 00E0: player $PLAYER_CHAR in_any_car 847E: not player $PLAYER_CHAR on_any_bike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY 004D: jump_if_false @SHIT_10565 0002: jump @SHIT_112 :SHIT_10565 00BA: text_styled 'BEACH3' 3000 ms 2 0050: gosub @SHIT_15897 00D6: if 0038: $992 == 0 // $ == int 004D: jump_if_false @SHIT_10736 0004: $1003 = 0 // $ = int 0050: 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 16.5 range 1.0 03CB: load_scene 378.0 1263.6 16.5 0055: put_player $PLAYER_CHAR at 378.0 1263.6 16.5 0005: $1104 = 0.0 // $ = float 0050: gosub @SHIT_25504 0002: jump @SHIT_10743 :SHIT_10736 0002: jump @SHIT_112 :SHIT_10743 0050: gosub @SHIT_16148 :SHIT_10750 0002: jump @SHIT_10764 :SHIT_10757 0050: gosub @SHIT_16363 :SHIT_10764 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_11504 0004: $1094 = 0 // $ = int 00D6: if or 0121: player $PLAYER_CHAR in_zone 'BEACH3' 0038: $1084 == 1 // $ == int 004D: jump_if_false @SHIT_11497 00D6: if 0038: $1095 == 1 // $ == int 004D: jump_if_false @SHIT_11497 00D6: if 0038: $1003 == 0 // $ == int 004D: jump_if_false @SHIT_11210 00D6: if 0241: player $PLAYER_CHAR in_remote_mode 004D: jump_if_false @SHIT_10951 0484: $1004 = player $PLAYER_CHAR rc_car 00D6: if 8119: not car $1004 wrecked 004D: jump_if_false @SHIT_10944 00D6: if 01AF: car $1004 0 449.37 1256.2 17.2 radius 1.5 1.5 3.0 004D: jump_if_false @SHIT_10944 0409: blow_up_rc_buggy :SHIT_10944 0002: jump @SHIT_11210 :SHIT_10951 00D6: if 00F5: player $PLAYER_CHAR 0 448.0 1253.0 19.2 radius 3.0 3.0 3.0 004D: jump_if_false @SHIT_11210 00D6: if and 00E0: player $PLAYER_CHAR in_any_car 847E: not player $PLAYER_CHAR on_any_bike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY 004D: jump_if_false @SHIT_11035 0002: jump @SHIT_112 :SHIT_11035 00BA: text_styled 'MALL1' 3000 ms 2 0050: gosub @SHIT_15897 00D6: if 0038: $992 == 0 // $ == int 004D: jump_if_false @SHIT_11196 0004: $1003 = 1 // $ = int 04BB: select_interiour 4 // select render area 022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 03AD: set_rubbish 0 03CB: load_scene 448.5 1230.0 18.0 0055: put_player $PLAYER_CHAR at 448.5 1245.0 18.0 0005: $1104 = 180.0 // $ = float 0050: gosub @SHIT_25504 04F9: set_extra_colors 6 fade 0 01EB: set_traffic_density_multiplier_to 0.1 0002: jump @SHIT_11203 :SHIT_11196 0002: jump @SHIT_112 :SHIT_11203 0050: gosub @SHIT_16148 :SHIT_11210 00D6: if 0038: $1003 == 1 // $ == int 004D: jump_if_false @SHIT_11497 00D6: if 00F5: player $PLAYER_CHAR 0 448.0 1253.0 19.2 radius 3.0 3.0 3.0 004D: jump_if_false @SHIT_11497 00D6: if and 00E0: player $PLAYER_CHAR in_any_car 847E: not player $PLAYER_CHAR on_any_bike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY 004D: jump_if_false @SHIT_11312 0002: jump @SHIT_112 :SHIT_11312 00BA: text_styled 'BEACH3' 3000 ms 2 0050: gosub @SHIT_15897 00D6: if 0038: $992 == 0 // $ == int 004D: jump_if_false @SHIT_11483 0004: $1003 = 0 // $ = int 0050: 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 16.5 range 1.0 03CB: load_scene 449.0 1263.0 16.5 0055: put_player $PLAYER_CHAR at 449.0 1263.0 16.5 0005: $1104 = 0.0 // $ = float 0050: gosub @SHIT_25504 0002: jump @SHIT_11490 :SHIT_11483 0002: jump @SHIT_112 :SHIT_11490 0050: gosub @SHIT_16148 :SHIT_11497 0002: jump @SHIT_11511 :SHIT_11504 0050: gosub @SHIT_16363 :SHIT_11511 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_12251 0004: $1094 = 0 // $ = int 00D6: if or 0121: player $PLAYER_CHAR in_zone 'BEACH3' 0038: $1084 == 1 // $ == int 004D: jump_if_false @SHIT_12244 00D6: if 0038: $1095 == 2 // $ == int 004D: jump_if_false @SHIT_12244 00D6: if 0038: $1003 == 0 // $ == int 004D: jump_if_false @SHIT_11957 00D6: if 0241: player $PLAYER_CHAR in_remote_mode 004D: jump_if_false @SHIT_11698 0484: $1004 = player $PLAYER_CHAR rc_car 00D6: if 8119: not car $1004 wrecked 004D: jump_if_false @SHIT_11691 00D6: if 01AF: car $1004 0 477.6 1124.4 16.3 radius 1.5 1.5 3.0 004D: jump_if_false @SHIT_11691 0409: blow_up_rc_buggy :SHIT_11691 0002: jump @SHIT_11957 :SHIT_11698 00D6: if 00F5: player $PLAYER_CHAR 0 474.5 1124.0 19.3 radius 3.5 3.5 3.0 004D: jump_if_false @SHIT_11957 00D6: if and 00E0: player $PLAYER_CHAR in_any_car 847E: not player $PLAYER_CHAR on_any_bike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY 004D: jump_if_false @SHIT_11782 0002: jump @SHIT_112 :SHIT_11782 00BA: text_styled 'MALL1' 3000 ms 2 0050: gosub @SHIT_15897 00D6: if 0038: $992 == 0 // $ == int 004D: jump_if_false @SHIT_11943 0004: $1003 = 1 // $ = int 04BB: select_interiour 4 // select render area 022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 03AD: set_rubbish 0 03CB: load_scene 444.4 1123.7 17.0 0055: put_player $PLAYER_CHAR at 467.4 1123.7 17.0 0005: $1104 = 90.0 // $ = float 0050: gosub @SHIT_25504 04F9: set_extra_colors 6 fade 0 01EB: set_traffic_density_multiplier_to 0.1 0002: jump @SHIT_11950 :SHIT_11943 0002: jump @SHIT_112 :SHIT_11950 0050: gosub @SHIT_16148 :SHIT_11957 00D6: if 0038: $1003 == 1 // $ == int 004D: jump_if_false @SHIT_12244 00D6: if 00F5: player $PLAYER_CHAR 0 474.5 1124.0 19.3 radius 3.5 3.5 3.0 004D: jump_if_false @SHIT_12244 00D6: if and 00E0: player $PLAYER_CHAR in_any_car 847E: not player $PLAYER_CHAR on_any_bike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY 004D: jump_if_false @SHIT_12059 0002: jump @SHIT_112 :SHIT_12059 00BA: text_styled 'BEACH3' 3000 ms 2 0050: gosub @SHIT_15897 00D6: if 0038: $992 == 0 // $ == int 004D: jump_if_false @SHIT_12230 0004: $1003 = 0 // $ = int 0050: 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 15.3 range 1.0 03CB: load_scene 482.0 1124.5 15.3 0055: put_player $PLAYER_CHAR at 482.0 1124.5 15.3 0005: $1104 = 0.0 // $ = float 0050: gosub @SHIT_25504 0002: jump @SHIT_12237 :SHIT_12230 0002: jump @SHIT_112 :SHIT_12237 0050: gosub @SHIT_16148 :SHIT_12244 0002: jump @SHIT_12258 :SHIT_12251 0050: gosub @SHIT_16363 :SHIT_12258 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_12926 0004: $1094 = 0 // $ = int 00D6: if or 0121: player $PLAYER_CHAR in_zone 'DTOWN' 0038: $1084 == 1 // $ == int 004D: jump_if_false @SHIT_12919 00D6: if 0038: $1095 == 1 // $ == int 004D: jump_if_false @SHIT_12919 00D6: if 0038: $988 == 0 // $ == int 004D: jump_if_false @SHIT_12705 00D6: if 0241: player $PLAYER_CHAR in_remote_mode 004D: jump_if_false @SHIT_12445 0484: $1004 = player $PLAYER_CHAR rc_car 00D6: if 8119: not car $1004 wrecked 004D: jump_if_false @SHIT_12438 00D6: if 01AF: car $1004 0 -667.85 1211.9 11.0 radius 1.5 1.5 3.0 004D: jump_if_false @SHIT_12438 0409: blow_up_rc_buggy :SHIT_12438 0002: jump @SHIT_12705 :SHIT_12445 00D6: if 00F5: player $PLAYER_CHAR 0 -667.85 1211.9 11.0 radius 1.5 1.5 3.0 004D: jump_if_false @SHIT_12705 00BA: text_styled 'RANGE' 3000 ms 2 0050: gosub @SHIT_15897 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_12580 00D6: if 047E: player $PLAYER_CHAR on_any_bike 004D: jump_if_false @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 00A6: destroy_car $1004 :SHIT_12580 00D6: if 0038: $992 == 0 // $ == int 004D: jump_if_false @SHIT_12673 04BB: select_interiour 10 // select render area 0004: $988 = 1 // $ = int 03AD: set_rubbish 0 03CB: load_scene -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_extra_colors 7 fade 0 0002: jump @SHIT_12680 :SHIT_12673 0002: jump @SHIT_112 :SHIT_12680 00D6: if 0038: $995 == 0 // $ == int 004D: jump_if_false @SHIT_12705 0050: gosub @SHIT_16148 :SHIT_12705 00D6: if 0038: $988 == 1 // $ == int 004D: jump_if_false @SHIT_12919 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1217.8 11.0 radius 1.5 1.5 3.0 004D: jump_if_false @SHIT_12919 00BA: text_styled 'DTOWN' 3000 ms 2 0050: gosub @SHIT_15897 00D6: if 0038: $992 == 0 // $ == int 004D: jump_if_false @SHIT_12905 0004: $988 = 0 // $ = int 0050: gosub @SHIT_16342 0395: clear_area 0 at -667.8 1210.0 11.0 range 1.0 03CB: load_scene -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 0002: jump @SHIT_12912 :SHIT_12905 0002: jump @SHIT_112 :SHIT_12912 0050: gosub @SHIT_16148 :SHIT_12919 0002: jump @SHIT_12933 :SHIT_12926 0050: gosub @SHIT_16363 :SHIT_12933 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_15058 0004: $1094 = 0 // $ = int 00D6: if or 0121: player $PLAYER_CHAR in_zone 'STARI' 0038: $1084 == 1 // $ == int 004D: jump_if_false @SHIT_15051 00D6: if 0018: $1001 > 0 // $ > int 004D: jump_if_false @SHIT_15051 00D6: if 0018: $1001 > 1 // $ > int 004D: jump_if_false @SHIT_13656 00D6: if 0038: $1095 == 1 // $ == int 004D: jump_if_false @SHIT_13656 00D6: if 0038: $991 == 0 // $ == int 004D: jump_if_false @SHIT_13412 00D6: if 0241: player $PLAYER_CHAR in_remote_mode 004D: jump_if_false @SHIT_13156 0484: $1004 = player $PLAYER_CHAR rc_car 00D6: if 8119: not car $1004 wrecked 004D: jump_if_false @SHIT_13149 00D6: if 01AF: car $1004 0 -378.5 -554.382 18.3 radius 1.5 1.5 3.0 004D: jump_if_false @SHIT_13149 0409: blow_up_rc_buggy :SHIT_13149 0002: jump @SHIT_13412 :SHIT_13156 00D6: if 0057: player $PLAYER_CHAR 0 -382.0 -558.5 18.537 -375.0 -554.5 24.537 004D: jump_if_false @SHIT_13412 00D6: if 0038: $PASSED_ASS1_RUB_OUT == 0 // $ == int 004D: jump_if_false @SHIT_13244 00BA: text_styled 'MANSION' 3000 ms 2 0002: jump @SHIT_13259 :SHIT_13244 00BA: text_styled 'TMANS' 3000 ms 2 :SHIT_13259 0050: gosub @SHIT_15897 00D6: if 0038: $992 == 0 // $ == int 004D: jump_if_false @SHIT_13398 04BB: select_interiour 2 // select render area 0004: $991 = 1 // $ = int 022A: remove_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 03AD: set_rubbish 0 03CB: load_scene -378.5 -560.03 19.0 0055: put_player $PLAYER_CHAR at -378.5 -560.0 19.0 0005: $1104 = 190.0 // $ = float 0050: gosub @SHIT_25504 04F9: set_extra_colors 8 fade 0 0002: jump @SHIT_13405 :SHIT_13398 0002: jump @SHIT_112 :SHIT_13405 0050: gosub @SHIT_16148 :SHIT_13412 00D6: if 0038: $991 == 1 // $ == int 004D: jump_if_false @SHIT_13656 00D6: if 0057: player $PLAYER_CHAR 0 -382.0 -554.5 18.537 -375.0 -550.5 24.537 004D: jump_if_false @SHIT_13656 00BA: text_styled 'STARI' 3000 ms 2 0050: gosub @SHIT_15897 00D6: if 0038: $992 == 0 // $ == int 004D: jump_if_false @SHIT_13642 0050: gosub @SHIT_16342 0004: $991 = 0 // $ = int 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 17.0 range 1.0 03CB: load_scene -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 0002: jump @SHIT_13649 :SHIT_13642 0002: jump @SHIT_112 :SHIT_13649 0050: gosub @SHIT_16148 :SHIT_13656 00D6: if 0038: $1095 == 2 // $ == int 004D: jump_if_false @SHIT_14375 00D6: if 0038: $991 == 0 // $ == int 004D: jump_if_false @SHIT_14131 00D6: if 0241: player $PLAYER_CHAR in_remote_mode 004D: jump_if_false @SHIT_13789 0484: $1004 = player $PLAYER_CHAR rc_car 00D6: if 8119: not car $1004 wrecked 004D: jump_if_false @SHIT_13782 00D6: if 01AF: car $1004 0 -331.0 -576.6 36.5 radius 1.5 1.5 3.0 004D: jump_if_false @SHIT_13782 0409: blow_up_rc_buggy :SHIT_13782 0002: jump @SHIT_14131 :SHIT_13789 00D6: if 0057: player $PLAYER_CHAR 0 -340.402 -579.221 34.52 -331.269 -568.389 38.113 004D: jump_if_false @SHIT_14131 00D6: if and 00E0: player $PLAYER_CHAR in_any_car 847E: not player $PLAYER_CHAR on_any_bike 004D: jump_if_false @SHIT_13865 0002: jump @SHIT_112 :SHIT_13865 00D6: if 0038: $PASSED_ASS1_RUB_OUT == 0 // $ == int 004D: jump_if_false @SHIT_13905 00BA: text_styled 'MANSION' 3000 ms 2 0002: jump @SHIT_13920 :SHIT_13905 00BA: text_styled 'TMANS' 3000 ms 2 :SHIT_13920 0050: gosub @SHIT_15897 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_13992 00D6: if 047E: player $PLAYER_CHAR on_any_bike 004D: jump_if_false @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 00A6: destroy_car $1004 :SHIT_13992 00D6: if 0038: $992 == 0 // $ == int 004D: jump_if_false @SHIT_14117 04BB: select_interiour 2 // select render area 0004: $991 = 1 // $ = int 022A: remove_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 03AD: set_rubbish 0 03CB: load_scene -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_extra_colors 8 fade 0 0002: jump @SHIT_14124 :SHIT_14117 0002: jump @SHIT_112 :SHIT_14124 0050: gosub @SHIT_16148 :SHIT_14131 00D6: if 0038: $991 == 1 // $ == int 004D: jump_if_false @SHIT_14375 00D6: if 00F5: player $PLAYER_CHAR 0 -330.1 -578.9 34.5 radius 2.0 2.0 3.0 004D: jump_if_false @SHIT_14375 00BA: text_styled 'STARI' 3000 ms 2 0050: gosub @SHIT_15897 00D6: if 0038: $992 == 0 // $ == int 004D: jump_if_false @SHIT_14361 0050: gosub @SHIT_16342 0004: $991 = 0 // $ = int 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 36.0 range 1.0 03CB: load_scene -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 0002: jump @SHIT_14368 :SHIT_14361 0002: jump @SHIT_112 :SHIT_14368 0050: gosub @SHIT_16148 :SHIT_14375 00D6: if 0038: $1095 == 1 // $ == int 004D: jump_if_false @SHIT_15051 00D6: if 0038: $991 == 0 // $ == int 004D: jump_if_false @SHIT_14800 00D6: if 0241: player $PLAYER_CHAR in_remote_mode 004D: jump_if_false @SHIT_14508 0484: $1004 = player $PLAYER_CHAR rc_car 00D6: if 8119: not car $1004 wrecked 004D: jump_if_false @SHIT_14501 00D6: if 01AF: car $1004 0 -354.0 -580.6 11.0 radius 1.5 1.5 3.0 004D: jump_if_false @SHIT_14501 0409: blow_up_rc_buggy :SHIT_14501 0002: jump @SHIT_14800 :SHIT_14508 00D6: if 00F5: player $PLAYER_CHAR 0 -354.0 -580.6 11.0 radius 1.5 1.5 3.0 004D: jump_if_false @SHIT_14800 00D6: if and 00E0: player $PLAYER_CHAR in_any_car 847E: not player $PLAYER_CHAR on_any_bike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY 004D: jump_if_false @SHIT_14592 0002: jump @SHIT_112 :SHIT_14592 00D6: if 0038: $PASSED_ASS1_RUB_OUT == 0 // $ == int 004D: jump_if_false @SHIT_14632 00BA: text_styled 'MANSION' 3000 ms 2 0002: jump @SHIT_14647 :SHIT_14632 00BA: text_styled 'TMANS' 3000 ms 2 :SHIT_14647 0050: gosub @SHIT_15897 00D6: if 0038: $992 == 0 // $ == int 004D: jump_if_false @SHIT_14786 04BB: select_interiour 2 // select render area 0004: $991 = 1 // $ = int 022A: remove_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 03AD: set_rubbish 0 03CB: load_scene -338.5 -578.8 10.6 0055: put_player $PLAYER_CHAR at -338.5 -578.8 10.6 0005: $1104 = 270.0 // $ = float 0050: gosub @SHIT_25504 04F9: set_extra_colors 8 fade 0 0002: jump @SHIT_14793 :SHIT_14786 0002: jump @SHIT_112 :SHIT_14793 0050: gosub @SHIT_16148 :SHIT_14800 00D6: if 0038: $991 == 1 // $ == int 004D: jump_if_false @SHIT_15051 00D6: if 00F5: player $PLAYER_CHAR 0 -346.3 -578.8 10.6 radius 1.5 1.5 3.0 004D: jump_if_false @SHIT_15051 00BA: text_styled 'STARI' 3000 ms 2 0050: gosub @SHIT_15897 00D6: if 0038: $992 == 0 // $ == int 004D: jump_if_false @SHIT_15037 0050: gosub @SHIT_16342 0004: $991 = 0 // $ = int 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 10.6 range 1.0 03CB: load_scene -354.0 -586.0 10.6 0055: put_player $PLAYER_CHAR at -354.0 -586.0 10.6 0005: $1104 = 180.0 // $ = float 0050: gosub @SHIT_25504 0002: jump @SHIT_15044 :SHIT_15037 0002: jump @SHIT_112 :SHIT_15044 0050: gosub @SHIT_16148 :SHIT_15051 0002: jump @SHIT_15065 :SHIT_15058 0050: gosub @SHIT_16363 :SHIT_15065 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_15844 00D6: if 0038: $251 == 1 // $ == int 004D: jump_if_false @SHIT_15837 00D6: if or 0121: player $PLAYER_CHAR in_zone 'HAVANA' 0038: $1084 == 1 // $ == int 004D: jump_if_false @SHIT_15837 00D6: if 0038: $1095 == 2 // $ == int 004D: jump_if_false @SHIT_15837 00D6: if 0241: player $PLAYER_CHAR in_remote_mode 004D: jump_if_false @SHIT_15245 0484: $1004 = player $PLAYER_CHAR rc_car 00D6: if 8119: not car $1004 wrecked 004D: jump_if_false @SHIT_15238 00D6: if 01AF: car $1004 0 -896.5 -341.0 13.4 radius 1.5 1.5 3.0 004D: jump_if_false @SHIT_15238 0409: blow_up_rc_buggy :SHIT_15238 0002: jump @SHIT_15581 :SHIT_15245 00D6: if 00F5: player $PLAYER_CHAR 0 -896.5 -341.0 13.4 radius 1.4 1.4 3.0 004D: jump_if_false @SHIT_15581 00D6: if and 00E0: player $PLAYER_CHAR in_any_car 847E: not player $PLAYER_CHAR on_any_bike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY 004D: jump_if_false @SHIT_15329 0002: jump @SHIT_112 :SHIT_15329 00BA: text_styled 'BANKINT' 3000 ms 2 0050: gosub @SHIT_15897 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_15424 00D6: if or 047E: player $PLAYER_CHAR on_any_bike 00DE: player $PLAYER_CHAR driving_vehicle_type #CADDY 004D: jump_if_false @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 00A6: destroy_car $1004 :SHIT_15424 00D6: if 0038: $992 == 0 // $ == int 004D: jump_if_false @SHIT_15567 04BB: select_interiour 3 // select render area 03AD: set_rubbish 0 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @SHIT_15500 022A: remove_forbidden_for_peds_cube -918.5 -355.0 5.0 -898.0 -328.0 16.0 :SHIT_15500 03CB: load_scene -903.0 -341.0 13.4 0055: put_player $PLAYER_CHAR at -903.0 -341.0 12.5 0004: $985 = 1 // $ = int 0171: set_player $PLAYER_CHAR z_angle_to 90.0 04F9: set_extra_colors 4 fade 0 0002: jump @SHIT_15574 :SHIT_15567 0002: jump @SHIT_112 :SHIT_15574 0050: gosub @SHIT_16148 :SHIT_15581 00D6: if 00F5: player $PLAYER_CHAR 0 -900.0 -340.9 13.4 radius 1.5 1.5 3.0 004D: jump_if_false @SHIT_15837 00D6: if and 00E0: player $PLAYER_CHAR in_any_car 847E: not player $PLAYER_CHAR on_any_bike 004D: jump_if_false @SHIT_15657 0002: jump @SHIT_112 :SHIT_15657 00BA: text_styled 'HAVANA' 3000 ms 2 0050: gosub @SHIT_15897 00D6: if 0038: $992 == 0 // $ == int 004D: jump_if_false @SHIT_15823 0050: 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 13.5 range 1.0 03CB: load_scene -893.0 -341.0 13.5 0055: put_player $PLAYER_CHAR at -893.0 -341.0 12.0 0004: $985 = 0 // $ = int 0171: set_player $PLAYER_CHAR z_angle_to 270.0 03C8: set_camera_directly_before_player 0002: jump @SHIT_15830 :SHIT_15823 0002: jump @SHIT_112 :SHIT_15830 0050: gosub @SHIT_16148 :SHIT_15837 0002: jump @SHIT_15851 :SHIT_15844 0050: gosub @SHIT_16363 :SHIT_15851 0050: gosub @SHIT_16696 0050: gosub @SHIT_21817 00D6: if 0018: $1095 > 1 // $ > int 004D: jump_if_false @SHIT_15890 0004: $1095 = 0 // $ = int :SHIT_15890 0002: jump @SHIT_112 :SHIT_15897 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_16146 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 0169: set_fade_color 0 0 1 00D6: if and 0038: $995 == 0 // $ == int 0038: $993 == 0 // $ == int 0038: $994 == 0 // $ == int 004D: jump_if_false @SHIT_15981 016A: fade 0 500 ms 0002: jump @SHIT_16028 :SHIT_15981 00D6: if 0038: $986 == 1 // $ == int 004D: jump_if_false @SHIT_16021 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 0002: jump @SHIT_16028 :SHIT_16021 016A: fade 0 500 ms :SHIT_16028 00D6: if 016B: fading 004D: jump_if_false @SHIT_16139 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_16075 0004: $992 = 1 // $ = int 0002: jump @SHIT_16082 :SHIT_16075 0004: $992 = 0 // $ = int :SHIT_16082 00D6: if 0038: $1002 == 1 // $ == int 004D: jump_if_false @SHIT_16107 0050: gosub @SHIT_16696 :SHIT_16107 00D6: if 0038: $986 == 1 // $ == int 004D: jump_if_false @SHIT_16132 0050: gosub @SHIT_21817 :SHIT_16132 0002: jump @SHIT_16028 :SHIT_16139 01EB: set_traffic_density_multiplier_to 0.0 :SHIT_16146 0051: return :SHIT_16148 0169: set_fade_color 0 0 1 00D6: if and 0038: $995 == 0 // $ == int 0038: $993 == 0 // $ == int 0038: $994 == 0 // $ == int 004D: jump_if_false @SHIT_16202 016A: fade 1 500 ms 0002: jump @SHIT_16249 :SHIT_16202 00D6: if 0038: $986 == 1 // $ == int 004D: jump_if_false @SHIT_16242 0169: set_fade_color 0 0 0 016A: fade 1 1500 ms 0002: jump @SHIT_16249 :SHIT_16242 016A: fade 1 500 ms :SHIT_16249 00D6: if 016B: fading 004D: jump_if_false @SHIT_16310 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_16296 0004: $992 = 1 // $ = int 0002: jump @SHIT_16303 :SHIT_16296 0004: $992 = 0 // $ = int :SHIT_16303 0002: jump @SHIT_16249 :SHIT_16310 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_16340 01B4: set_player $PLAYER_CHAR can_move 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 :SHIT_16340 0051: return :SHIT_16342 04FA: clear_extra_colors_with_fade 0 01EB: set_traffic_density_multiplier_to 1.0 03AD: set_rubbish 1 04BB: select_interiour 0 // select render area 0051: return :SHIT_16363 00D6: if 0038: $1094 == 0 // $ == int 004D: jump_if_false @SHIT_16694 03AD: set_rubbish 1 04FA: clear_extra_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 0004: $989 = 0 // $ = int 0004: $986 = 0 // $ = int 0004: $1002 = 0 // $ = int 0004: $1003 = 0 // $ = int 0004: $1088 = 0 // $ = int 0004: $987 = 0 // $ = int 0004: $988 = 0 // $ = int 0004: $990 = 0 // $ = int 0004: $991 = 0 // $ = int 01EB: set_traffic_density_multiplier_to 1.0 0004: $1094 = 1 // $ = int :SHIT_16694 0051: return :SHIT_16696 00D6: if 0038: $1002 == 1 // $ == int 004D: jump_if_false @SHIT_17956 00D6: if 0038: $1014 == 1 // $ == int 004D: jump_if_false @SHIT_16904 0050: gosub @SHIT_18199 00D6: if and 0256: player $PLAYER_CHAR defined 010A: player $PLAYER_CHAR money > 5 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @SHIT_16819 00D6: if and 00E4: player $PLAYER_CHAR 1 69.3 -1455.9 radius 1.0 1.0 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @SHIT_16819 0050: gosub @SHIT_19465 :SHIT_16819 00D6: if and 0256: player $PLAYER_CHAR defined 0038: $1096 == 1 // $ == int 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @SHIT_16904 00D6: if and 00E4: player $PLAYER_CHAR 1 70.0 -1443.64 radius 1.0 1.0 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @SHIT_16904 03EF: player $PLAYER_CHAR make_safe 0050: gosub @SHIT_21221 :SHIT_16904 00D6: if 0038: $1014 == 0 // $ == int 004D: jump_if_false @SHIT_17949 0004: $1015 = 24 // $ = int 0004: $1016 = 24 // $ = int 0004: $1017 = 25 // $ = int 0004: $1018 = 29 // $ = int 0004: $1019 = 19 // $ = int 0247: request_model #WFYG1 0247: request_model #WFYBE 0247: request_model #BFYPR 0247: request_model #WFOBE :SHIT_16973 00D6: if or 8248: not model #WFYG1 available 8248: not model #WFYBE available 8248: not model #BFYPR available 8248: not model #WFOBE available 004D: jump_if_false @SHIT_17027 0247: request_model #WFYG1 0247: request_model #WFYBE 0247: request_model #BFYPR 0247: request_model #WFOBE 0001: wait 0 ms 0002: jump @SHIT_16973 :SHIT_17027 0247: request_model #BFYRI 0247: request_model #HFYMD 0247: request_model #WMOCA 0247: request_model #BKA :SHIT_17043 00D6: if or 8248: not model #BFYRI available 8248: not model #HFYMD available 8248: not model #WMOCA available 8248: not model #BKA available 004D: jump_if_false @SHIT_17097 0247: request_model #BFYRI 0247: request_model #HFYMD 0247: request_model #WMOCA 0247: request_model #BKA 0001: wait 0 ms 0002: jump @SHIT_17043 :SHIT_17097 0247: request_model #BKB 0247: request_model #WMOST 0247: request_model #WMOBE 0247: request_model #BMYBB :SHIT_17113 00D6: if or 8248: not model #BKB available 8248: not model #WMOST available 8248: not model #WMOBE available 8248: not model #BMYBB available 004D: jump_if_false @SHIT_17167 0247: request_model #BKB 0247: request_model #WMOST 0247: request_model #WMOBE 0247: request_model #BMYBB 0001: wait 0 ms 0002: jump @SHIT_17113 :SHIT_17167 0247: request_model #HMOST 0247: request_model #WMYBU :SHIT_17175 00D6: if or 8248: not model #HMOST available 8248: not model #WMYBU available 004D: jump_if_false @SHIT_17213 0247: request_model #HMOST 0247: request_model #WMYBU 0001: wait 0 ms 0002: jump @SHIT_17175 :SHIT_17213 04ED: load_animation 'RIOT' 04ED: load_animation 'STRIP' :SHIT_17233 00D6: if or 84EE: not animation 'RIOT' loaded 84EE: not animation 'STRIP' loaded 004D: jump_if_false @SHIT_17295 04ED: load_animation 'RIOT' 04ED: load_animation 'STRIP' 0001: wait 0 ms 0002: jump @SHIT_17233 :SHIT_17295 009A: $1029 = create_actor_pedtype 4 model #HMOST at 89.8 -1456.2 9.4 0173: set_actor $1029 z_angle_to 287.0 01ED: clear_actor $1029 threat_search 009A: $1030 = create_actor_pedtype 4 model #WMYBU at 89.15 -1461.3 9.6 0173: set_actor $1030 z_angle_to 48.7 01ED: clear_actor $1030 threat_search 009A: $1042 = create_actor_pedtype 5 model #BFYPR at 79.67 -1461.34 10.6 0173: set_actor $1042 z_angle_to 168.0 01ED: clear_actor $1042 threat_search 0372: set_actor $1042 anim 32 wait_state_time 999999 ms 009A: $1025 = create_actor_pedtype 4 model #WMOST at 79.5 -1463.1 9.6 0173: set_actor $1025 z_angle_to 5.0 01ED: clear_actor $1025 threat_search 0372: set_actor $1025 anim 29 wait_state_time 999999 ms 009A: $1020 = create_actor_pedtype 4 model #WMOCA at 87.3 -1462.85 9.6 0173: set_actor $1020 z_angle_to 117.0 01ED: clear_actor $1020 threat_search 009A: $1043 = create_actor_pedtype 5 model #WFYBE at 86.06 -1463.6 10.4 0173: set_actor $1043 z_angle_to 295.0 01ED: clear_actor $1043 threat_search 0372: set_actor $1043 anim 32 wait_state_time 999999 ms 009A: $1021 = create_actor_pedtype 4 model #BKB at 79.0 -1466.31 9.6 0173: set_actor $1021 z_angle_to 58.0 01ED: clear_actor $1021 threat_search 009A: $1022 = create_actor_pedtype 4 model #BKA at 77.46 -1466.06 9.6 0173: set_actor $1022 z_angle_to 265.0 01ED: clear_actor $1022 threat_search 009A: $1045 = create_actor_pedtype 5 model #WFOBE at 78.07 -1465.7 10.4 0173: set_actor $1045 z_angle_to 168.0 01ED: clear_actor $1045 threat_search 0372: set_actor $1045 anim 32 wait_state_time 999999 ms 009A: $1023 = create_actor_pedtype 4 model #BMYBB at 81.35 -1459.9 9.6 0173: set_actor $1023 z_angle_to 5.0 01ED: clear_actor $1023 threat_search 0372: set_actor $1023 anim 29 wait_state_time 999999 ms 009A: $1024 = create_actor_pedtype 4 model #WMOBE at 83.4 -1458.9 9.6 0173: set_actor $1024 z_angle_to 60.0 01ED: clear_actor $1024 threat_search 0372: set_actor $1024 anim 29 wait_state_time 999999 ms 009A: $1041 = create_actor_pedtype 5 model #WFYG1 at 81.45 -1457.44 10.6 0173: set_actor $1041 z_angle_to 210.0 01ED: clear_actor $1041 threat_search 0372: set_actor $1041 anim 32 wait_state_time 999999 ms 009A: $1026 = create_actor_pedtype 5 model #BFYRI at 88.6 -1450.0 9.6 0173: set_actor $1026 z_angle_to 325.0 01ED: clear_actor $1026 threat_search 009F: set_actor $1026 idle 009A: $1027 = create_actor_pedtype 5 model #HFYMD at 91.44 -1455.3 9.6 0173: set_actor $1027 z_angle_to 128.0 01ED: clear_actor $1027 threat_search 009F: set_actor $1027 idle 0050: gosub @SHIT_18199 0004: $1014 = 1 // $ = int :SHIT_17949 0002: jump @SHIT_18197 :SHIT_17956 00D6: if 0018: $1014 > 0 // $ > int 004D: jump_if_false @SHIT_18197 :SHIT_17974 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_18001 0001: wait 0 ms 0002: jump @SHIT_17974 :SHIT_18001 009B: destroy_actor_instantly $1041 009B: destroy_actor_instantly $1042 009B: destroy_actor_instantly $1043 009B: destroy_actor_instantly $1045 009B: destroy_actor_instantly $1020 009B: destroy_actor_instantly $1021 009B: destroy_actor_instantly $1022 009B: destroy_actor_instantly $1023 009B: destroy_actor_instantly $1024 009B: destroy_actor_instantly $1025 009B: destroy_actor_instantly $1026 009B: destroy_actor_instantly $1027 009B: destroy_actor_instantly $1029 009B: destroy_actor_instantly $1030 0249: release_model #WFYG1 0249: release_model #WFYBE 0249: release_model #BFYPR 0249: release_model #WFOBE 0249: release_model #BFYRI 0249: release_model #HFYMD 0249: release_model #WMOCA 0249: release_model #BKA 0249: release_model #BKB 0249: release_model #WMOST 0249: release_model #WMOBE 0249: release_model #BMYBB 0249: release_model #HMOST 0249: release_model #WMYBU 0249: release_model #MACHETE 0249: release_model #KNIFECUR 0296: unload_special_actor 19 0296: unload_special_actor 18 0296: unload_special_actor 17 04EF: release_animation 'RIOT' 04EF: release_animation 'STRIP' 0004: $1034 = 0 // $ = int 0004: $1033 = 0 // $ = int 0004: $1028 = 0 // $ = int 0004: $1014 = 0 // $ = int :SHIT_18197 0051: return :SHIT_18199 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_18727 00D6: if and 8118: not actor $1029 dead 8118: not actor $1030 dead 004D: jump_if_false @SHIT_18275 00D6: if or 8184: not actor $1029 health >= 95 8184: not actor $1030 health >= 95 004D: jump_if_false @SHIT_18268 0050: gosub @SHIT_18734 :SHIT_18268 0002: jump @SHIT_18282 :SHIT_18275 0050: gosub @SHIT_18734 :SHIT_18282 00D6: if and 8118: not actor $1042 dead 8118: not actor $1025 dead 004D: jump_if_false @SHIT_18342 00D6: if or 8184: not actor $1042 health >= 95 8184: not actor $1025 health >= 95 004D: jump_if_false @SHIT_18335 0050: gosub @SHIT_18895 :SHIT_18335 0002: jump @SHIT_18349 :SHIT_18342 0050: gosub @SHIT_18895 :SHIT_18349 00D6: if and 8118: not actor $1020 dead 8118: not actor $1043 dead 004D: jump_if_false @SHIT_18429 00D6: if and 0184: actor $1020 health >= 95 0184: actor $1043 health >= 95 004D: jump_if_false @SHIT_18415 0372: set_actor $1020 anim $1016 wait_state_time 999999 ms 0002: jump @SHIT_18422 :SHIT_18415 0050: gosub @SHIT_19068 :SHIT_18422 0002: jump @SHIT_18436 :SHIT_18429 0050: gosub @SHIT_19068 :SHIT_18436 00D6: if and 8118: not actor $1021 dead 8118: not actor $1022 dead 8118: not actor $1045 dead 004D: jump_if_false @SHIT_18541 00D6: if and 0184: actor $1021 health >= 95 0184: actor $1022 health >= 95 0184: actor $1045 health >= 95 004D: jump_if_false @SHIT_18527 0372: set_actor $1021 anim $1016 wait_state_time 999999 ms 0372: set_actor $1022 anim $1016 wait_state_time 999999 ms 0002: jump @SHIT_18534 :SHIT_18527 0050: gosub @SHIT_19161 :SHIT_18534 0002: jump @SHIT_18548 :SHIT_18541 0050: gosub @SHIT_19161 :SHIT_18548 00D6: if and 8118: not actor $1023 dead 8118: not actor $1024 dead 8118: not actor $1041 dead 004D: jump_if_false @SHIT_18620 00D6: if or 8184: not actor $1023 health >= 95 8184: not actor $1024 health >= 95 8184: not actor $1041 health >= 95 004D: jump_if_false @SHIT_18613 0050: gosub @SHIT_19107 :SHIT_18613 0002: jump @SHIT_18627 :SHIT_18620 0050: gosub @SHIT_19107 :SHIT_18627 00D6: if and 8118: not actor $1026 dead 8118: not actor $1027 dead 004D: jump_if_false @SHIT_18720 00D6: if and 0184: actor $1026 health >= 95 0184: actor $1027 health >= 95 004D: jump_if_false @SHIT_18706 0372: set_actor $1026 anim $1017 wait_state_time 999999 ms 0372: set_actor $1027 anim $1019 wait_state_time 999999 ms 0002: jump @SHIT_18713 :SHIT_18706 0050: gosub @SHIT_19215 :SHIT_18713 0002: jump @SHIT_18727 :SHIT_18720 0050: gosub @SHIT_19215 :SHIT_18727 01BD: $1085 = current_time_in_ms 0051: return :SHIT_18734 00D6: if 0038: $1034 == 0 // $ == int 004D: jump_if_false @SHIT_18796 0247: request_model #BAT :SHIT_18757 00D6: if 8248: not model #BAT available 004D: jump_if_false @SHIT_18789 0247: request_model #BAT 0001: wait 0 ms 0002: jump @SHIT_18757 :SHIT_18789 0004: $1034 = 1 // $ = int :SHIT_18796 0084: $1035 = $1029 // $ = $ int 00D6: if 859A: not australian_game 004D: jump_if_false @SHIT_18824 0050: gosub @SHIT_18868 :SHIT_18824 0050: gosub @SHIT_19367 0084: $1035 = $1030 // $ = $ int 00D6: if 859A: not australian_game 004D: jump_if_false @SHIT_18859 0050: gosub @SHIT_18868 :SHIT_18859 0050: gosub @SHIT_19367 0051: return :SHIT_18868 00D6: if 8118: not actor $1035 dead 004D: jump_if_false @SHIT_18893 01B2: give_actor $1035 weapon 6 ammo 0 // Load the weapon model before using this :SHIT_18893 0051: return :SHIT_18895 00D6: if 8118: not actor $1025 dead 004D: jump_if_false @SHIT_18916 022F: set_actor $1025 stop_looking :SHIT_18916 0084: $1036 = $1025 // $ = $ int 0050: gosub @SHIT_19418 00D6: if 0038: $1072 == 0 // $ == int 004D: jump_if_false @SHIT_19059 00D6: if 859A: not australian_game 004D: jump_if_false @SHIT_18999 0247: request_model #KNIFECUR :SHIT_18967 00D6: if 8248: not model #KNIFECUR available 004D: jump_if_false @SHIT_18999 0247: request_model #KNIFECUR 0001: wait 0 ms 0002: jump @SHIT_18967 :SHIT_18999 00D6: if 8118: not actor $1042 dead 004D: jump_if_false @SHIT_19052 00D6: if 859A: not australian_game 004D: jump_if_false @SHIT_19037 01B2: give_actor $1042 weapon 5 ammo 0 // Load the weapon model before using this :SHIT_19037 0084: $1035 = $1042 // $ = $ int 0050: gosub @SHIT_19367 :SHIT_19052 0004: $1072 = 1 // $ = int :SHIT_19059 0050: gosub @SHIT_18734 0051: return :SHIT_19068 0084: $1036 = $1020 // $ = $ int 0050: gosub @SHIT_19418 0084: $1035 = $1043 // $ = $ int 0050: gosub @SHIT_19367 0050: gosub @SHIT_18734 0051: return :SHIT_19107 0084: $1035 = $1023 // $ = $ int 0050: gosub @SHIT_19367 0084: $1035 = $1024 // $ = $ int 0050: gosub @SHIT_19367 0084: $1036 = $1041 // $ = $ int 0050: gosub @SHIT_19418 0050: gosub @SHIT_18734 0051: return :SHIT_19161 0084: $1035 = $1021 // $ = $ int 0050: gosub @SHIT_19367 0084: $1035 = $1022 // $ = $ int 0050: gosub @SHIT_19367 0084: $1036 = $1045 // $ = $ int 0050: gosub @SHIT_19418 0050: gosub @SHIT_18734 0051: return :SHIT_19215 00D6: if 0038: $1028 == 0 // $ == int 004D: jump_if_false @SHIT_19343 00D6: if 859A: not australian_game 004D: jump_if_false @SHIT_19283 0247: request_model #MACHETE :SHIT_19251 00D6: if 8248: not model #MACHETE available 004D: jump_if_false @SHIT_19283 0247: request_model #MACHETE 0001: wait 0 ms 0002: jump @SHIT_19251 :SHIT_19283 00D6: if 8118: not actor $1026 dead 004D: jump_if_false @SHIT_19336 00D6: if 859A: not australian_game 004D: jump_if_false @SHIT_19321 01B2: give_actor $1026 weapon 9 ammo 0 // Load the weapon model before using this :SHIT_19321 0084: $1035 = $1026 // $ = $ int 0050: gosub @SHIT_19367 :SHIT_19336 0004: $1028 = 1 // $ = int :SHIT_19343 0084: $1035 = $1027 // $ = $ int 0050: gosub @SHIT_19367 0050: gosub @SHIT_18734 0051: return :SHIT_19367 00D6: if 8118: not actor $1035 dead 004D: jump_if_false @SHIT_19416 0372: set_actor $1035 anim 0 wait_state_time 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_19416 01CA: actor $1035 kill_player $PLAYER_CHAR :SHIT_19416 0051: return :SHIT_19418 00D6: if 8118: not actor $1036 dead 004D: jump_if_false @SHIT_19463 0372: set_actor $1036 anim 0 wait_state_time 0 ms 0239: actor $1036 run_to 65.8 -1444.0 01C2: mark_actor_as_no_longer_needed $1036 :SHIT_19463 0051: return :SHIT_19465 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_21219 0004: $ONMISSION = 1 // $ = int 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 041D: set_camera_near_clip 0.1 0169: set_fade_color 0 0 1 016A: fade 0 500 ms :SHIT_19524 00D6: if 016B: fading 004D: jump_if_false @SHIT_19566 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_19559 0051: return :SHIT_19559 0002: jump @SHIT_19524 :SHIT_19566 00D6: if 001A: 100 > $1086 // int > $ 004D: jump_if_false @SHIT_19658 023C: load_special_actor 19 'STRIPC' :SHIT_19596 00D6: if 823D: not special_actor 19 loaded 004D: jump_if_false @SHIT_19634 023C: load_special_actor 19 'STRIPC' 0001: wait 0 ms 0002: jump @SHIT_19596 :SHIT_19634 009A: $1044 = create_actor_pedtype 4 model #SPECIAL19 at 66.6 -1455.46 9.56 :SHIT_19658 00D6: if and 0018: $1086 > 99 // $ > int 001A: 200 > $1086 // int > $ 004D: jump_if_false @SHIT_19758 023C: load_special_actor 19 'STRIPA' :SHIT_19696 00D6: if 823D: not special_actor 19 loaded 004D: jump_if_false @SHIT_19734 023C: load_special_actor 19 'STRIPA' 0001: wait 0 ms 0002: jump @SHIT_19696 :SHIT_19734 009A: $1044 = create_actor_pedtype 4 model #SPECIAL19 at 66.6 -1455.46 9.56 :SHIT_19758 00D6: if 0018: $1086 > 199 // $ > int 004D: jump_if_false @SHIT_19851 023C: load_special_actor 19 'STRIPB' :SHIT_19789 00D6: if 823D: not special_actor 19 loaded 004D: jump_if_false @SHIT_19827 023C: load_special_actor 19 'STRIPB' 0001: wait 0 ms 0002: jump @SHIT_19789 :SHIT_19827 009A: $1044 = create_actor_pedtype 4 model #SPECIAL19 at 66.6 -1455.46 9.56 :SHIT_19851 0173: set_actor $1044 z_angle_to 33.0 01ED: clear_actor $1044 threat_search 0372: set_actor $1044 anim 32 wait_state_time 999999 ms 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @SHIT_19937 00A1: put_actor $PLAYER_ACTOR at 65.5 -1453.7 9.6 0372: set_actor $PLAYER_ACTOR anim $1016 wait_state_time 999999 ms 0173: set_actor $PLAYER_ACTOR z_angle_to 210.0 :SHIT_19937 0004: $1087 = 0 // $ = int 015F: set_camera_position 68.45 -1456.37 12.0 rotation 0.0 0.0 0.0 0160: point_camera 66.0 -1454.5 10.5 switchstyle 2 016A: fade 1 500 ms :SHIT_20002 00D6: if 016B: fading 004D: jump_if_false @SHIT_20044 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_20037 0051: return :SHIT_20037 0002: jump @SHIT_20002 :SHIT_20044 03E5: text_box 'EXIT_1' 0006: TIMERA = 5000 // @ = int :SHIT_20062 00D6: if 010A: player $PLAYER_CHAR money > 5 004D: jump_if_false @SHIT_20570 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_20109 0051: return 0002: jump @SHIT_20122 :SHIT_20109 0372: set_actor $PLAYER_ACTOR anim $1016 wait_state_time 999999 ms :SHIT_20122 00D6: if 0019: TIMERA > 5000 // @ > int 004D: jump_if_false @SHIT_20539 0109: player $PLAYER_CHAR money += -5 0006: TIMERA = 0 // @ = int 0008: $1086 += 5 // $ += int 0008: $1087 += 1 // $ += int 00D6: if 0038: $1087 == 6 // $ == int 004D: jump_if_false @SHIT_20194 0004: $1087 = 0 // $ = int :SHIT_20194 00D6: if 0038: $1087 == 1 // $ == int 004D: jump_if_false @SHIT_20263 015F: set_camera_position 68.45 -1456.37 12.0 rotation 0.0 0.0 0.0 0160: point_camera 66.0 -1454.5 10.5 switchstyle 2 :SHIT_20263 00D6: if 0038: $1087 == 2 // $ == int 004D: jump_if_false @SHIT_20332 015F: set_camera_position 65.21 -1454.1 9.56 rotation 0.0 0.0 0.0 0160: point_camera 67.36 -1456.33 11.58 switchstyle 2 :SHIT_20332 00D6: if 0038: $1087 == 3 // $ == int 004D: jump_if_false @SHIT_20401 015F: set_camera_position 68.0 -1455.6 10.0 rotation 0.0 0.0 0.0 0160: point_camera 64.9 -1454.5 10.89 switchstyle 2 :SHIT_20401 00D6: if 0038: $1087 == 4 // $ == int 004D: jump_if_false @SHIT_20470 015F: set_camera_position 67.47 -1456.14 10.0 rotation 0.0 0.0 0.0 0160: point_camera 65.4 -1454.25 11.37 switchstyle 2 :SHIT_20470 00D6: if 0038: $1087 == 5 // $ == int 004D: jump_if_false @SHIT_20539 015F: set_camera_position 65.93 -1454.6 11.65 rotation 0.0 0.0 0.0 0160: point_camera 68.42 -1458.24 8.36 switchstyle 2 :SHIT_20539 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @SHIT_20563 0002: jump @SHIT_20592 :SHIT_20563 0002: jump @SHIT_20062 :SHIT_20570 00BC: text_highpriority 'STRIP_1' time 5000 1 0002: jump @SHIT_20638 :SHIT_20592 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @SHIT_20638 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_20631 0051: return :SHIT_20631 0002: jump @SHIT_20592 :SHIT_20638 016A: fade 0 500 ms :SHIT_20645 00D6: if 016B: fading 004D: jump_if_false @SHIT_20687 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_20680 0051: return :SHIT_20680 0002: jump @SHIT_20645 :SHIT_20687 009B: destroy_actor_instantly $1044 0296: unload_special_actor 19 03E6: remove_text_box 00D6: if and 0018: $1086 > 299 // $ > int 0038: $1096 == 0 // $ == int 004D: jump_if_false @SHIT_21072 0050: gosub @SHIT_16342 03CB: load_scene 93.3 -1472.14 $572 015F: set_camera_position 103.0 -1488.0 15.7 rotation 0.0 0.0 0.0 0160: point_camera 99.5 -1476.6 16.75 switchstyle 2 04A6: $616 = create_asset_money_pickup_at 93.3 -1472.14 $572 money $617 rate $617 016A: fade 1 1000 ms :SHIT_20828 00D6: if 016B: fading 004D: jump_if_false @SHIT_20852 0001: wait 0 ms 0002: jump @SHIT_20828 :SHIT_20852 0006: TIMERA = 0 // @ = int :SHIT_20859 00D6: if 001B: 2000 > TIMERA // int > @ 004D: jump_if_false @SHIT_20889 0001: wait 0 ms 0002: jump @SHIT_20859 :SHIT_20889 00BA: text_styled 'ASSET_C' 10000 ms 6 01E5: text_1number_highpriority 'ASSET_D' $617 time 10000 1 0160: point_camera 93.3 -1472.14 $572 switchstyle 1 0394: play_music 1 0006: TIMERA = 0 // @ = int :SHIT_20950 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @SHIT_20980 0001: wait 0 ms 0002: jump @SHIT_20950 :SHIT_20980 016A: fade 0 500 ms :SHIT_20987 00D6: if 016B: fading 004D: jump_if_false @SHIT_21011 0001: wait 0 ms 0002: jump @SHIT_20987 :SHIT_21011 03CB: load_scene 72.0 -1454.7 9.45 0108: destroy_object $1790 04BB: select_interiour 5 // select render area 04F9: set_extra_colors 2 fade 0 01EB: set_traffic_density_multiplier_to 0.1 03AD: set_rubbish 0 0004: $1096 = 1 // $ = int 0008: $1175 += 1 // $ += int 030C: progress_made += 1 :SHIT_21072 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @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 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player 016A: fade 1 500 ms :SHIT_21140 00D6: if 016B: fading 004D: jump_if_false @SHIT_21182 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_21175 0051: return :SHIT_21175 0002: jump @SHIT_21140 :SHIT_21182 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_21219 01B4: set_player $PLAYER_CHAR can_move 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 0004: $ONMISSION = 0 // $ = int :SHIT_21219 0051: return :SHIT_21221 0004: $ONMISSION = 1 // $ = int 02A3: enable_widescreen 1 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 041D: set_camera_near_clip 0.1 0169: set_fade_color 0 0 1 016A: fade 0 500 ms :SHIT_21268 00D6: if 016B: fading 004D: jump_if_false @SHIT_21310 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_21303 0051: return :SHIT_21303 0002: jump @SHIT_21268 :SHIT_21310 03AF: set_streaming 0 023C: load_special_actor 1 'CSPLAY' 00D6: if 0038: $1098 == 0 // $ == int 004D: jump_if_false @SHIT_21356 023C: load_special_actor 19 'STRIPA' :SHIT_21356 00D6: if 0038: $1098 == 1 // $ == int 004D: jump_if_false @SHIT_21386 023C: load_special_actor 19 'STRIPA' :SHIT_21386 00D6: if 0038: $1098 == 2 // $ == int 004D: jump_if_false @SHIT_21416 023C: load_special_actor 19 'STRIPA' :SHIT_21416 038B: load_requested_models :SHIT_21418 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 19 loaded 004D: jump_if_false @SHIT_21472 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 19 'STRIPA' 0001: wait 0 ms 0002: 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' 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @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 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :SHIT_21607 00D6: if 001A: 25000 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SHIT_21642 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SHIT_21607 :SHIT_21642 016A: fade 0 1500 ms :SHIT_21649 00D6: if 016B: fading 004D: jump_if_false @SHIT_21673 0001: wait 0 ms 0002: jump @SHIT_21649 :SHIT_21673 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @SHIT_21697 0001: wait 0 ms 0002: jump @SHIT_21673 :SHIT_21697 02EA: end_cutscene 02A3: enable_widescreen 0 02EB: restore_camera_with_jumpcut 03C8: set_camera_directly_before_player 0296: unload_special_actor 1 0296: unload_special_actor 19 016A: fade 1 1500 ms 0008: $1098 += 1 // $ += int 00D6: if 0018: $1098 > 2 // $ > int 004D: jump_if_false @SHIT_21754 0004: $1098 = 0 // $ = int :SHIT_21754 00D6: if 016B: fading 004D: jump_if_false @SHIT_21778 0001: wait 0 ms 0002: jump @SHIT_21754 :SHIT_21778 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_21815 01B4: set_player $PLAYER_CHAR can_move 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 0004: $ONMISSION = 0 // $ = int :SHIT_21815 0051: return :SHIT_21817 00D6: if 0038: $986 == 1 // $ == int 004D: jump_if_false @SHIT_24769 00D6: if 0038: $1089 == 0 // $ == int 004D: jump_if_false @SHIT_24258 0004: $1015 = 24 // $ = int 0004: $1016 = 24 // $ = int 0004: $1017 = 25 // $ = int 0004: $1018 = 29 // $ = int 0004: $1019 = 19 // $ = int 0247: request_model #WFYG1 0247: request_model #HFYRI 0247: request_model #BFYRI :SHIT_21900 00D6: if or 8248: not model #WFYG1 available 8248: not model #HFYRI available 8248: not model #BFYRI available 004D: jump_if_false @SHIT_21946 0247: request_model #WFYG1 0247: request_model #HFYRI 0247: request_model #BFYRI 0001: wait 0 ms 0002: jump @SHIT_21900 :SHIT_21946 0247: request_model #CBA 0247: request_model #BMYRI 0247: request_model #BMYBB :SHIT_21958 00D6: if or 8248: not model #CBA available 8248: not model #BMYRI available 8248: not model #BMYBB available 004D: jump_if_false @SHIT_22004 0247: request_model #CBA 0247: request_model #BMYRI 0247: request_model #BMYBB 0001: wait 0 ms 0002: jump @SHIT_21958 :SHIT_22004 0247: request_model #FIREMAN 0247: request_model #WMYCW 0247: request_model #ARMY 0247: request_model #BKA :SHIT_22020 00D6: if or 8248: not model #FIREMAN available 8248: not model #WMYCW available 8248: not model #ARMY available 8248: not model #BKA available 004D: jump_if_false @SHIT_22074 0247: request_model #FIREMAN 0247: request_model #WMYCW 0247: request_model #ARMY 0247: request_model #BKA 0001: wait 0 ms 0002: jump @SHIT_22020 :SHIT_22074 023C: load_special_actor 19 'BGA' :SHIT_22086 00D6: if 823D: not special_actor 19 loaded 004D: jump_if_false @SHIT_22124 023C: load_special_actor 19 'BGA' 0001: wait 0 ms 0002: jump @SHIT_22086 :SHIT_22124 04ED: load_animation 'STRIP' :SHIT_22134 00D6: if 84EE: not animation 'STRIP' loaded 004D: jump_if_false @SHIT_22176 04ED: load_animation 'STRIP' 0001: wait 0 ms 0002: jump @SHIT_22134 :SHIT_22176 0247: request_model #BRASSKNUCKLE :SHIT_22181 00D6: if 8248: not model #BRASSKNUCKLE available 004D: jump_if_false @SHIT_22213 0247: request_model #BRASSKNUCKLE 0001: wait 0 ms 0002: jump @SHIT_22181 :SHIT_22213 00D6: if 001A: 26 > $1090 // int > $ 004D: jump_if_false @SHIT_23524 0001: wait 0 ms 0050: gosub @SHIT_25170 00D6: if 0038: $1090 == 1 // $ == int 004D: jump_if_false @SHIT_22293 009A: $1041 = create_actor_pedtype 4 model #CBA at $1099 $1100 $1101 0084: $1091 = $1041 // $ = $ int 0050: gosub @SHIT_25224 :SHIT_22293 00D6: if 0038: $1090 == 2 // $ == int 004D: jump_if_false @SHIT_22344 009A: $1042 = create_actor_pedtype 5 model #BFYRI at $1099 $1100 $1101 0084: $1091 = $1042 // $ = $ int 0050: gosub @SHIT_25224 :SHIT_22344 00D6: if 0038: $1090 == 3 // $ == int 004D: jump_if_false @SHIT_22395 009A: $1043 = create_actor_pedtype 5 model #HFYRI at $1099 $1100 $1101 0084: $1091 = $1043 // $ = $ int 0050: gosub @SHIT_25224 :SHIT_22395 00D6: if 0038: $1090 == 4 // $ == int 004D: jump_if_false @SHIT_22446 009A: $1044 = create_actor_pedtype 5 model #BFYRI at $1099 $1100 $1101 0084: $1091 = $1044 // $ = $ int 0050: gosub @SHIT_25224 :SHIT_22446 00D6: if 0038: $1090 == 5 // $ == int 004D: jump_if_false @SHIT_22497 009A: $1045 = create_actor_pedtype 4 model #CBA at $1099 $1100 $1101 0084: $1091 = $1045 // $ = $ int 0050: gosub @SHIT_25224 :SHIT_22497 00D6: if 0038: $1090 == 6 // $ == int 004D: jump_if_false @SHIT_22548 009A: $1046 = create_actor_pedtype 4 model #BMYRI at $1099 $1100 $1101 0084: $1091 = $1046 // $ = $ int 0050: gosub @SHIT_25224 :SHIT_22548 00D6: if 0038: $1090 == 7 // $ == int 004D: jump_if_false @SHIT_22599 009A: $1047 = create_actor_pedtype 4 model #BMYBB at $1099 $1100 $1101 0084: $1091 = $1047 // $ = $ int 0050: gosub @SHIT_25224 :SHIT_22599 00D6: if 0038: $1090 == 8 // $ == int 004D: jump_if_false @SHIT_22650 009A: $1048 = create_actor_pedtype 5 model #WFYG1 at $1099 $1100 $1101 0084: $1091 = $1048 // $ = $ int 0050: gosub @SHIT_25224 :SHIT_22650 00D6: if 0038: $1090 == 9 // $ == int 004D: jump_if_false @SHIT_22701 009A: $1049 = create_actor_pedtype 5 model #BFYRI at $1099 $1100 $1101 0084: $1091 = $1049 // $ = $ int 0050: gosub @SHIT_25224 :SHIT_22701 00D6: if 0038: $1090 == 10 // $ == int 004D: jump_if_false @SHIT_22752 009A: $1050 = create_actor_pedtype 5 model #HFYRI at $1099 $1100 $1101 0084: $1091 = $1050 // $ = $ int 0050: gosub @SHIT_25224 :SHIT_22752 00D6: if 0038: $1090 == 11 // $ == int 004D: jump_if_false @SHIT_22803 009A: $1051 = create_actor_pedtype 5 model #BFYRI at $1099 $1100 $1101 0084: $1091 = $1051 // $ = $ int 0050: gosub @SHIT_25224 :SHIT_22803 00D6: if 0038: $1090 == 12 // $ == int 004D: jump_if_false @SHIT_22854 009A: $1052 = create_actor_pedtype 5 model #WFYG1 at $1099 $1100 $1101 0084: $1091 = $1052 // $ = $ int 0050: gosub @SHIT_25224 :SHIT_22854 00D6: if 0038: $1090 == 13 // $ == int 004D: jump_if_false @SHIT_22905 009A: $1053 = create_actor_pedtype 4 model #BMYRI at $1099 $1100 $1101 0084: $1091 = $1053 // $ = $ int 0050: gosub @SHIT_25224 :SHIT_22905 00D6: if 0038: $1090 == 14 // $ == int 004D: jump_if_false @SHIT_22956 009A: $1054 = create_actor_pedtype 4 model #BMYBB at $1099 $1100 $1101 0084: $1091 = $1054 // $ = $ int 0050: gosub @SHIT_25224 :SHIT_22956 00D6: if 0038: $1090 == 15 // $ == int 004D: jump_if_false @SHIT_23007 009A: $1055 = create_actor_pedtype 5 model #HFYRI at $1099 $1100 $1101 0084: $1091 = $1055 // $ = $ int 0050: gosub @SHIT_25224 :SHIT_23007 00D6: if 0038: $1090 == 16 // $ == int 004D: jump_if_false @SHIT_23058 009A: $1056 = create_actor_pedtype 4 model #BMYBB at $1099 $1100 $1101 0084: $1091 = $1056 // $ = $ int 0050: gosub @SHIT_25224 :SHIT_23058 00D6: if 0038: $1090 == 17 // $ == int 004D: jump_if_false @SHIT_23109 009A: $1057 = create_actor_pedtype 5 model #WFYG1 at $1099 $1100 $1101 0084: $1091 = $1057 // $ = $ int 0050: gosub @SHIT_25224 :SHIT_23109 00D6: if 0038: $1090 == 18 // $ == int 004D: jump_if_false @SHIT_23160 009A: $1058 = create_actor_pedtype 5 model #BFYRI at $1099 $1100 $1101 0084: $1091 = $1058 // $ = $ int 0050: gosub @SHIT_25224 :SHIT_23160 00D6: if 0038: $1090 == 19 // $ == int 004D: jump_if_false @SHIT_23211 009A: $1059 = create_actor_pedtype 5 model #HFYRI at $1099 $1100 $1101 0084: $1091 = $1059 // $ = $ int 0050: gosub @SHIT_25224 :SHIT_23211 00D6: if 0038: $1090 == 20 // $ == int 004D: jump_if_false @SHIT_23262 009A: $1060 = create_actor_pedtype 4 model #BFYRI at $1099 $1100 $1101 0084: $1091 = $1060 // $ = $ int 0050: gosub @SHIT_25224 :SHIT_23262 00D6: if 0038: $1090 == 21 // $ == int 004D: jump_if_false @SHIT_23313 009A: $1061 = create_actor_pedtype 4 model #BMYRI at $1099 $1100 $1101 0084: $1091 = $1061 // $ = $ int 0050: gosub @SHIT_25224 :SHIT_23313 00D6: if 0038: $1090 == 22 // $ == int 004D: jump_if_false @SHIT_23364 009A: $1062 = create_actor_pedtype 5 model #WFYG1 at $1099 $1100 $1101 0084: $1091 = $1062 // $ = $ int 0050: gosub @SHIT_25224 :SHIT_23364 00D6: if 0038: $1090 == 23 // $ == int 004D: jump_if_false @SHIT_23415 009A: $1063 = create_actor_pedtype 5 model #HFYRI at $1099 $1100 $1101 0084: $1091 = $1063 // $ = $ int 0050: gosub @SHIT_25224 :SHIT_23415 00D6: if 0038: $1090 == 24 // $ == int 004D: jump_if_false @SHIT_23466 009A: $1064 = create_actor_pedtype 5 model #WFYG1 at $1099 $1100 $1101 0084: $1091 = $1064 // $ = $ int 0050: gosub @SHIT_25224 :SHIT_23466 00D6: if 0038: $1090 == 25 // $ == int 004D: jump_if_false @SHIT_23517 009A: $1065 = create_actor_pedtype 5 model #BFYRI at $1099 $1100 $1101 0084: $1091 = $1065 // $ = $ int 0050: gosub @SHIT_25224 :SHIT_23517 0002: jump @SHIT_22213 :SHIT_23524 009A: $1066 = create_actor_pedtype 4 model #FIREMAN at 474.0 -72.14 9.5 0173: set_actor $1066 z_angle_to 310.0 0084: $1091 = $1066 // $ = $ int 0050: gosub @SHIT_25224 009A: $1067 = create_actor_pedtype 4 model #WMYCW at 473.2 -70.9 9.5 0173: set_actor $1067 z_angle_to 310.0 0084: $1091 = $1067 // $ = $ int 0050: gosub @SHIT_25224 009A: $1068 = create_actor_pedtype 4 model #BKA at 472.4 -69.65 9.5 0173: set_actor $1068 z_angle_to 310.0 0084: $1091 = $1068 // $ = $ int 0050: gosub @SHIT_25224 009A: $1069 = create_actor_pedtype 4 model #ARMY at 471.6 -68.4 9.5 0173: set_actor $1069 z_angle_to 310.0 0084: $1091 = $1069 // $ = $ int 0050: gosub @SHIT_25224 009A: $1070 = create_actor_pedtype 4 model #COP at 470.8 -67.15 9.5 0173: set_actor $1070 z_angle_to 310.0 0084: $1091 = $1070 // $ = $ int 0050: gosub @SHIT_25224 009A: $1029 = create_actor_pedtype 4 model #SPECIAL19 at 487.8 -77.3 10.5 0173: set_actor $1029 z_angle_to 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 009A: $1030 = create_actor_pedtype 4 model #SPECIAL19 at 490.9 -74.4 10.5 0173: set_actor $1030 z_angle_to 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 00D6: if 0038: $1092 == 0 // $ == int 004D: jump_if_false @SHIT_24043 009A: $1031 = create_actor_pedtype 4 model #SPECIAL19 at 463.2 -58.16 10.5 0173: set_actor $1031 z_angle_to 250.0 0243: set_actor $1031 ped_stats_to 30 0223: set_actor $1031 health_to 200 01B2: give_actor $1031 weapon 1 ammo 0 // Load the weapon model before using this 009A: $1032 = create_actor_pedtype 4 model #SPECIAL19 at 465.5 -51.7 14.7 0173: set_actor $1032 z_angle_to 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 009A: $1026 = create_actor_pedtype 5 model #BFYRI at 465.25 -54.66 10.5 0173: set_actor $1026 z_angle_to 50.0 0243: set_actor $1026 ped_stats_to 30 0002: jump @SHIT_24244 :SHIT_24043 009A: $1031 = create_actor_pedtype 4 model #SPECIAL19 at 467.65 -60.36 9.5 0173: set_actor $1031 z_angle_to 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 009A: $1032 = create_actor_pedtype 4 model #SPECIAL19 at 468.0 -55.6 10.5 0173: set_actor $1032 z_angle_to 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 00D6: if 823D: not special_actor 18 loaded 004D: jump_if_false @SHIT_24193 023C: load_special_actor 18 'STRIPA' 0001: wait 0 ms 0002: jump @SHIT_24155 :SHIT_24193 009A: $1026 = create_actor_pedtype 5 model #SPECIAL18 at 466.6 -54.56 10.5 0173: set_actor $1026 z_angle_to 245.0 0243: set_actor $1026 ped_stats_to 30 0372: set_actor $1026 anim 25 wait_state_time 8000 ms :SHIT_24244 0006: TIMERA = 0 // @ = int 0004: $1089 = 1 // $ = int :SHIT_24258 00D6: if 0038: $1089 == 1 // $ == int 004D: jump_if_false @SHIT_24762 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_24762 00D6: if or 02DF: player $PLAYER_CHAR aggressive 010F: player $PLAYER_CHAR wanted_level > 0 004D: jump_if_false @SHIT_24340 00D6: if 0038: $1092 == 0 // $ == int 004D: jump_if_false @SHIT_24340 0050: gosub @SHIT_25349 :SHIT_24340 00D6: if and 0019: TIMERA > 10000 // @ > int 0038: $1033 == 0 // $ == int 004D: jump_if_false @SHIT_24392 00D6: if 8118: not actor $1026 dead 004D: jump_if_false @SHIT_24392 0372: set_actor $1026 anim 25 wait_state_time 8000 ms :SHIT_24392 00D6: if and 0038: $1092 == 0 // $ == int 0038: $1033 == 0 // $ == int 8118: not actor $1026 dead 004D: jump_if_false @SHIT_24559 00D6: if 00F6: player $PLAYER_CHAR 0 462.7 -57.3 11.5 radius 1.5 1.5 2.0 004D: jump_if_false @SHIT_24559 0247: request_model #BUDDYSHOT :SHIT_24475 00D6: if 8248: not model #BUDDYSHOT available 004D: jump_if_false @SHIT_24507 0247: request_model #BUDDYSHOT 0001: wait 0 ms 0002: jump @SHIT_24475 :SHIT_24507 00D6: if and 8118: not actor $1026 dead 0256: player $PLAYER_CHAR defined 004D: jump_if_false @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 0050: gosub @SHIT_25349 0004: $1033 = 1 // $ = int :SHIT_24559 00D6: if 0019: TIMERA > 10000 // @ > int 004D: jump_if_false @SHIT_24762 0004: $1093 = 1 // $ = int 0208: $1102 = random_float 0.0 360.0 00D6: if 8118: not actor $1066 dead 004D: jump_if_false @SHIT_24631 0084: $1091 = $1066 // $ = $ int 0050: gosub @SHIT_25224 :SHIT_24631 00D6: if 8118: not actor $1067 dead 004D: jump_if_false @SHIT_24662 0084: $1091 = $1067 // $ = $ int 0050: gosub @SHIT_25224 :SHIT_24662 00D6: if 8118: not actor $1068 dead 004D: jump_if_false @SHIT_24693 0084: $1091 = $1068 // $ = $ int 0050: gosub @SHIT_25224 :SHIT_24693 00D6: if 8118: not actor $1069 dead 004D: jump_if_false @SHIT_24724 0084: $1091 = $1069 // $ = $ int 0050: gosub @SHIT_25224 :SHIT_24724 00D6: if 8118: not actor $1070 dead 004D: jump_if_false @SHIT_24755 0084: $1091 = $1070 // $ = $ int 0050: gosub @SHIT_25224 :SHIT_24755 0006: TIMERA = 0 // @ = int :SHIT_24762 0002: jump @SHIT_25168 :SHIT_24769 00D6: if 0018: $1089 > 0 // $ > int 004D: jump_if_false @SHIT_25168 :SHIT_24787 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_24814 0001: wait 0 ms 0002: jump @SHIT_24787 :SHIT_24814 009B: destroy_actor_instantly $1041 009B: destroy_actor_instantly $1042 009B: destroy_actor_instantly $1043 009B: destroy_actor_instantly $1044 009B: destroy_actor_instantly $1045 009B: destroy_actor_instantly $1046 009B: destroy_actor_instantly $1047 009B: destroy_actor_instantly $1048 009B: destroy_actor_instantly $1049 009B: destroy_actor_instantly $1050 009B: destroy_actor_instantly $1051 009B: destroy_actor_instantly $1052 009B: destroy_actor_instantly $1053 009B: destroy_actor_instantly $1054 009B: destroy_actor_instantly $1055 009B: destroy_actor_instantly $1056 009B: destroy_actor_instantly $1057 009B: destroy_actor_instantly $1058 009B: destroy_actor_instantly $1059 009B: destroy_actor_instantly $1060 009B: destroy_actor_instantly $1061 009B: destroy_actor_instantly $1062 009B: destroy_actor_instantly $1063 009B: destroy_actor_instantly $1064 009B: destroy_actor_instantly $1065 009B: destroy_actor_instantly $1066 009B: destroy_actor_instantly $1067 009B: destroy_actor_instantly $1068 009B: destroy_actor_instantly $1069 009B: destroy_actor_instantly $1070 009B: destroy_actor_instantly $1026 009B: destroy_actor_instantly $1029 009B: destroy_actor_instantly $1030 009B: destroy_actor_instantly $1031 009B: destroy_actor_instantly $1032 0249: release_model #FIREMAN 0249: release_model #WMYCW 0249: release_model #ARMY 0249: release_model #BKA 0249: release_model #WFYG1 0249: release_model #HFYRI 0249: release_model #BFYRI 0249: release_model #CBA 0249: release_model #BMYRI 0249: release_model #BMYBB 0249: release_model #BRASSKNUCKLE 0296: unload_special_actor 19 00D6: if 0038: $1092 == 0 // $ == int 004D: jump_if_false @SHIT_25086 00D6: if 0038: $1033 == 1 // $ == int 004D: jump_if_false @SHIT_25079 0249: release_model #BUDDYSHOT :SHIT_25079 0002: jump @SHIT_25090 :SHIT_25086 0296: unload_special_actor 18 :SHIT_25090 04EF: release_animation 'STRIP' 0004: $1089 = 0 // $ = int 0004: $1090 = 0 // $ = int 0005: $1099 = 0.0 // $ = float 0005: $1100 = 0.0 // $ = float 0005: $1103 = 0.0 // $ = float 0005: $1102 = 0.0 // $ = float 0004: $1033 = 0 // $ = int 0004: $1093 = 0 // $ = int :SHIT_25168 0051: 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 0008: $1090 += 1 // $ += int 0051: return :SHIT_25224 00D6: if 001A: 1 > $1093 // int > $ 004D: jump_if_false @SHIT_25273 01ED: clear_actor $1091 threat_search 0291: set_actor $1091 heed_threats 1 0243: set_actor $1091 ped_stats_to 11 0372: set_actor $1091 anim 32 wait_state_time 999999 ms :SHIT_25273 00D6: if 001A: 2 > $1093 // int > $ 004D: jump_if_false @SHIT_25299 0173: set_actor $1091 z_angle_to $1102 :SHIT_25299 0051: return :SHIT_25301 00D6: if 0038: $1039 == 1 // $ == int 004D: jump_if_false @SHIT_25347 0296: unload_special_actor 15 034F: destroy_actor_with_fade $1037 // The actor fades away like a ghost 034F: destroy_actor_with_fade $1038 // The actor fades away like a ghost 0004: $1039 = 0 // $ = int 0004: $1040 = 0 // $ = int :SHIT_25347 0051: return :SHIT_25349 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_25461 00D6: if 8118: not actor $1029 dead 004D: jump_if_false @SHIT_25389 01CA: actor $1029 kill_player $PLAYER_CHAR :SHIT_25389 00D6: if 8118: not actor $1030 dead 004D: jump_if_false @SHIT_25413 01CA: actor $1030 kill_player $PLAYER_CHAR :SHIT_25413 00D6: if 8118: not actor $1031 dead 004D: jump_if_false @SHIT_25437 01CA: actor $1031 kill_player $PLAYER_CHAR :SHIT_25437 00D6: if 8118: not actor $1032 dead 004D: jump_if_false @SHIT_25461 01CA: actor $1032 kill_player $PLAYER_CHAR :SHIT_25461 0051: return :SHIT_25463 0247: request_model $1083 :SHIT_25468 00D6: if 8248: not model $1083 available 004D: jump_if_false @SHIT_25495 0001: wait 0 ms 0002: jump @SHIT_25468 :SHIT_25495 0051: return :SHIT_25497 0249: release_model $1083 0051: return :SHIT_25504 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHIT_25575 00D6: if or 047E: player $PLAYER_CHAR on_any_bike 00DE: player $PLAYER_CHAR driving_vehicle_type #CADDY 004D: jump_if_false @SHIT_25567 03C1: $1004 = player $PLAYER_CHAR car_no_save 0175: set_car $1004 z_angle_to $1104 0002: jump @SHIT_25575 :SHIT_25567 0171: set_player $PLAYER_CHAR z_angle_to $1104 :SHIT_25575 0051: return :IMPORT 0004: $1105 = 0 // $ = int 0004: $1107 = 0 // $ = int 0004: $1125 = 0 // $ = int 0004: $1126 = 0 // $ = int 0004: $1127 = 0 // $ = int 0004: $1128 = 0 // $ = int 03A4: name_thread 'IMPORT' 0111: set_wasted_busted_check_to 0 0002: jump @IMPORT_90 029B: $1114 = init_object #LH_IMP_EXP01 at -981.754 -841.278 8.586 01C7: remove_object_from_mission_cleanup_list $1114 :IMPORT_90 004E: end_thread :IMPORT1 03A4: name_thread 'IMPORT1' :IMPORT1_10 0001: wait 500 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @IMPORT1_822 00D6: if 0121: player $PLAYER_CHAR in_zone 'HAVANA' 004D: jump_if_false @IMPORT1_822 00D6: if 8038: not $1105 == 6 // $ == int 004D: jump_if_false @IMPORT1_87 0050: gosub @IMPGEN4_183 0002: jump @IMPORT1_822 :IMPORT1_87 00D6: if 0038: $1107 == 0 // $ == int 004D: jump_if_false @IMPORT1_822 0050: gosub @IMPGEN4_639 02FA: garage $687 change_to_type 9 029B: $1114 = init_object #LH_IMP_EXP02 at -981.754 -841.278 8.586 01C7: remove_object_from_mission_cleanup_list $1114 0008: $1175 += 1 // $ += int 0004: $628 = 1 // $ = int 04A6: $627 = create_asset_money_pickup_at $552 $553 $554 money $626 rate $626 0317: increment_mission_attempts 0595: mission_complete 0004: $1107 = 1 // $ = int 0001: wait 1000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @IMPORT1_793 01B4: set_player $PLAYER_CHAR can_move 0 016A: fade 0 500 ms :IMPORT1_226 00D6: if 016B: fading 004D: jump_if_false @IMPORT1_250 0001: wait 0 ms 0002: jump @IMPORT1_226 :IMPORT1_250 02A3: enable_widescreen 1 0247: request_model #DELUXO 038B: load_requested_models :IMPORT1_261 00D6: if 8248: not model #DELUXO available 004D: jump_if_false @IMPORT1_288 0001: wait 0 ms 0002: jump @IMPORT1_261 :IMPORT1_288 00A5: $1121 = create_car #DELUXO at -1022.3 -868.2 12.0 0175: set_car $1121 z_angle_to 175.0 0004: $1125 = 1 // $ = int 03CB: load_scene -1027.755 -870.693 13.398 015F: set_camera_position -1028.692 -871.013 13.541 rotation 0.0 0.0 0.0 0160: point_camera -1027.755 -870.693 13.398 switchstyle 2 016A: fade 1 500 ms 0001: wait 4000 ms 03CB: load_scene -1019.562 -865.229 13.506 015F: set_camera_position -1018.839 -864.582 13.748 rotation 0.0 0.0 0.0 0160: point_camera -1019.562 -865.229 13.506 switchstyle 2 0001: wait 4000 ms 016A: fade 0 500 ms :IMPORT1_488 00D6: if 016B: fading 004D: jump_if_false @IMPORT1_512 0001: wait 0 ms 0002: jump @IMPORT1_488 :IMPORT1_512 03CB: load_scene -1033.841 -904.032 17.364 015F: set_camera_position -1034.135 -904.978 17.5 rotation 0.0 0.0 0.0 0160: point_camera -1033.841 -904.032 17.364 switchstyle 2 016A: fade 1 500 ms :IMPORT1_587 00D6: if 016B: fading 004D: jump_if_false @IMPORT1_611 0001: wait 0 ms 0002: jump @IMPORT1_587 :IMPORT1_611 0394: play_music 1 00BA: text_styled 'CAR_AS1' 5000 ms 6 0001: wait 5000 ms 03CB: load_scene -1008.388 -873.565 13.218 015F: set_camera_position -1007.333 -874.26 13.824 rotation 0.0 0.0 0.0 0160: point_camera -1007.34 -873.279 13.63 switchstyle 2 01E5: text_1number_highpriority 'CAR_AS2' $626 time 6000 1 0001: wait 6000 ms 016A: fade 0 500 ms :IMPORT1_733 00D6: if 016B: fading 004D: jump_if_false @IMPORT1_757 0001: wait 0 ms 0002: jump @IMPORT1_733 :IMPORT1_757 016A: fade 1 500 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @IMPORT1_793 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 02EB: restore_camera_with_jumpcut :IMPORT1_793 0050: gosub @IMPGEN4_581 030C: progress_made += 1 004F: create_thread @IMPORT2 004F: create_thread @IMPGEN1 004E: end_thread :IMPORT1_822 0002: jump @IMPORT1_10 :IMPORT2 03A4: name_thread 'IMPORT2' :IMPORT2_10 0001: wait 500 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @IMPORT2_556 00D6: if 0121: player $PLAYER_CHAR in_zone 'HAVANA' 004D: jump_if_false @IMPORT2_556 00D6: if 8038: not $1105 == 6 // $ == int 004D: jump_if_false @IMPORT2_87 0050: gosub @IMPGEN4_183 0002: jump @IMPORT2_556 :IMPORT2_87 00D6: if 0038: $1107 == 0 // $ == int 004D: jump_if_false @IMPORT2_556 0050: gosub @IMPGEN4_639 02FA: garage $687 change_to_type 10 029B: $1114 = init_object #LH_IMP_EXP03 at -981.754 -841.278 8.586 01C7: remove_object_from_mission_cleanup_list $1114 0008: $626 += 2500 // $ += int 0215: destroy_pickup $627 04A6: $627 = create_asset_money_pickup_at $552 $553 $554 money $626 rate $626 0317: increment_mission_attempts 0595: mission_complete 0004: $1107 = 1 // $ = int 0001: wait 1000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @IMPORT2_527 01B4: set_player $PLAYER_CHAR can_move 0 016A: fade 0 500 ms :IMPORT2_225 00D6: if 016B: fading 004D: jump_if_false @IMPORT2_249 0001: wait 0 ms 0002: jump @IMPORT2_225 :IMPORT2_249 02A3: enable_widescreen 1 0247: request_model #SABRETUR 038B: load_requested_models :IMPORT2_260 00D6: if 8248: not model #SABRETUR available 004D: jump_if_false @IMPORT2_287 0001: wait 0 ms 0002: jump @IMPORT2_260 :IMPORT2_287 00A5: $1122 = create_car #SABRETUR at -1014.1 -869.4 12.0 0175: set_car $1122 z_angle_to 188.0 0004: $1126 = 1 // $ = int 03CB: load_scene -1012.449 -874.397 13.795 015F: set_camera_position -1012.101 -875.321 13.952 rotation 0.0 0.0 0.0 0160: point_camera -1012.449 -874.397 13.795 switchstyle 2 016A: fade 1 500 ms 0001: wait 4000 ms 03CB: load_scene -1016.831 -866.517 13.734 015F: set_camera_position -1017.595 -865.969 14.074 rotation 0.0 0.0 0.0 0160: point_camera -1016.831 -866.517 13.734 switchstyle 2 0001: wait 4000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @IMPORT2_527 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 02EB: restore_camera_with_jumpcut 01E5: text_1number_highpriority 'CAR_AS2' $626 time 6000 1 :IMPORT2_527 0050: gosub @IMPGEN4_581 030C: progress_made += 1 004F: create_thread @IMPORT3 004F: create_thread @IMPGEN2 004E: end_thread :IMPORT2_556 0002: jump @IMPORT2_10 :IMPORT3 03A4: name_thread 'IMPORT3' :IMPORT3_10 0001: wait 500 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @IMPORT3_556 00D6: if 0121: player $PLAYER_CHAR in_zone 'HAVANA' 004D: jump_if_false @IMPORT3_556 00D6: if 8038: not $1105 == 6 // $ == int 004D: jump_if_false @IMPORT3_87 0050: gosub @IMPGEN4_183 0002: jump @IMPORT3_556 :IMPORT3_87 00D6: if 0038: $1107 == 0 // $ == int 004D: jump_if_false @IMPORT3_556 0050: gosub @IMPGEN4_639 02FA: garage $687 change_to_type 22 029B: $1114 = init_object #LH_IMP_EXP04 at -981.754 -841.278 8.586 01C7: remove_object_from_mission_cleanup_list $1114 0008: $626 += 2500 // $ += int 0215: destroy_pickup $627 04A6: $627 = create_asset_money_pickup_at $552 $553 $554 money $626 rate $626 0317: increment_mission_attempts 0595: mission_complete 0004: $1107 = 1 // $ = int 0001: wait 1000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @IMPORT3_527 01B4: set_player $PLAYER_CHAR can_move 0 016A: fade 0 500 ms :IMPORT3_225 00D6: if 016B: fading 004D: jump_if_false @IMPORT3_249 0001: wait 0 ms 0002: jump @IMPORT3_225 :IMPORT3_249 02A3: enable_widescreen 1 0247: request_model #SANDKING 038B: load_requested_models :IMPORT3_260 00D6: if 8248: not model #SANDKING available 004D: jump_if_false @IMPORT3_287 0001: wait 0 ms 0002: jump @IMPORT3_260 :IMPORT3_287 00A5: $1123 = create_car #SANDKING at -1014.3 -868.8 17.7 0175: set_car $1123 z_angle_to 195.0 0004: $1127 = 1 // $ = int 03CB: load_scene -1009.532 -871.888 19.307 015F: set_camera_position -1008.656 -872.307 19.548 rotation 0.0 0.0 0.0 0160: point_camera -1009.532 -871.888 19.307 switchstyle 2 016A: fade 1 500 ms 0001: wait 4000 ms 03CB: load_scene -1018.04 -871.539 20.058 015F: set_camera_position -1018.791 -872.077 20.442 rotation 0.0 0.0 0.0 0160: point_camera -1018.04 -871.539 20.058 switchstyle 2 0001: wait 4000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @IMPORT3_527 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 02EB: restore_camera_with_jumpcut 01E5: text_1number_highpriority 'CAR_AS2' $626 time 6000 1 :IMPORT3_527 0050: gosub @IMPGEN4_581 030C: progress_made += 1 004F: create_thread @IMPORT4 004F: create_thread @IMPGEN3 004E: end_thread :IMPORT3_556 0002: jump @IMPORT3_10 :IMPORT4 03A4: name_thread 'IMPORT4' :IMPORT4_10 0001: wait 500 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @IMPORT4_500 00D6: if 0121: player $PLAYER_CHAR in_zone 'HAVANA' 004D: jump_if_false @IMPORT4_500 00D6: if 8038: not $1105 == 6 // $ == int 004D: jump_if_false @IMPORT4_87 0050: gosub @IMPGEN4_183 0002: jump @IMPORT4_500 :IMPORT4_87 00D6: if 0038: $1107 == 0 // $ == int 004D: jump_if_false @IMPORT4_500 0008: $626 += 2500 // $ += int 0215: destroy_pickup $627 04A6: $627 = create_asset_money_pickup_at $552 $553 $554 money $626 rate $626 0317: increment_mission_attempts 0595: mission_complete 0004: $1107 = 1 // $ = int 0001: wait 1000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @IMPORT4_486 01B4: set_player $PLAYER_CHAR can_move 0 016A: fade 0 500 ms :IMPORT4_184 00D6: if 016B: fading 004D: jump_if_false @IMPORT4_208 0001: wait 0 ms 0002: jump @IMPORT4_184 :IMPORT4_208 02A3: enable_widescreen 1 0247: request_model #HOTRING 038B: load_requested_models :IMPORT4_219 00D6: if 8248: not model #HOTRING available 004D: jump_if_false @IMPORT4_246 0001: wait 0 ms 0002: jump @IMPORT4_219 :IMPORT4_246 00A5: $1124 = create_car #HOTRING at -1023.2 -868.1 17.0 0175: set_car $1124 z_angle_to 172.0 0004: $1128 = 1 // $ = int 03CB: load_scene -1026.903 -871.942 19.008 015F: set_camera_position -1027.585 -872.634 19.244 rotation 0.0 0.0 0.0 0160: point_camera -1026.903 -871.942 19.008 switchstyle 2 016A: fade 1 500 ms 0001: wait 4000 ms 03CB: load_scene -1019.624 -869.584 18.612 015F: set_camera_position -1018.721 -869.948 18.844 rotation 0.0 0.0 0.0 0160: point_camera -1019.624 -869.584 18.612 switchstyle 2 0001: wait 4000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @IMPORT4_486 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 02EB: restore_camera_with_jumpcut 01E5: text_1number_highpriority 'CAR_AS2' $626 time 6000 1 :IMPORT4_486 030C: progress_made += 1 004F: create_thread @IMPGEN4 004E: end_thread :IMPORT4_500 0002: jump @IMPORT4_10 :IMPGEN1 03A4: name_thread 'IMPGEN1' :IMPGEN1_10 0001: wait 1000 ms 00D6: if 0038: $51 == 0 // $ == int 004D: jump_if_false @IMPGEN1_176 00D6: if 0038: $1125 == 1 // $ == int 004D: jump_if_false @IMPGEN1_176 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @IMPGEN1_176 00D6: if 80F5: not player $PLAYER_CHAR 0 -1023.0 -860.4 15.0 radius 100.0 100.0 40.0 004D: jump_if_false @IMPGEN1_176 00D6: if 8119: not car $1121 wrecked 004D: jump_if_false @IMPGEN1_155 01C3: mark_car_as_no_longer_needed $1121 0249: release_model #DELUXO 014C: set_parked_car_generator $87 cars_to_generate_to 101 0002: jump @IMPGEN1_167 :IMPGEN1_155 0249: release_model #DELUXO 014C: set_parked_car_generator $87 cars_to_generate_to 101 :IMPGEN1_167 0004: $51 = 1 // $ = int 004E: end_thread :IMPGEN1_176 0002: jump @IMPGEN1_10 :IMPGEN2 03A4: name_thread 'IMPGEN2' :IMPGEN2_10 0001: wait 1000 ms 00D6: if 0038: $52 == 0 // $ == int 004D: jump_if_false @IMPGEN2_176 00D6: if 0038: $1126 == 1 // $ == int 004D: jump_if_false @IMPGEN2_176 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @IMPGEN2_176 00D6: if 80F5: not player $PLAYER_CHAR 0 -1023.0 -860.4 15.0 radius 100.0 100.0 40.0 004D: jump_if_false @IMPGEN2_176 00D6: if 8119: not car $1122 wrecked 004D: jump_if_false @IMPGEN2_155 0249: release_model #SABRETUR 01C3: mark_car_as_no_longer_needed $1122 014C: set_parked_car_generator $88 cars_to_generate_to 101 0002: jump @IMPGEN2_167 :IMPGEN2_155 0249: release_model #SABRETUR 014C: set_parked_car_generator $88 cars_to_generate_to 101 :IMPGEN2_167 0004: $52 = 1 // $ = int 004E: end_thread :IMPGEN2_176 0002: jump @IMPGEN2_10 :IMPGEN3 03A4: name_thread 'IMPGEN3' :IMPGEN3_10 0001: wait 1000 ms 00D6: if 0038: $53 == 0 // $ == int 004D: jump_if_false @IMPGEN3_176 00D6: if 0038: $1127 == 1 // $ == int 004D: jump_if_false @IMPGEN3_176 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @IMPGEN3_176 00D6: if 80F5: not player $PLAYER_CHAR 0 -1023.0 -860.4 15.0 radius 100.0 100.0 40.0 004D: jump_if_false @IMPGEN3_176 00D6: if 8119: not car $1123 wrecked 004D: jump_if_false @IMPGEN3_155 0249: release_model #SANDKING 01C3: mark_car_as_no_longer_needed $1123 014C: set_parked_car_generator $89 cars_to_generate_to 101 0002: jump @IMPGEN3_167 :IMPGEN3_155 0249: release_model #SANDKING 014C: set_parked_car_generator $89 cars_to_generate_to 101 :IMPGEN3_167 0004: $53 = 1 // $ = int 004E: end_thread :IMPGEN3_176 0002: jump @IMPGEN3_10 :IMPGEN4 03A4: name_thread 'IMPGEN4' :IMPGEN4_10 0001: wait 1000 ms 00D6: if 0038: $54 == 0 // $ == int 004D: jump_if_false @IMPGEN4_176 00D6: if 0038: $1128 == 1 // $ == int 004D: jump_if_false @IMPGEN4_176 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @IMPGEN4_176 00D6: if 80F5: not player $PLAYER_CHAR 0 -1023.0 -860.4 15.0 radius 100.0 100.0 40.0 004D: jump_if_false @IMPGEN4_176 00D6: if 8119: not car $1124 wrecked 004D: jump_if_false @IMPGEN4_155 0249: release_model #HOTRING 01C3: mark_car_as_no_longer_needed $1124 014C: set_parked_car_generator $90 cars_to_generate_to 101 0002: jump @IMPGEN4_167 :IMPGEN4_155 0249: release_model #HOTRING 014C: set_parked_car_generator $90 cars_to_generate_to 101 :IMPGEN4_167 0004: $54 = 1 // $ = int 004E: end_thread :IMPGEN4_176 0002: jump @IMPGEN4_10 :IMPGEN4_183 00D6: if and 03D4: garage $687 contains_neededcar 1 0038: $1108 == 0 // $ == int 004D: jump_if_false @IMPGEN4_249 0008: $1105 += 1 // $ += int 029B: $1115 = init_object #LH_STRIKETHROUGH at -981.519 -841.222 8.378 01C7: remove_object_from_mission_cleanup_list $1115 0004: $1108 = 1 // $ = int :IMPGEN4_249 00D6: if and 03D4: garage $687 contains_neededcar 2 0038: $1109 == 0 // $ == int 004D: jump_if_false @IMPGEN4_315 0008: $1105 += 1 // $ += int 029B: $1116 = init_object #LH_STRIKETHROUGH at -981.519 -841.222 8.216 01C7: remove_object_from_mission_cleanup_list $1116 0004: $1109 = 1 // $ = int :IMPGEN4_315 00D6: if and 03D4: garage $687 contains_neededcar 3 0038: $1110 == 0 // $ == int 004D: jump_if_false @IMPGEN4_381 0008: $1105 += 1 // $ += int 029B: $1117 = init_object #LH_STRIKETHROUGH at -981.519 -841.222 8.062 01C7: remove_object_from_mission_cleanup_list $1117 0004: $1110 = 1 // $ = int :IMPGEN4_381 00D6: if and 03D4: garage $687 contains_neededcar 4 0038: $1111 == 0 // $ == int 004D: jump_if_false @IMPGEN4_447 0008: $1105 += 1 // $ += int 029B: $1118 = init_object #LH_STRIKETHROUGH at -981.519 -841.222 7.901 01C7: remove_object_from_mission_cleanup_list $1118 0004: $1111 = 1 // $ = int :IMPGEN4_447 00D6: if and 03D4: garage $687 contains_neededcar 5 0038: $1112 == 0 // $ == int 004D: jump_if_false @IMPGEN4_513 0008: $1105 += 1 // $ += int 029B: $1119 = init_object #LH_STRIKETHROUGH at -981.519 -841.222 7.74 01C7: remove_object_from_mission_cleanup_list $1119 0004: $1112 = 1 // $ = int :IMPGEN4_513 00D6: if and 03D4: garage $687 contains_neededcar 6 0038: $1113 == 0 // $ == int 004D: jump_if_false @IMPGEN4_579 0008: $1105 += 1 // $ += int 029B: $1120 = init_object #LH_STRIKETHROUGH at -981.519 -841.222 7.585 01C7: remove_object_from_mission_cleanup_list $1120 0004: $1113 = 1 // $ = int :IMPGEN4_579 0051: return :IMPGEN4_581 0004: $1108 = 0 // $ = int 0004: $1109 = 0 // $ = int 0004: $1110 = 0 // $ = int 0004: $1111 = 0 // $ = int 0004: $1112 = 0 // $ = int 0004: $1113 = 0 // $ = int 0004: $1105 = 0 // $ = int 0004: $1107 = 0 // $ = int 0051: return :IMPGEN4_639 0108: destroy_object $1115 0108: destroy_object $1116 0108: destroy_object $1118 0108: destroy_object $1117 0108: destroy_object $1119 0108: destroy_object $1120 0108: destroy_object $1114 0051: return :CELLFON 0004: $1129 = 0 // $ = int 0004: $1130 = 0 // $ = int 0004: $1131 = 0 // $ = int 0004: $1132 = 0 // $ = int 0004: $1133 = 0 // $ = int 0004: $1134 = 0 // $ = int 0004: $1135 = 0 // $ = int 0004: $1136 = 0 // $ = int 0004: $1137 = 0 // $ = int 0004: $1138 = 0 // $ = int 0004: $1139 = 0 // $ = int 0004: $1140 = 0 // $ = int 0004: $1141 = 0 // $ = int 0004: $1142 = 0 // $ = int 0004: $1143 = 0 // $ = int 0004: $1144 = 0 // $ = int 0004: $1145 = 0 // $ = int 0004: $1146 = 0 // $ = int 0004: $1147 = 0 // $ = int 0004: $1148 = 0 // $ = int 0004: $1149 = 0 // $ = int 0004: $1150 = 0 // $ = int 0004: $1151 = 0 // $ = int 0004: $1152 = 0 // $ = int 0004: $1153 = 0 // $ = int 0004: $1154 = 0 // $ = int 0004: $1155 = 0 // $ = int 0004: $1156 = 0 // $ = int 0004: $1157 = 0 // $ = int 0004: $1158 = 0 // $ = int 0004: $1159 = 0 // $ = int 0004: $1160 = 0 // $ = int 0004: $1161 = 0 // $ = int 0004: $1162 = 0 // $ = int 0004: $1163 = 0 // $ = int 0004: $1164 = 0 // $ = int 0004: $1165 = 0 // $ = int 0004: $1166 = 0 // $ = int 0004: $1167 = 0 // $ = int 0004: $1168 = 0 // $ = int 0004: $1169 = 0 // $ = int 0004: $1181 = 0 // $ = int 0004: $1175 = 0 // $ = int 0004: $1176 = 0 // $ = int 0004: $393 = 0 // $ = int 0004: $1178 = 0 // $ = int 0004: $1179 = 0 // $ = int 0004: $1170 = 0 // $ = int 0004: $1171 = 0 // $ = int 0004: $1172 = 0 // $ = int 0004: $1180 = 0 // $ = int 0004: $1182 = 20000 // $ = int 03A4: name_thread 'CELLFON' 0111: set_wasted_busted_check_to 0 004F: create_thread @CELL 004E: end_thread :CELL 0111: set_wasted_busted_check_to 0 03A4: name_thread 'CELL' 0002: jump @CELL_87 029B: $1779 = init_object #COMGATE1OPEN at -712.524 -489.428 12.549 029B: $1780 = init_object #COMGATE2OPEN at -712.524 -489.428 12.549 032B: $637 = create_weapon_pickup $924 3 ammo $937 at $972 $973 $974 :CELL_87 0001: wait 0 ms 00D6: if and 0038: $ONMISSION == 0 // $ == int 0038: $1178 == 0 // $ == int 004D: jump_if_false @CELL_128 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 0004: $1178 = 1 // $ = int :CELL_128 00D6: if 0038: $PASSED_LAW2_BACK_ALLEY_BRAWL == 1 // $ == int 004D: jump_if_false @CELL_15081 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @CELL_15074 00D6: if and 044B: actor $PLAYER_ACTOR on_foot 0038: $ONMISSION == 0 // $ == int 0038: $1180 == 0 // $ == int 004D: jump_if_false @CELL_15067 0050: gosub @CELL_15088 00D6: if and 810F: not player $PLAYER_CHAR wanted_level > 0 001C: $396 > $1182 // $ > $ int 004D: jump_if_false @CELL_15067 00D6: if 00F6: player $PLAYER_CHAR 0 $549 $550 $551 radius 4.0 4.0 4.0 004D: jump_if_false @CELL_274 0002: jump @CELL_87 :CELL_274 00D6: if 00F6: player $PLAYER_CHAR 0 $552 $553 $554 radius 4.0 4.0 4.0 004D: jump_if_false @CELL_323 0002: jump @CELL_87 :CELL_323 00D6: if 00F6: player $PLAYER_CHAR 0 $555 $556 $557 radius 4.0 4.0 4.0 004D: jump_if_false @CELL_372 0002: jump @CELL_87 :CELL_372 00D6: if 00F6: player $PLAYER_CHAR 0 $558 $559 $560 radius 4.0 4.0 4.0 004D: jump_if_false @CELL_421 0002: jump @CELL_87 :CELL_421 00D6: if 00F6: player $PLAYER_CHAR 0 $561 $562 $563 radius 4.0 4.0 4.0 004D: jump_if_false @CELL_470 0002: jump @CELL_87 :CELL_470 00D6: if 00F6: player $PLAYER_CHAR 0 $564 $565 $566 radius 4.0 4.0 4.0 004D: jump_if_false @CELL_519 0002: jump @CELL_87 :CELL_519 00D6: if 00F6: player $PLAYER_CHAR 0 $567 $568 $569 radius 4.0 4.0 4.0 004D: jump_if_false @CELL_568 0002: jump @CELL_87 :CELL_568 00D6: if 0038: $1156 == 0 // $ == int 004D: jump_if_false @CELL_1005 03E5: text_box 'ANSWER' 0050: gosub @CELL_15111 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_966 0004: $1177 = 1 // $ = int 03CF: load_wav 'MOB_52A' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB52_A' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_52B' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB52_B' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_52C' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB52_C' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_52D' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB52_D' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_52E' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB52_E' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_52F' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB52_F' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_52G' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB52_G' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_52H' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB52_H' time 10000 1 0050: gosub @CELL_15747 00BE: text_clear_all :CELL_966 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_991 0004: $1156 = 1 // $ = int :CELL_991 0050: gosub @CELL_16014 0002: jump @CELL_87 :CELL_1005 00D6: if 0038: $PASSED_COL5_ALL_HANDS_ON_DECK == 1 // $ == int 004D: jump_if_false @CELL_1030 0004: $1172 = 1 // $ = int :CELL_1030 00D6: if 0038: $1172 == 0 // $ == int 004D: jump_if_false @CELL_2055 00D6: if and 0038: $1142 == 0 // $ == int 0038: $PASSED_LAW4_RIOT == 1 // $ == int 004D: jump_if_false @CELL_1528 0050: gosub @CELL_15111 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_1443 0004: $1177 = 1 // $ = int 03CF: load_wav 'MOB_24A' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_24A' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_24B' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_24B' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_24C' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_24C' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_24D' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_24D' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_24E' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_24E' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_24F' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_24F' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_24G' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_24G' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_24H' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_24H' time 10000 1 0050: gosub @CELL_15747 00BE: text_clear_all :CELL_1443 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_1514 0004: $1142 = 1 // $ = int 004F: create_thread @GEN1 0164: disable_marker $228 02A7: $228 = create_icon_marker_and_sphere 6 at $459 $460 $461 03E5: text_box 'NEWCONT' 0004: $1181 = 1 // $ = int :CELL_1514 0050: gosub @CELL_16014 0002: jump @CELL_87 :CELL_1528 00D6: if and 0038: $1161 == 0 // $ == int 0038: $PASSED_COK2_PHNOM_PENH_86 == 1 // $ == int 004D: jump_if_false @CELL_1739 0050: gosub @CELL_15111 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_1671 0004: $1177 = 1 // $ = int 03CF: load_wav 'MOB_70A' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_70A' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_70B' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_70B' time 10000 1 0050: gosub @CELL_15747 00BE: text_clear_all :CELL_1671 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_1725 0004: $1161 = 1 // $ = int 004F: create_thread @GEN4 0164: disable_marker $228 02A7: $228 = create_icon_marker_and_sphere 6 at $459 $460 $461 :CELL_1725 0050: gosub @CELL_16014 0002: jump @CELL_87 :CELL_1739 00D6: if and 0038: $1143 == 0 // $ == int 0038: $PASSED_COL4_SIR_YES_SIR == 1 // $ == int 0038: $PASSED_COL5_ALL_HANDS_ON_DECK == 0 // $ == int 0038: $PASSED_KENT1_DEATH_ROW == 1 // $ == int 004D: jump_if_false @CELL_2048 0050: gosub @CELL_15111 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_1980 0004: $1177 = 1 // $ = int 03CF: load_wav 'MOB_25A' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_25A' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_25B' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_25B' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_25C' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_25C' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_25D' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_25D' time 10000 1 0050: gosub @CELL_15747 00BE: text_clear_all :CELL_1980 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_2034 0004: $1143 = 1 // $ = int 004F: create_thread @GEN5 0164: disable_marker $228 02A7: $228 = create_icon_marker_and_sphere 6 at $459 $460 $461 :CELL_2034 0050: gosub @CELL_16014 0002: jump @CELL_87 :CELL_2048 0002: jump @CELL_3140 :CELL_2055 00D6: if and 0038: $1140 == 0 // $ == int 0038: $270 == 1 // $ == int 004D: jump_if_false @CELL_2447 0050: gosub @CELL_15111 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_2408 0004: $1177 = 1 // $ = int 03CF: load_wav 'MOB_18A' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_18A' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_18B' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_18B' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_18C' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_18C' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_18D' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_18D' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_18E' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_18E' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_18F' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_18F' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_18G' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_18G' time 10000 1 0050: gosub @CELL_15747 00BE: text_clear_all :CELL_2408 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_2433 0004: $1140 = 1 // $ = int :CELL_2433 0050: gosub @CELL_16014 0002: jump @CELL_87 :CELL_2447 00D6: if and 0038: $1162 == 0 // $ == int 0038: $1140 == 1 // $ == int 0038: $270 == 1 // $ == int 004D: jump_if_false @CELL_3140 0050: gosub @CELL_15111 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_3101 0004: $1177 = 1 // $ = int 03CF: load_wav 'MOB_71A' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB21_A' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_71B' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB21_B' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_71C' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB21_G' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_71D' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB21_H' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_71E' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB21_I' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_71F' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB21_K' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_71G' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB21_M' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_71H' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB21_N' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_71I' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB21_O' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_71J' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB21_P' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_71K' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB21_Q' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_71L' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB21_R' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_71M' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB21_T' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_71N' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB21_U' time 10000 1 0050: gosub @CELL_15747 00BE: text_clear_all :CELL_3101 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_3126 0004: $1162 = 1 // $ = int :CELL_3126 0050: gosub @CELL_16014 0002: jump @CELL_87 :CELL_3140 00D6: if 0038: $PASSED_ASS1_RUB_OUT == 1 // $ == int 004D: jump_if_false @CELL_3165 0004: $1171 = 1 // $ = int :CELL_3165 00D6: if 0038: $1171 == 0 // $ == int 004D: jump_if_false @CELL_3575 00D6: if and 0038: $1157 == 0 // $ == int 0038: $PASSED_COL3_GUARDIAN_ANGELS == 1 // $ == int 004D: jump_if_false @CELL_3575 0050: gosub @CELL_15111 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_3410 0004: $1177 = 1 // $ = int 03CF: load_wav 'MOB_62A' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_62A' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_62B' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_62B' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_62C' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_62C' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_62D' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_62D' time 10000 1 0050: gosub @CELL_15747 00BE: text_clear_all :CELL_3410 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_3561 0004: $1157 = 1 // $ = int 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 0108: destroy_object $1780 029B: $1780 = init_object #COMGATE2OPEN at -183.824 -473.223 12.615 01C7: remove_object_from_mission_cleanup_list $1780 0164: disable_marker $234 02A7: $234 = create_icon_marker_and_sphere $420 at $462 $463 $464 004F: create_thread @BAR1 :CELL_3561 0050: gosub @CELL_16014 0002: jump @CELL_87 :CELL_3575 00D6: if and 0038: $1141 == 0 // $ == int 0038: $PASSED_COL5_ALL_HANDS_ON_DECK == 1 // $ == int 004D: jump_if_false @CELL_3883 0050: gosub @CELL_15111 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_3844 0004: $1177 = 1 // $ = int 03CF: load_wav 'MOB_20A' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_20A' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_20B' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_20B' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_20C' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_20C' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_20D' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_20D' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_20E' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_20E' time 10000 1 0050: gosub @CELL_15747 00BE: text_clear_all :CELL_3844 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_3869 0004: $1141 = 1 // $ = int :CELL_3869 0050: gosub @CELL_16014 0002: jump @CELL_87 :CELL_3883 00D6: if and 0038: $1129 == 0 // $ == int 0038: $1154 == 1 // $ == int 0038: $PASSED_COK4_SUPPLY_AND_DEMAND == 1 // $ == int 0038: $PASSED_COL4_SIR_YES_SIR == 1 // $ == int 004D: jump_if_false @CELL_4164 0050: gosub @CELL_15111 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_4082 0004: $1177 = 1 // $ = int 03CF: load_wav 'MOB_01A' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_01A' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_01B' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_01B' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_01C' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_01C' time 10000 1 0050: gosub @CELL_15747 00BE: text_clear_all :CELL_4082 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_4150 0004: $1129 = 1 // $ = int 0164: disable_marker $241 02A7: $241 = create_icon_marker_and_sphere $418 at 491.0 -77.7 10.4 004F: create_thread @KEN1 0004: $996 = 1 // $ = int :CELL_4150 0050: gosub @CELL_16014 0002: jump @CELL_87 :CELL_4164 00D6: if and 0038: $1130 == 0 // $ == int 0038: $273 == 1 // $ == int 0038: $268 == 1 // $ == int 0018: $1175 > 6 // $ > int 004D: jump_if_false @CELL_4437 0050: gosub @CELL_15111 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_4363 0004: $1177 = 1 // $ = int 03CF: load_wav 'MOB_02A' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_02A' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_02B' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_02B' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_02C' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_02C' time 10000 1 0050: gosub @CELL_15747 00BE: text_clear_all :CELL_4363 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_4423 0004: $1130 = 1 // $ = int 0215: destroy_pickup $637 0164: disable_marker $271 02A7: $271 = create_icon_marker_and_sphere $426 at $474 $475 $476 004F: create_thread @FIN1 :CELL_4423 0050: gosub @CELL_16014 0002: jump @CELL_87 :CELL_4437 00D6: if and 0038: $1160 == 0 // $ == int 0038: $PASSED_ASS1_RUB_OUT == 1 // $ == int 004D: jump_if_false @CELL_4728 0050: gosub @CELL_15111 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_4664 0004: $1177 = 1 // $ = int 03CF: load_wav 'MOB_68A' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_68A' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_68B' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_68B' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_68C' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_68C' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_68D' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_68D' time 10000 1 0050: gosub @CELL_15747 00BE: text_clear_all :CELL_4664 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_4714 0004: $1160 = 1 // $ = int 02A7: $287 = create_icon_marker_and_sphere $428 at $486 $487 $488 004F: create_thread @ROC1 :CELL_4714 0050: gosub @CELL_16014 0002: jump @CELL_87 :CELL_4728 00D6: if and 0038: $1131 == 0 // $ == int 0038: $PASSED_ROCK1_LOVE_JUICE == 1 // $ == int 004D: jump_if_false @CELL_5019 0050: gosub @CELL_15111 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_4955 0004: $1177 = 1 // $ = int 03CF: load_wav 'MOB_04A' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_04A' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_04B' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_04B' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_04C' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_04C' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_04D' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_04D' time 10000 1 0050: gosub @CELL_15747 00BE: text_clear_all :CELL_4955 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_5005 0004: $1131 = 1 // $ = int 02A7: $274 = create_icon_marker_and_sphere $427 at $477 $478 $479 004F: create_thread @BIK1 :CELL_5005 0050: gosub @CELL_16014 0002: jump @CELL_87 :CELL_5019 00D6: if and 0038: $1132 == 0 // $ == int 0038: $277 == 1 // $ == int 004D: jump_if_false @CELL_5285 0050: gosub @CELL_15111 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_5246 0004: $1177 = 1 // $ = int 03CF: load_wav 'MOB_05A' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_05A' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_05B' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_05B' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_05C' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_05C' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_05D' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_05D' time 10000 1 0050: gosub @CELL_15747 00BE: text_clear_all :CELL_5246 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_5271 0004: $1132 = 1 // $ = int :CELL_5271 0050: gosub @CELL_16014 0002: jump @CELL_87 :CELL_5285 00D6: if and 0038: $1144 == 0 // $ == int 0038: $PASSED_ROCK3_PUBLICITY_TOUR == 1 // $ == int 004D: jump_if_false @CELL_5593 0050: gosub @CELL_15111 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_5554 0004: $1177 = 1 // $ = int 03CF: load_wav 'MOB_26A' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_26A' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_26B' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_26B' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_26C' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_26C' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_26D' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_26D' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_26E' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_26E' time 10000 1 0050: gosub @CELL_15747 00BE: text_clear_all :CELL_5554 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_5579 0004: $1144 = 1 // $ = int :CELL_5579 0050: gosub @CELL_16014 0002: jump @CELL_87 :CELL_5593 00D6: if and 0038: $1135 == 0 // $ == int 0038: $246 == 1 // $ == int 004D: jump_if_false @CELL_5973 0050: gosub @CELL_15111 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_5904 0004: $1177 = 1 // $ = int 03CF: load_wav 'MOB_09A' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_09A' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_09B' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_09B' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_09C' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_09C' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_09D' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_09D' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_09E' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_09E' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_09F' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_09F' time 10000 1 0050: gosub @CELL_15747 00BE: text_clear_all :CELL_5904 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_5959 0004: $1135 = 1 // $ = int 0164: disable_marker $278 02A7: $278 = create_icon_marker_and_sphere $429 at $480 $481 $482 004F: create_thread @CUB1 :CELL_5959 0050: gosub @CELL_16014 0002: jump @CELL_87 :CELL_5973 00D6: if and 0038: $1133 == 0 // $ == int 0038: $279 == 1 // $ == int 004D: jump_if_false @CELL_6222 0050: gosub @CELL_15111 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_6158 0004: $1177 = 1 // $ = int 03CF: load_wav 'MOB_06A' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_06A' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_06B' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_06B' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_06C' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_06C' time 10000 1 0050: gosub @CELL_15747 00BE: text_clear_all :CELL_6158 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_6208 0004: $1133 = 1 // $ = int 02A7: $283 = create_icon_marker_and_sphere $430 at $483 $484 $485 004F: create_thread @HAT1 :CELL_6208 0050: gosub @CELL_16014 0002: jump @CELL_87 :CELL_6222 00D6: if and 0038: $1159 == 0 // $ == int 0038: $PASSED_HAT3_DIRTY_LICKINS == 1 // $ == int 004D: jump_if_false @CELL_6444 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @CELL_6444 00D6: if 0121: player $PLAYER_CHAR in_zone 'HAITI' 004D: jump_if_false @CELL_6444 0050: gosub @CELL_15111 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_6405 0004: $1177 = 1 // $ = int 03CF: load_wav 'MOB_66A' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_66A' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_66B' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_66B' time 10000 1 0050: gosub @CELL_15747 00BE: text_clear_all :CELL_6405 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_6430 0004: $1159 = 1 // $ = int :CELL_6430 0050: gosub @CELL_16014 0002: jump @CELL_87 :CELL_6444 00D6: if and 0038: $1134 == 0 // $ == int 0038: $393 == 1 // $ == int 004D: jump_if_false @CELL_6836 0050: gosub @CELL_15111 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_6797 0004: $1177 = 1 // $ = int 03CF: load_wav 'MOB_08A' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_08A' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_08B' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_08B' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_08C' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_08C' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_08D' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_08D' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_08E' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_08E' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_08F' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_08F' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_08G' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_08G' time 10000 1 0050: gosub @CELL_15747 00BE: text_clear_all :CELL_6797 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_6822 0004: $1134 = 1 // $ = int :CELL_6822 0050: gosub @CELL_16014 0002: jump @CELL_87 :CELL_6836 00D6: if and 0038: $1136 == 0 // $ == int 0038: $266 == 1 // $ == int 0038: $PASSED_LAW4_RIOT == 1 // $ == int 004D: jump_if_false @CELL_7193 0050: gosub @CELL_15111 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_7154 0004: $1177 = 1 // $ = int 03CF: load_wav 'MOB_11A' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_11A' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_11B' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_11B' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_11C' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_11C' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_11D' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_11D' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_11E' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_11E' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_11F' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_11F' time 10000 1 0050: gosub @CELL_15747 00BE: text_clear_all :CELL_7154 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_7179 0004: $1136 = 1 // $ = int :CELL_7179 0050: gosub @CELL_16014 0002: jump @CELL_87 :CELL_7193 00D6: if and 0038: $1137 == 0 // $ == int 0038: $393 == 1 // $ == int 004D: jump_if_false @CELL_7627 0050: gosub @CELL_15111 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_7588 0004: $1177 = 1 // $ = int 03CF: load_wav 'MOB_14A' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_14A' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_14B' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_14B' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_14C' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_14C' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_14D' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_14D' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_14E' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_14E' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_14F' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_14F' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_14G' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_14G' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_14H' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_14H' time 10000 1 0050: gosub @CELL_15747 00BE: text_clear_all :CELL_7588 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_7613 0004: $1137 = 1 // $ = int :CELL_7613 0050: gosub @CELL_16014 0002: jump @CELL_87 :CELL_7627 00D6: if and 0038: $1145 == 0 // $ == int 0038: $282 == 1 // $ == int 004D: jump_if_false @CELL_7977 0050: gosub @CELL_15111 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_7938 0004: $1177 = 1 // $ = int 03CF: load_wav 'MOB_30A' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_30A' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_30B' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_30B' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_30C' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_30C' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_30D' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_30D' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_30E' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_30E' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_30F' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_30F' time 10000 1 0050: gosub @CELL_15747 00BE: text_clear_all :CELL_7938 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_7963 0004: $1145 = 1 // $ = int :CELL_7963 0050: gosub @CELL_16014 0002: jump @CELL_87 :CELL_7977 00D6: if and 0038: $1147 == 0 // $ == int 0038: $251 == 1 // $ == int 004D: jump_if_false @CELL_8268 0050: gosub @CELL_15111 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_8204 0004: $1177 = 1 // $ = int 03CF: load_wav 'MOB_34A' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_34A' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_34B' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_34B' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_34C' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_34C' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_34D' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_34D' time 10000 1 0050: gosub @CELL_15747 00BE: text_clear_all :CELL_8204 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_8254 0004: $1147 = 1 // $ = int 02A7: $253 = create_icon_marker_and_sphere $423 at $492 $493 $494 004F: create_thread @PHI1 :CELL_8254 0050: gosub @CELL_16014 0002: jump @CELL_87 :CELL_8268 00D6: if and 0038: $1146 == 0 // $ == int 0038: $254 == 1 // $ == int 004D: jump_if_false @CELL_8559 0050: gosub @CELL_15111 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_8495 0004: $1177 = 1 // $ = int 03CF: load_wav 'MOB_33A' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_33A' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_33B' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_33B' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_33C' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_33C' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_33D' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_33D' time 10000 1 0050: gosub @CELL_15747 00BE: text_clear_all :CELL_8495 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_8545 0004: $1146 = 1 // $ = int 02A7: $253 = create_icon_marker_and_sphere $423 at $492 $493 $494 004F: create_thread @PHI2 :CELL_8545 0050: gosub @CELL_16014 0002: jump @CELL_87 :CELL_8559 00D6: if and 0038: $1148 == 0 // $ == int 0038: $255 == 1 // $ == int 004D: jump_if_false @CELL_8783 0050: gosub @CELL_15111 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_8744 0004: $1177 = 1 // $ = int 03CF: load_wav 'MOB_36A' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_36A' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_36B' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_36B' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_36C' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_36C' time 10000 1 0050: gosub @CELL_15747 00BE: text_clear_all :CELL_8744 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_8769 0004: $1148 = 1 // $ = int :CELL_8769 0050: gosub @CELL_16014 0002: jump @CELL_87 :CELL_8783 00D6: if and 0038: $1138 == 0 // $ == int 0038: $260 == 1 // $ == int 004D: jump_if_false @CELL_9175 0050: gosub @CELL_15111 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_9136 0004: $1177 = 1 // $ = int 03CF: load_wav 'MOB_16A' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_16A' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_16B' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_16B' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_16C' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_16C' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_16D' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_16D' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_16E' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_16E' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_16F' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_16F' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_16G' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_16G' time 10000 1 0050: gosub @CELL_15747 00BE: text_clear_all :CELL_9136 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_9161 0004: $1138 = 1 // $ = int :CELL_9161 0050: gosub @CELL_16014 0002: jump @CELL_87 :CELL_9175 00D6: if 0038: $270 == 1 // $ == int 004D: jump_if_false @CELL_9200 0004: $1170 = 1 // $ = int :CELL_9200 00D6: if 0038: $1170 == 0 // $ == int 004D: jump_if_false @CELL_12657 00D6: if and 0038: $1154 == 0 // $ == int 0038: $PASSED_COK4_SUPPLY_AND_DEMAND == 1 // $ == int 004D: jump_if_false @CELL_9676 00D6: if 8121: not player $PLAYER_CHAR in_zone 'STARI' 004D: jump_if_false @CELL_9676 0050: gosub @CELL_15111 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_9637 0004: $1177 = 1 // $ = int 03CF: load_wav 'MOB_46A' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB46_A' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_46B' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB46_B' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_46C' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB46_C' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_46D' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB46_D' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_46E' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB46_E' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_46F' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB46_F' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_46G' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB46_G' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_46H' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB46_H' time 10000 1 0050: gosub @CELL_15747 00BE: text_clear_all :CELL_9637 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_9662 0004: $1154 = 1 // $ = int :CELL_9662 0050: gosub @CELL_16014 0002: jump @CELL_87 :CELL_9676 00D6: if and 0038: $1149 == 0 // $ == int 0038: $PASSED_LAW3_JURY_FURY == 1 // $ == int 004D: jump_if_false @CELL_10152 0050: gosub @CELL_15111 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_10113 0004: $1177 = 1 // $ = int 03CF: load_wav 'MOB_40A' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_40A' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_40B' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_40B' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_40C' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_40C' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_40D' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_40D' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_40E' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_40E' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_40F' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_40F' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_40G' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_40G' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_40H' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_40H' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_40I' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_40I' time 10000 1 0050: gosub @CELL_15747 00BE: text_clear_all :CELL_10113 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_10138 0004: $1149 = 1 // $ = int :CELL_10138 0050: gosub @CELL_16014 0002: jump @CELL_87 :CELL_10152 00D6: if and 0038: $1150 == 0 // $ == int 0038: $1149 == 1 // $ == int 004D: jump_if_false @CELL_10604 00D6: if 0038: $PASSED_ASS1_RUB_OUT == 1 // $ == int 004D: jump_if_false @CELL_10604 0050: gosub @CELL_15111 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_10565 0004: $1177 = 1 // $ = int 03CF: load_wav 'MOB_41A' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_41A' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_41B' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_41B' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_41C' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_41C' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_41D' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_41D' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_41E' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_41E' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_41F' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_41F' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_41G' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_41G' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_41H' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_41H' time 10000 1 0050: gosub @CELL_15747 00BE: text_clear_all :CELL_10565 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_10590 0004: $1150 = 1 // $ = int :CELL_10590 0050: gosub @CELL_16014 0002: jump @CELL_87 :CELL_10604 00D6: if and 0038: $1151 == 0 // $ == int 0038: $1150 == 1 // $ == int 004D: jump_if_false @CELL_10937 00D6: if or 0038: $272 == 1 // $ == int 0038: $257 == 1 // $ == int 004D: jump_if_false @CELL_10937 0050: gosub @CELL_15111 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_10898 0004: $1177 = 1 // $ = int 03CF: load_wav 'MOB_42A' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_42A' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_42B' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_42B' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_42C' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_42C' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_42D' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_42D' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_42E' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_42E' time 10000 1 0050: gosub @CELL_15747 00BE: text_clear_all :CELL_10898 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_10923 0004: $1151 = 1 // $ = int :CELL_10923 0050: gosub @CELL_16014 0002: jump @CELL_87 :CELL_10937 00D6: if and 0038: $1152 == 0 // $ == int 0038: $1151 == 1 // $ == int 004D: jump_if_false @CELL_11396 00D6: if and 0038: $251 == 1 // $ == int 0038: $273 == 1 // $ == int 004D: jump_if_false @CELL_11396 0050: gosub @CELL_15111 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_11357 0004: $1177 = 1 // $ = int 03CF: load_wav 'MOB_43A' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_43A' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_43B' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_43B' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_43C' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_43C' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_43D' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_43D' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_43E' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_43E' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_43F' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_43F' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_43G' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_43G' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_43H' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_43H' time 10000 1 0050: gosub @CELL_15747 00BE: text_clear_all :CELL_11357 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_11382 0004: $1152 = 1 // $ = int :CELL_11382 0050: gosub @CELL_16014 0002: jump @CELL_87 :CELL_11396 00D6: if and 0038: $1153 == 0 // $ == int 0038: $267 == 1 // $ == int 004D: jump_if_false @CELL_12082 0050: gosub @CELL_15111 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_12043 0004: $1177 = 1 // $ = int 03CF: load_wav 'MOB_45A' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB45_A' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_45B' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB45_B' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_45C' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB45_C' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_45D' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB45_D' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_45E' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB45_E' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_45F' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB45_F' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_45G' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB45_G' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_45H' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB45_H' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_45I' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB45_I' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_45J' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB45_J' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_45K' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB45_K' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_45L' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB45_L' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_45M' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB45_M' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_45N' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB45_N' time 10000 1 0050: gosub @CELL_15747 00BE: text_clear_all :CELL_12043 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_12068 0004: $1153 = 1 // $ = int :CELL_12068 0050: gosub @CELL_16014 0002: jump @CELL_87 :CELL_12082 00D6: if and 0038: $1163 == 0 // $ == int 0038: $268 == 1 // $ == int 004D: jump_if_false @CELL_12474 0050: gosub @CELL_15111 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_12435 0004: $1177 = 1 // $ = int 03CF: load_wav 'MOB_72A' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_72A' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_72B' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_72B' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_72C' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_72C' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_72D' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_72D' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_72E' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_72E' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_72F' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_72F' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_72G' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_72G' time 10000 1 0050: gosub @CELL_15747 00BE: text_clear_all :CELL_12435 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_12460 0004: $1163 = 1 // $ = int :CELL_12460 0050: gosub @CELL_16014 0002: jump @CELL_87 :CELL_12474 00D6: if and 0038: $1155 == 0 // $ == int 0038: $269 == 1 // $ == int 004D: jump_if_false @CELL_12650 0050: gosub @CELL_15111 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_12575 0004: $1177 = 1 // $ = int 03CF: load_wav 'MOB_47A' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_47A' time 10000 1 0050: gosub @CELL_15747 00BE: text_clear_all :CELL_12575 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_12636 0004: $1155 = 1 // $ = int 0164: disable_marker $265 02A7: $265 = create_icon_marker_and_sphere $425 at -378.3 -579.8 24.5 004F: create_thread @FIN2 :CELL_12636 0050: gosub @CELL_16014 0002: jump @CELL_87 :CELL_12650 0002: jump @CELL_14161 :CELL_12657 00D6: if and 0038: $1158 == 0 // $ == int 0256: player $PLAYER_CHAR defined 004D: jump_if_false @CELL_13207 00D6: if 0121: player $PLAYER_CHAR in_zone 'HAVANA' 004D: jump_if_false @CELL_13207 0050: gosub @CELL_15111 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_13158 0004: $1177 = 1 // $ = int 03CF: load_wav 'MOB_63A' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_63A' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_63B' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_63B' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_63C' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_63C' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_63D' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_63D' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_63E' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_63E' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_63F' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_63F' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_63G' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_63G' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_63H' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_63H' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_63I' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_63I' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_63J' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_63J' time 10000 1 0050: gosub @CELL_15747 00BE: text_clear_all :CELL_13158 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_13193 0004: $1158 = 1 // $ = int 0004: $1182 = 60000 // $ = int :CELL_13193 0050: gosub @CELL_16014 0002: jump @CELL_87 :CELL_13207 00D6: if and 0038: $1139 == 0 // $ == int 0256: player $PLAYER_CHAR defined 004D: jump_if_false @CELL_13789 00D6: if 0121: player $PLAYER_CHAR in_zone 'STARI' 004D: jump_if_false @CELL_13789 0050: gosub @CELL_15111 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_13750 0004: $1177 = 1 // $ = int 03CF: load_wav 'MOB_17A' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_17A' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_17B' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_17B' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_17C' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_17C' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_17D' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_17D' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_17E' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_17F' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_17G' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_17G' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_17H' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_17H' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_17I' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_17I' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_17J' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_17J' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_17K' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_17K' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_17L' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_17L' time 10000 1 0050: gosub @CELL_15747 00BE: text_clear_all :CELL_13750 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_13775 0004: $1139 = 1 // $ = int :CELL_13775 0050: gosub @CELL_16014 0002: jump @CELL_87 :CELL_13789 00D6: if and 0038: $1164 == 0 // $ == int 0256: player $PLAYER_CHAR defined 004D: jump_if_false @CELL_14161 00D6: if 0121: player $PLAYER_CHAR in_zone 'PORNI' 004D: jump_if_false @CELL_14161 0050: gosub @CELL_15111 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_14122 0004: $1177 = 1 // $ = int 03CF: load_wav 'MOB_73A' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_73A' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_73C' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_73C' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_73D' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_73D' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_73F' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_73F' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_73G' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_73G' time 10000 1 0050: gosub @CELL_15747 03CF: load_wav 'MOB_73I' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_73I' time 10000 1 0050: gosub @CELL_15747 00BE: text_clear_all :CELL_14122 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_14147 0004: $1164 = 1 // $ = int :CELL_14147 0050: gosub @CELL_16014 0002: jump @CELL_87 :CELL_14161 00D6: if and 0038: $PASSED_LAW3_JURY_FURY == 1 // $ == int 0038: $1169 == 0 // $ == int 004D: jump_if_false @CELL_14331 0050: gosub @CELL_15111 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_14262 0004: $1177 = 1 // $ = int 03CF: load_wav 'MOB_99A' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_99A' time 10000 1 0050: gosub @CELL_15747 00BE: text_clear_all :CELL_14262 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_14317 0004: $1169 = 1 // $ = int 0164: disable_marker $297 02A7: $297 = create_icon_marker_and_sphere $431 at $516 $517 $518 004F: create_thread @ASSIN_1 :CELL_14317 0050: gosub @CELL_16014 0002: jump @CELL_87 :CELL_14331 00D6: if and 0038: $PASSED_COL2_MALL_SHOOTOUT == 1 // $ == int 0038: $298 == 1 // $ == int 0038: $1169 == 1 // $ == int 0038: $1168 == 0 // $ == int 004D: jump_if_false @CELL_14515 0050: gosub @CELL_15111 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_14446 0004: $1177 = 1 // $ = int 03CF: load_wav 'MOB_98A' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_98A' time 10000 1 0050: gosub @CELL_15747 00BE: text_clear_all :CELL_14446 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_14501 0004: $1168 = 1 // $ = int 0164: disable_marker $297 02A7: $297 = create_icon_marker_and_sphere $431 at $519 $520 $521 004F: create_thread @ASSIN_2 :CELL_14501 0050: gosub @CELL_16014 0002: jump @CELL_87 :CELL_14515 00D6: if and 0038: $PASSED_COK3_THE_FASTEST_BOAT == 1 // $ == int 0038: $299 == 1 // $ == int 0038: $1168 == 1 // $ == int 0038: $1167 == 0 // $ == int 004D: jump_if_false @CELL_14699 0050: gosub @CELL_15111 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_14630 0004: $1177 = 1 // $ = int 03CF: load_wav 'MOB_99A' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_99A' time 10000 1 0050: gosub @CELL_15747 00BE: text_clear_all :CELL_14630 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_14685 0004: $1167 = 1 // $ = int 0164: disable_marker $297 02A7: $297 = create_icon_marker_and_sphere $431 at $522 $523 $524 004F: create_thread @ASSIN_3 :CELL_14685 0050: gosub @CELL_16014 0002: jump @CELL_87 :CELL_14699 00D6: if and 0038: $266 == 1 // $ == int 0038: $300 == 1 // $ == int 0038: $1167 == 1 // $ == int 0038: $1166 == 0 // $ == int 004D: jump_if_false @CELL_14883 0050: gosub @CELL_15111 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_14814 0004: $1177 = 1 // $ = int 03CF: load_wav 'MOB_96A' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_96A' time 10000 1 0050: gosub @CELL_15747 00BE: text_clear_all :CELL_14814 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_14869 0004: $1166 = 1 // $ = int 0164: disable_marker $297 02A7: $297 = create_icon_marker_and_sphere $431 at $525 $526 $527 004F: create_thread @ASSIN_4 :CELL_14869 0050: gosub @CELL_16014 0002: jump @CELL_87 :CELL_14883 00D6: if and 0038: $249 == 1 // $ == int 0038: $301 == 1 // $ == int 0038: $1166 == 1 // $ == int 0038: $1165 == 0 // $ == int 004D: jump_if_false @CELL_15067 0050: gosub @CELL_15111 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_14998 0004: $1177 = 1 // $ = int 03CF: load_wav 'MOB_95A' as $1177 0050: gosub @CELL_15595 00BC: text_highpriority 'MOB_95A' time 10000 1 0050: gosub @CELL_15747 00BE: text_clear_all :CELL_14998 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_15053 0004: $1165 = 1 // $ = int 0164: disable_marker $297 02A7: $297 = create_icon_marker_and_sphere $431 at $528 $529 $530 004F: create_thread @ASSIN_5 :CELL_15053 0050: gosub @CELL_16014 0002: jump @CELL_87 :CELL_15067 0002: jump @CELL_15081 :CELL_15074 0004: $1180 = 0 // $ = int :CELL_15081 0002: jump @CELL_87 :CELL_15088 01BD: $395 = current_time_in_ms 0084: $396 = $395 // $ = $ int 0060: $396 -= $CURRENT_TIME_IN_MS // $ -= $ int 0051: return :CELL_15111 0004: $1177 = 1 // $ = int 0004: $1173 = 0 // $ = int 0512: show_permanent_text_box 'ANSWER' 0004: $ONMISSION = 1 // $ = int 0004: $1180 = 1 // $ = int :CELL_15149 00D6: if and 001A: 7 > $1173 // int > $ 001A: 2 > $1179 // int > $ 004D: jump_if_false @CELL_15358 0001: wait 0 ms 03CF: load_wav 'MOBRING' as $1177 0050: gosub @CELL_15595 0008: $1173 += 1 // $ += int 00D6: if and 0038: $1179 == 1 // $ == int 0018: $1173 > 0 // $ > int 004D: jump_if_false @CELL_15237 0002: jump @CELL_15365 :CELL_15237 0050: gosub @CELL_15747 00D6: if and 0038: $1179 == 1 // $ == int 0018: $1173 > 0 // $ > int 004D: jump_if_false @CELL_15276 0002: jump @CELL_15365 :CELL_15276 0004: $1174 = 0 // $ = int :CELL_15283 00D6: if 001A: 40 > $1174 // int > $ 004D: jump_if_false @CELL_15351 0001: wait 0 ms 0050: gosub @CELL_15894 00D6: if 0038: $1179 == 1 // $ == int 004D: jump_if_false @CELL_15337 0002: jump @CELL_15365 :CELL_15337 0008: $1174 += 1 // $ += int 0002: jump @CELL_15283 :CELL_15351 0002: jump @CELL_15149 :CELL_15358 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 0051: return :CELL_15365 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms :CELL_15370 00D6: if 00E1: player 0 pressed_button 4 004D: jump_if_false @CELL_15423 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @CELL_15416 0004: $1179 = 2 // $ = int 0051: return :CELL_15416 0002: jump @CELL_15370 :CELL_15423 03E6: remove_text_box 040D: unload_wav $1177 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @CELL_15593 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 0247: request_model #CELLPHONE :CELL_15465 00D6: if 8248: not model #CELLPHONE available 004D: jump_if_false @CELL_15492 0001: wait 0 ms 0002: jump @CELL_15465 :CELL_15492 0050: gosub @CELL_15894 00D6: if 0038: $1179 == 2 // $ == int 004D: jump_if_false @CELL_15524 0249: release_model #CELLPHONE 0051: return :CELL_15524 052B: actor $PLAYER_ACTOR hold_cellphone 1 0006: TIMERA = 0 // @ = int :CELL_15538 00D6: if 001B: 1000 > TIMERA // int > @ 004D: jump_if_false @CELL_15593 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @CELL_15586 0004: $1179 = 2 // $ = int 0051: return :CELL_15586 0002: jump @CELL_15538 :CELL_15593 0051: return :CELL_15595 00D6: if 83D0: not wav $1177 loaded 004D: jump_if_false @CELL_15740 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @CELL_15647 0004: $1179 = 2 // $ = int 0051: return 0002: jump @CELL_15733 :CELL_15647 00D6: if or 0521: actor $PLAYER_ACTOR drowning_in_water 844B: not actor $PLAYER_ACTOR on_foot 004D: jump_if_false @CELL_15677 0004: $1179 = 2 // $ = int 0051: return :CELL_15677 00D6: if and 0038: $1179 == 0 // $ == int 0018: $1173 > 0 // $ > int 004D: jump_if_false @CELL_15733 00D6: if and 00E1: player 0 pressed_button 4 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @CELL_15733 0004: $1179 = 1 // $ = int 0051: return :CELL_15733 0002: jump @CELL_15595 :CELL_15740 03D1: play_wav $1177 0051: return :CELL_15747 00D6: if 83D2: not wav $1177 ended 004D: jump_if_false @CELL_15892 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @CELL_15799 0004: $1179 = 2 // $ = int 0051: return 0002: jump @CELL_15885 :CELL_15799 00D6: if or 0521: actor $PLAYER_ACTOR drowning_in_water 844B: not actor $PLAYER_ACTOR on_foot 004D: jump_if_false @CELL_15829 0004: $1179 = 2 // $ = int 0051: return :CELL_15829 00D6: if and 0038: $1179 == 0 // $ == int 0018: $1173 > 0 // $ > int 004D: jump_if_false @CELL_15885 00D6: if and 00E1: player 0 pressed_button 4 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @CELL_15885 0004: $1179 = 1 // $ = int 0051: return :CELL_15885 0002: jump @CELL_15747 :CELL_15892 0051: return :CELL_15894 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @CELL_15926 0004: $1179 = 2 // $ = int 0051: return 0002: jump @CELL_16012 :CELL_15926 00D6: if or 0521: actor $PLAYER_ACTOR drowning_in_water 844B: not actor $PLAYER_ACTOR on_foot 004D: jump_if_false @CELL_15956 0004: $1179 = 2 // $ = int 0051: return :CELL_15956 00D6: if and 0038: $1179 == 0 // $ == int 0018: $1173 > 0 // $ > int 004D: jump_if_false @CELL_16012 00D6: if and 00E1: player 0 pressed_button 4 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @CELL_16012 0004: $1179 = 1 // $ = int 0051: return :CELL_16012 0051: return :CELL_16014 0004: $1180 = 0 // $ = int 040D: unload_wav 1 040D: unload_wav 2 0004: $1179 = 0 // $ = int 0004: $1178 = 0 // $ = int 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @CELL_16087 052B: actor $PLAYER_ACTOR hold_cellphone 0 01B4: set_player $PLAYER_CHAR can_move 1 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 0004: $396 = 0 // $ = int 0050: gosub @CELL_15088 00BE: text_clear_all 00D6: if 0038: $1181 == 0 // $ == int 004D: jump_if_false @CELL_16135 03E6: remove_text_box 0002: jump @CELL_16142 :CELL_16135 0004: $1181 = 0 // $ = int :CELL_16142 0249: release_model #CELLPHONE 0004: $ONMISSION = 0 // $ = int 0051: return :BUS 0111: set_wasted_busted_check_to 0 03A4: name_thread 'BUS' 0004: $1187 = 1 // $ = int :BUS_21 00D6: if 0038: $1184 == 0 // $ == int 004D: jump_if_false @BUS_115 0001: wait 500 ms 0008: $1192 += 1 // $ += int 00D6: if 0018: $1192 > 30 // $ > int 004D: jump_if_false @BUS_83 0008: $1187 += 1 // $ += int 0004: $1192 = 0 // $ = int :BUS_83 00D6: if 0018: $1187 > 17 // $ > int 004D: jump_if_false @BUS_108 0004: $1187 = 1 // $ = int :BUS_108 0002: jump @BUS_120 :BUS_115 0001: wait 500 ms :BUS_120 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @BUS_3698 0004: $1188 = 0 // $ = int 00D6: if 0038: $1184 == 0 // $ == int 004D: jump_if_false @BUS_2470 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @BUS_350 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @BUS_350 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #COACH 004D: jump_if_false @BUS_350 00D6: if 029F: player $PLAYER_CHAR stopped 004D: jump_if_false @BUS_350 01BD: $1195 = current_time_in_ms 0084: $1196 = $1195 // $ = $ int 0060: $1196 -= $1194 // $ -= $ int 00D6: if 0018: $1196 > 1000 // $ > int 004D: jump_if_false @BUS_350 057F: get_player $PLAYER_CHAR store_coach_passengers_dropped_off_to $1197 00D6: if 0018: $1197 > 0 // $ > int 004D: jump_if_false @BUS_350 01E3: text_1number_styled 'BONUS' number 5 time 50 style 1 018C: play_sound 1 at 0.0 0.0 0.0 0109: player $PLAYER_CHAR money += 5 01BD: $1194 = current_time_in_ms 0004: $1197 = 0 // $ = int :BUS_350 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @BUS_1524 00D6: if or 0121: player $PLAYER_CHAR in_zone 'BEACH1' 0121: player $PLAYER_CHAR in_zone 'BEACH2' 0121: player $PLAYER_CHAR in_zone 'BEACH3' 004D: jump_if_false @BUS_1524 00D6: if 0038: $1002 == 0 // $ == int 004D: jump_if_false @BUS_1524 00D6: if 0038: $1088 == 0 // $ == int 004D: jump_if_false @BUS_1524 00D6: if 0038: $986 == 0 // $ == int 004D: jump_if_false @BUS_1524 00D6: if 0038: $1003 == 0 // $ == int 004D: jump_if_false @BUS_1524 00D6: if 0038: $987 == 0 // $ == int 004D: jump_if_false @BUS_1524 00D6: if 0038: $1187 == 1 // $ == int 004D: jump_if_false @BUS_564 0005: $1198 = -77.6 // $ = float 0005: $1199 = -982.5 // $ = float 0005: $1200 = 9.3 // $ = float 0005: $1201 = 9.8 // $ = float :BUS_564 00D6: if 0038: $1187 == 2 // $ == int 004D: jump_if_false @BUS_622 0005: $1198 = 120.0 // $ = float 0005: $1199 = -807.3 // $ = float 0005: $1200 = 9.3 // $ = float 0005: $1201 = 333.5 // $ = float :BUS_622 00D6: if 0038: $1187 == 3 // $ == int 004D: jump_if_false @BUS_680 0005: $1198 = 183.2 // $ = float 0005: $1199 = -488.9 // $ = float 0005: $1200 = 9.9 // $ = float 0005: $1201 = 356.5 // $ = float :BUS_680 00D6: if 0038: $1187 == 4 // $ == int 004D: jump_if_false @BUS_738 0005: $1198 = 318.6 // $ = float 0005: $1199 = -82.7 // $ = float 0005: $1200 = 9.6 // $ = float 0005: $1201 = 351.4 // $ = float :BUS_738 00D6: if 0038: $1187 == 5 // $ == int 004D: jump_if_false @BUS_796 0005: $1198 = 472.7 // $ = float 0005: $1199 = 627.8 // $ = float 0005: $1200 = 10.0 // $ = float 0005: $1201 = 1.7 // $ = float :BUS_796 00D6: if 0038: $1187 == 6 // $ == int 004D: jump_if_false @BUS_854 0005: $1198 = 226.5 // $ = float 0005: $1199 = 719.5 // $ = float 0005: $1200 = 9.7 // $ = float 0005: $1201 = 304.3 // $ = float :BUS_854 00D6: if 0038: $1187 == 7 // $ == int 004D: jump_if_false @BUS_912 0005: $1198 = 306.9 // $ = float 0005: $1199 = 1044.8 // $ = float 0005: $1200 = 12.1 // $ = float 0005: $1201 = 19.4 // $ = float :BUS_912 00D6: if 0038: $1187 == 8 // $ == int 004D: jump_if_false @BUS_970 0005: $1198 = 448.7 // $ = float 0005: $1199 = 1274.3 // $ = float 0005: $1200 = 16.3 // $ = float 0005: $1201 = 269.5 // $ = float :BUS_970 00D6: if 0038: $1187 == 9 // $ == int 004D: jump_if_false @BUS_1028 0005: $1198 = 499.5 // $ = float 0005: $1199 = 1022.8 // $ = float 0005: $1200 = 16.8 // $ = float 0005: $1201 = 192.4 // $ = float :BUS_1028 00D6: if 0038: $1187 == 10 // $ == int 004D: jump_if_false @BUS_1086 0005: $1198 = 528.1 // $ = float 0005: $1199 = 632.5 // $ = float 0005: $1200 = 9.8 // $ = float 0005: $1201 = 180.9 // $ = float :BUS_1086 00D6: if 0038: $1187 == 11 // $ == int 004D: jump_if_false @BUS_1144 0005: $1198 = 516.2 // $ = float 0005: $1199 = 403.6 // $ = float 0005: $1200 = 9.7 // $ = float 0005: $1201 = 162.7 // $ = float :BUS_1144 00D6: if 0038: $1187 == 12 // $ == int 004D: jump_if_false @BUS_1202 0005: $1198 = 491.5 // $ = float 0005: $1199 = 0.6 // $ = float 0005: $1200 = 9.6 // $ = float 0005: $1201 = 194.7 // $ = float :BUS_1202 00D6: if 0038: $1187 == 13 // $ == int 004D: jump_if_false @BUS_1260 0005: $1198 = 434.1 // $ = float 0005: $1199 = -454.1 // $ = float 0005: $1200 = 9.0 // $ = float 0005: $1201 = 178.5 // $ = float :BUS_1260 00D6: if 0038: $1187 == 14 // $ == int 004D: jump_if_false @BUS_1318 0005: $1198 = 217.1 // $ = float 0005: $1199 = -974.4 // $ = float 0005: $1200 = 9.0 // $ = float 0005: $1201 = 168.2 // $ = float :BUS_1318 00D6: if 0038: $1187 == 15 // $ == int 004D: jump_if_false @BUS_1376 0005: $1198 = 160.6 // $ = float 0005: $1199 = -1329.6 // $ = float 0005: $1200 = 9.0 // $ = float 0005: $1201 = 172.8 // $ = float :BUS_1376 00D6: if 0038: $1187 == 16 // $ == int 004D: jump_if_false @BUS_1434 0005: $1198 = -26.6 // $ = float 0005: $1199 = -1566.2 // $ = float 0005: $1200 = 9.0 // $ = float 0005: $1201 = 84.0 // $ = float :BUS_1434 00D6: if 0038: $1187 == 17 // $ == int 004D: jump_if_false @BUS_1492 0005: $1198 = -21.6 // $ = float 0005: $1199 = -1307.4 // $ = float 0005: $1200 = 9.0 // $ = float 0005: $1201 = 358.1 // $ = float :BUS_1492 0050: gosub @BUS_3739 00D6: if 0038: $1184 == 1 // $ == int 004D: jump_if_false @BUS_1524 0004: $1183 = 1 // $ = int :BUS_1524 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @BUS_2463 00D6: if or 0121: player $PLAYER_CHAR in_zone 'DTOWN' 0121: player $PLAYER_CHAR in_zone 'HAITI' 0121: player $PLAYER_CHAR in_zone 'HAVANA' 0121: player $PLAYER_CHAR in_zone 'A_PORT' 0121: player $PLAYER_CHAR in_zone 'JUNKY' 004D: jump_if_false @BUS_2463 00D6: if 0038: $985 == 0 // $ == int 004D: jump_if_false @BUS_2463 00D6: if 0038: $988 == 0 // $ == int 004D: jump_if_false @BUS_2463 00D6: if 0018: $1187 > 13 // $ > int 004D: jump_if_false @BUS_1677 0004: $1187 = 1 // $ = int :BUS_1677 00D6: if 0038: $1187 == 1 // $ == int 004D: jump_if_false @BUS_1735 0005: $1198 = -385.7 // $ = float 0005: $1199 = 1008.3 // $ = float 0005: $1200 = 8.4 // $ = float 0005: $1201 = 338.4 // $ = float :BUS_1735 00D6: if 0038: $1187 == 2 // $ == int 004D: jump_if_false @BUS_1793 0005: $1198 = -295.4 // $ = float 0005: $1199 = 1283.6 // $ = float 0005: $1200 = 10.1 // $ = float 0005: $1201 = 0.0 // $ = float :BUS_1793 00D6: if 0038: $1187 == 3 // $ == int 004D: jump_if_false @BUS_1851 0005: $1198 = -477.4 // $ = float 0005: $1199 = 1344.0 // $ = float 0005: $1200 = 10.1 // $ = float 0005: $1201 = 97.2 // $ = float :BUS_1851 00D6: if 0038: $1187 == 4 // $ == int 004D: jump_if_false @BUS_1909 0005: $1198 = -744.3 // $ = float 0005: $1199 = 1319.0 // $ = float 0005: $1200 = 10.1 // $ = float 0005: $1201 = 101.4 // $ = float :BUS_1909 00D6: if 0038: $1187 == 5 // $ == int 004D: jump_if_false @BUS_1967 0005: $1198 = -875.4 // $ = float 0005: $1199 = 1351.1 // $ = float 0005: $1200 = 9.8 // $ = float 0005: $1201 = 187.2 // $ = float :BUS_1967 00D6: if 0038: $1187 == 6 // $ == int 004D: jump_if_false @BUS_2025 0005: $1198 = -869.5 // $ = float 0005: $1199 = 1074.8 // $ = float 0005: $1200 = 9.4 // $ = float 0005: $1201 = 182.7 // $ = float :BUS_2025 00D6: if 0038: $1187 == 7 // $ == int 004D: jump_if_false @BUS_2083 0005: $1198 = -996.5 // $ = float 0005: $1199 = -513.8 // $ = float 0005: $1200 = 9.3 // $ = float 0005: $1201 = 186.3 // $ = float :BUS_2083 00D6: if 0038: $1187 == 8 // $ == int 004D: jump_if_false @BUS_2141 0005: $1198 = -910.1 // $ = float 0005: $1199 = -660.4 // $ = float 0005: $1200 = 9.6 // $ = float 0005: $1201 = 277.9 // $ = float :BUS_2141 00D6: if 0038: $1187 == 9 // $ == int 004D: jump_if_false @BUS_2199 0005: $1198 = -1432.9 // $ = float 0005: $1199 = -780.5 // $ = float 0005: $1200 = 13.2 // $ = float 0005: $1201 = 88.4 // $ = float :BUS_2199 00D6: if 0038: $1187 == 10 // $ == int 004D: jump_if_false @BUS_2257 0005: $1198 = -1017.7 // $ = float 0005: $1199 = -918.7 // $ = float 0005: $1200 = 12.9 // $ = float 0005: $1201 = 46.4 // $ = float :BUS_2257 00D6: if 0038: $1187 == 11 // $ == int 004D: jump_if_false @BUS_2315 0005: $1198 = -1130.8 // $ = float 0005: $1199 = -594.3 // $ = float 0005: $1200 = 10.0 // $ = float 0005: $1201 = 275.0 // $ = float :BUS_2315 00D6: if 0038: $1187 == 12 // $ == int 004D: jump_if_false @BUS_2373 0005: $1198 = -1200.6 // $ = float 0005: $1199 = -420.0 // $ = float 0005: $1200 = 9.3 // $ = float 0005: $1201 = 5.8 // $ = float :BUS_2373 00D6: if 0038: $1187 == 13 // $ == int 004D: jump_if_false @BUS_2431 0005: $1198 = -1061.0 // $ = float 0005: $1199 = -340.2 // $ = float 0005: $1200 = 9.3 // $ = float 0005: $1201 = 278.5 // $ = float :BUS_2431 0050: gosub @BUS_3739 00D6: if 0038: $1184 == 1 // $ == int 004D: jump_if_false @BUS_2463 0004: $1183 = 2 // $ = int :BUS_2463 0002: jump @BUS_3691 :BUS_2470 00D6: if or 0038: $1002 == 1 // $ == int 0038: $1088 == 1 // $ == int 0038: $986 == 1 // $ == int 0038: $1003 == 1 // $ == int 0038: $985 == 1 // $ == int 004D: jump_if_false @BUS_2523 0050: gosub @BUS_7126 :BUS_2523 00D6: if or 0038: $988 == 1 // $ == int 0038: $987 == 1 // $ == int 004D: jump_if_false @BUS_2555 0050: gosub @BUS_7126 :BUS_2555 00D6: if 0038: $1183 == 1 // $ == int 004D: jump_if_false @BUS_3170 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @BUS_3170 00D6: if or 0121: player $PLAYER_CHAR in_zone 'BEACH1' 0121: player $PLAYER_CHAR in_zone 'BEACH2' 0121: player $PLAYER_CHAR in_zone 'BEACH3' 004D: jump_if_false @BUS_3163 0005: $1204 = -77.6 // $ = float 0005: $1214 = -982.5 // $ = float 0005: $1224 = 9.4 // $ = float 0005: $1205 = 120.0 // $ = float 0005: $1215 = -807.3 // $ = float 0005: $1225 = 9.4 // $ = float 0005: $1206 = 183.2 // $ = float 0005: $1216 = -488.9 // $ = float 0005: $1226 = 10.9 // $ = float 0005: $1207 = 318.6 // $ = float 0005: $1217 = -82.7 // $ = float 0005: $1227 = 9.6 // $ = float 0005: $1208 = 472.7 // $ = float 0005: $1218 = 627.8 // $ = float 0005: $1228 = 10.0 // $ = float 0005: $1209 = 226.5 // $ = float 0005: $1219 = 719.5 // $ = float 0005: $1229 = 9.7 // $ = float 0005: $1210 = 306.9 // $ = float 0005: $1220 = 1044.8 // $ = float 0005: $1230 = 11.9 // $ = float 0005: $1211 = 448.7 // $ = float 0005: $1221 = 1274.3 // $ = float 0005: $1231 = 16.1 // $ = float 0005: $1212 = 499.5 // $ = float 0005: $1222 = 1022.8 // $ = float 0005: $1232 = 16.8 // $ = float 0005: $1213 = 528.1 // $ = float 0005: $1223 = 632.5 // $ = float 0005: $1233 = 9.8 // $ = float 0005: $1234 = 516.2 // $ = float 0005: $1241 = 403.6 // $ = float 0005: $1248 = 9.7 // $ = float 0005: $1235 = 491.5 // $ = float 0005: $1242 = 0.6 // $ = float 0005: $1249 = 9.6 // $ = float 0005: $1236 = 434.1 // $ = float 0005: $1243 = -454.1 // $ = float 0005: $1250 = 9.7 // $ = float 0005: $1237 = 217.1 // $ = float 0005: $1244 = -974.4 // $ = float 0005: $1251 = 9.0 // $ = float 0005: $1238 = 160.6 // $ = float 0005: $1245 = -1329.6 // $ = float 0005: $1252 = 9.0 // $ = float 0005: $1239 = -26.6 // $ = float 0005: $1246 = -1566.2 // $ = float 0005: $1253 = 9.0 // $ = float 0005: $1240 = -21.6 // $ = float 0005: $1247 = -1307.4 // $ = float 0005: $1254 = 9.0 // $ = float 0050: gosub @BUS_3997 0002: jump @BUS_3170 :BUS_3163 0050: gosub @BUS_7126 :BUS_3170 00D6: if 0038: $1183 == 2 // $ == int 004D: jump_if_false @BUS_3691 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @BUS_3691 00D6: if or 0121: player $PLAYER_CHAR in_zone 'DTOWN' 0121: player $PLAYER_CHAR in_zone 'HAITI' 0121: player $PLAYER_CHAR in_zone 'HAVANA' 0121: player $PLAYER_CHAR in_zone 'A_PORT' 0121: player $PLAYER_CHAR in_zone 'JUNKY' 004D: jump_if_false @BUS_3684 0005: $1204 = -385.7 // $ = float 0005: $1214 = 1008.3 // $ = float 0005: $1224 = 8.4 // $ = float 0005: $1205 = -295.4 // $ = float 0005: $1215 = 1283.6 // $ = float 0005: $1225 = 10.1 // $ = float 0005: $1206 = -477.4 // $ = float 0005: $1216 = 1344.0 // $ = float 0005: $1226 = 10.1 // $ = float 0005: $1207 = -744.3 // $ = float 0005: $1217 = 1319.0 // $ = float 0005: $1227 = 10.1 // $ = float 0005: $1208 = -875.4 // $ = float 0005: $1218 = 1351.1 // $ = float 0005: $1228 = 9.8 // $ = float 0005: $1209 = -869.5 // $ = float 0005: $1219 = 1074.8 // $ = float 0005: $1229 = 9.4 // $ = float 0005: $1210 = -996.5 // $ = float 0005: $1220 = -513.8 // $ = float 0005: $1230 = 9.3 // $ = float 0005: $1211 = -910.1 // $ = float 0005: $1221 = -660.4 // $ = float 0005: $1231 = 9.6 // $ = float 0005: $1212 = -1432.9 // $ = float 0005: $1222 = -780.5 // $ = float 0005: $1232 = 13.2 // $ = float 0005: $1213 = -1017.7 // $ = float 0005: $1223 = -918.7 // $ = float 0005: $1233 = 12.9 // $ = float 0005: $1234 = -1130.8 // $ = float 0005: $1241 = -594.3 // $ = float 0005: $1248 = 10.0 // $ = float 0005: $1235 = -1200.6 // $ = float 0005: $1242 = -420.0 // $ = float 0005: $1249 = 9.3 // $ = float 0005: $1236 = -1061.0 // $ = float 0005: $1243 = -340.2 // $ = float 0005: $1250 = 9.3 // $ = float 0050: gosub @BUS_3997 0002: jump @BUS_3691 :BUS_3684 0050: gosub @BUS_7126 :BUS_3691 0002: jump @BUS_3730 :BUS_3698 00D6: if 0038: $1188 == 0 // $ == int 004D: jump_if_false @BUS_3730 0050: gosub @BUS_7126 0004: $1188 = 1 // $ = int :BUS_3730 0002: jump @BUS_21 004E: end_thread :BUS_3739 00D6: if 00F5: player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 180.0 180.0 180.0 004D: jump_if_false @BUS_3995 00D6: if 80F5: not player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 115.0 115.0 115.0 004D: jump_if_false @BUS_3855 0247: request_model #COACH :BUS_3828 00D6: if 8248: not model #COACH available 004D: jump_if_false @BUS_3855 0001: wait 0 ms 0002: jump @BUS_3828 :BUS_3855 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @BUS_3995 00D6: if 80F5: not player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 115.0 115.0 115.0 004D: jump_if_false @BUS_3990 00A5: $1185 = create_car #COACH at $1198 $1199 $1200 0594: set_car $1185 fade_in 0 0175: set_car $1185 z_angle_to $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 0004: $1184 = 1 // $ = int 0002: jump @BUS_3995 :BUS_3990 0249: release_model #COACH :BUS_3995 0051: return :BUS_3997 00D6: if 8119: not car $1185 wrecked 004D: jump_if_false @BUS_4662 00D6: if 8118: not actor $1186 dead 004D: jump_if_false @BUS_4648 00D6: if 0448: actor $1186 sitting_in_car $1185 004D: jump_if_false @BUS_4634 00D6: if 0038: $1193 == 0 // $ == int 004D: jump_if_false @BUS_4627 00D6: if 0038: $1187 == 1 // $ == int 004D: jump_if_false @BUS_4098 02C2: car $1185 drive_to_point $1204 $1214 $1224 :BUS_4098 00D6: if 0038: $1187 == 2 // $ == int 004D: jump_if_false @BUS_4130 02C2: car $1185 drive_to_point $1205 $1215 $1225 :BUS_4130 00D6: if 0038: $1187 == 3 // $ == int 004D: jump_if_false @BUS_4162 02C2: car $1185 drive_to_point $1206 $1216 $1226 :BUS_4162 00D6: if 0038: $1187 == 4 // $ == int 004D: jump_if_false @BUS_4194 02C2: car $1185 drive_to_point $1207 $1217 $1227 :BUS_4194 00D6: if 0038: $1187 == 5 // $ == int 004D: jump_if_false @BUS_4226 02C2: car $1185 drive_to_point $1208 $1218 $1228 :BUS_4226 00D6: if 0038: $1187 == 6 // $ == int 004D: jump_if_false @BUS_4258 02C2: car $1185 drive_to_point $1209 $1219 $1229 :BUS_4258 00D6: if 0038: $1187 == 7 // $ == int 004D: jump_if_false @BUS_4290 02C2: car $1185 drive_to_point $1210 $1220 $1230 :BUS_4290 00D6: if 0038: $1187 == 8 // $ == int 004D: jump_if_false @BUS_4322 02C2: car $1185 drive_to_point $1211 $1221 $1231 :BUS_4322 00D6: if 0038: $1187 == 9 // $ == int 004D: jump_if_false @BUS_4354 02C2: car $1185 drive_to_point $1212 $1222 $1232 :BUS_4354 00D6: if 0038: $1187 == 10 // $ == int 004D: jump_if_false @BUS_4386 02C2: car $1185 drive_to_point $1213 $1223 $1233 :BUS_4386 00D6: if 0038: $1187 == 11 // $ == int 004D: jump_if_false @BUS_4418 02C2: car $1185 drive_to_point $1234 $1241 $1248 :BUS_4418 00D6: if 0038: $1187 == 12 // $ == int 004D: jump_if_false @BUS_4450 02C2: car $1185 drive_to_point $1235 $1242 $1249 :BUS_4450 00D6: if 0038: $1187 == 13 // $ == int 004D: jump_if_false @BUS_4482 02C2: car $1185 drive_to_point $1236 $1243 $1250 :BUS_4482 00D6: if 0038: $1187 == 14 // $ == int 004D: jump_if_false @BUS_4514 02C2: car $1185 drive_to_point $1237 $1244 $1251 :BUS_4514 00D6: if 0038: $1187 == 15 // $ == int 004D: jump_if_false @BUS_4546 02C2: car $1185 drive_to_point $1238 $1245 $1252 :BUS_4546 00D6: if 0038: $1187 == 16 // $ == int 004D: jump_if_false @BUS_4578 02C2: car $1185 drive_to_point $1239 $1246 $1253 :BUS_4578 00D6: if 0038: $1187 == 17 // $ == int 004D: jump_if_false @BUS_4610 02C2: car $1185 drive_to_point $1240 $1247 $1254 :BUS_4610 00AD: set_car $1185 max_speed_to 15.0 0004: $1193 = 1 // $ = int :BUS_4627 0002: jump @BUS_4641 :BUS_4634 0050: gosub @BUS_7126 :BUS_4641 0002: jump @BUS_4655 :BUS_4648 0050: gosub @BUS_7126 :BUS_4655 0002: jump @BUS_4669 :BUS_4662 0050: gosub @BUS_7126 :BUS_4669 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @BUS_5977 00D6: if 8119: not car $1185 wrecked 004D: jump_if_false @BUS_5963 00D6: if 8118: not actor $1186 dead 004D: jump_if_false @BUS_5949 00D6: if 0448: actor $1186 sitting_in_car $1185 004D: jump_if_false @BUS_5935 00AA: store_car $1185 position_to $1198 $1199 $1200 00D6: if 00F5: player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 180.0 180.0 180.0 004D: jump_if_false @BUS_5921 00D6: if 0038: $1187 == 1 // $ == int 004D: jump_if_false @BUS_4858 00D6: if 01AD: car $1185 sphere 0 near_point $1204 $1214 radius 3.0 3.0 004D: jump_if_false @BUS_4858 0050: gosub @BUS_5986 0002: jump @BUS_3997 :BUS_4858 00D6: if 0038: $1187 == 2 // $ == int 004D: jump_if_false @BUS_4924 00D6: if 01AD: car $1185 sphere 0 near_point $1205 $1215 radius 3.0 3.0 004D: jump_if_false @BUS_4924 0050: gosub @BUS_5986 0002: jump @BUS_3997 :BUS_4924 00D6: if 0038: $1187 == 3 // $ == int 004D: jump_if_false @BUS_4990 00D6: if 01AD: car $1185 sphere 0 near_point $1206 $1216 radius 3.0 3.0 004D: jump_if_false @BUS_4990 0050: gosub @BUS_5986 0002: jump @BUS_3997 :BUS_4990 00D6: if 0038: $1187 == 4 // $ == int 004D: jump_if_false @BUS_5056 00D6: if 01AD: car $1185 sphere 0 near_point $1207 $1217 radius 3.0 3.0 004D: jump_if_false @BUS_5056 0050: gosub @BUS_5986 0002: jump @BUS_3997 :BUS_5056 00D6: if 0038: $1187 == 5 // $ == int 004D: jump_if_false @BUS_5122 00D6: if 01AD: car $1185 sphere 0 near_point $1208 $1218 radius 3.0 3.0 004D: jump_if_false @BUS_5122 0050: gosub @BUS_5986 0002: jump @BUS_3997 :BUS_5122 00D6: if 0038: $1187 == 6 // $ == int 004D: jump_if_false @BUS_5188 00D6: if 01AD: car $1185 sphere 0 near_point $1209 $1219 radius 3.0 3.0 004D: jump_if_false @BUS_5188 0050: gosub @BUS_5986 0002: jump @BUS_3997 :BUS_5188 00D6: if 0038: $1187 == 7 // $ == int 004D: jump_if_false @BUS_5254 00D6: if 01AD: car $1185 sphere 0 near_point $1210 $1220 radius 3.0 3.0 004D: jump_if_false @BUS_5254 0050: gosub @BUS_5986 0002: jump @BUS_3997 :BUS_5254 00D6: if 0038: $1187 == 8 // $ == int 004D: jump_if_false @BUS_5320 00D6: if 01AD: car $1185 sphere 0 near_point $1211 $1221 radius 3.0 3.0 004D: jump_if_false @BUS_5320 0050: gosub @BUS_5986 0002: jump @BUS_3997 :BUS_5320 00D6: if 0038: $1187 == 9 // $ == int 004D: jump_if_false @BUS_5386 00D6: if 01AD: car $1185 sphere 0 near_point $1212 $1222 radius 3.0 3.0 004D: jump_if_false @BUS_5386 0050: gosub @BUS_5986 0002: jump @BUS_3997 :BUS_5386 00D6: if 0038: $1187 == 10 // $ == int 004D: jump_if_false @BUS_5452 00D6: if 01AD: car $1185 sphere 0 near_point $1213 $1223 radius 3.0 3.0 004D: jump_if_false @BUS_5452 0050: gosub @BUS_5986 0002: jump @BUS_3997 :BUS_5452 00D6: if 0038: $1187 == 11 // $ == int 004D: jump_if_false @BUS_5518 00D6: if 01AD: car $1185 sphere 0 near_point $1234 $1241 radius 3.0 3.0 004D: jump_if_false @BUS_5518 0050: gosub @BUS_5986 0002: jump @BUS_3997 :BUS_5518 00D6: if 0038: $1187 == 12 // $ == int 004D: jump_if_false @BUS_5584 00D6: if 01AD: car $1185 sphere 0 near_point $1235 $1242 radius 3.0 3.0 004D: jump_if_false @BUS_5584 0050: gosub @BUS_5986 0002: jump @BUS_3997 :BUS_5584 00D6: if 0038: $1187 == 13 // $ == int 004D: jump_if_false @BUS_5650 00D6: if 01AD: car $1185 sphere 0 near_point $1236 $1243 radius 3.0 3.0 004D: jump_if_false @BUS_5650 0050: gosub @BUS_5986 0002: jump @BUS_3997 :BUS_5650 00D6: if 0038: $1187 == 14 // $ == int 004D: jump_if_false @BUS_5716 00D6: if 01AD: car $1185 sphere 0 near_point $1237 $1244 radius 3.0 3.0 004D: jump_if_false @BUS_5716 0050: gosub @BUS_5986 0002: jump @BUS_3997 :BUS_5716 00D6: if 0038: $1187 == 15 // $ == int 004D: jump_if_false @BUS_5782 00D6: if 01AD: car $1185 sphere 0 near_point $1238 $1245 radius 3.0 3.0 004D: jump_if_false @BUS_5782 0050: gosub @BUS_5986 0002: jump @BUS_3997 :BUS_5782 00D6: if 0038: $1187 == 16 // $ == int 004D: jump_if_false @BUS_5848 00D6: if 01AD: car $1185 sphere 0 near_point $1239 $1246 radius 3.0 3.0 004D: jump_if_false @BUS_5848 0050: gosub @BUS_5986 0002: jump @BUS_3997 :BUS_5848 00D6: if 0038: $1187 == 17 // $ == int 004D: jump_if_false @BUS_5914 00D6: if 01AD: car $1185 sphere 0 near_point $1240 $1247 radius 3.0 3.0 004D: jump_if_false @BUS_5914 0050: gosub @BUS_5986 0002: jump @BUS_3997 :BUS_5914 0002: jump @BUS_5928 :BUS_5921 0050: gosub @BUS_7126 :BUS_5928 0002: jump @BUS_5942 :BUS_5935 0050: gosub @BUS_7126 :BUS_5942 0002: jump @BUS_5956 :BUS_5949 0050: gosub @BUS_7126 :BUS_5956 0002: jump @BUS_5970 :BUS_5963 0050: gosub @BUS_7126 :BUS_5970 0002: jump @BUS_5984 :BUS_5977 0050: gosub @BUS_7126 :BUS_5984 0051: return :BUS_5986 00AD: set_car $1185 max_speed_to 0.0 0008: $1187 += 1 // $ += int 0561: $1189 = create_random_ped_in_vehicle $1185 passengerseat 1 00D6: if 8118: not actor $1189 dead 004D: jump_if_false @BUS_6037 01D3: actor $1189 leave_car $1185 :BUS_6037 0001: wait 4700 ms 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @BUS_6232 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @BUS_6191 00D6: if 8119: not car $1185 wrecked 004D: jump_if_false @BUS_6184 0407: create_coordinate $1202 $1203 $1200 from_car $1185 offset 0.0 -20.0 0.0 00AA: store_car $1185 position_to $1198 $1199 $1200 00D6: if 80F5: not player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 180.0 180.0 180.0 004D: jump_if_false @BUS_6184 0002: jump @BUS_7016 :BUS_6184 0002: jump @BUS_6198 :BUS_6191 0002: jump @BUS_7016 :BUS_6198 00D6: if 8118: not actor $1189 dead 004D: jump_if_false @BUS_6225 0211: actor $1189 walk_to $1202 $1203 :BUS_6225 0002: jump @BUS_6239 :BUS_6232 0002: jump @BUS_7016 :BUS_6239 0001: wait 1300 ms 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @BUS_6441 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @BUS_6403 00D6: if 8119: not car $1185 wrecked 004D: jump_if_false @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 00AA: store_car $1185 position_to $1198 $1199 $1200 00D6: if 80F5: not player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 180.0 180.0 180.0 004D: jump_if_false @BUS_6396 0002: jump @BUS_7016 :BUS_6396 0002: jump @BUS_6410 :BUS_6403 0002: jump @BUS_7016 :BUS_6410 00D6: if 8118: not actor $1190 dead 004D: jump_if_false @BUS_6434 01D3: actor $1190 leave_car $1185 :BUS_6434 0002: jump @BUS_6448 :BUS_6441 0002: jump @BUS_7016 :BUS_6448 0001: wait 4700 ms 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @BUS_6505 00D6: if 8118: not actor $1190 dead 004D: jump_if_false @BUS_6498 0211: actor $1190 walk_to $1202 $1203 :BUS_6498 0002: jump @BUS_6512 :BUS_6505 0002: jump @BUS_7016 :BUS_6512 0001: wait 1300 ms 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @BUS_6685 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @BUS_6647 00D6: if 8119: not car $1185 wrecked 004D: jump_if_false @BUS_6640 0561: $1191 = create_random_ped_in_vehicle $1185 passengerseat 3 00AA: store_car $1185 position_to $1198 $1199 $1200 00D6: if 80F5: not player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 180.0 180.0 180.0 004D: jump_if_false @BUS_6640 0002: jump @BUS_7016 :BUS_6640 0002: jump @BUS_6654 :BUS_6647 0002: jump @BUS_7016 :BUS_6654 00D6: if 8118: not actor $1191 dead 004D: jump_if_false @BUS_6678 01D3: actor $1191 leave_car $1185 :BUS_6678 0002: jump @BUS_6692 :BUS_6685 0002: jump @BUS_7016 :BUS_6692 0001: wait 4700 ms 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @BUS_6858 00D6: if 8118: not actor $1191 dead 004D: jump_if_false @BUS_6742 0211: actor $1191 walk_to $1202 $1203 :BUS_6742 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @BUS_6844 00D6: if 8119: not car $1185 wrecked 004D: jump_if_false @BUS_6837 00AA: store_car $1185 position_to $1198 $1199 $1200 00D6: if 80F5: not player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 180.0 180.0 180.0 004D: jump_if_false @BUS_6837 0002: jump @BUS_7016 :BUS_6837 0002: jump @BUS_6851 :BUS_6844 0002: jump @BUS_7016 :BUS_6851 0002: jump @BUS_6865 :BUS_6858 0002: jump @BUS_7016 :BUS_6865 0001: wait 3300 ms 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @BUS_7004 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @BUS_6990 00D6: if 8119: not car $1185 wrecked 004D: jump_if_false @BUS_6983 00AA: store_car $1185 position_to $1198 $1199 $1200 00D6: if 80F5: not player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 180.0 180.0 180.0 004D: jump_if_false @BUS_6983 0002: jump @BUS_7016 :BUS_6983 0002: jump @BUS_6997 :BUS_6990 0002: jump @BUS_7016 :BUS_6997 0002: jump @BUS_7011 :BUS_7004 0002: jump @BUS_7016 :BUS_7011 0001: wait 5000 ms :BUS_7016 00D6: if 0038: $1183 == 1 // $ == int 004D: jump_if_false @BUS_7059 00D6: if 0018: $1187 > 17 // $ > int 004D: jump_if_false @BUS_7059 0004: $1187 = 1 // $ = int :BUS_7059 00D6: if 0038: $1183 == 2 // $ == int 004D: jump_if_false @BUS_7102 00D6: if 0018: $1187 > 13 // $ > int 004D: jump_if_false @BUS_7102 0004: $1187 = 1 // $ = int :BUS_7102 01C2: mark_actor_as_no_longer_needed $1189 01C2: mark_actor_as_no_longer_needed $1190 01C2: mark_actor_as_no_longer_needed $1191 0004: $1193 = 0 // $ = int 0051: return :BUS_7126 00D6: if 8119: not car $1185 wrecked 004D: jump_if_false @BUS_7194 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @BUS_7194 00D6: if 80DC: not player $PLAYER_CHAR in_car $1185 004D: jump_if_false @BUS_7194 00AE: set_vehicle $1185 traffic_behavior_to 2 00AD: set_car $1185 max_speed_to 15.0 :BUS_7194 01C3: mark_car_as_no_longer_needed $1185 01C2: mark_actor_as_no_longer_needed $1186 0249: release_model #COACH 01C2: mark_actor_as_no_longer_needed $1189 01C2: mark_actor_as_no_longer_needed $1190 01C2: mark_actor_as_no_longer_needed $1191 0004: $1184 = 0 // $ = int 0051: return :CARGEN 03A4: name_thread 'CARGEN' 0111: set_wasted_busted_check_to 0 :CARGEN_14 0001: wait 500 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @CARGEN_1829 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH3' 004D: jump_if_false @CARGEN_1829 00D6: if 0057: player $PLAYER_CHAR 0 369.7 1207.3 24.5 372.2 1212.8 28.5 004D: jump_if_false @CARGEN_114 0004: $1264 = 4 // $ = int :CARGEN_114 00D6: if 0057: player $PLAYER_CHAR 0 301.9 1152.3 16.1 342.4 1259.4 22.0 004D: jump_if_false @CARGEN_404 00D6: if 0038: $1259 == 0 // $ == int 004D: jump_if_false @CARGEN_194 0050: gosub @CARGEN_2607 0004: $1259 = 1 // $ = int :CARGEN_194 00D6: if 0038: $1260 == 0 // $ == int 004D: jump_if_false @CARGEN_226 0050: gosub @CARGEN_2719 0004: $1260 = 1 // $ = int :CARGEN_226 00D6: if 0038: $1261 == 1 // $ == int 004D: jump_if_false @CARGEN_283 03BA: clear_cars_from_cube 342.4 1259.1 21.5 302.5 1153.3 26.0 0004: $1261 = 0 // $ = int :CARGEN_283 00D6: if 0038: $1262 == 1 // $ == int 004D: jump_if_false @CARGEN_340 03BA: clear_cars_from_cube 342.4 1153.3 23.8 367.2 1259.1 28.9 0004: $1262 = 0 // $ = int :CARGEN_340 00D6: if 0038: $1263 == 1 // $ == int 004D: jump_if_false @CARGEN_397 03BA: clear_cars_from_cube 302.1 1151.5 32.0 342.7 1259.4 26.5 0004: $1263 = 0 // $ = int :CARGEN_397 0004: $1264 = 1 // $ = int :CARGEN_404 00D6: if 0018: $1264 > 0 // $ > int 004D: jump_if_false @CARGEN_687 00D6: if 0057: player $PLAYER_CHAR 0 341.3 1258.9 19.1 367.2 1152.6 23.8 004D: jump_if_false @CARGEN_687 00D6: if 0038: $1259 == 0 // $ == int 004D: jump_if_false @CARGEN_502 0050: gosub @CARGEN_2607 0004: $1259 = 1 // $ = int :CARGEN_502 00D6: if 0038: $1260 == 0 // $ == int 004D: jump_if_false @CARGEN_534 0050: gosub @CARGEN_2719 0004: $1260 = 1 // $ = int :CARGEN_534 00D6: if 0038: $1261 == 0 // $ == int 004D: jump_if_false @CARGEN_566 0050: gosub @CARGEN_2853 0004: $1261 = 1 // $ = int :CARGEN_566 00D6: if 0038: $1262 == 1 // $ == int 004D: jump_if_false @CARGEN_623 03BA: clear_cars_from_cube 342.4 1153.3 23.8 367.2 1259.1 28.9 0004: $1262 = 0 // $ = int :CARGEN_623 00D6: if 0038: $1263 == 1 // $ == int 004D: jump_if_false @CARGEN_680 03BA: clear_cars_from_cube 302.1 1151.5 32.0 342.7 1259.4 26.5 0004: $1263 = 0 // $ = int :CARGEN_680 0004: $1264 = 2 // $ = int :CARGEN_687 00D6: if 0018: $1264 > 1 // $ > int 004D: jump_if_false @CARGEN_970 00D6: if 0057: player $PLAYER_CHAR 0 342.4 1259.1 21.5 302.5 1153.3 26.0 004D: jump_if_false @CARGEN_970 00D6: if 0038: $1259 == 1 // $ == int 004D: jump_if_false @CARGEN_810 03BA: clear_cars_from_cube 301.9 1152.3 16.1 342.4 1259.4 22.0 0004: $1259 = 0 // $ = int :CARGEN_810 00D6: if 0038: $1260 == 0 // $ == int 004D: jump_if_false @CARGEN_842 0050: gosub @CARGEN_2719 0004: $1260 = 1 // $ = int :CARGEN_842 00D6: if 0038: $1261 == 0 // $ == int 004D: jump_if_false @CARGEN_874 0050: gosub @CARGEN_2853 0004: $1261 = 1 // $ = int :CARGEN_874 00D6: if 0038: $1262 == 0 // $ == int 004D: jump_if_false @CARGEN_906 0050: gosub @CARGEN_2987 0004: $1262 = 1 // $ = int :CARGEN_906 00D6: if 0038: $1263 == 1 // $ == int 004D: jump_if_false @CARGEN_963 03BA: clear_cars_from_cube 302.1 1151.5 32.0 342.7 1259.4 26.5 0004: $1263 = 0 // $ = int :CARGEN_963 0004: $1264 = 3 // $ = int :CARGEN_970 00D6: if 0018: $1264 > 2 // $ > int 004D: jump_if_false @CARGEN_1253 00D6: if 0057: player $PLAYER_CHAR 0 342.4 1153.3 23.8 372.3 1259.1 28.9 004D: jump_if_false @CARGEN_1253 00D6: if 0038: $1259 == 1 // $ == int 004D: jump_if_false @CARGEN_1093 03BA: clear_cars_from_cube 301.9 1152.3 16.1 342.4 1259.4 22.0 0004: $1259 = 0 // $ = int :CARGEN_1093 00D6: if 0038: $1260 == 1 // $ == int 004D: jump_if_false @CARGEN_1150 03BA: clear_cars_from_cube 341.3 1258.9 19.1 367.2 1152.6 23.8 0004: $1260 = 0 // $ = int :CARGEN_1150 00D6: if 0038: $1261 == 0 // $ == int 004D: jump_if_false @CARGEN_1182 0050: gosub @CARGEN_2853 0004: $1261 = 1 // $ = int :CARGEN_1182 00D6: if 0038: $1262 == 0 // $ == int 004D: jump_if_false @CARGEN_1214 0050: gosub @CARGEN_2987 0004: $1262 = 1 // $ = int :CARGEN_1214 00D6: if 0038: $1263 == 0 // $ == int 004D: jump_if_false @CARGEN_1246 0050: gosub @CARGEN_3099 0004: $1263 = 1 // $ = int :CARGEN_1246 0004: $1264 = 4 // $ = int :CARGEN_1253 00D6: if 0018: $1264 > 3 // $ > int 004D: jump_if_false @CARGEN_1561 00D6: if 0057: player $PLAYER_CHAR 0 302.1 1151.5 32.0 342.7 1259.4 26.5 004D: jump_if_false @CARGEN_1561 00D6: if 0038: $1259 == 1 // $ == int 004D: jump_if_false @CARGEN_1376 03BA: clear_cars_from_cube 301.9 1152.3 16.1 342.4 1259.4 22.0 0004: $1259 = 0 // $ = int :CARGEN_1376 00D6: if 0038: $1260 == 1 // $ == int 004D: jump_if_false @CARGEN_1433 03BA: clear_cars_from_cube 341.3 1258.9 19.1 367.2 1152.6 23.8 0004: $1260 = 0 // $ = int :CARGEN_1433 00D6: if 0038: $1261 == 1 // $ == int 004D: jump_if_false @CARGEN_1490 03BA: clear_cars_from_cube 342.4 1259.1 21.5 302.5 1153.3 26.0 0004: $1261 = 0 // $ = int :CARGEN_1490 00D6: if 0038: $1262 == 0 // $ == int 004D: jump_if_false @CARGEN_1522 0050: gosub @CARGEN_2987 0004: $1262 = 1 // $ = int :CARGEN_1522 00D6: if 0038: $1263 == 0 // $ == int 004D: jump_if_false @CARGEN_1554 0050: gosub @CARGEN_3099 0004: $1263 = 1 // $ = int :CARGEN_1554 0004: $1264 = 5 // $ = int :CARGEN_1561 00D6: if 0018: $1264 > 0 // $ > int 004D: jump_if_false @CARGEN_1829 00D6: if 8057: not player $PLAYER_CHAR 0 301.9 1152.3 16.1 372.3 1258.4 32.6 004D: jump_if_false @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 0004: $1259 = 0 // $ = int 0004: $1260 = 0 // $ = int 0004: $1261 = 0 // $ = int 0004: $1262 = 0 // $ = int 0004: $1263 = 0 // $ = int 0004: $1264 = 0 // $ = int :CARGEN_1829 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @CARGEN_2598 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH1' 004D: jump_if_false @CARGEN_2598 00D6: if 0057: player $PLAYER_CHAR 0 104.9 -1143.3 23.6 158.3 -1239.3 2.1 004D: jump_if_false @CARGEN_2045 00D6: if 0038: $1255 == 0 // $ == int 004D: jump_if_false @CARGEN_1949 0050: gosub @CARGEN_3211 0004: $1255 = 1 // $ = int :CARGEN_1949 00D6: if 0038: $1256 == 0 // $ == int 004D: jump_if_false @CARGEN_1981 0050: gosub @CARGEN_3345 0004: $1256 = 1 // $ = int :CARGEN_1981 00D6: if 0038: $1257 == 1 // $ == int 004D: jump_if_false @CARGEN_2038 03BA: clear_cars_from_cube 158.3 -1236.6 29.9 104.5 -1142.1 36.8 0004: $1257 = 0 // $ = int :CARGEN_2038 0004: $1258 = 1 // $ = int :CARGEN_2045 00D6: if 0018: $1258 > 0 // $ > int 004D: jump_if_false @CARGEN_2214 00D6: if 0057: player $PLAYER_CHAR 0 104.9 -1143.3 23.6 158.3 -1236.6 29.9 004D: jump_if_false @CARGEN_2214 00D6: if 0038: $1255 == 0 // $ == int 004D: jump_if_false @CARGEN_2143 0050: gosub @CARGEN_3211 0004: $1255 = 1 // $ = int :CARGEN_2143 00D6: if 0038: $1256 == 0 // $ == int 004D: jump_if_false @CARGEN_2175 0050: gosub @CARGEN_3345 0004: $1256 = 1 // $ = int :CARGEN_2175 00D6: if 0038: $1257 == 0 // $ == int 004D: jump_if_false @CARGEN_2207 0050: gosub @CARGEN_3479 0004: $1257 = 1 // $ = int :CARGEN_2207 0004: $1258 = 2 // $ = int :CARGEN_2214 00D6: if 0018: $1258 > 1 // $ > int 004D: jump_if_false @CARGEN_2408 00D6: if 0057: player $PLAYER_CHAR 0 158.3 -1236.6 29.9 104.5 -1142.1 36.8 004D: jump_if_false @CARGEN_2408 00D6: if 0038: $1255 == 1 // $ == int 004D: jump_if_false @CARGEN_2337 03BA: clear_cars_from_cube 104.9 -1143.3 23.6 158.3 -1239.3 2.1 0004: $1255 = 0 // $ = int :CARGEN_2337 00D6: if 0038: $1256 == 0 // $ == int 004D: jump_if_false @CARGEN_2369 0050: gosub @CARGEN_3345 0004: $1256 = 1 // $ = int :CARGEN_2369 00D6: if 0038: $1257 == 0 // $ == int 004D: jump_if_false @CARGEN_2401 0050: gosub @CARGEN_3479 0004: $1257 = 1 // $ = int :CARGEN_2401 0004: $1258 = 3 // $ = int :CARGEN_2408 00D6: if 0018: $1258 > 0 // $ > int 004D: jump_if_false @CARGEN_2598 00D6: if 8057: not player $PLAYER_CHAR 0 158.3 -1239.3 2.1 104.5 -1142.1 36.8 004D: jump_if_false @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 0004: $1255 = 0 // $ = int 0004: $1256 = 0 // $ = int 0004: $1257 = 0 // $ = int 0004: $1258 = 0 // $ = int :CARGEN_2598 0002: jump @CARGEN_14 004E: 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 0051: 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 0051: 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 0051: 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 0051: 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 0051: 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 0051: 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 0051: 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 0051: return :PICKUPS 03A4: name_thread 'PICKUPS' 0111: set_wasted_busted_check_to 0 0001: wait 100 ms 004F: create_thread @PACKAGE :PICKUPS_26 0001: wait 0 ms 0008: $1333 += 1 // $ += int 0004: $1334 = 0 // $ = int 00D6: if 0038: $1334 == 1 // $ == int 004D: jump_if_false @PICKUPS_458 029B: $1791 = init_object #ELECTRICGATE at -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 00D6: if 0038: $1333 == 1 // $ == int 004D: jump_if_false @PICKUPS_1540 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PICKUPS_1540 00D6: if 0038: $1088 == 1 // $ == int 004D: jump_if_false @PICKUPS_822 00D6: if 0038: $1332 == 0 // $ == int 004D: jump_if_false @PICKUPS_815 00D6: if 0038: $273 == 1 // $ == int 004D: jump_if_false @PICKUPS_568 029B: $1325 = init_object #MONEYBAG at 228.934 -1269.593 20.228 :PICKUPS_568 00D6: if 0038: $255 == 1 // $ == int 004D: jump_if_false @PICKUPS_608 029B: $1326 = init_object #BOOMSHINE at 228.934 -1269.593 20.228 :PICKUPS_608 00D6: if 0038: $251 == 1 // $ == int 004D: jump_if_false @PICKUPS_648 029B: $1327 = init_object #MASK at 228.934 -1269.593 20.228 :PICKUPS_648 00D6: if 0038: $PASSED_ASS1_RUB_OUT == 1 // $ == int 004D: jump_if_false @PICKUPS_688 029B: $1328 = init_object #COKE_VOODOO at 228.934 -1269.593 20.228 :PICKUPS_688 00D6: if 0038: $249 == 1 // $ == int 004D: jump_if_false @PICKUPS_728 029B: $1329 = init_object #TROPHY1 at 228.934 -1269.593 20.228 :PICKUPS_728 00D6: if 0038: $PASSED_LAW1_THE_PARTY == 1 // $ == int 004D: jump_if_false @PICKUPS_768 029B: $1330 = init_object #SUTIBAG at 228.934 -1269.593 20.228 :PICKUPS_768 00D6: if 0038: $260 == 1 // $ == int 004D: jump_if_false @PICKUPS_808 029B: $1331 = init_object #PORNPOSTERS at 228.934 -1269.593 20.228 :PICKUPS_808 0004: $1332 = 1 // $ = int :PICKUPS_815 0002: jump @PICKUPS_882 :PICKUPS_822 00D6: if 0038: $1332 == 1 // $ == int 004D: jump_if_false @PICKUPS_882 0108: destroy_object $1325 0108: destroy_object $1326 0108: destroy_object $1327 0108: destroy_object $1328 0108: destroy_object $1329 0108: destroy_object $1330 0108: destroy_object $1331 0004: $1332 = 0 // $ = int :PICKUPS_882 00D6: if 0038: $991 == 1 // $ == int 004D: jump_if_false @PICKUPS_1445 00D6: if 0038: $1336 == 0 // $ == int 004D: jump_if_false @PICKUPS_1438 00D6: if 0038: $266 == 0 // $ == int 004D: jump_if_false @PICKUPS_965 029B: $1349 = init_object #FRAME1 at -378.394 -583.35 27.078 0002: jump @PICKUPS_987 :PICKUPS_965 029B: $1350 = init_object #FRAME1DAMAGED at -378.374 -583.35 27.078 :PICKUPS_987 00D6: if 0038: $1311 == 1 // $ == int 004D: jump_if_false @PICKUPS_1027 029B: $1337 = init_object #FLAME_TINS at -373.306 -593.374 25.369 :PICKUPS_1027 00D6: if 0038: $1598 == 1 // $ == int 004D: jump_if_false @PICKUPS_1103 00D6: if 0038: $55 == 1 // $ == int 004D: jump_if_false @PICKUPS_1103 00D6: if 0038: $1597 == 1 // $ == int 004D: jump_if_false @PICKUPS_1103 029B: $1338 = init_object #TROPHIES at -408.907 -560.001 20.23 :PICKUPS_1103 00D6: if 0038: $245 == 1 // $ == int 004D: jump_if_false @PICKUPS_1143 029B: $1339 = init_object #HELI_BOX at -401.955 -566.672 19.234 :PICKUPS_1143 00D6: if 0038: $389 == 1 // $ == int 004D: jump_if_false @PICKUPS_1183 029B: $1347 = init_object #PIZZA_BOX1 at -406.211 -559.996 18.654 :PICKUPS_1183 00D6: if 0038: $260 == 1 // $ == int 004D: jump_if_false @PICKUPS_1311 029B: $1345 = init_object #PIZZA_MESS at -383.088 -556.169 18.95 029B: $1346 = init_object #PIZZA_MESS2 at -385.024 -570.197 21.58 029B: $1340 = init_object #MAN_RUBBISH03 at -379.201 -568.813 20.695 029B: $1343 = init_object #GASH_BAGS1 at -408.239 -563.1 19.054 029B: $1344 = init_object #GASHBAGS2 at -383.019 -596.235 25.037 :PICKUPS_1311 00D6: if 0038: $259 == 1 // $ == int 004D: jump_if_false @PICKUPS_1351 029B: $1348 = init_object #POLOROIDS at -374.306 -593.35 26.475 :PICKUPS_1351 00D6: if 0038: $251 == 1 // $ == int 004D: jump_if_false @PICKUPS_1391 029B: $1342 = init_object #GUN_DOCS at -381.008 -594.382 25.389 :PICKUPS_1391 00D6: if 0038: $246 == 1 // $ == int 004D: jump_if_false @PICKUPS_1431 029B: $1341 = init_object #SHOVEL at -375.566 -555.54 19.15 :PICKUPS_1431 0004: $1336 = 1 // $ = int :PICKUPS_1438 0002: jump @PICKUPS_1540 :PICKUPS_1445 00D6: if 0038: $1336 == 1 // $ == int 004D: jump_if_false @PICKUPS_1540 0108: destroy_object $1337 0108: destroy_object $1338 0108: destroy_object $1339 0108: destroy_object $1340 0108: destroy_object $1341 0108: destroy_object $1342 0108: destroy_object $1343 0108: destroy_object $1344 0108: destroy_object $1345 0108: destroy_object $1346 0108: destroy_object $1347 0108: destroy_object $1348 0108: destroy_object $1349 0108: destroy_object $1350 0004: $1336 = 0 // $ = int :PICKUPS_1540 00D6: if 0038: $1333 == 2 // $ == int 004D: jump_if_false @PICKUPS_1882 00D6: if 0038: $1180 == 0 // $ == int 004D: jump_if_false @PICKUPS_1882 00D6: if 0038: $1278 == 1 // $ == int 004D: jump_if_false @PICKUPS_1657 00D6: if 0214: pickup $1297 picked_up 004D: jump_if_false @PICKUPS_1657 0050: gosub @PACKAGE_673 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PICKUPS_1650 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 04CF: add 50 to_money_spent_on_fashion_stats :PICKUPS_1650 0050: gosub @PACKAGE_795 :PICKUPS_1657 00D6: if 0214: pickup $2096 picked_up 004D: jump_if_false @PICKUPS_1720 0050: gosub @PACKAGE_673 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PICKUPS_1713 0352: set_actor $PLAYER_ACTOR skin_to 'PLAY11' 04CF: add 50 to_money_spent_on_fashion_stats :PICKUPS_1713 0050: gosub @PACKAGE_795 :PICKUPS_1720 00D6: if 0038: $91 == 1 // $ == int 004D: jump_if_false @PICKUPS_1801 00D6: if 0214: pickup $1352 picked_up 004D: jump_if_false @PICKUPS_1801 0050: gosub @PACKAGE_673 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PICKUPS_1794 0352: set_actor $PLAYER_ACTOR skin_to 'PLAY12' 04CF: add 120 to_money_spent_on_fashion_stats :PICKUPS_1794 0050: gosub @PACKAGE_795 :PICKUPS_1801 00D6: if 0038: $1300 == 1 // $ == int 004D: jump_if_false @PICKUPS_1882 00D6: if 0214: pickup $1298 picked_up 004D: jump_if_false @PICKUPS_1882 0050: gosub @PACKAGE_673 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PICKUPS_1875 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 04CF: add 50 to_money_spent_on_fashion_stats :PICKUPS_1875 0050: gosub @PACKAGE_795 :PICKUPS_1882 00D6: if 0038: $1333 == 3 // $ == int 004D: jump_if_false @PICKUPS_2404 00D6: if 0038: $1180 == 0 // $ == int 004D: jump_if_false @PICKUPS_2404 00D6: if 0038: $1277 == 1 // $ == int 004D: jump_if_false @PICKUPS_1999 00D6: if 0214: pickup $1284 picked_up 004D: jump_if_false @PICKUPS_1999 0050: gosub @PACKAGE_673 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PICKUPS_1992 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 04CF: add 50 to_money_spent_on_fashion_stats :PICKUPS_1992 0050: gosub @PACKAGE_795 :PICKUPS_1999 00D6: if 0038: $1265 == 1 // $ == int 004D: jump_if_false @PICKUPS_2080 00D6: if 0214: pickup $1285 picked_up 004D: jump_if_false @PICKUPS_2080 0050: gosub @PACKAGE_673 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PICKUPS_2073 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER2' 04CF: add 100 to_money_spent_on_fashion_stats :PICKUPS_2073 0050: gosub @PACKAGE_795 :PICKUPS_2080 00D6: if 0038: $1266 == 1 // $ == int 004D: jump_if_false @PICKUPS_2161 00D6: if 0214: pickup $1286 picked_up 004D: jump_if_false @PICKUPS_2161 0050: gosub @PACKAGE_673 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PICKUPS_2154 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER3' 04CF: add 80 to_money_spent_on_fashion_stats :PICKUPS_2154 0050: gosub @PACKAGE_795 :PICKUPS_2161 00D6: if 0038: $1267 == 1 // $ == int 004D: jump_if_false @PICKUPS_2242 00D6: if 0214: pickup $1287 picked_up 004D: jump_if_false @PICKUPS_2242 0050: gosub @PACKAGE_673 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PICKUPS_2235 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER4' 04CF: add 40 to_money_spent_on_fashion_stats :PICKUPS_2235 0050: gosub @PACKAGE_795 :PICKUPS_2242 00D6: if 0038: $1268 == 1 // $ == int 004D: jump_if_false @PICKUPS_2323 00D6: if 0214: pickup $1288 picked_up 004D: jump_if_false @PICKUPS_2323 0050: gosub @PACKAGE_673 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PICKUPS_2316 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER5' 04CF: add 70 to_money_spent_on_fashion_stats :PICKUPS_2316 0050: gosub @PACKAGE_795 :PICKUPS_2323 00D6: if 0038: $1269 == 1 // $ == int 004D: jump_if_false @PICKUPS_2404 00D6: if 0214: pickup $1289 picked_up 004D: jump_if_false @PICKUPS_2404 0050: gosub @PACKAGE_673 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PICKUPS_2397 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER6' 04CF: add 90 to_money_spent_on_fashion_stats :PICKUPS_2397 0050: gosub @PACKAGE_795 :PICKUPS_2404 00D6: if 0038: $1333 == 4 // $ == int 004D: jump_if_false @PICKUPS_2764 00D6: if 0038: $1180 == 0 // $ == int 004D: jump_if_false @PICKUPS_2764 00D6: if 0038: $1270 == 1 // $ == int 004D: jump_if_false @PICKUPS_2521 00D6: if 0214: pickup $1290 picked_up 004D: jump_if_false @PICKUPS_2521 0050: gosub @PACKAGE_673 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PICKUPS_2514 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER8' 04CF: add 120 to_money_spent_on_fashion_stats :PICKUPS_2514 0050: gosub @PACKAGE_795 :PICKUPS_2521 00D6: if 0038: $1271 == 1 // $ == int 004D: jump_if_false @PICKUPS_2602 00D6: if 0214: pickup $1291 picked_up 004D: jump_if_false @PICKUPS_2602 0050: gosub @PACKAGE_673 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PICKUPS_2595 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER9' 04CF: add 30 to_money_spent_on_fashion_stats :PICKUPS_2595 0050: gosub @PACKAGE_795 :PICKUPS_2602 00D6: if 0038: $1272 == 1 // $ == int 004D: jump_if_false @PICKUPS_2683 00D6: if 0214: pickup $1292 picked_up 004D: jump_if_false @PICKUPS_2683 0050: gosub @PACKAGE_673 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PICKUPS_2676 0352: set_actor $PLAYER_ACTOR skin_to 'PLAY10' 04CF: add 100 to_money_spent_on_fashion_stats :PICKUPS_2676 0050: gosub @PACKAGE_795 :PICKUPS_2683 00D6: if 0038: $1276 == 1 // $ == int 004D: jump_if_false @PICKUPS_2764 00D6: if 0214: pickup $1296 picked_up 004D: jump_if_false @PICKUPS_2764 0050: gosub @PACKAGE_673 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PICKUPS_2757 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER7' 04CF: add 120 to_money_spent_on_fashion_stats :PICKUPS_2757 0050: gosub @PACKAGE_795 :PICKUPS_2764 00D6: if 0038: $1333 == 5 // $ == int 004D: jump_if_false @PICKUPS_3215 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PICKUPS_3215 00D6: if 0038: $PASSED_ASS1_RUB_OUT == 1 // $ == int 004D: jump_if_false @PICKUPS_3215 00D6: if 0121: player $PLAYER_CHAR in_zone 'STARI' 004D: jump_if_false @PICKUPS_3183 00D6: if 0038: $1315 == 0 // $ == int 004D: jump_if_false @PICKUPS_3176 00D6: if 0038: $1309 == 1 // $ == int 004D: jump_if_false @PICKUPS_2900 0213: $1318 = create_pickup #BODYARMOUR type 15 at -314.7 -551.2 10.3 :PICKUPS_2900 00D6: if 0038: $1310 == 1 // $ == int 004D: jump_if_false @PICKUPS_2943 0213: $1319 = create_pickup #CHNSAW type 15 at -310.7 -551.2 10.3 :PICKUPS_2943 00D6: if 0038: $1308 == 1 // $ == int 004D: jump_if_false @PICKUPS_2988 032B: $1320 = create_weapon_pickup #PYTHON 15 ammo 24 at -306.7 -551.2 10.3 :PICKUPS_2988 00D6: if 0038: $1311 == 1 // $ == int 004D: jump_if_false @PICKUPS_3033 032B: $1321 = create_weapon_pickup #FLAME 15 ammo 60 at -302.7 -551.2 10.3 :PICKUPS_3033 00D6: if 0038: $1312 == 1 // $ == int 004D: jump_if_false @PICKUPS_3078 032B: $1322 = create_weapon_pickup #LASER 15 ammo 28 at -298.7 -551.2 10.3 :PICKUPS_3078 00D6: if 0038: $1313 == 1 // $ == int 004D: jump_if_false @PICKUPS_3124 032B: $1323 = create_weapon_pickup #MINIGUN 15 ammo 500 at -294.7 -551.2 10.3 :PICKUPS_3124 00D6: if 0038: $1314 == 1 // $ == int 004D: jump_if_false @PICKUPS_3169 032B: $1324 = create_weapon_pickup #ROCKETLA 15 ammo 8 at -290.7 -551.2 10.3 :PICKUPS_3169 0004: $1315 = 1 // $ = int :PICKUPS_3176 0002: jump @PICKUPS_3215 :PICKUPS_3183 00D6: if 0038: $1315 == 1 // $ == int 004D: jump_if_false @PICKUPS_3215 0050: gosub @PACKAGE_636 0004: $1315 = 0 // $ = int :PICKUPS_3215 00D6: if 0038: $1333 == 6 // $ == int 004D: jump_if_false @PICKUPS_3666 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PICKUPS_3666 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH1' 004D: jump_if_false @PICKUPS_3634 00D6: if 0038: $1088 == 1 // $ == int 004D: jump_if_false @PICKUPS_3627 00D6: if 0038: $1316 == 0 // $ == int 004D: jump_if_false @PICKUPS_3627 00D6: if 0038: $1309 == 1 // $ == int 004D: jump_if_false @PICKUPS_3351 0213: $1318 = create_pickup #BODYARMOUR type 15 at 214.2 -1275.7 19.2 :PICKUPS_3351 00D6: if 0038: $1310 == 1 // $ == int 004D: jump_if_false @PICKUPS_3394 0213: $1319 = create_pickup #CHNSAW type 15 at 210.2 -1274.7 19.2 :PICKUPS_3394 00D6: if 0038: $1308 == 1 // $ == int 004D: jump_if_false @PICKUPS_3439 032B: $1320 = create_weapon_pickup #PYTHON 15 ammo 24 at 206.2 -1273.7 19.2 :PICKUPS_3439 00D6: if 0038: $1311 == 1 // $ == int 004D: jump_if_false @PICKUPS_3484 032B: $1321 = create_weapon_pickup #FLAME 15 ammo 60 at 224.2 -1273.1 19.2 :PICKUPS_3484 00D6: if 0038: $1312 == 1 // $ == int 004D: jump_if_false @PICKUPS_3529 032B: $1322 = create_weapon_pickup #LASER 15 ammo 28 at 228.2 -1279.2 19.2 :PICKUPS_3529 00D6: if 0038: $1313 == 1 // $ == int 004D: jump_if_false @PICKUPS_3575 032B: $1323 = create_weapon_pickup #MINIGUN 15 ammo 500 at 226.0 -1268.6 20.1 :PICKUPS_3575 00D6: if 0038: $1314 == 1 // $ == int 004D: jump_if_false @PICKUPS_3620 032B: $1324 = create_weapon_pickup #ROCKETLA 15 ammo 8 at 231.7 -1264.4 20.1 :PICKUPS_3620 0004: $1316 = 1 // $ = int :PICKUPS_3627 0002: jump @PICKUPS_3666 :PICKUPS_3634 00D6: if 0038: $1316 == 1 // $ == int 004D: jump_if_false @PICKUPS_3666 0050: gosub @PACKAGE_636 0004: $1316 = 0 // $ = int :PICKUPS_3666 00D6: if 0038: $1333 == 7 // $ == int 004D: jump_if_false @PICKUPS_4117 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PICKUPS_4117 00D6: if 0121: player $PLAYER_CHAR in_zone 'DTOWN' 004D: jump_if_false @PICKUPS_4085 00D6: if 0038: $1795 == 1 // $ == int 004D: jump_if_false @PICKUPS_4078 00D6: if 0038: $1317 == 0 // $ == int 004D: jump_if_false @PICKUPS_4078 00D6: if 0038: $1309 == 1 // $ == int 004D: jump_if_false @PICKUPS_3802 0213: $1318 = create_pickup #BODYARMOUR type 15 at -813.1 1344.7 66.4 :PICKUPS_3802 00D6: if 0038: $1310 == 1 // $ == int 004D: jump_if_false @PICKUPS_3845 0213: $1319 = create_pickup #CHNSAW type 15 at -817.1 1344.7 66.4 :PICKUPS_3845 00D6: if 0038: $1308 == 1 // $ == int 004D: jump_if_false @PICKUPS_3890 032B: $1320 = create_weapon_pickup #PYTHON 15 ammo 24 at -821.1 1344.7 66.4 :PICKUPS_3890 00D6: if 0038: $1311 == 1 // $ == int 004D: jump_if_false @PICKUPS_3935 032B: $1321 = create_weapon_pickup #FLAME 15 ammo 60 at -825.1 1344.7 66.4 :PICKUPS_3935 00D6: if 0038: $1312 == 1 // $ == int 004D: jump_if_false @PICKUPS_3980 032B: $1322 = create_weapon_pickup #LASER 15 ammo 28 at -830.1 1344.7 66.4 :PICKUPS_3980 00D6: if 0038: $1313 == 1 // $ == int 004D: jump_if_false @PICKUPS_4026 032B: $1323 = create_weapon_pickup #MINIGUN 15 ammo 500 at -833.1 1344.7 66.4 :PICKUPS_4026 00D6: if 0038: $1314 == 1 // $ == int 004D: jump_if_false @PICKUPS_4071 032B: $1324 = create_weapon_pickup #ROCKETLA 15 ammo 8 at -839.0 1351.6 66.4 :PICKUPS_4071 0004: $1317 = 1 // $ = int :PICKUPS_4078 0002: jump @PICKUPS_4117 :PICKUPS_4085 00D6: if 0038: $1317 == 1 // $ == int 004D: jump_if_false @PICKUPS_4117 0050: gosub @PACKAGE_636 0004: $1317 = 0 // $ = int :PICKUPS_4117 00D6: if 0038: $1333 == 8 // $ == int 004D: jump_if_false @PICKUPS_4445 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PICKUPS_4299 00D6: if 0038: $260 == 1 // $ == int 004D: jump_if_false @PICKUPS_4299 00D6: if 0121: player $PLAYER_CHAR in_zone 'DTOWN' 004D: jump_if_false @PICKUPS_4299 00D6: if 047E: player $PLAYER_CHAR on_any_bike 004D: jump_if_false @PICKUPS_4223 0050: gosub @PACKAGE_953 0002: jump @PICKUPS_4246 :PICKUPS_4223 00D6: if 044A: player $PLAYER_CHAR on_foot 004D: jump_if_false @PICKUPS_4246 0050: gosub @PACKAGE_953 :PICKUPS_4246 00D6: if 047E: player $PLAYER_CHAR on_any_bike 004D: jump_if_false @PICKUPS_4276 0050: gosub @PACKAGE_1097 0002: jump @PICKUPS_4299 :PICKUPS_4276 00D6: if 044A: player $PLAYER_CHAR on_foot 004D: jump_if_false @PICKUPS_4299 0050: gosub @PACKAGE_1097 :PICKUPS_4299 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PICKUPS_4445 00D6: if 0121: player $PLAYER_CHAR in_zone 'DTOWN' 004D: jump_if_false @PICKUPS_4445 00D6: if 047E: player $PLAYER_CHAR on_any_bike 004D: jump_if_false @PICKUPS_4369 0050: gosub @PACKAGE_1529 0002: jump @PICKUPS_4392 :PICKUPS_4369 00D6: if 044A: player $PLAYER_CHAR on_foot 004D: jump_if_false @PICKUPS_4392 0050: gosub @PACKAGE_1529 :PICKUPS_4392 00D6: if 047E: player $PLAYER_CHAR on_any_bike 004D: jump_if_false @PICKUPS_4422 0050: gosub @PACKAGE_1673 0002: jump @PICKUPS_4445 :PICKUPS_4422 00D6: if 044A: player $PLAYER_CHAR on_foot 004D: jump_if_false @PICKUPS_4445 0050: gosub @PACKAGE_1673 :PICKUPS_4445 00D6: if 0038: $1333 == 9 // $ == int 004D: jump_if_false @PICKUPS_4627 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PICKUPS_4627 00D6: if 0038: $1795 == 1 // $ == int 004D: jump_if_false @PICKUPS_4627 00D6: if 0121: player $PLAYER_CHAR in_zone 'DTOWN' 004D: jump_if_false @PICKUPS_4627 00D6: if 047E: player $PLAYER_CHAR on_any_bike 004D: jump_if_false @PICKUPS_4551 0050: gosub @PACKAGE_1241 0002: jump @PICKUPS_4574 :PICKUPS_4551 00D6: if 044A: player $PLAYER_CHAR on_foot 004D: jump_if_false @PICKUPS_4574 0050: gosub @PACKAGE_1241 :PICKUPS_4574 00D6: if 047E: player $PLAYER_CHAR on_any_bike 004D: jump_if_false @PICKUPS_4604 0050: gosub @PACKAGE_1385 0002: jump @PICKUPS_4627 :PICKUPS_4604 00D6: if 044A: player $PLAYER_CHAR on_foot 004D: jump_if_false @PICKUPS_4627 0050: gosub @PACKAGE_1385 :PICKUPS_4627 00D6: if 0018: $1333 > 9 // $ > int 004D: jump_if_false @PICKUPS_4652 0004: $1333 = 0 // $ = int :PICKUPS_4652 0002: jump @PICKUPS_26 004E: end_thread :CLOTH1 03A4: name_thread 'CLOTH1' 0001: wait 5000 ms 03E5: text_box 'CLOTH2' 0001: wait 10000 ms 03E5: text_box 'CLOTH1' 004E: end_thread :CLOTH2 03A4: name_thread 'CLOTH2' 0001: wait 5000 ms 03E5: text_box 'HELP25' 0001: wait 10000 ms 03E5: text_box 'CLOTH3' 004E: end_thread :CLOTH3 03A4: name_thread 'CLOTH3' 0001: wait 5000 ms 03E5: text_box 'CLOTH4' 004E: end_thread :CLOTH4 03A4: name_thread 'CLOTH4' 0001: wait 5000 ms 03E5: text_box 'CLOTH5' 004E: end_thread :CLOTH5 03A4: name_thread 'CLOTH5' 0001: wait 5000 ms 03E5: text_box 'CLOTH6' 004E: end_thread :CLOTH6 03A4: name_thread 'CLOTH6' 0001: wait 5000 ms 03E5: text_box 'CLOTH7' 004E: end_thread :CLOTH7 03A4: name_thread 'CLOTH7' 0001: wait 20000 ms 03E5: text_box 'CLOTH8' 004E: end_thread :CLOTH8 03A4: name_thread 'CLOTH8' 0001: wait 5000 ms 03E5: text_box 'CLOTH9' 004E: end_thread :CLOTH9 03A4: name_thread 'CLOTH9' 0001: wait 5000 ms 03E5: text_box 'CLOTH10' 004E: end_thread :PACKAGE 03A4: name_thread 'PACKAGE' 0001: wait 500 ms 03E1: $1306 = packages_found :PACKAGE_20 00D6: if 001A: 10 > $1306 // int > $ 004D: jump_if_false @PACKAGE_55 0001: wait 500 ms 03E1: $1306 = packages_found 0002: jump @PACKAGE_20 :PACKAGE_55 030C: progress_made += 1 03E5: text_box 'PICK1' 0004: $1309 = 1 // $ = int :PACKAGE_76 00D6: if 001A: 20 > $1306 // int > $ 004D: jump_if_false @PACKAGE_111 0001: wait 500 ms 03E1: $1306 = packages_found 0002: jump @PACKAGE_76 :PACKAGE_111 030C: progress_made += 1 03E5: text_box 'PICK3' 0004: $1310 = 1 // $ = int :PACKAGE_132 00D6: if 001A: 30 > $1306 // int > $ 004D: jump_if_false @PACKAGE_167 0001: wait 500 ms 03E1: $1306 = packages_found 0002: jump @PACKAGE_132 :PACKAGE_167 030C: progress_made += 1 03E5: text_box 'PICK2' 0004: $1308 = 1 // $ = int :PACKAGE_188 00D6: if 001A: 40 > $1306 // int > $ 004D: jump_if_false @PACKAGE_223 0001: wait 500 ms 03E1: $1306 = packages_found 0002: jump @PACKAGE_188 :PACKAGE_223 030C: progress_made += 1 03E5: text_box 'PICK4' 0004: $1311 = 1 // $ = int :PACKAGE_244 00D6: if 001A: 50 > $1306 // int > $ 004D: jump_if_false @PACKAGE_279 0001: wait 500 ms 03E1: $1306 = packages_found 0002: jump @PACKAGE_244 :PACKAGE_279 030C: progress_made += 1 03E5: text_box 'PICK5' 0004: $1312 = 1 // $ = int :PACKAGE_300 00D6: if 001A: 60 > $1306 // int > $ 004D: jump_if_false @PACKAGE_335 0001: wait 500 ms 03E1: $1306 = packages_found 0002: jump @PACKAGE_300 :PACKAGE_335 030C: progress_made += 1 03E5: text_box 'PICK6' 0004: $1313 = 1 // $ = int :PACKAGE_356 00D6: if 001A: 70 > $1306 // int > $ 004D: jump_if_false @PACKAGE_391 0001: wait 500 ms 03E1: $1306 = packages_found 0002: jump @PACKAGE_356 :PACKAGE_391 030C: progress_made += 1 03E5: text_box 'PICK7' 0004: $1314 = 1 // $ = int :PACKAGE_412 00D6: if 001A: 80 > $1306 // int > $ 004D: jump_if_false @PACKAGE_447 0001: wait 500 ms 03E1: $1306 = packages_found 0002: jump @PACKAGE_412 :PACKAGE_447 030C: progress_made += 1 03E5: text_box 'PICK8' 014C: set_parked_car_generator $1977 cars_to_generate_to 101 :PACKAGE_468 00D6: if 001A: 90 > $1306 // int > $ 004D: jump_if_false @PACKAGE_503 0001: wait 500 ms 03E1: $1306 = packages_found 0002: jump @PACKAGE_468 :PACKAGE_503 030C: progress_made += 1 03E5: text_box 'PICK9' 014C: set_parked_car_generator $1978 cars_to_generate_to 101 :PACKAGE_524 00D6: if 001A: 100 > $1306 // int > $ 004D: jump_if_false @PACKAGE_559 0001: wait 500 ms 03E1: $1306 = packages_found 0002: jump @PACKAGE_524 :PACKAGE_559 0001: wait 5000 ms 030C: progress_made += 1 00D6: if 0038: $2097 == 0 // $ == int 004D: jump_if_false @PACKAGE_617 03E5: text_box 'PICK10' 014C: set_parked_car_generator $1979 cars_to_generate_to 101 0004: $2097 = 1 // $ = int 0002: jump @PACKAGE_634 :PACKAGE_617 03E5: text_box 'APACHE' 014C: set_parked_car_generator $2098 cars_to_generate_to 101 :PACKAGE_634 004E: end_thread :PACKAGE_636 0215: destroy_pickup $1318 0215: destroy_pickup $1319 0215: destroy_pickup $1320 0215: destroy_pickup $1321 0215: destroy_pickup $1322 0215: destroy_pickup $1323 0215: destroy_pickup $1324 0051: return :PACKAGE_673 0004: $1180 = 1 // $ = int 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PACKAGE_742 0169: set_fade_color 0 0 1 016A: fade 0 500 ms :PACKAGE_711 00D6: if 016B: fading 004D: jump_if_false @PACKAGE_735 0001: wait 0 ms 0002: jump @PACKAGE_711 :PACKAGE_735 0002: jump @PACKAGE_749 :PACKAGE_742 0004: $1180 = 0 // $ = int :PACKAGE_749 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PACKAGE_786 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 01B4: set_player $PLAYER_CHAR can_move 0 0002: jump @PACKAGE_793 :PACKAGE_786 0004: $1180 = 0 // $ = int :PACKAGE_793 0051: return :PACKAGE_795 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PACKAGE_944 038B: load_requested_models 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PACKAGE_834 0353: refresh_actor $PLAYER_ACTOR :PACKAGE_834 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 00D6: if 810F: not player $PLAYER_CHAR wanted_level > 2 004D: jump_if_false @PACKAGE_864 0110: clear_player $PLAYER_CHAR wanted_level :PACKAGE_864 01B4: set_player $PLAYER_CHAR can_move 1 0004: $1180 = 0 // $ = int 016A: fade 1 500 ms 00D6: if 0038: $1351 == 0 // $ == int 004D: jump_if_false @PACKAGE_927 03E5: text_box 'CLT_HL2' 0004: $1351 = 1 // $ = int 0002: jump @PACKAGE_937 :PACKAGE_927 03E5: text_box 'CLOHELP' :PACKAGE_937 0002: jump @PACKAGE_951 :PACKAGE_944 0004: $1180 = 0 // $ = int :PACKAGE_951 0051: return :PACKAGE_953 00D6: if 00F5: player $PLAYER_CHAR 0 -557.1 782.1 21.8 radius 2.5 2.5 2.5 004D: jump_if_false @PACKAGE_1095 0169: set_fade_color 0 0 1 016A: fade 0 500 ms :PACKAGE_1016 00D6: if 016B: fading 004D: jump_if_false @PACKAGE_1040 0001: wait 0 ms 0002: jump @PACKAGE_1016 :PACKAGE_1040 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @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 016A: fade 1 500 ms :PACKAGE_1095 0051: return :PACKAGE_1097 00D6: if 00F5: player $PLAYER_CHAR 0 -551.8 787.4 97.5 radius 2.5 2.5 2.5 004D: jump_if_false @PACKAGE_1239 0169: set_fade_color 0 0 1 016A: fade 0 500 ms :PACKAGE_1160 00D6: if 016B: fading 004D: jump_if_false @PACKAGE_1184 0001: wait 0 ms 0002: jump @PACKAGE_1160 :PACKAGE_1184 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @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 016A: fade 1 500 ms :PACKAGE_1239 0051: return :PACKAGE_1241 00D6: if 00F5: player $PLAYER_CHAR 0 -830.9 1312.4 10.5 radius 2.5 2.5 2.5 004D: jump_if_false @PACKAGE_1383 0169: set_fade_color 0 0 1 016A: fade 0 500 ms :PACKAGE_1304 00D6: if 016B: fading 004D: jump_if_false @PACKAGE_1328 0001: wait 0 ms 0002: jump @PACKAGE_1304 :PACKAGE_1328 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @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 016A: fade 1 500 ms :PACKAGE_1383 0051: return :PACKAGE_1385 00D6: if 00F5: player $PLAYER_CHAR 0 -811.7 1354.2 66.4 radius 2.5 2.5 2.5 004D: jump_if_false @PACKAGE_1527 0169: set_fade_color 0 0 1 016A: fade 0 500 ms :PACKAGE_1448 00D6: if 016B: fading 004D: jump_if_false @PACKAGE_1472 0001: wait 0 ms 0002: jump @PACKAGE_1448 :PACKAGE_1472 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @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 016A: fade 1 500 ms :PACKAGE_1527 0051: return :PACKAGE_1529 00D6: if 00F5: player $PLAYER_CHAR 0 -410.5 1120.9 10.1 radius 2.5 2.5 2.5 004D: jump_if_false @PACKAGE_1671 0169: set_fade_color 0 0 1 016A: fade 0 500 ms :PACKAGE_1592 00D6: if 016B: fading 004D: jump_if_false @PACKAGE_1616 0001: wait 0 ms 0002: jump @PACKAGE_1592 :PACKAGE_1616 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @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 016A: fade 1 500 ms :PACKAGE_1671 0051: return :PACKAGE_1673 00D6: if 00F5: player $PLAYER_CHAR 0 -451.1 1128.1 55.6 radius 2.5 2.5 2.5 004D: jump_if_false @PACKAGE_1815 0169: set_fade_color 0 0 1 016A: fade 0 500 ms :PACKAGE_1736 00D6: if 016B: fading 004D: jump_if_false @PACKAGE_1760 0001: wait 0 ms 0002: jump @PACKAGE_1736 :PACKAGE_1760 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @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 016A: fade 1 500 ms :PACKAGE_1815 0051: return :JUNKFUD 0004: $1353 = 0 // $ = int 0004: $1354 = 0 // $ = int 0004: $1355 = 0 // $ = int 0004: $1356 = 0 // $ = int 0004: $1357 = 0 // $ = int 0004: $1366 = 0 // $ = int 0004: $1389 = 0 // $ = int 0004: $1390 = 0 // $ = int 0004: $1391 = 0 // $ = int 0004: $1400 = 0 // $ = int 0004: $1372 = 0 // $ = int 0004: $1373 = 0 // $ = int 0004: $1374 = 0 // $ = int 0004: $1375 = 0 // $ = int 0004: $1376 = 0 // $ = int 0004: $1377 = 0 // $ = int 0004: $1378 = 0 // $ = int 0004: $1379 = 0 // $ = int 0004: $1380 = 0 // $ = int 03A4: name_thread 'JUNKFUD' 0111: set_wasted_busted_check_to 0 004F: create_thread @FUD 004E: end_thread :FUD 0002: jump @FUD_407 009A: $1358 = create_actor_pedtype 4 model #SPECIAL20 at 445.8 1098.5 18.25 009A: $1359 = create_actor_pedtype 4 model #SPECIAL20 at 445.8 1098.5 18.25 009A: $1360 = create_actor_pedtype 4 model #SPECIAL20 at 445.8 1098.5 18.25 009A: $1361 = create_actor_pedtype 4 model #SPECIAL20 at 445.8 1098.5 18.25 009A: $1362 = create_actor_pedtype 4 model #SPECIAL20 at 445.8 1098.5 18.25 009A: $1363 = create_actor_pedtype 4 model #SPECIAL20 at 445.8 1098.5 18.25 009A: $1364 = create_actor_pedtype 4 model #SPECIAL20 at 445.8 1098.5 18.25 009A: $1365 = create_actor_pedtype 4 model #SPECIAL20 at 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 03A4: name_thread 'FUD' 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @FUD_5282 0008: $1380 += 1 // $ += int 0054: store_player $PLAYER_CHAR position_to $1392 $1393 $1394 00D6: if 0038: $1380 == 1 // $ == int 004D: jump_if_false @FUD_3328 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH3' 004D: jump_if_false @FUD_3321 00D6: if 0038: $1003 == 1 // $ == int 004D: jump_if_false @FUD_3307 00D6: if 0020: $1392 > 415.0 // $ > float 004D: jump_if_false @FUD_1902 00D6: if and 0038: $1353 == 1 // $ == int 0038: $1180 == 0 // $ == int 004D: jump_if_false @FUD_1500 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @FUD_798 00D6: if and 8118: not actor $1358 dead 010A: player $PLAYER_CHAR money > 0 8183: not player $PLAYER_CHAR health > 99 004D: jump_if_false @FUD_786 00D6: if 00F6: player $PLAYER_CHAR 0 445.66 1100.54 18.3 radius 1.0 1.0 2.0 004D: jump_if_false @FUD_724 00D6: if 0038: $1372 == 0 // $ == int 004D: jump_if_false @FUD_717 0004: $1372 = 1 // $ = int 03BD: destroy_sphere $1381 0004: $1366 = 1 // $ = int 0084: $1369 = $1358 // $ = $ int 0050: gosub @FUD_5362 0002: jump @FUD_407 :FUD_717 0002: jump @FUD_779 :FUD_724 00D6: if 0038: $1372 == 1 // $ == int 004D: jump_if_false @FUD_779 03BD: destroy_sphere $1381 03BC: $1381 = create_sphere 445.66 1100.54 18.3 1.0 0004: $1372 = 0 // $ = int :FUD_779 0002: jump @FUD_798 :FUD_786 0004: $1372 = 1 // $ = int 03BD: destroy_sphere $1381 :FUD_798 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @FUD_1032 00D6: if and 8118: not actor $1359 dead 010A: player $PLAYER_CHAR money > 0 8183: not player $PLAYER_CHAR health > 99 004D: jump_if_false @FUD_1020 00D6: if 00F6: player $PLAYER_CHAR 0 436.75 1105.8 18.2 radius 1.0 1.0 2.0 004D: jump_if_false @FUD_958 00D6: if 0038: $1373 == 0 // $ == int 004D: jump_if_false @FUD_951 0004: $1373 = 1 // $ = int 03BD: destroy_sphere $1382 0004: $1366 = 2 // $ = int 0084: $1369 = $1359 // $ = $ int 0050: gosub @FUD_5362 0002: jump @FUD_407 :FUD_951 0002: jump @FUD_1013 :FUD_958 00D6: if 0038: $1373 == 1 // $ == int 004D: jump_if_false @FUD_1013 03BD: destroy_sphere $1382 03BC: $1382 = create_sphere 436.75 1105.8 18.2 1.0 0004: $1373 = 0 // $ = int :FUD_1013 0002: jump @FUD_1032 :FUD_1020 0004: $1373 = 1 // $ = int 03BD: destroy_sphere $1382 :FUD_1032 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @FUD_1266 00D6: if and 8118: not actor $1360 dead 010A: player $PLAYER_CHAR money > 0 8183: not player $PLAYER_CHAR health > 99 004D: jump_if_false @FUD_1254 00D6: if 00F6: player $PLAYER_CHAR 0 434.5 1139.3 18.2 radius 1.0 1.0 2.0 004D: jump_if_false @FUD_1192 00D6: if 0038: $1374 == 0 // $ == int 004D: jump_if_false @FUD_1185 0004: $1374 = 1 // $ = int 03BD: destroy_sphere $1383 0004: $1366 = 3 // $ = int 0084: $1369 = $1360 // $ = $ int 0050: gosub @FUD_5362 0002: jump @FUD_407 :FUD_1185 0002: jump @FUD_1247 :FUD_1192 00D6: if 0038: $1374 == 1 // $ == int 004D: jump_if_false @FUD_1247 03BD: destroy_sphere $1383 03BC: $1383 = create_sphere 434.5 1139.3 18.2 1.0 0004: $1374 = 0 // $ = int :FUD_1247 0002: jump @FUD_1266 :FUD_1254 0004: $1374 = 1 // $ = int 03BD: destroy_sphere $1383 :FUD_1266 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @FUD_1500 00D6: if and 8118: not actor $1361 dead 010A: player $PLAYER_CHAR money > 0 8183: not player $PLAYER_CHAR health > 99 004D: jump_if_false @FUD_1488 00D6: if 00F6: player $PLAYER_CHAR 0 451.24 1146.5 18.24 radius 1.0 1.0 2.0 004D: jump_if_false @FUD_1426 00D6: if 0038: $1375 == 0 // $ == int 004D: jump_if_false @FUD_1419 0004: $1375 = 1 // $ = int 03BD: destroy_sphere $1384 0004: $1366 = 4 // $ = int 0084: $1369 = $1361 // $ = $ int 0050: gosub @FUD_5362 0002: jump @FUD_407 :FUD_1419 0002: jump @FUD_1481 :FUD_1426 00D6: if 0038: $1375 == 1 // $ == int 004D: jump_if_false @FUD_1481 03BD: destroy_sphere $1384 03BC: $1384 = create_sphere 451.24 1146.5 18.24 1.0 0004: $1375 = 0 // $ = int :FUD_1481 0002: jump @FUD_1500 :FUD_1488 0004: $1375 = 1 // $ = int 03BD: destroy_sphere $1384 :FUD_1500 00D6: if 0038: $1353 == 0 // $ == int 004D: jump_if_false @FUD_1895 023C: load_special_actor 20 'BURGER' :FUD_1530 00D6: if 823D: not special_actor 20 loaded 004D: jump_if_false @FUD_1568 0001: wait 0 ms 023C: load_special_actor 20 'BURGER' 0002: jump @FUD_1530 :FUD_1568 009A: $1358 = create_actor_pedtype 4 model #SPECIAL20 at 445.8 1098.5 18.25 0173: set_actor $1358 z_angle_to 46.0 0084: $1369 = $1358 // $ = $ int 0050: gosub @FUD_5321 03BD: destroy_sphere $1381 03BC: $1381 = create_sphere 445.66 1100.54 18.3 1.0 009A: $1359 = create_actor_pedtype 4 model #SPECIAL20 at 435.46 1104.0 18.27 0173: set_actor $1359 z_angle_to 350.0 0084: $1369 = $1359 // $ = $ int 0050: gosub @FUD_5321 03BD: destroy_sphere $1382 03BC: $1382 = create_sphere 436.75 1105.8 18.2 1.0 009A: $1360 = create_actor_pedtype 4 model #SPECIAL20 at 433.0 1140.5 18.29 0173: set_actor $1360 z_angle_to 215.0 0084: $1369 = $1360 // $ = $ int 0050: gosub @FUD_5321 03BD: destroy_sphere $1383 03BC: $1383 = create_sphere 434.5 1139.3 18.2 1.0 009A: $1361 = create_actor_pedtype 4 model #SPECIAL20 at 451.4 1148.42 18.23 0173: set_actor $1361 z_angle_to 173.0 0084: $1369 = $1361 // $ = $ int 0050: gosub @FUD_5321 03BD: destroy_sphere $1384 03BC: $1384 = create_sphere 451.24 1146.5 18.24 1.0 0004: $1353 = 1 // $ = int :FUD_1895 0002: jump @FUD_1909 :FUD_1902 0050: gosub @FUD_9127 :FUD_1909 00D6: if 0022: 410.0 > $1392 // float > $ 004D: jump_if_false @FUD_3293 00D6: if and 0038: $1354 == 1 // $ == int 0038: $1180 == 0 // $ == int 004D: jump_if_false @FUD_2891 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @FUD_2189 00D6: if and 8118: not actor $1362 dead 010A: player $PLAYER_CHAR money > 0 8183: not player $PLAYER_CHAR health > 99 004D: jump_if_false @FUD_2177 00D6: if 00F6: player $PLAYER_CHAR 0 375.76 1147.7 18.6 radius 1.0 1.0 2.0 004D: jump_if_false @FUD_2115 00D6: if 0038: $1376 == 0 // $ == int 004D: jump_if_false @FUD_2108 0004: $1376 = 1 // $ = int 03BD: destroy_sphere $1385 0004: $1366 = 1 // $ = int 0084: $1369 = $1362 // $ = $ int 0050: gosub @FUD_5362 0002: jump @FUD_407 :FUD_2108 0002: jump @FUD_2170 :FUD_2115 00D6: if 0038: $1376 == 1 // $ == int 004D: jump_if_false @FUD_2170 03BD: destroy_sphere $1385 03BC: $1385 = create_sphere 375.76 1147.7 18.6 1.0 0004: $1376 = 0 // $ = int :FUD_2170 0002: jump @FUD_2189 :FUD_2177 0004: $1376 = 1 // $ = int 03BD: destroy_sphere $1385 :FUD_2189 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @FUD_2423 00D6: if and 8118: not actor $1363 dead 010A: player $PLAYER_CHAR money > 0 8183: not player $PLAYER_CHAR health > 99 004D: jump_if_false @FUD_2411 00D6: if 00F6: player $PLAYER_CHAR 0 394.16 1139.12 18.6 radius 1.0 1.0 2.0 004D: jump_if_false @FUD_2349 00D6: if 0038: $1377 == 0 // $ == int 004D: jump_if_false @FUD_2342 0004: $1377 = 1 // $ = int 03BD: destroy_sphere $1386 0004: $1366 = 2 // $ = int 0084: $1369 = $1363 // $ = $ int 0050: gosub @FUD_5362 0002: jump @FUD_407 :FUD_2342 0002: jump @FUD_2404 :FUD_2349 00D6: if 0038: $1377 == 1 // $ == int 004D: jump_if_false @FUD_2404 03BD: destroy_sphere $1386 03BC: $1386 = create_sphere 394.16 1139.12 18.6 1.0 0004: $1377 = 0 // $ = int :FUD_2404 0002: jump @FUD_2423 :FUD_2411 0004: $1377 = 1 // $ = int 03BD: destroy_sphere $1386 :FUD_2423 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @FUD_2657 00D6: if and 8118: not actor $1364 dead 010A: player $PLAYER_CHAR money > 0 8183: not player $PLAYER_CHAR health > 99 004D: jump_if_false @FUD_2645 00D6: if 00F6: player $PLAYER_CHAR 0 392.96 1108.7 18.55 radius 1.0 1.0 2.0 004D: jump_if_false @FUD_2583 00D6: if 0038: $1378 == 0 // $ == int 004D: jump_if_false @FUD_2576 0004: $1378 = 1 // $ = int 03BD: destroy_sphere $1387 0004: $1366 = 3 // $ = int 0084: $1369 = $1364 // $ = $ int 0050: gosub @FUD_5362 0002: jump @FUD_407 :FUD_2576 0002: jump @FUD_2638 :FUD_2583 00D6: if 0038: $1378 == 1 // $ == int 004D: jump_if_false @FUD_2638 03BD: destroy_sphere $1387 03BC: $1387 = create_sphere 392.96 1108.7 18.55 1.0 0004: $1378 = 0 // $ = int :FUD_2638 0002: jump @FUD_2657 :FUD_2645 0004: $1378 = 1 // $ = int 03BD: destroy_sphere $1387 :FUD_2657 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @FUD_2891 00D6: if and 8118: not actor $1365 dead 010A: player $PLAYER_CHAR money > 0 8183: not player $PLAYER_CHAR health > 99 004D: jump_if_false @FUD_2879 00D6: if 00F6: player $PLAYER_CHAR 0 376.47 1101.7 18.58 radius 1.0 1.0 2.0 004D: jump_if_false @FUD_2817 00D6: if 0038: $1379 == 0 // $ == int 004D: jump_if_false @FUD_2810 0004: $1379 = 1 // $ = int 03BD: destroy_sphere $1388 0004: $1366 = 4 // $ = int 0084: $1369 = $1365 // $ = $ int 0050: gosub @FUD_5362 0002: jump @FUD_407 :FUD_2810 0002: jump @FUD_2872 :FUD_2817 00D6: if 0038: $1379 == 1 // $ == int 004D: jump_if_false @FUD_2872 03BD: destroy_sphere $1388 03BC: $1388 = create_sphere 376.47 1101.7 18.58 1.0 0004: $1379 = 0 // $ = int :FUD_2872 0002: jump @FUD_2891 :FUD_2879 0004: $1379 = 1 // $ = int 03BD: destroy_sphere $1388 :FUD_2891 00D6: if 0038: $1354 == 0 // $ == int 004D: jump_if_false @FUD_3286 023C: load_special_actor 20 'BURGER' :FUD_2921 00D6: if 823D: not special_actor 20 loaded 004D: jump_if_false @FUD_2959 0001: wait 0 ms 023C: load_special_actor 20 'BURGER' 0002: jump @FUD_2921 :FUD_2959 009A: $1362 = create_actor_pedtype 4 model #SPECIAL20 at 375.9 1149.7 18.6 0173: set_actor $1362 z_angle_to 224.0 0084: $1369 = $1362 // $ = $ int 0050: gosub @FUD_5321 03BD: destroy_sphere $1385 03BC: $1385 = create_sphere 375.76 1147.7 18.6 1.0 009A: $1363 = create_actor_pedtype 4 model #SPECIAL20 at 395.0 1141.2 18.55 0173: set_actor $1363 z_angle_to 165.0 0084: $1369 = $1363 // $ = $ int 0050: gosub @FUD_5321 03BD: destroy_sphere $1386 03BC: $1386 = create_sphere 394.16 1139.12 18.6 1.0 009A: $1364 = create_actor_pedtype 4 model #SPECIAL20 at 394.4 1107.6 18.6 0173: set_actor $1364 z_angle_to 49.0 0084: $1369 = $1364 // $ = $ int 0050: gosub @FUD_5321 03BD: destroy_sphere $1387 03BC: $1387 = create_sphere 392.96 1108.7 18.55 1.0 009A: $1365 = create_actor_pedtype 4 model #SPECIAL20 at 375.87 1099.75 18.57 0173: set_actor $1365 z_angle_to 344.0 0084: $1369 = $1365 // $ = $ int 0050: gosub @FUD_5321 03BD: destroy_sphere $1388 03BC: $1388 = create_sphere 376.47 1101.7 18.58 1.0 0004: $1354 = 1 // $ = int :FUD_3286 0002: jump @FUD_3300 :FUD_3293 0050: gosub @FUD_9127 :FUD_3300 0002: jump @FUD_3314 :FUD_3307 0050: gosub @FUD_9127 :FUD_3314 0002: jump @FUD_3328 :FUD_3321 0050: gosub @FUD_9127 :FUD_3328 00D6: if and 0038: $1380 == 2 // $ == int 0256: player $PLAYER_CHAR defined 004D: jump_if_false @FUD_3948 00D6: if 0121: player $PLAYER_CHAR in_zone 'HAITI' 004D: jump_if_false @FUD_3934 0004: $1389 = 1 // $ = int 0005: $98 = 0.0 // $ = float 02CE: $98 = ground_z -1039.5 80.0 50.0 00D6: if 0020: $98 > 0.0 // $ > float 004D: jump_if_false @FUD_3920 00D6: if 0038: $1355 == 0 // $ == int 004D: jump_if_false @FUD_3654 023C: load_special_actor 20 'BURGER' :FUD_3463 00D6: if 823D: not special_actor 20 loaded 004D: jump_if_false @FUD_3501 0001: wait 0 ms 023C: load_special_actor 20 'BURGER' 0002: jump @FUD_3463 :FUD_3501 009A: $1397 = create_actor_pedtype 4 model #SPECIAL20 at -1039.5 80.0 10.6 0173: set_actor $1397 z_angle_to 80.0 0084: $1369 = $1397 // $ = $ int 0050: gosub @FUD_5321 03BD: destroy_sphere $1381 03BC: $1381 = create_sphere -1041.3 80.45 10.6 1.0 00D6: if 0248: model #HNB available 004D: jump_if_false @FUD_3647 009A: $1398 = create_actor_pedtype 4 model #HNB at -1036.2 77.5 10.6 0173: set_actor $1398 z_angle_to 190.0 01ED: clear_actor $1398 threat_search 0372: set_actor $1398 anim 6 wait_state_time 999999 ms :FUD_3647 0004: $1355 = 1 // $ = int :FUD_3654 00D6: if and 0038: $1355 == 1 // $ == int 0038: $1180 == 0 // $ == int 004D: jump_if_false @FUD_3913 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @FUD_3913 00D6: if and 010A: player $PLAYER_CHAR money > 0 8183: not player $PLAYER_CHAR health > 99 8118: not actor $1397 dead 004D: jump_if_false @FUD_3901 00D6: if 00F6: player $PLAYER_CHAR 0 -1041.3 80.45 10.6 radius 1.0 1.0 2.0 004D: jump_if_false @FUD_3839 00D6: if 0038: $1372 == 0 // $ == int 004D: jump_if_false @FUD_3832 0004: $1372 = 1 // $ = int 03BD: destroy_sphere $1381 0004: $1366 = 2 // $ = int 0084: $1369 = $1397 // $ = $ int 0050: gosub @FUD_5362 0002: jump @FUD_407 :FUD_3832 0002: jump @FUD_3894 :FUD_3839 00D6: if 0038: $1372 == 1 // $ == int 004D: jump_if_false @FUD_3894 03BD: destroy_sphere $1381 03BC: $1381 = create_sphere -1041.3 80.45 10.6 1.0 0004: $1372 = 0 // $ = int :FUD_3894 0002: jump @FUD_3913 :FUD_3901 0004: $1372 = 1 // $ = int 03BD: destroy_sphere $1381 :FUD_3913 0002: jump @FUD_3927 :FUD_3920 0050: gosub @FUD_9127 :FUD_3927 0002: jump @FUD_3948 :FUD_3934 0004: $1389 = 0 // $ = int 0050: gosub @FUD_9127 :FUD_3948 00D6: if and 0038: $1380 == 1 // $ == int 0256: player $PLAYER_CHAR defined 004D: jump_if_false @FUD_4721 00D6: if 0121: player $PLAYER_CHAR in_zone 'DTOWN' 004D: jump_if_false @FUD_4677 0004: $1390 = 1 // $ = int 0005: $98 = 0.0 // $ = float 02CE: $98 = ground_z -591.4 651.23 10.5 00D6: if 0020: $98 > 0.0 // $ > float 004D: jump_if_false @FUD_4161 00D6: if 0248: model #BKA available 004D: jump_if_false @FUD_4154 00D6: if 0038: $1400 == 0 // $ == int 004D: jump_if_false @FUD_4154 009A: $1399 = create_actor_pedtype 4 model #BKA at -591.4 651.23 10.5 0173: set_actor $1399 z_angle_to 25.0 0223: set_actor $1399 health_to 150 01ED: clear_actor $1399 threat_search 0291: set_actor $1399 heed_threats 1 0243: set_actor $1399 ped_stats_to 11 0004: $1400 = 1 // $ = int :FUD_4154 0002: jump @FUD_4191 :FUD_4161 00D6: if 0038: $1400 == 1 // $ == int 004D: jump_if_false @FUD_4191 009B: destroy_actor_instantly $1399 0004: $1400 = 0 // $ = int :FUD_4191 0005: $98 = 0.0 // $ = float 02CE: $98 = ground_z -904.7 800.4 10.5 00D6: if 0020: $98 > 0.0 // $ > float 004D: jump_if_false @FUD_4663 00D6: if 0038: $1356 == 0 // $ == int 004D: jump_if_false @FUD_4397 023C: load_special_actor 20 'BURGER' :FUD_4272 00D6: if 823D: not special_actor 20 loaded 004D: jump_if_false @FUD_4310 0001: wait 0 ms 023C: load_special_actor 20 'BURGER' 0002: jump @FUD_4272 :FUD_4310 009A: $1396 = create_actor_pedtype 4 model #SPECIAL20 at -904.7 800.4 10.5 0173: set_actor $1396 z_angle_to 270.0 0084: $1369 = $1396 // $ = $ int 0050: gosub @FUD_5321 03BD: destroy_sphere $1381 03BC: $1381 = create_sphere -903.0 800.3 10.5 1.0 0004: $1356 = 1 // $ = int :FUD_4397 00D6: if and 0038: $1356 == 1 // $ == int 0038: $1180 == 0 // $ == int 004D: jump_if_false @FUD_4656 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @FUD_4656 00D6: if and 010A: player $PLAYER_CHAR money > 0 8183: not player $PLAYER_CHAR health > 99 8118: not actor $1396 dead 004D: jump_if_false @FUD_4644 00D6: if 00F6: player $PLAYER_CHAR 0 -903.0 800.3 10.5 radius 1.0 1.0 2.0 004D: jump_if_false @FUD_4582 00D6: if 0038: $1372 == 0 // $ == int 004D: jump_if_false @FUD_4575 0004: $1372 = 1 // $ = int 03BD: destroy_sphere $1381 0004: $1366 = 2 // $ = int 0084: $1369 = $1396 // $ = $ int 0050: gosub @FUD_5362 0002: jump @FUD_407 :FUD_4575 0002: jump @FUD_4637 :FUD_4582 00D6: if 0038: $1372 == 1 // $ == int 004D: jump_if_false @FUD_4637 03BD: destroy_sphere $1381 03BC: $1381 = create_sphere -903.0 800.3 10.5 1.0 0004: $1372 = 0 // $ = int :FUD_4637 0002: jump @FUD_4656 :FUD_4644 0004: $1372 = 1 // $ = int 03BD: destroy_sphere $1381 :FUD_4656 0002: jump @FUD_4670 :FUD_4663 0050: gosub @FUD_9127 :FUD_4670 0002: jump @FUD_4721 :FUD_4677 00D6: if 0038: $1400 == 1 // $ == int 004D: jump_if_false @FUD_4707 009B: destroy_actor_instantly $1399 0004: $1400 = 0 // $ = int :FUD_4707 0004: $1390 = 0 // $ = int 0050: gosub @FUD_9127 :FUD_4721 00D6: if and 0038: $1380 == 2 // $ == int 0256: player $PLAYER_CHAR defined 004D: jump_if_false @FUD_5275 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH3' 004D: jump_if_false @FUD_5261 0004: $1391 = 1 // $ = int 0005: $98 = 0.0 // $ = float 02CE: $98 = ground_z 419.4 89.7 50.0 00D6: if 0020: $98 > 0.0 // $ > float 004D: jump_if_false @FUD_5247 00D6: if 0038: $1357 == 0 // $ == int 004D: jump_if_false @FUD_4981 023C: load_special_actor 20 'BURGER' :FUD_4856 00D6: if 823D: not special_actor 20 loaded 004D: jump_if_false @FUD_4894 0001: wait 0 ms 023C: load_special_actor 20 'BURGER' 0002: jump @FUD_4856 :FUD_4894 009A: $1395 = create_actor_pedtype 4 model #SPECIAL20 at 419.4 89.7 10.3 0173: set_actor $1395 z_angle_to 250.0 0084: $1369 = $1395 // $ = $ int 0050: gosub @FUD_5321 03BD: destroy_sphere $1381 03BC: $1381 = create_sphere 421.1 88.8 10.5 1.0 0004: $1357 = 1 // $ = int :FUD_4981 00D6: if and 0038: $1357 == 1 // $ == int 0038: $1180 == 0 // $ == int 004D: jump_if_false @FUD_5240 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @FUD_5240 00D6: if and 010A: player $PLAYER_CHAR money > 0 8183: not player $PLAYER_CHAR health > 99 8118: not actor $1395 dead 004D: jump_if_false @FUD_5228 00D6: if 00F6: player $PLAYER_CHAR 0 421.1 88.8 10.5 radius 1.0 1.0 2.0 004D: jump_if_false @FUD_5166 00D6: if 0038: $1372 == 0 // $ == int 004D: jump_if_false @FUD_5159 0004: $1372 = 1 // $ = int 03BD: destroy_sphere $1381 0004: $1366 = 2 // $ = int 0084: $1369 = $1395 // $ = $ int 0050: gosub @FUD_5362 0002: jump @FUD_407 :FUD_5159 0002: jump @FUD_5221 :FUD_5166 00D6: if 0038: $1372 == 1 // $ == int 004D: jump_if_false @FUD_5221 03BD: destroy_sphere $1381 03BC: $1381 = create_sphere 421.1 88.8 10.5 1.0 0004: $1372 = 0 // $ = int :FUD_5221 0002: jump @FUD_5240 :FUD_5228 0004: $1372 = 1 // $ = int 03BD: destroy_sphere $1381 :FUD_5240 0002: jump @FUD_5254 :FUD_5247 0050: gosub @FUD_9127 :FUD_5254 0002: jump @FUD_5275 :FUD_5261 0004: $1391 = 0 // $ = int 0050: gosub @FUD_9127 :FUD_5275 0002: jump @FUD_5289 :FUD_5282 0050: gosub @FUD_9127 :FUD_5289 00D6: if 0018: $1380 > 1 // $ > int 004D: jump_if_false @FUD_5314 0004: $1380 = 0 // $ = int :FUD_5314 0002: 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: set_actor $1369 crouch_when_threatened 1 0350: set_actor $1369 maintain_position_when_attacked 1 0051: return :FUD_5362 0004: $1180 = 1 // $ = int 00D6: if 8118: not actor $1369 dead 004D: jump_if_false @FUD_5438 0050: gosub @FUD_5447 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @FUD_5424 0050: gosub @FUD_5533 0050: gosub @FUD_6225 :FUD_5424 0050: gosub @FUD_9012 0050: gosub @FUD_5501 :FUD_5438 0004: $1180 = 0 // $ = int 0051: return :FUD_5447 00D6: if and 0256: player $PLAYER_CHAR defined 8118: not actor $1369 dead 004D: jump_if_false @FUD_5497 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 020E: actor $PLAYER_ACTOR look_at_actor $1369 0002: jump @FUD_5499 :FUD_5497 0051: return :FUD_5499 0051: return :FUD_5501 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @FUD_5531 01B4: set_player $PLAYER_CHAR can_move 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 :FUD_5531 0051: return :FUD_5533 00D6: if and 0256: player $PLAYER_CHAR defined 8118: not actor $1369 dead 004D: jump_if_false @FUD_6223 0209: $1367 = random_int_in_ranges 1 15 00D6: if 0038: $1367 == 1 // $ == int 004D: jump_if_false @FUD_5607 03CF: load_wav 'GIMME01' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_5607 00D6: if 0038: $1367 == 2 // $ == int 004D: jump_if_false @FUD_5651 03CF: load_wav 'GIMME02' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_5651 00D6: if 0038: $1367 == 3 // $ == int 004D: jump_if_false @FUD_5695 03CF: load_wav 'GIMME03' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_5695 00D6: if 0038: $1367 == 4 // $ == int 004D: jump_if_false @FUD_5739 03CF: load_wav 'GIMME04' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_5739 00D6: if 0038: $1367 == 5 // $ == int 004D: jump_if_false @FUD_5783 03CF: load_wav 'GIMME05' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_5783 00D6: if 0038: $1367 == 6 // $ == int 004D: jump_if_false @FUD_5827 03CF: load_wav 'GIMME06' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_5827 00D6: if 0038: $1367 == 7 // $ == int 004D: jump_if_false @FUD_5871 03CF: load_wav 'GIMME07' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_5871 00D6: if 0038: $1367 == 8 // $ == int 004D: jump_if_false @FUD_5915 03CF: load_wav 'GIMME08' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_5915 00D6: if 0038: $1367 == 9 // $ == int 004D: jump_if_false @FUD_5959 03CF: load_wav 'GIMME09' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_5959 00D6: if 0038: $1367 == 10 // $ == int 004D: jump_if_false @FUD_6003 03CF: load_wav 'GIMME10' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_6003 00D6: if 0038: $1367 == 11 // $ == int 004D: jump_if_false @FUD_6047 03CF: load_wav 'GIMME11' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_6047 00D6: if 0038: $1367 == 12 // $ == int 004D: jump_if_false @FUD_6091 03CF: load_wav 'GIMME12' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_6091 00D6: if 0038: $1367 == 13 // $ == int 004D: jump_if_false @FUD_6135 03CF: load_wav 'GIMME13' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_6135 00D6: if 0038: $1367 == 14 // $ == int 004D: jump_if_false @FUD_6179 03CF: load_wav 'GIMME14' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_6179 00D6: if 0038: $1367 == 15 // $ == int 004D: jump_if_false @FUD_6223 03CF: load_wav 'GIMME15' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_6223 0051: return :FUD_6225 00D6: if and 0256: player $PLAYER_CHAR defined 8118: not actor $1369 dead 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @FUD_8912 0209: $1368 = random_int_in_ranges 1 30 00D6: if 001A: 11 > $1368 // int > $ 004D: jump_if_false @FUD_8023 00D6: if 0038: $1366 == 1 // $ == int 004D: jump_if_false @FUD_6835 0209: $1368 = random_int_in_ranges 1 12 00D6: if 0038: $1368 == 1 // $ == int 004D: jump_if_false @FUD_6351 03CF: load_wav 'BURG_01' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_6351 00D6: if 0038: $1368 == 2 // $ == int 004D: jump_if_false @FUD_6395 03CF: load_wav 'BURG_02' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_6395 00D6: if 0038: $1368 == 3 // $ == int 004D: jump_if_false @FUD_6439 03CF: load_wav 'BURG_03' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_6439 00D6: if 0038: $1368 == 4 // $ == int 004D: jump_if_false @FUD_6483 03CF: load_wav 'BURG_04' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_6483 00D6: if 0038: $1368 == 5 // $ == int 004D: jump_if_false @FUD_6527 03CF: load_wav 'BURG_05' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_6527 00D6: if 0038: $1368 == 6 // $ == int 004D: jump_if_false @FUD_6571 03CF: load_wav 'BURG_06' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_6571 00D6: if 0038: $1368 == 7 // $ == int 004D: jump_if_false @FUD_6615 03CF: load_wav 'BURG_07' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_6615 00D6: if 0038: $1368 == 8 // $ == int 004D: jump_if_false @FUD_6659 03CF: load_wav 'BURG_08' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_6659 00D6: if 0038: $1368 == 9 // $ == int 004D: jump_if_false @FUD_6703 03CF: load_wav 'BURG_09' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_6703 00D6: if 0038: $1368 == 10 // $ == int 004D: jump_if_false @FUD_6747 03CF: load_wav 'BURG_10' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_6747 00D6: if 0038: $1368 == 11 // $ == int 004D: jump_if_false @FUD_6791 03CF: load_wav 'BURG_11' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_6791 00D6: if 0038: $1368 == 12 // $ == int 004D: jump_if_false @FUD_6835 03CF: load_wav 'BURG_12' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_6835 00D6: if 0038: $1366 == 2 // $ == int 004D: jump_if_false @FUD_7258 0209: $1368 = random_int_in_ranges 1 9 00D6: if 0038: $1368 == 1 // $ == int 004D: jump_if_false @FUD_6906 03CF: load_wav 'CRUST01' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_6906 00D6: if 0038: $1368 == 2 // $ == int 004D: jump_if_false @FUD_6950 03CF: load_wav 'CRUST02' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_6950 00D6: if 0038: $1368 == 3 // $ == int 004D: jump_if_false @FUD_6994 03CF: load_wav 'CRUST03' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_6994 00D6: if 0038: $1368 == 4 // $ == int 004D: jump_if_false @FUD_7038 03CF: load_wav 'CRUST04' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_7038 00D6: if 0038: $1368 == 5 // $ == int 004D: jump_if_false @FUD_7082 03CF: load_wav 'CRUST05' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_7082 00D6: if 0038: $1368 == 6 // $ == int 004D: jump_if_false @FUD_7126 03CF: load_wav 'CRUST06' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_7126 00D6: if 0038: $1368 == 7 // $ == int 004D: jump_if_false @FUD_7170 03CF: load_wav 'CRUST07' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_7170 00D6: if 0038: $1368 == 8 // $ == int 004D: jump_if_false @FUD_7214 03CF: load_wav 'CRUST08' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_7214 00D6: if 0038: $1368 == 9 // $ == int 004D: jump_if_false @FUD_7258 03CF: load_wav 'CRUST09' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_7258 00D6: if 0038: $1366 == 3 // $ == int 004D: jump_if_false @FUD_7637 0209: $1368 = random_int_in_ranges 1 8 00D6: if 0038: $1368 == 1 // $ == int 004D: jump_if_false @FUD_7329 03CF: load_wav 'SHAFT01' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_7329 00D6: if 0038: $1368 == 2 // $ == int 004D: jump_if_false @FUD_7373 03CF: load_wav 'SHAFT02' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_7373 00D6: if 0038: $1368 == 3 // $ == int 004D: jump_if_false @FUD_7417 03CF: load_wav 'SHAFT03' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_7417 00D6: if 0038: $1368 == 4 // $ == int 004D: jump_if_false @FUD_7461 03CF: load_wav 'SHAFT04' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_7461 00D6: if 0038: $1368 == 5 // $ == int 004D: jump_if_false @FUD_7505 03CF: load_wav 'SHAFT05' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_7505 00D6: if 0038: $1368 == 6 // $ == int 004D: jump_if_false @FUD_7549 03CF: load_wav 'SHAFT06' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_7549 00D6: if 0038: $1368 == 7 // $ == int 004D: jump_if_false @FUD_7593 03CF: load_wav 'SHAFT07' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_7593 00D6: if 0038: $1368 == 8 // $ == int 004D: jump_if_false @FUD_7637 03CF: load_wav 'SHAFT08' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_7637 00D6: if 0038: $1366 == 4 // $ == int 004D: jump_if_false @FUD_8016 0209: $1368 = random_int_in_ranges 1 8 00D6: if 0038: $1368 == 1 // $ == int 004D: jump_if_false @FUD_7708 03CF: load_wav 'BAND_01' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_7708 00D6: if 0038: $1368 == 2 // $ == int 004D: jump_if_false @FUD_7752 03CF: load_wav 'BAND_02' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_7752 00D6: if 0038: $1368 == 3 // $ == int 004D: jump_if_false @FUD_7796 03CF: load_wav 'BAND_03' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_7796 00D6: if 0038: $1368 == 4 // $ == int 004D: jump_if_false @FUD_7840 03CF: load_wav 'BAND_04' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_7840 00D6: if 0038: $1368 == 5 // $ == int 004D: jump_if_false @FUD_7884 03CF: load_wav 'BAND_05' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_7884 00D6: if 0038: $1368 == 6 // $ == int 004D: jump_if_false @FUD_7928 03CF: load_wav 'BAND_06' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_7928 00D6: if 0038: $1368 == 7 // $ == int 004D: jump_if_false @FUD_7972 03CF: load_wav 'BAND_07' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_7972 00D6: if 0038: $1368 == 8 // $ == int 004D: jump_if_false @FUD_8016 03CF: load_wav 'BAND_08' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_8016 0002: jump @FUD_8912 :FUD_8023 0209: $1368 = random_int_in_ranges 1 20 00D6: if 0038: $1368 == 1 // $ == int 004D: jump_if_false @FUD_8076 03CF: load_wav 'FUD_01' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_8076 00D6: if 0038: $1368 == 2 // $ == int 004D: jump_if_false @FUD_8120 03CF: load_wav 'FUD_02' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_8120 00D6: if 0038: $1368 == 3 // $ == int 004D: jump_if_false @FUD_8164 03CF: load_wav 'FUD_03' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_8164 00D6: if 0038: $1368 == 4 // $ == int 004D: jump_if_false @FUD_8208 03CF: load_wav 'FUD_04' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_8208 00D6: if 0038: $1368 == 5 // $ == int 004D: jump_if_false @FUD_8252 03CF: load_wav 'FUD_05' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_8252 00D6: if 0038: $1368 == 6 // $ == int 004D: jump_if_false @FUD_8296 03CF: load_wav 'FUD_06' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_8296 00D6: if 0038: $1368 == 7 // $ == int 004D: jump_if_false @FUD_8340 03CF: load_wav 'FUD_07' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_8340 00D6: if 0038: $1368 == 8 // $ == int 004D: jump_if_false @FUD_8384 03CF: load_wav 'FUD_08' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_8384 00D6: if 0038: $1368 == 9 // $ == int 004D: jump_if_false @FUD_8428 03CF: load_wav 'FUD_09' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_8428 00D6: if 0038: $1368 == 10 // $ == int 004D: jump_if_false @FUD_8472 03CF: load_wav 'FUD_10' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_8472 00D6: if 0038: $1368 == 11 // $ == int 004D: jump_if_false @FUD_8516 03CF: load_wav 'FUD_11' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_8516 00D6: if 0038: $1368 == 12 // $ == int 004D: jump_if_false @FUD_8560 03CF: load_wav 'FUD_12' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_8560 00D6: if 0038: $1368 == 13 // $ == int 004D: jump_if_false @FUD_8604 03CF: load_wav 'FUD_13' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_8604 00D6: if 0038: $1368 == 14 // $ == int 004D: jump_if_false @FUD_8648 03CF: load_wav 'FUD_14' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_8648 00D6: if 0038: $1368 == 15 // $ == int 004D: jump_if_false @FUD_8692 03CF: load_wav 'FUD_15' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_8692 00D6: if 0038: $1368 == 16 // $ == int 004D: jump_if_false @FUD_8736 03CF: load_wav 'FUD_16' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_8736 00D6: if 0038: $1368 == 17 // $ == int 004D: jump_if_false @FUD_8780 03CF: load_wav 'FUD_17' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_8780 00D6: if 0038: $1368 == 18 // $ == int 004D: jump_if_false @FUD_8824 03CF: load_wav 'FUD_18' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_8824 00D6: if 0038: $1368 == 19 // $ == int 004D: jump_if_false @FUD_8868 03CF: load_wav 'FUD_19' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_8868 00D6: if 0038: $1368 == 20 // $ == int 004D: jump_if_false @FUD_8912 03CF: load_wav 'FUD_20' as 2 0050: gosub @FUD_8914 0050: gosub @FUD_8964 :FUD_8912 0051: return :FUD_8914 00D6: if 83D0: not wav 2 loaded 004D: jump_if_false @FUD_8958 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @FUD_8951 0051: return :FUD_8951 0002: jump @FUD_8914 :FUD_8958 03D1: play_wav 2 0051: return :FUD_8964 00D6: if 83D2: not wav 2 ended 004D: jump_if_false @FUD_9008 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @FUD_9001 0051: return :FUD_9001 0002: jump @FUD_8964 :FUD_9008 00BE: text_clear_all 0051: return :FUD_9012 00D6: if and 0256: player $PLAYER_CHAR defined 8118: not actor $1369 dead 004D: jump_if_false @FUD_9125 0225: $1370 = player $PLAYER_CHAR health 0010: $1370 *= -1 // $ *= int 0008: $1370 += 100 // $ += int 010B: $1371 = player $PLAYER_CHAR money 00D6: if 001C: $1370 > $1371 // $ > $ int 004D: jump_if_false @FUD_9090 0084: $1370 = $1371 // $ = $ int :FUD_9090 0010: $1370 *= -1 // $ *= int 0109: player $PLAYER_CHAR money += $1370 0222: set_player $PLAYER_CHAR health_to 100 018C: play_sound 1 at $1392 $1393 $1394 :FUD_9125 0051: return :FUD_9127 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @FUD_9164 0054: store_player $PLAYER_CHAR position_to $1392 $1393 $1394 0002: jump @FUD_9206 :FUD_9164 0050: gosub @FUD_9545 0004: $1353 = 0 // $ = int 0004: $1354 = 0 // $ = int 0004: $1355 = 0 // $ = int 0004: $1356 = 0 // $ = int 0004: $1357 = 0 // $ = int :FUD_9206 00D6: if 0038: $1353 == 1 // $ == int 004D: jump_if_false @FUD_9303 00D6: if or 0022: 410.0 > $1392 // float > $ 0038: $1003 == 0 // $ == int 004D: jump_if_false @FUD_9303 009B: destroy_actor_instantly $1358 009B: destroy_actor_instantly $1359 009B: destroy_actor_instantly $1360 009B: destroy_actor_instantly $1361 03BD: destroy_sphere $1381 03BD: destroy_sphere $1382 03BD: destroy_sphere $1383 03BD: destroy_sphere $1384 0296: unload_special_actor 20 0004: $1353 = 0 // $ = int :FUD_9303 00D6: if 0038: $1354 == 1 // $ == int 004D: jump_if_false @FUD_9400 00D6: if or 0020: $1392 > 415.0 // $ > float 0038: $1003 == 0 // $ == int 004D: jump_if_false @FUD_9400 009B: destroy_actor_instantly $1362 009B: destroy_actor_instantly $1363 009B: destroy_actor_instantly $1364 009B: destroy_actor_instantly $1365 03BD: destroy_sphere $1385 03BD: destroy_sphere $1386 03BD: destroy_sphere $1387 03BD: destroy_sphere $1388 0296: unload_special_actor 20 0004: $1354 = 0 // $ = int :FUD_9400 00D6: if and 0038: $1355 == 1 // $ == int 0038: $1389 == 0 // $ == int 004D: jump_if_false @FUD_9451 009B: destroy_actor_instantly $1397 009B: destroy_actor_instantly $1398 0296: unload_special_actor 20 03BD: destroy_sphere $1381 0004: $1355 = 0 // $ = int :FUD_9451 00D6: if and 0038: $1356 == 1 // $ == int 0038: $1390 == 0 // $ == int 004D: jump_if_false @FUD_9497 009B: destroy_actor_instantly $1396 0296: unload_special_actor 20 03BD: destroy_sphere $1381 0004: $1356 = 0 // $ = int :FUD_9497 00D6: if and 0038: $1357 == 1 // $ == int 0038: $1391 == 0 // $ == int 004D: jump_if_false @FUD_9543 009B: destroy_actor_instantly $1395 0296: unload_special_actor 20 03BD: destroy_sphere $1381 0004: $1357 = 0 // $ = int :FUD_9543 0051: return :FUD_9545 009B: destroy_actor_instantly $1358 009B: destroy_actor_instantly $1359 009B: destroy_actor_instantly $1360 009B: destroy_actor_instantly $1361 009B: destroy_actor_instantly $1362 009B: destroy_actor_instantly $1363 009B: destroy_actor_instantly $1364 009B: destroy_actor_instantly $1365 009B: destroy_actor_instantly $1395 009B: destroy_actor_instantly $1396 009B: destroy_actor_instantly $1397 009B: destroy_actor_instantly $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 0051: return :RAMPAGE 0111: set_wasted_busted_check_to 0 03A4: name_thread 'RAMPAGE' 0004: $1401 = 50 // $ = int 0004: $1402 = 0 // $ = int 0004: $1403 = 0 // $ = int 0004: $1439 = 0 // $ = int 0004: $1440 = 0 // $ = int 0004: $1441 = 0 // $ = int 0004: $1442 = 0 // $ = int 0004: $1443 = 0 // $ = int 0004: $1444 = 0 // $ = int 0004: $1445 = 0 // $ = int 0004: $1446 = 0 // $ = int 0004: $1447 = 0 // $ = int 0004: $1448 = 0 // $ = int 0004: $1449 = 0 // $ = int 0004: $1450 = 0 // $ = int 0004: $1451 = 0 // $ = int 0004: $1452 = 0 // $ = int 0004: $1453 = 0 // $ = int 0004: $1454 = 0 // $ = int 0004: $1455 = 0 // $ = int 0004: $1456 = 0 // $ = int 0004: $1457 = 0 // $ = int 0004: $1458 = 0 // $ = int 0004: $1459 = 0 // $ = int 0004: $1460 = 0 // $ = int 0004: $1461 = 0 // $ = int 0004: $1462 = 0 // $ = int 0004: $1463 = 0 // $ = int 0004: $1464 = 0 // $ = int 0004: $1465 = 0 // $ = int 0004: $1466 = 0 // $ = int 0004: $1467 = 0 // $ = int 0004: $1468 = 0 // $ = int 0004: $1469 = 0 // $ = int 0004: $1470 = 0 // $ = int 0004: $1471 = 0 // $ = int 0004: $1472 = 0 // $ = int 0004: $1473 = 0 // $ = int 0213: $1404 = create_pickup #KILLFRENZY type 3 at 218.22 -1613.76 11.06 0213: $1405 = create_pickup #KILLFRENZY type 3 at -1435.29 -833.645 30.05989 0213: $1406 = create_pickup #KILLFRENZY type 3 at 234.86 34.22 9.98 0213: $1407 = create_pickup #KILLFRENZY type 3 at 479.69 1110.18 17.33 0213: $1408 = create_pickup #KILLFRENZY type 3 at 370.63 1125.86 26.5 0213: $1409 = create_pickup #KILLFRENZY type 3 at 144.449 -545.234 14.751 0213: $1410 = create_pickup #KILLFRENZY type 3 at -1100.625 1453.43 8.73 0213: $1411 = create_pickup #KILLFRENZY type 3 at -908.317 744.149 11.092 0213: $1412 = create_pickup #KILLFRENZY type 3 at -508.768 1149.203 18.172 0213: $1413 = create_pickup #KILLFRENZY type 3 at -789.41 592.56 11.1 0213: $1414 = create_pickup #KILLFRENZY type 3 at -1011.37 -170.64 10.99 0213: $1415 = create_pickup #KILLFRENZY type 3 at 68.702 -1119.231 10.458 0213: $1416 = create_pickup #KILLFRENZY type 3 at 85.623 -1259.86 17.092 0213: $1417 = create_pickup #KILLFRENZY type 3 at -679.66 -419.712 10.469 0213: $1418 = create_pickup #KILLFRENZY type 3 at -1176.341 -702.975 22.662 0213: $1419 = create_pickup #KILLFRENZY type 3 at -626.642 -1354.85 16.373 0213: $1420 = create_pickup #KILLFRENZY type 3 at -1519.33 -292.236 14.86 0213: $1421 = create_pickup #KILLFRENZY type 3 at -956.113 -1206.33 14.86 0213: $1422 = create_pickup #KILLFRENZY type 3 at -890.184 -489.655 36.2 0213: $1423 = create_pickup #KILLFRENZY type 3 at 3.426 -1147.0 10.45 0213: $1424 = create_pickup #KILLFRENZY type 3 at 468.656 -1608.79 11.03 0213: $1425 = create_pickup #KILLFRENZY type 3 at 587.795 1206.26 15.64 0213: $1426 = create_pickup #KILLFRENZY type 3 at 300.673 1324.88 22.919 0213: $1427 = create_pickup #KILLFRENZY type 3 at 217.247 261.372 8.71 0213: $1428 = create_pickup #KILLFRENZY type 3 at -366.44 -1742.1 11.426 0213: $1429 = create_pickup #KILLFRENZY type 3 at -448.796 1249.27 11.75 0213: $1430 = create_pickup #KILLFRENZY type 3 at -674.22 1162.7 28.15 0213: $1431 = create_pickup #KILLFRENZY type 3 at -1143.48 -410.87 10.95 0213: $1432 = create_pickup #KILLFRENZY type 3 at 624.26 -230.158 23.915 0213: $1433 = create_pickup #KILLFRENZY type 3 at -34.13 -948.707 21.772 0213: $1434 = create_pickup #KILLFRENZY type 3 at 593.315 -352.826 13.711 0213: $1435 = create_pickup #KILLFRENZY type 3 at -1234.83 -90.378 11.43 0213: $1436 = create_pickup #KILLFRENZY type 3 at -1483.47 -881.677 14.87 0213: $1437 = create_pickup #KILLFRENZY type 3 at -194.701 -1085.067 15.66 0213: $1438 = create_pickup #KILLFRENZY type 3 at -983.373 -353.997 13.84 0408: set_total_rampages_to 35 0004: $1474 = 30 // $ = int 0004: $1475 = 12 // $ = int 0004: $1476 = 35 // $ = int 0004: $1477 = 35 // $ = int 0004: $1478 = 30 // $ = int 0004: $1479 = 25 // $ = int 0004: $1480 = 30 // $ = int 0004: $1481 = 35 // $ = int 0004: $1482 = 40 // $ = int 0004: $1483 = 30 // $ = int 0004: $1484 = 30 // $ = int 0004: $1485 = 20 // $ = int 0004: $1486 = 25 // $ = int 0004: $1487 = 35 // $ = int 0004: $1488 = 20 // $ = int 0004: $1489 = 15 // $ = int 0004: $1490 = 15 // $ = int 0004: $1491 = 35 // $ = int 0004: $1492 = 20 // $ = int 0004: $1493 = 10 // $ = int 0004: $1494 = 30 // $ = int 0004: $1495 = 25 // $ = int 0004: $1496 = 30 // $ = int 0004: $1497 = 20 // $ = int 0004: $1498 = 10 // $ = int 0004: $1499 = 30 // $ = int 0004: $1500 = 25 // $ = int 0004: $1501 = 25 // $ = int 0004: $1502 = 10 // $ = int 0004: $1503 = 25 // $ = int 0004: $1504 = 30 // $ = int 0004: $1505 = 35 // $ = int 0004: $1506 = 25 // $ = int 0004: $1507 = 25 // $ = int 0004: $1508 = 10 // $ = int :RAMPAGE_1369 00D6: if 001A: 35 > $1403 // int > $ 004D: jump_if_false @RAMPAGE_5602 0001: wait 0 ms 0008: $1515 += 1 // $ += int 00D6: if 0018: $1515 > 17 // $ > int 004D: jump_if_false @RAMPAGE_1423 0004: $1515 = 0 // $ = int :RAMPAGE_1423 00D6: if 0038: $1515 == 0 // $ == int 004D: jump_if_false @RAMPAGE_1661 00D6: if 0038: $1439 == 0 // $ == int 004D: jump_if_false @RAMPAGE_1551 0084: $1516 = $1439 // $ = $ int 0084: $1517 = $1404 // $ = $ int 04AE: $1518 = 272 // = constant 04AE: $1519 = 15 // = constant 0084: $1520 = $1474 // $ = $ int 0005: $1521 = 218.22 // $ = float 0005: $1522 = -1613.76 // $ = float 0005: $1523 = 11.06 // $ = float 0050: gosub @RAMPAGE_5610 0084: $1439 = $1516 // $ = $ int 0084: $1404 = $1517 // $ = $ int :RAMPAGE_1551 00D6: if 0038: $1440 == 0 // $ == int 004D: jump_if_false @RAMPAGE_1661 0084: $1516 = $1440 // $ = $ int 0084: $1517 = $1405 // $ = $ int 04AE: $1518 = 287 // = constant 04AE: $1519 = 30 // = constant 0084: $1520 = $1475 // $ = $ int 0005: $1521 = -1435.29 // $ = float 0005: $1522 = -833.645 // $ = float 0005: $1523 = 30.06 // $ = float 0050: gosub @RAMPAGE_5610 0084: $1440 = $1516 // $ = $ int 0084: $1405 = $1517 // $ = $ int :RAMPAGE_1661 00D6: if 0038: $1515 == 1 // $ == int 004D: jump_if_false @RAMPAGE_1899 00D6: if 0038: $1441 == 0 // $ == int 004D: jump_if_false @RAMPAGE_1789 0084: $1516 = $1441 // $ = $ int 0084: $1517 = $1406 // $ = $ int 04AE: $1518 = 282 // = constant 04AE: $1519 = 42 // = constant 0084: $1520 = $1476 // $ = $ int 0005: $1521 = 234.86 // $ = float 0005: $1522 = 34.22 // $ = float 0005: $1523 = 9.98 // $ = float 0050: gosub @RAMPAGE_5610 0084: $1441 = $1516 // $ = $ int 0084: $1406 = $1517 // $ = $ int :RAMPAGE_1789 00D6: if 0038: $1442 == 0 // $ == int 004D: jump_if_false @RAMPAGE_1899 0084: $1516 = $1442 // $ = $ int 0084: $1517 = $1407 // $ = $ int 04AE: $1518 = 280 // = constant 04AE: $1519 = 26 // = constant 0084: $1520 = $1477 // $ = $ int 0005: $1521 = 479.69 // $ = float 0005: $1522 = 1110.18 // $ = float 0005: $1523 = 17.33 // $ = float 0050: gosub @RAMPAGE_5610 0084: $1442 = $1516 // $ = $ int 0084: $1407 = $1517 // $ = $ int :RAMPAGE_1899 00D6: if 0038: $1515 == 2 // $ == int 004D: jump_if_false @RAMPAGE_2137 00D6: if 0038: $1443 == 0 // $ == int 004D: jump_if_false @RAMPAGE_2027 0084: $1516 = $1443 // $ = $ int 0084: $1517 = $1408 // $ = $ int 04AE: $1518 = 287 // = constant 04AE: $1519 = 30 // = constant 0084: $1520 = $1478 // $ = $ int 0005: $1521 = 370.63 // $ = float 0005: $1522 = 1125.86 // $ = float 0005: $1523 = 26.5 // $ = float 0050: gosub @RAMPAGE_5610 0084: $1443 = $1516 // $ = $ int 0084: $1408 = $1517 // $ = $ int :RAMPAGE_2027 00D6: if 0038: $1444 == 0 // $ == int 004D: jump_if_false @RAMPAGE_2137 0084: $1516 = $1444 // $ = $ int 0084: $1517 = $1409 // $ = $ int 04AE: $1518 = 284 // = constant 04AE: $1519 = 25 // = constant 0084: $1520 = $1479 // $ = $ int 0005: $1521 = 144.449 // $ = float 0005: $1522 = -545.234 // $ = float 0005: $1523 = 14.751 // $ = float 0050: gosub @RAMPAGE_5610 0084: $1444 = $1516 // $ = $ int 0084: $1409 = $1517 // $ = $ int :RAMPAGE_2137 00D6: if 0038: $1515 == 3 // $ == int 004D: jump_if_false @RAMPAGE_2375 00D6: if 0038: $1445 == 0 // $ == int 004D: jump_if_false @RAMPAGE_2265 0084: $1516 = $1445 // $ = $ int 0084: $1517 = $1410 // $ = $ int 04AE: $1518 = 288 // = constant 04AE: $1519 = 31 // = constant 0084: $1520 = $1480 // $ = $ int 0005: $1521 = -1100.625 // $ = float 0005: $1522 = 1453.43 // $ = float 0005: $1523 = 8.73 // $ = float 0050: gosub @RAMPAGE_5610 0084: $1445 = $1516 // $ = $ int 0084: $1410 = $1517 // $ = $ int :RAMPAGE_2265 00D6: if 0038: $1446 == 0 // $ == int 004D: jump_if_false @RAMPAGE_2375 0084: $1516 = $1446 // $ = $ int 0084: $1517 = $1411 // $ = $ int 04AE: $1518 = 282 // = constant 04AE: $1519 = 42 // = constant 0084: $1520 = $1481 // $ = $ int 0005: $1521 = -908.317 // $ = float 0005: $1522 = 744.149 // $ = float 0005: $1523 = 11.092 // $ = float 0050: gosub @RAMPAGE_5610 0084: $1446 = $1516 // $ = $ int 0084: $1411 = $1517 // $ = $ int :RAMPAGE_2375 00D6: if 0038: $1515 == 4 // $ == int 004D: jump_if_false @RAMPAGE_2613 00D6: if 0038: $1447 == 0 // $ == int 004D: jump_if_false @RAMPAGE_2503 0084: $1516 = $1447 // $ = $ int 0084: $1517 = $1412 // $ = $ int 04AE: $1518 = 272 // = constant 04AE: $1519 = 15 // = constant 0084: $1520 = $1482 // $ = $ int 0005: $1521 = -508.768 // $ = float 0005: $1522 = 1149.203 // $ = float 0005: $1523 = 18.172 // $ = float 0050: gosub @RAMPAGE_5610 0084: $1447 = $1516 // $ = $ int 0084: $1412 = $1517 // $ = $ int :RAMPAGE_2503 00D6: if 0038: $1448 == 0 // $ == int 004D: jump_if_false @RAMPAGE_2613 0084: $1516 = $1448 // $ = $ int 0084: $1517 = $1413 // $ = $ int 04AE: $1518 = 289 // = constant 04AE: $1519 = 32 // = constant 0084: $1520 = $1483 // $ = $ int 0005: $1521 = -789.41 // $ = float 0005: $1522 = 592.56 // $ = float 0005: $1523 = 11.1 // $ = float 0050: gosub @RAMPAGE_5610 0084: $1448 = $1516 // $ = $ int 0084: $1413 = $1517 // $ = $ int :RAMPAGE_2613 00D6: if 0038: $1515 == 5 // $ == int 004D: jump_if_false @RAMPAGE_2851 00D6: if 0038: $1449 == 0 // $ == int 004D: jump_if_false @RAMPAGE_2741 0084: $1516 = $1449 // $ = $ int 0084: $1517 = $1414 // $ = $ int 04AE: $1518 = 281 // = constant 04AE: $1519 = 22 // = constant 0084: $1520 = $1484 // $ = $ int 0005: $1521 = -1011.37 // $ = float 0005: $1522 = -170.64 // $ = float 0005: $1523 = 10.99 // $ = float 0050: gosub @RAMPAGE_5610 0084: $1449 = $1516 // $ = $ int 0084: $1414 = $1517 // $ = $ int :RAMPAGE_2741 00D6: if 0038: $1450 == 0 // $ == int 004D: jump_if_false @RAMPAGE_2851 0084: $1516 = $1450 // $ = $ int 0084: $1517 = $1415 // $ = $ int 04AE: $1518 = 269 // = constant 04AE: $1519 = 11 // = constant 0084: $1520 = $1485 // $ = $ int 0005: $1521 = 68.702 // $ = float 0005: $1522 = -1119.231 // $ = float 0005: $1523 = 10.458 // $ = float 0050: gosub @RAMPAGE_5610 0084: $1450 = $1516 // $ = $ int 0084: $1415 = $1517 // $ = $ int :RAMPAGE_2851 00D6: if 0038: $1515 == 6 // $ == int 004D: jump_if_false @RAMPAGE_3088 00D6: if 0038: $1451 == 0 // $ == int 004D: jump_if_false @RAMPAGE_2979 0084: $1516 = $1451 // $ = $ int 0084: $1517 = $1416 // $ = $ int 04AE: $1518 = 286 // = constant 04AE: $1519 = 29 // = constant 0084: $1520 = $1486 // $ = $ int 0005: $1521 = 85.623 // $ = float 0005: $1522 = -1259.86 // $ = float 0005: $1523 = 17.092 // $ = float 0050: gosub @RAMPAGE_5610 0084: $1451 = $1516 // $ = $ int 0084: $1416 = $1517 // $ = $ int :RAMPAGE_2979 00D6: if 0038: $1452 == 0 // $ == int 004D: jump_if_false @RAMPAGE_3088 0084: $1516 = $1452 // $ = $ int 0084: $1517 = $1417 // $ = $ int 0004: $1518 = -1 // $ = int 04AE: $1519 = 40 // = constant 0084: $1520 = $1487 // $ = $ int 0005: $1521 = -679.66 // $ = float 0005: $1522 = -419.712 // $ = float 0005: $1523 = 10.469 // $ = float 0050: gosub @RAMPAGE_5610 0084: $1452 = $1516 // $ = $ int 0084: $1417 = $1517 // $ = $ int :RAMPAGE_3088 00D6: if 0038: $1515 == 7 // $ == int 004D: jump_if_false @RAMPAGE_3326 00D6: if 0038: $1453 == 0 // $ == int 004D: jump_if_false @RAMPAGE_3216 0084: $1516 = $1453 // $ = $ int 0084: $1517 = $1418 // $ = $ int 04AE: $1518 = 276 // = constant 04AE: $1519 = 27 // = constant 0084: $1520 = $1488 // $ = $ int 0005: $1521 = -1176.341 // $ = float 0005: $1522 = -702.975 // $ = float 0005: $1523 = 22.662 // $ = float 0050: gosub @RAMPAGE_5610 0084: $1453 = $1516 // $ = $ int 0084: $1418 = $1517 // $ = $ int :RAMPAGE_3216 00D6: if 0038: $1454 == 0 // $ == int 004D: jump_if_false @RAMPAGE_3326 0084: $1516 = $1454 // $ = $ int 0084: $1517 = $1419 // $ = $ int 04AE: $1518 = 287 // = constant 04AE: $1519 = 30 // = constant 0084: $1520 = $1489 // $ = $ int 0005: $1521 = -626.642 // $ = float 0005: $1522 = -1354.85 // $ = float 0005: $1523 = 16.373 // $ = float 0050: gosub @RAMPAGE_5610 0084: $1454 = $1516 // $ = $ int 0084: $1419 = $1517 // $ = $ int :RAMPAGE_3326 00D6: if 0038: $1515 == 8 // $ == int 004D: jump_if_false @RAMPAGE_3564 00D6: if 0038: $1455 == 0 // $ == int 004D: jump_if_false @RAMPAGE_3454 0084: $1516 = $1455 // $ = $ int 0084: $1517 = $1420 // $ = $ int 04AE: $1518 = 290 // = constant 04AE: $1519 = 33 // = constant 0084: $1520 = $1490 // $ = $ int 0005: $1521 = -1519.33 // $ = float 0005: $1522 = -292.236 // $ = float 0005: $1523 = 14.86 // $ = float 0050: gosub @RAMPAGE_5610 0084: $1455 = $1516 // $ = $ int 0084: $1420 = $1517 // $ = $ int :RAMPAGE_3454 00D6: if 0038: $1456 == 0 // $ == int 004D: jump_if_false @RAMPAGE_3564 0084: $1516 = $1456 // $ = $ int 0084: $1517 = $1421 // $ = $ int 04AE: $1518 = 270 // = constant 04AE: $1519 = 12 // = constant 0084: $1520 = $1491 // $ = $ int 0005: $1521 = -956.113 // $ = float 0005: $1522 = -1206.33 // $ = float 0005: $1523 = 14.86 // $ = float 0050: gosub @RAMPAGE_5610 0084: $1456 = $1516 // $ = $ int 0084: $1421 = $1517 // $ = $ int :RAMPAGE_3564 00D6: if 0038: $1515 == 9 // $ == int 004D: jump_if_false @RAMPAGE_3802 00D6: if 0038: $1457 == 0 // $ == int 004D: jump_if_false @RAMPAGE_3692 0084: $1516 = $1457 // $ = $ int 0084: $1517 = $1422 // $ = $ int 04AE: $1518 = 285 // = constant 04AE: $1519 = 28 // = constant 0084: $1520 = $1492 // $ = $ int 0005: $1521 = -890.184 // $ = float 0005: $1522 = -489.655 // $ = float 0005: $1523 = 36.2 // $ = float 0050: gosub @RAMPAGE_5610 0084: $1457 = $1516 // $ = $ int 0084: $1422 = $1517 // $ = $ int :RAMPAGE_3692 00D6: if 0038: $1458 == 0 // $ == int 004D: jump_if_false @RAMPAGE_3802 0084: $1516 = $1458 // $ = $ int 0084: $1517 = $1423 // $ = $ int 04AE: $1518 = 268 // = constant 04AE: $1519 = 10 // = constant 0084: $1520 = $1493 // $ = $ int 0005: $1521 = 3.426 // $ = float 0005: $1522 = -1147.0 // $ = float 0005: $1523 = 10.45 // $ = float 0050: gosub @RAMPAGE_5610 0084: $1458 = $1516 // $ = $ int 0084: $1423 = $1517 // $ = $ int :RAMPAGE_3802 00D6: if 0038: $1515 == 10 // $ == int 004D: jump_if_false @RAMPAGE_4039 00D6: if 0038: $1459 == 0 // $ == int 004D: jump_if_false @RAMPAGE_3929 0084: $1516 = $1459 // $ = $ int 0084: $1517 = $1424 // $ = $ int 0004: $1518 = -1 // $ = int 04AE: $1519 = 40 // = constant 0084: $1520 = $1494 // $ = $ int 0005: $1521 = 468.656 // $ = float 0005: $1522 = -1608.79 // $ = float 0005: $1523 = 11.03 // $ = float 0050: gosub @RAMPAGE_5610 0084: $1459 = $1516 // $ = $ int 0084: $1424 = $1517 // $ = $ int :RAMPAGE_3929 00D6: if 0038: $1460 == 0 // $ == int 004D: jump_if_false @RAMPAGE_4039 0084: $1516 = $1460 // $ = $ int 0084: $1517 = $1425 // $ = $ int 04AE: $1518 = 275 // = constant 04AE: $1519 = 18 // = constant 0084: $1520 = $1495 // $ = $ int 0005: $1521 = 587.795 // $ = float 0005: $1522 = 1206.26 // $ = float 0005: $1523 = 15.64 // $ = float 0050: gosub @RAMPAGE_5610 0084: $1460 = $1516 // $ = $ int 0084: $1425 = $1517 // $ = $ int :RAMPAGE_4039 00D6: if 0038: $1515 == 11 // $ == int 004D: jump_if_false @RAMPAGE_4277 00D6: if 0038: $1461 == 0 // $ == int 004D: jump_if_false @RAMPAGE_4167 0084: $1516 = $1461 // $ = $ int 0084: $1517 = $1426 // $ = $ int 04AE: $1518 = 282 // = constant 04AE: $1519 = 42 // = constant 0084: $1520 = $1496 // $ = $ int 0005: $1521 = 300.673 // $ = float 0005: $1522 = 1324.88 // $ = float 0005: $1523 = 22.919 // $ = float 0050: gosub @RAMPAGE_5610 0084: $1461 = $1516 // $ = $ int 0084: $1426 = $1517 // $ = $ int :RAMPAGE_4167 00D6: if 0038: $1462 == 0 // $ == int 004D: jump_if_false @RAMPAGE_4277 0084: $1516 = $1462 // $ = $ int 0084: $1517 = $1427 // $ = $ int 04AE: $1518 = 269 // = constant 04AE: $1519 = 11 // = constant 0084: $1520 = $1497 // $ = $ int 0005: $1521 = 217.247 // $ = float 0005: $1522 = 261.372 // $ = float 0005: $1523 = 8.71 // $ = float 0050: gosub @RAMPAGE_5610 0084: $1462 = $1516 // $ = $ int 0084: $1427 = $1517 // $ = $ int :RAMPAGE_4277 00D6: if 0038: $1515 == 12 // $ == int 004D: jump_if_false @RAMPAGE_4515 00D6: if 0038: $1463 == 0 // $ == int 004D: jump_if_false @RAMPAGE_4405 0084: $1516 = $1463 // $ = $ int 0084: $1517 = $1428 // $ = $ int 04AE: $1518 = 287 // = constant 04AE: $1519 = 30 // = constant 0084: $1520 = $1498 // $ = $ int 0005: $1521 = -366.44 // $ = float 0005: $1522 = -1742.1 // $ = float 0005: $1523 = 11.426 // $ = float 0050: gosub @RAMPAGE_5610 0084: $1463 = $1516 // $ = $ int 0084: $1428 = $1517 // $ = $ int :RAMPAGE_4405 00D6: if 0038: $1464 == 0 // $ == int 004D: jump_if_false @RAMPAGE_4515 0084: $1516 = $1464 // $ = $ int 0084: $1517 = $1429 // $ = $ int 04AE: $1518 = 290 // = constant 04AE: $1519 = 33 // = constant 0084: $1520 = $1499 // $ = $ int 0005: $1521 = -448.796 // $ = float 0005: $1522 = 1249.27 // $ = float 0005: $1523 = 11.75 // $ = float 0050: gosub @RAMPAGE_5610 0084: $1464 = $1516 // $ = $ int 0084: $1429 = $1517 // $ = $ int :RAMPAGE_4515 00D6: if 0038: $1515 == 13 // $ == int 004D: jump_if_false @RAMPAGE_4753 00D6: if 0038: $1465 == 0 // $ == int 004D: jump_if_false @RAMPAGE_4643 0084: $1516 = $1465 // $ = $ int 0084: $1517 = $1430 // $ = $ int 04AE: $1518 = 275 // = constant 04AE: $1519 = 18 // = constant 0084: $1520 = $1500 // $ = $ int 0005: $1521 = -674.22 // $ = float 0005: $1522 = 1162.7 // $ = float 0005: $1523 = 28.15 // $ = float 0050: gosub @RAMPAGE_5610 0084: $1465 = $1516 // $ = $ int 0084: $1430 = $1517 // $ = $ int :RAMPAGE_4643 00D6: if 0038: $1466 == 0 // $ == int 004D: jump_if_false @RAMPAGE_4753 0084: $1516 = $1466 // $ = $ int 0084: $1517 = $1431 // $ = $ int 04AE: $1518 = 277 // = constant 04AE: $1519 = 19 // = constant 0084: $1520 = $1501 // $ = $ int 0005: $1521 = -1143.48 // $ = float 0005: $1522 = -410.87 // $ = float 0005: $1523 = 10.95 // $ = float 0050: gosub @RAMPAGE_5610 0084: $1466 = $1516 // $ = $ int 0084: $1431 = $1517 // $ = $ int :RAMPAGE_4753 00D6: if 0038: $1515 == 14 // $ == int 004D: jump_if_false @RAMPAGE_4991 00D6: if 0038: $1467 == 0 // $ == int 004D: jump_if_false @RAMPAGE_4881 0084: $1516 = $1467 // $ = $ int 0084: $1517 = $1432 // $ = $ int 04AE: $1518 = 286 // = constant 04AE: $1519 = 29 // = constant 0084: $1520 = $1502 // $ = $ int 0005: $1521 = 624.26 // $ = float 0005: $1522 = -230.158 // $ = float 0005: $1523 = 23.915 // $ = float 0050: gosub @RAMPAGE_5610 0084: $1467 = $1516 // $ = $ int 0084: $1432 = $1517 // $ = $ int :RAMPAGE_4881 00D6: if 0038: $1468 == 0 // $ == int 004D: jump_if_false @RAMPAGE_4991 0084: $1516 = $1468 // $ = $ int 0084: $1517 = $1433 // $ = $ int 04AE: $1518 = 277 // = constant 04AE: $1519 = 19 // = constant 0084: $1520 = $1503 // $ = $ int 0005: $1521 = -34.13 // $ = float 0005: $1522 = -948.707 // $ = float 0005: $1523 = 21.772 // $ = float 0050: gosub @RAMPAGE_5610 0084: $1468 = $1516 // $ = $ int 0084: $1433 = $1517 // $ = $ int :RAMPAGE_4991 00D6: if 0038: $1515 == 15 // $ == int 004D: jump_if_false @RAMPAGE_5229 00D6: if 0038: $1469 == 0 // $ == int 004D: jump_if_false @RAMPAGE_5119 0084: $1516 = $1469 // $ = $ int 0084: $1517 = $1434 // $ = $ int 04AE: $1518 = 278 // = constant 04AE: $1519 = 20 // = constant 0084: $1520 = $1504 // $ = $ int 0005: $1521 = 593.315 // $ = float 0005: $1522 = -352.826 // $ = float 0005: $1523 = 13.711 // $ = float 0050: gosub @RAMPAGE_5610 0084: $1469 = $1516 // $ = $ int 0084: $1434 = $1517 // $ = $ int :RAMPAGE_5119 00D6: if 0038: $1470 == 0 // $ == int 004D: jump_if_false @RAMPAGE_5229 0084: $1516 = $1470 // $ = $ int 0084: $1517 = $1435 // $ = $ int 04AE: $1518 = 278 // = constant 04AE: $1519 = 20 // = constant 0084: $1520 = $1505 // $ = $ int 0005: $1521 = -1234.83 // $ = float 0005: $1522 = -90.378 // $ = float 0005: $1523 = 11.43 // $ = float 0050: gosub @RAMPAGE_5610 0084: $1470 = $1516 // $ = $ int 0084: $1435 = $1517 // $ = $ int :RAMPAGE_5229 00D6: if 0038: $1515 == 16 // $ == int 004D: jump_if_false @RAMPAGE_5467 00D6: if 0038: $1471 == 0 // $ == int 004D: jump_if_false @RAMPAGE_5357 0084: $1516 = $1471 // $ = $ int 0084: $1517 = $1436 // $ = $ int 04AE: $1518 = 278 // = constant 04AE: $1519 = 20 // = constant 0084: $1520 = $1506 // $ = $ int 0005: $1521 = -1483.47 // $ = float 0005: $1522 = -881.677 // $ = float 0005: $1523 = 14.87 // $ = float 0050: gosub @RAMPAGE_5610 0084: $1471 = $1516 // $ = $ int 0084: $1436 = $1517 // $ = $ int :RAMPAGE_5357 00D6: if 0038: $1472 == 0 // $ == int 004D: jump_if_false @RAMPAGE_5467 0084: $1516 = $1472 // $ = $ int 0084: $1517 = $1437 // $ = $ int 04AE: $1518 = 280 // = constant 04AE: $1519 = 26 // = constant 0084: $1520 = $1507 // $ = $ int 0005: $1521 = -194.701 // $ = float 0005: $1522 = -1085.067 // $ = float 0005: $1523 = 15.66 // $ = float 0050: gosub @RAMPAGE_5610 0084: $1472 = $1516 // $ = $ int 0084: $1437 = $1517 // $ = $ int :RAMPAGE_5467 00D6: if 0038: $1515 == 17 // $ == int 004D: jump_if_false @RAMPAGE_5595 00D6: if 0038: $1473 == 0 // $ == int 004D: jump_if_false @RAMPAGE_5595 0084: $1516 = $1473 // $ = $ int 0084: $1517 = $1438 // $ = $ int 04AE: $1518 = 268 // = constant 04AE: $1519 = 10 // = constant 0084: $1520 = $1508 // $ = $ int 0005: $1521 = -983.373 // $ = float 0005: $1522 = -353.997 // $ = float 0005: $1523 = 13.84 // $ = float 0050: gosub @RAMPAGE_5610 0084: $1473 = $1516 // $ = $ int 0084: $1438 = $1517 // $ = $ int :RAMPAGE_5595 0002: jump @RAMPAGE_1369 :RAMPAGE_5602 030C: progress_made += 1 00D8: mission_cleanup 004E: end_thread :RAMPAGE_5610 00D6: if 0214: pickup $1517 picked_up 004D: jump_if_false @RAMPAGE_7047 0001: wait 0 ms 00D6: if 0038: $1180 == 1 // $ == int 004D: jump_if_false @RAMPAGE_5668 0213: $1517 = create_pickup #KILLFRENZY type 3 at $1521 $1522 $1523 0051: return :RAMPAGE_5668 0004: $ONMISSION = 1 // $ = int 0247: request_model $1518 :RAMPAGE_5680 00D6: if 8248: not model $1518 available 004D: jump_if_false @RAMPAGE_5707 0001: wait 0 ms 0002: jump @RAMPAGE_5680 :RAMPAGE_5707 00D6: if 04A3: $1518 == 290 // == constant 004D: jump_if_false @RAMPAGE_5758 0247: request_model #MINIGUN2 :RAMPAGE_5731 00D6: if 8248: not model #MINIGUN2 available 004D: jump_if_false @RAMPAGE_5758 0001: wait 0 ms 0002: jump @RAMPAGE_5731 :RAMPAGE_5758 00D6: if 0038: $1509 == 4 // $ == int 004D: jump_if_false @RAMPAGE_5818 04AE: $1510 = 7 // = constant 04AE: $1511 = 83 // = constant 04AE: $1512 = 84 // = constant 04AE: $1513 = 85 // = constant 04AE: $1514 = 86 // = constant 0008: $1509 += 1 // $ += int :RAMPAGE_5818 00D6: if 0038: $1509 == 3 // $ == int 004D: jump_if_false @RAMPAGE_5878 04AE: $1510 = 8 // = constant 04AE: $1511 = 85 // = constant 04AE: $1512 = 86 // = constant 04AE: $1513 = 83 // = constant 04AE: $1514 = 84 // = constant 0008: $1509 += 1 // $ += int :RAMPAGE_5878 00D6: if 0038: $1509 == 2 // $ == int 004D: jump_if_false @RAMPAGE_5938 04AE: $1510 = 12 // = constant 04AE: $1511 = 93 // = constant 04AE: $1512 = 94 // = constant 04AE: $1513 = 83 // = constant 04AE: $1514 = 84 // = constant 0008: $1509 += 1 // $ += int :RAMPAGE_5938 00D6: if 0038: $1509 == 1 // $ == int 004D: jump_if_false @RAMPAGE_5998 04AE: $1510 = 10 // = constant 04AE: $1511 = 89 // = constant 04AE: $1512 = 90 // = constant 04AE: $1513 = 85 // = constant 04AE: $1514 = 86 // = constant 0008: $1509 += 1 // $ += int :RAMPAGE_5998 00D6: if 0038: $1509 == 0 // $ == int 004D: jump_if_false @RAMPAGE_6058 04AE: $1510 = 9 // = constant 04AE: $1511 = 87 // = constant 04AE: $1512 = 88 // = constant 04AE: $1513 = 85 // = constant 04AE: $1514 = 86 // = constant 0008: $1509 += 1 // $ += int :RAMPAGE_6058 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @RAMPAGE_6369 00D6: if 0583: player $PLAYER_CHAR in_zone 'STREET5' 004D: jump_if_false @RAMPAGE_6133 04AE: $1510 = 9 // = constant 04AE: $1511 = 87 // = constant 04AE: $1512 = 88 // = constant 04AE: $1513 = 85 // = constant 04AE: $1514 = 86 // = constant :RAMPAGE_6133 00D6: if 0583: player $PLAYER_CHAR in_zone 'BIKAREA' 004D: jump_if_false @RAMPAGE_6192 04AE: $1510 = 12 // = constant 04AE: $1511 = 93 // = constant 04AE: $1512 = 94 // = constant 04AE: $1513 = 83 // = constant 04AE: $1514 = 84 // = constant :RAMPAGE_6192 00D6: if 0583: player $PLAYER_CHAR in_zone 'GANG2' 004D: jump_if_false @RAMPAGE_6251 04AE: $1510 = 8 // = constant 04AE: $1511 = 85 // = constant 04AE: $1512 = 86 // = constant 04AE: $1513 = 83 // = constant 04AE: $1514 = 84 // = constant :RAMPAGE_6251 00D6: if 0583: player $PLAYER_CHAR in_zone 'GHETTO1' 004D: jump_if_false @RAMPAGE_6310 04AE: $1510 = 8 // = constant 04AE: $1511 = 85 // = constant 04AE: $1512 = 86 // = constant 04AE: $1513 = 83 // = constant 04AE: $1514 = 84 // = constant :RAMPAGE_6310 00D6: if 0583: player $PLAYER_CHAR in_zone 'GHETTO2' 004D: jump_if_false @RAMPAGE_6369 04AE: $1510 = 7 // = constant 04AE: $1511 = 83 // = constant 04AE: $1512 = 84 // = constant 04AE: $1513 = 85 // = constant 04AE: $1514 = 86 // = constant :RAMPAGE_6369 00D6: if 003A: $1517 == $1422 // $ == $ int 004D: jump_if_false @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 0002: jump @RAMPAGE_6684 :RAMPAGE_6448 00D6: if or 003A: $1517 == $1405 // $ == $ int 003A: $1517 == $1419 // $ == $ int 003A: $1517 == $1420 // $ == $ int 003A: $1517 == $1428 // $ == $ int 004D: jump_if_false @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 0002: jump @RAMPAGE_6684 :RAMPAGE_6547 01F9: init_rampage 'PAGE_00' $1519 120000 $1520 $1511 $1512 -1 -1 0 00D6: if 04A3: $1519 == 42 // == constant 004D: jump_if_false @RAMPAGE_6623 01E3: text_1number_styled 'PAGE_03' number $1520 time 6000 style 6 0002: jump @RAMPAGE_6684 :RAMPAGE_6623 00D6: if 04A3: $1519 == 40 // == constant 004D: jump_if_false @RAMPAGE_6666 01E3: text_1number_styled 'PAGE_04' number $1520 time 6000 style 6 0002: jump @RAMPAGE_6684 :RAMPAGE_6666 01E3: text_1number_styled 'PAGE_01' number $1520 time 6000 style 6 :RAMPAGE_6684 0247: request_model $1511 0247: request_model $1512 03DF: all_random_peds $1510 00BA: text_styled 'RAMPAGE' 5000 ms 5 01FA: $1402 = rampage_status :RAMPAGE_6719 00D6: if 0038: $1402 == 1 // $ == int 004D: jump_if_false @RAMPAGE_6753 0001: wait 0 ms 01FA: $1402 = rampage_status 0002: jump @RAMPAGE_6719 :RAMPAGE_6753 00D6: if 0038: $1402 == 2 // $ == int 004D: jump_if_false @RAMPAGE_6960 0004: $1516 = 1 // $ = int 0008: $1403 += 1 // $ += int 0084: $1401 = $1403 // $ = $ int 0010: $1401 *= 50 // $ *= int 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @RAMPAGE_6821 0110: clear_player $PLAYER_CHAR wanted_level :RAMPAGE_6821 00D6: if 001A: 35 > $1403 // int > $ 004D: jump_if_false @RAMPAGE_6903 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @RAMPAGE_6863 0109: player $PLAYER_CHAR money += $1401 :RAMPAGE_6863 00BA: text_styled 'RAMP_P' 5000 ms 5 01E3: text_1number_styled 'REWARD' number $1401 time 6000 style 6 0002: jump @RAMPAGE_6960 :RAMPAGE_6903 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @RAMPAGE_6927 0109: player $PLAYER_CHAR money += 1000 :RAMPAGE_6927 00BA: text_styled 'RAMP_A' 5000 ms 5 01E3: text_1number_styled 'REWARD' number 1000 time 6000 style 6 :RAMPAGE_6960 00D6: if 0038: $1402 == 3 // $ == int 004D: jump_if_false @RAMPAGE_7016 00BA: text_styled 'RAMP_F' 5000 ms 5 0215: destroy_pickup $1517 0213: $1517 = create_pickup #KILLFRENZY type 3 at $1521 $1522 $1523 :RAMPAGE_7016 03DF: all_random_peds -1 0249: release_model $1511 0249: release_model $1512 0249: release_model $1518 0249: release_model #MINIGUN2 0004: $ONMISSION = 0 // $ = int :RAMPAGE_7047 0051: return :SHOPS 0004: $1524 = -60000 // $ = int 0004: $1525 = -60000 // $ = int 0004: $1526 = -60000 // $ = int 0004: $1527 = 0 // $ = int 0004: $1530 = 0 // $ = int 0004: $864 = 0 // $ = int 0004: $1540 = 0 // $ = int 0004: $1541 = 0 // $ = int 0004: $1542 = 0 // $ = int 0004: $1543 = 0 // $ = int 0004: $1544 = 0 // $ = int 0004: $1545 = 0 // $ = int 0004: $1546 = 0 // $ = int 0004: $1547 = 0 // $ = int 0004: $1548 = 0 // $ = int 0004: $1549 = 0 // $ = int 0004: $1550 = 0 // $ = int 0004: $1551 = 0 // $ = int 0004: $1552 = 0 // $ = int 0004: $1553 = 0 // $ = int 0004: $1554 = 0 // $ = int 0004: $1555 = 0 // $ = int 0004: $1531 = 0 // $ = int 03A4: name_thread 'SHOPS' 0111: set_wasted_busted_check_to 0 004F: create_thread @SHOP1 004F: create_thread @SHOP2 004F: create_thread @SHOP3 004F: create_thread @SHOP4 004F: create_thread @SHOP5 004E: end_thread :SHOP1 03A4: name_thread 'SHOP1' :SHOP1_10 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHOP1_999 00D6: if and 0121: player $PLAYER_CHAR in_zone 'BEACH3' 0038: $1003 == 0 // $ == int 004D: jump_if_false @SHOP1_992 00D6: if 00F5: player $PLAYER_CHAR 0 449.7 781.5 12.2 radius 30.0 30.0 30.0 004D: jump_if_false @SHOP1_329 00D6: if 0038: $1527 == 0 // $ == int 004D: jump_if_false @SHOP1_216 0050: gosub @SHOP5_1792 0084: $1533 = $859 // $ = $ int 0060: $1533 -= $1524 // $ -= $ int 00D6: if 0018: $1533 > 60000 // $ > int 004D: jump_if_false @SHOP1_202 009A: $1532 = create_actor_pedtype 4 model #SPECIAL16 at 450.0 782.5 12.2 0050: gosub @SHOP5_2200 :SHOP1_202 0004: $1527 = 1 // $ = int 0002: jump @SHOP1_322 :SHOP1_216 00D6: if 0018: $1533 > 60000 // $ > int 004D: jump_if_false @SHOP1_322 00D6: if 8118: not actor $1532 dead 004D: jump_if_false @SHOP1_315 00D6: if 0057: player $PLAYER_CHAR 0 472.7 800.4 11.5 438.1 779.0 17.0 004D: jump_if_false @SHOP1_308 0050: gosub @SHOP5_1010 :SHOP1_308 0002: jump @SHOP1_322 :SHOP1_315 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 :SHOP1_322 0002: jump @SHOP1_354 :SHOP1_329 00D6: if 0038: $1527 == 1 // $ == int 004D: jump_if_false @SHOP1_354 0050: gosub @SHOP5_1854 :SHOP1_354 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHOP1_673 00D6: if 00F5: player $PLAYER_CHAR 0 383.2 759.7 11.0 radius 30.0 30.0 30.0 004D: jump_if_false @SHOP1_648 00D6: if 0038: $1528 == 0 // $ == int 004D: jump_if_false @SHOP1_535 0050: gosub @SHOP5_1792 0084: $1534 = $859 // $ = $ int 0060: $1534 -= $1525 // $ -= $ int 00D6: if 0018: $1534 > 60000 // $ > int 004D: jump_if_false @SHOP1_521 009A: $1532 = create_actor_pedtype 4 model #SPECIAL16 at 383.2 759.7 11.0 0173: set_actor $1532 z_angle_to 180.0 0050: gosub @SHOP5_2200 :SHOP1_521 0004: $1528 = 1 // $ = int 0002: jump @SHOP1_641 :SHOP1_535 00D6: if 0018: $1534 > 60000 // $ > int 004D: jump_if_false @SHOP1_641 00D6: if 8118: not actor $1532 dead 004D: jump_if_false @SHOP1_634 00D6: if 00F5: player $PLAYER_CHAR 0 383.2 759.7 11.0 radius 8.0 8.0 6.0 004D: jump_if_false @SHOP1_627 0050: gosub @SHOP5_1010 :SHOP1_627 0002: jump @SHOP1_641 :SHOP1_634 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 :SHOP1_641 0002: jump @SHOP1_673 :SHOP1_648 00D6: if 0038: $1528 == 1 // $ == int 004D: jump_if_false @SHOP1_673 0050: gosub @SHOP5_1854 :SHOP1_673 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHOP1_992 00D6: if 00F5: player $PLAYER_CHAR 0 379.9 210.2 10.6 radius 30.0 30.0 30.0 004D: jump_if_false @SHOP1_967 00D6: if 0038: $1529 == 0 // $ == int 004D: jump_if_false @SHOP1_854 0050: gosub @SHOP5_1792 0084: $1535 = $859 // $ = $ int 0060: $1535 -= $1526 // $ -= $ int 00D6: if 0018: $1535 > 60000 // $ > int 004D: jump_if_false @SHOP1_840 009A: $1532 = create_actor_pedtype 4 model #SPECIAL16 at 379.9 210.2 10.6 0173: set_actor $1532 z_angle_to 280.0 0050: gosub @SHOP5_2200 :SHOP1_840 0004: $1529 = 1 // $ = int 0002: jump @SHOP1_960 :SHOP1_854 00D6: if 0018: $1535 > 60000 // $ > int 004D: jump_if_false @SHOP1_960 00D6: if 8118: not actor $1532 dead 004D: jump_if_false @SHOP1_953 00D6: if 00F5: player $PLAYER_CHAR 0 379.9 210.2 10.6 radius 8.0 8.0 6.0 004D: jump_if_false @SHOP1_946 0050: gosub @SHOP5_1010 :SHOP1_946 0002: jump @SHOP1_960 :SHOP1_953 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 :SHOP1_960 0002: jump @SHOP1_992 :SHOP1_967 00D6: if 0038: $1529 == 1 // $ == int 004D: jump_if_false @SHOP1_992 0050: gosub @SHOP5_1854 :SHOP1_992 0002: jump @SHOP1_1006 :SHOP1_999 0050: gosub @SHOP5_1854 :SHOP1_1006 0002: jump @SHOP1_10 :SHOP2 03A4: name_thread 'SHOP2' :SHOP2_10 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHOP2_364 00D6: if 0121: player $PLAYER_CHAR in_zone 'HAITI' 004D: jump_if_false @SHOP2_357 00D6: if 00F5: player $PLAYER_CHAR 0 -846.6 -72.6 10.8 radius 30.0 30.0 30.0 004D: jump_if_false @SHOP2_332 00D6: if 0038: $1527 == 0 // $ == int 004D: jump_if_false @SHOP2_219 0050: gosub @SHOP5_1792 0084: $1533 = $859 // $ = $ int 0060: $1533 -= $1524 // $ -= $ int 00D6: if 0018: $1533 > 60000 // $ > int 004D: jump_if_false @SHOP2_205 009A: $1532 = create_actor_pedtype 4 model #SPECIAL16 at -846.6 -72.6 10.8 0173: set_actor $1532 z_angle_to 166.0 0050: gosub @SHOP5_2200 :SHOP2_205 0004: $1527 = 1 // $ = int 0002: jump @SHOP2_325 :SHOP2_219 00D6: if 0018: $1533 > 60000 // $ > int 004D: jump_if_false @SHOP2_325 00D6: if 8118: not actor $1532 dead 004D: jump_if_false @SHOP2_318 00D6: if 00F5: player $PLAYER_CHAR 0 -846.6 -72.6 10.8 radius 8.0 8.0 6.0 004D: jump_if_false @SHOP2_311 0050: gosub @SHOP5_1010 :SHOP2_311 0002: jump @SHOP2_325 :SHOP2_318 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 :SHOP2_325 0002: jump @SHOP2_357 :SHOP2_332 00D6: if 0038: $1527 == 1 // $ == int 004D: jump_if_false @SHOP2_357 0050: gosub @SHOP5_1854 :SHOP2_357 0002: jump @SHOP2_371 :SHOP2_364 0050: gosub @SHOP5_1854 :SHOP2_371 0002: jump @SHOP2_10 :SHOP3 03A4: name_thread 'SHOP3' :SHOP3_10 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHOP3_683 00D6: if 0121: player $PLAYER_CHAR in_zone 'DTOWN' 004D: jump_if_false @SHOP3_676 00D6: if 00F5: player $PLAYER_CHAR 0 -830.4 741.9 10.6 radius 30.0 30.0 30.0 004D: jump_if_false @SHOP3_332 00D6: if 0038: $1527 == 0 // $ == int 004D: jump_if_false @SHOP3_219 0050: gosub @SHOP5_1792 0084: $1533 = $859 // $ = $ int 0060: $1533 -= $1524 // $ -= $ int 00D6: if 0018: $1533 > 60000 // $ > int 004D: jump_if_false @SHOP3_205 009A: $1532 = create_actor_pedtype 4 model #SPECIAL16 at -830.4 741.9 10.6 0173: set_actor $1532 z_angle_to 90.0 0050: gosub @SHOP5_2200 :SHOP3_205 0004: $1527 = 1 // $ = int 0002: jump @SHOP3_325 :SHOP3_219 00D6: if 0018: $1533 > 60000 // $ > int 004D: jump_if_false @SHOP3_325 00D6: if 8118: not actor $1532 dead 004D: jump_if_false @SHOP3_318 00D6: if 00F5: player $PLAYER_CHAR 0 -830.4 741.9 10.6 radius 8.0 8.0 6.0 004D: jump_if_false @SHOP3_311 0050: gosub @SHOP5_1010 :SHOP3_311 0002: jump @SHOP3_325 :SHOP3_318 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 :SHOP3_325 0002: jump @SHOP3_357 :SHOP3_332 00D6: if 0038: $1527 == 1 // $ == int 004D: jump_if_false @SHOP3_357 0050: gosub @SHOP5_1854 :SHOP3_357 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHOP3_676 00D6: if 00F5: player $PLAYER_CHAR 0 -854.3 850.0 10.6 radius 30.0 30.0 30.0 004D: jump_if_false @SHOP3_651 00D6: if 0038: $1528 == 0 // $ == int 004D: jump_if_false @SHOP3_538 0050: gosub @SHOP5_1792 0084: $1534 = $859 // $ = $ int 0060: $1534 -= $1525 // $ -= $ int 00D6: if 0018: $1534 > 60000 // $ > int 004D: jump_if_false @SHOP3_524 009A: $1532 = create_actor_pedtype 4 model #SPECIAL16 at -854.3 850.0 10.6 0173: set_actor $1532 z_angle_to 110.0 0050: gosub @SHOP5_2200 :SHOP3_524 0004: $1528 = 1 // $ = int 0002: jump @SHOP3_644 :SHOP3_538 00D6: if 0018: $1534 > 60000 // $ > int 004D: jump_if_false @SHOP3_644 00D6: if 8118: not actor $1532 dead 004D: jump_if_false @SHOP3_637 00D6: if 00F5: player $PLAYER_CHAR 0 -854.3 850.0 10.6 radius 8.0 8.0 6.0 004D: jump_if_false @SHOP3_630 0050: gosub @SHOP5_1010 :SHOP3_630 0002: jump @SHOP3_644 :SHOP3_637 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 :SHOP3_644 0002: jump @SHOP3_676 :SHOP3_651 00D6: if 0038: $1528 == 1 // $ == int 004D: jump_if_false @SHOP3_676 0050: gosub @SHOP5_1854 :SHOP3_676 0002: jump @SHOP3_690 :SHOP3_683 0050: gosub @SHOP5_1854 :SHOP3_690 0002: jump @SHOP3_10 :SHOP4 03A4: name_thread 'SHOP4' :SHOP4_10 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHOP4_1034 00D6: if 0121: player $PLAYER_CHAR in_zone 'HAVANA' 004D: jump_if_false @SHOP4_1027 00D6: if 00F5: player $PLAYER_CHAR 0 -859.2 -632.7 10.6 radius 30.0 30.0 30.0 004D: jump_if_false @SHOP4_332 00D6: if 0038: $1527 == 0 // $ == int 004D: jump_if_false @SHOP4_219 0050: gosub @SHOP5_1792 0084: $1533 = $859 // $ = $ int 0060: $1533 -= $1524 // $ -= $ int 00D6: if 0018: $1533 > 60000 // $ > int 004D: jump_if_false @SHOP4_205 009A: $1532 = create_actor_pedtype 4 model #SPECIAL16 at -858.8 -632.66 10.6 0173: set_actor $1532 z_angle_to 193.0 0050: gosub @SHOP5_2200 :SHOP4_205 0004: $1527 = 1 // $ = int 0002: jump @SHOP4_325 :SHOP4_219 00D6: if 0018: $1533 > 60000 // $ > int 004D: jump_if_false @SHOP4_325 00D6: if 8118: not actor $1532 dead 004D: jump_if_false @SHOP4_318 00D6: if 00F5: player $PLAYER_CHAR 0 -859.2 -632.7 10.6 radius 8.0 8.0 6.0 004D: jump_if_false @SHOP4_311 0050: gosub @SHOP5_1010 :SHOP4_311 0002: jump @SHOP4_325 :SHOP4_318 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 :SHOP4_325 0002: jump @SHOP4_357 :SHOP4_332 00D6: if 0038: $1527 == 1 // $ == int 004D: jump_if_false @SHOP4_357 0050: gosub @SHOP5_1854 :SHOP4_357 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHOP4_692 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHOP4_692 00D6: if 00F5: player $PLAYER_CHAR 0 -1167.1 -615.8 11.0 radius 30.0 30.0 30.0 004D: jump_if_false @SHOP4_667 00D6: if 0038: $1528 == 0 // $ == int 004D: jump_if_false @SHOP4_554 0050: gosub @SHOP5_1792 0084: $1534 = $859 // $ = $ int 0060: $1534 -= $1525 // $ -= $ int 00D6: if 0018: $1534 > 60000 // $ > int 004D: jump_if_false @SHOP4_540 009A: $1532 = create_actor_pedtype 4 model #SPECIAL16 at -1167.1 -615.8 11.0 0173: set_actor $1532 z_angle_to 90.0 0050: gosub @SHOP5_2200 :SHOP4_540 0004: $1528 = 1 // $ = int 0002: jump @SHOP4_660 :SHOP4_554 00D6: if 0018: $1534 > 60000 // $ > int 004D: jump_if_false @SHOP4_660 00D6: if 8118: not actor $1532 dead 004D: jump_if_false @SHOP4_653 00D6: if 00F5: player $PLAYER_CHAR 0 -1167.1 -615.8 11.0 radius 8.0 8.0 6.0 004D: jump_if_false @SHOP4_646 0050: gosub @SHOP5_1010 :SHOP4_646 0002: jump @SHOP4_660 :SHOP4_653 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 :SHOP4_660 0002: jump @SHOP4_692 :SHOP4_667 00D6: if 0038: $1528 == 1 // $ == int 004D: jump_if_false @SHOP4_692 0050: gosub @SHOP5_1854 :SHOP4_692 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHOP4_1027 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHOP4_1027 00D6: if 00F5: player $PLAYER_CHAR 0 -1192.2 -323.7 11.1 radius 30.0 30.0 30.0 004D: jump_if_false @SHOP4_1002 00D6: if 0038: $1529 == 0 // $ == int 004D: jump_if_false @SHOP4_889 0050: gosub @SHOP5_1792 0084: $1535 = $859 // $ = $ int 0060: $1535 -= $1526 // $ -= $ int 00D6: if 0018: $1535 > 60000 // $ > int 004D: jump_if_false @SHOP4_875 009A: $1532 = create_actor_pedtype 4 model #SPECIAL16 at -1192.2 -323.7 11.1 0173: set_actor $1532 z_angle_to 90.0 0050: gosub @SHOP5_2200 :SHOP4_875 0004: $1529 = 1 // $ = int 0002: jump @SHOP4_995 :SHOP4_889 00D6: if 0018: $1535 > 60000 // $ > int 004D: jump_if_false @SHOP4_995 00D6: if 8118: not actor $1532 dead 004D: jump_if_false @SHOP4_988 00D6: if 00F5: player $PLAYER_CHAR 0 -1192.2 -323.7 11.1 radius 8.0 8.0 6.0 004D: jump_if_false @SHOP4_981 0050: gosub @SHOP5_1010 :SHOP4_981 0002: jump @SHOP4_995 :SHOP4_988 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 :SHOP4_995 0002: jump @SHOP4_1027 :SHOP4_1002 00D6: if 0038: $1529 == 1 // $ == int 004D: jump_if_false @SHOP4_1027 0050: gosub @SHOP5_1854 :SHOP4_1027 0002: jump @SHOP4_1041 :SHOP4_1034 0050: gosub @SHOP5_1854 :SHOP4_1041 0002: jump @SHOP4_10 :SHOP5 03A4: name_thread 'SHOP5' :SHOP5_10 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHOP5_996 00D6: if 0038: $1003 == 1 // $ == int 004D: jump_if_false @SHOP5_989 00D6: if 00F5: player $PLAYER_CHAR 0 352.7 1111.3 24.5 radius 30.0 30.0 15.0 004D: jump_if_false @SHOP5_326 00D6: if 0038: $1527 == 0 // $ == int 004D: jump_if_false @SHOP5_213 0050: gosub @SHOP5_1792 0084: $1533 = $859 // $ = $ int 0060: $1533 -= $1524 // $ -= $ int 00D6: if 0018: $1533 > 60000 // $ > int 004D: jump_if_false @SHOP5_199 009A: $1532 = create_actor_pedtype 4 model #SPECIAL16 at 352.7 1111.3 24.5 0173: set_actor $1532 z_angle_to 290.0 0050: gosub @SHOP5_2200 :SHOP5_199 0004: $1527 = 1 // $ = int 0002: jump @SHOP5_319 :SHOP5_213 00D6: if 0018: $1533 > 60000 // $ > int 004D: jump_if_false @SHOP5_319 00D6: if 8118: not actor $1532 dead 004D: jump_if_false @SHOP5_312 00D6: if 00F5: player $PLAYER_CHAR 0 352.7 1111.3 24.5 radius 8.0 8.0 6.0 004D: jump_if_false @SHOP5_305 0050: gosub @SHOP5_1010 :SHOP5_305 0002: jump @SHOP5_319 :SHOP5_312 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 :SHOP5_319 0002: jump @SHOP5_351 :SHOP5_326 00D6: if 0038: $1527 == 1 // $ == int 004D: jump_if_false @SHOP5_351 0050: gosub @SHOP5_1854 :SHOP5_351 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHOP5_670 00D6: if 00F5: player $PLAYER_CHAR 0 423.5 1039.4 18.1 radius 30.0 30.0 15.0 004D: jump_if_false @SHOP5_645 00D6: if 0038: $1528 == 0 // $ == int 004D: jump_if_false @SHOP5_532 0050: gosub @SHOP5_1792 0084: $1534 = $859 // $ = $ int 0060: $1534 -= $1525 // $ -= $ int 00D6: if 0018: $1534 > 60000 // $ > int 004D: jump_if_false @SHOP5_518 009A: $1532 = create_actor_pedtype 4 model #SPECIAL16 at 423.5 1039.4 18.1 0173: set_actor $1532 z_angle_to 136.0 0050: gosub @SHOP5_2200 :SHOP5_518 0004: $1528 = 1 // $ = int 0002: jump @SHOP5_638 :SHOP5_532 00D6: if 0018: $1534 > 60000 // $ > int 004D: jump_if_false @SHOP5_638 00D6: if 8118: not actor $1532 dead 004D: jump_if_false @SHOP5_631 00D6: if 00F5: player $PLAYER_CHAR 0 423.5 1039.4 18.1 radius 8.0 8.0 6.0 004D: jump_if_false @SHOP5_624 0050: gosub @SHOP5_1010 :SHOP5_624 0002: jump @SHOP5_638 :SHOP5_631 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 :SHOP5_638 0002: jump @SHOP5_670 :SHOP5_645 00D6: if 0038: $1528 == 1 // $ == int 004D: jump_if_false @SHOP5_670 0050: gosub @SHOP5_1854 :SHOP5_670 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHOP5_989 00D6: if 00F5: player $PLAYER_CHAR 0 468.7 1206.6 19.0 radius 30.0 30.0 15.0 004D: jump_if_false @SHOP5_964 00D6: if 0038: $1529 == 0 // $ == int 004D: jump_if_false @SHOP5_851 0050: gosub @SHOP5_1792 0084: $1535 = $859 // $ = $ int 0060: $1535 -= $1526 // $ -= $ int 00D6: if 0018: $1535 > 60000 // $ > int 004D: jump_if_false @SHOP5_837 009A: $1532 = create_actor_pedtype 4 model #SPECIAL16 at 468.7 1206.6 19.0 0173: set_actor $1532 z_angle_to 90.0 0050: gosub @SHOP5_2200 :SHOP5_837 0004: $1529 = 1 // $ = int 0002: jump @SHOP5_957 :SHOP5_851 00D6: if 0018: $1535 > 60000 // $ > int 004D: jump_if_false @SHOP5_957 00D6: if 8118: not actor $1532 dead 004D: jump_if_false @SHOP5_950 00D6: if 00F5: player $PLAYER_CHAR 0 468.7 1206.6 19.0 radius 8.0 8.0 6.0 004D: jump_if_false @SHOP5_943 0050: gosub @SHOP5_1010 :SHOP5_943 0002: jump @SHOP5_957 :SHOP5_950 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 :SHOP5_957 0002: jump @SHOP5_989 :SHOP5_964 00D6: if 0038: $1529 == 1 // $ == int 004D: jump_if_false @SHOP5_989 0050: gosub @SHOP5_1854 :SHOP5_989 0002: jump @SHOP5_1003 :SHOP5_996 0050: gosub @SHOP5_1854 :SHOP5_1003 0002: jump @SHOP5_10 :SHOP5_1010 00D6: if 8118: not actor $1532 dead 004D: jump_if_false @SHOP5_1790 00D6: if 0457: player $PLAYER_CHAR aiming_at_actor $1532 004D: jump_if_false @SHOP5_1636 00D6: if 0038: $1530 == 0 // $ == int 004D: jump_if_false @SHOP5_1167 022F: set_actor $1532 stop_looking 00D6: if 8118: not actor $1532 dead 004D: jump_if_false @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 0006: TIMERA = 0 // @ = int 0004: $1530 = 1 // $ = int 0002: jump @SHOP5_1599 :SHOP5_1167 00D6: if 0038: $864 == 0 // $ == int 004D: jump_if_false @SHOP5_1599 00D6: if and 0019: TIMERA > 2000 // @ > int 001B: 6000 > TIMERA // int > @ 004D: jump_if_false @SHOP5_1283 00D6: if 0038: $1540 == 0 // $ == int 004D: jump_if_false @SHOP5_1283 0009: $898 += 0.15 // $ += float 02E1: $1536 = create_cash_pickup 50 at $896 $897 $898 018C: play_sound 13 at $896 $897 $898 0050: gosub @SHOP5_2245 0004: $1540 = 1 // $ = int :SHOP5_1283 00D6: if and 0019: TIMERA > 6000 // @ > int 001B: 10000 > TIMERA // int > @ 004D: jump_if_false @SHOP5_1391 00D6: if 0038: $1541 == 0 // $ == int 004D: jump_if_false @SHOP5_1391 0009: $897 += 0.1 // $ += float 0009: $896 += 0.1 // $ += float 02E1: $1537 = create_cash_pickup 100 at $896 $897 $898 018C: play_sound 13 at $896 $897 $898 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 0004: $1541 = 1 // $ = int :SHOP5_1391 00D6: if and 0019: TIMERA > 10000 // @ > int 001B: 14000 > TIMERA // int > @ 004D: jump_if_false @SHOP5_1490 00D6: if 0038: $1542 == 0 // $ == int 004D: jump_if_false @SHOP5_1490 0009: $897 += 0.1 // $ += float 02E1: $1538 = create_cash_pickup 250 at $896 $897 $898 018C: play_sound 13 at $896 $897 $898 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 0004: $1542 = 1 // $ = int :SHOP5_1490 00D6: if and 0019: TIMERA > 14000 // @ > int 001B: 20000 > TIMERA // int > @ 004D: jump_if_false @SHOP5_1599 00D6: if 0038: $1543 == 0 // $ == int 004D: jump_if_false @SHOP5_1599 0009: $897 += 0.1 // $ += float 0009: $896 += 0.1 // $ += float 02E1: $1539 = create_cash_pickup 600 at $896 $897 $898 018C: play_sound 13 at $896 $897 $898 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 0004: $1543 = 1 // $ = int :SHOP5_1599 00D6: if or 02DF: player $PLAYER_CHAR aggressive 031D: actor $1532 hit_by_weapon 47 004D: jump_if_false @SHOP5_1629 0002: jump @SHOP5_1636 :SHOP5_1629 0002: jump @SHOP5_1790 :SHOP5_1636 00D6: if 0038: $1530 == 0 // $ == int 004D: jump_if_false @SHOP5_1691 00D6: if or 02DF: player $PLAYER_CHAR aggressive 031D: actor $1532 hit_by_weapon 47 004D: jump_if_false @SHOP5_1684 0004: $1530 = 1 // $ = int :SHOP5_1684 0002: jump @SHOP5_1790 :SHOP5_1691 00D6: if 8118: not actor $1532 dead 004D: jump_if_false @SHOP5_1790 0372: set_actor $1532 anim 0 wait_state_time 0 ms 04EB: actor $1532 crouch 1 9999999 ms 00D6: if 0038: $864 == 0 // $ == int 004D: jump_if_false @SHOP5_1790 00A0: store_actor $1532 position_to $896 $897 $898 018D: $865 = create_sound 0 at $896 $897 $898 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 0004: $864 = 1 // $ = int :SHOP5_1790 0051: return :SHOP5_1792 023C: load_special_actor 16 'S_KEEP' :SHOP5_1804 00D6: if 823D: not special_actor 16 loaded 004D: jump_if_false @SHOP5_1842 0001: wait 0 ms 023C: load_special_actor 16 'S_KEEP' 0002: jump @SHOP5_1804 :SHOP5_1842 01BD: $859 = current_time_in_ms 009B: destroy_actor_instantly $1532 0051: return :SHOP5_1854 00D6: if 0038: $1527 == 1 // $ == int 004D: jump_if_false @SHOP5_1921 00D6: if or 0118: actor $1532 dead 0038: $1530 == 1 // $ == int 004D: jump_if_false @SHOP5_1921 00D6: if 0018: $1533 > 60000 // $ > int 004D: jump_if_false @SHOP5_1921 01BD: $1524 = current_time_in_ms :SHOP5_1921 00D6: if 0038: $1528 == 1 // $ == int 004D: jump_if_false @SHOP5_1988 00D6: if or 0118: actor $1532 dead 0038: $1530 == 1 // $ == int 004D: jump_if_false @SHOP5_1988 00D6: if 0018: $1534 > 60000 // $ > int 004D: jump_if_false @SHOP5_1988 01BD: $1525 = current_time_in_ms :SHOP5_1988 00D6: if 0038: $1529 == 1 // $ == int 004D: jump_if_false @SHOP5_2055 00D6: if or 0118: actor $1532 dead 0038: $1530 == 1 // $ == int 004D: jump_if_false @SHOP5_2055 00D6: if 0018: $1535 > 60000 // $ > int 004D: jump_if_false @SHOP5_2055 01BD: $1526 = current_time_in_ms :SHOP5_2055 0004: $1527 = 0 // $ = int 0004: $1528 = 0 // $ = int 0004: $1529 = 0 // $ = int 0004: $1530 = 0 // $ = int 0004: $864 = 0 // $ = int 0004: $1540 = 0 // $ = int 0004: $1541 = 0 // $ = int 0004: $1542 = 0 // $ = int 0004: $1543 = 0 // $ = int 0215: destroy_pickup $1536 0215: destroy_pickup $1537 0215: destroy_pickup $1538 0215: destroy_pickup $1539 0296: unload_special_actor 16 009B: destroy_actor_instantly $1532 018E: stop_sound $865 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @SHOP5_2198 0004: $1524 = -60000 // $ = int 0004: $1525 = -60000 // $ = int 0004: $1526 = -60000 // $ = int :SHOP5_2198 0051: 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 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @SHOP5_2243 022D: set_actor $1532 to_look_at_player $PLAYER_CHAR :SHOP5_2243 0051: return :SHOP5_2245 00D6: if and 00F5: player $PLAYER_CHAR 0 -859.2 -632.7 10.6 radius 30.0 30.0 30.0 0038: $1544 == 0 // $ == int 004D: jump_if_false @SHOP5_2318 0531: increment_stores_knocked_off_by 1 0008: $1531 += 1 // $ += int 0004: $1544 = 1 // $ = int :SHOP5_2318 00D6: if and 00F5: player $PLAYER_CHAR 0 -854.3 850.0 10.6 radius 30.0 30.0 30.0 0038: $1545 == 0 // $ == int 004D: jump_if_false @SHOP5_2391 0531: increment_stores_knocked_off_by 1 0008: $1531 += 1 // $ += int 0004: $1545 = 1 // $ = int :SHOP5_2391 00D6: if and 00F5: player $PLAYER_CHAR 0 -830.4 741.9 10.6 radius 30.0 30.0 30.0 0038: $1546 == 0 // $ == int 004D: jump_if_false @SHOP5_2464 0531: increment_stores_knocked_off_by 1 0008: $1531 += 1 // $ += int 0004: $1546 = 1 // $ = int :SHOP5_2464 00D6: if and 00F5: player $PLAYER_CHAR 0 -846.6 -72.6 10.8 radius 30.0 30.0 30.0 0038: $1547 == 0 // $ == int 004D: jump_if_false @SHOP5_2537 0531: increment_stores_knocked_off_by 1 0008: $1531 += 1 // $ += int 0004: $1547 = 1 // $ = int :SHOP5_2537 00D6: if and 00F5: player $PLAYER_CHAR 0 379.9 210.2 10.6 radius 30.0 30.0 30.0 0038: $1548 == 0 // $ == int 004D: jump_if_false @SHOP5_2610 0531: increment_stores_knocked_off_by 1 0008: $1531 += 1 // $ += int 0004: $1548 = 1 // $ = int :SHOP5_2610 00D6: if and 00F5: player $PLAYER_CHAR 0 383.2 759.7 11.0 radius 30.0 30.0 30.0 0038: $1549 == 0 // $ == int 004D: jump_if_false @SHOP5_2683 0531: increment_stores_knocked_off_by 1 0008: $1531 += 1 // $ += int 0004: $1549 = 1 // $ = int :SHOP5_2683 00D6: if and 00F5: player $PLAYER_CHAR 0 449.7 781.5 12.2 radius 30.0 30.0 30.0 0038: $1550 == 0 // $ == int 004D: jump_if_false @SHOP5_2756 0531: increment_stores_knocked_off_by 1 0008: $1531 += 1 // $ += int 0004: $1550 = 1 // $ = int :SHOP5_2756 00D6: if and 00F5: player $PLAYER_CHAR 0 352.7 1111.3 24.5 radius 30.0 30.0 15.0 0038: $1551 == 0 // $ == int 004D: jump_if_false @SHOP5_2829 0531: increment_stores_knocked_off_by 1 0008: $1531 += 1 // $ += int 0004: $1551 = 1 // $ = int :SHOP5_2829 00D6: if and 00F5: player $PLAYER_CHAR 0 423.5 1039.4 18.1 radius 30.0 30.0 15.0 0038: $1552 == 0 // $ == int 004D: jump_if_false @SHOP5_2902 0531: increment_stores_knocked_off_by 1 0008: $1531 += 1 // $ += int 0004: $1552 = 1 // $ = int :SHOP5_2902 00D6: if and 00F5: player $PLAYER_CHAR 0 468.7 1206.6 18.2 radius 30.0 30.0 15.0 0038: $1553 == 0 // $ == int 004D: jump_if_false @SHOP5_2975 0531: increment_stores_knocked_off_by 1 0008: $1531 += 1 // $ += int 0004: $1553 = 1 // $ = int :SHOP5_2975 00D6: if and 00F5: player $PLAYER_CHAR 0 -1167.5 -613.5 11.0 radius 30.0 30.0 30.0 0038: $1554 == 0 // $ == int 004D: jump_if_false @SHOP5_3048 0531: increment_stores_knocked_off_by 1 0008: $1531 += 1 // $ += int 0004: $1554 = 1 // $ = int :SHOP5_3048 00D6: if and 00F5: player $PLAYER_CHAR 0 -1192.2 -323.7 11.1 radius 30.0 30.0 30.0 0038: $1555 == 0 // $ == int 004D: jump_if_false @SHOP5_3121 0531: increment_stores_knocked_off_by 1 0008: $1531 += 1 // $ += int 0004: $1555 = 1 // $ = int :SHOP5_3121 0051: return :AUDIO 03A4: name_thread 'AUDIO' 0111: set_wasted_busted_check_to 0 004F: create_thread @AUDIO1 004E: end_thread :AUDIO1 03A4: name_thread 'AUDIO1' 0004: $1559 = 0 // $ = int 0004: $1560 = 0 // $ = int 0004: $1561 = 0 // $ = int 0004: $1565 = 0 // $ = int 0004: $1566 = 0 // $ = int 0004: $1567 = 0 // $ = int 0004: $1571 = 0 // $ = int 0004: $1572 = 0 // $ = int 0004: $1573 = 0 // $ = int 0004: $1579 = 0 // $ = int 0004: $1576 = 0 // $ = int 0004: $1577 = 0 // $ = int :AUDIO1_94 0001: wait 500 ms 00BF: $9 = current_time_hours, $10 = current_time_minutes 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @AUDIO1_1790 00D6: if 0121: player $PLAYER_CHAR in_zone 'DTOWN' 004D: jump_if_false @AUDIO1_403 00D6: if 0038: $275 == 0 // $ == int 004D: jump_if_false @AUDIO1_212 00D6: if 0038: $1559 == 0 // $ == int 004D: jump_if_false @AUDIO1_212 018D: $1556 = create_sound 36 at -596.018 640.916 12.0 0004: $1559 = 1 // $ = int :AUDIO1_212 00D6: if 0038: $275 == 1 // $ == int 004D: jump_if_false @AUDIO1_295 00D6: if 0038: $276 == 0 // $ == int 004D: jump_if_false @AUDIO1_295 00D6: if 0038: $1560 == 0 // $ == int 004D: jump_if_false @AUDIO1_295 018D: $1557 = create_sound 37 at -596.018 640.916 12.0 0004: $1560 = 1 // $ = int :AUDIO1_295 00D6: if 0038: $275 == 1 // $ == int 004D: jump_if_false @AUDIO1_396 00D6: if 0038: $276 == 1 // $ == int 004D: jump_if_false @AUDIO1_396 00D6: if 0038: $277 == 0 // $ == int 004D: jump_if_false @AUDIO1_396 00D6: if 0038: $1561 == 0 // $ == int 004D: jump_if_false @AUDIO1_396 018D: $1558 = create_sound 38 at -596.018 640.916 12.0 0004: $1561 = 1 // $ = int :AUDIO1_396 0002: jump @AUDIO1_493 :AUDIO1_403 00D6: if 0038: $1559 == 1 // $ == int 004D: jump_if_false @AUDIO1_433 018E: stop_sound $1556 0004: $1559 = 0 // $ = int :AUDIO1_433 00D6: if 0038: $1560 == 1 // $ == int 004D: jump_if_false @AUDIO1_463 018E: stop_sound $1557 0004: $1560 = 0 // $ = int :AUDIO1_463 00D6: if 0038: $1561 == 1 // $ == int 004D: jump_if_false @AUDIO1_493 018E: stop_sound $1558 0004: $1561 = 0 // $ = int :AUDIO1_493 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH3' 004D: jump_if_false @AUDIO1_893 00D6: if or 0028: $9 >= 23 // $ >= int 001A: 7 > $9 // int > $ 004D: jump_if_false @AUDIO1_610 00D6: if and 0038: $1565 == 0 // $ == int 0038: $1566 == 0 // $ == int 0038: $1567 == 0 // $ == int 004D: jump_if_false @AUDIO1_603 018D: $1562 = create_sound 40 at 494.652 -83.347 10.032 0004: $1565 = 1 // $ = int :AUDIO1_603 0002: jump @AUDIO1_640 :AUDIO1_610 00D6: if 0038: $1565 == 1 // $ == int 004D: jump_if_false @AUDIO1_640 018E: stop_sound $1562 0004: $1565 = 0 // $ = int :AUDIO1_640 00D6: if and 0028: $9 >= 7 // $ >= int 001A: 15 > $9 // int > $ 004D: jump_if_false @AUDIO1_733 00D6: if and 0038: $1566 == 0 // $ == int 0038: $1565 == 0 // $ == int 0038: $1567 == 0 // $ == int 004D: jump_if_false @AUDIO1_726 018D: $1563 = create_sound 41 at 494.652 -83.347 10.032 0004: $1566 = 1 // $ = int :AUDIO1_726 0002: jump @AUDIO1_763 :AUDIO1_733 00D6: if 0038: $1566 == 1 // $ == int 004D: jump_if_false @AUDIO1_763 018E: stop_sound $1563 0004: $1566 = 0 // $ = int :AUDIO1_763 00D6: if and 0028: $9 >= 15 // $ >= int 001A: 23 > $9 // int > $ 004D: jump_if_false @AUDIO1_856 00D6: if and 0038: $1567 == 0 // $ == int 0038: $1565 == 0 // $ == int 0038: $1566 == 0 // $ == int 004D: jump_if_false @AUDIO1_849 018D: $1564 = create_sound 42 at 494.652 -83.347 10.032 0004: $1567 = 1 // $ = int :AUDIO1_849 0002: jump @AUDIO1_886 :AUDIO1_856 00D6: if 0038: $1567 == 1 // $ == int 004D: jump_if_false @AUDIO1_886 018E: stop_sound $1564 0004: $1567 = 0 // $ = int :AUDIO1_886 0002: jump @AUDIO1_983 :AUDIO1_893 00D6: if 0038: $1565 == 1 // $ == int 004D: jump_if_false @AUDIO1_923 018E: stop_sound $1562 0004: $1565 = 0 // $ = int :AUDIO1_923 00D6: if 0038: $1566 == 1 // $ == int 004D: jump_if_false @AUDIO1_953 018E: stop_sound $1563 0004: $1566 = 0 // $ = int :AUDIO1_953 00D6: if 0038: $1567 == 1 // $ == int 004D: jump_if_false @AUDIO1_983 018E: stop_sound $1564 0004: $1567 = 0 // $ = int :AUDIO1_983 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH1' 004D: jump_if_false @AUDIO1_1532 00D6: if or 0028: $9 >= 23 // $ >= int 001A: 7 > $9 // int > $ 004D: jump_if_false @AUDIO1_1100 00D6: if and 0038: $1571 == 0 // $ == int 0038: $1572 == 0 // $ == int 0038: $1573 == 0 // $ == int 004D: jump_if_false @AUDIO1_1093 018D: $1568 = create_sound 43 at 87.738 -1456.117 11.0 0004: $1571 = 1 // $ = int :AUDIO1_1093 0002: jump @AUDIO1_1130 :AUDIO1_1100 00D6: if 0038: $1571 == 1 // $ == int 004D: jump_if_false @AUDIO1_1130 018E: stop_sound $1568 0004: $1571 = 0 // $ = int :AUDIO1_1130 00D6: if and 0028: $9 >= 7 // $ >= int 001A: 15 > $9 // int > $ 004D: jump_if_false @AUDIO1_1223 00D6: if and 0038: $1572 == 0 // $ == int 0038: $1571 == 0 // $ == int 0038: $1573 == 0 // $ == int 004D: jump_if_false @AUDIO1_1216 018D: $1569 = create_sound 44 at 87.738 -1456.117 11.0 0004: $1572 = 1 // $ = int :AUDIO1_1216 0002: jump @AUDIO1_1253 :AUDIO1_1223 00D6: if 0038: $1572 == 1 // $ == int 004D: jump_if_false @AUDIO1_1253 018E: stop_sound $1569 0004: $1572 = 0 // $ = int :AUDIO1_1253 00D6: if and 0028: $9 >= 15 // $ >= int 001A: 23 > $9 // int > $ 004D: jump_if_false @AUDIO1_1346 00D6: if and 0038: $1573 == 0 // $ == int 0038: $1571 == 0 // $ == int 0038: $1572 == 0 // $ == int 004D: jump_if_false @AUDIO1_1339 018D: $1570 = create_sound 45 at 87.738 -1456.117 11.0 0004: $1573 = 1 // $ = int :AUDIO1_1339 0002: jump @AUDIO1_1376 :AUDIO1_1346 00D6: if 0038: $1573 == 1 // $ == int 004D: jump_if_false @AUDIO1_1376 018E: stop_sound $1570 0004: $1573 = 0 // $ = int :AUDIO1_1376 00D6: if 0038: $9 == 10 // $ == int 004D: jump_if_false @AUDIO1_1448 00D6: if 0038: $1579 == 0 // $ == int 004D: jump_if_false @AUDIO1_1441 018D: $1578 = create_sound 46 at -76.074 -1528.485 13.397 0004: $1579 = 1 // $ = int :AUDIO1_1441 0002: jump @AUDIO1_1478 :AUDIO1_1448 00D6: if 0038: $1579 == 1 // $ == int 004D: jump_if_false @AUDIO1_1478 018E: stop_sound $1578 0004: $1579 = 0 // $ = int :AUDIO1_1478 00D6: if 0038: $1576 == 0 // $ == int 004D: jump_if_false @AUDIO1_1525 018D: $1574 = create_sound 51 at -67.015 -1546.671 11.485 0004: $1576 = 1 // $ = int :AUDIO1_1525 0002: jump @AUDIO1_1682 :AUDIO1_1532 00D6: if 0038: $1571 == 1 // $ == int 004D: jump_if_false @AUDIO1_1562 018E: stop_sound $1568 0004: $1571 = 0 // $ = int :AUDIO1_1562 00D6: if 0038: $1572 == 1 // $ == int 004D: jump_if_false @AUDIO1_1592 018E: stop_sound $1569 0004: $1572 = 0 // $ = int :AUDIO1_1592 00D6: if 0038: $1573 == 1 // $ == int 004D: jump_if_false @AUDIO1_1622 018E: stop_sound $1570 0004: $1573 = 0 // $ = int :AUDIO1_1622 00D6: if 0038: $1579 == 1 // $ == int 004D: jump_if_false @AUDIO1_1652 018E: stop_sound $1578 0004: $1579 = 0 // $ = int :AUDIO1_1652 00D6: if 0038: $1576 == 1 // $ == int 004D: jump_if_false @AUDIO1_1682 018E: stop_sound $1574 0004: $1576 = 0 // $ = int :AUDIO1_1682 00D6: if 0121: player $PLAYER_CHAR in_zone 'PORNI' 004D: jump_if_false @AUDIO1_1760 00D6: if 0038: $1577 == 0 // $ == int 004D: jump_if_false @AUDIO1_1753 018D: $1575 = create_sound 51 at 9.637 1092.344 17.211 0004: $1577 = 1 // $ = int :AUDIO1_1753 0002: jump @AUDIO1_1790 :AUDIO1_1760 00D6: if 0038: $1577 == 1 // $ == int 004D: jump_if_false @AUDIO1_1790 018E: stop_sound $1575 0004: $1577 = 0 // $ = int :AUDIO1_1790 0002: jump @AUDIO1_94 //-------------Mission 0--------------- // Originally: Initial :INITIAL 03A4: name_thread 'INITIAL' 0004: $DEFAULT_WAIT_TIME = 250 // $ = int 0005: $92 = 0.0625 // $ = float 0086: $93 = $92 // $ = $ float 0015: $93 /= 2.0 // $ /= float 0086: $94 = $93 // $ = $ float 0015: $94 /= 2.0 // $ /= float 0004: $123 = 0 // $ = int 0004: $7 = 0 // $ = int 0004: $8 = 0 // $ = int 0004: $9 = 0 // $ = int 0004: $10 = 0 // $ = int 0004: $11 = 0 // $ = int 0004: $61 = 0 // $ = int 0004: $13 = 0 // $ = int 0004: $44 = 0 // $ = int 0004: $45 = 0 // $ = int 0004: $46 = 0 // $ = int 0004: $51 = 0 // $ = int 0004: $52 = 0 // $ = int 0004: $53 = 0 // $ = int 0004: $54 = 0 // $ = int 0004: $24 = 0 // $ = int 0004: $35 = 0 // $ = int 0004: $31 = 0 // $ = int 0004: $25 = 0 // $ = int 0004: $21 = 0 // $ = int 0004: $47 = 0 // $ = int 0004: $66 = 0 // $ = int 0004: $48 = 0 // $ = int 0004: $55 = 0 // $ = int 0004: $220 = 0 // $ = int 0004: $222 = 0 // $ = int 0004: $PASSED_LAW1_THE_PARTY = 0 // $ = int 0004: $PASSED_LAW2_BACK_ALLEY_BRAWL = 0 // $ = int 0004: $PASSED_LAW3_JURY_FURY = 0 // $ = int 0004: $PASSED_LAW4_RIOT = 0 // $ = int 0004: $PASSED_COL1_TREACHEROUS_SWINE = 0 // $ = int 0004: $PASSED_COL2_MALL_SHOOTOUT = 0 // $ = int 0004: $PASSED_COL3_GUARDIAN_ANGELS = 0 // $ = int 0004: $PASSED_COL4_SIR_YES_SIR = 0 // $ = int 0004: $PASSED_COL5_ALL_HANDS_ON_DECK = 0 // $ = int 0004: $PASSED_COK1_THE_CHASE = 0 // $ = int 0004: $PASSED_COK2_PHNOM_PENH_86 = 0 // $ = int 0004: $PASSED_COK3_THE_FASTEST_BOAT = 0 // $ = int 0004: $PASSED_COK4_SUPPLY_AND_DEMAND = 0 // $ = int 0004: $PASSED_ASS1_RUB_OUT = 0 // $ = int 0004: $240 = 0 // $ = int 0004: $PASSED_KENT1_DEATH_ROW = 0 // $ = int 0004: $PASSED_TEX1_FOUR_IRON = 0 // $ = int 0004: $245 = 0 // $ = int 0004: $246 = 0 // $ = int 0004: $248 = 0 // $ = int 0004: $249 = 0 // $ = int 0004: $250 = 0 // $ = int 0004: $251 = 0 // $ = int 0004: $257 = 0 // $ = int 0004: $258 = 0 // $ = int 0004: $259 = 0 // $ = int 0004: $260 = 0 // $ = int 0004: $266 = 0 // $ = int 0004: $267 = 0 // $ = int 0004: $269 = 0 // $ = int 0004: $270 = 0 // $ = int 0004: $272 = 0 // $ = int 0004: $273 = 0 // $ = int 0004: $275 = 0 // $ = int 0004: $276 = 0 // $ = int 0004: $277 = 0 // $ = int 0004: $279 = 0 // $ = int 0004: $280 = 0 // $ = int 0004: $281 = 0 // $ = int 0004: $282 = 0 // $ = int 0004: $PASSED_HAT1_JUJU_SCRAMBLE = 0 // $ = int 0004: $PASSED_HAT2_BOMBS_AWAY = 0 // $ = int 0004: $PASSED_HAT3_DIRTY_LICKINS = 0 // $ = int 0004: $PASSED_ROCK1_LOVE_JUICE = 0 // $ = int 0004: $PASSED_ROCK2_PSYCHO_KILLER = 0 // $ = int 0004: $PASSED_ROCK3_PUBLICITY_TOUR = 0 // $ = int 0004: $291 = 0 // $ = int 0004: $305 = 0 // $ = int 0004: $304 = 0 // $ = int 0004: $298 = 0 // $ = int 0004: $299 = 0 // $ = int 0004: $300 = 0 // $ = int 0004: $301 = 0 // $ = int 0004: $302 = 0 // $ = int 0004: $303 = 0 // $ = int 0004: $307 = 0 // $ = int 0004: $308 = 0 // $ = int 0004: $309 = 0 // $ = int 0004: $310 = 0 // $ = int 0004: $312 = 0 // $ = int 0004: $ONMISSION = 0 // $ = int 0004: $314 = 0 // $ = int 0004: $315 = 0 // $ = int 0004: $316 = 0 // $ = int 0004: $317 = 0 // $ = int 0004: $337 = 0 // $ = int 0004: $332 = 0 // $ = int 0004: $331 = 0 // $ = int 0004: $323 = 0 // $ = int 0004: $324 = 0 // $ = int 0004: $325 = 0 // $ = int 0004: $326 = 0 // $ = int 0004: $327 = 0 // $ = int 0004: $328 = 0 // $ = int 0004: $329 = 0 // $ = int 0004: $330 = 0 // $ = int 0004: $333 = 0 // $ = int 0004: $334 = 0 // $ = int 0004: $335 = 0 // $ = int 0004: $336 = 0 // $ = int 0004: $338 = 0 // $ = int 0004: $347 = 0 // $ = int 0004: $348 = 0 // $ = int 0004: $349 = 0 // $ = int 0004: $350 = 0 // $ = int 0004: $339 = 0 // $ = int 0004: $340 = 0 // $ = int 0004: $341 = 0 // $ = int 0004: $351 = 0 // $ = int 0004: $342 = 0 // $ = int 0004: $343 = 0 // $ = int 0004: $344 = 0 // $ = int 0004: $353 = 0 // $ = int 0004: $354 = 0 // $ = int 0004: $361 = 0 // $ = int 0004: $362 = 0 // $ = int 0004: $363 = 0 // $ = int 0004: $364 = 0 // $ = int 0004: $365 = 0 // $ = int 0005: $366 = -425.0 // $ = float 0005: $367 = 1410.0 // $ = float 0005: $368 = 10.0 // $ = float 0004: $371 = 0 // $ = int 0004: $370 = 0 // $ = int 0004: $372 = 0 // $ = int 0004: $369 = 0 // $ = int 0004: $375 = 0 // $ = int 0004: $373 = 0 // $ = int 0004: $382 = 0 // $ = int 0004: $376 = 0 // $ = int 0004: $377 = 0 // $ = int 0004: $378 = 0 // $ = int 0004: $379 = 0 // $ = int 0004: $380 = 0 // $ = int 0004: $381 = 0 // $ = int 0004: $383 = 0 // $ = int 0004: $384 = 0 // $ = int 0004: $385 = 0 // $ = int 0004: $386 = 0 // $ = int 0004: $36 = 0 // $ = int 0004: $387 = 0 // $ = int 0004: $388 = 0 // $ = int 0004: $389 = 0 // $ = int 0004: $390 = 0 // $ = int 0004: $391 = 0 // $ = int 0004: $392 = 0 // $ = int 0004: $397 = 0 // $ = int 0004: $398 = 0 // $ = int 0004: $399 = 0 // $ = int 0004: $400 = 0 // $ = int 0004: $401 = 99999999 // $ = int 0004: $402 = 99999999 // $ = int 0004: $403 = 99999999 // $ = int 0004: $404 = 99999999 // $ = int 0004: $405 = 99999999 // $ = int 0004: $406 = 99999999 // $ = int 0004: $407 = 99999999 // $ = int 0004: $408 = 99999999 // $ = int 0004: $409 = 99999999 // $ = int 0004: $410 = 99999999 // $ = int 0004: $411 = 99999999 // $ = int 0004: $412 = 99999999 // $ = int 0004: $413 = 99999999 // $ = int 0004: $414 = 99999999 // $ = int 0004: $415 = 99999999 // $ = int 0004: $416 = 99999999 // $ = int 0004: $452 = 0 // $ = int 0004: $444 = 0 // $ = int 0004: $254 = 0 // $ = int 0004: $255 = 0 // $ = int 0004: $62 = 0 // $ = int 0004: $103 = 0 // $ = int 0004: $104 = 0 // $ = int 0004: $105 = 0 // $ = int 0004: $106 = 0 // $ = int 0004: $107 = 0 // $ = int 0004: $108 = 0 // $ = int 0004: $109 = 0 // $ = int 0005: $498 = -569.1451 // $ = float 0005: $499 = 851.0923 // $ = float 0005: $500 = 22.8402 // $ = float 0005: $501 = 28.4463 // $ = float 0005: $502 = -1311.761 // $ = float 0005: $503 = 16.4712 // $ = float 0005: $504 = 375.845 // $ = float 0005: $505 = 332.9194 // $ = float 0005: $506 = 11.5155 // $ = float 0005: $507 = -886.5938 // $ = float 0005: $508 = 236.5693 // $ = float 0005: $509 = 13.9773 // $ = float 0005: $510 = -244.6 // $ = float 0005: $511 = -491.3 // $ = float 0005: $512 = 10.6 // $ = float 0005: $531 = -63.4 // $ = float 0005: $532 = -1481.8 // $ = float 0005: $533 = 9.4 // $ = float 0005: $534 = 364.9 // $ = float 0005: $535 = 1055.7 // $ = float 0005: $536 = 18.2 // $ = float 0005: $537 = -677.0 // $ = float 0005: $538 = 1205.6 // $ = float 0005: $539 = 10.0 // $ = float 0005: $540 = 202.7 // $ = float 0005: $541 = -474.1 // $ = float 0005: $542 = 10.1 // $ = float 0005: $543 = 364.9 // $ = float 0005: $544 = 1078.0 // $ = float 0005: $545 = 18.0 // $ = float 0005: $546 = -967.5 // $ = float 0005: $547 = -693.2 // $ = float 0005: $548 = 10.3 // $ = float 0005: $516 = 36.798 // $ = float 0005: $517 = -1024.404 // $ = float 0005: $518 = 9.451 // $ = float 0005: $519 = 482.5293 // $ = float 0005: $520 = 244.276 // $ = float 0005: $521 = 10.09 // $ = float 0005: $522 = 38.244 // $ = float 0005: $523 = -1024.251 // $ = float 0005: $524 = 9.451 // $ = float 0005: $525 = -1481.872 // $ = float 0005: $526 = -825.3049 // $ = float 0005: $527 = 13.8777 // $ = float 0005: $528 = -978.0145 // $ = float 0005: $529 = -530.7043 // $ = float 0005: $530 = 9.9513 // $ = float 0005: $696 = 893.5 // $ = float 0005: $697 = -306.1 // $ = float 0005: $698 = -100.0 // $ = float 0005: $699 = 103.0 // $ = float 0005: $700 = -484.2 // $ = float 0005: $701 = -100.0 // $ = float 0005: $702 = -665.0 // $ = float 0005: $703 = -6.5 // $ = float 0005: $704 = -100.0 // $ = float 0005: $705 = 925.0 // $ = float 0005: $706 = -359.5 // $ = float 0005: $707 = -100.0 // $ = float 0005: $708 = 379.0 // $ = float 0005: $709 = -493.8 // $ = float 0005: $710 = -100.0 // $ = float 0005: $711 = -1128.0 // $ = float 0005: $712 = 32.5 // $ = float 0005: $713 = -100.0 // $ = float 0004: $1580 = 0 // $ = int 0004: $1581 = 0 // $ = int 0004: $1582 = 0 // $ = int 0004: $1583 = 0 // $ = int 0004: $1584 = 0 // $ = int 0004: $1585 = 0 // $ = int 0004: $1586 = 0 // $ = int 0004: $1587 = 0 // $ = int 0004: $1588 = 0 // $ = int 0004: $1589 = 0 // $ = int 0004: $1590 = 0 // $ = int 0004: $1591 = 0 // $ = int 0004: $1592 = 0 // $ = int 0004: $1593 = 0 // $ = int 0004: $1594 = 999999 // $ = int 0004: $1595 = 999999 // $ = int 0004: $1596 = 999999 // $ = int 0004: $1597 = 0 // $ = int 0004: $1598 = 0 // $ = int 0004: $1603 = 0 // $ = int 0004: $1604 = 0 // $ = int 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 angle 90.0 016D: restart_if_busted_at 508.9 506.8 10.3 angle 174.0 016C: restart_if_wasted_at -108.3 -974.4 9.4 angle 283.9 016D: restart_if_busted_at 398.8 -469.7 10.7 angle 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 0324: set_zone_pedgroup_info 'BEACH1' 0 46 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 0324: set_zone_pedgroup_info 'BEACH2' 0 48 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 0324: set_zone_pedgroup_info 'BEACH3' 0 50 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 0324: set_zone_pedgroup_info 'DOCKS' 0 16 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 0324: set_zone_pedgroup_info 'KAUFCAB' 0 59 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: set_gang 4 attack_player_with_cops 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 029B: $1779 = init_object #COMGATE1CLOSED at -715.082 -489.689 12.549 01C7: remove_object_from_mission_cleanup_list $1779 029B: $1780 = init_object #COMGATE2CLOSED at -181.451 -472.61 11.353 0177: set_object $1780 z_angle_to 102.0 01C7: remove_object_from_mission_cleanup_list $1780 029B: $1781 = init_object #NT_ROADBLOCKCI at -97.3 1061.8 11.6 01C7: remove_object_from_mission_cleanup_list $1781 029B: $1782 = init_object #NT_ROADBLOCKGF at -81.46 81.358 21.04 01C7: remove_object_from_mission_cleanup_list $1782 029B: $1783 = init_object #WSH_ROADBLOCK at -242.671 -935.667 16.198 01C7: remove_object_from_mission_cleanup_list $1783 029B: $1787 = init_object #MANSION_NEW_DOORS at -391.19 -575.906 24.071 01C7: remove_object_from_mission_cleanup_list $1787 029B: $1788 = init_object #MAN_DOORCLOSED at -378.542 -554.006 20.067 01C7: remove_object_from_mission_cleanup_list $1788 029B: $1784 = init_object #WSHPERDRCLSD at -266.496 -1214.563 9.02 01C7: remove_object_from_mission_cleanup_list $1784 029B: $1785 = init_object #HAITAXIDR at -1010.466 199.125 11.95 01C7: remove_object_from_mission_cleanup_list $1785 029B: $1786 = init_object #B_HSE_DOORS at -640.012 -1485.941 15.457 01C7: remove_object_from_mission_cleanup_list $1786 029B: $1007 = init_object #STRIPCLBDRCLSD at 97.203 -1469.731 10.578 01C7: remove_object_from_mission_cleanup_list $1007 029B: $1790 = init_object #STRPBCKDRCLSD at 68.988 -1444.242 10.727 01C7: remove_object_from_mission_cleanup_list $1790 029B: $1791 = init_object #ELECTRICGATE at -1114.1 67.0 10.1 0177: set_object $1791 z_angle_to 90.0 01C7: remove_object_from_mission_cleanup_list $1791 029B: $1778 = init_object #ELECTRICGATE at 298.0 -313.6 11.0 01C7: remove_object_from_mission_cleanup_list $1778 029B: $1792 = init_object #ELECTRICGATE at -989.9 -1252.2 10.4 0177: set_object $1792 z_angle_to 249.0 01C7: remove_object_from_mission_cleanup_list $1792 029B: $1793 = init_object #DK_CAMJONESDOOR at -837.134 -901.672 12.03 01C7: remove_object_from_mission_cleanup_list $1793 0177: set_object $1793 z_angle_to 0.0 029B: $1801 = init_object #DTS_GS_LIFTDOORL at -559.476 783.107 23.279 01C7: remove_object_from_mission_cleanup_list $1801 029B: $1802 = init_object #DTS_GS_LIFTDOORR at -559.476 781.34 23.279 01C7: remove_object_from_mission_cleanup_list $1802 029B: $1803 = init_object #DTS_GS_LIFTDOORL at -553.563 788.895 97.917 01C7: remove_object_from_mission_cleanup_list $1803 029B: $1804 = init_object #DTS_GS_LIFTDOORR at -553.563 787.127 97.917 01C7: remove_object_from_mission_cleanup_list $1804 029B: $1805 = init_object #DTS_SPOT_A at -354.531 989.975 45.8 034D: rotate_object $1805 from_angle 160.0 to_angle 160.0 flag 0 01C7: remove_object_from_mission_cleanup_list $1805 029B: $1806 = init_object #DTS_SOAPYTITWANK_A at -324.797 991.184 71.708 01C7: remove_object_from_mission_cleanup_list $1806 029B: $1807 = init_object #DT_GSPOT_STAIRS at -573.897 1374.25 15.657 01C7: remove_object_from_mission_cleanup_list $1807 029B: $1808 = init_object #DT_GSPOT_STAIRS at -367.067 913.038 16.058 01C7: remove_object_from_mission_cleanup_list $1808 034D: rotate_object $1808 from_angle 157.0 to_angle 157.0 flag 0 029B: $1809 = init_object #OD_CELLDOOR02 at 384.098 -505.893 9.68 0566: object $1809 set_interior 12 01C7: remove_object_from_mission_cleanup_list $1809 0177: set_object $1809 z_angle_to 0.0 029B: $1811 = init_object #CI_JETYGATESCLOSED at -116.738 1027.729 11.34 01C7: remove_object_from_mission_cleanup_list $1811 029B: $1812 = init_object #NHAITPLATDR at -981.114 265.419 8.939 01C7: remove_object_from_mission_cleanup_list $1812 029B: $1813 = init_object #NHAITPLATDRR at -981.114 267.607 8.937 01C7: remove_object_from_mission_cleanup_list $1813 029B: $1814 = init_object #SPAD_DR_CLOSED1 at 465.375 30.336 33.181 01C7: remove_object_from_mission_cleanup_list $1814 029B: $1815 = init_object #SPAD_DR_CLOSED2 at 465.375 30.336 33.181 01C7: remove_object_from_mission_cleanup_list $1815 029B: $1816 = init_object #SPAD_DR_CLOSED3 at 464.663 30.336 23.881 01C7: remove_object_from_mission_cleanup_list $1816 029B: $1817 = init_object #PH_BUILD_DR_CLOSED at 569.925 52.0 14.616 01C7: remove_object_from_mission_cleanup_list $1817 034D: rotate_object $1817 from_angle 270.0 to_angle 270.0 flag 0 029B: $1818 = init_object #ELECTRICGATE at -973.664 -519.65 10.092 0177: set_object $1818 z_angle_to 98.5 01C7: remove_object_from_mission_cleanup_list $1818 029B: $1819 = init_object #ICEDOOR at -866.689 -572.095 12.173 01C7: remove_object_from_mission_cleanup_list $1819 029B: $1820 = init_object #DTS_BBDOOR at -598.017 651.207 12.025 01C7: remove_object_from_mission_cleanup_list $1820 029B: $1821 = init_object #GOLF_GATESCLOSED at 107.671 227.729 20.634 01C7: remove_object_from_mission_cleanup_list $1821 029B: $1822 = init_object #PRINTDOOOR at -1063.773 -278.932 13.024 01C7: remove_object_from_mission_cleanup_list $1822 029B: $1823 = init_object #UNROCKETED_WIN1 at -899.851 -341.061 14.318 0566: object $1823 set_interior 3 01C7: remove_object_from_mission_cleanup_list $1823 029B: $1824 = init_object #BNK_GRILL01 at -899.214 -333.656 21.233 0566: object $1824 set_interior 3 0382: set_object $1824 collision_detection 0 0392: object $1824 toggle_in_moving_list 0 01C7: remove_object_from_mission_cleanup_list $1824 029B: $1825 = init_object #BNK_GRILL01 at -899.214 -348.466 21.233 0566: object $1825 set_interior 3 0382: set_object $1825 collision_detection 0 0392: object $1825 toggle_in_moving_list 0 01C7: remove_object_from_mission_cleanup_list $1825 029B: $1826 = init_object #BNK_GRILL01 at -907.307 -336.618 23.987 0566: object $1826 set_interior 3 0382: set_object $1826 collision_detection 0 0392: object $1826 toggle_in_moving_list 0 01C7: remove_object_from_mission_cleanup_list $1826 029B: $1827 = init_object #BNK_GRILL01 at -907.307 -345.504 23.987 0566: object $1827 set_interior 3 0382: set_object $1827 collision_detection 0 0392: object $1827 toggle_in_moving_list 0 01C7: remove_object_from_mission_cleanup_list $1827 029B: $1828 = init_object #BNK_GRILL01 at -915.401 -336.6184 23.987 0566: object $1828 set_interior 3 0382: set_object $1828 collision_detection 0 0392: object $1828 toggle_in_moving_list 0 01C7: remove_object_from_mission_cleanup_list $1828 029B: $1829 = init_object #BNK_GRILL01 at -915.401 -345.5 23.987 0566: object $1829 set_interior 3 0382: set_object $1829 collision_detection 0 0392: object $1829 toggle_in_moving_list 0 01C7: remove_object_from_mission_cleanup_list $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 0213: $2035 = create_pickup #CHNSAW type 2 at 30.0 -1330.9 13.0 0213: $1999 = create_pickup #BAT type 2 at 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 0213: $2006 = create_pickup #CLEAVER type 15 at 402.6 102.5 11.4 032B: $2007 = create_weapon_pickup #RUGER 15 ammo 60 at 418.9 589.9 18.3 0213: $2008 = create_pickup #KATANA type 15 at 476.9 1014.9 19.2 0213: $2009 = create_pickup #NITESTICK type 15 at 402.4 -488.3 12.4 0213: $2011 = create_pickup #BRASSKNUCKLE type 15 at 224.0 -1207.5 11.0 0213: $2012 = create_pickup #KNIFECUR type 15 at 118.7 -1546.1 10.8 0213: $2013 = create_pickup #MACHETE type 15 at 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 0213: $2017 = create_pickup #GOLFCLUB type 2 at 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 0213: $2020 = create_pickup #KATANA type 15 at -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 0213: $2037 = create_pickup #HEALTH type 1 at -113.2 -975.7 10.4 0213: $2038 = create_pickup #HEALTH type 15 at -225.1 -1158.1 9.1 0213: $2039 = create_pickup #HEALTH type 15 at 456.2 -471.4 16.6 0213: $2040 = create_pickup #HEALTH type 15 at 377.4 467.7 11.6 0213: $2041 = create_pickup #HEALTH type 1 at 469.6 697.4 11.7 0213: $2042 = create_pickup #HEALTH type 15 at 385.3 1210.9 19.4 0213: $2043 = create_pickup #HEALTH type 1 at 384.3 756.6 11.7 0213: $2044 = create_pickup #HEALTH type 15 at 10.7 1099.0 16.6 0213: $2045 = create_pickup #HEALTH type 15 at 85.3 402.7 19.8 0213: $2046 = create_pickup #HEALTH type 15 at -711.7 -501.7 11.3 0213: $2047 = create_pickup #HEALTH type 15 at -404.0 -588.0 11.6 0213: $2061 = create_pickup #HEALTH type 2 at -406.2503 -566.4947 19.5804 0213: $2048 = create_pickup #HEALTH type 15 at -478.1 1438.5 16.1 0213: $2049 = create_pickup #HEALTH type 15 at -675.0 1263.3 25.1 0213: $2050 = create_pickup #HEALTH type 15 at -821.8 1144.8 26.1 0213: $2051 = create_pickup #HEALTH type 15 at -1139.4 55.4 11.2 0213: $2052 = create_pickup #HEALTH type 15 at -1290.9 91.9 26.9 0213: $2053 = create_pickup #HEALTH type 1 at -885.4 -483.4 13.1 0213: $2054 = create_pickup #HEALTH type 15 at -925.1 -638.3 16.0 0213: $2055 = create_pickup #HEALTH type 15 at -692.4 -1283.8 11.1 0213: $2056 = create_pickup #HEALTH type 15 at -655.1 -1506.3 8.1 0213: $2057 = create_pickup #HEALTH type 15 at -1399.4 -865.9 20.9 0213: $2058 = create_pickup #HEALTH type 1 at -822.6 1137.3 12.4 0213: $2059 = create_pickup #HEALTH type 1 at -851.4 -78.8 11.5 0213: $2060 = create_pickup #HEALTH type 1 at -834.2 740.6 11.3 0213: $2062 = create_pickup #BODYARMOUR type 15 at 4.9 -1239.2 19.2 0213: $2063 = create_pickup #BODYARMOUR type 15 at 205.7 -885.7 12.2 0213: $2064 = create_pickup #BODYARMOUR type 15 at 148.8 -349.9 8.7 0213: $2065 = create_pickup #BODYARMOUR type 15 at 520.2 -171.2 13.9 0213: $2066 = create_pickup #BODYARMOUR type 15 at 430.8 162.1 11.8 0213: $2067 = create_pickup #BODYARMOUR type 15 at 416.1 517.7 11.2 0213: $2068 = create_pickup #BODYARMOUR type 15 at 350.2 884.8 25.5 0213: $2069 = create_pickup #BODYARMOUR type 15 at 535.3 1214.1 18.9 0213: $2070 = create_pickup #BODYARMOUR type 15 at 42.8 951.1 11.0 0213: $2071 = create_pickup #BODYARMOUR type 15 at -70.8 510.6 11.6 0213: $2072 = create_pickup #BODYARMOUR type 15 at -1695.6 -289.4 29.7 0213: $2073 = create_pickup #BODYARMOUR type 15 at -567.6 1370.36 16.4 0213: $2074 = create_pickup #BODYARMOUR type 15 at -921.9 722.9 11.0 0213: $2076 = create_pickup #BODYARMOUR type 15 at -1058.9 -240.6 18.2 0213: $2077 = create_pickup #BODYARMOUR type 15 at -625.5 622.2 11.7 0213: $2078 = create_pickup #BODYARMOUR type 15 at -733.5 -1294.7 12.4 0213: $2079 = create_pickup #BODYARMOUR type 15 at -1177.0 -915.3 14.9 0213: $2075 = create_pickup #BODYARMOUR type 15 at -1171.0 -457.4 10.7 0213: $2080 = create_pickup #ADRENALINE type 15 at -37.7 -938.3 10.5 0213: $2081 = create_pickup #ADRENALINE type 15 at 471.1 -444.1 10.6 0213: $2082 = create_pickup #ADRENALINE type 15 at 448.6 16.6 11.0 0213: $2083 = create_pickup #ADRENALINE type 15 at 425.6 221.1 16.2 0213: $2084 = create_pickup #ADRENALINE type 15 at 428.4 947.5 13.2 0213: $2085 = create_pickup #ADRENALINE type 1 at 385.6 752.3 11.7 0213: $2086 = create_pickup #ADRENALINE type 15 at -366.6 -500.3 11.3 0213: $2087 = create_pickup #ADRENALINE type 15 at -342.2 -591.5 36.9 0213: $2088 = create_pickup #ADRENALINE type 15 at -381.2 1065.2 13.0 0213: $2089 = create_pickup #ADRENALINE type 15 at -730.1 1226.3 24.2 0213: $2090 = create_pickup #ADRENALINE type 15 at -1095.1 99.4 12.3 0213: $2091 = create_pickup #ADRENALINE type 15 at -967.1 -62.6 11.0 0213: $2092 = create_pickup #ADRENALINE type 15 at -1022.1 -547.0 11.2 0213: $2093 = create_pickup #ADRENALINE type 15 at -882.0 111.2 9.3 0213: 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-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 0004: $2097 = 0 // $ = int 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 004E: end_thread //-------------Mission 1--------------- // Originally: Intro :INTRO 03A4: name_thread 'INTRO' 0004: $ONMISSION = 1 // $ = int 0004: $13 = 0 // $ = int 0001: wait 0 ms 016A: fade 0 0 ms 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 01B4: set_player $PLAYER_CHAR can_move 0 03AF: set_streaming 0 03AD: set_rubbish 0 054C: use_GXT_table 'INTRO' 03EF: player $PLAYER_CHAR make_safe 044D: load_splash 'INTRO1' 0169: set_fade_color 2 2 2 0001: wait 250 ms 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 04BB: select_interiour 1 // select render area 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 03CB: load_scene 231.4 -1277.7 19.0 04F9: set_extra_colors 16 fade 0 038B: load_requested_models :INTRO_295 00D6: 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 004D: jump_if_false @INTRO_369 0001: wait 0 ms 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_362 0002: jump @INTRO_11542 :INTRO_362 0002: jump @INTRO_295 :INTRO_369 00D6: if or 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ03 available 8248: not model #CUTOBJ04 available 004D: jump_if_false @INTRO_443 0001: wait 0 ms 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_436 0002: jump @INTRO_11542 :INTRO_436 0002: 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' 016A: fade 1 2000 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :INTRO_725 00D6: if 001A: 1246 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_792 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_785 0002: jump @INTRO_11542 :INTRO_785 0002: jump @INTRO_725 :INTRO_792 00BC: text_highpriority 'INT1_A' time 10000 1 :INTRO_807 00D6: if 001A: 2708 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_874 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_867 0002: jump @INTRO_11542 :INTRO_867 0002: jump @INTRO_807 :INTRO_874 00BC: text_highpriority 'INT1_B' time 10000 1 :INTRO_889 00D6: if 001A: 4796 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_956 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_949 0002: jump @INTRO_11542 :INTRO_949 0002: jump @INTRO_889 :INTRO_956 00BC: text_highpriority 'INT1_C' time 10000 1 :INTRO_971 00D6: if 001A: 7086 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_1038 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_1031 0002: jump @INTRO_11542 :INTRO_1031 0002: jump @INTRO_971 :INTRO_1038 00BC: text_highpriority 'INT1_D' time 10000 1 :INTRO_1053 00D6: if 001A: 8404 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_1120 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_1113 0002: jump @INTRO_11542 :INTRO_1113 0002: jump @INTRO_1053 :INTRO_1120 00BC: text_highpriority 'INT1_E' time 10000 1 :INTRO_1135 00D6: if 001A: 10756 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_1202 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_1195 0002: jump @INTRO_11542 :INTRO_1195 0002: jump @INTRO_1135 :INTRO_1202 00BC: text_highpriority 'INT1_F' time 10000 1 :INTRO_1217 00D6: if 001A: 12614 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_1284 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_1277 0002: jump @INTRO_11542 :INTRO_1277 0002: jump @INTRO_1217 :INTRO_1284 00BC: text_highpriority 'INT1_G' time 10000 1 :INTRO_1299 00D6: if 001A: 14813 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_1366 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_1359 0002: jump @INTRO_11542 :INTRO_1359 0002: jump @INTRO_1299 :INTRO_1366 00BC: text_highpriority 'INT1_H' time 10000 1 :INTRO_1381 00D6: if 001A: 18741 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_1448 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_1441 0002: jump @INTRO_11542 :INTRO_1441 0002: jump @INTRO_1381 :INTRO_1448 00BC: text_highpriority 'INT1_I' time 10000 1 :INTRO_1463 00D6: if 001A: 21294 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_1530 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_1523 0002: jump @INTRO_11542 :INTRO_1523 0002: jump @INTRO_1463 :INTRO_1530 00BC: text_highpriority 'INT1_J' time 10000 1 :INTRO_1545 00D6: if 001A: 24399 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_1612 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_1605 0002: jump @INTRO_11542 :INTRO_1605 0002: jump @INTRO_1545 :INTRO_1612 00BC: text_highpriority 'INT1_K' time 10000 1 :INTRO_1627 00D6: if 001A: 26496 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_1694 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_1687 0002: jump @INTRO_11542 :INTRO_1687 0002: jump @INTRO_1627 :INTRO_1694 00BC: text_highpriority 'INT1_L' time 10000 1 :INTRO_1709 00D6: if 001A: 31264 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_1776 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_1769 0002: jump @INTRO_11542 :INTRO_1769 0002: jump @INTRO_1709 :INTRO_1776 00BC: text_highpriority 'INT1_M' time 10000 1 :INTRO_1791 00D6: if 001A: 32904 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_1860 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_1853 0002: jump @INTRO_11542 :INTRO_1853 0002: jump @INTRO_1791 :INTRO_1860 00BC: text_highpriority 'INT1_N' time 10000 1 :INTRO_1875 00D6: if 001A: 35200 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_1944 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_1937 0002: jump @INTRO_11542 :INTRO_1937 0002: jump @INTRO_1875 :INTRO_1944 00BC: text_highpriority 'INT1_O' time 10000 1 :INTRO_1959 00D6: if 001A: 36522 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_2028 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_2021 0002: jump @INTRO_11542 :INTRO_2021 0002: jump @INTRO_1959 :INTRO_2028 00BC: text_highpriority 'INT1_P' time 10000 1 :INTRO_2043 00D6: if 001A: 41196 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_2112 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_2105 0002: jump @INTRO_11542 :INTRO_2105 0002: jump @INTRO_2043 :INTRO_2112 00BC: text_highpriority 'INT1_Q' time 10000 1 :INTRO_2127 00D6: if 001A: 45232 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_2196 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_2189 0002: jump @INTRO_11542 :INTRO_2189 0002: jump @INTRO_2127 :INTRO_2196 00BC: text_highpriority 'INT1_R' time 10000 1 :INTRO_2211 00D6: if 001A: 48992 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_2280 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_2273 0002: jump @INTRO_11542 :INTRO_2273 0002: jump @INTRO_2211 :INTRO_2280 00BC: text_highpriority 'INT1_S' time 10000 1 :INTRO_2295 00D6: if 001A: 50206 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_2364 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_2357 0002: jump @INTRO_11542 :INTRO_2357 0002: jump @INTRO_2295 :INTRO_2364 00BC: text_highpriority 'INT1_T' time 10000 1 :INTRO_2379 00D6: if 001A: 52509 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_2448 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_2441 0002: jump @INTRO_11542 :INTRO_2441 0002: jump @INTRO_2379 :INTRO_2448 00BC: text_highpriority 'INT1_U' time 10000 1 :INTRO_2463 00D6: if 001A: 54340 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_2532 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_2525 0002: jump @INTRO_11542 :INTRO_2525 0002: jump @INTRO_2463 :INTRO_2532 00BC: text_highpriority 'INT1_V' time 10000 1 :INTRO_2547 00D6: if 001A: 56291 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_2616 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_2609 0002: jump @INTRO_11542 :INTRO_2609 0002: jump @INTRO_2547 :INTRO_2616 00BC: text_highpriority 'INT1_W' time 10000 1 :INTRO_2631 00D6: if 001A: 57900 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_2700 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_2693 0002: jump @INTRO_11542 :INTRO_2693 0002: jump @INTRO_2631 :INTRO_2700 00BC: text_highpriority 'INT1_X' time 10000 1 :INTRO_2715 00D6: if 001A: 61168 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_2784 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_2777 0002: jump @INTRO_11542 :INTRO_2777 0002: jump @INTRO_2715 :INTRO_2784 00BC: text_highpriority 'INT1_Y' time 10000 1 :INTRO_2799 00D6: if 001A: 62518 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_2868 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_2861 0002: jump @INTRO_11542 :INTRO_2861 0002: jump @INTRO_2799 :INTRO_2868 00BC: text_highpriority 'INT1_Z' time 10000 1 :INTRO_2883 00D6: if 001A: 64169 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_2952 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_2945 0002: jump @INTRO_11542 :INTRO_2945 0002: jump @INTRO_2883 :INTRO_2952 00BC: text_highpriority 'INT1_A1' time 10000 1 :INTRO_2967 00D6: if 001A: 65706 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_3036 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_3029 0002: jump @INTRO_11542 :INTRO_3029 0002: jump @INTRO_2967 :INTRO_3036 00BC: text_highpriority 'INT1_A2' time 10000 1 :INTRO_3051 00D6: if 001A: 66784 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_3120 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_3113 0002: jump @INTRO_11542 :INTRO_3113 0002: jump @INTRO_3051 :INTRO_3120 00BE: text_clear_all :INTRO_3122 00D6: if 001A: 68240 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_3191 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_3184 0002: jump @INTRO_11542 :INTRO_3184 0002: jump @INTRO_3122 :INTRO_3191 00BE: text_clear_all 0169: set_fade_color 1 1 1 016A: fade 0 2000 ms :INTRO_3208 00D6: if 016B: fading 004D: jump_if_false @INTRO_3264 0001: wait 0 ms 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_3257 0002: jump @INTRO_11542 :INTRO_3257 0002: jump @INTRO_3208 :INTRO_3264 02EA: end_cutscene 04FA: clear_extra_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 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 0249: release_model #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 04BB: select_interiour 0 // select render area 0001: wait 0 ms 0522: disable_cutscene_shadows 044D: load_splash 'INTRO2' 0169: set_fade_color 2 2 2 0001: wait 250 ms 01B6: 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' 0247: request_model #AP_RADAR1_01 0247: request_model #VEG_PALM04 03CB: load_scene -1592.0 -545.0 15.0 04E4: request_collision_at -1654.0 -1388.0 038B: load_requested_models :INTRO_3535 00D6: 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 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 004D: jump_if_false @INTRO_3615 0001: wait 0 ms 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_3608 0002: jump @INTRO_11542 :INTRO_3608 0002: jump @INTRO_3535 :INTRO_3615 00D6: if or 8248: not model #CUTOBJ03 available 8248: not model #AP_RADAR1_01 available 8248: not model #VEG_PALM04 available 004D: jump_if_false @INTRO_3682 0001: wait 0 ms 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_3675 0002: jump @INTRO_11542 :INTRO_3675 0002: jump @INTRO_3615 :INTRO_3682 0055: put_player $PLAYER_CHAR at -1654.0 -1388.0 -100.0 0569: load_uncompressed_animation '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: attach_cutscene_object $141 to_component $207 'MERCBOD' 0525: attach_cutscene_object $125 to_component $207 'MERCBOD' 0525: attach_cutscene_object $129 to_component $207 'MERCBOD' 0525: attach_cutscene_object $130 to_component $207 'MERCBOD' 016A: fade 1 3000 ms 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :INTRO_3971 00D6: if 001A: 4860 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_4038 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_4031 0002: jump @INTRO_11542 :INTRO_4031 0002: jump @INTRO_3971 :INTRO_4038 00BC: text_highpriority 'INT2_A' time 10000 1 :INTRO_4053 00D6: if 001A: 6400 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_4120 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_4113 0002: jump @INTRO_11542 :INTRO_4113 0002: jump @INTRO_4053 :INTRO_4120 041D: set_camera_near_clip 0.15 :INTRO_4127 00D6: if 001A: 9600 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_4194 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_4187 0002: jump @INTRO_11542 :INTRO_4187 0002: jump @INTRO_4127 :INTRO_4194 00BC: text_highpriority 'INT2_B' time 10000 1 :INTRO_4209 00D6: if 001A: 12342 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_4276 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_4269 0002: jump @INTRO_11542 :INTRO_4269 0002: jump @INTRO_4209 :INTRO_4276 00BC: text_highpriority 'INT2_C' time 10000 1 :INTRO_4291 00D6: if 001A: 15840 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_4358 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_4351 0002: jump @INTRO_11542 :INTRO_4351 0002: jump @INTRO_4291 :INTRO_4358 00BC: text_highpriority 'INT2_D' time 10000 1 :INTRO_4373 00D6: if 001A: 17556 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_4440 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_4433 0002: jump @INTRO_11542 :INTRO_4433 0002: jump @INTRO_4373 :INTRO_4440 00BC: text_highpriority 'INT2_E' time 10000 1 :INTRO_4455 00D6: if 001A: 20640 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_4522 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_4515 0002: jump @INTRO_11542 :INTRO_4515 0002: jump @INTRO_4455 :INTRO_4522 00BC: text_highpriority 'INT2_F' time 10000 1 :INTRO_4537 00D6: if 001A: 23018 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_4604 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_4597 0002: jump @INTRO_11542 :INTRO_4597 0002: jump @INTRO_4537 :INTRO_4604 00BC: text_highpriority 'INT2_G' time 10000 1 :INTRO_4619 00D6: if 001A: 25863 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_4686 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_4679 0002: jump @INTRO_11542 :INTRO_4679 0002: jump @INTRO_4619 :INTRO_4686 00BC: text_highpriority 'INT2_H' time 10000 1 :INTRO_4701 00D6: if 001A: 26000 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_4768 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_4761 0002: jump @INTRO_11542 :INTRO_4761 0002: jump @INTRO_4701 :INTRO_4768 00D6: if 001A: 27624 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_4835 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_4828 0002: jump @INTRO_11542 :INTRO_4828 0002: jump @INTRO_4768 :INTRO_4835 00BC: text_highpriority 'INT2_I' time 10000 1 :INTRO_4850 00D6: if 001A: 29348 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_4917 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_4910 0002: jump @INTRO_11542 :INTRO_4910 0002: jump @INTRO_4850 :INTRO_4917 00BC: text_highpriority 'INT2_J' time 10000 1 :INTRO_4932 00D6: if 001A: 30300 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_4999 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_4992 0002: jump @INTRO_11542 :INTRO_4992 0002: jump @INTRO_4932 :INTRO_4999 00BE: text_clear_all 0169: set_fade_color 1 1 1 016A: fade 0 2000 ms :INTRO_5016 00D6: if 016B: fading 004D: jump_if_false @INTRO_5100 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 00D6: if 0028: $CUT_SCENE_TIME >= 33300 // $ >= int 004D: jump_if_false @INTRO_5061 00BE: text_clear_all :INTRO_5061 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_5093 0002: jump @INTRO_11542 :INTRO_5093 0002: 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 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 0249: release_model #AP_RADAR1_01 0249: release_model #VEG_PALM04 0001: wait 0 ms 044D: load_splash 'INTRO3' 0169: set_fade_color 2 2 2 0001: wait 250 ms 01B6: 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' 0247: request_model #DOC_CRANEEGGS04 0247: request_model #DOC_CRANE_CAB04 0247: request_model #DOCKFUEL07 04E4: request_collision_at -692.0 -1559.0 0055: put_player $PLAYER_CHAR at -683.145 -1581.747 11.53 03CB: load_scene -692.0 -1559.0 12.0 04F9: set_extra_colors 14 fade 0 038B: load_requested_models :INTRO_5397 00D6: 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 004D: jump_if_false @INTRO_5475 0001: wait 0 ms 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_5468 0002: jump @INTRO_11542 :INTRO_5468 0002: jump @INTRO_5397 :INTRO_5475 00D6: if or 823D: not special_actor 7 loaded 823D: not special_actor 8 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ03 available 8248: not model #CUTOBJ04 available 004D: jump_if_false @INTRO_5557 0001: wait 0 ms 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_5550 0002: jump @INTRO_11542 :INTRO_5550 0002: jump @INTRO_5475 :INTRO_5557 00D6: if or 8248: not model #DOC_CRANEEGGS04 available 8248: not model #DOC_CRANE_CAB04 available 8248: not model #DOCKFUEL07 available 004D: jump_if_false @INTRO_5623 0001: wait 0 ms 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_5616 0002: jump @INTRO_11542 :INTRO_5616 0002: jump @INTRO_5557 :INTRO_5623 0569: load_uncompressed_animation '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: attach_cutscene_object $141 to_component $207 'MERCBOD' 016A: fade 1 2000 ms 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :INTRO_5952 00D6: if 001A: 6500 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_6019 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_6012 0002: jump @INTRO_11542 :INTRO_6012 0002: jump @INTRO_5952 :INTRO_6019 0598: stir_ground_around_object $148 radius 10.0 density 8 :INTRO_6031 00D6: if 001A: 8743 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_6110 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_6091 0002: jump @INTRO_11542 :INTRO_6091 0598: stir_ground_around_object $148 radius 10.0 density 8 0002: jump @INTRO_6031 :INTRO_6110 00BC: text_highpriority 'INT3_A' time 10000 1 0598: stir_ground_around_object $148 radius 10.0 density 8 :INTRO_6137 00D6: if 001A: 10784 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_6216 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_6197 0002: jump @INTRO_11542 :INTRO_6197 0598: stir_ground_around_object $148 radius 10.0 density 8 0002: jump @INTRO_6137 :INTRO_6216 00BC: text_highpriority 'INT3_B' time 10000 1 0598: stir_ground_around_object $148 radius 10.0 density 8 :INTRO_6243 00D6: if 001A: 12040 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_6322 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_6303 0002: jump @INTRO_11542 :INTRO_6303 0598: stir_ground_around_object $148 radius 10.0 density 8 0002: jump @INTRO_6243 :INTRO_6322 00BC: text_highpriority 'INT3_C' time 10000 1 0598: stir_ground_around_object $148 radius 10.0 density 8 :INTRO_6349 00D6: if 001A: 14488 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_6428 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_6409 0002: jump @INTRO_11542 :INTRO_6409 0598: stir_ground_around_object $148 radius 10.0 density 8 0002: jump @INTRO_6349 :INTRO_6428 00BC: text_highpriority 'INT3_D' time 10000 1 0598: stir_ground_around_object $148 radius 10.0 density 4 :INTRO_6455 00D6: if 001A: 17072 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_6534 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_6515 0002: jump @INTRO_11542 :INTRO_6515 0598: stir_ground_around_object $148 radius 10.0 density 4 0002: jump @INTRO_6455 :INTRO_6534 03D5: remove_text 'INT3_D' 0598: stir_ground_around_object $148 radius 10.0 density 4 :INTRO_6556 00D6: if 001A: 20384 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_6635 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_6616 0002: jump @INTRO_11542 :INTRO_6616 0598: stir_ground_around_object $148 radius 10.0 density 4 0002: jump @INTRO_6556 :INTRO_6635 0598: stir_ground_around_object $148 radius 10.0 density 4 :INTRO_6647 00D6: if 001A: 23200 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_6726 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_6707 0002: jump @INTRO_11542 :INTRO_6707 0598: stir_ground_around_object $148 radius 10.0 density 4 0002: jump @INTRO_6647 :INTRO_6726 0598: stir_ground_around_object $148 radius 10.0 density 4 :INTRO_6738 00D6: if 001A: 35596 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_6819 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_6800 0002: jump @INTRO_11542 :INTRO_6800 0598: stir_ground_around_object $148 radius 10.0 density 4 0002: jump @INTRO_6738 :INTRO_6819 00BC: text_highpriority 'INT3_G' time 10000 1 0598: stir_ground_around_object $148 radius 10.0 density 4 :INTRO_6846 00D6: if 001A: 36430 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_6927 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_6908 0002: jump @INTRO_11542 :INTRO_6908 0598: stir_ground_around_object $148 radius 10.0 density 4 0002: jump @INTRO_6846 :INTRO_6927 00BC: text_highpriority 'INT3_H' time 10000 1 0598: stir_ground_around_object $148 radius 10.0 density 4 :INTRO_6954 00D6: if 001A: 39824 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_7035 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_7016 0002: jump @INTRO_11542 :INTRO_7016 0598: stir_ground_around_object $148 radius 10.0 density 4 0002: jump @INTRO_6954 :INTRO_7035 00BC: text_highpriority 'INT3_M' time 10000 1 0598: stir_ground_around_object $148 radius 10.0 density 4 :INTRO_7062 00D6: if 001A: 40896 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_7143 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_7124 0002: jump @INTRO_11542 :INTRO_7124 0598: stir_ground_around_object $148 radius 10.0 density 4 0002: jump @INTRO_7062 :INTRO_7143 00BC: text_highpriority 'INT3_I' time 10000 1 0598: stir_ground_around_object $148 radius 10.0 density 4 :INTRO_7170 00D6: if 001A: 42518 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_7251 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_7232 0002: jump @INTRO_11542 :INTRO_7232 0598: stir_ground_around_object $148 radius 10.0 density 4 0002: jump @INTRO_7170 :INTRO_7251 00BC: text_highpriority 'INT3_J' time 10000 1 0598: stir_ground_around_object $148 radius 10.0 density 4 :INTRO_7278 00D6: if 001A: 46872 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_7359 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_7340 0002: jump @INTRO_11542 :INTRO_7340 0598: stir_ground_around_object $148 radius 10.0 density 4 0002: jump @INTRO_7278 :INTRO_7359 00BC: text_highpriority 'INT3_K' time 10000 1 0598: stir_ground_around_object $148 radius 10.0 density 4 :INTRO_7386 00D6: if 001A: 51100 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_7455 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_7448 0002: jump @INTRO_11542 :INTRO_7448 0002: jump @INTRO_7386 :INTRO_7455 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @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 density 4 :INTRO_7512 00D6: if 001A: 51233 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_7593 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_7574 0002: jump @INTRO_11542 :INTRO_7574 0598: stir_ground_around_object $148 radius 10.0 density 4 0002: jump @INTRO_7512 :INTRO_7593 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @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 density 4 :INTRO_7650 00D6: if 001A: 51366 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_7731 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_7712 0002: jump @INTRO_11542 :INTRO_7712 0598: stir_ground_around_object $148 radius 10.0 density 4 0002: jump @INTRO_7650 :INTRO_7731 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @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 density 4 :INTRO_7788 00D6: if 001A: 51500 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_7869 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_7850 0002: jump @INTRO_11542 :INTRO_7850 0598: stir_ground_around_object $148 radius 10.0 density 4 0002: jump @INTRO_7788 :INTRO_7869 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @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 density 4 :INTRO_7958 00D6: if 001A: 51633 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_8039 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_8020 0002: jump @INTRO_11542 :INTRO_8020 0598: stir_ground_around_object $148 radius 10.0 density 4 0002: jump @INTRO_7958 :INTRO_8039 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @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 density 4 :INTRO_8096 00D6: if 001A: 51733 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_8177 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_8158 0002: jump @INTRO_11542 :INTRO_8158 0598: stir_ground_around_object $148 radius 10.0 density 4 0002: jump @INTRO_8096 :INTRO_8177 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @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 density 4 :INTRO_8234 00D6: if 001A: 51766 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_8315 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_8296 0002: jump @INTRO_11542 :INTRO_8296 0598: stir_ground_around_object $148 radius 10.0 density 4 0002: jump @INTRO_8234 :INTRO_8315 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @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 density 4 :INTRO_8372 00D6: if 001A: 51900 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_8453 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_8434 0002: jump @INTRO_11542 :INTRO_8434 0598: stir_ground_around_object $148 radius 10.0 density 4 0002: jump @INTRO_8372 :INTRO_8453 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @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 density 4 :INTRO_8510 00D6: if 001A: 51966 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_8591 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_8572 0002: jump @INTRO_11542 :INTRO_8572 0598: stir_ground_around_object $148 radius 10.0 density 4 0002: jump @INTRO_8510 :INTRO_8591 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @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 density 4 :INTRO_8648 00D6: if 001A: 52033 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_8729 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_8710 0002: jump @INTRO_11542 :INTRO_8710 0598: stir_ground_around_object $148 radius 10.0 density 4 0002: jump @INTRO_8648 :INTRO_8729 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @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 density 4 :INTRO_8818 00D6: if 001A: 52166 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_8899 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_8880 0002: jump @INTRO_11542 :INTRO_8880 0598: stir_ground_around_object $148 radius 10.0 density 4 0002: jump @INTRO_8818 :INTRO_8899 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @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 density 6 :INTRO_8956 00D6: if 001A: 52200 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_9037 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_9018 0002: jump @INTRO_11542 :INTRO_9018 0598: stir_ground_around_object $148 radius 10.0 density 6 0002: jump @INTRO_8956 :INTRO_9037 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @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 density 6 :INTRO_9094 00D6: if 001A: 52256 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_9175 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_9156 0002: jump @INTRO_11542 :INTRO_9156 0598: stir_ground_around_object $148 radius 10.0 density 8 0002: jump @INTRO_9094 :INTRO_9175 00BC: text_highpriority 'INT3_N' time 2000 1 0598: stir_ground_around_object $148 radius 10.0 density 8 :INTRO_9202 00D6: if 001A: 52300 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_9283 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_9264 0002: jump @INTRO_11542 :INTRO_9264 0598: stir_ground_around_object $148 radius 10.0 density 8 0002: jump @INTRO_9202 :INTRO_9283 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @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 density 8 :INTRO_9340 00D6: if 001A: 52433 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_9421 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_9402 0002: jump @INTRO_11542 :INTRO_9402 0598: stir_ground_around_object $148 radius 10.0 density 8 0002: jump @INTRO_9340 :INTRO_9421 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @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 density 8 :INTRO_9510 00D6: if 001A: 52566 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_9591 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_9572 0002: jump @INTRO_11542 :INTRO_9572 0598: stir_ground_around_object $148 radius 10.0 density 8 0002: jump @INTRO_9510 :INTRO_9591 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @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 density 8 :INTRO_9648 00D6: if 001A: 52666 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_9729 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_9710 0002: jump @INTRO_11542 :INTRO_9710 0598: stir_ground_around_object $148 radius 10.0 density 8 0002: jump @INTRO_9648 :INTRO_9729 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @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 density 8 :INTRO_9786 00D6: if 001A: 52700 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_9867 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_9848 0002: jump @INTRO_11542 :INTRO_9848 0598: stir_ground_around_object $148 radius 10.0 density 8 0002: jump @INTRO_9786 :INTRO_9867 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @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 density 8 :INTRO_9924 00D6: if 001A: 52833 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_10005 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_9986 0002: jump @INTRO_11542 :INTRO_9986 0598: stir_ground_around_object $148 radius 10.0 density 8 0002: jump @INTRO_9924 :INTRO_10005 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @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 density 8 :INTRO_10062 00D6: if 001A: 52900 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_10143 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_10124 0002: jump @INTRO_11542 :INTRO_10124 0598: stir_ground_around_object $148 radius 10.0 density 8 0002: jump @INTRO_10062 :INTRO_10143 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @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 density 8 :INTRO_10200 00D6: if 001A: 52966 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_10281 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_10262 0002: jump @INTRO_11542 :INTRO_10262 0598: stir_ground_around_object $148 radius 10.0 density 8 0002: jump @INTRO_10200 :INTRO_10281 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @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 density 8 :INTRO_10338 00D6: if 001A: 53100 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_10419 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_10400 0002: jump @INTRO_11542 :INTRO_10400 0598: stir_ground_around_object $148 radius 10.0 density 8 0002: jump @INTRO_10338 :INTRO_10419 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @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 density 8 :INTRO_10476 00D6: if 001A: 53133 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_10557 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_10538 0002: jump @INTRO_11542 :INTRO_10538 0598: stir_ground_around_object $148 radius 10.0 density 8 0002: jump @INTRO_10476 :INTRO_10557 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @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 density 8 :INTRO_10614 00D6: if 001A: 53233 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_10695 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_10676 0002: jump @INTRO_11542 :INTRO_10676 0598: stir_ground_around_object $148 radius 10.0 density 8 0002: jump @INTRO_10614 :INTRO_10695 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @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 density 8 :INTRO_10752 00D6: if 001A: 53366 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_10833 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_10814 0002: jump @INTRO_11542 :INTRO_10814 0598: stir_ground_around_object $148 radius 10.0 density 8 0002: jump @INTRO_10752 :INTRO_10833 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @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 density 8 :INTRO_10954 00D6: if 001A: 53500 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_11035 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_11016 0002: jump @INTRO_11542 :INTRO_11016 0598: stir_ground_around_object $148 radius 10.0 density 8 0002: jump @INTRO_10954 :INTRO_11035 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @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 density 8 :INTRO_11092 00D6: if 001A: 57000 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_11173 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_11154 0002: jump @INTRO_11542 :INTRO_11154 0598: stir_ground_around_object $148 radius 10.0 density 8 0002: jump @INTRO_11092 :INTRO_11173 00D6: if 001A: 58736 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_11242 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_11235 0002: jump @INTRO_11542 :INTRO_11235 0002: jump @INTRO_11173 :INTRO_11242 00BC: text_highpriority 'INT3_L' time 10000 1 :INTRO_11257 00D6: if 001A: 60800 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_11326 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_11319 0002: jump @INTRO_11542 :INTRO_11319 0002: jump @INTRO_11257 :INTRO_11326 00BE: text_clear_all :INTRO_11328 00D6: if 001A: 63212 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @INTRO_11397 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_11390 0002: jump @INTRO_11542 :INTRO_11390 0002: jump @INTRO_11328 :INTRO_11397 0169: set_fade_color 1 1 1 016A: fade 0 2000 ms :INTRO_11412 00D6: if 016B: fading 004D: jump_if_false @INTRO_11468 0001: wait 0 ms 0050: gosub @INTRO_14443 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_11461 0002: jump @INTRO_11542 :INTRO_11461 0002: jump @INTRO_11412 :INTRO_11468 04FA: clear_extra_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 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 0249: release_model #CUTOBJ04 0249: release_model #DOC_CRANEEGGS04 0249: release_model #DOC_CRANE_CAB04 0249: release_model #DOCKFUEL07 0001: wait 0 ms :INTRO_11542 044D: load_splash 'INTRO4' 0169: set_fade_color 2 2 2 00D6: if 0038: $13 == 2 // $ == int 004D: jump_if_false @INTRO_11611 016A: fade 0 1000 ms 00BE: text_clear_all :INTRO_11587 00D6: if 016B: fading 004D: jump_if_false @INTRO_11611 0001: wait 0 ms 0002: jump @INTRO_11587 :INTRO_11611 01B7: release_weather 00C0: set_current_time 21 0 02EA: end_cutscene 04FA: clear_extra_colors_with_fade 0 04BB: select_interiour 0 // select render area 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 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 0249: release_model #CUTOBJ04 0249: release_model #CUTOBJ05 0249: release_model #DOC_CRANEEGGS04 0249: release_model #DOC_CRANE_CAB04 0249: release_model #DOCKFUEL07 0249: release_model #AP_RADAR1_01 0249: release_model #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 0001: wait 0 ms 01B7: release_weather 00C0: set_current_time 21 0 0006: 3@ = 0 // @ = int 0006: 4@ = 0 // @ = int 0006: 5@ = 0 // @ = int 0006: 6@ = 0 // @ = int 02A3: enable_widescreen 1 01B4: set_player $PLAYER_CHAR can_move 0 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 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @INTRO_11929 0001: wait 0 ms 0002: jump @INTRO_11899 :INTRO_11929 0247: request_model #ADMIRAL 0247: request_model #FAGGIO 023C: load_special_actor 10 'IGKEN' 038B: load_requested_models :INTRO_11953 00D6: if or 8248: not model #ADMIRAL available 8248: not model #FAGGIO available 823D: not special_actor 10 loaded 004D: jump_if_false @INTRO_11989 0001: wait 0 ms 0002: jump @INTRO_11953 :INTRO_11989 0395: clear_area 0 at 114.2 -823.3 9.7 range 1.0 04E4: request_collision_at 86.428 -852.238 03CB: load_scene 114.2 -823.3 9.7 0395: clear_area 1 at 86.428 -852.238 9.325 range 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 10.0 range 10.0 00A5: 0@ = create_car #ADMIRAL at 83.54 -851.669 10.0 02AC: set_car 0@ immunities 1 1 1 1 1 0175: set_car 0@ z_angle_to 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 00A9: set_car 0@ to_normal_driver 0229: set_car 0@ color_to 84 84 00A5: 1@ = create_car #FAGGIO at 127.4 -818.5 9.5 0175: set_car 1@ z_angle_to 250.6 041E: set_radio_station 9 -1 0249: release_model #ADMIRAL 0249: release_model #FAGGIO :INTRO_12275 00D6: if 80DF: not actor $PLAYER_ACTOR in_any_car 004D: jump_if_false @INTRO_12318 0001: wait 0 ms 00D6: if 0119: car 0@ wrecked 004D: jump_if_false @INTRO_12311 :INTRO_12311 0002: jump @INTRO_12275 :INTRO_12318 016A: fade 1 1000 ms 0395: clear_area 1 at 116.583 -796.821 11.423 range 1.0 015F: set_camera_position 116.583 -796.821 11.423 rotation 0.0 0.0 0.0 0160: point_camera 116.573 -797.821 11.414 switchstyle 2 00D6: if 8119: not car 0@ wrecked 004D: jump_if_false @INTRO_12470 04BA: set_car 0@ speed_instantly 20.0 00A7: car 0@ drive_to 103.1 -832.3 9.317 00AD: set_car 0@ max_speed_to 30.0 00AE: set_vehicle 0@ traffic_behavior_to 2 0006: 4@ = 1 // @ = int :INTRO_12470 0006: TIMERA = 0 // @ = int 0006: TIMERB = 0 // @ = int :INTRO_12484 00D6: if or 8039: not 3@ == 8 // @ == int 8039: not 4@ == 4 // @ == int 004D: jump_if_false @INTRO_13565 0001: wait 0 ms 00D6: if 0119: car 0@ wrecked 004D: jump_if_false @INTRO_12536 0002: jump @INTRO_12964 :INTRO_12536 00D6: if 0039: 4@ == 1 // @ == int 004D: jump_if_false @INTRO_12674 00D6: if 0029: TIMERB >= 30000 // @ >= int 004D: jump_if_false @INTRO_12674 00D6: if 8119: not car 0@ wrecked 004D: jump_if_false @INTRO_12674 00D6: if 81AF: not car 0@ 0 132.6 -818.278 9.446 radius 3.0 3.0 4.0 004D: jump_if_false @INTRO_12674 0006: 4@ = 3 // @ = int 00AB: put_car 0@ at 132.6 -818.278 9.446 0175: set_car 0@ z_angle_to 206.0214 :INTRO_12674 00D6: if 0039: 4@ == 1 // @ == int 004D: jump_if_false @INTRO_12767 00D6: if 01AF: car 0@ 0 103.1 -832.3 9.317 radius 4.0 4.0 4.0 004D: jump_if_false @INTRO_12767 00A7: car 0@ drive_to 113.371 -819.078 9.317 0006: 4@ = 2 // @ = int :INTRO_12767 00D6: if 0039: 4@ == 2 // @ == int 004D: jump_if_false @INTRO_12860 00D6: if 01AF: car 0@ 0 113.371 -819.078 9.317 radius 4.0 4.0 4.0 004D: jump_if_false @INTRO_12860 00A7: car 0@ drive_to 132.6 -818.278 9.446 0006: 4@ = 3 // @ = int :INTRO_12860 00D6: if 0039: 4@ == 3 // @ == int 004D: jump_if_false @INTRO_12964 00D6: if 01AF: car 0@ 0 132.6 -818.278 9.446 radius 3.0 3.0 4.0 004D: jump_if_false @INTRO_12964 00D6: if 8119: not car 0@ wrecked 004D: jump_if_false @INTRO_12964 00AD: set_car 0@ max_speed_to 0.0 00A9: set_car 0@ to_normal_driver 0006: 4@ = 4 // @ = int :INTRO_12964 00D6: if 0118: actor 2@ dead 004D: jump_if_false @INTRO_12980 :INTRO_12980 00D6: if 0039: 3@ == 0 // @ == int 004D: jump_if_false @INTRO_13038 03D1: play_wav 1 00BC: text_highpriority 'INTRO1' time 10000 1 0006: TIMERA = 0 // @ = int 0006: TIMERB = 0 // @ = int 0006: 3@ = 1 // @ = int :INTRO_13038 00D6: if 0039: 6@ == 0 // @ == int 004D: jump_if_false @INTRO_13164 00D6: if 0029: TIMERB >= 2000 // @ >= int 004D: jump_if_false @INTRO_13164 0395: clear_area 0 at 104.88 -808.433 12.108 range 1.0 015F: set_camera_position 104.88 -808.433 12.108 rotation 0.0 0.0 0.0 0160: point_camera 105.771 -808.888 12.091 switchstyle 2 0006: TIMERB = 0 // @ = int 0006: 6@ = 1 // @ = int :INTRO_13164 00D6: if 0039: 3@ == 1 // @ == int 004D: jump_if_false @INTRO_13252 00D6: if 03D2: wav 1 ended 004D: jump_if_false @INTRO_13252 03D5: remove_text 'INTRO1' 00D6: if 0029: TIMERA >= 1000 // @ >= int 004D: jump_if_false @INTRO_13252 03D1: play_wav 2 00BC: text_highpriority 'INTRO2' time 10000 1 0006: 3@ = 2 // @ = int :INTRO_13252 00D6: if 0039: 3@ == 2 // @ == int 004D: jump_if_false @INTRO_13289 03CF: load_wav 'INTRO3' as 1 0006: 3@ = 3 // @ = int :INTRO_13289 00D6: if 0039: 3@ == 3 // @ == int 004D: jump_if_false @INTRO_13339 00D6: if 03D2: wav 2 ended 004D: jump_if_false @INTRO_13339 03D5: remove_text 'INTRO2' 0006: 3@ = 4 // @ = int :INTRO_13339 00D6: if 0039: 3@ == 4 // @ == int 004D: jump_if_false @INTRO_13398 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @INTRO_13398 03CF: load_wav 'INTRO4' as 2 0006: TIMERA = 0 // @ = int 0006: 3@ = 5 // @ = int :INTRO_13398 00D6: if 0039: 3@ == 5 // @ == int 004D: jump_if_false @INTRO_13461 00D6: if 0029: TIMERA >= 900 // @ >= int 004D: jump_if_false @INTRO_13461 03D1: play_wav 1 00BC: text_highpriority 'INTRO3' time 10000 1 0006: 3@ = 6 // @ = int :INTRO_13461 00D6: if 0039: 3@ == 6 // @ == int 004D: jump_if_false @INTRO_13511 00D6: if 03D2: wav 1 ended 004D: jump_if_false @INTRO_13511 03D5: remove_text 'INTRO3' 0006: 3@ = 7 // @ = int :INTRO_13511 00D6: if 0039: 3@ == 7 // @ == int 004D: jump_if_false @INTRO_13558 00D6: if 03D0: wav 2 loaded 004D: jump_if_false @INTRO_13558 0006: TIMERA = 0 // @ = int 0006: 3@ = 8 // @ = int :INTRO_13558 0002: jump @INTRO_12484 :INTRO_13565 00D6: if 001B: 300 > TIMERA // int > @ 004D: jump_if_false @INTRO_13627 0001: wait 0 ms 00D6: if 0119: car 0@ wrecked 004D: jump_if_false @INTRO_13604 :INTRO_13604 00D6: if 0118: actor 2@ dead 004D: jump_if_false @INTRO_13620 :INTRO_13620 0002: jump @INTRO_13565 :INTRO_13627 03D1: play_wav 2 00BC: text_highpriority 'INTRO4' time 10000 1 0001: wait 400 ms 00D6: if 0119: car 0@ wrecked 004D: jump_if_false @INTRO_13667 :INTRO_13667 00D6: if 0118: actor 2@ dead 004D: jump_if_false @INTRO_13683 :INTRO_13683 00D6: if 83D2: not wav 2 ended 004D: jump_if_false @INTRO_13741 0001: wait 0 ms 00D6: if 0119: car 0@ wrecked 004D: jump_if_false @INTRO_13718 :INTRO_13718 00D6: if 0118: actor 2@ dead 004D: jump_if_false @INTRO_13734 :INTRO_13734 0002: jump @INTRO_13683 :INTRO_13741 03D5: remove_text 'INTRO4' 00D6: if 8119: not car 0@ wrecked 004D: jump_if_false @INTRO_13791 00D6: if 8118: not actor 2@ dead 004D: jump_if_false @INTRO_13791 01D3: actor 2@ leave_car 0@ :INTRO_13791 00D6: if 8118: not actor 2@ dead 004D: jump_if_false @INTRO_13866 :INTRO_13807 00D6: if 00DF: actor 2@ in_any_car 004D: jump_if_false @INTRO_13866 0001: wait 0 ms 00D6: if 0119: car 0@ wrecked 004D: jump_if_false @INTRO_13843 :INTRO_13843 00D6: if 0118: actor 2@ dead 004D: jump_if_false @INTRO_13859 :INTRO_13859 0002: jump @INTRO_13807 :INTRO_13866 00D6: if 8118: not actor 2@ dead 004D: jump_if_false @INTRO_13904 0211: actor 2@ walk_to 125.809 -815.263 0319: set_actor 2@ running 1 :INTRO_13904 0006: TIMERA = 0 // @ = int :INTRO_13911 00D6: if 001B: 1500 > TIMERA // int > @ 004D: jump_if_false @INTRO_13957 0001: wait 0 ms 00D6: if 8118: not actor 2@ dead 004D: jump_if_false @INTRO_13950 :INTRO_13950 0002: jump @INTRO_13911 :INTRO_13957 0395: clear_area 0 at 113.655 -815.814 11.029 range 1.0 015F: set_camera_position 113.655 -815.814 11.029 rotation 0.0 0.0 0.0 0160: point_camera 114.307 -816.57 11.083 switchstyle 2 00D6: if 8118: not actor 2@ dead 004D: jump_if_false @INTRO_14078 009F: set_actor 2@ idle 011C: actor 2@ clear_objective 00A1: put_actor 2@ at 125.809 -815.263 9.444 :INTRO_14078 00D6: if 8118: not actor 2@ dead 004D: jump_if_false @INTRO_14123 0211: actor 2@ walk_to 116.269 -825.438 0319: set_actor 2@ running 1 0006: 5@ = 1 // @ = int :INTRO_14123 00D6: if 80DF: not actor $PLAYER_ACTOR in_any_car 004D: jump_if_false @INTRO_14176 00A1: put_actor $PLAYER_ACTOR at 136.457 -817.37 9.44 0173: set_actor $PLAYER_ACTOR z_angle_to 225.495 0002: jump @INTRO_14196 :INTRO_14176 0362: put_actor $PLAYER_ACTOR at 136.457 -817.37 9.44 and_remove_from_car :INTRO_14196 00D6: if 80DF: not actor $PLAYER_ACTOR in_any_car 004D: jump_if_false @INTRO_14222 0173: set_actor $PLAYER_ACTOR z_angle_to 225.495 :INTRO_14222 0006: TIMERB = 0 // @ = int :INTRO_14229 00D6: if 001B: 1350 > TIMERB // int > @ 004D: jump_if_false @INTRO_14275 0001: wait 0 ms 00D6: if 8118: not actor 2@ dead 004D: jump_if_false @INTRO_14268 :INTRO_14268 0002: jump @INTRO_14229 :INTRO_14275 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 03D5: remove_text 'INTRO4' 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 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 01C3: mark_car_as_no_longer_needed 0@ 01C3: mark_car_as_no_longer_needed 1@ 014C: set_parked_car_generator $1912 cars_to_generate_to 101 009B: destroy_actor_instantly 2@ 0004: $220 = 1 // $ = int 0004: $ONMISSION = 0 // $ = int 00D6: if 8119: not car 0@ wrecked 004D: jump_if_false @INTRO_14391 02AC: set_car 0@ immunities 0 0 0 0 0 :INTRO_14391 0296: unload_special_actor 10 0249: release_model #ADMIRAL 0249: release_model #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 00D8: mission_cleanup 004E: end_thread 0051: return :INTRO_14443 00D6: if 0038: $13 == 0 // $ == int 004D: jump_if_false @INTRO_14491 00D6: if and 80E1: not player 0 pressed_button 16 80E1: not player 0 pressed_button 12 004D: jump_if_false @INTRO_14491 0004: $13 = 1 // $ = int :INTRO_14491 00D6: if 0038: $13 == 1 // $ == int 004D: jump_if_false @INTRO_14529 00D6: if 056A: has_cutscene_been_interrupted 004D: jump_if_false @INTRO_14529 0004: $13 = 2 // $ = int :INTRO_14529 0051: return //-------------Mission 2--------------- // Originally: An Old Friend :HOTEL 0004: $ONMISSION = 1 // $ = int 03A4: name_thread 'HOTEL' 0001: wait 0 ms 054C: use_GXT_table 'HOTEL' 04F9: set_extra_colors 16 fade 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 01B4: set_player $PLAYER_CHAR can_move 0 0336: set_player $PLAYER_CHAR visible 0 03AF: set_streaming 0 03AD: set_rubbish 0 04BB: select_interiour 1 // select render area 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 03CB: load_scene 231.4 -1277.7 19.0 :HOTEL_217 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ03 available 8248: not model #CUTOBJ04 available 004D: jump_if_false @HOTEL_267 0001: wait 0 ms 0002: 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' 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :HOTEL_447 00D6: if 001A: 6133 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HOTEL_482 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOTEL_447 :HOTEL_482 00BC: text_highpriority 'INTB_B' time 10000 1 :HOTEL_497 00D6: if 001A: 7184 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HOTEL_532 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOTEL_497 :HOTEL_532 00BC: text_highpriority 'INTB_A' time 10000 1 :HOTEL_547 00D6: if 001A: 13174 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HOTEL_582 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOTEL_547 :HOTEL_582 00BC: text_highpriority 'INTB_C' time 10000 1 :HOTEL_597 00D6: if 001A: 15932 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HOTEL_632 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOTEL_597 :HOTEL_632 00BC: text_highpriority 'INTB_D' time 10000 1 :HOTEL_647 00D6: if 001A: 19096 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HOTEL_682 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOTEL_647 :HOTEL_682 00BC: text_highpriority 'INTB_E' time 10000 1 :HOTEL_697 00D6: if 001A: 20800 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HOTEL_732 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOTEL_697 :HOTEL_732 00BC: text_highpriority 'INTB_F' time 10000 1 :HOTEL_747 00D6: if 001A: 23076 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HOTEL_782 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOTEL_747 :HOTEL_782 00BC: text_highpriority 'INTB_G' time 10000 1 :HOTEL_797 00D6: if 001A: 25352 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HOTEL_832 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOTEL_797 :HOTEL_832 00BC: text_highpriority 'INTB_H' time 10000 1 :HOTEL_847 00D6: if 001A: 29045 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HOTEL_882 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOTEL_847 :HOTEL_882 00BC: text_highpriority 'INTB_I' time 10000 1 :HOTEL_897 00D6: if 001A: 32884 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HOTEL_934 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOTEL_897 :HOTEL_934 00BC: text_highpriority 'INTB_J' time 10000 1 :HOTEL_949 00D6: if 001A: 36816 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HOTEL_986 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOTEL_949 :HOTEL_986 00BC: text_highpriority 'INTB_K' time 10000 1 :HOTEL_1001 00D6: if 001A: 39960 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HOTEL_1038 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOTEL_1001 :HOTEL_1038 00BC: text_highpriority 'INTB_L' time 10000 1 :HOTEL_1053 00D6: if 001A: 46333 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HOTEL_1090 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOTEL_1053 :HOTEL_1090 00BC: text_highpriority 'INTB_M' time 10000 1 :HOTEL_1105 00D6: if 001A: 49904 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HOTEL_1142 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOTEL_1105 :HOTEL_1142 00BC: text_highpriority 'INTB_N' time 10000 1 :HOTEL_1157 00D6: if 001A: 51480 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HOTEL_1194 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOTEL_1157 :HOTEL_1194 00BC: text_highpriority 'INTB_O' time 10000 1 :HOTEL_1209 00D6: if 001A: 54960 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HOTEL_1246 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOTEL_1209 :HOTEL_1246 00BC: text_highpriority 'INTB_P' time 10000 1 :HOTEL_1261 00D6: if 001A: 56800 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HOTEL_1298 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOTEL_1261 :HOTEL_1298 00BC: text_highpriority 'INTB_Q' time 10000 1 :HOTEL_1313 00D6: if 001A: 61668 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HOTEL_1350 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOTEL_1313 :HOTEL_1350 00BC: text_highpriority 'INTB_R' time 10000 1 :HOTEL_1365 00D6: if 001A: 64584 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HOTEL_1402 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOTEL_1365 :HOTEL_1402 00BC: text_highpriority 'INTB_S' time 10000 1 :HOTEL_1417 00D6: if 001A: 69612 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HOTEL_1454 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOTEL_1417 :HOTEL_1454 00BC: text_highpriority 'INTB_T' time 10000 1 :HOTEL_1469 00D6: if 001A: 72104 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HOTEL_1506 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOTEL_1469 :HOTEL_1506 00BC: text_highpriority 'INTB_U' time 10000 1 :HOTEL_1521 00D6: if 001A: 75104 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HOTEL_1558 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOTEL_1521 :HOTEL_1558 00BE: text_clear_all :HOTEL_1560 00D6: if 001A: 77104 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HOTEL_1597 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOTEL_1560 :HOTEL_1597 016A: fade 0 1500 ms 00BE: text_clear_all :HOTEL_1606 00D6: if 016B: fading 004D: jump_if_false @HOTEL_1630 0001: wait 0 ms 0002: jump @HOTEL_1606 :HOTEL_1630 03AD: set_rubbish 1 02EA: end_cutscene 03CB: load_scene 237.8 -1279.9 10.0 030C: progress_made += 1 0296: unload_special_actor 1 0296: unload_special_actor 2 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 0249: release_model #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 0164: disable_marker $66 0164: disable_marker $223 02A7: $223 = create_icon_marker_and_sphere $417 at $456 $457 $458 0459: end_thread_named 'LAW1' 004F: create_thread @LAW1 00C0: set_current_time 8 0 01B6: set_weather 0 01B4: set_player $PLAYER_CHAR can_move 0 0001: wait 1000 ms 016A: fade 1 1500 ms 0055: put_player $PLAYER_CHAR at 223.1 -1276.7 11.0 0171: set_player $PLAYER_CHAR z_angle_to 258.0 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player 011C: actor $PLAYER_ACTOR clear_objective 0004: $ONMISSION = 0 // $ = int 0004: $222 = 1 // $ = int 01B7: release_weather 04FA: clear_extra_colors_with_fade 0 00D8: mission_cleanup 004E: end_thread 0051: return //-------------Mission 3--------------- // Originally: The Party :LAWYER1 0050: gosub @LAWYER1_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @LAWYER1_27 0050: gosub @LAWYER1_12160 :LAWYER1_27 0050: gosub @LAWYER1_12855 004E: end_thread :LAWYER1_36 0317: increment_mission_attempts 0004: $ONMISSION = 1 // $ = int 03A4: name_thread 'LAWYER1' 0001: wait 0 ms 054C: use_GXT_table 'LAWYER1' 058E: set_restart_mission_taxi_destination 110.6 -824.2 9.6 327.9 0006: 12@ = 0 // @ = int 0004: $58 = 0 // $ = int 0006: 2@ = 0 // @ = int 0004: $2100 = 0 // $ = int 0004: $2106 = 0 // $ = int 0004: $33 = 0 // $ = int 0004: $34 = 0 // $ = int 0004: $38 = 0 // $ = int 0004: $39 = 0 // $ = int 0004: $40 = 0 // $ = int 0004: $2107 = 0 // $ = int 03E6: remove_text_box 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @LAWYER1_222 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 038B: load_requested_models 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @LAWYER1_222 0353: refresh_actor $PLAYER_ACTOR :LAWYER1_222 03CF: load_wav 'MONO_1' as 1 04BB: select_interiour 6 // select render area 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 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ03 available 004D: jump_if_false @LAWYER1_374 0001: wait 0 ms 0002: jump @LAWYER1_329 :LAWYER1_374 00D6: if or 8248: not model #CUTOBJ04 available 8248: not model #CUTOBJ05 available 004D: jump_if_false @LAWYER1_406 0001: wait 0 ms 0002: jump @LAWYER1_374 :LAWYER1_406 03CB: load_scene 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: set_cutscene_anim 'LCFAN' to_loop 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 9.8 range 0.5 0055: put_player $PLAYER_CHAR at 119.0 -826.8 9.8 0171: set_player $PLAYER_CHAR z_angle_to 60.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :LAWYER1_688 00D6: if 001A: 520 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_723 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_688 :LAWYER1_723 00BC: text_highpriority 'LAW1_A' time 10000 1 :LAWYER1_738 00D6: if 001A: 2808 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_773 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_738 :LAWYER1_773 00BC: text_highpriority 'LAW1_B' time 10000 1 :LAWYER1_788 00D6: if 001A: 8465 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_823 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_788 :LAWYER1_823 00BC: text_highpriority 'LAW1_C' time 10000 1 :LAWYER1_838 00D6: if 001A: 12636 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_873 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_838 :LAWYER1_873 00BC: text_highpriority 'LAW1_D' time 10000 1 :LAWYER1_888 00D6: if 001A: 18310 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_923 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_888 :LAWYER1_923 00BC: text_highpriority 'LAW1_E' time 10000 1 :LAWYER1_938 00D6: if 001A: 23141 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_973 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_938 :LAWYER1_973 00BC: text_highpriority 'LAW1_F' time 10000 1 :LAWYER1_988 00D6: if 001A: 29472 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_1023 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_988 :LAWYER1_1023 00BC: text_highpriority 'LAW1_G' time 10000 1 :LAWYER1_1038 00D6: if 001A: 34436 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_1075 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_1038 :LAWYER1_1075 00BC: text_highpriority 'LAW1_H' time 10000 1 :LAWYER1_1090 00D6: if 001A: 38414 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_1127 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_1090 :LAWYER1_1127 00BC: text_highpriority 'LAW1_I' time 10000 1 :LAWYER1_1142 00D6: if 001A: 43502 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_1179 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_1142 :LAWYER1_1179 00BC: text_highpriority 'LAW1_J' time 10000 1 :LAWYER1_1194 00D6: if 001A: 45330 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_1231 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_1194 :LAWYER1_1231 00BC: text_highpriority 'LAW1_K' time 10000 1 :LAWYER1_1246 00D6: if 001A: 48666 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_1283 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_1246 :LAWYER1_1283 00BC: text_highpriority 'LAW1_L' time 10000 1 :LAWYER1_1298 00D6: if 001A: 52276 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_1335 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_1298 :LAWYER1_1335 00BC: text_highpriority 'LAW1_M' time 10000 1 :LAWYER1_1350 00D6: if 001A: 54976 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_1387 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_1350 :LAWYER1_1387 00BC: text_highpriority 'LAW1_N' time 10000 1 :LAWYER1_1402 00D6: if 001A: 57081 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_1439 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_1402 :LAWYER1_1439 00BC: text_highpriority 'LAW1_O' time 10000 1 :LAWYER1_1454 00D6: if 001A: 60482 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_1491 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_1454 :LAWYER1_1491 00BC: text_highpriority 'LAW1_P' time 10000 1 :LAWYER1_1506 00D6: if 001A: 63363 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_1543 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_1506 :LAWYER1_1543 00BC: text_highpriority 'LAW1_Q' time 10000 1 :LAWYER1_1558 00D6: if 001A: 69392 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_1595 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_1558 :LAWYER1_1595 00BC: text_highpriority 'LAW1_R' time 10000 1 :LAWYER1_1610 00D6: if 001A: 73341 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_1647 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_1610 :LAWYER1_1647 00BC: text_highpriority 'LAW1_S' time 10000 1 :LAWYER1_1662 00D6: if 001A: 74197 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_1699 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_1662 :LAWYER1_1699 00BC: text_highpriority 'LAW1_T' time 10000 1 :LAWYER1_1714 00D6: if 001A: 80061 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_1751 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_1714 :LAWYER1_1751 00BC: text_highpriority 'LAW1_U' time 10000 1 :LAWYER1_1766 00D6: if 001A: 82432 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_1803 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_1766 :LAWYER1_1803 00BE: text_clear_all :LAWYER1_1805 00D6: if 001A: 83692 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_1842 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_1805 :LAWYER1_1842 016A: fade 0 1500 ms 00BE: text_clear_all 0001: wait 1000 ms 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @LAWYER1_1914 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @LAWYER1_1914 03D1: play_wav 1 :LAWYER1_1888 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @LAWYER1_1914 0001: wait 0 ms 0002: jump @LAWYER1_1888 :LAWYER1_1914 00D6: if 016B: fading 004D: jump_if_false @LAWYER1_1938 0001: wait 0 ms 0002: 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 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 0249: release_model #CUTOBJ04 0249: release_model #CUTOBJ05 04BB: select_interiour 0 // select render area 03CB: load_scene 117.1 -825.6 9.8 0247: request_model #HMYST 0247: request_model #CHEETAH 0247: request_model #INFERNUS 0247: request_model #STRETCH 0247: request_model #BANSHEE 0001: wait 500 ms 016A: fade 1 1500 ms :LAWYER1_2036 00D6: if or 8248: not model #HMYST available 8248: not model #CHEETAH available 8248: not model #INFERNUS available 8248: not model #STRETCH available 8248: not model #BANSHEE available 004D: jump_if_false @LAWYER1_2082 0001: wait 0 ms 0002: jump @LAWYER1_2036 :LAWYER1_2082 01B5: force_weather 0 0005: $99 = 95.4 // $ = float 0005: $100 = -1135.5 // $ = float 0005: $101 = 9.4 // $ = float 0005: $2113 = -237.0 // $ = float 0005: $2114 = -1360.1 // $ = float 0005: $2115 = 7.07 // $ = float 0005: $2110 = 101.8 // $ = float 0005: $2111 = -1479.1 // $ = float 0005: $2112 = 10.4 // $ = float 014C: set_parked_car_generator $1949 cars_to_generate_to 0 00BC: text_highpriority 'LAW1_1' time 10000 1 02A8: $59 = create_marker 28 at $99 $100 $101 0001: wait 3500 ms 03E5: text_box 'HELP20' 03E7: flash_hud 8 0001: wait 2000 ms 03E7: flash_hud -1 :LAWYER1_2242 00D6: if 80F6: not player $PLAYER_CHAR 1 $99 $100 $101 radius 1.5 1.5 3.0 004D: jump_if_false @LAWYER1_2295 0001: wait 0 ms 0002: jump @LAWYER1_2242 :LAWYER1_2295 0164: disable_marker $59 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 0247: request_model #FREEWAY 015F: set_camera_position 91.813 -1131.116 17.251 rotation 0.0 0.0 0.0 0160: point_camera 92.39 -1131.74 16.724 switchstyle 2 0211: actor $PLAYER_ACTOR walk_to 96.4 -1136.7 0001: wait 1300 ms 016A: fade 0 1000 ms :LAWYER1_2394 00D6: if 016B: fading 004D: jump_if_false @LAWYER1_2418 0001: wait 0 ms 0002: jump @LAWYER1_2394 :LAWYER1_2418 00D6: if 8248: not model #FREEWAY available 004D: jump_if_false @LAWYER1_2445 0001: wait 0 ms 0002: jump @LAWYER1_2418 :LAWYER1_2445 00D6: if 810F: not player $PLAYER_CHAR wanted_level > 2 004D: jump_if_false @LAWYER1_2468 0110: clear_player $PLAYER_CHAR wanted_level :LAWYER1_2468 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @LAWYER1_2520 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER2' 038B: load_requested_models 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @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 9.4 range 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 9.8 range 8.0 00A5: 14@ = create_car #FREEWAY at 78.3 -1130.1 -100.0 0175: set_car 14@ z_angle_to 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 00AD: set_car 14@ max_speed_to 0.0 016A: fade 1 1500 ms 015F: set_camera_position 94.027 -1134.133 10.002 rotation 0.0 0.0 0.0 0160: point_camera 94.724 -1134.82 9.797 switchstyle 2 0001: wait 1000 ms 0460: set_camera_pointing_time 5.0 3000 015F: set_camera_position 94.027 -1134.133 10.002 rotation 0.0 0.0 0.0 0160: point_camera 94.656 -1134.754 10.469 switchstyle 1 0006: TIMERB = 0 // @ = int :LAWYER1_2832 00D6: if 8019: not TIMERB > 5000 // @ > int 004D: jump_if_false @LAWYER1_2886 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @LAWYER1_2879 0002: jump @LAWYER1_2886 :LAWYER1_2879 0002: jump @LAWYER1_2832 :LAWYER1_2886 00D6: if 8119: not car 14@ wrecked 004D: jump_if_false @LAWYER1_2963 0395: clear_area 0 at 78.3 -1130.1 9.8 range 8.0 00A7: car 14@ drive_to 78.0 -1141.3 9.8 00AD: set_car 14@ max_speed_to 6.0 00AE: set_vehicle 14@ traffic_behavior_to 3 :LAWYER1_2963 00D6: if 8118: not actor 13@ dead 004D: jump_if_false @LAWYER1_2987 022E: set_player $PLAYER_CHAR to_look_at_actor 13@ :LAWYER1_2987 0395: clear_area 0 at 78.3 -1130.1 9.8 range 10.0 0395: clear_area 0 at 78.0 -1143.3 9.8 range 10.0 015F: set_camera_position 76.009 -1140.519 9.861 rotation 0.0 0.0 0.0 0160: point_camera 76.83 -1139.953 9.938 switchstyle 2 0006: TIMERB = 0 // @ = int :LAWYER1_3093 00D6: if 8019: not TIMERB > 500 // @ > int 004D: jump_if_false @LAWYER1_3123 0001: wait 0 ms 0002: jump @LAWYER1_3093 :LAWYER1_3123 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @LAWYER1_3157 03D1: play_wav 1 00BC: text_highpriority 'LAW1_12' time 1200 1 :LAWYER1_3157 0006: TIMERB = 0 // @ = int :LAWYER1_3164 00D6: if 8019: not TIMERB > 3500 // @ > int 004D: jump_if_false @LAWYER1_3225 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @LAWYER1_3218 0004: $58 = 1 // $ = int 0002: jump @LAWYER1_3352 :LAWYER1_3218 0002: jump @LAWYER1_3164 :LAWYER1_3225 00D6: if 8118: not actor 13@ dead 004D: jump_if_false @LAWYER1_3284 00D6: if 8119: not car 14@ wrecked 004D: jump_if_false @LAWYER1_3284 00D6: if 00DB: actor 13@ in_car 14@ 004D: jump_if_false @LAWYER1_3284 01D3: actor 13@ leave_car 14@ :LAWYER1_3284 0006: TIMERB = 0 // @ = int :LAWYER1_3291 00D6: if 8019: not TIMERB > 1000 // @ > int 004D: jump_if_false @LAWYER1_3352 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @LAWYER1_3345 0004: $58 = 1 // $ = int 0002: jump @LAWYER1_3352 :LAWYER1_3345 0002: jump @LAWYER1_3291 :LAWYER1_3352 00D6: if 0038: $58 == 1 // $ == int 004D: jump_if_false @LAWYER1_3514 016A: fade 0 1000 ms 0001: wait 1000 ms 00D6: if 8118: not actor 13@ dead 004D: jump_if_false @LAWYER1_3507 00D6: if 8119: not car 14@ wrecked 004D: jump_if_false @LAWYER1_3507 00D6: if 00DB: actor 13@ in_car 14@ 004D: jump_if_false @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 9.4 range 1.0 00AB: put_car 14@ at 78.0 -1138.6 -100.0 0175: set_car 14@ z_angle_to 180.0 :LAWYER1_3507 016A: fade 1 1000 ms :LAWYER1_3514 0230: set_player $PLAYER_CHAR stop_looking 03C8: set_camera_directly_before_player 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 011C: actor $PLAYER_ACTOR clear_objective 00D6: if 8119: not car 14@ wrecked 004D: jump_if_false @LAWYER1_3565 01C3: mark_car_as_no_longer_needed 14@ 0249: release_model #FREEWAY :LAWYER1_3565 00BC: text_highpriority 'LAW1_2' time 10000 1 018A: $19 = create_checkpoint_at $2113 $2114 $2115 :LAWYER1_3594 00D6: 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 004D: jump_if_false @LAWYER1_4304 0001: wait 0 ms 00D6: if and 0038: $2106 == 0 // $ == int 8118: not actor 13@ dead 004D: jump_if_false @LAWYER1_3751 00D6: if 8119: not car 14@ wrecked 004D: jump_if_false @LAWYER1_3751 00D6: if 80DB: not actor 13@ in_car 14@ 004D: jump_if_false @LAWYER1_3751 0211: actor 13@ walk_to 74.9 -1177.6 0004: $2106 = 1 // $ = int :LAWYER1_3751 00D6: if 0039: 2@ == 0 // @ == int 004D: jump_if_false @LAWYER1_3921 00D6: if and 8118: not actor 13@ dead 8119: not car 14@ wrecked 004D: jump_if_false @LAWYER1_3914 00D6: if 00FB: player $PLAYER_CHAR 0 13@ radius 20.0 20.0 10.0 004D: jump_if_false @LAWYER1_3914 00D6: if 00DC: player $PLAYER_CHAR in_car 14@ 004D: jump_if_false @LAWYER1_3914 0319: set_actor 13@ running 1 011A: set_actor 13@ search_threat 1 0006: 2@ = 1 // @ = int 00D6: if 03D0: wav 2 loaded 004D: jump_if_false @LAWYER1_3914 03D1: play_wav 2 00BC: text_highpriority 'LAW1_13' time 1000 1 0006: TIMERB = 0 // @ = int 0006: TIMERA = 0 // @ = int :LAWYER1_3914 0002: jump @LAWYER1_4109 :LAWYER1_3921 00D6: if and 8118: not actor 13@ dead 8119: not car 14@ wrecked 004D: jump_if_false @LAWYER1_4109 00D6: if 80DB: not actor 13@ in_car 14@ 004D: jump_if_false @LAWYER1_4072 00D6: if 0184: actor 13@ health >= 99 004D: jump_if_false @LAWYER1_4038 00D6: if 8019: not TIMERA > 3000 // @ > int 004D: jump_if_false @LAWYER1_4023 0372: set_actor 13@ anim 16 wait_state_time 1000 ms 020F: actor 13@ look_at_player $PLAYER_CHAR 0002: jump @LAWYER1_4031 :LAWYER1_4023 01D5: actor 13@ go_to_and_drive_car 14@ :LAWYER1_4031 0002: jump @LAWYER1_4065 :LAWYER1_4038 00D6: if 0019: TIMERB > 2000 // @ > int 004D: jump_if_false @LAWYER1_4065 01D5: actor 13@ go_to_and_drive_car 14@ :LAWYER1_4065 0002: jump @LAWYER1_4109 :LAWYER1_4072 00AD: set_car 14@ max_speed_to 15.0 00A7: car 14@ drive_to 505.9 61.0 11.0 00AE: set_vehicle 14@ traffic_behavior_to 2 :LAWYER1_4109 00D6: if and 0038: $2100 == 0 // $ == int 00F5: player $PLAYER_CHAR 0 $2113 $2114 $2115 radius 80.0 150.0 40.0 004D: jump_if_false @LAWYER1_4297 00A5: $2102 = create_car #CHEETAH at -236.6 -1374.6 -100.0 0175: set_car $2102 z_angle_to 280.3 00A5: $2103 = create_car #INFERNUS at -240.8 -1355.3 -100.0 0175: set_car $2103 z_angle_to 99.8 00A5: $2104 = create_car #STRETCH at -244.2 -1339.2 -100.0 0175: set_car $2104 z_angle_to 103.8 00A5: $2105 = create_car #BANSHEE at -233.3 -1386.0 -100.0 0175: set_car $2105 z_angle_to 96.8 0004: $2100 = 1 // $ = int :LAWYER1_4297 0002: jump @LAWYER1_3594 :LAWYER1_4304 0164: disable_marker $19 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 015F: set_camera_position -229.438 -1364.204 12.607 rotation 0.0 0.0 0.0 0160: point_camera -230.424 -1364.068 12.511 switchstyle 2 0001: wait 1000 ms 016A: fade 0 1500 ms 00BA: text_styled 'LAW_1' 20000 ms 2 :LAWYER1_4398 00D6: if 016B: fading 004D: jump_if_false @LAWYER1_4422 0001: wait 0 ms 0002: 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 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @LAWYER1_5013 00DA: $2108 = player $PLAYER_CHAR car 00AA: store_car $2108 position_to $2116 $2117 $2118 0174: $2119 = car $2108 z_angle 03F3: get_car $2108 color 3@ 4@ 0441: $2109 = car $2108 model 00D6: if 00DC: player $PLAYER_CHAR in_car $2108 004D: jump_if_false @LAWYER1_5006 012A: put_player $PLAYER_CHAR at -246.5 -1360.5 7.1 and_remove_from_car 00A6: destroy_car $2108 0004: $2107 = 1 // $ = int :LAWYER1_5006 0002: jump @LAWYER1_5033 :LAWYER1_5013 0055: put_player $PLAYER_CHAR at -246.5 -1360.5 7.1 :LAWYER1_5033 00A6: destroy_car $2102 00A6: destroy_car $2103 00A6: destroy_car $2104 00A6: destroy_car $2105 00D6: if 8118: not actor 13@ dead 004D: jump_if_false @LAWYER1_5074 01C2: mark_actor_as_no_longer_needed 13@ :LAWYER1_5074 0249: release_model #FREEWAY 0249: release_model #HMYST 0249: release_model #CHEETAH 0249: release_model #INFERNUS 0249: release_model #STRETCH 0249: release_model #BANSHEE 01BD: $29 = current_time_in_ms 0004: $30 = 0 // $ = int :LAWYER1_5115 00D6: if and 83EE: not player $PLAYER_CHAR controllable 001A: 5000 > $30 // int > $ 004D: jump_if_false @LAWYER1_5171 0001: wait 0 ms 01BD: $28 = current_time_in_ms 0084: $30 = $28 // $ = $ int 0060: $30 -= $29 // $ -= $ int 0002: jump @LAWYER1_5115 :LAWYER1_5171 03EF: player $PLAYER_CHAR make_safe 03AD: set_rubbish 0 03B7: process_cut_scene_only 0 03AF: set_streaming 0 0522: disable_cutscene_shadows 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' 0247: request_model #WFYG1 0247: request_model #WFYG2 0247: request_model #YT_MAIN_BODY 0247: request_model #YT_MAIN_BODY2 0247: request_model #BIG_POLY_TINGS_B 038B: load_requested_models :LAWYER1_5430 00D6: 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 004D: jump_if_false @LAWYER1_5476 0001: wait 0 ms 0002: jump @LAWYER1_5430 :LAWYER1_5476 00D6: 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 004D: jump_if_false @LAWYER1_5518 0001: wait 0 ms 0002: jump @LAWYER1_5476 :LAWYER1_5518 00D6: 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 004D: jump_if_false @LAWYER1_5564 0001: wait 0 ms 0002: jump @LAWYER1_5518 :LAWYER1_5564 00D6: if or 8248: not model #WFYG1 available 8248: not model #WFYG2 available 8248: not model #YT_MAIN_BODY available 8248: not model #YT_MAIN_BODY2 available 8248: not model #BIG_POLY_TINGS_B available 004D: jump_if_false @LAWYER1_5606 0001: wait 0 ms 0002: jump @LAWYER1_5564 :LAWYER1_5606 02E4: load_cutscene_data 'LAW_1B' 01BB: store_object $714 position_to $448 $449 $450 0009: $448 += 0.003 // $ += float 000D: $449 -= 1.381 // $ -= float 0009: $450 += 3.149 // $ += float 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' 01BB: store_object $714 position_to $448 $449 $450 029B: $2101 = init_object #BIG_POLY_TINGS_B at $448 $449 $450 016A: fade 1 1500 ms 03AD: set_rubbish 0 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime 00BE: text_clear_all :LAWYER1_6128 00D6: if 001A: 11329 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_6163 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_6128 :LAWYER1_6163 00BC: text_highpriority 'LAWP_1' time 10000 1 :LAWYER1_6178 00D6: if 001A: 13188 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_6213 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_6178 :LAWYER1_6213 00BC: text_highpriority 'LAWP_2' time 10000 1 :LAWYER1_6228 00D6: if 001A: 16708 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_6263 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_6228 :LAWYER1_6263 00BC: text_highpriority 'LAWP_3' time 10000 1 :LAWYER1_6278 00D6: if 001A: 20045 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_6313 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_6278 :LAWYER1_6313 00BC: text_highpriority 'LAWP_4' time 10000 1 :LAWYER1_6328 00D6: if 001A: 22161 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_6363 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_6328 :LAWYER1_6363 00BC: text_highpriority 'LAWP_5' time 10000 1 :LAWYER1_6378 00D6: if 001A: 26685 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_6413 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_6378 :LAWYER1_6413 00BC: text_highpriority 'LAWP_6' time 10000 1 :LAWYER1_6428 00D6: if 001A: 28985 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_6463 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_6428 :LAWYER1_6463 00BC: text_highpriority 'LAWP_7' time 10000 1 :LAWYER1_6478 00D6: if 001A: 30685 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_6513 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_6478 :LAWYER1_6513 00BC: text_highpriority 'LAWP_8' time 10000 1 :LAWYER1_6528 00D6: if 001A: 35229 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_6565 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_6528 :LAWYER1_6565 00BC: text_highpriority 'LAWP_9' time 10000 1 :LAWYER1_6580 00D6: if 001A: 38229 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_6617 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_6580 :LAWYER1_6617 00BC: text_highpriority 'LAWP_10' time 10000 1 :LAWYER1_6632 00D6: if 001A: 40853 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_6669 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_6632 :LAWYER1_6669 00BC: text_highpriority 'LAWP_11' time 10000 1 :LAWYER1_6684 00D6: if 001A: 42509 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_6721 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_6684 :LAWYER1_6721 00BC: text_highpriority 'LAWP_12' time 10000 1 :LAWYER1_6736 00D6: if 001A: 44583 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_6773 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_6736 :LAWYER1_6773 00BC: text_highpriority 'LAWP_13' time 10000 1 :LAWYER1_6788 00D6: if 001A: 47037 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_6825 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_6788 :LAWYER1_6825 00BC: text_highpriority 'LAWP_14' time 10000 1 :LAWYER1_6840 00D6: if 001A: 52149 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_6877 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_6840 :LAWYER1_6877 00BC: text_highpriority 'LAWP_15' time 10000 1 :LAWYER1_6892 00D6: if 001A: 53893 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_6929 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_6892 :LAWYER1_6929 00BC: text_highpriority 'LAWP_16' time 10000 1 :LAWYER1_6944 00D6: if 001A: 55613 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_6981 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_6944 :LAWYER1_6981 00BC: text_highpriority 'LAWP_17' time 10000 1 :LAWYER1_6996 00D6: if 001A: 56697 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_7033 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_6996 :LAWYER1_7033 00BC: text_highpriority 'LAWP_18' time 10000 1 :LAWYER1_7048 00D6: if 001A: 59025 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_7085 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_7048 :LAWYER1_7085 00BC: text_highpriority 'LAWP_19' time 10000 1 :LAWYER1_7100 00D6: if 001A: 62885 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_7137 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_7100 :LAWYER1_7137 00BC: text_highpriority 'LAWP_20' time 10000 1 :LAWYER1_7152 00D6: if 001A: 68309 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_7189 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_7152 :LAWYER1_7189 00BC: text_highpriority 'LAWP_21' time 10000 1 :LAWYER1_7204 00D6: if 001A: 70783 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_7241 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_7204 :LAWYER1_7241 00BC: text_highpriority 'LAWP_22' time 10000 1 :LAWYER1_7256 00D6: if 001A: 73163 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_7293 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_7256 :LAWYER1_7293 00BC: text_highpriority 'LAWP_23' time 10000 1 :LAWYER1_7308 00D6: if 001A: 77173 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_7345 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_7308 :LAWYER1_7345 00BC: text_highpriority 'LAWP_24' time 10000 1 :LAWYER1_7360 00D6: if 001A: 79309 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_7397 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_7360 :LAWYER1_7397 00BC: text_highpriority 'LAWP_25' time 10000 1 :LAWYER1_7412 00D6: if 001A: 82073 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_7449 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_7412 :LAWYER1_7449 00BC: text_highpriority 'LAWP_26' time 10000 1 :LAWYER1_7464 00D6: if 001A: 84485 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_7501 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_7464 :LAWYER1_7501 00BC: text_highpriority 'LAWP_27' time 10000 1 :LAWYER1_7516 00D6: if 001A: 86381 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_7553 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_7516 :LAWYER1_7553 00BC: text_highpriority 'LAWP_28' time 10000 1 :LAWYER1_7568 00D6: if 001A: 89181 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_7605 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_7568 :LAWYER1_7605 00BC: text_highpriority 'LAWP_29' time 10000 1 :LAWYER1_7620 00D6: if 001A: 90941 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_7657 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_7620 :LAWYER1_7657 00BC: text_highpriority 'LAWP_30' time 10000 1 :LAWYER1_7672 00D6: if 001A: 95519 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_7709 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_7672 :LAWYER1_7709 00BC: text_highpriority 'LAWP_31' time 10000 1 :LAWYER1_7724 00D6: if 001A: 96827 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_7761 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_7724 :LAWYER1_7761 00BC: text_highpriority 'LAWP_32' time 10000 1 :LAWYER1_7776 00D6: if 001A: 99557 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_7813 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_7776 :LAWYER1_7813 00BC: text_highpriority 'LAWP_33' time 10000 1 :LAWYER1_7828 00D6: if 001A: 100981 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_7865 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_7828 :LAWYER1_7865 00BC: text_highpriority 'LAWP_34' time 10000 1 :LAWYER1_7880 00D6: if 001A: 102213 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_7917 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_7880 :LAWYER1_7917 00BC: text_highpriority 'LAWP_35' time 10000 1 :LAWYER1_7932 00D6: if 001A: 106309 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_7969 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_7932 :LAWYER1_7969 00BC: text_highpriority 'LAWP_36' time 10000 1 :LAWYER1_7984 00D6: if 001A: 108929 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_8021 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_7984 :LAWYER1_8021 00BC: text_highpriority 'LAWP_37' time 10000 1 :LAWYER1_8036 00D6: if 001A: 112581 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_8073 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_8036 :LAWYER1_8073 00BC: text_highpriority 'LAWP_38' time 10000 1 :LAWYER1_8088 00D6: if 001A: 114053 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_8125 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_8088 :LAWYER1_8125 00BC: text_highpriority 'LAWP_39' time 10000 1 :LAWYER1_8140 00D6: if 001A: 115737 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_8177 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_8140 :LAWYER1_8177 00BC: text_highpriority 'LAWP_40' time 10000 1 :LAWYER1_8192 00D6: if 001A: 117845 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_8229 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_8192 :LAWYER1_8229 00BC: text_highpriority 'LAWP_41' time 10000 1 :LAWYER1_8244 00D6: if 001A: 119447 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_8281 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_8244 :LAWYER1_8281 00BC: text_highpriority 'LAWP_42' time 10000 1 :LAWYER1_8296 00D6: if 001A: 120817 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_8333 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_8296 :LAWYER1_8333 00BC: text_highpriority 'LAWP_43' time 10000 1 :LAWYER1_8348 00D6: if 001A: 125301 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_8385 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_8348 :LAWYER1_8385 00BC: text_highpriority 'LAWP_44' time 10000 1 :LAWYER1_8400 00D6: if 001A: 128354 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_8437 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_8400 :LAWYER1_8437 00BC: text_highpriority 'LAWP_45' time 10000 1 :LAWYER1_8452 00D6: if 001A: 130562 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_8489 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_8452 :LAWYER1_8489 00BC: text_highpriority 'LAWP_46' time 10000 1 :LAWYER1_8504 00D6: if 001A: 134137 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_8541 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_8504 :LAWYER1_8541 00BC: text_highpriority 'LAWP_47' time 10000 1 :LAWYER1_8556 00D6: if 001A: 139457 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_8593 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_8556 :LAWYER1_8593 00BC: text_highpriority 'LAWP_48' time 10000 1 :LAWYER1_8608 00D6: if 001A: 140909 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_8645 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_8608 :LAWYER1_8645 00BC: text_highpriority 'LAWP_49' time 10000 1 :LAWYER1_8660 00D6: if 001A: 143688 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_8697 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_8660 :LAWYER1_8697 00BC: text_highpriority 'LAWP_50' time 10000 1 :LAWYER1_8712 00D6: if 001A: 144983 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_8749 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_8712 :LAWYER1_8749 00BC: text_highpriority 'LAWP_51' time 10000 1 :LAWYER1_8764 00D6: if 001A: 147884 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_8801 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_8764 :LAWYER1_8801 00BC: text_highpriority 'LAWP_52' time 10000 1 :LAWYER1_8816 00D6: if 001A: 150069 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_8853 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_8816 :LAWYER1_8853 00BC: text_highpriority 'LAWP_53' time 10000 1 :LAWYER1_8868 00D6: if 001A: 151669 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_8905 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_8868 :LAWYER1_8905 00BC: text_highpriority 'LAWP_54' time 10000 1 :LAWYER1_8920 00D6: if 001A: 152669 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER1_8957 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER1_8920 :LAWYER1_8957 00BE: text_clear_all 00BA: text_styled 'BEACH1' 3000 ms 2 016A: fade 0 1500 ms 00BE: text_clear_all :LAWYER1_8983 00D6: if 016B: fading 004D: jump_if_false @LAWYER1_9007 0001: wait 0 ms 0002: 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 0249: release_model #WFYG1 0249: release_model #WFYG2 0249: release_model #YT_MAIN_BODY 0249: release_model #YT_MAIN_BODY2 0108: destroy_object $2101 0249: release_model #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 0247: request_model #FREEWAY 0247: request_model #CHEETAH 0247: request_model #INFERNUS 0247: request_model #STRETCH 0247: request_model #BANSHEE 04E4: request_collision_at -246.5 -1360.5 038B: load_requested_models 03AF: set_streaming 1 03B7: process_cut_scene_only 1 :LAWYER1_9661 00D6: if or 8248: not model #FREEWAY available 8248: not model #CHEETAH available 8248: not model #INFERNUS available 8248: not model #STRETCH available 8248: not model #BANSHEE available 823D: not special_actor 3 loaded 004D: jump_if_false @LAWYER1_9712 0001: wait 0 ms 0002: jump @LAWYER1_9661 :LAWYER1_9712 0395: clear_area 1 at -246.5 -1360.5 7.1 range 1.0 0395: clear_area 1 at -249.1 -1362.1 7.1 range 1.0 0395: clear_area 1 at -236.6 -1374.6 7.1 range 1.0 0395: clear_area 1 at -240.8 -1355.3 7.1 range 1.0 0395: clear_area 1 at -244.2 -1339.2 7.1 range 1.0 0395: clear_area 1 at -233.3 -1386.0 7.1 range 1.0 00A5: $2102 = create_car #CHEETAH at -236.6 -1374.6 -100.0 0175: set_car $2102 z_angle_to 280.3 00A5: $2103 = create_car #INFERNUS at -240.8 -1355.3 -100.0 0175: set_car $2103 z_angle_to 99.8 00A5: $2104 = create_car #STRETCH at -244.2 -1339.2 -100.0 0175: set_car $2104 z_angle_to 103.8 00A5: $2105 = create_car #BANSHEE at -233.3 -1386.0 -100.0 0175: set_car $2105 z_angle_to 96.8 00D6: if 0038: $2107 == 1 // $ == int 004D: jump_if_false @LAWYER1_10049 0247: request_model $2109 038B: load_requested_models 00A5: $2108 = create_car $2109 at $2116 $2117 $2118 0175: set_car $2108 z_angle_to $2119 0229: set_car $2108 color_to 3@ 4@ :LAWYER1_10049 03CB: load_scene -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 009A: $2099 = create_actor_pedtype 5 model #SPECIAL03 at -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 0187: 5@ = create_marker_above_actor $2099 0164: disable_marker 5@ 0173: set_actor $2099 z_angle_to 276.0 0245: set_actor $2099 walk_style_to 46 0319: set_actor $2099 running 1 01DF: tie_actor $2099 to_player $PLAYER_CHAR 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 0001: wait 500 ms 016A: fade 1 1500 ms 00D6: if 0118: actor $2099 dead 004D: jump_if_false @LAWYER1_10244 00BC: text_highpriority 'LAW1_4' time 5000 1 0002: jump @LAWYER1_12160 :LAWYER1_10244 00BC: text_highpriority 'LAW1_3' time 5000 1 018A: $19 = create_checkpoint_at $2110 $2111 $2112 0006: TIMERB = 0 // @ = int 01C3: mark_car_as_no_longer_needed $2102 01C3: mark_car_as_no_longer_needed $2103 01C3: mark_car_as_no_longer_needed $2104 01C3: mark_car_as_no_longer_needed $2105 0249: release_model #CHEETAH 0249: release_model #INFERNUS 0249: release_model #STRETCH 0249: release_model #BANSHEE 00D6: if 0038: $2107 == 1 // $ == int 004D: jump_if_false @LAWYER1_10343 0249: release_model $2109 :LAWYER1_10343 00D6: 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 004D: jump_if_false @LAWYER1_11234 0001: wait 0 ms 00D6: if 0118: actor $2099 dead 004D: jump_if_false @LAWYER1_10458 00BC: text_highpriority 'LAW1_4' time 5000 1 0002: jump @LAWYER1_12160 :LAWYER1_10458 00D6: if 8118: not actor $2099 dead 004D: jump_if_false @LAWYER1_11189 00D6: if 80FB: not player $PLAYER_CHAR 0 $2099 radius 30.0 30.0 10.0 004D: jump_if_false @LAWYER1_10555 00D6: if 0039: 12@ == 0 // @ == int 004D: jump_if_false @LAWYER1_10548 0164: disable_marker 5@ 0187: 5@ = create_marker_above_actor $2099 0006: 12@ = 1 // @ = int :LAWYER1_10548 0002: jump @LAWYER1_10617 :LAWYER1_10555 00D6: if 0039: 12@ == 1 // @ == int 004D: jump_if_false @LAWYER1_10617 00D6: if 8320: not actor $2099 in_range_of_player $PLAYER_CHAR 004D: jump_if_false @LAWYER1_10617 01E0: clear_leader $2099 01DF: tie_actor $2099 to_player $PLAYER_CHAR 0164: disable_marker 5@ 0006: 12@ = 0 // @ = int :LAWYER1_10617 00D6: if 00DF: actor $2099 in_any_car 004D: jump_if_false @LAWYER1_11189 00D6: if 0038: $38 == 0 // $ == int 004D: jump_if_false @LAWYER1_10738 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @LAWYER1_10685 03D1: play_wav 1 00BC: text_highpriority 'LAW1_5' time 5000 1 :LAWYER1_10685 00D6: if 03D2: wav 1 ended 004D: jump_if_false @LAWYER1_10738 0001: wait 500 ms 03D1: play_wav 2 00BC: text_highpriority 'LAW1_6' time 5000 1 0004: $38 = 1 // $ = int 0006: TIMERB = 0 // @ = int :LAWYER1_10738 00D6: if 8118: not actor $2099 dead 004D: jump_if_false @LAWYER1_10989 00D6: if 847A: not actor $2099 on_any_bike 004D: jump_if_false @LAWYER1_10989 00D6: if and 0038: $39 == 0 // $ == int 0038: $38 == 1 // $ == int 0019: TIMERB > 500 // @ > int 004D: jump_if_false @LAWYER1_10989 00D6: if 0038: $33 == 0 // $ == int 004D: jump_if_false @LAWYER1_10859 03CF: load_wav 'LAW1_3' as 1 03CF: load_wav 'LAW1_2' as 2 0004: $33 = 1 // $ = int 0002: jump @LAWYER1_10885 :LAWYER1_10859 00D6: if and 03D0: wav 1 loaded 03D0: wav 2 loaded 004D: jump_if_false @LAWYER1_10885 0004: $34 = 1 // $ = int :LAWYER1_10885 00D6: if 0038: $34 == 1 // $ == int 004D: jump_if_false @LAWYER1_10989 03D1: play_wav 1 00BC: text_highpriority 'LAW1_7' time 5000 1 00D6: if 03D2: wav 1 ended 004D: jump_if_false @LAWYER1_10989 0001: wait 1000 ms 03D1: play_wav 2 00BC: text_highpriority 'LAW1_8' time 5000 1 0004: $33 = 0 // $ = int 0004: $34 = 0 // $ = int 0004: $39 = 1 // $ = int 0006: TIMERB = 0 // @ = int :LAWYER1_10989 00D6: if 8118: not actor $2099 dead 004D: jump_if_false @LAWYER1_11189 00D6: if and 0038: $40 == 0 // $ == int 0038: $38 == 1 // $ == int 0019: TIMERB > 1000 // @ > int 004D: jump_if_false @LAWYER1_11189 00D6: if 0038: $33 == 0 // $ == int 004D: jump_if_false @LAWYER1_11082 03CF: load_wav 'LAW1_4' as 1 0004: $33 = 1 // $ = int 0002: jump @LAWYER1_11104 :LAWYER1_11082 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @LAWYER1_11104 0004: $34 = 1 // $ = int :LAWYER1_11104 00D6: if 0038: $34 == 1 // $ == int 004D: jump_if_false @LAWYER1_11189 00D6: if 03D2: wav 2 ended 004D: jump_if_false @LAWYER1_11189 0001: wait 500 ms 03D1: play_wav 1 00BC: text_highpriority 'LAW1_9' time 5000 1 0004: $33 = 0 // $ = int 0004: $34 = 0 // $ = int 0004: $40 = 1 // $ = int 0006: TIMERB = 0 // @ = int :LAWYER1_11189 00D6: if 0118: actor $2099 dead 004D: jump_if_false @LAWYER1_11227 00BC: text_highpriority 'LAW1_4' time 5000 1 0002: jump @LAWYER1_12160 :LAWYER1_11227 0002: jump @LAWYER1_10343 :LAWYER1_11234 0164: disable_marker $19 0004: $58 = 0 // $ = int 03CF: load_wav 'LAW1_5' as 1 03CF: load_wav 'LAW1_6' as 2 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 00D6: if 8118: not actor $2099 dead 004D: jump_if_false @LAWYER1_11305 022E: set_player $PLAYER_CHAR to_look_at_actor $2099 :LAWYER1_11305 043C: set_game_sounds_disable_on_fade 0 016A: fade 0 1000 ms 0001: wait 1000 ms 0108: destroy_object $1007 00D6: if 8118: not actor $2099 dead 004D: jump_if_false @LAWYER1_11473 00D6: if 00DF: actor $2099 in_any_car 004D: jump_if_false @LAWYER1_11419 0395: clear_area 1 at 98.1 -1475.3 9.4 range 1.0 0362: put_actor $2099 at 98.1 -1475.3 9.4 and_remove_from_car 0173: set_actor $2099 z_angle_to 33.0 0002: jump @LAWYER1_11473 :LAWYER1_11419 0395: clear_area 1 at 98.1 -1475.3 9.4 range 1.0 00A1: put_actor $2099 at 98.1 -1475.3 9.4 0173: set_actor $2099 z_angle_to 33.0 :LAWYER1_11473 0001: wait 0 ms 016A: fade 1 1000 ms 015F: set_camera_position 93.918 -1480.097 10.341 rotation 0.0 0.0 0.0 0160: point_camera 94.234 -1479.158 10.476 switchstyle 2 00D6: if 8118: not actor $2099 dead 004D: jump_if_false @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 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @LAWYER1_11617 03D1: play_wav 1 00BC: text_highpriority 'LAW1_10' time 5000 1 :LAWYER1_11617 0006: TIMERB = 0 // @ = int :LAWYER1_11624 00D6: if 80ED: not actor $2099 0 97.0 -1471.4 radius 0.4 0.4 004D: jump_if_false @LAWYER1_11790 0001: wait 0 ms 00D6: if 0118: actor $2099 dead 004D: jump_if_false @LAWYER1_11711 00BC: text_highpriority 'LAW1_4' time 5000 1 0002: jump @LAWYER1_12160 0002: jump @LAWYER1_11726 :LAWYER1_11711 0211: actor $2099 walk_to 97.0 -1471.4 :LAWYER1_11726 00D6: if 0019: TIMERB > 10000 // @ > int 004D: jump_if_false @LAWYER1_11752 0002: jump @LAWYER1_12177 :LAWYER1_11752 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @LAWYER1_11783 0004: $58 = 1 // $ = int 0002: jump @LAWYER1_12103 :LAWYER1_11783 0002: jump @LAWYER1_11624 :LAWYER1_11790 00D6: if 8118: not actor $2099 dead 004D: jump_if_false @LAWYER1_11877 011C: actor $2099 clear_objective 0211: actor $2099 walk_to 93.5 -1464.9 015F: set_camera_position 98.558 -1472.228 9.79 rotation 0.0 0.0 0.0 0160: point_camera 97.862 -1471.546 10.0 switchstyle 2 :LAWYER1_11877 0006: TIMERB = 0 // @ = int :LAWYER1_11884 00D6: if 80ED: not actor $2099 0 93.5 -1464.9 radius 1.5 1.5 004D: jump_if_false @LAWYER1_12103 0001: wait 0 ms 00D6: if 0118: actor $2099 dead 004D: jump_if_false @LAWYER1_11971 00BC: text_highpriority 'LAW1_4' time 5000 1 0002: jump @LAWYER1_12160 0002: jump @LAWYER1_11986 :LAWYER1_11971 0211: actor $2099 walk_to 93.5 -1464.9 :LAWYER1_11986 00D6: if 0019: TIMERB > 10000 // @ > int 004D: jump_if_false @LAWYER1_12012 0002: jump @LAWYER1_12177 :LAWYER1_12012 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @LAWYER1_12043 0004: $58 = 1 // $ = int 0002: jump @LAWYER1_12103 :LAWYER1_12043 00D6: if 0019: TIMERB > 500 // @ > int 004D: jump_if_false @LAWYER1_12096 00D6: if 03D2: wav 1 ended 004D: jump_if_false @LAWYER1_12096 03D1: play_wav 2 00BC: text_highpriority 'LAW1_11' time 2000 1 :LAWYER1_12096 0002: jump @LAWYER1_11884 :LAWYER1_12103 00D6: if 0038: $58 == 1 // $ == int 004D: jump_if_false @LAWYER1_12140 016A: fade 0 1000 ms 0001: wait 1000 ms 016A: fade 1 1000 ms :LAWYER1_12140 009B: destroy_actor_instantly $2099 02EB: restore_camera_with_jumpcut 043C: set_game_sounds_disable_on_fade 1 00BE: text_clear_all 0002: jump @LAWYER1_12177 :LAWYER1_12160 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :LAWYER1_12177 0004: $PASSED_LAW1_THE_PARTY = 1 // $ = int 0394: play_music 1 01E3: text_1number_styled 'M_PASS' number 100 time 5000 style 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 100 0318: set_latest_mission_passed 'LAW_1' 030C: progress_made += 1 004F: 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 0004: $1277 = 1 // $ = int 055B: $1285 = create_clothes_pickup 2 at 97.5 -1133.6 10.4 0004: $1265 = 1 // $ = int 004F: create_thread @CLOTH1 0051: return :LAWYER1_12855 0004: $ONMISSION = 0 // $ = int 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 0164: disable_marker $19 0164: disable_marker $59 0164: disable_marker 5@ 0108: destroy_object $1007 029B: $1007 = init_object #STRIPCLBDRCLSD at 97.203 -1469.731 10.578 01C7: remove_object_from_mission_cleanup_list $1007 0249: release_model #FREEWAY 0249: release_model #HMYST 0249: release_model #CHEETAH 0249: release_model #INFERNUS 0249: release_model #STRETCH 0249: release_model #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 00D8: mission_cleanup 0051: return //-------------Mission 4--------------- // Originally: Back Alley Brawl :LAWYER2 0050: gosub @LAWYER2_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @LAWYER2_27 0050: gosub @LAWYER2_13315 :LAWYER2_27 0050: gosub @LAWYER2_13398 004E: end_thread :LAWYER2_36 0317: increment_mission_attempts 0004: $ONMISSION = 1 // $ = int 03A4: name_thread 'LAWYER2' 0001: wait 0 ms 054C: use_GXT_table 'LAWYER2' 058E: set_restart_mission_taxi_destination 110.6 -824.2 9.6 327.9 0006: 14@ = 0 // @ = int 0004: $2132 = 0 // $ = int 0004: $2133 = 0 // $ = int 0004: $2134 = 0 // $ = int 0004: $2135 = 0 // $ = int 0004: $2136 = 0 // $ = int 0004: $2137 = 0 // $ = int 0004: $2138 = 0 // $ = int 0004: $2120 = 0 // $ = int 0004: $38 = 0 // $ = int 0004: $39 = 0 // $ = int 0004: $33 = 0 // $ = int 0004: $34 = 0 // $ = int 0006: 5@ = 0 // @ = int 0004: $2121 = 0 // $ = int 0004: $56 = 0 // $ = int 0005: $2143 = 433.7 // $ = float 0005: $2144 = -575.9 // $ = float 0005: $2145 = 9.7 // $ = float 0006: 6@ = 0 // @ = int 0004: $2122 = 0 // $ = int 0004: $2140 = 0 // $ = int 0004: $2141 = 0 // $ = int 0006: 8@ = 0 // @ = int 0006: 12@ = 0 // @ = int 0006: 7@ = 0 // @ = int 0006: 13@ = 0 // @ = int 0004: $2123 = 0 // $ = int 0004: $2142 = 0 // $ = int 03E6: remove_text_box 04BB: select_interiour 6 // select render area 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 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ03 available 8248: not model #CUTOBJ04 available 004D: jump_if_false @LAWYER2_437 0001: wait 0 ms 0002: jump @LAWYER2_387 :LAWYER2_437 03CB: load_scene 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: set_cutscene_anim 'LCFAN' to_loop 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 9.8 range 0.5 0055: put_player $PLAYER_CHAR at 119.0 -826.8 9.8 0171: set_player $PLAYER_CHAR z_angle_to 60.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :LAWYER2_698 00D6: if 001A: 987 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_733 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_698 :LAWYER2_733 00BC: text_highpriority 'LAW2_A' time 10000 1 :LAWYER2_748 00D6: if 001A: 6800 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_783 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_748 :LAWYER2_783 00BC: text_highpriority 'LAW2_B' time 10000 1 :LAWYER2_798 00D6: if 001A: 11088 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_833 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_798 :LAWYER2_833 00BC: text_highpriority 'LAW2_C' time 10000 1 :LAWYER2_848 00D6: if 001A: 12888 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_883 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_848 :LAWYER2_883 00BC: text_highpriority 'LAW2_D' time 10000 1 :LAWYER2_898 00D6: if 001A: 14496 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_933 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_898 :LAWYER2_933 00BC: text_highpriority 'LAW2_E' time 10000 1 :LAWYER2_948 00D6: if 001A: 17164 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_983 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_948 :LAWYER2_983 00BC: text_highpriority 'LAW2_F' time 10000 1 :LAWYER2_998 00D6: if 001A: 18793 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_1033 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_998 :LAWYER2_1033 00BC: text_highpriority 'LAW2_G' time 10000 1 :LAWYER2_1048 00D6: if 001A: 22223 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_1083 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_1048 :LAWYER2_1083 00BC: text_highpriority 'LAW2_H' time 10000 1 :LAWYER2_1098 00D6: if 001A: 25376 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_1133 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_1098 :LAWYER2_1133 00BC: text_highpriority 'LAW2_I' time 10000 1 :LAWYER2_1148 00D6: if 001A: 28768 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_1183 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_1148 :LAWYER2_1183 00BC: text_highpriority 'LAW2_J' time 10000 1 :LAWYER2_1198 00D6: if 001A: 31266 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_1233 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_1198 :LAWYER2_1233 00BC: text_highpriority 'LAW2_K' time 10000 1 :LAWYER2_1248 00D6: if 001A: 32433 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_1283 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_1248 :LAWYER2_1283 00BE: text_clear_all :LAWYER2_1285 00D6: if 001A: 33422 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_1322 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_1285 :LAWYER2_1322 016A: fade 0 1500 ms 00BE: text_clear_all :LAWYER2_1331 00D6: if 016B: fading 004D: jump_if_false @LAWYER2_1355 0001: wait 0 ms 0002: 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 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 0249: release_model #CUTOBJ04 04BB: select_interiour 0 // select render area 03CB: load_scene 117.1 -825.6 9.8 0004: $993 = 1 // $ = int 0108: destroy_object $1013 029B: $1013 = init_object #OD_CLBDR_OPEN at 490.34 -77.017 11.598 01C7: remove_object_from_mission_cleanup_list $1013 0004: $1012 = 1 // $ = int 0004: $1011 = 0 // $ = int 0001: wait 500 ms 016A: fade 1 1500 ms 00BC: text_highpriority 'LAW2_6' time 10000 2 018A: 15@ = create_checkpoint_at $513 $514 $515 :LAWYER2_1506 00D6: if 80F6: not player $PLAYER_CHAR 1 491.0 -77.7 10.4 radius 2.0 2.0 3.0 004D: jump_if_false @LAWYER2_1644 0001: wait 0 ms 00D6: if 00F5: player $PLAYER_CHAR 1 491.0 -77.7 10.4 radius 2.0 2.0 3.0 004D: jump_if_false @LAWYER2_1637 00D6: if 047E: player $PLAYER_CHAR on_any_bike 004D: jump_if_false @LAWYER2_1637 00DA: $2124 = player $PLAYER_CHAR car 0002: jump @LAWYER2_1644 :LAWYER2_1637 0002: jump @LAWYER2_1506 :LAWYER2_1644 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 015F: set_camera_position 502.203 -95.118 10.771 rotation 0.0 0.0 0.0 0160: point_camera 501.811 -94.212 10.93 switchstyle 2 00D6: if 047E: player $PLAYER_CHAR on_any_bike 004D: jump_if_false @LAWYER2_1795 00D6: if 8119: not car $2124 wrecked 004D: jump_if_false @LAWYER2_1768 00AB: put_car $2124 at 496.3 -82.8 9.0 0175: set_car $2124 z_angle_to 116.6 :LAWYER2_1768 012A: put_player $PLAYER_CHAR at 493.2 -79.7 10.4 and_remove_from_car 0002: 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 0001: wait 1000 ms 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms :LAWYER2_1860 00D6: if 016B: fading 004D: jump_if_false @LAWYER2_1884 0001: wait 0 ms 0002: jump @LAWYER2_1860 :LAWYER2_1884 011C: actor $PLAYER_ACTOR clear_objective 0004: $993 = 0 // $ = int 0108: destroy_object $1013 029B: $1013 = init_object #OD_CLBDR_CLOSE at 490.34 -77.017 11.598 01C7: remove_object_from_mission_cleanup_list $1013 0004: $1011 = 1 // $ = int 0004: $1012 = 0 // $ = int 0004: $986 = 0 // $ = int 0247: request_model #INFERNUS 0247: request_model #COLT45 01BD: $29 = current_time_in_ms 0004: $30 = 0 // $ = int :LAWYER2_1971 00D6: if and 83EE: not player $PLAYER_CHAR controllable 001A: 5000 > $30 // int > $ 004D: jump_if_false @LAWYER2_2027 0001: wait 0 ms 01BD: $28 = current_time_in_ms 0084: $30 = $28 // $ = $ int 0060: $30 -= $29 // $ -= $ int 0002: jump @LAWYER2_1971 :LAWYER2_2027 03EF: player $PLAYER_CHAR make_safe 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' 04BB: select_interiour 17 // select render area 04F9: set_extra_colors 1 fade 0 038B: load_requested_models :LAWYER2_2100 00D6: 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 004D: jump_if_false @LAWYER2_2138 0001: wait 0 ms 0002: jump @LAWYER2_2100 :LAWYER2_2138 03CB: load_scene 476.972 -65.499 8.943 0395: clear_area 1 at 476.972 -65.499 8.943 range 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 9.8 range 1.0 0055: put_player $PLAYER_CHAR at 493.1 -82.4 9.8 0171: set_player $PLAYER_CHAR z_angle_to 220.0 016A: fade 1 1500 ms 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :LAWYER2_2365 00D6: if 001A: 1018 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_2400 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_2365 :LAWYER2_2400 00BC: text_highpriority 'LAW2B_A' time 10000 1 :LAWYER2_2415 00D6: if 001A: 2526 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_2450 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_2415 :LAWYER2_2450 00BC: text_highpriority 'LAW2B_B' time 10000 1 :LAWYER2_2465 00D6: if 001A: 5339 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_2500 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_2465 :LAWYER2_2500 00BC: text_highpriority 'LAW2B_D' time 10000 1 :LAWYER2_2515 00D6: if 001A: 9000 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_2550 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_2515 :LAWYER2_2550 00BC: text_highpriority 'LAW2B_C' time 10000 1 :LAWYER2_2565 00D6: if 001A: 11311 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_2600 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_2565 :LAWYER2_2600 00BC: text_highpriority 'LAW2B_E' time 10000 1 :LAWYER2_2615 00D6: if 001A: 12536 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_2650 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_2615 :LAWYER2_2650 00BC: text_highpriority 'LAW2B_F' time 10000 1 :LAWYER2_2665 00D6: if 001A: 14601 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_2700 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_2665 :LAWYER2_2700 00BC: text_highpriority 'LAW2B_G' time 10000 1 :LAWYER2_2715 00D6: if 001A: 16228 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_2750 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_2715 :LAWYER2_2750 00BC: text_highpriority 'LAW2B_H' time 10000 1 :LAWYER2_2765 00D6: if 001A: 18290 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_2800 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_2765 :LAWYER2_2800 00BC: text_highpriority 'LAW2B_I' time 10000 1 :LAWYER2_2815 00D6: if 001A: 20060 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_2850 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_2815 :LAWYER2_2850 00BC: text_highpriority 'LAW2B_J' time 10000 1 :LAWYER2_2865 00D6: if 001A: 23582 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_2900 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_2865 :LAWYER2_2900 00BC: text_highpriority 'LAW2B_K' time 10000 1 :LAWYER2_2915 00D6: if 001A: 31000 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_2950 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_2915 :LAWYER2_2950 00BC: text_highpriority 'LAW2B_L' time 10000 1 :LAWYER2_2965 00D6: if 001A: 34762 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_3002 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_2965 :LAWYER2_3002 00BC: text_highpriority 'LAW2B_M' time 10000 1 :LAWYER2_3017 00D6: if 001A: 36141 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_3054 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_3017 :LAWYER2_3054 00BC: text_highpriority 'LAW2B_N' time 10000 1 :LAWYER2_3069 00D6: if 001A: 37719 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_3106 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_3069 :LAWYER2_3106 00BC: text_highpriority 'LAW2B_O' time 10000 1 :LAWYER2_3121 00D6: if 001A: 40549 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_3158 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_3121 :LAWYER2_3158 00BC: text_highpriority 'LAW2B_P' time 10000 1 :LAWYER2_3173 00D6: if 001A: 42314 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_3210 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_3173 :LAWYER2_3210 00BC: text_highpriority 'LAW2B_Q' time 10000 1 :LAWYER2_3225 00D6: if 001A: 44319 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_3262 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_3225 :LAWYER2_3262 00BC: text_highpriority 'LAW2B_R' time 10000 1 :LAWYER2_3277 00D6: if 001A: 46344 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_3314 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_3277 :LAWYER2_3314 00BC: text_highpriority 'LAW2B_S' time 10000 1 :LAWYER2_3329 00D6: if 001A: 50737 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_3366 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_3329 :LAWYER2_3366 00BC: text_highpriority 'LAW2B_T' time 10000 1 :LAWYER2_3381 00D6: if 001A: 54654 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_3418 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_3381 :LAWYER2_3418 00BC: text_highpriority 'LAW2B_U' time 10000 1 :LAWYER2_3433 00D6: if 001A: 60868 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_3470 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_3433 :LAWYER2_3470 00BC: text_highpriority 'LAW2B_V' time 10000 1 :LAWYER2_3485 00D6: if 001A: 64355 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_3522 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_3485 :LAWYER2_3522 00BC: text_highpriority 'LAW2B_W' time 10000 1 :LAWYER2_3537 00D6: if 001A: 66768 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_3574 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_3537 :LAWYER2_3574 00BE: text_clear_all 016A: fade 0 1500 ms 00BE: text_clear_all :LAWYER2_3585 00D6: if 016B: fading 004D: jump_if_false @LAWYER2_3609 0001: wait 0 ms 0002: jump @LAWYER2_3585 :LAWYER2_3609 00BA: text_styled 'BEACH3' 5000 ms 2 03AD: set_rubbish 1 02EA: end_cutscene 0373: set_camera_directly_behind_player 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 04FA: clear_extra_colors_with_fade 0 04BB: select_interiour 0 // select render area 03CB: load_scene 493.1 -82.4 9.8 0004: $993 = 0 // $ = int 023C: load_special_actor 3 'CHEF' 023C: load_special_actor 4 'IGBUDDY' 0247: request_model #CELLPHONE 038B: load_requested_models :LAWYER2_3711 00D6: if or 8248: not model #INFERNUS available 8248: not model #COLT45 available 004D: jump_if_false @LAWYER2_3743 0001: wait 0 ms 0002: jump @LAWYER2_3711 :LAWYER2_3743 0001: wait 500 ms 016A: fade 1 1500 ms 0164: disable_marker 15@ 009A: $2125 = create_actor_pedtype 5 model #SPECIAL03 at $2143 $2144 $2145 0173: set_actor $2125 z_angle_to 70.0 0223: set_actor $2125 health_to 100 052B: actor $2125 hold_cellphone 1 01ED: clear_actor $2125 threat_search 00BC: text_highpriority 'LAW2_7' time 10000 2 0187: $19 = create_marker_above_actor $2125 0006: TIMERB = 0 // @ = int :LAWYER2_3837 00D6: if 8118: not actor $2125 dead 004D: jump_if_false @LAWYER2_5279 0001: wait 0 ms 00D6: if 0038: $2140 == 0 // $ == int 004D: jump_if_false @LAWYER2_4864 00D6: if 8118: not actor $2125 dead 004D: jump_if_false @LAWYER2_4857 00D6: if 8184: not actor $2125 health >= 99 004D: jump_if_false @LAWYER2_3931 052B: actor $2125 hold_cellphone 0 01CA: actor $2125 kill_player $PLAYER_CHAR 0004: $2140 = 1 // $ = int :LAWYER2_3931 00D6: if 00FB: player $PLAYER_CHAR 0 $2125 radius 8.0 8.0 3.0 004D: jump_if_false @LAWYER2_4279 00D6: if 0038: $2141 == 0 // $ == int 004D: jump_if_false @LAWYER2_4279 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @LAWYER2_4017 03E2: actor $PLAYER_ACTOR leave_any_car :LAWYER2_4017 015F: set_camera_position 434.913 -575.577 11.245 rotation 0.0 0.0 0.0 0160: point_camera 433.925 -575.73 11.256 switchstyle 2 0001: wait 2000 ms 00D6: if 8118: not actor $2125 dead 004D: jump_if_false @LAWYER2_4279 015F: set_camera_position 431.418 -566.374 16.361 rotation 0.0 0.0 0.0 0160: point_camera 431.554 -567.186 15.795 switchstyle 2 00D6: if 8118: not actor $2125 dead 004D: jump_if_false @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 0006: TIMERB = 0 // @ = int :LAWYER2_4195 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @LAWYER2_4261 0001: wait 0 ms 00D6: if 0019: TIMERB > 2000 // @ > int 004D: jump_if_false @LAWYER2_4254 012A: put_player $PLAYER_CHAR at 428.4 -573.7 9.7 and_remove_from_car :LAWYER2_4254 0002: jump @LAWYER2_4195 :LAWYER2_4261 0211: actor $PLAYER_ACTOR walk_to $2143 $2144 0004: $2141 = 1 // $ = int :LAWYER2_4279 00D6: if 0038: $2141 == 1 // $ == int 004D: jump_if_false @LAWYER2_4857 00D6: if 8118: not actor $2125 dead 004D: jump_if_false @LAWYER2_4857 00D6: if and 0038: $38 == 0 // $ == int 0019: TIMERB > 0 // @ > int 004D: jump_if_false @LAWYER2_4578 00D6: if 0038: $33 == 0 // $ == int 004D: jump_if_false @LAWYER2_4394 03CF: load_wav 'LAW2_1' as 1 03CF: load_wav 'LAW2_2' as 2 0004: $33 = 1 // $ = int 0002: jump @LAWYER2_4420 :LAWYER2_4394 00D6: if and 03D0: wav 1 loaded 03D0: wav 2 loaded 004D: jump_if_false @LAWYER2_4420 0004: $34 = 1 // $ = int :LAWYER2_4420 00D6: if 0038: $34 == 1 // $ == int 004D: jump_if_false @LAWYER2_4578 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 03D1: play_wav 1 00D6: if 8118: not actor $2125 dead 004D: jump_if_false @LAWYER2_4472 052B: actor $2125 hold_cellphone 0 :LAWYER2_4472 00BC: text_highpriority 'LAW2_1' time 2000 2 0372: set_actor $2125 anim 19 wait_state_time 10000 ms 0293: $18 = get_controller_mode 00D6: if 03D2: wav 1 ended 004D: jump_if_false @LAWYER2_4578 0372: set_actor $2125 anim 0 wait_state_time 100 ms 0001: wait 500 ms 03D1: play_wav 2 00BC: text_highpriority 'LAW2_2' time 2000 2 0004: $38 = 1 // $ = int 0004: $33 = 0 // $ = int 0004: $34 = 0 // $ = int 0006: TIMERB = 0 // @ = int :LAWYER2_4578 00D6: if 8118: not actor $2125 dead 004D: jump_if_false @LAWYER2_4635 00D6: if 00FB: player $PLAYER_CHAR 0 $2125 radius 0.7 0.7 2.0 004D: jump_if_false @LAWYER2_4635 011C: actor $PLAYER_ACTOR clear_objective :LAWYER2_4635 00D6: if and 0038: $38 == 1 // $ == int 0038: $39 == 0 // $ == int 0019: TIMERB > 2000 // @ > int 004D: jump_if_false @LAWYER2_4857 00D6: if 0038: $33 == 0 // $ == int 004D: jump_if_false @LAWYER2_4712 03CF: load_wav 'LAW2_3' as 1 0004: $33 = 1 // $ = int 0002: jump @LAWYER2_4734 :LAWYER2_4712 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @LAWYER2_4734 0004: $34 = 1 // $ = int :LAWYER2_4734 00D6: if 0038: $34 == 1 // $ == int 004D: jump_if_false @LAWYER2_4857 03D1: play_wav 1 00BC: text_highpriority 'LAW2_3' time 2000 2 04E3: set_player $PLAYER_CHAR mood 2 duration 60000 0372: set_actor $2125 anim 19 wait_state_time 1500 ms 00D6: if 03D2: wav 1 ended 004D: jump_if_false @LAWYER2_4857 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 0004: $38 = 1 // $ = int 0004: $39 = 1 // $ = int 0004: $33 = 0 // $ = int 0004: $34 = 0 // $ = int 0006: TIMERB = 0 // @ = int 0004: $2140 = 1 // $ = int :LAWYER2_4857 0002: jump @LAWYER2_5272 :LAWYER2_4864 00D6: if 0039: 13@ == 0 // @ == int 004D: jump_if_false @LAWYER2_5043 00D6: if 8118: not actor $2125 dead 004D: jump_if_false @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 00D6: if or 0038: $18 == 0 // $ == int 0038: $18 == 1 // $ == int 004D: jump_if_false @LAWYER2_4965 03E5: text_box 'HELP17' :LAWYER2_4965 00D6: if 0038: $18 == 2 // $ == int 004D: jump_if_false @LAWYER2_4993 03E5: text_box 'HELP18' :LAWYER2_4993 00D6: if 0038: $18 == 3 // $ == int 004D: jump_if_false @LAWYER2_5021 03E5: text_box 'HELP55' :LAWYER2_5021 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player 0006: 13@ = 1 // @ = int :LAWYER2_5043 00D6: if 8118: not actor $2125 dead 004D: jump_if_false @LAWYER2_5272 00D6: if 80FF: not actor $2125 0 433.7 -575.9 9.7 radius 8.0 8.0 3.0 004D: jump_if_false @LAWYER2_5154 00D6: if 0039: 12@ == 0 // @ == int 004D: jump_if_false @LAWYER2_5147 0211: actor $2125 walk_to 433.7 -575.9 0006: 12@ = 1 // @ = int :LAWYER2_5147 0002: jump @LAWYER2_5202 :LAWYER2_5154 00D6: if 0039: 12@ == 1 // @ == int 004D: jump_if_false @LAWYER2_5202 00D6: if 0126: actor $2125 objective_passed 004D: jump_if_false @LAWYER2_5202 052B: actor $2125 hold_cellphone 1 0006: 12@ = 0 // @ = int :LAWYER2_5202 00D6: if 00F5: player $PLAYER_CHAR 0 433.7 -575.9 9.7 radius 8.0 8.0 3.0 004D: jump_if_false @LAWYER2_5272 052B: actor $2125 hold_cellphone 0 01CA: actor $2125 kill_player $PLAYER_CHAR 0006: 12@ = 0 // @ = int :LAWYER2_5272 0002: jump @LAWYER2_3837 :LAWYER2_5279 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player 022F: set_actor $PLAYER_ACTOR stop_looking 0164: disable_marker $19 00D6: if 056D: actor $2125 defined 004D: jump_if_false @LAWYER2_5370 04A5: get_dead_actor_pickup_coords $2125 store_to $2143 $2144 $2145 0009: $2145 += 0.5 // $ += float 0213: 10@ = create_pickup #CELLPHONE type 3 at $2143 $2144 $2145 0002: jump @LAWYER2_5389 :LAWYER2_5370 0213: 10@ = create_pickup #CELLPHONE type 3 at $2143 $2144 $2145 :LAWYER2_5389 03DC: 11@ = create_marker_above_pickup 10@ 00BC: text_highpriority 'LAW2_11' time 5000 2 :LAWYER2_5412 00D6: if 8214: not pickup 10@ picked_up 004D: jump_if_false @LAWYER2_5439 0001: wait 0 ms 0002: jump @LAWYER2_5412 :LAWYER2_5439 01B4: set_player $PLAYER_CHAR can_move 0 03D5: remove_text 'LAW2_11' 03E5: text_box 'LAW2_12' 0164: disable_marker 11@ 0001: wait 1500 ms 0169: set_fade_color 0 0 0 016A: fade 0 1000 ms :LAWYER2_5491 00D6: if 016B: fading 004D: jump_if_false @LAWYER2_5515 0001: wait 0 ms 0002: jump @LAWYER2_5491 :LAWYER2_5515 03E6: remove_text_box 009B: destroy_actor_instantly $2125 0164: disable_marker $19 01BD: $29 = current_time_in_ms 0004: $30 = 0 // $ = int :LAWYER2_5539 00D6: if and 83EE: not player $PLAYER_CHAR controllable 001A: 5000 > $30 // int > $ 004D: jump_if_false @LAWYER2_5595 0001: wait 0 ms 01BD: $28 = current_time_in_ms 0084: $30 = $28 // $ = $ int 0060: $30 -= $29 // $ -= $ int 0002: jump @LAWYER2_5539 :LAWYER2_5595 03EF: player $PLAYER_CHAR make_safe 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' 03CB: load_scene 440.163 -567.622 10.031 038B: load_requested_models :LAWYER2_5664 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 8248: not model #CUTOBJ01 available 004D: jump_if_false @LAWYER2_5703 0001: wait 0 ms 0002: jump @LAWYER2_5664 :LAWYER2_5703 0395: clear_area 1 at $2143 $2144 $2145 range 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' 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @LAWYER2_5919 012A: put_player $PLAYER_CHAR at 433.0 -574.5 9.6 and_remove_from_car 0002: jump @LAWYER2_5939 :LAWYER2_5919 0055: put_player $PLAYER_CHAR at 433.0 -574.5 9.6 :LAWYER2_5939 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :LAWYER2_5961 00D6: if 001A: 3050 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_5996 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_5961 :LAWYER2_5996 00BC: text_highpriority 'LAW2C_A' time 10000 1 :LAWYER2_6011 00D6: if 001A: 9000 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_6046 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_6011 :LAWYER2_6046 00BC: text_highpriority 'LAW2C_B' time 10000 1 :LAWYER2_6061 00D6: if 001A: 10080 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_6096 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_6061 :LAWYER2_6096 00BC: text_highpriority 'LAW2C_C' time 10000 1 :LAWYER2_6111 00D6: if 001A: 13080 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_6146 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_6111 :LAWYER2_6146 00BC: text_highpriority 'LAW2C_D' time 10000 1 :LAWYER2_6161 00D6: if 001A: 14250 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_6196 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_6161 :LAWYER2_6196 00BC: text_highpriority 'LAW2C_E' time 10000 1 :LAWYER2_6211 00D6: if 001A: 21170 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_6246 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_6211 :LAWYER2_6246 00BC: text_highpriority 'LAW2C_F' time 10000 1 :LAWYER2_6261 00D6: if 001A: 23160 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_6296 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_6261 :LAWYER2_6296 00BC: text_highpriority 'LAW2C_G' time 10000 1 :LAWYER2_6311 00D6: if 001A: 28030 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_6346 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_6311 :LAWYER2_6346 00BC: text_highpriority 'LAW2C_H' time 10000 1 :LAWYER2_6361 00D6: if 001A: 34070 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_6398 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_6361 :LAWYER2_6398 00BC: text_highpriority 'LAW2C_I' time 10000 1 :LAWYER2_6413 00D6: if 001A: 36060 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_6450 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_6413 :LAWYER2_6450 00BC: text_highpriority 'LAW2C_J' time 10000 1 :LAWYER2_6465 00D6: if 001A: 39100 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_6502 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_6465 :LAWYER2_6502 00BC: text_highpriority 'LAW2C_K' time 10000 1 :LAWYER2_6517 00D6: if 001A: 40100 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_6554 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_6517 :LAWYER2_6554 00BE: text_clear_all :LAWYER2_6556 00D6: if 001A: 40744 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER2_6593 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER2_6556 :LAWYER2_6593 016A: fade 0 1500 ms 00BE: text_clear_all :LAWYER2_6602 00D6: if 016B: fading 004D: jump_if_false @LAWYER2_6626 0001: wait 0 ms 0002: jump @LAWYER2_6602 :LAWYER2_6626 03AD: set_rubbish 1 02EA: end_cutscene 0296: unload_special_actor 1 0296: unload_special_actor 2 0249: release_model #CUTOBJ01 01B4: set_player $PLAYER_CHAR can_move 0 0247: request_model #CLEAVER 0247: request_model #KNIFECUR :LAWYER2_6662 00D6: if or 8248: not model #CLEAVER available 8248: not model #KNIFECUR available 004D: jump_if_false @LAWYER2_6694 0001: wait 0 ms 0002: jump @LAWYER2_6662 :LAWYER2_6694 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @LAWYER2_6737 012A: put_player $PLAYER_CHAR at 433.0 -574.5 9.6 and_remove_from_car 0002: 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 9.7 range 4.0 009A: $LANCE_VANCE = create_actor_pedtype 5 model #SPECIAL04 at 433.1 -575.8 9.6 0173: set_actor $LANCE_VANCE z_angle_to 143.0 0243: set_actor $LANCE_VANCE ped_stats_to 16 04F5: set_actor $LANCE_VANCE as_player_friend $PLAYER_CHAR flag 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 0187: $57 = create_marker_above_actor $LANCE_VANCE 0395: clear_area 0 at 431.3 -655.4 9.7 range 6.0 00A5: $26 = create_car #INFERNUS at 431.3 -655.4 10.6 0224: set_car $26 health_to 2000 020A: set_car $26 door_status_to 1 0175: set_car $26 z_angle_to 156.0 0229: set_car $26 color_to 1 1 0186: $2139 = create_marker_above_car $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 9.6 range 1.0 009A: $2126 = create_actor_pedtype 5 model #SPECIAL03 at 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 0173: set_actor $2126 z_angle_to 154.0 0395: clear_area 0 at 437.4 -567.8 9.6 range 1.0 009A: $2127 = create_actor_pedtype 5 model #SPECIAL03 at 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 0173: set_actor $2127 z_angle_to 154.0 0395: clear_area 0 at 435.4 -566.2 9.6 range 1.0 009A: $2128 = create_actor_pedtype 5 model #SPECIAL03 at 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 0173: set_actor $2128 z_angle_to 154.0 0006: TIMERB = 0 // @ = int 03CF: load_wav 'LAW2_4' as 1 02A3: enable_widescreen 1 0001: wait 0 ms 00D6: if 8118: not actor $2127 dead 004D: jump_if_false @LAWYER2_7281 04C6: actor $PLAYER_ACTOR aim_gun_at_actor $2127 :LAWYER2_7281 0001: wait 500 ms 016A: fade 1 1500 ms 015F: set_camera_position 430.001 -576.716 11.667 rotation 0.0 0.0 0.0 0160: point_camera 430.808 -576.17 11.442 switchstyle 2 0001: wait 1000 ms 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @LAWYER2_7380 0239: actor $LANCE_VANCE run_to 421.0 -598.1 :LAWYER2_7380 0001: wait 1000 ms 015F: set_camera_position 430.575 -575.37 11.484 rotation 0.0 0.0 0.0 0160: point_camera 430.389 -576.35 11.405 switchstyle 2 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @LAWYER2_7455 03D1: play_wav 1 :LAWYER2_7455 00BC: text_highpriority 'LAW2_4' time 2000 2 0001: wait 500 ms 0293: $18 = get_controller_mode 00D6: if or 0038: $18 == 0 // $ == int 0038: $18 == 1 // $ == int 004D: jump_if_false @LAWYER2_7515 03E5: text_box 'GUN_2A' :LAWYER2_7515 00D6: if 0038: $18 == 2 // $ == int 004D: jump_if_false @LAWYER2_7543 03E5: text_box 'GUN_2C' :LAWYER2_7543 00D6: if 0038: $18 == 3 // $ == int 004D: jump_if_false @LAWYER2_7571 03E5: text_box 'GUN_2D' :LAWYER2_7571 011C: actor $PLAYER_ACTOR clear_objective 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 02EB: restore_camera_with_jumpcut 00D6: if 0119: car $26 wrecked 004D: jump_if_false @LAWYER2_7612 0002: jump @LAWYER2_13315 :LAWYER2_7612 00D6: if 0118: actor $LANCE_VANCE dead 004D: jump_if_false @LAWYER2_7650 00BC: text_highpriority 'COK2_26' time 5000 2 0002: jump @LAWYER2_13315 :LAWYER2_7650 0006: TIMERB = 0 // @ = int 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 0006: TIMERA = 0 // @ = int :LAWYER2_7708 00D6: if or 80DC: not player $PLAYER_CHAR in_car $26 80DB: not actor $LANCE_VANCE in_car $26 004D: jump_if_false @LAWYER2_9112 0001: wait 0 ms 00D6: if 0038: $2123 == 0 // $ == int 004D: jump_if_false @LAWYER2_7828 00D6: if 0019: TIMERA > 5000 // @ > int 004D: jump_if_false @LAWYER2_7828 00D6: if 0038: $18 == 2 // $ == int 004D: jump_if_false @LAWYER2_7811 03E5: text_box 'HELP2A2' 0002: jump @LAWYER2_7821 :LAWYER2_7811 03E5: text_box 'HELP2_A' :LAWYER2_7821 0004: $2123 = 1 // $ = int :LAWYER2_7828 00D6: if 0038: $2123 == 1 // $ == int 004D: jump_if_false @LAWYER2_7882 00D6: if 0019: TIMERA > 9000 // @ > int 004D: jump_if_false @LAWYER2_7882 03E5: text_box 'HELP3' 0004: $2123 = 2 // $ = int :LAWYER2_7882 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @LAWYER2_8369 00D6: if 00FE: actor $LANCE_VANCE 0 427.6 -584.7 10.6 radius 1.0 1.0 5.0 004D: jump_if_false @LAWYER2_7968 0239: actor $LANCE_VANCE run_to 421.0 -598.1 0411: set_actor $LANCE_VANCE use_pednode_seek 0 :LAWYER2_7968 00D6: if 00FE: actor $LANCE_VANCE 0 421.0 -598.1 10.6 radius 1.0 1.0 5.0 004D: jump_if_false @LAWYER2_8038 0239: actor $LANCE_VANCE run_to 413.3 -614.3 0411: set_actor $LANCE_VANCE use_pednode_seek 0 :LAWYER2_8038 00D6: if 00FE: actor $LANCE_VANCE 0 413.3 -614.3 10.6 radius 1.0 1.0 5.0 004D: jump_if_false @LAWYER2_8108 0239: actor $LANCE_VANCE run_to 405.6 -632.4 0411: set_actor $LANCE_VANCE use_pednode_seek 0 :LAWYER2_8108 00D6: if 00FE: actor $LANCE_VANCE 0 405.6 -632.4 10.6 radius 1.0 1.0 5.0 004D: jump_if_false @LAWYER2_8178 0239: actor $LANCE_VANCE run_to 429.1 -648.7 0411: set_actor $LANCE_VANCE use_pednode_seek 0 :LAWYER2_8178 00D6: if 00FE: actor $LANCE_VANCE 0 429.1 -648.7 10.6 radius 1.0 1.0 5.0 004D: jump_if_false @LAWYER2_8273 00D6: if 0038: $2121 == 0 // $ == int 004D: jump_if_false @LAWYER2_8273 0239: actor $LANCE_VANCE run_to 429.5 -653.7 0411: set_actor $LANCE_VANCE use_pednode_seek 0 0004: $2121 = 1 // $ = int :LAWYER2_8273 00D6: if 8119: not car $26 wrecked 004D: jump_if_false @LAWYER2_8369 00D6: if 00FE: actor $LANCE_VANCE 0 429.5 -653.7 10.6 radius 1.0 1.0 5.0 004D: jump_if_false @LAWYER2_8369 01ED: clear_actor $LANCE_VANCE threat_search 00D6: if 80DB: not actor $LANCE_VANCE in_car $26 004D: jump_if_false @LAWYER2_8369 01D4: actor $LANCE_VANCE go_to_car $26 and_enter_it_as_a_passenger :LAWYER2_8369 00D6: if 0118: actor $LANCE_VANCE dead 004D: jump_if_false @LAWYER2_8407 00BC: text_highpriority 'COK2_26' time 5000 2 0002: jump @LAWYER2_13315 :LAWYER2_8407 00D6: if 0119: car $26 wrecked 004D: jump_if_false @LAWYER2_8430 0002: jump @LAWYER2_13315 :LAWYER2_8430 00D6: if 0019: TIMERB > 1000 // @ > int 004D: jump_if_false @LAWYER2_8789 00D6: if 0039: 8@ == 0 // @ == int 004D: jump_if_false @LAWYER2_8567 00D6: if 8118: not actor $2126 dead 004D: jump_if_false @LAWYER2_8498 011A: set_actor $2126 search_threat 1 01CA: actor $2126 kill_player $PLAYER_CHAR :LAWYER2_8498 00D6: if 8118: not actor $2127 dead 004D: jump_if_false @LAWYER2_8529 011A: set_actor $2127 search_threat 1 01CA: actor $2127 kill_player $PLAYER_CHAR :LAWYER2_8529 00D6: if 8118: not actor $2128 dead 004D: jump_if_false @LAWYER2_8560 011A: set_actor $2128 search_threat 1 01CA: actor $2128 kill_player $PLAYER_CHAR :LAWYER2_8560 0006: 8@ = 1 // @ = int :LAWYER2_8567 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 00D6: if 8118: not actor $2126 dead 004D: jump_if_false @LAWYER2_8648 00D6: if 8510: not actor $2126 path_is_clear $95 $96 $97 radius 4.0 004D: jump_if_false @LAWYER2_8648 009E: set_actor $2126 path $95 $96 $97 unknown 2.0 1 :LAWYER2_8648 00D6: if 8118: not actor $2127 dead 004D: jump_if_false @LAWYER2_8715 00D6: if 8510: not actor $2127 path_is_clear $95 $96 $97 radius 4.0 004D: jump_if_false @LAWYER2_8715 009E: set_actor $2127 path $95 $96 $97 unknown 2.0 1 :LAWYER2_8715 00D6: if 8118: not actor $2128 dead 004D: jump_if_false @LAWYER2_8782 00D6: if 8510: not actor $2128 path_is_clear $95 $96 $97 radius 4.0 004D: jump_if_false @LAWYER2_8782 009E: set_actor $2128 path $95 $96 $97 unknown 2.0 1 :LAWYER2_8782 0006: TIMERB = 0 // @ = int :LAWYER2_8789 00D6: if and 0118: actor $2126 dead 0038: $2133 == 0 // $ == int 004D: jump_if_false @LAWYER2_8826 000A: 14@ += 1 // @ += int 0004: $2133 = 1 // $ = int :LAWYER2_8826 00D6: if and 0118: actor $2127 dead 0038: $2134 == 0 // $ == int 004D: jump_if_false @LAWYER2_8863 000A: 14@ += 1 // @ += int 0004: $2134 = 1 // $ = int :LAWYER2_8863 00D6: if and 0118: actor $2128 dead 0038: $2135 == 0 // $ == int 004D: jump_if_false @LAWYER2_8900 000A: 14@ += 1 // @ += int 0004: $2135 = 1 // $ = int :LAWYER2_8900 00D6: if 8119: not car $26 wrecked 004D: jump_if_false @LAWYER2_9105 00D6: if 00DC: player $PLAYER_CHAR in_car $26 004D: jump_if_false @LAWYER2_9105 00D6: if 80FB: not player $PLAYER_CHAR 0 $LANCE_VANCE radius 5.0 5.0 10.0 004D: jump_if_false @LAWYER2_9031 00D6: if 0038: $56 == 0 // $ == int 004D: jump_if_false @LAWYER2_9024 0164: disable_marker $57 0187: $57 = create_marker_above_actor $LANCE_VANCE 00BC: text_highpriority 'LAW2_13' time 5000 2 0004: $56 = 1 // $ = int :LAWYER2_9024 0002: jump @LAWYER2_9105 :LAWYER2_9031 00D6: if 8119: not car $26 wrecked 004D: jump_if_false @LAWYER2_9105 00D6: if 80DB: not actor $LANCE_VANCE in_car $26 004D: jump_if_false @LAWYER2_9074 01D4: actor $LANCE_VANCE go_to_car $26 and_enter_it_as_a_passenger :LAWYER2_9074 00D6: if 00DC: player $PLAYER_CHAR in_car $26 004D: jump_if_false @LAWYER2_9098 0164: disable_marker $57 :LAWYER2_9098 0004: $56 = 0 // $ = int :LAWYER2_9105 0002: jump @LAWYER2_7708 :LAWYER2_9112 0164: disable_marker $2139 0164: disable_marker $57 02A8: 4@ = create_marker 16 at $531 $532 $533 0001: wait 1000 ms 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @LAWYER2_9177 03D1: play_wav 1 00BC: text_highpriority 'LAW2_16' time 4000 2 :LAWYER2_9177 0001: wait 500 ms :LAWYER2_9182 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @LAWYER2_9208 0001: wait 0 ms 0002: jump @LAWYER2_9182 :LAWYER2_9208 00D6: if 03D0: wav 2 loaded 004D: jump_if_false @LAWYER2_9242 03D1: play_wav 2 00BC: text_highpriority 'LAW2_17' time 2000 2 :LAWYER2_9242 0004: $2122 = 1 // $ = int 0001: wait 2000 ms 014C: set_parked_car_generator $1832 cars_to_generate_to 0 00D6: if 0118: actor $LANCE_VANCE dead 004D: jump_if_false @LAWYER2_9299 00BC: text_highpriority 'COK2_26' time 5000 2 0002: jump @LAWYER2_13315 :LAWYER2_9299 00D6: if 0119: car $26 wrecked 004D: jump_if_false @LAWYER2_9322 0002: jump @LAWYER2_13315 :LAWYER2_9322 00BC: text_highpriority 'LAW2_15' time 10000 2 0006: TIMERA = 0 // @ = int :LAWYER2_9344 00D6: if 80F8: not player $PLAYER_CHAR stopped 1 -53.7 -1482.9 10.4 radius 3.0 4.0 3.0 004D: jump_if_false @LAWYER2_10333 0001: wait 0 ms 00D6: if 0118: actor $LANCE_VANCE dead 004D: jump_if_false @LAWYER2_9434 00BC: text_highpriority 'COK2_26' time 5000 2 0002: jump @LAWYER2_13315 :LAWYER2_9434 00D6: if 0119: car $26 wrecked 004D: jump_if_false @LAWYER2_9457 0002: jump @LAWYER2_13315 :LAWYER2_9457 00D6: if 80FB: not player $PLAYER_CHAR 0 $LANCE_VANCE radius 10.0 10.0 10.0 004D: jump_if_false @LAWYER2_9553 00D6: if 0038: $56 == 0 // $ == int 004D: jump_if_false @LAWYER2_9546 0164: disable_marker $57 0187: $57 = create_marker_above_actor $LANCE_VANCE 00BC: text_highpriority 'LAW2_13' time 5000 2 0004: $56 = 1 // $ = int :LAWYER2_9546 0002: jump @LAWYER2_9627 :LAWYER2_9553 00D6: if 8119: not car $26 wrecked 004D: jump_if_false @LAWYER2_9627 00D6: if 80DB: not actor $LANCE_VANCE in_car $26 004D: jump_if_false @LAWYER2_9596 01D4: actor $LANCE_VANCE go_to_car $26 and_enter_it_as_a_passenger :LAWYER2_9596 00D6: if 00DC: player $PLAYER_CHAR in_car $26 004D: jump_if_false @LAWYER2_9620 0164: disable_marker $57 :LAWYER2_9620 0004: $56 = 0 // $ = int :LAWYER2_9627 00D6: if 80DC: not player $PLAYER_CHAR in_car $26 004D: jump_if_false @LAWYER2_9710 00D6: if 80DB: not actor $LANCE_VANCE in_car $26 004D: jump_if_false @LAWYER2_9703 00D6: if 0038: $2122 == 0 // $ == int 004D: jump_if_false @LAWYER2_9703 0164: disable_marker $2139 0186: $2139 = create_marker_above_car $26 0004: $2122 = 1 // $ = int :LAWYER2_9703 0002: jump @LAWYER2_9740 :LAWYER2_9710 00D6: if 0038: $2122 == 1 // $ == int 004D: jump_if_false @LAWYER2_9740 0164: disable_marker $2139 0004: $2122 = 0 // $ = int :LAWYER2_9740 00D6: if 0019: TIMERB > 1000 // @ > int 004D: jump_if_false @LAWYER2_9981 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 00D6: if 8118: not actor $2126 dead 004D: jump_if_false @LAWYER2_9840 00D6: if 8510: not actor $2126 path_is_clear $95 $96 $97 radius 4.0 004D: jump_if_false @LAWYER2_9840 009E: set_actor $2126 path $95 $96 $97 unknown 2.0 1 :LAWYER2_9840 00D6: if 8118: not actor $2127 dead 004D: jump_if_false @LAWYER2_9907 00D6: if 8510: not actor $2127 path_is_clear $95 $96 $97 radius 4.0 004D: jump_if_false @LAWYER2_9907 009E: set_actor $2127 path $95 $96 $97 unknown 2.0 1 :LAWYER2_9907 00D6: if 8118: not actor $2128 dead 004D: jump_if_false @LAWYER2_9974 00D6: if 8510: not actor $2128 path_is_clear $95 $96 $97 radius 4.0 004D: jump_if_false @LAWYER2_9974 009E: set_actor $2128 path $95 $96 $97 unknown 2.0 1 :LAWYER2_9974 0006: TIMERB = 0 // @ = int :LAWYER2_9981 00D6: if 8118: not actor $2126 dead 004D: jump_if_false @LAWYER2_10040 00D6: if 80E9: not player $PLAYER_CHAR 0 $2126 radius 120.0 120.0 004D: jump_if_false @LAWYER2_10033 01C2: mark_actor_as_no_longer_needed $2126 :LAWYER2_10033 0002: jump @LAWYER2_10045 :LAWYER2_10040 01C2: mark_actor_as_no_longer_needed $2126 :LAWYER2_10045 00D6: if 8118: not actor $2127 dead 004D: jump_if_false @LAWYER2_10104 00D6: if 80E9: not player $PLAYER_CHAR 0 $2127 radius 120.0 120.0 004D: jump_if_false @LAWYER2_10097 01C2: mark_actor_as_no_longer_needed $2127 :LAWYER2_10097 0002: jump @LAWYER2_10109 :LAWYER2_10104 01C2: mark_actor_as_no_longer_needed $2127 :LAWYER2_10109 00D6: if 8118: not actor $2128 dead 004D: jump_if_false @LAWYER2_10168 00D6: if 80E9: not player $PLAYER_CHAR 0 $2128 radius 120.0 120.0 004D: jump_if_false @LAWYER2_10161 01C2: mark_actor_as_no_longer_needed $2128 :LAWYER2_10161 0002: jump @LAWYER2_10173 :LAWYER2_10168 01C2: mark_actor_as_no_longer_needed $2128 :LAWYER2_10173 00D6: if 0039: 7@ == 0 // @ == int 004D: jump_if_false @LAWYER2_10326 00D6: if 0019: TIMERA > 3000 // @ > int 004D: jump_if_false @LAWYER2_10326 03E5: text_box 'LAW3_15' 03E7: flash_hud 8 :LAWYER2_10224 00D6: if 8019: not TIMERA > 5000 // @ > int 004D: jump_if_false @LAWYER2_10315 0001: wait 0 ms 00D6: if 0118: actor $LANCE_VANCE dead 004D: jump_if_false @LAWYER2_10285 00BC: text_highpriority 'COK2_26' time 5000 2 0002: jump @LAWYER2_13315 :LAWYER2_10285 00D6: if 0119: car $26 wrecked 004D: jump_if_false @LAWYER2_10308 0002: jump @LAWYER2_13315 :LAWYER2_10308 0002: jump @LAWYER2_10224 :LAWYER2_10315 03E7: flash_hud -1 0006: 7@ = 1 // @ = int :LAWYER2_10326 0002: jump @LAWYER2_9344 :LAWYER2_10333 03CF: load_wav 'LAW2_5' as 2 0164: disable_marker 4@ 00D6: if 8118: not actor $853 dead 004D: jump_if_false @LAWYER2_10371 022F: set_actor $853 stop_looking :LAWYER2_10371 01B4: set_player $PLAYER_CHAR can_move 0 015F: set_camera_position -54.73 -1479.25 11.418 rotation 0.0 0.0 0.0 0160: point_camera -55.647 -1479.631 11.299 switchstyle 2 03E5: text_box 'LAW3_11' 0006: TIMERA = 0 // @ = int :LAWYER2_10446 00D6: if 8019: not TIMERA > 1000 // @ > int 004D: jump_if_false @LAWYER2_10476 0001: wait 0 ms 0002: jump @LAWYER2_10446 :LAWYER2_10476 00D6: if 8019: not TIMERA > 3000 // @ > int 004D: jump_if_false @LAWYER2_10530 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @LAWYER2_10523 0002: jump @LAWYER2_11199 :LAWYER2_10523 0002: jump @LAWYER2_10476 :LAWYER2_10530 015F: set_camera_position -63.091 -1483.06 12.398 rotation 0.0 0.0 0.0 0160: point_camera -63.189 -1484.055 12.396 switchstyle 2 03E5: text_box 'LAW3_12' 0006: TIMERA = 0 // @ = int 0001: wait 500 ms :LAWYER2_10603 00D6: if 8019: not TIMERA > 3500 // @ > int 004D: jump_if_false @LAWYER2_10711 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @LAWYER2_10704 :LAWYER2_10643 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @LAWYER2_10697 0001: wait 0 ms 00D6: if 0019: TIMERA > 3500 // @ > int 004D: jump_if_false @LAWYER2_10690 0002: jump @LAWYER2_11199 :LAWYER2_10690 0002: jump @LAWYER2_10643 :LAWYER2_10697 0002: jump @LAWYER2_11199 :LAWYER2_10704 0002: jump @LAWYER2_10603 :LAWYER2_10711 015F: set_camera_position -61.233 -1482.864 11.818 rotation 0.0 0.0 0.0 0160: point_camera -61.601 -1483.793 11.811 switchstyle 2 03E5: text_box 'LAW3_13' 0006: TIMERA = 0 // @ = int :LAWYER2_10779 00D6: if 8019: not TIMERA > 4000 // @ > int 004D: jump_if_false @LAWYER2_10833 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @LAWYER2_10826 0002: jump @LAWYER2_11199 :LAWYER2_10826 0002: jump @LAWYER2_10779 :LAWYER2_10833 015F: set_camera_position -68.227 -1479.893 11.67 rotation 0.0 0.0 0.0 0160: point_camera -67.359 -1480.372 11.544 switchstyle 2 03E5: text_box 'LAW3_14' 0006: TIMERA = 0 // @ = int :LAWYER2_10901 00D6: if 8019: not TIMERA > 4000 // @ > int 004D: jump_if_false @LAWYER2_10955 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @LAWYER2_10948 0002: jump @LAWYER2_11199 :LAWYER2_10948 0002: jump @LAWYER2_10901 :LAWYER2_10955 015F: set_camera_position -63.091 -1483.06 12.398 rotation 0.0 0.0 0.0 0160: point_camera -63.189 -1484.055 12.396 switchstyle 2 03E5: text_box 'HELP46' 0006: TIMERA = 0 // @ = int :LAWYER2_11023 00D6: if 8019: not TIMERA > 4000 // @ > int 004D: jump_if_false @LAWYER2_11077 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @LAWYER2_11070 0002: jump @LAWYER2_11199 :LAWYER2_11070 0002: jump @LAWYER2_11023 :LAWYER2_11077 015F: set_camera_position -61.233 -1482.864 11.818 rotation 0.0 0.0 0.0 0160: point_camera -61.601 -1483.793 11.811 switchstyle 2 03E5: text_box 'HELP47' 0006: TIMERA = 0 // @ = int :LAWYER2_11145 00D6: if 8019: not TIMERA > 4000 // @ > int 004D: jump_if_false @LAWYER2_11199 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @LAWYER2_11192 0002: jump @LAWYER2_11199 :LAWYER2_11192 0002: jump @LAWYER2_11145 :LAWYER2_11199 01B4: set_player $PLAYER_CHAR can_move 1 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player 018A: 4@ = create_checkpoint_at 242.6 -1281.2 10.0 00BC: text_highpriority 'LAW2_10' time 15000 2 00D6: if 0118: actor $LANCE_VANCE dead 004D: jump_if_false @LAWYER2_11283 00BC: text_highpriority 'COK2_26' time 5000 2 0002: jump @LAWYER2_13315 :LAWYER2_11283 00D6: if 0119: car $26 wrecked 004D: jump_if_false @LAWYER2_11306 0002: jump @LAWYER2_13315 :LAWYER2_11306 00D6: if or 80B1: not car $26 0 272.8 -1341.5 16.0 212.5 -1280.0 8.0 8448: not actor $LANCE_VANCE sitting_in_car $26 8448: not actor $PLAYER_ACTOR sitting_in_car $26 004D: jump_if_false @LAWYER2_12037 0001: wait 0 ms 00D6: if 0118: actor $LANCE_VANCE dead 004D: jump_if_false @LAWYER2_11412 00BC: text_highpriority 'COK2_26' time 5000 2 0002: jump @LAWYER2_13315 :LAWYER2_11412 00D6: if 0119: car $26 wrecked 004D: jump_if_false @LAWYER2_11435 0002: jump @LAWYER2_13315 :LAWYER2_11435 00D6: if and 00B1: car $26 0 272.9 -1220.6 16.0 212.5 -1280.0 8.0 0448: actor $LANCE_VANCE sitting_in_car $26 0448: actor $PLAYER_ACTOR sitting_in_car $26 004D: jump_if_false @LAWYER2_11506 0002: jump @LAWYER2_12037 :LAWYER2_11506 00D6: if 80FB: not player $PLAYER_CHAR 0 $LANCE_VANCE radius 10.0 10.0 10.0 004D: jump_if_false @LAWYER2_11602 00D6: if 0038: $56 == 0 // $ == int 004D: jump_if_false @LAWYER2_11595 0164: disable_marker $57 0187: $57 = create_marker_above_actor $LANCE_VANCE 00BC: text_highpriority 'LAW2_13' time 5000 2 0004: $56 = 1 // $ = int :LAWYER2_11595 0002: jump @LAWYER2_11676 :LAWYER2_11602 00D6: if 8119: not car $26 wrecked 004D: jump_if_false @LAWYER2_11676 00D6: if 80DB: not actor $LANCE_VANCE in_car $26 004D: jump_if_false @LAWYER2_11645 01D4: actor $LANCE_VANCE go_to_car $26 and_enter_it_as_a_passenger :LAWYER2_11645 00D6: if 00DC: player $PLAYER_CHAR in_car $26 004D: jump_if_false @LAWYER2_11669 0164: disable_marker $57 :LAWYER2_11669 0004: $56 = 0 // $ = int :LAWYER2_11676 00D6: if 80DC: not player $PLAYER_CHAR in_car $26 004D: jump_if_false @LAWYER2_11759 00D6: if 80DB: not actor $LANCE_VANCE in_car $26 004D: jump_if_false @LAWYER2_11752 00D6: if 0038: $2122 == 0 // $ == int 004D: jump_if_false @LAWYER2_11752 0164: disable_marker $2139 0186: $2139 = create_marker_above_car $26 0004: $2122 = 1 // $ = int :LAWYER2_11752 0002: jump @LAWYER2_11789 :LAWYER2_11759 00D6: if 0038: $2122 == 1 // $ == int 004D: jump_if_false @LAWYER2_11789 0164: disable_marker $2139 0004: $2122 = 0 // $ = int :LAWYER2_11789 00D6: if 0019: TIMERB > 1000 // @ > int 004D: jump_if_false @LAWYER2_12030 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 00D6: if 8118: not actor $2126 dead 004D: jump_if_false @LAWYER2_11889 00D6: if 8510: not actor $2126 path_is_clear $95 $96 $97 radius 4.0 004D: jump_if_false @LAWYER2_11889 009E: set_actor $2126 path $95 $96 $97 unknown 2.0 1 :LAWYER2_11889 00D6: if 8118: not actor $2127 dead 004D: jump_if_false @LAWYER2_11956 00D6: if 8510: not actor $2127 path_is_clear $95 $96 $97 radius 4.0 004D: jump_if_false @LAWYER2_11956 009E: set_actor $2127 path $95 $96 $97 unknown 2.0 1 :LAWYER2_11956 00D6: if 8118: not actor $2128 dead 004D: jump_if_false @LAWYER2_12023 00D6: if 8510: not actor $2128 path_is_clear $95 $96 $97 radius 4.0 004D: jump_if_false @LAWYER2_12023 009E: set_actor $2128 path $95 $96 $97 unknown 2.0 1 :LAWYER2_12023 0006: TIMERB = 0 // @ = int :LAWYER2_12030 0002: jump @LAWYER2_11306 :LAWYER2_12037 016A: fade 0 500 ms :LAWYER2_12044 00D6: if 016B: fading 004D: jump_if_false @LAWYER2_12068 0001: wait 0 ms 0002: jump @LAWYER2_12044 :LAWYER2_12068 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 00D6: if 8119: not car $26 wrecked 004D: jump_if_false @LAWYER2_12103 0174: $2146 = car $26 z_angle :LAWYER2_12103 00D6: if 00B1: car $26 0 272.8 -1341.5 16.0 212.5 -1280.0 8.0 004D: jump_if_false @LAWYER2_12381 00D6: if 8119: not car $26 wrecked 004D: jump_if_false @LAWYER2_12374 00AD: set_car $26 max_speed_to 0.0 00AE: set_vehicle $26 traffic_behavior_to 3 0395: clear_area 1 at 232.1 -1323.4 10.9 range 40.0 00AB: put_car $26 at 236.7 -1308.2 -100.0 0175: set_car $26 z_angle_to 347.3 00AD: set_car $26 max_speed_to 20.0 00A7: car $26 drive_to 242.35 -1279.9 10.9 0395: clear_area 1 at 242.2 -1279.9 10.9 range 20.0 0395: clear_area 0 at 247.264 -1281.508 10.495 range 40.0 015F: set_camera_position 239.295 -1283.295 10.713 rotation 0.0 0.0 0.0 0160: point_camera 239.799 -1282.436 10.622 switchstyle 2 0004: $2142 = 1 // $ = int :LAWYER2_12374 0002: jump @LAWYER2_12597 :LAWYER2_12381 00D6: if 8119: not car $26 wrecked 004D: jump_if_false @LAWYER2_12597 00AD: set_car $26 max_speed_to 0.0 00AE: set_vehicle $26 traffic_behavior_to 3 0395: clear_area 1 at 246.3 -1257.7 10.9 range 40.0 00AB: put_car $26 at 246.3 -1257.7 -100.0 0175: set_car $26 z_angle_to 171.8 00AD: set_car $26 max_speed_to 20.0 00A7: car $26 drive_to 242.2 -1279.9 10.9 0395: clear_area 1 at 242.2 -1279.9 10.9 range 20.0 0395: clear_area 0 at 247.264 -1281.508 10.495 range 40.0 015F: set_camera_position 237.96 -1286.392 10.586 rotation 0.0 0.0 0.0 0160: point_camera 238.473 -1285.534 10.609 switchstyle 2 :LAWYER2_12597 016A: fade 1 1000 ms 0001: wait 3000 ms 00D6: if 8119: not car $26 wrecked 004D: jump_if_false @LAWYER2_12633 01D3: actor $PLAYER_ACTOR leave_car $26 :LAWYER2_12633 0001: wait 1300 ms 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @LAWYER2_12659 04F3: move_actor $LANCE_VANCE from_car_passengerseat_to_driverseat :LAWYER2_12659 00D6: if 0038: $2142 == 0 // $ == int 004D: jump_if_false @LAWYER2_12735 015F: set_camera_position 237.787 -1282.583 12.615 rotation 0.0 0.0 0.0 0160: point_camera 238.638 -1282.366 12.135 switchstyle 2 0002: jump @LAWYER2_12786 :LAWYER2_12735 015F: set_camera_position 239.975 -1273.806 12.873 rotation 0.0 0.0 0.0 0160: point_camera 240.511 -1274.468 12.35 switchstyle 2 :LAWYER2_12786 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @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 0001: wait 1000 ms 00D6: if 03D0: wav 2 loaded 004D: jump_if_false @LAWYER2_12842 03D1: play_wav 2 :LAWYER2_12842 00BC: text_highpriority 'LAW2_5' time 4000 2 0001: wait 4000 ms 00D6: if 8119: not car $26 wrecked 004D: jump_if_false @LAWYER2_13143 0395: clear_area 0 at 200.2 -1460.3 10.9 range 40.0 0395: clear_area 0 at 242.2 -1279.9 10.9 range 40.0 03BA: clear_cars_from_cube 213.4 -1376.9 0.0 279.7 -1216.2 30.0 00D6: if 0038: $2142 == 0 // $ == int 004D: jump_if_false @LAWYER2_13034 015F: set_camera_position 245.135 -1276.517 11.71 rotation 0.0 0.0 0.0 0160: point_camera 244.775 -1277.43 11.519 switchstyle 2 0002: jump @LAWYER2_13085 :LAWYER2_13034 015F: set_camera_position 242.804 -1271.559 10.617 rotation 0.0 0.0 0.0 0160: point_camera 242.975 -1272.544 10.603 switchstyle 2 :LAWYER2_13085 00A7: car $26 drive_to 200.2 -1460.3 10.9 00AD: set_car $26 max_speed_to 40.0 00AE: set_vehicle $26 traffic_behavior_to 3 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @LAWYER2_13143 022F: set_actor $LANCE_VANCE stop_looking :LAWYER2_13143 0006: TIMERB = 0 // @ = int :LAWYER2_13150 00D6: if 81AF: not car $26 0 200.2 -1460.3 10.9 radius 4.0 4.0 4.0 004D: jump_if_false @LAWYER2_13296 0001: wait 0 ms 00D6: if 0019: TIMERB > 4000 // @ > int 004D: jump_if_false @LAWYER2_13228 0002: jump @LAWYER2_13301 :LAWYER2_13228 00D6: if 0118: actor $LANCE_VANCE dead 004D: jump_if_false @LAWYER2_13266 00BC: text_highpriority 'COK2_26' time 5000 2 0002: jump @LAWYER2_13315 :LAWYER2_13266 00D6: if 0119: car $26 wrecked 004D: jump_if_false @LAWYER2_13289 0002: jump @LAWYER2_13315 :LAWYER2_13289 0002: jump @LAWYER2_13150 :LAWYER2_13296 022F: set_actor $PLAYER_ACTOR stop_looking :LAWYER2_13301 02EB: restore_camera_with_jumpcut 00A6: destroy_car $26 0002: jump @LAWYER2_13332 :LAWYER2_13315 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :LAWYER2_13332 0004: $PASSED_LAW2_BACK_ALLEY_BRAWL = 1 // $ = int 0394: play_music 1 01E3: text_1number_styled 'M_PASS' number 200 time 5000 style 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 200 0318: set_latest_mission_passed 'LAW_2' 030C: progress_made += 1 004F: create_thread @LAW3 0051: return :LAWYER2_13398 0004: $ONMISSION = 0 // $ = int 0108: destroy_object $1013 029B: $1013 = init_object #OD_CLBDR_CLOSE at 490.34 -77.017 11.598 01C7: remove_object_from_mission_cleanup_list $1013 0004: $1011 = 1 // $ = int 0004: $1012 = 0 // $ = int 0004: $993 = 0 // $ = int 0004: $986 = 0 // $ = int 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 0249: release_model #INFERNUS 0249: release_model #CLEAVER 0249: release_model #COLT45 0249: release_model #CELLPHONE 0249: release_model #KNIFECUR 0296: unload_special_actor 3 0296: unload_special_actor 4 040D: unload_wav 1 040D: unload_wav 2 0164: disable_marker 15@ 0164: disable_marker $19 0164: disable_marker $57 0164: disable_marker 4@ 014C: set_parked_car_generator $1832 cars_to_generate_to 101 0164: disable_marker 11@ 0215: destroy_pickup 10@ 0164: disable_marker $2139 00D8: mission_cleanup 0051: return //-------------Mission 5--------------- // Originally: Jury Fury :LAWYER3 0050: gosub @LAWYER3_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @LAWYER3_27 0050: gosub @LAWYER3_8049 :LAWYER3_27 0050: gosub @LAWYER3_8139 004E: end_thread :LAWYER3_36 0317: increment_mission_attempts 0004: $ONMISSION = 1 // $ = int 03A4: name_thread 'LAWYER3' 0001: wait 0 ms 054C: use_GXT_table 'LAWYER3' 058E: set_restart_mission_taxi_destination 110.6 -824.2 9.6 327.9 0006: 9@ = 0 // @ = int 0006: 8@ = 0 // @ = int 0006: 10@ = 0 // @ = int 0004: $2151 = 0 // $ = int 0004: $2160 = 0 // $ = int 0004: $2150 = 0 // $ = int 0004: $2167 = 0 // $ = int 0006: 2@ = 0 // @ = int 0006: 4@ = 0 // @ = int 0006: 14@ = 0 // @ = int 0004: $2162 = 0 // $ = int 0004: $2152 = 0 // $ = int 03E6: remove_text_box 03CF: load_wav 'MONO15' as 1 04BB: select_interiour 6 // select render area 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 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ03 available 8248: not model #CUTOBJ04 available 004D: jump_if_false @LAWYER3_321 0001: wait 0 ms 0002: jump @LAWYER3_271 :LAWYER3_321 03CB: load_scene 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: set_cutscene_anim 'LCFAN' to_loop 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 9.8 range 0.5 0055: put_player $PLAYER_CHAR at 119.0 -826.8 9.8 0171: set_player $PLAYER_CHAR z_angle_to 60.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :LAWYER3_582 00D6: if 001A: 3008 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER3_617 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER3_582 :LAWYER3_617 00BC: text_highpriority 'LAW3_A' time 10000 1 :LAWYER3_632 00D6: if 001A: 9424 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER3_667 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER3_632 :LAWYER3_667 00BC: text_highpriority 'LAW3_B' time 10000 1 :LAWYER3_682 00D6: if 001A: 13402 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER3_717 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER3_682 :LAWYER3_717 00BC: text_highpriority 'LAW3_C' time 10000 1 :LAWYER3_732 00D6: if 001A: 15408 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER3_767 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER3_732 :LAWYER3_767 00BC: text_highpriority 'LAW3_D' time 10000 1 :LAWYER3_782 00D6: if 001A: 18308 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER3_817 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER3_782 :LAWYER3_817 00BC: text_highpriority 'LAW3_E' time 10000 1 :LAWYER3_832 00D6: if 001A: 22306 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER3_867 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER3_832 :LAWYER3_867 00BC: text_highpriority 'LAW3_F' time 10000 1 :LAWYER3_882 00D6: if 001A: 24656 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER3_917 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER3_882 :LAWYER3_917 00BC: text_highpriority 'LAW3_G' time 10000 1 :LAWYER3_932 00D6: if 001A: 26240 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER3_967 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER3_932 :LAWYER3_967 00BC: text_highpriority 'LAW3_H' time 10000 1 :LAWYER3_982 00D6: if 001A: 30832 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER3_1017 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER3_982 :LAWYER3_1017 00BC: text_highpriority 'LAW3_I' time 10000 1 :LAWYER3_1032 00D6: if 001A: 33842 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER3_1069 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER3_1032 :LAWYER3_1069 00BC: text_highpriority 'LAW3_J' time 10000 1 :LAWYER3_1084 00D6: if 001A: 38624 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER3_1121 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER3_1084 :LAWYER3_1121 00BC: text_highpriority 'LAW3_K' time 10000 1 :LAWYER3_1136 00D6: if 001A: 40752 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER3_1173 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER3_1136 :LAWYER3_1173 00BC: text_highpriority 'LAW3_L' time 10000 1 :LAWYER3_1188 00D6: if 001A: 43488 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER3_1225 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER3_1188 :LAWYER3_1225 00BC: text_highpriority 'LAW3_M' time 10000 1 :LAWYER3_1240 00D6: if 001A: 49133 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER3_1277 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER3_1240 :LAWYER3_1277 00BC: text_highpriority 'LAW3_N' time 10000 1 :LAWYER3_1292 00D6: if 001A: 51776 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER3_1329 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER3_1292 :LAWYER3_1329 00BE: text_clear_all :LAWYER3_1331 00D6: if 001A: 52896 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER3_1368 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER3_1331 :LAWYER3_1368 016A: fade 0 1500 ms 00BE: text_clear_all 0001: wait 1000 ms 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @LAWYER3_1440 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @LAWYER3_1440 03D1: play_wav 1 :LAWYER3_1414 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @LAWYER3_1440 0001: wait 0 ms 0002: jump @LAWYER3_1414 :LAWYER3_1440 00D6: if 016B: fading 004D: jump_if_false @LAWYER3_1464 0001: wait 0 ms 0002: jump @LAWYER3_1440 :LAWYER3_1464 03AD: set_rubbish 1 02EA: end_cutscene 0296: unload_special_actor 1 0296: unload_special_actor 2 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 0249: release_model #CUTOBJ04 0247: request_model #HMORI 0247: request_model #BMYBU 0247: request_model #ADMIRAL 0247: request_model #BFYBE 0247: request_model #SPAND 0247: request_model #GLENDALE 0247: request_model #HMYAP 0247: request_model #HAMMER 0247: request_model #SENTINEL 0247: request_model #WMOGO 023C: load_special_actor 4 'SPANDXA' 0004: $2154 = 0 // $ = int 0004: $2155 = 0 // $ = int 0006: 5@ = 0 // @ = int 0006: 6@ = 0 // @ = int 0006: 7@ = 0 // @ = int 0004: $2163 = 0 // $ = int 0004: $2164 = 0 // $ = int 0004: $2153 = 0 // $ = int :LAWYER3_1611 00D6: if or 8248: not model #HMORI available 8248: not model #ADMIRAL available 8248: not model #BFYBE available 8248: not model #SPAND available 8248: not model #GLENDALE available 8248: not model #BMYBU available 004D: jump_if_false @LAWYER3_1660 0001: wait 0 ms 0002: jump @LAWYER3_1611 :LAWYER3_1660 00D6: if or 8248: not model #HMYAP available 8248: not model #SENTINEL available 8248: not model #WMOGO available 004D: jump_if_false @LAWYER3_1695 0001: wait 0 ms 0002: jump @LAWYER3_1660 :LAWYER3_1695 04BB: select_interiour 0 // select render area 03CB: load_scene 117.1 -825.6 9.8 03CF: load_wav 'LAW3_24' as 1 0001: wait 0 ms 02A3: enable_widescreen 1 01B4: set_player $PLAYER_CHAR can_move 0 03C8: set_camera_directly_before_player 016A: fade 1 1000 ms 015F: set_camera_position 110.714 -816.945 14.589 rotation 0.0 0.0 0.0 0160: point_camera 111.238 -817.658 14.123 switchstyle 2 0395: clear_area 1 at 95.8 -843.2 10.0 range 20.0 00A5: 0@ = create_car #GLENDALE at 95.8 -843.2 10.0 0129: 15@ = create_actor 4 #WMOGO in_car 0@ driverseat 0175: set_car 0@ z_angle_to 316.0 0395: clear_area 1 at 113.7 -825.0 9.7 range 10.0 009A: 1@ = create_actor_pedtype 4 model #HMYAP at 113.7 -825.0 9.7 0173: set_actor 1@ z_angle_to 67.0 01ED: clear_actor 1@ threat_search 0372: set_actor 1@ anim 3 wait_state_time 3000 ms :LAWYER3_1945 00D6: if 016B: fading 004D: jump_if_false @LAWYER3_1969 0001: wait 0 ms 0002: jump @LAWYER3_1945 :LAWYER3_1969 0001: wait 1000 ms 00D6: if 8118: not actor 1@ dead 004D: jump_if_false @LAWYER3_2005 0211: actor 1@ walk_to 104.0 -819.8 :LAWYER3_2005 00D6: if 8119: not car 0@ wrecked 004D: jump_if_false @LAWYER3_2076 00AD: set_car 0@ max_speed_to 40.0 00AE: set_vehicle 0@ traffic_behavior_to 3 04BA: set_car 0@ speed_instantly 20.0 00A0: store_actor 1@ position_to $2171 $2172 $2173 02C2: car 0@ drive_to_point $2171 $2172 $2173 :LAWYER3_2076 0006: TIMERA = 0 // @ = int :LAWYER3_2083 00D6: if 8019: not TIMERA > 3000 // @ > int 004D: jump_if_false @LAWYER3_2197 0001: wait 0 ms 00D6: if 0118: actor 1@ dead 004D: jump_if_false @LAWYER3_2190 00D6: if 0039: 4@ == 0 // @ == int 004D: jump_if_false @LAWYER3_2190 04A5: get_dead_actor_pickup_coords 1@ store_to $2174 $2175 $2176 0009: $2176 += 0.5 // $ += float 0213: 3@ = create_pickup #HAMMER type 3 at $2174 $2175 $2176 0006: 4@ = 1 // @ = int :LAWYER3_2190 0002: jump @LAWYER3_2083 :LAWYER3_2197 00D6: if 8118: not actor 15@ dead 004D: jump_if_false @LAWYER3_2244 00D6: if 8119: not car 0@ wrecked 004D: jump_if_false @LAWYER3_2244 01D3: actor 15@ leave_car 0@ 0243: set_actor 15@ ped_stats_to 39 :LAWYER3_2244 015F: set_camera_position 110.834 -827.258 12.204 rotation 0.0 0.0 0.0 0160: point_camera 111.632 -826.843 11.761 switchstyle 2 00BC: text_highpriority 'LAW3_24' time 3000 2 0006: TIMERA = 0 // @ = int :LAWYER3_2317 00D6: if 8019: not TIMERA > 3000 // @ > int 004D: jump_if_false @LAWYER3_2413 0001: wait 0 ms 00D6: if 8118: not actor 15@ dead 004D: jump_if_false @LAWYER3_2406 00D6: if 8119: not car 0@ wrecked 004D: jump_if_false @LAWYER3_2406 00D6: if 80DB: not actor 15@ in_car 0@ 004D: jump_if_false @LAWYER3_2406 0239: actor 15@ run_to 137.6 -786.9 :LAWYER3_2406 0002: jump @LAWYER3_2317 :LAWYER3_2413 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @LAWYER3_2432 03D1: play_wav 1 :LAWYER3_2432 02A8: $2165 = create_marker 18 at $540 $541 $542 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 02EB: restore_camera_with_jumpcut 03C8: set_camera_directly_before_player :LAWYER3_2463 00D6: if 823D: not special_actor 4 loaded 004D: jump_if_false @LAWYER3_2489 0001: wait 0 ms 0002: jump @LAWYER3_2463 :LAWYER3_2489 0249: release_model #GLENDALE 0249: release_model #WMOGO 0249: release_model #HMYAP 01C2: mark_actor_as_no_longer_needed 15@ 0395: clear_area 1 at 191.4 -1026.7 9.4 range 2.0 009A: $2147 = create_actor_pedtype 4 model #HMORI at 191.4 -1026.7 9.4 0243: set_actor $2147 ped_stats_to 39 02A9: set_actor $2147 immune_to_nonplayer 1 0187: $2157 = create_marker_above_actor $2147 0223: set_actor $2147 health_to 300 0173: set_actor $2147 z_angle_to 202.0 01ED: clear_actor $2147 threat_search 0319: set_actor $2147 running 1 0395: clear_area 1 at 189.3 -1033.0 10.2 range 4.0 00A5: $2159 = create_car #ADMIRAL at 189.3 -1033.0 9.4 0175: set_car $2159 z_angle_to 261.0 020A: set_car $2159 door_status_to 3 01EC: make_car $2159 very_heavy 1 053F: set_car $2159 tires_vulnerable 0 009A: $2149 = create_actor_pedtype 4 model #BFYBE at 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 13.6 range 4.0 00A5: $2166 = create_car #SENTINEL at 536.4 217.4 13.6 0175: set_car $2166 z_angle_to 270.0 020A: set_car $2166 door_status_to 3 0186: $2158 = create_marker_above_car $2166 00AD: set_car $2166 max_speed_to 0.0 01EC: make_car $2166 very_heavy 1 00BC: text_highpriority 'LAW3_7' time 15000 2 0001: wait 4000 ms 00D6: if 8119: not car $2159 wrecked 004D: jump_if_false @LAWYER3_2853 0519: lock_vehicle $2159 in_current_position 1 :LAWYER3_2853 00D6: if 8119: not car $2166 wrecked 004D: jump_if_false @LAWYER3_2876 0519: lock_vehicle $2166 in_current_position 1 :LAWYER3_2876 00D6: if 8118: not actor $2147 dead 004D: jump_if_false @LAWYER3_2899 04D7: lock_actor $2147 in_current_position 1 :LAWYER3_2899 00D6: if 8118: not actor $2149 dead 004D: jump_if_false @LAWYER3_2922 04D7: lock_actor $2149 in_current_position 1 :LAWYER3_2922 03E5: text_box 'HELP23' 03E7: flash_hud 8 0001: wait 2000 ms 03E7: flash_hud -1 0006: TIMERB = 0 // @ = int 0209: $2160 = random_int_in_ranges 0 6 0050: gosub @LAWYER3_8310 0006: TIMERA = 0 // @ = int :LAWYER3_2975 00D6: if 8038: not $2153 == 2 // $ == int 004D: jump_if_false @LAWYER3_8042 0001: wait 0 ms 00D6: if 0038: $2154 == 0 // $ == int 004D: jump_if_false @LAWYER3_3098 00D6: if 0118: actor $2147 dead 004D: jump_if_false @LAWYER3_3060 00BC: text_highpriority 'LAW3_8' time 5000 2 0002: jump @LAWYER3_8049 0002: jump @LAWYER3_3098 :LAWYER3_3060 00D6: if 050D: actor $2147 leaving_car_to_die 004D: jump_if_false @LAWYER3_3098 00BC: text_highpriority 'LAW3_8' time 5000 2 0002: jump @LAWYER3_8049 :LAWYER3_3098 00D6: if 8119: not car $2159 wrecked 004D: jump_if_false @LAWYER3_4978 00D6: if 0039: 14@ == 0 // @ == int 004D: jump_if_false @LAWYER3_3239 00D6: if 01FC: player $PLAYER_CHAR near_car $2159 radius 30.0 30.0 0 004D: jump_if_false @LAWYER3_3239 00D6: if 8119: not car $2159 wrecked 004D: jump_if_false @LAWYER3_3232 0519: lock_vehicle $2159 in_current_position 0 00D6: if 8118: not actor $2147 dead 004D: jump_if_false @LAWYER3_3209 04D7: lock_actor $2147 in_current_position 0 :LAWYER3_3209 00D6: if 8118: not actor $2149 dead 004D: jump_if_false @LAWYER3_3232 04D7: lock_actor $2149 in_current_position 0 :LAWYER3_3232 0006: 14@ = 1 // @ = int :LAWYER3_3239 00D6: if 8118: not actor $2147 dead 004D: jump_if_false @LAWYER3_4978 00D6: if 8119: not car $2159 wrecked 004D: jump_if_false @LAWYER3_4978 00D6: if 00DB: actor $2147 in_car $2159 004D: jump_if_false @LAWYER3_4978 00D6: if 8185: not car $2159 health >= 700 004D: jump_if_false @LAWYER3_3338 01D3: actor $2147 leave_car $2159 020A: set_car $2159 door_status_to 1 0006: 9@ = 1 // @ = int 0004: $2151 = 1 // $ = int :LAWYER3_3338 00D6: if and 0039: 9@ == 0 // @ == int 0038: $2154 == 0 // $ == int 004D: jump_if_false @LAWYER3_4978 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @LAWYER3_3481 00DA: $2156 = player $PLAYER_CHAR car 00D6: if 8119: not car $2156 wrecked 004D: jump_if_false @LAWYER3_3481 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 197.1 -1033.8 10.2 radius 8.0 6.0 4.0 004D: jump_if_false @LAWYER3_3481 00AB: put_car $2156 at 201.9 -1020.8 9.4 0175: set_car $2156 z_angle_to 180.0 :LAWYER3_3481 00D6: if 8119: not car $2159 wrecked 004D: jump_if_false @LAWYER3_3504 01EC: make_car $2159 very_heavy 0 :LAWYER3_3504 020A: set_car $2159 door_status_to 7 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 00AD: set_car $2159 max_speed_to 0.0 015F: set_camera_position 183.803 -1029.408 11.956 rotation 0.0 0.0 0.0 0160: point_camera 184.615 -1029.963 11.78 switchstyle 2 0395: clear_area 1 at 189.3 -1033.0 10.2 range 10.0 0395: clear_area 1 at 208.8 -1008.1 9.5 range 10.0 00A5: $2161 = create_car #SPAND at 208.8 -1008.1 9.5 0129: 11@ = create_actor 4 #SPECIAL04 in_car $2161 driverseat 0243: set_actor 11@ ped_stats_to 14 0175: set_car $2161 z_angle_to 165.0 00AD: set_car $2161 max_speed_to 40.0 04BA: set_car $2161 speed_instantly 19.0 00AE: set_vehicle $2161 traffic_behavior_to 3 00A7: car $2161 drive_to 203.5 -1037.7 10.1 01EC: make_car $2161 very_heavy 1 0395: clear_area 1 at 202.8 -1035.7 10.1 range 10.0 00A7: car $2159 drive_to 202.8 -1035.7 10.1 00AD: set_car $2159 max_speed_to 50.0 00AE: set_vehicle $2159 traffic_behavior_to 3 0006: TIMERB = 0 // @ = int :LAWYER3_3805 00D6: if 8019: not TIMERB > 1200 // @ > int 004D: jump_if_false @LAWYER3_3918 0001: wait 0 ms 00D6: if 0118: actor $2147 dead 004D: jump_if_false @LAWYER3_3873 00BC: text_highpriority 'LAW3_8' time 5000 2 0002: jump @LAWYER3_8049 0002: jump @LAWYER3_3911 :LAWYER3_3873 00D6: if 050D: actor $2147 leaving_car_to_die 004D: jump_if_false @LAWYER3_3911 00BC: text_highpriority 'LAW3_8' time 5000 2 0002: jump @LAWYER3_8049 :LAWYER3_3911 0002: jump @LAWYER3_3805 :LAWYER3_3918 00D6: if 8119: not car $2159 wrecked 004D: jump_if_false @LAWYER3_4015 053F: set_car $2159 tires_vulnerable 1 04FE: set_vehicle $2159 deflate_tire 0 050B: open_trunk_of_car $2159 00D6: if 8119: not car $2161 wrecked 004D: jump_if_false @LAWYER3_3974 050B: open_trunk_of_car $2161 :LAWYER3_3974 00A9: set_car $2159 to_normal_driver 00AD: set_car $2159 max_speed_to 0.0 00D6: if 8119: not car $2161 wrecked 004D: jump_if_false @LAWYER3_4015 00AD: set_car $2161 max_speed_to 0.0 :LAWYER3_4015 0006: TIMERB = 0 // @ = int :LAWYER3_4022 00D6: if 8019: not TIMERB > 250 // @ > int 004D: jump_if_false @LAWYER3_4135 0001: wait 0 ms 00D6: if 0118: actor $2147 dead 004D: jump_if_false @LAWYER3_4090 00BC: text_highpriority 'LAW3_8' time 5000 2 0002: jump @LAWYER3_8049 0002: jump @LAWYER3_4128 :LAWYER3_4090 00D6: if 050D: actor $2147 leaving_car_to_die 004D: jump_if_false @LAWYER3_4128 00BC: text_highpriority 'LAW3_8' time 5000 2 0002: jump @LAWYER3_8049 :LAWYER3_4128 0002: jump @LAWYER3_4022 :LAWYER3_4135 00D6: if 8119: not car $2161 wrecked 004D: jump_if_false @LAWYER3_4199 0407: create_coordinate $2168 $2169 $2170 from_car $2161 offset 0.0 -3.0 0.0 0213: 12@ = create_pickup #HAMMER type 3 at $2168 $2169 $2170 :LAWYER3_4199 00D6: if 8019: not TIMERB > 500 // @ > int 004D: jump_if_false @LAWYER3_4312 0001: wait 0 ms 00D6: if 0118: actor $2147 dead 004D: jump_if_false @LAWYER3_4267 00BC: text_highpriority 'LAW3_8' time 5000 2 0002: jump @LAWYER3_8049 0002: jump @LAWYER3_4305 :LAWYER3_4267 00D6: if 050D: actor $2147 leaving_car_to_die 004D: jump_if_false @LAWYER3_4305 00BC: text_highpriority 'LAW3_8' time 5000 2 0002: jump @LAWYER3_8049 :LAWYER3_4305 0002: jump @LAWYER3_4199 :LAWYER3_4312 00D6: if 8119: not car $2161 wrecked 004D: jump_if_false @LAWYER3_4376 0407: create_coordinate $2168 $2169 $2170 from_car $2161 offset 0.0 -3.0 0.0 0213: 13@ = create_pickup #HAMMER type 3 at $2168 $2169 $2170 :LAWYER3_4376 0006: TIMERB = 0 // @ = int :LAWYER3_4383 00D6: if 8019: not TIMERB > 1500 // @ > int 004D: jump_if_false @LAWYER3_4496 0001: wait 0 ms 00D6: if 0118: actor $2147 dead 004D: jump_if_false @LAWYER3_4451 00BC: text_highpriority 'LAW3_8' time 5000 2 0002: jump @LAWYER3_8049 0002: jump @LAWYER3_4489 :LAWYER3_4451 00D6: if 050D: actor $2147 leaving_car_to_die 004D: jump_if_false @LAWYER3_4489 00BC: text_highpriority 'LAW3_8' time 5000 2 0002: jump @LAWYER3_8049 :LAWYER3_4489 0002: jump @LAWYER3_4383 :LAWYER3_4496 02A3: enable_widescreen 0 015F: set_camera_position 206.657 -1030.398 13.139 rotation 0.0 0.0 0.0 0160: point_camera 206.057 -1031.136 12.829 switchstyle 2 00D6: if 0038: $2152 == 0 // $ == int 004D: jump_if_false @LAWYER3_4600 03E5: text_box 'HELP40' 0006: TIMERA = 0 // @ = int 0004: $2152 = 1 // $ = int 0002: jump @LAWYER3_4615 :LAWYER3_4600 00BC: text_highpriority 'LAW3_9' time 4000 2 :LAWYER3_4615 0006: TIMERB = 0 // @ = int :LAWYER3_4622 00D6: if 8019: not TIMERB > 4000 // @ > int 004D: jump_if_false @LAWYER3_4896 0001: wait 0 ms 00D6: if 0118: actor $2147 dead 004D: jump_if_false @LAWYER3_4690 00BC: text_highpriority 'LAW3_8' time 5000 2 0002: jump @LAWYER3_8049 0002: jump @LAWYER3_4728 :LAWYER3_4690 00D6: if 050D: actor $2147 leaving_car_to_die 004D: jump_if_false @LAWYER3_4728 00BC: text_highpriority 'LAW3_8' time 5000 2 0002: jump @LAWYER3_8049 :LAWYER3_4728 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @LAWYER3_4889 :LAWYER3_4745 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @LAWYER3_4882 0001: wait 0 ms 00D6: if 0019: TIMERB > 4000 // @ > int 004D: jump_if_false @LAWYER3_4792 0002: jump @LAWYER3_4896 :LAWYER3_4792 00D6: if 0118: actor $2147 dead 004D: jump_if_false @LAWYER3_4837 00BC: text_highpriority 'LAW3_8' time 5000 2 0002: jump @LAWYER3_8049 0002: jump @LAWYER3_4875 :LAWYER3_4837 00D6: if 050D: actor $2147 leaving_car_to_die 004D: jump_if_false @LAWYER3_4875 00BC: text_highpriority 'LAW3_8' time 5000 2 0002: jump @LAWYER3_8049 :LAWYER3_4875 0002: jump @LAWYER3_4745 :LAWYER3_4882 0002: jump @LAWYER3_4896 :LAWYER3_4889 0002: jump @LAWYER3_4622 :LAWYER3_4896 00D6: if 8118: not actor $2147 dead 004D: jump_if_false @LAWYER3_4920 0223: set_actor $2147 health_to 300 :LAWYER3_4920 00D6: if 8119: not car $2161 wrecked 004D: jump_if_false @LAWYER3_4943 01EC: make_car $2161 very_heavy 0 :LAWYER3_4943 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 02EB: restore_camera_with_jumpcut 00BC: text_highpriority 'LAW3_9' time 6000 2 0006: 9@ = 1 // @ = int :LAWYER3_4978 00D6: if 0119: car $2159 wrecked 004D: jump_if_false @LAWYER3_5008 0050: gosub @LAWYER3_8492 0002: jump @LAWYER3_6065 :LAWYER3_5008 00D6: if 8119: not car $2159 wrecked 004D: jump_if_false @LAWYER3_6065 00D6: if 8118: not actor $2147 dead 004D: jump_if_false @LAWYER3_5221 00D6: if 0038: $2162 == 0 // $ == int 004D: jump_if_false @LAWYER3_5221 00D6: if 01FC: player $PLAYER_CHAR near_car $2159 radius 20.0 20.0 0 004D: jump_if_false @LAWYER3_5221 00D6: if or 02DF: player $PLAYER_CHAR aggressive 8184: not actor $2147 health >= 299 0457: player $PLAYER_CHAR aiming_at_actor $2147 004D: jump_if_false @LAWYER3_5221 00D6: if 8119: not car $2159 wrecked 004D: jump_if_false @LAWYER3_5214 00D6: if 8118: not actor $2147 dead 004D: jump_if_false @LAWYER3_5176 01D5: actor $2147 go_to_and_drive_car $2159 02A9: set_actor $2147 immune_to_nonplayer 1 0223: set_actor $2147 health_to 300 :LAWYER3_5176 00D6: if 8118: not actor $2149 dead 004D: jump_if_false @LAWYER3_5214 0239: actor $2149 run_to 227.2 -1040.8 0006: 10@ = 1 // @ = int :LAWYER3_5214 0004: $2162 = 1 // $ = int :LAWYER3_5221 00D6: if 81AF: not car $2159 0 189.3 -1033.0 9.4 radius 2.0 2.0 2.0 004D: jump_if_false @LAWYER3_5318 00D6: if 8185: not car $2159 health >= 600 004D: jump_if_false @LAWYER3_5318 00D6: if 8118: not actor $2147 dead 004D: jump_if_false @LAWYER3_5318 0006: 9@ = 1 // @ = int 0004: $2151 = 1 // $ = int :LAWYER3_5318 00D6: if 0038: $2154 == 0 // $ == int 004D: jump_if_false @LAWYER3_6065 00D6: if 8119: not car $2159 wrecked 004D: jump_if_false @LAWYER3_5579 00D6: if 8118: not actor $2147 dead 004D: jump_if_false @LAWYER3_5579 00D6: if 00DB: actor $2147 in_car $2159 004D: jump_if_false @LAWYER3_5579 00D6: if 8185: not car $2159 health >= 950 004D: jump_if_false @LAWYER3_5579 00D6: if 0038: $2167 == 0 // $ == int 004D: jump_if_false @LAWYER3_5579 03CF: load_wav 'LAW3_11' as 2 :LAWYER3_5436 00D6: if 83D0: not wav 2 loaded 004D: jump_if_false @LAWYER3_5568 0001: wait 0 ms 00D6: if 0119: car $2159 wrecked 004D: jump_if_false @LAWYER3_5478 0050: gosub @LAWYER3_8492 :LAWYER3_5478 00D6: if 0118: actor $2147 dead 004D: jump_if_false @LAWYER3_5523 00BC: text_highpriority 'LAW3_8' time 5000 2 0002: jump @LAWYER3_8049 0002: jump @LAWYER3_5561 :LAWYER3_5523 00D6: if 050D: actor $2147 leaving_car_to_die 004D: jump_if_false @LAWYER3_5561 00BC: text_highpriority 'LAW3_8' time 5000 2 0002: jump @LAWYER3_8049 :LAWYER3_5561 0002: jump @LAWYER3_5436 :LAWYER3_5568 03D1: play_wav 2 0004: $2167 = 1 // $ = int :LAWYER3_5579 00D6: if 8119: not car $2159 wrecked 004D: jump_if_false @LAWYER3_5822 00D6: if 8118: not actor $2147 dead 004D: jump_if_false @LAWYER3_5822 00D6: if 00DB: actor $2147 in_car $2159 004D: jump_if_false @LAWYER3_5822 00D6: if 8185: not car $2159 health >= 850 004D: jump_if_false @LAWYER3_5822 00D6: if 0038: $2167 == 1 // $ == int 004D: jump_if_false @LAWYER3_5822 03CF: load_wav 'LAW3_13' as 2 :LAWYER3_5679 00D6: if 83D0: not wav 2 loaded 004D: jump_if_false @LAWYER3_5811 0001: wait 0 ms 00D6: if 0119: car $2159 wrecked 004D: jump_if_false @LAWYER3_5721 0050: gosub @LAWYER3_8492 :LAWYER3_5721 00D6: if 0118: actor $2147 dead 004D: jump_if_false @LAWYER3_5766 00BC: text_highpriority 'LAW3_8' time 5000 2 0002: jump @LAWYER3_8049 0002: jump @LAWYER3_5804 :LAWYER3_5766 00D6: if 050D: actor $2147 leaving_car_to_die 004D: jump_if_false @LAWYER3_5804 00BC: text_highpriority 'LAW3_8' time 5000 2 0002: jump @LAWYER3_8049 :LAWYER3_5804 0002: jump @LAWYER3_5679 :LAWYER3_5811 03D1: play_wav 2 0004: $2167 = 2 // $ = int :LAWYER3_5822 00D6: if 8119: not car $2159 wrecked 004D: jump_if_false @LAWYER3_6065 00D6: if 8118: not actor $2147 dead 004D: jump_if_false @LAWYER3_6065 00D6: if 00DB: actor $2147 in_car $2159 004D: jump_if_false @LAWYER3_6065 00D6: if 8185: not car $2159 health >= 750 004D: jump_if_false @LAWYER3_6065 00D6: if 0038: $2167 == 2 // $ == int 004D: jump_if_false @LAWYER3_6065 03CF: load_wav 'LAW3_12' as 2 :LAWYER3_5922 00D6: if 83D0: not wav 2 loaded 004D: jump_if_false @LAWYER3_6054 0001: wait 0 ms 00D6: if 0119: car $2159 wrecked 004D: jump_if_false @LAWYER3_5964 0050: gosub @LAWYER3_8492 :LAWYER3_5964 00D6: if 0118: actor $2147 dead 004D: jump_if_false @LAWYER3_6009 00BC: text_highpriority 'LAW3_8' time 5000 2 0002: jump @LAWYER3_8049 0002: jump @LAWYER3_6047 :LAWYER3_6009 00D6: if 050D: actor $2147 leaving_car_to_die 004D: jump_if_false @LAWYER3_6047 00BC: text_highpriority 'LAW3_8' time 5000 2 0002: jump @LAWYER3_8049 :LAWYER3_6047 0002: jump @LAWYER3_5922 :LAWYER3_6054 03D1: play_wav 2 0004: $2167 = 3 // $ = int :LAWYER3_6065 00D6: if 8118: not actor $2149 dead 004D: jump_if_false @LAWYER3_6184 00D6: if 0039: 10@ == 0 // @ == int 004D: jump_if_false @LAWYER3_6177 00D6: if or 8184: not actor $2149 health >= 99 0039: 5@ == 1 // @ == int 004D: jump_if_false @LAWYER3_6177 0239: actor $2149 run_to 227.2 -1040.8 00D6: if 8118: not actor $2147 dead 004D: jump_if_false @LAWYER3_6170 02A9: set_actor $2147 immune_to_nonplayer 1 0223: set_actor $2147 health_to 300 :LAWYER3_6170 0006: 10@ = 1 // @ = int :LAWYER3_6177 0002: jump @LAWYER3_6191 :LAWYER3_6184 0006: 10@ = 1 // @ = int :LAWYER3_6191 00D6: if 8118: not actor $2147 dead 004D: jump_if_false @LAWYER3_6869 00D6: if 8118: not actor $2149 dead 004D: jump_if_false @LAWYER3_6321 00D6: if 0039: 8@ == 0 // @ == int 004D: jump_if_false @LAWYER3_6321 00D6: if 00E9: player $PLAYER_CHAR 0 $2147 radius 50.0 50.0 004D: jump_if_false @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 0006: 8@ = 1 // @ = int :LAWYER3_6321 00D6: if 0039: 10@ == 1 // @ == int 004D: jump_if_false @LAWYER3_6411 00D6: if 0039: 5@ == 0 // @ == int 004D: jump_if_false @LAWYER3_6411 00D6: if 0038: $2150 == 0 // $ == int 004D: jump_if_false @LAWYER3_6411 0467: set_actor $2147 clear_last_weapon_damage 00D6: if 8119: not car $2159 wrecked 004D: jump_if_false @LAWYER3_6404 01D5: actor $2147 go_to_and_drive_car $2159 :LAWYER3_6404 0004: $2150 = 1 // $ = int :LAWYER3_6411 00D6: if or 031D: actor $2147 hit_by_weapon 46 031D: actor $2147 hit_by_weapon 40 031D: actor $2147 hit_by_weapon 39 004D: jump_if_false @LAWYER3_6530 00D6: if 0039: 5@ == 0 // @ == int 004D: jump_if_false @LAWYER3_6530 0008: $2163 += 1 // $ += int 0467: set_actor $2147 clear_last_weapon_damage 00D6: if 0038: $2151 == 0 // $ == int 004D: jump_if_false @LAWYER3_6515 00D6: if 8119: not car $2159 wrecked 004D: jump_if_false @LAWYER3_6515 01D5: actor $2147 go_to_and_drive_car $2159 :LAWYER3_6515 0223: set_actor $2147 health_to 300 0006: 5@ = 1 // @ = int :LAWYER3_6530 00D6: if or 031D: actor $2147 hit_by_weapon 46 031D: actor $2147 hit_by_weapon 40 031D: actor $2147 hit_by_weapon 39 004D: jump_if_false @LAWYER3_6649 00D6: if 0039: 6@ == 0 // @ == int 004D: jump_if_false @LAWYER3_6649 0008: $2163 += 1 // $ += int 0467: set_actor $2147 clear_last_weapon_damage 00D6: if 0038: $2151 == 0 // $ == int 004D: jump_if_false @LAWYER3_6634 00D6: if 8119: not car $2159 wrecked 004D: jump_if_false @LAWYER3_6634 01D5: actor $2147 go_to_and_drive_car $2159 :LAWYER3_6634 0223: set_actor $2147 health_to 300 0006: 6@ = 1 // @ = int :LAWYER3_6649 00D6: if or 031D: actor $2147 hit_by_weapon 46 031D: actor $2147 hit_by_weapon 40 031D: actor $2147 hit_by_weapon 39 004D: jump_if_false @LAWYER3_6768 00D6: if 0039: 7@ == 0 // @ == int 004D: jump_if_false @LAWYER3_6768 0008: $2163 += 1 // $ += int 0467: set_actor $2147 clear_last_weapon_damage 00D6: if 0038: $2151 == 0 // $ == int 004D: jump_if_false @LAWYER3_6753 00D6: if 8119: not car $2159 wrecked 004D: jump_if_false @LAWYER3_6753 01D5: actor $2147 go_to_and_drive_car $2159 :LAWYER3_6753 0223: set_actor $2147 health_to 300 0006: 7@ = 1 // @ = int :LAWYER3_6768 00D6: if 0038: $2163 == 3 // $ == int 004D: jump_if_false @LAWYER3_6793 0050: gosub @LAWYER3_8492 :LAWYER3_6793 00D6: if 0039: 9@ == 1 // @ == int 004D: jump_if_false @LAWYER3_6869 00D6: if 8118: not actor $2147 dead 004D: jump_if_false @LAWYER3_6869 00D6: if 8119: not car $2159 wrecked 004D: jump_if_false @LAWYER3_6869 00D6: if 80DB: not actor $2147 in_car $2159 004D: jump_if_false @LAWYER3_6869 0050: gosub @LAWYER3_8492 :LAWYER3_6869 00D6: if 0038: $2152 == 1 // $ == int 004D: jump_if_false @LAWYER3_6923 00D6: if 0019: TIMERA > 5000 // @ > int 004D: jump_if_false @LAWYER3_6923 03E5: text_box 'HELP53' 0004: $2152 = 2 // $ = int :LAWYER3_6923 00D6: if 0119: car $2166 wrecked 004D: jump_if_false @LAWYER3_6946 0002: jump @LAWYER3_7117 :LAWYER3_6946 00D6: if 8119: not car $2166 wrecked 004D: jump_if_false @LAWYER3_8035 00D6: if 0039: 2@ == 0 // @ == int 004D: jump_if_false @LAWYER3_7098 00D6: if 01FC: player $PLAYER_CHAR near_car $2166 radius 20.0 20.0 0 004D: jump_if_false @LAWYER3_7098 00BC: text_highpriority 'LAW3_20' time 15000 2 00D6: if 8119: not car $2166 wrecked 004D: jump_if_false @LAWYER3_7049 0519: lock_vehicle $2166 in_current_position 0 :LAWYER3_7049 00D6: if 0038: $2152 == 0 // $ == int 004D: jump_if_false @LAWYER3_7091 03E5: text_box 'HELP40' 0006: TIMERA = 0 // @ = int 0004: $2152 = 1 // $ = int :LAWYER3_7091 0006: 2@ = 1 // @ = int :LAWYER3_7098 00D6: if 8185: not car $2166 health >= 600 004D: jump_if_false @LAWYER3_8035 :LAWYER3_7117 00D6: if 0038: $2155 == 0 // $ == int 004D: jump_if_false @LAWYER3_8035 016A: fade 0 500 ms 03CF: load_wav 'LAW3_20' as 2 :LAWYER3_7154 00D6: if 016B: fading 004D: jump_if_false @LAWYER3_7178 0001: wait 0 ms 0002: jump @LAWYER3_7154 :LAWYER3_7178 03CB: load_scene 551.8 194.5 13.6 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 00D6: if 8119: not car $2166 wrecked 004D: jump_if_false @LAWYER3_7229 020A: set_car $2166 door_status_to 1 :LAWYER3_7229 0395: clear_area 1 at 542.0 207.8 13.8 range 1.0 00D6: if 80E0: not player $PLAYER_CHAR in_any_car 004D: jump_if_false @LAWYER3_7296 0055: put_player $PLAYER_CHAR at 542.0 207.8 13.8 0002: jump @LAWYER3_7316 :LAWYER3_7296 012A: put_player $PLAYER_CHAR at 542.0 207.8 13.8 and_remove_from_car :LAWYER3_7316 00D6: if 8119: not car $2166 wrecked 004D: jump_if_false @LAWYER3_7390 00D6: if 01AD: car $2166 sphere 0 near_point 551.8 194.5 radius 4.0 4.0 004D: jump_if_false @LAWYER3_7390 00AB: put_car $2166 at 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 13.8 range 1.0 009A: $2148 = create_actor_pedtype 4 model #BMYBU at 551.8 194.5 13.6 0173: set_actor $2148 z_angle_to 35.0 0164: disable_marker $2158 015F: set_camera_position 553.126 190.922 15.789 rotation 0.0 0.0 0.0 0160: point_camera 552.636 191.782 15.65 switchstyle 2 0211: actor $PLAYER_ACTOR walk_to 551.8 194.5 :LAWYER3_7529 00D6: if 83D0: not wav 2 loaded 004D: jump_if_false @LAWYER3_7555 0001: wait 0 ms 0002: jump @LAWYER3_7529 :LAWYER3_7555 016A: fade 1 500 ms 03D1: play_wav 2 00BC: text_highpriority 'LAW3_21' time 3000 2 0001: wait 1500 ms 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @LAWYER3_7605 03D1: play_wav 1 :LAWYER3_7605 03CF: load_wav 'LAW3_23' as 2 00D6: if 0038: $2160 == 0 // $ == int 004D: jump_if_false @LAWYER3_7650 00BC: text_highpriority 'LAW3_1' time 3000 1 :LAWYER3_7650 00D6: if 0038: $2160 == 1 // $ == int 004D: jump_if_false @LAWYER3_7683 00BC: text_highpriority 'LAW3_2' time 3000 1 :LAWYER3_7683 00D6: if 0038: $2160 == 2 // $ == int 004D: jump_if_false @LAWYER3_7716 00BC: text_highpriority 'LAW3_3' time 3000 1 :LAWYER3_7716 00D6: if 0038: $2160 == 3 // $ == int 004D: jump_if_false @LAWYER3_7749 00BC: text_highpriority 'LAW3_4' time 3000 1 :LAWYER3_7749 00D6: if 0038: $2160 == 4 // $ == int 004D: jump_if_false @LAWYER3_7782 00BC: text_highpriority 'LAW3_5' time 3000 1 :LAWYER3_7782 00D6: if 0038: $2160 == 5 // $ == int 004D: jump_if_false @LAWYER3_7815 00BC: text_highpriority 'LAW3_6' time 3000 1 :LAWYER3_7815 0001: wait 1500 ms :LAWYER3_7820 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @LAWYER3_7846 0001: wait 0 ms 0002: jump @LAWYER3_7820 :LAWYER3_7846 00D6: if 8118: not actor $2148 dead 004D: jump_if_false @LAWYER3_7877 0239: actor $2148 run_to 535.7 177.3 :LAWYER3_7877 00D6: if 03D0: wav 2 loaded 004D: jump_if_false @LAWYER3_7896 03D1: play_wav 2 :LAWYER3_7896 015F: set_camera_position 548.683 203.05 13.808 rotation 0.0 0.0 0.0 0160: point_camera 548.314 202.122 13.859 switchstyle 2 0001: wait 3000 ms 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player 011C: actor $PLAYER_ACTOR clear_objective 009B: destroy_actor_instantly $2148 01C3: mark_car_as_no_longer_needed $2166 0209: $2160 = random_int_in_ranges 0 6 00D6: if 8119: not car $2166 wrecked 004D: jump_if_false @LAWYER3_8014 01EC: make_car $2166 very_heavy 0 :LAWYER3_8014 0050: gosub @LAWYER3_8310 0008: $2153 += 1 // $ += int 0004: $2155 = 1 // $ = int :LAWYER3_8035 0002: jump @LAWYER3_2975 :LAWYER3_8042 0002: jump @LAWYER3_8066 :LAWYER3_8049 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :LAWYER3_8066 0004: $PASSED_LAW3_JURY_FURY = 1 // $ = int 0394: play_music 1 01E3: text_1number_styled 'M_PASS' number 400 time 5000 style 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 400 0318: set_latest_mission_passed 'LAW_3' 030C: progress_made += 1 0004: $867 = 1 // $ = int 004F: create_thread @LAW4 0051: return :LAWYER3_8139 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 0004: $ONMISSION = 0 // $ = int 0164: disable_marker $2157 0164: disable_marker $2158 0164: disable_marker $2165 0249: release_model #HMORI 0249: release_model #ADMIRAL 0249: release_model #BFYBE 0249: release_model #SPAND 0249: release_model #GLENDALE 0249: release_model #BMYBU 0249: release_model #HAMMER 0249: release_model #HMYAP 0249: release_model #SENTINEL 0249: release_model #WMOGO 01C3: mark_car_as_no_longer_needed 0@ 01C3: mark_car_as_no_longer_needed $2159 01C3: mark_car_as_no_longer_needed $2166 0215: destroy_pickup 12@ 0215: destroy_pickup 13@ 0215: destroy_pickup 3@ 0296: unload_special_actor 4 040D: unload_wav 1 040D: unload_wav 2 00D8: mission_cleanup 00D6: if 8119: not car $2159 wrecked 004D: jump_if_false @LAWYER3_8285 01EC: make_car $2159 very_heavy 0 053F: set_car $2159 tires_vulnerable 1 :LAWYER3_8285 00D6: if 8119: not car $2166 wrecked 004D: jump_if_false @LAWYER3_8308 01EC: make_car $2166 very_heavy 0 :LAWYER3_8308 0051: return :LAWYER3_8310 00D6: if 0038: $2160 == 0 // $ == int 004D: jump_if_false @LAWYER3_8340 03CF: load_wav 'LAW3_1' as 1 :LAWYER3_8340 00D6: if 0038: $2160 == 1 // $ == int 004D: jump_if_false @LAWYER3_8370 03CF: load_wav 'LAW3_2' as 1 :LAWYER3_8370 00D6: if 0038: $2160 == 2 // $ == int 004D: jump_if_false @LAWYER3_8400 03CF: load_wav 'LAW3_3' as 1 :LAWYER3_8400 00D6: if 0038: $2160 == 3 // $ == int 004D: jump_if_false @LAWYER3_8430 03CF: load_wav 'LAW3_4' as 1 :LAWYER3_8430 00D6: if 0038: $2160 == 4 // $ == int 004D: jump_if_false @LAWYER3_8460 03CF: load_wav 'LAW3_5' as 1 :LAWYER3_8460 00D6: if 0038: $2160 == 5 // $ == int 004D: jump_if_false @LAWYER3_8490 03CF: load_wav 'LAW3_6' as 1 :LAWYER3_8490 0051: return :LAWYER3_8492 00D6: if 0038: $2154 == 0 // $ == int 004D: jump_if_false @LAWYER3_9225 00D6: if 8118: not actor $2147 dead 004D: jump_if_false @LAWYER3_9225 016A: fade 0 500 ms 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 022E: set_player $PLAYER_CHAR to_look_at_actor $2147 0164: disable_marker $2157 011C: actor $2147 clear_objective 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @LAWYER3_8588 03D1: play_wav 1 :LAWYER3_8588 03CF: load_wav 'LAW3_22' as 2 00D6: if 0038: $2160 == 0 // $ == int 004D: jump_if_false @LAWYER3_8633 00BC: text_highpriority 'LAW3_1' time 3000 1 :LAWYER3_8633 00D6: if 0038: $2160 == 1 // $ == int 004D: jump_if_false @LAWYER3_8666 00BC: text_highpriority 'LAW3_2' time 3000 1 :LAWYER3_8666 00D6: if 0038: $2160 == 2 // $ == int 004D: jump_if_false @LAWYER3_8699 00BC: text_highpriority 'LAW3_3' time 3000 1 :LAWYER3_8699 00D6: if 0038: $2160 == 3 // $ == int 004D: jump_if_false @LAWYER3_8732 00BC: text_highpriority 'LAW3_4' time 3000 1 :LAWYER3_8732 00D6: if 0038: $2160 == 4 // $ == int 004D: jump_if_false @LAWYER3_8765 00BC: text_highpriority 'LAW3_5' time 3000 1 :LAWYER3_8765 00D6: if 0038: $2160 == 5 // $ == int 004D: jump_if_false @LAWYER3_8798 00BC: text_highpriority 'LAW3_6' time 3000 1 :LAWYER3_8798 00D6: if 016B: fading 004D: jump_if_false @LAWYER3_8822 0001: wait 0 ms 0002: jump @LAWYER3_8798 :LAWYER3_8822 03CB: load_scene 204.5 -1007.6 9.4 0006: TIMERB = 0 // @ = int 015F: set_camera_position 203.625 -1010.455 10.988 rotation 0.0 0.0 0.0 0160: point_camera 203.922 -1009.509 10.862 switchstyle 2 0230: set_player $PLAYER_CHAR stop_looking 0395: clear_area 1 at 202.7 -1016.4 9.6 range 1.0 0055: put_player $PLAYER_CHAR at 202.7 -1016.4 9.6 009B: destroy_actor_instantly $2147 0395: clear_area 1 at 204.5 -1007.6 9.4 range 5.0 009A: $2147 = create_actor_pedtype 4 model #HMORI at 204.5 -1007.6 9.4 016A: fade 1 500 ms 00D6: if 8118: not actor $2147 dead 004D: jump_if_false @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 0006: TIMERB = 0 // @ = int :LAWYER3_9058 00D6: if 8019: not TIMERB > 5000 // @ > int 004D: jump_if_false @LAWYER3_9122 0001: wait 0 ms 00D6: if 03D2: wav 1 ended 004D: jump_if_false @LAWYER3_9115 00D6: if 03D0: wav 2 loaded 004D: jump_if_false @LAWYER3_9115 03D1: play_wav 2 :LAWYER3_9115 0002: jump @LAWYER3_9058 :LAWYER3_9122 0209: $2160 = random_int_in_ranges 0 6 0050: gosub @LAWYER3_8310 0171: set_player $PLAYER_CHAR z_angle_to 0.0 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 02EB: restore_camera_with_jumpcut 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 0008: $2153 += 1 // $ += int 009B: destroy_actor_instantly $2147 01C3: mark_car_as_no_longer_needed $2159 01C3: mark_car_as_no_longer_needed $2161 01C2: mark_actor_as_no_longer_needed 11@ 00D6: if 8119: not car $2159 wrecked 004D: jump_if_false @LAWYER3_9218 020A: set_car $2159 door_status_to 1 :LAWYER3_9218 0004: $2154 = 1 // $ = int :LAWYER3_9225 0051: return //-------------Mission 6--------------- // Originally: Riot :LAWYER4 0050: gosub @LAWYER4_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @LAWYER4_27 0050: gosub @LAWYER4_9012 :LAWYER4_27 0050: gosub @LAWYER4_9186 004E: end_thread :LAWYER4_36 0317: increment_mission_attempts 0004: $ONMISSION = 1 // $ = int 03A4: name_thread 'LAWYER4' 0001: wait 0 ms 054C: use_GXT_table 'LAWYER4' 058E: set_restart_mission_taxi_destination 110.6 -824.2 9.6 327.9 0005: $99 = 95.4 // $ = float 0005: $100 = -1135.5 // $ = float 0005: $101 = 9.4 // $ = float 0004: $33 = 0 // $ = int 0004: $34 = 0 // $ = int 0004: $38 = 0 // $ = int 0004: $39 = 0 // $ = int 0004: $40 = 0 // $ = int 0004: $41 = 0 // $ = int 0004: $42 = 0 // $ = int 0004: $2198 = 0 // $ = int 0004: $2222 = 0 // $ = int 0004: $2205 = 0 // $ = int 0004: $2206 = 0 // $ = int 0004: $2211 = 0 // $ = int 0004: $2212 = 0 // $ = int 0006: 0@ = 0 // @ = int 0006: 1@ = 0 // @ = int 0006: 2@ = 0 // @ = int 0006: 3@ = 0 // @ = int 0006: 4@ = 0 // @ = int 0006: 5@ = 0 // @ = int 0006: 6@ = 0 // @ = int 0006: 7@ = 0 // @ = int 0006: 8@ = 0 // @ = int 0006: 9@ = 0 // @ = int 0006: 10@ = 0 // @ = int 0006: 11@ = 0 // @ = int 0006: 12@ = 0 // @ = int 0006: 13@ = 0 // @ = int 0006: 14@ = 0 // @ = int 0006: 15@ = 0 // @ = int 0004: $2217 = 0 // $ = int 0004: $2218 = 0 // $ = int 0004: $2219 = 0 // $ = int 0004: $2220 = 0 // $ = int 0004: $2221 = 0 // $ = int 0004: $58 = 0 // $ = int 0004: $2225 = 0 // $ = int 0004: $2226 = 0 // $ = int 0004: $2227 = 0 // $ = int 0004: $2228 = 0 // $ = int 0004: $2229 = 0 // $ = int 0004: $2230 = 0 // $ = int 0004: $2231 = 0 // $ = int 0004: $2232 = 0 // $ = int 0004: $2233 = 0 // $ = int 0004: $2234 = 0 // $ = int 0004: $2235 = 0 // $ = int 0004: $2236 = 0 // $ = int 0004: $2237 = 0 // $ = int 0004: $2238 = 0 // $ = int 0004: $2239 = 0 // $ = int 0004: $2240 = 0 // $ = int 0004: $2241 = 0 // $ = int 0004: $2242 = 0 // $ = int 0004: $2243 = 0 // $ = int 0004: $2244 = 0 // $ = int 0004: $2245 = 0 // $ = int 0004: $2204 = 0 // $ = int 0004: $2199 = 127 // $ = int 0004: $2246 = 0 // $ = int 0004: $2247 = 0 // $ = int 03E6: remove_text_box 0004: $2213 = 0 // $ = int 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @LAWYER4_602 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 038B: load_requested_models 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @LAWYER4_602 0353: refresh_actor $PLAYER_ACTOR :LAWYER4_602 04BB: select_interiour 6 // select render area 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 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ03 available 004D: jump_if_false @LAWYER4_757 0001: wait 0 ms 0002: jump @LAWYER4_708 :LAWYER4_757 00D6: if 8248: not model #CUTOBJ04 available 004D: jump_if_false @LAWYER4_784 0001: wait 0 ms 0002: jump @LAWYER4_757 :LAWYER4_784 03CB: load_scene 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: set_cutscene_anim 'LCFAN' to_loop 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 9.8 range 0.5 0055: put_player $PLAYER_CHAR at 119.0 -826.8 9.8 0171: set_player $PLAYER_CHAR z_angle_to 60.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :LAWYER4_1065 00D6: if 001A: 45 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER4_1099 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER4_1065 :LAWYER4_1099 00BC: text_highpriority 'LAW4_A' time 10000 1 :LAWYER4_1114 00D6: if 001A: 4210 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER4_1149 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER4_1114 :LAWYER4_1149 00BC: text_highpriority 'LAW4_B' time 10000 1 :LAWYER4_1164 00D6: if 001A: 7190 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER4_1199 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER4_1164 :LAWYER4_1199 00BC: text_highpriority 'LAW4_C' time 10000 1 :LAWYER4_1214 00D6: if 001A: 8052 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER4_1249 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER4_1214 :LAWYER4_1249 00BC: text_highpriority 'LAW4_D' time 10000 1 :LAWYER4_1264 00D6: if 001A: 9403 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER4_1299 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER4_1264 :LAWYER4_1299 00BC: text_highpriority 'LAW4_E' time 10000 1 :LAWYER4_1314 00D6: if 001A: 13088 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER4_1349 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER4_1314 :LAWYER4_1349 00BC: text_highpriority 'LAW4_F' time 10000 1 :LAWYER4_1364 00D6: if 001A: 15052 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER4_1399 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER4_1364 :LAWYER4_1399 00BC: text_highpriority 'LAW4_G' time 10000 1 :LAWYER4_1414 00D6: if 001A: 19432 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER4_1449 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER4_1414 :LAWYER4_1449 00BC: text_highpriority 'LAW4_H' time 10000 1 :LAWYER4_1464 00D6: if 001A: 23825 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER4_1499 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER4_1464 :LAWYER4_1499 00BC: text_highpriority 'LAW4_I' time 10000 1 :LAWYER4_1514 00D6: if 001A: 26892 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER4_1549 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER4_1514 :LAWYER4_1549 00BC: text_highpriority 'LAW4_J' time 10000 1 :LAWYER4_1564 00D6: if 001A: 32978 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER4_1601 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER4_1564 :LAWYER4_1601 00BC: text_highpriority 'LAW4_K' time 10000 1 :LAWYER4_1616 00D6: if 001A: 34995 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER4_1653 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER4_1616 :LAWYER4_1653 00BC: text_highpriority 'LAW4_L' time 10000 1 :LAWYER4_1668 00D6: if 001A: 40136 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER4_1705 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER4_1668 :LAWYER4_1705 00BC: text_highpriority 'LAW4_M' time 10000 1 :LAWYER4_1720 00D6: if 001A: 46049 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER4_1757 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER4_1720 :LAWYER4_1757 00BC: text_highpriority 'LAW4_N' time 10000 1 :LAWYER4_1772 00D6: if 001A: 48481 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER4_1809 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER4_1772 :LAWYER4_1809 00BC: text_highpriority 'LAW4_O' time 10000 1 :LAWYER4_1824 00D6: if 001A: 52177 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER4_1861 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER4_1824 :LAWYER4_1861 00BC: text_highpriority 'LAW4_P' time 10000 1 :LAWYER4_1876 00D6: if 001A: 56220 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER4_1913 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER4_1876 :LAWYER4_1913 00BC: text_highpriority 'LAW4_Q' time 10000 1 :LAWYER4_1928 00D6: if 001A: 57286 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER4_1965 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER4_1928 :LAWYER4_1965 00BC: text_highpriority 'LAW4_R' time 10000 1 :LAWYER4_1980 00D6: if 001A: 60052 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER4_2017 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER4_1980 :LAWYER4_2017 016A: fade 0 1500 ms :LAWYER4_2024 00D6: if 001A: 61052 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @LAWYER4_2061 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LAWYER4_2024 :LAWYER4_2061 00BE: text_clear_all 0001: wait 1000 ms 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @LAWYER4_2126 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @LAWYER4_2126 03D1: play_wav 1 :LAWYER4_2100 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @LAWYER4_2126 0001: wait 0 ms 0002: jump @LAWYER4_2100 :LAWYER4_2126 00D6: if 016B: fading 004D: jump_if_false @LAWYER4_2150 0001: wait 0 ms 0002: 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 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 0249: release_model #CUTOBJ04 04BB: select_interiour 0 // select render area 03CB: load_scene 117.1 -825.6 9.8 0001: wait 500 ms 016A: fade 1 1500 ms 0215: destroy_pickup $1285 04E3: set_player $PLAYER_CHAR mood 1 duration 60000 00BC: text_highpriority 'LAW1_1' time 10000 1 02A8: $59 = create_marker 28 at $99 $100 $101 018A: $19 = create_checkpoint_at 299.0 -314.6 11.4 0247: request_model #SPAND 023C: load_special_actor 4 'SPANDXA' 023C: load_special_actor 5 'SPANDXB' 0247: request_model #NITESTICK 0247: request_model #GDA 0247: request_model #BARREL4 0247: request_model #COLT45 04ED: load_animation 'RIOT' :LAWYER4_2348 00D6: if or 823D: not special_actor 4 loaded 823D: not special_actor 5 loaded 84EE: not animation 'RIOT' loaded 004D: jump_if_false @LAWYER4_2388 0001: wait 0 ms 0002: jump @LAWYER4_2348 :LAWYER4_2388 00D6: if or 8248: not model #SPAND available 8248: not model #NITESTICK available 8248: not model #GDA available 8248: not model #BARREL4 available 8248: not model #COLT45 available 004D: jump_if_false @LAWYER4_2433 0001: wait 0 ms 0002: jump @LAWYER4_2388 :LAWYER4_2433 00D6: if 80F5: not player $PLAYER_CHAR 0 299.0 -314.6 11.4 radius 70.0 70.0 30.0 004D: jump_if_false @LAWYER4_2559 0001: wait 0 ms 00D6: if 0038: $2213 == 0 // $ == int 004D: jump_if_false @LAWYER4_2552 00D6: if 00F6: player $PLAYER_CHAR 1 $99 $100 $101 radius 1.2 1.2 3.0 004D: jump_if_false @LAWYER4_2552 0050: gosub @LAWYER4_11147 :LAWYER4_2552 0002: jump @LAWYER4_2433 :LAWYER4_2559 0552: set_riot_noise $2199 009A: $2177 = create_actor_pedtype 4 model #SPECIAL04 at 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 009A: $2178 = create_actor_pedtype 4 model #SPECIAL05 at 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 009A: $2179 = create_actor_pedtype 4 model #SPECIAL04 at 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 009A: $2180 = create_actor_pedtype 4 model #SPECIAL05 at 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 009A: $2181 = create_actor_pedtype 4 model #SPECIAL04 at 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 009A: $2182 = create_actor_pedtype 4 model #SPECIAL05 at 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 009A: $2183 = create_actor_pedtype 4 model #SPECIAL04 at 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 009A: $2184 = create_actor_pedtype 4 model #SPECIAL05 at 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 009A: $2185 = create_actor_pedtype 4 model #SPECIAL04 at 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 009A: $2186 = create_actor_pedtype 4 model #SPECIAL05 at 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 009A: $2187 = create_actor_pedtype 4 model #SPECIAL04 at 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 009A: $2188 = create_actor_pedtype 4 model #SPECIAL05 at 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 009A: $2189 = create_actor_pedtype 4 model #SPECIAL04 at 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 009A: $2190 = create_actor_pedtype 4 model #SPECIAL05 at 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 009A: $2191 = create_actor_pedtype 4 model #SPECIAL04 at 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 009A: $2192 = create_actor_pedtype 4 model #SPECIAL05 at 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 009A: $2193 = create_actor_pedtype 4 model #SPECIAL04 at 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 009A: $2194 = create_actor_pedtype 4 model #SPECIAL05 at 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 009A: $2195 = create_actor_pedtype 4 model #SPECIAL04 at 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 009A: $2196 = create_actor_pedtype 4 model #SPECIAL05 at 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 009A: $2197 = create_actor_pedtype 4 model #SPECIAL04 at 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 009A: $2208 = create_actor_pedtype 5 model #GDA at 301.2 -311.5 10.9 01ED: clear_actor $2208 threat_search 0243: set_actor $2208 ped_stats_to 16 0173: set_actor $2208 z_angle_to 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 009A: $2209 = create_actor_pedtype 5 model #GDA at 303.2 -311.5 10.9 01ED: clear_actor $2209 threat_search 0243: set_actor $2209 ped_stats_to 16 0173: set_actor $2209 z_angle_to 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 009A: $2210 = create_actor_pedtype 5 model #GDA at 304.0 -298.7 10.9 01ED: clear_actor $2210 threat_search 0243: set_actor $2210 ped_stats_to 16 0173: set_actor $2210 z_angle_to 180.0 02A9: set_actor $2210 immune_to_nonplayer 1 0223: set_actor $2210 health_to 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 00A5: $2201 = create_car #SPAND at 286.7 -302.1 11.9 0175: set_car $2201 z_angle_to 270.0 00A5: $2202 = create_car #SPAND at 312.2 -304.7 11.9 0175: set_car $2202 z_angle_to 90.0 00A5: $2203 = create_car #SPAND at 312.2 -300.7 11.9 0175: set_car $2203 z_angle_to 90.0 0107: $2207 = create_object #BARREL4 at 309.3 -298.6 10.9 0107: $2200 = create_object #BARREL4 at 284.3 -312.4 10.9 035D: make_object $2200 targetable 035D: make_object $2207 targetable 0006: TIMERB = 0 // @ = int :LAWYER4_4080 00D6: if or 8119: not car $2201 wrecked 8119: not car $2202 wrecked 8119: not car $2203 wrecked 004D: jump_if_false @LAWYER4_8863 0001: wait 0 ms 00D6: if 8118: not actor $2177 dead 004D: jump_if_false @LAWYER4_4192 00D6: if and 8184: not actor $2177 health >= 99 0039: 0@ == 0 // @ == int 0038: $2205 == 0 // $ == int 004D: jump_if_false @LAWYER4_4185 0008: $2212 += 1 // $ += int 053D: clear_actor $2177 wait_state 01CA: actor $2177 kill_player $PLAYER_CHAR 0006: 0@ = 1 // @ = int :LAWYER4_4185 0002: jump @LAWYER4_4231 :LAWYER4_4192 00D6: if 0038: $2225 == 0 // $ == int 004D: jump_if_false @LAWYER4_4231 0008: $2198 += 1 // $ += int 0050: gosub @LAWYER4_11734 0004: $2225 = 1 // $ = int :LAWYER4_4231 00D6: if 8118: not actor $2178 dead 004D: jump_if_false @LAWYER4_4313 00D6: if and 8184: not actor $2178 health >= 99 0039: 1@ == 0 // @ == int 0038: $2205 == 0 // $ == int 004D: jump_if_false @LAWYER4_4306 0008: $2212 += 1 // $ += int 053D: clear_actor $2178 wait_state 01CA: actor $2178 kill_player $PLAYER_CHAR 0006: 1@ = 1 // @ = int :LAWYER4_4306 0002: jump @LAWYER4_4352 :LAWYER4_4313 00D6: if 0038: $2226 == 0 // $ == int 004D: jump_if_false @LAWYER4_4352 0008: $2198 += 1 // $ += int 0050: gosub @LAWYER4_11734 0004: $2226 = 1 // $ = int :LAWYER4_4352 00D6: if 8118: not actor $2179 dead 004D: jump_if_false @LAWYER4_4434 00D6: if and 8184: not actor $2179 health >= 99 0039: 2@ == 0 // @ == int 0038: $2205 == 0 // $ == int 004D: jump_if_false @LAWYER4_4427 0008: $2212 += 1 // $ += int 053D: clear_actor $2179 wait_state 01CA: actor $2179 kill_player $PLAYER_CHAR 0006: 2@ = 1 // @ = int :LAWYER4_4427 0002: jump @LAWYER4_4473 :LAWYER4_4434 00D6: if 0038: $2227 == 0 // $ == int 004D: jump_if_false @LAWYER4_4473 0008: $2198 += 1 // $ += int 0050: gosub @LAWYER4_11734 0004: $2227 = 1 // $ = int :LAWYER4_4473 00D6: if 8118: not actor $2180 dead 004D: jump_if_false @LAWYER4_4555 00D6: if and 8184: not actor $2180 health >= 99 0039: 3@ == 0 // @ == int 0038: $2205 == 0 // $ == int 004D: jump_if_false @LAWYER4_4548 0008: $2212 += 1 // $ += int 053D: clear_actor $2180 wait_state 01CA: actor $2180 kill_player $PLAYER_CHAR 0006: 3@ = 1 // @ = int :LAWYER4_4548 0002: jump @LAWYER4_4594 :LAWYER4_4555 00D6: if 0038: $2228 == 0 // $ == int 004D: jump_if_false @LAWYER4_4594 0008: $2198 += 1 // $ += int 0050: gosub @LAWYER4_11734 0004: $2228 = 1 // $ = int :LAWYER4_4594 00D6: if 8118: not actor $2181 dead 004D: jump_if_false @LAWYER4_4676 00D6: if and 8184: not actor $2181 health >= 99 0039: 4@ == 0 // @ == int 0038: $2205 == 0 // $ == int 004D: jump_if_false @LAWYER4_4669 0008: $2212 += 1 // $ += int 053D: clear_actor $2181 wait_state 01CA: actor $2181 kill_player $PLAYER_CHAR 0006: 4@ = 1 // @ = int :LAWYER4_4669 0002: jump @LAWYER4_4715 :LAWYER4_4676 00D6: if 0038: $2229 == 0 // $ == int 004D: jump_if_false @LAWYER4_4715 0008: $2198 += 1 // $ += int 0050: gosub @LAWYER4_11734 0004: $2229 = 1 // $ = int :LAWYER4_4715 00D6: if 8118: not actor $2182 dead 004D: jump_if_false @LAWYER4_4797 00D6: if and 8184: not actor $2182 health >= 99 0039: 5@ == 0 // @ == int 0038: $2205 == 0 // $ == int 004D: jump_if_false @LAWYER4_4790 0008: $2212 += 1 // $ += int 053D: clear_actor $2182 wait_state 01CA: actor $2182 kill_player $PLAYER_CHAR 0006: 5@ = 1 // @ = int :LAWYER4_4790 0002: jump @LAWYER4_4836 :LAWYER4_4797 00D6: if 0038: $2230 == 0 // $ == int 004D: jump_if_false @LAWYER4_4836 0008: $2198 += 1 // $ += int 0050: gosub @LAWYER4_11734 0004: $2230 = 1 // $ = int :LAWYER4_4836 00D6: if 8118: not actor $2183 dead 004D: jump_if_false @LAWYER4_4918 00D6: if and 8184: not actor $2183 health >= 99 0039: 6@ == 0 // @ == int 0038: $2205 == 0 // $ == int 004D: jump_if_false @LAWYER4_4911 0008: $2212 += 1 // $ += int 053D: clear_actor $2183 wait_state 01CA: actor $2183 kill_player $PLAYER_CHAR 0006: 6@ = 1 // @ = int :LAWYER4_4911 0002: jump @LAWYER4_4957 :LAWYER4_4918 00D6: if 0038: $2231 == 0 // $ == int 004D: jump_if_false @LAWYER4_4957 0008: $2198 += 1 // $ += int 0050: gosub @LAWYER4_11734 0004: $2231 = 1 // $ = int :LAWYER4_4957 00D6: if 8118: not actor $2184 dead 004D: jump_if_false @LAWYER4_5039 00D6: if and 8184: not actor $2184 health >= 99 0039: 7@ == 0 // @ == int 0038: $2205 == 0 // $ == int 004D: jump_if_false @LAWYER4_5032 0008: $2212 += 1 // $ += int 053D: clear_actor $2184 wait_state 01CA: actor $2184 kill_player $PLAYER_CHAR 0006: 7@ = 1 // @ = int :LAWYER4_5032 0002: jump @LAWYER4_5078 :LAWYER4_5039 00D6: if 0038: $2232 == 0 // $ == int 004D: jump_if_false @LAWYER4_5078 0008: $2198 += 1 // $ += int 0050: gosub @LAWYER4_11734 0004: $2232 = 1 // $ = int :LAWYER4_5078 00D6: if 8118: not actor $2185 dead 004D: jump_if_false @LAWYER4_5160 00D6: if and 8184: not actor $2185 health >= 99 0039: 8@ == 0 // @ == int 0038: $2205 == 0 // $ == int 004D: jump_if_false @LAWYER4_5153 0008: $2212 += 1 // $ += int 053D: clear_actor $2185 wait_state 01CA: actor $2185 kill_player $PLAYER_CHAR 0006: 8@ = 1 // @ = int :LAWYER4_5153 0002: jump @LAWYER4_5199 :LAWYER4_5160 00D6: if 0038: $2233 == 0 // $ == int 004D: jump_if_false @LAWYER4_5199 0008: $2198 += 1 // $ += int 0050: gosub @LAWYER4_11734 0004: $2233 = 1 // $ = int :LAWYER4_5199 00D6: if 8118: not actor $2186 dead 004D: jump_if_false @LAWYER4_5281 00D6: if and 8184: not actor $2186 health >= 99 0039: 9@ == 0 // @ == int 0038: $2205 == 0 // $ == int 004D: jump_if_false @LAWYER4_5274 0008: $2212 += 1 // $ += int 053D: clear_actor $2186 wait_state 01CA: actor $2186 kill_player $PLAYER_CHAR 0006: 9@ = 1 // @ = int :LAWYER4_5274 0002: jump @LAWYER4_5320 :LAWYER4_5281 00D6: if 0038: $2234 == 0 // $ == int 004D: jump_if_false @LAWYER4_5320 0008: $2198 += 1 // $ += int 0050: gosub @LAWYER4_11734 0004: $2234 = 1 // $ = int :LAWYER4_5320 00D6: if 8118: not actor $2187 dead 004D: jump_if_false @LAWYER4_5402 00D6: if and 8184: not actor $2187 health >= 99 0039: 10@ == 0 // @ == int 0038: $2205 == 0 // $ == int 004D: jump_if_false @LAWYER4_5395 0008: $2212 += 1 // $ += int 053D: clear_actor $2187 wait_state 01CA: actor $2187 kill_player $PLAYER_CHAR 0006: 10@ = 1 // @ = int :LAWYER4_5395 0002: jump @LAWYER4_5441 :LAWYER4_5402 00D6: if 0038: $2235 == 0 // $ == int 004D: jump_if_false @LAWYER4_5441 0008: $2198 += 1 // $ += int 0050: gosub @LAWYER4_11734 0004: $2235 = 1 // $ = int :LAWYER4_5441 00D6: if 8118: not actor $2188 dead 004D: jump_if_false @LAWYER4_5523 00D6: if and 8184: not actor $2188 health >= 99 0039: 11@ == 0 // @ == int 0038: $2205 == 0 // $ == int 004D: jump_if_false @LAWYER4_5516 0008: $2212 += 1 // $ += int 053D: clear_actor $2188 wait_state 01CA: actor $2188 kill_player $PLAYER_CHAR 0006: 11@ = 1 // @ = int :LAWYER4_5516 0002: jump @LAWYER4_5562 :LAWYER4_5523 00D6: if 0038: $2236 == 0 // $ == int 004D: jump_if_false @LAWYER4_5562 0008: $2198 += 1 // $ += int 0050: gosub @LAWYER4_11734 0004: $2236 = 1 // $ = int :LAWYER4_5562 00D6: if 8118: not actor $2189 dead 004D: jump_if_false @LAWYER4_5644 00D6: if and 8184: not actor $2189 health >= 99 0039: 12@ == 0 // @ == int 0038: $2205 == 0 // $ == int 004D: jump_if_false @LAWYER4_5637 0008: $2212 += 1 // $ += int 053D: clear_actor $2189 wait_state 01CA: actor $2189 kill_player $PLAYER_CHAR 0006: 12@ = 1 // @ = int :LAWYER4_5637 0002: jump @LAWYER4_5683 :LAWYER4_5644 00D6: if 0038: $2237 == 0 // $ == int 004D: jump_if_false @LAWYER4_5683 0008: $2198 += 1 // $ += int 0050: gosub @LAWYER4_11734 0004: $2237 = 1 // $ = int :LAWYER4_5683 00D6: if 8118: not actor $2190 dead 004D: jump_if_false @LAWYER4_5765 00D6: if and 8184: not actor $2190 health >= 99 0039: 13@ == 0 // @ == int 0038: $2205 == 0 // $ == int 004D: jump_if_false @LAWYER4_5758 0008: $2212 += 1 // $ += int 053D: clear_actor $2190 wait_state 01CA: actor $2190 kill_player $PLAYER_CHAR 0006: 13@ = 1 // @ = int :LAWYER4_5758 0002: jump @LAWYER4_5804 :LAWYER4_5765 00D6: if 0038: $2238 == 0 // $ == int 004D: jump_if_false @LAWYER4_5804 0008: $2198 += 1 // $ += int 0050: gosub @LAWYER4_11734 0004: $2238 = 1 // $ = int :LAWYER4_5804 00D6: if 8118: not actor $2191 dead 004D: jump_if_false @LAWYER4_5886 00D6: if and 8184: not actor $2191 health >= 99 0039: 14@ == 0 // @ == int 0038: $2205 == 0 // $ == int 004D: jump_if_false @LAWYER4_5879 0008: $2212 += 1 // $ += int 053D: clear_actor $2191 wait_state 01CA: actor $2191 kill_player $PLAYER_CHAR 0006: 14@ = 1 // @ = int :LAWYER4_5879 0002: jump @LAWYER4_5925 :LAWYER4_5886 00D6: if 0038: $2239 == 0 // $ == int 004D: jump_if_false @LAWYER4_5925 0008: $2198 += 1 // $ += int 0050: gosub @LAWYER4_11734 0004: $2239 = 1 // $ = int :LAWYER4_5925 00D6: if 8118: not actor $2192 dead 004D: jump_if_false @LAWYER4_6007 00D6: if and 8184: not actor $2192 health >= 99 0039: 15@ == 0 // @ == int 0038: $2205 == 0 // $ == int 004D: jump_if_false @LAWYER4_6000 0008: $2212 += 1 // $ += int 053D: clear_actor $2192 wait_state 01CA: actor $2192 kill_player $PLAYER_CHAR 0006: 15@ = 1 // @ = int :LAWYER4_6000 0002: jump @LAWYER4_6046 :LAWYER4_6007 00D6: if 0038: $2240 == 0 // $ == int 004D: jump_if_false @LAWYER4_6046 0008: $2198 += 1 // $ += int 0050: gosub @LAWYER4_11734 0004: $2240 = 1 // $ = int :LAWYER4_6046 00D6: if 8118: not actor $2193 dead 004D: jump_if_false @LAWYER4_6128 00D6: if and 8184: not actor $2193 health >= 99 0038: $2217 == 0 // $ == int 0038: $2205 == 0 // $ == int 004D: jump_if_false @LAWYER4_6121 0008: $2212 += 1 // $ += int 053D: clear_actor $2193 wait_state 01CA: actor $2193 kill_player $PLAYER_CHAR 0004: $2217 = 1 // $ = int :LAWYER4_6121 0002: jump @LAWYER4_6167 :LAWYER4_6128 00D6: if 0038: $2241 == 0 // $ == int 004D: jump_if_false @LAWYER4_6167 0008: $2198 += 1 // $ += int 0050: gosub @LAWYER4_11734 0004: $2241 = 1 // $ = int :LAWYER4_6167 00D6: if 8118: not actor $2194 dead 004D: jump_if_false @LAWYER4_6249 00D6: if and 8184: not actor $2194 health >= 99 0038: $2218 == 0 // $ == int 0038: $2205 == 0 // $ == int 004D: jump_if_false @LAWYER4_6242 0008: $2212 += 1 // $ += int 053D: clear_actor $2194 wait_state 01CA: actor $2194 kill_player $PLAYER_CHAR 0004: $2218 = 1 // $ = int :LAWYER4_6242 0002: jump @LAWYER4_6288 :LAWYER4_6249 00D6: if 0038: $2242 == 0 // $ == int 004D: jump_if_false @LAWYER4_6288 0008: $2198 += 1 // $ += int 0050: gosub @LAWYER4_11734 0004: $2242 = 1 // $ = int :LAWYER4_6288 00D6: if 8118: not actor $2195 dead 004D: jump_if_false @LAWYER4_6370 00D6: if and 8184: not actor $2195 health >= 99 0038: $2219 == 0 // $ == int 0038: $2205 == 0 // $ == int 004D: jump_if_false @LAWYER4_6363 0008: $2212 += 1 // $ += int 053D: clear_actor $2195 wait_state 01CA: actor $2195 kill_player $PLAYER_CHAR 0004: $2219 = 1 // $ = int :LAWYER4_6363 0002: jump @LAWYER4_6409 :LAWYER4_6370 00D6: if 0038: $2243 == 0 // $ == int 004D: jump_if_false @LAWYER4_6409 0008: $2198 += 1 // $ += int 0050: gosub @LAWYER4_11734 0004: $2243 = 1 // $ = int :LAWYER4_6409 00D6: if 8118: not actor $2196 dead 004D: jump_if_false @LAWYER4_6491 00D6: if and 8184: not actor $2196 health >= 99 0038: $2220 == 0 // $ == int 0038: $2205 == 0 // $ == int 004D: jump_if_false @LAWYER4_6484 0008: $2212 += 1 // $ += int 053D: clear_actor $2196 wait_state 01CA: actor $2196 kill_player $PLAYER_CHAR 0004: $2220 = 1 // $ = int :LAWYER4_6484 0002: jump @LAWYER4_6530 :LAWYER4_6491 00D6: if 0038: $2244 == 0 // $ == int 004D: jump_if_false @LAWYER4_6530 0008: $2198 += 1 // $ += int 0050: gosub @LAWYER4_11734 0004: $2244 = 1 // $ = int :LAWYER4_6530 00D6: if 8118: not actor $2197 dead 004D: jump_if_false @LAWYER4_6612 00D6: if and 8184: not actor $2197 health >= 99 0038: $2221 == 0 // $ == int 0038: $2205 == 0 // $ == int 004D: jump_if_false @LAWYER4_6605 0008: $2212 += 1 // $ += int 053D: clear_actor $2197 wait_state 01CA: actor $2197 kill_player $PLAYER_CHAR 0004: $2221 = 1 // $ = int :LAWYER4_6605 0002: jump @LAWYER4_6651 :LAWYER4_6612 00D6: if 0038: $2245 == 0 // $ == int 004D: jump_if_false @LAWYER4_6651 0008: $2198 += 1 // $ += int 0050: gosub @LAWYER4_11734 0004: $2245 = 1 // $ = int :LAWYER4_6651 00D6: if 0038: $2205 == 0 // $ == int 004D: jump_if_false @LAWYER4_6719 00D6: if 0018: $2212 > 3 // $ > int 004D: jump_if_false @LAWYER4_6694 0050: gosub @LAWYER4_9987 :LAWYER4_6694 00D6: if 0018: $2198 > 2 // $ > int 004D: jump_if_false @LAWYER4_6719 0050: gosub @LAWYER4_9987 :LAWYER4_6719 00D6: if 0018: $2198 > 14 // $ > int 004D: jump_if_false @LAWYER4_6766 00D6: if 0038: $2204 == 0 // $ == int 004D: jump_if_false @LAWYER4_6766 0552: set_riot_noise 0 0004: $2204 = 1 // $ = int :LAWYER4_6766 00D6: if 0038: $2205 == 0 // $ == int 004D: jump_if_false @LAWYER4_6851 00D6: if 0038: $2213 == 0 // $ == int 004D: jump_if_false @LAWYER4_6851 00D6: if 00F6: player $PLAYER_CHAR 1 $99 $100 $101 radius 1.2 1.2 3.0 004D: jump_if_false @LAWYER4_6851 0050: gosub @LAWYER4_11147 :LAWYER4_6851 00D6: if 0118: actor $2208 dead 004D: jump_if_false @LAWYER4_6953 00D6: if 0038: $2246 == 0 // $ == int 004D: jump_if_false @LAWYER4_6953 00D6: if 056D: actor $2208 defined 004D: jump_if_false @LAWYER4_6946 04A5: get_dead_actor_pickup_coords $2208 store_to $2248 $2249 $2250 0009: $2250 += 0.5 // $ += float 032B: $2223 = create_weapon_pickup #COLT45 3 ammo 17 at $2248 $2249 $2250 :LAWYER4_6946 0004: $2246 = 1 // $ = int :LAWYER4_6953 00D6: if 0118: actor $2209 dead 004D: jump_if_false @LAWYER4_7055 00D6: if 0038: $2247 == 0 // $ == int 004D: jump_if_false @LAWYER4_7055 00D6: if 056D: actor $2209 defined 004D: jump_if_false @LAWYER4_7048 04A5: get_dead_actor_pickup_coords $2209 store_to $2248 $2249 $2250 0009: $2250 += 0.5 // $ += float 032B: $2224 = create_weapon_pickup #COLT45 3 ammo 17 at $2248 $2249 $2250 :LAWYER4_7048 0004: $2247 = 1 // $ = int :LAWYER4_7055 00D6: if 0038: $2205 == 1 // $ == int 004D: jump_if_false @LAWYER4_7645 00D6: if 0019: TIMERB > 2000 // @ > int 004D: jump_if_false @LAWYER4_7638 00D6: if 0038: $2206 == 0 // $ == int 004D: jump_if_false @LAWYER4_7638 00D6: if or 8118: not actor $2208 dead 8118: not actor $2209 dead 004D: jump_if_false @LAWYER4_7270 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 03CF: load_wav 'LAW4_10' as 1 015F: set_camera_position 303.649 -309.1 13.43 rotation 0.0 0.0 0.0 0160: point_camera 303.292 -309.982 13.122 switchstyle 2 0001: wait 500 ms :LAWYER4_7210 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @LAWYER4_7236 0001: wait 0 ms 0002: jump @LAWYER4_7210 :LAWYER4_7236 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @LAWYER4_7270 03D1: play_wav 1 00BC: text_highpriority 'LAW4_5' time 2000 1 :LAWYER4_7270 0164: disable_marker $19 0164: disable_marker $59 00D6: if 8119: not car $2201 wrecked 004D: jump_if_false @LAWYER4_7304 0186: $2214 = create_marker_above_car $2201 :LAWYER4_7304 00D6: if 8119: not car $2202 wrecked 004D: jump_if_false @LAWYER4_7328 0186: $2215 = create_marker_above_car $2202 :LAWYER4_7328 00D6: if 8119: not car $2203 wrecked 004D: jump_if_false @LAWYER4_7352 0186: $2216 = create_marker_above_car $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 00D6: if 834E: not move_object $1778 to 304.0 -313.6 11.0 speed 0.1 0.1 0.0 collision_check 0 004D: jump_if_false @LAWYER4_7452 0001: wait 0 ms 0002: jump @LAWYER4_7393 :LAWYER4_7452 018E: stop_sound $12 018C: play_sound 3 at 304.0 -313.6 11.0 00D6: if 8118: not actor $2208 dead 004D: jump_if_false @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 00D6: if 8118: not actor $2209 dead 004D: jump_if_false @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 00D6: if 8118: not actor $2210 dead 004D: jump_if_false @LAWYER4_7580 011A: set_actor $2210 search_threat 1 02E2: set_actor $2210 weapon_accuracy_to 10 :LAWYER4_7580 00D6: if or 8118: not actor $2208 dead 8118: not actor $2209 dead 004D: jump_if_false @LAWYER4_7616 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player :LAWYER4_7616 00BC: text_highpriority 'LAW4_14' time 8000 1 0004: $2206 = 1 // $ = int :LAWYER4_7638 0002: jump @LAWYER4_8144 :LAWYER4_7645 00D6: if 00F6: player $PLAYER_CHAR 0 299.0 -314.6 11.4 radius 20.0 20.0 10.0 004D: jump_if_false @LAWYER4_8144 00D6: if and 0038: $38 == 0 // $ == int 0019: TIMERB > 6000 // @ > int 004D: jump_if_false @LAWYER4_7915 00D6: if 0038: $33 == 0 // $ == int 004D: jump_if_false @LAWYER4_7775 03CF: load_wav 'LAW4_1A' as 1 03CF: load_wav 'LAW4_1B' as 2 0004: $33 = 1 // $ = int 0002: jump @LAWYER4_7801 :LAWYER4_7775 00D6: if and 03D0: wav 1 loaded 03D0: wav 2 loaded 004D: jump_if_false @LAWYER4_7801 0004: $34 = 1 // $ = int :LAWYER4_7801 00D6: if 0038: $34 == 1 // $ == int 004D: jump_if_false @LAWYER4_7915 03D1: play_wav 1 00BC: text_highpriority 'LAW4_1' time 3000 1 00D6: if and 03D2: wav 1 ended 0019: TIMERB > 19000 // @ > int 004D: jump_if_false @LAWYER4_7915 03D1: play_wav 2 00BC: text_highpriority 'LAW4_2' time 3000 1 0004: $38 = 1 // $ = int 0004: $39 = 0 // $ = int 0004: $33 = 0 // $ = int 0004: $34 = 0 // $ = int 0006: TIMERB = 0 // @ = int :LAWYER4_7915 00D6: if and 0038: $38 == 1 // $ == int 0038: $39 == 0 // $ == int 0019: TIMERB > 10000 // @ > int 004D: jump_if_false @LAWYER4_8144 00D6: if 0038: $33 == 0 // $ == int 004D: jump_if_false @LAWYER4_8004 03CF: load_wav 'LAW4_1C' as 1 03CF: load_wav 'LAW4_1D' as 2 0004: $33 = 1 // $ = int 0002: jump @LAWYER4_8030 :LAWYER4_8004 00D6: if and 03D0: wav 1 loaded 03D0: wav 2 loaded 004D: jump_if_false @LAWYER4_8030 0004: $34 = 1 // $ = int :LAWYER4_8030 00D6: if 0038: $34 == 1 // $ == int 004D: jump_if_false @LAWYER4_8144 03D1: play_wav 1 00BC: text_highpriority 'LAW4_3' time 2000 1 00D6: if and 03D2: wav 1 ended 0019: TIMERB > 23000 // @ > int 004D: jump_if_false @LAWYER4_8144 03D1: play_wav 2 00BC: text_highpriority 'LAW4_4' time 2000 1 0004: $39 = 1 // $ = int 0004: $38 = 0 // $ = int 0004: $33 = 0 // $ = int 0004: $34 = 0 // $ = int 0006: TIMERB = 0 // @ = int :LAWYER4_8144 00D6: if 0038: $2222 == 0 // $ == int 004D: jump_if_false @LAWYER4_8754 00D6: if 0057: player $PLAYER_CHAR 0 315.9 -313.0 9.0 282.4 -297.7 15.0 004D: jump_if_false @LAWYER4_8754 00D6: if 8118: not actor $2210 dead 004D: jump_if_false @LAWYER4_8284 01B4: set_player $PLAYER_CHAR can_move 0 015F: set_camera_position 301.571 -303.655 15.242 rotation 0.0 0.0 0.0 0160: point_camera 302.286 -303.089 14.833 switchstyle 2 :LAWYER4_8284 03E5: text_box 'HELP38' 0001: wait 500 ms 0006: TIMERA = 0 // @ = int :LAWYER4_8306 00D6: if 8019: not TIMERA > 2500 // @ > int 004D: jump_if_false @LAWYER4_8414 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @LAWYER4_8407 :LAWYER4_8346 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @LAWYER4_8400 0001: wait 0 ms 00D6: if 0019: TIMERA > 2500 // @ > int 004D: jump_if_false @LAWYER4_8393 0002: jump @LAWYER4_8539 :LAWYER4_8393 0002: jump @LAWYER4_8346 :LAWYER4_8400 0002: jump @LAWYER4_8539 :LAWYER4_8407 0002: jump @LAWYER4_8306 :LAWYER4_8414 0006: TIMERA = 0 // @ = int 03E5: text_box 'HELP39' :LAWYER4_8431 00D6: if 8019: not TIMERA > 3500 // @ > int 004D: jump_if_false @LAWYER4_8539 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @LAWYER4_8532 :LAWYER4_8471 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @LAWYER4_8525 0001: wait 0 ms 00D6: if 0019: TIMERA > 3500 // @ > int 004D: jump_if_false @LAWYER4_8518 0002: jump @LAWYER4_8539 :LAWYER4_8518 0002: jump @LAWYER4_8471 :LAWYER4_8525 0002: jump @LAWYER4_8539 :LAWYER4_8532 0002: jump @LAWYER4_8431 :LAWYER4_8539 01B4: set_player $PLAYER_CHAR can_move 1 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player 00D6: if 8118: not actor $2210 dead 004D: jump_if_false @LAWYER4_8573 0350: set_actor $2210 maintain_position_when_attacked 0 :LAWYER4_8573 0293: $18 = get_controller_mode 00D6: if 0038: $18 == 3 // $ == int 004D: jump_if_false @LAWYER4_8613 03E5: text_box 'HELP58' 0002: jump @LAWYER4_8623 :LAWYER4_8613 03E5: text_box 'HELP59' :LAWYER4_8623 00D6: if 0038: $2206 == 0 // $ == int 004D: jump_if_false @LAWYER4_8747 00D6: if 8118: not actor $2208 dead 004D: jump_if_false @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 00D6: if 8118: not actor $2209 dead 004D: jump_if_false @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 00D6: if 8118: not actor $2210 dead 004D: jump_if_false @LAWYER4_8747 011A: set_actor $2210 search_threat 1 02E2: set_actor $2210 weapon_accuracy_to 10 :LAWYER4_8747 0004: $2222 = 1 // $ = int :LAWYER4_8754 00D6: if 0038: $2211 == 0 // $ == int 004D: jump_if_false @LAWYER4_8849 00D6: if 00F5: player $PLAYER_CHAR 0 299.0 -314.6 11.4 radius 20.0 20.0 10.0 004D: jump_if_false @LAWYER4_8849 00BC: text_highpriority 'LAW4_13' time 8000 1 0006: TIMERB = 0 // @ = int 0004: $2211 = 1 // $ = int :LAWYER4_8849 0050: gosub @LAWYER4_11669 0002: jump @LAWYER4_4080 :LAWYER4_8863 00D6: if 0038: $2206 == 0 // $ == int 004D: jump_if_false @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 00D6: if 834E: not move_object $1778 to 304.0 -313.6 11.0 speed 0.15 0.15 0.0 collision_check 0 004D: jump_if_false @LAWYER4_8981 0001: wait 0 ms 0002: jump @LAWYER4_8922 :LAWYER4_8981 018E: stop_sound $12 018C: play_sound 3 at 304.0 -313.6 11.0 :LAWYER4_9005 0002: jump @LAWYER4_9049 :LAWYER4_9012 00BA: text_styled 'M_FAIL' 5000 ms 1 01BC: put_object $1778 at 298.0 -313.6 11.0 0051: return :LAWYER4_9049 0004: $PASSED_LAW4_RIOT = 1 // $ = int 0394: play_music 1 01E3: text_1number_styled 'M_PASS' number 1000 time 5000 style 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 1000 0318: set_latest_mission_passed 'LAW_4' 030C: progress_made += 1 0164: disable_marker $223 0164: disable_marker $243 0004: $904 = 1 // $ = int 055B: $1286 = create_clothes_pickup 3 at 364.2 1086.1 19.0 0004: $1266 = 1 // $ = int 004F: create_thread @CLOTH2 02A7: $243 = create_icon_marker_and_sphere $421 at $465 $466 $467 004F: create_thread @SER1 0051: return :LAWYER4_9186 0004: $ONMISSION = 0 // $ = int 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 0164: disable_marker $19 0164: disable_marker $59 0164: disable_marker $2214 0164: disable_marker $2215 0164: disable_marker $2216 0249: release_model #SPAND 0249: release_model #NITESTICK 0249: release_model #GDA 0249: release_model #BARREL4 0249: release_model #COLT45 00D6: if 0038: $1265 == 1 // $ == int 004D: jump_if_false @LAWYER4_9286 055B: $1285 = create_clothes_pickup 2 at 97.5 -1133.6 10.4 :LAWYER4_9286 0215: destroy_pickup $2223 0215: destroy_pickup $2224 0296: unload_special_actor 4 0296: unload_special_actor 5 040D: unload_wav 1 040D: unload_wav 2 0552: set_riot_noise 0 00D6: if 8118: not actor $2177 dead 004D: jump_if_false @LAWYER4_9344 053D: clear_actor $2177 wait_state 02A9: set_actor $2177 immune_to_nonplayer 0 :LAWYER4_9344 00D6: if 8118: not actor $2178 dead 004D: jump_if_false @LAWYER4_9372 053D: clear_actor $2178 wait_state 02A9: set_actor $2178 immune_to_nonplayer 0 :LAWYER4_9372 00D6: if 8118: not actor $2179 dead 004D: jump_if_false @LAWYER4_9400 053D: clear_actor $2179 wait_state 02A9: set_actor $2179 immune_to_nonplayer 0 :LAWYER4_9400 00D6: if 8118: not actor $2180 dead 004D: jump_if_false @LAWYER4_9428 053D: clear_actor $2180 wait_state 02A9: set_actor $2180 immune_to_nonplayer 0 :LAWYER4_9428 00D6: if 8118: not actor $2181 dead 004D: jump_if_false @LAWYER4_9456 053D: clear_actor $2181 wait_state 02A9: set_actor $2181 immune_to_nonplayer 0 :LAWYER4_9456 00D6: if 8118: not actor $2182 dead 004D: jump_if_false @LAWYER4_9484 053D: clear_actor $2182 wait_state 02A9: set_actor $2182 immune_to_nonplayer 0 :LAWYER4_9484 00D6: if 8118: not actor $2183 dead 004D: jump_if_false @LAWYER4_9512 053D: clear_actor $2183 wait_state 02A9: set_actor $2183 immune_to_nonplayer 0 :LAWYER4_9512 00D6: if 8118: not actor $2184 dead 004D: jump_if_false @LAWYER4_9540 053D: clear_actor $2184 wait_state 02A9: set_actor $2184 immune_to_nonplayer 0 :LAWYER4_9540 00D6: if 8118: not actor $2185 dead 004D: jump_if_false @LAWYER4_9568 053D: clear_actor $2185 wait_state 02A9: set_actor $2185 immune_to_nonplayer 0 :LAWYER4_9568 00D6: if 8118: not actor $2186 dead 004D: jump_if_false @LAWYER4_9596 053D: clear_actor $2186 wait_state 02A9: set_actor $2186 immune_to_nonplayer 0 :LAWYER4_9596 00D6: if 8118: not actor $2187 dead 004D: jump_if_false @LAWYER4_9624 053D: clear_actor $2187 wait_state 02A9: set_actor $2187 immune_to_nonplayer 0 :LAWYER4_9624 00D6: if 8118: not actor $2188 dead 004D: jump_if_false @LAWYER4_9652 053D: clear_actor $2188 wait_state 02A9: set_actor $2188 immune_to_nonplayer 0 :LAWYER4_9652 00D6: if 8118: not actor $2189 dead 004D: jump_if_false @LAWYER4_9680 053D: clear_actor $2189 wait_state 02A9: set_actor $2189 immune_to_nonplayer 0 :LAWYER4_9680 00D6: if 8118: not actor $2190 dead 004D: jump_if_false @LAWYER4_9708 053D: clear_actor $2190 wait_state 02A9: set_actor $2190 immune_to_nonplayer 0 :LAWYER4_9708 00D6: if 8118: not actor $2191 dead 004D: jump_if_false @LAWYER4_9736 053D: clear_actor $2191 wait_state 02A9: set_actor $2191 immune_to_nonplayer 0 :LAWYER4_9736 00D6: if 8118: not actor $2192 dead 004D: jump_if_false @LAWYER4_9764 053D: clear_actor $2192 wait_state 02A9: set_actor $2192 immune_to_nonplayer 0 :LAWYER4_9764 00D6: if 8118: not actor $2193 dead 004D: jump_if_false @LAWYER4_9792 053D: clear_actor $2193 wait_state 02A9: set_actor $2193 immune_to_nonplayer 0 :LAWYER4_9792 00D6: if 8118: not actor $2194 dead 004D: jump_if_false @LAWYER4_9820 053D: clear_actor $2194 wait_state 02A9: set_actor $2194 immune_to_nonplayer 0 :LAWYER4_9820 00D6: if 8118: not actor $2195 dead 004D: jump_if_false @LAWYER4_9848 053D: clear_actor $2195 wait_state 02A9: set_actor $2195 immune_to_nonplayer 0 :LAWYER4_9848 00D6: if 8118: not actor $2196 dead 004D: jump_if_false @LAWYER4_9876 053D: clear_actor $2196 wait_state 02A9: set_actor $2196 immune_to_nonplayer 0 :LAWYER4_9876 00D6: if 8118: not actor $2197 dead 004D: jump_if_false @LAWYER4_9904 053D: clear_actor $2197 wait_state 02A9: set_actor $2197 immune_to_nonplayer 0 :LAWYER4_9904 00D6: if 8118: not actor $2208 dead 004D: jump_if_false @LAWYER4_9927 02A9: set_actor $2208 immune_to_nonplayer 0 :LAWYER4_9927 00D6: if 8118: not actor $2209 dead 004D: jump_if_false @LAWYER4_9950 02A9: set_actor $2209 immune_to_nonplayer 0 :LAWYER4_9950 00D6: if 8118: not actor $2210 dead 004D: jump_if_false @LAWYER4_9973 02A9: set_actor $2210 immune_to_nonplayer 0 :LAWYER4_9973 04EF: release_animation 'RIOT' 00D8: mission_cleanup 0051: return :LAWYER4_9987 0001: wait 0 ms 00D6: if 8118: not actor $2177 dead 004D: jump_if_false @LAWYER4_10033 053D: clear_actor $2177 wait_state 0243: set_actor $2177 ped_stats_to 30 011A: set_actor $2177 search_threat 16 011A: set_actor $2177 search_threat 1 :LAWYER4_10033 00D6: if 8118: not actor $2178 dead 004D: jump_if_false @LAWYER4_10075 053D: clear_actor $2178 wait_state 0243: set_actor $2178 ped_stats_to 30 011A: set_actor $2178 search_threat 16 011A: set_actor $2178 search_threat 1 :LAWYER4_10075 00D6: if 8118: not actor $2179 dead 004D: jump_if_false @LAWYER4_10117 053D: clear_actor $2179 wait_state 0243: set_actor $2179 ped_stats_to 30 011A: set_actor $2179 search_threat 16 011A: set_actor $2179 search_threat 1 :LAWYER4_10117 00D6: if 8118: not actor $2180 dead 004D: jump_if_false @LAWYER4_10159 053D: clear_actor $2180 wait_state 0243: set_actor $2180 ped_stats_to 30 011A: set_actor $2180 search_threat 16 011A: set_actor $2180 search_threat 1 :LAWYER4_10159 00D6: if 8118: not actor $2181 dead 004D: jump_if_false @LAWYER4_10201 053D: clear_actor $2181 wait_state 0243: set_actor $2181 ped_stats_to 30 011A: set_actor $2181 search_threat 16 011A: set_actor $2181 search_threat 1 :LAWYER4_10201 00D6: if 8118: not actor $2182 dead 004D: jump_if_false @LAWYER4_10243 053D: clear_actor $2182 wait_state 0243: set_actor $2182 ped_stats_to 30 011A: set_actor $2182 search_threat 16 011A: set_actor $2182 search_threat 1 :LAWYER4_10243 00D6: if 8118: not actor $2183 dead 004D: jump_if_false @LAWYER4_10285 053D: clear_actor $2183 wait_state 0243: set_actor $2183 ped_stats_to 30 011A: set_actor $2183 search_threat 16 011A: set_actor $2183 search_threat 1 :LAWYER4_10285 00D6: if 8118: not actor $2184 dead 004D: jump_if_false @LAWYER4_10327 053D: clear_actor $2184 wait_state 0243: set_actor $2184 ped_stats_to 30 011A: set_actor $2184 search_threat 16 011A: set_actor $2184 search_threat 1 :LAWYER4_10327 00D6: if 8118: not actor $2185 dead 004D: jump_if_false @LAWYER4_10369 053D: clear_actor $2185 wait_state 0243: set_actor $2185 ped_stats_to 30 011A: set_actor $2185 search_threat 16 011A: set_actor $2185 search_threat 1 :LAWYER4_10369 00D6: if 8118: not actor $2186 dead 004D: jump_if_false @LAWYER4_10411 053D: clear_actor $2186 wait_state 0243: set_actor $2186 ped_stats_to 30 011A: set_actor $2186 search_threat 16 011A: set_actor $2186 search_threat 1 :LAWYER4_10411 00D6: if 8118: not actor $2187 dead 004D: jump_if_false @LAWYER4_10453 053D: clear_actor $2187 wait_state 0243: set_actor $2187 ped_stats_to 30 011A: set_actor $2187 search_threat 16 011A: set_actor $2187 search_threat 1 :LAWYER4_10453 00D6: if 8118: not actor $2188 dead 004D: jump_if_false @LAWYER4_10495 053D: clear_actor $2188 wait_state 0243: set_actor $2188 ped_stats_to 30 011A: set_actor $2188 search_threat 16 011A: set_actor $2188 search_threat 1 :LAWYER4_10495 00D6: if 8118: not actor $2189 dead 004D: jump_if_false @LAWYER4_10537 053D: clear_actor $2189 wait_state 0243: set_actor $2189 ped_stats_to 30 011A: set_actor $2189 search_threat 16 011A: set_actor $2189 search_threat 1 :LAWYER4_10537 00D6: if 8118: not actor $2190 dead 004D: jump_if_false @LAWYER4_10579 053D: clear_actor $2190 wait_state 0243: set_actor $2190 ped_stats_to 30 011A: set_actor $2190 search_threat 16 011A: set_actor $2190 search_threat 1 :LAWYER4_10579 00D6: if 8118: not actor $2191 dead 004D: jump_if_false @LAWYER4_10621 053D: clear_actor $2191 wait_state 0243: set_actor $2191 ped_stats_to 30 011A: set_actor $2191 search_threat 16 011A: set_actor $2191 search_threat 1 :LAWYER4_10621 00D6: if 8118: not actor $2192 dead 004D: jump_if_false @LAWYER4_10663 053D: clear_actor $2192 wait_state 0243: set_actor $2192 ped_stats_to 30 011A: set_actor $2192 search_threat 16 011A: set_actor $2192 search_threat 1 :LAWYER4_10663 00D6: if 8118: not actor $2193 dead 004D: jump_if_false @LAWYER4_10705 053D: clear_actor $2193 wait_state 0243: set_actor $2193 ped_stats_to 30 011A: set_actor $2193 search_threat 16 011A: set_actor $2193 search_threat 1 :LAWYER4_10705 00D6: if 8118: not actor $2194 dead 004D: jump_if_false @LAWYER4_10747 053D: clear_actor $2194 wait_state 0243: set_actor $2194 ped_stats_to 30 011A: set_actor $2194 search_threat 16 011A: set_actor $2194 search_threat 1 :LAWYER4_10747 00D6: if 8118: not actor $2195 dead 004D: jump_if_false @LAWYER4_10789 053D: clear_actor $2195 wait_state 0243: set_actor $2195 ped_stats_to 30 011A: set_actor $2195 search_threat 16 011A: set_actor $2195 search_threat 1 :LAWYER4_10789 00D6: if 8118: not actor $2196 dead 004D: jump_if_false @LAWYER4_10831 053D: clear_actor $2196 wait_state 0243: set_actor $2196 ped_stats_to 30 011A: set_actor $2196 search_threat 16 011A: set_actor $2196 search_threat 1 :LAWYER4_10831 00D6: if 8118: not actor $2197 dead 004D: jump_if_false @LAWYER4_10873 053D: clear_actor $2197 wait_state 0243: set_actor $2197 ped_stats_to 30 011A: set_actor $2197 search_threat 16 011A: set_actor $2197 search_threat 1 :LAWYER4_10873 00D6: if 0038: $2213 == 0 // $ == int 004D: jump_if_false @LAWYER4_11131 00D6: if 8118: not actor $2177 dead 004D: jump_if_false @LAWYER4_10915 01CA: actor $2177 kill_player $PLAYER_CHAR :LAWYER4_10915 00D6: if 8118: not actor $2179 dead 004D: jump_if_false @LAWYER4_10939 01CA: actor $2179 kill_player $PLAYER_CHAR :LAWYER4_10939 00D6: if 8118: not actor $2181 dead 004D: jump_if_false @LAWYER4_10963 01CA: actor $2181 kill_player $PLAYER_CHAR :LAWYER4_10963 00D6: if 8118: not actor $2183 dead 004D: jump_if_false @LAWYER4_10987 01CA: actor $2183 kill_player $PLAYER_CHAR :LAWYER4_10987 00D6: if 8118: not actor $2185 dead 004D: jump_if_false @LAWYER4_11011 01CA: actor $2185 kill_player $PLAYER_CHAR :LAWYER4_11011 00D6: if 8118: not actor $2187 dead 004D: jump_if_false @LAWYER4_11035 01CA: actor $2187 kill_player $PLAYER_CHAR :LAWYER4_11035 00D6: if 8118: not actor $2189 dead 004D: jump_if_false @LAWYER4_11059 01CA: actor $2189 kill_player $PLAYER_CHAR :LAWYER4_11059 00D6: if 8118: not actor $2191 dead 004D: jump_if_false @LAWYER4_11083 01CA: actor $2191 kill_player $PLAYER_CHAR :LAWYER4_11083 00D6: if 8118: not actor $2193 dead 004D: jump_if_false @LAWYER4_11107 01CA: actor $2193 kill_player $PLAYER_CHAR :LAWYER4_11107 00D6: if 8118: not actor $2195 dead 004D: jump_if_false @LAWYER4_11131 01CA: actor $2195 kill_player $PLAYER_CHAR :LAWYER4_11131 0004: $2205 = 1 // $ = int 0006: TIMERB = 0 // @ = int 0051: return :LAWYER4_11147 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 015F: set_camera_position 91.813 -1131.116 17.251 rotation 0.0 0.0 0.0 0160: point_camera 92.39 -1131.74 16.724 switchstyle 2 0211: actor $PLAYER_ACTOR walk_to 96.4 -1136.7 0001: wait 1300 ms 016A: fade 0 1000 ms :LAWYER4_11236 00D6: if 016B: fading 004D: jump_if_false @LAWYER4_11260 0001: wait 0 ms 0002: jump @LAWYER4_11236 :LAWYER4_11260 00D6: if 810F: not player $PLAYER_CHAR wanted_level > 2 004D: jump_if_false @LAWYER4_11283 0110: clear_player $PLAYER_CHAR wanted_level :LAWYER4_11283 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @LAWYER4_11335 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER3' 038B: load_requested_models 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @LAWYER4_11335 0353: refresh_actor $PLAYER_ACTOR :LAWYER4_11335 0395: clear_area 0 at 94.9 -1135.0 9.4 range 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 016A: fade 1 1500 ms 015F: set_camera_position 94.027 -1134.133 10.002 rotation 0.0 0.0 0.0 0160: point_camera 94.724 -1134.82 9.797 switchstyle 2 0001: wait 1000 ms 0460: set_camera_pointing_time 5.0 3000 015F: set_camera_position 94.027 -1134.133 10.002 rotation 0.0 0.0 0.0 0160: point_camera 94.656 -1134.754 10.469 switchstyle 1 0006: TIMERB = 0 // @ = int :LAWYER4_11532 00D6: if 8019: not TIMERB > 5000 // @ > int 004D: jump_if_false @LAWYER4_11593 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @LAWYER4_11586 0004: $58 = 1 // $ = int 0002: jump @LAWYER4_11593 :LAWYER4_11586 0002: jump @LAWYER4_11532 :LAWYER4_11593 00D6: if 0038: $58 == 1 // $ == int 004D: jump_if_false @LAWYER4_11630 016A: fade 0 1000 ms 0001: wait 1000 ms 016A: fade 1 1000 ms :LAWYER4_11630 0230: set_player $PLAYER_CHAR stop_looking 03C8: set_camera_directly_before_player 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 011C: actor $PLAYER_ACTOR clear_objective 0164: disable_marker $59 0004: $2213 = 1 // $ = int 0051: return :LAWYER4_11669 00D6: if 0119: car $2201 wrecked 004D: jump_if_false @LAWYER4_11690 0164: disable_marker $2214 :LAWYER4_11690 00D6: if 0119: car $2202 wrecked 004D: jump_if_false @LAWYER4_11711 0164: disable_marker $2215 :LAWYER4_11711 00D6: if 0119: car $2203 wrecked 004D: jump_if_false @LAWYER4_11732 0164: disable_marker $2216 :LAWYER4_11732 0051: return :LAWYER4_11734 00D6: if 0038: $2204 == 0 // $ == int 004D: jump_if_false @LAWYER4_11764 000C: $2199 -= 6 // $ -= int 0552: set_riot_noise $2199 :LAWYER4_11764 0051: return //-------------Mission 7--------------- // Originally: Treacherous Swine :GENERL1 03A4: name_thread 'GENERL1' 0050: gosub @GENERL1_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @GENERL1_37 0050: gosub @GENERL1_8868 :GENERL1_37 0050: gosub @GENERL1_8997 004E: end_thread :GENERL1_46 03D5: remove_text 'M_FAIL' 0004: $ONMISSION = 1 // $ = int 0317: increment_mission_attempts 0001: wait 0 ms 054C: use_GXT_table 'GENERA1' 058E: set_restart_mission_taxi_destination -163.0 -1439.4 9.0 201.5 0004: $2264 = 0 // $ = int 0004: $2265 = 0 // $ = int 0004: $2267 = 0 // $ = int 0004: $2268 = 0 // $ = int 0004: $2269 = 0 // $ = int 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' 0247: request_model #BIG_POLY_TINGS 01BB: store_object $714 position_to $448 $449 $450 0009: $448 += 0.003 // $ += float 000D: $449 -= 1.381 // $ -= float 0009: $450 += 3.149 // $ += float 03CB: load_scene $448 $449 $450 038B: load_requested_models :GENERL1_765 00D6: 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 004D: jump_if_false @GENERL1_803 0001: wait 0 ms 0002: jump @GENERL1_765 :GENERL1_803 00D6: if or 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ03 available 8248: not model #CUTOBJ04 available 8248: not model #BIG_POLY_TINGS available 004D: jump_if_false @GENERL1_849 0001: wait 0 ms 0002: jump @GENERL1_803 :GENERL1_849 01BB: store_object $714 position_to $448 $449 $450 029B: $716 = init_object #BIG_POLY_TINGS at $448 $449 $450 02E4: load_cutscene_data 'COL_1' 01BB: store_object $714 position_to $448 $449 $450 0009: $448 += 0.003 // $ += float 000D: $449 -= 1.381 // $ -= float 0009: $450 += 3.149 // $ += float 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' 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :GENERL1_1137 00D6: if 001A: 1250 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @GENERL1_1172 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @GENERL1_1137 :GENERL1_1172 00BC: text_highpriority 'GEN1_A' time 10000 1 :GENERL1_1187 00D6: if 001A: 3050 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @GENERL1_1222 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @GENERL1_1187 :GENERL1_1222 00BC: text_highpriority 'GEN1_B' time 10000 1 :GENERL1_1237 00D6: if 001A: 4110 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @GENERL1_1272 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @GENERL1_1237 :GENERL1_1272 00BC: text_highpriority 'GEN1_C' time 10000 1 :GENERL1_1287 00D6: if 001A: 8180 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @GENERL1_1322 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @GENERL1_1287 :GENERL1_1322 00BC: text_highpriority 'GEN1_D' time 10000 1 :GENERL1_1337 00D6: if 001A: 10130 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @GENERL1_1372 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @GENERL1_1337 :GENERL1_1372 00BC: text_highpriority 'GEN1_E' time 10000 1 :GENERL1_1387 00D6: if 001A: 17220 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @GENERL1_1422 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @GENERL1_1387 :GENERL1_1422 00BC: text_highpriority 'GEN1_F' time 10000 1 :GENERL1_1437 00D6: if 001A: 23040 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @GENERL1_1472 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @GENERL1_1437 :GENERL1_1472 00BC: text_highpriority 'GEN1_G' time 10000 1 :GENERL1_1487 00D6: if 001A: 25170 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @GENERL1_1522 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @GENERL1_1487 :GENERL1_1522 00BC: text_highpriority 'GEN1_H' time 10000 1 :GENERL1_1537 00D6: if 001A: 28100 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @GENERL1_1572 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @GENERL1_1537 :GENERL1_1572 00BC: text_highpriority 'GEN1_I' time 10000 1 :GENERL1_1587 00D6: if 001A: 34160 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @GENERL1_1624 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @GENERL1_1587 :GENERL1_1624 00BC: text_highpriority 'GEN1_J' time 10000 1 :GENERL1_1639 00D6: if 001A: 37160 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @GENERL1_1676 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @GENERL1_1639 :GENERL1_1676 00BE: text_clear_all :GENERL1_1678 00D6: if 001A: 42112 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @GENERL1_1715 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @GENERL1_1678 :GENERL1_1715 016A: fade 0 1500 ms 00BE: text_clear_all :GENERL1_1724 00D6: if 016B: fading 004D: jump_if_false @GENERL1_1748 0001: wait 0 ms 0002: jump @GENERL1_1724 :GENERL1_1748 03AD: set_rubbish 1 02EA: end_cutscene 0108: destroy_object $716 0249: release_model #BIG_POLY_TINGS 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 0249: release_model #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: request_collision_at -244.2799 -1360.67 0395: clear_area 1 at -244.2799 -1360.67 7.0786 range 1.0 0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 0171: set_player $PLAYER_CHAR z_angle_to 279.1362 0373: set_camera_directly_behind_player 01EB: set_traffic_density_multiplier_to 1.0 03DE: set_pedestrians_density_multiplier_to 1.0 0169: set_fade_color 0 0 0 0001: wait 500 ms 0373: set_camera_directly_behind_player 04E3: set_player $PLAYER_CHAR mood 1 duration 60000 01B6: set_weather 4 0247: request_model #CHNSAW 0247: request_model #CLA :GENERL1_2389 00D6: if or 8248: not model #CHNSAW available 8248: not model #CLA available 004D: jump_if_false @GENERL1_2420 0001: wait 0 ms 0002: jump @GENERL1_2389 :GENERL1_2420 023C: load_special_actor 1 'IGGONZ' :GENERL1_2432 00D6: if 823D: not special_actor 1 loaded 004D: jump_if_false @GENERL1_2458 0001: wait 0 ms 0002: 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 0173: set_actor $2258 z_angle_to 204.5 0376: $2259 = create_random_actor -240.8 -1344.1 7.1 0173: set_actor $2259 z_angle_to 89.6 0376: $2260 = create_random_actor -242.3 -1344.7 7.1 0173: set_actor $2260 z_angle_to 349.2 03F9: make_actors $2258 $2259 converse_in 86400000 ms 03F9: make_actors $2260 $2259 converse_in 86400000 ms 0108: destroy_object $1816 029B: $2254 = init_object #SPAD_DR_OPEN3 at 464.663 30.336 23.881 01C7: remove_object_from_mission_cleanup_list $2254 0108: destroy_object $1815 029B: $2255 = init_object #SPAD_DR_OPEN2 at 461.961 31.436 31.24 01C7: remove_object_from_mission_cleanup_list $2255 0108: destroy_object $1814 029B: $2256 = init_object #SPAD_DR_OPEN1 at 454.321 31.436 35.198 01C7: remove_object_from_mission_cleanup_list $2256 029B: $2257 = init_object #SEXYPOOLCOVER at 470.68 30.336 30.19 01C7: remove_object_from_mission_cleanup_list $2257 016A: fade 1 1500 ms 0006: TIMERB = 0 // @ = int 00BC: text_highpriority 'GEN1_05' time 5000 1 :GENERL1_2789 00D6: if 8057: not player $PLAYER_CHAR 0 476.5 27.3 11.28 474.8 33.0 14.3 004D: jump_if_false @GENERL1_3045 0001: wait 0 ms 00D6: if 0038: $2269 == 0 // $ == int 004D: jump_if_false @GENERL1_2905 00D6: if 8121: not player $PLAYER_CHAR in_zone 'BEACH1' 004D: jump_if_false @GENERL1_2905 01C2: mark_actor_as_no_longer_needed $2258 01C2: mark_actor_as_no_longer_needed $2259 01C2: mark_actor_as_no_longer_needed $2260 0004: $2269 = 1 // $ = int :GENERL1_2905 00D6: if 8118: not actor $2258 dead 004D: jump_if_false @GENERL1_2942 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @GENERL1_2942 01C2: mark_actor_as_no_longer_needed $2258 :GENERL1_2942 00D6: if 8118: not actor $2259 dead 004D: jump_if_false @GENERL1_2979 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @GENERL1_2979 01C2: mark_actor_as_no_longer_needed $2259 :GENERL1_2979 00D6: if 8118: not actor $2260 dead 004D: jump_if_false @GENERL1_3016 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @GENERL1_3016 01C2: mark_actor_as_no_longer_needed $2260 :GENERL1_3016 03A1: draw_sphere 475.5 30.3 11.0 radius 3.0 0002: jump @GENERL1_2789 :GENERL1_3045 00BE: text_clear_all 0164: disable_marker $2261 01B4: set_player $PLAYER_CHAR can_move 0 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 009A: $2251 = create_actor_pedtype 4 model #SPECIAL01 at 466.0 38.2 32.0 01ED: clear_actor $2251 threat_search 0223: set_actor $2251 health_to 150 02A9: set_actor $2251 immune_to_nonplayer 1 0245: set_actor $2251 walk_style_to 50 009A: $2252 = create_actor_pedtype 4 model #CLA at 466.1 40.1 32.0 01ED: clear_actor $2252 threat_search 0173: set_actor $2252 z_angle_to 180.0 03F9: make_actors $2251 $2252 converse_in 9999999 ms 009A: $2253 = create_actor_pedtype 4 model #CLA at 464.3 43.7 32.0 01ED: clear_actor $2253 threat_search 0239: actor $PLAYER_ACTOR run_to 475.7 30.3 0006: TIMERA = 0 // @ = int :GENERL1_3233 0001: wait 0 ms 00D6: if 0019: TIMERA > 5000 // @ > int 004D: jump_if_false @GENERL1_3263 0002: jump @GENERL1_3314 :GENERL1_3263 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @GENERL1_3307 00D6: if 0126: actor $PLAYER_ACTOR objective_passed 004D: jump_if_false @GENERL1_3307 0192: set_actor $PLAYER_ACTOR objective_to_stand_still 0002: jump @GENERL1_3314 :GENERL1_3307 0002: jump @GENERL1_3233 :GENERL1_3314 011C: actor $PLAYER_ACTOR clear_objective 0169: set_fade_color 0 0 1 016A: fade 0 500 ms :GENERL1_3334 00D6: if 016B: fading 004D: jump_if_false @GENERL1_3358 0001: wait 0 ms 0002: 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 015F: set_camera_position 468.1 41.0 33.5 rotation 0.0 0.0 0.0 0160: point_camera 461.0 32.8 33.0 switchstyle 2 016A: fade 1 500 ms 0006: TIMERA = 0 // @ = int 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @GENERL1_3484 0211: actor $PLAYER_ACTOR walk_to 460.7 27.5 :GENERL1_3484 00D6: if and 80E3: not player $PLAYER_CHAR 0 460.7 27.5 radius 0.5 0.5 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @GENERL1_3660 0001: wait 0 ms 00D6: if 00E3: player $PLAYER_CHAR 0 460.7 27.5 radius 4.0 4.0 004D: jump_if_false @GENERL1_3653 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @GENERL1_3628 00D6: if 0038: $61 == 1 // $ == int 004D: jump_if_false @GENERL1_3621 0004: $61 = 0 // $ = int 0002: jump @GENERL1_4463 :GENERL1_3621 0002: jump @GENERL1_3653 :GENERL1_3628 00D6: if 0038: $61 == 0 // $ == int 004D: jump_if_false @GENERL1_3653 0004: $61 = 1 // $ = int :GENERL1_3653 0002: jump @GENERL1_3484 :GENERL1_3660 00D6: if 8118: not actor $2251 dead 004D: jump_if_false @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 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @GENERL1_3737 0001: wait 0 ms 0002: jump @GENERL1_3711 :GENERL1_3737 00BC: text_highpriority 'GEN1_10' time 4000 1 03D1: play_wav 1 :GENERL1_3756 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @GENERL1_3863 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @GENERL1_3831 00D6: if 0038: $61 == 1 // $ == int 004D: jump_if_false @GENERL1_3824 0004: $61 = 0 // $ = int 0002: jump @GENERL1_4463 :GENERL1_3824 0002: jump @GENERL1_3856 :GENERL1_3831 00D6: if 0038: $61 == 0 // $ == int 004D: jump_if_false @GENERL1_3856 0004: $61 = 1 // $ = int :GENERL1_3856 0002: jump @GENERL1_3756 :GENERL1_3863 040D: unload_wav 1 03D5: remove_text 'GEN1_10' 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 00D6: if 8118: not actor $2251 dead 004D: jump_if_false @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 00D6: if 8118: not actor $2252 dead 004D: jump_if_false @GENERL1_3949 011C: actor $2252 clear_objective :GENERL1_3949 015F: set_camera_position 462.4 23.3 36.2 rotation 0.0 0.0 0.0 0160: point_camera 459.2 33.1 34.0 switchstyle 2 03CF: load_wav 'COL1_1' as 1 :GENERL1_4012 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @GENERL1_4038 0001: wait 0 ms 0002: jump @GENERL1_4012 :GENERL1_4038 00BC: text_highpriority 'GEN1_06' time 4000 1 03D1: play_wav 1 :GENERL1_4057 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @GENERL1_4164 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @GENERL1_4132 00D6: if 0038: $61 == 1 // $ == int 004D: jump_if_false @GENERL1_4125 0004: $61 = 0 // $ = int 0002: jump @GENERL1_4463 :GENERL1_4125 0002: jump @GENERL1_4157 :GENERL1_4132 00D6: if 0038: $61 == 0 // $ == int 004D: jump_if_false @GENERL1_4157 0004: $61 = 1 // $ = int :GENERL1_4157 0002: jump @GENERL1_4057 :GENERL1_4164 040D: unload_wav 1 03D5: remove_text 'GEN1_06' 00D6: if 8118: not actor $2251 dead 004D: jump_if_false @GENERL1_4218 0372: set_actor $2251 anim 0 wait_state_time 100 ms 0239: actor $2251 run_to 466.1 42.7 :GENERL1_4218 00D6: if 8118: not actor $2252 dead 004D: jump_if_false @GENERL1_4242 01CA: actor $2252 kill_player $PLAYER_CHAR :GENERL1_4242 00D6: if 8118: not actor $2253 dead 004D: jump_if_false @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 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @GENERL1_4314 0001: wait 0 ms 0002: jump @GENERL1_4288 :GENERL1_4314 00BC: text_highpriority 'GEN1_11' time 4000 1 03D1: play_wav 1 :GENERL1_4333 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @GENERL1_4440 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @GENERL1_4408 00D6: if 0038: $61 == 1 // $ == int 004D: jump_if_false @GENERL1_4401 0004: $61 = 0 // $ = int 0002: jump @GENERL1_4463 :GENERL1_4401 0002: jump @GENERL1_4433 :GENERL1_4408 00D6: if 0038: $61 == 0 // $ == int 004D: jump_if_false @GENERL1_4433 0004: $61 = 1 // $ = int :GENERL1_4433 0002: jump @GENERL1_4333 :GENERL1_4440 040D: unload_wav 1 03D5: remove_text 'GEN1_11' 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms :GENERL1_4463 0108: destroy_object $1814 0108: destroy_object $2256 029B: $1814 = init_object #SPAD_DR_CLOSED1 at 465.375 30.336 33.181 01C7: remove_object_from_mission_cleanup_list $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 00D6: if 8118: not actor $2252 dead 004D: jump_if_false @GENERL1_4568 01CA: actor $2252 kill_player $PLAYER_CHAR :GENERL1_4568 00D6: if 8118: not actor $2253 dead 004D: jump_if_false @GENERL1_4592 01CA: actor $2253 kill_player $PLAYER_CHAR :GENERL1_4592 00D6: if 8118: not actor $2251 dead 004D: jump_if_false @GENERL1_4625 0372: set_actor $2251 anim 0 wait_state_time 100 ms 0187: $2262 = create_marker_above_actor $2251 :GENERL1_4625 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 0006: TIMERA = 0 // @ = int 0006: TIMERB = 250 // @ = int :GENERL1_4653 0001: wait 0 ms 00D6: if 8118: not actor $2251 dead 004D: jump_if_false @GENERL1_5401 00D6: if 0038: $2264 == 0 // $ == int 004D: jump_if_false @GENERL1_4789 00D6: if 8118: not actor $2251 dead 004D: jump_if_false @GENERL1_4789 00D6: if 00EC: actor $2251 0 466.1 42.7 radius 1.0 1.0 004D: jump_if_false @GENERL1_4774 0239: actor $2251 run_to 472.3 42.8 0004: $2264 = 1 // $ = int 0002: jump @GENERL1_4789 :GENERL1_4774 0239: actor $2251 run_to 466.1 42.7 :GENERL1_4789 00D6: if 0038: $2264 == 1 // $ == int 004D: jump_if_false @GENERL1_4905 00D6: if 8118: not actor $2251 dead 004D: jump_if_false @GENERL1_4905 00D6: if 00EC: actor $2251 0 472.3 42.8 radius 1.0 1.0 004D: jump_if_false @GENERL1_4890 0239: actor $2251 run_to 472.5 35.9 0004: $2264 = 2 // $ = int 0002: jump @GENERL1_4905 :GENERL1_4890 0239: actor $2251 run_to 472.3 42.8 :GENERL1_4905 00D6: if 0038: $2264 == 2 // $ == int 004D: jump_if_false @GENERL1_5187 00D6: if 8118: not actor $2251 dead 004D: jump_if_false @GENERL1_5187 00D6: if 00EC: actor $2251 0 472.5 35.9 radius 1.0 1.0 004D: jump_if_false @GENERL1_5172 00D6: if 0057: player $PLAYER_CHAR 0 434.7 51.5 45.6 480.4 12.0 24.0 004D: jump_if_false @GENERL1_5127 03CF: load_wav 'COL1_2' as 1 :GENERL1_5037 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @GENERL1_5063 0001: wait 0 ms 0002: jump @GENERL1_5037 :GENERL1_5063 00BC: text_highpriority 'GEN1_07' time 4000 1 03D1: play_wav 1 :GENERL1_5082 00D6: if and 83D2: not wav 1 ended 8118: not actor $2251 dead 004D: jump_if_false @GENERL1_5113 0001: wait 0 ms 0002: jump @GENERL1_5082 :GENERL1_5113 040D: unload_wav 1 03D5: remove_text 'GEN1_07' :GENERL1_5127 00D6: if 8118: not actor $2251 dead 004D: jump_if_false @GENERL1_5158 0239: actor $2251 run_to 464.0 35.6 :GENERL1_5158 0004: $2264 = 3 // $ = int 0002: jump @GENERL1_5187 :GENERL1_5172 0239: actor $2251 run_to 472.5 35.9 :GENERL1_5187 00D6: if 0038: $2264 == 3 // $ == int 004D: jump_if_false @GENERL1_5303 00D6: if 8118: not actor $2251 dead 004D: jump_if_false @GENERL1_5303 00D6: if 00EC: actor $2251 0 464.0 35.6 radius 1.0 1.0 004D: jump_if_false @GENERL1_5288 0239: actor $2251 run_to 463.0 31.6 0004: $2264 = 4 // $ = int 0002: jump @GENERL1_5303 :GENERL1_5288 0239: actor $2251 run_to 464.0 35.6 :GENERL1_5303 00D6: if 0038: $2264 == 4 // $ == int 004D: jump_if_false @GENERL1_5394 00D6: if 8118: not actor $2251 dead 004D: jump_if_false @GENERL1_5394 00D6: if 00EC: actor $2251 0 463.0 31.6 radius 1.0 1.0 004D: jump_if_false @GENERL1_5394 011C: actor $2251 clear_objective 0350: set_actor $2251 maintain_position_when_attacked 1 0002: jump @GENERL1_5484 :GENERL1_5394 0002: jump @GENERL1_5470 :GENERL1_5401 018C: play_sound 1 at 0.0 0.0 0.0 00BC: text_highpriority 'GEN1_19' time 5000 1 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 00D6: if or 0329: garage $684 respray_done 0329: garage $685 respray_done 004D: jump_if_false @GENERL1_5463 :GENERL1_5463 0002: jump @GENERL1_8046 :GENERL1_5470 0050: gosub @GENERL1_9214 0002: jump @GENERL1_4653 :GENERL1_5484 02A3: enable_widescreen 1 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 015F: set_camera_position 470.2 37.1 34.2 rotation 0.0 0.0 0.0 0160: point_camera 460.1 31.0 32.0 switchstyle 2 0006: TIMERA = 0 // @ = int :GENERL1_5560 0001: wait 0 ms 00D6: if 8118: not actor $2251 dead 004D: jump_if_false @GENERL1_5652 00D6: if 00EC: actor $2251 0 457.8 31.4 radius 1.0 1.0 004D: jump_if_false @GENERL1_5637 011C: actor $2251 clear_objective 0002: jump @GENERL1_5685 0002: jump @GENERL1_5652 :GENERL1_5637 0239: actor $2251 run_to 457.8 31.4 :GENERL1_5652 00D6: if 0019: TIMERA > 3000 // @ > int 004D: jump_if_false @GENERL1_5678 0002: jump @GENERL1_5685 :GENERL1_5678 0002: jump @GENERL1_5560 :GENERL1_5685 0169: set_fade_color 0 0 1 016A: fade 0 500 ms :GENERL1_5700 00D6: if 016B: fading 004D: jump_if_false @GENERL1_5724 0001: wait 0 ms 0002: jump @GENERL1_5700 :GENERL1_5724 00D6: if 8118: not actor $2251 dead 004D: jump_if_false @GENERL1_5770 00A1: put_actor $2251 at 474.7 29.9 11.07 0173: set_actor $2251 z_angle_to 92.5 :GENERL1_5770 016A: fade 1 500 ms 015F: set_camera_position 484.2 37.0 12.8 rotation 0.0 0.0 0.0 0160: point_camera 479.7 27.5 11.5 switchstyle 2 00D6: if 8118: not actor $2251 dead 004D: jump_if_false @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 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @GENERL1_5904 0001: wait 0 ms 0002: jump @GENERL1_5878 :GENERL1_5904 00BC: text_highpriority 'GEN1_08' time 4000 1 03D1: play_wav 1 :GENERL1_5923 00D6: if and 83D2: not wav 1 ended 8118: not actor $2251 dead 004D: jump_if_false @GENERL1_5954 0001: wait 0 ms 0002: jump @GENERL1_5923 :GENERL1_5954 040D: unload_wav 1 03D5: remove_text 'GEN1_08' 00D6: if 8118: not actor $2251 dead 004D: jump_if_false @GENERL1_6004 01BE: set_actor $2251 to_look_at_spot 474.7 29.9 11.07 :GENERL1_6004 0001: wait 1000 ms 00D6: if 8118: not actor $2251 dead 004D: jump_if_false @GENERL1_6040 0239: actor $2251 run_to 402.1 -462.2 :GENERL1_6040 00D6: if 0057: player $PLAYER_CHAR 0 434.7 51.5 45.6 480.4 12.0 24.0 004D: jump_if_false @GENERL1_6118 00A1: put_actor $PLAYER_ACTOR at 474.7 29.9 11.07 0173: set_actor $PLAYER_ACTOR z_angle_to 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 00D6: if and 83D0: not wav 1 loaded 8118: not actor $2251 dead 004D: jump_if_false @GENERL1_6183 0001: wait 0 ms 0002: jump @GENERL1_6152 :GENERL1_6183 00BC: text_highpriority 'GEN1_12' time 4000 1 03D1: play_wav 1 :GENERL1_6202 00D6: if and 83D2: not wav 1 ended 8118: not actor $2251 dead 004D: jump_if_false @GENERL1_6233 0001: wait 0 ms 0002: jump @GENERL1_6202 :GENERL1_6233 040D: unload_wav 1 03D5: remove_text 'GEN1_12' 0001: wait 1500 ms 0108: destroy_object $2254 0108: destroy_object $1816 029B: $1816 = init_object #SPAD_DR_CLOSED3 at 464.663 30.336 23.881 01C7: remove_object_from_mission_cleanup_list $1816 011C: actor $PLAYER_ACTOR clear_objective 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 02A3: enable_widescreen 0 00BC: text_highpriority 'GEN1_05' time 5000 1 0006: TIMERA = 0 // @ = int 0006: TIMERB = 250 // @ = int :GENERL1_6344 0001: wait 0 ms 00D6: if 8118: not actor $2251 dead 004D: jump_if_false @GENERL1_7495 00D6: if 0019: TIMERA > 500 // @ > int 004D: jump_if_false @GENERL1_6625 00D6: if 8510: not actor $2251 path_is_clear 402.1 -462.2 10.1 radius 1.0 004D: jump_if_false @GENERL1_6453 009E: set_actor $2251 path 402.1 -462.2 10.1 unknown 1.0 1 0002: jump @GENERL1_6468 :GENERL1_6453 0239: actor $2251 run_to 402.1 -462.2 :GENERL1_6468 00D6: if 8118: not actor $2252 dead 004D: jump_if_false @GENERL1_6618 00D6: if 80FB: not player $PLAYER_CHAR 0 $2252 radius 5.0 5.0 5.0 004D: jump_if_false @GENERL1_6610 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 00D6: if 8510: not actor $2252 path_is_clear $95 $96 $97 radius 1.0 004D: jump_if_false @GENERL1_6592 009E: set_actor $2252 path $95 $96 $97 unknown 1.0 1 0002: jump @GENERL1_6603 :GENERL1_6592 0239: actor $2252 run_to $95 $96 :GENERL1_6603 0002: jump @GENERL1_6618 :GENERL1_6610 01CA: actor $2252 kill_player $PLAYER_CHAR :GENERL1_6618 0006: TIMERA = 0 // @ = int :GENERL1_6625 00D6: if 0019: TIMERB > 500 // @ > int 004D: jump_if_false @GENERL1_6801 00D6: if 8118: not actor $2253 dead 004D: jump_if_false @GENERL1_6794 00D6: if 80FB: not player $PLAYER_CHAR 0 $2253 radius 5.0 5.0 5.0 004D: jump_if_false @GENERL1_6786 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 00D6: if 8510: not actor $2253 path_is_clear $95 $96 $97 radius 1.0 004D: jump_if_false @GENERL1_6768 009E: set_actor $2253 path $95 $96 $97 unknown 1.0 1 0002: jump @GENERL1_6779 :GENERL1_6768 0239: actor $2253 run_to $95 $96 :GENERL1_6779 0002: jump @GENERL1_6794 :GENERL1_6786 01CA: actor $2253 kill_player $PLAYER_CHAR :GENERL1_6794 0006: TIMERB = 0 // @ = int :GENERL1_6801 00D6: if 0038: $2265 == 0 // $ == int 004D: jump_if_false @GENERL1_6966 00D6: if 8057: not player $PLAYER_CHAR 0 434.7 51.5 45.6 480.4 12.0 24.0 004D: jump_if_false @GENERL1_6966 00D6: if 8118: not actor $2252 dead 004D: jump_if_false @GENERL1_6913 00A1: put_actor $2252 at 477.0 28.7 11.0 0173: set_actor $2252 z_angle_to 272.4 :GENERL1_6913 00D6: if 8118: not actor $2253 dead 004D: jump_if_false @GENERL1_6959 00A1: put_actor $2253 at 477.0 32.7 11.0 0173: set_actor $2253 z_angle_to 272.4 :GENERL1_6959 0004: $2265 = 1 // $ = int :GENERL1_6966 00D6: if 00E9: player $PLAYER_CHAR 0 $2251 radius 5.0 5.0 004D: jump_if_false @GENERL1_7047 00D6: if 0038: $2264 == 4 // $ == int 004D: jump_if_false @GENERL1_7022 0004: $2264 = 5 // $ = int :GENERL1_7022 00D6: if 0038: $2264 == 6 // $ == int 004D: jump_if_false @GENERL1_7047 0004: $2264 = 7 // $ = int :GENERL1_7047 00D6: if 0038: $2264 == 5 // $ == int 004D: jump_if_false @GENERL1_7174 03CF: load_wav 'COL1_4' as 1 :GENERL1_7077 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @GENERL1_7103 0001: wait 0 ms 0002: jump @GENERL1_7077 :GENERL1_7103 00BC: text_highpriority 'GEN1_09' time 4000 1 03D1: play_wav 1 :GENERL1_7122 00D6: if and 83D2: not wav 1 ended 8118: not actor $2251 dead 004D: jump_if_false @GENERL1_7153 0001: wait 0 ms 0002: jump @GENERL1_7122 :GENERL1_7153 040D: unload_wav 1 03D5: remove_text 'GEN1_09' 0004: $2264 = 6 // $ = int :GENERL1_7174 00D6: if 0118: actor $2251 dead 004D: jump_if_false @GENERL1_7259 018C: play_sound 1 at 0.0 0.0 0.0 00BC: text_highpriority 'GEN1_19' time 5000 1 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 00D6: if or 0329: garage $684 respray_done 0329: garage $685 respray_done 004D: jump_if_false @GENERL1_7252 :GENERL1_7252 0002: jump @GENERL1_8046 :GENERL1_7259 00D6: if 0038: $2264 == 7 // $ == int 004D: jump_if_false @GENERL1_7417 00D6: if 00E9: player $PLAYER_CHAR 0 $2251 radius 5.0 5.0 004D: jump_if_false @GENERL1_7410 03CF: load_wav 'COL1_8' as 1 :GENERL1_7320 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @GENERL1_7346 0001: wait 0 ms 0002: jump @GENERL1_7320 :GENERL1_7346 00BC: text_highpriority 'GEN1_13' time 4000 1 03D1: play_wav 1 :GENERL1_7365 00D6: if and 83D2: not wav 1 ended 8118: not actor $2251 dead 004D: jump_if_false @GENERL1_7396 0001: wait 0 ms 0002: jump @GENERL1_7365 :GENERL1_7396 040D: unload_wav 1 03D5: remove_text 'GEN1_13' :GENERL1_7410 0004: $2264 = 8 // $ = int :GENERL1_7417 00D6: if 8118: not actor $2251 dead 004D: jump_if_false @GENERL1_7488 00D6: if 00FE: actor $2251 0 398.3 -469.8 11.9 radius 15.0 15.0 15.0 004D: jump_if_false @GENERL1_7488 0002: jump @GENERL1_7571 :GENERL1_7488 0002: jump @GENERL1_7564 :GENERL1_7495 018C: play_sound 1 at 0.0 0.0 0.0 00BC: text_highpriority 'GEN1_19' time 5000 1 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 00D6: if or 0329: garage $684 respray_done 0329: garage $685 respray_done 004D: jump_if_false @GENERL1_7557 :GENERL1_7557 0002: jump @GENERL1_8046 :GENERL1_7564 0002: jump @GENERL1_6344 :GENERL1_7571 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 02A3: enable_widescreen 1 0004: $1000 = 1 // $ = int 03CB: load_scene 393.5 -476.4 12.3 0395: clear_area 1 at 405.5 -473.2 9.0 range 30.0 015F: set_camera_position 403.96 -463.42 15.2 rotation 0.0 0.0 0.0 0160: point_camera 396.33 -472.82 11.8 switchstyle 2 00D6: if 00F5: player $PLAYER_CHAR 0 398.3 -469.8 11.9 radius 15.0 15.0 15.0 004D: jump_if_false @GENERL1_7756 0055: put_player $PLAYER_CHAR at 401.6179 -464.7001 9.6664 :GENERL1_7756 00D6: if 0057: player $PLAYER_CHAR 0 434.7 51.5 45.6 480.4 12.0 24.0 004D: jump_if_false @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 00D6: if 8118: not actor $2251 dead 004D: jump_if_false @GENERL1_7885 011C: actor $2251 clear_objective 00A1: put_actor $2251 at 405.5 -473.2 9.0 0173: set_actor $2251 z_angle_to 49.0 :GENERL1_7885 0001: wait 1000 ms 00D6: if 8118: not actor $2251 dead 004D: jump_if_false @GENERL1_7985 00D6: if 8510: not actor $2251 path_is_clear $95 $96 $97 radius 1.0 004D: jump_if_false @GENERL1_7970 009E: set_actor $2251 path 393.5 -476.4 12.3 unknown 1.0 1 0002: jump @GENERL1_7985 :GENERL1_7970 0239: actor $2251 run_to 393.5 -476.4 :GENERL1_7985 0001: wait 3000 ms 0004: $1000 = 0 // $ = int 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 009B: destroy_actor_instantly $2251 02A3: enable_widescreen 0 00BC: text_highpriority 'GEN1_18' time 5000 1 0002: jump @GENERL1_8868 :GENERL1_8046 0164: disable_marker $2262 00D6: if 8038: not $2264 == 1 // $ == int 004D: jump_if_false @GENERL1_8076 0004: $2264 = 0 // $ = int :GENERL1_8076 00D6: if 0057: player $PLAYER_CHAR 0 434.7 51.5 45.6 480.4 12.0 24.0 004D: jump_if_false @GENERL1_8156 0108: destroy_object $1814 029B: $2256 = init_object #SPAD_DR_OPEN1 at 454.321 31.436 35.198 01C7: remove_object_from_mission_cleanup_list $2256 :GENERL1_8156 00BB: text_lowpriority 'GEN1_23' time 10000 1 :GENERL1_8171 00D6: if 0057: player $PLAYER_CHAR 0 434.7 51.5 45.6 480.4 12.0 24.0 004D: jump_if_false @GENERL1_8546 0001: wait 0 ms 03A1: draw_sphere 461.7 31.5 29.9 radius 3.0 03A1: draw_sphere 454.1 31.3 33.8 radius 3.0 00D6: 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 004D: jump_if_false @GENERL1_8539 0169: set_fade_color 0 0 1 016A: fade 0 500 ms :GENERL1_8367 00D6: if 016B: fading 004D: jump_if_false @GENERL1_8391 0001: wait 0 ms 0002: jump @GENERL1_8367 :GENERL1_8391 0108: destroy_object $2256 0108: destroy_object $2255 0108: destroy_object $2254 0108: destroy_object $1814 0108: destroy_object $1815 0108: destroy_object $1816 029B: $1814 = init_object #SPAD_DR_CLOSED1 at 465.375 30.336 33.181 01C7: remove_object_from_mission_cleanup_list $1814 029B: $1815 = init_object #SPAD_DR_CLOSED2 at 465.375 30.336 33.181 01C7: remove_object_from_mission_cleanup_list $1815 029B: $1816 = init_object #SPAD_DR_CLOSED3 at 464.663 30.336 23.881 01C7: remove_object_from_mission_cleanup_list $1816 0055: put_player $PLAYER_CHAR at 479.5 30.11 10.07 0171: set_player $PLAYER_CHAR z_angle_to 274.5 016A: fade 1 500 ms :GENERL1_8539 0002: jump @GENERL1_8171 :GENERL1_8546 03D5: remove_text 'GEN1_23' 00BB: text_lowpriority 'GEN1_20' time 10000 1 :GENERL1_8571 00D6: if 80E0: not player $PLAYER_CHAR in_any_car 004D: jump_if_false @GENERL1_8605 0001: wait 0 ms 0050: gosub @GENERL1_9214 0002: jump @GENERL1_8571 :GENERL1_8605 03D5: remove_text 'GEN1_20' 00BB: text_lowpriority 'GEN1_21' time 5000 1 0335: set_free_paynspray_to 1 018A: $2263 = create_checkpoint_at 327.2 429.9 10.3 :GENERL1_8654 0001: wait 0 ms 00D6: if or 0329: garage $684 respray_done 0329: garage $685 respray_done 004D: jump_if_false @GENERL1_8713 0164: disable_marker $2263 0001: wait 4000 ms 03D5: remove_text 'GEN1_22' 0002: jump @GENERL1_8885 0002: jump @GENERL1_8738 :GENERL1_8713 00D6: if 810F: not player $PLAYER_CHAR wanted_level > 0 004D: jump_if_false @GENERL1_8738 0002: jump @GENERL1_8885 :GENERL1_8738 00D6: if 0038: $2264 == 0 // $ == int 004D: jump_if_false @GENERL1_8826 00D6: if and 00F5: player $PLAYER_CHAR 1 327.2 429.9 10.3 radius 2.5 2.5 2.5 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @GENERL1_8826 03E5: text_box 'GEN1_22' 0004: $2264 = 1 // $ = int :GENERL1_8826 00D6: if 80E0: not player $PLAYER_CHAR in_any_car 004D: jump_if_false @GENERL1_8854 0164: disable_marker $2263 0002: jump @GENERL1_8046 :GENERL1_8854 0050: gosub @GENERL1_9214 0002: jump @GENERL1_8654 :GENERL1_8868 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :GENERL1_8885 00BE: text_clear_all 01E3: text_1number_styled 'M_PASS' number 250 time 5000 style 1 055B: $1290 = create_clothes_pickup 8 at 414.3 1042.0 25.4 0004: $1270 = 1 // $ = int 004F: create_thread @CLOTH6 0394: play_music 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 250 0318: set_latest_mission_passed 'COL_1' 030C: progress_made += 1 0004: $905 = 1 // $ = int 004F: create_thread @GEN2 0004: $PASSED_COL1_TREACHEROUS_SWINE = 1 // $ = int 0051: return :GENERL1_8997 0004: $ONMISSION = 0 // $ = int 01B4: set_player $PLAYER_CHAR can_move 1 034F: destroy_actor_with_fade $2251 // The actor fades away like a ghost 0296: unload_special_actor 1 0249: release_model #CLA 0249: release_model #CHNSAW 0335: set_free_paynspray_to 0 01B7: release_weather 0004: $1000 = 0 // $ = int 0108: destroy_object $2256 0108: destroy_object $2255 0108: destroy_object $2254 0108: destroy_object $1814 0108: destroy_object $1815 0108: destroy_object $1816 029B: $1814 = init_object #SPAD_DR_CLOSED1 at 465.375 30.336 33.181 01C7: remove_object_from_mission_cleanup_list $1814 029B: $1815 = init_object #SPAD_DR_CLOSED2 at 465.375 30.336 33.181 01C7: remove_object_from_mission_cleanup_list $1815 029B: $1816 = init_object #SPAD_DR_CLOSED3 at 464.663 30.336 23.881 01C7: remove_object_from_mission_cleanup_list $1816 0108: destroy_object $2257 0164: disable_marker $2261 0164: disable_marker $2262 0164: disable_marker $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 00D8: mission_cleanup 0051: return :GENERL1_9214 00D6: if 0019: TIMERA > 500 // @ > int 004D: jump_if_false @GENERL1_9390 00D6: if 8118: not actor $2252 dead 004D: jump_if_false @GENERL1_9383 00D6: if 80FB: not player $PLAYER_CHAR 0 $2252 radius 7.0 7.0 7.0 004D: jump_if_false @GENERL1_9375 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 00D6: if 8510: not actor $2252 path_is_clear $95 $96 $97 radius 1.0 004D: jump_if_false @GENERL1_9357 009E: set_actor $2252 path $95 $96 $97 unknown 1.0 1 0002: jump @GENERL1_9368 :GENERL1_9357 0239: actor $2252 run_to $95 $96 :GENERL1_9368 0002: jump @GENERL1_9383 :GENERL1_9375 01CA: actor $2252 kill_player $PLAYER_CHAR :GENERL1_9383 0006: TIMERA = 0 // @ = int :GENERL1_9390 00D6: if 0019: TIMERB > 500 // @ > int 004D: jump_if_false @GENERL1_9566 00D6: if 8118: not actor $2253 dead 004D: jump_if_false @GENERL1_9559 00D6: if 80FB: not player $PLAYER_CHAR 0 $2253 radius 7.0 7.0 7.0 004D: jump_if_false @GENERL1_9551 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 00D6: if 8510: not actor $2253 path_is_clear $95 $96 $97 radius 1.0 004D: jump_if_false @GENERL1_9533 009E: set_actor $2253 path $95 $96 $97 unknown 1.0 1 0002: jump @GENERL1_9544 :GENERL1_9533 0239: actor $2253 run_to $95 $96 :GENERL1_9544 0002: jump @GENERL1_9559 :GENERL1_9551 01CA: actor $2253 kill_player $PLAYER_CHAR :GENERL1_9559 0006: TIMERB = 0 // @ = int :GENERL1_9566 0051: return //-------------Mission 8--------------- // Originally: Mall Shootout :COL2 0050: gosub @COL2_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @COL2_27 0050: gosub @COL2_9895 :COL2_27 0050: gosub @COL2_9985 004E: end_thread :COL2_36 0004: $ONMISSION = 1 // $ = int 0317: increment_mission_attempts 03A4: name_thread 'COL2' 0001: wait 0 ms 054C: use_GXT_table 'GENERA2' 058E: set_restart_mission_taxi_destination -163.0 -1439.4 9.0 201.5 0004: $2278 = 0 // $ = int 0004: $2279 = 0 // $ = int 0004: $2280 = -1 // $ = int 0004: $2273 = 0 // $ = int 0004: $2281 = 0 // $ = int 0004: $2274 = 0 // $ = int 0005: $98 = 0.0 // $ = float 0004: $2275 = 0 // $ = int 0004: $2276 = 0 // $ = int 0004: $2277 = 0 // $ = int 0004: $2607 = 1 // $ = int 0004: $2560 = 0 // $ = int 0004: $2561 = 0 // $ = int 0004: $2562 = 0 // $ = int 0004: $2563 = 0 // $ = int 0004: $2564 = 0 // $ = int 0004: $2567 = 0 // $ = int 0004: $2568 = 0 // $ = int 0004: $2569 = 0 // $ = int 0004: $2282 = 2 // $ = int 0004: $2284 = 0 // $ = int 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSCOLO' 023C: load_special_actor 3 'CGONB' 023C: load_special_actor 4 'CSERVRB' 0247: request_model #YT_MAIN_BODY 0247: request_model #YT_MAIN_BODY2 0247: request_model #YT_DOORS14 0247: request_model #YT_TMP_BOAT 0247: request_model #LODMAIN_BODY 0247: request_model #BIG_POLY_TINGS 0247: request_model #YT_GANGPLNK_TMP 01BB: store_object $714 position_to $448 $449 $450 029B: $716 = init_object #BIG_POLY_TINGS at $448 $449 $450 038B: load_requested_models :COL2_349 00D6: 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 004D: jump_if_false @COL2_387 0001: wait 0 ms 0002: jump @COL2_349 :COL2_387 00D6: if or 8248: not model #YT_MAIN_BODY available 8248: not model #YT_MAIN_BODY2 available 8248: not model #YT_DOORS14 available 8248: not model #YT_TMP_BOAT available 8248: not model #LODMAIN_BODY available 8248: not model #BIG_POLY_TINGS available 004D: jump_if_false @COL2_433 0001: wait 0 ms 0002: jump @COL2_387 :COL2_433 00D6: if 8248: not model #YT_GANGPLNK_TMP available 004D: jump_if_false @COL2_459 0001: wait 0 ms 0002: jump @COL2_433 :COL2_459 041D: set_camera_near_clip 0.1 02E4: load_cutscene_data 'COL_2' 01BB: store_object $714 position_to $448 $449 $450 0009: $448 += 0.003 // $ += float 000D: $449 -= 1.381 // $ -= float 0009: $450 += 3.149 // $ += float 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: request_collision_at -244.2799 -1360.67 03CB: load_scene -244.2799 -1360.67 7.0786 0395: clear_area 1 at -244.2799 -1360.67 7.0786 range 1.0 0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 0171: set_player $PLAYER_CHAR z_angle_to 279.1362 0373: set_camera_directly_behind_player 0169: set_fade_color 0 0 1 016A: fade 1 1500 ms 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 00D6: if 001A: 5347 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COL2_768 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COL2_733 :COL2_768 00BC: text_highpriority 'COL2_A' time 10000 1 :COL2_783 00D6: if 001A: 9864 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COL2_818 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COL2_783 :COL2_818 00BC: text_highpriority 'COL2_B' time 10000 1 :COL2_833 00D6: if 001A: 13052 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COL2_868 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COL2_833 :COL2_868 00BC: text_highpriority 'COL2_C' time 10000 1 :COL2_883 00D6: if 001A: 14891 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COL2_918 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COL2_883 :COL2_918 00BC: text_highpriority 'COL2_D' time 10000 1 :COL2_933 00D6: if 001A: 20085 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COL2_968 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COL2_933 :COL2_968 00BC: text_highpriority 'COL2_E' time 10000 1 :COL2_983 00D6: if 001A: 24630 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COL2_1018 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COL2_983 :COL2_1018 00BC: text_highpriority 'COL2_F' time 10000 1 :COL2_1033 00D6: if 001A: 26918 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COL2_1068 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COL2_1033 :COL2_1068 00BC: text_highpriority 'COL2_G' time 10000 1 :COL2_1083 00D6: if 001A: 33020 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COL2_1120 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COL2_1083 :COL2_1120 00BC: text_highpriority 'COL2_H' time 10000 1 :COL2_1135 00D6: if 001A: 38898 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COL2_1172 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COL2_1135 :COL2_1172 00BC: text_highpriority 'COL2_I' time 10000 1 :COL2_1187 00D6: if 001A: 40828 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COL2_1224 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COL2_1187 :COL2_1224 00BC: text_highpriority 'COL2_J' time 10000 1 :COL2_1239 00D6: if 001A: 44168 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COL2_1276 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COL2_1239 :COL2_1276 00BC: text_highpriority 'COL2_K' time 10000 1 :COL2_1291 00D6: if 001A: 48182 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COL2_1328 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COL2_1291 :COL2_1328 0169: set_fade_color 0 0 1 016A: fade 0 1500 ms 00BE: text_clear_all :COL2_1345 00D6: if 016B: fading 004D: jump_if_false @COL2_1369 0001: wait 0 ms 0002: jump @COL2_1345 :COL2_1369 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @COL2_1393 0001: wait 0 ms 0002: 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 0108: destroy_object $716 0249: release_model #YT_MAIN_BODY 0249: release_model #YT_MAIN_BODY2 0249: release_model #YT_DOORS14 0249: release_model #YT_TMP_BOAT 0249: release_model #LODMAIN_BODY 0249: release_model #BIG_POLY_TINGS 0249: release_model #YT_GANGPLNK_TMP 04E3: set_player $PLAYER_CHAR mood 0 duration 60000 0247: request_model #PCJ600 0247: request_model #COLT45 0247: request_model #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 00D6: if or 8248: not model #PCJ600 available 8248: not model #COLT45 available 8248: not model #UZI available 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 004D: jump_if_false @COL2_1570 0001: wait 0 ms 0002: jump @COL2_1525 :COL2_1570 0169: set_fade_color 0 0 1 016A: fade 1 1500 ms 00BC: text_highpriority 'COL2_B1' time 15000 1 01BD: $2283 = current_time_in_ms 0008: $2283 += 20000 // $ += int 009A: 0@ = create_actor_pedtype 4 model #SPECIAL02 at 6.1112 -937.0656 15.076 02A9: set_actor 0@ immune_to_nonplayer 1 0411: set_actor 0@ use_pednode_seek 0 0173: set_actor 0@ z_angle_to 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: set_enter_car_range_multiplier 6.0 0187: $2272 = create_marker_above_actor 0@ 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @COL2_1943 009A: 1@ = create_actor_pedtype 4 model #SPECIAL01 at 18.9999 -928.7729 15.0727 009A: 2@ = create_actor_pedtype 4 model #SPECIAL01 at 18.9999 -928.7729 15.0727 009A: 3@ = create_actor_pedtype 4 model #SPECIAL01 at 18.9999 -928.7729 15.0727 009A: 4@ = create_actor_pedtype 4 model #SPECIAL01 at 18.9999 -928.7729 15.0727 009A: 6@ = create_actor_pedtype 4 model #SPECIAL01 at 18.9999 -928.7729 15.0727 009A: 7@ = create_actor_pedtype 4 model #SPECIAL01 at -15.6727 -929.0634 15.066 009A: 8@ = create_actor_pedtype 4 model #SPECIAL01 at -10.2667 -937.9695 9.4077 009A: 9@ = create_actor_pedtype 4 model #SPECIAL01 at -9.9934 -939.7717 9.4492 009A: 11@ = create_actor_pedtype 4 model #SPECIAL01 at -15.225 -949.0593 15.072 :COL2_1943 0004: $61 = 0 // $ = int :COL2_1950 0001: wait 0 ms 01BD: $4811 = current_time_in_ms 00D6: if 0018: $2273 > 0 // $ > int 004D: jump_if_false @COL2_2009 00D6: if 0038: $2277 == 0 // $ == int 004D: jump_if_false @COL2_2009 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 0004: $2277 = 1 // $ = int :COL2_2009 00D6: if 001A: 12 > $2278 // int > $ 004D: jump_if_false @COL2_2131 00D6: if 0118: actor 0@ dead 004D: jump_if_false @COL2_2065 00BC: text_highpriority 'COL2_F1' time 5000 1 0002: jump @COL2_9895 :COL2_2065 00D6: if 001A: 1 > $2278 // int > $ 004D: jump_if_false @COL2_2126 00D6: if 8184: not actor 0@ health >= 95 004D: jump_if_false @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 0002: jump @COL2_2131 :COL2_2126 048F: actor 0@ remove_weapons :COL2_2131 00D6: if 0038: $2284 == 0 // $ == int 004D: jump_if_false @COL2_2228 00D6: if 001C: $4811 > $2283 // $ > $ int 004D: jump_if_false @COL2_2228 03E6: remove_text_box 03E5: text_box 'AMMUHLP' 0164: disable_marker $433 02A8: $433 = create_marker 16 at $531 $532 $533 03E7: flash_hud 8 0084: $2283 = $4811 // $ = $ int 0008: $2283 += 3000 // $ += int 0004: $2284 = 1 // $ = int :COL2_2228 00D6: if 0038: $2284 == 1 // $ == int 004D: jump_if_false @COL2_2276 00D6: if 001C: $4811 > $2283 // $ > $ int 004D: jump_if_false @COL2_2276 03E7: flash_hud -1 0004: $2284 = 2 // $ = int :COL2_2276 00D6: if 0038: $2281 == 0 // $ == int 004D: jump_if_false @COL2_2371 00D6: if 00E3: player $PLAYER_CHAR 0 3.353 -938.9778 radius 100.0 100.0 004D: jump_if_false @COL2_2371 03E6: remove_text_box 03E5: text_box 'BLIPHLP' 03E7: flash_hud 8 0084: $2274 = $4811 // $ = $ int 0008: $2274 += 3000 // $ += int 0004: $2281 = 1 // $ = int :COL2_2371 00D6: if 0038: $2281 == 1 // $ == int 004D: jump_if_false @COL2_2419 00D6: if 001C: $4811 > $2274 // $ > $ int 004D: jump_if_false @COL2_2419 03E7: flash_hud -1 0004: $2281 = 2 // $ = int :COL2_2419 00D6: if and 0018: $2278 > 1 // $ > int 001A: 12 > $2278 // int > $ 004D: jump_if_false @COL2_2771 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @COL2_2746 00D6: if 0038: $61 == 1 // $ == int 004D: jump_if_false @COL2_2739 040D: unload_wav 1 040D: unload_wav 2 03EB: clear_small_messages_only 00D6: if 001A: 5 > $2278 // int > $ 004D: jump_if_false @COL2_2555 009A: 1@ = create_actor_pedtype 4 model #SPECIAL01 at 4.2931 -947.4683 20.733 009A: 2@ = create_actor_pedtype 4 model #SPECIAL01 at 2.4581 -947.4636 20.733 :COL2_2555 00D6: if 001A: 9 > $2278 // int > $ 004D: jump_if_false @COL2_2621 009A: 3@ = create_actor_pedtype 4 model #SPECIAL01 at 2.7139 -936.8358 9.3967 009A: 4@ = create_actor_pedtype 4 model #SPECIAL01 at 4.6123 -937.3372 9.3965 :COL2_2621 00D6: if 001A: 11 > $2278 // int > $ 004D: jump_if_false @COL2_2709 0411: set_actor 0@ use_pednode_seek 0 02A9: set_actor 0@ immune_to_nonplayer 0 00A1: put_actor 0@ at -8.3703 -934.7144 9.4119 0411: set_actor 0@ use_pednode_seek 0 0502: set_actor 0@ sprint_to 1.7873 -928.6034 0411: set_actor 0@ use_pednode_seek 0 0004: $2280 = 4 // $ = int :COL2_2709 0004: $2278 = 12 // $ = int 0084: $2279 = $4811 // $ = $ int 000C: $2279 -= 500 // $ -= int 0004: $61 = 2 // $ = int :COL2_2739 0002: jump @COL2_2771 :COL2_2746 00D6: if 0038: $61 == 0 // $ == int 004D: jump_if_false @COL2_2771 0004: $61 = 1 // $ = int :COL2_2771 00D6: if 0038: $2278 == 13 // $ == int 004D: jump_if_false @COL2_2998 00D6: if 8057: not player $PLAYER_CHAR 0 -39.0665 -968.8087 9.4111 47.3099 -909.2296 33.5801 004D: jump_if_false @COL2_2896 01C2: mark_actor_as_no_longer_needed 1@ 01C2: mark_actor_as_no_longer_needed 2@ 01C2: mark_actor_as_no_longer_needed 3@ 01C2: mark_actor_as_no_longer_needed 4@ 01C2: mark_actor_as_no_longer_needed 6@ 01C2: mark_actor_as_no_longer_needed 7@ 01C2: mark_actor_as_no_longer_needed 8@ 01C2: mark_actor_as_no_longer_needed 9@ 01C2: mark_actor_as_no_longer_needed 11@ 0004: $2278 = 14 // $ = int 0002: jump @COL2_2998 :COL2_2896 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @COL2_2998 00D6: if 0038: $2280 == 7 // $ == int 004D: jump_if_false @COL2_2998 00D6: if 02CB: actor 0@ bounding_sphere_visible 004D: jump_if_false @COL2_2998 01C2: mark_actor_as_no_longer_needed 1@ 01C2: mark_actor_as_no_longer_needed 2@ 01C2: mark_actor_as_no_longer_needed 3@ 01C2: mark_actor_as_no_longer_needed 4@ 01C2: mark_actor_as_no_longer_needed 6@ 01C2: mark_actor_as_no_longer_needed 7@ 01C2: mark_actor_as_no_longer_needed 8@ 01C2: mark_actor_as_no_longer_needed 9@ 01C2: mark_actor_as_no_longer_needed 11@ 0004: $2278 = 14 // $ = int :COL2_2998 00D6: if 0038: $2278 == 12 // $ == int 004D: jump_if_false @COL2_3801 00D6: if or 03D2: wav 1 ended 0038: $61 == 2 // $ == int 004D: jump_if_false @COL2_3801 00D6: if or 03D0: wav 2 loaded 0038: $61 == 2 // $ == int 004D: jump_if_false @COL2_3801 00D6: if 001C: $4811 > $2279 // $ > $ int 004D: jump_if_false @COL2_3801 01B4: set_player $PLAYER_CHAR can_move 1 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 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 00D6: if 8038: not $61 == 2 // $ == int 004D: jump_if_false @COL2_3147 03D1: play_wav 2 :COL2_3147 0004: $2607 = 0 // $ = int 009A: 6@ = create_actor_pedtype 4 model #SPECIAL01 at 18.9999 -928.7729 15.0727 0291: set_actor 6@ heed_threats 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 009A: 7@ = create_actor_pedtype 4 model #SPECIAL01 at -15.6727 -929.0634 15.066 0291: set_actor 7@ heed_threats 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 009A: 8@ = create_actor_pedtype 4 model #SPECIAL01 at -10.2667 -937.9695 9.4077 0291: set_actor 8@ heed_threats 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 009A: 9@ = create_actor_pedtype 4 model #SPECIAL01 at -9.9934 -939.7717 9.4492 0291: set_actor 9@ heed_threats 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 009A: 11@ = create_actor_pedtype 4 model #SPECIAL01 at -15.225 -949.0593 15.072 0291: set_actor 11@ heed_threats 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 00D6: if 8118: not actor 1@ dead 004D: jump_if_false @COL2_3524 0291: set_actor 1@ heed_threats 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 00D6: if 8118: not actor 2@ dead 004D: jump_if_false @COL2_3579 0291: set_actor 2@ heed_threats 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 00D6: if 8118: not actor 3@ dead 004D: jump_if_false @COL2_3634 0291: set_actor 3@ heed_threats 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 00D6: if 8118: not actor 4@ dead 004D: jump_if_false @COL2_3689 0291: set_actor 4@ heed_threats 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 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @COL2_3794 0187: $2272 = create_marker_above_actor 0@ 00BC: text_highpriority 'COL2_B2' time 10000 1 00A5: 5@ = create_car #PCJ600 at 41.7295 -897.1017 9.3919 0175: set_car 5@ z_angle_to 359.1412 00A5: 12@ = create_car #PCJ600 at 36.1736 -895.8868 9.3919 0175: set_car 12@ z_angle_to 266.8658 :COL2_3794 0004: $2278 = 13 // $ = int :COL2_3801 00D6: if 0018: $2278 > 12 // $ > int 004D: jump_if_false @COL2_3862 00D6: if 80E3: not player $PLAYER_CHAR 0 36.1736 -895.8868 radius 120.0 120.0 004D: jump_if_false @COL2_3862 01C3: mark_car_as_no_longer_needed 12@ :COL2_3862 00D6: if 0038: $2278 == 11 // $ == int 004D: jump_if_false @COL2_4044 00D6: if 03D0: wav 2 loaded 004D: jump_if_false @COL2_4044 00D6: if 001C: $4811 > $2279 // $ > $ int 004D: jump_if_false @COL2_4044 015F: set_camera_position -16.767 -942.2947 10.064 rotation 0.0 0.0 0.0 0160: point_camera -15.8789 -941.8711 10.2422 switchstyle 2 0395: clear_area 0 at -5.4288 -939.4909 13.0343 range 10.0 022A: remove_forbidden_for_peds_cube 0.778 -944.7307 14.4913 7.0235 -931.7332 23.0981 0084: $2279 = $4811 // $ = $ int 0008: $2279 += 2000 // $ += int 0004: $2278 = 12 // $ = int :COL2_4044 00D6: if 0038: $2278 == 10 // $ == int 004D: jump_if_false @COL2_4172 00D6: if 03D2: wav 2 ended 004D: jump_if_false @COL2_4172 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL2_4172 00D6: if 001C: $4811 > $2279 // $ > $ int 004D: jump_if_false @COL2_4172 03CF: load_wav 'COL2_8' as 2 03D1: play_wav 1 00BC: text_highpriority 'COL2_9' time 5000 1 0004: $2280 = 0 // $ = int 0084: $2279 = $4811 // $ = $ int 0008: $2279 += 2000 // $ += int 0004: $2278 = 11 // $ = int :COL2_4172 00D6: if 0038: $2278 == 9 // $ == int 004D: jump_if_false @COL2_4439 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL2_4439 00D6: if 03D0: wav 2 loaded 004D: jump_if_false @COL2_4439 015F: set_camera_position 2.7282 -949.3295 23.6051 rotation 0.0 0.0 0.0 0160: point_camera 2.7581 -948.4955 23.054 switchstyle 2 00D6: if 8118: not actor 1@ dead 004D: jump_if_false @COL2_4328 00A1: put_actor 1@ at 4.2931 -947.4683 -100.0 011C: actor 1@ clear_objective 020F: actor 1@ look_at_player $PLAYER_CHAR 04C6: actor 1@ aim_gun_at_actor $PLAYER_ACTOR :COL2_4328 00D6: if 8118: not actor 2@ dead 004D: jump_if_false @COL2_4385 00A1: put_actor 2@ at 2.4581 -947.4636 -100.0 011C: actor 2@ clear_objective 020F: actor 2@ look_at_player $PLAYER_CHAR 04C6: actor 2@ aim_gun_at_actor $PLAYER_ACTOR :COL2_4385 00BC: text_highpriority 'COL2_6A' time 5000 1 03D1: play_wav 2 03CF: load_wav 'COL2_9' as 1 0084: $2279 = $4811 // $ = $ int 0008: $2279 += 1000 // $ += int 0004: $2278 = 10 // $ = int :COL2_4439 00D6: if 0038: $2278 == 8 // $ == int 004D: jump_if_false @COL2_4570 009A: 3@ = create_actor_pedtype 4 model #SPECIAL01 at 2.5231 -924.9479 9.3967 009A: 4@ = create_actor_pedtype 4 model #SPECIAL01 at 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 0004: $2278 = 9 // $ = int :COL2_4570 00D6: if 0038: $2278 == 7 // $ == int 004D: jump_if_false @COL2_4680 00D6: if 03D2: wav 2 ended 004D: jump_if_false @COL2_4680 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL2_4680 00BC: text_highpriority 'COL2_5' time 2000 1 03D1: play_wav 1 03CF: load_wav 'COL2_6A' as 2 01D2: actor 0@ follow_player $PLAYER_CHAR 0084: $2279 = $4811 // $ = $ int 0008: $2279 += 700 // $ += int 0004: $2278 = 8 // $ = int :COL2_4680 00D6: if 0038: $2278 == 6 // $ == int 004D: jump_if_false @COL2_4782 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL2_4782 00D6: if 03D0: wav 2 loaded 004D: jump_if_false @COL2_4782 00BC: text_highpriority 'COL2_4' time 3000 1 03D1: play_wav 2 03CF: load_wav 'COL2_5' as 1 0084: $2279 = $4811 // $ = $ int 0008: $2279 += 4000 // $ += int 0004: $2278 = 7 // $ = int :COL2_4782 00D6: if 0038: $2278 == 5 // $ == int 004D: jump_if_false @COL2_4868 00D6: if 03D2: wav 2 ended 004D: jump_if_false @COL2_4868 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL2_4868 00BC: text_highpriority 'COL2_3' time 2000 1 03D1: play_wav 1 03CF: load_wav 'COL2_4' as 2 0004: $2278 = 6 // $ = int :COL2_4868 00D6: if 0038: $2278 == 4 // $ == int 004D: jump_if_false @COL2_5135 00D6: if 03D0: wav 2 loaded 004D: jump_if_false @COL2_5135 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL2_5135 015F: set_camera_position 3.8965 -930.553 16.1132 rotation 0.0 0.0 0.0 0160: point_camera 3.8828 -931.5497 16.1934 switchstyle 2 020F: actor 0@ look_at_player $PLAYER_CHAR 00BC: text_highpriority 'COL2_2' time 5000 1 03D1: play_wav 2 03CF: load_wav 'COL2_3' as 1 009A: 1@ = create_actor_pedtype 4 model #SPECIAL01 at 4.6792 -951.7053 20.733 009A: 2@ = create_actor_pedtype 4 model #SPECIAL01 at 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 // $ = $ int 0008: $2279 += 1000 // $ += int 0004: $2278 = 5 // $ = int :COL2_5135 00D6: if 0038: $2278 == 3 // $ == int 004D: jump_if_false @COL2_5299 00D6: if 001C: $4811 > $2279 // $ > $ int 004D: jump_if_false @COL2_5299 0172: $2285 = actor 0@ z_angle 000D: $2285 -= 12.0 // $ -= float 00D6: if 0022: 115.6022 > $2285 // float > $ 004D: jump_if_false @COL2_5278 0005: $2285 = 115.6022 // $ = float 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL2_5278 0084: $2279 = $4811 // $ = $ int 0008: $2279 += 1500 // $ += int 0004: $2278 = 4 // $ = int 00BC: text_highpriority 'COL2_1' time 5000 1 03D1: play_wav 1 :COL2_5278 0173: set_actor 0@ z_angle_to $2285 022F: set_actor 0@ stop_looking 022D: set_actor 0@ to_look_at_player $PLAYER_CHAR :COL2_5299 00D6: if 0038: $2278 == 2 // $ == int 004D: jump_if_false @COL2_5369 00D6: if 001C: $4811 > $2279 // $ > $ int 004D: jump_if_false @COL2_5369 0372: set_actor 0@ anim 3 wait_state_time 900 ms 0084: $2279 = $4811 // $ = $ int 0008: $2279 += 1000 // $ += int 0004: $2278 = 3 // $ = int :COL2_5369 00D6: if 0038: $2278 == 1 // $ == int 004D: jump_if_false @COL2_5410 0084: $2279 = $4811 // $ = $ int 0008: $2279 += 500 // $ += int 0004: $2278 = 2 // $ = int :COL2_5410 00D6: if 0038: $2278 == 0 // $ == int 004D: jump_if_false @COL2_5713 00D6: if 00FC: player $PLAYER_CHAR 0 0@ on_foot radius 3.0 3.0 2.0 004D: jump_if_false @COL2_5713 0164: disable_marker $2272 01B4: set_player $PLAYER_CHAR can_move 0 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 15.076 range 5.0 0055: put_player $PLAYER_CHAR at 3.0914 -938.557 15.076 0210: player $PLAYER_CHAR look_at_actor 0@ 015F: set_camera_position 8.1222 -935.515 17.0304 rotation 0.0 0.0 0.0 0160: point_camera 7.3126 -936.0714 16.8437 switchstyle 2 00A1: put_actor 0@ at 6.1112 -937.0656 15.076 0173: set_actor 0@ z_angle_to 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 16.0038 range 6.0 0164: disable_marker $433 04CE: $433 = create_icon_marker_without_sphere 16 at $531 $532 $533 0004: $2278 = 1 // $ = int :COL2_5713 00D6: if 0018: $2278 > 10 // $ > int 004D: jump_if_false @COL2_9888 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @COL2_9265 00A0: store_actor 0@ position_to $2286 $2287 $2288 00D6: if 0038: $2280 == 0 // $ == int 004D: jump_if_false @COL2_5822 0411: set_actor 0@ use_pednode_seek 0 0502: set_actor 0@ sprint_to 1.8336 -938.0876 0411: set_actor 0@ use_pednode_seek 0 02A9: set_actor 0@ immune_to_nonplayer 0 0004: $2280 = 1 // $ = int :COL2_5822 00D6: if 0038: $2280 == 1 // $ == int 004D: jump_if_false @COL2_5907 00D6: if 00ED: actor 0@ 0 1.8336 -938.0876 radius 1.0 1.0 004D: jump_if_false @COL2_5907 0502: set_actor 0@ sprint_to -11.6307 -938.0319 0411: set_actor 0@ use_pednode_seek 0 0004: $2280 = 2 // $ = int :COL2_5907 00D6: if 0038: $2280 == 2 // $ == int 004D: jump_if_false @COL2_5992 00D6: if 00ED: actor 0@ 0 -11.6307 -938.0319 radius 1.0 1.0 004D: jump_if_false @COL2_5992 0502: set_actor 0@ sprint_to -11.4825 -935.4515 0411: set_actor 0@ use_pednode_seek 0 0004: $2280 = 3 // $ = int :COL2_5992 00D6: if 0038: $2280 == 3 // $ == int 004D: jump_if_false @COL2_6077 00D6: if 00ED: actor 0@ 0 -11.4825 -935.4515 radius 1.0 1.0 004D: jump_if_false @COL2_6077 0502: set_actor 0@ sprint_to 1.7873 -928.6034 0411: set_actor 0@ use_pednode_seek 0 0004: $2280 = 4 // $ = int :COL2_6077 00D6: if 0038: $2280 == 4 // $ == int 004D: jump_if_false @COL2_6162 00D6: if 00ED: actor 0@ 0 1.7873 -928.6034 radius 1.0 1.0 004D: jump_if_false @COL2_6162 0502: set_actor 0@ sprint_to 5.9929 -904.009 0411: set_actor 0@ use_pednode_seek 0 0004: $2280 = 5 // $ = int :COL2_6162 00D6: if 0038: $2280 == 5 // $ == int 004D: jump_if_false @COL2_6247 00D6: if 00ED: actor 0@ 0 5.9929 -904.009 radius 1.0 1.0 004D: jump_if_false @COL2_6247 0502: set_actor 0@ sprint_to 40.2117 -897.6254 0411: set_actor 0@ use_pednode_seek 0 0004: $2280 = 6 // $ = int :COL2_6247 00D6: if 0038: $2280 == 6 // $ == int 004D: jump_if_false @COL2_6348 00D6: if 00ED: actor 0@ 0 40.2117 -897.6254 radius 1.0 1.0 004D: jump_if_false @COL2_6348 00D6: if 8119: not car 5@ wrecked 004D: jump_if_false @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@ 0004: $2280 = 7 // $ = int :COL2_6348 00D6: if 0018: $2278 > 13 // $ > int 004D: jump_if_false @COL2_6593 00D6: if 0038: $2280 == 7 // $ == int 004D: jump_if_false @COL2_6593 00D6: if 8119: not car 5@ wrecked 004D: jump_if_false @COL2_6511 00D6: if 00DB: actor 0@ in_car 5@ 004D: jump_if_false @COL2_6504 00A7: car 5@ drive_to 267.4104 1287.846 16.1968 00AD: set_car 5@ max_speed_to 25.0 00AE: set_vehicle 5@ traffic_behavior_to 2 00D6: if 0038: $2561 == 0 // $ == int 004D: jump_if_false @COL2_6497 0004: $2561 = 1 // $ = int 0084: $2586 = $4811 // $ = $ int 0008: $2586 += 6000 // $ += int :COL2_6497 0004: $2280 = 8 // $ = int :COL2_6504 0002: jump @COL2_6593 :COL2_6511 00D6: if 82D8: not actor 0@ current_weapon == 23 004D: jump_if_false @COL2_6544 01B2: give_actor 0@ weapon 23 ammo 9999 // Load the weapon model before using this 011C: actor 0@ clear_objective :COL2_6544 00D6: if 0038: $2563 == 0 // $ == int 004D: jump_if_false @COL2_6585 0004: $2563 = 1 // $ = int 0084: $2588 = $4811 // $ = $ int 0008: $2588 += 6000 // $ += int :COL2_6585 01CA: actor 0@ kill_player $PLAYER_CHAR :COL2_6593 00D6: if 0018: $2280 > 7 // $ > int 004D: jump_if_false @COL2_6834 00D6: if 8119: not car 5@ wrecked 004D: jump_if_false @COL2_6834 00D6: if 00DB: actor 0@ in_car 5@ 004D: jump_if_false @COL2_6834 0054: store_player $PLAYER_CHAR position_to $95 $96 $447 00A0: store_actor 0@ position_to $445 $446 $447 0086: $4862 = $95 // $ = $ float 0061: $4862 -= $445 // $ -= $ float 0086: $4863 = $96 // $ = $ float 0061: $4863 -= $446 // $ -= $ float 0069: $4862 *= $4862 // $ *= $ float 0069: $4863 *= $4863 // $ *= $ float 0086: $4864 = $4862 // $ = $ float 0059: $4864 += $4863 // $ += $ float 01FB: $4864 = square_root $4864 0005: $6985 = 800.0 // $ = float 0071: $6985 /= $4864 // $ /= $ float 00D6: if 0020: $6985 > 38.0 // $ > float 004D: jump_if_false @COL2_6795 0005: $6985 = 38.0 // $ = float :COL2_6795 00D6: if 0022: 10.0 > $6985 // float > $ 004D: jump_if_false @COL2_6826 0005: $6985 = 10.0 // $ = float :COL2_6826 00AD: set_car 5@ max_speed_to $6985 :COL2_6834 00D6: if 0038: $2280 == 8 // $ == int 004D: jump_if_false @COL2_7242 00D6: if 80DF: not actor 0@ in_any_car 004D: jump_if_false @COL2_7003 00D6: if 8119: not car 5@ wrecked 004D: jump_if_false @COL2_6947 00D6: if 0038: $2562 == 0 // $ == int 004D: jump_if_false @COL2_6925 0004: $2562 = 1 // $ = int 0084: $2587 = $4811 // $ = $ int 0008: $2587 += 6000 // $ += int :COL2_6925 01D5: actor 0@ go_to_and_drive_car 5@ 0004: $2280 = 9 // $ = int 0002: jump @COL2_6996 :COL2_6947 01D0: actor 0@ avoid_player $PLAYER_CHAR 00D6: if 0038: $2564 == 0 // $ == int 004D: jump_if_false @COL2_6996 0004: $2564 = 1 // $ = int 0084: $2589 = $4811 // $ = $ int 0008: $2589 += 6000 // $ += int :COL2_6996 0002: jump @COL2_7242 :COL2_7003 00D6: if 8119: not car 5@ wrecked 004D: jump_if_false @COL2_7242 00D6: if 0038: $2275 == 0 // $ == int 004D: jump_if_false @COL2_7108 00D6: if 01AD: car 5@ sphere 0 near_point 267.4104 1287.846 radius 15.0 15.0 004D: jump_if_false @COL2_7108 0477: set_car 5@ action 6 time 200 0084: $2276 = $4811 // $ = $ int 0008: $2276 += 199 // $ += int 0004: $2275 = 1 // $ = int :COL2_7108 00D6: if 0038: $2275 == 1 // $ == int 004D: jump_if_false @COL2_7162 00D6: if 001C: $4811 > $2276 // $ > $ int 004D: jump_if_false @COL2_7162 0477: set_car 5@ action 3 time 5000 0004: $2275 = 2 // $ = int :COL2_7162 00D6: if 0038: $2275 == 2 // $ == int 004D: jump_if_false @COL2_7242 00D6: if 01C1: car 5@ stopped 004D: jump_if_false @COL2_7242 0477: set_car 5@ action 1 time 5000 0502: set_actor 0@ sprint_to 266.123 1297.013 0411: set_actor 0@ use_pednode_seek 0 0004: $2280 = 10 // $ = int 0004: $2275 = 3 // $ = int :COL2_7242 00D6: if 0038: $2280 == 9 // $ == int 004D: jump_if_false @COL2_7428 00D6: if 8119: not car 5@ wrecked 004D: jump_if_false @COL2_7346 00D6: if 00DB: actor 0@ in_car 5@ 004D: jump_if_false @COL2_7339 00AD: set_car 5@ max_speed_to 25.0 00AE: set_vehicle 5@ traffic_behavior_to 2 00A7: car 5@ drive_to 267.4104 1287.846 16.1968 0004: $2280 = 8 // $ = int :COL2_7339 0002: jump @COL2_7428 :COL2_7346 00D6: if 82D8: not actor 0@ current_weapon == 23 004D: jump_if_false @COL2_7379 01B2: give_actor 0@ weapon 23 ammo 9999 // Load the weapon model before using this 011C: actor 0@ clear_objective :COL2_7379 00D6: if 0038: $2563 == 0 // $ == int 004D: jump_if_false @COL2_7420 0004: $2563 = 1 // $ = int 0084: $2588 = $4811 // $ = $ int 0008: $2588 += 6000 // $ += int :COL2_7420 01CA: actor 0@ kill_player $PLAYER_CHAR :COL2_7428 00D6: if 0038: $2280 == 10 // $ == int 004D: jump_if_false @COL2_7614 00D6: if 001A: 4 > $2275 // int > $ 004D: jump_if_false @COL2_7531 00D6: if 00ED: actor 0@ 0 266.123 1297.013 radius 1.0 1.0 004D: jump_if_false @COL2_7531 0502: set_actor 0@ sprint_to 264.7184 1307.362 0411: set_actor 0@ use_pednode_seek 0 0004: $2275 = 4 // $ = int :COL2_7531 00D6: if 0038: $2275 == 4 // $ == int 004D: jump_if_false @COL2_7614 00D6: if 00ED: actor 0@ 0 264.7184 1307.362 radius 1.0 1.0 004D: jump_if_false @COL2_7614 009B: destroy_actor_instantly 0@ 00BC: text_highpriority 'COL2_F4' time 5000 1 0002: jump @COL2_9895 :COL2_7614 00D6: if 0038: $2560 == 2 // $ == int 004D: jump_if_false @COL2_7668 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL2_7668 0004: $2560 = 3 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL2_1950 :COL2_7668 00D6: if 0038: $2560 == 1 // $ == int 004D: jump_if_false @COL2_7712 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL2_7712 03D1: play_wav 1 0004: $2560 = 2 // $ = int :COL2_7712 00D6: if 0038: $2560 == 0 // $ == int 004D: jump_if_false @COL2_7774 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL2_7774 03CF: load_wav 'COL2_7' as 1 0004: $2560 = 1 // $ = int 0004: $2607 = 1 // $ = int :COL2_7774 00D6: if 0018: $2561 > 0 // $ > int 004D: jump_if_false @COL2_7979 00D6: if 0038: $2561 == 3 // $ == int 004D: jump_if_false @COL2_7846 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL2_7846 0004: $2561 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL2_1950 :COL2_7846 00D6: if 0038: $2561 == 2 // $ == int 004D: jump_if_false @COL2_7917 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL2_7917 00A0: store_actor 0@ position_to $445 $446 $447 03D7: set_wav 1 location $445 $446 $447 03D1: play_wav 1 0004: $2561 = 3 // $ = int :COL2_7917 00D6: if 0038: $2561 == 1 // $ == int 004D: jump_if_false @COL2_7979 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL2_7979 03CF: load_wav 'COL2_10' as 1 0004: $2561 = 2 // $ = int 0004: $2607 = 1 // $ = int :COL2_7979 00D6: if 0018: $2562 > 0 // $ > int 004D: jump_if_false @COL2_8184 00D6: if 0038: $2562 == 3 // $ == int 004D: jump_if_false @COL2_8051 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL2_8051 0004: $2562 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL2_1950 :COL2_8051 00D6: if 0038: $2562 == 2 // $ == int 004D: jump_if_false @COL2_8122 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL2_8122 00A0: store_actor 0@ position_to $445 $446 $447 03D7: set_wav 1 location $445 $446 $447 03D1: play_wav 1 0004: $2562 = 3 // $ = int :COL2_8122 00D6: if 0038: $2562 == 1 // $ == int 004D: jump_if_false @COL2_8184 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL2_8184 03CF: load_wav 'COL2_11' as 1 0004: $2562 = 2 // $ = int 0004: $2607 = 1 // $ = int :COL2_8184 00D6: if 0018: $2563 > 0 // $ > int 004D: jump_if_false @COL2_8389 00D6: if 0038: $2563 == 3 // $ == int 004D: jump_if_false @COL2_8256 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL2_8256 0004: $2563 = 4 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL2_1950 :COL2_8256 00D6: if 0038: $2563 == 2 // $ == int 004D: jump_if_false @COL2_8327 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL2_8327 00A0: store_actor 0@ position_to $445 $446 $447 03D7: set_wav 1 location $445 $446 $447 03D1: play_wav 1 0004: $2563 = 3 // $ = int :COL2_8327 00D6: if 0038: $2563 == 1 // $ == int 004D: jump_if_false @COL2_8389 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL2_8389 03CF: load_wav 'COL2_12' as 1 0004: $2563 = 2 // $ = int 0004: $2607 = 1 // $ = int :COL2_8389 00D6: if 0018: $2564 > 0 // $ > int 004D: jump_if_false @COL2_8594 00D6: if 0038: $2564 == 3 // $ == int 004D: jump_if_false @COL2_8461 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL2_8461 0004: $2564 = 4 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL2_1950 :COL2_8461 00D6: if 0038: $2564 == 2 // $ == int 004D: jump_if_false @COL2_8532 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL2_8532 00A0: store_actor 0@ position_to $445 $446 $447 03D7: set_wav 1 location $445 $446 $447 03D1: play_wav 1 0004: $2564 = 3 // $ = int :COL2_8532 00D6: if 0038: $2564 == 1 // $ == int 004D: jump_if_false @COL2_8594 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL2_8594 03CF: load_wav 'COL2_13' as 1 0004: $2564 = 2 // $ = int 0004: $2607 = 1 // $ = int :COL2_8594 00D6: if 00E9: player $PLAYER_CHAR 0 0@ radius 15.0 15.0 004D: jump_if_false @COL2_8657 00D6: if 0038: $2282 == 0 // $ == int 004D: jump_if_false @COL2_8650 0004: $2282 = 1 // $ = int :COL2_8650 0002: jump @COL2_8664 :COL2_8657 0004: $2282 = 0 // $ = int :COL2_8664 00D6: if 0018: $2278 > 12 // $ > int 004D: jump_if_false @COL2_9258 00D6: if 0038: $2567 == 2 // $ == int 004D: jump_if_false @COL2_8736 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL2_8736 0004: $2567 = 3 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL2_1950 :COL2_8736 00D6: if 0038: $2567 == 1 // $ == int 004D: jump_if_false @COL2_8780 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL2_8780 03D1: play_wav 1 0004: $2567 = 2 // $ = int :COL2_8780 00D6: if 0038: $2282 == 1 // $ == int 004D: jump_if_false @COL2_8874 00D6: if 0038: $2567 == 0 // $ == int 004D: jump_if_false @COL2_8874 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL2_8874 03CF: load_wav 'COL2_14' as 1 0004: $2567 = 1 // $ = int 0004: $2607 = 1 // $ = int 0004: $2282 = 2 // $ = int 0002: jump @COL2_1950 :COL2_8874 00D6: if 0038: $2568 == 2 // $ == int 004D: jump_if_false @COL2_8928 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL2_8928 0004: $2568 = 3 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL2_1950 :COL2_8928 00D6: if 0038: $2568 == 1 // $ == int 004D: jump_if_false @COL2_8972 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL2_8972 03D1: play_wav 1 0004: $2568 = 2 // $ = int :COL2_8972 00D6: if 0038: $2282 == 1 // $ == int 004D: jump_if_false @COL2_9066 00D6: if 0038: $2568 == 0 // $ == int 004D: jump_if_false @COL2_9066 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL2_9066 03CF: load_wav 'COL2_15' as 1 0004: $2568 = 1 // $ = int 0004: $2607 = 1 // $ = int 0004: $2282 = 2 // $ = int 0002: jump @COL2_1950 :COL2_9066 00D6: if 0038: $2569 == 2 // $ == int 004D: jump_if_false @COL2_9120 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL2_9120 0004: $2569 = 3 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL2_1950 :COL2_9120 00D6: if 0038: $2569 == 1 // $ == int 004D: jump_if_false @COL2_9164 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL2_9164 03D1: play_wav 1 0004: $2569 = 2 // $ = int :COL2_9164 00D6: if 0038: $2282 == 1 // $ == int 004D: jump_if_false @COL2_9258 00D6: if 0038: $2569 == 0 // $ == int 004D: jump_if_false @COL2_9258 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL2_9258 03CF: load_wav 'COL2_16' as 1 0004: $2569 = 1 // $ = int 0004: $2607 = 1 // $ = int 0004: $2282 = 2 // $ = int 0002: jump @COL2_1950 :COL2_9258 0002: jump @COL2_9888 :COL2_9265 00D6: if 0038: $2273 == 0 // $ == int 004D: jump_if_false @COL2_9449 040D: unload_wav 1 040D: unload_wav 2 00D6: if 84AD: not actor 0@ in_water 004D: jump_if_false @COL2_9427 00BC: text_highpriority 'COL2_F2' time 5000 1 0164: disable_marker $2272 00D6: if 056D: actor 0@ defined 004D: jump_if_false @COL2_9382 04A5: get_dead_actor_pickup_coords 0@ store_to $445 $446 $447 0213: 10@ = create_pickup #BRIEFCASE type 3 at $445 $446 $447 0002: jump @COL2_9400 :COL2_9382 0213: 10@ = create_pickup #BRIEFCASE type 3 at $2286 $2287 $2288 :COL2_9400 0164: disable_marker $2272 03DC: $2272 = create_marker_above_pickup 10@ 0004: $2273 = 1 // $ = int 0002: jump @COL2_9449 :COL2_9427 00BC: text_highpriority 'COL2_F3' time 5000 1 0002: jump @COL2_9895 :COL2_9449 00D6: if 0038: $2273 == 1 // $ == int 004D: jump_if_false @COL2_9549 00D6: if 0214: pickup 10@ picked_up 004D: jump_if_false @COL2_9549 0004: $2273 = 2 // $ = int 0164: disable_marker $2272 018A: $2272 = create_checkpoint_at -245.002 -1360.817 7.0786 00BC: text_highpriority 'COL2_B3' time 5000 1 018C: play_sound 1 at 0.0 0.0 0.0 :COL2_9549 00D6: if 0038: $2273 == 2 // $ == int 004D: jump_if_false @COL2_9888 00D6: if 00F6: player $PLAYER_CHAR 1 -245.002 -1360.817 7.0786 radius 2.0 2.0 3.0 004D: jump_if_false @COL2_9888 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: set_all_vehicles_apply_damage_rules 0 0001: wait 0 ms 0001: wait 0 ms 015F: set_camera_position -245.1924 -1364.166 8.6417 rotation 0.0 0.0 0.0 0160: point_camera -246.0084 -1363.589 8.6193 switchstyle 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 0001: wait 1000 ms 0169: set_fade_color 0 0 1 016A: fade 0 1000 ms :COL2_9751 00D6: if 016B: fading 004D: jump_if_false @COL2_9775 0001: wait 0 ms 0002: jump @COL2_9751 :COL2_9775 011C: actor $PLAYER_ACTOR clear_objective 0395: clear_area 1 at -244.2799 -1360.67 7.0786 range 1.0 0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 0171: set_player $PLAYER_CHAR z_angle_to 279.1362 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 02A3: enable_widescreen 0 0169: set_fade_color 0 0 1 016A: fade 1 1000 ms :COL2_9857 00D6: if 016B: fading 004D: jump_if_false @COL2_9881 0001: wait 0 ms 0002: jump @COL2_9857 :COL2_9881 0002: jump @COL2_9912 :COL2_9888 0002: jump @COL2_1950 :COL2_9895 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :COL2_9912 0004: $PASSED_COL2_MALL_SHOOTOUT = 1 // $ = int 01E3: text_1number_styled 'M_PASS' number 500 time 5000 style 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 500 0318: set_latest_mission_passed 'COL_2' 0394: play_music 1 030C: progress_made += 1 0004: $902 = 1 // $ = int 004F: create_thread @GEN3 0051: return :COL2_9985 0004: $ONMISSION = 0 // $ = int 00D6: if 0038: $2273 == 1 // $ == int 004D: jump_if_false @COL2_10015 0215: destroy_pickup 10@ :COL2_10015 034F: destroy_actor_with_fade 0@ // The actor fades away like a ghost 034F: destroy_actor_with_fade 1@ // The actor fades away like a ghost 034F: destroy_actor_with_fade 2@ // The actor fades away like a ghost 034F: destroy_actor_with_fade 3@ // The actor fades away like a ghost 034F: destroy_actor_with_fade 4@ // The actor fades away like a ghost 034F: destroy_actor_with_fade 6@ // The actor fades away like a ghost 034F: destroy_actor_with_fade 7@ // The actor fades away like a ghost 034F: destroy_actor_with_fade 8@ // The actor fades away like a ghost 034F: destroy_actor_with_fade 9@ // The actor fades away like a ghost 034F: destroy_actor_with_fade 11@ // The actor fades away like a ghost 0164: disable_marker $433 04CE: $433 = create_icon_marker_without_sphere 16 at $531 $532 $533 0164: disable_marker $2272 022A: remove_forbidden_for_peds_cube 0.778 -944.7307 14.4913 7.0235 -931.7332 23.0981 0249: release_model #PCJ600 0249: release_model #COLT45 0249: release_model #UZI 0296: unload_special_actor 1 0296: unload_special_actor 2 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 00D8: mission_cleanup 0051: return //-------------Mission 9--------------- // Originally: Guardian Angels :GENERL3 03A4: name_thread 'GENERL3' 0050: gosub @GENERL3_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @GENERL3_37 0050: gosub @GENERL3_26174 :GENERL3_37 0050: gosub @GENERL3_26269 004E: end_thread :GENERL3_46 0317: increment_mission_attempts 0004: $ONMISSION = 1 // $ = int 0001: wait 0 ms 054C: use_GXT_table 'GENERA3' 058E: set_restart_mission_taxi_destination -163.0 -1439.4 9.0 201.5 0004: $2360 = 0 // $ = int 0005: $2361 = 156.0404 // $ = float 0005: $2362 = -1193.324 // $ = float 0005: $2363 = 17.8427 // $ = float 0005: $2368 = 462.29 // $ = float 0005: $2369 = -486.0 // $ = float 0005: $2370 = 10.48 // $ = float 0005: $2364 = 463.4609 // $ = float 0005: $2365 = -461.3178 // $ = float 0005: $2366 = 9.486246 // $ = float 0005: $2367 = 178.791 // $ = float 0005: $2309 = 457.6495 // $ = float 0005: $2310 = -512.88 // $ = float 0005: $2311 = 9.899857 // $ = float 0005: $2312 = 454.1362 // $ = float 0005: $2313 = -503.9373 // $ = float 0005: $2314 = 16.9188 // $ = float 0005: $2316 = 462.877 // $ = float 0005: $2317 = -514.963 // $ = float 0005: $2318 = 16.951 // $ = float 0005: $2319 = 12.838 // $ = float 0005: $2303 = 446.7785 // $ = float 0005: $2304 = -525.1792 // $ = float 0005: $2305 = 9.5282 // $ = float 0005: $2306 = 315.6846 // $ = float 0004: $2371 = 0 // $ = int 0004: $2373 = 0 // $ = int 0005: $2374 = 497.03 // $ = float 0005: $2375 = -518.829 // $ = float 0005: $2376 = 10.6891 // $ = float 0005: $2377 = 163.719 // $ = float 0005: $2378 = 455.754 // $ = float 0005: $2379 = -528.0207 // $ = float 0004: $2381 = 0 // $ = int 0005: $2382 = 423.574 // $ = float 0005: $2383 = -513.052 // $ = float 0005: $2384 = 9.774 // $ = float 0005: $2385 = 248.0281 // $ = float 0005: $2386 = 451.082 // $ = float 0005: $2387 = -523.164 // $ = float 0005: $2388 = 10.4 // $ = float 0004: $2390 = 0 // $ = int 0005: $2391 = 486.535 // $ = float 0005: $2392 = -537.118 // $ = float 0005: $2393 = 11.191 // $ = float 0005: $2394 = 250.382 // $ = float 0004: $2396 = 0 // $ = int 0005: $2397 = 465.478 // $ = float 0005: $2398 = -416.186 // $ = float 0005: $2399 = 11.2568 // $ = float 0005: $2400 = 172.784 // $ = float 0005: $2401 = 459.131 // $ = float 0005: $2402 = -485.317 // $ = float 0005: $2403 = 11.136 // $ = float 0004: $2405 = 0 // $ = int 0005: $2406 = 425.64 // $ = float 0005: $2407 = -513.68 // $ = float 0005: $2408 = 9.785 // $ = float 0005: $2409 = 245.37 // $ = float 0005: $2410 = 451.121 // $ = float 0005: $2411 = -519.82 // $ = float 0005: $2412 = 10.486 // $ = float 0004: $2334 = 0 // $ = int 0004: $2335 = 0 // $ = int 0004: $2336 = 0 // $ = int 0004: $2337 = 0 // $ = int 0004: $2338 = 0 // $ = int 0004: $2339 = 0 // $ = int 0004: $2340 = 0 // $ = int 0004: $2341 = 0 // $ = int 0004: $2342 = 0 // $ = int 0004: $2343 = 0 // $ = int 0004: $2416 = 0 // $ = int 0004: $2417 = 0 // $ = int 0004: $2418 = 0 // $ = int 0004: $2419 = 0 // $ = int 0004: $2420 = 0 // $ = int 0004: $2300 = 0 // $ = int 0004: $2426 = 0 // $ = int 0004: $2427 = 0 // $ = int 0004: $2428 = 0 // $ = int 0004: $2429 = 0 // $ = int 0004: $2290 = 0 // $ = int 0004: $2430 = 0 // $ = int 0004: $2301 = 0 // $ = int 0004: $2434 = 0 // $ = int 0004: $2431 = 0 // $ = int 0004: $2456 = 0 // $ = int 0004: $2457 = 0 // $ = int 0004: $2458 = 0 // $ = int 0004: $2416 = 0 // $ = int 0004: $2360 = 0 // $ = int 0004: $2461 = 0 // $ = int 0004: $2463 = 0 // $ = int 0004: $2464 = 0 // $ = int 0004: $2465 = 0 // $ = int 0004: $2466 = 0 // $ = int 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' 01BB: store_object $714 position_to $448 $449 $450 0009: $448 += 0.003 // $ += float 000D: $449 -= 1.381 // $ -= float 0009: $450 += 3.149 // $ += float 0244: set_cutscene_pos $448 $449 $450 03CB: load_scene $448 $449 $450 038B: load_requested_models :GENERL3_1507 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 004D: jump_if_false @GENERL3_1537 0001: wait 0 ms 0002: jump @GENERL3_1507 :GENERL3_1537 041D: set_camera_near_clip 0.1 02E4: load_cutscene_data 'COL_3A' 01BB: store_object $714 position_to $448 $449 $450 0009: $448 += 0.003 // $ += float 000D: $449 -= 1.381 // $ -= float 0009: $450 += 3.149 // $ += float 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 7.0786 range 1.0 0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 0171: set_player $PLAYER_CHAR z_angle_to 279.1362 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :GENERL3_1725 00D6: if 001A: 2880 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @GENERL3_1760 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @GENERL3_1725 :GENERL3_1760 00BC: text_highpriority 'GEN3_A' time 10000 1 :GENERL3_1775 00D6: if 001A: 4968 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @GENERL3_1810 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @GENERL3_1775 :GENERL3_1810 00BC: text_highpriority 'GEN3_B' time 10000 1 :GENERL3_1825 00D6: if 001A: 8932 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @GENERL3_1860 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @GENERL3_1825 :GENERL3_1860 00BC: text_highpriority 'GEN3_C' time 10000 1 :GENERL3_1875 00D6: if 001A: 11868 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @GENERL3_1910 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @GENERL3_1875 :GENERL3_1910 00BC: text_highpriority 'GEN3_D' time 10000 1 :GENERL3_1925 00D6: if 001A: 13573 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @GENERL3_1960 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @GENERL3_1925 :GENERL3_1960 00BC: text_highpriority 'GEN3_E' time 10000 1 :GENERL3_1975 00D6: if 001A: 16601 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @GENERL3_2010 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @GENERL3_1975 :GENERL3_2010 00BC: text_highpriority 'GEN3_F' time 10000 1 :GENERL3_2025 00D6: if 001A: 19737 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @GENERL3_2060 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @GENERL3_2025 :GENERL3_2060 00BC: text_highpriority 'GEN3_G' time 10000 1 :GENERL3_2075 00D6: if 001A: 23717 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @GENERL3_2110 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @GENERL3_2075 :GENERL3_2110 00BC: text_highpriority 'GEN3_H' time 10000 1 :GENERL3_2125 00D6: if 001A: 24768 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @GENERL3_2160 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @GENERL3_2125 :GENERL3_2160 016A: fade 0 1500 ms 00BE: text_clear_all 0001: wait 1000 ms 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @GENERL3_2213 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @GENERL3_2213 03D1: play_wav 1 0004: $2466 = 1 // $ = int :GENERL3_2213 00D6: if 016B: fading 004D: jump_if_false @GENERL3_2237 0001: wait 0 ms 0002: jump @GENERL3_2213 :GENERL3_2237 03AD: set_rubbish 1 02EA: end_cutscene 0373: set_camera_directly_behind_player 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: request_collision_at -244.2799 -1360.67 0395: clear_area 1 at -244.2799 -1360.67 7.0786 range 1.0 0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 0171: set_player $PLAYER_CHAR z_angle_to 279.1362 0373: set_camera_directly_behind_player 04BB: select_interiour 0 // select render area 0247: request_model #ADMIRAL 0247: request_model #CLA 0247: request_model #CLB 0247: request_model #INFERNUS 0247: request_model #UZI 0247: request_model #RUGER 023C: load_special_actor 1 'IGBUDDY' 023C: load_special_actor 2 'IGDIAZ' :GENERL3_2845 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 004D: jump_if_false @GENERL3_2875 0001: wait 0 ms 0002: jump @GENERL3_2845 :GENERL3_2875 00D6: if or 8248: not model #ADMIRAL available 8248: not model #CLA available 8248: not model #CLB available 8248: not model #INFERNUS available 8248: not model #UZI available 004D: jump_if_false @GENERL3_2920 0001: wait 0 ms 0002: jump @GENERL3_2875 :GENERL3_2920 00D6: if 8248: not model #RUGER available 004D: jump_if_false @GENERL3_2947 0001: wait 0 ms 0002: jump @GENERL3_2920 :GENERL3_2947 00D6: if 0038: $2466 == 1 // $ == int 004D: jump_if_false @GENERL3_2991 :GENERL3_2965 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @GENERL3_2991 0001: wait 0 ms 0002: jump @GENERL3_2965 :GENERL3_2991 03CF: load_wav 'COL3_1' as 1 03CF: load_wav 'COL3_2' as 2 :GENERL3_3015 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @GENERL3_3045 0001: wait 0 ms 0002: jump @GENERL3_3015 :GENERL3_3045 01B6: set_weather 4 016A: fade 1 1500 ms 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' time 10000 2 0481: set_enter_car_range_multiplier 3.0 :GENERL3_3108 0001: wait 0 ms 00D6: if 00E3: player $PLAYER_CHAR 0 457.6495 -512.88 radius 100.0 100.0 004D: jump_if_false @GENERL3_3157 010D: set_player $PLAYER_CHAR wanted_level_to 0 :GENERL3_3157 00D6: if 0038: $2300 == 0 // $ == int 004D: jump_if_false @GENERL3_3485 00D6: if 0038: $2360 == 0 // $ == int 004D: jump_if_false @GENERL3_3485 00D6: if 0214: pickup $2289 picked_up 004D: jump_if_false @GENERL3_3485 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 0249: release_model #RUGER 0001: wait 100 ms 00A5: $2446 = create_car #INFERNUS at 132.7045 -1211.924 15.2615 0175: set_car $2446 z_angle_to 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 00A9: set_car $2446 to_normal_driver 01B8: set_player $PLAYER_CHAR armed_weapon_to 0 0223: set_actor $2291 health_to 600 02C2: car $2446 drive_to_point 132.4825 -1199.147 16.7405 00AD: set_car $2446 max_speed_to 15.0 0395: clear_area 1 at 132.7045 -1211.924 15.2615 range 30.0 015F: set_camera_position 146.4568 -1198.275 17.66698 rotation 0.0 0.0 0.0 0159: camera_on_ped $2291 mode 15 switchstyle 2 0395: clear_area 1 at 154.763 -1193.619 16.7333 range 8.0 0055: put_player $PLAYER_CHAR at 154.763 -1193.619 16.7333 0171: set_player $PLAYER_CHAR z_angle_to 122.5278 0004: $2300 = 1 // $ = int 0004: $2360 = 1 // $ = int 0006: TIMERA = 0 // @ = int :GENERL3_3485 00D6: if 0038: $2300 == 1 // $ == int 004D: jump_if_false @GENERL3_3738 00D6: if 0038: $2360 == 1 // $ == int 004D: jump_if_false @GENERL3_3738 00D6: if 8118: not actor $2291 dead 004D: jump_if_false @GENERL3_3738 00D6: if 8119: not car $2446 wrecked 004D: jump_if_false @GENERL3_3738 00D6: if 01AF: car $2446 0 132.4825 -1199.147 16.7405 radius 3.0 3.0 3.0 004D: jump_if_false @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 00AD: set_car $2446 max_speed_to 15.0 0004: $2300 = 2 // $ = int 0006: TIMERA = 0 // @ = int 0002: jump @GENERL3_3738 :GENERL3_3682 00D6: if 0019: TIMERA > 25000 // @ > int 004D: jump_if_false @GENERL3_3738 00AB: put_car $2446 at 133.0962 -1199.203 16.7405 0175: set_car $2446 z_angle_to 272.7057 0006: TIMERA = 0 // @ = int :GENERL3_3738 00D6: if 0038: $2300 == 2 // $ == int 004D: jump_if_false @GENERL3_4047 00D6: if 0038: $2360 == 1 // $ == int 004D: jump_if_false @GENERL3_4047 00D6: if 8118: not actor $2291 dead 004D: jump_if_false @GENERL3_4047 00D6: if 8119: not car $2446 wrecked 004D: jump_if_false @GENERL3_4047 00D6: if 01AF: car $2446 0 151.2979 -1196.164 16.7405 radius 3.0 3.0 3.0 004D: jump_if_false @GENERL3_3991 00A9: set_car $2446 to_normal_driver 0001: wait 750 ms 015F: set_camera_position 155.74 -1190.988 17.96301 rotation 0.0 0.0 0.0 0160: point_camera 155.1032 -1191.757 17.90615 switchstyle 2 00D6: if 8118: not actor $2291 dead 004D: jump_if_false @GENERL3_3970 00D6: if 8119: not car $2446 wrecked 004D: jump_if_false @GENERL3_3970 01D3: actor $2291 leave_car $2446 0210: player $PLAYER_CHAR look_at_actor $2291 0006: TIMERA = 0 // @ = int :GENERL3_3970 0004: $2300 = 3 // $ = int 0006: TIMERA = 0 // @ = int 0002: jump @GENERL3_4047 :GENERL3_3991 00D6: if 0019: TIMERA > 25000 // @ > int 004D: jump_if_false @GENERL3_4047 00AB: put_car $2446 at 151.3173 -1196.147 16.7405 0175: set_car $2446 z_angle_to 268.9265 0006: TIMERA = 0 // @ = int :GENERL3_4047 00D6: if 0038: $2300 == 3 // $ == int 004D: jump_if_false @GENERL3_4201 00D6: if 0038: $2360 == 1 // $ == int 004D: jump_if_false @GENERL3_4201 00D6: if 8118: not actor $2291 dead 004D: jump_if_false @GENERL3_4201 00D6: if 80DF: not actor $2291 in_any_car 004D: jump_if_false @GENERL3_4201 04C2: actor $2291 walk_to_actor $PLAYER_ACTOR 0006: TIMERA = 0 // @ = int 00BC: text_highpriority 'GEN3_1' time 5000 1 03D1: play_wav 1 :GENERL3_4149 00D6: if and 83D2: not wav 1 ended 8118: not actor $2291 dead 004D: jump_if_false @GENERL3_4180 0001: wait 0 ms 0002: jump @GENERL3_4149 :GENERL3_4180 040D: unload_wav 1 03D5: remove_text 'GEN3_1' 0004: $2300 = 4 // $ = int :GENERL3_4201 00D6: if 8118: not actor $2291 dead 004D: jump_if_false @GENERL3_4907 00D6: if 0038: $2300 == 4 // $ == int 004D: jump_if_false @GENERL3_4907 00D6: if 0038: $2360 == 1 // $ == int 004D: jump_if_false @GENERL3_4907 00D6: if or 0126: actor $2291 objective_passed 0019: TIMERA > 20000 // @ > int 004D: jump_if_false @GENERL3_4907 00BC: text_highpriority 'GEN3_2' time 5000 1 03D1: play_wav 2 :GENERL3_4296 00D6: if and 83D2: not wav 2 ended 8118: not actor $2291 dead 004D: jump_if_false @GENERL3_4351 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @GENERL3_4344 0002: jump @GENERL3_4697 :GENERL3_4344 0002: jump @GENERL3_4296 :GENERL3_4351 040D: unload_wav 2 03D5: remove_text 'GEN3_2' 03CF: load_wav 'COL3_2A' as 1 03CF: load_wav 'COL3_2B' as 2 :GENERL3_4389 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @GENERL3_4419 0001: wait 0 ms 0002: jump @GENERL3_4389 :GENERL3_4419 015F: set_camera_position 156.1723 -1199.14 18.43115 rotation 0.0 0.0 0.0 0160: point_camera 155.5315 -1198.387 18.27806 switchstyle 2 00D6: if 8118: not actor $2291 dead 004D: jump_if_false @GENERL3_4496 0372: set_actor $2291 anim 19 wait_state_time 10000 ms :GENERL3_4496 00BC: text_highpriority 'GEN3_3' time 5000 1 03D1: play_wav 1 :GENERL3_4515 00D6: if and 83D2: not wav 1 ended 8118: not actor $2291 dead 004D: jump_if_false @GENERL3_4570 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @GENERL3_4563 0002: jump @GENERL3_4697 :GENERL3_4563 0002: jump @GENERL3_4515 :GENERL3_4570 040D: unload_wav 1 03D5: remove_text 'GEN3_3' 00D6: if 8118: not actor $2291 dead 004D: jump_if_false @GENERL3_4609 0372: set_actor $2291 anim 0 wait_state_time 100 ms :GENERL3_4609 00BC: text_highpriority 'GEN3_4' time 5000 1 03D1: play_wav 2 :GENERL3_4628 00D6: if and 83D2: not wav 2 ended 8118: not actor $2291 dead 004D: jump_if_false @GENERL3_4683 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @GENERL3_4676 0002: jump @GENERL3_4697 :GENERL3_4676 0002: jump @GENERL3_4628 :GENERL3_4683 040D: unload_wav 2 03D5: remove_text 'GEN3_4' :GENERL3_4697 040D: unload_wav 1 040D: unload_wav 2 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 00D6: if 8118: not actor $2291 dead 004D: jump_if_false @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 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @GENERL3_4795 0001: wait 0 ms 0002: jump @GENERL3_4765 :GENERL3_4795 00D6: if 8118: not actor $2291 dead 004D: jump_if_false @GENERL3_4843 01DF: tie_actor $2291 to_player $PLAYER_CHAR 04F5: set_actor $2291 as_player_friend $PLAYER_CHAR flag 1 0004: $2430 = 1 // $ = int 0319: set_actor $2291 running 1 :GENERL3_4843 0006: TIMERA = 0 // @ = int 02A3: enable_widescreen 0 01B4: set_player $PLAYER_CHAR can_move 1 02EB: restore_camera_with_jumpcut 018A: $2359 = create_checkpoint_at $2309 $2310 11.062 00BC: text_highpriority 'GEN3_44' time 10000 2 041E: set_radio_station 3 -1 0004: $2360 = 2 // $ = int :GENERL3_4907 00D6: if 0038: $2360 == 2 // $ == int 004D: jump_if_false @GENERL3_4986 00D6: if 0038: $2464 == 0 // $ == int 004D: jump_if_false @GENERL3_4986 00D6: if 0019: TIMERA > 9500 // @ > int 004D: jump_if_false @GENERL3_4986 03E5: text_box 'GEN3_57' 0006: TIMERA = 0 // @ = int 0004: $2464 = 1 // $ = int :GENERL3_4986 00D6: if 0038: $2360 == 2 // $ == int 004D: jump_if_false @GENERL3_5119 00D6: if 0038: $2464 == 1 // $ == int 004D: jump_if_false @GENERL3_5119 00D6: if 0019: TIMERA > 9500 // @ > int 004D: jump_if_false @GENERL3_5119 0293: $18 = get_controller_mode 00D6: if 0038: $18 == 3 // $ == int 004D: jump_if_false @GENERL3_5095 03E5: text_box 'GEN3_59' 0006: TIMERA = 0 // @ = int 0004: $2464 = 2 // $ = int 0002: jump @GENERL3_5119 :GENERL3_5095 03E5: text_box 'GEN3_58' 0006: TIMERA = 0 // @ = int 0004: $2464 = 2 // $ = int :GENERL3_5119 00D6: if 0038: $2360 == 2 // $ == int 004D: jump_if_false @GENERL3_5301 00D6: if 0038: $2464 == 2 // $ == int 004D: jump_if_false @GENERL3_5301 00D6: if 0019: TIMERA > 9500 // @ > int 004D: jump_if_false @GENERL3_5301 0293: $18 = get_controller_mode 00D6: if 0038: $18 == 3 // $ == int 004D: jump_if_false @GENERL3_5228 03E5: text_box 'GEN3_62' 0006: TIMERA = 0 // @ = int 0004: $2464 = 3 // $ = int 0002: jump @GENERL3_5301 :GENERL3_5228 00D6: if 0038: $18 == 2 // $ == int 004D: jump_if_false @GENERL3_5277 03E5: text_box 'GEN3_61' 0006: TIMERA = 0 // @ = int 0004: $2464 = 3 // $ = int 0002: jump @GENERL3_5301 :GENERL3_5277 03E5: text_box 'GEN3_60' 0006: TIMERA = 0 // @ = int 0004: $2464 = 3 // $ = int :GENERL3_5301 00D6: if 0038: $2360 == 2 // $ == int 004D: jump_if_false @GENERL3_6158 00D6: if 8118: not actor $2291 dead 004D: jump_if_false @GENERL3_6158 00D6: if 00F8: player $PLAYER_CHAR stopped 1 $2309 $2310 $2311 radius 3.0 3.0 1.5 004D: jump_if_false @GENERL3_6158 00D6: if 0101: actor $2291 stopped_near_point $2309 $2310 $2311 radius 3.0 3.0 1.5 sphere 0 004D: jump_if_false @GENERL3_6158 0249: release_model #INFERNUS 01C3: mark_car_as_no_longer_needed $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 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 0164: disable_marker $2359 0004: $2430 = 2 // $ = int 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @GENERL3_5793 03E2: actor $PLAYER_ACTOR leave_any_car :GENERL3_5793 00D6: if 00DF: actor $2291 in_any_car 004D: jump_if_false @GENERL3_5814 03E2: actor $2291 leave_any_car :GENERL3_5814 0395: clear_area 1 at $2364 $2365 50.0 range 50.0 00A5: $2296 = create_car #ADMIRAL at $2364 $2365 $2366 0229: set_car $2296 color_to 8 8 0175: set_car $2296 z_angle_to $2367 00A9: set_car $2296 to_normal_driver 020A: set_car $2296 door_status_to 3 02AC: set_car $2296 immunities 1 1 1 1 1 053F: set_car $2296 tires_vulnerable 0 0129: $2295 = create_actor 10 #SPECIAL02 in_car $2296 driverseat 00A9: set_car $2296 to_normal_driver 01ED: clear_actor $2295 threat_search 0223: set_actor $2295 health_to 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 0223: set_actor $2293 health_to 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 0223: set_actor $2294 health_to 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 00AD: set_car $2296 max_speed_to 14.0 02C2: car $2296 drive_to_point $2368 $2369 $2370 015F: set_camera_position 453.4417 -534.7897 19.79188 rotation 0.0 0.0 0.0 0160: point_camera 453.7277 -533.8484 19.61285 switchstyle 2 0004: $2360 = 3 // $ = int 0006: TIMERA = 0 // @ = int :GENERL3_6158 00D6: if 0038: $2360 == 3 // $ == int 004D: jump_if_false @GENERL3_6761 00D6: if 8118: not actor $2291 dead 004D: jump_if_false @GENERL3_6761 00D6: if 8118: not actor $2295 dead 004D: jump_if_false @GENERL3_6761 00D6: if 8118: not actor $2293 dead 004D: jump_if_false @GENERL3_6761 00D6: if 8118: not actor $2294 dead 004D: jump_if_false @GENERL3_6761 00D6: if 8119: not car $2296 wrecked 004D: jump_if_false @GENERL3_6761 00D6: if 01AD: car $2296 sphere 0 near_point $2368 $2369 radius 1.3 1.0 004D: jump_if_false @GENERL3_6711 015F: set_camera_position 462.3437 -491.1512 11.73179 rotation 0.0 0.0 0.0 0160: point_camera 462.3286 -490.1543 11.65438 switchstyle 2 00A9: set_car $2296 to_normal_driver 00D6: if 80DF: not actor $2291 in_any_car 004D: jump_if_false @GENERL3_6704 00D6: if 80E0: not player $PLAYER_CHAR in_any_car 004D: jump_if_false @GENERL3_6704 0395: clear_area 1 at 461.4244 -493.8346 100.0 range 100.0 0055: put_player $PLAYER_CHAR at 461.4597 -494.8022 -100.0 00A1: put_actor $2291 at 462.4995 -495.6623 -100.0 0395: clear_area 1 at 461.4244 -493.8346 100.0 range 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 00D6: if 00DF: actor $2295 in_any_car 004D: jump_if_false @GENERL3_6522 03E2: actor $2295 leave_any_car :GENERL3_6522 0211: actor $2295 walk_to 461.4244 -493.8346 0001: wait 350 ms 0004: $2371 = 1 // $ = int 00D6: if 8118: not actor $2293 dead 004D: jump_if_false @GENERL3_6591 00D6: if 00DF: actor $2293 in_any_car 004D: jump_if_false @GENERL3_6591 03E2: actor $2293 leave_any_car 0001: wait 250 ms :GENERL3_6591 00D6: if 8118: not actor $2294 dead 004D: jump_if_false @GENERL3_6628 00D6: if 00DF: actor $2294 in_any_car 004D: jump_if_false @GENERL3_6628 03E2: actor $2294 leave_any_car :GENERL3_6628 00D6: if 8118: not actor $2293 dead 004D: jump_if_false @GENERL3_6659 0211: actor $2293 walk_to 460.9342 -492.7018 :GENERL3_6659 00D6: if 8118: not actor $2294 dead 004D: jump_if_false @GENERL3_6690 0211: actor $2294 walk_to 462.7259 -492.7736 :GENERL3_6690 0004: $2360 = 4 // $ = int 0006: TIMERA = 0 // @ = int :GENERL3_6704 0002: jump @GENERL3_6761 :GENERL3_6711 00D6: if 0019: TIMERA > 20000 // @ > int 004D: jump_if_false @GENERL3_6761 00AB: put_car $2296 at $2368 $2369 -100.0 0175: set_car $2296 z_angle_to $2367 0006: TIMERA = 0 // @ = int :GENERL3_6761 00D6: if 0038: $2371 == 1 // $ == int 004D: jump_if_false @GENERL3_6875 00D6: if 8118: not actor $2295 dead 004D: jump_if_false @GENERL3_6875 00D6: if 8118: not actor $2291 dead 004D: jump_if_false @GENERL3_6875 00D6: if 82CB: not actor $2295 bounding_sphere_visible 004D: jump_if_false @GENERL3_6875 015F: set_camera_position 458.0866 -494.786 11.68491 rotation 0.0 0.0 0.0 0159: camera_on_ped $2295 mode 15 switchstyle 2 0004: $2371 = 2 // $ = int :GENERL3_6875 00D6: if 0038: $2360 == 4 // $ == int 004D: jump_if_false @GENERL3_7542 00D6: if 8118: not actor $2295 dead 004D: jump_if_false @GENERL3_7542 00D6: if 8118: not actor $2291 dead 004D: jump_if_false @GENERL3_7542 00D6: if 00E7: player $PLAYER_CHAR stopped 0 461.4445 -495.2143 radius 2.0 2.0 004D: jump_if_false @GENERL3_7486 00D6: if 00F0: actor $2291 stopped 0 461.4445 -495.2143 radius 2.0 2.0 004D: jump_if_false @GENERL3_7423 00D6: if 00F0: actor $2295 stopped 0 461.4445 -495.2143 radius 2.0 2.0 004D: jump_if_false @GENERL3_7360 00D6: if 8118: not actor $2293 dead 004D: jump_if_false @GENERL3_7353 00D6: if 8118: not actor $2294 dead 004D: jump_if_false @GENERL3_7353 00D6: if 8119: not car $2296 wrecked 004D: jump_if_false @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 0519: lock_vehicle $2296 in_current_position 1 0372: set_actor $2295 anim 19 wait_state_time 10000 ms 00BC: text_highpriority 'GEN3_5' time 5000 1 03D1: play_wav 1 :GENERL3_7148 00D6: if and 83D2: not wav 1 ended 8118: not actor $2295 dead 004D: jump_if_false @GENERL3_7179 0001: wait 0 ms 0002: jump @GENERL3_7148 :GENERL3_7179 040D: unload_wav 1 03D5: remove_text 'GEN3_5' 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' time 5000 1 03D1: play_wav 2 :GENERL3_7231 00D6: if and 83D2: not wav 2 ended 8118: not actor $2295 dead 004D: jump_if_false @GENERL3_7262 0001: wait 0 ms 0002: jump @GENERL3_7231 :GENERL3_7262 040D: unload_wav 2 03D5: remove_text 'GEN3_6' 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 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @GENERL3_7339 0001: wait 0 ms 0002: jump @GENERL3_7309 :GENERL3_7339 0006: TIMERA = 0 // @ = int 0004: $2360 = 5 // $ = int :GENERL3_7353 0002: jump @GENERL3_7416 :GENERL3_7360 00D6: if 0019: TIMERA > 20000 // @ > int 004D: jump_if_false @GENERL3_7416 00A1: put_actor $2295 at 461.4244 -493.8346 -100.0 0173: set_actor $2295 z_angle_to 169.954 0006: TIMERA = 0 // @ = int :GENERL3_7416 0002: jump @GENERL3_7479 :GENERL3_7423 00D6: if 0019: TIMERA > 20000 // @ > int 004D: jump_if_false @GENERL3_7479 00A1: put_actor $2291 at 462.4995 -495.6623 -100.0 0173: set_actor $2291 z_angle_to 350.0 0006: TIMERA = 0 // @ = int :GENERL3_7479 0002: jump @GENERL3_7542 :GENERL3_7486 00D6: if 0019: TIMERA > 20000 // @ > int 004D: jump_if_false @GENERL3_7542 0055: put_player $PLAYER_CHAR at 461.4597 -494.8022 -100.0 0171: set_player $PLAYER_CHAR z_angle_to 350.0 0006: TIMERA = 0 // @ = int :GENERL3_7542 00D6: if 0038: $2360 == 5 // $ == int 004D: jump_if_false @GENERL3_7931 00D6: if 8118: not actor $2295 dead 004D: jump_if_false @GENERL3_7931 00D6: if 8118: not actor $2291 dead 004D: jump_if_false @GENERL3_7931 00D6: if 0019: TIMERA > 500 // @ > int 004D: jump_if_false @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 015F: set_camera_position 463.0205 -492.5053 11.51502 rotation 0.0 0.0 0.0 0159: camera_on_ped $PLAYER_ACTOR mode 15 switchstyle 2 00D6: if 8118: not actor $2294 dead 004D: jump_if_false @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' time 5000 1 03D1: play_wav 1 :GENERL3_7727 00D6: if and 83D2: not wav 1 ended 8118: not actor $2295 dead 004D: jump_if_false @GENERL3_7758 0001: wait 0 ms 0002: jump @GENERL3_7727 :GENERL3_7758 040D: unload_wav 1 03D5: remove_text 'GEN3_7' 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @GENERL3_7797 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms :GENERL3_7797 00D6: if 8118: not actor $2291 dead 004D: jump_if_false @GENERL3_7823 0372: set_actor $2291 anim 19 wait_state_time 10000 ms :GENERL3_7823 00BC: text_highpriority 'GEN3_8' time 5000 1 03D1: play_wav 2 :GENERL3_7842 00D6: if and 83D2: not wav 2 ended 8118: not actor $2295 dead 004D: jump_if_false @GENERL3_7873 0001: wait 0 ms 0002: jump @GENERL3_7842 :GENERL3_7873 040D: unload_wav 2 03D5: remove_text 'GEN3_8' 00D6: if 8118: not actor $2291 dead 004D: jump_if_false @GENERL3_7912 0372: set_actor $2291 anim 0 wait_state_time 100 ms :GENERL3_7912 01E0: clear_leader $2291 0006: TIMERA = 0 // @ = int 0004: $2360 = 6 // $ = int :GENERL3_7931 00D6: if 0038: $2360 == 6 // $ == int 004D: jump_if_false @GENERL3_8140 00D6: if 8118: not actor $2295 dead 004D: jump_if_false @GENERL3_8140 00D6: if 8118: not actor $2291 dead 004D: jump_if_false @GENERL3_8140 00D6: if 8118: not actor $2293 dead 004D: jump_if_false @GENERL3_8140 00D6: if 8118: not actor $2294 dead 004D: jump_if_false @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 015A: restore_camera 01B4: set_player $PLAYER_CHAR can_move 1 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: set_actor $2295 can_be_damaged_by_members_of_gang 3 0 0514: set_actor $2293 can_be_damaged_by_members_of_gang 3 0 0514: set_actor $2294 can_be_damaged_by_members_of_gang 3 0 0006: TIMERA = 0 // @ = int 0004: $2360 = 7 // $ = int :GENERL3_8140 00D6: if 0038: $2360 == 7 // $ == int 004D: jump_if_false @GENERL3_8237 00D6: if 8118: not actor $2291 dead 004D: jump_if_false @GENERL3_8237 00D6: if 80FF: not actor $2291 0 $2316 $2317 $2318 radius 2.0 2.0 2.0 004D: jump_if_false @GENERL3_8237 009E: set_actor $2291 path $2316 $2317 $2318 unknown 1.0 1 :GENERL3_8237 00D6: if 0018: $2360 > 6 // $ > int 004D: jump_if_false @GENERL3_8391 00D6: if 8118: not actor $2295 dead 004D: jump_if_false @GENERL3_8293 0226: $2299 = actor $2295 health 0014: $2299 /= 5 // $ /= int 0002: jump @GENERL3_8300 :GENERL3_8293 0004: $2299 = 0 // $ = int :GENERL3_8300 00D6: if 002A: 0 >= $2299 // int >= $ 004D: jump_if_false @GENERL3_8323 0151: remove_status_text $2299 :GENERL3_8323 00D6: if 8118: not actor $2291 dead 004D: jump_if_false @GENERL3_8361 0226: $2460 = actor $2291 health 0014: $2460 /= 6 // $ /= int 0002: jump @GENERL3_8368 :GENERL3_8361 0004: $2460 = 0 // $ = int :GENERL3_8368 00D6: if 002A: 0 >= $2460 // int >= $ 004D: jump_if_false @GENERL3_8391 0151: remove_status_text $2460 :GENERL3_8391 00D6: if and 0018: $2360 > 7 // $ > int 001A: 13 > $2360 // int > $ 004D: jump_if_false @GENERL3_11131 00D6: if 8118: not actor $2291 dead 004D: jump_if_false @GENERL3_10707 00D6: if 0118: actor $2293 dead 004D: jump_if_false @GENERL3_8498 00D6: if 0038: $2428 == 0 // $ == int 004D: jump_if_false @GENERL3_8498 00D6: if 0038: $2426 == 0 // $ == int 004D: jump_if_false @GENERL3_8498 0004: $2426 = 1 // $ = int 0004: $2427 = 0 // $ = int :GENERL3_8498 00D6: if 0038: $2456 == 0 // $ == int 004D: jump_if_false @GENERL3_8571 00D6: if 031D: actor $2291 hit_by_weapon 22 004D: jump_if_false @GENERL3_8571 0467: set_actor $2291 clear_last_weapon_damage 00D6: if 0038: $2426 == 0 // $ == int 004D: jump_if_false @GENERL3_8571 0004: $2426 = 3 // $ = int 0004: $2427 = 0 // $ = int :GENERL3_8571 00D6: if 02E0: actor $2291 firing_weapon 004D: jump_if_false @GENERL3_8637 00D6: if 0038: $2429 == 0 // $ == int 004D: jump_if_false @GENERL3_8637 00D6: if 0038: $2426 == 0 // $ == int 004D: jump_if_false @GENERL3_8637 0004: $2426 = 4 // $ = int 0004: $2427 = 0 // $ = int :GENERL3_8637 00D6: if 02E0: actor $2291 firing_weapon 004D: jump_if_false @GENERL3_8703 00D6: if 0038: $2429 == 1 // $ == int 004D: jump_if_false @GENERL3_8703 00D6: if 0038: $2426 == 0 // $ == int 004D: jump_if_false @GENERL3_8703 0004: $2426 = 5 // $ = int 0004: $2427 = 0 // $ = int :GENERL3_8703 00D6: if 02E0: actor $2291 firing_weapon 004D: jump_if_false @GENERL3_8769 00D6: if 0038: $2429 == 2 // $ == int 004D: jump_if_false @GENERL3_8769 00D6: if 0038: $2426 == 0 // $ == int 004D: jump_if_false @GENERL3_8769 0004: $2426 = 9 // $ = int 0004: $2427 = 0 // $ = int :GENERL3_8769 00D6: if 0038: $2456 == 1 // $ == int 004D: jump_if_false @GENERL3_8842 00D6: if 031D: actor $2291 hit_by_weapon 22 004D: jump_if_false @GENERL3_8842 0467: set_actor $2291 clear_last_weapon_damage 00D6: if 0038: $2426 == 0 // $ == int 004D: jump_if_false @GENERL3_8842 0004: $2426 = 6 // $ = int 0004: $2427 = 0 // $ = int :GENERL3_8842 00D6: if 0038: $2456 == 2 // $ == int 004D: jump_if_false @GENERL3_8915 00D6: if 031D: actor $2291 hit_by_weapon 22 004D: jump_if_false @GENERL3_8915 0467: set_actor $2291 clear_last_weapon_damage 00D6: if 0038: $2426 == 0 // $ == int 004D: jump_if_false @GENERL3_8915 0004: $2426 = 7 // $ = int 0004: $2427 = 0 // $ = int :GENERL3_8915 00D6: if 0038: $2456 == 3 // $ == int 004D: jump_if_false @GENERL3_8988 00D6: if 031D: actor $2291 hit_by_weapon 22 004D: jump_if_false @GENERL3_8988 0467: set_actor $2291 clear_last_weapon_damage 00D6: if 0038: $2426 == 0 // $ == int 004D: jump_if_false @GENERL3_8988 0004: $2426 = 8 // $ = int 0004: $2427 = 0 // $ = int :GENERL3_8988 00D6: if 0038: $2426 == 1 // $ == int 004D: jump_if_false @GENERL3_9202 00D6: if 0038: $2427 == 0 // $ == int 004D: jump_if_false @GENERL3_9050 03CF: load_wav 'COL3_10' as 1 0004: $2427 = 1 // $ = int 0002: jump @GENERL3_9202 :GENERL3_9050 00D6: if 0038: $2427 == 1 // $ == int 004D: jump_if_false @GENERL3_9090 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @GENERL3_9090 0004: $2427 = 2 // $ = int :GENERL3_9090 00D6: if 0038: $2427 == 2 // $ == int 004D: jump_if_false @GENERL3_9134 00BC: text_highpriority 'GEN3_16' time 5000 1 03D1: play_wav 1 0004: $2427 = 3 // $ = int :GENERL3_9134 00D6: if 0038: $2427 == 3 // $ == int 004D: jump_if_false @GENERL3_9202 00D6: if 03D2: wav 1 ended 004D: jump_if_false @GENERL3_9202 0004: $2427 = 0 // $ = int 0004: $2426 = 0 // $ = int 040D: unload_wav 1 03D5: remove_text 'GEN3_16' 0004: $2428 = 1 // $ = int :GENERL3_9202 00D6: if 0038: $2426 == 3 // $ == int 004D: jump_if_false @GENERL3_9416 00D6: if 0038: $2427 == 0 // $ == int 004D: jump_if_false @GENERL3_9264 03CF: load_wav 'COL3_8' as 1 0004: $2427 = 1 // $ = int 0002: jump @GENERL3_9416 :GENERL3_9264 00D6: if 0038: $2427 == 1 // $ == int 004D: jump_if_false @GENERL3_9304 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @GENERL3_9304 0004: $2427 = 2 // $ = int :GENERL3_9304 00D6: if 0038: $2427 == 2 // $ == int 004D: jump_if_false @GENERL3_9348 00BC: text_highpriority 'GEN3_14' time 5000 1 03D1: play_wav 1 0004: $2427 = 3 // $ = int :GENERL3_9348 00D6: if 0038: $2427 == 3 // $ == int 004D: jump_if_false @GENERL3_9416 00D6: if 03D2: wav 1 ended 004D: jump_if_false @GENERL3_9416 0004: $2427 = 0 // $ = int 0004: $2426 = 0 // $ = int 040D: unload_wav 1 03D5: remove_text 'GEN3_14' 0004: $2456 = 1 // $ = int :GENERL3_9416 00D6: if 0038: $2426 == 4 // $ == int 004D: jump_if_false @GENERL3_9630 00D6: if 0038: $2427 == 0 // $ == int 004D: jump_if_false @GENERL3_9478 03CF: load_wav 'COL3_18' as 1 0004: $2427 = 1 // $ = int 0002: jump @GENERL3_9630 :GENERL3_9478 00D6: if 0038: $2427 == 1 // $ == int 004D: jump_if_false @GENERL3_9518 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @GENERL3_9518 0004: $2427 = 2 // $ = int :GENERL3_9518 00D6: if 0038: $2427 == 2 // $ == int 004D: jump_if_false @GENERL3_9562 00BC: text_highpriority 'GEN3_46' time 5000 1 03D1: play_wav 1 0004: $2427 = 3 // $ = int :GENERL3_9562 00D6: if 0038: $2427 == 3 // $ == int 004D: jump_if_false @GENERL3_9630 00D6: if 03D2: wav 1 ended 004D: jump_if_false @GENERL3_9630 0004: $2427 = 0 // $ = int 0004: $2426 = 0 // $ = int 040D: unload_wav 1 03D5: remove_text 'GEN3_46' 0004: $2429 = 1 // $ = int :GENERL3_9630 00D6: if 0038: $2426 == 5 // $ == int 004D: jump_if_false @GENERL3_9844 00D6: if 0038: $2427 == 0 // $ == int 004D: jump_if_false @GENERL3_9692 03CF: load_wav 'COL3_9' as 1 0004: $2427 = 1 // $ = int 0002: jump @GENERL3_9844 :GENERL3_9692 00D6: if 0038: $2427 == 1 // $ == int 004D: jump_if_false @GENERL3_9732 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @GENERL3_9732 0004: $2427 = 2 // $ = int :GENERL3_9732 00D6: if 0038: $2427 == 2 // $ == int 004D: jump_if_false @GENERL3_9776 00BC: text_highpriority 'GEN3_15' time 5000 1 03D1: play_wav 1 0004: $2427 = 3 // $ = int :GENERL3_9776 00D6: if 0038: $2427 == 3 // $ == int 004D: jump_if_false @GENERL3_9844 00D6: if 03D2: wav 1 ended 004D: jump_if_false @GENERL3_9844 0004: $2427 = 0 // $ = int 0004: $2426 = 0 // $ = int 040D: unload_wav 1 03D5: remove_text 'GEN3_15' 0004: $2429 = 2 // $ = int :GENERL3_9844 00D6: if 0038: $2426 == 6 // $ == int 004D: jump_if_false @GENERL3_10058 00D6: if 0038: $2427 == 0 // $ == int 004D: jump_if_false @GENERL3_9906 03CF: load_wav 'COL3_20' as 1 0004: $2427 = 1 // $ = int 0002: jump @GENERL3_10058 :GENERL3_9906 00D6: if 0038: $2427 == 1 // $ == int 004D: jump_if_false @GENERL3_9946 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @GENERL3_9946 0004: $2427 = 2 // $ = int :GENERL3_9946 00D6: if 0038: $2427 == 2 // $ == int 004D: jump_if_false @GENERL3_9990 00BC: text_highpriority 'GEN3_48' time 5000 1 03D1: play_wav 1 0004: $2427 = 3 // $ = int :GENERL3_9990 00D6: if 0038: $2427 == 3 // $ == int 004D: jump_if_false @GENERL3_10058 00D6: if 03D2: wav 1 ended 004D: jump_if_false @GENERL3_10058 0004: $2427 = 0 // $ = int 0004: $2426 = 0 // $ = int 040D: unload_wav 1 03D5: remove_text 'GEN3_48' 0004: $2456 = 2 // $ = int :GENERL3_10058 00D6: if 0038: $2426 == 7 // $ == int 004D: jump_if_false @GENERL3_10272 00D6: if 0038: $2427 == 0 // $ == int 004D: jump_if_false @GENERL3_10120 03CF: load_wav 'COL3_17' as 1 0004: $2427 = 1 // $ = int 0002: jump @GENERL3_10272 :GENERL3_10120 00D6: if 0038: $2427 == 1 // $ == int 004D: jump_if_false @GENERL3_10160 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @GENERL3_10160 0004: $2427 = 2 // $ = int :GENERL3_10160 00D6: if 0038: $2427 == 2 // $ == int 004D: jump_if_false @GENERL3_10204 00BC: text_highpriority 'GEN3_47' time 5000 1 03D1: play_wav 1 0004: $2427 = 3 // $ = int :GENERL3_10204 00D6: if 0038: $2427 == 3 // $ == int 004D: jump_if_false @GENERL3_10272 00D6: if 03D2: wav 1 ended 004D: jump_if_false @GENERL3_10272 0004: $2427 = 0 // $ = int 0004: $2426 = 0 // $ = int 040D: unload_wav 1 03D5: remove_text 'GEN3_47' 0004: $2456 = 3 // $ = int :GENERL3_10272 00D6: if 0038: $2426 == 8 // $ == int 004D: jump_if_false @GENERL3_10486 00D6: if 0038: $2427 == 0 // $ == int 004D: jump_if_false @GENERL3_10334 03CF: load_wav 'COL3_19' as 1 0004: $2427 = 1 // $ = int 0002: jump @GENERL3_10486 :GENERL3_10334 00D6: if 0038: $2427 == 1 // $ == int 004D: jump_if_false @GENERL3_10374 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @GENERL3_10374 0004: $2427 = 2 // $ = int :GENERL3_10374 00D6: if 0038: $2427 == 2 // $ == int 004D: jump_if_false @GENERL3_10418 00BC: text_highpriority 'GEN3_48' time 5000 1 03D1: play_wav 1 0004: $2427 = 3 // $ = int :GENERL3_10418 00D6: if 0038: $2427 == 3 // $ == int 004D: jump_if_false @GENERL3_10486 00D6: if 03D2: wav 1 ended 004D: jump_if_false @GENERL3_10486 0004: $2427 = 0 // $ = int 0004: $2426 = 0 // $ = int 040D: unload_wav 1 03D5: remove_text 'GEN3_48' 0004: $2456 = 4 // $ = int :GENERL3_10486 00D6: if 0038: $2426 == 9 // $ == int 004D: jump_if_false @GENERL3_10700 00D6: if 0038: $2427 == 0 // $ == int 004D: jump_if_false @GENERL3_10548 03CF: load_wav 'COL3_23' as 1 0004: $2427 = 1 // $ = int 0002: jump @GENERL3_10700 :GENERL3_10548 00D6: if 0038: $2427 == 1 // $ == int 004D: jump_if_false @GENERL3_10588 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @GENERL3_10588 0004: $2427 = 2 // $ = int :GENERL3_10588 00D6: if 0038: $2427 == 2 // $ == int 004D: jump_if_false @GENERL3_10632 00BC: text_highpriority 'GEN3_52' time 5000 1 03D1: play_wav 1 0004: $2427 = 3 // $ = int :GENERL3_10632 00D6: if 0038: $2427 == 3 // $ == int 004D: jump_if_false @GENERL3_10700 00D6: if 03D2: wav 1 ended 004D: jump_if_false @GENERL3_10700 0004: $2427 = 0 // $ = int 0004: $2426 = 0 // $ = int 040D: unload_wav 1 03D5: remove_text 'GEN3_52' 0004: $2429 = 3 // $ = int :GENERL3_10700 0002: jump @GENERL3_11131 :GENERL3_10707 00D6: if 0038: $2426 == 1 // $ == int 004D: jump_if_false @GENERL3_10760 0004: $2427 = 0 // $ = int 0004: $2426 = 0 // $ = int 040D: unload_wav 1 03D5: remove_text 'GEN3_16' 0004: $2428 = 1 // $ = int :GENERL3_10760 00D6: if 0038: $2426 == 3 // $ == int 004D: jump_if_false @GENERL3_10813 0004: $2427 = 0 // $ = int 0004: $2426 = 0 // $ = int 040D: unload_wav 1 03D5: remove_text 'GEN3_14' 0004: $2456 = 1 // $ = int :GENERL3_10813 00D6: if 0038: $2426 == 4 // $ == int 004D: jump_if_false @GENERL3_10866 0004: $2427 = 0 // $ = int 0004: $2426 = 0 // $ = int 040D: unload_wav 1 03D5: remove_text 'GEN3_46' 0004: $2429 = 1 // $ = int :GENERL3_10866 00D6: if 0038: $2426 == 5 // $ == int 004D: jump_if_false @GENERL3_10919 0004: $2427 = 0 // $ = int 0004: $2426 = 0 // $ = int 040D: unload_wav 1 03D5: remove_text 'GEN3_15' 0004: $2429 = 2 // $ = int :GENERL3_10919 00D6: if 0038: $2426 == 6 // $ == int 004D: jump_if_false @GENERL3_10972 0004: $2427 = 0 // $ = int 0004: $2426 = 0 // $ = int 040D: unload_wav 1 03D5: remove_text 'GEN3_48' 0004: $2456 = 2 // $ = int :GENERL3_10972 00D6: if 0038: $2426 == 7 // $ == int 004D: jump_if_false @GENERL3_11025 0004: $2427 = 0 // $ = int 0004: $2426 = 0 // $ = int 040D: unload_wav 1 03D5: remove_text 'GEN3_47' 0004: $2456 = 3 // $ = int :GENERL3_11025 00D6: if 0038: $2426 == 8 // $ == int 004D: jump_if_false @GENERL3_11078 0004: $2427 = 0 // $ = int 0004: $2426 = 0 // $ = int 040D: unload_wav 1 03D5: remove_text 'GEN3_48' 0004: $2456 = 4 // $ = int :GENERL3_11078 00D6: if 0038: $2426 == 9 // $ == int 004D: jump_if_false @GENERL3_11131 0004: $2427 = 0 // $ = int 0004: $2426 = 0 // $ = int 040D: unload_wav 1 03D5: remove_text 'GEN3_52' 0004: $2429 = 3 // $ = int :GENERL3_11131 00D6: if 0038: $2360 == 7 // $ == int 004D: jump_if_false @GENERL3_11853 00D6: if 8118: not actor $2295 dead 004D: jump_if_false @GENERL3_11853 00D6: if 8118: not actor $2291 dead 004D: jump_if_false @GENERL3_11853 00D6: if 00F9: player $PLAYER_CHAR stopped 1 $2312 $2313 $2314 radius 1.0 1.0 2.0 004D: jump_if_false @GENERL3_11853 00D6: if 00FF: actor $2291 0 $2316 $2317 $2318 radius 2.0 2.0 2.0 004D: jump_if_false @GENERL3_11811 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 01EB: set_traffic_density_multiplier_to 0.0 0173: set_actor $2291 z_angle_to $2319 0164: disable_marker $2315 02A9: set_actor $2295 immune_to_nonplayer 1 0247: request_model #CUBAN 0247: request_model #CBA 0247: request_model #HNA 0247: request_model #HNB 0247: request_model #BURRITO 0247: request_model #VOODOO 0247: request_model #TEC9 :GENERL3_11335 00D6: if or 8248: not model #CUBAN available 8248: not model #CBA available 8248: not model #VOODOO available 004D: jump_if_false @GENERL3_11371 0001: wait 0 ms 0002: jump @GENERL3_11335 :GENERL3_11371 00D6: if or 8248: not model #TEC9 available 8248: not model #HNA available 8248: not model #HNB available 8248: not model #BURRITO available 004D: jump_if_false @GENERL3_11411 0001: wait 0 ms 0002: jump @GENERL3_11371 :GENERL3_11411 0395: clear_area 1 at $2303 $2304 500.0 range 500.0 00A5: $2302 = create_car #CUBAN at $2303 $2304 $2305 053F: set_car $2302 tires_vulnerable 0 02AA: set_car $2302 immune_to_nonplayer 1 04E0: car $2302 abandon_path_radius 3 0175: set_car $2302 z_angle_to $2306 0224: set_car $2302 health_to 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 00A9: set_car $2302 to_normal_driver 01ED: clear_actor $2307 threat_search 011A: set_actor $2307 search_threat 256 0223: set_actor $2307 health_to 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 0223: set_actor $2308 health_to 10 01DE: tie_actor $2308 to_actor $2307 0568: set_actor $2308 untargetable 1 00D6: if 8118: not actor $2295 dead 004D: jump_if_false @GENERL3_11622 020E: actor $2295 look_at_actor $2307 :GENERL3_11622 015F: set_camera_position 461.6999 -476.1379 18.4551 rotation 0.0 0.0 0.0 0160: point_camera 461.5766 -477.0688 18.11078 switchstyle 2 00AB: put_car $2302 at 448.662 -525.4344 9.576 0175: set_car $2302 z_angle_to 329.7276 02C2: car $2302 drive_to_point 465.2766 -496.3094 10.82948 00AD: set_car $2302 max_speed_to 8.0 020E: actor $PLAYER_ACTOR look_at_actor $2307 00BC: text_highpriority 'GEN3_37' time 10000 2 04F7: status_text $2299 1 line 1 'GEN3_22' 04F7: status_text $2460 1 line 2 'GEN3_49' 0006: TIMERA = 0 // @ = int 0004: $2360 = 8 // $ = int 0002: jump @GENERL3_11853 :GENERL3_11811 00D6: if 0019: TIMERA > 35000 // @ > int 004D: jump_if_false @GENERL3_11853 00A1: put_actor $2291 at $2316 $2317 $2318 0006: TIMERA = 0 // @ = int :GENERL3_11853 00D6: if 0038: $2360 == 8 // $ == int 004D: jump_if_false @GENERL3_12140 00D6: if 8118: not actor $2295 dead 004D: jump_if_false @GENERL3_12140 00D6: if 8118: not actor $2291 dead 004D: jump_if_false @GENERL3_12140 00D6: if 8118: not actor $2307 dead 004D: jump_if_false @GENERL3_12140 00D6: if 8118: not actor $2308 dead 004D: jump_if_false @GENERL3_12140 00D6: if 8119: not car $2302 wrecked 004D: jump_if_false @GENERL3_12140 00D6: if 01AD: car $2302 sphere 0 near_point 465.2766 -496.3094 radius 1.5 1.5 004D: jump_if_false @GENERL3_12084 00AD: set_car $2302 max_speed_to 0.0 0210: player $PLAYER_CHAR look_at_actor $2307 02A3: enable_widescreen 0 01B4: set_player $PLAYER_CHAR can_move 1 03D5: remove_text 'GEN3_37' 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player 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 0004: $2360 = 9 // $ = int 0006: TIMERA = 0 // @ = int 0002: jump @GENERL3_12140 :GENERL3_12084 00D6: if 0019: TIMERA > 20000 // @ > int 004D: jump_if_false @GENERL3_12140 00AB: put_car $2302 at 465.2766 -496.3094 -100.0 0175: set_car $2302 z_angle_to 349.697 0006: TIMERA = 0 // @ = int :GENERL3_12140 00D6: if 0038: $2360 == 9 // $ == int 004D: jump_if_false @GENERL3_12314 00D6: if 8118: not actor $2295 dead 004D: jump_if_false @GENERL3_12314 00D6: if 8118: not actor $2291 dead 004D: jump_if_false @GENERL3_12314 00D6: if 8118: not actor $2307 dead 004D: jump_if_false @GENERL3_12314 00D6: if 8118: not actor $2308 dead 004D: jump_if_false @GENERL3_12314 00D6: if 80DF: not actor $2307 in_any_car 004D: jump_if_false @GENERL3_12314 00D6: if 80DF: not actor $2308 in_any_car 004D: jump_if_false @GENERL3_12314 00D6: if 8119: not car $2302 wrecked 004D: jump_if_false @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 0004: $2360 = 10 // $ = int :GENERL3_12314 00D6: if 0038: $2360 == 10 // $ == int 004D: jump_if_false @GENERL3_12697 00D6: if 8118: not actor $2295 dead 004D: jump_if_false @GENERL3_12697 00D6: if 8118: not actor $2291 dead 004D: jump_if_false @GENERL3_12697 00D6: if 8118: not actor $2307 dead 004D: jump_if_false @GENERL3_12697 00D6: if 8118: not actor $2308 dead 004D: jump_if_false @GENERL3_12697 00D6: if or 00F0: actor $2307 stopped 0 461.4445 -495.2143 radius 2.5 2.5 0019: TIMERA > 35000 // @ > int 004D: jump_if_false @GENERL3_12697 00D6: if or 00F0: actor $2308 stopped 0 461.4445 -495.2143 radius 3.0 3.0 0019: TIMERA > 35000 // @ > int 004D: jump_if_false @GENERL3_12697 00A0: store_actor $2307 position_to $2435 $2436 $2437 00A0: store_actor $2295 position_to $2438 $2439 $2440 0011: $2436 *= -1.0 // $ *= float 0011: $2439 *= -1.0 // $ *= float 0086: $2441 = $2435 // $ = $ float 0059: $2441 += $2438 // $ += $ float 0086: $2442 = $2439 // $ = $ float 0059: $2442 += $2436 // $ += $ float 0015: $2441 /= 2.0 // $ /= float 0015: $2442 /= 2.0 // $ /= float 0011: $2442 *= -1.0 // $ *= float 0107: $2433 = create_object #BRIEFCASE at $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 0006: TIMERA = 0 // @ = int 04E3: set_player $PLAYER_CHAR mood 2 duration 120000 0004: $2360 = 11 // $ = int :GENERL3_12697 00D6: if 0038: $2360 == 11 // $ == int 004D: jump_if_false @GENERL3_12884 00D6: if 0019: TIMERA > 4000 // @ > int 004D: jump_if_false @GENERL3_12884 00D6: if 8118: not actor $2291 dead 004D: jump_if_false @GENERL3_12884 00D6: if 8118: not actor $2293 dead 004D: jump_if_false @GENERL3_12884 00D6: if 8118: not actor $2294 dead 004D: jump_if_false @GENERL3_12884 00D6: if 8118: not actor $2308 dead 004D: jump_if_false @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' 0006: TIMERA = 0 // @ = int 0006: TIMERB = 0 // @ = int 0004: $2360 = 12 // $ = int :GENERL3_12884 00D6: if 0018: $2360 > 5 // $ > int 004D: jump_if_false @GENERL3_13137 00D6: if 001A: 13 > $2360 // int > $ 004D: jump_if_false @GENERL3_13137 00D6: if 0038: $2416 == 0 // $ == int 004D: jump_if_false @GENERL3_13137 00D6: 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 0118: actor $2293 dead 0118: actor $2294 dead 004D: jump_if_false @GENERL3_13137 00D6: if 8118: not actor $2295 dead 004D: jump_if_false @GENERL3_13006 011A: set_actor $2295 search_threat 1 :GENERL3_13006 00D6: if 8118: not actor $2293 dead 004D: jump_if_false @GENERL3_13029 011A: set_actor $2293 search_threat 1 :GENERL3_13029 00D6: if 8118: not actor $2294 dead 004D: jump_if_false @GENERL3_13052 011A: set_actor $2294 search_threat 1 :GENERL3_13052 00D6: if 8118: not actor $2295 dead 004D: jump_if_false @GENERL3_13073 054E: clear_actor $2295 damage :GENERL3_13073 00D6: if 8118: not actor $2293 dead 004D: jump_if_false @GENERL3_13094 054E: clear_actor $2293 damage :GENERL3_13094 00D6: if 8118: not actor $2294 dead 004D: jump_if_false @GENERL3_13115 054E: clear_actor $2294 damage :GENERL3_13115 00BC: text_highpriority 'GEN3_33' time 7000 1 0002: jump @GENERL3_26174 :GENERL3_13137 00D6: if 0018: $2360 > 7 // $ > int 004D: jump_if_false @GENERL3_13328 00D6: if 001A: 13 > $2360 // int > $ 004D: jump_if_false @GENERL3_13328 00D6: if 0038: $2416 == 0 // $ == int 004D: jump_if_false @GENERL3_13328 00D6: if or 051A: actor $2307 damaged_by_actor $PLAYER_ACTOR 051A: actor $2308 damaged_by_actor $PLAYER_ACTOR 004D: jump_if_false @GENERL3_13328 00D6: if 8118: not actor $2307 dead 004D: jump_if_false @GENERL3_13241 011A: set_actor $2307 search_threat 1 :GENERL3_13241 00D6: if 8118: not actor $2308 dead 004D: jump_if_false @GENERL3_13264 011A: set_actor $2308 search_threat 1 :GENERL3_13264 00BC: text_highpriority 'GEN3_34' time 7000 1 00D6: if 8118: not actor $2307 dead 004D: jump_if_false @GENERL3_13300 054E: clear_actor $2295 damage :GENERL3_13300 00D6: if 8118: not actor $2308 dead 004D: jump_if_false @GENERL3_13321 054E: clear_actor $2293 damage :GENERL3_13321 0002: jump @GENERL3_26174 :GENERL3_13328 00D6: if 0038: $2457 == 1 // $ == int 004D: jump_if_false @GENERL3_13434 00D6: if 0038: $2360 == 12 // $ == int 004D: jump_if_false @GENERL3_13434 00D6: if 8118: not actor $2295 dead 004D: jump_if_false @GENERL3_13434 00D6: if 0038: $2461 == 0 // $ == int 004D: jump_if_false @GENERL3_13434 0350: set_actor $2295 maintain_position_when_attacked 0 0239: actor $2295 run_to 463.2771 -495.5872 0004: $2461 = 1 // $ = int 0004: $2457 = 2 // $ = int :GENERL3_13434 00D6: if 0038: $2457 == 2 // $ == int 004D: jump_if_false @GENERL3_13548 00D6: if 0038: $2360 == 12 // $ == int 004D: jump_if_false @GENERL3_13548 00D6: if 8118: not actor $2295 dead 004D: jump_if_false @GENERL3_13548 00D6: if 00ED: actor $2295 0 463.2771 -495.5872 radius 1.0 1.0 004D: jump_if_false @GENERL3_13548 0350: set_actor $2295 maintain_position_when_attacked 1 0173: set_actor $2295 z_angle_to 69.0 0004: $2457 = 3 // $ = int :GENERL3_13548 00D6: if 0038: $2360 == 12 // $ == int 004D: jump_if_false @GENERL3_13642 00D6: if 0038: $2457 == 3 // $ == int 004D: jump_if_false @GENERL3_13642 00D6: if 8118: not actor $2295 dead 004D: jump_if_false @GENERL3_13642 00D6: if 8118: not actor $2291 dead 004D: jump_if_false @GENERL3_13642 00D6: if 02E0: actor $2291 firing_weapon 004D: jump_if_false @GENERL3_13642 04EB: actor $2295 crouch 1 5000 ms :GENERL3_13642 00D6: if 0038: $2360 == 12 // $ == int 004D: jump_if_false @GENERL3_13798 00D6: if 82AD: not player $PLAYER_CHAR in_area 453.5544 -461.5191 441.1417 -531.2878 radius 33.5 sphere 0 004D: jump_if_false @GENERL3_13798 00D6: if 8118: not actor $2295 dead 004D: jump_if_false @GENERL3_13798 00D6: if 82CB: not actor $2295 bounding_sphere_visible 004D: jump_if_false @GENERL3_13798 00D6: if 8038: not $2420 == 1 // $ == int 004D: jump_if_false @GENERL3_13798 00D6: if 8038: not $2419 == 1 // $ == int 004D: jump_if_false @GENERL3_13798 0321: kill_actor $2295 00BC: text_highpriority 'GEN3_56' time 5000 1 0002: jump @GENERL3_26174 :GENERL3_13798 00D6: if 0038: $2360 == 12 // $ == int 004D: jump_if_false @GENERL3_19656 00D6: if 0019: TIMERA > 5000 // @ > int 004D: jump_if_false @GENERL3_14711 00D6: if 0038: $2373 == 0 // $ == int 004D: jump_if_false @GENERL3_14118 0395: clear_area 0 at $2374 $2375 $2376 range 5.0 00A5: $2372 = create_car #VOODOO at $2374 $2375 $2376 053F: set_car $2372 tires_vulnerable 0 02AA: set_car $2372 immune_to_nonplayer 1 0175: set_car $2372 z_angle_to $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: $2344 = create_marker_above_actor $2320 color 4 display 2 0168: set_marker $2344 size 2 0223: set_actor $2320 health_to 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: $2345 = create_marker_above_actor $2321 color 4 display 2 0168: set_marker $2345 size 2 0223: set_actor $2321 health_to 150 020A: set_car $2372 door_status_to 3 0224: set_car $2372 health_to 5000 00A9: set_car $2372 to_normal_driver 0004: $2416 = 1 // $ = int 0004: $2373 = 1 // $ = int :GENERL3_14118 00D6: if 0038: $2373 == 1 // $ == int 004D: jump_if_false @GENERL3_14196 00D6: if 8119: not car $2372 wrecked 004D: jump_if_false @GENERL3_14196 02C2: car $2372 drive_to_point 462.3186 -503.6335 10.77767 00AD: set_car $2372 max_speed_to 24.0 00AE: set_vehicle $2372 traffic_behavior_to 3 0004: $2373 = 2 // $ = int :GENERL3_14196 00D6: if 0038: $2373 == 2 // $ == int 004D: jump_if_false @GENERL3_14271 00D6: if 8119: not car $2372 wrecked 004D: jump_if_false @GENERL3_14271 00D6: if 01AD: car $2372 sphere 0 near_point $2378 $2379 radius 4.0 4.0 004D: jump_if_false @GENERL3_14271 0004: $2373 = 3 // $ = int :GENERL3_14271 00D6: if 0038: $2373 == 3 // $ == int 004D: jump_if_false @GENERL3_14312 00D6: if 8119: not car $2372 wrecked 004D: jump_if_false @GENERL3_14312 0004: $2373 = 4 // $ = int :GENERL3_14312 00D6: if 0038: $2373 == 4 // $ == int 004D: jump_if_false @GENERL3_14541 00D6: if 8119: not car $2372 wrecked 004D: jump_if_false @GENERL3_14541 00D6: if 8118: not actor $2320 dead 004D: jump_if_false @GENERL3_14541 00D6: if 8118: not actor $2321 dead 004D: jump_if_false @GENERL3_14541 00D6: if 01AD: car $2372 sphere 0 near_point 462.3186 -503.6335 radius 3.0 3.0 004D: jump_if_false @GENERL3_14541 00D6: if 0038: $2457 == 0 // $ == int 004D: jump_if_false @GENERL3_14456 00BC: text_highpriority 'GEN3_19' time 7000 2 0004: $2457 = 1 // $ = int :GENERL3_14456 00A9: set_car $2372 to_normal_driver 0224: set_car $2372 health_to 1000 02AA: set_car $2372 immune_to_nonplayer 1 03E2: actor $2320 leave_any_car 03E2: actor $2321 leave_any_car 00D6: if 8118: not actor $2308 dead 004D: jump_if_false @GENERL3_14510 020E: actor $2308 look_at_actor $2320 :GENERL3_14510 00D6: if 8118: not actor $2307 dead 004D: jump_if_false @GENERL3_14534 020E: actor $2307 look_at_actor $2321 :GENERL3_14534 0004: $2373 = 5 // $ = int :GENERL3_14541 00D6: if 8118: not actor $2320 dead 004D: jump_if_false @GENERL3_14711 00D6: if 80DF: not actor $2320 in_any_car 004D: jump_if_false @GENERL3_14711 00D6: if 0038: $2373 == 5 // $ == int 004D: jump_if_false @GENERL3_14711 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @GENERL3_14662 00D6: if 80E9: not player $PLAYER_CHAR 0 $2320 radius 5.0 5.0 004D: jump_if_false @GENERL3_14655 01BD: $2447 = current_time_in_ms 04EB: actor $2320 crouch 1 300000 ms :GENERL3_14655 0002: jump @GENERL3_14711 :GENERL3_14662 01BD: $2448 = current_time_in_ms 0084: $2449 = $2448 // $ = $ int 0060: $2449 -= $2447 // $ -= $ int 00D6: if 0018: $2449 > 1000 // $ > int 004D: jump_if_false @GENERL3_14711 04EB: actor $2320 crouch 0 100 ms :GENERL3_14711 00D6: if 0019: TIMERB > 14000 // @ > int 004D: jump_if_false @GENERL3_15420 00D6: if 0038: $2381 == 0 // $ == int 004D: jump_if_false @GENERL3_15062 00D6: if 0038: $2416 == 1 // $ == int 004D: jump_if_false @GENERL3_15062 00D6: if or 0018: $2373 > 3 // $ > int 0119: car $2372 wrecked 004D: jump_if_false @GENERL3_15062 0395: clear_area 0 at $2382 $2383 $2384 range 3.0 00A5: $2380 = create_car #VOODOO at $2382 $2383 $2384 053F: set_car $2380 tires_vulnerable 0 02AA: set_car $2380 immune_to_nonplayer 1 0175: set_car $2380 z_angle_to $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: $2346 = create_marker_above_actor $2322 color 4 display 2 0168: set_marker $2346 size 2 0223: set_actor $2322 health_to 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: $2347 = create_marker_above_actor $2323 color 4 display 2 0168: set_marker $2347 size 2 0223: set_actor $2323 health_to 130 00A9: set_car $2380 to_normal_driver 0224: set_car $2380 health_to 5000 0004: $2417 = 1 // $ = int 020A: set_car $2380 door_status_to 3 0004: $2381 = 1 // $ = int :GENERL3_15062 00D6: if 0038: $2381 == 1 // $ == int 004D: jump_if_false @GENERL3_15134 00D6: if 8119: not car $2380 wrecked 004D: jump_if_false @GENERL3_15134 00A7: car $2380 drive_to $2386 $2387 $2388 00AD: set_car $2380 max_speed_to 30.0 00AE: set_vehicle $2380 traffic_behavior_to 3 0004: $2381 = 2 // $ = int :GENERL3_15134 00D6: if 0038: $2381 == 2 // $ == int 004D: jump_if_false @GENERL3_15175 00D6: if 8119: not car $2380 wrecked 004D: jump_if_false @GENERL3_15175 0004: $2381 = 3 // $ = int :GENERL3_15175 00D6: if 0038: $2381 == 3 // $ == int 004D: jump_if_false @GENERL3_15246 00D6: if 8119: not car $2380 wrecked 004D: jump_if_false @GENERL3_15246 02C2: car $2380 drive_to_point 458.637 -512.0005 10.6906 00AD: set_car $2380 max_speed_to 30.0 0004: $2381 = 4 // $ = int :GENERL3_15246 00D6: if 0038: $2381 == 4 // $ == int 004D: jump_if_false @GENERL3_15420 00D6: if 8119: not car $2380 wrecked 004D: jump_if_false @GENERL3_15420 00D6: if 01AD: car $2380 sphere 0 near_point 459.637 -512.0005 radius 3.0 3.0 004D: jump_if_false @GENERL3_15420 00A9: set_car $2380 to_normal_driver 0224: set_car $2380 health_to 1000 00D6: if 0038: $2457 == 0 // $ == int 004D: jump_if_false @GENERL3_15371 00BC: text_highpriority 'GEN3_19' time 7000 2 0004: $2457 = 1 // $ = int :GENERL3_15371 00D6: if 8118: not actor $2322 dead 004D: jump_if_false @GENERL3_15392 03E2: actor $2322 leave_any_car :GENERL3_15392 00D6: if 8118: not actor $2323 dead 004D: jump_if_false @GENERL3_15420 03E2: actor $2323 leave_any_car 0004: $2381 = 5 // $ = int :GENERL3_15420 00D6: if 0019: TIMERB > 24000 // @ > int 004D: jump_if_false @GENERL3_16874 00D6: if 0038: $2390 == 0 // $ == int 004D: jump_if_false @GENERL3_15901 00D6: if 0038: $2417 == 1 // $ == int 004D: jump_if_false @GENERL3_15901 00D6: if or 0018: $2381 > 3 // $ > int 0119: car $2380 wrecked 004D: jump_if_false @GENERL3_15901 0395: clear_area 0 at $2391 $2392 $2393 range 3.0 00A5: $2389 = create_car #BURRITO at $2391 $2392 $2393 053F: set_car $2389 tires_vulnerable 0 02AA: set_car $2389 immune_to_nonplayer 1 0175: set_car $2389 z_angle_to $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 0223: set_actor $2324 health_to 150 0162: $2348 = create_marker_above_actor $2324 color 4 display 2 0168: set_marker $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: $2349 = create_marker_above_actor $2325 color 4 display 2 0168: set_marker $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: $2350 = create_marker_above_actor $2326 color 4 display 2 0168: set_marker $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: $2351 = create_marker_above_actor $2327 color 4 display 2 0168: set_marker $2351 size 2 00A9: set_car $2389 to_normal_driver 0224: set_car $2389 health_to 1000 020A: set_car $2389 door_status_to 3 0004: $2418 = 1 // $ = int 0004: $2390 = 1 // $ = int :GENERL3_15901 00D6: if 0038: $2390 == 1 // $ == int 004D: jump_if_false @GENERL3_15957 00D6: if 8119: not car $2389 wrecked 004D: jump_if_false @GENERL3_15957 0477: set_car $2389 action 2 time 4000 01BD: $2415 = current_time_in_ms 0004: $2390 = 2 // $ = int :GENERL3_15957 00D6: if 0038: $2390 == 2 // $ == int 004D: jump_if_false @GENERL3_16127 00D6: if 8119: not car $2389 wrecked 004D: jump_if_false @GENERL3_16127 01BD: $2413 = current_time_in_ms 0084: $2414 = $2413 // $ = $ int 0060: $2414 -= $2415 // $ -= $ int 00D6: if or 0018: $2414 > 3999 // $ > int 0495: vehicle $2389 burning 004D: jump_if_false @GENERL3_16127 00D6: if 8118: not actor $2324 dead 004D: jump_if_false @GENERL3_16057 03E2: actor $2324 leave_any_car :GENERL3_16057 00D6: if 8118: not actor $2325 dead 004D: jump_if_false @GENERL3_16078 03E2: actor $2325 leave_any_car :GENERL3_16078 00D6: if 8118: not actor $2326 dead 004D: jump_if_false @GENERL3_16099 03E2: actor $2326 leave_any_car :GENERL3_16099 00D6: if 8118: not actor $2327 dead 004D: jump_if_false @GENERL3_16120 03E2: actor $2327 leave_any_car :GENERL3_16120 0004: $2390 = 3 // $ = int :GENERL3_16127 00D6: if 0038: $2390 == 3 // $ == int 004D: jump_if_false @GENERL3_16874 00D6: if 0038: $2334 == 0 // $ == int 004D: jump_if_false @GENERL3_16247 00D6: if 8118: not actor $2324 dead 004D: jump_if_false @GENERL3_16247 00D6: if 80DF: not actor $2324 in_any_car 004D: jump_if_false @GENERL3_16247 00D6: if 8118: not actor $2291 dead 004D: jump_if_false @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 0004: $2334 = 1 // $ = int :GENERL3_16247 00D6: if 0038: $2334 == 1 // $ == int 004D: jump_if_false @GENERL3_16364 00D6: if 8118: not actor $2324 dead 004D: jump_if_false @GENERL3_16364 00D6: if 00ED: actor $2324 0 472.159 -528.149 radius 1.0 1.0 004D: jump_if_false @GENERL3_16364 00D6: if 8118: not actor $2291 dead 004D: jump_if_false @GENERL3_16364 0239: actor $2324 run_to 473.9421 -522.4988 0411: set_actor $2324 use_pednode_seek 0 0004: $2334 = 2 // $ = int :GENERL3_16364 00D6: if 0038: $2334 == 2 // $ == int 004D: jump_if_false @GENERL3_16481 00D6: if 8118: not actor $2324 dead 004D: jump_if_false @GENERL3_16481 00D6: if 00ED: actor $2324 0 473.9421 -522.4988 radius 1.0 1.0 004D: jump_if_false @GENERL3_16481 00D6: if 8118: not actor $2291 dead 004D: jump_if_false @GENERL3_16481 0239: actor $2324 run_to 461.8707 -519.9243 0411: set_actor $2324 use_pednode_seek 0 0004: $2334 = 3 // $ = int :GENERL3_16481 00D6: if 0038: $2334 == 3 // $ == int 004D: jump_if_false @GENERL3_16584 00D6: if 8118: not actor $2324 dead 004D: jump_if_false @GENERL3_16584 00D6: if 00ED: actor $2324 0 461.8707 -519.9243 radius 1.0 1.0 004D: jump_if_false @GENERL3_16584 00D6: if 8118: not actor $2291 dead 004D: jump_if_false @GENERL3_16584 01C9: actor $2324 kill_actor $2291 0004: $2334 = 4 // $ = int :GENERL3_16584 00D6: if 0038: $2335 == 0 // $ == int 004D: jump_if_false @GENERL3_16712 00D6: if 8119: not car $2389 wrecked 004D: jump_if_false @GENERL3_16712 00D6: if 8118: not actor $2325 dead 004D: jump_if_false @GENERL3_16712 00D6: if 80DF: not actor $2325 in_any_car 004D: jump_if_false @GENERL3_16712 00D6: if 8118: not actor $2295 dead 004D: jump_if_false @GENERL3_16712 00D6: if 00F2: actor $2325 near_actor $2295 radius 100.0 100.0 0 004D: jump_if_false @GENERL3_16712 01C9: actor $2325 kill_actor $2295 0004: $2335 = 1 // $ = int :GENERL3_16712 00D6: if 0038: $2336 == 0 // $ == int 004D: jump_if_false @GENERL3_16793 00D6: if 8118: not actor $2326 dead 004D: jump_if_false @GENERL3_16793 00D6: if 80DF: not actor $2326 in_any_car 004D: jump_if_false @GENERL3_16793 00D6: if 8118: not actor $2295 dead 004D: jump_if_false @GENERL3_16793 01C9: actor $2326 kill_actor $2295 0004: $2336 = 1 // $ = int :GENERL3_16793 00D6: if 0038: $2337 == 0 // $ == int 004D: jump_if_false @GENERL3_16874 00D6: if 8118: not actor $2327 dead 004D: jump_if_false @GENERL3_16874 00D6: if 80DF: not actor $2327 in_any_car 004D: jump_if_false @GENERL3_16874 00D6: if 8118: not actor $2295 dead 004D: jump_if_false @GENERL3_16874 01C9: actor $2327 kill_actor $2295 0004: $2337 = 1 // $ = int :GENERL3_16874 00D6: if 0019: TIMERB > 41000 // @ > int 004D: jump_if_false @GENERL3_18292 00D6: if 0038: $2396 == 0 // $ == int 004D: jump_if_false @GENERL3_17348 00D6: if 0038: $2417 == 1 // $ == int 004D: jump_if_false @GENERL3_17348 0395: clear_area 0 at $2397 $2398 $2399 range 3.0 00A5: $2395 = create_car #BURRITO at $2397 $2398 $2399 053F: set_car $2395 tires_vulnerable 0 02AA: set_car $2395 immune_to_nonplayer 1 0175: set_car $2395 z_angle_to $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: $2352 = create_marker_above_actor $2328 color 4 display 2 0168: set_marker $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: $2353 = create_marker_above_actor $2329 color 4 display 2 0223: set_actor $2329 health_to 130 0168: set_marker $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: $2354 = create_marker_above_actor $2330 color 4 display 2 0223: set_actor $2330 health_to 130 0168: set_marker $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: $2355 = create_marker_above_actor $2331 color 4 display 2 0168: set_marker $2355 size 2 00A9: set_car $2395 to_normal_driver 020A: set_car $2395 door_status_to 3 0004: $2396 = 1 // $ = int :GENERL3_17348 00D6: if 0038: $2396 == 1 // $ == int 004D: jump_if_false @GENERL3_17427 00D6: if 8119: not car $2395 wrecked 004D: jump_if_false @GENERL3_17427 00A7: car $2395 drive_to $2401 $2402 $2403 00AD: set_car $2395 max_speed_to 22.0 00AE: set_vehicle $2395 traffic_behavior_to 3 0004: $2419 = 1 // $ = int 0004: $2396 = 2 // $ = int :GENERL3_17427 00D6: if 8119: not car $2395 wrecked 004D: jump_if_false @GENERL3_17596 00D6: if or 01AD: car $2395 sphere 0 near_point $2401 $2402 radius 10.0 10.0 0495: vehicle $2395 burning 004D: jump_if_false @GENERL3_17596 00D6: if 0038: $2396 == 2 // $ == int 004D: jump_if_false @GENERL3_17596 00A9: set_car $2395 to_normal_driver 00D6: if 8118: not actor $2328 dead 004D: jump_if_false @GENERL3_17526 03E2: actor $2328 leave_any_car :GENERL3_17526 00D6: if 8118: not actor $2329 dead 004D: jump_if_false @GENERL3_17547 03E2: actor $2329 leave_any_car :GENERL3_17547 00D6: if 8118: not actor $2330 dead 004D: jump_if_false @GENERL3_17568 03E2: actor $2330 leave_any_car :GENERL3_17568 00D6: if 8118: not actor $2331 dead 004D: jump_if_false @GENERL3_17589 03E2: actor $2331 leave_any_car :GENERL3_17589 0004: $2396 = 3 // $ = int :GENERL3_17596 00D6: if 0038: $2396 == 3 // $ == int 004D: jump_if_false @GENERL3_18292 00D6: if 0038: $2338 == 0 // $ == int 004D: jump_if_false @GENERL3_17726 00D6: if 8118: not actor $2328 dead 004D: jump_if_false @GENERL3_17726 00D6: if 80DF: not actor $2328 in_any_car 004D: jump_if_false @GENERL3_17726 00D6: if 8118: not actor $2295 dead 004D: jump_if_false @GENERL3_17726 00D6: if 00F2: actor $2328 near_actor $2295 radius 50.0 100.0 0 004D: jump_if_false @GENERL3_17726 01C9: actor $2328 kill_actor $2295 0004: $2338 = 1 // $ = int :GENERL3_17726 00D6: if 0038: $2339 == 0 // $ == int 004D: jump_if_false @GENERL3_17838 00D6: if 8118: not actor $2329 dead 004D: jump_if_false @GENERL3_17838 00D6: if 80DF: not actor $2329 in_any_car 004D: jump_if_false @GENERL3_17838 00D6: if 8118: not actor $2295 dead 004D: jump_if_false @GENERL3_17838 00D6: if 00F2: actor $2329 near_actor $2295 radius 100.0 100.0 0 004D: jump_if_false @GENERL3_17838 01C9: actor $2329 kill_actor $2295 0004: $2339 = 1 // $ = int :GENERL3_17838 00D6: if 0038: $2340 == 0 // $ == int 004D: jump_if_false @GENERL3_17903 00D6: if 8118: not actor $2330 dead 004D: jump_if_false @GENERL3_17903 00D6: if 80DF: not actor $2330 in_any_car 004D: jump_if_false @GENERL3_17903 01CA: actor $2330 kill_player $PLAYER_CHAR 0004: $2340 = 1 // $ = int :GENERL3_17903 00D6: if 0038: $2341 == 0 // $ == int 004D: jump_if_false @GENERL3_17984 00D6: if 8118: not actor $2331 dead 004D: jump_if_false @GENERL3_17984 00D6: if 80DF: not actor $2331 in_any_car 004D: jump_if_false @GENERL3_17984 00D6: if 8118: not actor $2295 dead 004D: jump_if_false @GENERL3_17984 01C9: actor $2331 kill_actor $2295 0004: $2341 = 1 // $ = int :GENERL3_17984 00D6: if 8118: not actor $2328 dead 004D: jump_if_false @GENERL3_18138 00D6: if 0038: $2338 == 1 // $ == int 004D: jump_if_false @GENERL3_18138 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @GENERL3_18089 00D6: if 80E9: not player $PLAYER_CHAR 0 $2328 radius 5.0 5.0 004D: jump_if_false @GENERL3_18082 01BD: $2450 = current_time_in_ms 04EB: actor $2328 crouch 1 300000 ms :GENERL3_18082 0002: jump @GENERL3_18138 :GENERL3_18089 01BD: $2451 = current_time_in_ms 0084: $2452 = $2451 // $ = $ int 0060: $2452 -= $2450 // $ -= $ int 00D6: if 0018: $2452 > 500 // $ > int 004D: jump_if_false @GENERL3_18138 04EB: actor $2328 crouch 0 100 ms :GENERL3_18138 00D6: if 8118: not actor $2329 dead 004D: jump_if_false @GENERL3_18292 00D6: if 0038: $2339 == 1 // $ == int 004D: jump_if_false @GENERL3_18292 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @GENERL3_18243 00D6: if 80E9: not player $PLAYER_CHAR 0 $2329 radius 5.0 5.0 004D: jump_if_false @GENERL3_18236 01BD: $2453 = current_time_in_ms 04EB: actor $2329 crouch 1 300000 ms :GENERL3_18236 0002: jump @GENERL3_18292 :GENERL3_18243 01BD: $2454 = current_time_in_ms 0084: $2455 = $2454 // $ = $ int 0060: $2455 -= $2453 // $ -= $ int 00D6: if 0018: $2455 > 1000 // $ > int 004D: jump_if_false @GENERL3_18292 04EB: actor $2329 crouch 0 100 ms :GENERL3_18292 00D6: if 0019: TIMERB > 56000 // @ > int 004D: jump_if_false @GENERL3_19593 00D6: if 0038: $2405 == 0 // $ == int 004D: jump_if_false @GENERL3_18653 00D6: if 0038: $2418 == 1 // $ == int 004D: jump_if_false @GENERL3_18653 00D6: if 0038: $2417 == 1 // $ == int 004D: jump_if_false @GENERL3_18653 00D6: if or 0018: $2381 > 3 // $ > int 0119: car $2380 wrecked 004D: jump_if_false @GENERL3_18653 0395: clear_area 0 at $2406 $2407 $2408 range 3.0 00A5: $2404 = create_car #VOODOO at $2406 $2407 $2408 053F: set_car $2404 tires_vulnerable 0 02AA: set_car $2404 immune_to_nonplayer 1 0175: set_car $2404 z_angle_to $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: $2356 = create_marker_above_actor $2332 color 4 display 2 0168: set_marker $2356 size 2 01C8: $2333 = create_actor_pedtype 8 model #HNA in_car $2404 passenger_seat 0 0223: set_actor $2333 health_to 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: $2357 = create_marker_above_actor $2333 color 4 display 2 0168: set_marker $2357 size 2 00A9: set_car $2404 to_normal_driver 020A: set_car $2404 door_status_to 3 0004: $2420 = 1 // $ = int 0004: $2405 = 1 // $ = int :GENERL3_18653 00D6: if 0038: $2405 == 1 // $ == int 004D: jump_if_false @GENERL3_18725 00D6: if 8119: not car $2404 wrecked 004D: jump_if_false @GENERL3_18725 00A7: car $2404 drive_to $2410 $2411 $2412 00AD: set_car $2404 max_speed_to 30.0 00AE: set_vehicle $2404 traffic_behavior_to 3 0004: $2405 = 2 // $ = int :GENERL3_18725 00D6: if 0038: $2405 == 2 // $ == int 004D: jump_if_false @GENERL3_18884 00D6: if 8119: not car $2404 wrecked 004D: jump_if_false @GENERL3_18884 00D6: if or 01AD: car $2404 sphere 0 near_point $2410 $2411 radius 3.5 3.5 0495: vehicle $2404 burning 004D: jump_if_false @GENERL3_18884 00A9: set_car $2404 to_normal_driver 00D6: if 8118: not actor $2332 dead 004D: jump_if_false @GENERL3_18840 00D6: if 00DF: actor $2332 in_any_car 004D: jump_if_false @GENERL3_18840 03E2: actor $2332 leave_any_car :GENERL3_18840 00D6: if 8118: not actor $2333 dead 004D: jump_if_false @GENERL3_18877 00D6: if 00DF: actor $2333 in_any_car 004D: jump_if_false @GENERL3_18877 03E2: actor $2333 leave_any_car :GENERL3_18877 0004: $2405 = 3 // $ = int :GENERL3_18884 00D6: if 0038: $2405 == 3 // $ == int 004D: jump_if_false @GENERL3_19593 00D6: if 0038: $2342 == 0 // $ == int 004D: jump_if_false @GENERL3_19030 00D6: if 8119: not car $2404 wrecked 004D: jump_if_false @GENERL3_19030 00D6: if 8118: not actor $2332 dead 004D: jump_if_false @GENERL3_19030 00D6: if 80DF: not actor $2332 in_any_car 004D: jump_if_false @GENERL3_19030 00D6: if 8118: not actor $2295 dead 004D: jump_if_false @GENERL3_19030 00D6: if 00F2: actor $2332 near_actor $2295 radius 50.0 50.0 0 004D: jump_if_false @GENERL3_19030 01C9: actor $2332 kill_actor $2295 0004: $2342 = 1 // $ = int :GENERL3_19030 00D6: if 0038: $2343 == 0 // $ == int 004D: jump_if_false @GENERL3_19132 00D6: if 8118: not actor $2333 dead 004D: jump_if_false @GENERL3_19132 00D6: if 80DF: not actor $2333 in_any_car 004D: jump_if_false @GENERL3_19132 00D6: if 8118: not actor $2291 dead 004D: jump_if_false @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 0004: $2343 = 1 // $ = int :GENERL3_19132 00D6: if 0038: $2343 == 1 // $ == int 004D: jump_if_false @GENERL3_19256 00D6: if 8118: not actor $2333 dead 004D: jump_if_false @GENERL3_19256 00D6: if 00ED: actor $2333 0 456.27 -524.856 radius 1.0 1.0 004D: jump_if_false @GENERL3_19256 00D6: if 8118: not actor $2291 dead 004D: jump_if_false @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 0004: $2343 = 2 // $ = int :GENERL3_19256 00D6: if 0038: $2343 == 2 // $ == int 004D: jump_if_false @GENERL3_19373 00D6: if 8118: not actor $2333 dead 004D: jump_if_false @GENERL3_19373 00D6: if 00ED: actor $2333 0 472.159 -528.149 radius 1.0 1.0 004D: jump_if_false @GENERL3_19373 00D6: if 8118: not actor $2291 dead 004D: jump_if_false @GENERL3_19373 0239: actor $2333 run_to 473.9421 -522.4988 0411: set_actor $2333 use_pednode_seek 0 0004: $2343 = 3 // $ = int :GENERL3_19373 00D6: if 0038: $2343 == 3 // $ == int 004D: jump_if_false @GENERL3_19490 00D6: if 8118: not actor $2333 dead 004D: jump_if_false @GENERL3_19490 00D6: if 00ED: actor $2333 0 473.9421 -522.4988 radius 1.0 1.0 004D: jump_if_false @GENERL3_19490 00D6: if 8118: not actor $2291 dead 004D: jump_if_false @GENERL3_19490 0239: actor $2333 run_to 461.8707 -519.9243 0411: set_actor $2333 use_pednode_seek 0 0004: $2343 = 4 // $ = int :GENERL3_19490 00D6: if 0038: $2343 == 4 // $ == int 004D: jump_if_false @GENERL3_19593 00D6: if 8118: not actor $2333 dead 004D: jump_if_false @GENERL3_19593 00D6: if 00ED: actor $2333 0 461.8707 -519.9243 radius 1.0 1.0 004D: jump_if_false @GENERL3_19593 00D6: if 8118: not actor $2291 dead 004D: jump_if_false @GENERL3_19593 01C9: actor $2333 kill_actor $2291 0004: $2343 = 5 // $ = int :GENERL3_19593 00D6: if 0119: car $2372 wrecked 004D: jump_if_false @GENERL3_19614 01C3: mark_car_as_no_longer_needed $2372 :GENERL3_19614 00D6: if 0119: car $2380 wrecked 004D: jump_if_false @GENERL3_19635 01C3: mark_car_as_no_longer_needed $2380 :GENERL3_19635 00D6: if 0119: car $2389 wrecked 004D: jump_if_false @GENERL3_19656 01C3: mark_car_as_no_longer_needed $2389 :GENERL3_19656 00D6: if 0038: $2360 == 12 // $ == int 004D: jump_if_false @GENERL3_19932 00D6: if 0038: $2420 == 1 // $ == int 004D: jump_if_false @GENERL3_19932 00D6: if 0118: actor $2320 dead 004D: jump_if_false @GENERL3_19932 00D6: if 0118: actor $2321 dead 004D: jump_if_false @GENERL3_19932 00D6: if 0118: actor $2322 dead 004D: jump_if_false @GENERL3_19932 00D6: if 0118: actor $2323 dead 004D: jump_if_false @GENERL3_19932 00D6: if 0118: actor $2324 dead 004D: jump_if_false @GENERL3_19932 00D6: if 0118: actor $2325 dead 004D: jump_if_false @GENERL3_19932 00D6: if 0118: actor $2326 dead 004D: jump_if_false @GENERL3_19932 00D6: if 0118: actor $2327 dead 004D: jump_if_false @GENERL3_19932 00D6: if 0118: actor $2328 dead 004D: jump_if_false @GENERL3_19932 00D6: if 0118: actor $2329 dead 004D: jump_if_false @GENERL3_19932 00D6: if 0118: actor $2330 dead 004D: jump_if_false @GENERL3_19932 00D6: if 0118: actor $2331 dead 004D: jump_if_false @GENERL3_19932 00D6: if 0118: actor $2332 dead 004D: jump_if_false @GENERL3_19932 00D6: if 0118: actor $2333 dead 004D: jump_if_false @GENERL3_19932 00BE: text_clear_all 0004: $2360 = 13 // $ = int 0006: TIMERA = 0 // @ = int :GENERL3_19932 00D6: if 0038: $2360 == 13 // $ == int 004D: jump_if_false @GENERL3_20991 00D6: if 0019: TIMERA > 100 // @ > int 004D: jump_if_false @GENERL3_20991 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 0247: request_model #SANCHEZ :GENERL3_19984 00D6: if 8248: not model #SANCHEZ available 004D: jump_if_false @GENERL3_20011 0001: wait 0 ms 0002: jump @GENERL3_19984 :GENERL3_20011 03CF: load_wav 'SNIPER' as 1 03CF: load_wav 'COL3_24' as 2 :GENERL3_20035 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @GENERL3_20065 0001: wait 0 ms 0002: jump @GENERL3_20035 :GENERL3_20065 00A5: $2421 = create_car #SANCHEZ at 467.9877 -432.7724 9.5777 0229: set_car $2421 color_to 6 6 0175: set_car $2421 z_angle_to 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 02AA: set_car $2421 immune_to_nonplayer 1 00A9: set_car $2421 to_normal_driver 00AD: set_car $2421 max_speed_to 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 00A5: $2424 = create_car #SANCHEZ at 465.387 -430.1095 9.53 0229: set_car $2424 color_to 6 6 0175: set_car $2424 z_angle_to 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 02AA: set_car $2424 immune_to_nonplayer 1 00A9: set_car $2424 to_normal_driver 00AD: set_car $2424 max_speed_to 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 -384.687 300.0 range 300.0 00D6: if 8119: not car $2296 wrecked 004D: jump_if_false @GENERL3_20349 0519: lock_vehicle $2296 in_current_position 0 :GENERL3_20349 00A6: destroy_car $2302 00A6: destroy_car $2372 00A6: destroy_car $2380 00A6: destroy_car $2389 00A6: destroy_car $2395 00A6: destroy_car $2404 00A6: destroy_car $2296 0108: destroy_object $2433 009B: destroy_actor_instantly $2307 009B: destroy_actor_instantly $2308 0249: release_model #CBA 0249: release_model #BURRITO 0249: release_model #HNA 00A5: $2296 = create_car #ADMIRAL at 462.8591 -482.4778 10.09055 0175: set_car $2296 z_angle_to 177.3171 0229: set_car $2296 color_to 8 8 020A: set_car $2296 door_status_to 3 02AA: set_car $2296 immune_to_nonplayer 1 053F: set_car $2296 tires_vulnerable 0 00A5: $2302 = create_car #CUBAN at 466.8876 -495.2599 10.79347 0175: set_car $2302 z_angle_to 339.8893 053F: set_car $2302 tires_vulnerable 0 00A5: $2372 = create_car #VOODOO at 464.6875 -501.6888 10.79347 0175: set_car $2372 z_angle_to 327.731 053F: set_car $2372 tires_vulnerable 0 0107: $2433 = create_object #BRIEFCASE at 461.5507 -495.9435 10.06 0249: release_model #CUBAN 0249: release_model #VOODOO 0249: release_model #TEC9 00D6: if 0057: player $PLAYER_CHAR 0 452.2447 -472.5703 -5.0 462.9531 -541.2667 12.743 004D: jump_if_false @GENERL3_20647 0004: $2434 = 1 // $ = int :GENERL3_20647 00D6: if 0038: $2434 == 1 // $ == int 004D: jump_if_false @GENERL3_20702 0055: put_player $PLAYER_CHAR at 453.3544 -508.6663 9.9747 0171: set_player $PLAYER_CHAR z_angle_to 174.428 0002: 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 00D6: if 8118: not actor $2295 dead 004D: jump_if_false @GENERL3_20801 04EB: actor $2295 crouch 0 100 ms 02A9: set_actor $2295 immune_to_nonplayer 1 00A1: put_actor $2295 at 463.8191 -496.5726 10.0225 0173: set_actor $2295 z_angle_to 154.3421 02E2: set_actor $2295 weapon_accuracy_to 70 :GENERL3_20801 00D6: if 8118: not actor $2293 dead 004D: jump_if_false @GENERL3_20875 00A1: put_actor $2293 at 464.8956 -493.4782 10.0225 0173: set_actor $2293 z_angle_to 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 0002: jump @GENERL3_20884 :GENERL3_20875 009B: destroy_actor_instantly $2293 0249: release_model #CLA :GENERL3_20884 00D6: if 8118: not actor $2294 dead 004D: jump_if_false @GENERL3_20958 00A1: put_actor $2294 at 463.9327 -505.5049 9.9656 0173: set_actor $2294 z_angle_to 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 0002: jump @GENERL3_20967 :GENERL3_20958 009B: destroy_actor_instantly $2294 0249: release_model #CLB :GENERL3_20967 0151: remove_status_text $2299 0151: remove_status_text $2460 0004: $2360 = 14 // $ = int 0006: TIMERA = 0 // @ = int :GENERL3_20991 00D6: if 0038: $2360 == 14 // $ == int 004D: jump_if_false @GENERL3_21134 00D6: if 8118: not actor $2423 dead 004D: jump_if_false @GENERL3_21134 00D6: if 8119: not car $2421 wrecked 004D: jump_if_false @GENERL3_21134 00D6: if 00DB: actor $2423 in_car $2421 004D: jump_if_false @GENERL3_21134 00D6: if 8118: not actor $2425 dead 004D: jump_if_false @GENERL3_21134 00D6: if 8119: not car $2424 wrecked 004D: jump_if_false @GENERL3_21134 00D6: if 00DB: actor $2425 in_car $2424 004D: jump_if_false @GENERL3_21134 0158: camera_on_vehicle $2424 mode 14 switchstyle 2 0006: TIMERA = 0 // @ = int 0004: $2360 = 15 // $ = int :GENERL3_21134 00D6: if 0038: $2360 == 15 // $ == int 004D: jump_if_false @GENERL3_21457 00D6: if 8118: not actor $2423 dead 004D: jump_if_false @GENERL3_21457 00D6: if 8119: not car $2421 wrecked 004D: jump_if_false @GENERL3_21457 00D6: if 00DB: actor $2423 in_car $2421 004D: jump_if_false @GENERL3_21457 00D6: if 8118: not actor $2425 dead 004D: jump_if_false @GENERL3_21457 00D6: if 8119: not car $2424 wrecked 004D: jump_if_false @GENERL3_21457 00D6: if 00DB: actor $2425 in_car $2424 004D: jump_if_false @GENERL3_21457 00D6: if 01AD: car $2421 sphere 0 near_point 460.9107 -477.6669 radius 5.0 5.0 004D: jump_if_false @GENERL3_21354 015F: set_camera_position 454.5264 -507.1066 13.64925 rotation 0.0 0.0 0.0 0158: camera_on_vehicle $2421 mode 15 switchstyle 2 0004: $2360 = 16 // $ = int 0006: TIMERA = 0 // @ = int 0002: jump @GENERL3_21457 :GENERL3_21354 00D6: if 0019: TIMERA > 15000 // @ > int 004D: jump_if_false @GENERL3_21457 00AB: put_car $2421 at 460.9107 -477.6669 -100.0 0175: set_car $2421 z_angle_to 169.954 00D6: if 8448: not actor $2423 sitting_in_car $2421 004D: jump_if_false @GENERL3_21430 036A: put_actor $2423 in_car $2421 :GENERL3_21430 02C2: car $2421 drive_to_point 461.5507 -495.9435 10.06 0006: TIMERA = 0 // @ = int :GENERL3_21457 00D6: if 0038: $2360 == 16 // $ == int 004D: jump_if_false @GENERL3_21877 00D6: if 8118: not actor $2423 dead 004D: jump_if_false @GENERL3_21877 00D6: if 8119: not car $2421 wrecked 004D: jump_if_false @GENERL3_21877 00D6: if 00DB: actor $2423 in_car $2421 004D: jump_if_false @GENERL3_21877 00D6: if 01AD: car $2421 sphere 0 near_point 461.5507 -495.9435 radius 1.5 1.5 004D: jump_if_false @GENERL3_21794 0108: destroy_object $2433 00BC: text_highpriority 'GEN3_35' time 7000 2 0187: $2422 = create_marker_above_actor $2423 00AE: set_vehicle $2421 traffic_behavior_to 2 00AD: set_car $2421 max_speed_to 16.0 02C2: car $2421 drive_to_point 449.048 -548.812 9.71657 00D6: if 8118: not actor $2295 dead 004D: jump_if_false @GENERL3_21669 00D6: if 8118: not actor $2423 dead 004D: jump_if_false @GENERL3_21669 01C9: actor $2295 kill_actor $2423 :GENERL3_21669 00D6: if 8118: not actor $2291 dead 004D: jump_if_false @GENERL3_21709 00D6: if 8118: not actor $2425 dead 004D: jump_if_false @GENERL3_21709 01C9: actor $2291 kill_actor $2425 :GENERL3_21709 00BC: text_highpriority 'GEN3_53' time 5000 1 03D1: play_wav 2 :GENERL3_21728 00D6: if and 83D2: not wav 2 ended 8118: not actor $2295 dead 004D: jump_if_false @GENERL3_21759 0001: wait 0 ms 0002: jump @GENERL3_21728 :GENERL3_21759 040D: unload_wav 2 03D5: remove_text 'GEN3_53' 0004: $2360 = 17 // $ = int 0006: TIMERA = 0 // @ = int 0002: jump @GENERL3_21877 :GENERL3_21794 00D6: if 0019: TIMERA > 15000 // @ > int 004D: jump_if_false @GENERL3_21877 00AB: put_car $2421 at 461.5507 -495.9435 -100.0 0175: set_car $2421 z_angle_to 169.954 00D6: if 8448: not actor $2423 sitting_in_car $2421 004D: jump_if_false @GENERL3_21870 036A: put_actor $2423 in_car $2421 :GENERL3_21870 0006: TIMERA = 0 // @ = int :GENERL3_21877 00D6: if 0038: $2360 == 17 // $ == int 004D: jump_if_false @GENERL3_22454 00D6: if 8118: not actor $2423 dead 004D: jump_if_false @GENERL3_22454 00D6: if 8119: not car $2421 wrecked 004D: jump_if_false @GENERL3_22454 00D6: if 00DB: actor $2423 in_car $2421 004D: jump_if_false @GENERL3_22454 00D6: if 8118: not actor $2295 dead 004D: jump_if_false @GENERL3_22454 00D6: if 01AD: car $2421 sphere 0 near_point 449.048 -548.812 radius 7.5 7.5 004D: jump_if_false @GENERL3_22371 00D6: if 8119: not car $2424 wrecked 004D: jump_if_false @GENERL3_22023 00AF: set_car $2424 driver_behaviour_to 10 :GENERL3_22023 03D1: play_wav 1 00D6: if 8118: not actor $2425 dead 004D: jump_if_false @GENERL3_22048 0321: kill_actor $2425 :GENERL3_22048 00D6: if and 83D2: not wav 1 ended 8118: not actor $2295 dead 004D: jump_if_false @GENERL3_22079 0001: wait 0 ms 0002: jump @GENERL3_22048 :GENERL3_22079 040D: unload_wav 1 00D6: if 8119: not car $2296 wrecked 004D: jump_if_false @GENERL3_22114 036A: put_actor $2295 in_car $2296 054A: set_actor $2295 can_be_shot_in_a_car 0 :GENERL3_22114 0001: wait 0 ms 00D6: if 8119: not car $2296 wrecked 004D: jump_if_false @GENERL3_22179 00AB: put_car $2296 at 460.7918 -488.6781 10.0225 0175: set_car $2296 z_angle_to 177.0297 02AC: set_car $2296 immunities 1 1 1 1 1 :GENERL3_22179 009B: destroy_actor_instantly $2293 0249: release_model #CLA 009B: destroy_actor_instantly $2294 0249: release_model #CLB 00D6: if 8119: not car $2424 wrecked 004D: jump_if_false @GENERL3_22243 00AB: put_car $2424 at 453.323 -541.0601 9.7917 0175: set_car $2424 z_angle_to 161.5261 :GENERL3_22243 02A3: enable_widescreen 0 01B4: set_player $PLAYER_CHAR can_move 1 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player 01EB: set_traffic_density_multiplier_to 1.0 032B: $2462 = create_weapon_pickup #UZI 3 ammo 90 at 455.9854 -531.2479 10.7576 00D6: if 8119: not car $2424 wrecked 004D: jump_if_false @GENERL3_22320 0161: $2459 = create_marker_above_car $2424 color 0 display 1 :GENERL3_22320 00D6: if 8119: not car $2296 wrecked 004D: jump_if_false @GENERL3_22343 0519: lock_vehicle $2296 in_current_position 1 :GENERL3_22343 0006: TIMERA = 0 // @ = int 0004: $2301 = 1 // $ = int 0004: $2360 = 18 // $ = int 0002: jump @GENERL3_22454 :GENERL3_22371 00D6: if 0019: TIMERA > 25000 // @ > int 004D: jump_if_false @GENERL3_22454 00AB: put_car $2421 at 449.048 -548.812 -100.0 0175: set_car $2421 z_angle_to 169.954 00D6: if 8448: not actor $2423 sitting_in_car $2421 004D: jump_if_false @GENERL3_22447 036A: put_actor $2423 in_car $2421 :GENERL3_22447 0006: TIMERA = 0 // @ = int :GENERL3_22454 00D6: if 0038: $2360 == 18 // $ == int 004D: jump_if_false @GENERL3_22689 00D6: if 8118: not actor $2295 dead 004D: jump_if_false @GENERL3_22685 00D6: if 0038: $2463 == 0 // $ == int 004D: jump_if_false @GENERL3_22525 03CF: load_wav 'COL3_25' as 1 0004: $2463 = 1 // $ = int :GENERL3_22525 00D6: if 0038: $2463 == 1 // $ == int 004D: jump_if_false @GENERL3_22565 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @GENERL3_22565 0004: $2463 = 2 // $ = int :GENERL3_22565 00D6: if 0038: $2463 == 2 // $ == int 004D: jump_if_false @GENERL3_22609 00BC: text_highpriority 'GEN3_54' time 5000 1 03D1: play_wav 1 0004: $2463 = 3 // $ = int :GENERL3_22609 00D6: if 0038: $2463 == 3 // $ == int 004D: jump_if_false @GENERL3_22678 00D6: if 03D2: wav 1 ended 004D: jump_if_false @GENERL3_22678 040D: unload_wav 1 03D5: remove_text 'GEN3_54' 00BC: text_highpriority 'GEN3_36' time 7000 2 0004: $2463 = 4 // $ = int :GENERL3_22678 0002: jump @GENERL3_22689 :GENERL3_22685 040D: unload_wav 1 :GENERL3_22689 00D6: if 8119: not car $2424 wrecked 004D: jump_if_false @GENERL3_22942 00D6: if 0442: player $PLAYER_CHAR sitting_in_car $2424 004D: jump_if_false @GENERL3_22942 00D6: if 0038: $2465 == 0 // $ == int 004D: jump_if_false @GENERL3_22785 00D6: if 0019: TIMERA > 9500 // @ > int 004D: jump_if_false @GENERL3_22785 03E5: text_box 'GEN3_63' 0006: TIMERA = 0 // @ = int 0004: $2465 = 1 // $ = int :GENERL3_22785 00D6: if 0038: $2465 == 1 // $ == int 004D: jump_if_false @GENERL3_22881 0293: $18 = get_controller_mode 00D6: if 0038: $18 == 3 // $ == int 004D: jump_if_false @GENERL3_22857 03E5: text_box 'GEN3_66' 0006: TIMERA = 0 // @ = int 0004: $2465 = 2 // $ = int 0002: jump @GENERL3_22881 :GENERL3_22857 03E5: text_box 'GEN3_64' 0006: TIMERA = 0 // @ = int 0004: $2465 = 2 // $ = int :GENERL3_22881 00D6: if 0038: $2465 == 2 // $ == int 004D: jump_if_false @GENERL3_22942 00D6: if 0019: TIMERA > 9500 // @ > int 004D: jump_if_false @GENERL3_22942 03E5: text_box 'GEN3_67' 0006: TIMERA = 0 // @ = int 0004: $2465 = 3 // $ = int :GENERL3_22942 00D6: if 0038: $2458 == 0 // $ == int 004D: jump_if_false @GENERL3_23067 00D6: if 0018: $2360 > 17 // $ > int 004D: jump_if_false @GENERL3_23067 00D6: if 8038: not $2360 == 50 // $ == int 004D: jump_if_false @GENERL3_23067 00D6: if 8119: not car $2424 wrecked 004D: jump_if_false @GENERL3_23067 00D6: if or 0443: player $PLAYER_CHAR sitting_in_any_car 81FC: not player $PLAYER_CHAR near_car $2424 radius 65.0 65.0 0 0018: $2431 > 0 // $ > int 004D: jump_if_false @GENERL3_23067 0164: disable_marker $2459 0004: $2458 = 1 // $ = int :GENERL3_23067 00D6: if 0018: $2360 > 17 // $ > int 004D: jump_if_false @GENERL3_23228 00D6: if 001A: 20 > $2360 // int > $ 004D: jump_if_false @GENERL3_23228 00D6: if 8118: not actor $2423 dead 004D: jump_if_false @GENERL3_23228 00D6: if 8119: not car $2421 wrecked 004D: jump_if_false @GENERL3_23228 00D6: if 02CB: actor $2423 bounding_sphere_visible 004D: jump_if_false @GENERL3_23228 00D6: if 0448: actor $2423 sitting_in_car $2421 004D: jump_if_false @GENERL3_23228 00D6: if 00EB: player $PLAYER_CHAR 0 $2423 radius 50.0 50.0 004D: jump_if_false @GENERL3_23218 00AD: set_car $2421 max_speed_to 30.0 0002: jump @GENERL3_23228 :GENERL3_23218 00AD: set_car $2421 max_speed_to 22.0 :GENERL3_23228 00D6: if 0038: $2360 == 18 // $ == int 004D: jump_if_false @GENERL3_23356 00D6: if 8118: not actor $2423 dead 004D: jump_if_false @GENERL3_23356 0050: gosub @GENERL3_27583 00D6: if 8119: not car $2421 wrecked 004D: jump_if_false @GENERL3_23356 00D6: if 00DB: actor $2423 in_car $2421 004D: jump_if_false @GENERL3_23356 00D6: if 01AD: car $2421 sphere 0 near_point 258.262 -957.993 radius 10.0 10.0 004D: jump_if_false @GENERL3_23356 0004: $2301 = 1 // $ = int 0004: $2360 = 19 // $ = int :GENERL3_23356 00D6: if 0038: $2360 == 19 // $ == int 004D: jump_if_false @GENERL3_23484 00D6: if 8118: not actor $2423 dead 004D: jump_if_false @GENERL3_23484 0050: gosub @GENERL3_27583 00D6: if 8119: not car $2421 wrecked 004D: jump_if_false @GENERL3_23484 00D6: if 00DB: actor $2423 in_car $2421 004D: jump_if_false @GENERL3_23484 00D6: if 01AD: car $2421 sphere 0 near_point 191.64 -1305.0 radius 10.0 10.0 004D: jump_if_false @GENERL3_23484 0004: $2301 = 1 // $ = int 0004: $2360 = 20 // $ = int :GENERL3_23484 00D6: if 0038: $2360 == 20 // $ == int 004D: jump_if_false @GENERL3_23525 00D6: if 8118: not actor $2423 dead 004D: jump_if_false @GENERL3_23525 0050: gosub @GENERL3_27583 :GENERL3_23525 00D6: if 0018: $2360 > 17 // $ > int 004D: jump_if_false @GENERL3_23714 00D6: if 8038: not $2360 == 50 // $ == int 004D: jump_if_false @GENERL3_23714 00D6: if 0038: $2431 == 0 // $ == int 004D: jump_if_false @GENERL3_23714 00D6: if 0118: actor $2423 dead 004D: jump_if_false @GENERL3_23714 00D6: if 056D: actor $2423 defined 004D: jump_if_false @GENERL3_23685 0164: disable_marker $2422 04A5: get_dead_actor_pickup_coords $2423 store_to $2443 $2444 $2445 0213: $2297 = create_pickup #BRIEFCASE type 3 at $2443 $2444 $2445 03DC: $2298 = create_marker_above_pickup $2297 00BC: text_highpriority 'GEN3_29' time 7000 2 0004: $2431 = 1 // $ = int 0002: jump @GENERL3_23714 :GENERL3_23685 00BC: text_highpriority 'GEN3_50' time 5000 1 0004: $2431 = 1 // $ = int 0002: jump @GENERL3_26174 :GENERL3_23714 00D6: if 0038: $2431 == 1 // $ == int 004D: jump_if_false @GENERL3_23795 00D6: if 0214: pickup $2297 picked_up 004D: jump_if_false @GENERL3_23795 0164: disable_marker $2298 00BC: text_highpriority 'GEN3_28' time 7000 2 018A: $2432 = create_checkpoint_at 461.1141 -483.7427 10.0225 0004: $2431 = 2 // $ = int :GENERL3_23795 00D6: if 0038: $2431 == 2 // $ == int 004D: jump_if_false @GENERL3_24693 00D6: if 00E7: player $PLAYER_CHAR stopped 1 462.8465 -488.8573 radius 1.0 1.0 004D: jump_if_false @GENERL3_24693 00D6: if 8118: not actor $2295 dead 004D: jump_if_false @GENERL3_24693 00D6: if 8119: not car $2296 wrecked 004D: jump_if_false @GENERL3_24693 0395: clear_area 1 at 461.1141 -483.7427 50.0 range 50.0 0164: disable_marker $2432 02A3: enable_widescreen 1 01B4: set_player $PLAYER_CHAR can_move 0 0519: lock_vehicle $2296 in_current_position 0 015F: set_camera_position 458.3597 -492.0299 11.40805 rotation 0.0 0.0 0.0 0160: point_camera 459.0232 -491.3191 11.1746 switchstyle 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 50.0 range 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 01C3: mark_car_as_no_longer_needed $2302 01C3: mark_car_as_no_longer_needed $2372 00A6: destroy_car $2421 00A6: destroy_car $2424 0395: clear_area 0 at 462.5829 -507.5089 10.62216 range 1.0 00A5: $2421 = create_car #SANCHEZ at 462.5829 -507.5089 10.62216 0175: set_car $2421 z_angle_to 345.749 0229: set_car $2421 color_to 6 6 01C3: mark_car_as_no_longer_needed $2302 01C3: mark_car_as_no_longer_needed $2372 0395: clear_area 1 at 460.8782 -495.8145 10.018 range 2.0 0395: clear_area 1 at 460.3542 -498.9017 9.9931 range 2.0 0395: clear_area 1 at 459.4139 -503.3691 9.9561 range 2.0 0395: clear_area 1 at 458.4541 -507.1656 9.9158 range 2.0 0395: clear_area 1 at 457.2427 -513.5924 9.8549 range 2.0 03CF: load_wav 'COL3_12' as 1 03CF: load_wav 'COL3_13' as 2 :GENERL3_24329 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @GENERL3_24359 0001: wait 0 ms 0002: jump @GENERL3_24329 :GENERL3_24359 00BC: text_highpriority 'GEN3_9' time 5000 1 03D1: play_wav 1 :GENERL3_24378 00D6: if and 83D2: not wav 1 ended 8118: not actor $2295 dead 004D: jump_if_false @GENERL3_24409 0001: wait 0 ms 0002: jump @GENERL3_24378 :GENERL3_24409 040D: unload_wav 1 03D5: remove_text 'GEN3_9' 00D6: if 8119: not car $2296 wrecked 004D: jump_if_false @GENERL3_24448 0158: camera_on_vehicle $2296 mode 14 switchstyle 2 :GENERL3_24448 015F: set_camera_position 464.5828 -484.9439 11.91287 rotation 0.0 0.0 0.0 0160: point_camera 463.8417 -485.5769 11.68894 switchstyle 2 00BC: text_highpriority 'GEN3_10' time 5000 1 03D1: play_wav 2 :GENERL3_24518 00D6: if and 83D2: not wav 2 ended 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @GENERL3_24549 0001: wait 0 ms 0002: jump @GENERL3_24518 :GENERL3_24549 040D: unload_wav 2 03D5: remove_text 'GEN3_10' 03CF: load_wav 'COL3_14' as 1 03CF: load_wav 'COL3_15' as 2 :GENERL3_24587 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @GENERL3_24617 0001: wait 0 ms 0002: jump @GENERL3_24587 :GENERL3_24617 00BC: text_highpriority 'GEN3_11' time 5000 1 03D1: play_wav 1 :GENERL3_24636 00D6: if and 83D2: not wav 1 ended 8118: not actor $2295 dead 004D: jump_if_false @GENERL3_24667 0001: wait 0 ms 0002: jump @GENERL3_24636 :GENERL3_24667 040D: unload_wav 1 03D5: remove_text 'GEN3_11' 0004: $2431 = 3 // $ = int 009B: destroy_actor_instantly $2291 :GENERL3_24693 00D6: if 0038: $2431 == 3 // $ == int 004D: jump_if_false @GENERL3_24813 00D6: if 8118: not actor $2295 dead 004D: jump_if_false @GENERL3_24813 00D6: if 8119: not car $2296 wrecked 004D: jump_if_false @GENERL3_24813 00D6: if 0448: actor $2295 sitting_in_car $2296 004D: jump_if_false @GENERL3_24813 00AD: set_car $2296 max_speed_to 20.0 00A7: car $2296 drive_to 454.0 -629.2 9.65577 00AE: set_vehicle $2296 traffic_behavior_to 2 0006: TIMERA = 0 // @ = int 0004: $2431 = 4 // $ = int :GENERL3_24813 00D6: if 0038: $2431 == 4 // $ == int 004D: jump_if_false @GENERL3_25022 00D6: if 8119: not car $2296 wrecked 004D: jump_if_false @GENERL3_25022 00D6: if or 81FC: not player $PLAYER_CHAR near_car $2296 radius 30.0 30.0 0 0019: TIMERA > 15000 // @ > int 004D: jump_if_false @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' time 5000 1 03D1: play_wav 2 :GENERL3_24920 00D6: if and 83D2: not wav 2 ended 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @GENERL3_24951 0001: wait 0 ms 0002: jump @GENERL3_24920 :GENERL3_24951 040D: unload_wav 2 03D5: remove_text 'GEN3_12' 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 00D6: if 8118: not actor $2295 dead 004D: jump_if_false @GENERL3_24995 022F: set_actor $2295 stop_looking :GENERL3_24995 02EB: restore_camera_with_jumpcut 02A3: enable_widescreen 0 01B4: set_player $PLAYER_CHAR can_move 1 0002: jump @GENERL3_26195 0004: $2431 = 5 // $ = int :GENERL3_25022 00D6: if 0038: $2430 == 1 // $ == int 004D: jump_if_false @GENERL3_25135 00D6: if 8118: not actor $2291 dead 004D: jump_if_false @GENERL3_25135 00D6: if 8320: not actor $2291 in_range_of_player $PLAYER_CHAR 004D: jump_if_false @GENERL3_25135 00D6: if 0038: $2290 == 0 // $ == int 004D: jump_if_false @GENERL3_25135 00BC: text_highpriority 'GEN3_23' time 10000 1 0164: disable_marker $2359 0187: $2292 = create_marker_above_actor $2291 0004: $2360 = 50 // $ = int 0004: $2290 = 1 // $ = int :GENERL3_25135 00D6: if 0038: $2360 == 50 // $ == int 004D: jump_if_false @GENERL3_25266 00D6: if 8118: not actor $2291 dead 004D: jump_if_false @GENERL3_25266 00D6: if 0320: actor $2291 in_range_of_player $PLAYER_CHAR 004D: jump_if_false @GENERL3_25266 00D6: if 0038: $2290 == 1 // $ == int 004D: jump_if_false @GENERL3_25266 018A: $2359 = create_checkpoint_at $2309 $2310 11.062 0164: disable_marker $2292 03D5: remove_text 'GEN3_23' 00BC: text_highpriority 'GEN3_44' time 5000 2 0004: $2290 = 0 // $ = int 0004: $2360 = 2 // $ = int :GENERL3_25266 00D6: if 0018: $2360 > 11 // $ > int 004D: jump_if_false @GENERL3_25368 00D6: if 0118: actor $2307 dead 004D: jump_if_false @GENERL3_25305 01C2: mark_actor_as_no_longer_needed $2307 :GENERL3_25305 00D6: if 0118: actor $2308 dead 004D: jump_if_false @GENERL3_25326 01C2: mark_actor_as_no_longer_needed $2308 :GENERL3_25326 00D6: if 0118: actor $2293 dead 004D: jump_if_false @GENERL3_25347 01C2: mark_actor_as_no_longer_needed $2293 :GENERL3_25347 00D6: if 0118: actor $2294 dead 004D: jump_if_false @GENERL3_25368 01C2: mark_actor_as_no_longer_needed $2294 :GENERL3_25368 00D6: if 0018: $2373 > 1 // $ > int 004D: jump_if_false @GENERL3_25438 00D6: if 0118: actor $2320 dead 004D: jump_if_false @GENERL3_25412 0164: disable_marker $2344 01C2: mark_actor_as_no_longer_needed $2320 :GENERL3_25412 00D6: if 0118: actor $2321 dead 004D: jump_if_false @GENERL3_25438 0164: disable_marker $2345 01C2: mark_actor_as_no_longer_needed $2321 :GENERL3_25438 00D6: if 0018: $2381 > 1 // $ > int 004D: jump_if_false @GENERL3_25508 00D6: if 0118: actor $2322 dead 004D: jump_if_false @GENERL3_25482 0164: disable_marker $2346 01C2: mark_actor_as_no_longer_needed $2322 :GENERL3_25482 00D6: if 0118: actor $2323 dead 004D: jump_if_false @GENERL3_25508 0164: disable_marker $2347 01C2: mark_actor_as_no_longer_needed $2323 :GENERL3_25508 00D6: if 0018: $2390 > 1 // $ > int 004D: jump_if_false @GENERL3_25630 00D6: if 0118: actor $2324 dead 004D: jump_if_false @GENERL3_25552 0164: disable_marker $2348 01C2: mark_actor_as_no_longer_needed $2324 :GENERL3_25552 00D6: if 0118: actor $2325 dead 004D: jump_if_false @GENERL3_25578 0164: disable_marker $2349 01C2: mark_actor_as_no_longer_needed $2325 :GENERL3_25578 00D6: if 0118: actor $2326 dead 004D: jump_if_false @GENERL3_25604 0164: disable_marker $2350 01C2: mark_actor_as_no_longer_needed $2326 :GENERL3_25604 00D6: if 0118: actor $2327 dead 004D: jump_if_false @GENERL3_25630 0164: disable_marker $2351 01C2: mark_actor_as_no_longer_needed $2327 :GENERL3_25630 00D6: if 0018: $2396 > 1 // $ > int 004D: jump_if_false @GENERL3_25752 00D6: if 0118: actor $2328 dead 004D: jump_if_false @GENERL3_25674 0164: disable_marker $2352 01C2: mark_actor_as_no_longer_needed $2328 :GENERL3_25674 00D6: if 0118: actor $2329 dead 004D: jump_if_false @GENERL3_25700 0164: disable_marker $2353 01C2: mark_actor_as_no_longer_needed $2329 :GENERL3_25700 00D6: if 0118: actor $2330 dead 004D: jump_if_false @GENERL3_25726 0164: disable_marker $2354 01C2: mark_actor_as_no_longer_needed $2330 :GENERL3_25726 00D6: if 0118: actor $2331 dead 004D: jump_if_false @GENERL3_25752 0164: disable_marker $2355 01C2: mark_actor_as_no_longer_needed $2331 :GENERL3_25752 00D6: if 0018: $2405 > 1 // $ > int 004D: jump_if_false @GENERL3_25822 00D6: if 0118: actor $2332 dead 004D: jump_if_false @GENERL3_25796 0164: disable_marker $2356 01C2: mark_actor_as_no_longer_needed $2332 :GENERL3_25796 00D6: if 0118: actor $2333 dead 004D: jump_if_false @GENERL3_25822 0164: disable_marker $2357 01C2: mark_actor_as_no_longer_needed $2333 :GENERL3_25822 00D6: if 0018: $2360 > 1 // $ > int 004D: jump_if_false @GENERL3_25914 00D6: if 001A: 21 > $2360 // int > $ 004D: jump_if_false @GENERL3_25914 00D6: if 001A: 3 > $2431 // int > $ 004D: jump_if_false @GENERL3_25914 00D6: if 0118: actor $2291 dead 004D: jump_if_false @GENERL3_25914 00BC: text_highpriority 'GEN3_25' time 5000 1 0002: jump @GENERL3_26174 :GENERL3_25914 00D6: if 0038: $2360 == 50 // $ == int 004D: jump_if_false @GENERL3_25970 00D6: if 0118: actor $2291 dead 004D: jump_if_false @GENERL3_25970 00BC: text_highpriority 'GEN3_25' time 5000 1 0002: jump @GENERL3_26174 :GENERL3_25970 00D6: if 0018: $2360 > 3 // $ > int 004D: jump_if_false @GENERL3_26044 00D6: if 001A: 50 > $2360 // int > $ 004D: jump_if_false @GENERL3_26044 00D6: if 0118: actor $2295 dead 004D: jump_if_false @GENERL3_26044 00BC: text_highpriority 'GEN3_38' time 5000 1 0002: jump @GENERL3_26174 :GENERL3_26044 00D6: if 0038: $2431 == 0 // $ == int 004D: jump_if_false @GENERL3_26167 00D6: if 0018: $2360 > 17 // $ > int 004D: jump_if_false @GENERL3_26167 00D6: if 8038: not $2360 == 50 // $ == int 004D: jump_if_false @GENERL3_26167 00D6: if 8118: not actor $2423 dead 004D: jump_if_false @GENERL3_26167 00D6: if 80E9: not player $PLAYER_CHAR 0 $2423 radius 300.0 300.0 004D: jump_if_false @GENERL3_26167 00BC: text_highpriority 'GEN3_30' time 5000 1 0002: jump @GENERL3_26174 :GENERL3_26167 0002: jump @GENERL3_3108 :GENERL3_26174 00BA: text_styled 'M_FAIL' 5000 ms 1 01F0: set_max_wanted_level_to 4 0051: return :GENERL3_26195 0004: $PASSED_COL3_GUARDIAN_ANGELS = 1 // $ = int 01E3: text_1number_styled 'M_PASS' number 1000 time 5000 style 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 1000 030C: progress_made += 1 01F0: set_max_wanted_level_to 5 0394: play_music 1 0318: set_latest_mission_passed 'COL_3' 0004: $903 = 1 // $ = int 0164: disable_marker $228 0051: return :GENERL3_26269 0004: $ONMISSION = 0 // $ = int 0164: disable_marker $2358 0164: disable_marker $2359 0164: disable_marker $2315 0164: disable_marker $2432 0215: destroy_pickup $2289 0215: destroy_pickup $2462 034F: destroy_actor_with_fade $2295 // The actor fades away like a ghost 034F: destroy_actor_with_fade $2291 // The actor fades away like a ghost 0296: unload_special_actor 1 0296: unload_special_actor 2 0108: destroy_object $2433 00D6: if 8119: not car $2302 wrecked 004D: jump_if_false @GENERL3_26352 020A: set_car $2302 door_status_to 1 :GENERL3_26352 00D6: if 8119: not car $2372 wrecked 004D: jump_if_false @GENERL3_26375 020A: set_car $2372 door_status_to 1 :GENERL3_26375 00D6: if 8119: not car $2296 wrecked 004D: jump_if_false @GENERL3_26405 020A: set_car $2296 door_status_to 1 0519: lock_vehicle $2296 in_current_position 0 :GENERL3_26405 0249: release_model #ADMIRAL 0249: release_model #CLA 0249: release_model #CLB 0249: release_model #CUBAN 0249: release_model #HNA 0249: release_model #HNB 0249: release_model #CBA 0249: release_model #BURRITO 0249: release_model #VOODOO 0249: release_model #TEC9 0249: release_model #SANCHEZ 0249: release_model #UZI 0249: release_model #RUGER 0249: release_model #INFERNUS 0164: disable_marker $2344 0164: disable_marker $2345 0164: disable_marker $2346 0164: disable_marker $2347 0164: disable_marker $2348 0164: disable_marker $2349 0164: disable_marker $2350 0164: disable_marker $2351 0164: disable_marker $2352 0164: disable_marker $2353 0164: disable_marker $2354 0164: disable_marker $2355 0164: disable_marker $2356 0164: disable_marker $2357 0164: disable_marker $2422 0164: disable_marker $2298 0215: destroy_pickup $2297 0164: disable_marker $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 0164: disable_marker $2292 0164: disable_marker $2459 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 00D8: mission_cleanup 0051: return :GENERL3_27583 00D6: if 001A: 2 > $2301 // int > $ 004D: jump_if_false @GENERL3_27687 00D6: if 8119: not car $2421 wrecked 004D: jump_if_false @GENERL3_27680 00D6: if 80DC: not player $PLAYER_CHAR in_car $2421 004D: jump_if_false @GENERL3_27666 00D6: if 02BF: car $2421 sunk 004D: jump_if_false @GENERL3_27659 0004: $2301 = 2 // $ = int :GENERL3_27659 0002: jump @GENERL3_27673 :GENERL3_27666 0004: $2301 = 2 // $ = int :GENERL3_27673 0002: jump @GENERL3_27687 :GENERL3_27680 0004: $2301 = 2 // $ = int :GENERL3_27687 00D6: if 0038: $2301 == 0 // $ == int 004D: jump_if_false @GENERL3_27743 00D6: if 80DF: not actor $2423 in_any_car 004D: jump_if_false @GENERL3_27743 01D5: actor $2423 go_to_and_drive_car $2421 0319: set_actor $2423 running 1 0004: $2301 = 1 // $ = int :GENERL3_27743 00D6: if 0038: $2301 == 1 // $ == int 004D: jump_if_false @GENERL3_27899 00D6: if 0448: actor $2423 sitting_in_car $2421 004D: jump_if_false @GENERL3_27899 00AD: set_car $2421 max_speed_to 30.0 00AE: set_vehicle $2421 traffic_behavior_to 2 00D6: if 0038: $2360 == 18 // $ == int 004D: jump_if_false @GENERL3_27842 02C2: car $2421 drive_to_point 256.0 -969.15 9.622 0002: jump @GENERL3_27892 :GENERL3_27842 00D6: if 0038: $2360 == 19 // $ == int 004D: jump_if_false @GENERL3_27887 02C2: car $2421 drive_to_point 191.64 -1305.0 9.101 0002: jump @GENERL3_27892 :GENERL3_27887 00A8: set_car $2421 to_psycho_driver :GENERL3_27892 0004: $2301 = 0 // $ = int :GENERL3_27899 00D6: if 0038: $2301 == 2 // $ == int 004D: jump_if_false @GENERL3_27986 00D6: if or 044B: actor $2423 on_foot 0119: car $2421 wrecked 004D: jump_if_false @GENERL3_27965 011C: actor $2423 clear_objective 01D0: actor $2423 avoid_player $PLAYER_CHAR 0004: $2301 = 3 // $ = int 0002: jump @GENERL3_27986 :GENERL3_27965 00D6: if 0449: actor $2423 sitting_in_any_car 004D: jump_if_false @GENERL3_27986 03E2: actor $2423 leave_any_car :GENERL3_27986 0051: return //-------------Mission 10--------------- // Originally: Sir, Yes Sir! :COL_4 0050: gosub @COL_4_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @COL_4_27 0050: gosub @COL_4_28407 :COL_4_27 0050: gosub @COL_4_28487 004E: end_thread :COL_4_36 0004: $ONMISSION = 1 // $ = int 0004: $1603 = 1 // $ = int 03A4: name_thread 'COL_4' 0317: increment_mission_attempts 0001: wait 0 ms 054C: use_GXT_table 'GENERA4' 058E: set_restart_mission_taxi_destination -163.0 -1439.4 9.0 201.5 0007: 9@ = 7.5 // @ = float 0007: 14@ = 7.5 // @ = float 0005: $2656 = 7.5 // $ = float 0004: $2471 = -1 // $ = int 0004: $2506 = -1 // $ = int 0004: $2507 = -1 // $ = int 0004: $2495 = -1 // $ = int 0004: $2496 = -1 // $ = int 0004: $2497 = -1 // $ = int 0004: $2498 = -1 // $ = int 0004: $2494 = -1 // $ = int 0004: $2499 = -1 // $ = int 0004: $2500 = -1 // $ = int 0004: $2501 = -1 // $ = int 0004: $2502 = -1 // $ = int 0004: $2505 = -1 // $ = int 0004: $2521 = 0 // $ = int 0004: $2522 = 0 // $ = int 0004: $2525 = 0 // $ = int 0004: $2526 = 0 // $ = int 0004: $2527 = 0 // $ = int 0004: $2530 = 0 // $ = int 0004: $2517 = 0 // $ = int 0004: $2518 = 0 // $ = int 0004: $2531 = 0 // $ = int 0004: $2543 = 0 // $ = int 0004: $2544 = 0 // $ = int 0004: $2519 = 0 // $ = int 0004: $2520 = 0 // $ = int 0005: $2647 = 0.0 // $ = float 0004: $2533 = 0 // $ = int 0004: $2534 = 0 // $ = int 0004: $2536 = 0 // $ = int 0004: $2537 = 0 // $ = int 0004: $2548 = 0 // $ = int 0004: $2549 = 0 // $ = int 0004: $2550 = 0 // $ = int 0004: $2551 = 0 // $ = int 0004: $2552 = 0 // $ = int 0004: $2553 = 0 // $ = int 0004: $2554 = 0 // $ = int 0004: $2555 = 0 // $ = int 0004: $2539 = 0 // $ = int 0004: $2540 = 0 // $ = int 0004: $2541 = 0 // $ = int 0004: $2542 = 0 // $ = int 0004: $2558 = 0 // $ = int 0004: $2559 = 0 // $ = int 0004: $2612 = 0 // $ = int 0004: $2523 = 0 // $ = int 0004: $2524 = 0 // $ = int 0004: $2613 = 0 // $ = int 0004: $2556 = 0 // $ = int 0004: $2557 = 0 // $ = int 0005: $2652 = 0.0 // $ = float 0005: $2653 = 0.0 // $ = float 0005: $2648 = 0.0 // $ = float 0005: $2649 = 0.0 // $ = float 0005: $2650 = 0.0 // $ = float 0005: $2651 = 0.0 // $ = float 0005: $2645 = 0.0 // $ = float 0005: $2646 = 0.0 // $ = float 0007: 10@ = -100.0 // @ = float 0005: $2659 = 0.0 // $ = float 0005: $2660 = 0.0 // $ = float 0005: $2663 = 0.0 // $ = float 0005: $2665 = 0.0 // $ = float 0005: $2664 = 0.0 // $ = float 0005: $2666 = 0.0 // $ = float 0004: $2616 = 0 // $ = int 0004: $2617 = 0 // $ = int 0004: $2618 = 0 // $ = int 0004: $2619 = 0 // $ = int 0004: $2620 = 0 // $ = int 0004: $2607 = 0 // $ = int 0004: $2560 = 0 // $ = int 0004: $2561 = 0 // $ = int 0004: $2562 = 0 // $ = int 0004: $2563 = 0 // $ = int 0004: $2564 = 0 // $ = int 0004: $2567 = 0 // $ = int 0004: $2568 = 0 // $ = int 0004: $2569 = 0 // $ = int 0004: $2570 = 0 // $ = int 0004: $2571 = 0 // $ = int 0004: $2573 = 0 // $ = int 0004: $2574 = 0 // $ = int 0004: $2575 = 0 // $ = int 0004: $2576 = 0 // $ = int 0004: $2577 = 0 // $ = int 0004: $2579 = 0 // $ = int 0004: $2580 = 0 // $ = int 0004: $2581 = 0 // $ = int 0004: $2582 = 0 // $ = int 0004: $2583 = 0 // $ = int 0004: $2584 = 0 // $ = int 0004: $2589 = 0 // $ = int 0004: $2603 = 0 // $ = int 0004: $2605 = 0 // $ = int 0004: $2608 = 0 // $ = int 0004: $2609 = 0 // $ = int 0004: $2614 = 0 // $ = int 0004: $2610 = 0 // $ = int 0004: $2615 = 0 // $ = int 0004: $2545 = 0 // $ = int 0004: $2546 = 0 // $ = int 0004: $2532 = 0 // $ = int 0004: $2528 = 0 // $ = int 0004: $2565 = 0 // $ = int 0004: $2535 = 0 // $ = int 0004: $2621 = 0 // $ = int 0004: $2622 = 0 // $ = int 0004: $2623 = 0 // $ = int 0004: $2624 = 0 // $ = int 0004: $2625 = 0 // $ = int 0004: $2626 = 0 // $ = int 0004: $2627 = 0 // $ = int 0004: $2628 = 0 // $ = int 0004: $2538 = 0 // $ = int 0004: $2629 = 0 // $ = int 0004: $2630 = 0 // $ = int 0004: $2611 = 0 // $ = int 0004: $2547 = 0 // $ = int 0004: $2529 = 0 // $ = int 0004: $2631 = 0 // $ = int 0004: $2632 = 0 // $ = int 0004: $2633 = 0 // $ = int 0004: $2634 = 0 // $ = int 0004: $2635 = 0 // $ = int 0004: $2572 = 0 // $ = int 0004: $2578 = 0 // $ = int 0004: $2636 = 0 // $ = int 0004: $2637 = 0 // $ = int 0004: $2638 = 0 // $ = int 0004: $2642 = 0 // $ = int 0004: $2643 = 0 // $ = int 0004: $2644 = 0 // $ = int 0004: $2595 = 0 // $ = int 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSCOLO' 0247: request_model #YT_MAIN_BODY 0247: request_model #YT_MAIN_BODY2 0247: request_model #YT_DOORS14 0247: request_model #YT_TMP_BOAT 0247: request_model #LODMAIN_BODY 0247: request_model #BIG_POLY_TINGS 0247: request_model #YT_GANGPLNK_TMP 038B: load_requested_models :COL_4_1175 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 004D: jump_if_false @COL_4_1205 0001: wait 0 ms 0002: jump @COL_4_1175 :COL_4_1205 00D6: if or 8248: not model #YT_MAIN_BODY available 8248: not model #YT_MAIN_BODY2 available 8248: not model #YT_DOORS14 available 8248: not model #YT_TMP_BOAT available 8248: not model #LODMAIN_BODY available 8248: not model #BIG_POLY_TINGS available 004D: jump_if_false @COL_4_1251 0001: wait 0 ms 0002: jump @COL_4_1205 :COL_4_1251 00D6: if 8248: not model #YT_GANGPLNK_TMP available 004D: jump_if_false @COL_4_1277 0001: wait 0 ms 0002: jump @COL_4_1251 :COL_4_1277 041D: set_camera_near_clip 0.1 02E4: load_cutscene_data 'COL_4A' 01BB: store_object $714 position_to $448 $449 $450 0009: $448 += 0.003 // $ += float 000D: $449 -= 1.381 // $ -= float 0009: $450 += 3.149 // $ += float 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: request_collision_at -244.2799 -1360.67 0395: clear_area 1 at -244.2799 -1360.67 7.0786 range 1.0 0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 0171: set_player $PLAYER_CHAR z_angle_to 279.1362 0373: set_camera_directly_behind_player 0169: set_fade_color 0 0 1 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime 0004: $2781 = 210 // $ = int 0050: gosub @COL_4_31318 00BC: text_highpriority 'COL4_01' time 10000 1 0004: $2781 = 2773 // $ = int 0050: gosub @COL_4_31318 00BC: text_highpriority 'COL4_02' time 10000 1 0004: $2781 = 3669 // $ = int 0050: gosub @COL_4_31318 00BC: text_highpriority 'COL4_03' time 10000 1 0004: $2781 = 8935 // $ = int 0050: gosub @COL_4_31318 00BC: text_highpriority 'COL4_04' time 10000 1 0004: $2781 = 10386 // $ = int 0050: gosub @COL_4_31318 00BC: text_highpriority 'COL4_05' time 10000 1 0004: $2781 = 14243 // $ = int 0050: gosub @COL_4_31318 00BC: text_highpriority 'COL4_06' time 10000 1 0004: $2781 = 16762 // $ = int 0050: gosub @COL_4_31318 00BC: text_highpriority 'COL4_07' time 10000 1 0004: $2781 = 19154 // $ = int 0050: gosub @COL_4_31318 00BC: text_highpriority 'COL4_08' time 10000 1 0004: $2781 = 25653 // $ = int 0050: gosub @COL_4_31318 00BC: text_highpriority 'COL4_09' time 10000 1 0004: $2781 = 26526 // $ = int 0050: gosub @COL_4_31318 00BC: text_highpriority 'COL410' time 10000 1 0004: $2781 = 32640 // $ = int 0050: gosub @COL_4_31318 00BC: text_highpriority 'COL411' time 10000 1 0004: $2781 = 34964 // $ = int 0050: gosub @COL_4_31318 0169: set_fade_color 0 0 1 016A: fade 0 1500 ms 00BE: text_clear_all :COL_4_1851 00D6: if 016B: fading 004D: jump_if_false @COL_4_1875 0001: wait 0 ms 0002: jump @COL_4_1851 :COL_4_1875 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @COL_4_1899 0001: wait 0 ms 0002: jump @COL_4_1875 :COL_4_1899 03AD: set_rubbish 1 02EA: end_cutscene 0373: set_camera_directly_behind_player 0296: unload_special_actor 1 0296: unload_special_actor 2 0249: release_model #YT_MAIN_BODY 0249: release_model #YT_MAIN_BODY2 0249: release_model #YT_DOORS14 0249: release_model #YT_TMP_BOAT 0249: release_model #LODMAIN_BODY 0249: release_model #BIG_POLY_TINGS 0249: release_model #YT_GANGPLNK_TMP 04E3: set_player $PLAYER_CHAR mood 1 duration 60000 0247: request_model #RHINO 0247: request_model #BARRACKS 0247: request_model #ARMY 0247: request_model #PATRIOT 0247: request_model #RUGER 038B: load_requested_models :COL_4_1981 00D6: if or 8248: not model #RHINO available 8248: not model #BARRACKS available 8248: not model #ARMY available 8248: not model #PATRIOT available 8248: not model #RUGER available 004D: jump_if_false @COL_4_2027 0001: wait 0 ms 0002: jump @COL_4_1981 :COL_4_2027 0169: set_fade_color 0 0 1 016A: fade 1 1500 ms 035E: set_player $PLAYER_CHAR armour_to 200 0225: $7451 = player $PLAYER_CHAR health 00D6: if 001A: 100 > $7451 // int > $ 004D: jump_if_false @COL_4_2083 0222: set_player $PLAYER_CHAR health_to 100 :COL_4_2083 00D6: if 016B: fading 004D: jump_if_false @COL_4_2107 0001: wait 0 ms 0002: jump @COL_4_2083 :COL_4_2107 00BC: text_highpriority 'COL4_B1' time 20000 1 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: set_enter_car_range_multiplier 6.0 00A5: $2467 = create_car #PATRIOT at -751.1733 113.8836 9.8756 0175: set_car $2467 z_angle_to 167.7853 00AD: set_car $2467 max_speed_to 9@ 00AE: set_vehicle $2467 traffic_behavior_to 4 0466: set_car $2467 stay_in_fast_lane 0 0229: set_car $2467 color_to 43 72 02AA: set_car $2467 immune_to_nonplayer 1 0129: $2473 = create_actor 4 #ARMY in_car $2467 driverseat 0084: $2472 = $2473 // $ = $ int 0050: gosub @COL_4_30995 01C8: $2474 = create_actor_pedtype 4 model #ARMY in_car $2467 passenger_seat 0 0084: $2472 = $2474 // $ = $ int 0050: 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 00A5: $2468 = create_car #BARRACKS at -749.1604 123.1814 9.8749 0175: set_car $2468 z_angle_to 167.7853 00AD: set_car $2468 max_speed_to 1.0 00AE: set_vehicle $2468 traffic_behavior_to 4 0466: set_car $2468 stay_in_fast_lane 0 02AA: set_car $2468 immune_to_nonplayer 1 0129: $2477 = create_actor 4 #ARMY in_car $2468 driverseat 0084: $2472 = $2477 // $ = $ int 0050: gosub @COL_4_30995 01C8: $2478 = create_actor_pedtype 4 model #ARMY in_car $2468 passenger_seat 0 0084: $2472 = $2478 // $ = $ int 0050: gosub @COL_4_30995 009A: $2485 = create_actor_pedtype 4 model #ARMY at -686.0 665.0 10.1 0084: $2472 = $2485 // $ = $ int 0050: 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 009A: $2486 = create_actor_pedtype 4 model #ARMY at -686.0 664.0 10.1 0084: $2472 = $2486 // $ = $ int 0050: 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 009A: $2487 = create_actor_pedtype 4 model #ARMY at -686.0 663.0 10.1 0084: $2472 = $2487 // $ = $ int 0050: 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 009A: $2488 = create_actor_pedtype 4 model #ARMY at -686.0 662.0 10.1 0084: $2472 = $2488 // $ = $ int 0050: 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 00A5: $2470 = create_car #RHINO at -747.1234 132.5895 9.8742 0175: set_car $2470 z_angle_to 167.7853 00AD: set_car $2470 max_speed_to 1.0 00AE: set_vehicle $2470 traffic_behavior_to 4 0466: set_car $2470 stay_in_fast_lane 0 0186: $2516 = create_marker_above_car $2470 0493: set_tank $2470 contact_explosion 0 0129: $2503 = create_actor 4 #ARMY in_car $2470 driverseat 0084: $2472 = $2503 // $ = $ int 0050: gosub @COL_4_30995 01C8: $2504 = create_actor_pedtype 4 model #ARMY in_car $2470 passenger_seat 0 0084: $2472 = $2504 // $ = $ int 0050: gosub @COL_4_30995 009A: $2493 = create_actor_pedtype 4 model #ARMY at -686.0 662.0 10.1 0084: $2472 = $2493 // $ = $ int 0050: 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 00A5: $2469 = create_car #BARRACKS at -744.8403 143.1341 9.8734 0175: set_car $2469 z_angle_to 167.7853 00AE: set_vehicle $2469 traffic_behavior_to 4 00AD: set_car $2469 max_speed_to 1.0 0466: set_car $2469 stay_in_fast_lane 0 02AA: set_car $2469 immune_to_nonplayer 1 0129: $2481 = create_actor 4 #ARMY in_car $2469 driverseat 0084: $2472 = $2481 // $ = $ int 0050: gosub @COL_4_30995 01C8: $2482 = create_actor_pedtype 4 model #ARMY in_car $2469 passenger_seat 0 0084: $2472 = $2482 // $ = $ int 0050: gosub @COL_4_30995 009A: $2489 = create_actor_pedtype 4 model #ARMY at -686.0 665.0 10.1 0084: $2472 = $2489 // $ = $ int 0050: 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 009A: $2490 = create_actor_pedtype 4 model #ARMY at -686.0 664.0 10.1 0084: $2472 = $2490 // $ = $ int 0050: 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 009A: $2491 = create_actor_pedtype 4 model #ARMY at -686.0 663.0 10.1 0084: $2472 = $2491 // $ = $ int 0050: 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 009A: $2492 = create_actor_pedtype 4 model #ARMY at -686.0 662.0 10.1 0084: $2472 = $2492 // $ = $ int 0050: 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 009A: $2483 = create_actor_pedtype 4 model #ARMY at $445 $446 10.0 0084: $2472 = $2483 // $ = $ int 0050: 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 009A: $2484 = create_actor_pedtype 4 model #ARMY at $445 $446 10.0 0084: $2472 = $2484 // $ = $ int 0050: 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 009A: $2475 = create_actor_pedtype 4 model #ARMY at $445 $446 10.0 0084: $2472 = $2475 // $ = $ int 0050: 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 009A: $2476 = create_actor_pedtype 4 model #ARMY at $445 $446 10.0 0084: $2472 = $2476 // $ = $ int 0050: 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 009A: $2479 = create_actor_pedtype 4 model #ARMY at $445 $446 10.0 0084: $2472 = $2479 // $ = $ int 0050: 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 009A: $2480 = create_actor_pedtype 4 model #ARMY at $445 $446 10.0 0084: $2472 = $2480 // $ = $ int 0050: gosub @COL_4_30995 02A9: set_actor $2480 immune_to_nonplayer 1 :COL_4_4011 0001: wait 0 ms 0008: $2565 += 1 // $ += int 00D6: if 0018: $2565 > 3 // $ > int 004D: jump_if_false @COL_4_4047 0004: $2565 = 0 // $ = int :COL_4_4047 01BD: $4811 = current_time_in_ms 00D6: if 0038: $2565 == 0 // $ == int 004D: jump_if_false @COL_4_5462 00D6: if 8119: not car $2467 wrecked 004D: jump_if_false @COL_4_5430 00D6: if 80DC: not player $PLAYER_CHAR in_car $2467 004D: jump_if_false @COL_4_5336 00D6: if 8118: not actor $2473 dead 004D: jump_if_false @COL_4_5279 00D6: if 00DB: actor $2473 in_car $2467 004D: jump_if_false @COL_4_5222 00AA: store_car $2467 position_to 0@ 1@ 2@ 0088: $4862 = 0@ // $ = @ float 000D: $4862 -= -837.0244 // $ -= float 0088: $4863 = 1@ // $ = @ float 000D: $4863 -= -1509.279 // $ -= float 0069: $4862 *= $4862 // $ *= $ float 0069: $4863 *= $4863 // $ *= $ float 0086: $4864 = $4862 // $ = $ float 0059: $4864 += $4863 // $ += $ float 01FB: $2663 = square_root $4864 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_4840 00D6: if 8118: not actor $2474 dead 004D: jump_if_false @COL_4_4419 00D6: if 0038: $2630 == 0 // $ == int 004D: jump_if_false @COL_4_4412 00D6: if 0038: $2533 == 5 // $ == int 004D: jump_if_false @COL_4_4412 00D6: if 00DB: actor $2474 in_car $2467 004D: jump_if_false @COL_4_4365 0004: $2533 = 0 // $ = int 00D6: if or 0038: $2616 == 0 // $ == int 0038: $2616 == 7 // $ == int 004D: jump_if_false @COL_4_4358 0004: $2527 = 0 // $ = int :COL_4_4358 0002: jump @COL_4_4412 :COL_4_4365 00D6: if 00DF: actor $2474 in_any_car 004D: jump_if_false @COL_4_4404 03C0: $2499 = actor $2474 car_no_save 01D3: actor $2474 leave_car $2499 0002: jump @COL_4_4412 :COL_4_4404 01D4: actor $2474 go_to_car $2467 and_enter_it_as_a_passenger :COL_4_4412 0002: jump @COL_4_4462 :COL_4_4419 00D6: if 8038: not $2630 == 3 // $ == int 004D: jump_if_false @COL_4_4462 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_4462 0004: $2525 = 1 // $ = int :COL_4_4462 00D6: if 0118: actor $2473 dead 004D: jump_if_false @COL_4_4521 00D6: if 8038: not $2629 == 3 // $ == int 004D: jump_if_false @COL_4_4521 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_4521 0004: $2525 = 1 // $ = int :COL_4_4521 00D6: if 031E: vehicle $2467 hit_by_weapon 39 004D: jump_if_false @COL_4_4577 00D6: if 01FC: player $PLAYER_CHAR near_car $2467 radius 20.0 20.0 0 004D: jump_if_false @COL_4_4577 0004: $2636 = 1 // $ = int :COL_4_4577 00D6: if 031E: vehicle $2467 hit_by_weapon 47 004D: jump_if_false @COL_4_4629 0227: $2639 = car $2467 health 00D6: if 001A: 800 > $2639 // int > $ 004D: jump_if_false @COL_4_4629 0004: $2525 = 1 // $ = int :COL_4_4629 0468: set_vehicle $2467 clear_last_weapon_damage 00D6: if 81AD: not car $2467 sphere 0 near_point -838.3314 -1490.493 radius 50.0 50.0 004D: jump_if_false @COL_4_4746 0086: $2667 = $2665 // $ = $ float 0061: $2667 -= $2663 // $ -= $ float 00D6: if 0020: $2667 > 20.0 // $ > float 004D: jump_if_false @COL_4_4736 00AD: set_car $2467 max_speed_to 0.0 0477: set_car $2467 action 1 time 200 0002: jump @COL_4_4746 :COL_4_4736 00AD: set_car $2467 max_speed_to 7.5 :COL_4_4746 00D6: if 8038: not $2630 == 3 // $ == int 004D: jump_if_false @COL_4_4795 0084: $2506 = $2467 // $ = $ int 0084: $2507 = $2474 // $ = $ int 0087: 10@ = 2@ // @ = @ float 0050: gosub @COL_4_28778 :COL_4_4795 00D6: if 0038: $2527 == 1 // $ == int 004D: jump_if_false @COL_4_4833 00AD: set_car $2467 max_speed_to 0.0 0477: set_car $2467 action 1 time 500 :COL_4_4833 0002: jump @COL_4_5215 :COL_4_4840 00D6: if 0038: $2595 == 1 // $ == int 004D: jump_if_false @COL_4_5058 00D6: if or 0038: $2612 == 2 // $ == int 0038: $2612 == 3 // $ == int 004D: jump_if_false @COL_4_4890 0004: $2612 = 0 // $ = int :COL_4_4890 00D6: if 0038: $2612 == 0 // $ == int 004D: jump_if_false @COL_4_4939 00AD: set_car $2467 max_speed_to 100.0 00AE: set_vehicle $2467 traffic_behavior_to 2 00AF: set_car $2467 driver_behaviour_to 2 0004: $2612 = 1 // $ = int :COL_4_4939 00D6: if 0038: $2612 == 1 // $ == int 004D: jump_if_false @COL_4_5051 00D6: if 0038: $2613 == 10 // $ == int 004D: jump_if_false @COL_4_5044 00D6: if 01FC: player $PLAYER_CHAR near_car $2467 radius 20.0 20.0 0 004D: jump_if_false @COL_4_5030 00D6: if 8118: not actor $2474 dead 004D: jump_if_false @COL_4_5030 01CA: actor $2474 kill_player $PLAYER_CHAR :COL_4_5030 0004: $2613 = 0 // $ = int 0002: jump @COL_4_5051 :COL_4_5044 0008: $2613 += 1 // $ += int :COL_4_5051 0002: jump @COL_4_5215 :COL_4_5058 00D6: if or 0038: $2612 == 0 // $ == int 0038: $2612 == 1 // $ == int 004D: jump_if_false @COL_4_5090 0004: $2612 = 2 // $ = int :COL_4_5090 00D6: if 0038: $2612 == 2 // $ == int 004D: jump_if_false @COL_4_5146 00AD: set_car $2467 max_speed_to 100.0 00AE: set_vehicle $2467 traffic_behavior_to 2 00A7: car $2467 drive_to 3@ 4@ 5@ 0004: $2612 = 3 // $ = int :COL_4_5146 00D6: if 0038: $2612 == 3 // $ == int 004D: jump_if_false @COL_4_5215 00D6: if 01AD: car $2467 sphere 0 near_point 3@ 4@ radius 20.0 20.0 004D: jump_if_false @COL_4_5215 00AF: set_car $2467 driver_behaviour_to 11 0477: set_car $2467 action 1 time 500 :COL_4_5215 0002: jump @COL_4_5272 :COL_4_5222 00D6: if 8038: not $2629 == 3 // $ == int 004D: jump_if_false @COL_4_5272 0004: $2521 = 1 // $ = int 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_5272 0004: $2525 = 1 // $ = int :COL_4_5272 0002: jump @COL_4_5329 :COL_4_5279 00D6: if 8038: not $2629 == 3 // $ == int 004D: jump_if_false @COL_4_5329 0004: $2521 = 1 // $ = int 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_5329 0004: $2525 = 1 // $ = int :COL_4_5329 0002: jump @COL_4_5423 :COL_4_5336 02AA: set_car $2467 immune_to_nonplayer 0 00D6: if 8118: not actor $2473 dead 004D: jump_if_false @COL_4_5367 01CA: actor $2473 kill_player $PLAYER_CHAR :COL_4_5367 00D6: if 8118: not actor $2474 dead 004D: jump_if_false @COL_4_5391 01CA: actor $2474 kill_player $PLAYER_CHAR :COL_4_5391 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_5416 0004: $2525 = 1 // $ = int :COL_4_5416 0004: $2521 = 1 // $ = int :COL_4_5423 0002: jump @COL_4_5462 :COL_4_5430 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_5455 0004: $2525 = 1 // $ = int :COL_4_5455 0004: $2521 = 1 // $ = int :COL_4_5462 00D6: if 0038: $2565 == 1 // $ == int 004D: jump_if_false @COL_4_7208 00D6: if 8119: not car $2468 wrecked 004D: jump_if_false @COL_4_6988 00D6: if 80DC: not player $PLAYER_CHAR in_car $2468 004D: jump_if_false @COL_4_6894 00D6: if 8118: not actor $2477 dead 004D: jump_if_false @COL_4_6855 00D6: if 00DB: actor $2477 in_car $2468 004D: jump_if_false @COL_4_6816 00AA: store_car $2468 position_to 6@ 7@ 8@ 0088: $4862 = 6@ // $ = @ float 000D: $4862 -= -837.0244 // $ -= float 0088: $4863 = 7@ // $ = @ float 000D: $4863 -= -1509.279 // $ -= float 0069: $4862 *= $4862 // $ *= $ float 0069: $4863 *= $4863 // $ *= $ float 0086: $4864 = $4862 // $ = $ float 0059: $4864 += $4863 // $ += $ float 01FB: $2665 = square_root $4864 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_6434 00D6: if 8118: not actor $2478 dead 004D: jump_if_false @COL_4_5811 00D6: if 0038: $2534 == 5 // $ == int 004D: jump_if_false @COL_4_5804 00D6: if 00DB: actor $2478 in_car $2468 004D: jump_if_false @COL_4_5757 0004: $2534 = 0 // $ = int 00D6: if or 0038: $2616 == 0 // $ == int 0038: $2616 == 7 // $ == int 004D: jump_if_false @COL_4_5750 0004: $2527 = 0 // $ = int :COL_4_5750 0002: jump @COL_4_5804 :COL_4_5757 00D6: if 00DF: actor $2478 in_any_car 004D: jump_if_false @COL_4_5796 03C0: $2500 = actor $2478 car_no_save 01D3: actor $2478 leave_car $2500 0002: jump @COL_4_5804 :COL_4_5796 01D4: actor $2478 go_to_car $2468 and_enter_it_as_a_passenger :COL_4_5804 0002: jump @COL_4_5836 :COL_4_5811 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_5836 0004: $2525 = 1 // $ = int :COL_4_5836 00D6: if 0118: actor $2477 dead 004D: jump_if_false @COL_4_5877 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_5877 0004: $2525 = 1 // $ = int :COL_4_5877 00D6: if 031E: vehicle $2468 hit_by_weapon 39 004D: jump_if_false @COL_4_5933 00D6: if 01FC: player $PLAYER_CHAR near_car $2468 radius 20.0 20.0 0 004D: jump_if_false @COL_4_5933 0004: $2637 = 1 // $ = int :COL_4_5933 00D6: if 031E: vehicle $2468 hit_by_weapon 47 004D: jump_if_false @COL_4_5985 0227: $2640 = car $2468 health 00D6: if 001A: 800 > $2640 // int > $ 004D: jump_if_false @COL_4_5985 0004: $2525 = 1 // $ = int :COL_4_5985 0468: set_vehicle $2468 clear_last_weapon_damage 00D6: if 8038: not $2521 == 1 // $ == int 004D: jump_if_false @COL_4_6295 0088: $4862 = 6@ // $ = @ float 0067: $4862 -= 0@ // $ -= @ float 0088: $4863 = 7@ // $ = @ float 0067: $4863 -= 1@ // $ -= @ float 0069: $4862 *= $4862 // $ *= $ float 0069: $4863 *= $4863 // $ *= $ float 0086: $4864 = $4862 // $ = $ float 0059: $4864 += $4863 // $ += $ float 01FB: $4864 = square_root $4864 0089: 9@ = $4864 // @ = $ float 000F: 9@ -= 3.0 // @ -= float 00D6: if 0021: 9@ > 100.0 // @ > float 004D: jump_if_false @COL_4_6129 0007: 9@ = 100.0 // @ = float :COL_4_6129 00D6: if 0023: 0.0 > 9@ // float > @ 004D: jump_if_false @COL_4_6160 0007: 9@ = 0.0 // @ = float :COL_4_6160 00D6: if 81AD: not car $2468 sphere 0 near_point -838.3314 -1490.493 radius 50.0 50.0 004D: jump_if_false @COL_4_6281 00D6: if 0024: $2663 > $2665 // $ > $ float 004D: jump_if_false @COL_4_6227 0007: 9@ = 0.0 // @ = float :COL_4_6227 0086: $2668 = $2664 // $ = $ float 0061: $2668 -= $2665 // $ -= $ float 00D6: if 0020: $2668 > 20.0 // $ > float 004D: jump_if_false @COL_4_6274 0007: 9@ = 0.0 // @ = float :COL_4_6274 0002: jump @COL_4_6288 :COL_4_6281 04E0: car $2468 abandon_path_radius 40 :COL_4_6288 0002: jump @COL_4_6305 :COL_4_6295 0007: 9@ = 12.0 // @ = float :COL_4_6305 0084: $2506 = $2468 // $ = $ int 0084: $2507 = $2478 // $ = $ int 0087: 10@ = 8@ // @ = @ float 0050: gosub @COL_4_28778 00D6: if 0038: $2527 == 0 // $ == int 004D: jump_if_false @COL_4_6407 00D6: if 0043: 9@ == 0.0 // @ == float 004D: jump_if_false @COL_4_6392 0477: set_car $2468 action 1 time 200 0002: jump @COL_4_6400 :COL_4_6392 00AD: set_car $2468 max_speed_to 9@ :COL_4_6400 0002: jump @COL_4_6427 :COL_4_6407 0007: 9@ = 0.0 // @ = float 0477: set_car $2468 action 1 time 500 :COL_4_6427 0002: jump @COL_4_6809 :COL_4_6434 00D6: if 0038: $2595 == 1 // $ == int 004D: jump_if_false @COL_4_6652 00D6: if or 0038: $2523 == 2 // $ == int 0038: $2523 == 3 // $ == int 004D: jump_if_false @COL_4_6484 0004: $2523 = 0 // $ = int :COL_4_6484 00D6: if 0038: $2523 == 0 // $ == int 004D: jump_if_false @COL_4_6533 00AD: set_car $2468 max_speed_to 100.0 00AE: set_vehicle $2468 traffic_behavior_to 2 00AF: set_car $2468 driver_behaviour_to 2 0004: $2523 = 1 // $ = int :COL_4_6533 00D6: if 0038: $2523 == 1 // $ == int 004D: jump_if_false @COL_4_6645 00D6: if 0038: $2556 == 10 // $ == int 004D: jump_if_false @COL_4_6638 00D6: if 01FC: player $PLAYER_CHAR near_car $2468 radius 20.0 20.0 0 004D: jump_if_false @COL_4_6624 00D6: if 8118: not actor $2478 dead 004D: jump_if_false @COL_4_6624 01CA: actor $2478 kill_player $PLAYER_CHAR :COL_4_6624 0004: $2556 = 0 // $ = int 0002: jump @COL_4_6645 :COL_4_6638 0008: $2556 += 1 // $ += int :COL_4_6645 0002: jump @COL_4_6809 :COL_4_6652 00D6: if or 0038: $2523 == 0 // $ == int 0038: $2523 == 1 // $ == int 004D: jump_if_false @COL_4_6684 0004: $2523 = 2 // $ = int :COL_4_6684 00D6: if 0038: $2523 == 2 // $ == int 004D: jump_if_false @COL_4_6740 00AD: set_car $2468 max_speed_to 100.0 00AE: set_vehicle $2468 traffic_behavior_to 2 00A7: car $2468 drive_to 3@ 4@ 5@ 0004: $2523 = 3 // $ = int :COL_4_6740 00D6: if 0038: $2523 == 3 // $ == int 004D: jump_if_false @COL_4_6809 00D6: if 01AD: car $2468 sphere 0 near_point 3@ 4@ radius 20.0 20.0 004D: jump_if_false @COL_4_6809 00AF: set_car $2468 driver_behaviour_to 11 0477: set_car $2468 action 1 time 500 :COL_4_6809 0002: jump @COL_4_6848 :COL_4_6816 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_6841 0004: $2525 = 1 // $ = int :COL_4_6841 0004: $2522 = 1 // $ = int :COL_4_6848 0002: jump @COL_4_6887 :COL_4_6855 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_6880 0004: $2525 = 1 // $ = int :COL_4_6880 0004: $2522 = 1 // $ = int :COL_4_6887 0002: jump @COL_4_6981 :COL_4_6894 02AA: set_car $2468 immune_to_nonplayer 0 00D6: if 8118: not actor $2477 dead 004D: jump_if_false @COL_4_6925 01CA: actor $2477 kill_player $PLAYER_CHAR :COL_4_6925 00D6: if 8118: not actor $2478 dead 004D: jump_if_false @COL_4_6949 01CA: actor $2478 kill_player $PLAYER_CHAR :COL_4_6949 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_6974 0004: $2525 = 1 // $ = int :COL_4_6974 0004: $2522 = 1 // $ = int :COL_4_6981 0002: jump @COL_4_7020 :COL_4_6988 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_7013 0004: $2525 = 1 // $ = int :COL_4_7013 0004: $2522 = 1 // $ = int :COL_4_7020 0084: $2513 = $2485 // $ = $ int 0084: $2514 = $2468 // $ = $ int 0084: $2515 = $2477 // $ = $ int 0084: $2566 = $2548 // $ = $ int 0050: gosub @COL_4_31355 0084: $2548 = $2566 // $ = $ int 0084: $2513 = $2486 // $ = $ int 0084: $2514 = $2468 // $ = $ int 0084: $2515 = $2477 // $ = $ int 0084: $2566 = $2549 // $ = $ int 0050: gosub @COL_4_31355 0084: $2549 = $2566 // $ = $ int 0084: $2513 = $2487 // $ = $ int 0084: $2514 = $2468 // $ = $ int 0084: $2515 = $2477 // $ = $ int 0084: $2566 = $2550 // $ = $ int 0050: gosub @COL_4_31355 0084: $2550 = $2566 // $ = $ int 0084: $2513 = $2488 // $ = $ int 0084: $2514 = $2468 // $ = $ int 0084: $2515 = $2477 // $ = $ int 0084: $2566 = $2551 // $ = $ int 0050: gosub @COL_4_31355 0084: $2551 = $2566 // $ = $ int :COL_4_7208 00D6: if 0038: $2565 == 2 // $ == int 004D: jump_if_false @COL_4_16056 00D6: if 8119: not car $2470 wrecked 004D: jump_if_false @COL_4_16016 00D6: if 80DC: not player $PLAYER_CHAR in_car $2470 004D: jump_if_false @COL_4_15097 00D6: if and 03B1: garage $689 door_closed 0018: $2608 > 0 // $ > int 004D: jump_if_false @COL_4_7306 00BC: text_highpriority 'COL4_B2' time 5000 1 0002: jump @COL_4_28407 :COL_4_7306 00D6: if 0038: $2608 == 1 // $ == int 004D: jump_if_false @COL_4_7580 00D6: if 01AD: car $2470 sphere 0 near_point -836.007 -1500.523 radius 13.5 13.5 004D: jump_if_false @COL_4_7580 00D6: if 02B3: player $PLAYER_CHAR in_cube -823.448 -1488.083 10.852 -841.991 -1480.591 16.165 radius 30.0 sphere 0 004D: jump_if_false @COL_4_7580 00D6: if 00F5: player $PLAYER_CHAR 0 -833.708 -1509.877 12.489 radius 4.0 6.0 1.5 004D: jump_if_false @COL_4_7495 00D6: if 0038: $2611 == 0 // $ == int 004D: jump_if_false @COL_4_7488 0004: $2611 = 1 // $ = int :COL_4_7488 0002: jump @COL_4_7580 :COL_4_7495 00D6: if or 001A: 3 > $2621 // int > $ 001A: 3 > $2629 // int > $ 001A: 3 > $2623 // int > $ 001A: 3 > $2624 // int > $ 001A: 3 > $2630 // int > $ 001A: 3 > $2626 // int > $ 004D: jump_if_false @COL_4_7573 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_7573 0004: $2525 = 1 // $ = int :COL_4_7573 0004: $2608 = 2 // $ = int :COL_4_7580 00D6: if 01FC: player $PLAYER_CHAR near_car $2470 radius 60.0 60.0 0 004D: jump_if_false @COL_4_7688 0004: $2610 = 1 // $ = int 00D6: if 0038: $2615 == 0 // $ == int 004D: jump_if_false @COL_4_7674 00BC: text_highpriority 'COL4_B6' time 5000 1 0084: $2547 = $4811 // $ = $ int 0008: $2547 += 5000 // $ += int 0004: $2615 = 1 // $ = int :COL_4_7674 010D: set_player $PLAYER_CHAR wanted_level_to 0 0002: jump @COL_4_7695 :COL_4_7688 0004: $2610 = 0 // $ = int :COL_4_7695 00D6: if 01FC: player $PLAYER_CHAR near_car $2470 radius 250.0 250.0 0 004D: jump_if_false @COL_4_7740 0004: $2595 = 1 // $ = int 0002: jump @COL_4_7747 :COL_4_7740 0004: $2595 = 0 // $ = int :COL_4_7747 00AA: store_car $2470 position_to 3@ 4@ 5@ 0088: $4862 = 3@ // $ = @ float 000D: $4862 -= -837.0244 // $ -= float 0088: $4863 = 4@ // $ = @ float 000D: $4863 -= -1509.279 // $ -= float 0069: $4862 *= $4862 // $ *= $ float 0069: $4863 *= $4863 // $ *= $ float 0086: $4864 = $4862 // $ = $ float 0059: $4864 += $4863 // $ += $ float 01FB: $2664 = square_root $4864 00D6: if 0118: actor $2503 dead 004D: jump_if_false @COL_4_7944 00D6: if 8038: not $2627 == 3 // $ == int 004D: jump_if_false @COL_4_7944 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_7944 00D6: if 056D: actor $2503 defined 004D: jump_if_false @COL_4_7937 04A5: get_dead_actor_pickup_coords $2503 store_to $445 $446 $447 0213: $2510 = create_pickup #BODYARMOUR type 3 at $445 $446 $447 :COL_4_7937 0004: $2525 = 1 // $ = int :COL_4_7944 00D6: if 0118: actor $2504 dead 004D: jump_if_false @COL_4_8051 00D6: if 8038: not $2628 == 3 // $ == int 004D: jump_if_false @COL_4_8051 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_8051 00D6: if 056D: actor $2504 defined 004D: jump_if_false @COL_4_8044 04A5: get_dead_actor_pickup_coords $2504 store_to $445 $446 $447 0213: $2511 = create_pickup #BODYARMOUR type 3 at $445 $446 $447 :COL_4_8044 0004: $2525 = 1 // $ = int :COL_4_8051 00D6: if 0038: $2529 == 0 // $ == int 004D: jump_if_false @COL_4_8204 00D6: if 8038: not $2544 == 2 // $ == int 004D: jump_if_false @COL_4_8204 00D6: if 844A: not player $PLAYER_CHAR on_foot 004D: jump_if_false @COL_4_8204 0407: create_coordinate $445 $446 $447 from_car $2470 offset -2.5017 0.3918 -0.1973 00D6: if 00E4: player $PLAYER_CHAR 0 $445 $446 radius 1.0 1.0 004D: jump_if_false @COL_4_8204 00BC: text_highpriority 'COL4_B4' time 5000 1 0084: $2547 = $4811 // $ = $ int 0008: $2547 += 5000 // $ += int 0004: $2529 = 1 // $ = int :COL_4_8204 00D6: if 0038: $2572 == 0 // $ == int 004D: jump_if_false @COL_4_8411 00D6: if 0495: vehicle $2470 burning 004D: jump_if_false @COL_4_8411 00D6: if 8118: not actor $2503 dead 004D: jump_if_false @COL_4_8281 00D6: if 00DB: actor $2503 in_car $2470 004D: jump_if_false @COL_4_8281 01CE: actor $2503 avoid_player $PLAYER_CHAR :COL_4_8281 00D6: if 8118: not actor $2504 dead 004D: jump_if_false @COL_4_8324 00D6: if 00DB: actor $2504 in_car $2470 004D: jump_if_false @COL_4_8324 01CE: actor $2504 avoid_player $PLAYER_CHAR :COL_4_8324 00D6: if 0038: $2568 == 0 // $ == int 004D: jump_if_false @COL_4_8365 0004: $2568 = 1 // $ = int 0084: $2591 = $4811 // $ = $ int 0008: $2591 += 6000 // $ += int :COL_4_8365 020A: set_car $2470 door_status_to 1 0004: $2544 = 2 // $ = int 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_8404 0004: $2525 = 1 // $ = int :COL_4_8404 0004: $2572 = 1 // $ = int :COL_4_8411 00D6: if 8038: not $2538 == 3 // $ == int 004D: jump_if_false @COL_4_9004 00D6: if 8118: not actor $2493 dead 004D: jump_if_false @COL_4_8519 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_8504 00D6: if 0038: $2538 == 0 // $ == int 004D: jump_if_false @COL_4_8497 0174: $4886 = car $2470 z_angle 0173: set_actor $2493 z_angle_to $4886 :COL_4_8497 0002: jump @COL_4_8512 :COL_4_8504 01CA: actor $2493 kill_player $PLAYER_CHAR :COL_4_8512 0002: jump @COL_4_9004 :COL_4_8519 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_8999 00D6: if 0038: $2558 == 0 // $ == int 004D: jump_if_false @COL_4_8585 0004: $2527 = 1 // $ = int 0004: $2558 = 1 // $ = int 0084: $2559 = $4811 // $ = $ int 0008: $2559 += 2000 // $ += int :COL_4_8585 00D6: if 0038: $2558 == 1 // $ == int 004D: jump_if_false @COL_4_8711 00D6: if 001C: $4811 > $2559 // $ > $ int 004D: jump_if_false @COL_4_8711 00D6: if 0038: $2574 == 0 // $ == int 004D: jump_if_false @COL_4_8663 0004: $2574 = 1 // $ = int 0084: $2597 = $4811 // $ = $ int 0008: $2597 += 6000 // $ += int :COL_4_8663 00D6: if 0038: $2584 == 0 // $ == int 004D: jump_if_false @COL_4_8704 0004: $2584 = 1 // $ = int 0084: $2606 = $4811 // $ = $ int 0008: $2606 += 8000 // $ += int :COL_4_8704 0004: $2558 = 2 // $ = int :COL_4_8711 00D6: if 0038: $2558 == 2 // $ == int 004D: jump_if_false @COL_4_8930 00D6: if 8118: not actor $2503 dead 004D: jump_if_false @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 0004: $2544 = 2 // $ = int 00D6: if 00ED: actor $2503 0 $445 $446 radius 1.0 1.0 004D: jump_if_false @COL_4_8930 011C: actor $2503 clear_objective 00AA: store_car $2470 position_to $445 $446 $447 00D6: if 0038: $2569 == 0 // $ == int 004D: jump_if_false @COL_4_8893 0004: $2569 = 1 // $ = int 0084: $2592 = $4811 // $ = $ int 0008: $2592 += 6000 // $ += int :COL_4_8893 01BE: set_actor $2503 to_look_at_spot $445 $446 $447 0004: $2558 = 3 // $ = int 0084: $2559 = $4811 // $ = $ int 0008: $2559 += 2000 // $ += int :COL_4_8930 00D6: if 0038: $2558 == 3 // $ == int 004D: jump_if_false @COL_4_8992 00D6: if 001C: $4811 > $2559 // $ > $ int 004D: jump_if_false @COL_4_8992 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_8992 0004: $2525 = 1 // $ = int :COL_4_8992 0002: jump @COL_4_9004 :COL_4_8999 0465: remove_actor $2493 from_turret_mode :COL_4_9004 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_10841 00D6: if 0038: $2621 == 0 // $ == int 004D: jump_if_false @COL_4_9178 00D6: if 8118: not actor $2483 dead 004D: jump_if_false @COL_4_9135 0407: create_coordinate $445 $446 $447 from_car $2470 offset 5.0 2.0 0.0 00D6: if 0038: $2527 == 0 // $ == int 004D: jump_if_false @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 0002: jump @COL_4_9178 :COL_4_9135 00D6: if 8038: not $2621 == 3 // $ == int 004D: jump_if_false @COL_4_9178 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_9178 0004: $2525 = 1 // $ = int :COL_4_9178 00D6: if 0038: $2622 == 0 // $ == int 004D: jump_if_false @COL_4_9316 00D6: if 8118: not actor $2484 dead 004D: jump_if_false @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 0002: jump @COL_4_9316 :COL_4_9273 00D6: if 8038: not $2622 == 3 // $ == int 004D: jump_if_false @COL_4_9316 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_9316 0004: $2525 = 1 // $ = int :COL_4_9316 00D6: if 0038: $2623 == 0 // $ == int 004D: jump_if_false @COL_4_9683 00D6: if 8118: not actor $2475 dead 004D: jump_if_false @COL_4_9640 00D6: if or 0038: $2636 == 1 // $ == int 0038: $2637 == 1 // $ == int 0038: $2638 == 1 // $ == int 004D: jump_if_false @COL_4_9556 00D6: if 0038: $2578 == 0 // $ == int 004D: jump_if_false @COL_4_9448 00D6: if 0038: $2582 == 0 // $ == int 004D: jump_if_false @COL_4_9441 0004: $2582 = 1 // $ = int 0084: $2604 = $4811 // $ = $ int 0008: $2604 += 6000 // $ += int :COL_4_9441 0004: $2578 = 1 // $ = int :COL_4_9448 0350: set_actor $2475 maintain_position_when_attacked 1 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @COL_4_9494 03C1: $4790 = player $PLAYER_CHAR car_no_save 01D9: actor $2475 destroy_car $4790 0002: jump @COL_4_9502 :COL_4_9494 01CA: actor $2475 kill_player $PLAYER_CHAR :COL_4_9502 00D6: if 001C: $4811 > $2642 // $ > $ int 004D: jump_if_false @COL_4_9549 0004: $2636 = 0 // $ = int 0004: $2637 = 0 // $ = int 0004: $2638 = 0 // $ = int 0004: $2578 = 0 // $ = int :COL_4_9549 0002: jump @COL_4_9633 :COL_4_9556 0350: set_actor $2475 maintain_position_when_attacked 0 0084: $2642 = $4811 // $ = $ int 0008: $2642 += 6000 // $ += int 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 0002: jump @COL_4_9683 :COL_4_9640 00D6: if 8038: not $2623 == 3 // $ == int 004D: jump_if_false @COL_4_9683 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_9683 0004: $2525 = 1 // $ = int :COL_4_9683 00D6: if 01AD: car $2470 sphere 0 near_point -860.463 -204.449 radius 8.0 75.0 004D: jump_if_false @COL_4_9735 0004: $2528 = 1 // $ = int 0002: jump @COL_4_9742 :COL_4_9735 0004: $2528 = 0 // $ = int :COL_4_9742 00D6: if 0038: $2624 == 0 // $ == int 004D: jump_if_false @COL_4_9952 00D6: if 8118: not actor $2476 dead 004D: jump_if_false @COL_4_9909 00D6: if 0038: $2528 == 1 // $ == int 004D: jump_if_false @COL_4_9830 0407: create_coordinate $445 $446 $447 from_car $2470 offset -3.5 -4.0 0.0 0002: 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 00D6: if 0038: $2527 == 0 // $ == int 004D: jump_if_false @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 0002: jump @COL_4_9952 :COL_4_9909 00D6: if 8038: not $2624 == 3 // $ == int 004D: jump_if_false @COL_4_9952 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_9952 0004: $2525 = 1 // $ = int :COL_4_9952 00D6: if 0038: $2625 == 0 // $ == int 004D: jump_if_false @COL_4_10428 00D6: if 8118: not actor $2479 dead 004D: jump_if_false @COL_4_10385 00D6: if or 0038: $2636 == 1 // $ == int 0038: $2637 == 1 // $ == int 0038: $2638 == 1 // $ == int 004D: jump_if_false @COL_4_10224 00D6: if 0118: actor $2475 dead 004D: jump_if_false @COL_4_10100 00D6: if 0038: $2578 == 0 // $ == int 004D: jump_if_false @COL_4_10100 00D6: if 0038: $2582 == 0 // $ == int 004D: jump_if_false @COL_4_10093 0004: $2582 = 1 // $ = int 0084: $2604 = $4811 // $ = $ int 0008: $2604 += 6000 // $ += int :COL_4_10093 0004: $2578 = 1 // $ = int :COL_4_10100 0350: set_actor $2479 maintain_position_when_attacked 1 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @COL_4_10146 03C1: $4790 = player $PLAYER_CHAR car_no_save 01D9: actor $2479 destroy_car $4790 0002: jump @COL_4_10154 :COL_4_10146 01CA: actor $2479 kill_player $PLAYER_CHAR :COL_4_10154 00D6: if 0118: actor $2475 dead 004D: jump_if_false @COL_4_10217 00D6: if 001C: $4811 > $2642 // $ > $ int 004D: jump_if_false @COL_4_10217 0004: $2636 = 0 // $ = int 0004: $2637 = 0 // $ = int 0004: $2638 = 0 // $ = int 0004: $2578 = 0 // $ = int :COL_4_10217 0002: jump @COL_4_10378 :COL_4_10224 00D6: if 0118: actor $2475 dead 004D: jump_if_false @COL_4_10263 0084: $2642 = $4811 // $ = $ int 0008: $2642 += 6000 // $ += int 0002: jump @COL_4_10270 :COL_4_10263 0350: set_actor $2475 maintain_position_when_attacked 0 :COL_4_10270 00D6: if 0038: $2528 == 1 // $ == int 004D: jump_if_false @COL_4_10324 0407: create_coordinate $445 $446 $447 from_car $2470 offset -3.5 -1.0 0.0 0002: 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 0002: jump @COL_4_10428 :COL_4_10385 00D6: if 8038: not $2625 == 3 // $ == int 004D: jump_if_false @COL_4_10428 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_10428 0004: $2525 = 1 // $ = int :COL_4_10428 00D6: if 0038: $2626 == 0 // $ == int 004D: jump_if_false @COL_4_10620 00D6: if 8118: not actor $2480 dead 004D: jump_if_false @COL_4_10577 00D6: if 0038: $2528 == 1 // $ == int 004D: jump_if_false @COL_4_10516 0407: create_coordinate $445 $446 $447 from_car $2470 offset -3.5 2.0 0.0 0002: 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 0002: jump @COL_4_10620 :COL_4_10577 00D6: if 8038: not $2626 == 3 // $ == int 004D: jump_if_false @COL_4_10620 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_10620 0004: $2525 = 1 // $ = int :COL_4_10620 00D6: if 8118: not actor $2504 dead 004D: jump_if_false @COL_4_10791 00D6: if 0038: $2628 == 0 // $ == int 004D: jump_if_false @COL_4_10784 00D6: if 0038: $2536 == 5 // $ == int 004D: jump_if_false @COL_4_10784 00D6: if 00DB: actor $2504 in_car $2470 004D: jump_if_false @COL_4_10737 0004: $2536 = 0 // $ = int 00D6: if or 0038: $2616 == 0 // $ == int 0038: $2616 == 7 // $ == int 004D: jump_if_false @COL_4_10730 0004: $2527 = 0 // $ = int :COL_4_10730 0002: jump @COL_4_10784 :COL_4_10737 00D6: if 00DF: actor $2504 in_any_car 004D: jump_if_false @COL_4_10776 03C0: $2501 = actor $2504 car_no_save 01D3: actor $2504 leave_car $2501 0002: jump @COL_4_10784 :COL_4_10776 01D4: actor $2504 go_to_car $2470 and_enter_it_as_a_passenger :COL_4_10784 0002: jump @COL_4_10834 :COL_4_10791 00D6: if 8038: not $2628 == 3 // $ == int 004D: jump_if_false @COL_4_10834 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_10834 0004: $2525 = 1 // $ = int :COL_4_10834 0002: jump @COL_4_11328 :COL_4_10841 00D6: if 0038: $2544 == 0 // $ == int 004D: jump_if_false @COL_4_10884 0084: $2543 = $4811 // $ = $ int 0008: $2543 += 100000 // $ += int 0004: $2544 = 1 // $ = int :COL_4_10884 00D6: if 0038: $2544 == 1 // $ == int 004D: jump_if_false @COL_4_11184 00D6: if 0119: car $2467 wrecked 004D: jump_if_false @COL_4_11062 00D6: if 0119: car $2468 wrecked 004D: jump_if_false @COL_4_11062 00D6: if 0119: car $2469 wrecked 004D: jump_if_false @COL_4_11062 00D6: if 0118: actor $2483 dead 004D: jump_if_false @COL_4_11062 00D6: if 0118: actor $2484 dead 004D: jump_if_false @COL_4_11062 00D6: if 0118: actor $2475 dead 004D: jump_if_false @COL_4_11062 00D6: if 0118: actor $2476 dead 004D: jump_if_false @COL_4_11062 00D6: if 0118: actor $2479 dead 004D: jump_if_false @COL_4_11062 00D6: if 0118: actor $2480 dead 004D: jump_if_false @COL_4_11062 0084: $2543 = $4811 // $ = $ int 000C: $2543 -= 500 // $ -= int :COL_4_11062 00D6: if 001C: $4811 > $2543 // $ > $ int 004D: jump_if_false @COL_4_11184 00D6: if 8118: not actor $2503 dead 004D: jump_if_false @COL_4_11105 01CE: actor $2503 avoid_player $PLAYER_CHAR :COL_4_11105 00D6: if 8118: not actor $2504 dead 004D: jump_if_false @COL_4_11129 01CE: actor $2504 avoid_player $PLAYER_CHAR :COL_4_11129 00D6: if 0038: $2568 == 0 // $ == int 004D: jump_if_false @COL_4_11170 0004: $2568 = 1 // $ = int 0084: $2591 = $4811 // $ = $ int 0008: $2591 += 6000 // $ += int :COL_4_11170 020A: set_car $2470 door_status_to 1 0004: $2544 = 2 // $ = int :COL_4_11184 00D6: if 8118: not actor $2483 dead 004D: jump_if_false @COL_4_11208 01CA: actor $2483 kill_player $PLAYER_CHAR :COL_4_11208 00D6: if 8118: not actor $2484 dead 004D: jump_if_false @COL_4_11232 01CA: actor $2484 kill_player $PLAYER_CHAR :COL_4_11232 00D6: if 8118: not actor $2475 dead 004D: jump_if_false @COL_4_11256 01CA: actor $2475 kill_player $PLAYER_CHAR :COL_4_11256 00D6: if 8118: not actor $2476 dead 004D: jump_if_false @COL_4_11280 01CA: actor $2476 kill_player $PLAYER_CHAR :COL_4_11280 00D6: if 8118: not actor $2479 dead 004D: jump_if_false @COL_4_11304 01CA: actor $2479 kill_player $PLAYER_CHAR :COL_4_11304 00D6: if 8118: not actor $2480 dead 004D: jump_if_false @COL_4_11328 01CA: actor $2480 kill_player $PLAYER_CHAR :COL_4_11328 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_14357 00D6: if 8118: not actor $2503 dead 004D: jump_if_false @COL_4_11482 00D6: if 050D: actor $2503 leaving_car_to_die 004D: jump_if_false @COL_4_11482 00D6: if 8118: not actor $2504 dead 004D: jump_if_false @COL_4_11482 01CE: actor $2504 avoid_player $PLAYER_CHAR 020A: set_car $2470 door_status_to 1 0004: $2544 = 2 // $ = int 00D6: if 0038: $2567 == 0 // $ == int 004D: jump_if_false @COL_4_11457 0004: $2567 = 1 // $ = int 0084: $2590 = $4811 // $ = $ int 0008: $2590 += 6000 // $ += int :COL_4_11457 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_11482 0004: $2525 = 1 // $ = int :COL_4_11482 00D6: if 8118: not actor $2504 dead 004D: jump_if_false @COL_4_12470 00D6: if 050D: actor $2504 leaving_car_to_die 004D: jump_if_false @COL_4_11618 00D6: if 8118: not actor $2503 dead 004D: jump_if_false @COL_4_11618 01CE: actor $2503 avoid_player $PLAYER_CHAR 020A: set_car $2470 door_status_to 1 0004: $2544 = 2 // $ = int 00D6: if 0038: $2567 == 0 // $ == int 004D: jump_if_false @COL_4_11593 0004: $2567 = 1 // $ = int 0084: $2590 = $4811 // $ = $ int 0008: $2590 += 6000 // $ += int :COL_4_11593 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_11618 0004: $2525 = 1 // $ = int :COL_4_11618 00D6: if 0038: $2616 == 0 // $ == int 004D: jump_if_false @COL_4_11776 00D6: if 01AD: car $2470 sphere 0 near_point -834.422 -634.884 radius 5.0 5.0 004D: jump_if_false @COL_4_11776 0004: $2527 = 1 // $ = int 00D6: if 0038: $2536 == 0 // $ == int 004D: jump_if_false @COL_4_11776 020A: set_car $2470 door_status_to 1 0004: $2544 = 2 // $ = int 00D6: if 0038: $2570 == 0 // $ == int 004D: jump_if_false @COL_4_11754 0004: $2570 = 1 // $ = int 0084: $2593 = $4811 // $ = $ int 0008: $2593 += 6000 // $ += int :COL_4_11754 0239: actor $2504 run_to -844.5248 -639.313 0004: $2616 = 1 // $ = int :COL_4_11776 00D6: if 0038: $2616 == 1 // $ == int 004D: jump_if_false @COL_4_11854 00D6: if 00ED: actor $2504 0 -844.5248 -639.313 radius 1.0 1.0 004D: jump_if_false @COL_4_11854 0239: actor $2504 run_to -850.9821 -633.8697 0004: $2616 = 2 // $ = int :COL_4_11854 00D6: if 0038: $2616 == 2 // $ == int 004D: jump_if_false @COL_4_11933 00D6: if 00ED: actor $2504 0 -850.9821 -633.8697 radius 1.0 1.0 004D: jump_if_false @COL_4_11933 0084: $2617 = $4811 // $ = $ int 0008: $2617 += 2000 // $ += int 0004: $2616 = 3 // $ = int :COL_4_11933 00D6: if 0038: $2616 == 3 // $ == int 004D: jump_if_false @COL_4_11992 00D6: if 001C: $4811 > $2617 // $ > $ int 004D: jump_if_false @COL_4_11992 0239: actor $2504 run_to -850.9821 -633.8697 0004: $2616 = 4 // $ = int :COL_4_11992 00D6: if 0038: $2616 == 4 // $ == int 004D: jump_if_false @COL_4_12070 00D6: if 00ED: actor $2504 0 -850.9821 -633.8697 radius 1.0 1.0 004D: jump_if_false @COL_4_12070 0239: actor $2504 run_to -844.5248 -639.313 0004: $2616 = 5 // $ = int :COL_4_12070 00D6: if 0038: $2616 == 5 // $ == int 004D: jump_if_false @COL_4_12141 00D6: if 00ED: actor $2504 0 -844.5248 -639.313 radius 1.0 1.0 004D: jump_if_false @COL_4_12141 01D4: actor $2504 go_to_car $2470 and_enter_it_as_a_passenger 0004: $2616 = 6 // $ = int :COL_4_12141 00D6: if 0038: $2616 == 6 // $ == int 004D: jump_if_false @COL_4_12463 00D6: if 00DB: actor $2504 in_car $2470 004D: jump_if_false @COL_4_12463 00D6: if 0038: $2608 == 0 // $ == int 004D: jump_if_false @COL_4_12411 00D6: if 0038: $2571 == 0 // $ == int 004D: jump_if_false @COL_4_12237 0004: $2571 = 1 // $ = int 0084: $2594 = $4811 // $ = $ int 0008: $2594 += 6000 // $ += int :COL_4_12237 021B: set_garage $689 to_accept_car $2470 0360: open_garage $689 009A: $2508 = create_actor_pedtype 4 model #ARMY at -830.7947 -1500.054 11.067 0173: set_actor $2508 z_angle_to 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 009A: $2509 = create_actor_pedtype 4 model #ARMY at -824.3466 -1488.274 10.9186 0173: set_actor $2509 z_angle_to 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 0004: $2608 = 1 // $ = int :COL_4_12411 00D6: if 0038: $2526 == 0 // $ == int 004D: jump_if_false @COL_4_12443 0004: $2527 = 0 // $ = int 0004: $2616 = 7 // $ = int :COL_4_12443 02C2: car $2470 drive_to_point -838.3314 -1492.5 11.0623 :COL_4_12463 0002: jump @COL_4_12513 :COL_4_12470 00D6: if 8038: not $2628 == 3 // $ == int 004D: jump_if_false @COL_4_12513 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_12513 0004: $2525 = 1 // $ = int :COL_4_12513 00D6: if 01AD: car $2470 sphere 0 near_point -838.3314 -1492.5 radius 3.0 3.0 004D: jump_if_false @COL_4_12664 00D6: if 0038: $2609 == 0 // $ == int 004D: jump_if_false @COL_4_12650 00D6: if 02B3: player $PLAYER_CHAR in_cube -823.448 -1488.083 10.852 -841.991 -1480.591 16.165 radius 30.0 sphere 0 004D: jump_if_false @COL_4_12636 0004: $2532 = 1 // $ = int 0002: jump @COL_4_12643 :COL_4_12636 0004: $2532 = 0 // $ = int :COL_4_12643 0002: jump @COL_4_12657 :COL_4_12650 0004: $2532 = 0 // $ = int :COL_4_12657 0002: jump @COL_4_12671 :COL_4_12664 0004: $2532 = 0 // $ = int :COL_4_12671 00D6: if 0038: $2621 == 0 // $ == int 004D: jump_if_false @COL_4_14350 00D6: if 0038: $2624 == 0 // $ == int 004D: jump_if_false @COL_4_14350 00D6: if 0038: $2526 == 0 // $ == int 004D: jump_if_false @COL_4_13119 00D6: if or 01FF: player $PLAYER_CHAR near_car $2470 radius 8.0 10.0 3.0 unknown 0 0038: $2532 == 1 // $ == int 004D: jump_if_false @COL_4_13103 00D6: if 001C: $4811 > $2643 // $ > $ int 004D: jump_if_false @COL_4_13096 00A0: store_actor $2483 position_to $445 $446 $447 0054: store_player $PLAYER_CHAR position_to $95 $96 $447 0086: $4862 = $445 // $ = $ float 0061: $4862 -= $95 // $ -= $ float 0086: $4863 = $446 // $ = $ float 0061: $4863 -= $96 // $ -= $ float 0069: $4862 *= $4862 // $ *= $ float 0069: $4863 *= $4863 // $ *= $ float 0086: $4864 = $4862 // $ = $ float 0059: $4864 += $4863 // $ += $ float 01FB: $2654 = square_root $4864 00A0: store_actor $2476 position_to $445 $446 $447 0086: $4862 = $445 // $ = $ float 0061: $4862 -= $95 // $ -= $ float 0086: $4863 = $446 // $ = $ float 0061: $4863 -= $96 // $ -= $ float 0069: $4862 *= $4862 // $ *= $ float 0069: $4863 *= $4863 // $ *= $ float 0086: $4864 = $4862 // $ = $ float 0059: $4864 += $4863 // $ += $ float 01FB: $2655 = square_root $4864 00D6: if 0024: $2655 > $2654 // $ > $ float 004D: jump_if_false @COL_4_13017 022D: set_actor $2483 to_look_at_player $PLAYER_CHAR 0005: $2654 = -100.0 // $ = float 0002: jump @COL_4_13035 :COL_4_13017 022D: set_actor $2476 to_look_at_player $PLAYER_CHAR 0005: $2655 = -100.0 // $ = float :COL_4_13035 00D6: if 0038: $2575 == 0 // $ == int 004D: jump_if_false @COL_4_13076 0004: $2575 = 1 // $ = int 0084: $2598 = $4811 // $ = $ int 0008: $2598 += 6000 // $ += int :COL_4_13076 01BD: $6896 = current_time_in_ms 0008: $6896 += 5000 // $ += int 0004: $2526 = 1 // $ = int :COL_4_13096 0002: jump @COL_4_13119 :COL_4_13103 0084: $2643 = $4811 // $ = $ int 0008: $2643 += 2000 // $ += int :COL_4_13119 00D6: if 0038: $2526 == 1 // $ == int 004D: jump_if_false @COL_4_13360 00D6: if or 01FF: player $PLAYER_CHAR near_car $2470 radius 8.0 10.0 3.0 unknown 0 0038: $2532 == 1 // $ == int 004D: jump_if_false @COL_4_13282 00D6: if 001C: $4811 > $6896 // $ > $ int 004D: jump_if_false @COL_4_13275 00D6: if 0038: $2527 == 0 // $ == int 004D: jump_if_false @COL_4_13224 0004: $2527 = 1 // $ = int :COL_4_13224 0004: $2526 = 2 // $ = int 00D6: if 0042: $2654 == -100.0 // $ == float 004D: jump_if_false @COL_4_13267 01D2: actor $2483 follow_player $PLAYER_CHAR 0002: jump @COL_4_13275 :COL_4_13267 01D2: actor $2476 follow_player $PLAYER_CHAR :COL_4_13275 0002: jump @COL_4_13360 :COL_4_13282 00D6: if and 0038: $2533 == 0 // $ == int 0038: $2534 == 0 // $ == int 0038: $2536 == 0 // $ == int 0038: $2537 == 0 // $ == int 004D: jump_if_false @COL_4_13353 00D6: if or 0038: $2616 == 0 // $ == int 0038: $2616 == 7 // $ == int 004D: jump_if_false @COL_4_13353 0004: $2527 = 0 // $ = int :COL_4_13353 0004: $2526 = 0 // $ = int :COL_4_13360 00D6: if 0038: $2526 == 2 // $ == int 004D: jump_if_false @COL_4_13718 00D6: if or 01FF: player $PLAYER_CHAR near_car $2470 radius 8.0 10.0 3.0 unknown 0 0038: $2532 == 1 // $ == int 004D: jump_if_false @COL_4_13640 00D6: if 0042: $2654 == -100.0 // $ == float 004D: jump_if_false @COL_4_13541 00D6: if 00E9: player $PLAYER_CHAR 0 $2483 radius 4.0 4.0 004D: jump_if_false @COL_4_13534 00D6: if 0038: $2580 == 0 // $ == int 004D: jump_if_false @COL_4_13514 0004: $2580 = 1 // $ = int 0084: $2602 = $4811 // $ = $ int 0008: $2602 += 6000 // $ += int :COL_4_13514 01BD: $6896 = current_time_in_ms 0008: $6896 += 6000 // $ += int 0004: $2526 = 3 // $ = int :COL_4_13534 0002: jump @COL_4_13633 :COL_4_13541 00D6: if 00E9: player $PLAYER_CHAR 0 $2476 radius 4.0 4.0 004D: jump_if_false @COL_4_13633 00D6: if 0038: $2580 == 0 // $ == int 004D: jump_if_false @COL_4_13613 0004: $2580 = 1 // $ = int 0084: $2602 = $4811 // $ = $ int 0008: $2602 += 6000 // $ += int :COL_4_13613 01BD: $6896 = current_time_in_ms 0008: $6896 += 6000 // $ += int 0004: $2526 = 3 // $ = int :COL_4_13633 0002: jump @COL_4_13718 :COL_4_13640 00D6: if and 0038: $2533 == 0 // $ == int 0038: $2534 == 0 // $ == int 0038: $2536 == 0 // $ == int 0038: $2537 == 0 // $ == int 004D: jump_if_false @COL_4_13711 00D6: if or 0038: $2616 == 0 // $ == int 0038: $2616 == 7 // $ == int 004D: jump_if_false @COL_4_13711 0004: $2527 = 0 // $ = int :COL_4_13711 0004: $2526 = 0 // $ = int :COL_4_13718 00D6: if 0038: $2526 == 3 // $ == int 004D: jump_if_false @COL_4_14168 00D6: if or 01FF: player $PLAYER_CHAR near_car $2470 radius 8.0 10.0 3.0 unknown 0 0038: $2532 == 1 // $ == int 004D: jump_if_false @COL_4_14090 00D6: if 001C: $4811 > $6896 // $ > $ int 004D: jump_if_false @COL_4_14083 00D6: if 0038: $2579 == 0 // $ == int 004D: jump_if_false @COL_4_13839 0004: $2579 = 1 // $ = int 0084: $2601 = $4811 // $ = $ int 0008: $2601 += 6000 // $ += int :COL_4_13839 00D6: if 0042: $2654 == -100.0 // $ == float 004D: jump_if_false @COL_4_13914 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @COL_4_13899 03C1: $4790 = player $PLAYER_CHAR car_no_save 01D9: actor $2483 destroy_car $4790 0002: jump @COL_4_13907 :COL_4_13899 01CA: actor $2483 kill_player $PLAYER_CHAR :COL_4_13907 0002: jump @COL_4_13961 :COL_4_13914 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @COL_4_13953 03C1: $4790 = player $PLAYER_CHAR car_no_save 01D9: actor $2476 destroy_car $4790 0002: jump @COL_4_13961 :COL_4_13953 01CA: actor $2476 kill_player $PLAYER_CHAR :COL_4_13961 00D6: if 01FF: player $PLAYER_CHAR near_car $2470 radius 2.0 2.0 1.0 unknown 0 004D: jump_if_false @COL_4_14076 00D6: if 0038: $2573 == 0 // $ == int 004D: jump_if_false @COL_4_14038 0004: $2573 = 1 // $ = int 0084: $2596 = $4811 // $ = $ int 0008: $2596 += 6000 // $ += int :COL_4_14038 00D6: if 8118: not actor $2504 dead 004D: jump_if_false @COL_4_14062 01CA: actor $2504 kill_player $PLAYER_CHAR :COL_4_14062 020A: set_car $2470 door_status_to 1 0004: $2544 = 2 // $ = int :COL_4_14076 0004: $2526 = 4 // $ = int :COL_4_14083 0002: jump @COL_4_14168 :COL_4_14090 00D6: if and 0038: $2533 == 0 // $ == int 0038: $2534 == 0 // $ == int 0038: $2536 == 0 // $ == int 0038: $2537 == 0 // $ == int 004D: jump_if_false @COL_4_14161 00D6: if or 0038: $2616 == 0 // $ == int 0038: $2616 == 7 // $ == int 004D: jump_if_false @COL_4_14161 0004: $2527 = 0 // $ = int :COL_4_14161 0004: $2526 = 0 // $ = int :COL_4_14168 00D6: if 0038: $2526 == 4 // $ == int 004D: jump_if_false @COL_4_14350 00D6: if and 81FF: not player $PLAYER_CHAR near_car $2470 radius 8.0 10.0 3.0 unknown 0 0038: $2532 == 0 // $ == int 004D: jump_if_false @COL_4_14350 00D6: if 8118: not actor $2504 dead 004D: jump_if_false @COL_4_14272 00D6: if 80DB: not actor $2504 in_car $2470 004D: jump_if_false @COL_4_14272 01D4: actor $2504 go_to_car $2470 and_enter_it_as_a_passenger :COL_4_14272 00D6: if and 0038: $2533 == 0 // $ == int 0038: $2534 == 0 // $ == int 0038: $2536 == 0 // $ == int 0038: $2537 == 0 // $ == int 004D: jump_if_false @COL_4_14343 00D6: if or 0038: $2616 == 0 // $ == int 0038: $2616 == 7 // $ == int 004D: jump_if_false @COL_4_14343 0004: $2527 = 0 // $ = int :COL_4_14343 0004: $2526 = 0 // $ = int :COL_4_14350 0002: jump @COL_4_14389 :COL_4_14357 00D6: if 8038: not $2526 == -1 // $ == int 004D: jump_if_false @COL_4_14389 00AE: set_vehicle $2470 traffic_behavior_to 3 0004: $2526 = -1 // $ = int :COL_4_14389 00D6: if 81AD: not car $2470 sphere 0 near_point -838.3314 -1490.493 radius 50.0 50.0 004D: jump_if_false @COL_4_14441 0004: $2535 = 1 // $ = int 0002: jump @COL_4_14448 :COL_4_14441 0004: $2535 = 0 // $ = int :COL_4_14448 00D6: if 8038: not $2522 == 1 // $ == int 004D: jump_if_false @COL_4_14609 0088: $4862 = 3@ // $ = @ float 0067: $4862 -= 6@ // $ -= @ float 0088: $4863 = 4@ // $ = @ float 0067: $4863 -= 7@ // $ -= @ float 0069: $4862 *= $4862 // $ *= $ float 0069: $4863 *= $4863 // $ *= $ float 0086: $4864 = $4862 // $ = $ float 0059: $4864 += $4863 // $ += $ float 01FB: $4864 = square_root $4864 00D6: if 0024: $2665 > $2664 // $ > $ float 004D: jump_if_false @COL_4_14602 00D6: if 0038: $2535 == 1 // $ == int 004D: jump_if_false @COL_4_14592 0005: $4864 = 5.0 // $ = float 0002: jump @COL_4_14602 :COL_4_14592 0005: $4864 = 10.0 // $ = float :COL_4_14602 0002: jump @COL_4_14780 :COL_4_14609 00D6: if 8038: not $2521 == 1 // $ == int 004D: jump_if_false @COL_4_14770 0088: $4862 = 3@ // $ = @ float 0067: $4862 -= 0@ // $ -= @ float 0088: $4863 = 4@ // $ = @ float 0067: $4863 -= 1@ // $ -= @ float 0069: $4862 *= $4862 // $ *= $ float 0069: $4863 *= $4863 // $ *= $ float 0086: $4864 = $4862 // $ = $ float 0059: $4864 += $4863 // $ += $ float 01FB: $4864 = square_root $4864 00D6: if 0024: $2663 > $2664 // $ > $ float 004D: jump_if_false @COL_4_14763 00D6: if 0038: $2535 == 1 // $ == int 004D: jump_if_false @COL_4_14753 0005: $4864 = 5.0 // $ = float 0002: jump @COL_4_14763 :COL_4_14753 0005: $4864 = 10.0 // $ = float :COL_4_14763 0002: jump @COL_4_14780 :COL_4_14770 0005: $4864 = 12.0 // $ = float :COL_4_14780 0086: $2656 = $4864 // $ = $ float 000D: $2656 -= 5.0 // $ -= float 00D6: if 0020: $2656 > 100.0 // $ > float 004D: jump_if_false @COL_4_14829 0005: $2656 = 100.0 // $ = float :COL_4_14829 00D6: if 0022: 0.0 > $2656 // float > $ 004D: jump_if_false @COL_4_14860 0005: $2656 = 0.0 // $ = float :COL_4_14860 00D6: if 0038: $2535 == 1 // $ == int 004D: jump_if_false @COL_4_14925 0086: $2669 = $2666 // $ = $ float 0061: $2669 -= $2664 // $ -= $ float 00D6: if 0020: $2669 > 20.0 // $ > float 004D: jump_if_false @COL_4_14925 0005: $2656 = 0.0 // $ = float :COL_4_14925 00D6: if 0038: $2527 == 0 // $ == int 004D: jump_if_false @COL_4_14996 00D6: if 0042: $2656 == 0.0 // $ == float 004D: jump_if_false @COL_4_14981 0477: set_car $2470 action 1 time 500 0002: jump @COL_4_14989 :COL_4_14981 00AD: set_car $2470 max_speed_to $2656 :COL_4_14989 0002: jump @COL_4_15016 :COL_4_14996 0005: $2656 = 0.0 // $ = float 0477: set_car $2470 action 1 time 500 :COL_4_15016 00D6: if or 0038: $2616 == 0 // $ == int 0038: $2616 == 7 // $ == int 004D: jump_if_false @COL_4_15090 00D6: if 8038: not $2628 == 3 // $ == int 004D: jump_if_false @COL_4_15090 0084: $2506 = $2470 // $ = $ int 0084: $2507 = $2504 // $ = $ int 0087: 10@ = 5@ // @ = @ float 0050: gosub @COL_4_28778 :COL_4_15090 0002: jump @COL_4_16009 :COL_4_15097 00D6: if 8118: not actor $2493 dead 004D: jump_if_false @COL_4_15156 00A0: store_actor $2493 position_to $445 $446 $447 0465: remove_actor $2493 from_turret_mode 0009: $447 += 0.5 // $ += float 00A1: put_actor $2493 at $445 $446 $447 :COL_4_15156 00D6: if 0038: $2519 == 0 // $ == int 004D: jump_if_false @COL_4_16009 00D6: if 0038: $2563 == 0 // $ == int 004D: jump_if_false @COL_4_15215 0004: $2563 = 1 // $ = int 0084: $2588 = $4811 // $ = $ int 0008: $2588 += 6000 // $ += int :COL_4_15215 0084: $2619 = $4811 // $ = $ int 0008: $2619 += 6000 // $ += int 00BC: text_highpriority 'COL4_B3' time 5000 1 0084: $2547 = $4811 // $ = $ int 0008: $2547 += 5000 // $ += int 0164: disable_marker $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 // $ = $ int 021B: set_garage $688 to_accept_car $2505 0493: set_tank $2470 contact_explosion 1 0004: $2470 = -1 // $ = int 0004: $2517 = 1 // $ = int 0004: $2525 = 1 // $ = int 0004: $2519 = 1 // $ = int 00D6: if 8118: not actor $2483 dead 004D: jump_if_false @COL_4_15598 011A: set_actor $2483 search_threat 1 01CA: actor $2483 kill_player $PLAYER_CHAR 01C2: mark_actor_as_no_longer_needed $2483 :COL_4_15598 00D6: if 8118: not actor $2484 dead 004D: jump_if_false @COL_4_15634 011A: set_actor $2484 search_threat 1 01CA: actor $2484 kill_player $PLAYER_CHAR 01C2: mark_actor_as_no_longer_needed $2484 :COL_4_15634 00D6: if 8118: not actor $2475 dead 004D: jump_if_false @COL_4_15670 011A: set_actor $2475 search_threat 1 01CA: actor $2475 kill_player $PLAYER_CHAR 01C2: mark_actor_as_no_longer_needed $2475 :COL_4_15670 00D6: if 8118: not actor $2476 dead 004D: jump_if_false @COL_4_15706 011A: set_actor $2476 search_threat 1 01CA: actor $2476 kill_player $PLAYER_CHAR 01C2: mark_actor_as_no_longer_needed $2476 :COL_4_15706 00D6: if 8118: not actor $2479 dead 004D: jump_if_false @COL_4_15742 011A: set_actor $2479 search_threat 1 01CA: actor $2479 kill_player $PLAYER_CHAR 01C2: mark_actor_as_no_longer_needed $2479 :COL_4_15742 00D6: if 8118: not actor $2480 dead 004D: jump_if_false @COL_4_15778 011A: set_actor $2480 search_threat 1 01CA: actor $2480 kill_player $PLAYER_CHAR 01C2: mark_actor_as_no_longer_needed $2480 :COL_4_15778 00D6: if 8118: not actor $2503 dead 004D: jump_if_false @COL_4_15814 011A: set_actor $2503 search_threat 1 01CA: actor $2503 kill_player $PLAYER_CHAR 01C2: mark_actor_as_no_longer_needed $2503 :COL_4_15814 00D6: if 8118: not actor $2504 dead 004D: jump_if_false @COL_4_15850 011A: set_actor $2504 search_threat 1 01CA: actor $2504 kill_player $PLAYER_CHAR 01C2: mark_actor_as_no_longer_needed $2504 :COL_4_15850 00D6: if 8118: not actor $2473 dead 004D: jump_if_false @COL_4_15886 011A: set_actor $2473 search_threat 1 01CA: actor $2473 kill_player $PLAYER_CHAR 01C2: mark_actor_as_no_longer_needed $2473 :COL_4_15886 00D6: if 8118: not actor $2474 dead 004D: jump_if_false @COL_4_15922 011A: set_actor $2474 search_threat 1 01CA: actor $2474 kill_player $PLAYER_CHAR 01C2: mark_actor_as_no_longer_needed $2474 :COL_4_15922 00D6: if 8118: not actor $2478 dead 004D: jump_if_false @COL_4_15958 011A: set_actor $2478 search_threat 1 01CA: actor $2478 kill_player $PLAYER_CHAR 01C2: mark_actor_as_no_longer_needed $2478 :COL_4_15958 00D6: if 8118: not actor $2482 dead 004D: jump_if_false @COL_4_15994 011A: set_actor $2482 search_threat 1 01CA: actor $2482 kill_player $PLAYER_CHAR 01C2: mark_actor_as_no_longer_needed $2482 :COL_4_15994 01C3: mark_car_as_no_longer_needed $2467 01C3: mark_car_as_no_longer_needed $2468 01C3: mark_car_as_no_longer_needed $2469 :COL_4_16009 0002: jump @COL_4_16056 :COL_4_16016 00D6: if 0038: $2519 == 0 // $ == int 004D: jump_if_false @COL_4_16056 00BC: text_highpriority 'COL4_B5' time 5000 1 0002: jump @COL_4_28407 :COL_4_16056 00D6: if 0038: $2519 == 1 // $ == int 004D: jump_if_false @COL_4_16794 00D6: if 021C: car_inside_garage $688 004D: jump_if_false @COL_4_16097 0002: jump @COL_4_28424 :COL_4_16097 00D6: if 0119: car $2505 wrecked 004D: jump_if_false @COL_4_16135 00BC: text_highpriority 'COL4_B5' time 5000 1 0002: jump @COL_4_28407 :COL_4_16135 00D6: if 81AD: not car $2505 sphere 0 near_point -1058.095 -478.054 radius 30.0 30.0 004D: jump_if_false @COL_4_16187 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 0002: jump @COL_4_16194 :COL_4_16187 010D: set_player $PLAYER_CHAR wanted_level_to 0 :COL_4_16194 00D6: if 00DC: player $PLAYER_CHAR in_car $2505 004D: jump_if_false @COL_4_16478 00D6: if 0038: $2614 == 0 // $ == int 004D: jump_if_false @COL_4_16317 00D6: if 00F7: player $PLAYER_CHAR sphere 1 near_point_in_car -1058.095 -478.054 10.0896 radius 4.0 4.0 3.0 004D: jump_if_false @COL_4_16317 00BC: text_highpriority 'COL4_B7' time 5000 1 0084: $2547 = $4811 // $ = $ int 0008: $2547 += 5000 // $ += int 0004: $2614 = 1 // $ = int :COL_4_16317 00D6: if 0038: $2614 == 1 // $ == int 004D: jump_if_false @COL_4_16421 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -1043.661 -476.886 12.038 radius 7.0 8.0 2.0 004D: jump_if_false @COL_4_16421 00BC: text_highpriority 'COL4_B8' time 5000 1 0084: $2547 = $4811 // $ = $ int 0008: $2547 += 5000 // $ += int 0004: $2614 = 2 // $ = int :COL_4_16421 00D6: if 0038: $2517 == 0 // $ == int 004D: jump_if_false @COL_4_16471 0164: disable_marker $2516 018A: $2516 = create_checkpoint_at -1053.572 -478.045 11.2887 0004: $2517 = 1 // $ = int :COL_4_16471 0002: jump @COL_4_16534 :COL_4_16478 00D6: if 0038: $2517 == 1 // $ == int 004D: jump_if_false @COL_4_16534 00D6: if 8038: not $2614 == 2 // $ == int 004D: jump_if_false @COL_4_16534 0164: disable_marker $2516 0186: $2516 = create_marker_above_car $2505 0004: $2517 = 0 // $ = int :COL_4_16534 00D6: if 001C: $4811 > $2619 // $ > $ int 004D: jump_if_false @COL_4_16634 00D6: if 0038: $2620 == 0 // $ == int 004D: jump_if_false @COL_4_16634 00D6: if 0038: $2560 == 0 // $ == int 004D: jump_if_false @COL_4_16612 0004: $2560 = 1 // $ = int 0084: $2585 = $4811 // $ = $ int 0008: $2585 += 6000 // $ += int :COL_4_16612 03C4: set_status_text_to $2520 1 'DETON' 0004: $2620 = 1 // $ = int :COL_4_16634 00D6: if 0018: $2620 > 0 // $ > int 004D: jump_if_false @COL_4_16794 00D6: if 0020: $2647 > 100.0 // $ > float 004D: jump_if_false @COL_4_16692 0004: $2520 = 100 // $ = int 020B: explode_car $2505 0002: jump @COL_4_16710 :COL_4_16692 0078: $2647 += frame_delta_time * 0.017 // float 008C: $2520 = float_to_integer $2647 :COL_4_16710 00D6: if 0018: $2520 > 95 // $ > int 004D: jump_if_false @COL_4_16794 00D6: if 0038: $2620 == 1 // $ == int 004D: jump_if_false @COL_4_16794 00D6: if 0038: $2561 == 0 // $ == int 004D: jump_if_false @COL_4_16787 0004: $2561 = 1 // $ = int 0084: $2586 = $4811 // $ = $ int 0008: $2586 += 6000 // $ += int :COL_4_16787 0004: $2620 = 2 // $ = int :COL_4_16794 00D6: if 0018: $2608 > 0 // $ > int 004D: jump_if_false @COL_4_18145 00D6: if 02B3: player $PLAYER_CHAR in_cube -823.448 -1488.083 10.852 -841.991 -1480.591 16.165 radius 30.0 sphere 0 004D: jump_if_false @COL_4_17489 00D6: if 00F5: player $PLAYER_CHAR 0 -833.708 -1509.877 12.489 radius 4.0 6.0 1.5 004D: jump_if_false @COL_4_17403 00D6: if 8118: not actor $2508 dead 004D: jump_if_false @COL_4_17146 00D6: if 0038: $2545 == 0 // $ == int 004D: jump_if_false @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 0004: $2545 = 1 // $ = int :COL_4_16983 00D6: if 0038: $2545 == 1 // $ == int 004D: jump_if_false @COL_4_17068 00D6: if 00ED: actor $2508 0 -838.6741 -1498.07 radius 1.0 1.0 004D: jump_if_false @COL_4_17068 0239: actor $2508 run_to -845.7342 -1501.918 0411: set_actor $2508 use_pednode_seek 0 0004: $2545 = 2 // $ = int :COL_4_17068 00D6: if 0038: $2545 == 2 // $ == int 004D: jump_if_false @COL_4_17139 00D6: if 00ED: actor $2508 0 -845.7342 -1501.918 radius 1.0 1.0 004D: jump_if_false @COL_4_17139 01CA: actor $2508 kill_player $PLAYER_CHAR 0004: $2545 = 3 // $ = int :COL_4_17139 0002: jump @COL_4_17396 :COL_4_17146 01C2: mark_actor_as_no_longer_needed $2508 00D6: if 8118: not actor $2509 dead 004D: jump_if_false @COL_4_17384 00D6: if 0038: $2546 == 0 // $ == int 004D: jump_if_false @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 0004: $2546 = 1 // $ = int :COL_4_17221 00D6: if 0038: $2546 == 1 // $ == int 004D: jump_if_false @COL_4_17306 00D6: if 00ED: actor $2509 0 -838.6741 -1498.07 radius 1.0 1.0 004D: jump_if_false @COL_4_17306 0239: actor $2509 run_to -845.7342 -1501.918 0411: set_actor $2509 use_pednode_seek 0 0004: $2546 = 2 // $ = int :COL_4_17306 00D6: if 0038: $2546 == 2 // $ == int 004D: jump_if_false @COL_4_17377 00D6: if 00ED: actor $2509 0 -845.7342 -1501.918 radius 1.0 1.0 004D: jump_if_false @COL_4_17377 01CA: actor $2509 kill_player $PLAYER_CHAR 0004: $2546 = 3 // $ = int :COL_4_17377 0002: jump @COL_4_17396 :COL_4_17384 01C2: mark_actor_as_no_longer_needed $2509 0004: $2609 = 1 // $ = int :COL_4_17396 0002: jump @COL_4_17482 :COL_4_17403 00D6: if 8118: not actor $2508 dead 004D: jump_if_false @COL_4_17434 01CA: actor $2508 kill_player $PLAYER_CHAR 0002: jump @COL_4_17439 :COL_4_17434 01C2: mark_actor_as_no_longer_needed $2508 :COL_4_17439 00D6: if 8118: not actor $2509 dead 004D: jump_if_false @COL_4_17470 01CA: actor $2509 kill_player $PLAYER_CHAR 0002: jump @COL_4_17475 :COL_4_17470 01C2: mark_actor_as_no_longer_needed $2509 :COL_4_17475 0004: $2609 = 0 // $ = int :COL_4_17482 0002: jump @COL_4_18145 :COL_4_17489 00D6: if 8118: not actor $2508 dead 004D: jump_if_false @COL_4_17812 00D6: if 0038: $2545 == 0 // $ == int 004D: jump_if_false @COL_4_17576 00D6: if 00ED: actor $2508 0 -830.7947 -1500.054 radius 1.0 1.0 004D: jump_if_false @COL_4_17576 011C: actor $2508 clear_objective 0173: set_actor $2508 z_angle_to 2.1778 :COL_4_17576 00D6: if 0038: $2545 == 1 // $ == int 004D: jump_if_false @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 0004: $2545 = 0 // $ = int :COL_4_17630 00D6: if 0038: $2545 == 3 // $ == int 004D: jump_if_false @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 0004: $2545 = 2 // $ = int :COL_4_17684 00D6: if 0038: $2545 == 2 // $ == int 004D: jump_if_false @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 00D6: if 00ED: actor $2508 0 -839.5587 -1496.724 radius 1.0 1.0 004D: jump_if_false @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 0004: $2545 = 0 // $ = int :COL_4_17805 0002: jump @COL_4_17817 :COL_4_17812 01C2: mark_actor_as_no_longer_needed $2508 :COL_4_17817 00D6: if 8118: not actor $2509 dead 004D: jump_if_false @COL_4_18140 00D6: if 0038: $2546 == 0 // $ == int 004D: jump_if_false @COL_4_17904 00D6: if 00ED: actor $2509 0 -824.3466 -1488.274 radius 1.0 1.0 004D: jump_if_false @COL_4_17904 011C: actor $2509 clear_objective 0173: set_actor $2509 z_angle_to 117.421 :COL_4_17904 00D6: if 0038: $2546 == 1 // $ == int 004D: jump_if_false @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 0004: $2546 = 0 // $ = int :COL_4_17958 00D6: if 0038: $2546 == 3 // $ == int 004D: jump_if_false @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 0004: $2546 = 2 // $ = int :COL_4_18012 00D6: if 0038: $2546 == 2 // $ == int 004D: jump_if_false @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 00D6: if 00ED: actor $2509 0 -839.5587 -1496.724 radius 1.0 1.0 004D: jump_if_false @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 0004: $2546 = 0 // $ = int :COL_4_18133 0002: jump @COL_4_18145 :COL_4_18140 01C2: mark_actor_as_no_longer_needed $2509 :COL_4_18145 00D6: if 0038: $2611 == 1 // $ == int 004D: jump_if_false @COL_4_19375 00D6: if 0038: $2562 == 0 // $ == int 004D: jump_if_false @COL_4_18204 0004: $2562 = 1 // $ = int 0084: $2587 = $4811 // $ = $ int 0008: $2587 += 6000 // $ += int :COL_4_18204 00D6: if 8118: not actor $2483 dead 004D: jump_if_false @COL_4_18258 0084: $2512 = $2483 // $ = $ int 0084: $2644 = $2621 // $ = $ int 0050: gosub @COL_4_31026 0084: $2621 = $2644 // $ = $ int 0002: jump @COL_4_18283 :COL_4_18258 00D6: if 8038: not $2621 == 3 // $ == int 004D: jump_if_false @COL_4_18283 0004: $2525 = 1 // $ = int :COL_4_18283 00D6: if 8118: not actor $2484 dead 004D: jump_if_false @COL_4_18337 0084: $2512 = $2484 // $ = $ int 0084: $2644 = $2622 // $ = $ int 0050: gosub @COL_4_31026 0084: $2622 = $2644 // $ = $ int 0002: jump @COL_4_18362 :COL_4_18337 00D6: if 8038: not $2622 == 3 // $ == int 004D: jump_if_false @COL_4_18362 0004: $2525 = 1 // $ = int :COL_4_18362 00D6: if 8118: not actor $2475 dead 004D: jump_if_false @COL_4_18416 0084: $2512 = $2475 // $ = $ int 0084: $2644 = $2623 // $ = $ int 0050: gosub @COL_4_31026 0084: $2623 = $2644 // $ = $ int 0002: jump @COL_4_18441 :COL_4_18416 00D6: if 8038: not $2623 == 3 // $ == int 004D: jump_if_false @COL_4_18441 0004: $2525 = 1 // $ = int :COL_4_18441 00D6: if 8118: not actor $2476 dead 004D: jump_if_false @COL_4_18495 0084: $2512 = $2476 // $ = $ int 0084: $2644 = $2624 // $ = $ int 0050: gosub @COL_4_31026 0084: $2624 = $2644 // $ = $ int 0002: jump @COL_4_18520 :COL_4_18495 00D6: if 8038: not $2624 == 3 // $ == int 004D: jump_if_false @COL_4_18520 0004: $2525 = 1 // $ = int :COL_4_18520 00D6: if 8118: not actor $2479 dead 004D: jump_if_false @COL_4_18574 0084: $2512 = $2479 // $ = $ int 0084: $2644 = $2625 // $ = $ int 0050: gosub @COL_4_31026 0084: $2625 = $2644 // $ = $ int 0002: jump @COL_4_18599 :COL_4_18574 00D6: if 8038: not $2625 == 3 // $ == int 004D: jump_if_false @COL_4_18599 0004: $2525 = 1 // $ = int :COL_4_18599 00D6: if 8118: not actor $2480 dead 004D: jump_if_false @COL_4_18653 0084: $2512 = $2480 // $ = $ int 0084: $2644 = $2626 // $ = $ int 0050: gosub @COL_4_31026 0084: $2626 = $2644 // $ = $ int 0002: jump @COL_4_18678 :COL_4_18653 00D6: if 8038: not $2626 == 3 // $ == int 004D: jump_if_false @COL_4_18678 0004: $2525 = 1 // $ = int :COL_4_18678 00D6: if 8118: not actor $2473 dead 004D: jump_if_false @COL_4_18732 0084: $2512 = $2473 // $ = $ int 0084: $2644 = $2629 // $ = $ int 0050: gosub @COL_4_31026 0084: $2629 = $2644 // $ = $ int 0002: jump @COL_4_18757 :COL_4_18732 00D6: if 8038: not $2629 == 3 // $ == int 004D: jump_if_false @COL_4_18757 0004: $2525 = 1 // $ = int :COL_4_18757 00D6: if 8118: not actor $2474 dead 004D: jump_if_false @COL_4_18811 0084: $2512 = $2474 // $ = $ int 0084: $2644 = $2630 // $ = $ int 0050: gosub @COL_4_31026 0084: $2630 = $2644 // $ = $ int 0002: jump @COL_4_18836 :COL_4_18811 00D6: if 8038: not $2630 == 3 // $ == int 004D: jump_if_false @COL_4_18836 0004: $2525 = 1 // $ = int :COL_4_18836 00D6: if 8118: not actor $2503 dead 004D: jump_if_false @COL_4_18890 0084: $2512 = $2503 // $ = $ int 0084: $2644 = $2627 // $ = $ int 0050: gosub @COL_4_31026 0084: $2627 = $2644 // $ = $ int 0002: jump @COL_4_18915 :COL_4_18890 00D6: if 8038: not $2627 == 3 // $ == int 004D: jump_if_false @COL_4_18915 0004: $2525 = 1 // $ = int :COL_4_18915 00D6: if 8118: not actor $2504 dead 004D: jump_if_false @COL_4_18969 0084: $2512 = $2504 // $ = $ int 0084: $2644 = $2628 // $ = $ int 0050: gosub @COL_4_31026 0084: $2628 = $2644 // $ = $ int 0002: jump @COL_4_18994 :COL_4_18969 00D6: if 8038: not $2628 == 3 // $ == int 004D: jump_if_false @COL_4_18994 0004: $2525 = 1 // $ = int :COL_4_18994 00D6: if 8118: not actor $2493 dead 004D: jump_if_false @COL_4_19350 00D6: if 0038: $2538 == 0 // $ == int 004D: jump_if_false @COL_4_19114 0465: remove_actor $2493 from_turret_mode 00A0: store_actor $2493 position_to $445 $446 $447 0009: $447 += 1.0 // $ += float 00A1: put_actor $2493 at $445 $446 $447 0291: set_actor $2493 heed_threats 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 0004: $2538 = 1 // $ = int :COL_4_19114 00D6: if 0038: $2538 == 1 // $ == int 004D: jump_if_false @COL_4_19237 00D6: if 04FF: actor $2493 no_objective 004D: jump_if_false @COL_4_19170 0239: actor $2493 run_to -829.7494 -1491.996 0411: set_actor $2493 use_pednode_seek 0 :COL_4_19170 00D6: if 00ED: actor $2493 0 -829.7494 -1491.996 radius 1.0 1.0 004D: jump_if_false @COL_4_19237 0239: actor $2493 run_to -826.0425 -1493.517 0411: set_actor $2493 use_pednode_seek 0 0004: $2538 = 2 // $ = int :COL_4_19237 00D6: if 0038: $2538 == 2 // $ == int 004D: jump_if_false @COL_4_19343 00D6: if 04FF: actor $2493 no_objective 004D: jump_if_false @COL_4_19293 0239: actor $2493 run_to -826.0425 -1493.517 0411: set_actor $2493 use_pednode_seek 0 :COL_4_19293 00D6: if 00ED: actor $2493 0 -826.0425 -1493.517 radius 1.0 1.0 004D: jump_if_false @COL_4_19343 009B: destroy_actor_instantly $2493 0004: $2538 = 3 // $ = int :COL_4_19343 0002: jump @COL_4_19375 :COL_4_19350 00D6: if 8038: not $2538 == 3 // $ == int 004D: jump_if_false @COL_4_19375 0004: $2525 = 1 // $ = int :COL_4_19375 00D6: if 0038: $2565 == 3 // $ == int 004D: jump_if_false @COL_4_21011 00D6: if 8119: not car $2469 wrecked 004D: jump_if_false @COL_4_20798 00D6: if 80DC: not player $PLAYER_CHAR in_car $2469 004D: jump_if_false @COL_4_20711 00D6: if 8118: not actor $2481 dead 004D: jump_if_false @COL_4_20679 00D6: if 00DB: actor $2481 in_car $2469 004D: jump_if_false @COL_4_20647 00AA: store_car $2469 position_to 11@ 12@ 13@ 0088: $4862 = 11@ // $ = @ float 000D: $4862 -= -837.0244 // $ -= float 0088: $4863 = 12@ // $ = @ float 000D: $4863 -= -1509.279 // $ -= float 0069: $4862 *= $4862 // $ *= $ float 0069: $4863 *= $4863 // $ *= $ float 0086: $4864 = $4862 // $ = $ float 0059: $4864 += $4863 // $ += $ float 01FB: $2666 = square_root $4864 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_20265 00D6: if 8118: not actor $2482 dead 004D: jump_if_false @COL_4_19724 00D6: if 0038: $2537 == 5 // $ == int 004D: jump_if_false @COL_4_19717 00D6: if 00DB: actor $2482 in_car $2469 004D: jump_if_false @COL_4_19670 0004: $2537 = 0 // $ = int 00D6: if or 0038: $2616 == 0 // $ == int 0038: $2616 == 7 // $ == int 004D: jump_if_false @COL_4_19663 0004: $2527 = 0 // $ = int :COL_4_19663 0002: jump @COL_4_19717 :COL_4_19670 00D6: if 00DF: actor $2482 in_any_car 004D: jump_if_false @COL_4_19709 03C0: $2502 = actor $2482 car_no_save 01D3: actor $2482 leave_car $2502 0002: jump @COL_4_19717 :COL_4_19709 01D4: actor $2482 go_to_car $2469 and_enter_it_as_a_passenger :COL_4_19717 0002: jump @COL_4_19749 :COL_4_19724 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_19749 0004: $2525 = 1 // $ = int :COL_4_19749 00D6: if 0118: actor $2481 dead 004D: jump_if_false @COL_4_19790 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_19790 0004: $2525 = 1 // $ = int :COL_4_19790 00D6: if 031E: vehicle $2469 hit_by_weapon 39 004D: jump_if_false @COL_4_19846 00D6: if 01FC: player $PLAYER_CHAR near_car $2469 radius 20.0 20.0 0 004D: jump_if_false @COL_4_19846 0004: $2638 = 1 // $ = int :COL_4_19846 00D6: if 031E: vehicle $2469 hit_by_weapon 47 004D: jump_if_false @COL_4_19898 0227: $2641 = car $2469 health 00D6: if 001A: 800 > $2641 // int > $ 004D: jump_if_false @COL_4_19898 0004: $2525 = 1 // $ = int :COL_4_19898 0468: set_vehicle $2469 clear_last_weapon_damage 0088: $4862 = 11@ // $ = @ float 0067: $4862 -= 3@ // $ -= @ float 0088: $4863 = 12@ // $ = @ float 0067: $4863 -= 4@ // $ -= @ float 0069: $4862 *= $4862 // $ *= $ float 0069: $4863 *= $4863 // $ *= $ float 0086: $4864 = $4862 // $ = $ float 0059: $4864 += $4863 // $ += $ float 01FB: $4864 = square_root $4864 0089: 14@ = $4864 // @ = $ float 000F: 14@ -= 4.0 // @ -= float 00D6: if 0021: 14@ > 100.0 // @ > float 004D: jump_if_false @COL_4_20024 0007: 14@ = 100.0 // @ = float :COL_4_20024 00D6: if 0023: 0.0 > 14@ // float > @ 004D: jump_if_false @COL_4_20055 0007: 14@ = 0.0 // @ = float :COL_4_20055 00D6: if 81AD: not car $2469 sphere 0 near_point -838.3314 -1490.493 radius 50.0 50.0 004D: jump_if_false @COL_4_20129 00D6: if 0024: $2664 > $2666 // $ > $ float 004D: jump_if_false @COL_4_20122 0007: 14@ = 0.0 // @ = float :COL_4_20122 0002: jump @COL_4_20136 :COL_4_20129 04E0: car $2469 abandon_path_radius 40 :COL_4_20136 0084: $2506 = $2469 // $ = $ int 0084: $2507 = $2482 // $ = $ int 0087: 10@ = 13@ // @ = @ float 0050: gosub @COL_4_28778 00D6: if 0038: $2527 == 0 // $ == int 004D: jump_if_false @COL_4_20238 00D6: if 0043: 14@ == 0.0 // @ == float 004D: jump_if_false @COL_4_20223 0477: set_car $2469 action 1 time 500 0002: jump @COL_4_20231 :COL_4_20223 00AD: set_car $2469 max_speed_to 14@ :COL_4_20231 0002: jump @COL_4_20258 :COL_4_20238 0007: 14@ = 0.0 // @ = float 0477: set_car $2469 action 1 time 500 :COL_4_20258 0002: jump @COL_4_20640 :COL_4_20265 00D6: if 0038: $2595 == 1 // $ == int 004D: jump_if_false @COL_4_20483 00D6: if or 0038: $2524 == 2 // $ == int 0038: $2524 == 3 // $ == int 004D: jump_if_false @COL_4_20315 0004: $2524 = 0 // $ = int :COL_4_20315 00D6: if 0038: $2524 == 0 // $ == int 004D: jump_if_false @COL_4_20364 00AD: set_car $2469 max_speed_to 100.0 00AE: set_vehicle $2469 traffic_behavior_to 2 00AF: set_car $2469 driver_behaviour_to 2 0004: $2524 = 1 // $ = int :COL_4_20364 00D6: if 0038: $2524 == 1 // $ == int 004D: jump_if_false @COL_4_20476 00D6: if 0038: $2557 == 10 // $ == int 004D: jump_if_false @COL_4_20469 00D6: if 01FC: player $PLAYER_CHAR near_car $2469 radius 20.0 20.0 0 004D: jump_if_false @COL_4_20455 00D6: if 8118: not actor $2482 dead 004D: jump_if_false @COL_4_20455 01CA: actor $2482 kill_player $PLAYER_CHAR :COL_4_20455 0004: $2557 = 0 // $ = int 0002: jump @COL_4_20476 :COL_4_20469 0008: $2557 += 1 // $ += int :COL_4_20476 0002: jump @COL_4_20640 :COL_4_20483 00D6: if or 0038: $2524 == 0 // $ == int 0038: $2524 == 1 // $ == int 004D: jump_if_false @COL_4_20515 0004: $2524 = 2 // $ = int :COL_4_20515 00D6: if 0038: $2524 == 2 // $ == int 004D: jump_if_false @COL_4_20571 00AD: set_car $2469 max_speed_to 100.0 00AE: set_vehicle $2469 traffic_behavior_to 2 00A7: car $2469 drive_to 3@ 4@ 5@ 0004: $2524 = 3 // $ = int :COL_4_20571 00D6: if 0038: $2524 == 3 // $ == int 004D: jump_if_false @COL_4_20640 00D6: if 01AD: car $2469 sphere 0 near_point 3@ 4@ radius 20.0 20.0 004D: jump_if_false @COL_4_20640 00AF: set_car $2469 driver_behaviour_to 11 0477: set_car $2469 action 1 time 500 :COL_4_20640 0002: jump @COL_4_20672 :COL_4_20647 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_20672 0004: $2525 = 1 // $ = int :COL_4_20672 0002: jump @COL_4_20704 :COL_4_20679 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_20704 0004: $2525 = 1 // $ = int :COL_4_20704 0002: jump @COL_4_20791 :COL_4_20711 02AA: set_car $2469 immune_to_nonplayer 0 00D6: if 8118: not actor $2481 dead 004D: jump_if_false @COL_4_20742 01CA: actor $2481 kill_player $PLAYER_CHAR :COL_4_20742 00D6: if 8118: not actor $2482 dead 004D: jump_if_false @COL_4_20766 01CA: actor $2482 kill_player $PLAYER_CHAR :COL_4_20766 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_20791 0004: $2525 = 1 // $ = int :COL_4_20791 0002: jump @COL_4_20823 :COL_4_20798 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_20823 0004: $2525 = 1 // $ = int :COL_4_20823 0084: $2513 = $2489 // $ = $ int 0084: $2514 = $2469 // $ = $ int 0084: $2515 = $2481 // $ = $ int 0084: $2566 = $2552 // $ = $ int 0050: gosub @COL_4_31355 0084: $2552 = $2566 // $ = $ int 0084: $2513 = $2490 // $ = $ int 0084: $2514 = $2469 // $ = $ int 0084: $2515 = $2481 // $ = $ int 0084: $2566 = $2553 // $ = $ int 0050: gosub @COL_4_31355 0084: $2553 = $2566 // $ = $ int 0084: $2513 = $2491 // $ = $ int 0084: $2514 = $2469 // $ = $ int 0084: $2515 = $2481 // $ = $ int 0084: $2566 = $2554 // $ = $ int 0050: gosub @COL_4_31355 0084: $2554 = $2566 // $ = $ int 0084: $2513 = $2492 // $ = $ int 0084: $2514 = $2469 // $ = $ int 0084: $2515 = $2481 // $ = $ int 0084: $2566 = $2555 // $ = $ int 0050: gosub @COL_4_31355 0084: $2555 = $2566 // $ = $ int :COL_4_21011 00D6: if 803A: not $2527 == $2618 // $ == $ int 004D: jump_if_false @COL_4_21145 0084: $2618 = $2527 // $ = $ int 00D6: if 0038: $2527 == 1 // $ == int 004D: jump_if_false @COL_4_21104 00D6: if 0038: $2576 == 0 // $ == int 004D: jump_if_false @COL_4_21097 0004: $2576 = 1 // $ = int 0084: $2599 = $4811 // $ = $ int 0008: $2599 += 6000 // $ += int :COL_4_21097 0002: jump @COL_4_21145 :COL_4_21104 00D6: if 0038: $2577 == 0 // $ == int 004D: jump_if_false @COL_4_21145 0004: $2577 = 1 // $ = int 0084: $2600 = $4811 // $ = $ int 0008: $2600 += 6000 // $ += int :COL_4_21145 00D6: if 0018: $2560 > 0 // $ > int 004D: jump_if_false @COL_4_21407 00D6: if 0038: $2560 == 3 // $ == int 004D: jump_if_false @COL_4_21227 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL_4_21227 03D5: remove_text 'COL4_24' 0004: $2560 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 :COL_4_21227 00D6: if 0038: $2560 == 2 // $ == int 004D: jump_if_false @COL_4_21305 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL_4_21305 03D1: play_wav 1 00D6: if 001C: $4811 > $2547 // $ > $ int 004D: jump_if_false @COL_4_21298 00BC: text_highpriority 'COL4_24' time 10000 1 :COL_4_21298 0004: $2560 = 3 // $ = int :COL_4_21305 00D6: if 0038: $2560 == 1 // $ == int 004D: jump_if_false @COL_4_21400 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL_4_21374 03CF: load_wav 'COL4_24' as 1 0004: $2560 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @COL_4_21400 :COL_4_21374 00D6: if 001C: $4811 > $2585 // $ > $ int 004D: jump_if_false @COL_4_21400 0004: $2560 = 0 // $ = int :COL_4_21400 0002: jump @COL_4_21478 :COL_4_21407 00D6: if 0018: $2560 > 0 // $ > int 004D: jump_if_false @COL_4_21478 00D6: if 0018: $2560 > 1 // $ > int 004D: jump_if_false @COL_4_21471 0004: $2560 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 0002: jump @COL_4_21478 :COL_4_21471 0004: $2560 = 0 // $ = int :COL_4_21478 00D6: if 0018: $2561 > 0 // $ > int 004D: jump_if_false @COL_4_21740 00D6: if 0038: $2561 == 3 // $ == int 004D: jump_if_false @COL_4_21560 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL_4_21560 03D5: remove_text 'COL4_26' 0004: $2561 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 :COL_4_21560 00D6: if 0038: $2561 == 2 // $ == int 004D: jump_if_false @COL_4_21638 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL_4_21638 03D1: play_wav 1 00D6: if 001C: $4811 > $2547 // $ > $ int 004D: jump_if_false @COL_4_21631 00BC: text_highpriority 'COL4_26' time 10000 1 :COL_4_21631 0004: $2561 = 3 // $ = int :COL_4_21638 00D6: if 0038: $2561 == 1 // $ == int 004D: jump_if_false @COL_4_21733 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL_4_21707 03CF: load_wav 'COL4_26' as 1 0004: $2561 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @COL_4_21733 :COL_4_21707 00D6: if 001C: $4811 > $2586 // $ > $ int 004D: jump_if_false @COL_4_21733 0004: $2561 = 0 // $ = int :COL_4_21733 0002: jump @COL_4_21811 :COL_4_21740 00D6: if 0018: $2561 > 0 // $ > int 004D: jump_if_false @COL_4_21811 00D6: if 0018: $2561 > 1 // $ > int 004D: jump_if_false @COL_4_21804 0004: $2561 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 0002: jump @COL_4_21811 :COL_4_21804 0004: $2561 = 0 // $ = int :COL_4_21811 00D6: if and 0018: $2562 > 0 // $ > int 0038: $2610 == 1 // $ == int 004D: jump_if_false @COL_4_22080 00D6: if 0038: $2562 == 3 // $ == int 004D: jump_if_false @COL_4_21900 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL_4_21900 03D5: remove_text 'COL4_23' 0004: $2562 = 4 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 :COL_4_21900 00D6: if 0038: $2562 == 2 // $ == int 004D: jump_if_false @COL_4_21978 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL_4_21978 03D1: play_wav 1 00D6: if 001C: $4811 > $2547 // $ > $ int 004D: jump_if_false @COL_4_21971 00BC: text_highpriority 'COL4_23' time 10000 1 :COL_4_21971 0004: $2562 = 3 // $ = int :COL_4_21978 00D6: if 0038: $2562 == 1 // $ == int 004D: jump_if_false @COL_4_22073 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL_4_22047 03CF: load_wav 'COL4_23' as 1 0004: $2562 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @COL_4_22073 :COL_4_22047 00D6: if 001C: $4811 > $2587 // $ > $ int 004D: jump_if_false @COL_4_22073 0004: $2562 = 0 // $ = int :COL_4_22073 0002: jump @COL_4_22151 :COL_4_22080 00D6: if 0018: $2562 > 0 // $ > int 004D: jump_if_false @COL_4_22151 00D6: if 0018: $2562 > 1 // $ > int 004D: jump_if_false @COL_4_22144 0004: $2562 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 0002: jump @COL_4_22151 :COL_4_22144 0004: $2562 = 0 // $ = int :COL_4_22151 00D6: if and 0018: $2563 > 0 // $ > int 0038: $2610 == 1 // $ == int 004D: jump_if_false @COL_4_22420 00D6: if 0038: $2563 == 3 // $ == int 004D: jump_if_false @COL_4_22240 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL_4_22240 03D5: remove_text 'COL4_12' 0004: $2563 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 :COL_4_22240 00D6: if 0038: $2563 == 2 // $ == int 004D: jump_if_false @COL_4_22318 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL_4_22318 03D1: play_wav 1 00D6: if 001C: $4811 > $2547 // $ > $ int 004D: jump_if_false @COL_4_22311 00BC: text_highpriority 'COL4_12' time 10000 1 :COL_4_22311 0004: $2563 = 3 // $ = int :COL_4_22318 00D6: if 0038: $2563 == 1 // $ == int 004D: jump_if_false @COL_4_22413 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL_4_22387 03CF: load_wav 'COL4_12' as 1 0004: $2563 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @COL_4_22413 :COL_4_22387 00D6: if 001C: $4811 > $2588 // $ > $ int 004D: jump_if_false @COL_4_22413 0004: $2563 = 0 // $ = int :COL_4_22413 0002: jump @COL_4_22491 :COL_4_22420 00D6: if 0018: $2563 > 0 // $ > int 004D: jump_if_false @COL_4_22491 00D6: if 0018: $2563 > 1 // $ > int 004D: jump_if_false @COL_4_22484 0004: $2563 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 0002: jump @COL_4_22491 :COL_4_22484 0004: $2563 = 0 // $ = int :COL_4_22491 00D6: if and 0018: $2567 > 0 // $ > int 0038: $2610 == 1 // $ == int 004D: jump_if_false @COL_4_22760 00D6: if 0038: $2567 == 3 // $ == int 004D: jump_if_false @COL_4_22580 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL_4_22580 03D5: remove_text 'COL4_21' 0004: $2567 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 :COL_4_22580 00D6: if 0038: $2567 == 2 // $ == int 004D: jump_if_false @COL_4_22658 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL_4_22658 03D1: play_wav 1 00D6: if 001C: $4811 > $2547 // $ > $ int 004D: jump_if_false @COL_4_22651 00BC: text_highpriority 'COL4_21' time 10000 1 :COL_4_22651 0004: $2567 = 3 // $ = int :COL_4_22658 00D6: if 0038: $2567 == 1 // $ == int 004D: jump_if_false @COL_4_22753 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL_4_22727 03CF: load_wav 'COL4_21' as 1 0004: $2567 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @COL_4_22753 :COL_4_22727 00D6: if 001C: $4811 > $2590 // $ > $ int 004D: jump_if_false @COL_4_22753 0004: $2567 = 0 // $ = int :COL_4_22753 0002: jump @COL_4_22831 :COL_4_22760 00D6: if 0018: $2567 > 0 // $ > int 004D: jump_if_false @COL_4_22831 00D6: if 0018: $2567 > 1 // $ > int 004D: jump_if_false @COL_4_22824 0004: $2567 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 0002: jump @COL_4_22831 :COL_4_22824 0004: $2567 = 0 // $ = int :COL_4_22831 00D6: if and 0018: $2568 > 0 // $ > int 0038: $2610 == 1 // $ == int 004D: jump_if_false @COL_4_23100 00D6: if 0038: $2568 == 3 // $ == int 004D: jump_if_false @COL_4_22920 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL_4_22920 03D5: remove_text 'COL4_22' 0004: $2568 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 :COL_4_22920 00D6: if 0038: $2568 == 2 // $ == int 004D: jump_if_false @COL_4_22998 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL_4_22998 03D1: play_wav 1 00D6: if 001C: $4811 > $2547 // $ > $ int 004D: jump_if_false @COL_4_22991 00BC: text_highpriority 'COL4_22' time 10000 1 :COL_4_22991 0004: $2568 = 3 // $ = int :COL_4_22998 00D6: if 0038: $2568 == 1 // $ == int 004D: jump_if_false @COL_4_23093 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL_4_23067 03CF: load_wav 'COL4_22' as 1 0004: $2568 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @COL_4_23093 :COL_4_23067 00D6: if 001C: $4811 > $2591 // $ > $ int 004D: jump_if_false @COL_4_23093 0004: $2568 = 0 // $ = int :COL_4_23093 0002: jump @COL_4_23171 :COL_4_23100 00D6: if 0018: $2568 > 0 // $ > int 004D: jump_if_false @COL_4_23171 00D6: if 0018: $2568 > 1 // $ > int 004D: jump_if_false @COL_4_23164 0004: $2568 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 0002: jump @COL_4_23171 :COL_4_23164 0004: $2568 = 0 // $ = int :COL_4_23171 00D6: if and 0018: $2525 > 0 // $ > int 0038: $2610 == 1 // $ == int 004D: jump_if_false @COL_4_23481 00D6: if 0038: $2564 == 3 // $ == int 004D: jump_if_false @COL_4_23260 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL_4_23260 03D5: remove_text 'COL4_9' 0004: $2564 = 4 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 :COL_4_23260 00D6: if 0038: $2564 == 2 // $ == int 004D: jump_if_false @COL_4_23338 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL_4_23338 03D1: play_wav 1 00D6: if 001C: $4811 > $2547 // $ > $ int 004D: jump_if_false @COL_4_23331 00BC: text_highpriority 'COL4_9' time 10000 1 :COL_4_23331 0004: $2564 = 3 // $ = int :COL_4_23338 00D6: if 0038: $2564 == 1 // $ == int 004D: jump_if_false @COL_4_23433 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL_4_23407 03CF: load_wav 'COL4_9' as 1 0004: $2564 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @COL_4_23433 :COL_4_23407 00D6: if 001C: $4811 > $2589 // $ > $ int 004D: jump_if_false @COL_4_23433 0004: $2564 = 0 // $ = int :COL_4_23433 00D6: if 0038: $2564 == 0 // $ == int 004D: jump_if_false @COL_4_23474 0084: $2589 = $4811 // $ = $ int 0008: $2589 += 6000 // $ += int 0004: $2564 = 1 // $ = int :COL_4_23474 0002: jump @COL_4_23570 :COL_4_23481 00D6: if 0018: $2564 > 0 // $ > int 004D: jump_if_false @COL_4_23570 00D6: if 0018: $2564 > 1 // $ > int 004D: jump_if_false @COL_4_23563 00D6: if 8038: not $2564 == 4 // $ == int 004D: jump_if_false @COL_4_23542 0004: $2564 = 0 // $ = int :COL_4_23542 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 0002: jump @COL_4_23570 :COL_4_23563 0004: $2564 = 0 // $ = int :COL_4_23570 00D6: if and 0018: $2569 > 0 // $ > int 0038: $2610 == 1 // $ == int 004D: jump_if_false @COL_4_23839 00D6: if 0038: $2569 == 3 // $ == int 004D: jump_if_false @COL_4_23659 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL_4_23659 03D5: remove_text 'COL4_6' 0004: $2569 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 :COL_4_23659 00D6: if 0038: $2569 == 2 // $ == int 004D: jump_if_false @COL_4_23737 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL_4_23737 03D1: play_wav 1 00D6: if 001C: $4811 > $2547 // $ > $ int 004D: jump_if_false @COL_4_23730 00BC: text_highpriority 'COL4_6' time 10000 1 :COL_4_23730 0004: $2569 = 3 // $ = int :COL_4_23737 00D6: if 0038: $2569 == 1 // $ == int 004D: jump_if_false @COL_4_23832 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL_4_23806 03CF: load_wav 'COL4_6' as 1 0004: $2569 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @COL_4_23832 :COL_4_23806 00D6: if 001C: $4811 > $2592 // $ > $ int 004D: jump_if_false @COL_4_23832 0004: $2569 = 0 // $ = int :COL_4_23832 0002: jump @COL_4_23910 :COL_4_23839 00D6: if 0018: $2569 > 0 // $ > int 004D: jump_if_false @COL_4_23910 00D6: if 0018: $2569 > 1 // $ > int 004D: jump_if_false @COL_4_23903 0004: $2569 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 0002: jump @COL_4_23910 :COL_4_23903 0004: $2569 = 0 // $ = int :COL_4_23910 00D6: if and 0018: $2570 > 0 // $ > int 0038: $2610 == 1 // $ == int 004D: jump_if_false @COL_4_24179 00D6: if 0038: $2570 == 3 // $ == int 004D: jump_if_false @COL_4_23999 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL_4_23999 03D5: remove_text 'COL4_19' 0004: $2570 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 :COL_4_23999 00D6: if 0038: $2570 == 2 // $ == int 004D: jump_if_false @COL_4_24077 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL_4_24077 03D1: play_wav 1 00D6: if 001C: $4811 > $2547 // $ > $ int 004D: jump_if_false @COL_4_24070 00BC: text_highpriority 'COL4_19' time 10000 1 :COL_4_24070 0004: $2570 = 3 // $ = int :COL_4_24077 00D6: if 0038: $2570 == 1 // $ == int 004D: jump_if_false @COL_4_24172 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL_4_24146 03CF: load_wav 'COL4_19' as 1 0004: $2570 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @COL_4_24172 :COL_4_24146 00D6: if 001C: $4811 > $2593 // $ > $ int 004D: jump_if_false @COL_4_24172 0004: $2570 = 0 // $ = int :COL_4_24172 0002: jump @COL_4_24250 :COL_4_24179 00D6: if 0018: $2570 > 0 // $ > int 004D: jump_if_false @COL_4_24250 00D6: if 0018: $2570 > 1 // $ > int 004D: jump_if_false @COL_4_24243 0004: $2570 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 0002: jump @COL_4_24250 :COL_4_24243 0004: $2570 = 0 // $ = int :COL_4_24250 00D6: if and 0018: $2571 > 0 // $ > int 0038: $2610 == 1 // $ == int 004D: jump_if_false @COL_4_24519 00D6: if 0038: $2571 == 3 // $ == int 004D: jump_if_false @COL_4_24339 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL_4_24339 03D5: remove_text 'COL4_20' 0004: $2571 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 :COL_4_24339 00D6: if 0038: $2571 == 2 // $ == int 004D: jump_if_false @COL_4_24417 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL_4_24417 03D1: play_wav 1 00D6: if 001C: $4811 > $2547 // $ > $ int 004D: jump_if_false @COL_4_24410 00BC: text_highpriority 'COL4_20' time 10000 1 :COL_4_24410 0004: $2571 = 3 // $ = int :COL_4_24417 00D6: if 0038: $2571 == 1 // $ == int 004D: jump_if_false @COL_4_24512 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL_4_24486 03CF: load_wav 'COL4_20' as 1 0004: $2571 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @COL_4_24512 :COL_4_24486 00D6: if 001C: $4811 > $2594 // $ > $ int 004D: jump_if_false @COL_4_24512 0004: $2571 = 0 // $ = int :COL_4_24512 0002: jump @COL_4_24590 :COL_4_24519 00D6: if 0018: $2571 > 0 // $ > int 004D: jump_if_false @COL_4_24590 00D6: if 0018: $2571 > 1 // $ > int 004D: jump_if_false @COL_4_24583 0004: $2571 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 0002: jump @COL_4_24590 :COL_4_24583 0004: $2571 = 0 // $ = int :COL_4_24590 00D6: if and 0018: $2573 > 0 // $ > int 0038: $2610 == 1 // $ == int 004D: jump_if_false @COL_4_24859 00D6: if 0038: $2573 == 3 // $ == int 004D: jump_if_false @COL_4_24679 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL_4_24679 03D5: remove_text 'COL4_18' 0004: $2573 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 :COL_4_24679 00D6: if 0038: $2573 == 2 // $ == int 004D: jump_if_false @COL_4_24757 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL_4_24757 03D1: play_wav 1 00D6: if 001C: $4811 > $2547 // $ > $ int 004D: jump_if_false @COL_4_24750 00BC: text_highpriority 'COL4_18' time 10000 1 :COL_4_24750 0004: $2573 = 3 // $ = int :COL_4_24757 00D6: if 0038: $2573 == 1 // $ == int 004D: jump_if_false @COL_4_24852 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL_4_24826 03CF: load_wav 'COL4_18' as 1 0004: $2573 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @COL_4_24852 :COL_4_24826 00D6: if 001C: $4811 > $2596 // $ > $ int 004D: jump_if_false @COL_4_24852 0004: $2573 = 0 // $ = int :COL_4_24852 0002: jump @COL_4_24930 :COL_4_24859 00D6: if 0018: $2573 > 0 // $ > int 004D: jump_if_false @COL_4_24930 00D6: if 0018: $2573 > 1 // $ > int 004D: jump_if_false @COL_4_24923 0004: $2573 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 0002: jump @COL_4_24930 :COL_4_24923 0004: $2573 = 0 // $ = int :COL_4_24930 00D6: if and 0018: $2574 > 0 // $ > int 0038: $2610 == 1 // $ == int 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_25206 00D6: if 0038: $2574 == 3 // $ == int 004D: jump_if_false @COL_4_25026 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL_4_25026 03D5: remove_text 'COL4_1' 0004: $2574 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 :COL_4_25026 00D6: if 0038: $2574 == 2 // $ == int 004D: jump_if_false @COL_4_25104 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL_4_25104 03D1: play_wav 1 00D6: if 001C: $4811 > $2547 // $ > $ int 004D: jump_if_false @COL_4_25097 00BC: text_highpriority 'COL4_1' time 10000 1 :COL_4_25097 0004: $2574 = 3 // $ = int :COL_4_25104 00D6: if 0038: $2574 == 1 // $ == int 004D: jump_if_false @COL_4_25199 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL_4_25173 03CF: load_wav 'COL4_1' as 1 0004: $2574 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @COL_4_25199 :COL_4_25173 00D6: if 001C: $4811 > $2597 // $ > $ int 004D: jump_if_false @COL_4_25199 0004: $2574 = 0 // $ = int :COL_4_25199 0002: jump @COL_4_25277 :COL_4_25206 00D6: if 0018: $2574 > 0 // $ > int 004D: jump_if_false @COL_4_25277 00D6: if 0018: $2574 > 1 // $ > int 004D: jump_if_false @COL_4_25270 0004: $2574 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 0002: jump @COL_4_25277 :COL_4_25270 0004: $2574 = 0 // $ = int :COL_4_25277 00D6: if and 0018: $2584 > 0 // $ > int 0038: $2610 == 1 // $ == int 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_25553 00D6: if 0038: $2584 == 3 // $ == int 004D: jump_if_false @COL_4_25373 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL_4_25373 03D5: remove_text 'COL4_4' 0004: $2584 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 :COL_4_25373 00D6: if 0038: $2584 == 2 // $ == int 004D: jump_if_false @COL_4_25451 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL_4_25451 03D1: play_wav 1 00D6: if 001C: $4811 > $2547 // $ > $ int 004D: jump_if_false @COL_4_25444 00BC: text_highpriority 'COL4_4' time 10000 1 :COL_4_25444 0004: $2584 = 3 // $ = int :COL_4_25451 00D6: if 0038: $2584 == 1 // $ == int 004D: jump_if_false @COL_4_25546 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL_4_25520 03CF: load_wav 'COL4_4' as 1 0004: $2584 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @COL_4_25546 :COL_4_25520 00D6: if 001C: $4811 > $2606 // $ > $ int 004D: jump_if_false @COL_4_25546 0004: $2584 = 0 // $ = int :COL_4_25546 0002: jump @COL_4_25624 :COL_4_25553 00D6: if 0018: $2584 > 0 // $ > int 004D: jump_if_false @COL_4_25624 00D6: if 0018: $2584 > 1 // $ > int 004D: jump_if_false @COL_4_25617 0004: $2584 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 0002: jump @COL_4_25624 :COL_4_25617 0004: $2584 = 0 // $ = int :COL_4_25624 00D6: if and 0018: $2576 > 0 // $ > int 0038: $2610 == 1 // $ == int 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_25900 00D6: if 0038: $2576 == 3 // $ == int 004D: jump_if_false @COL_4_25720 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL_4_25720 03D5: remove_text 'COL4_3' 0004: $2576 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 :COL_4_25720 00D6: if 0038: $2576 == 2 // $ == int 004D: jump_if_false @COL_4_25798 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL_4_25798 03D1: play_wav 1 00D6: if 001C: $4811 > $2547 // $ > $ int 004D: jump_if_false @COL_4_25791 00BC: text_highpriority 'COL4_3' time 10000 1 :COL_4_25791 0004: $2576 = 3 // $ = int :COL_4_25798 00D6: if 0038: $2576 == 1 // $ == int 004D: jump_if_false @COL_4_25893 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL_4_25867 03CF: load_wav 'COL4_3' as 1 0004: $2576 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @COL_4_25893 :COL_4_25867 00D6: if 001C: $4811 > $2599 // $ > $ int 004D: jump_if_false @COL_4_25893 0004: $2576 = 0 // $ = int :COL_4_25893 0002: jump @COL_4_25971 :COL_4_25900 00D6: if 0018: $2576 > 0 // $ > int 004D: jump_if_false @COL_4_25971 00D6: if 0018: $2576 > 1 // $ > int 004D: jump_if_false @COL_4_25964 0004: $2576 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 0002: jump @COL_4_25971 :COL_4_25964 0004: $2576 = 0 // $ = int :COL_4_25971 00D6: if and 0018: $2577 > 0 // $ > int 0038: $2610 == 1 // $ == int 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_26247 00D6: if 0038: $2577 == 3 // $ == int 004D: jump_if_false @COL_4_26067 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL_4_26067 03D5: remove_text 'COL4_17' 0004: $2577 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 :COL_4_26067 00D6: if 0038: $2577 == 2 // $ == int 004D: jump_if_false @COL_4_26145 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL_4_26145 03D1: play_wav 1 00D6: if 001C: $4811 > $2547 // $ > $ int 004D: jump_if_false @COL_4_26138 00BC: text_highpriority 'COL4_17' time 10000 1 :COL_4_26138 0004: $2577 = 3 // $ = int :COL_4_26145 00D6: if 0038: $2577 == 1 // $ == int 004D: jump_if_false @COL_4_26240 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL_4_26214 03CF: load_wav 'COL4_17' as 1 0004: $2577 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @COL_4_26240 :COL_4_26214 00D6: if 001C: $4811 > $2600 // $ > $ int 004D: jump_if_false @COL_4_26240 0004: $2577 = 0 // $ = int :COL_4_26240 0002: jump @COL_4_26318 :COL_4_26247 00D6: if 0018: $2577 > 0 // $ > int 004D: jump_if_false @COL_4_26318 00D6: if 0018: $2577 > 1 // $ > int 004D: jump_if_false @COL_4_26311 0004: $2577 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 0002: jump @COL_4_26318 :COL_4_26311 0004: $2577 = 0 // $ = int :COL_4_26318 00D6: if and 0018: $2575 > 0 // $ > int 0038: $2610 == 1 // $ == int 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_26594 00D6: if 0038: $2575 == 3 // $ == int 004D: jump_if_false @COL_4_26414 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL_4_26414 03D5: remove_text 'COL4_7' 0004: $2575 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 :COL_4_26414 00D6: if 0038: $2575 == 2 // $ == int 004D: jump_if_false @COL_4_26492 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL_4_26492 03D1: play_wav 1 00D6: if 001C: $4811 > $2547 // $ > $ int 004D: jump_if_false @COL_4_26485 00BC: text_highpriority 'COL4_7' time 10000 1 :COL_4_26485 0004: $2575 = 3 // $ = int :COL_4_26492 00D6: if 0038: $2575 == 1 // $ == int 004D: jump_if_false @COL_4_26587 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL_4_26561 03CF: load_wav 'COL4_7' as 1 0004: $2575 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @COL_4_26587 :COL_4_26561 00D6: if 001C: $4811 > $2598 // $ > $ int 004D: jump_if_false @COL_4_26587 0004: $2575 = 0 // $ = int :COL_4_26587 0002: jump @COL_4_26665 :COL_4_26594 00D6: if 0018: $2575 > 0 // $ > int 004D: jump_if_false @COL_4_26665 00D6: if 0018: $2575 > 1 // $ > int 004D: jump_if_false @COL_4_26658 0004: $2575 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 0002: jump @COL_4_26665 :COL_4_26658 0004: $2575 = 0 // $ = int :COL_4_26665 00D6: if and 0018: $2579 > 0 // $ > int 0038: $2610 == 1 // $ == int 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_26941 00D6: if 0038: $2579 == 3 // $ == int 004D: jump_if_false @COL_4_26761 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL_4_26761 03D5: remove_text 'COL4_14' 0004: $2579 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 :COL_4_26761 00D6: if 0038: $2579 == 2 // $ == int 004D: jump_if_false @COL_4_26839 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL_4_26839 03D1: play_wav 1 00D6: if 001C: $4811 > $2547 // $ > $ int 004D: jump_if_false @COL_4_26832 00BC: text_highpriority 'COL4_14' time 10000 1 :COL_4_26832 0004: $2579 = 3 // $ = int :COL_4_26839 00D6: if 0038: $2579 == 1 // $ == int 004D: jump_if_false @COL_4_26934 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL_4_26908 03CF: load_wav 'COL4_14' as 1 0004: $2579 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @COL_4_26934 :COL_4_26908 00D6: if 001C: $4811 > $2601 // $ > $ int 004D: jump_if_false @COL_4_26934 0004: $2579 = 0 // $ = int :COL_4_26934 0002: jump @COL_4_27012 :COL_4_26941 00D6: if 0018: $2579 > 0 // $ > int 004D: jump_if_false @COL_4_27012 00D6: if 0018: $2579 > 1 // $ > int 004D: jump_if_false @COL_4_27005 0004: $2579 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 0002: jump @COL_4_27012 :COL_4_27005 0004: $2579 = 0 // $ = int :COL_4_27012 00D6: if and 0018: $2580 > 0 // $ > int 0038: $2610 == 1 // $ == int 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_27288 00D6: if 0038: $2580 == 3 // $ == int 004D: jump_if_false @COL_4_27108 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL_4_27108 03D5: remove_text 'COL4_8' 0004: $2580 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 :COL_4_27108 00D6: if 0038: $2580 == 2 // $ == int 004D: jump_if_false @COL_4_27186 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL_4_27186 03D1: play_wav 1 00D6: if 001C: $4811 > $2547 // $ > $ int 004D: jump_if_false @COL_4_27179 00BC: text_highpriority 'COL4_8' time 10000 1 :COL_4_27179 0004: $2580 = 3 // $ = int :COL_4_27186 00D6: if 0038: $2580 == 1 // $ == int 004D: jump_if_false @COL_4_27281 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL_4_27255 03CF: load_wav 'COL4_8' as 1 0004: $2580 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @COL_4_27281 :COL_4_27255 00D6: if 001C: $4811 > $2602 // $ > $ int 004D: jump_if_false @COL_4_27281 0004: $2580 = 0 // $ = int :COL_4_27281 0002: jump @COL_4_27359 :COL_4_27288 00D6: if 0018: $2580 > 0 // $ > int 004D: jump_if_false @COL_4_27359 00D6: if 0018: $2580 > 1 // $ > int 004D: jump_if_false @COL_4_27352 0004: $2580 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 0002: jump @COL_4_27359 :COL_4_27352 0004: $2580 = 0 // $ = int :COL_4_27359 00D6: if and 0018: $2581 > 0 // $ > int 0038: $2610 == 1 // $ == int 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_27635 00D6: if 0038: $2581 == 3 // $ == int 004D: jump_if_false @COL_4_27455 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL_4_27455 03D5: remove_text 'COL4_11' 0004: $2581 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 :COL_4_27455 00D6: if 0038: $2581 == 2 // $ == int 004D: jump_if_false @COL_4_27533 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL_4_27533 03D1: play_wav 1 00D6: if 001C: $4811 > $2547 // $ > $ int 004D: jump_if_false @COL_4_27526 00BC: text_highpriority 'COL4_11' time 10000 1 :COL_4_27526 0004: $2581 = 3 // $ = int :COL_4_27533 00D6: if 0038: $2581 == 1 // $ == int 004D: jump_if_false @COL_4_27628 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL_4_27602 03CF: load_wav 'COL4_11' as 1 0004: $2581 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @COL_4_27628 :COL_4_27602 00D6: if 001C: $4811 > $2603 // $ > $ int 004D: jump_if_false @COL_4_27628 0004: $2581 = 0 // $ = int :COL_4_27628 0002: jump @COL_4_27706 :COL_4_27635 00D6: if 0018: $2581 > 0 // $ > int 004D: jump_if_false @COL_4_27706 00D6: if 0018: $2581 > 1 // $ > int 004D: jump_if_false @COL_4_27699 0004: $2581 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 0002: jump @COL_4_27706 :COL_4_27699 0004: $2581 = 0 // $ = int :COL_4_27706 00D6: if and 0018: $2582 > 0 // $ > int 0038: $2610 == 1 // $ == int 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_27982 00D6: if 0038: $2582 == 3 // $ == int 004D: jump_if_false @COL_4_27802 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL_4_27802 03D5: remove_text 'COL4_13' 0004: $2582 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 :COL_4_27802 00D6: if 0038: $2582 == 2 // $ == int 004D: jump_if_false @COL_4_27880 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL_4_27880 03D1: play_wav 1 00D6: if 001C: $4811 > $2547 // $ > $ int 004D: jump_if_false @COL_4_27873 00BC: text_highpriority 'COL4_13' time 10000 1 :COL_4_27873 0004: $2582 = 3 // $ = int :COL_4_27880 00D6: if 0038: $2582 == 1 // $ == int 004D: jump_if_false @COL_4_27975 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL_4_27949 03CF: load_wav 'COL4_13' as 1 0004: $2582 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @COL_4_27975 :COL_4_27949 00D6: if 001C: $4811 > $2604 // $ > $ int 004D: jump_if_false @COL_4_27975 0004: $2582 = 0 // $ = int :COL_4_27975 0002: jump @COL_4_28053 :COL_4_27982 00D6: if 0018: $2582 > 0 // $ > int 004D: jump_if_false @COL_4_28053 00D6: if 0018: $2582 > 1 // $ > int 004D: jump_if_false @COL_4_28046 0004: $2582 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 0002: jump @COL_4_28053 :COL_4_28046 0004: $2582 = 0 // $ = int :COL_4_28053 00D6: if and 0018: $2583 > 0 // $ > int 0038: $2610 == 1 // $ == int 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_28329 00D6: if 0038: $2583 == 3 // $ == int 004D: jump_if_false @COL_4_28149 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL_4_28149 03D5: remove_text 'COL4_15' 0004: $2583 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 :COL_4_28149 00D6: if 0038: $2583 == 2 // $ == int 004D: jump_if_false @COL_4_28227 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL_4_28227 03D1: play_wav 1 00D6: if 001C: $4811 > $2547 // $ > $ int 004D: jump_if_false @COL_4_28220 00BC: text_highpriority 'COL4_15' time 10000 1 :COL_4_28220 0004: $2583 = 3 // $ = int :COL_4_28227 00D6: if 0038: $2583 == 1 // $ == int 004D: jump_if_false @COL_4_28322 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL_4_28296 03CF: load_wav 'COL4_15' as 1 0004: $2583 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @COL_4_28322 :COL_4_28296 00D6: if 001C: $4811 > $2605 // $ > $ int 004D: jump_if_false @COL_4_28322 0004: $2583 = 0 // $ = int :COL_4_28322 0002: jump @COL_4_28400 :COL_4_28329 00D6: if 0018: $2583 > 0 // $ > int 004D: jump_if_false @COL_4_28400 00D6: if 0018: $2583 > 1 // $ > int 004D: jump_if_false @COL_4_28393 0004: $2583 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_4_4011 0002: jump @COL_4_28400 :COL_4_28393 0004: $2583 = 0 // $ = int :COL_4_28400 0002: jump @COL_4_4011 :COL_4_28407 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :COL_4_28424 0004: $PASSED_COL4_SIR_YES_SIR = 1 // $ = int 01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 2000 0318: set_latest_mission_passed 'COL_4' 030C: progress_made += 1 0394: play_music 1 0164: disable_marker $228 0051: return :COL_4_28487 0004: $ONMISSION = 0 // $ = int 0164: disable_marker $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 0249: release_model #RHINO 0249: release_model #BARRACKS 0249: release_model #ARMY 0249: release_model #PATRIOT 0249: release_model #RUGER 0151: remove_status_text $2520 0215: destroy_pickup $2510 0215: destroy_pickup $2511 0004: $1603 = 0 // $ = int 00D8: mission_cleanup 0051: return :COL_4_28778 00D6: if 003A: $2507 == $2474 // $ == $ int 004D: jump_if_false @COL_4_28845 0084: $2530 = $2533 // $ = $ int 0084: $2531 = $2539 // $ = $ int 0086: $2661 = $2652 // $ = $ float 0086: $2662 = $2653 // $ = $ float 0084: $2471 = $2495 // $ = $ int 0084: $2631 = $2632 // $ = $ int :COL_4_28845 00D6: if 003A: $2507 == $2478 // $ == $ int 004D: jump_if_false @COL_4_28912 0084: $2530 = $2534 // $ = $ int 0084: $2531 = $2540 // $ = $ int 0086: $2661 = $2648 // $ = $ float 0086: $2662 = $2649 // $ = $ float 0084: $2471 = $2496 // $ = $ int 0084: $2631 = $2633 // $ = $ int :COL_4_28912 00D6: if 003A: $2507 == $2504 // $ == $ int 004D: jump_if_false @COL_4_28979 0084: $2530 = $2536 // $ = $ int 0084: $2531 = $2541 // $ = $ int 0086: $2661 = $2650 // $ = $ float 0086: $2662 = $2651 // $ = $ float 0084: $2471 = $2497 // $ = $ int 0084: $2631 = $2634 // $ = $ int :COL_4_28979 00D6: if 003A: $2507 == $2482 // $ == $ int 004D: jump_if_false @COL_4_29046 0084: $2530 = $2537 // $ = $ int 0084: $2531 = $2542 // $ = $ int 0086: $2661 = $2645 // $ = $ float 0086: $2662 = $2646 // $ = $ float 0084: $2471 = $2498 // $ = $ int 0084: $2631 = $2635 // $ = $ int :COL_4_29046 00D6: if 01C1: car $2506 stopped 004D: jump_if_false @COL_4_30693 0407: create_coordinate $2659 $2660 $447 from_car $2506 offset 0.0 7.0 0.0 00D6: if 8118: not actor $2507 dead 004D: jump_if_false @COL_4_30686 00D6: if 00F6: player $PLAYER_CHAR 0 $2659 $2660 10@ radius 4.0 4.0 2.0 004D: jump_if_false @COL_4_29607 00D6: if 0038: $2530 == 5 // $ == int 004D: jump_if_false @COL_4_29174 0004: $2530 = 0 // $ = int :COL_4_29174 00D6: if 0038: $2530 == 0 // $ == int 004D: jump_if_false @COL_4_29385 00D6: if 044B: actor $2507 on_foot 004D: jump_if_false @COL_4_29276 011C: actor $2507 clear_objective 01D2: actor $2507 follow_player $PLAYER_CHAR 00D6: if 0038: $2581 == 0 // $ == int 004D: jump_if_false @COL_4_29262 0004: $2581 = 1 // $ = int 0084: $2603 = $4811 // $ = $ int 0008: $2603 += 6000 // $ += int :COL_4_29262 0004: $2530 = 1 // $ = int 0002: jump @COL_4_29360 :COL_4_29276 00D6: if 803A: not $2507 == $2504 // $ == $ int 004D: jump_if_false @COL_4_29360 00D6: if 00DF: actor $2507 in_any_car 004D: jump_if_false @COL_4_29360 03C0: $2494 = actor $2507 car_no_save 020A: set_car $2494 door_status_to 1 00D6: if 003A: $2494 == $2470 // $ == $ int 004D: jump_if_false @COL_4_29352 0004: $2544 = 2 // $ = int :COL_4_29352 01D3: actor $2507 leave_car $2494 :COL_4_29360 00D6: if 0038: $2527 == 0 // $ == int 004D: jump_if_false @COL_4_29385 0004: $2527 = 1 // $ = int :COL_4_29385 00D6: if 0038: $2530 == 1 // $ == int 004D: jump_if_false @COL_4_29514 00D6: if 80DF: not actor $2507 in_any_car 004D: jump_if_false @COL_4_29514 00D6: if 00E9: player $PLAYER_CHAR 0 $2507 radius 2.5 2.5 004D: jump_if_false @COL_4_29514 00D6: if 0038: $2582 == 0 // $ == int 004D: jump_if_false @COL_4_29491 0004: $2582 = 1 // $ = int 0084: $2604 = $4811 // $ = $ int 0008: $2604 += 6000 // $ += int :COL_4_29491 0084: $2531 = $4811 // $ = $ int 0008: $2531 += 7000 // $ += int 0004: $2530 = 2 // $ = int :COL_4_29514 00D6: if 0038: $2530 == 2 // $ == int 004D: jump_if_false @COL_4_29607 00D6: if 001C: $4811 > $2531 // $ > $ int 004D: jump_if_false @COL_4_29607 00D6: if 0038: $2579 == 0 // $ == int 004D: jump_if_false @COL_4_29592 0004: $2579 = 1 // $ = int 0084: $2601 = $4811 // $ = $ int 0008: $2601 += 6000 // $ += int :COL_4_29592 01CA: actor $2507 kill_player $PLAYER_CHAR 0004: $2530 = 3 // $ = int :COL_4_29607 00D6: if 0038: $2530 == 0 // $ == int 004D: jump_if_false @COL_4_29648 00D6: if 80DF: not actor $2507 in_any_car 004D: jump_if_false @COL_4_29648 0004: $2530 = 5 // $ = int :COL_4_29648 00D6: if 80F6: not player $PLAYER_CHAR 0 $2659 $2660 10@ radius 4.0 4.0 2.0 004D: jump_if_false @COL_4_30321 00D6: if or 0038: $2530 == 1 // $ == int 0038: $2530 == 2 // $ == int 0038: $2530 == 3 // $ == int 004D: jump_if_false @COL_4_29866 0086: $2657 = $2659 // $ = $ float 0009: $2657 += 4.0 // $ += float 0086: $2658 = $2660 // $ = $ float 0009: $2658 += 4.0 // $ += float 0086: $445 = $2657 // $ = $ float 000D: $445 -= 8.0 // $ -= float 0086: $446 = $2658 // $ = $ float 000D: $446 -= 8.0 // $ -= float 053E: $2471 = get_random_car_with_actors -1 in_area $2657 $2658 $445 $446 00D6: if 0038: $2471 == -1 // $ == int 004D: jump_if_false @COL_4_29852 0004: $2530 = 5 // $ = int 0004: $2518 = 0 // $ = int 0002: jump @COL_4_29866 :COL_4_29852 0004: $2530 = 0 // $ = int 0004: $2518 = 1 // $ = int :COL_4_29866 00D6: if 0038: $2530 == 8 // $ == int 004D: jump_if_false @COL_4_29996 00D6: if 80DF: not actor $2507 in_any_car 004D: jump_if_false @COL_4_29996 00D6: if 8119: not car $2471 wrecked 004D: jump_if_false @COL_4_29931 01D5: actor $2507 go_to_and_drive_car $2471 0002: jump @COL_4_29943 :COL_4_29931 011C: actor $2507 clear_objective 0004: $2530 = 5 // $ = int :COL_4_29943 01C3: mark_car_as_no_longer_needed $2471 00D6: if 0038: $2583 == 0 // $ == int 004D: jump_if_false @COL_4_29989 0004: $2583 = 1 // $ = int 0084: $2605 = $4811 // $ = $ int 0008: $2605 += 4000 // $ += int :COL_4_29989 0004: $2530 = 4 // $ = int :COL_4_29996 00D6: if 0038: $2530 == 0 // $ == int 004D: jump_if_false @COL_4_30314 00D6: if 8038: not $2518 == 1 // $ == int 004D: jump_if_false @COL_4_30123 0086: $2657 = $2659 // $ = $ float 0009: $2657 += 4.0 // $ += float 0086: $2658 = $2660 // $ = $ float 0009: $2658 += 4.0 // $ += float 0086: $445 = $2657 // $ = $ float 000D: $445 -= 8.0 // $ -= float 0086: $446 = $2658 // $ = $ float 000D: $446 -= 8.0 // $ -= float 053E: $2471 = get_random_car_with_actors -1 in_area $2657 $2658 $445 $446 :COL_4_30123 00D6: if 8038: not $2471 == -1 // $ == int 004D: jump_if_false @COL_4_30314 00D6: if 0119: car $2471 wrecked 004D: jump_if_false @COL_4_30190 00AE: set_vehicle $2506 traffic_behavior_to 3 01C3: mark_car_as_no_longer_needed $2471 0004: $2530 = 5 // $ = int 0004: $2471 = -1 // $ = int 0002: jump @COL_4_30314 :COL_4_30190 00D6: if 80DF: not actor $2507 in_any_car 004D: jump_if_false @COL_4_30233 01D5: actor $2507 go_to_and_drive_car $2471 01C3: mark_car_as_no_longer_needed $2471 0004: $2530 = 4 // $ = int 0002: jump @COL_4_30289 :COL_4_30233 03C0: $2494 = actor $2507 car_no_save 020A: set_car $2494 door_status_to 1 00D6: if 003A: $2494 == $2470 // $ == $ int 004D: jump_if_false @COL_4_30274 0004: $2544 = 2 // $ = int :COL_4_30274 01D3: actor $2507 leave_car $2494 0004: $2530 = 8 // $ = int :COL_4_30289 00D6: if 0038: $2527 == 0 // $ == int 004D: jump_if_false @COL_4_30314 0004: $2527 = 1 // $ = int :COL_4_30314 0004: $2518 = 0 // $ = int :COL_4_30321 00D6: if 0038: $2530 == 4 // $ == int 004D: jump_if_false @COL_4_30571 00D6: if 00DF: actor $2507 in_any_car 004D: jump_if_false @COL_4_30490 01C3: mark_car_as_no_longer_needed $2471 0004: $2471 = -1 // $ = int 03C0: $2471 = actor $2507 car_no_save 00AA: store_car $2471 position_to $445 $446 $447 000D: $445 -= 10.0 // $ -= float 000D: $446 -= 25.0 // $ -= float 02C0: set $2661 $2662 $447 to_ped_path_coords_closest_to $445 $446 $447 00AD: set_car $2471 max_speed_to 20.0 00AE: set_vehicle $2471 traffic_behavior_to 2 02C2: car $2471 drive_to_point $2661 $2662 $447 0084: $2531 = $4811 // $ = $ int 0008: $2531 += 10000 // $ += int 0004: $2530 = 6 // $ = int 0002: jump @COL_4_30571 :COL_4_30490 00D6: if 0119: car $2471 wrecked 004D: jump_if_false @COL_4_30525 011C: actor $2507 clear_objective 0004: $2530 = 5 // $ = int 0002: jump @COL_4_30571 :COL_4_30525 00D6: if 81AD: not car $2471 sphere 0 near_point $2659 $2660 radius 4.0 4.0 004D: jump_if_false @COL_4_30571 011C: actor $2507 clear_objective 0004: $2530 = 5 // $ = int :COL_4_30571 00D6: if 0038: $2530 == 6 // $ == int 004D: jump_if_false @COL_4_30686 00D6: if 00EE: actor $2507 0 $2661 $2662 radius 3.0 3.0 004D: jump_if_false @COL_4_30637 0004: $2530 = 5 // $ = int 0002: jump @COL_4_30686 :COL_4_30637 00D6: if 001C: $4811 > $2531 // $ > $ int 004D: jump_if_false @COL_4_30663 0004: $2530 = 5 // $ = int :COL_4_30663 00D6: if 80DF: not actor $2507 in_any_car 004D: jump_if_false @COL_4_30686 0004: $2530 = 5 // $ = int :COL_4_30686 0002: jump @COL_4_30725 :COL_4_30693 00D6: if and 8038: not $2530 == 0 // $ == int 8038: not $2530 == 5 // $ == int 004D: jump_if_false @COL_4_30725 0004: $2530 = 5 // $ = int :COL_4_30725 00D6: if 003A: $2507 == $2474 // $ == $ int 004D: jump_if_false @COL_4_30792 0084: $2533 = $2530 // $ = $ int 0084: $2539 = $2531 // $ = $ int 0086: $2652 = $2661 // $ = $ float 0086: $2653 = $2662 // $ = $ float 0084: $2495 = $2471 // $ = $ int 0084: $2632 = $2631 // $ = $ int :COL_4_30792 00D6: if 003A: $2507 == $2478 // $ == $ int 004D: jump_if_false @COL_4_30859 0084: $2534 = $2530 // $ = $ int 0084: $2540 = $2531 // $ = $ int 0086: $2648 = $2661 // $ = $ float 0086: $2649 = $2662 // $ = $ float 0084: $2496 = $2471 // $ = $ int 0084: $2633 = $2631 // $ = $ int :COL_4_30859 00D6: if 003A: $2507 == $2504 // $ == $ int 004D: jump_if_false @COL_4_30926 0084: $2536 = $2530 // $ = $ int 0084: $2541 = $2531 // $ = $ int 0086: $2650 = $2661 // $ = $ float 0086: $2651 = $2662 // $ = $ float 0084: $2497 = $2471 // $ = $ int 0084: $2634 = $2631 // $ = $ int :COL_4_30926 00D6: if 003A: $2507 == $2482 // $ == $ int 004D: jump_if_false @COL_4_30993 0084: $2537 = $2530 // $ = $ int 0084: $2542 = $2531 // $ = $ int 0086: $2645 = $2661 // $ = $ float 0086: $2646 = $2662 // $ = $ float 0084: $2498 = $2471 // $ = $ int 0084: $2635 = $2631 // $ = $ int :COL_4_30993 0051: 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 0051: return :COL_4_31026 00D6: if 0038: $2644 == 0 // $ == int 004D: jump_if_false @COL_4_31087 0291: set_actor $2512 heed_threats 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 0004: $2644 = 1 // $ = int :COL_4_31087 00D6: if 0038: $2644 == 1 // $ == int 004D: jump_if_false @COL_4_31210 00D6: if 04FF: actor $2512 no_objective 004D: jump_if_false @COL_4_31143 0239: actor $2512 run_to -829.7494 -1491.996 0411: set_actor $2512 use_pednode_seek 0 :COL_4_31143 00D6: if 00ED: actor $2512 0 -829.7494 -1491.996 radius 1.0 1.0 004D: jump_if_false @COL_4_31210 0239: actor $2512 run_to -826.0425 -1493.517 0411: set_actor $2512 use_pednode_seek 0 0004: $2644 = 2 // $ = int :COL_4_31210 00D6: if 0038: $2644 == 2 // $ == int 004D: jump_if_false @COL_4_31316 00D6: if 04FF: actor $2512 no_objective 004D: jump_if_false @COL_4_31266 0239: actor $2512 run_to -826.0425 -1493.517 0411: set_actor $2512 use_pednode_seek 0 :COL_4_31266 00D6: if 00ED: actor $2512 0 -826.0425 -1493.517 radius 1.0 1.0 004D: jump_if_false @COL_4_31316 009B: destroy_actor_instantly $2512 0004: $2644 = 3 // $ = int :COL_4_31316 0051: return :COL_4_31318 00D6: if 001C: $2781 > $CUT_SCENE_TIME // $ > $ int 004D: jump_if_false @COL_4_31353 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COL_4_31318 :COL_4_31353 0051: return :COL_4_31355 00D6: if 8119: not car $2514 wrecked 004D: jump_if_false @COL_4_31895 00D6: if 80DC: not player $PLAYER_CHAR in_car $2514 004D: jump_if_false @COL_4_31852 00D6: if 8118: not actor $2515 dead 004D: jump_if_false @COL_4_31692 00D6: if 00DB: actor $2515 in_car $2514 004D: jump_if_false @COL_4_31557 00D6: if 8038: not $2525 == 0 // $ == int 004D: jump_if_false @COL_4_31486 00D6: if 8118: not actor $2513 dead 004D: jump_if_false @COL_4_31474 01CA: actor $2513 kill_player $PLAYER_CHAR 0002: jump @COL_4_31479 :COL_4_31474 0465: remove_actor $2513 from_turret_mode :COL_4_31479 0002: jump @COL_4_31550 :COL_4_31486 00D6: if 0118: actor $2513 dead 004D: jump_if_false @COL_4_31534 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_31527 0004: $2525 = 1 // $ = int :COL_4_31527 0002: jump @COL_4_31550 :COL_4_31534 020F: actor $2513 look_at_player $PLAYER_CHAR 04C6: actor $2513 aim_gun_at_actor $PLAYER_ACTOR :COL_4_31550 0002: jump @COL_4_31685 :COL_4_31557 00D6: if 0038: $2566 == 0 // $ == int 004D: jump_if_false @COL_4_31685 00D6: if 8118: not actor $2513 dead 004D: jump_if_false @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 00D6: if 00ED: actor $2513 0 $445 $446 radius 2.0 2.0 004D: jump_if_false @COL_4_31685 01CA: actor $2513 kill_player $PLAYER_CHAR 0004: $2566 = 1 // $ = int :COL_4_31685 0002: jump @COL_4_31845 :COL_4_31692 00D6: if 0038: $2525 == 0 // $ == int 004D: jump_if_false @COL_4_31717 0004: $2525 = 1 // $ = int :COL_4_31717 00D6: if 0038: $2566 == 0 // $ == int 004D: jump_if_false @COL_4_31845 00D6: if 8118: not actor $2513 dead 004D: jump_if_false @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 00D6: if 00ED: actor $2513 0 $445 $446 radius 2.0 2.0 004D: jump_if_false @COL_4_31845 01CA: actor $2513 kill_player $PLAYER_CHAR 0004: $2566 = 1 // $ = int :COL_4_31845 0002: jump @COL_4_31888 :COL_4_31852 02AA: set_car $2514 immune_to_nonplayer 0 0465: remove_actor $2513 from_turret_mode 00D6: if 8118: not actor $2513 dead 004D: jump_if_false @COL_4_31888 01CA: actor $2513 kill_player $PLAYER_CHAR :COL_4_31888 0002: jump @COL_4_31924 :COL_4_31895 0465: remove_actor $2513 from_turret_mode 00D6: if 8118: not actor $2513 dead 004D: jump_if_false @COL_4_31924 01CA: actor $2513 kill_player $PLAYER_CHAR :COL_4_31924 0051: return //-------------Mission 11--------------- // Originally: All Hands On Deck! :COL_5 0050: gosub @COL_5_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @COL_5_27 0050: gosub @COL_5_30415 :COL_5_27 0050: gosub @COL_5_30906 004E: end_thread :COL_5_36 0004: $ONMISSION = 1 // $ = int 03A4: name_thread 'COL_5' 0317: increment_mission_attempts 0001: wait 0 ms 054C: use_GXT_table 'GENERA5' 058E: set_restart_mission_taxi_destination -163.0 -1439.4 9.0 201.5 0005: $2810 = 0.0 // $ = float 0004: $2749 = 0 // $ = int 0004: $2750 = 0 // $ = int 0004: $2741 = 0 // $ = int 0004: $2742 = 0 // $ = int 0004: $2746 = 0 // $ = int 0004: $2747 = 0 // $ = int 0004: $2748 = 0 // $ = int 0004: $2751 = 0 // $ = int 0004: $2753 = 0 // $ = int 0004: $2754 = 0 // $ = int 0004: $2755 = 0 // $ = int 0004: $2756 = 0 // $ = int 0004: $2757 = 0 // $ = int 0004: $2759 = 0 // $ = int 0004: $2760 = 0 // $ = int 0004: $2761 = 0 // $ = int 0004: $2762 = 0 // $ = int 0004: $2763 = -2 // $ = int 0004: $2607 = 0 // $ = int 0004: $2560 = 0 // $ = int 0004: $2561 = 0 // $ = int 0004: $2562 = 0 // $ = int 0004: $2563 = 0 // $ = int 0004: $2568 = 0 // $ = int 0004: $2570 = 0 // $ = int 0004: $2571 = 0 // $ = int 0004: $2573 = 0 // $ = int 0004: $2574 = 0 // $ = int 0004: $2575 = 0 // $ = int 0004: $2576 = 0 // $ = int 0004: $2577 = 0 // $ = int 0004: $2579 = 0 // $ = int 0004: $2585 = 0 // $ = int 0004: $2586 = 0 // $ = int 0004: $2587 = 0 // $ = int 0004: $2588 = 0 // $ = int 0004: $2591 = 0 // $ = int 0004: $2593 = 0 // $ = int 0004: $2594 = 0 // $ = int 0004: $2596 = 0 // $ = int 0004: $2597 = 0 // $ = int 0004: $2598 = 0 // $ = int 0004: $2599 = 0 // $ = int 0004: $2600 = 0 // $ = int 0004: $2601 = 0 // $ = int 0004: $2768 = 0 // $ = int 0004: $2769 = 0 // $ = int 0004: $2770 = 0 // $ = int 0004: $2771 = 0 // $ = int 0004: $2772 = 0 // $ = int 0004: $2766 = 0 // $ = int 0004: $2784 = -1 // $ = int 0004: $2785 = -1 // $ = int 0004: $2799 = -1 // $ = int 0004: $2786 = -1 // $ = int 0004: $2767 = -1 // $ = int 0004: $2775 = 0 // $ = int 0004: $2776 = 0 // $ = int 0004: $2779 = 0 // $ = int 0004: $2780 = 0 // $ = int 0004: $2788 = 0 // $ = int 0004: $2789 = 0 // $ = int 0004: $2790 = 0 // $ = int 0004: $2791 = 0 // $ = int 0004: $2792 = 0 // $ = int 0004: $2793 = 0 // $ = int 0004: $2794 = 0 // $ = int 0004: $2795 = 0 // $ = int 0004: $2796 = 0 // $ = int 0004: $2797 = 0 // $ = int 0004: $2798 = 0 // $ = int 0004: $2787 = 0 // $ = int 0004: $2800 = 0 // $ = int 0004: $2801 = 0 // $ = int 0004: $2773 = 0 // $ = int 0004: $2774 = 0 // $ = int 0005: $2805 = 10.0 // $ = float 0004: $2739 = 0 // $ = int 0004: $2778 = 0 // $ = int 0004: $2783 = 0 // $ = int 0004: $2740 = 0 // $ = int 0004: $2764 = -1 // $ = int 01BB: store_object $714 position_to $448 $449 $450 0086: $2812 = $448 // $ = $ float 0086: $2813 = $449 // $ = $ float 0086: $2814 = $450 // $ = $ float 0482: set_threat_reaction_range_multiplier 6.0 00C0: set_current_time 6 0 01B6: set_weather 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' 0247: request_model #YT_MAIN_BODY 0247: request_model #YT_MAIN_BODY2 0247: request_model #YT_DOORS14 0247: request_model #YT_TMP_BOAT 0247: request_model #LODMAIN_BODY 0247: request_model #BIG_POLY_TINGS 0247: request_model #YT_GANGPLNK_TMP 038B: load_requested_models :COL_5_811 00D6: 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 004D: jump_if_false @COL_5_849 0001: wait 0 ms 0002: jump @COL_5_811 :COL_5_849 00D6: if or 8248: not model #YT_MAIN_BODY available 8248: not model #YT_MAIN_BODY2 available 8248: not model #YT_DOORS14 available 8248: not model #YT_TMP_BOAT available 8248: not model #LODMAIN_BODY available 8248: not model #BIG_POLY_TINGS available 004D: jump_if_false @COL_5_895 0001: wait 0 ms 0002: jump @COL_5_849 :COL_5_895 00D6: if 8248: not model #YT_GANGPLNK_TMP available 004D: jump_if_false @COL_5_921 0001: wait 0 ms 0002: jump @COL_5_895 :COL_5_921 041D: set_camera_near_clip 0.1 02E4: load_cutscene_data 'COL_5A' 01BB: store_object $714 position_to $448 $449 $450 0009: $448 += 0.003 // $ += float 000D: $449 -= 1.381 // $ -= float 0009: $450 += 3.149 // $ += float 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 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime 0004: $2781 = 791 // $ = int 0050: gosub @COL_5_30052 00BC: text_highpriority 'COL5A_1' time 10000 1 0004: $2781 = 3435 // $ = int 0050: gosub @COL_5_30052 00BC: text_highpriority 'COL5A_2' time 10000 1 0004: $2781 = 4140 // $ = int 0050: gosub @COL_5_30052 00BC: text_highpriority 'COL5A_3' time 10000 1 0004: $2781 = 7919 // $ = int 0050: gosub @COL_5_30052 00BC: text_highpriority 'COL5A_4' time 10000 1 0004: $2781 = 9945 // $ = int 0050: gosub @COL_5_30052 00BC: text_highpriority 'COL5A_5' time 10000 1 0004: $2781 = 11371 // $ = int 0050: gosub @COL_5_30052 00BC: text_highpriority 'COL5A_6' time 10000 1 0004: $2781 = 16000 // $ = int 0050: gosub @COL_5_30052 00BC: text_highpriority 'COL5A_7' time 10000 1 0004: $2781 = 17365 // $ = int 0050: gosub @COL_5_30052 00BC: text_highpriority 'COL5A_8' time 10000 1 0004: $2781 = 21837 // $ = int 0050: gosub @COL_5_30052 0169: set_fade_color 0 0 1 016A: fade 0 1500 ms 00BE: text_clear_all :COL_5_1375 00D6: if 016B: fading 004D: jump_if_false @COL_5_1399 0001: wait 0 ms 0002: jump @COL_5_1375 :COL_5_1399 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @COL_5_1423 0001: wait 0 ms 0002: jump @COL_5_1399 :COL_5_1423 03AD: set_rubbish 1 02EA: end_cutscene 0373: set_camera_directly_behind_player 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 0249: release_model #YT_MAIN_BODY 0249: release_model #YT_MAIN_BODY2 0249: release_model #YT_DOORS14 0249: release_model #YT_TMP_BOAT 0249: release_model #LODMAIN_BODY 0249: release_model #BIG_POLY_TINGS 0249: release_model #YT_GANGPLNK_TMP 04E3: set_player $PLAYER_CHAR mood 3 duration 60000 0247: request_model #HUNTER 0247: request_model #DINGHY 0247: request_model #SPEEDER 0247: request_model #RIO 0247: request_model #WASHING 0247: request_model #MAVERICK 0247: request_model #MARQUIS 0247: request_model #TROPIC 0247: request_model #RUGER 0247: request_model #KATANA 0247: request_model #HMOST 0247: request_model #UZI 0247: request_model #COLT45 023C: load_special_actor 1 'IGCOLON' 023C: load_special_actor 2 'CGONA' 038B: load_requested_models :COL_5_1577 00D6: if or 8248: not model #HUNTER available 8248: not model #DINGHY available 8248: not model #SPEEDER available 8248: not model #RIO available 8248: not model #WASHING available 004D: jump_if_false @COL_5_1624 0001: wait 0 ms 0002: jump @COL_5_1577 :COL_5_1624 00D6: if or 8248: not model #MAVERICK available 8248: not model #MARQUIS available 8248: not model #TROPIC available 8248: not model #KATANA available 8248: not model #RUGER available 004D: jump_if_false @COL_5_1671 0001: wait 0 ms 0002: jump @COL_5_1624 :COL_5_1671 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 8248: not model #HMOST available 8248: not model #UZI available 8248: not model #COLT45 available 004D: jump_if_false @COL_5_1715 0001: wait 0 ms 0002: jump @COL_5_1671 :COL_5_1715 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: $7451 = player $PLAYER_CHAR health 00D6: if 001A: 100 > $7451 // int > $ 004D: jump_if_false @COL_5_1765 0222: set_player $PLAYER_CHAR health_to 100 :COL_5_1765 0108: destroy_object $1784 0169: set_fade_color 0 0 1 016A: fade 1 1500 ms 01EB: set_traffic_density_multiplier_to 0.0 03DE: set_pedestrians_density_multiplier_to 0.0 0108: destroy_object $716 0108: destroy_object $720 0108: destroy_object $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 0373: set_camera_directly_behind_player 009A: $2684 = create_actor_pedtype 4 model #SPECIAL01 at $448 $449 $450 0084: $2735 = $2684 // $ = $ int 0050: gosub @COL_5_30341 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 0223: set_actor $2684 health_to 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 009A: $2685 = create_actor_pedtype 4 model #SPECIAL02 at $448 $449 $450 0084: $2735 = $2685 // $ = $ int 0050: gosub @COL_5_30341 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 009A: $2686 = create_actor_pedtype 4 model #SPECIAL02 at $448 $449 $450 0084: $2735 = $2686 // $ = $ int 0050: gosub @COL_5_30341 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 009A: $2687 = create_actor_pedtype 4 model #SPECIAL02 at $448 $449 $450 0084: $2735 = $2687 // $ = $ int 0050: gosub @COL_5_30341 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 009A: $2730 = create_actor_pedtype 4 model #SPECIAL02 at $448 $449 $450 0084: $2735 = $2730 // $ = $ int 0050: gosub @COL_5_30341 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 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @COL_5_2807 00A5: $2691 = create_car #HUNTER at 36.0195 -447.5407 15.017 00A5: $2689 = create_car #HUNTER at 36.0195 -447.5407 15.017 009A: $2690 = create_actor_pedtype 9 model #HMOST at 36.0195 -447.5407 15.017 009A: $2670 = create_actor_pedtype 9 model #HMOST at 36.0195 -447.5407 15.017 009A: $2671 = create_actor_pedtype 9 model #HMOST at 36.0195 -447.5407 15.017 009A: $2672 = create_actor_pedtype 9 model #HMOST at 36.0195 -447.5407 15.017 009A: $2673 = create_actor_pedtype 9 model #HMOST at 36.0195 -447.5407 15.017 009A: $2678 = create_actor_pedtype 9 model #HMOST at 36.0195 -447.5407 15.017 009A: $2679 = create_actor_pedtype 9 model #HMOST at 36.0195 -447.5407 15.017 009A: $2680 = create_actor_pedtype 9 model #HMOST at 36.0195 -447.5407 15.017 009A: $2681 = create_actor_pedtype 9 model #HMOST at 36.0195 -447.5407 15.017 009A: $2703 = create_actor_pedtype 9 model #HMOST at 36.0195 -447.5407 15.017 009A: $2704 = create_actor_pedtype 9 model #HMOST at 36.0195 -447.5407 15.017 009A: $2705 = create_actor_pedtype 9 model #HMOST at 36.0195 -447.5407 15.017 009A: $2706 = create_actor_pedtype 9 model #HMOST at 36.0195 -447.5407 15.017 009A: $2708 = create_actor_pedtype 9 model #HMOST at 36.0195 -447.5407 15.017 009A: $2709 = create_actor_pedtype 9 model #HMOST at 36.0195 -447.5407 15.017 009A: $2710 = create_actor_pedtype 9 model #HMOST at 36.0195 -447.5407 15.017 009A: $2725 = create_actor_pedtype 9 model #HMOST at 36.0195 -447.5407 15.017 009A: $2726 = create_actor_pedtype 9 model #HMOST at 36.0195 -447.5407 15.017 009A: $2727 = create_actor_pedtype 9 model #HMOST at 36.0195 -447.5407 15.017 00A5: $2682 = create_car #WASHING at -238.2693 -1361.33 7.0786 00A5: $2677 = create_car #WASHING at -238.2693 -1361.33 7.0786 :COL_5_2807 00A5: $2674 = create_car #MARQUIS at -327.2818 -1207.3 6.0 0175: set_car $2674 z_angle_to 90.0 02AA: set_car $2674 immune_to_nonplayer 1 00A5: $2675 = create_car #SPEEDER at -332.1327 -1221.623 6.0 0175: set_car $2675 z_angle_to 90.0 02AA: set_car $2675 immune_to_nonplayer 1 00A5: $2676 = create_car #RIO at -332.6164 -1233.008 6.0 0175: set_car $2676 z_angle_to 90.0 02AA: set_car $2676 immune_to_nonplayer 1 01BD: $4811 = current_time_in_ms 0084: $2752 = $4811 // $ = $ int 0008: $2752 += 12000 // $ += int 0001: wait 0 ms 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 02A3: enable_widescreen 1 03F4: set_all_vehicles_apply_damage_rules 0 015F: set_camera_position -410.4125 -1320.864 12.1604 rotation 0.0 0.0 0.0 0160: point_camera -409.6047 -1320.275 12.1915 switchstyle 2 0084: $2797 = $4811 // $ = $ int 0008: $2797 += 6100 // $ += int :COL_5_3041 0001: wait 0 ms 01BD: $4811 = current_time_in_ms 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 010D: set_player $PLAYER_CHAR wanted_level_to 0 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @COL_5_3188 00D6: if 84A8: not player $PLAYER_CHAR in_any_boat 004D: jump_if_false @COL_5_3188 00D6: if 8118: not actor $2684 dead 004D: jump_if_false @COL_5_3124 0321: kill_actor $2684 :COL_5_3124 00BC: text_highpriority 'COL5_B3' time 5000 1 0169: set_fade_color 225 225 225 016A: fade 0 1000 ms :COL_5_3157 00D6: if 016B: fading 004D: jump_if_false @COL_5_3181 0001: wait 0 ms 0002: jump @COL_5_3157 :COL_5_3181 0002: jump @COL_5_30415 :COL_5_3188 00D6: if 0038: $2787 == 0 // $ == int 004D: jump_if_false @COL_5_3250 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 7 weapon $2743 ammo $2744 model $2745 00D6: if 001A: 1 > $2744 // int > $ 004D: jump_if_false @COL_5_3250 01B1: give_player $PLAYER_CHAR weapon 27 ammo 180 // Load the weapon model before using this :COL_5_3250 00D6: if 0038: $2740 == 0 // $ == int 004D: jump_if_false @COL_5_3318 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 6 weapon $2743 ammo $2744 model $2745 00D6: if 001A: 1 > $2744 // int > $ 004D: jump_if_false @COL_5_3318 01B1: give_player $PLAYER_CHAR weapon 23 ammo 80 // Load the weapon model before using this 0004: $2740 = 1 // $ = int :COL_5_3318 00D6: if 0038: $2766 == 2 // $ == int 004D: jump_if_false @COL_5_3500 00D6: if 0038: $2773 == 0 // $ == int 004D: jump_if_false @COL_5_3426 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 7 weapon $2743 ammo $2744 model $2745 00D6: if 001A: 1 > $2744 // int > $ 004D: jump_if_false @COL_5_3426 00BC: text_highpriority 'COL5_B6' time 5000 1 0084: $2801 = $4811 // $ = $ int 0008: $2801 += 4000 // $ += int 0004: $2773 = 1 // $ = int :COL_5_3426 00D6: if 0038: $2774 == 0 // $ == int 004D: jump_if_false @COL_5_3500 00D6: if 8183: not player $PLAYER_CHAR health > 40 004D: jump_if_false @COL_5_3500 00BC: text_highpriority 'COL5_B7' time 5000 1 0084: $2801 = $4811 // $ = $ int 0008: $2801 += 4000 // $ += int 0004: $2774 = 1 // $ = int :COL_5_3500 00D6: if 0038: $2798 == 0 // $ == int 004D: jump_if_false @COL_5_3595 00D6: if 001C: $4811 > $2797 // $ > $ int 004D: jump_if_false @COL_5_3595 015F: set_camera_position -381.3522 -1363.918 18.9859 rotation 0.0 0.0 0.0 0160: point_camera -381.1456 -1362.953 18.8254 switchstyle 2 0004: $2798 = 1 // $ = int :COL_5_3595 00D6: if 0038: $2798 == 1 // $ == int 004D: jump_if_false @COL_5_3728 00D6: if 0018: $2751 > 0 // $ > int 004D: jump_if_false @COL_5_3728 03CB: load_scene -264.5628 -1231.901 10.8113 015F: set_camera_position -264.5628 -1231.901 10.8113 rotation 0.0 0.0 0.0 00D6: if 8119: not car $2677 wrecked 004D: jump_if_false @COL_5_3705 0158: camera_on_vehicle $2677 mode 15 switchstyle 2 :COL_5_3705 0084: $2797 = $4811 // $ = $ int 0008: $2797 += 5500 // $ += int 0004: $2798 = 2 // $ = int :COL_5_3728 00D6: if 0038: $2798 == 2 // $ == int 004D: jump_if_false @COL_5_3839 00D6: if 001C: $4811 > $2797 // $ > $ int 004D: jump_if_false @COL_5_3839 015F: set_camera_position -233.0363 -1221.283 9.3205 rotation 0.0 0.0 0.0 0160: point_camera -233.9623 -1220.907 9.3547 switchstyle 2 0084: $2797 = $4811 // $ = $ int 0008: $2797 += 4000 // $ += int 0004: $2798 = 3 // $ = int :COL_5_3839 00D6: if 0038: $2798 == 3 // $ == int 004D: jump_if_false @COL_5_3950 00D6: if 001C: $4811 > $2797 // $ > $ int 004D: jump_if_false @COL_5_3950 015F: set_camera_position -267.5756 -1219.911 10.2994 rotation 0.0 0.0 0.0 0160: point_camera -268.5739 -1219.966 10.2809 switchstyle 2 0084: $2797 = $4811 // $ = $ int 0008: $2797 += 4000 // $ += int 0004: $2798 = 4 // $ = int :COL_5_3950 00D6: if 0038: $2798 == 4 // $ == int 004D: jump_if_false @COL_5_4061 00D6: if 001C: $4811 > $2797 // $ > $ int 004D: jump_if_false @COL_5_4061 015F: set_camera_position -351.4564 -1232.334 10.4296 rotation 0.0 0.0 0.0 0160: point_camera -350.6927 -1231.689 10.4065 switchstyle 2 0084: $2797 = $4811 // $ = $ int 0008: $2797 += 4000 // $ += int 0004: $2798 = 5 // $ = int :COL_5_4061 00D6: if 0038: $2798 == 5 // $ == int 004D: jump_if_false @COL_5_4259 00D6: if 001C: $4811 > $2797 // $ > $ int 004D: jump_if_false @COL_5_4259 0176: $2811 = object $714 z_angle 0171: set_player $PLAYER_CHAR z_angle_to $2811 01B4: set_player $PLAYER_CHAR can_move 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 02A3: enable_widescreen 0 03F4: set_all_vehicles_apply_damage_rules 1 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 00D6: if 0038: $2800 == 1 // $ == int 004D: jump_if_false @COL_5_4196 00BC: text_highpriority 'COL5_B2' time 5000 1 0084: $2801 = $4811 // $ = $ int 0008: $2801 += 4000 // $ += int 0008: $2800 += 1 // $ += int :COL_5_4196 00D6: if 0038: $2800 == 0 // $ == int 004D: jump_if_false @COL_5_4252 00BC: text_highpriority 'COL5_B1' time 5000 1 0084: $2801 = $4811 // $ = $ int 0008: $2801 += 4000 // $ += int 0008: $2800 += 1 // $ += int :COL_5_4252 0004: $2798 = 6 // $ = int :COL_5_4259 00D6: if 0038: $2798 == 10 // $ == int 004D: jump_if_false @COL_5_4387 00D6: if 001C: $4811 > $2797 // $ > $ int 004D: jump_if_false @COL_5_4387 015F: set_camera_position 223.1382 976.4195 11.1547 rotation 0.0 0.0 0.0 0160: point_camera 222.8153 975.4747 11.2115 switchstyle 2 03CB: load_scene 222.8153 975.4747 11.2115 0084: $2797 = $4811 // $ = $ int 0008: $2797 += 4000 // $ += int 0004: $2798 = 5 // $ = int :COL_5_4387 00D6: if 0038: $2798 == 15 // $ == int 004D: jump_if_false @COL_5_4498 00D6: if 001C: $4811 > $2797 // $ > $ int 004D: jump_if_false @COL_5_4498 015F: set_camera_position 203.4923 871.4227 23.2555 rotation 0.0 0.0 0.0 0160: point_camera 203.3397 872.3857 23.0336 switchstyle 2 0084: $2797 = $4811 // $ = $ int 0008: $2797 += 4000 // $ += int 0004: $2798 = 16 // $ = int :COL_5_4498 00D6: if 0038: $2742 == 2 // $ == int 004D: jump_if_false @COL_5_4655 00D6: if 816B: not fading 004D: jump_if_false @COL_5_4655 015F: set_camera_position 75.9 748.5027 10.4895 rotation 0.0 0.0 0.0 00D6: if 8119: not car $2689 wrecked 004D: jump_if_false @COL_5_4586 0158: camera_on_vehicle $2689 mode 15 switchstyle 2 :COL_5_4586 0169: set_fade_color 0 0 1 016A: fade 1 500 ms 0395: clear_area 1 at 189.6395 888.1066 12.6813 range 60.0 0084: $2797 = $4811 // $ = $ int 0008: $2797 += 4000 // $ += int 0004: $2798 = 5 // $ = int 0004: $2742 = 3 // $ = int :COL_5_4655 00D6: if 0038: $2798 == 16 // $ == int 004D: jump_if_false @COL_5_4775 00D6: if 001C: $4811 > $2797 // $ > $ int 004D: jump_if_false @COL_5_4775 0169: set_fade_color 0 0 1 016A: fade 0 1500 ms :COL_5_4707 00D6: if 016B: fading 004D: jump_if_false @COL_5_4731 0001: wait 0 ms 0002: jump @COL_5_4707 :COL_5_4731 04D7: lock_actor $PLAYER_ACTOR in_current_position 1 049F: set_scripted_file $722 distance_along_path_to 3250.0 049E: set_scripted_file $722 speed_to 0.0 02EB: restore_camera_with_jumpcut 0001: wait 0 ms 0001: wait 0 ms 0002: jump @COL_5_26449 :COL_5_4775 01BB: store_object $714 position_to $448 $449 $450 0176: $2811 = object $714 z_angle 00D6: if 0038: $2741 == 0 // $ == int 004D: jump_if_false @COL_5_4878 00D6: if 0022: 5.0 > $2810 // float > $ 004D: jump_if_false @COL_5_4853 0078: $2810 += frame_delta_time * 0.01 // float 0002: jump @COL_5_4870 :COL_5_4853 0005: $2810 = 5.0 // $ = float 0004: $2741 = 1 // $ = int :COL_5_4870 049E: set_scripted_file $722 speed_to $2810 :COL_5_4878 00D6: if 0038: $2768 == 0 // $ == int 004D: jump_if_false @COL_5_5028 00D6: if 04E5: object $714 near_point -277.999 614.19 radius 25.0 25.0 sphere 0 004D: jump_if_false @COL_5_4973 00D6: if 0038: $2787 == 0 // $ == int 004D: jump_if_false @COL_5_4959 0004: $2787 = 1 // $ = int :COL_5_4959 0004: $2768 = 3 // $ = int 0002: jump @COL_5_5028 :COL_5_4973 00D6: if and 0038: $2769 == 1 // $ == int 0038: $2770 == 1 // $ == int 0038: $2771 == 1 // $ == int 004D: jump_if_false @COL_5_5028 0084: $2772 = $4811 // $ = $ int 0008: $2772 += 8000 // $ += int 0004: $2768 = 1 // $ = int :COL_5_5028 00D6: if 0038: $2787 == 1 // $ == int 004D: jump_if_false @COL_5_5972 01C3: mark_car_as_no_longer_needed $2677 01C3: mark_car_as_no_longer_needed $2682 01C3: mark_car_as_no_longer_needed $2674 01C3: mark_car_as_no_longer_needed $2675 01C3: mark_car_as_no_longer_needed $2676 01C2: mark_actor_as_no_longer_needed $2670 01C2: mark_actor_as_no_longer_needed $2671 01C2: mark_actor_as_no_longer_needed $2672 01C2: mark_actor_as_no_longer_needed $2673 01C2: mark_actor_as_no_longer_needed $2678 01C2: mark_actor_as_no_longer_needed $2679 01C2: mark_actor_as_no_longer_needed $2680 01C2: mark_actor_as_no_longer_needed $2681 00A5: $2694 = create_car #DINGHY at 246.161 934.99 6.0 0175: set_car $2694 z_angle_to 165.0 0129: $2711 = create_actor 9 #HMOST in_car $2694 driverseat 009A: $2712 = create_actor_pedtype 9 model #HMOST at 274.1312 969.9899 23.4139 0084: $2734 = $2712 // $ = $ int 0050: gosub @COL_5_30226 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 00A5: $2695 = create_car #DINGHY at 252.074 929.9 6.0 0175: set_car $2695 z_angle_to 165.0 0129: $2713 = create_actor 9 #HMOST in_car $2695 driverseat 009A: $2714 = create_actor_pedtype 9 model #HMOST at 274.1312 969.9899 23.4139 0084: $2734 = $2714 // $ = $ int 0050: gosub @COL_5_30226 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 00A5: $2696 = create_car #RIO at 229.653 929.049 6.0 0175: set_car $2696 z_angle_to 124.5 0129: $2721 = create_actor 9 #HMOST in_car $2696 driverseat 009A: $2715 = create_actor_pedtype 9 model #HMOST at 274.1312 969.9899 23.4139 0084: $2734 = $2715 // $ = $ int 0050: gosub @COL_5_30226 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 00A5: $2697 = create_car #TROPIC at 217.382 940.656 6.0 0175: set_car $2697 z_angle_to -136.5 00A5: $2698 = create_car #DINGHY at 210.127 932.185 6.0 0175: set_car $2698 z_angle_to 166.5 0129: $2716 = create_actor 9 #HMOST in_car $2698 driverseat 009A: $2717 = create_actor_pedtype 9 model #HMOST at 274.1312 969.9899 23.4139 0084: $2734 = $2717 // $ = $ int 0050: gosub @COL_5_30226 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 00A5: $2699 = create_car #MARQUIS at 201.639 942.166 6.0 0175: set_car $2699 z_angle_to 72.0 009A: $2718 = create_actor_pedtype 9 model #HMOST at 274.1312 969.9899 23.4139 0084: $2734 = $2718 // $ = $ int 0050: gosub @COL_5_30226 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 009A: $2719 = create_actor_pedtype 9 model #HMOST at 274.1312 969.9899 23.4139 0084: $2734 = $2719 // $ = $ int 0050: gosub @COL_5_30226 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 009A: $2720 = create_actor_pedtype 9 model #HMOST at 274.1312 969.9899 23.4139 0084: $2734 = $2720 // $ = $ int 0050: gosub @COL_5_30226 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 00A5: $2700 = create_car #TROPIC at 187.631 953.41 6.0 0175: set_car $2700 z_angle_to -126.0 00A5: $2701 = create_car #MARQUIS at 168.216 955.625 6.0 0175: set_car $2701 z_angle_to -106.5 00A5: $2702 = create_car #TROPIC at 195.398 767.808 6.0 0175: set_car $2702 z_angle_to -7.5 0129: $2722 = create_actor 9 #HMOST in_car $2702 driverseat 0004: $2787 = 2 // $ = int :COL_5_5972 00D6: if 0038: $2768 == 1 // $ == int 004D: jump_if_false @COL_5_6031 00D6: if 001C: $4811 > $2772 // $ > $ int 004D: jump_if_false @COL_5_6031 0169: set_fade_color 0 0 1 016A: fade 0 1500 ms 0004: $2768 = 2 // $ = int :COL_5_6031 00D6: if 0038: $2768 == 3 // $ == int 004D: jump_if_false @COL_5_6305 00D6: if 0038: $2787 == 0 // $ == int 004D: jump_if_false @COL_5_6074 0004: $2787 = 1 // $ = int :COL_5_6074 04D7: lock_actor $PLAYER_ACTOR in_current_position 0 0400: create_coordinate $448 $449 $450 from_object $714 offset -0.277 -16.662 3.152 00D6: if 80E0: not player $PLAYER_CHAR in_any_car 004D: jump_if_false @COL_5_6147 0055: put_player $PLAYER_CHAR at $448 $449 $450 0002: jump @COL_5_6161 :COL_5_6147 012A: put_player $PLAYER_CHAR at $448 $449 $450 and_remove_from_car :COL_5_6161 0171: set_player $PLAYER_CHAR z_angle_to $2811 0373: set_camera_directly_behind_player 03CB: load_scene $448 $449 $450 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 02A3: enable_widescreen 1 03F4: set_all_vehicles_apply_damage_rules 0 015F: set_camera_position 160.3909 797.2673 7.6438 rotation 0.0 0.0 0.0 0160: point_camera 159.4485 797.5592 7.8072 switchstyle 2 0084: $2797 = $4811 // $ = $ int 0008: $2797 += 8500 // $ += int 0004: $2798 = 10 // $ = int 0001: wait 500 ms 0169: set_fade_color 0 0 1 016A: fade 1 1500 ms 0004: $2768 = 4 // $ = int :COL_5_6305 00D6: if 0038: $2768 == 2 // $ == int 004D: jump_if_false @COL_5_6360 00D6: if 816B: not fading 004D: jump_if_false @COL_5_6360 049F: set_scripted_file $722 distance_along_path_to 2700.0 04D7: lock_actor $PLAYER_ACTOR in_current_position 1 0004: $2768 = 3 // $ = int :COL_5_6360 00D6: if 0038: $2766 == 0 // $ == int 004D: jump_if_false @COL_5_6423 00D6: if 04E5: object $714 near_point 194.999 891.496 radius 25.0 25.0 sphere 0 004D: jump_if_false @COL_5_6423 0004: $2766 = 1 // $ = int :COL_5_6423 00D6: if 0038: $2766 == 1 // $ == int 004D: jump_if_false @COL_5_6649 00D6: if 0038: $2788 == 0 // $ == int 004D: jump_if_false @COL_5_6507 00D6: if 0038: $2562 == 0 // $ == int 004D: jump_if_false @COL_5_6500 0004: $2562 = 1 // $ = int 0084: $2587 = $4811 // $ = $ int 0008: $2587 += 5000 // $ += int :COL_5_6500 0004: $2788 = 1 // $ = int :COL_5_6507 00D6: if 8042: not $2810 == 0.0 // $ == float 004D: jump_if_false @COL_5_6591 00D6: if 0022: 0.0 > $2810 // float > $ 004D: jump_if_false @COL_5_6566 0005: $2810 = 0.0 // $ = float 0002: jump @COL_5_6576 :COL_5_6566 007E: $2810 -= frame_delta_time * 0.01 // float :COL_5_6576 049E: set_scripted_file $722 speed_to $2810 0002: jump @COL_5_6649 :COL_5_6591 0004: $2766 = 2 // $ = int 0213: $2728 = create_pickup #HEALTH type 2 at 189.4928 885.3084 13.7132 032B: $2729 = create_weapon_pickup #RUGER 2 ammo 120 at 190.5261 885.2347 13.7132 :COL_5_6649 00D6: if 0038: $2766 == 2 // $ == int 004D: jump_if_false @COL_5_6835 00D6: if 0038: $2767 == -1 // $ == int 004D: jump_if_false @COL_5_6692 0004: $2767 = 1 // $ = int :COL_5_6692 00D6: if 0038: $2763 == -2 // $ == int 004D: jump_if_false @COL_5_6735 0084: $2782 = $4811 // $ = $ int 0008: $2782 += 45000 // $ += int 0004: $2763 = -1 // $ = int :COL_5_6735 00D6: if 0038: $2784 == -1 // $ == int 004D: jump_if_false @COL_5_6760 0004: $2784 = 0 // $ = int :COL_5_6760 00D6: if 0038: $2785 == -1 // $ == int 004D: jump_if_false @COL_5_6785 0004: $2785 = 0 // $ = int :COL_5_6785 00D6: if 0038: $2799 == -1 // $ == int 004D: jump_if_false @COL_5_6810 0004: $2799 = 0 // $ = int :COL_5_6810 00D6: if 0038: $2786 == -1 // $ == int 004D: jump_if_false @COL_5_6835 0004: $2786 = 0 // $ = int :COL_5_6835 00D6: if 0038: $2792 == 0 // $ == int 004D: jump_if_false @COL_5_6948 00D6: if 0018: $2742 > 0 // $ > int 004D: jump_if_false @COL_5_6948 00D6: if 0119: car $2689 wrecked 004D: jump_if_false @COL_5_6948 00D6: if 8119: not car $2699 wrecked 004D: jump_if_false @COL_5_6925 00BC: text_highpriority 'COL5_B2' time 200 1 0002: jump @COL_5_6948 :COL_5_6925 0084: $2797 = $4811 // $ = $ int 0008: $2797 += 6000 // $ += int 0004: $2792 = 1 // $ = int :COL_5_6948 00D6: if 0038: $2792 == 1 // $ == int 004D: jump_if_false @COL_5_7181 00D6: if 001C: $4811 > $2797 // $ > $ int 004D: jump_if_false @COL_5_7181 01C2: mark_actor_as_no_longer_needed $2703 01C2: mark_actor_as_no_longer_needed $2704 01C2: mark_actor_as_no_longer_needed $2705 01C2: mark_actor_as_no_longer_needed $2706 01C2: mark_actor_as_no_longer_needed $2708 01C2: mark_actor_as_no_longer_needed $2709 01C2: mark_actor_as_no_longer_needed $2710 01C2: mark_actor_as_no_longer_needed $2725 01C2: mark_actor_as_no_longer_needed $2726 01C2: mark_actor_as_no_longer_needed $2727 00A6: destroy_car $2699 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 02A3: enable_widescreen 1 03F4: set_all_vehicles_apply_damage_rules 0 015F: set_camera_position 218.3319 1001.141 10.0492 rotation 0.0 0.0 0.0 0160: point_camera 218.0191 1000.191 10.0691 switchstyle 2 049E: set_scripted_file $722 speed_to 5.0 0395: clear_area 1 at $448 $449 $450 range 100.0 0215: destroy_pickup $2728 0215: destroy_pickup $2729 0084: $2797 = $4811 // $ = $ int 0008: $2797 += 4000 // $ += int 0004: $2798 = 15 // $ = int 0004: $2792 = 2 // $ = int :COL_5_7181 00D6: if 0038: $2792 == 2 // $ == int 004D: jump_if_false @COL_5_7281 00D6: if 001C: $4811 > $2797 // $ > $ int 004D: jump_if_false @COL_5_7281 00D6: if 0022: 5.0 > $2810 // float > $ 004D: jump_if_false @COL_5_7256 0078: $2810 += frame_delta_time * 0.01 // float 0002: jump @COL_5_7273 :COL_5_7256 0005: $2810 = 5.0 // $ = float 0004: $2792 = 2 // $ = int :COL_5_7273 049E: set_scripted_file $722 speed_to $2810 :COL_5_7281 00D6: if 8118: not actor $2684 dead 004D: jump_if_false @COL_5_7557 00D6: if 0038: $2795 == 0 // $ == int 004D: jump_if_false @COL_5_7381 00D6: if 8183: not player $PLAYER_CHAR health > 50 004D: jump_if_false @COL_5_7381 00D6: if 0038: $2577 == 0 // $ == int 004D: jump_if_false @COL_5_7374 0004: $2577 = 1 // $ = int 0084: $2600 = $4811 // $ = $ int 0008: $2600 += 5000 // $ += int :COL_5_7374 0004: $2795 = 1 // $ = int :COL_5_7381 00D6: if 0038: $2793 == 0 // $ == int 004D: jump_if_false @COL_5_7466 00D6: if 8184: not actor $2684 health >= 180 004D: jump_if_false @COL_5_7466 00D6: if 0038: $2568 == 0 // $ == int 004D: jump_if_false @COL_5_7459 0004: $2568 = 1 // $ = int 0084: $2591 = $4811 // $ = $ int 0008: $2591 += 5000 // $ += int :COL_5_7459 0004: $2793 = 1 // $ = int :COL_5_7466 00D6: if 0038: $2794 == 0 // $ == int 004D: jump_if_false @COL_5_7550 00D6: if 8184: not actor $2684 health >= 100 004D: jump_if_false @COL_5_7550 00D6: if 0038: $2570 == 0 // $ == int 004D: jump_if_false @COL_5_7543 0004: $2570 = 1 // $ = int 0084: $2593 = $4811 // $ = $ int 0008: $2593 += 5000 // $ += int :COL_5_7543 0004: $2794 = 1 // $ = int :COL_5_7550 0002: jump @COL_5_7621 :COL_5_7557 00BC: text_highpriority 'COL5_B3' time 5000 1 0169: set_fade_color 225 225 225 016A: fade 0 1000 ms :COL_5_7590 00D6: if 016B: fading 004D: jump_if_false @COL_5_7614 0001: wait 0 ms 0002: jump @COL_5_7590 :COL_5_7614 0002: jump @COL_5_30415 :COL_5_7621 00D6: if 0118: actor $2685 dead 004D: jump_if_false @COL_5_7642 034F: destroy_actor_with_fade $2685 // The actor fades away like a ghost :COL_5_7642 00D6: if 0118: actor $2686 dead 004D: jump_if_false @COL_5_7663 034F: destroy_actor_with_fade $2686 // The actor fades away like a ghost :COL_5_7663 00D6: if 0118: actor $2687 dead 004D: jump_if_false @COL_5_7684 034F: destroy_actor_with_fade $2687 // The actor fades away like a ghost :COL_5_7684 00D6: if 0118: actor $2730 dead 004D: jump_if_false @COL_5_7705 034F: destroy_actor_with_fade $2730 // The actor fades away like a ghost :COL_5_7705 0084: $2731 = $2694 // $ = $ int 0084: $2732 = $2711 // $ = $ int 0084: $2733 = $2712 // $ = $ int 0084: $2777 = $2784 // $ = $ int 0050: gosub @COL_5_27629 0084: $2694 = $2731 // $ = $ int 0084: $2784 = $2777 // $ = $ int 0084: $2731 = $2695 // $ = $ int 0084: $2732 = $2713 // $ = $ int 0084: $2733 = $2714 // $ = $ int 0084: $2777 = $2785 // $ = $ int 0050: gosub @COL_5_27629 0084: $2695 = $2731 // $ = $ int 0084: $2785 = $2777 // $ = $ int 0084: $2731 = $2698 // $ = $ int 0084: $2732 = $2716 // $ = $ int 0084: $2733 = $2717 // $ = $ int 0084: $2777 = $2786 // $ = $ int 0050: gosub @COL_5_27629 0084: $2698 = $2731 // $ = $ int 0084: $2786 = $2777 // $ = $ int 00D6: if 8119: not car $2696 wrecked 004D: jump_if_false @COL_5_8661 00D6: if 8118: not actor $2721 dead 004D: jump_if_false @COL_5_8637 00D6: if 0038: $2799 == 0 // $ == int 004D: jump_if_false @COL_5_7957 02DB: set_boat $2696 speed_to 10.0 02D3: boat $2696 drive_to 171.0578 942.3843 6.0 0004: $2799 = 1 // $ = int :COL_5_7957 00D6: if 0038: $2799 == 1 // $ == int 004D: jump_if_false @COL_5_8040 00D6: if 01AD: car $2696 sphere 0 near_point 171.0578 942.3843 radius 8.0 8.0 004D: jump_if_false @COL_5_8040 02D3: boat $2696 drive_to 148.7975 947.8748 6.0 0004: $2799 = 2 // $ = int :COL_5_8040 00D6: if 0038: $2799 == 2 // $ == int 004D: jump_if_false @COL_5_8123 00D6: if 01AD: car $2696 sphere 0 near_point 148.7975 947.8748 radius 8.0 8.0 004D: jump_if_false @COL_5_8123 02D3: boat $2696 drive_to 129.6003 936.7351 6.0 0004: $2799 = 3 // $ = int :COL_5_8123 00D6: if 0038: $2799 == 3 // $ == int 004D: jump_if_false @COL_5_8206 00D6: if 01AD: car $2696 sphere 0 near_point 129.6003 936.7351 radius 8.0 8.0 004D: jump_if_false @COL_5_8206 02D3: boat $2696 drive_to 122.3512 920.2498 6.0 0004: $2799 = 4 // $ = int :COL_5_8206 00D6: if 0038: $2799 == 4 // $ == int 004D: jump_if_false @COL_5_8289 00D6: if 01AD: car $2696 sphere 0 near_point 122.3512 920.2498 radius 8.0 8.0 004D: jump_if_false @COL_5_8289 02D3: boat $2696 drive_to 124.624 909.1359 6.0 0004: $2799 = 5 // $ = int :COL_5_8289 00D6: if 0038: $2799 == 5 // $ == int 004D: jump_if_false @COL_5_8372 00D6: if 01AD: car $2696 sphere 0 near_point 124.624 909.1359 radius 8.0 8.0 004D: jump_if_false @COL_5_8372 02D3: boat $2696 drive_to 138.0438 900.7563 6.0 0004: $2799 = 6 // $ = int :COL_5_8372 00D6: if 0038: $2799 == 6 // $ == int 004D: jump_if_false @COL_5_8455 00D6: if 01AD: car $2696 sphere 0 near_point 138.0438 900.7563 radius 8.0 8.0 004D: jump_if_false @COL_5_8455 02D3: boat $2696 drive_to 161.4032 891.2236 6.0 0004: $2799 = 7 // $ = int :COL_5_8455 00D6: if 0038: $2799 == 7 // $ == int 004D: jump_if_false @COL_5_8538 00D6: if 01AD: car $2696 sphere 0 near_point 161.4032 891.2236 radius 8.0 8.0 004D: jump_if_false @COL_5_8538 02D3: boat $2696 drive_to 176.3047 887.8659 6.0 0004: $2799 = 8 // $ = int :COL_5_8538 00D6: if 0038: $2799 == 8 // $ == int 004D: jump_if_false @COL_5_8630 00D6: if 01AD: car $2696 sphere 0 near_point 176.3047 887.8659 radius 8.0 8.0 004D: jump_if_false @COL_5_8630 02DB: set_boat $2696 speed_to 0.0 02D4: car $2696 turn_off_engine 0323: enable_boat $2696 anchor 1 00AF: set_car $2696 driver_behaviour_to 11 0004: $2799 = 9 // $ = int :COL_5_8630 0002: jump @COL_5_8654 :COL_5_8637 01C2: mark_actor_as_no_longer_needed $2721 01C3: mark_car_as_no_longer_needed $2696 0004: $2698 = -1 // $ = int :COL_5_8654 0002: jump @COL_5_8685 :COL_5_8661 01C2: mark_actor_as_no_longer_needed $2721 01C3: mark_car_as_no_longer_needed $2696 0004: $2698 = -1 // $ = int 0004: $2799 = -1 // $ = int :COL_5_8685 00D6: if 8119: not car $2702 wrecked 004D: jump_if_false @COL_5_8931 00D6: if 8118: not actor $2722 dead 004D: jump_if_false @COL_5_8871 00D6: if 0038: $2767 == 1 // $ == int 004D: jump_if_false @COL_5_8772 02D3: boat $2702 drive_to 200.4224 885.9669 6.0 02DB: set_boat $2702 speed_to 8.0 0004: $2767 = 2 // $ = int :COL_5_8772 00D6: if 0038: $2767 == 2 // $ == int 004D: jump_if_false @COL_5_8864 00D6: if 01AD: car $2702 sphere 0 near_point 200.4224 885.9669 radius 8.0 8.0 004D: jump_if_false @COL_5_8864 02DB: set_boat $2702 speed_to 0.0 00AF: set_car $2702 driver_behaviour_to 11 02D4: car $2702 turn_off_engine 0323: enable_boat $2702 anchor 1 0004: $2767 = 3 // $ = int :COL_5_8864 0002: jump @COL_5_8924 :COL_5_8871 00AF: set_car $2702 driver_behaviour_to 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 01C3: mark_car_as_no_longer_needed $2702 01C2: mark_actor_as_no_longer_needed $2722 0004: $2702 = -1 // $ = int :COL_5_8924 0002: jump @COL_5_8955 :COL_5_8931 01C3: mark_car_as_no_longer_needed $2702 01C2: mark_actor_as_no_longer_needed $2722 0004: $2702 = -1 // $ = int 0004: $2767 = -1 // $ = int :COL_5_8955 00D6: if 0038: $2767 == 3 // $ == int 004D: jump_if_false @COL_5_9072 00D6: if 0038: $2775 == 0 // $ == int 004D: jump_if_false @COL_5_9072 0054: store_player $PLAYER_CHAR position_to $445 $446 $447 00D6: if 0020: $447 > 11.2 // $ > float 004D: jump_if_false @COL_5_9072 009A: $2703 = create_actor_pedtype 9 model #HMOST at 195.7159 886.0515 8.0 0084: $2693 = $2703 // $ = $ int 0050: gosub @COL_5_30134 0004: $2775 = 1 // $ = int :COL_5_9072 00D6: if 8118: not actor $2703 dead 004D: jump_if_false @COL_5_9879 00D6: if 0038: $2775 == 1 // $ == int 004D: jump_if_false @COL_5_9211 00D6: if 04FF: actor $2703 no_objective 004D: jump_if_false @COL_5_9144 0239: actor $2703 run_to 196.3903 888.9396 0411: set_actor $2703 use_pednode_seek 0 :COL_5_9144 00D6: if 00ED: actor $2703 0 196.3903 888.9396 radius 1.0 1.0 004D: jump_if_false @COL_5_9211 0239: actor $2703 run_to 194.5447 914.6995 0411: set_actor $2703 use_pednode_seek 0 0004: $2775 = 2 // $ = int :COL_5_9211 00D6: if 0038: $2775 == 2 // $ == int 004D: jump_if_false @COL_5_9334 00D6: if 04FF: actor $2703 no_objective 004D: jump_if_false @COL_5_9267 0239: actor $2703 run_to 194.5447 914.6995 0411: set_actor $2703 use_pednode_seek 0 :COL_5_9267 00D6: if 00ED: actor $2703 0 194.5447 914.6995 radius 1.0 1.0 004D: jump_if_false @COL_5_9334 0239: actor $2703 run_to 192.41 901.3952 0411: set_actor $2703 use_pednode_seek 0 0004: $2775 = 3 // $ = int :COL_5_9334 00D6: if 0038: $2775 == 3 // $ == int 004D: jump_if_false @COL_5_9457 00D6: if 04FF: actor $2703 no_objective 004D: jump_if_false @COL_5_9390 0239: actor $2703 run_to 192.41 901.3952 0411: set_actor $2703 use_pednode_seek 0 :COL_5_9390 00D6: if 00ED: actor $2703 0 192.41 901.3952 radius 1.0 1.0 004D: jump_if_false @COL_5_9457 0239: actor $2703 run_to 196.3216 899.4728 0411: set_actor $2703 use_pednode_seek 0 0004: $2775 = 4 // $ = int :COL_5_9457 00D6: if 0038: $2775 == 4 // $ == int 004D: jump_if_false @COL_5_9580 00D6: if 04FF: actor $2703 no_objective 004D: jump_if_false @COL_5_9513 0239: actor $2703 run_to 196.3216 899.4728 0411: set_actor $2703 use_pednode_seek 0 :COL_5_9513 00D6: if 00ED: actor $2703 0 196.3216 899.4728 radius 1.0 1.0 004D: jump_if_false @COL_5_9580 0239: actor $2703 run_to 192.9792 875.6545 0411: set_actor $2703 use_pednode_seek 0 0004: $2775 = 5 // $ = int :COL_5_9580 00D6: if 0038: $2775 == 5 // $ == int 004D: jump_if_false @COL_5_9696 00D6: if 04FF: actor $2703 no_objective 004D: jump_if_false @COL_5_9629 0239: actor $2703 run_to 192.9792 875.6545 :COL_5_9629 00D6: if 00ED: actor $2703 0 192.9792 875.6545 radius 1.0 1.0 004D: jump_if_false @COL_5_9696 0239: actor $2703 run_to 191.2296 869.7584 0411: set_actor $2703 use_pednode_seek 0 0004: $2775 = 6 // $ = int :COL_5_9696 00D6: if 0038: $2775 == 6 // $ == int 004D: jump_if_false @COL_5_9846 00D6: if 04FF: actor $2703 no_objective 004D: jump_if_false @COL_5_9752 0239: actor $2703 run_to 191.2296 869.7584 0411: set_actor $2703 use_pednode_seek 0 :COL_5_9752 00D6: if 00ED: actor $2703 0 191.2296 869.7584 radius 2.0 2.0 004D: jump_if_false @COL_5_9846 01CA: actor $2703 kill_player $PLAYER_CHAR 00D6: if 0038: $2575 == 0 // $ == int 004D: jump_if_false @COL_5_9839 0004: $2575 = 1 // $ = int 0084: $2598 = $4811 // $ = $ int 0008: $2598 += 5000 // $ += int :COL_5_9839 0004: $2775 = 7 // $ = int :COL_5_9846 00D6: if 0038: $2775 == 7 // $ == int 004D: jump_if_false @COL_5_9872 01CA: actor $2703 kill_player $PLAYER_CHAR :COL_5_9872 0002: jump @COL_5_9891 :COL_5_9879 034F: destroy_actor_with_fade $2703 // The actor fades away like a ghost 0004: $2775 = 0 // $ = int :COL_5_9891 00D6: if 0018: $2775 > 1 // $ > int 004D: jump_if_false @COL_5_10008 00D6: if 0038: $2776 == 0 // $ == int 004D: jump_if_false @COL_5_10008 0054: store_player $PLAYER_CHAR position_to $445 $446 $447 00D6: if 0020: $447 > 11.2 // $ > float 004D: jump_if_false @COL_5_10008 009A: $2704 = create_actor_pedtype 9 model #HMOST at 195.7159 886.0515 8.0 0084: $2693 = $2704 // $ = $ int 0050: gosub @COL_5_30134 0004: $2776 = 1 // $ = int :COL_5_10008 00D6: if 8118: not actor $2704 dead 004D: jump_if_false @COL_5_10781 00D6: if 0038: $2776 == 1 // $ == int 004D: jump_if_false @COL_5_10147 00D6: if 04FF: actor $2704 no_objective 004D: jump_if_false @COL_5_10080 0239: actor $2704 run_to 196.3903 888.9396 0411: set_actor $2704 use_pednode_seek 0 :COL_5_10080 00D6: if 00ED: actor $2704 0 196.3903 888.9396 radius 1.0 1.0 004D: jump_if_false @COL_5_10147 0239: actor $2704 run_to 194.5447 914.6995 0411: set_actor $2704 use_pednode_seek 0 0004: $2776 = 2 // $ = int :COL_5_10147 00D6: if 0038: $2776 == 2 // $ == int 004D: jump_if_false @COL_5_10270 00D6: if 04FF: actor $2704 no_objective 004D: jump_if_false @COL_5_10203 0239: actor $2704 run_to 194.5447 914.6995 0411: set_actor $2704 use_pednode_seek 0 :COL_5_10203 00D6: if 00ED: actor $2704 0 194.5447 914.6995 radius 1.0 1.0 004D: jump_if_false @COL_5_10270 0239: actor $2704 run_to 192.41 901.3952 0411: set_actor $2704 use_pednode_seek 0 0004: $2776 = 3 // $ = int :COL_5_10270 00D6: if 0038: $2776 == 3 // $ == int 004D: jump_if_false @COL_5_10393 00D6: if 04FF: actor $2704 no_objective 004D: jump_if_false @COL_5_10326 0239: actor $2704 run_to 192.41 901.3952 0411: set_actor $2704 use_pednode_seek 0 :COL_5_10326 00D6: if 00ED: actor $2704 0 192.41 901.3952 radius 1.0 1.0 004D: jump_if_false @COL_5_10393 0239: actor $2704 run_to 187.9892 900.3357 0411: set_actor $2704 use_pednode_seek 0 0004: $2776 = 4 // $ = int :COL_5_10393 00D6: if 0038: $2776 == 4 // $ == int 004D: jump_if_false @COL_5_10516 00D6: if 04FF: actor $2704 no_objective 004D: jump_if_false @COL_5_10449 0239: actor $2704 run_to 187.9892 900.3357 0411: set_actor $2704 use_pednode_seek 0 :COL_5_10449 00D6: if 00ED: actor $2704 0 187.9892 900.3357 radius 1.0 1.0 004D: jump_if_false @COL_5_10516 0239: actor $2704 run_to 184.6517 876.7971 0411: set_actor $2704 use_pednode_seek 0 0004: $2776 = 5 // $ = int :COL_5_10516 00D6: if 0038: $2776 == 5 // $ == int 004D: jump_if_false @COL_5_10639 00D6: if 04FF: actor $2704 no_objective 004D: jump_if_false @COL_5_10572 0239: actor $2704 run_to 184.6517 876.7971 0411: set_actor $2704 use_pednode_seek 0 :COL_5_10572 00D6: if 00ED: actor $2704 0 184.6517 876.7971 radius 1.0 1.0 004D: jump_if_false @COL_5_10639 0239: actor $2704 run_to 184.4611 870.8157 0411: set_actor $2704 use_pednode_seek 0 0004: $2776 = 6 // $ = int :COL_5_10639 00D6: if 0038: $2776 == 6 // $ == int 004D: jump_if_false @COL_5_10748 00D6: if 04FF: actor $2704 no_objective 004D: jump_if_false @COL_5_10695 0239: actor $2704 run_to 184.4611 870.8157 0411: set_actor $2704 use_pednode_seek 0 :COL_5_10695 00D6: if 00ED: actor $2704 0 184.4611 870.8157 radius 2.0 2.0 004D: jump_if_false @COL_5_10748 01CA: actor $2704 kill_player $PLAYER_CHAR 0004: $2776 = 7 // $ = int :COL_5_10748 00D6: if 0038: $2776 == 7 // $ == int 004D: jump_if_false @COL_5_10774 01CA: actor $2704 kill_player $PLAYER_CHAR :COL_5_10774 0002: jump @COL_5_10793 :COL_5_10781 034F: destroy_actor_with_fade $2704 // The actor fades away like a ghost 0004: $2776 = 0 // $ = int :COL_5_10793 00D6: if 0038: $2799 == 9 // $ == int 004D: jump_if_false @COL_5_10910 00D6: if 0038: $2779 == 0 // $ == int 004D: jump_if_false @COL_5_10910 0054: store_player $PLAYER_CHAR position_to $445 $446 $447 00D6: if 0020: $447 > 11.2 // $ > float 004D: jump_if_false @COL_5_10910 009A: $2705 = create_actor_pedtype 9 model #HMOST at 184.5751 887.7821 8.0 0084: $2693 = $2705 // $ = $ int 0050: gosub @COL_5_30134 0004: $2779 = 1 // $ = int :COL_5_10910 00D6: if 8118: not actor $2705 dead 004D: jump_if_false @COL_5_11724 00D6: if 0038: $2779 == 1 // $ == int 004D: jump_if_false @COL_5_11049 00D6: if 04FF: actor $2705 no_objective 004D: jump_if_false @COL_5_10982 0239: actor $2705 run_to 184.8738 891.4559 0411: set_actor $2705 use_pednode_seek 0 :COL_5_10982 00D6: if 00ED: actor $2705 0 184.8738 891.4559 radius 1.0 1.0 004D: jump_if_false @COL_5_11049 0239: actor $2705 run_to 194.5447 914.6995 0411: set_actor $2705 use_pednode_seek 0 0004: $2779 = 2 // $ = int :COL_5_11049 00D6: if 0038: $2779 == 2 // $ == int 004D: jump_if_false @COL_5_11172 00D6: if 04FF: actor $2705 no_objective 004D: jump_if_false @COL_5_11105 0239: actor $2705 run_to 194.5447 914.6995 0411: set_actor $2705 use_pednode_seek 0 :COL_5_11105 00D6: if 00ED: actor $2705 0 194.5447 914.6995 radius 1.0 1.0 004D: jump_if_false @COL_5_11172 0239: actor $2705 run_to 192.41 901.3952 0411: set_actor $2705 use_pednode_seek 0 0004: $2779 = 3 // $ = int :COL_5_11172 00D6: if 0038: $2779 == 3 // $ == int 004D: jump_if_false @COL_5_11295 00D6: if 04FF: actor $2705 no_objective 004D: jump_if_false @COL_5_11228 0239: actor $2705 run_to 192.41 901.3952 0411: set_actor $2705 use_pednode_seek 0 :COL_5_11228 00D6: if 00ED: actor $2705 0 192.41 901.3952 radius 1.0 1.0 004D: jump_if_false @COL_5_11295 0239: actor $2705 run_to 196.3216 899.4728 0411: set_actor $2705 use_pednode_seek 0 0004: $2779 = 4 // $ = int :COL_5_11295 00D6: if 0038: $2779 == 4 // $ == int 004D: jump_if_false @COL_5_11418 00D6: if 04FF: actor $2705 no_objective 004D: jump_if_false @COL_5_11351 0239: actor $2705 run_to 196.3216 899.4728 0411: set_actor $2705 use_pednode_seek 0 :COL_5_11351 00D6: if 00ED: actor $2705 0 196.3216 899.4728 radius 1.0 1.0 004D: jump_if_false @COL_5_11418 0239: actor $2705 run_to 192.9792 875.6545 0411: set_actor $2705 use_pednode_seek 0 0004: $2779 = 5 // $ = int :COL_5_11418 00D6: if 0038: $2779 == 5 // $ == int 004D: jump_if_false @COL_5_11541 00D6: if 04FF: actor $2705 no_objective 004D: jump_if_false @COL_5_11474 0239: actor $2705 run_to 192.9792 875.6545 0411: set_actor $2705 use_pednode_seek 0 :COL_5_11474 00D6: if 00ED: actor $2705 0 192.9792 875.6545 radius 1.0 1.0 004D: jump_if_false @COL_5_11541 0239: actor $2705 run_to 191.2296 869.7584 0411: set_actor $2705 use_pednode_seek 0 0004: $2779 = 6 // $ = int :COL_5_11541 00D6: if 0038: $2779 == 6 // $ == int 004D: jump_if_false @COL_5_11691 00D6: if 04FF: actor $2705 no_objective 004D: jump_if_false @COL_5_11597 0239: actor $2705 run_to 191.2296 869.7584 0411: set_actor $2705 use_pednode_seek 0 :COL_5_11597 00D6: if 00ED: actor $2705 0 191.2296 869.7584 radius 2.0 2.0 004D: jump_if_false @COL_5_11691 01CA: actor $2705 kill_player $PLAYER_CHAR 00D6: if 0038: $2575 == 0 // $ == int 004D: jump_if_false @COL_5_11684 0004: $2575 = 1 // $ = int 0084: $2598 = $4811 // $ = $ int 0008: $2598 += 5000 // $ += int :COL_5_11684 0004: $2779 = 7 // $ = int :COL_5_11691 00D6: if 0038: $2779 == 7 // $ == int 004D: jump_if_false @COL_5_11717 01CA: actor $2705 kill_player $PLAYER_CHAR :COL_5_11717 0002: jump @COL_5_11736 :COL_5_11724 034F: destroy_actor_with_fade $2705 // The actor fades away like a ghost 0004: $2779 = 0 // $ = int :COL_5_11736 00D6: if 0018: $2779 > 0 // $ > int 004D: jump_if_false @COL_5_11853 00D6: if 0038: $2780 == 0 // $ == int 004D: jump_if_false @COL_5_11853 0054: store_player $PLAYER_CHAR position_to $445 $446 $447 00D6: if 0020: $447 > 11.2 // $ > float 004D: jump_if_false @COL_5_11853 009A: $2706 = create_actor_pedtype 9 model #HMOST at 184.5751 887.7821 8.0 0084: $2693 = $2706 // $ = $ int 0050: gosub @COL_5_30134 0004: $2780 = 1 // $ = int :COL_5_11853 00D6: if 8118: not actor $2706 dead 004D: jump_if_false @COL_5_12626 00D6: if 0038: $2780 == 1 // $ == int 004D: jump_if_false @COL_5_11992 00D6: if 04FF: actor $2706 no_objective 004D: jump_if_false @COL_5_11925 0239: actor $2706 run_to 184.8738 891.4559 0411: set_actor $2706 use_pednode_seek 0 :COL_5_11925 00D6: if 00ED: actor $2706 0 184.8738 891.4559 radius 1.0 1.0 004D: jump_if_false @COL_5_11992 0239: actor $2706 run_to 194.5447 914.6995 0411: set_actor $2706 use_pednode_seek 0 0004: $2780 = 2 // $ = int :COL_5_11992 00D6: if 0038: $2780 == 2 // $ == int 004D: jump_if_false @COL_5_12115 00D6: if 04FF: actor $2706 no_objective 004D: jump_if_false @COL_5_12048 0239: actor $2706 run_to 194.5447 914.6995 0411: set_actor $2706 use_pednode_seek 0 :COL_5_12048 00D6: if 00ED: actor $2706 0 194.5447 914.6995 radius 1.0 1.0 004D: jump_if_false @COL_5_12115 0239: actor $2706 run_to 192.41 901.3952 0411: set_actor $2706 use_pednode_seek 0 0004: $2780 = 3 // $ = int :COL_5_12115 00D6: if 0038: $2780 == 3 // $ == int 004D: jump_if_false @COL_5_12238 00D6: if 04FF: actor $2706 no_objective 004D: jump_if_false @COL_5_12171 0239: actor $2706 run_to 192.41 901.3952 0411: set_actor $2706 use_pednode_seek 0 :COL_5_12171 00D6: if 00ED: actor $2706 0 192.41 901.3952 radius 1.0 1.0 004D: jump_if_false @COL_5_12238 0239: actor $2706 run_to 187.9892 900.3357 0411: set_actor $2706 use_pednode_seek 0 0004: $2780 = 4 // $ = int :COL_5_12238 00D6: if 0038: $2780 == 4 // $ == int 004D: jump_if_false @COL_5_12361 00D6: if 04FF: actor $2706 no_objective 004D: jump_if_false @COL_5_12294 0239: actor $2706 run_to 187.9892 900.3357 0411: set_actor $2706 use_pednode_seek 0 :COL_5_12294 00D6: if 00ED: actor $2706 0 187.9892 900.3357 radius 1.0 1.0 004D: jump_if_false @COL_5_12361 0239: actor $2706 run_to 184.6517 876.7971 0411: set_actor $2706 use_pednode_seek 0 0004: $2780 = 5 // $ = int :COL_5_12361 00D6: if 0038: $2780 == 5 // $ == int 004D: jump_if_false @COL_5_12484 00D6: if 04FF: actor $2706 no_objective 004D: jump_if_false @COL_5_12417 0239: actor $2706 run_to 184.6517 876.7971 0411: set_actor $2706 use_pednode_seek 0 :COL_5_12417 00D6: if 00ED: actor $2706 0 184.6517 876.7971 radius 1.0 1.0 004D: jump_if_false @COL_5_12484 0239: actor $2706 run_to 184.4611 870.8157 0411: set_actor $2706 use_pednode_seek 0 0004: $2780 = 6 // $ = int :COL_5_12484 00D6: if 0038: $2780 == 6 // $ == int 004D: jump_if_false @COL_5_12593 00D6: if 04FF: actor $2706 no_objective 004D: jump_if_false @COL_5_12540 0239: actor $2706 run_to 184.4611 870.8157 0411: set_actor $2706 use_pednode_seek 0 :COL_5_12540 00D6: if 00ED: actor $2706 0 184.4611 870.8157 radius 2.0 2.0 004D: jump_if_false @COL_5_12593 01CA: actor $2706 kill_player $PLAYER_CHAR 0004: $2780 = 7 // $ = int :COL_5_12593 00D6: if 0038: $2780 == 7 // $ == int 004D: jump_if_false @COL_5_12619 01CA: actor $2706 kill_player $PLAYER_CHAR :COL_5_12619 0002: jump @COL_5_12638 :COL_5_12626 034F: destroy_actor_with_fade $2706 // The actor fades away like a ghost 0004: $2780 = 0 // $ = int :COL_5_12638 00D6: if 0038: $2763 == -1 // $ == int 004D: jump_if_false @COL_5_12682 00D6: if 001C: $4811 > $2782 // $ > $ int 004D: jump_if_false @COL_5_12682 0004: $2763 = 0 // $ = int :COL_5_12682 00D6: if 0038: $2763 == 0 // $ == int 004D: jump_if_false @COL_5_12868 00A5: $2691 = create_car #MAVERICK at 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 // $ = $ int 0050: gosub @COL_5_30286 01C8: $2709 = create_actor_pedtype 9 model #HMOST in_car $2691 passenger_seat 1 0084: $2736 = $2709 // $ = $ int 0050: gosub @COL_5_30286 01C8: $2710 = create_actor_pedtype 9 model #HMOST in_car $2691 passenger_seat 2 0084: $2736 = $2710 // $ = $ int 0050: gosub @COL_5_30286 04BA: set_car $2691 speed_instantly 0.1 04A2: heli $2691 fly_to 314.2827 993.9822 40.0 speed 30 0004: $2763 = 1 // $ = int :COL_5_12868 00D6: if 0018: $2763 > 0 // $ > int 004D: jump_if_false @COL_5_14277 00D6: if 8119: not car $2691 wrecked 004D: jump_if_false @COL_5_14209 00D6: if 8118: not actor $2707 dead 004D: jump_if_false @COL_5_14064 00D6: if 0038: $2763 == 1 // $ == int 004D: jump_if_false @COL_5_12991 00D6: if 01AF: car $2691 0 314.2827 993.9822 40.0 radius 5.0 5.0 4.0 004D: jump_if_false @COL_5_12991 0004: $2763 = 2 // $ = int :COL_5_12991 00D6: if 0038: $2763 == 2 // $ == int 004D: jump_if_false @COL_5_13183 04A2: heli $2691 fly_to 188.1993 877.1445 30.0 speed 20 00D6: if 0038: $2800 == 2 // $ == int 004D: jump_if_false @COL_5_13128 00BC: text_highpriority 'COL5_B5' time 5000 1 0084: $2801 = $4811 // $ = $ int 0008: $2801 += 4000 // $ += int 00D6: if 0038: $2563 == 0 // $ == int 004D: jump_if_false @COL_5_13121 0004: $2563 = 1 // $ = int 0084: $2588 = $4811 // $ = $ int 0008: $2588 += 5000 // $ += int :COL_5_13121 0008: $2800 += 1 // $ += int :COL_5_13128 00D6: if 01AF: car $2691 0 188.1993 877.1445 30.0 radius 10.0 10.0 5.0 004D: jump_if_false @COL_5_13183 0004: $2763 = 3 // $ = int :COL_5_13183 00D6: if 0038: $2763 == 3 // $ == int 004D: jump_if_false @COL_5_13283 04A2: heli $2691 fly_to 188.1993 877.1445 16.0 speed 10 00D6: if 01AD: car $2691 sphere 0 near_point 188.1993 877.1445 radius 5.0 5.0 004D: jump_if_false @COL_5_13283 0084: $2738 = $4811 // $ = $ int 0008: $2738 += 100 // $ += int 0004: $2763 = 4 // $ = int :COL_5_13283 00D6: if 0038: $2763 == 4 // $ == int 004D: jump_if_false @COL_5_13366 00D6: if 001C: $4811 > $2738 // $ > $ int 004D: jump_if_false @COL_5_13366 00D6: if 8118: not actor $2708 dead 004D: jump_if_false @COL_5_13344 01CA: actor $2708 kill_player $PLAYER_CHAR :COL_5_13344 0084: $2738 = $4811 // $ = $ int 0008: $2738 += 100 // $ += int 0004: $2763 = 5 // $ = int :COL_5_13366 00D6: if 0038: $2763 == 5 // $ == int 004D: jump_if_false @COL_5_13449 00D6: if 001C: $4811 > $2738 // $ > $ int 004D: jump_if_false @COL_5_13449 00D6: if 8118: not actor $2709 dead 004D: jump_if_false @COL_5_13427 01CA: actor $2709 kill_player $PLAYER_CHAR :COL_5_13427 0084: $2738 = $4811 // $ = $ int 0008: $2738 += 80 // $ += int 0004: $2763 = 6 // $ = int :COL_5_13449 00D6: if 0038: $2763 == 6 // $ == int 004D: jump_if_false @COL_5_13629 00D6: if 001C: $4811 > $2738 // $ > $ int 004D: jump_if_false @COL_5_13629 00D6: if 8118: not actor $2710 dead 004D: jump_if_false @COL_5_13510 01CA: actor $2710 kill_player $PLAYER_CHAR :COL_5_13510 0084: $2738 = $4811 // $ = $ int 0008: $2738 += 1500 // $ += int 00D6: if 0038: $2574 == 0 // $ == int 004D: jump_if_false @COL_5_13574 0004: $2574 = 1 // $ = int 0084: $2597 = $4811 // $ = $ int 0008: $2597 += 5000 // $ += int 0002: jump @COL_5_13622 :COL_5_13574 0004: $2574 = 0 // $ = int 00D6: if 0038: $2575 == 0 // $ == int 004D: jump_if_false @COL_5_13622 0004: $2575 = 1 // $ = int 0084: $2598 = $4811 // $ = $ int 0008: $2598 += 5000 // $ += int :COL_5_13622 0004: $2763 = 7 // $ = int :COL_5_13629 00D6: if 0038: $2763 == 7 // $ == int 004D: jump_if_false @COL_5_13743 00D6: if 001C: $4811 > $2738 // $ > $ int 004D: jump_if_false @COL_5_13743 04A2: heli $2691 fly_to 189.1993 879.1445 30.0 speed 20 00D6: if 01AF: car $2691 0 189.1993 879.1445 30.0 radius 5.0 5.0 4.0 004D: jump_if_false @COL_5_13743 0004: $2763 = 8 // $ = int :COL_5_13743 00D6: if 0038: $2763 == 8 // $ == int 004D: jump_if_false @COL_5_13838 04A2: heli $2691 fly_to 314.2827 993.9822 40.0 speed 20 00D6: if 01AF: car $2691 0 314.2827 993.9822 40.0 radius 5.0 5.0 4.0 004D: jump_if_false @COL_5_13838 0004: $2763 = 9 // $ = int :COL_5_13838 00D6: if 0038: $2763 == 9 // $ == int 004D: jump_if_false @COL_5_14057 04A2: heli $2691 fly_to 314.2827 993.9822 15.0 speed 20 00D6: if 01AF: car $2691 0 314.2827 993.9822 15.0 radius 5.0 5.0 4.0 004D: jump_if_false @COL_5_14057 01C2: mark_actor_as_no_longer_needed $2708 01C2: mark_actor_as_no_longer_needed $2709 01C2: mark_actor_as_no_longer_needed $2710 01C8: $2708 = create_actor_pedtype 9 model #HMOST in_car $2691 passenger_seat 0 0084: $2736 = $2708 // $ = $ int 0050: gosub @COL_5_30286 01C8: $2709 = create_actor_pedtype 9 model #HMOST in_car $2691 passenger_seat 1 0084: $2736 = $2709 // $ = $ int 0050: gosub @COL_5_30286 01C8: $2710 = create_actor_pedtype 9 model #HMOST in_car $2691 passenger_seat 2 0084: $2736 = $2710 // $ = $ int 0050: gosub @COL_5_30286 04A2: heli $2691 fly_to 314.2827 993.9822 40.0 speed 20 0004: $2763 = 1 // $ = int :COL_5_14057 0002: jump @COL_5_14202 :COL_5_14064 00D6: if 8118: not actor $2708 dead 004D: jump_if_false @COL_5_14101 00D6: if 00DF: actor $2708 in_any_car 004D: jump_if_false @COL_5_14101 03E2: actor $2708 leave_any_car :COL_5_14101 00D6: if 8118: not actor $2709 dead 004D: jump_if_false @COL_5_14138 00D6: if 00DF: actor $2709 in_any_car 004D: jump_if_false @COL_5_14138 03E2: actor $2709 leave_any_car :COL_5_14138 00D6: if 8118: not actor $2710 dead 004D: jump_if_false @COL_5_14175 00D6: if 00DF: actor $2710 in_any_car 004D: jump_if_false @COL_5_14175 03E2: actor $2710 leave_any_car :COL_5_14175 0564: set_vehicle $2691 helicopter_simulate_crash_landing 0508: vehicle $2691 close_all_doors 01C3: mark_car_as_no_longer_needed $2691 034F: destroy_actor_with_fade $2707 // The actor fades away like a ghost 0004: $2691 = -1 // $ = int :COL_5_14202 0002: jump @COL_5_14214 :COL_5_14209 01C3: mark_car_as_no_longer_needed $2691 :COL_5_14214 00D6: if 0118: actor $2708 dead 004D: jump_if_false @COL_5_14235 034F: destroy_actor_with_fade $2708 // The actor fades away like a ghost :COL_5_14235 00D6: if 0118: actor $2709 dead 004D: jump_if_false @COL_5_14256 034F: destroy_actor_with_fade $2709 // The actor fades away like a ghost :COL_5_14256 00D6: if 0118: actor $2710 dead 004D: jump_if_false @COL_5_14277 034F: destroy_actor_with_fade $2710 // The actor fades away like a ghost :COL_5_14277 00D6: if and 0119: car $2691 wrecked 0018: $2763 > 0 // $ > int 004D: jump_if_false @COL_5_14325 00D6: if 0038: $2764 == -1 // $ == int 004D: jump_if_false @COL_5_14325 0004: $2764 = 0 // $ = int :COL_5_14325 00D6: if 0018: $2763 > 4 // $ > int 004D: jump_if_false @COL_5_14368 00D6: if 0038: $2764 == -1 // $ == int 004D: jump_if_false @COL_5_14368 0004: $2764 = 0 // $ = int :COL_5_14368 00D6: if 0038: $2764 == 0 // $ == int 004D: jump_if_false @COL_5_14554 00A5: $2723 = create_car #MAVERICK at 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 // $ = $ int 0050: gosub @COL_5_30286 01C8: $2726 = create_actor_pedtype 9 model #HMOST in_car $2723 passenger_seat 1 0084: $2736 = $2726 // $ = $ int 0050: gosub @COL_5_30286 01C8: $2727 = create_actor_pedtype 9 model #HMOST in_car $2723 passenger_seat 2 0084: $2736 = $2727 // $ = $ int 0050: gosub @COL_5_30286 04BA: set_car $2723 speed_instantly 0.1 04A2: heli $2723 fly_to 302.9623 909.7476 32.0 speed 30 0004: $2764 = 1 // $ = int :COL_5_14554 00D6: if 0018: $2764 > 0 // $ > int 004D: jump_if_false @COL_5_15907 00D6: if 8119: not car $2723 wrecked 004D: jump_if_false @COL_5_15839 00D6: if 8118: not actor $2724 dead 004D: jump_if_false @COL_5_15694 00D6: if 0038: $2764 == 1 // $ == int 004D: jump_if_false @COL_5_14677 00D6: if 01AF: car $2723 0 302.9623 909.7476 32.0 radius 5.0 5.0 4.0 004D: jump_if_false @COL_5_14677 0004: $2764 = 2 // $ = int :COL_5_14677 00D6: if 0038: $2764 == 2 // $ == int 004D: jump_if_false @COL_5_14813 04A2: heli $2723 fly_to 188.1993 879.1445 25.0 speed 20 00D6: if 01AF: car $2723 0 188.1993 879.1445 25.0 radius 10.0 10.0 5.0 004D: jump_if_false @COL_5_14813 00D6: if 0038: $2563 == 0 // $ == int 004D: jump_if_false @COL_5_14806 0004: $2563 = 1 // $ = int 0084: $2588 = $4811 // $ = $ int 0008: $2588 += 5000 // $ += int :COL_5_14806 0004: $2764 = 3 // $ = int :COL_5_14813 00D6: if 0038: $2764 == 3 // $ == int 004D: jump_if_false @COL_5_14913 04A2: heli $2723 fly_to 188.1993 879.1445 16.0 speed 10 00D6: if 01AD: car $2723 sphere 0 near_point 188.1993 879.1445 radius 5.0 5.0 004D: jump_if_false @COL_5_14913 0084: $2738 = $4811 // $ = $ int 0008: $2738 += 100 // $ += int 0004: $2764 = 4 // $ = int :COL_5_14913 00D6: if 0038: $2764 == 4 // $ == int 004D: jump_if_false @COL_5_14996 00D6: if 001C: $4811 > $2738 // $ > $ int 004D: jump_if_false @COL_5_14996 00D6: if 8118: not actor $2725 dead 004D: jump_if_false @COL_5_14974 01CA: actor $2725 kill_player $PLAYER_CHAR :COL_5_14974 0084: $2738 = $4811 // $ = $ int 0008: $2738 += 100 // $ += int 0004: $2764 = 5 // $ = int :COL_5_14996 00D6: if 0038: $2764 == 5 // $ == int 004D: jump_if_false @COL_5_15079 00D6: if 001C: $4811 > $2738 // $ > $ int 004D: jump_if_false @COL_5_15079 00D6: if 8118: not actor $2726 dead 004D: jump_if_false @COL_5_15057 01CA: actor $2726 kill_player $PLAYER_CHAR :COL_5_15057 0084: $2738 = $4811 // $ = $ int 0008: $2738 += 80 // $ += int 0004: $2764 = 6 // $ = int :COL_5_15079 00D6: if 0038: $2764 == 6 // $ == int 004D: jump_if_false @COL_5_15259 00D6: if 001C: $4811 > $2738 // $ > $ int 004D: jump_if_false @COL_5_15259 00D6: if 8118: not actor $2727 dead 004D: jump_if_false @COL_5_15140 01CA: actor $2727 kill_player $PLAYER_CHAR :COL_5_15140 0084: $2738 = $4811 // $ = $ int 0008: $2738 += 1500 // $ += int 00D6: if 0038: $2576 == 0 // $ == int 004D: jump_if_false @COL_5_15204 0004: $2576 = 1 // $ = int 0084: $2599 = $4811 // $ = $ int 0008: $2599 += 5000 // $ += int 0002: jump @COL_5_15252 :COL_5_15204 0004: $2576 = 0 // $ = int 00D6: if 0038: $2579 == 0 // $ == int 004D: jump_if_false @COL_5_15252 0004: $2579 = 1 // $ = int 0084: $2601 = $4811 // $ = $ int 0008: $2601 += 5000 // $ += int :COL_5_15252 0004: $2764 = 7 // $ = int :COL_5_15259 00D6: if 0038: $2764 == 7 // $ == int 004D: jump_if_false @COL_5_15373 00D6: if 001C: $4811 > $2738 // $ > $ int 004D: jump_if_false @COL_5_15373 04A2: heli $2723 fly_to 189.1993 879.1445 30.0 speed 20 00D6: if 01AF: car $2723 0 189.1993 879.1445 30.0 radius 5.0 5.0 4.0 004D: jump_if_false @COL_5_15373 0004: $2764 = 8 // $ = int :COL_5_15373 00D6: if 0038: $2764 == 8 // $ == int 004D: jump_if_false @COL_5_15468 04A2: heli $2723 fly_to 302.9623 909.7476 32.0 speed 20 00D6: if 01AF: car $2723 0 302.9623 909.7476 32.0 radius 5.0 5.0 4.0 004D: jump_if_false @COL_5_15468 0004: $2764 = 9 // $ = int :COL_5_15468 00D6: if 0038: $2764 == 9 // $ == int 004D: jump_if_false @COL_5_15687 04A2: heli $2723 fly_to 302.9623 909.7476 13.0 speed 20 00D6: if 01AF: car $2723 0 302.9623 909.7476 13.0 radius 5.0 5.0 4.0 004D: jump_if_false @COL_5_15687 01C2: mark_actor_as_no_longer_needed $2725 01C2: mark_actor_as_no_longer_needed $2726 01C2: mark_actor_as_no_longer_needed $2727 01C8: $2725 = create_actor_pedtype 9 model #HMOST in_car $2723 passenger_seat 0 0084: $2736 = $2725 // $ = $ int 0050: gosub @COL_5_30286 01C8: $2726 = create_actor_pedtype 9 model #HMOST in_car $2723 passenger_seat 1 0084: $2736 = $2726 // $ = $ int 0050: gosub @COL_5_30286 01C8: $2727 = create_actor_pedtype 9 model #HMOST in_car $2723 passenger_seat 2 0084: $2736 = $2727 // $ = $ int 0050: gosub @COL_5_30286 04A2: heli $2723 fly_to 302.9623 909.7476 40.0 speed 20 0004: $2764 = 1 // $ = int :COL_5_15687 0002: jump @COL_5_15832 :COL_5_15694 00D6: if 8118: not actor $2725 dead 004D: jump_if_false @COL_5_15731 00D6: if 00DF: actor $2725 in_any_car 004D: jump_if_false @COL_5_15731 03E2: actor $2725 leave_any_car :COL_5_15731 00D6: if 8118: not actor $2726 dead 004D: jump_if_false @COL_5_15768 00D6: if 00DF: actor $2726 in_any_car 004D: jump_if_false @COL_5_15768 03E2: actor $2726 leave_any_car :COL_5_15768 00D6: if 8118: not actor $2727 dead 004D: jump_if_false @COL_5_15805 00D6: if 00DF: actor $2727 in_any_car 004D: jump_if_false @COL_5_15805 03E2: actor $2727 leave_any_car :COL_5_15805 0564: set_vehicle $2723 helicopter_simulate_crash_landing 0508: vehicle $2723 close_all_doors 01C3: mark_car_as_no_longer_needed $2723 034F: destroy_actor_with_fade $2724 // The actor fades away like a ghost 0004: $2723 = -1 // $ = int :COL_5_15832 0002: jump @COL_5_15844 :COL_5_15839 01C3: mark_car_as_no_longer_needed $2723 :COL_5_15844 00D6: if 0118: actor $2725 dead 004D: jump_if_false @COL_5_15865 034F: destroy_actor_with_fade $2725 // The actor fades away like a ghost :COL_5_15865 00D6: if 0118: actor $2726 dead 004D: jump_if_false @COL_5_15886 034F: destroy_actor_with_fade $2726 // The actor fades away like a ghost :COL_5_15886 00D6: if 0118: actor $2727 dead 004D: jump_if_false @COL_5_15907 034F: destroy_actor_with_fade $2727 // The actor fades away like a ghost :COL_5_15907 00D6: if 8119: not car $2689 wrecked 004D: jump_if_false @COL_5_16090 00D6: if 8118: not actor $2690 dead 004D: jump_if_false @COL_5_16056 0084: $2688 = $2689 // $ = $ int 0050: gosub @COL_5_28415 00D6: if 01AD: car $2689 sphere 0 near_point $448 $449 radius 40.0 40.0 004D: jump_if_false @COL_5_16049 00D6: if 0038: $2796 == 0 // $ == int 004D: jump_if_false @COL_5_16044 00BC: text_highpriority 'COL5_B4' time 5000 1 0084: $2801 = $4811 // $ = $ int 0008: $2801 += 4000 // $ += int 0004: $2796 = 1 // $ = int :COL_5_16044 0541: fire_guns_on_vehicle $2689 :COL_5_16049 0002: jump @COL_5_16083 :COL_5_16056 0564: set_vehicle $2689 helicopter_simulate_crash_landing 0508: vehicle $2689 close_all_doors 01C3: mark_car_as_no_longer_needed $2689 01C2: mark_actor_as_no_longer_needed $2690 0004: $2689 = -1 // $ = int :COL_5_16083 0002: jump @COL_5_16368 :COL_5_16090 01C3: mark_car_as_no_longer_needed $2689 01C2: mark_actor_as_no_longer_needed $2690 00D6: if 0038: $2742 == 0 // $ == int 004D: jump_if_false @COL_5_16368 00D6: if and 0119: car $2691 wrecked 0018: $2763 > 0 // $ > int 004D: jump_if_false @COL_5_16257 00D6: if and 0119: car $2723 wrecked 0018: $2764 > 0 // $ > int 004D: jump_if_false @COL_5_16234 00D6: if 001C: $4811 > $2739 // $ > $ int 004D: jump_if_false @COL_5_16227 01B4: set_player $PLAYER_CHAR can_move 0 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 016A: fade 0 500 ms 0004: $2742 = 1 // $ = int :COL_5_16227 0002: jump @COL_5_16250 :COL_5_16234 0084: $2739 = $4811 // $ = $ int 0008: $2739 += 8000 // $ += int :COL_5_16250 0002: jump @COL_5_16273 :COL_5_16257 0084: $2739 = $4811 // $ = $ int 0008: $2739 += 8000 // $ += int :COL_5_16273 00D6: if 0038: $2742 == 1 // $ == int 004D: jump_if_false @COL_5_16368 00A5: $2689 = create_car #HUNTER at 21.2864 720.1946 13.0 0175: set_car $2689 z_angle_to 312.7112 0129: $2690 = create_actor 9 #HMOST in_car $2689 driverseat 0224: set_car $2689 health_to 2500 020A: set_car $2689 door_status_to 2 04BA: set_car $2689 speed_instantly 30.0 0004: $2742 = 2 // $ = int :COL_5_16368 00D6: if 8038: not $2751 == 4 // $ == int 004D: jump_if_false @COL_5_16889 00D6: if 8119: not car $2677 wrecked 004D: jump_if_false @COL_5_16603 00D6: if 0038: $2751 == 1 // $ == int 004D: jump_if_false @COL_5_16491 00D6: if 01AD: car $2677 sphere 0 near_point -247.1728 -1215.75 radius 26.0 26.0 004D: jump_if_false @COL_5_16491 0477: set_car $2677 action 6 time 200 0084: $2752 = $4811 // $ = $ int 0008: $2752 += 199 // $ += int 0004: $2751 = 2 // $ = int :COL_5_16491 00D6: if 0038: $2751 == 2 // $ == int 004D: jump_if_false @COL_5_16545 00D6: if 001C: $4811 > $2752 // $ > $ int 004D: jump_if_false @COL_5_16545 0477: set_car $2677 action 3 time 5000 0004: $2751 = 3 // $ = int :COL_5_16545 00D6: if 0038: $2751 == 3 // $ == int 004D: jump_if_false @COL_5_16596 00D6: if 01C1: car $2677 stopped 004D: jump_if_false @COL_5_16596 0477: set_car $2677 action 1 time 5000 0004: $2751 = 4 // $ = int :COL_5_16596 0002: jump @COL_5_16882 :COL_5_16603 00D6: if 0038: $2751 == 0 // $ == int 004D: jump_if_false @COL_5_16882 00D6: if 001C: $4811 > $2752 // $ > $ int 004D: jump_if_false @COL_5_16882 0395: clear_area 1 at -238.2693 -1361.33 7.0786 range 500.0 00A5: $2677 = create_car #WASHING at -238.2693 -1361.33 7.0786 0229: set_car $2677 color_to 0 0 0175: set_car $2677 z_angle_to 10.7405 0129: $2670 = create_actor 9 #HMOST in_car $2677 driverseat 0084: $2693 = $2670 // $ = $ int 0050: gosub @COL_5_30089 01C8: $2671 = create_actor_pedtype 9 model #HMOST in_car $2677 passenger_seat 0 0084: $2693 = $2671 // $ = $ int 0050: gosub @COL_5_30089 01C8: $2672 = create_actor_pedtype 9 model #HMOST in_car $2677 passenger_seat 1 0084: $2693 = $2672 // $ = $ int 0050: gosub @COL_5_30089 01C8: $2673 = create_actor_pedtype 9 model #HMOST in_car $2677 passenger_seat 2 0084: $2693 = $2673 // $ = $ int 0050: gosub @COL_5_30089 00AD: set_car $2677 max_speed_to 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 0004: $2751 = 1 // $ = int :COL_5_16882 0002: jump @COL_5_20401 :COL_5_16889 00D6: if 8118: not actor $2670 dead 004D: jump_if_false @COL_5_17359 00D6: if 0038: $2753 == 0 // $ == int 004D: jump_if_false @COL_5_16952 0239: actor $2670 run_to -257.2504 -1214.484 0411: set_actor $2670 use_pednode_seek 0 0004: $2753 = 1 // $ = int :COL_5_16952 00D6: if 0038: $2753 == 1 // $ == int 004D: jump_if_false @COL_5_17037 00D6: if 00ED: actor $2670 0 -257.2504 -1214.484 radius 1.5 1.5 004D: jump_if_false @COL_5_17037 0239: actor $2670 run_to -266.0016 -1214.565 0411: set_actor $2670 use_pednode_seek 0 0004: $2753 = 2 // $ = int :COL_5_17037 00D6: if 0038: $2753 == 2 // $ == int 004D: jump_if_false @COL_5_17122 00D6: if 00ED: actor $2670 0 -266.0016 -1214.565 radius 1.5 1.5 004D: jump_if_false @COL_5_17122 0239: actor $2670 run_to -321.7568 -1214.596 0411: set_actor $2670 use_pednode_seek 0 0004: $2753 = 3 // $ = int :COL_5_17122 00D6: if 0038: $2753 == 3 // $ == int 004D: jump_if_false @COL_5_17207 00D6: if 00ED: actor $2670 0 -321.7568 -1214.596 radius 1.5 1.5 004D: jump_if_false @COL_5_17207 0239: actor $2670 run_to -323.5134 -1232.98 0411: set_actor $2670 use_pednode_seek 0 0004: $2753 = 4 // $ = int :COL_5_17207 00D6: if 0038: $2753 == 4 // $ == int 004D: jump_if_false @COL_5_17333 00D6: if 00ED: actor $2670 0 -323.5134 -1232.98 radius 1.5 1.5 004D: jump_if_false @COL_5_17333 00D6: if 8119: not car $2676 wrecked 004D: jump_if_false @COL_5_17325 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 0004: $2753 = 5 // $ = int 0002: jump @COL_5_17333 :COL_5_17325 01CA: actor $2670 kill_player $PLAYER_CHAR :COL_5_17333 00D6: if 0038: $2753 == 5 // $ == int 004D: jump_if_false @COL_5_17359 01CA: actor $2670 kill_player $PLAYER_CHAR :COL_5_17359 00D6: if 8118: not actor $2671 dead 004D: jump_if_false @COL_5_17788 00D6: if 0038: $2754 == 0 // $ == int 004D: jump_if_false @COL_5_17422 0239: actor $2671 run_to -257.2504 -1214.484 0411: set_actor $2671 use_pednode_seek 0 0004: $2754 = 1 // $ = int :COL_5_17422 00D6: if 0038: $2754 == 1 // $ == int 004D: jump_if_false @COL_5_17507 00D6: if 00ED: actor $2671 0 -257.2504 -1214.484 radius 1.5 1.5 004D: jump_if_false @COL_5_17507 0239: actor $2671 run_to -266.0016 -1214.565 0411: set_actor $2671 use_pednode_seek 0 0004: $2754 = 2 // $ = int :COL_5_17507 00D6: if 0038: $2754 == 2 // $ == int 004D: jump_if_false @COL_5_17592 00D6: if 00ED: actor $2671 0 -266.0016 -1214.565 radius 1.5 1.5 004D: jump_if_false @COL_5_17592 0239: actor $2671 run_to -321.7568 -1214.596 0411: set_actor $2671 use_pednode_seek 0 0004: $2754 = 3 // $ = int :COL_5_17592 00D6: if 0038: $2754 == 3 // $ == int 004D: jump_if_false @COL_5_17677 00D6: if 00ED: actor $2671 0 -321.7568 -1214.596 radius 1.5 1.5 004D: jump_if_false @COL_5_17677 0239: actor $2671 run_to -323.5134 -1232.98 0411: set_actor $2671 use_pednode_seek 0 0004: $2754 = 4 // $ = int :COL_5_17677 00D6: if 0038: $2754 == 4 // $ == int 004D: jump_if_false @COL_5_17788 00D6: if 00ED: actor $2671 0 -323.5134 -1232.98 radius 1.5 1.5 004D: jump_if_false @COL_5_17788 00D6: if 8119: not car $2676 wrecked 004D: jump_if_false @COL_5_17780 009B: destroy_actor_instantly $2671 0129: $2671 = create_actor 9 #HMOST in_car $2676 driverseat 0004: $2754 = 5 // $ = int 0002: jump @COL_5_17788 :COL_5_17780 01CA: actor $2671 kill_player $PLAYER_CHAR :COL_5_17788 00D6: if 8119: not car $2676 wrecked 004D: jump_if_false @COL_5_18513 00D6: if 8118: not actor $2671 dead 004D: jump_if_false @COL_5_18472 00D6: if and 0038: $2753 == 5 // $ == int 0038: $2754 == 5 // $ == int 004D: jump_if_false @COL_5_18465 0400: create_coordinate $445 $446 $447 from_object $714 offset -20.0 -20.0 0.0 00D6: if 01AF: car $2676 0 $445 $446 6.0 radius 5.0 5.0 5.0 004D: jump_if_false @COL_5_18116 02DB: set_boat $2676 speed_to 2.0 0176: $4886 = object $714 z_angle 0174: $2808 = car $2676 z_angle 0086: $5922 = $4886 // $ = $ float 0061: $5922 -= $2808 // $ -= $ float 00D6: if 0022: -180.0 > $5922 // float > $ 004D: jump_if_false @COL_5_17991 0009: $5922 += 360.0 // $ += float :COL_5_17991 00D6: if 0020: $5922 > 180.0 // $ > float 004D: jump_if_false @COL_5_18022 000D: $5922 -= 360.0 // $ -= float :COL_5_18022 00D6: if 0022: 0.0 > $5922 // float > $ 004D: jump_if_false @COL_5_18060 0078: $2808 += frame_delta_time * 1.0 // float 0002: jump @COL_5_18070 :COL_5_18060 007E: $2808 -= frame_delta_time * 1.0 // float :COL_5_18070 00D6: if and 0020: $5922 > 5.0 // $ > float 0022: -5.0 > $5922 // float > $ 004D: jump_if_false @COL_5_18109 0175: set_car $2676 z_angle_to $2808 :COL_5_18109 0002: jump @COL_5_18358 :COL_5_18116 00D6: if 01AD: car $2676 sphere 0 near_point $445 $446 radius 10.0 10.0 004D: jump_if_false @COL_5_18348 02DB: set_boat $2676 speed_to 6.0 0176: $4886 = object $714 z_angle 0174: $2808 = car $2676 z_angle 0086: $5922 = $4886 // $ = $ float 0061: $5922 -= $2808 // $ -= $ float 00D6: if 0022: -180.0 > $5922 // float > $ 004D: jump_if_false @COL_5_18223 0009: $5922 += 360.0 // $ += float :COL_5_18223 00D6: if 0020: $5922 > 180.0 // $ > float 004D: jump_if_false @COL_5_18254 000D: $5922 -= 360.0 // $ -= float :COL_5_18254 00D6: if 0022: 0.0 > $5922 // float > $ 004D: jump_if_false @COL_5_18292 0078: $2808 += frame_delta_time * 1.0 // float 0002: jump @COL_5_18302 :COL_5_18292 007E: $2808 -= frame_delta_time * 1.0 // float :COL_5_18302 00D6: if and 0020: $5922 > 5.0 // $ > float 0022: -5.0 > $5922 // float > $ 004D: jump_if_false @COL_5_18341 0175: set_car $2676 z_angle_to $2808 :COL_5_18341 0002: jump @COL_5_18358 :COL_5_18348 02DB: set_boat $2676 speed_to 12.0 :COL_5_18358 02D3: boat $2676 drive_to $445 $446 6.0 00D6: if 81AD: not car $2676 sphere 0 near_point $448 $449 radius 300.0 300.0 004D: jump_if_false @COL_5_18415 0004: $2670 = -1 // $ = int :COL_5_18415 00D6: if 0118: actor $2670 dead 004D: jump_if_false @COL_5_18465 01C3: mark_car_as_no_longer_needed $2682 01C3: mark_car_as_no_longer_needed $2676 0004: $2676 = -1 // $ = int 01C2: mark_actor_as_no_longer_needed $2671 01C2: mark_actor_as_no_longer_needed $2670 0004: $2771 = 1 // $ = int :COL_5_18465 0002: jump @COL_5_18506 :COL_5_18472 01C3: mark_car_as_no_longer_needed $2682 01C3: mark_car_as_no_longer_needed $2676 0004: $2676 = -1 // $ = int 01C2: mark_actor_as_no_longer_needed $2671 01C2: mark_actor_as_no_longer_needed $2670 0004: $2771 = 1 // $ = int :COL_5_18506 0002: jump @COL_5_18645 :COL_5_18513 00D6: if 0038: $2789 == 0 // $ == int 004D: jump_if_false @COL_5_18611 00D6: if 8119: not car $2674 wrecked 004D: jump_if_false @COL_5_18611 00D6: if 0119: car $2675 wrecked 004D: jump_if_false @COL_5_18611 00D6: if 0038: $2561 == 0 // $ == int 004D: jump_if_false @COL_5_18604 0004: $2561 = 1 // $ = int 0084: $2586 = $4811 // $ = $ int 0008: $2586 += 5000 // $ += int :COL_5_18604 0004: $2789 = 1 // $ = int :COL_5_18611 01C3: mark_car_as_no_longer_needed $2682 01C3: mark_car_as_no_longer_needed $2676 0004: $2676 = -1 // $ = int 01C2: mark_actor_as_no_longer_needed $2671 01C2: mark_actor_as_no_longer_needed $2670 0004: $2771 = 1 // $ = int :COL_5_18645 00D6: if 8118: not actor $2672 dead 004D: jump_if_false @COL_5_19115 00D6: if 0038: $2755 == 0 // $ == int 004D: jump_if_false @COL_5_18708 0239: actor $2672 run_to -257.2504 -1214.484 0411: set_actor $2672 use_pednode_seek 0 0004: $2755 = 1 // $ = int :COL_5_18708 00D6: if 0038: $2755 == 1 // $ == int 004D: jump_if_false @COL_5_18793 00D6: if 00ED: actor $2672 0 -257.2504 -1214.484 radius 1.5 1.5 004D: jump_if_false @COL_5_18793 0239: actor $2672 run_to -266.0016 -1214.565 0411: set_actor $2672 use_pednode_seek 0 0004: $2755 = 2 // $ = int :COL_5_18793 00D6: if 0038: $2755 == 2 // $ == int 004D: jump_if_false @COL_5_18878 00D6: if 00ED: actor $2672 0 -266.0016 -1214.565 radius 1.5 1.5 004D: jump_if_false @COL_5_18878 0239: actor $2672 run_to -321.7568 -1214.596 0411: set_actor $2672 use_pednode_seek 0 0004: $2755 = 3 // $ = int :COL_5_18878 00D6: if 0038: $2755 == 3 // $ == int 004D: jump_if_false @COL_5_18963 00D6: if 00ED: actor $2672 0 -321.7568 -1214.596 radius 1.5 1.5 004D: jump_if_false @COL_5_18963 0239: actor $2672 run_to -332.7804 -1217.117 0411: set_actor $2672 use_pednode_seek 0 0004: $2755 = 4 // $ = int :COL_5_18963 00D6: if 0038: $2755 == 4 // $ == int 004D: jump_if_false @COL_5_19089 00D6: if 00ED: actor $2672 0 -332.7804 -1217.117 radius 2.0 2.0 004D: jump_if_false @COL_5_19089 00D6: if 8119: not car $2675 wrecked 004D: jump_if_false @COL_5_19081 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 0004: $2755 = 5 // $ = int 0002: jump @COL_5_19089 :COL_5_19081 01CA: actor $2672 kill_player $PLAYER_CHAR :COL_5_19089 00D6: if 0038: $2753 == 5 // $ == int 004D: jump_if_false @COL_5_19115 01CA: actor $2672 kill_player $PLAYER_CHAR :COL_5_19115 00D6: if 8118: not actor $2673 dead 004D: jump_if_false @COL_5_19544 00D6: if 0038: $2756 == 0 // $ == int 004D: jump_if_false @COL_5_19178 0239: actor $2673 run_to -257.2504 -1214.484 0411: set_actor $2673 use_pednode_seek 0 0004: $2756 = 1 // $ = int :COL_5_19178 00D6: if 0038: $2756 == 1 // $ == int 004D: jump_if_false @COL_5_19263 00D6: if 00ED: actor $2673 0 -257.2504 -1214.484 radius 1.5 1.5 004D: jump_if_false @COL_5_19263 0239: actor $2673 run_to -266.0016 -1214.565 0411: set_actor $2673 use_pednode_seek 0 0004: $2756 = 2 // $ = int :COL_5_19263 00D6: if 0038: $2756 == 2 // $ == int 004D: jump_if_false @COL_5_19348 00D6: if 00ED: actor $2673 0 -266.0016 -1214.565 radius 1.5 1.5 004D: jump_if_false @COL_5_19348 0239: actor $2673 run_to -321.7568 -1214.596 0411: set_actor $2673 use_pednode_seek 0 0004: $2756 = 3 // $ = int :COL_5_19348 00D6: if 0038: $2756 == 3 // $ == int 004D: jump_if_false @COL_5_19433 00D6: if 00ED: actor $2673 0 -321.7568 -1214.596 radius 1.5 1.5 004D: jump_if_false @COL_5_19433 0239: actor $2673 run_to -332.7804 -1217.117 0411: set_actor $2673 use_pednode_seek 0 0004: $2756 = 4 // $ = int :COL_5_19433 00D6: if 0038: $2756 == 4 // $ == int 004D: jump_if_false @COL_5_19544 00D6: if 00ED: actor $2673 0 -332.7804 -1217.117 radius 2.0 2.0 004D: jump_if_false @COL_5_19544 00D6: if 8119: not car $2675 wrecked 004D: jump_if_false @COL_5_19536 009B: destroy_actor_instantly $2673 0129: $2673 = create_actor 9 #HMOST in_car $2675 driverseat 0004: $2756 = 5 // $ = int 0002: jump @COL_5_19544 :COL_5_19536 01CA: actor $2673 kill_player $PLAYER_CHAR :COL_5_19544 00D6: if 8119: not car $2675 wrecked 004D: jump_if_false @COL_5_20269 00D6: if 8118: not actor $2673 dead 004D: jump_if_false @COL_5_20228 00D6: if and 0038: $2755 == 5 // $ == int 0038: $2756 == 5 // $ == int 004D: jump_if_false @COL_5_20130 0400: create_coordinate $445 $446 $447 from_object $714 offset -20.0 0.0 0.0 00D6: if 01AF: car $2675 0 $445 $446 6.0 radius 5.0 5.0 5.0 004D: jump_if_false @COL_5_19872 02DB: set_boat $2675 speed_to 2.0 0176: $4886 = object $714 z_angle 0174: $2807 = car $2675 z_angle 0086: $5922 = $4886 // $ = $ float 0061: $5922 -= $2807 // $ -= $ float 00D6: if 0022: -180.0 > $5922 // float > $ 004D: jump_if_false @COL_5_19747 0009: $5922 += 360.0 // $ += float :COL_5_19747 00D6: if 0020: $5922 > 180.0 // $ > float 004D: jump_if_false @COL_5_19778 000D: $5922 -= 360.0 // $ -= float :COL_5_19778 00D6: if 0022: 0.0 > $5922 // float > $ 004D: jump_if_false @COL_5_19816 0078: $2807 += frame_delta_time * 1.0 // float 0002: jump @COL_5_19826 :COL_5_19816 007E: $2807 -= frame_delta_time * 1.0 // float :COL_5_19826 00D6: if and 0020: $5922 > 5.0 // $ > float 0022: -5.0 > $5922 // float > $ 004D: jump_if_false @COL_5_19865 0175: set_car $2675 z_angle_to $2807 :COL_5_19865 0002: jump @COL_5_20114 :COL_5_19872 00D6: if 01AD: car $2675 sphere 0 near_point $445 $446 radius 10.0 10.0 004D: jump_if_false @COL_5_20104 02DB: set_boat $2675 speed_to 6.0 0176: $4886 = object $714 z_angle 0174: $2807 = car $2675 z_angle 0086: $5922 = $4886 // $ = $ float 0061: $5922 -= $2807 // $ -= $ float 00D6: if 0022: -180.0 > $5922 // float > $ 004D: jump_if_false @COL_5_19979 0009: $5922 += 360.0 // $ += float :COL_5_19979 00D6: if 0020: $5922 > 180.0 // $ > float 004D: jump_if_false @COL_5_20010 000D: $5922 -= 360.0 // $ -= float :COL_5_20010 00D6: if 0022: 0.0 > $5922 // float > $ 004D: jump_if_false @COL_5_20048 0078: $2807 += frame_delta_time * 1.0 // float 0002: jump @COL_5_20058 :COL_5_20048 007E: $2807 -= frame_delta_time * 1.0 // float :COL_5_20058 00D6: if and 0020: $5922 > 5.0 // $ > float 0022: -5.0 > $5922 // float > $ 004D: jump_if_false @COL_5_20097 0175: set_car $2675 z_angle_to $2807 :COL_5_20097 0002: jump @COL_5_20114 :COL_5_20104 02DB: set_boat $2675 speed_to 12.0 :COL_5_20114 02D3: boat $2675 drive_to $445 $446 6.0 :COL_5_20130 00D6: if 81AD: not car $2675 sphere 0 near_point $448 $449 radius 300.0 300.0 004D: jump_if_false @COL_5_20171 0004: $2672 = -1 // $ = int :COL_5_20171 00D6: if 0118: actor $2672 dead 004D: jump_if_false @COL_5_20221 01C3: mark_car_as_no_longer_needed $2682 01C3: mark_car_as_no_longer_needed $2675 0004: $2675 = -1 // $ = int 01C2: mark_actor_as_no_longer_needed $2673 01C2: mark_actor_as_no_longer_needed $2672 0004: $2770 = 1 // $ = int :COL_5_20221 0002: jump @COL_5_20262 :COL_5_20228 01C3: mark_car_as_no_longer_needed $2682 01C3: mark_car_as_no_longer_needed $2675 0004: $2675 = -1 // $ = int 01C2: mark_actor_as_no_longer_needed $2673 01C2: mark_actor_as_no_longer_needed $2672 0004: $2770 = 1 // $ = int :COL_5_20262 0002: jump @COL_5_20401 :COL_5_20269 00D6: if 0038: $2789 == 0 // $ == int 004D: jump_if_false @COL_5_20367 00D6: if 8119: not car $2674 wrecked 004D: jump_if_false @COL_5_20367 00D6: if 0119: car $2676 wrecked 004D: jump_if_false @COL_5_20367 00D6: if 0038: $2561 == 0 // $ == int 004D: jump_if_false @COL_5_20360 0004: $2561 = 1 // $ = int 0084: $2586 = $4811 // $ = $ int 0008: $2586 += 5000 // $ += int :COL_5_20360 0004: $2789 = 1 // $ = int :COL_5_20367 01C3: mark_car_as_no_longer_needed $2682 01C3: mark_car_as_no_longer_needed $2675 0004: $2675 = -1 // $ = int 01C2: mark_actor_as_no_longer_needed $2673 01C2: mark_actor_as_no_longer_needed $2672 0004: $2770 = 1 // $ = int :COL_5_20401 00D6: if 8038: not $2757 == 4 // $ == int 004D: jump_if_false @COL_5_20934 00D6: if 8119: not car $2682 wrecked 004D: jump_if_false @COL_5_20636 00D6: if 0038: $2757 == 1 // $ == int 004D: jump_if_false @COL_5_20524 00D6: if 01AD: car $2682 sphere 0 near_point -247.1728 -1215.75 radius 33.0 33.0 004D: jump_if_false @COL_5_20524 0477: set_car $2682 action 7 time 200 0084: $2758 = $4811 // $ = $ int 0008: $2758 += 199 // $ += int 0004: $2757 = 2 // $ = int :COL_5_20524 00D6: if 0038: $2757 == 2 // $ == int 004D: jump_if_false @COL_5_20578 00D6: if 001C: $4811 > $2758 // $ > $ int 004D: jump_if_false @COL_5_20578 0477: set_car $2682 action 4 time 5000 0004: $2757 = 3 // $ = int :COL_5_20578 00D6: if 0038: $2757 == 3 // $ == int 004D: jump_if_false @COL_5_20629 00D6: if 01C1: car $2682 stopped 004D: jump_if_false @COL_5_20629 0477: set_car $2682 action 1 time 5000 0004: $2757 = 4 // $ = int :COL_5_20629 0002: jump @COL_5_20927 :COL_5_20636 00D6: if and 0038: $2757 == 0 // $ == int 0018: $2751 > 0 // $ > int 004D: jump_if_false @COL_5_20927 00D6: if 838A: not car_in_cube -238.2693 -1361.33 7.0786 4.0 4.0 4.0 004D: jump_if_false @COL_5_20927 00A5: $2682 = create_car #WASHING at -238.2693 -1361.33 7.0786 0229: set_car $2682 color_to 0 0 0175: set_car $2682 z_angle_to 10.7405 0249: release_model #WASHING 0129: $2678 = create_actor 9 #HMOST in_car $2682 driverseat 0084: $2693 = $2678 // $ = $ int 0050: gosub @COL_5_30089 01C8: $2679 = create_actor_pedtype 9 model #HMOST in_car $2682 passenger_seat 0 0084: $2693 = $2679 // $ = $ int 0050: gosub @COL_5_30089 01C8: $2680 = create_actor_pedtype 9 model #HMOST in_car $2682 passenger_seat 1 0084: $2693 = $2680 // $ = $ int 0050: gosub @COL_5_30089 01C8: $2681 = create_actor_pedtype 9 model #HMOST in_car $2682 passenger_seat 2 0084: $2693 = $2681 // $ = $ int 0050: gosub @COL_5_30089 00AD: set_car $2682 max_speed_to 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 0004: $2757 = 1 // $ = int :COL_5_20927 0002: jump @COL_5_22694 :COL_5_20934 00D6: if 8118: not actor $2678 dead 004D: jump_if_false @COL_5_21133 0084: $2737 = $2678 // $ = $ int 0084: $2778 = $2759 // $ = $ int 0050: gosub @COL_5_31204 0084: $2759 = $2778 // $ = $ int 00D6: if 0038: $2759 == 4 // $ == int 004D: jump_if_false @COL_5_21107 00D6: if 00ED: actor $2678 0 -328.9344 -1212.065 radius 1.5 1.5 004D: jump_if_false @COL_5_21107 00D6: if 8119: not car $2674 wrecked 004D: jump_if_false @COL_5_21099 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 0004: $2759 = 5 // $ = int 0002: jump @COL_5_21107 :COL_5_21099 01CA: actor $2678 kill_player $PLAYER_CHAR :COL_5_21107 00D6: if 0038: $2759 == 5 // $ == int 004D: jump_if_false @COL_5_21133 01CA: actor $2678 kill_player $PLAYER_CHAR :COL_5_21133 00D6: if 8118: not actor $2679 dead 004D: jump_if_false @COL_5_21332 0084: $2737 = $2679 // $ = $ int 0084: $2778 = $2760 // $ = $ int 0050: gosub @COL_5_31204 0084: $2760 = $2778 // $ = $ int 00D6: if 0038: $2760 == 4 // $ == int 004D: jump_if_false @COL_5_21306 00D6: if 00ED: actor $2679 0 -328.9344 -1212.065 radius 1.5 1.5 004D: jump_if_false @COL_5_21306 00D6: if 8119: not car $2674 wrecked 004D: jump_if_false @COL_5_21298 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 0004: $2760 = 5 // $ = int 0002: jump @COL_5_21306 :COL_5_21298 01CA: actor $2679 kill_player $PLAYER_CHAR :COL_5_21306 00D6: if 0038: $2760 == 5 // $ == int 004D: jump_if_false @COL_5_21332 01CA: actor $2679 kill_player $PLAYER_CHAR :COL_5_21332 00D6: if 8118: not actor $2680 dead 004D: jump_if_false @COL_5_21531 0084: $2737 = $2680 // $ = $ int 0084: $2778 = $2761 // $ = $ int 0050: gosub @COL_5_31204 0084: $2761 = $2778 // $ = $ int 00D6: if 0038: $2761 == 4 // $ == int 004D: jump_if_false @COL_5_21505 00D6: if 00ED: actor $2680 0 -328.9344 -1212.065 radius 1.5 1.5 004D: jump_if_false @COL_5_21505 00D6: if 8119: not car $2674 wrecked 004D: jump_if_false @COL_5_21497 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 0004: $2761 = 5 // $ = int 0002: jump @COL_5_21505 :COL_5_21497 01CA: actor $2680 kill_player $PLAYER_CHAR :COL_5_21505 00D6: if 0038: $2761 == 5 // $ == int 004D: jump_if_false @COL_5_21531 01CA: actor $2680 kill_player $PLAYER_CHAR :COL_5_21531 00D6: if 8118: not actor $2681 dead 004D: jump_if_false @COL_5_21705 0084: $2737 = $2681 // $ = $ int 0084: $2778 = $2762 // $ = $ int 0050: gosub @COL_5_31204 0084: $2762 = $2778 // $ = $ int 00D6: if 0038: $2762 == 4 // $ == int 004D: jump_if_false @COL_5_21705 00D6: if 00ED: actor $2681 0 -328.9344 -1212.065 radius 1.5 1.5 004D: jump_if_false @COL_5_21705 00D6: if 8119: not car $2674 wrecked 004D: jump_if_false @COL_5_21697 009B: destroy_actor_instantly $2681 0129: $2681 = create_actor 9 #HMOST in_car $2674 driverseat 0084: $2765 = $4811 // $ = $ int 0008: $2765 += 5000 // $ += int 0004: $2762 = 5 // $ = int 0002: jump @COL_5_21705 :COL_5_21697 01CA: actor $2681 kill_player $PLAYER_CHAR :COL_5_21705 00D6: if 8119: not car $2674 wrecked 004D: jump_if_false @COL_5_22563 00D6: if 8118: not actor $2681 dead 004D: jump_if_false @COL_5_22512 00D6: if and 0038: $2759 == 5 // $ == int 0038: $2760 == 5 // $ == int 0038: $2761 == 5 // $ == int 0038: $2762 == 5 // $ == int 001C: $4811 > $2765 // $ > $ int 004D: jump_if_false @COL_5_22358 00D6: if 0038: $2790 == 0 // $ == int 004D: jump_if_false @COL_5_22010 00D6: if 0038: $2560 == 0 // $ == int 004D: jump_if_false @COL_5_21843 0004: $2560 = 1 // $ = int 0084: $2585 = $4811 // $ = $ int 0008: $2585 += 5000 // $ += int :COL_5_21843 00D6: if 8119: not car $2674 wrecked 004D: jump_if_false @COL_5_21883 00D6: if 8118: not actor $2685 dead 004D: jump_if_false @COL_5_21883 01D9: actor $2685 destroy_car $2674 :COL_5_21883 00D6: if 8119: not car $2675 wrecked 004D: jump_if_false @COL_5_21923 00D6: if 8118: not actor $2686 dead 004D: jump_if_false @COL_5_21923 01D9: actor $2686 destroy_car $2675 :COL_5_21923 00D6: if 8119: not car $2676 wrecked 004D: jump_if_false @COL_5_21963 00D6: if 8118: not actor $2687 dead 004D: jump_if_false @COL_5_21963 01D9: actor $2687 destroy_car $2674 :COL_5_21963 00D6: if 8119: not car $2676 wrecked 004D: jump_if_false @COL_5_22003 00D6: if 8118: not actor $2730 dead 004D: jump_if_false @COL_5_22003 01D9: actor $2730 destroy_car $2676 :COL_5_22003 0004: $2790 = 1 // $ = int :COL_5_22010 0400: create_coordinate $445 $446 $447 from_object $714 offset 20.0 20.0 0.0 0176: $4886 = object $714 z_angle 0174: $2806 = car $2674 z_angle 0086: $5922 = $4886 // $ = $ float 0061: $5922 -= $2806 // $ -= $ float 00D6: if 0022: -180.0 > $5922 // float > $ 004D: jump_if_false @COL_5_22102 0009: $5922 += 360.0 // $ += float :COL_5_22102 00D6: if 0020: $5922 > 180.0 // $ > float 004D: jump_if_false @COL_5_22133 000D: $5922 -= 360.0 // $ -= float :COL_5_22133 00D6: if 0022: 0.0 > $5922 // float > $ 004D: jump_if_false @COL_5_22171 007E: $2806 -= frame_delta_time * 2.0 // float 0002: jump @COL_5_22181 :COL_5_22171 0078: $2806 += frame_delta_time * 2.0 // float :COL_5_22181 00D6: if and 0020: $5922 > 5.0 // $ > float 0022: -5.0 > $5922 // float > $ 004D: jump_if_false @COL_5_22220 0175: set_car $2674 z_angle_to $2806 :COL_5_22220 00D6: if 01AF: car $2674 0 $445 $446 6.0 radius 10.0 10.0 5.0 004D: jump_if_false @COL_5_22281 02DB: set_boat $2674 speed_to 2.0 0002: jump @COL_5_22342 :COL_5_22281 00D6: if 01AD: car $2674 sphere 0 near_point $445 $446 radius 30.0 30.0 004D: jump_if_false @COL_5_22332 02DB: set_boat $2674 speed_to 6.0 0002: jump @COL_5_22342 :COL_5_22332 02DB: set_boat $2674 speed_to 12.0 :COL_5_22342 02D3: boat $2674 drive_to $445 $446 6.0 :COL_5_22358 00D6: if 81AD: not car $2674 sphere 0 near_point $448 $449 radius 300.0 300.0 004D: jump_if_false @COL_5_22413 0004: $2678 = -1 // $ = int 0004: $2679 = -1 // $ = int 0004: $2680 = -1 // $ = int :COL_5_22413 00D6: if 0118: actor $2678 dead 004D: jump_if_false @COL_5_22505 00D6: if 0118: actor $2679 dead 004D: jump_if_false @COL_5_22505 00D6: if 0118: actor $2680 dead 004D: jump_if_false @COL_5_22505 01C3: mark_car_as_no_longer_needed $2674 0004: $2674 = -1 // $ = int 01C3: mark_car_as_no_longer_needed $2677 01C2: mark_actor_as_no_longer_needed $2678 01C2: mark_actor_as_no_longer_needed $2679 01C2: mark_actor_as_no_longer_needed $2680 01C2: mark_actor_as_no_longer_needed $2681 0004: $2769 = 1 // $ = int :COL_5_22505 0002: jump @COL_5_22556 :COL_5_22512 01C3: mark_car_as_no_longer_needed $2674 0004: $2674 = -1 // $ = int 01C3: mark_car_as_no_longer_needed $2677 01C2: mark_actor_as_no_longer_needed $2678 01C2: mark_actor_as_no_longer_needed $2679 01C2: mark_actor_as_no_longer_needed $2680 01C2: mark_actor_as_no_longer_needed $2681 0004: $2769 = 1 // $ = int :COL_5_22556 0002: jump @COL_5_22694 :COL_5_22563 00D6: if 0038: $2791 == 0 // $ == int 004D: jump_if_false @COL_5_22650 00D6: if or 8119: not car $2675 wrecked 8119: not car $2676 wrecked 004D: jump_if_false @COL_5_22650 00D6: if 0038: $2560 == 0 // $ == int 004D: jump_if_false @COL_5_22643 0004: $2560 = 1 // $ = int 0084: $2585 = $4811 // $ = $ int 0008: $2585 += 5000 // $ += int :COL_5_22643 0004: $2791 = 1 // $ = int :COL_5_22650 01C3: mark_car_as_no_longer_needed $2674 0004: $2674 = -1 // $ = int 01C3: mark_car_as_no_longer_needed $2677 01C2: mark_actor_as_no_longer_needed $2678 01C2: mark_actor_as_no_longer_needed $2679 01C2: mark_actor_as_no_longer_needed $2680 01C2: mark_actor_as_no_longer_needed $2681 0004: $2769 = 1 // $ = int :COL_5_22694 00D6: if 0018: $2560 > 0 // $ > int 004D: jump_if_false @COL_5_22949 00D6: if 0038: $2560 == 3 // $ == int 004D: jump_if_false @COL_5_22776 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL_5_22776 03D5: remove_text 'COL5_1' 0004: $2560 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_5_3041 :COL_5_22776 00D6: if 0038: $2560 == 2 // $ == int 004D: jump_if_false @COL_5_22854 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL_5_22854 03D1: play_wav 1 00D6: if 001C: $4811 > $2801 // $ > $ int 004D: jump_if_false @COL_5_22847 00BC: text_highpriority 'COL5_1' time 10000 1 :COL_5_22847 0004: $2560 = 3 // $ = int :COL_5_22854 00D6: if 0038: $2560 == 1 // $ == int 004D: jump_if_false @COL_5_22949 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL_5_22923 03CF: load_wav 'COL5_1' as 1 0004: $2560 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @COL_5_22949 :COL_5_22923 00D6: if 001C: $4811 > $2585 // $ > $ int 004D: jump_if_false @COL_5_22949 0004: $2560 = 0 // $ = int :COL_5_22949 00D6: if 0018: $2561 > 0 // $ > int 004D: jump_if_false @COL_5_23204 00D6: if 0038: $2561 == 3 // $ == int 004D: jump_if_false @COL_5_23031 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL_5_23031 03D5: remove_text 'COL5_2' 0004: $2561 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_5_3041 :COL_5_23031 00D6: if 0038: $2561 == 2 // $ == int 004D: jump_if_false @COL_5_23109 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL_5_23109 03D1: play_wav 1 00D6: if 001C: $4811 > $2801 // $ > $ int 004D: jump_if_false @COL_5_23102 00BC: text_highpriority 'COL5_2' time 10000 1 :COL_5_23102 0004: $2561 = 3 // $ = int :COL_5_23109 00D6: if 0038: $2561 == 1 // $ == int 004D: jump_if_false @COL_5_23204 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL_5_23178 03CF: load_wav 'COL5_2' as 1 0004: $2561 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @COL_5_23204 :COL_5_23178 00D6: if 001C: $4811 > $2586 // $ > $ int 004D: jump_if_false @COL_5_23204 0004: $2561 = 0 // $ = int :COL_5_23204 00D6: if 0018: $2562 > 0 // $ > int 004D: jump_if_false @COL_5_23459 00D6: if 0038: $2562 == 3 // $ == int 004D: jump_if_false @COL_5_23286 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL_5_23286 03D5: remove_text 'COL5_3' 0004: $2562 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_5_3041 :COL_5_23286 00D6: if 0038: $2562 == 2 // $ == int 004D: jump_if_false @COL_5_23364 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL_5_23364 03D1: play_wav 1 00D6: if 001C: $4811 > $2801 // $ > $ int 004D: jump_if_false @COL_5_23357 00BC: text_highpriority 'COL5_3' time 10000 1 :COL_5_23357 0004: $2562 = 3 // $ = int :COL_5_23364 00D6: if 0038: $2562 == 1 // $ == int 004D: jump_if_false @COL_5_23459 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL_5_23433 03CF: load_wav 'COL5_3' as 1 0004: $2562 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @COL_5_23459 :COL_5_23433 00D6: if 001C: $4811 > $2587 // $ > $ int 004D: jump_if_false @COL_5_23459 0004: $2562 = 0 // $ = int :COL_5_23459 00D6: if 0018: $2563 > 0 // $ > int 004D: jump_if_false @COL_5_24147 00D6: if 0038: $2563 == 3 // $ == int 004D: jump_if_false @COL_5_23591 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL_5_23591 03D5: remove_text 'COL5_17' 03D5: remove_text 'COL5_18' 03D5: remove_text 'COL5_19' 03D5: remove_text 'COL5_20' 03D5: remove_text 'COL5_21' 03D5: remove_text 'COL5_22' 0004: $2563 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_5_3041 :COL_5_23591 00D6: if 0038: $2563 == 2 // $ == int 004D: jump_if_false @COL_5_23884 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL_5_23884 03D1: play_wav 1 00D6: if 001C: $4811 > $2801 // $ > $ int 004D: jump_if_false @COL_5_23845 00D6: if 0038: $2783 == 0 // $ == int 004D: jump_if_false @COL_5_23680 00BC: text_highpriority 'COL5_17' time 10000 1 :COL_5_23680 00D6: if 0038: $2783 == 1 // $ == int 004D: jump_if_false @COL_5_23713 00BC: text_highpriority 'COL5_18' time 10000 1 :COL_5_23713 00D6: if 0038: $2783 == 2 // $ == int 004D: jump_if_false @COL_5_23746 00BC: text_highpriority 'COL5_19' time 10000 1 :COL_5_23746 00D6: if 0038: $2783 == 3 // $ == int 004D: jump_if_false @COL_5_23779 00BC: text_highpriority 'COL5_20' time 10000 1 :COL_5_23779 00D6: if 0038: $2783 == 4 // $ == int 004D: jump_if_false @COL_5_23812 00BC: text_highpriority 'COL5_21' time 10000 1 :COL_5_23812 00D6: if 0038: $2783 == 5 // $ == int 004D: jump_if_false @COL_5_23845 00BC: text_highpriority 'COL5_22' time 10000 1 :COL_5_23845 0008: $2783 += 1 // $ += int 00D6: if 0038: $2783 == 6 // $ == int 004D: jump_if_false @COL_5_23877 0004: $2783 = 0 // $ = int :COL_5_23877 0004: $2563 = 3 // $ = int :COL_5_23884 00D6: if 0038: $2563 == 1 // $ == int 004D: jump_if_false @COL_5_24147 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL_5_24121 00D6: if 0038: $2783 == 0 // $ == int 004D: jump_if_false @COL_5_23950 03CF: load_wav 'COL5_17' as 1 :COL_5_23950 00D6: if 0038: $2783 == 1 // $ == int 004D: jump_if_false @COL_5_23980 03CF: load_wav 'COL5_18' as 1 :COL_5_23980 00D6: if 0038: $2783 == 2 // $ == int 004D: jump_if_false @COL_5_24010 03CF: load_wav 'COL5_19' as 1 :COL_5_24010 00D6: if 0038: $2783 == 3 // $ == int 004D: jump_if_false @COL_5_24040 03CF: load_wav 'COL5_20' as 1 :COL_5_24040 00D6: if 0038: $2783 == 4 // $ == int 004D: jump_if_false @COL_5_24070 03CF: load_wav 'COL5_21' as 1 :COL_5_24070 00D6: if 0038: $2783 == 5 // $ == int 004D: jump_if_false @COL_5_24100 03CF: load_wav 'COL5_22' as 1 :COL_5_24100 0004: $2563 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @COL_5_24147 :COL_5_24121 00D6: if 001C: $4811 > $2588 // $ > $ int 004D: jump_if_false @COL_5_24147 0004: $2563 = 0 // $ = int :COL_5_24147 00D6: if 0018: $2568 > 0 // $ > int 004D: jump_if_false @COL_5_24402 00D6: if 0038: $2568 == 3 // $ == int 004D: jump_if_false @COL_5_24229 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL_5_24229 03D5: remove_text 'COL5_7' 0004: $2568 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_5_3041 :COL_5_24229 00D6: if 0038: $2568 == 2 // $ == int 004D: jump_if_false @COL_5_24307 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL_5_24307 03D1: play_wav 1 00D6: if 001C: $4811 > $2801 // $ > $ int 004D: jump_if_false @COL_5_24300 00BC: text_highpriority 'COL5_7' time 10000 1 :COL_5_24300 0004: $2568 = 3 // $ = int :COL_5_24307 00D6: if 0038: $2568 == 1 // $ == int 004D: jump_if_false @COL_5_24402 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL_5_24376 03CF: load_wav 'COL5_7' as 1 0004: $2568 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @COL_5_24402 :COL_5_24376 00D6: if 001C: $4811 > $2591 // $ > $ int 004D: jump_if_false @COL_5_24402 0004: $2568 = 0 // $ = int :COL_5_24402 00D6: if 0018: $2570 > 0 // $ > int 004D: jump_if_false @COL_5_24657 00D6: if 0038: $2570 == 3 // $ == int 004D: jump_if_false @COL_5_24484 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL_5_24484 03D5: remove_text 'COL5_9' 0004: $2570 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_5_3041 :COL_5_24484 00D6: if 0038: $2570 == 2 // $ == int 004D: jump_if_false @COL_5_24562 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL_5_24562 03D1: play_wav 1 00D6: if 001C: $4811 > $2801 // $ > $ int 004D: jump_if_false @COL_5_24555 00BC: text_highpriority 'COL5_9' time 10000 1 :COL_5_24555 0004: $2570 = 3 // $ = int :COL_5_24562 00D6: if 0038: $2570 == 1 // $ == int 004D: jump_if_false @COL_5_24657 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL_5_24631 03CF: load_wav 'COL5_9' as 1 0004: $2570 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @COL_5_24657 :COL_5_24631 00D6: if 001C: $4811 > $2593 // $ > $ int 004D: jump_if_false @COL_5_24657 0004: $2570 = 0 // $ = int :COL_5_24657 00D6: if 0018: $2571 > 0 // $ > int 004D: jump_if_false @COL_5_24912 00D6: if 0038: $2571 == 3 // $ == int 004D: jump_if_false @COL_5_24739 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL_5_24739 03D5: remove_text 'COL5_10' 0004: $2571 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_5_3041 :COL_5_24739 00D6: if 0038: $2571 == 2 // $ == int 004D: jump_if_false @COL_5_24817 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL_5_24817 03D1: play_wav 1 00D6: if 001C: $4811 > $2801 // $ > $ int 004D: jump_if_false @COL_5_24810 00BC: text_highpriority 'COL5_10' time 10000 1 :COL_5_24810 0004: $2571 = 3 // $ = int :COL_5_24817 00D6: if 0038: $2571 == 1 // $ == int 004D: jump_if_false @COL_5_24912 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL_5_24886 03CF: load_wav 'COL5_10' as 1 0004: $2571 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @COL_5_24912 :COL_5_24886 00D6: if 001C: $4811 > $2594 // $ > $ int 004D: jump_if_false @COL_5_24912 0004: $2571 = 0 // $ = int :COL_5_24912 00D6: if 0018: $2573 > 0 // $ > int 004D: jump_if_false @COL_5_25167 00D6: if 0038: $2573 == 3 // $ == int 004D: jump_if_false @COL_5_24994 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL_5_24994 03D5: remove_text 'COL5_11' 0004: $2573 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_5_3041 :COL_5_24994 00D6: if 0038: $2573 == 2 // $ == int 004D: jump_if_false @COL_5_25072 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL_5_25072 03D1: play_wav 1 00D6: if 001C: $4811 > $2801 // $ > $ int 004D: jump_if_false @COL_5_25065 00BC: text_highpriority 'COL5_11' time 10000 1 :COL_5_25065 0004: $2573 = 3 // $ = int :COL_5_25072 00D6: if 0038: $2573 == 1 // $ == int 004D: jump_if_false @COL_5_25167 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL_5_25141 03CF: load_wav 'COL5_11' as 1 0004: $2573 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @COL_5_25167 :COL_5_25141 00D6: if 001C: $4811 > $2596 // $ > $ int 004D: jump_if_false @COL_5_25167 0004: $2573 = 0 // $ = int :COL_5_25167 00D6: if 0018: $2574 > 0 // $ > int 004D: jump_if_false @COL_5_25422 00D6: if 0038: $2574 == 3 // $ == int 004D: jump_if_false @COL_5_25249 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL_5_25249 03D5: remove_text 'COL5_12' 0004: $2574 = 4 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_5_3041 :COL_5_25249 00D6: if 0038: $2574 == 2 // $ == int 004D: jump_if_false @COL_5_25327 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL_5_25327 03D1: play_wav 1 00D6: if 001C: $4811 > $2801 // $ > $ int 004D: jump_if_false @COL_5_25320 00BC: text_highpriority 'COL5_12' time 10000 1 :COL_5_25320 0004: $2574 = 3 // $ = int :COL_5_25327 00D6: if 0038: $2574 == 1 // $ == int 004D: jump_if_false @COL_5_25422 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL_5_25396 03CF: load_wav 'COL5_12' as 1 0004: $2574 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @COL_5_25422 :COL_5_25396 00D6: if 001C: $4811 > $2597 // $ > $ int 004D: jump_if_false @COL_5_25422 0004: $2574 = 0 // $ = int :COL_5_25422 00D6: if 0018: $2575 > 0 // $ > int 004D: jump_if_false @COL_5_25677 00D6: if 0038: $2575 == 3 // $ == int 004D: jump_if_false @COL_5_25504 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL_5_25504 03D5: remove_text 'COL5_13' 0004: $2575 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_5_3041 :COL_5_25504 00D6: if 0038: $2575 == 2 // $ == int 004D: jump_if_false @COL_5_25582 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL_5_25582 03D1: play_wav 1 00D6: if 001C: $4811 > $2801 // $ > $ int 004D: jump_if_false @COL_5_25575 00BC: text_highpriority 'COL5_13' time 10000 1 :COL_5_25575 0004: $2575 = 3 // $ = int :COL_5_25582 00D6: if 0038: $2575 == 1 // $ == int 004D: jump_if_false @COL_5_25677 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL_5_25651 03CF: load_wav 'COL5_13' as 1 0004: $2575 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @COL_5_25677 :COL_5_25651 00D6: if 001C: $4811 > $2598 // $ > $ int 004D: jump_if_false @COL_5_25677 0004: $2575 = 0 // $ = int :COL_5_25677 00D6: if 0018: $2576 > 0 // $ > int 004D: jump_if_false @COL_5_25932 00D6: if 0038: $2576 == 3 // $ == int 004D: jump_if_false @COL_5_25759 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL_5_25759 03D5: remove_text 'COL5_14' 0004: $2576 = 4 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_5_3041 :COL_5_25759 00D6: if 0038: $2576 == 2 // $ == int 004D: jump_if_false @COL_5_25837 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL_5_25837 03D1: play_wav 1 00D6: if 001C: $4811 > $2801 // $ > $ int 004D: jump_if_false @COL_5_25830 00BC: text_highpriority 'COL5_14' time 10000 1 :COL_5_25830 0004: $2576 = 3 // $ = int :COL_5_25837 00D6: if 0038: $2576 == 1 // $ == int 004D: jump_if_false @COL_5_25932 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL_5_25906 03CF: load_wav 'COL5_14' as 1 0004: $2576 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @COL_5_25932 :COL_5_25906 00D6: if 001C: $4811 > $2599 // $ > $ int 004D: jump_if_false @COL_5_25932 0004: $2576 = 0 // $ = int :COL_5_25932 00D6: if 0018: $2577 > 0 // $ > int 004D: jump_if_false @COL_5_26187 00D6: if 0038: $2577 == 3 // $ == int 004D: jump_if_false @COL_5_26014 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL_5_26014 03D5: remove_text 'COL5_15' 0004: $2577 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_5_3041 :COL_5_26014 00D6: if 0038: $2577 == 2 // $ == int 004D: jump_if_false @COL_5_26092 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL_5_26092 03D1: play_wav 1 00D6: if 001C: $4811 > $2801 // $ > $ int 004D: jump_if_false @COL_5_26085 00BC: text_highpriority 'COL5_15' time 10000 1 :COL_5_26085 0004: $2577 = 3 // $ = int :COL_5_26092 00D6: if 0038: $2577 == 1 // $ == int 004D: jump_if_false @COL_5_26187 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL_5_26161 03CF: load_wav 'COL5_15' as 1 0004: $2577 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @COL_5_26187 :COL_5_26161 00D6: if 001C: $4811 > $2600 // $ > $ int 004D: jump_if_false @COL_5_26187 0004: $2577 = 0 // $ = int :COL_5_26187 00D6: if 0018: $2579 > 0 // $ > int 004D: jump_if_false @COL_5_26442 00D6: if 0038: $2579 == 3 // $ == int 004D: jump_if_false @COL_5_26269 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COL_5_26269 03D5: remove_text 'COL5_16' 0004: $2579 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COL_5_3041 :COL_5_26269 00D6: if 0038: $2579 == 2 // $ == int 004D: jump_if_false @COL_5_26347 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COL_5_26347 03D1: play_wav 1 00D6: if 001C: $4811 > $2801 // $ > $ int 004D: jump_if_false @COL_5_26340 00BC: text_highpriority 'COL5_16' time 10000 1 :COL_5_26340 0004: $2579 = 3 // $ = int :COL_5_26347 00D6: if 0038: $2579 == 1 // $ == int 004D: jump_if_false @COL_5_26442 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COL_5_26416 03CF: load_wav 'COL5_16' as 1 0004: $2579 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @COL_5_26442 :COL_5_26416 00D6: if 001C: $4811 > $2601 // $ > $ int 004D: jump_if_false @COL_5_26442 0004: $2579 = 0 // $ = int :COL_5_26442 0002: jump @COL_5_3041 :COL_5_26449 01BD: $4811 = current_time_in_ms 0084: $28 = $4811 // $ = $ int 0008: $28 += 5000 // $ += int :COL_5_26470 00D6: if and 83EE: not player $PLAYER_CHAR controllable 001C: $28 > $4811 // $ > $ int 004D: jump_if_false @COL_5_26510 0001: wait 0 ms 01BD: $4811 = current_time_in_ms 0002: jump @COL_5_26470 :COL_5_26510 03EF: player $PLAYER_CHAR make_safe 03AD: set_rubbish 0 03AF: set_streaming 0 00A6: destroy_car $2674 00A6: destroy_car $2675 00A6: destroy_car $2676 00A6: destroy_car $2677 00A6: destroy_car $2682 00A6: destroy_car $2688 00A6: destroy_car $2689 00A6: destroy_car $2691 00A6: destroy_car $2694 00A6: destroy_car $2695 00A6: destroy_car $2696 00A6: destroy_car $2697 00A6: destroy_car $2698 00A6: destroy_car $2699 00A6: destroy_car $2700 00A6: destroy_car $2701 00A6: destroy_car $2702 00A6: destroy_car $2723 00A6: destroy_car $2731 009B: destroy_actor_instantly $2670 009B: destroy_actor_instantly $2671 009B: destroy_actor_instantly $2672 009B: destroy_actor_instantly $2673 009B: destroy_actor_instantly $2678 009B: destroy_actor_instantly $2679 009B: destroy_actor_instantly $2680 009B: destroy_actor_instantly $2681 009B: destroy_actor_instantly $2684 009B: destroy_actor_instantly $2685 009B: destroy_actor_instantly $2686 009B: destroy_actor_instantly $2687 009B: destroy_actor_instantly $2730 009B: destroy_actor_instantly $2690 009B: destroy_actor_instantly $2707 009B: destroy_actor_instantly $2708 009B: destroy_actor_instantly $2709 009B: destroy_actor_instantly $2710 009B: destroy_actor_instantly $2724 009B: destroy_actor_instantly $2725 009B: destroy_actor_instantly $2726 009B: destroy_actor_instantly $2727 009B: destroy_actor_instantly $2703 009B: destroy_actor_instantly $2704 009B: destroy_actor_instantly $2705 009B: destroy_actor_instantly $2706 009B: destroy_actor_instantly $2711 009B: destroy_actor_instantly $2712 009B: destroy_actor_instantly $2713 009B: destroy_actor_instantly $2714 009B: destroy_actor_instantly $2715 009B: destroy_actor_instantly $2716 009B: destroy_actor_instantly $2717 009B: destroy_actor_instantly $2718 009B: destroy_actor_instantly $2719 009B: destroy_actor_instantly $2720 009B: destroy_actor_instantly $2721 009B: destroy_actor_instantly $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' 01BB: store_object $714 position_to $448 $449 $450 0009: $448 += 0.003 // $ += float 000D: $449 -= 1.381 // $ -= float 0009: $450 += 3.149 // $ += float 03CB: load_scene $448 $449 $450 038B: load_requested_models :COL_5_26905 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 004D: jump_if_false @COL_5_26935 0001: wait 0 ms 0002: jump @COL_5_26905 :COL_5_26935 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 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime 0004: $2781 = 5880 // $ = int 0050: gosub @COL_5_30052 00BC: text_highpriority 'COL5B_1' time 10000 1 0004: $2781 = 8941 // $ = int 0050: gosub @COL_5_30052 00BC: text_highpriority 'COL5B_2' time 10000 1 0004: $2781 = 12276 // $ = int 0050: gosub @COL_5_30052 00BC: text_highpriority 'COL5B_3' time 10000 1 0004: $2781 = 17735 // $ = int 0050: gosub @COL_5_30052 00BC: text_highpriority 'COL5B_4' time 10000 1 0004: $2781 = 18884 // $ = int 0050: gosub @COL_5_30052 00BC: text_highpriority 'COL5B_5' time 10000 1 0004: $2781 = 24046 // $ = int 0050: gosub @COL_5_30052 00BC: text_highpriority 'COL5B_6' time 10000 1 0004: $2781 = 27722 // $ = int 0050: gosub @COL_5_30052 00BC: text_highpriority 'COL5B_7' time 10000 1 0004: $2781 = 30400 // $ = int 0050: gosub @COL_5_30052 00BC: text_highpriority 'COL5B_8' time 10000 1 0004: $2781 = 32127 // $ = int 0050: gosub @COL_5_30052 0169: set_fade_color 0 0 1 016A: fade 0 1500 ms 00BE: text_clear_all :COL_5_27305 00D6: if 016B: fading 004D: jump_if_false @COL_5_27329 0001: wait 0 ms 0002: jump @COL_5_27305 :COL_5_27329 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @COL_5_27353 0001: wait 0 ms 0002: jump @COL_5_27329 :COL_5_27353 03AD: set_rubbish 1 02EA: end_cutscene 0296: unload_special_actor 1 0296: unload_special_actor 2 0169: set_fade_color 0 0 1 016A: fade 1 1500 ms 0108: destroy_object $718 0400: create_coordinate $448 $449 $450 from_object $714 offset 0.0 -50.0 0.0 00A5: $2683 = create_car #SPEEDER at $448 $449 6.0 0175: set_car $2683 z_angle_to 270.0 00D6: if 80E0: not player $PLAYER_CHAR in_any_car 004D: jump_if_false @COL_5_27476 0369: put_player $PLAYER_CHAR in_car $2683 0002: jump @COL_5_27542 :COL_5_27476 0054: store_player $PLAYER_CHAR position_to $445 $446 $447 0009: $447 += 1.0 // $ += float 012A: put_player $PLAYER_CHAR at $445 $446 $447 and_remove_from_car 0001: wait 0 ms 00D6: if 8119: not car $2683 wrecked 004D: jump_if_false @COL_5_27542 0369: put_player $PLAYER_CHAR in_car $2683 :COL_5_27542 04D7: lock_actor $PLAYER_ACTOR in_current_position 0 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 0108: destroy_object $714 0108: destroy_object $715 0108: destroy_object $716 0108: destroy_object $717 0108: destroy_object $718 0108: destroy_object $719 0108: destroy_object $720 0108: destroy_object $721 04A1: release_scripted_file $722 :COL_5_27598 00D6: if 016B: fading 004D: jump_if_false @COL_5_27622 0001: wait 0 ms 0002: jump @COL_5_27598 :COL_5_27622 0002: jump @COL_5_30843 :COL_5_27629 00D6: if 8119: not car $2731 wrecked 004D: jump_if_false @COL_5_28396 00D6: if 8118: not actor $2732 dead 004D: jump_if_false @COL_5_28319 00D6: if 0038: $2777 == 0 // $ == int 004D: jump_if_false @COL_5_27754 02D3: boat $2731 drive_to 210.4842 914.7 6.0 00D6: if 01AF: car $2731 0 210.4842 914.7 6.0 radius 8.0 8.0 8.0 004D: jump_if_false @COL_5_27754 0004: $2777 = 1 // $ = int :COL_5_27754 00D6: if 0038: $2777 == 1 // $ == int 004D: jump_if_false @COL_5_27847 02D3: boat $2731 drive_to 209.1303 871.395 6.0 00D6: if 01AF: car $2731 0 209.1303 871.395 6.0 radius 8.0 8.0 8.0 004D: jump_if_false @COL_5_27847 0004: $2777 = 2 // $ = int :COL_5_27847 00D6: if 0038: $2777 == 2 // $ == int 004D: jump_if_false @COL_5_27940 02D3: boat $2731 drive_to 190.7315 844.9837 6.0 00D6: if 01AF: car $2731 0 190.7315 844.9837 6.0 radius 8.0 8.0 8.0 004D: jump_if_false @COL_5_27940 0004: $2777 = 3 // $ = int :COL_5_27940 00D6: if 0038: $2777 == 3 // $ == int 004D: jump_if_false @COL_5_28033 02D3: boat $2731 drive_to 166.0 862.7161 6.0 00D6: if 01AF: car $2731 0 166.0 862.7161 6.0 radius 8.0 8.0 8.0 004D: jump_if_false @COL_5_28033 0004: $2777 = 4 // $ = int :COL_5_28033 00D6: if 0038: $2777 == 4 // $ == int 004D: jump_if_false @COL_5_28126 02D3: boat $2731 drive_to 173.0 907.8094 6.0 00D6: if 01AF: car $2731 0 173.0 907.8094 6.0 radius 8.0 8.0 8.0 004D: jump_if_false @COL_5_28126 0004: $2777 = 5 // $ = int :COL_5_28126 00D6: if 0038: $2777 == 5 // $ == int 004D: jump_if_false @COL_5_28219 02D3: boat $2731 drive_to 196.3743 924.7827 6.0 00D6: if 01AF: car $2731 0 196.3743 924.7827 6.0 radius 8.0 8.0 8.0 004D: jump_if_false @COL_5_28219 0004: $2777 = 0 // $ = int :COL_5_28219 00D6: if 0038: $2777 == 6 // $ == int 004D: jump_if_false @COL_5_28312 02D3: boat $2731 drive_to 210.4842 914.7 6.0 00D6: if 01AF: car $2731 0 210.4842 914.7 6.0 radius 8.0 8.0 8.0 004D: jump_if_false @COL_5_28312 0004: $2777 = 0 // $ = int :COL_5_28312 0002: jump @COL_5_28336 :COL_5_28319 01C2: mark_actor_as_no_longer_needed $2732 01C3: mark_car_as_no_longer_needed $2731 0004: $2731 = -1 // $ = int :COL_5_28336 00D6: if 8118: not actor $2733 dead 004D: jump_if_false @COL_5_28367 01CA: actor $2733 kill_player $PLAYER_CHAR 0002: jump @COL_5_28389 :COL_5_28367 01C2: mark_actor_as_no_longer_needed $2732 01C2: mark_actor_as_no_longer_needed $2733 01C3: mark_car_as_no_longer_needed $2731 0004: $2731 = -1 // $ = int :COL_5_28389 0002: jump @COL_5_28413 :COL_5_28396 01C2: mark_actor_as_no_longer_needed $2732 01C3: mark_car_as_no_longer_needed $2731 0004: $2731 = -1 // $ = int :COL_5_28413 0051: return :COL_5_28415 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 0086: $2804 = $2805 // $ = $ float 00D6: if 003A: $2688 == $2689 // $ == $ int 004D: jump_if_false @COL_5_28472 0084: $2746 = $2749 // $ = $ int 0084: $2747 = $2750 // $ = $ int :COL_5_28472 00D6: if 0038: $2746 == 0 // $ == int 004D: jump_if_false @COL_5_28531 0086: $2802 = $95 // $ = $ float 0086: $2803 = $96 // $ = $ float 0086: $2804 = $97 // $ = $ float 0009: $2804 += 7.0 // $ += float 0002: jump @COL_5_29123 :COL_5_28531 00D6: if 0038: $2746 == 1 // $ == int 004D: jump_if_false @COL_5_28610 0086: $2802 = $95 // $ = $ float 0009: $2802 += 70.0 // $ += float 0086: $2803 = $96 // $ = $ float 0009: $2803 += 70.0 // $ += float 0086: $2804 = $97 // $ = $ float 0009: $2804 += 22.0 // $ += float 0004: $2747 = 1 // $ = int :COL_5_28610 00D6: if 0038: $2746 == 2 // $ == int 004D: jump_if_false @COL_5_28679 0086: $2802 = $95 // $ = $ float 0009: $2802 += 70.0 // $ += float 0086: $2803 = $96 // $ = $ float 0086: $2804 = $97 // $ = $ float 0009: $2804 += 14.0 // $ += float 0004: $2747 = 2 // $ = int :COL_5_28679 00D6: if 0038: $2746 == 3 // $ == int 004D: jump_if_false @COL_5_28758 0086: $2802 = $95 // $ = $ float 0009: $2802 += 70.0 // $ += float 0086: $2803 = $96 // $ = $ float 000D: $2803 -= 70.0 // $ -= float 0086: $2804 = $97 // $ = $ float 0009: $2804 += 14.0 // $ += float 0004: $2747 = 3 // $ = int :COL_5_28758 00D6: if 0038: $2746 == 4 // $ == int 004D: jump_if_false @COL_5_28827 0086: $2802 = $95 // $ = $ float 0086: $2803 = $96 // $ = $ float 000D: $2803 -= 70.0 // $ -= float 0086: $2804 = $97 // $ = $ float 0009: $2804 += 14.0 // $ += float 0004: $2747 = 4 // $ = int :COL_5_28827 00D6: if 0038: $2746 == 5 // $ == int 004D: jump_if_false @COL_5_28906 0086: $2802 = $95 // $ = $ float 000D: $2802 -= 70.0 // $ -= float 0086: $2803 = $96 // $ = $ float 000D: $2803 -= 70.0 // $ -= float 0086: $2804 = $97 // $ = $ float 0009: $2804 += 14.0 // $ += float 0004: $2747 = 5 // $ = int :COL_5_28906 00D6: if 0038: $2746 == 6 // $ == int 004D: jump_if_false @COL_5_28975 0086: $2802 = $95 // $ = $ float 000D: $2802 -= 70.0 // $ -= float 0086: $2803 = $96 // $ = $ float 0086: $2804 = $97 // $ = $ float 0009: $2804 += 14.0 // $ += float 0004: $2747 = 6 // $ = int :COL_5_28975 00D6: if 0038: $2746 == 7 // $ == int 004D: jump_if_false @COL_5_29054 0086: $2802 = $95 // $ = $ float 000D: $2802 -= 70.0 // $ -= float 0086: $2803 = $96 // $ = $ float 0009: $2803 += 70.0 // $ += float 0086: $2804 = $97 // $ = $ float 0009: $2804 += 22.0 // $ += float 0004: $2747 = 7 // $ = int :COL_5_29054 00D6: if 0038: $2746 == 8 // $ == int 004D: jump_if_false @COL_5_29123 0086: $2802 = $95 // $ = $ float 0086: $2803 = $96 // $ = $ float 0009: $2803 += 70.0 // $ += float 0086: $2804 = $97 // $ = $ float 0009: $2804 += 22.0 // $ += float 0004: $2747 = 8 // $ = int :COL_5_29123 00AA: store_car $2688 position_to $445 $446 $447 02CE: $98 = ground_z $445 $446 $447 0009: $98 += 10.0 // $ += float 00D6: if 0024: $98 > $2804 // $ > $ float 004D: jump_if_false @COL_5_29196 0086: $2805 = $2804 // $ = $ float 0086: $2804 = $98 // $ = $ float :COL_5_29196 04A2: heli $2688 fly_to $2802 $2803 $2804 speed 40 00D6: if 0038: $2746 == 0 // $ == int 004D: jump_if_false @COL_5_29247 0005: $2809 = 10.0 // $ = float 0002: jump @COL_5_29257 :COL_5_29247 0005: $2809 = 15.0 // $ = float :COL_5_29257 00D6: if 01AF: car $2688 0 $2802 $2803 $2804 radius $2809 $2809 10.0 004D: jump_if_false @COL_5_30015 0209: $2748 = random_int_in_ranges 0 3 00D6: if 0038: $2746 == 0 // $ == int 004D: jump_if_false @COL_5_30008 00D6: if 0038: $2747 == 0 // $ == int 004D: jump_if_false @COL_5_29347 0004: $2747 = 1 // $ = int :COL_5_29347 00D6: if 0038: $2747 == 1 // $ == int 004D: jump_if_false @COL_5_29422 00D6: if 0038: $2748 == 0 // $ == int 004D: jump_if_false @COL_5_29390 0004: $2746 = 5 // $ = int :COL_5_29390 00D6: if or 0038: $2748 == 1 // $ == int 0038: $2748 == 2 // $ == int 004D: jump_if_false @COL_5_29422 0004: $2746 = 6 // $ = int :COL_5_29422 00D6: if 0038: $2747 == 2 // $ == int 004D: jump_if_false @COL_5_29497 00D6: if 0038: $2748 == 0 // $ == int 004D: jump_if_false @COL_5_29465 0004: $2746 = 6 // $ = int :COL_5_29465 00D6: if or 0038: $2748 == 1 // $ == int 0038: $2748 == 2 // $ == int 004D: jump_if_false @COL_5_29497 0004: $2746 = 7 // $ = int :COL_5_29497 00D6: if 0038: $2747 == 3 // $ == int 004D: jump_if_false @COL_5_29572 00D6: if 0038: $2748 == 0 // $ == int 004D: jump_if_false @COL_5_29540 0004: $2746 = 7 // $ = int :COL_5_29540 00D6: if or 0038: $2748 == 1 // $ == int 0038: $2748 == 2 // $ == int 004D: jump_if_false @COL_5_29572 0004: $2746 = 8 // $ = int :COL_5_29572 00D6: if 0038: $2747 == 4 // $ == int 004D: jump_if_false @COL_5_29665 00D6: if 0038: $2748 == 0 // $ == int 004D: jump_if_false @COL_5_29615 0004: $2746 = 7 // $ = int :COL_5_29615 00D6: if 0038: $2748 == 1 // $ == int 004D: jump_if_false @COL_5_29640 0004: $2746 = 8 // $ = int :COL_5_29640 00D6: if 0038: $2748 == 2 // $ == int 004D: jump_if_false @COL_5_29665 0004: $2746 = 1 // $ = int :COL_5_29665 00D6: if 0038: $2747 == 5 // $ == int 004D: jump_if_false @COL_5_29740 00D6: if or 0038: $2748 == 0 // $ == int 0038: $2748 == 1 // $ == int 004D: jump_if_false @COL_5_29715 0004: $2746 = 8 // $ = int :COL_5_29715 00D6: if 0038: $2748 == 2 // $ == int 004D: jump_if_false @COL_5_29740 0004: $2746 = 1 // $ = int :COL_5_29740 00D6: if 0038: $2747 == 6 // $ == int 004D: jump_if_false @COL_5_29815 00D6: if or 0038: $2748 == 0 // $ == int 0038: $2748 == 1 // $ == int 004D: jump_if_false @COL_5_29790 0004: $2746 = 1 // $ = int :COL_5_29790 00D6: if 0038: $2748 == 2 // $ == int 004D: jump_if_false @COL_5_29815 0004: $2746 = 2 // $ = int :COL_5_29815 00D6: if 0038: $2747 == 7 // $ == int 004D: jump_if_false @COL_5_29908 00D6: if 0038: $2748 == 0 // $ == int 004D: jump_if_false @COL_5_29858 0004: $2746 = 2 // $ = int :COL_5_29858 00D6: if 0038: $2748 == 1 // $ == int 004D: jump_if_false @COL_5_29883 0004: $2746 = 3 // $ = int :COL_5_29883 00D6: if 0038: $2748 == 2 // $ == int 004D: jump_if_false @COL_5_29908 0004: $2746 = 4 // $ = int :COL_5_29908 00D6: if 0038: $2747 == 8 // $ == int 004D: jump_if_false @COL_5_30001 00D6: if 0038: $2748 == 0 // $ == int 004D: jump_if_false @COL_5_29951 0004: $2746 = 3 // $ = int :COL_5_29951 00D6: if 0038: $2748 == 1 // $ == int 004D: jump_if_false @COL_5_29976 0004: $2746 = 4 // $ = int :COL_5_29976 00D6: if 0038: $2748 == 2 // $ == int 004D: jump_if_false @COL_5_30001 0004: $2746 = 5 // $ = int :COL_5_30001 0002: jump @COL_5_30015 :COL_5_30008 0004: $2746 = 0 // $ = int :COL_5_30015 00D6: if 003A: $2688 == $2689 // $ == $ int 004D: jump_if_false @COL_5_30050 0084: $2749 = $2746 // $ = $ int 0084: $2750 = $2747 // $ = $ int :COL_5_30050 0051: return :COL_5_30052 00D6: if 001C: $2781 > $CUT_SCENE_TIME // $ > $ int 004D: jump_if_false @COL_5_30087 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COL_5_30052 :COL_5_30087 0051: return :COL_5_30089 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 0051: return :COL_5_30134 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 heed_threats 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: set_actor $2693 ignore_threats_behind_objects 1 0483: set_actor $2693 cease_attack_timer 1500 0051: return :COL_5_30226 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 heed_threats 1 0411: set_actor $2734 use_pednode_seek 0 01CA: actor $2734 kill_player $PLAYER_CHAR 0243: set_actor $2734 ped_stats_to 16 0051: return :COL_5_30286 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 heed_threats 1 0243: set_actor $2736 ped_stats_to 16 0051: return :COL_5_30341 04F5: set_actor $2735 as_player_friend $PLAYER_CHAR flag 1 01ED: clear_actor $2735 threat_search 011A: set_actor $2735 search_threat 512 0291: set_actor $2735 heed_threats 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: set_actor $2735 ignore_threats_behind_objects 1 0051: return :COL_5_30415 00BA: text_styled 'M_FAIL' 5000 ms 1 01BB: store_object $714 position_to $448 $449 $450 0176: $4886 = object $714 z_angle 029B: $2692 = init_object #YT_MAIN_BODY at $448 $449 $450 0177: set_object $2692 z_angle_to $4886 01C4: mark_object_as_no_longer_needed $2692 029B: $2692 = init_object #YT_MAIN_BODY2 at $448 $449 $450 0177: set_object $2692 z_angle_to $4886 01C4: mark_object_as_no_longer_needed $2692 029B: $2692 = init_object #YT_DOORS14 at $448 $449 $450 0177: set_object $2692 z_angle_to $4886 01C4: mark_object_as_no_longer_needed $2692 029B: $2692 = init_object #YT_TMP_BOAT at $448 $449 $450 0177: set_object $2692 z_angle_to $4886 01C4: mark_object_as_no_longer_needed $2692 029B: $2692 = init_object #LODMAIN_BODY at $448 $449 $450 0177: set_object $2692 z_angle_to $4886 01C4: mark_object_as_no_longer_needed $2692 0004: $2692 = -1 // $ = int 049F: set_scripted_file $722 distance_along_path_to 0.0 049E: set_scripted_file $722 speed_to 0.0 01BB: store_object $714 position_to $448 $449 $450 029B: $720 = init_object #YT_GANGPLNK_TMP at $2812 $2813 $2814 01C7: remove_object_from_mission_cleanup_list $720 029B: $721 = init_object #YACHT_CHUNK_KB at $2812 $2813 $2814 01C7: remove_object_from_mission_cleanup_list $721 00D6: if 8112: not wasted_or_busted 004D: jump_if_false @COL_5_30841 04E4: request_collision_at -244.2799 -1360.67 03CB: load_scene -244.2799 -1360.67 7.0786 0395: clear_area 1 at -244.2799 -1360.67 7.0786 range 1.0 00D6: if 80E0: not player $PLAYER_CHAR in_any_car 004D: jump_if_false @COL_5_30789 0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 0002: jump @COL_5_30809 :COL_5_30789 012A: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 and_remove_from_car :COL_5_30809 0171: set_player $PLAYER_CHAR z_angle_to 279.1362 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 0169: set_fade_color 225 225 225 016A: fade 1 1000 ms :COL_5_30841 0051: return :COL_5_30843 0004: $PASSED_COL5_ALL_HANDS_ON_DECK = 1 // $ = int 01E3: text_1number_styled 'M_PASS' number 5000 time 5000 style 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 5000 0164: disable_marker $228 0318: set_latest_mission_passed 'COL_5' 0394: play_music 1 030C: progress_made += 1 0051: return :COL_5_30906 0004: $ONMISSION = 0 // $ = int 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 034F: destroy_actor_with_fade $2670 // The actor fades away like a ghost 034F: destroy_actor_with_fade $2671 // The actor fades away like a ghost 034F: destroy_actor_with_fade $2672 // The actor fades away like a ghost 034F: destroy_actor_with_fade $2673 // The actor fades away like a ghost 034F: destroy_actor_with_fade $2678 // The actor fades away like a ghost 034F: destroy_actor_with_fade $2679 // The actor fades away like a ghost 034F: destroy_actor_with_fade $2680 // The actor fades away like a ghost 034F: destroy_actor_with_fade $2681 // The actor fades away like a ghost 034F: destroy_actor_with_fade $2684 // The actor fades away like a ghost 034F: destroy_actor_with_fade $2685 // The actor fades away like a ghost 034F: destroy_actor_with_fade $2686 // The actor fades away like a ghost 034F: destroy_actor_with_fade $2687 // The actor fades away like a ghost 034F: destroy_actor_with_fade $2730 // The actor fades away like a ghost 034F: destroy_actor_with_fade $2690 // The actor fades away like a ghost 034F: destroy_actor_with_fade $2707 // The actor fades away like a ghost 034F: destroy_actor_with_fade $2708 // The actor fades away like a ghost 034F: destroy_actor_with_fade $2709 // The actor fades away like a ghost 034F: destroy_actor_with_fade $2710 // The actor fades away like a ghost 034F: destroy_actor_with_fade $2724 // The actor fades away like a ghost 034F: destroy_actor_with_fade $2725 // The actor fades away like a ghost 034F: destroy_actor_with_fade $2726 // The actor fades away like a ghost 034F: destroy_actor_with_fade $2727 // The actor fades away like a ghost 034F: destroy_actor_with_fade $2703 // The actor fades away like a ghost 034F: destroy_actor_with_fade $2704 // The actor fades away like a ghost 034F: destroy_actor_with_fade $2705 // The actor fades away like a ghost 034F: destroy_actor_with_fade $2706 // The actor fades away like a ghost 034F: destroy_actor_with_fade $2711 // The actor fades away like a ghost 034F: destroy_actor_with_fade $2712 // The actor fades away like a ghost 034F: destroy_actor_with_fade $2713 // The actor fades away like a ghost 034F: destroy_actor_with_fade $2714 // The actor fades away like a ghost 034F: destroy_actor_with_fade $2715 // The actor fades away like a ghost 034F: destroy_actor_with_fade $2716 // The actor fades away like a ghost 034F: destroy_actor_with_fade $2717 // The actor fades away like a ghost 034F: destroy_actor_with_fade $2718 // The actor fades away like a ghost 034F: destroy_actor_with_fade $2719 // The actor fades away like a ghost 034F: destroy_actor_with_fade $2720 // The actor fades away like a ghost 034F: destroy_actor_with_fade $2721 // The actor fades away like a ghost 034F: destroy_actor_with_fade $2722 // The actor fades away like a ghost 0215: destroy_pickup $2728 0215: destroy_pickup $2729 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 01B7: release_weather 0249: release_model #UZI 0249: release_model #COLT45 0249: release_model #HUNTER 0249: release_model #DINGHY 0249: release_model #SPEEDER 0249: release_model #RIO 0249: release_model #WASHING 0249: release_model #RUGER 0249: release_model #MAVERICK 0249: release_model #MARQUIS 0249: release_model #TROPIC 0249: release_model #KATANA 0249: release_model #HMOST 00D8: mission_cleanup 0051: return :COL_5_31204 00D6: if 0038: $2778 == 0 // $ == int 004D: jump_if_false @COL_5_31251 0239: actor $2737 run_to -257.2504 -1214.484 0411: set_actor $2737 use_pednode_seek 0 0004: $2778 = 1 // $ = int :COL_5_31251 00D6: if 0038: $2778 == 1 // $ == int 004D: jump_if_false @COL_5_31336 00D6: if 00ED: actor $2737 0 -257.2504 -1214.484 radius 1.5 1.5 004D: jump_if_false @COL_5_31336 0239: actor $2737 run_to -266.0016 -1214.565 0411: set_actor $2737 use_pednode_seek 0 0004: $2778 = 2 // $ = int :COL_5_31336 00D6: if 0038: $2778 == 2 // $ == int 004D: jump_if_false @COL_5_31421 00D6: if 00ED: actor $2737 0 -266.0016 -1214.565 radius 1.5 1.5 004D: jump_if_false @COL_5_31421 0239: actor $2737 run_to -321.7568 -1214.596 0411: set_actor $2737 use_pednode_seek 0 0004: $2778 = 3 // $ = int :COL_5_31421 00D6: if 0038: $2778 == 3 // $ == int 004D: jump_if_false @COL_5_31506 00D6: if 00ED: actor $2737 0 -321.7568 -1214.596 radius 1.5 1.5 004D: jump_if_false @COL_5_31506 0239: actor $2737 run_to -328.9344 -1212.065 0411: set_actor $2737 use_pednode_seek 0 0004: $2778 = 4 // $ = int :COL_5_31506 0051: return //-------------Mission 12--------------- // Originally: The Chase :BARON1 0050: gosub @BARON1_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @BARON1_27 0050: gosub @BARON1_8639 :BARON1_27 0050: gosub @BARON1_8736 004E: end_thread :BARON1_36 0004: $ONMISSION = 1 // $ = int 0317: increment_mission_attempts 03A4: name_thread 'BARON1' 0001: wait 0 ms 054C: use_GXT_table 'BARON1' 058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 0001: wait 500 ms 016A: fade 1 1500 ms 0006: 1@ = 0 // @ = int 0005: $2818 = 391.6 // $ = float 0005: $2819 = 251.2 // $ = float 0005: $2820 = 14.0 // $ = float 0006: 2@ = 0 // @ = int 0006: 3@ = 0 // @ = int 0006: 5@ = 0 // @ = int 0006: 7@ = 0 // @ = int 0004: $2817 = 0 // $ = int 04F9: set_extra_colors 8 fade 0 03CF: load_wav 'MONO10' as 1 04BB: select_interiour 2 // select render area 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 03CB: load_scene -378.3 -591.9 25.8 :BARON1_290 00D6: 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 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 004D: jump_if_false @BARON1_338 0001: wait 0 ms 0002: jump @BARON1_290 :BARON1_338 0569: load_uncompressed_animation 'CSPLAY' 0569: load_uncompressed_animation 'CSDIAZ' 0569: load_uncompressed_animation 'DGOONC' 0569: load_uncompressed_animation 'DCFAN' 0569: load_uncompressed_animation 'TELLY' 0569: load_uncompressed_animation 'DGOONA' 02E4: load_cutscene_data 'COK_1' 0395: clear_area 1 at -378.6 -552.6 25.5 range 15.0 0395: clear_area 1 at -379.0 -564.6 19.8 range 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: set_cutscene_anim 'DCFAN' to_loop 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 16.2 range 0.5 0055: put_player $PLAYER_CHAR at -379.2 -536.4 16.2 0171: set_player $PLAYER_CHAR z_angle_to 0.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :BARON1_695 00D6: if 001A: 13 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON1_729 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON1_695 :BARON1_729 00BC: text_highpriority 'COK1_A' time 10000 1 :BARON1_744 00D6: if 001A: 5570 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON1_779 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON1_744 :BARON1_779 00BC: text_highpriority 'COK1_B' time 10000 1 :BARON1_794 00D6: if 001A: 10037 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON1_829 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON1_794 :BARON1_829 00BC: text_highpriority 'COK1_C' time 10000 1 :BARON1_844 00D6: if 001A: 11525 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON1_879 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON1_844 :BARON1_879 00BC: text_highpriority 'COK1_D' time 10000 1 :BARON1_894 00D6: if 001A: 13845 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON1_929 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON1_894 :BARON1_929 00BC: text_highpriority 'COK1_E' time 10000 1 :BARON1_944 00D6: if 001A: 19000 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON1_979 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON1_944 :BARON1_979 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @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 00D6: if 001A: 24070 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON1_1075 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON1_1040 :BARON1_1075 00BC: text_highpriority 'COK1_F' time 10000 1 :BARON1_1090 00D6: if 001A: 27858 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON1_1125 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON1_1090 :BARON1_1125 00BC: text_highpriority 'COK1_G' time 10000 1 :BARON1_1140 00D6: if 001A: 29027 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON1_1175 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON1_1140 :BARON1_1175 00BC: text_highpriority 'COK1_H' time 10000 1 :BARON1_1190 00D6: if 001A: 34900 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON1_1227 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON1_1190 :BARON1_1227 00BC: text_highpriority 'COK1_I' time 10000 1 :BARON1_1242 00D6: if 001A: 42260 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON1_1279 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON1_1242 :BARON1_1279 00BC: text_highpriority 'COK1_J' time 10000 1 :BARON1_1294 00D6: if 001A: 45900 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON1_1331 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON1_1294 :BARON1_1331 00BC: text_highpriority 'COK1_K' time 10000 1 :BARON1_1346 00D6: if 001A: 53576 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON1_1383 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON1_1346 :BARON1_1383 00BE: text_clear_all :BARON1_1385 00D6: if 001A: 54076 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON1_1422 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON1_1385 :BARON1_1422 016A: fade 0 1500 ms 00BE: text_clear_all 0001: wait 1000 ms 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @BARON1_1494 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @BARON1_1494 03D1: play_wav 1 :BARON1_1468 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @BARON1_1494 0001: wait 0 ms 0002: jump @BARON1_1468 :BARON1_1494 00D6: if 016B: fading 004D: jump_if_false @BARON1_1518 0001: wait 0 ms 0002: jump @BARON1_1494 :BARON1_1518 03AD: set_rubbish 1 02EA: end_cutscene 03DE: set_pedestrians_density_multiplier_to 1.0 04FA: clear_extra_colors_with_fade 0 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 04BB: select_interiour 0 // select render area 03CB: load_scene -379.2 -536.4 16.2 0001: wait 500 ms 016A: fade 1 1500 ms 00BC: text_highpriority 'COK1_10' time 10000 1 018A: $63 = create_checkpoint_at 380.3 247.4 10.0 023C: load_special_actor 5 'SGC' 0247: request_model #BFINJECT 0247: request_model #RUGER 0247: request_model #BARREL4 0247: request_model #FAGGIO 0247: request_model #FAKETARGET 0247: request_model #SGA :BARON1_1668 00D6: if or 823D: not special_actor 5 loaded 8248: not model #BFINJECT available 8248: not model #RUGER available 8248: not model #BARREL4 available 8248: not model #FAGGIO available 8248: not model #FAKETARGET available 004D: jump_if_false @BARON1_1717 0001: wait 0 ms 0002: jump @BARON1_1668 :BARON1_1717 00D6: if 8248: not model #SGA available 004D: jump_if_false @BARON1_1743 0001: wait 0 ms 0002: jump @BARON1_1717 :BARON1_1743 00D6: 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 004D: jump_if_false @BARON1_1839 0001: wait 0 ms 0002: jump @BARON1_1743 :BARON1_1839 0164: disable_marker $63 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 015F: set_camera_position 387.967 246.69 15.277 rotation 0.0 0.0 0.0 0160: point_camera 388.694 247.372 15.356 switchstyle 2 00BC: text_highpriority 'COK1_11' time 5000 1 0001: wait 1600 ms 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 02EB: restore_camera_with_jumpcut 018A: $63 = create_checkpoint_at $2818 $2819 $2820 :BARON1_1953 00D6: if 80F6: not player $PLAYER_CHAR 1 $2818 $2819 $2820 radius 1.0 1.0 2.0 004D: jump_if_false @BARON1_2006 0001: wait 0 ms 0002: jump @BARON1_1953 :BARON1_2006 0164: disable_marker $63 0395: clear_area 1 at 370.99 256.28 18.4 range 3.0 009A: 0@ = create_actor_pedtype 4 model #SPECIAL05 at 370.99 256.28 18.4 0489: set_actor 0@ muted 1 0223: set_actor 0@ health_to 600 01ED: clear_actor 0@ threat_search 0173: set_actor 0@ z_angle_to 224.7 0187: $63 = create_marker_above_actor 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 00A5: 9@ = create_car #FAGGIO at 376.9 477.0 11.2 0175: set_car 9@ z_angle_to 282.0 03CF: load_wav 'COK1_1' as 1 03CF: load_wav 'COK1_4' as 2 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 0336: set_player $PLAYER_CHAR visible 0 0210: player $PLAYER_CHAR look_at_actor 0@ 015F: set_camera_position 391.533 250.984 16.481 rotation 0.0 0.0 0.0 0160: point_camera 392.37 251.5 16.3 switchstyle 2 0006: TIMERB = 0 // @ = int :BARON1_2264 00D6: if 8019: not TIMERB > 500 // @ > int 004D: jump_if_false @BARON1_2294 0001: wait 0 ms 0002: jump @BARON1_2264 :BARON1_2294 0460: set_camera_pointing_time 5.0 1000 015F: set_camera_position 391.533 250.984 16.481 rotation 0.0 0.0 0.0 0160: point_camera 392.496 250.785 16.3 switchstyle 1 :BARON1_2355 00D6: if 8019: not TIMERB > 2000 // @ > int 004D: jump_if_false @BARON1_2409 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @BARON1_2402 0002: jump @BARON1_2766 :BARON1_2402 0002: jump @BARON1_2355 :BARON1_2409 0460: set_camera_pointing_time 5.0 1000 015F: set_camera_position 391.533 250.984 16.481 rotation 0.0 0.0 0.0 0160: point_camera 392.37 251.5 16.3 switchstyle 1 :BARON1_2470 00D6: if 8019: not TIMERB > 3500 // @ > int 004D: jump_if_false @BARON1_2524 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @BARON1_2517 0002: jump @BARON1_2766 :BARON1_2517 0002: jump @BARON1_2470 :BARON1_2524 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @BARON1_2601 0460: set_camera_pointing_time 5.0 1000 015F: set_camera_position 391.533 250.984 16.481 rotation 0.0 0.0 0.0 0160: point_camera 390.645 251.287 16.578 switchstyle 1 :BARON1_2601 00D6: if 8019: not TIMERB > 5500 // @ > int 004D: jump_if_false @BARON1_2655 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @BARON1_2648 0002: jump @BARON1_2766 :BARON1_2648 0002: jump @BARON1_2601 :BARON1_2655 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @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' time 2000 1 :BARON1_2712 00D6: if 8019: not TIMERB > 6500 // @ > int 004D: jump_if_false @BARON1_2766 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @BARON1_2759 0002: jump @BARON1_2766 :BARON1_2759 0002: 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 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 0336: set_player $PLAYER_CHAR visible 1 0107: 12@ = create_object #BARREL4 at 347.5 417.4 20.6 0107: 13@ = create_object #BARREL4 at 352.9 416.5 20.6 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @BARON1_2947 0395: clear_area 1 at 358.7 277.0 22.5 range 3.0 00A1: put_actor 0@ at 358.7 277.0 22.5 0173: set_actor 0@ z_angle_to 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' time 5000 2 0006: TIMERB = 0 // @ = int :BARON1_2969 00D6: if 80FE: not actor $PLAYER_ACTOR 0 374.3 265.5 23.5 radius 2.0 2.0 3.0 004D: jump_if_false @BARON1_3114 0001: wait 0 ms 00D6: if 0118: actor 0@ dead 004D: jump_if_false @BARON1_3059 00BC: text_highpriority 'COK1_9' time 5000 2 0002: jump @BARON1_8639 :BARON1_3059 00D6: if 0019: TIMERB > 60000 // @ > int 004D: jump_if_false @BARON1_3107 00BC: text_highpriority 'TEX1_5' time 5000 2 009B: destroy_actor_instantly 0@ 0002: jump @BARON1_8639 :BARON1_3107 0002: jump @BARON1_2969 :BARON1_3114 01B5: force_weather 0 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 04E3: set_player $PLAYER_CHAR mood 1 duration 300000 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @BARON1_3476 015F: set_camera_position 357.505 277.646 24.28 rotation 0.0 0.0 0.0 0160: point_camera 358.296 277.044 24.171 switchstyle 2 0350: set_actor 0@ maintain_position_when_attacked 1 01ED: clear_actor 0@ threat_search 011C: actor $PLAYER_ACTOR clear_objective 0482: set_threat_reaction_range_multiplier 3.0 03D1: play_wav 2 00BC: text_highpriority 'COK1_4' time 1000 1 00D6: if 847E: not player $PLAYER_CHAR on_any_bike 004D: jump_if_false @BARON1_3394 0395: clear_area 1 at 373.8 265.3 22.5 range 2.0 009A: 11@ = create_actor_pedtype 5 model #NULL at 373.8 265.3 22.5 0223: set_actor 11@ health_to 1000 0446: set_actor 11@ dismemberment_possible 0 01ED: clear_actor 11@ threat_search 0243: set_actor 11@ ped_stats_to 16 0173: set_actor 11@ z_angle_to 48.0 0482: set_threat_reaction_range_multiplier 2.0 01C9: actor 0@ kill_actor 11@ 0055: put_player $PLAYER_CHAR at 349.4 278.0 18.6 0002: 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 0107: 4@ = create_object #FAKETARGET at 371.6 267.7 22.0 02E2: set_actor 0@ weapon_accuracy_to 100 01D8: actor 0@ destroy_object 4@ :BARON1_3476 0001: wait 500 ms 00D6: if 847E: not player $PLAYER_CHAR on_any_bike 004D: jump_if_false @BARON1_3533 00D6: if 8118: not actor 11@ dead 004D: jump_if_false @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 00D6: if 047E: player $PLAYER_CHAR on_any_bike 004D: jump_if_false @BARON1_3587 00D6: if 8119: not car 6@ wrecked 004D: jump_if_false @BARON1_3587 04FE: set_vehicle 6@ deflate_tire 0 04FE: set_vehicle 6@ deflate_tire 1 0224: set_car 6@ health_to 350 :BARON1_3587 0001: wait 1500 ms 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @BARON1_3686 0350: set_actor 0@ maintain_position_when_attacked 0 01ED: clear_actor 0@ threat_search 0482: set_threat_reaction_range_multiplier 1.0 0395: clear_area 1 at 350.5 317.5 18.5 range 2.0 00A1: put_actor 0@ at 350.5 317.5 18.5 0239: actor 0@ run_to 351.6 341.3 :BARON1_3686 00D6: if 847E: not player $PLAYER_CHAR on_any_bike 004D: jump_if_false @BARON1_3737 009B: destroy_actor_instantly 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 02EB: restore_camera_with_jumpcut 03CF: load_wav 'COK1_2' as 1 03CF: load_wav 'COK1_5' as 2 0006: TIMERB = 0 // @ = int 0001: wait 400 ms 01B4: set_player $PLAYER_CHAR can_move 1 00D6: if 847E: not player $PLAYER_CHAR on_any_bike 004D: jump_if_false @BARON1_3816 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 0 ms 053D: clear_actor $PLAYER_ACTOR wait_state :BARON1_3816 0395: clear_area 1 at 417.1 464.3 27.4 range 2.0 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @BARON1_3886 00A5: $2816 = create_car #BFINJECT at 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 00D6: if 80DB: not actor 0@ in_car $2816 004D: jump_if_false @BARON1_6222 0001: wait 0 ms 00D6: if 0119: car $2816 wrecked 004D: jump_if_false @BARON1_4011 00BC: text_highpriority 'COK1_9' time 5000 2 0002: jump @BARON1_8639 :BARON1_4011 00D6: if 0118: actor 0@ dead 004D: jump_if_false @BARON1_4049 00BC: text_highpriority 'COK1_9' time 5000 2 0002: jump @BARON1_8639 :BARON1_4049 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @BARON1_5732 00D6: if 0039: 1@ == 0 // @ == int 004D: jump_if_false @BARON1_5732 00D6: if 00FE: actor 0@ 0 351.6 341.3 18.0 radius 1.0 1.0 5.0 004D: jump_if_false @BARON1_4153 0239: actor 0@ run_to 351.6 347.0 0411: set_actor 0@ use_pednode_seek 0 :BARON1_4153 00D6: if 00FE: actor 0@ 0 351.6 347.0 18.0 radius 1.0 1.0 5.0 004D: jump_if_false @BARON1_4223 0239: actor 0@ run_to 350.8 358.0 0411: set_actor 0@ use_pednode_seek 0 :BARON1_4223 00D6: if 00FE: actor 0@ 0 350.8 358.0 18.0 radius 1.0 1.0 5.0 004D: jump_if_false @BARON1_4293 0502: set_actor 0@ sprint_to 350.4 375.6 0411: set_actor 0@ use_pednode_seek 0 :BARON1_4293 00D6: if 00FE: actor 0@ 0 350.4 375.6 18.0 radius 1.0 1.0 5.0 004D: jump_if_false @BARON1_4363 0239: actor 0@ run_to 350.4 380.5 0411: set_actor 0@ use_pednode_seek 0 :BARON1_4363 00D6: if 00FE: actor 0@ 0 350.4 380.5 19.5 radius 1.0 1.0 5.0 004D: jump_if_false @BARON1_4433 0239: actor 0@ run_to 349.8 389.3 0411: set_actor 0@ use_pednode_seek 0 :BARON1_4433 00D6: if 00FE: actor 0@ 0 349.8 389.3 18.0 radius 1.0 1.0 5.0 004D: jump_if_false @BARON1_4503 0502: set_actor 0@ sprint_to 346.0 405.6 0411: set_actor 0@ use_pednode_seek 0 :BARON1_4503 00D6: if 00FE: actor 0@ 0 346.0 405.6 18.0 radius 1.0 1.0 5.0 004D: jump_if_false @BARON1_4573 0502: set_actor 0@ sprint_to 349.9 415.8 0411: set_actor 0@ use_pednode_seek 0 :BARON1_4573 00D6: if 00FE: actor 0@ 0 349.9 415.8 18.0 radius 1.0 1.0 5.0 004D: jump_if_false @BARON1_4643 0239: actor 0@ run_to 355.1 423.7 0411: set_actor 0@ use_pednode_seek 0 :BARON1_4643 00D6: if 0039: 3@ == 0 // @ == int 004D: jump_if_false @BARON1_4709 00D6: if 0019: TIMERB > 60000 // @ > int 004D: jump_if_false @BARON1_4709 00BC: text_highpriority 'TEX1_5' time 5000 2 009B: destroy_actor_instantly 0@ 0002: jump @BARON1_8639 :BARON1_4709 00D6: if 00FE: actor 0@ 0 355.1 423.7 20.6 radius 1.0 1.0 5.0 004D: jump_if_false @BARON1_5322 00D6: if 00F5: player $PLAYER_CHAR 0 355.1 423.7 20.6 radius 10.0 11.0 7.0 004D: jump_if_false @BARON1_4853 00D6: if 03D0: wav 2 loaded 004D: jump_if_false @BARON1_4839 03D1: play_wav 2 00BC: text_highpriority 'COK1_5' time 2000 1 :BARON1_4839 0006: 7@ = 1 // @ = int 0006: 3@ = 1 // @ = int :BARON1_4853 00D6: if 0039: 3@ == 0 // @ == int 004D: jump_if_false @BARON1_5284 0192: set_actor 0@ objective_to_stand_still 00D6: if 00F5: player $PLAYER_CHAR 0 352.4 415.3 25.0 radius 10.0 20.0 7.0 004D: jump_if_false @BARON1_5277 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 015F: set_camera_position 357.699 429.507 19.518 rotation 0.0 0.0 0.0 0160: point_camera 357.237 428.62 19.533 switchstyle 2 00A1: put_actor 0@ at 356.6 428.2 18.1 0173: set_actor 0@ z_angle_to 158.0 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @BARON1_5050 03D1: play_wav 1 00BC: text_highpriority 'COK1_2' time 2000 1 :BARON1_5050 0001: wait 600 ms 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @BARON1_5086 02E2: set_actor 0@ weapon_accuracy_to 100 01D8: actor 0@ destroy_object 13@ :BARON1_5086 0001: wait 500 ms 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 0001: wait 900 ms 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @BARON1_5211 011C: actor 0@ clear_objective 0350: set_actor 0@ maintain_position_when_attacked 0 01ED: clear_actor 0@ threat_search 0502: set_actor 0@ sprint_to 366.0 444.6 0411: set_actor 0@ use_pednode_seek 0 :BARON1_5211 0173: set_actor $PLAYER_ACTOR z_angle_to 344.0 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 00D6: if 03D0: wav 2 loaded 004D: jump_if_false @BARON1_5270 03D1: play_wav 2 00BC: text_highpriority 'COK1_5' time 2000 1 :BARON1_5270 0006: 3@ = 1 // @ = int :BARON1_5277 0002: jump @BARON1_5322 :BARON1_5284 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @BARON1_5322 0502: set_actor 0@ sprint_to 360.4 432.9 0411: set_actor 0@ use_pednode_seek 0 :BARON1_5322 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @BARON1_5732 00D6: if 00FE: actor 0@ 0 366.0 444.6 19.7 radius 1.0 1.0 5.0 004D: jump_if_false @BARON1_5408 0502: set_actor 0@ sprint_to 374.0 456.3 0411: set_actor 0@ use_pednode_seek 0 :BARON1_5408 00D6: if 00FE: actor 0@ 0 374.0 456.3 19.7 radius 1.0 1.0 5.0 004D: jump_if_false @BARON1_5478 0239: actor 0@ run_to 374.2 465.8 0411: set_actor 0@ use_pednode_seek 0 :BARON1_5478 00D6: if 00FE: actor 0@ 0 374.2 465.8 19.4 radius 1.0 1.0 5.0 004D: jump_if_false @BARON1_5732 00D6: if 0039: 5@ == 0 // @ == int 004D: jump_if_false @BARON1_5732 00D6: if 8119: not car $2816 wrecked 004D: jump_if_false @BARON1_5732 03AB: set_car $2816 strong 1 00AB: put_car $2816 at 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 0175: set_car $2816 z_angle_to 311.0 00AD: set_car $2816 max_speed_to 0.0 0239: actor 0@ run_to 375.5 471.4 0411: set_actor 0@ use_pednode_seek 0 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 015F: set_camera_position 382.421 481.019 12.024 rotation 0.0 0.0 0.0 0160: point_camera 381.675 480.371 12.177 switchstyle 2 0006: 5@ = 1 // @ = int :BARON1_5732 00D6: if and 0039: 2@ == 1 // @ == int 0039: 3@ == 1 // @ == int 004D: jump_if_false @BARON1_5836 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @BARON1_5836 00D6: if 00FE: actor 0@ 0 355.1 423.7 20.6 radius 1.0 1.0 5.0 004D: jump_if_false @BARON1_5836 0239: actor 0@ run_to 366.0 444.6 :BARON1_5836 00D6: if 0039: 7@ == 1 // @ == int 004D: jump_if_false @BARON1_5933 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @BARON1_5933 00D6: if 00FE: actor 0@ 0 355.1 423.7 20.6 radius 1.0 1.0 5.0 004D: jump_if_false @BARON1_5933 0239: actor 0@ run_to 366.0 444.6 :BARON1_5933 00D6: if or 0366: object 12@ damaged 0366: object 13@ damaged 004D: jump_if_false @BARON1_6064 00D6: if 0039: 2@ == 0 // @ == int 004D: jump_if_false @BARON1_6064 00D6: if 0039: 3@ == 0 // @ == int 004D: jump_if_false @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 0006: 2@ = 1 // @ = int 0006: 3@ = 1 // @ = int :BARON1_6064 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @BARON1_6177 00D6: if 0039: 1@ == 0 // @ == int 004D: jump_if_false @BARON1_6177 00D6: if 00FE: actor 0@ 0 375.5 471.4 14.1 radius 3.0 3.0 5.0 004D: jump_if_false @BARON1_6177 00D6: if 8119: not car $2816 wrecked 004D: jump_if_false @BARON1_6177 01D4: actor 0@ go_to_car $2816 and_enter_it_as_a_passenger 0006: 1@ = 1 // @ = int :BARON1_6177 00D6: if 0119: car $2816 wrecked 004D: jump_if_false @BARON1_6215 00BC: text_highpriority 'COK1_9' time 5000 2 0002: jump @BARON1_8639 :BARON1_6215 0002: jump @BARON1_3950 :BARON1_6222 0171: set_player $PLAYER_CHAR z_angle_to 0.0 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 00BC: text_highpriority 'COK1_8' time 15000 2 0001: wait 2000 ms 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @BARON1_6445 00D6: if 8119: not car $2816 wrecked 004D: jump_if_false @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 00D6: if 8119: not car $2816 wrecked 004D: jump_if_false @BARON1_6445 00A7: car $2816 drive_to 541.1 482.6 10.8 00AD: set_car $2816 max_speed_to 18.0 00AE: set_vehicle $2816 traffic_behavior_to 2 :BARON1_6445 0006: TIMERA = 0 // @ = int 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @BARON1_6468 :BARON1_6468 00D6: 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 004D: jump_if_false @BARON1_8424 0001: wait 0 ms 00D6: if 0118: actor 0@ dead 004D: jump_if_false @BARON1_6595 00BC: text_highpriority 'COK1_9' time 5000 2 0002: jump @BARON1_8639 :BARON1_6595 00D6: if 80E9: not player $PLAYER_CHAR 0 0@ radius 180.0 180.0 004D: jump_if_false @BARON1_6648 00BC: text_highpriority 'TEX1_5' time 5000 2 0002: jump @BARON1_8639 :BARON1_6648 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @BARON1_7587 00D6: if 8118: not actor 8@ dead 004D: jump_if_false @BARON1_6749 00D6: if 8119: not car $2816 wrecked 004D: jump_if_false @BARON1_6749 00D6: if 80DB: not actor 8@ in_car $2816 004D: jump_if_false @BARON1_6728 0465: remove_actor 0@ from_turret_mode 01CA: actor 8@ kill_player $PLAYER_CHAR :BARON1_6728 00D6: if 02BF: car $2816 sunk 004D: jump_if_false @BARON1_6749 0465: remove_actor 0@ from_turret_mode :BARON1_6749 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @BARON1_6862 00D6: if 8119: not car $2816 wrecked 004D: jump_if_false @BARON1_6862 00D6: if 80DB: not actor 0@ in_car $2816 004D: jump_if_false @BARON1_6862 00D6: if 8118: not actor 8@ dead 004D: jump_if_false @BARON1_6852 00D6: if 80DB: not actor 8@ in_car $2816 004D: jump_if_false @BARON1_6845 00AD: set_car $2816 max_speed_to 0.0 :BARON1_6845 0002: jump @BARON1_6862 :BARON1_6852 00AD: set_car $2816 max_speed_to 0.0 :BARON1_6862 00D6: if 8119: not car $2816 wrecked 004D: jump_if_false @BARON1_6975 00D6: if 00DC: player $PLAYER_CHAR in_car $2816 004D: jump_if_false @BARON1_6975 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @BARON1_6975 0465: remove_actor 0@ from_turret_mode 00D6: if 8119: not car $2816 wrecked 004D: jump_if_false @BARON1_6975 00D6: if 0019: TIMERA > 1000 // @ > int 004D: jump_if_false @BARON1_6975 0319: set_actor 0@ running 1 01D5: actor 0@ go_to_and_drive_car $2816 0006: TIMERA = 0 // @ = int :BARON1_6975 00D6: if 0118: actor 8@ dead 004D: jump_if_false @BARON1_7094 00D6: if 8119: not car $2816 wrecked 004D: jump_if_false @BARON1_7094 0465: remove_actor 0@ from_turret_mode 00D6: if 0185: car $2816 health >= 269 004D: jump_if_false @BARON1_7056 01D5: actor 0@ go_to_and_drive_car $2816 00AD: set_car $2816 max_speed_to 0.0 0002: jump @BARON1_7094 :BARON1_7056 00D6: if 0019: TIMERA > 1500 // @ > int 004D: jump_if_false @BARON1_7094 0319: set_actor 0@ running 1 0377: set_actor 0@ steal_any_car 0006: TIMERA = 0 // @ = int :BARON1_7094 00D6: if 0038: $2817 == 0 // $ == int 004D: jump_if_false @BARON1_7195 00D6: if 8119: not car $2816 wrecked 004D: jump_if_false @BARON1_7195 00D6: if 01F4: car $2816 flipped 004D: jump_if_false @BARON1_7195 00D6: if 80DB: not actor 0@ in_car $2816 004D: jump_if_false @BARON1_7180 0465: remove_actor 0@ from_turret_mode 0377: set_actor 0@ steal_any_car 0002: jump @BARON1_7188 :BARON1_7180 01D3: actor 0@ leave_car $2816 :BARON1_7188 0004: $2817 = 1 // $ = int :BARON1_7195 00D6: if 8119: not car $2816 wrecked 004D: jump_if_false @BARON1_7475 00D6: if 8185: not car $2816 health >= 270 004D: jump_if_false @BARON1_7468 00AD: set_car $2816 max_speed_to 10.0 0465: remove_actor 0@ from_turret_mode 00D6: if 00DB: actor 0@ in_car $2816 004D: jump_if_false @BARON1_7356 01D3: actor 0@ leave_car $2816 :BARON1_7272 00D6: if 00DB: actor 0@ in_car $2816 004D: jump_if_false @BARON1_7356 0001: wait 0 ms 00D6: if 0118: actor 0@ dead 004D: jump_if_false @BARON1_7333 00BC: text_highpriority 'COK1_9' time 5000 2 0002: jump @BARON1_8639 :BARON1_7333 00D6: if 0119: car $2816 wrecked 004D: jump_if_false @BARON1_7349 :BARON1_7349 0002: jump @BARON1_7272 :BARON1_7356 00D6: if 00DF: actor 0@ in_any_car 004D: jump_if_false @BARON1_7430 00D9: $2816 = actor 0@ car // add to mission cleanup 00D6: if 8119: not car $2816 wrecked 004D: jump_if_false @BARON1_7423 00A7: car $2816 drive_to 34.9 1086.8 14.5 00AE: set_vehicle $2816 traffic_behavior_to 2 :BARON1_7423 0002: jump @BARON1_7468 :BARON1_7430 00D6: if 0019: TIMERA > 1500 // @ > int 004D: jump_if_false @BARON1_7468 0319: set_actor 0@ running 1 0377: set_actor 0@ steal_any_car 0006: TIMERA = 0 // @ = int :BARON1_7468 0002: jump @BARON1_7587 :BARON1_7475 00D6: if 00DF: actor 0@ in_any_car 004D: jump_if_false @BARON1_7549 00D9: $2816 = actor 0@ car // add to mission cleanup 00D6: if 8119: not car $2816 wrecked 004D: jump_if_false @BARON1_7542 00A7: car $2816 drive_to 34.9 1086.8 14.5 00AE: set_vehicle $2816 traffic_behavior_to 2 :BARON1_7542 0002: jump @BARON1_7587 :BARON1_7549 00D6: if 0019: TIMERA > 1500 // @ > int 004D: jump_if_false @BARON1_7587 0319: set_actor 0@ running 1 0377: set_actor 0@ steal_any_car 0006: TIMERA = 0 // @ = int :BARON1_7587 00D6: if 8118: not actor 8@ dead 004D: jump_if_false @BARON1_7914 00D6: if 8119: not car $2816 wrecked 004D: jump_if_false @BARON1_7914 00D6: if 00DB: actor 8@ in_car $2816 004D: jump_if_false @BARON1_7914 00D6: if 00E9: player $PLAYER_CHAR 0 0@ radius 50.0 50.0 004D: jump_if_false @BARON1_7693 00AD: set_car $2816 max_speed_to 34.0 02E2: set_actor 0@ weapon_accuracy_to 60 0002: jump @BARON1_7710 :BARON1_7693 00AD: set_car $2816 max_speed_to 18.0 02E2: set_actor 0@ weapon_accuracy_to 50 :BARON1_7710 00D6: if 00FE: actor 0@ 0 541.1 482.6 10.8 radius 8.0 8.0 6.0 004D: jump_if_false @BARON1_7778 00A7: car $2816 drive_to 527.9 974.9 17.6 :BARON1_7778 00D6: if 00FE: actor 0@ 0 527.9 974.9 17.6 radius 8.0 8.0 6.0 004D: jump_if_false @BARON1_7846 00A7: car $2816 drive_to 455.1 1285.5 17.3 :BARON1_7846 00D6: if 00FE: actor 0@ 0 455.1 1285.5 17.3 radius 8.0 8.0 6.0 004D: jump_if_false @BARON1_7914 00A7: car $2816 drive_to 266.2 1139.9 21.1 :BARON1_7914 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @BARON1_8227 00D6: if 8119: not car $2816 wrecked 004D: jump_if_false @BARON1_8227 00D6: if 00DB: actor 0@ in_car $2816 004D: jump_if_false @BARON1_8227 00D6: if 00E9: player $PLAYER_CHAR 0 0@ radius 50.0 50.0 004D: jump_if_false @BARON1_8013 00AD: set_car $2816 max_speed_to 34.0 0002: jump @BARON1_8023 :BARON1_8013 00AD: set_car $2816 max_speed_to 20.0 :BARON1_8023 00D6: if 00FE: actor 0@ 0 541.1 482.6 10.8 radius 8.0 8.0 6.0 004D: jump_if_false @BARON1_8091 00A7: car $2816 drive_to 527.9 974.9 17.6 :BARON1_8091 00D6: if 00FE: actor 0@ 0 527.9 974.9 17.6 radius 8.0 8.0 6.0 004D: jump_if_false @BARON1_8159 00A7: car $2816 drive_to 455.1 1285.5 17.3 :BARON1_8159 00D6: if 00FE: actor 0@ 0 455.1 1285.5 17.3 radius 8.0 8.0 6.0 004D: jump_if_false @BARON1_8227 00A7: car $2816 drive_to 266.2 1139.9 21.1 :BARON1_8227 00D6: if 00FE: actor 0@ 0 266.2 1139.9 21.1 radius 8.0 8.0 6.0 004D: jump_if_false @BARON1_8311 00D6: if 8119: not car $2816 wrecked 004D: jump_if_false @BARON1_8311 00A7: car $2816 drive_to 34.9 1086.8 14.5 :BARON1_8311 00D6: if or 0366: object 12@ damaged 0366: object 13@ damaged 004D: jump_if_false @BARON1_8417 00D6: if 0039: 2@ == 0 // @ == int 004D: jump_if_false @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 0006: 2@ = 1 // @ = int :BARON1_8417 0002: jump @BARON1_6468 :BARON1_8424 01B4: set_player $PLAYER_CHAR can_move 0 0001: wait 0 ms 02A3: enable_widescreen 1 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @BARON1_8558 00D6: if 00DF: actor 0@ in_any_car 004D: jump_if_false @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 00A1: put_actor 0@ at 56.4 1081.1 15.0 0173: set_actor 0@ z_angle_to 275.0 0239: actor 0@ run_to 72.4 1082.8 0411: set_actor 0@ use_pednode_seek 0 :BARON1_8558 015F: set_camera_position 79.834 1069.695 14.212 rotation 0.0 0.0 0.0 0160: point_camera 79.273 1070.427 14.597 switchstyle 2 0001: wait 3000 ms 009B: destroy_actor_instantly 0@ 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 02EB: restore_camera_with_jumpcut 0002: jump @BARON1_8656 :BARON1_8639 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :BARON1_8656 0004: $PASSED_COK1_THE_CHASE = 1 // $ = int 0394: play_music 1 01E3: text_1number_styled 'M_PASS' number 1000 time 5000 style 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 1000 0318: set_latest_mission_passed 'COK_1' 030C: progress_made += 1 0004: $868 = 1 // $ = int 0004: $874 = 1 // $ = int 004F: create_thread @BAR2 0051: return :BARON1_8736 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 0164: disable_marker $63 0249: release_model #BFINJECT 0249: release_model #RUGER 0249: release_model #BARREL4 0249: release_model #FAGGIO 0249: release_model #FAKETARGET 0249: release_model #SGA 01C3: mark_car_as_no_longer_needed $2816 01C2: mark_actor_as_no_longer_needed 0@ 01C2: mark_actor_as_no_longer_needed 8@ 0296: unload_special_actor 5 0482: set_threat_reaction_range_multiplier 0.0 014C: set_parked_car_generator $1884 cars_to_generate_to 101 00D6: if 8119: not car $2816 wrecked 004D: jump_if_false @BARON1_8829 03AB: set_car $2816 strong 0 :BARON1_8829 0004: $ONMISSION = 0 // $ = int 040D: unload_wav 1 040D: unload_wav 2 01B7: release_weather 009B: destroy_actor_instantly 11@ 01C4: mark_object_as_no_longer_needed 12@ 01C4: mark_object_as_no_longer_needed 13@ 031A: remove_all_fires 00D8: mission_cleanup 0051: return //-------------Mission 13--------------- // Originally: Phnom Penh '86 :BARON2 0050: gosub @BARON2_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @BARON2_27 0050: gosub @BARON2_13912 :BARON2_27 0050: gosub @BARON2_14594 004E: end_thread :BARON2_36 0317: increment_mission_attempts 0004: $ONMISSION = 1 // $ = int 03A4: name_thread 'BARON2' 0001: wait 0 ms 054C: use_GXT_table 'BARON2' 058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 0006: 10@ = 0 // @ = int 0006: 11@ = 0 // @ = int 0004: $33 = 0 // $ = int 0004: $34 = 0 // $ = int 0004: $38 = 0 // $ = int 0004: $39 = 0 // $ = int 0004: $40 = 0 // $ = int 0004: $41 = 0 // $ = int 0004: $42 = 0 // $ = int 0004: $43 = 0 // $ = int 0006: 12@ = 0 // @ = int 0006: 13@ = 0 // @ = int 0006: 14@ = 0 // @ = int 0006: 15@ = 0 // @ = int 0004: $2863 = 0 // $ = int 0004: $2846 = 0 // $ = int 0006: 5@ = 0 // @ = int 0004: $2826 = 0 // $ = int 03DE: set_pedestrians_density_multiplier_to 0.0 04BB: select_interiour 2 // select render area 04F9: set_extra_colors 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' 0247: request_model #MAVERICK 02F3: load_object #CUTOBJ01 'DZPLANT' 02F3: load_object #CUTOBJ02 'COLPHON' 038B: load_requested_models 03CB: load_scene -378.3 -591.9 25.8 :BARON2_332 00D6: 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 8248: not model #MAVERICK available 004D: jump_if_false @BARON2_375 0001: wait 0 ms 0002: jump @BARON2_332 :BARON2_375 00D6: if or 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 004D: jump_if_false @BARON2_407 0001: wait 0 ms 0002: jump @BARON2_375 :BARON2_407 02E4: load_cutscene_data 'COK_2A' 0395: clear_area 1 at -378.6 -552.6 25.5 range 15.0 0395: clear_area 1 at -379.0 -564.6 19.8 range 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 16.2 range 1.0 0055: put_player $PLAYER_CHAR at -379.2 -536.4 16.2 0171: set_player $PLAYER_CHAR z_angle_to 0.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :BARON2_667 00D6: if 001A: 4424 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON2_702 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON2_667 :BARON2_702 00BC: text_highpriority 'COK2_A' time 10000 1 :BARON2_717 00D6: if 001A: 6836 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON2_752 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON2_717 :BARON2_752 00BC: text_highpriority 'COK2_B' time 10000 1 :BARON2_767 00D6: if 001A: 12564 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON2_802 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON2_767 :BARON2_802 00BC: text_highpriority 'COK2_C' time 10000 1 :BARON2_817 00D6: if 001A: 13816 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON2_852 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON2_817 :BARON2_852 00BC: text_highpriority 'COK2_D' time 10000 1 :BARON2_867 00D6: if 001A: 15862 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON2_902 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON2_867 :BARON2_902 00BC: text_highpriority 'COK2_E' time 10000 1 :BARON2_917 00D6: if 001A: 17918 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON2_952 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON2_917 :BARON2_952 00BC: text_highpriority 'COK2_F' time 10000 1 :BARON2_967 00D6: if 001A: 20021 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON2_1002 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON2_967 :BARON2_1002 00BC: text_highpriority 'COK2_G' time 10000 1 :BARON2_1017 00D6: if 001A: 24585 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON2_1052 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON2_1017 :BARON2_1052 00BC: text_highpriority 'COK2_H' time 10000 1 :BARON2_1067 00D6: if 001A: 27367 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON2_1102 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON2_1067 :BARON2_1102 00BC: text_highpriority 'COK2_I' time 10000 1 :BARON2_1117 00D6: if 001A: 32111 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON2_1152 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON2_1117 :BARON2_1152 00BC: text_highpriority 'COK2_J' time 10000 1 :BARON2_1167 00D6: if 001A: 35328 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON2_1204 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON2_1167 :BARON2_1204 00BC: text_highpriority 'COK2_K' time 10000 1 :BARON2_1219 00D6: if 001A: 39729 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON2_1256 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON2_1219 :BARON2_1256 00BC: text_highpriority 'COK2_L' time 10000 1 :BARON2_1271 00D6: if 001A: 41796 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON2_1308 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON2_1271 :BARON2_1308 00BC: text_highpriority 'COK2_M' time 10000 1 :BARON2_1323 00D6: if 001A: 44036 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON2_1360 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON2_1323 :BARON2_1360 00BC: text_highpriority 'COK2_N' time 10000 1 :BARON2_1375 00D6: if 001A: 45599 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON2_1412 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON2_1375 :BARON2_1412 00BC: text_highpriority 'COK2_O' time 10000 1 :BARON2_1427 00D6: if 001A: 48599 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON2_1464 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON2_1427 :BARON2_1464 00BE: text_clear_all :BARON2_1466 00D6: if 001A: 49960 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON2_1503 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON2_1466 :BARON2_1503 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 04FA: clear_extra_colors_with_fade 0 016A: fade 0 1500 ms 00BA: text_styled 'COK_2' 15000 ms 2 :BARON2_1551 00D6: if 016B: fading 004D: jump_if_false @BARON2_1575 0001: wait 0 ms 0002: 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 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 8248: not model #CUTOBJ01 available 004D: jump_if_false @BARON2_1658 0001: wait 0 ms 0002: jump @BARON2_1623 :BARON2_1658 04BB: select_interiour 0 // select render area 03CB: load_scene -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' 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :BARON2_1796 00D6: if 001A: 130 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON2_1831 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON2_1796 :BARON2_1831 00BC: text_highpriority 'COK2_P' time 10000 1 :BARON2_1846 00D6: if 001A: 1110 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON2_1881 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON2_1846 :BARON2_1881 00BC: text_highpriority 'COK2_Q' time 10000 1 :BARON2_1896 00D6: if 001A: 3040 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON2_1931 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON2_1896 :BARON2_1931 00BC: text_highpriority 'COK2_R' time 10000 1 :BARON2_1946 00D6: if 001A: 5010 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON2_1981 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON2_1946 :BARON2_1981 00BC: text_highpriority 'COK2_S' time 10000 1 :BARON2_1996 00D6: if 001A: 6070 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON2_2031 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON2_1996 :BARON2_2031 00BC: text_highpriority 'COK2_T' time 10000 1 :BARON2_2046 00D6: if 001A: 7050 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON2_2081 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON2_2046 :BARON2_2081 00BC: text_highpriority 'COK2_U' time 10000 1 :BARON2_2096 00D6: if 001A: 10040 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON2_2131 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON2_2096 :BARON2_2131 00BC: text_highpriority 'COK2_V' time 10000 1 :BARON2_2146 00D6: if 001A: 11500 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON2_2181 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON2_2146 :BARON2_2181 00BE: text_clear_all 016A: fade 0 1500 ms 00BE: text_clear_all :BARON2_2192 00D6: if 016B: fading 004D: jump_if_false @BARON2_2216 0001: wait 0 ms 0002: jump @BARON2_2192 :BARON2_2216 03AD: set_rubbish 1 02EA: end_cutscene 0296: unload_special_actor 1 0296: unload_special_actor 2 0249: release_model #CUTOBJ01 0247: request_model #SGA 0247: request_model #SGB 0247: request_model #M60 0247: request_model #TEC9 0247: request_model #BOBCAT 0247: request_model #BARREL4 0247: request_model #RUGER 0247: request_model #GANGBUR 0247: request_model #SPARROW 023C: load_special_actor 5 'SGC' 038B: load_requested_models :BARON2_2291 00D6: if or 8248: not model #SGA available 8248: not model #SGB available 8248: not model #M60 available 8248: not model #TEC9 available 8248: not model #BOBCAT available 823D: not special_actor 5 loaded 004D: jump_if_false @BARON2_2340 0001: wait 0 ms 0002: jump @BARON2_2291 :BARON2_2340 00D6: if or 8248: not model #BARREL4 available 8248: not model #RUGER available 8248: not model #SPARROW available 8248: not model #GANGBUR available 004D: jump_if_false @BARON2_2381 0001: wait 0 ms 0002: jump @BARON2_2340 :BARON2_2381 00A5: $2821 = create_car #MAVERICK at -391.0 -573.0 -100.0 0229: set_car $2821 color_to 3 1 0224: set_car $2821 health_to 3000 023C: load_special_actor 6 'SPANDXA' 0247: request_model #MARQUIS 0247: request_model #RIO 0247: request_model #SEASPAR 0247: request_model #WMYGO 0247: request_model #CADDY 0482: set_threat_reaction_range_multiplier 2.0 00D6: if 8119: not car $2821 wrecked 004D: jump_if_false @BARON2_2632 0227: $2823 = car $2821 health 03C4: set_status_text_to $2823 1 'COK2_24' 0050: 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: set_actor $LANCE_VANCE as_player_friend $PLAYER_CHAR flag 1 04A2: heli $2821 fly_to -375.155 -548.155 48.266 speed 20 015F: set_camera_position -386.772 -581.461 40.134 rotation 0.0 0.0 0.0 0160: point_camera -387.379 -580.692 40.335 switchstyle 2 04DF: set_heli $2821 lean_and_thrust_limiter 1 041E: set_radio_station 3 -1 :BARON2_2632 0001: wait 500 ms 016A: fade 1 1000 ms 0001: wait 6000 ms 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 016A: fade 0 500 ms 0001: wait 500 ms 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @BARON2_2723 012A: put_player $PLAYER_CHAR at -379.2 -536.4 16.2 and_remove_from_car :BARON2_2723 00D6: if 8119: not car $2821 wrecked 004D: jump_if_false @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 02EB: restore_camera_with_jumpcut 016A: fade 1 500 ms 00D6: if 0248: model #MARQUIS available 004D: jump_if_false @BARON2_2819 00A5: $2840 = create_car #MARQUIS at -363.6 -226.7 5.5 :BARON2_2819 00D6: if 80F5: not player $PLAYER_CHAR 0 89.1 1084.0 39.0 radius 6.0 6.0 6.0 004D: jump_if_false @BARON2_5575 0001: wait 0 ms 00D6: if 0119: car $2821 wrecked 004D: jump_if_false @BARON2_2904 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0322: kill_player $PLAYER_CHAR 0002: jump @BARON2_13912 :BARON2_2904 0050: gosub @BARON2_14882 00D6: if 00F5: player $PLAYER_CHAR 0 -375.0 -548.0 48.266 radius 6.0 6.0 6.0 004D: jump_if_false @BARON2_2981 04A2: heli $2821 fly_to -366.0 -346.0 50.0 speed 50 :BARON2_2981 00D6: if 00F5: player $PLAYER_CHAR 0 -366.0 -346.0 50.0 radius 6.0 6.0 6.0 004D: jump_if_false @BARON2_3231 04A2: heli $2821 fly_to -264.0 46.2 15.0 speed 70 0169: set_fade_color 0 0 0 00D6: if 0039: 10@ == 0 // @ == int 004D: jump_if_false @BARON2_3149 00A5: 6@ = create_car #SEASPAR at -110.0 692.4 70.0 0224: set_car 6@ health_to 500 0129: 8@ = create_actor 4 #SGA in_car 6@ driverseat 04A2: heli 6@ fly_to -110.0 -48.2 38.0 speed 2 0006: 10@ = 1 // @ = int :BARON2_3149 00D6: if 0039: 11@ == 0 // @ == int 004D: jump_if_false @BARON2_3231 00A5: 7@ = create_car #SPARROW at -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 0006: 11@ = 1 // @ = int :BARON2_3231 00D6: if 00F5: player $PLAYER_CHAR 0 -264.0 46.2 15.0 radius 6.0 6.0 6.0 004D: jump_if_false @BARON2_3640 04A2: heli $2821 fly_to 17.9 1035.5 34.2 speed 40 00D6: if 0038: $2826 == 0 // $ == int 004D: jump_if_false @BARON2_3640 00A6: destroy_car $2840 00D6: if 023D: special_actor 6 loaded 004D: jump_if_false @BARON2_3363 009A: $2828 = create_actor_pedtype 4 model #SPECIAL06 at -261.6 62.4 26.2 :BARON2_3363 00A5: $2840 = create_car #MARQUIS at -211.6 394.1 5.5 0224: set_car $2840 health_to 500 0175: set_car $2840 z_angle_to 238.0 00A5: $2841 = create_car #RIO at -193.1 384.0 5.5 0224: set_car $2841 health_to 500 0175: set_car $2841 z_angle_to 119.0 00A5: $2842 = create_car #MARQUIS at -222.9 363.8 5.5 0224: set_car $2842 health_to 500 009A: $2829 = create_actor_pedtype 4 model #WMYGO at -151.4 493.2 15.3 0243: set_actor $2829 ped_stats_to 39 009A: $2830 = create_actor_pedtype 4 model #WMYGO at -150.5 496.3 15.4 0243: set_actor $2830 ped_stats_to 39 03F9: make_actors $2829 $2830 converse_in 999999 ms 00A5: $2852 = create_car #CADDY at -145.6 496.0 14.8 0224: set_car $2852 health_to 500 0175: set_car $2852 z_angle_to 58.0 00A5: $2827 = create_car #CADDY at -148.8 490.1 14.8 0224: set_car $2827 health_to 500 0175: set_car $2827 z_angle_to 90.0 0004: $2826 = 1 // $ = int :BARON2_3640 00D6: if 00F5: player $PLAYER_CHAR 0 17.9 1035.5 34.2 radius 6.0 6.0 6.0 004D: jump_if_false @BARON2_4260 04A2: heli $2821 fly_to 87.0 1087.6 38.0 speed 50 00D6: if 0038: $2838 == 0 // $ == int 004D: jump_if_false @BARON2_4260 00A6: destroy_car 6@ 00A6: destroy_car 7@ 009B: destroy_actor_instantly 8@ 009B: destroy_actor_instantly 9@ 009B: destroy_actor_instantly $2829 009B: destroy_actor_instantly $2830 00A6: destroy_car $2840 00A6: destroy_car $2841 00A6: destroy_car $2842 00A6: destroy_car $2852 00A6: destroy_car $2827 0249: release_model #SPARROW 0249: release_model #MARQUIS 0249: release_model #RIO 0249: release_model #SEASPAR 0249: release_model #CADDY 0249: release_model #WMYGO 0296: unload_special_actor 6 00D6: if 8119: not car $2821 wrecked 004D: jump_if_false @BARON2_4187 009A: $2828 = create_actor_pedtype 4 model #SGA at 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 0223: set_actor $2828 health_to 50 009A: $2829 = create_actor_pedtype 4 model #SGB at 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 0223: set_actor $2829 health_to 50 009A: $2830 = create_actor_pedtype 4 model #SGA at 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 0223: set_actor $2830 health_to 50 009A: $2831 = create_actor_pedtype 4 model #SGB at 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 0223: set_actor $2831 health_to 50 009A: $2832 = create_actor_pedtype 4 model #SGA at 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 0223: set_actor $2832 health_to 50 :BARON2_4187 0107: $2858 = create_object #BARREL4 at 65.6 1104.6 31.5 0107: $2859 = create_object #BARREL4 at 65.7 1107.5 31.5 0107: $2860 = create_object #BARREL4 at 86.7 1114.3 31.5 0004: $2838 = 1 // $ = int :BARON2_4260 00D6: if 0038: $38 == 0 // $ == int 004D: jump_if_false @BARON2_4431 00D6: if 0038: $33 == 0 // $ == int 004D: jump_if_false @BARON2_4334 03CF: load_wav 'COK2_1' as 1 03CF: load_wav 'COK2_2' as 2 0004: $33 = 1 // $ = int 0002: jump @BARON2_4341 :BARON2_4334 0050: gosub @BARON2_15061 :BARON2_4341 00D6: if 0038: $34 == 1 // $ == int 004D: jump_if_false @BARON2_4431 03D1: play_wav 1 00BC: text_highpriority 'COK2_1' time 5000 2 00D6: if 03D2: wav 1 ended 004D: jump_if_false @BARON2_4431 0001: wait 500 ms 03D1: play_wav 2 00BC: text_highpriority 'COK2_2' time 5000 2 0004: $38 = 1 // $ = int 0050: gosub @BARON2_15089 :BARON2_4431 00D6: if and 0038: $38 == 1 // $ == int 0038: $39 == 0 // $ == int 0019: TIMERB > 3000 // @ > int 004D: jump_if_false @BARON2_4617 00D6: if 0038: $33 == 0 // $ == int 004D: jump_if_false @BARON2_4520 03CF: load_wav 'COK2_3' as 1 03CF: load_wav 'COK2_4' as 2 0004: $33 = 1 // $ = int 0002: jump @BARON2_4527 :BARON2_4520 0050: gosub @BARON2_15061 :BARON2_4527 00D6: if 0038: $34 == 1 // $ == int 004D: jump_if_false @BARON2_4617 03D1: play_wav 1 00BC: text_highpriority 'COK2_3' time 5000 2 00D6: if 03D2: wav 1 ended 004D: jump_if_false @BARON2_4617 0001: wait 500 ms 03D1: play_wav 2 00BC: text_highpriority 'COK2_4' time 5000 2 0004: $39 = 1 // $ = int 0050: gosub @BARON2_15089 :BARON2_4617 00D6: if and 0038: $39 == 1 // $ == int 0038: $40 == 0 // $ == int 0019: TIMERB > 3000 // @ > int 004D: jump_if_false @BARON2_4817 00D6: if 0038: $33 == 0 // $ == int 004D: jump_if_false @BARON2_4706 03CF: load_wav 'COK2_8D' as 1 03CF: load_wav 'COK2_7B' as 2 0004: $33 = 1 // $ = int 0002: jump @BARON2_4713 :BARON2_4706 0050: gosub @BARON2_15061 :BARON2_4713 00D6: if 0038: $34 == 1 // $ == int 004D: jump_if_false @BARON2_4817 03D1: play_wav 1 00BC: text_highpriority 'COK2_13' time 4000 2 00D6: if 03D2: wav 1 ended 004D: jump_if_false @BARON2_4817 00D6: if 0019: TIMERB > 6000 // @ > int 004D: jump_if_false @BARON2_4817 03D1: play_wav 2 00BC: text_highpriority 'COK2_8' time 4000 2 0004: $40 = 1 // $ = int 0050: gosub @BARON2_15089 :BARON2_4817 00D6: if and 0038: $40 == 1 // $ == int 0038: $41 == 0 // $ == int 0019: TIMERB > 2000 // @ > int 004D: jump_if_false @BARON2_5017 00D6: if 0038: $33 == 0 // $ == int 004D: jump_if_false @BARON2_4906 03CF: load_wav 'COK2_7C' as 1 03CF: load_wav 'COK2_5' as 2 0004: $33 = 1 // $ = int 0002: jump @BARON2_4913 :BARON2_4906 0050: gosub @BARON2_15061 :BARON2_4913 00D6: if 0038: $34 == 1 // $ == int 004D: jump_if_false @BARON2_5017 03D1: play_wav 1 00BC: text_highpriority 'COK2_9' time 5000 2 00D6: if 03D2: wav 1 ended 004D: jump_if_false @BARON2_5017 00D6: if 0019: TIMERB > 4000 // @ > int 004D: jump_if_false @BARON2_5017 03D1: play_wav 2 00BC: text_highpriority 'COK2_5' time 5000 2 0004: $41 = 1 // $ = int 0050: gosub @BARON2_15089 :BARON2_5017 00D6: if and 0038: $41 == 1 // $ == int 0038: $42 == 0 // $ == int 0019: TIMERB > 3000 // @ > int 004D: jump_if_false @BARON2_5217 00D6: if 0038: $33 == 0 // $ == int 004D: jump_if_false @BARON2_5106 03CF: load_wav 'COK2_6' as 1 03CF: load_wav 'COK2_9' as 2 0004: $33 = 1 // $ = int 0002: jump @BARON2_5113 :BARON2_5106 0050: gosub @BARON2_15061 :BARON2_5113 00D6: if 0038: $34 == 1 // $ == int 004D: jump_if_false @BARON2_5217 03D1: play_wav 1 00BC: text_highpriority 'COK2_6' time 3000 2 00D6: if 03D2: wav 1 ended 004D: jump_if_false @BARON2_5217 00D6: if 0019: TIMERB > 12000 // @ > int 004D: jump_if_false @BARON2_5217 03D1: play_wav 2 00BC: text_highpriority 'COK2_14' time 5000 2 0004: $42 = 1 // $ = int 0050: gosub @BARON2_15089 :BARON2_5217 00D6: if and 0038: $42 == 1 // $ == int 0038: $43 == 0 // $ == int 0019: TIMERB > 2000 // @ > int 004D: jump_if_false @BARON2_5403 00D6: if 0038: $33 == 0 // $ == int 004D: jump_if_false @BARON2_5306 03CF: load_wav 'COK210A' as 1 03CF: load_wav 'COK210B' as 2 0004: $33 = 1 // $ = int 0002: jump @BARON2_5313 :BARON2_5306 0050: gosub @BARON2_15061 :BARON2_5313 00D6: if 0038: $34 == 1 // $ == int 004D: jump_if_false @BARON2_5403 03D1: play_wav 1 00BC: text_highpriority 'COK2_15' time 5000 2 00D6: if 03D2: wav 1 ended 004D: jump_if_false @BARON2_5403 0001: wait 500 ms 03D1: play_wav 2 00BC: text_highpriority 'COK2_16' time 5000 2 0004: $43 = 1 // $ = int 0050: gosub @BARON2_15089 :BARON2_5403 00D6: if and 0038: $43 == 1 // $ == int 0039: 14@ == 0 // @ == int 0019: TIMERB > 2500 // @ > int 004D: jump_if_false @BARON2_5568 00D6: if 0038: $33 == 0 // $ == int 004D: jump_if_false @BARON2_5480 03CF: load_wav 'COK210C' as 1 0004: $33 = 1 // $ = int 0002: jump @BARON2_5502 :BARON2_5480 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @BARON2_5502 0004: $34 = 1 // $ = int :BARON2_5502 00D6: if 0038: $34 == 1 // $ == int 004D: jump_if_false @BARON2_5568 03D1: play_wav 1 00BC: text_highpriority 'COK2_17' time 4000 2 00D6: if 03D2: wav 1 ended 004D: jump_if_false @BARON2_5568 0006: 14@ = 1 // @ = int 0050: gosub @BARON2_15089 :BARON2_5568 0002: jump @BARON2_2819 :BARON2_5575 00D6: if 8119: not car $2821 wrecked 004D: jump_if_false @BARON2_5601 04D0: force_heli $2821 looking_angle_to 270.0 :BARON2_5601 0050: gosub @BARON2_14919 :BARON2_5608 00D6: if 8038: not $2822 == 5 // $ == int 004D: jump_if_false @BARON2_5833 0001: wait 0 ms 00D6: if 0119: car $2821 wrecked 004D: jump_if_false @BARON2_5663 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0322: kill_player $PLAYER_CHAR 0002: jump @BARON2_13912 :BARON2_5663 0050: gosub @BARON2_14882 0050: gosub @BARON2_15112 00D6: if 0019: TIMERB > 50000 // @ > int 004D: jump_if_false @BARON2_5705 0002: jump @BARON2_5833 :BARON2_5705 00D6: if 0038: $38 == 0 // $ == int 004D: jump_if_false @BARON2_5826 00D6: if 0038: $33 == 0 // $ == int 004D: jump_if_false @BARON2_5767 03CF: load_wav 'COK2_13' as 1 0004: $33 = 1 // $ = int 0002: jump @BARON2_5789 :BARON2_5767 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @BARON2_5789 0004: $34 = 1 // $ = int :BARON2_5789 00D6: if 0038: $34 == 1 // $ == int 004D: jump_if_false @BARON2_5826 03D1: play_wav 1 00BC: text_highpriority 'COK2_20' time 4000 2 :BARON2_5826 0002: jump @BARON2_5608 :BARON2_5833 00D6: if 8119: not car $2821 wrecked 004D: jump_if_false @BARON2_5876 04D1: reset_heli $2821 looking_angle 04A2: heli $2821 fly_to 113.0 1106.9 30.0 speed 40 :BARON2_5876 00D6: if 80F5: not player $PLAYER_CHAR 0 117.0 1106.9 30.0 radius 6.0 6.0 6.0 004D: jump_if_false @BARON2_5975 0001: wait 0 ms 00D6: if 0119: car $2821 wrecked 004D: jump_if_false @BARON2_5961 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0322: kill_player $PLAYER_CHAR 0002: jump @BARON2_13912 :BARON2_5961 0050: gosub @BARON2_14882 0002: jump @BARON2_5876 :BARON2_5975 00D6: if 8119: not car $2821 wrecked 004D: jump_if_false @BARON2_6001 04D0: force_heli $2821 looking_angle_to 1.0 :BARON2_6001 009B: destroy_actor_instantly $2828 009B: destroy_actor_instantly $2829 009B: destroy_actor_instantly $2830 009B: destroy_actor_instantly $2831 009B: destroy_actor_instantly $2832 00D6: if 8119: not car $2821 wrecked 004D: jump_if_false @BARON2_6322 009A: $2828 = create_actor_pedtype 4 model #SGA at 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 0223: set_actor $2828 health_to 50 009A: $2829 = create_actor_pedtype 4 model #SGB at 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 0223: set_actor $2829 health_to 50 009A: $2830 = create_actor_pedtype 4 model #SGA at 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 0223: set_actor $2830 health_to 50 009A: $2831 = create_actor_pedtype 4 model #SGB at 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 0223: set_actor $2831 health_to 50 009A: $2832 = create_actor_pedtype 4 model #SGA at 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 0223: set_actor $2832 health_to 50 :BARON2_6322 0050: gosub @BARON2_14919 :BARON2_6329 00D6: if 8038: not $2822 == 5 // $ == int 004D: jump_if_false @BARON2_7458 0001: wait 0 ms 00D6: if 0119: car $2821 wrecked 004D: jump_if_false @BARON2_6384 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0322: kill_player $PLAYER_CHAR 0002: jump @BARON2_13912 :BARON2_6384 0050: gosub @BARON2_14882 0050: gosub @BARON2_15112 00D6: if 8118: not actor $2828 dead 004D: jump_if_false @BARON2_6603 00D6: if 00FE: actor $2828 0 59.0 1117.7 17.7 radius 1.0 1.0 5.0 004D: jump_if_false @BARON2_6477 0239: actor $2828 run_to 89.7 1118.1 :BARON2_6477 00D6: if 00FE: actor $2828 0 89.7 1118.1 17.7 radius 1.0 1.0 5.0 004D: jump_if_false @BARON2_6540 0239: actor $2828 run_to 94.7 1107.1 :BARON2_6540 00D6: if 00FE: actor $2828 0 94.7 1107.1 17.7 radius 1.0 1.0 5.0 004D: jump_if_false @BARON2_6603 01D9: actor $2828 destroy_car $2821 0350: set_actor $2828 maintain_position_when_attacked 1 :BARON2_6603 00D6: if 8118: not actor $2829 dead 004D: jump_if_false @BARON2_6808 00D6: if 00FE: actor $2829 0 64.7 1089.8 17.7 radius 1.0 1.0 5.0 004D: jump_if_false @BARON2_6682 0239: actor $2829 run_to 90.1 1090.1 :BARON2_6682 00D6: if 00FE: actor $2829 0 90.1 1090.1 17.7 radius 1.0 1.0 5.0 004D: jump_if_false @BARON2_6745 0239: actor $2829 run_to 91.1 1097.8 :BARON2_6745 00D6: if 00FE: actor $2829 0 91.1 1097.8 17.7 radius 1.0 1.0 5.0 004D: jump_if_false @BARON2_6808 01D9: actor $2829 destroy_car $2821 0350: set_actor $2829 maintain_position_when_attacked 1 :BARON2_6808 00D6: if 8118: not actor $2830 dead 004D: jump_if_false @BARON2_7013 00D6: if 00FE: actor $2830 0 61.0 1091.1 24.4 radius 1.0 1.0 5.0 004D: jump_if_false @BARON2_6887 0239: actor $2830 run_to 89.4 1091.0 :BARON2_6887 00D6: if 00FE: actor $2830 0 89.4 1091.0 24.4 radius 1.0 1.0 5.0 004D: jump_if_false @BARON2_6950 0239: actor $2830 run_to 94.5 1100.5 :BARON2_6950 00D6: if 00FE: actor $2830 0 94.5 1100.5 24.4 radius 1.0 1.0 5.0 004D: jump_if_false @BARON2_7013 01D9: actor $2830 destroy_car $2821 0350: set_actor $2830 maintain_position_when_attacked 1 :BARON2_7013 00D6: if 8118: not actor $2831 dead 004D: jump_if_false @BARON2_7218 00D6: if 00FE: actor $2831 0 58.2 1118.7 24.4 radius 1.0 1.0 5.0 004D: jump_if_false @BARON2_7092 0239: actor $2831 run_to 90.0 1118.8 :BARON2_7092 00D6: if 00FE: actor $2831 0 90.0 1118.8 24.4 radius 1.0 1.0 5.0 004D: jump_if_false @BARON2_7155 0239: actor $2831 run_to 94.5 1099.9 :BARON2_7155 00D6: if 00FE: actor $2831 0 94.5 1099.9 24.4 radius 1.0 1.0 5.0 004D: jump_if_false @BARON2_7218 01D9: actor $2831 destroy_car $2821 0350: set_actor $2831 maintain_position_when_attacked 1 :BARON2_7218 00D6: if 8118: not actor $2832 dead 004D: jump_if_false @BARON2_7423 00D6: if 00FE: actor $2832 0 64.9 1119.0 24.4 radius 1.0 1.0 5.0 004D: jump_if_false @BARON2_7297 0239: actor $2832 run_to 89.1 1117.9 :BARON2_7297 00D6: if 00FE: actor $2832 0 89.1 1117.9 24.4 radius 1.0 1.0 5.0 004D: jump_if_false @BARON2_7360 0239: actor $2832 run_to 93.0 1110.0 :BARON2_7360 00D6: if 00FE: actor $2832 0 93.0 1110.0 24.4 radius 1.0 1.0 5.0 004D: jump_if_false @BARON2_7423 01D9: actor $2832 destroy_car $2821 0350: set_actor $2832 maintain_position_when_attacked 1 :BARON2_7423 00D6: if 0019: TIMERB > 40000 // @ > int 004D: jump_if_false @BARON2_7451 0002: jump @BARON2_7458 :BARON2_7451 0002: jump @BARON2_6329 :BARON2_7458 00D6: if 8119: not car $2821 wrecked 004D: jump_if_false @BARON2_7501 04D1: reset_heli $2821 looking_angle 04A2: heli $2821 fly_to 90.9 1196.0 40.0 speed 40 :BARON2_7501 00D6: if 80F5: not player $PLAYER_CHAR 0 90.9 1196.0 40.0 radius 6.0 6.0 6.0 004D: jump_if_false @BARON2_7600 0001: wait 0 ms 00D6: if 0119: car $2821 wrecked 004D: jump_if_false @BARON2_7586 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0322: kill_player $PLAYER_CHAR 0002: jump @BARON2_13912 :BARON2_7586 0050: gosub @BARON2_14882 0002: jump @BARON2_7501 :BARON2_7600 00A5: $2840 = create_car #BOBCAT at 19.8 1213.4 -100.0 0175: set_car $2840 z_angle_to 233.7 00A5: $2841 = create_car #BOBCAT at -12.1 1207.3 -100.0 0175: set_car $2841 z_angle_to 159.6 00A5: $2842 = create_car #GANGBUR at -20.1 1198.4 -100.0 0175: set_car $2842 z_angle_to 34.6 0107: 1@ = create_object #BARREL4 at 14.6 1177.9 22.5 0107: 2@ = create_object #BARREL4 at 7.2 1193.1 17.8 0107: 3@ = create_object #BARREL4 at -13.2 1217.7 20.4 0107: 4@ = create_object #BARREL4 at -18.3 1217.5 20.4 009B: destroy_actor_instantly $2828 009B: destroy_actor_instantly $2829 009B: destroy_actor_instantly $2830 009B: destroy_actor_instantly $2831 009B: destroy_actor_instantly $2832 00D6: if 8119: not car $2821 wrecked 004D: jump_if_false @BARON2_8591 009A: $2828 = create_actor_pedtype 4 model #SGA at 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 0223: set_actor $2828 health_to 50 00A5: $2824 = create_car #GANGBUR at 43.8 1129.6 17.9 0175: set_car $2824 z_angle_to 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 0223: set_actor $2829 health_to 50 022D: set_actor $2829 to_look_at_player $PLAYER_CHAR 011A: set_actor $2829 search_threat 1 00A7: car $2824 drive_to 38.8 1198.0 20.8 04E0: car $2824 abandon_path_radius 100 04BA: set_car $2824 speed_instantly 10.0 00AD: set_car $2824 max_speed_to 25.0 009A: $2830 = create_actor_pedtype 4 model #SGA at 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 0223: set_actor $2830 health_to 50 009A: $2831 = create_actor_pedtype 4 model #SGB at -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 0223: set_actor $2831 health_to 50 009A: $2832 = create_actor_pedtype 4 model #SGA at -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 0223: set_actor $2832 health_to 50 009A: $2833 = create_actor_pedtype 4 model #SGB at -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 0223: set_actor $2833 health_to 50 009A: $2834 = create_actor_pedtype 4 model #SGB at -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 0223: set_actor $2834 health_to 50 009A: $2835 = create_actor_pedtype 4 model #SGA at -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 0223: set_actor $2835 health_to 50 009A: $2836 = create_actor_pedtype 4 model #SGA at 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 0223: set_actor $2836 health_to 50 009A: $2837 = create_actor_pedtype 4 model #SGA at 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 0223: set_actor $2832 health_to 50 :BARON2_8591 00D6: if 8119: not car $2821 wrecked 004D: jump_if_false @BARON2_8634 04D1: reset_heli $2821 looking_angle 04A2: heli $2821 fly_to 28.1 1224.5 26.4 speed 40 :BARON2_8634 00D6: if 80F5: not player $PLAYER_CHAR 0 28.1 1224.5 27.4 radius 6.0 6.0 6.0 004D: jump_if_false @BARON2_8954 0001: wait 0 ms 00D6: if 0119: car $2821 wrecked 004D: jump_if_false @BARON2_8719 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0322: kill_player $PLAYER_CHAR 0002: jump @BARON2_13912 :BARON2_8719 00D6: if 0038: $2863 == 0 // $ == int 004D: jump_if_false @BARON2_8849 00D6: if 8118: not actor $2829 dead 004D: jump_if_false @BARON2_8842 00D6: if 8119: not car $2824 wrecked 004D: jump_if_false @BARON2_8842 00D6: if 00FE: actor $2829 0 38.8 1198.0 20.8 radius 4.0 4.0 4.0 004D: jump_if_false @BARON2_8842 00AD: set_car $2824 max_speed_to 0.0 01D3: actor $2829 leave_car $2824 0004: $2863 = 1 // $ = int :BARON2_8842 0002: jump @BARON2_8940 :BARON2_8849 00D6: if 0038: $2846 == 0 // $ == int 004D: jump_if_false @BARON2_8940 00D6: if 8118: not actor $2829 dead 004D: jump_if_false @BARON2_8940 00D6: if 8119: not car $2824 wrecked 004D: jump_if_false @BARON2_8940 00D6: if 80DB: not actor $2829 in_car $2824 004D: jump_if_false @BARON2_8940 01D9: actor $2829 destroy_car $2821 0350: set_actor $2829 maintain_position_when_attacked 1 0004: $2846 = 1 // $ = int :BARON2_8940 0050: gosub @BARON2_14882 0002: jump @BARON2_8634 :BARON2_8954 00D6: if 8119: not car $2821 wrecked 004D: jump_if_false @BARON2_8980 04D0: force_heli $2821 looking_angle_to 90.0 :BARON2_8980 0050: gosub @BARON2_14919 0006: 5@ = 1 // @ = int :BARON2_8994 00D6: if 8018: not $2822 > 9 // $ > int 004D: jump_if_false @BARON2_9415 0001: wait 0 ms 00D6: if 0119: car $2821 wrecked 004D: jump_if_false @BARON2_9049 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0322: kill_player $PLAYER_CHAR 0002: jump @BARON2_13912 :BARON2_9049 0050: gosub @BARON2_14882 0050: gosub @BARON2_15112 00D6: if 0038: $2863 == 0 // $ == int 004D: jump_if_false @BARON2_9193 00D6: if 8118: not actor $2829 dead 004D: jump_if_false @BARON2_9186 00D6: if 8119: not car $2824 wrecked 004D: jump_if_false @BARON2_9186 00D6: if 00FE: actor $2829 0 38.8 1198.0 20.8 radius 4.0 4.0 4.0 004D: jump_if_false @BARON2_9186 00AD: set_car $2824 max_speed_to 0.0 01D3: actor $2829 leave_car $2824 0004: $2863 = 1 // $ = int :BARON2_9186 0002: jump @BARON2_9284 :BARON2_9193 00D6: if 0038: $2846 == 0 // $ == int 004D: jump_if_false @BARON2_9284 00D6: if 8118: not actor $2829 dead 004D: jump_if_false @BARON2_9284 00D6: if 8119: not car $2824 wrecked 004D: jump_if_false @BARON2_9284 00D6: if 80DB: not actor $2829 in_car $2824 004D: jump_if_false @BARON2_9284 01D9: actor $2829 destroy_car $2821 0350: set_actor $2829 maintain_position_when_attacked 1 0004: $2846 = 1 // $ = int :BARON2_9284 00D6: if 0019: TIMERB > 20000 // @ > int 004D: jump_if_false @BARON2_9310 0002: jump @BARON2_9415 :BARON2_9310 00D6: if 8119: not car $2821 wrecked 004D: jump_if_false @BARON2_9408 00D6: if 0039: 12@ == 0 // @ == int 004D: jump_if_false @BARON2_9408 03CF: load_wav 'COK2_14' as 1 :BARON2_9356 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @BARON2_9382 0001: wait 0 ms 0002: jump @BARON2_9356 :BARON2_9382 03D1: play_wav 1 00BC: text_highpriority 'COK2_21' time 5000 2 0006: 12@ = 1 // @ = int :BARON2_9408 0002: jump @BARON2_8994 :BARON2_9415 00D6: if 8119: not car $2821 wrecked 004D: jump_if_false @BARON2_9458 04D1: reset_heli $2821 looking_angle 04A2: heli $2821 fly_to -32.4 1222.5 30.6 speed 40 :BARON2_9458 00D6: if 80F5: not player $PLAYER_CHAR 0 -32.4 1222.5 30.6 radius 6.0 6.0 6.0 004D: jump_if_false @BARON2_9557 0001: wait 0 ms 00D6: if 0119: car $2821 wrecked 004D: jump_if_false @BARON2_9543 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0322: kill_player $PLAYER_CHAR 0002: jump @BARON2_13912 :BARON2_9543 0050: gosub @BARON2_14882 0002: jump @BARON2_9458 :BARON2_9557 00D6: if 8119: not car $2821 wrecked 004D: jump_if_false @BARON2_9583 04D0: force_heli $2821 looking_angle_to 140.0 :BARON2_9583 0006: TIMERB = 0 // @ = int :BARON2_9590 00D6: if 8018: not $2822 > 9 // $ > int 004D: jump_if_false @BARON2_9790 0001: wait 0 ms 00D6: if 0119: car $2821 wrecked 004D: jump_if_false @BARON2_9645 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0322: kill_player $PLAYER_CHAR 0002: jump @BARON2_13912 :BARON2_9645 0050: gosub @BARON2_14882 0050: gosub @BARON2_15112 00D6: if 0019: TIMERB > 20000 // @ > int 004D: jump_if_false @BARON2_9685 0002: jump @BARON2_9790 :BARON2_9685 00D6: if 8119: not car $2821 wrecked 004D: jump_if_false @BARON2_9783 00D6: if 0039: 12@ == 0 // @ == int 004D: jump_if_false @BARON2_9783 03CF: load_wav 'COK2_14' as 1 :BARON2_9731 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @BARON2_9757 0001: wait 0 ms 0002: jump @BARON2_9731 :BARON2_9757 03D1: play_wav 1 00BC: text_highpriority 'COK2_21' time 5000 2 0006: 12@ = 1 // @ = int :BARON2_9783 0002: jump @BARON2_9590 :BARON2_9790 0006: 5@ = 0 // @ = int 0001: wait 500 ms 009B: destroy_actor_instantly $2828 009B: destroy_actor_instantly $2829 009B: destroy_actor_instantly $2830 009B: destroy_actor_instantly $2831 009B: destroy_actor_instantly $2832 00D6: if 8119: not car $2821 wrecked 004D: jump_if_false @BARON2_10198 009A: $2828 = create_actor_pedtype 4 model #SGB at -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 0223: set_actor $2828 health_to 50 009A: $2829 = create_actor_pedtype 4 model #SGA at -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 0223: set_actor $2829 health_to 50 009A: $2830 = create_actor_pedtype 4 model #SGB at -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 0223: set_actor $2830 health_to 50 009A: $2831 = create_actor_pedtype 4 model #SGA at -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 0223: set_actor $2831 health_to 50 009A: $2832 = create_actor_pedtype 4 model #SGB at -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 0223: set_actor $2832 health_to 50 :BARON2_10198 0107: $2861 = create_object #BARREL4 at -41.1 1106.3 29.9 0107: $2862 = create_object #BARREL4 at -60.8 1102.7 29.9 0107: 0@ = create_object #BARREL4 at -46.6 1118.5 29.9 00D6: if 8119: not car $2821 wrecked 004D: jump_if_false @BARON2_10307 04D1: reset_heli $2821 looking_angle 04A2: heli $2821 fly_to -49.8 1144.7 38.3 speed 40 :BARON2_10307 00D6: if 80F5: not player $PLAYER_CHAR 0 -49.8 1144.7 38.3 radius 6.0 6.0 6.0 004D: jump_if_false @BARON2_10406 0001: wait 0 ms 00D6: if 0119: car $2821 wrecked 004D: jump_if_false @BARON2_10392 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0322: kill_player $PLAYER_CHAR 0002: jump @BARON2_13912 :BARON2_10392 0050: gosub @BARON2_14882 0002: jump @BARON2_10307 :BARON2_10406 00D6: if 8119: not car $2821 wrecked 004D: jump_if_false @BARON2_10432 04D0: force_heli $2821 looking_angle_to 90.0 :BARON2_10432 009B: destroy_actor_instantly $2833 009B: destroy_actor_instantly $2834 009B: destroy_actor_instantly $2835 009B: destroy_actor_instantly $2836 009B: destroy_actor_instantly $2837 0050: gosub @BARON2_14919 :BARON2_10464 00D6: if 8038: not $2822 == 5 // $ == int 004D: jump_if_false @BARON2_10666 0001: wait 0 ms 00D6: if 0119: car $2821 wrecked 004D: jump_if_false @BARON2_10519 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0322: kill_player $PLAYER_CHAR 0002: jump @BARON2_13912 :BARON2_10519 0050: gosub @BARON2_14882 0050: gosub @BARON2_15112 00D6: if 0019: TIMERB > 40000 // @ > int 004D: jump_if_false @BARON2_10561 0002: jump @BARON2_10666 :BARON2_10561 00D6: if 8119: not car $2821 wrecked 004D: jump_if_false @BARON2_10659 00D6: if 0039: 13@ == 0 // @ == int 004D: jump_if_false @BARON2_10659 03CF: load_wav 'COK2_15' as 1 :BARON2_10607 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @BARON2_10633 0001: wait 0 ms 0002: jump @BARON2_10607 :BARON2_10633 03D1: play_wav 1 00BC: text_highpriority 'COK2_22' time 5000 2 0006: 13@ = 1 // @ = int :BARON2_10659 0002: jump @BARON2_10464 :BARON2_10666 0001: wait 1500 ms 009B: destroy_actor_instantly $2828 009B: destroy_actor_instantly $2829 009B: destroy_actor_instantly $2830 009B: destroy_actor_instantly $2831 009B: destroy_actor_instantly $2832 00D6: if 8119: not car $2821 wrecked 004D: jump_if_false @BARON2_11067 009A: $2828 = create_actor_pedtype 4 model #SGB at 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 0223: set_actor $2828 health_to 50 009A: $2829 = create_actor_pedtype 4 model #SGA at 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 0223: set_actor $2829 health_to 50 009A: $2830 = create_actor_pedtype 4 model #SGA at 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 0223: set_actor $2830 health_to 50 009A: $2831 = create_actor_pedtype 4 model #SGA at 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 0223: set_actor $2831 health_to 50 009A: $2832 = create_actor_pedtype 4 model #SGB at 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 0223: set_actor $2832 health_to 50 :BARON2_11067 00D6: if 8119: not car $2821 wrecked 004D: jump_if_false @BARON2_11110 04D1: reset_heli $2821 looking_angle 04A2: heli $2821 fly_to 20.0 1125.0 36.0 speed 20 :BARON2_11110 00D6: if 80F5: not player $PLAYER_CHAR 0 20.0 1125.0 36.0 radius 6.0 6.0 6.0 004D: jump_if_false @BARON2_11209 0001: wait 0 ms 00D6: if 0119: car $2821 wrecked 004D: jump_if_false @BARON2_11195 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0322: kill_player $PLAYER_CHAR 0002: jump @BARON2_13912 :BARON2_11195 0050: gosub @BARON2_14882 0002: jump @BARON2_11110 :BARON2_11209 00D6: if 8119: not car $2821 wrecked 004D: jump_if_false @BARON2_11235 04D0: force_heli $2821 looking_angle_to 270.0 :BARON2_11235 0050: gosub @BARON2_14919 :BARON2_11242 00D6: if 8038: not $2822 == 5 // $ == int 004D: jump_if_false @BARON2_11346 0001: wait 0 ms 00D6: if 0119: car $2821 wrecked 004D: jump_if_false @BARON2_11297 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0322: kill_player $PLAYER_CHAR 0002: jump @BARON2_13912 :BARON2_11297 0050: gosub @BARON2_14882 0050: gosub @BARON2_15112 00D6: if 0019: TIMERB > 40000 // @ > int 004D: jump_if_false @BARON2_11339 0002: jump @BARON2_11346 :BARON2_11339 0002: jump @BARON2_11242 :BARON2_11346 00D6: if 8119: not car $2821 wrecked 004D: jump_if_false @BARON2_11556 009A: $2845 = create_actor_pedtype 4 model #SPECIAL05 at 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 0223: set_actor $2845 health_to 100 0173: set_actor $2845 z_angle_to 90.0 009A: $2828 = create_actor_pedtype 4 model #SGB at 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 0223: set_actor $2828 health_to 50 009A: $2829 = create_actor_pedtype 4 model #SGB at 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 0223: set_actor $2829 health_to 50 :BARON2_11556 00D6: if 8119: not car $2821 wrecked 004D: jump_if_false @BARON2_11614 04D1: reset_heli $2821 looking_angle 04A2: heli $2821 fly_to 37.0 1075.0 43.0 speed 20 02AC: set_car $2821 immunities 1 1 1 1 1 :BARON2_11614 0004: $38 = 0 // $ = int 0004: $39 = 0 // $ = int 0004: $33 = 0 // $ = int 0004: $34 = 0 // $ = int 03CF: load_wav 'COK2_20' as 1 03CF: load_wav 'COK2_21' as 2 0004: $33 = 1 // $ = int 00D6: if 8118: not actor $2845 dead 004D: jump_if_false @BARON2_12137 0001: wait 3500 ms 00D6: if 8119: not car $2821 wrecked 004D: jump_if_false @BARON2_11758 041D: set_camera_near_clip 0.5 015F: set_camera_position 69.915 1098.858 33.058 rotation 0.0 0.0 0.0 0158: camera_on_vehicle $2821 mode 15 switchstyle 2 :BARON2_11758 0001: wait 500 ms 00D6: if 8118: not actor $2845 dead 004D: jump_if_false @BARON2_12099 :BARON2_11779 00D6: if 0038: $38 == 0 // $ == int 004D: jump_if_false @BARON2_12099 0001: wait 0 ms 00D6: if 0038: $33 == 1 // $ == int 004D: jump_if_false @BARON2_11845 00D6: if and 03D0: wav 1 loaded 03D0: wav 2 loaded 004D: jump_if_false @BARON2_11845 0004: $34 = 1 // $ = int :BARON2_11845 00D6: if 0038: $34 == 1 // $ == int 004D: jump_if_false @BARON2_12092 03D1: play_wav 1 00BC: text_highpriority 'COK2_27' time 2000 2 00D6: if 03D2: wav 1 ended 004D: jump_if_false @BARON2_12092 00D6: if 8118: not actor $2845 dead 004D: jump_if_false @BARON2_11951 00D6: if 8119: not car $2821 wrecked 004D: jump_if_false @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 00D6: if 8118: not actor $2828 dead 004D: jump_if_false @BARON2_12005 00D6: if 8119: not car $2821 wrecked 004D: jump_if_false @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 00D6: if 8118: not actor $2829 dead 004D: jump_if_false @BARON2_12059 00D6: if 8119: not car $2821 wrecked 004D: jump_if_false @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' time 2000 2 0004: $38 = 1 // $ = int 0050: gosub @BARON2_15089 :BARON2_12092 0002: jump @BARON2_11779 :BARON2_12099 0001: wait 1000 ms 02EB: restore_camera_with_jumpcut 00D6: if 8119: not car $2821 wrecked 004D: jump_if_false @BARON2_12137 02AC: set_car $2821 immunities 0 0 0 0 0 :BARON2_12137 00D6: if 80F5: not player $PLAYER_CHAR 0 37.0 1075.0 43.0 radius 6.0 6.0 6.0 004D: jump_if_false @BARON2_12236 0001: wait 0 ms 00D6: if 0119: car $2821 wrecked 004D: jump_if_false @BARON2_12222 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0322: kill_player $PLAYER_CHAR 0002: jump @BARON2_13912 :BARON2_12222 0050: gosub @BARON2_14882 0002: jump @BARON2_12137 :BARON2_12236 00D6: if 8119: not car $2821 wrecked 004D: jump_if_false @BARON2_12262 04D0: force_heli $2821 looking_angle_to 237.0 :BARON2_12262 00D6: if 0118: actor $2828 dead 004D: jump_if_false @BARON2_12278 :BARON2_12278 0050: gosub @BARON2_14919 :BARON2_12285 00D6: if or 8118: not actor $2845 dead 8118: not actor $2828 dead 8118: not actor $2829 dead 004D: jump_if_false @BARON2_12362 0001: wait 0 ms 00D6: if 0119: car $2821 wrecked 004D: jump_if_false @BARON2_12348 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0322: kill_player $PLAYER_CHAR 0002: jump @BARON2_13912 :BARON2_12348 0050: gosub @BARON2_14882 0002: jump @BARON2_12285 :BARON2_12362 0213: $2839 = create_pickup #BRIEFCASE type 3 at 68.7 1098.2 32.5 00D6: if 8119: not car $2821 wrecked 004D: jump_if_false @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 0224: set_car $2821 health_to 1000 :BARON2_12452 01EB: set_traffic_density_multiplier_to 1.0 03DE: set_pedestrians_density_multiplier_to 1.0 :BARON2_12466 00D6: if 80F5: not player $PLAYER_CHAR 0 33.7 1083.0 15.0 radius 6.0 6.0 4.0 004D: jump_if_false @BARON2_12686 0001: wait 0 ms 00D6: if 0119: car $2821 wrecked 004D: jump_if_false @BARON2_12551 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0322: kill_player $PLAYER_CHAR 0002: jump @BARON2_13912 :BARON2_12551 00D6: if 0039: 15@ == 0 // @ == int 004D: jump_if_false @BARON2_12679 00D6: if 0038: $33 == 0 // $ == int 004D: jump_if_false @BARON2_12613 03CF: load_wav 'COK2_16' as 1 0004: $33 = 1 // $ = int 0002: jump @BARON2_12635 :BARON2_12613 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @BARON2_12635 0004: $34 = 1 // $ = int :BARON2_12635 00D6: if 0038: $34 == 1 // $ == int 004D: jump_if_false @BARON2_12679 03D1: play_wav 1 00BC: text_highpriority 'COK2_23' time 5000 2 0006: 15@ = 0 // @ = int :BARON2_12679 0002: jump @BARON2_12466 :BARON2_12686 00D6: if 8119: not car $2821 wrecked 004D: jump_if_false @BARON2_12712 04D0: force_heli $2821 looking_angle_to 180.0 :BARON2_12712 0001: wait 1000 ms 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 00D6: if 8119: not car $2821 wrecked 004D: jump_if_false @BARON2_12809 02AC: set_car $2821 immunities 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' time 8000 1 009B: destroy_actor_instantly $2828 009B: destroy_actor_instantly $2829 009B: destroy_actor_instantly $2830 009B: destroy_actor_instantly $2831 009B: destroy_actor_instantly $2832 009A: $2828 = create_actor_pedtype 4 model #SGB at 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 0223: set_actor $2828 health_to 50 009A: $2829 = create_actor_pedtype 4 model #SGA at 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 0223: set_actor $2829 health_to 50 009A: $2830 = create_actor_pedtype 4 model #SGB at 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 0223: set_actor $2830 health_to 50 009A: $2831 = create_actor_pedtype 4 model #SGA at 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 0223: set_actor $2831 health_to 50 009A: $2832 = create_actor_pedtype 4 model #SGB at 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 0223: set_actor $2832 health_to 50 009A: $2833 = create_actor_pedtype 4 model #SGA at 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 0223: set_actor $2833 health_to 50 009A: $2834 = create_actor_pedtype 4 model #SGB at 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 0223: set_actor $2834 health_to 50 03DC: $63 = create_marker_above_pickup $2839 :BARON2_13354 00D6: if 8214: not pickup $2839 picked_up 004D: jump_if_false @BARON2_13419 0001: wait 0 ms 00D6: if 0119: car $2821 wrecked 004D: jump_if_false @BARON2_13412 00BC: text_highpriority 'COK2_26' time 5000 1 0002: jump @BARON2_13912 :BARON2_13412 0002: jump @BARON2_13354 :BARON2_13419 0001: wait 500 ms 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 00A6: destroy_car $2821 009B: destroy_actor_instantly $LANCE_VANCE 00A5: $2821 = create_car #MAVERICK at 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 015F: set_camera_position 62.132 1093.546 33.835 rotation 0.0 0.0 0.0 0158: camera_on_vehicle $2821 mode 15 switchstyle 2 0395: clear_area 1 at 62.132 1093.546 33.835 range 1.0 0001: wait 9000 ms 016A: fade 0 600 ms :BARON2_13606 00D6: if 016B: fading 004D: jump_if_false @BARON2_13630 0001: wait 0 ms 0002: jump @BARON2_13606 :BARON2_13630 00D6: if 8119: not car $2821 wrecked 004D: jump_if_false @BARON2_13697 015F: set_camera_position 39.867 1057.5 42.034 rotation 0.0 0.0 0.0 0158: camera_on_vehicle $2821 mode 15 switchstyle 2 0175: set_car $2821 z_angle_to 180.0 :BARON2_13697 0055: put_player $PLAYER_CHAR at 76.7 1119.8 25.4 0230: set_player $PLAYER_CHAR stop_looking 016A: fade 1 600 ms 00D6: if 8119: not car $2821 wrecked 004D: jump_if_false @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 0001: wait 6000 ms 016A: fade 0 1000 ms :BARON2_13793 00D6: if 016B: fading 004D: jump_if_false @BARON2_13817 0001: wait 0 ms 0002: jump @BARON2_13793 :BARON2_13817 00D6: if 8119: not car $2821 wrecked 004D: jump_if_false @BARON2_13880 03CB: load_scene -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 0001: wait 300 ms 016A: fade 1 1000 ms 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 0002: jump @BARON2_13929 :BARON2_13912 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :BARON2_13929 0004: $PASSED_COK2_PHNOM_PENH_86 = 1 // $ = int 0394: play_music 1 01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 2000 0318: set_latest_mission_passed 'COK_2' 030C: progress_made += 1 0004: $847 = 1 // $ = int 057C: set_allow_hurricanes 0 016C: restart_if_wasted_at -822.7 1157.9 10.1 angle 4.0 016D: restart_if_busted_at -659.5 760.4 10.5 angle 133.0 016C: restart_if_wasted_at -885.2 -470.4 12.1 angle 276.0 016D: restart_if_busted_at -871.9 -682.3 10.2 angle 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 0108: destroy_object $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 0108: destroy_object $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 0108: destroy_object $1779 029B: $1779 = init_object #COMGATE1OPEN at -712.524 -489.428 12.549 01C7: remove_object_from_mission_cleanup_list $1779 0108: destroy_object $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 0108: destroy_object $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 004F: create_thread @BAR3 0051: return :BARON2_14594 0004: $ONMISSION = 0 // $ = int 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 0249: release_model #SPARROW 0249: release_model #M60 0249: release_model #TEC9 0249: release_model #RUGER 0249: release_model #BOBCAT 0249: release_model #BARREL4 0249: release_model #SGA 0249: release_model #SGB 0249: release_model #MAVERICK 0249: release_model #GANGBUR 0249: release_model #MARQUIS 0249: release_model #RIO 0249: release_model #SEASPAR 0249: release_model #CADDY 0249: release_model #WMYGO 01C4: mark_object_as_no_longer_needed $2858 01C4: mark_object_as_no_longer_needed $2859 01C4: mark_object_as_no_longer_needed $2860 01C4: mark_object_as_no_longer_needed $2861 01C4: mark_object_as_no_longer_needed $2862 01C4: mark_object_as_no_longer_needed 0@ 01C4: mark_object_as_no_longer_needed 1@ 01C4: mark_object_as_no_longer_needed 2@ 01C4: mark_object_as_no_longer_needed 3@ 01C4: mark_object_as_no_longer_needed 4@ 0482: set_threat_reaction_range_multiplier 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 009B: destroy_actor_instantly $2828 009B: destroy_actor_instantly $2829 009B: destroy_actor_instantly $2830 009B: destroy_actor_instantly $2831 009B: destroy_actor_instantly $2832 009B: destroy_actor_instantly $2833 009B: destroy_actor_instantly $2834 009B: destroy_actor_instantly $2835 009B: destroy_actor_instantly $2836 009B: destroy_actor_instantly $2837 009B: destroy_actor_instantly $2825 00A6: destroy_car $2852 00A6: destroy_car $2827 00A6: destroy_car 6@ 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 0164: disable_marker $63 0215: destroy_pickup $2839 0151: remove_status_text $2823 009B: destroy_actor_instantly $LANCE_VANCE 0465: remove_actor $PLAYER_ACTOR from_turret_mode 00D8: mission_cleanup 01F0: set_max_wanted_level_to 5 0051: return :BARON2_14882 00D6: if 8119: not car $2821 wrecked 004D: jump_if_false @BARON2_14917 0227: $2823 = car $2821 health 01F0: set_max_wanted_level_to 0 0014: $2823 /= 30 // $ /= int :BARON2_14917 0051: return :BARON2_14919 0006: TIMERB = 0 // @ = int 0004: $2822 = 0 // $ = int 0004: $2847 = 0 // $ = int 0004: $2848 = 0 // $ = int 0004: $2849 = 0 // $ = int 0004: $2850 = 0 // $ = int 0004: $2851 = 0 // $ = int 0004: $2853 = 0 // $ = int 0004: $2854 = 0 // $ = int 0004: $2855 = 0 // $ = int 0004: $2856 = 0 // $ = int 0004: $2857 = 0 // $ = int 0004: $2838 = 0 // $ = int 0004: $2843 = 0 // $ = int 0004: $33 = 0 // $ = int 0004: $34 = 0 // $ = int 0004: $38 = 0 // $ = int 0004: $39 = 0 // $ = int 0004: $40 = 0 // $ = int 0004: $41 = 0 // $ = int 0051: return :BARON2_15061 00D6: if and 03D0: wav 1 loaded 03D0: wav 2 loaded 004D: jump_if_false @BARON2_15087 0004: $34 = 1 // $ = int :BARON2_15087 0051: return :BARON2_15089 0004: $33 = 0 // $ = int 0004: $34 = 0 // $ = int 0006: TIMERB = 0 // @ = int 0051: return :BARON2_15112 00D6: if 0038: $2847 == 0 // $ == int 004D: jump_if_false @BARON2_15160 00D6: if 0118: actor $2828 dead 004D: jump_if_false @BARON2_15160 0008: $2822 += 1 // $ += int 0004: $2847 = 1 // $ = int :BARON2_15160 00D6: if 0038: $2848 == 0 // $ == int 004D: jump_if_false @BARON2_15208 00D6: if 0118: actor $2829 dead 004D: jump_if_false @BARON2_15208 0008: $2822 += 1 // $ += int 0004: $2848 = 1 // $ = int :BARON2_15208 00D6: if 0038: $2849 == 0 // $ == int 004D: jump_if_false @BARON2_15256 00D6: if 0118: actor $2830 dead 004D: jump_if_false @BARON2_15256 0008: $2822 += 1 // $ += int 0004: $2849 = 1 // $ = int :BARON2_15256 00D6: if 0038: $2850 == 0 // $ == int 004D: jump_if_false @BARON2_15304 00D6: if 0118: actor $2831 dead 004D: jump_if_false @BARON2_15304 0008: $2822 += 1 // $ += int 0004: $2850 = 1 // $ = int :BARON2_15304 00D6: if 0038: $2851 == 0 // $ == int 004D: jump_if_false @BARON2_15352 00D6: if 0118: actor $2832 dead 004D: jump_if_false @BARON2_15352 0008: $2822 += 1 // $ += int 0004: $2851 = 1 // $ = int :BARON2_15352 00D6: if 0039: 5@ == 1 // @ == int 004D: jump_if_false @BARON2_15610 00D6: if 0038: $2853 == 0 // $ == int 004D: jump_if_false @BARON2_15418 00D6: if 0118: actor $2833 dead 004D: jump_if_false @BARON2_15418 0008: $2822 += 1 // $ += int 0004: $2853 = 1 // $ = int :BARON2_15418 00D6: if 0038: $2854 == 0 // $ == int 004D: jump_if_false @BARON2_15466 00D6: if 0118: actor $2834 dead 004D: jump_if_false @BARON2_15466 0008: $2822 += 1 // $ += int 0004: $2854 = 1 // $ = int :BARON2_15466 00D6: if 0038: $2855 == 0 // $ == int 004D: jump_if_false @BARON2_15514 00D6: if 0118: actor $2835 dead 004D: jump_if_false @BARON2_15514 0008: $2822 += 1 // $ += int 0004: $2855 = 1 // $ = int :BARON2_15514 00D6: if 0038: $2856 == 0 // $ == int 004D: jump_if_false @BARON2_15562 00D6: if 0118: actor $2836 dead 004D: jump_if_false @BARON2_15562 0008: $2822 += 1 // $ += int 0004: $2856 = 1 // $ = int :BARON2_15562 00D6: if 0038: $2857 == 0 // $ == int 004D: jump_if_false @BARON2_15610 00D6: if 0118: actor $2837 dead 004D: jump_if_false @BARON2_15610 0008: $2822 += 1 // $ += int 0004: $2857 = 1 // $ = int :BARON2_15610 0051: return //-------------Mission 14--------------- // Originally: The Fastest Boat :BARON3 0050: gosub @BARON3_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @BARON3_27 0050: gosub @BARON3_7654 :BARON3_27 0050: gosub @BARON3_7737 004E: end_thread :BARON3_36 0317: increment_mission_attempts 0004: $ONMISSION = 1 // $ = int 03A4: name_thread 'BARON3' 0001: wait 0 ms 054C: use_GXT_table 'BARON3' 058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 0004: $2887 = 0 // $ = int 0004: $2888 = 0 // $ = int 0004: $2891 = 0 // $ = int 0004: $2892 = 0 // $ = int 0004: $2895 = 0 // $ = int 0004: $2896 = 0 // $ = int 0004: $2883 = 0 // $ = int 0004: $2884 = 0 // $ = int 0006: 11@ = 0 // @ = int 0004: $2881 = 0 // $ = int 0005: $2879 = 270.0 // $ = float 0005: $2880 = 270.0 // $ = float 0004: $2890 = 0 // $ = int 0006: 3@ = 0 // @ = int 0006: 12@ = 0 // @ = int 04BB: select_interiour 0 // select render area 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSDIAZ' 02F3: load_object #CUTOBJ01 'DSHOTGN' 038B: load_requested_models 03CB: load_scene -378.3 -591.9 25.8 :BARON3_262 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 8248: not model #CUTOBJ01 available 004D: jump_if_false @BARON3_297 0001: wait 0 ms 0002: jump @BARON3_262 :BARON3_297 0569: load_uncompressed_animation 'CSPLAY' 0569: load_uncompressed_animation 'CSDIAZ' 02E4: load_cutscene_data 'COK_3' 0395: clear_area 1 at -378.6 -552.6 25.5 range 15.0 0395: clear_area 1 at -379.0 -564.6 19.8 range 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: attach_cutscene_object $2894 to_bone $161 24 0395: clear_area 1 at -379.2 -536.4 16.2 range 0.5 0055: put_player $PLAYER_CHAR at -379.2 -536.4 16.2 0171: set_player $PLAYER_CHAR z_angle_to 0.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :BARON3_540 00D6: if 001A: 2000 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON3_575 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON3_540 :BARON3_575 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @BARON3_620 058A: create_gun_flash_from -386.581 -614.139 17.96 to -386.794 -614.627 18.155 :BARON3_620 00D6: if 001A: 3599 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON3_655 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON3_620 :BARON3_655 00BC: text_highpriority 'COK3_A' time 10000 1 :BARON3_670 00D6: if 001A: 5985 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON3_705 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON3_670 :BARON3_705 00BC: text_highpriority 'COK3_B' time 10000 1 :BARON3_720 00D6: if 001A: 8050 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON3_755 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON3_720 :BARON3_755 00BC: text_highpriority 'COK3_C' time 10000 1 :BARON3_770 00D6: if 001A: 9520 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON3_805 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON3_770 :BARON3_805 00BC: text_highpriority 'COK3_D' time 10000 1 :BARON3_820 00D6: if 001A: 12144 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON3_855 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON3_820 :BARON3_855 00BC: text_highpriority 'COK3_E' time 10000 1 :BARON3_870 00D6: if 001A: 13827 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON3_905 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON3_870 :BARON3_905 00BC: text_highpriority 'COK3_F' time 10000 1 :BARON3_920 00D6: if 001A: 16253 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON3_955 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON3_920 :BARON3_955 00BC: text_highpriority 'COK3_G' time 10000 1 :BARON3_970 00D6: if 001A: 18599 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON3_1005 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON3_970 :BARON3_1005 00BC: text_highpriority 'COK3_H' time 10000 1 :BARON3_1020 00D6: if 001A: 19835 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON3_1055 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON3_1020 :BARON3_1055 00BC: text_highpriority 'COK3_I' time 10000 1 :BARON3_1070 00D6: if 001A: 23576 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON3_1105 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON3_1070 :BARON3_1105 00BC: text_highpriority 'COK3_J' time 10000 1 :BARON3_1120 00D6: if 001A: 28644 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON3_1155 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON3_1120 :BARON3_1155 00BC: text_highpriority 'COK3_K' time 10000 1 :BARON3_1170 00D6: if 001A: 32972 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON3_1207 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON3_1170 :BARON3_1207 00BC: text_highpriority 'COK3_L' time 10000 1 :BARON3_1222 00D6: if 001A: 35549 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON3_1259 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON3_1222 :BARON3_1259 00BC: text_highpriority 'COK3_M' time 10000 1 :BARON3_1274 00D6: if 001A: 40624 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON3_1311 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON3_1274 :BARON3_1311 00BC: text_highpriority 'COK3_O' time 10000 1 :BARON3_1326 00D6: if 001A: 43796 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON3_1363 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON3_1326 :BARON3_1363 00BC: text_highpriority 'COK3_P' time 10000 1 :BARON3_1378 00D6: if 001A: 43866 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON3_1415 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON3_1378 :BARON3_1415 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @BARON3_1460 058A: create_gun_flash_from -386.404 -614.265 17.955 to -386.639 -614.744 18.148 :BARON3_1460 00D6: if 001A: 44500 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON3_1497 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON3_1460 :BARON3_1497 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @BARON3_1542 058A: create_gun_flash_from -386.466 -614.374 17.876 to -386.739 -614.85 18.024 :BARON3_1542 00D6: if 001A: 46018 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON3_1579 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON3_1542 :BARON3_1579 00BC: text_highpriority 'COK3_N' time 10000 1 :BARON3_1594 00D6: if 001A: 47040 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON3_1631 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON3_1594 :BARON3_1631 016A: fade 0 1500 ms 00BE: text_clear_all :BARON3_1640 00D6: if 016B: fading 004D: jump_if_false @BARON3_1664 0001: wait 0 ms 0002: 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 0249: release_model #CUTOBJ01 04BB: select_interiour 0 // select render area 03CB: load_scene -379.2 -536.4 16.2 0001: wait 500 ms 016A: fade 1 1500 ms 0247: request_model #HMYAP 0247: request_model #SQUALO 0247: request_model #HMYST 0247: request_model #TEC9 0247: request_model #HAMMER 0247: request_model #SCREWDRIVER 0247: request_model #SPEEDER 0247: request_model #DINGHY 0247: request_model #RUGER :BARON3_1766 00D6: if or 8248: not model #HMYAP available 8248: not model #SQUALO available 8248: not model #HMYST available 8248: not model #TEC9 available 8248: not model #HAMMER available 004D: jump_if_false @BARON3_1811 0001: wait 0 ms 0002: jump @BARON3_1766 :BARON3_1811 00D6: if or 8248: not model #SCREWDRIVER available 8248: not model #SPEEDER available 8248: not model #DINGHY available 8248: not model #RUGER available 004D: jump_if_false @BARON3_1853 0001: wait 0 ms 0002: jump @BARON3_1811 :BARON3_1853 0108: destroy_object $1786 03BC: $2898 = create_sphere -665.4 -1484.7 12.8 1.0 00A5: $64 = create_car #SQUALO at -597.6 -1507.7 5.4 0175: set_car $64 z_angle_to 250.0 0186: $65 = create_marker_above_car $64 00BC: text_highpriority 'COK3_8' time 10000 1 :BARON3_1939 00D6: if 81FC: not player $PLAYER_CHAR near_car $64 radius 120.0 120.0 0 004D: jump_if_false @BARON3_2019 0001: wait 0 ms 00D6: if 0119: car $64 wrecked 004D: jump_if_false @BARON3_2012 00BC: text_highpriority 'COK3_7' time 5000 1 0002: jump @BARON3_7654 :BARON3_2012 0002: 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 00A5: $2885 = create_car #SPEEDER at -582.4 -1493.6 5.4 0175: set_car $2885 z_angle_to 250.0 00A5: $2886 = create_car #DINGHY at -576.1 -1525.5 5.4 0175: set_car $2886 z_angle_to 250.0 009A: 4@ = create_actor_pedtype 7 model #HMYST at -640.9 -1491.3 -100.0 0173: set_actor 4@ z_angle_to 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 009A: 5@ = create_actor_pedtype 7 model #HMYST at -636.8 -1480.0 -100.0 0173: set_actor 5@ z_angle_to 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 009A: 6@ = create_actor_pedtype 7 model #HMYST at -623.9 -1477.7 -100.0 0173: set_actor 6@ z_angle_to 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 009A: 7@ = create_actor_pedtype 7 model #HMYST at -682.8 -1484.8 -100.0 0173: set_actor 7@ z_angle_to 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 009A: 8@ = create_actor_pedtype 7 model #HMYST at -671.7 -1459.1 -100.0 0173: set_actor 8@ z_angle_to 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 009A: 9@ = create_actor_pedtype 7 model #HMYST at -573.7 -1522.5 6.9 0173: set_actor 9@ z_angle_to 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 009A: 10@ = create_actor_pedtype 7 model #HMYST at -586.9 -1496.2 7.0 0173: set_actor 10@ z_angle_to 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 009A: 0@ = create_actor_pedtype 7 model #HMYAP at -662.0 -1481.7 13.0 0173: set_actor 0@ z_angle_to 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 009A: 1@ = create_actor_pedtype 7 model #HMYAP at -661.9 -1479.7 12.5 0173: set_actor 1@ z_angle_to 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 009A: 2@ = create_actor_pedtype 7 model #HMYAP at -662.4 -1481.6 13.0 0173: set_actor 2@ z_angle_to 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 0006: TIMERB = 0 // @ = int 0006: TIMERA = 0 // @ = int :BARON3_2835 0001: wait 0 ms 00D6: if 8119: not car $64 wrecked 004D: jump_if_false @BARON3_2881 00D6: if 00DC: player $PLAYER_CHAR in_car $64 004D: jump_if_false @BARON3_2881 0002: jump @BARON3_6799 :BARON3_2881 00D6: 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 004D: jump_if_false @BARON3_2934 :BARON3_2934 00D6: if 0119: car $64 wrecked 004D: jump_if_false @BARON3_3128 00D6: if 02B3: player $PLAYER_CHAR in_cube -643.2 -1495.3 12.0 -679.1 -1481.3 18.0 radius -19.5 sphere 0 004D: jump_if_false @BARON3_3106 03BD: destroy_sphere $2898 0164: disable_marker $65 :BARON3_3013 00D6: if 02B3: player $PLAYER_CHAR in_cube -643.2 -1495.3 12.0 -679.1 -1481.3 18.0 radius -19.5 sphere 0 004D: jump_if_false @BARON3_3077 0001: wait 0 ms 0002: jump @BARON3_3013 :BARON3_3077 00BC: text_highpriority 'COK3_7' time 5000 1 0002: jump @BARON3_7654 0002: jump @BARON3_3128 :BARON3_3106 00BC: text_highpriority 'COK3_7' time 5000 1 0002: jump @BARON3_7654 :BARON3_3128 00D6: if 0039: 11@ == 0 // @ == int 004D: jump_if_false @BARON3_3153 0050: gosub @BARON3_8202 :BARON3_3153 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @BARON3_3261 00D6: if and 00FB: player $PLAYER_CHAR 0 0@ radius 20.0 20.0 6.0 0123: actor 0@ spotted_player $PLAYER_CHAR 004D: jump_if_false @BARON3_3228 01CA: actor 0@ kill_player $PLAYER_CHAR 0006: 12@ = 1 // @ = int :BARON3_3228 00D6: if 8184: not actor 0@ health >= 90 004D: jump_if_false @BARON3_3261 01CA: actor 0@ kill_player $PLAYER_CHAR 0006: 12@ = 1 // @ = int :BARON3_3261 00D6: if 8118: not actor 1@ dead 004D: jump_if_false @BARON3_3369 00D6: if and 00FB: player $PLAYER_CHAR 0 1@ radius 20.0 20.0 6.0 0123: actor 1@ spotted_player $PLAYER_CHAR 004D: jump_if_false @BARON3_3336 01CA: actor 1@ kill_player $PLAYER_CHAR 0006: 12@ = 1 // @ = int :BARON3_3336 00D6: if 8184: not actor 1@ health >= 90 004D: jump_if_false @BARON3_3369 01CA: actor 1@ kill_player $PLAYER_CHAR 0006: 12@ = 1 // @ = int :BARON3_3369 00D6: if 8118: not actor 2@ dead 004D: jump_if_false @BARON3_3477 00D6: if and 00FB: player $PLAYER_CHAR 0 2@ radius 20.0 20.0 6.0 0123: actor 2@ spotted_player $PLAYER_CHAR 004D: jump_if_false @BARON3_3444 01CA: actor 2@ kill_player $PLAYER_CHAR 0006: 12@ = 1 // @ = int :BARON3_3444 00D6: if 8184: not actor 2@ health >= 90 004D: jump_if_false @BARON3_3477 01CA: actor 2@ kill_player $PLAYER_CHAR 0006: 12@ = 1 // @ = int :BARON3_3477 00D6: if 0039: 12@ == 1 // @ == int 004D: jump_if_false @BARON3_3574 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @BARON3_3519 01CA: actor 0@ kill_player $PLAYER_CHAR :BARON3_3519 00D6: if 8118: not actor 1@ dead 004D: jump_if_false @BARON3_3543 01CA: actor 1@ kill_player $PLAYER_CHAR :BARON3_3543 00D6: if 8118: not actor 2@ dead 004D: jump_if_false @BARON3_3567 01CA: actor 2@ kill_player $PLAYER_CHAR :BARON3_3567 0006: 12@ = 2 // @ = int :BARON3_3574 00D6: if 8118: not actor 4@ dead 004D: jump_if_false @BARON3_4003 00D6: if 0038: $2881 == 0 // $ == int 004D: jump_if_false @BARON3_3974 00D6: if and 00FB: player $PLAYER_CHAR 0 4@ radius 20.0 20.0 6.0 0123: actor 4@ spotted_player $PLAYER_CHAR 004D: jump_if_false @BARON3_3659 0004: $2881 = 1 // $ = int :BARON3_3659 00D6: if 8184: not actor 4@ health >= 90 004D: jump_if_false @BARON3_3684 0004: $2881 = 1 // $ = int :BARON3_3684 00D6: if and 0019: TIMERB > 3000 // @ > int 001B: 6000 > TIMERB // int > @ 004D: jump_if_false @BARON3_3750 00D6: if 8042: not $2879 == 160.0 // $ == float 004D: jump_if_false @BARON3_3750 000D: $2879 -= 5.0 // $ -= float 0173: set_actor 4@ z_angle_to $2879 :BARON3_3750 00D6: if and 0019: TIMERB > 6000 // @ > int 001B: 9000 > TIMERB // int > @ 004D: jump_if_false @BARON3_3816 00D6: if 8042: not $2879 == 270.0 // $ == float 004D: jump_if_false @BARON3_3816 0009: $2879 += 5.0 // $ += float 0173: set_actor 4@ z_angle_to $2879 :BARON3_3816 00D6: if and 0019: TIMERB > 9000 // @ > int 001B: 12000 > TIMERB // int > @ 004D: jump_if_false @BARON3_3882 00D6: if 8042: not $2879 == 340.0 // $ == float 004D: jump_if_false @BARON3_3882 0009: $2879 += 5.0 // $ += float 0173: set_actor 4@ z_angle_to $2879 :BARON3_3882 00D6: if and 0019: TIMERB > 12000 // @ > int 001B: 15000 > TIMERB // int > @ 004D: jump_if_false @BARON3_3948 00D6: if 8042: not $2879 == 270.0 // $ == float 004D: jump_if_false @BARON3_3948 000D: $2879 -= 5.0 // $ -= float 0173: set_actor 4@ z_angle_to $2879 :BARON3_3948 00D6: if 0019: TIMERB > 15000 // @ > int 004D: jump_if_false @BARON3_3974 0006: TIMERB = 0 // @ = int :BARON3_3974 00A0: store_actor 4@ position_to $2864 $2865 $2866 008A: $2882 = 4@ // $ = @ int 0050: gosub @BARON3_7930 :BARON3_4003 00D6: if 8118: not actor 5@ dead 004D: jump_if_false @BARON3_4432 00D6: if 0038: $2881 == 0 // $ == int 004D: jump_if_false @BARON3_4403 00D6: if and 00FB: player $PLAYER_CHAR 0 5@ radius 20.0 20.0 6.0 0123: actor 5@ spotted_player $PLAYER_CHAR 004D: jump_if_false @BARON3_4088 0004: $2881 = 1 // $ = int :BARON3_4088 00D6: if 8184: not actor 5@ health >= 90 004D: jump_if_false @BARON3_4113 0004: $2881 = 1 // $ = int :BARON3_4113 00D6: if and 0019: TIMERA > 4000 // @ > int 001B: 7000 > TIMERA // int > @ 004D: jump_if_false @BARON3_4179 00D6: if 8042: not $2880 == 160.0 // $ == float 004D: jump_if_false @BARON3_4179 000D: $2880 -= 5.0 // $ -= float 0173: set_actor 5@ z_angle_to $2880 :BARON3_4179 00D6: if and 0019: TIMERA > 7000 // @ > int 001B: 10000 > TIMERA // int > @ 004D: jump_if_false @BARON3_4245 00D6: if 8042: not $2880 == 270.0 // $ == float 004D: jump_if_false @BARON3_4245 0009: $2880 += 5.0 // $ += float 0173: set_actor 5@ z_angle_to $2880 :BARON3_4245 00D6: if and 0019: TIMERA > 10000 // @ > int 001B: 13000 > TIMERA // int > @ 004D: jump_if_false @BARON3_4311 00D6: if 8042: not $2880 == 340.0 // $ == float 004D: jump_if_false @BARON3_4311 0009: $2880 += 5.0 // $ += float 0173: set_actor 5@ z_angle_to $2880 :BARON3_4311 00D6: if and 0019: TIMERA > 13000 // @ > int 001B: 16000 > TIMERA // int > @ 004D: jump_if_false @BARON3_4377 00D6: if 8042: not $2880 == 270.0 // $ == float 004D: jump_if_false @BARON3_4377 000D: $2880 -= 5.0 // $ -= float 0173: set_actor 5@ z_angle_to $2880 :BARON3_4377 00D6: if 0019: TIMERA > 16000 // @ > int 004D: jump_if_false @BARON3_4403 0006: TIMERA = 0 // @ = int :BARON3_4403 00A0: store_actor 5@ position_to $2867 $2868 $2869 008A: $2882 = 5@ // $ = @ int 0050: gosub @BARON3_7930 :BARON3_4432 00D6: if 8118: not actor 6@ dead 004D: jump_if_false @BARON3_4895 00D6: if 0038: $2881 == 0 // $ == int 004D: jump_if_false @BARON3_4866 00D6: if and 00FB: player $PLAYER_CHAR 0 6@ radius 20.0 20.0 6.0 0123: actor 6@ spotted_player $PLAYER_CHAR 004D: jump_if_false @BARON3_4517 0004: $2881 = 1 // $ = int :BARON3_4517 00D6: if 8184: not actor 6@ health >= 90 004D: jump_if_false @BARON3_4542 0004: $2881 = 1 // $ = int :BARON3_4542 00D6: if 00FF: actor 6@ 0 -623.9 -1477.7 12.0 radius 1.0 1.0 4.0 004D: jump_if_false @BARON3_4704 00D6: if 0038: $2887 == 0 // $ == int 004D: jump_if_false @BARON3_4632 0372: set_actor 6@ anim 3 wait_state_time 5000 ms 0004: $2889 = 0 // $ = int 0004: $2887 = 1 // $ = int :BARON3_4632 00D6: if 0038: $2887 == 1 // $ == int 004D: jump_if_false @BARON3_4704 0008: $2889 += 1 // $ += int 00D6: if 0018: $2889 > 90 // $ > int 004D: jump_if_false @BARON3_4704 0211: actor 6@ walk_to -671.7 -1459.1 0411: set_actor 6@ use_pednode_seek 0 0004: $2888 = 0 // $ = int :BARON3_4704 00D6: if 00FF: actor 6@ 0 -671.7 -1459.1 12.0 radius 1.0 1.0 4.0 004D: jump_if_false @BARON3_4866 00D6: if 0038: $2888 == 0 // $ == int 004D: jump_if_false @BARON3_4794 0372: set_actor 6@ anim 3 wait_state_time 5000 ms 0004: $2889 = 0 // $ = int 0004: $2888 = 1 // $ = int :BARON3_4794 00D6: if 0038: $2888 == 1 // $ == int 004D: jump_if_false @BARON3_4866 0008: $2889 += 1 // $ += int 00D6: if 0018: $2889 > 90 // $ > int 004D: jump_if_false @BARON3_4866 0211: actor 6@ walk_to -623.9 -1477.7 0411: set_actor 6@ use_pednode_seek 0 0004: $2887 = 0 // $ = int :BARON3_4866 00A0: store_actor 6@ position_to $2870 $2871 $2872 008A: $2882 = 6@ // $ = @ int 0050: gosub @BARON3_7930 :BARON3_4895 00D6: if 8118: not actor 7@ dead 004D: jump_if_false @BARON3_5358 00D6: if 0038: $2881 == 0 // $ == int 004D: jump_if_false @BARON3_5329 00D6: if and 00FB: player $PLAYER_CHAR 0 7@ radius 20.0 20.0 6.0 0123: actor 7@ spotted_player $PLAYER_CHAR 004D: jump_if_false @BARON3_4980 0004: $2881 = 1 // $ = int :BARON3_4980 00D6: if 8184: not actor 7@ health >= 90 004D: jump_if_false @BARON3_5005 0004: $2881 = 1 // $ = int :BARON3_5005 00D6: if 00FF: actor 7@ 0 -682.8 -1484.8 14.5 radius 1.0 1.0 4.0 004D: jump_if_false @BARON3_5167 00D6: if 0038: $2891 == 0 // $ == int 004D: jump_if_false @BARON3_5095 0372: set_actor 7@ anim 3 wait_state_time 5000 ms 0004: $2893 = 0 // $ = int 0004: $2891 = 1 // $ = int :BARON3_5095 00D6: if 0038: $2891 == 1 // $ == int 004D: jump_if_false @BARON3_5167 0008: $2893 += 1 // $ += int 00D6: if 0018: $2893 > 90 // $ > int 004D: jump_if_false @BARON3_5167 0211: actor 7@ walk_to -638.9 -1500.9 0411: set_actor 7@ use_pednode_seek 0 0004: $2892 = 0 // $ = int :BARON3_5167 00D6: if 00FF: actor 7@ 0 -638.9 -1500.9 12.0 radius 1.0 1.0 4.0 004D: jump_if_false @BARON3_5329 00D6: if 0038: $2892 == 0 // $ == int 004D: jump_if_false @BARON3_5257 0372: set_actor 7@ anim 3 wait_state_time 5000 ms 0004: $2893 = 0 // $ = int 0004: $2892 = 1 // $ = int :BARON3_5257 00D6: if 0038: $2892 == 1 // $ == int 004D: jump_if_false @BARON3_5329 0008: $2893 += 1 // $ += int 00D6: if 0018: $2893 > 90 // $ > int 004D: jump_if_false @BARON3_5329 0211: actor 7@ walk_to -682.8 -1484.8 0411: set_actor 7@ use_pednode_seek 0 0004: $2891 = 0 // $ = int :BARON3_5329 00A0: store_actor 7@ position_to $2873 $2874 $2875 008A: $2882 = 7@ // $ = @ int 0050: gosub @BARON3_7930 :BARON3_5358 00D6: if 8118: not actor 8@ dead 004D: jump_if_false @BARON3_6091 00D6: if 0038: $2881 == 0 // $ == int 004D: jump_if_false @BARON3_6062 00D6: if and 00FB: player $PLAYER_CHAR 0 8@ radius 20.0 20.0 6.0 0123: actor 8@ spotted_player $PLAYER_CHAR 004D: jump_if_false @BARON3_5443 0004: $2881 = 1 // $ = int :BARON3_5443 00D6: if 8184: not actor 8@ health >= 90 004D: jump_if_false @BARON3_5468 0004: $2881 = 1 // $ = int :BARON3_5468 00D6: if 00FF: actor 8@ 0 -671.7 -1459.1 12.0 radius 1.0 1.0 4.0 004D: jump_if_false @BARON3_5765 00D6: if 0038: $2895 == 0 // $ == int 004D: jump_if_false @BARON3_5565 0372: set_actor 8@ anim 3 wait_state_time 5000 ms 0004: $2897 = 0 // $ = int 0004: $2883 = 0 // $ = int 0004: $2895 = 1 // $ = int :BARON3_5565 00D6: if 0038: $2895 == 1 // $ == int 004D: jump_if_false @BARON3_5637 0008: $2897 += 1 // $ += int 00D6: if 0018: $2897 > 90 // $ > int 004D: jump_if_false @BARON3_5637 0211: actor 8@ walk_to -682.8 -1484.8 0411: set_actor 8@ use_pednode_seek 0 0004: $2896 = 0 // $ = int :BARON3_5637 00D6: if 8118: not actor 7@ dead 004D: jump_if_false @BARON3_5765 00D6: if 00FF: actor 7@ 0 -671.7 -1459.1 12.0 radius 1.0 1.0 4.0 004D: jump_if_false @BARON3_5765 00D6: if 0038: $2883 == 0 // $ == int 004D: jump_if_false @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 0004: $2883 = 1 // $ = int :BARON3_5765 00D6: if 00FF: actor 8@ 0 -682.8 -1484.8 12.0 radius 1.0 1.0 4.0 004D: jump_if_false @BARON3_6062 00D6: if 0038: $2896 == 0 // $ == int 004D: jump_if_false @BARON3_5862 0372: set_actor 8@ anim 3 wait_state_time 5000 ms 0004: $2897 = 0 // $ = int 0004: $2884 = 0 // $ = int 0004: $2896 = 1 // $ = int :BARON3_5862 00D6: if 0038: $2896 == 1 // $ == int 004D: jump_if_false @BARON3_5934 0008: $2897 += 1 // $ += int 00D6: if 0018: $2897 > 90 // $ > int 004D: jump_if_false @BARON3_5934 0211: actor 8@ walk_to -671.7 -1459.1 0411: set_actor 8@ use_pednode_seek 0 0004: $2895 = 0 // $ = int :BARON3_5934 00D6: if 8118: not actor 6@ dead 004D: jump_if_false @BARON3_6062 00D6: if 00FF: actor 6@ 0 -682.8 -1484.8 12.0 radius 1.0 1.0 4.0 004D: jump_if_false @BARON3_6062 00D6: if 0038: $2884 == 0 // $ == int 004D: jump_if_false @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 0004: $2884 = 1 // $ = int :BARON3_6062 00A0: store_actor 8@ position_to $2876 $2877 $2878 008A: $2882 = 8@ // $ = @ int 0050: gosub @BARON3_7930 :BARON3_6091 00D6: if 8118: not actor 9@ dead 004D: jump_if_false @BARON3_6341 00D6: if 0038: $2881 == 0 // $ == int 004D: jump_if_false @BARON3_6341 00D6: if and 00FB: player $PLAYER_CHAR 0 9@ radius 20.0 20.0 6.0 0123: actor 9@ spotted_player $PLAYER_CHAR 004D: jump_if_false @BARON3_6176 0004: $2881 = 1 // $ = int :BARON3_6176 00D6: if 8184: not actor 9@ health >= 90 004D: jump_if_false @BARON3_6201 0004: $2881 = 1 // $ = int :BARON3_6201 00D6: if 00FF: actor 9@ 0 -573.7 -1522.5 7.0 radius 1.0 1.0 4.0 004D: jump_if_false @BARON3_6271 0211: actor 9@ walk_to -598.6 -1513.0 0411: set_actor 9@ use_pednode_seek 0 :BARON3_6271 00D6: if 00FF: actor 9@ 0 -598.6 -1513.0 7.0 radius 1.0 1.0 4.0 004D: jump_if_false @BARON3_6341 0211: actor 9@ walk_to -573.7 -1522.5 0411: set_actor 9@ use_pednode_seek 0 :BARON3_6341 00D6: if 8118: not actor 10@ dead 004D: jump_if_false @BARON3_6591 00D6: if 0038: $2881 == 0 // $ == int 004D: jump_if_false @BARON3_6591 00D6: if and 00FB: player $PLAYER_CHAR 0 10@ radius 20.0 20.0 6.0 0123: actor 10@ spotted_player $PLAYER_CHAR 004D: jump_if_false @BARON3_6426 0004: $2881 = 1 // $ = int :BARON3_6426 00D6: if 8184: not actor 10@ health >= 90 004D: jump_if_false @BARON3_6451 0004: $2881 = 1 // $ = int :BARON3_6451 00D6: if 00FF: actor 10@ 0 -586.9 -1496.2 7.0 radius 1.0 1.0 4.0 004D: jump_if_false @BARON3_6521 0211: actor 10@ walk_to -569.0 -1503.1 0411: set_actor 10@ use_pednode_seek 0 :BARON3_6521 00D6: if 00FF: actor 10@ 0 -569.0 -1503.1 7.0 radius 1.0 1.0 4.0 004D: jump_if_false @BARON3_6591 0211: actor 10@ walk_to -586.9 -1496.2 0411: set_actor 10@ use_pednode_seek 0 :BARON3_6591 0050: gosub @BARON3_9493 00D6: if 0119: car $64 wrecked 004D: jump_if_false @BARON3_6792 00D6: if 02B3: player $PLAYER_CHAR in_cube -643.2 -1495.3 12.0 -679.1 -1481.3 18.0 radius -19.5 sphere 0 004D: jump_if_false @BARON3_6770 03BD: destroy_sphere $2898 0164: disable_marker $65 :BARON3_6677 00D6: if 02B3: player $PLAYER_CHAR in_cube -643.2 -1495.3 12.0 -679.1 -1481.3 18.0 radius -19.5 sphere 0 004D: jump_if_false @BARON3_6741 0001: wait 0 ms 0002: jump @BARON3_6677 :BARON3_6741 00BC: text_highpriority 'COK3_7' time 5000 1 0002: jump @BARON3_7654 0002: jump @BARON3_6792 :BARON3_6770 00BC: text_highpriority 'COK3_7' time 5000 1 0002: jump @BARON3_7654 :BARON3_6792 0002: jump @BARON3_2835 :BARON3_6799 0164: disable_marker $65 018A: $65 = create_checkpoint_at -378.5 -660.0 5.6 00BC: text_highpriority 'COK3_6' time 5000 1 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 :BARON3_6846 00D6: 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 in_car $64 004D: jump_if_false @BARON3_7114 0001: wait 0 ms 00D6: if 0119: car $64 wrecked 004D: jump_if_false @BARON3_7100 00D6: if 02B3: player $PLAYER_CHAR in_cube -643.2 -1495.3 12.0 -679.1 -1481.3 18.0 radius -19.5 sphere 0 004D: jump_if_false @BARON3_7078 03BD: destroy_sphere $2898 0164: disable_marker $65 :BARON3_6985 00D6: if 02B3: player $PLAYER_CHAR in_cube -643.2 -1495.3 12.0 -679.1 -1481.3 18.0 radius -19.5 sphere 0 004D: jump_if_false @BARON3_7049 0001: wait 0 ms 0002: jump @BARON3_6985 :BARON3_7049 00BC: text_highpriority 'COK3_7' time 5000 1 0002: jump @BARON3_7654 0002: jump @BARON3_7100 :BARON3_7078 00BC: text_highpriority 'COK3_7' time 5000 1 0002: jump @BARON3_7654 :BARON3_7100 0050: gosub @BARON3_9493 0002: jump @BARON3_6846 :BARON3_7114 00D6: if 8119: not car $64 wrecked 004D: jump_if_false @BARON3_7145 02D4: car $64 turn_off_engine 02DB: set_boat $64 speed_to 0.0 :BARON3_7145 016A: fade 0 1000 ms 0001: wait 1000 ms 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 0395: clear_area 1 at -366.1 -655.2 6.9 range 1.0 00D6: if 8119: not car $64 wrecked 004D: jump_if_false @BARON3_7268 00AB: put_car $64 at -393.8 -660.4 5.6 0175: set_car $64 z_angle_to 270.0 02D3: boat $64 drive_to -378.5 -660.0 5.6 02DB: set_boat $64 speed_to 8.0 :BARON3_7268 0001: wait 0 ms 015F: set_camera_position -365.183 -654.17 8.057 rotation 0.0 0.0 0.0 0160: point_camera -366.024 -654.71 8.009 switchstyle 2 016A: fade 1 1500 ms 0006: TIMERB = 0 // @ = int :BARON3_7337 00D6: if 8019: not TIMERB > 3500 // @ > int 004D: jump_if_false @BARON3_7446 0001: wait 0 ms 00D6: if 8119: not car $64 wrecked 004D: jump_if_false @BARON3_7439 00D6: if 01AF: car $64 0 -378.5 -660.0 5.6 radius 2.0 2.0 4.0 004D: jump_if_false @BARON3_7439 02D4: car $64 turn_off_engine 02DB: set_boat $64 speed_to 0.0 :BARON3_7439 0002: jump @BARON3_7337 :BARON3_7446 016A: fade 0 1000 ms 0001: wait 1000 ms 0395: clear_area 1 at -372.7 -656.7 6.9 range 1.0 00D6: if 8119: not car $64 wrecked 004D: jump_if_false @BARON3_7564 00D6: if 00DC: player $PLAYER_CHAR in_car $64 004D: jump_if_false @BARON3_7544 012A: put_player $PLAYER_CHAR at -372.7 -656.7 6.9 and_remove_from_car 0002: jump @BARON3_7564 :BARON3_7544 0055: put_player $PLAYER_CHAR at -372.7 -656.7 6.9 :BARON3_7564 00D6: if 8119: not car $64 wrecked 004D: jump_if_false @BARON3_7610 00AB: put_car $64 at -378.5 -660.0 5.6 0175: set_car $64 z_angle_to 270.0 :BARON3_7610 0171: set_player $PLAYER_CHAR z_angle_to 90.0 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player 0001: wait 500 ms 016A: fade 1 1000 ms 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 0002: jump @BARON3_7671 :BARON3_7654 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :BARON3_7671 0004: $PASSED_COK3_THE_FASTEST_BOAT = 1 // $ = int 0394: play_music 1 01E3: text_1number_styled 'M_PASS' number 4000 time 5000 style 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 4000 0318: set_latest_mission_passed 'COK_3' 030C: progress_made += 1 004F: create_thread @BAR4 0051: return :BARON3_7737 0004: $ONMISSION = 0 // $ = int 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 0249: release_model #HMYAP 0249: release_model #SQUALO 0249: release_model #HMYST 0249: release_model #TEC9 0249: release_model #HAMMER 0249: release_model #SCREWDRIVER 0249: release_model #SPEEDER 0249: release_model #DINGHY 0249: release_model #RUGER 00D6: if 8119: not car $64 wrecked 004D: jump_if_false @BARON3_7813 01C3: mark_car_as_no_longer_needed $64 :BARON3_7813 029B: $1786 = init_object #B_HSE_DOORS at -640.012 -1485.941 15.457 01C7: remove_object_from_mission_cleanup_list $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 0164: disable_marker $65 040D: unload_wav 1 040D: unload_wav 2 00D8: mission_cleanup 0051: return :BARON3_7930 00D6: if and 0118: actor 4@ dead 00FF: actor $2882 0 $2864 $2865 $2866 radius 4.0 4.0 4.0 004D: jump_if_false @BARON3_7984 0004: $2881 = 1 // $ = int :BARON3_7984 00D6: if and 0118: actor 5@ dead 00FF: actor $2882 0 $2867 $2868 $2869 radius 4.0 4.0 4.0 004D: jump_if_false @BARON3_8038 0004: $2881 = 1 // $ = int :BARON3_8038 00D6: if and 0118: actor 6@ dead 00FF: actor $2882 0 $2870 $2871 $2872 radius 4.0 4.0 4.0 004D: jump_if_false @BARON3_8092 0004: $2881 = 1 // $ = int :BARON3_8092 00D6: if and 0118: actor 7@ dead 00FF: actor $2882 0 $2873 $2874 $2875 radius 4.0 4.0 4.0 004D: jump_if_false @BARON3_8146 0004: $2881 = 1 // $ = int :BARON3_8146 00D6: if and 0118: actor 8@ dead 00FF: actor $2882 0 $2876 $2877 $2878 radius 4.0 4.0 4.0 004D: jump_if_false @BARON3_8200 0004: $2881 = 1 // $ = int :BARON3_8200 0051: return :BARON3_8202 00D6: if 8119: not car $64 wrecked 004D: jump_if_false @BARON3_8248 00AB: put_car $64 at -597.6 -1507.7 11.5 0175: set_car $64 z_angle_to 256.0 :BARON3_8248 00D6: if 0038: $2890 == 0 // $ == int 004D: jump_if_false @BARON3_8700 00D6: if 8119: not car $64 wrecked 004D: jump_if_false @BARON3_8700 00D6: if 01FF: player $PLAYER_CHAR near_car $64 radius 40.0 40.0 20.0 unknown 0 004D: jump_if_false @BARON3_8700 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 00BC: text_highpriority 'COK3_5' time 6000 1 015F: set_camera_position -598.588 -1496.503 16.717 rotation 0.0 0.0 0.0 0160: point_camera -598.493 -1497.474 16.496 switchstyle 2 0006: TIMERB = 0 // @ = int :BARON3_8402 00D6: if 8019: not TIMERB > 500 // @ > int 004D: jump_if_false @BARON3_8478 0001: wait 0 ms 00D6: if 8119: not car $64 wrecked 004D: jump_if_false @BARON3_8471 00AB: put_car $64 at -597.6 -1507.7 11.5 0175: set_car $64 z_angle_to 256.0 :BARON3_8471 0002: jump @BARON3_8402 :BARON3_8478 00D6: if 8019: not TIMERB > 4000 // @ > int 004D: jump_if_false @BARON3_8678 0001: wait 0 ms 00D6: if 8119: not car $64 wrecked 004D: jump_if_false @BARON3_8547 00AB: put_car $64 at -597.6 -1507.7 11.5 0175: set_car $64 z_angle_to 256.0 :BARON3_8547 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @BARON3_8671 :BARON3_8564 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @BARON3_8664 0001: wait 0 ms 00D6: if 8119: not car $64 wrecked 004D: jump_if_false @BARON3_8631 00AB: put_car $64 at -597.6 -1507.7 11.5 0175: set_car $64 z_angle_to 256.0 :BARON3_8631 00D6: if 0019: TIMERB > 3500 // @ > int 004D: jump_if_false @BARON3_8657 0002: jump @BARON3_8678 :BARON3_8657 0002: jump @BARON3_8564 :BARON3_8664 0002: jump @BARON3_8678 :BARON3_8671 0002: jump @BARON3_8478 :BARON3_8678 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 0004: $2890 = 1 // $ = int :BARON3_8700 00D6: if 00F6: player $PLAYER_CHAR 0 -665.4 -1484.7 12.8 radius 0.5 0.5 1.5 004D: jump_if_false @BARON3_9491 01B4: set_player $PLAYER_CHAR can_move 0 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 0006: TIMERB = 0 // @ = int :BARON3_8801 00D6: if 8019: not TIMERB > 1000 // @ > int 004D: jump_if_false @BARON3_8877 0001: wait 0 ms 00D6: if 8119: not car $64 wrecked 004D: jump_if_false @BARON3_8870 00AB: put_car $64 at -597.6 -1507.7 11.5 0175: set_car $64 z_angle_to 256.0 :BARON3_8870 0002: jump @BARON3_8801 :BARON3_8877 053D: clear_actor $PLAYER_ACTOR wait_state 01B8: set_player $PLAYER_CHAR armed_weapon_to 13@ 015F: set_camera_position -600.685 -1498.843 25.889 rotation 0.0 0.0 0.0 0160: point_camera -600.498 -1499.38 25.066 switchstyle 2 03BD: destroy_sphere $2898 :BARON3_8946 00D6: if 8019: not TIMERB > 2500 // @ > int 004D: jump_if_false @BARON3_9022 0001: wait 0 ms 00D6: if 8119: not car $64 wrecked 004D: jump_if_false @BARON3_9015 00AB: put_car $64 at -597.6 -1507.7 11.5 0175: set_car $64 z_angle_to 256.0 :BARON3_9015 0002: jump @BARON3_8946 :BARON3_9022 0001: wait 4000 ms 0055: put_player $PLAYER_CHAR at -665.4 -1484.7 12.8 0171: set_player $PLAYER_CHAR z_angle_to 150.0 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 02EB: restore_camera_with_jumpcut 00BC: text_highpriority 'COK3_9' time 8000 1 009A: $2899 = create_actor_pedtype 7 model #HMYST at -640.6 -1500.3 -100.0 0173: set_actor $2899 z_angle_to 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 009A: $2900 = create_actor_pedtype 7 model #HMYST at -652.5 -1497.5 -100.0 0173: set_actor $2900 z_angle_to 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 009A: $2901 = create_actor_pedtype 7 model #HMYST at -632.5 -1476.1 -100.0 0173: set_actor $2901 z_angle_to 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 009A: $2902 = create_actor_pedtype 7 model #HMYST at -643.2 -1467.1 -100.0 0173: set_actor $2902 z_angle_to 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 009A: $2903 = create_actor_pedtype 7 model #HMYST at -666.5 -1458.0 -100.0 0173: set_actor $2903 z_angle_to 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 009A: $2904 = create_actor_pedtype 7 model #HMYST at -678.8 -1486.3 -100.0 0173: set_actor $2904 z_angle_to 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 0004: $2881 = 1 // $ = int 0006: 11@ = 1 // @ = int :BARON3_9491 0051: return :BARON3_9493 00D6: if 0038: $2881 == 1 // $ == int 004D: jump_if_false @BARON3_10633 00D6: if 0039: 3@ == 0 // @ == int 004D: jump_if_false @BARON3_9704 00D6: if 8118: not actor 10@ dead 004D: jump_if_false @BARON3_9553 01CA: actor 10@ kill_player $PLAYER_CHAR :BARON3_9553 00D6: if 8118: not actor 9@ dead 004D: jump_if_false @BARON3_9577 01CA: actor 9@ kill_player $PLAYER_CHAR :BARON3_9577 00D6: if 8118: not actor 8@ dead 004D: jump_if_false @BARON3_9601 01CA: actor 8@ kill_player $PLAYER_CHAR :BARON3_9601 00D6: if 8118: not actor 7@ dead 004D: jump_if_false @BARON3_9625 01CA: actor 7@ kill_player $PLAYER_CHAR :BARON3_9625 00D6: if 8118: not actor 6@ dead 004D: jump_if_false @BARON3_9649 01CA: actor 6@ kill_player $PLAYER_CHAR :BARON3_9649 00D6: if 8118: not actor 5@ dead 004D: jump_if_false @BARON3_9673 01CA: actor 5@ kill_player $PLAYER_CHAR :BARON3_9673 00D6: if 8118: not actor 4@ dead 004D: jump_if_false @BARON3_9697 01CA: actor 4@ kill_player $PLAYER_CHAR :BARON3_9697 0006: 3@ = 1 // @ = int :BARON3_9704 00D6: if 0019: TIMERA > 1000 // @ > int 004D: jump_if_false @BARON3_10633 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 00D6: if 8118: not actor 10@ dead 004D: jump_if_false @BARON3_9804 00D6: if 8510: not actor 10@ path_is_clear $95 $96 $97 radius 4.0 004D: jump_if_false @BARON3_9804 009E: set_actor 10@ path $95 $96 $97 unknown 4.0 1 :BARON3_9804 00D6: if 8118: not actor 9@ dead 004D: jump_if_false @BARON3_9871 00D6: if 8510: not actor 9@ path_is_clear $95 $96 $97 radius 4.0 004D: jump_if_false @BARON3_9871 009E: set_actor 9@ path $95 $96 $97 unknown 4.0 1 :BARON3_9871 00D6: if 8118: not actor 8@ dead 004D: jump_if_false @BARON3_9938 00D6: if 8510: not actor 8@ path_is_clear $95 $96 $97 radius 4.0 004D: jump_if_false @BARON3_9938 009E: set_actor 8@ path $95 $96 $97 unknown 4.0 1 :BARON3_9938 00D6: if 8118: not actor 7@ dead 004D: jump_if_false @BARON3_10005 00D6: if 8510: not actor 7@ path_is_clear $95 $96 $97 radius 4.0 004D: jump_if_false @BARON3_10005 009E: set_actor 7@ path $95 $96 $97 unknown 4.0 1 :BARON3_10005 00D6: if 8118: not actor 6@ dead 004D: jump_if_false @BARON3_10072 00D6: if 8510: not actor 6@ path_is_clear $95 $96 $97 radius 4.0 004D: jump_if_false @BARON3_10072 009E: set_actor 6@ path $95 $96 $97 unknown 4.0 1 :BARON3_10072 00D6: if 8118: not actor 5@ dead 004D: jump_if_false @BARON3_10139 00D6: if 8510: not actor 5@ path_is_clear $95 $96 $97 radius 4.0 004D: jump_if_false @BARON3_10139 009E: set_actor 5@ path $95 $96 $97 unknown 4.0 1 :BARON3_10139 00D6: if 8118: not actor 4@ dead 004D: jump_if_false @BARON3_10206 00D6: if 8510: not actor 4@ path_is_clear $95 $96 $97 radius 4.0 004D: jump_if_false @BARON3_10206 009E: set_actor 4@ path $95 $96 $97 unknown 4.0 1 :BARON3_10206 00D6: if 0039: 11@ == 1 // @ == int 004D: jump_if_false @BARON3_10626 00D6: if 8118: not actor $2899 dead 004D: jump_if_false @BARON3_10291 00D6: if 8510: not actor $2899 path_is_clear $95 $96 $97 radius 4.0 004D: jump_if_false @BARON3_10291 009E: set_actor $2899 path $95 $96 $97 unknown 4.0 1 :BARON3_10291 00D6: if 8118: not actor $2900 dead 004D: jump_if_false @BARON3_10358 00D6: if 8510: not actor $2900 path_is_clear $95 $96 $97 radius 4.0 004D: jump_if_false @BARON3_10358 009E: set_actor $2900 path $95 $96 $97 unknown 4.0 1 :BARON3_10358 00D6: if 8118: not actor $2901 dead 004D: jump_if_false @BARON3_10425 00D6: if 8510: not actor $2901 path_is_clear $95 $96 $97 radius 4.0 004D: jump_if_false @BARON3_10425 009E: set_actor $2901 path $95 $96 $97 unknown 4.0 1 :BARON3_10425 00D6: if 8118: not actor $2902 dead 004D: jump_if_false @BARON3_10492 00D6: if 8510: not actor $2902 path_is_clear $95 $96 $97 radius 4.0 004D: jump_if_false @BARON3_10492 009E: set_actor $2902 path $95 $96 $97 unknown 4.0 1 :BARON3_10492 00D6: if 8118: not actor $2903 dead 004D: jump_if_false @BARON3_10559 00D6: if 8510: not actor $2903 path_is_clear $95 $96 $97 radius 4.0 004D: jump_if_false @BARON3_10559 009E: set_actor $2903 path $95 $96 $97 unknown 4.0 1 :BARON3_10559 00D6: if 8118: not actor $2904 dead 004D: jump_if_false @BARON3_10626 00D6: if 8510: not actor $2904 path_is_clear $95 $96 $97 radius 4.0 004D: jump_if_false @BARON3_10626 009E: set_actor $2904 path $95 $96 $97 unknown 4.0 1 :BARON3_10626 0006: TIMERA = 0 // @ = int :BARON3_10633 0051: return //-------------Mission 15--------------- // Originally: Supply & Demand :BARON4 0050: gosub @BARON4_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @BARON4_27 0050: gosub @BARON4_10284 :BARON4_27 0050: gosub @BARON4_10401 004E: end_thread :BARON4_36 0317: increment_mission_attempts 0004: $ONMISSION = 1 // $ = int 03A4: name_thread 'BARON4' 0001: wait 0 ms 054C: use_GXT_table 'BARON4' 058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 01B5: force_weather 0 0004: $33 = 0 // $ = int 0004: $34 = 0 // $ = int 0004: $38 = 0 // $ = int 0004: $39 = 0 // $ = int 0004: $40 = 0 // $ = int 0004: $41 = 0 // $ = int 0004: $42 = 0 // $ = int 0004: $43 = 0 // $ = int 0006: 6@ = 0 // @ = int 0004: $2912 = 0 // $ = int 0004: $2914 = 0 // $ = int 0004: $2915 = 0 // $ = int 0004: $2916 = 0 // $ = int 0004: $2917 = 0 // $ = int 0004: $2921 = 0 // $ = int 0004: $2922 = 0 // $ = int 04BB: select_interiour 2 // select render area 04F9: set_extra_colors 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 03CB: load_scene -378.3 -591.9 25.8 :BARON4_299 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ03 available 004D: jump_if_false @BARON4_344 0001: wait 0 ms 0002: jump @BARON4_299 :BARON4_344 0569: load_uncompressed_animation 'CSPLAY' 0569: load_uncompressed_animation 'CSDIAZ' 0569: load_uncompressed_animation 'DCFAN' 0569: load_uncompressed_animation 'DEAGL' 0569: load_uncompressed_animation '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: set_cutscene_anim 'DCFAN' to_loop 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 16.2 range 1.0 0055: put_player $PLAYER_CHAR at -412.3 -607.0 16.2 0171: set_player $PLAYER_CHAR z_angle_to 180.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :BARON4_617 00D6: if 001A: 3123 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON4_652 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON4_617 :BARON4_652 00BC: text_highpriority 'COK4_A' time 10000 1 :BARON4_667 00D6: if 001A: 5921 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON4_702 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON4_667 :BARON4_702 00BC: text_highpriority 'COK4_B' time 10000 1 :BARON4_717 00D6: if 001A: 7616 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON4_752 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON4_717 :BARON4_752 00BC: text_highpriority 'COK4_C' time 10000 1 :BARON4_767 00D6: if 001A: 14933 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON4_802 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON4_767 :BARON4_802 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @BARON4_847 058A: create_gun_flash_from -407.737 -559.252 18.852 to -404.218 -559.623 18.5 :BARON4_847 00D6: if 001A: 14966 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON4_882 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON4_847 :BARON4_882 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @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 00D6: if 001A: 15433 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON4_978 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON4_943 :BARON4_978 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @BARON4_1023 058A: create_gun_flash_from -407.729 -559.322 18.842 to -408.281 -559.653 18.5 :BARON4_1023 00D6: if 001A: 15466 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON4_1058 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON4_1023 :BARON4_1058 00D6: if 001A: 15656 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON4_1093 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON4_1058 :BARON4_1093 00BC: text_highpriority 'COK4_D' time 10000 1 :BARON4_1108 00D6: if 001A: 18764 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON4_1143 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON4_1108 :BARON4_1143 00BC: text_highpriority 'COK4_E' time 10000 1 :BARON4_1158 00D6: if 001A: 21799 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON4_1193 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON4_1158 :BARON4_1193 00BC: text_highpriority 'COK4_F' time 10000 1 :BARON4_1208 00D6: if 001A: 22980 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON4_1243 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON4_1208 :BARON4_1243 00BC: text_highpriority 'COK4_G' time 10000 1 :BARON4_1258 00D6: if 001A: 24759 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON4_1293 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON4_1258 :BARON4_1293 00BC: text_highpriority 'COK4_H' time 10000 1 :BARON4_1308 00D6: if 001A: 26995 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON4_1343 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON4_1308 :BARON4_1343 00BC: text_highpriority 'COK4_I' time 10000 1 :BARON4_1358 00D6: if 001A: 31939 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON4_1393 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON4_1358 :BARON4_1393 00BC: text_highpriority 'COK4_J' time 10000 1 :BARON4_1408 00D6: if 001A: 35149 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON4_1445 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON4_1408 :BARON4_1445 00BC: text_highpriority 'COK4_K' time 10000 1 :BARON4_1460 00D6: if 001A: 40362 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON4_1497 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON4_1460 :BARON4_1497 00BC: text_highpriority 'COK4_L' time 10000 1 :BARON4_1512 00D6: if 001A: 44300 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON4_1549 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON4_1512 :BARON4_1549 00BC: text_highpriority 'COK4_M' time 10000 1 :BARON4_1564 00D6: if 001A: 47740 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON4_1601 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON4_1564 :BARON4_1601 00BC: text_highpriority 'COK4_N' time 10000 1 :BARON4_1616 00D6: if 001A: 50131 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON4_1653 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON4_1616 :BARON4_1653 00BC: text_highpriority 'COK4_O' time 10000 1 :BARON4_1668 00D6: if 001A: 52131 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON4_1705 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON4_1668 :BARON4_1705 00BE: text_clear_all :BARON4_1707 00D6: if 001A: 56064 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON4_1744 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON4_1707 :BARON4_1744 016A: fade 0 1500 ms 00BE: text_clear_all :BARON4_1753 00D6: if 016B: fading 004D: jump_if_false @BARON4_1777 0001: wait 0 ms 0002: jump @BARON4_1753 :BARON4_1777 03AD: set_rubbish 1 02EA: end_cutscene 0373: set_camera_directly_behind_player 04FA: clear_extra_colors_with_fade 0 0296: unload_special_actor 1 0296: unload_special_actor 2 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 03AE: remove_objects_from_cube -406.8 -552.0 25.0 -437.9 -569.4 10.0 04BB: select_interiour 0 // select render area 03CB: load_scene -412.3 -607.0 16.2 0001: wait 500 ms 016A: fade 1 1500 ms 00BC: text_highpriority 'COK4_31' time 5000 2 018A: 4@ = create_checkpoint_at -378.6 -649.8 10.6 03BC: $2905 = create_sphere -378.6 -649.8 10.6 4.0 0247: request_model #SQUALO 0247: request_model #SPEEDER 0247: request_model #MARQUIS 0247: request_model #RUGER 0247: request_model #CBA :BARON4_1961 00D6: if or 8248: not model #SQUALO available 8248: not model #SPEEDER available 8248: not model #MARQUIS available 8248: not model #RUGER available 8248: not model #CBA available 004D: jump_if_false @BARON4_2007 0001: wait 0 ms 0002: jump @BARON4_1961 :BARON4_2007 00A5: $64 = create_car #SQUALO at -378.5 -660.0 5.6 0175: set_car $64 z_angle_to 270.0 :BARON4_2040 00D6: if 80F5: not player $PLAYER_CHAR 0 -378.5 -660.0 5.6 radius 16.5 11.5 8.0 004D: jump_if_false @BARON4_2137 0001: wait 0 ms 00D6: if 0119: car $64 wrecked 004D: jump_if_false @BARON4_2130 00BC: text_highpriority 'COK4_33' time 5000 2 0002: jump @BARON4_10284 :BARON4_2130 0002: jump @BARON4_2040 :BARON4_2137 03BD: destroy_sphere $2905 01BD: $29 = current_time_in_ms 0004: $30 = 0 // $ = int :BARON4_2154 00D6: if and 83EE: not player $PLAYER_CHAR controllable 001A: 5000 > $30 // int > $ 004D: jump_if_false @BARON4_2210 0001: wait 0 ms 01BD: $28 = current_time_in_ms 0084: $30 = $28 // $ = $ int 0060: $30 -= $29 // $ -= $ int 0002: jump @BARON4_2154 :BARON4_2210 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms :BARON4_2230 00D6: if 016B: fading 004D: jump_if_false @BARON4_2254 0001: wait 0 ms 0002: jump @BARON4_2230 :BARON4_2254 00D6: if 8119: not car $64 wrecked 004D: jump_if_false @BARON4_2307 00AB: put_car $64 at -378.5 -659.5 4.3 0175: set_car $64 z_angle_to 270.0 0519: lock_vehicle $64 in_current_position 1 :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 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 004D: jump_if_false @BARON4_2387 0001: wait 0 ms 0002: jump @BARON4_2353 :BARON4_2387 02E4: load_cutscene_data 'COK_4A2' 0395: clear_area 1 at -378.6 -552.6 25.5 range 15.0 0395: clear_area 1 at -379.0 -564.6 19.8 range 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: attach_cutscene_object_to_car $125 $64 054B: attach_cutscene_object_to_car $136 $64 0395: clear_area 1 at -378.8 -656.8 6.9 range 2.0 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @BARON4_2592 012A: put_player $PLAYER_CHAR at -378.8 -656.8 6.9 and_remove_from_car 0002: 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 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :BARON4_2644 00D6: if 001A: 4823 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON4_2679 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON4_2644 :BARON4_2679 00BC: text_highpriority 'COK4_P' time 10000 1 :BARON4_2694 00D6: if 001A: 8992 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON4_2729 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON4_2694 :BARON4_2729 00BC: text_highpriority 'COK4_Q' time 10000 1 :BARON4_2744 00D6: if 001A: 12753 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON4_2779 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON4_2744 :BARON4_2779 00BC: text_highpriority 'COK4_R' time 10000 1 :BARON4_2794 00D6: if 001A: 16046 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON4_2829 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON4_2794 :BARON4_2829 00BC: text_highpriority 'COK4_S' time 10000 1 :BARON4_2844 00D6: if 001A: 18611 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON4_2879 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON4_2844 :BARON4_2879 00BC: text_highpriority 'COK4_T' time 10000 1 :BARON4_2894 00D6: if 001A: 20832 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON4_2929 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON4_2894 :BARON4_2929 00BC: text_highpriority 'COK4_U' time 10000 1 :BARON4_2944 00D6: if 001A: 21443 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON4_2979 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON4_2944 :BARON4_2979 00BC: text_highpriority 'COK4_V' time 10000 1 :BARON4_2994 00D6: if 001A: 22443 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON4_3029 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON4_2994 :BARON4_3029 00BE: text_clear_all :BARON4_3031 00D6: if 001A: 22984 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON4_3066 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON4_3031 :BARON4_3066 016A: fade 0 1500 ms 00BE: text_clear_all :BARON4_3075 00D6: if 016B: fading 004D: jump_if_false @BARON4_3099 0001: wait 0 ms 0002: jump @BARON4_3075 :BARON4_3099 03CB: load_scene -378.8 -656.8 6.9 00D6: if 8119: not car $64 wrecked 004D: jump_if_false @BARON4_3139 0519: lock_vehicle $64 in_current_position 0 :BARON4_3139 03AD: set_rubbish 1 02EA: end_cutscene 0373: set_camera_directly_behind_player 0296: unload_special_actor 1 0296: unload_special_actor 2 00D6: if 8119: not car $64 wrecked 004D: jump_if_false @BARON4_3293 00AB: put_car $64 at -378.5 -661.0 4.3 009A: $LANCE_VANCE = create_actor_pedtype 4 model #SPECIAL03 at -380.0 -655.0 6.9 01ED: clear_actor $LANCE_VANCE threat_search 0482: set_threat_reaction_range_multiplier 3.0 0446: set_actor $LANCE_VANCE dismemberment_possible 0 04F5: set_actor $LANCE_VANCE as_player_friend $PLAYER_CHAR flag 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 0173: set_actor $LANCE_VANCE z_angle_to 270.0 :BARON4_3293 0001: wait 500 ms 016A: fade 1 1500 ms 00D6: if 0119: car $64 wrecked 004D: jump_if_false @BARON4_3335 0002: jump @BARON4_10284 0002: jump @BARON4_3356 :BARON4_3335 0186: $65 = create_marker_above_car $64 0164: disable_marker 4@ 0369: put_player $PLAYER_CHAR in_car $64 :BARON4_3356 00D6: if 80DC: not player $PLAYER_CHAR in_car $64 004D: jump_if_false @BARON4_3462 0001: wait 0 ms 00D6: if 0119: car $64 wrecked 004D: jump_if_false @BARON4_3417 00BC: text_highpriority 'COK4_33' time 5000 2 0002: jump @BARON4_10284 :BARON4_3417 00D6: if 0118: actor $LANCE_VANCE dead 004D: jump_if_false @BARON4_3455 00BC: text_highpriority 'COK2_26' time 5000 2 0002: jump @BARON4_10284 :BARON4_3455 0002: jump @BARON4_3356 :BARON4_3462 01EB: set_traffic_density_multiplier_to 0.0 03DE: set_pedestrians_density_multiplier_to 0.0 0164: disable_marker 4@ 018A: 4@ = create_checkpoint_at 324.0 604.0 6.0 0164: disable_marker $65 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 03CF: load_wav 'COK4_8' as 1 03CB: load_scene -274.6 -696.6 9.1 015F: set_camera_position -275.577 -697.145 9.22 rotation 0.0 0.0 0.0 0160: point_camera -274.699 -696.673 9.139 switchstyle 2 00A5: 0@ = create_car #SPEEDER at -295.5 -685.8 5.6 0129: 7@ = create_actor 4 #CBA in_car 0@ driverseat 0175: set_car 0@ z_angle_to 270.0 02D3: boat 0@ drive_to 90.0 -664.2 5.6 02DB: set_boat 0@ speed_to 40.0 00A5: 1@ = create_car #SPEEDER at -281.1 -737.5 5.6 0129: 8@ = create_actor 4 #CBA in_car 1@ driverseat 0175: set_car 1@ z_angle_to 330.0 02D3: boat 1@ drive_to -116.7 -458.3 5.6 02DB: set_boat 1@ speed_to 40.0 0001: wait 1000 ms 00A5: 2@ = create_car #SPEEDER at -291.8 -750.9 5.6 0129: 9@ = create_actor 4 #CBA in_car 2@ driverseat 0175: set_car 2@ z_angle_to 330.0 02D3: boat 2@ drive_to -116.7 -458.3 5.6 02DB: set_boat 2@ speed_to 40.0 00A5: 3@ = create_car #SPEEDER at -309.5 -686.4 5.6 0129: 10@ = create_actor 4 #CBA in_car 3@ driverseat 0175: set_car 3@ z_angle_to 270.0 02D3: boat 3@ drive_to 90.0 -664.2 5.6 02DB: set_boat 3@ speed_to 40.0 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @BARON4_3936 03D1: play_wav 1 00BC: text_highpriority 'COK4_8' time 5000 2 :BARON4_3936 0001: wait 2000 ms 00BC: text_highpriority 'COK4_28' time 5000 2 0001: wait 3000 ms 00D6: if 8119: not car $64 wrecked 004D: jump_if_false @BARON4_4002 0175: set_car $64 z_angle_to 270.0 02AC: set_car $64 immunities 1 1 1 0 0 :BARON4_4002 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 02EB: restore_camera_with_jumpcut 00D6: if 0119: car $64 wrecked 004D: jump_if_false @BARON4_4038 0002: jump @BARON4_10284 :BARON4_4038 00D6: 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 in_car $64 004D: jump_if_false @BARON4_5595 0001: wait 0 ms 00D6: if 0119: car $64 wrecked 004D: jump_if_false @BARON4_4128 0002: jump @BARON4_10284 0002: jump @BARON4_4165 :BARON4_4128 00D6: if 01F4: car $64 flipped 004D: jump_if_false @BARON4_4165 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @BARON4_4165 0465: remove_actor $LANCE_VANCE from_turret_mode :BARON4_4165 00D6: if 0118: actor $LANCE_VANCE dead 004D: jump_if_false @BARON4_4203 00BC: text_highpriority 'COK2_26' time 5000 2 0002: jump @BARON4_10284 :BARON4_4203 00D6: if 8118: not actor 7@ dead 004D: jump_if_false @BARON4_4289 00D6: if 00FE: actor 7@ 0 324.0 604.0 6.0 radius 30.0 30.0 20.0 004D: jump_if_false @BARON4_4289 00BC: text_highpriority 'COK4_32' time 5000 2 0002: jump @BARON4_10284 :BARON4_4289 00D6: if 8118: not actor 8@ dead 004D: jump_if_false @BARON4_4375 00D6: if 00FE: actor 8@ 0 324.0 604.0 6.0 radius 30.0 30.0 20.0 004D: jump_if_false @BARON4_4375 00BC: text_highpriority 'COK4_32' time 5000 2 0002: jump @BARON4_10284 :BARON4_4375 00D6: if 8118: not actor 9@ dead 004D: jump_if_false @BARON4_4461 00D6: if 00FE: actor 9@ 0 324.0 604.0 6.0 radius 30.0 30.0 20.0 004D: jump_if_false @BARON4_4461 00BC: text_highpriority 'COK4_32' time 5000 2 0002: jump @BARON4_10284 :BARON4_4461 00D6: if 8118: not actor 10@ dead 004D: jump_if_false @BARON4_4547 00D6: if 00FE: actor 10@ 0 324.0 604.0 6.0 radius 30.0 30.0 20.0 004D: jump_if_false @BARON4_4547 00BC: text_highpriority 'COK4_32' time 5000 2 0002: jump @BARON4_10284 :BARON4_4547 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @BARON4_4625 00D6: if 8119: not car 0@ wrecked 004D: jump_if_false @BARON4_4625 00D6: if 0202: actor $LANCE_VANCE near_car 0@ radius 20.0 20.0 sphere 0 004D: jump_if_false @BARON4_4625 01D9: actor $LANCE_VANCE destroy_car 0@ 0050: gosub @BARON4_10545 :BARON4_4625 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @BARON4_4703 00D6: if 8119: not car 1@ wrecked 004D: jump_if_false @BARON4_4703 00D6: if 0202: actor $LANCE_VANCE near_car 1@ radius 20.0 20.0 sphere 0 004D: jump_if_false @BARON4_4703 01D9: actor $LANCE_VANCE destroy_car 1@ 0050: gosub @BARON4_10545 :BARON4_4703 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @BARON4_4781 00D6: if 8119: not car 2@ wrecked 004D: jump_if_false @BARON4_4781 00D6: if 0202: actor $LANCE_VANCE near_car 2@ radius 20.0 20.0 sphere 0 004D: jump_if_false @BARON4_4781 01D9: actor $LANCE_VANCE destroy_car 2@ 0050: gosub @BARON4_10545 :BARON4_4781 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @BARON4_4859 00D6: if 8119: not car 3@ wrecked 004D: jump_if_false @BARON4_4859 00D6: if 0202: actor $LANCE_VANCE near_car 3@ radius 20.0 20.0 sphere 0 004D: jump_if_false @BARON4_4859 01D9: actor $LANCE_VANCE destroy_car 3@ 0050: gosub @BARON4_10545 :BARON4_4859 00D6: if 0019: TIMERA > 100 // @ > int 004D: jump_if_false @BARON4_5008 00D6: if 8119: not car 0@ wrecked 004D: jump_if_false @BARON4_4908 008A: $2907 = 0@ // $ = @ int 0050: gosub @BARON4_10693 :BARON4_4908 00D6: if 8119: not car 1@ wrecked 004D: jump_if_false @BARON4_4939 008A: $2907 = 1@ // $ = @ int 0050: gosub @BARON4_11385 :BARON4_4939 00D6: if 8119: not car 2@ wrecked 004D: jump_if_false @BARON4_4970 008A: $2907 = 2@ // $ = @ int 0050: gosub @BARON4_11385 :BARON4_4970 00D6: if 8119: not car 3@ wrecked 004D: jump_if_false @BARON4_5001 008A: $2907 = 3@ // $ = @ int 0050: gosub @BARON4_10693 :BARON4_5001 0006: TIMERA = 0 // @ = int :BARON4_5008 00D6: if 0038: $38 == 0 // $ == int 004D: jump_if_false @BARON4_5188 00D6: if 0038: $33 == 0 // $ == int 004D: jump_if_false @BARON4_5082 03CF: load_wav 'COK4_1' as 1 03CF: load_wav 'COK4_3' as 2 0004: $33 = 1 // $ = int 0002: jump @BARON4_5089 :BARON4_5082 0050: gosub @BARON4_12847 :BARON4_5089 00D6: if 0038: $34 == 1 // $ == int 004D: jump_if_false @BARON4_5188 03D1: play_wav 1 00BC: text_highpriority 'COK4_1' time 5000 2 00D6: if 03D2: wav 1 ended 004D: jump_if_false @BARON4_5188 03D1: play_wav 2 00BC: text_highpriority 'COK4_3' time 5000 2 0004: $38 = 1 // $ = int 0004: $33 = 0 // $ = int 0004: $34 = 0 // $ = int 0006: TIMERB = 0 // @ = int :BARON4_5188 00D6: if and 0038: $38 == 1 // $ == int 0038: $39 == 0 // $ == int 0019: TIMERB > 2000 // @ > int 004D: jump_if_false @BARON4_5388 00D6: if 0038: $33 == 0 // $ == int 004D: jump_if_false @BARON4_5277 03CF: load_wav 'COK4_4' as 1 03CF: load_wav 'COK4_5' as 2 0004: $33 = 1 // $ = int 0002: jump @BARON4_5284 :BARON4_5277 0050: gosub @BARON4_12847 :BARON4_5284 00D6: if 0038: $34 == 1 // $ == int 004D: jump_if_false @BARON4_5388 03D1: play_wav 1 00BC: text_highpriority 'COK4_4' time 5000 2 00D6: if 03D2: wav 1 ended 004D: jump_if_false @BARON4_5388 0001: wait 500 ms 03D1: play_wav 2 00BC: text_highpriority 'COK4_5' time 5000 2 0004: $39 = 1 // $ = int 0004: $33 = 0 // $ = int 0004: $34 = 0 // $ = int 0006: TIMERB = 0 // @ = int :BARON4_5388 00D6: if 00F5: player $PLAYER_CHAR 0 324.0 604.0 6.0 radius 200.0 200.0 20.0 004D: jump_if_false @BARON4_5565 00D6: if 0038: $2921 == 0 // $ == int 004D: jump_if_false @BARON4_5509 00A5: 5@ = create_car #MARQUIS at 324.0 604.0 6.0 0175: set_car 5@ z_angle_to 60.0 0186: $2906 = create_marker_above_car 5@ 018B: set_marker $2906 display 1 0004: $2921 = 1 // $ = int :BARON4_5509 00D6: if 0038: $2921 == 1 // $ == int 004D: jump_if_false @BARON4_5565 00D6: if 0119: car 5@ wrecked 004D: jump_if_false @BARON4_5565 00BC: text_highpriority 'COK4_33' time 5000 2 0002: jump @BARON4_10284 :BARON4_5565 00D6: if 0119: car $64 wrecked 004D: jump_if_false @BARON4_5588 0002: jump @BARON4_10284 :BARON4_5588 0002: jump @BARON4_4038 :BARON4_5595 0164: disable_marker 4@ 018A: $14 = create_checkpoint_at -366.6 -660.1 5.6 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 00D6: if 8119: not car $64 wrecked 004D: jump_if_false @BARON4_5662 02D4: car $64 turn_off_engine 02DB: set_boat $64 speed_to 0.0 :BARON4_5662 0247: request_model #SPARROW 0247: request_model #RUGER 0247: request_model #BARREL4 0247: request_model #TEC9 0247: request_model #UZI 015F: set_camera_position 278.74 579.153 26.07 rotation 0.0 0.0 0.0 0160: point_camera 279.551 579.66 25.78 switchstyle 2 0001: wait 500 ms 016A: fade 0 1500 ms :BARON4_5749 00D6: if 016B: fading 004D: jump_if_false @BARON4_5773 0001: wait 0 ms 0002: jump @BARON4_5749 :BARON4_5773 00D6: if or 8248: not model #SPARROW available 8248: not model #RUGER available 8248: not model #BARREL4 available 8248: not model #TEC9 available 8248: not model #UZI available 004D: jump_if_false @BARON4_5819 0001: wait 0 ms 0002: jump @BARON4_5773 :BARON4_5819 02EB: restore_camera_with_jumpcut 00D6: if 8119: not car $64 wrecked 004D: jump_if_false @BARON4_5884 00D6: if 00DC: player $PLAYER_CHAR in_car $64 004D: jump_if_false @BARON4_5884 012A: put_player $PLAYER_CHAR at 260.4 -1292.5 -100.0 and_remove_from_car 0224: set_car $64 health_to 1500 :BARON4_5884 009B: destroy_actor_instantly $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: set_actor $LANCE_VANCE as_player_friend $PLAYER_CHAR flag 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' 0050: gosub @BARON4_12875 00D6: if 8119: not car 0@ wrecked 004D: jump_if_false @BARON4_6125 00AB: put_car 0@ at 326.3 570.9 5.6 0175: set_car 0@ z_angle_to 140.0 02D3: boat 0@ drive_to 286.2 482.0 5.6 02DB: set_boat 0@ speed_to 24.0 009A: 11@ = create_actor_pedtype 4 model #CBA at 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 0224: set_car 0@ health_to 1000 :BARON4_6125 00A6: destroy_car 1@ 009B: destroy_actor_instantly 8@ 00D6: if 8119: not car 2@ wrecked 004D: jump_if_false @BARON4_6283 00AB: put_car 2@ at 333.0 560.4 5.6 0175: set_car 2@ z_angle_to 140.0 02D3: boat 2@ drive_to 286.2 482.0 5.6 02DB: set_boat 2@ speed_to 24.0 009A: 12@ = create_actor_pedtype 4 model #CBA at 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 0224: set_car 2@ health_to 1000 :BARON4_6283 00D6: if 8119: not car 3@ wrecked 004D: jump_if_false @BARON4_6411 00AB: put_car 3@ at 292.0 130.2 5.6 0175: set_car 3@ z_angle_to 180.0 02DB: set_boat 3@ speed_to 0.0 009A: 13@ = create_actor_pedtype 4 model #CBA at 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 0224: set_car 3@ health_to 1000 :BARON4_6411 00A5: $2918 = create_car #SPARROW at 473.9 90.0 65.0 0175: set_car $2918 z_angle_to 180.0 0519: lock_vehicle $2918 in_current_position 1 04DF: set_heli $2918 lean_and_thrust_limiter 1 0129: 8@ = create_actor 4 #CBA in_car $2918 driverseat 009A: $2920 = create_actor_pedtype 4 model #CBA at -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 00D6: if 0119: car $64 wrecked 004D: jump_if_false @BARON4_6571 0002: jump @BARON4_10284 :BARON4_6571 0164: disable_marker $2906 00A6: destroy_car 5@ 0249: release_model #MARQUIS 02DB: set_boat $64 speed_to 26.0 00AB: put_car $64 at 336.2 540.9 5.6 0175: set_car $64 z_angle_to 140.0 02AC: set_car $64 immunities 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 0001: wait 1500 ms 016A: fade 1 1500 ms 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 00BC: text_highpriority 'COK4_34' time 5000 2 0004: $33 = 0 // $ = int 0004: $34 = 0 // $ = int 0004: $38 = 0 // $ = int 0004: $39 = 0 // $ = int 0004: $40 = 0 // $ = int 0006: TIMERB = 0 // @ = int :BARON4_6756 00D6: if 80F5: not player $PLAYER_CHAR 0 -378.5 -660.0 5.6 radius 16.0 16.0 6.0 004D: jump_if_false @BARON4_9450 0001: wait 0 ms 00D6: if 0119: car $64 wrecked 004D: jump_if_false @BARON4_6848 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0322: kill_player $PLAYER_CHAR 0002: jump @BARON4_10284 0002: jump @BARON4_6869 :BARON4_6848 00D6: if 01F4: car $64 flipped 004D: jump_if_false @BARON4_6869 0465: remove_actor $PLAYER_ACTOR from_turret_mode :BARON4_6869 00D6: if 8119: not car $64 wrecked 004D: jump_if_false @BARON4_7048 00D6: if 82BF: not car $64 sunk 004D: jump_if_false @BARON4_6965 00D6: if 01C1: car $64 stopped 004D: jump_if_false @BARON4_6965 0227: $2913 = car $64 health 000C: $2913 -= 1 // $ -= int 00D6: if 001A: 1 > $2913 // int > $ 004D: jump_if_false @BARON4_6957 0004: $2913 = 1 // $ = int :BARON4_6957 0224: set_car $64 health_to $2913 :BARON4_6965 00D6: if 8119: not car $64 wrecked 004D: jump_if_false @BARON4_7048 00D6: if 8185: not car $64 health >= 250 004D: jump_if_false @BARON4_7048 0227: $2913 = car $64 health 000C: $2913 -= 1 // $ -= int 00D6: if 001A: 1 > $2913 // int > $ 004D: jump_if_false @BARON4_7040 0004: $2913 = 1 // $ = int :BARON4_7040 0224: set_car $64 health_to $2913 :BARON4_7048 00D6: if 0118: actor $LANCE_VANCE dead 004D: jump_if_false @BARON4_7086 00BC: text_highpriority 'COK2_26' time 5000 2 0002: jump @BARON4_10284 :BARON4_7086 0050: gosub @BARON4_12875 00D6: if 0019: TIMERA > 300 // @ > int 004D: jump_if_false @BARON4_7915 00D6: if 8118: not actor 7@ dead 004D: jump_if_false @BARON4_7240 00D6: if 8119: not car 0@ wrecked 004D: jump_if_false @BARON4_7233 00D6: if 0118: actor 9@ dead 004D: jump_if_false @BARON4_7218 00D6: if 01FC: player $PLAYER_CHAR near_car 0@ radius 20.0 20.0 0 004D: jump_if_false @BARON4_7208 02DB: set_boat 0@ speed_to 26.0 0002: jump @BARON4_7218 :BARON4_7208 02DB: set_boat 0@ speed_to 32.0 :BARON4_7218 008A: $2907 = 0@ // $ = @ int 0050: gosub @BARON4_12155 :BARON4_7233 0002: jump @BARON4_7266 :BARON4_7240 00D6: if 8119: not car 0@ wrecked 004D: jump_if_false @BARON4_7266 02DB: set_boat 0@ speed_to 0.0 :BARON4_7266 00D6: if 0118: actor 11@ dead 004D: jump_if_false @BARON4_7287 0465: remove_actor 11@ from_turret_mode :BARON4_7287 00D6: if 8118: not actor 9@ dead 004D: jump_if_false @BARON4_7399 00D6: if 8119: not car 2@ wrecked 004D: jump_if_false @BARON4_7392 00D6: if 01FC: player $PLAYER_CHAR near_car 2@ radius 20.0 20.0 0 004D: jump_if_false @BARON4_7367 02DB: set_boat 2@ speed_to 26.0 0002: jump @BARON4_7377 :BARON4_7367 02DB: set_boat 2@ speed_to 32.0 :BARON4_7377 008A: $2907 = 2@ // $ = @ int 0050: gosub @BARON4_12155 :BARON4_7392 0002: jump @BARON4_7425 :BARON4_7399 00D6: if 8119: not car 2@ wrecked 004D: jump_if_false @BARON4_7425 02DB: set_boat 2@ speed_to 0.0 :BARON4_7425 00D6: if 0118: actor 12@ dead 004D: jump_if_false @BARON4_7446 0465: remove_actor 12@ from_turret_mode :BARON4_7446 00D6: if 8118: not actor 10@ dead 004D: jump_if_false @BARON4_7622 00D6: if 8119: not car 3@ wrecked 004D: jump_if_false @BARON4_7615 00D6: if 0019: TIMERB > 8000 // @ > int 004D: jump_if_false @BARON4_7615 00D6: if 0038: $2914 == 0 // $ == int 004D: jump_if_false @BARON4_7542 02D3: boat 3@ drive_to 419.5 -21.8 5.6 0004: $2914 = 1 // $ = int :BARON4_7542 008A: $2907 = 3@ // $ = @ int 00D6: if 01FC: player $PLAYER_CHAR near_car 3@ radius 20.0 20.0 0 004D: jump_if_false @BARON4_7598 02DB: set_boat 3@ speed_to 30.0 0002: jump @BARON4_7608 :BARON4_7598 02DB: set_boat 3@ speed_to 19.0 :BARON4_7608 0050: gosub @BARON4_12155 :BARON4_7615 0002: jump @BARON4_7648 :BARON4_7622 00D6: if 8119: not car 3@ wrecked 004D: jump_if_false @BARON4_7648 02DB: set_boat 3@ speed_to 0.0 :BARON4_7648 00D6: if 0118: actor 13@ dead 004D: jump_if_false @BARON4_7669 0465: remove_actor 13@ from_turret_mode :BARON4_7669 00D6: if 8119: not car $64 wrecked 004D: jump_if_false @BARON4_7700 0084: $2907 = $64 // $ = $ int 0050: gosub @BARON4_12155 :BARON4_7700 00D6: if 0038: $39 == 1 // $ == int 004D: jump_if_false @BARON4_7908 00D6: if 8119: not car $2918 wrecked 004D: jump_if_false @BARON4_7908 00D6: if 0038: $2922 == 0 // $ == int 004D: jump_if_false @BARON4_7819 0519: lock_vehicle $2918 in_current_position 0 04BA: set_car $2918 speed_instantly 20.0 00D6: if 8118: not actor $2920 dead 004D: jump_if_false @BARON4_7807 01D9: actor $2920 destroy_car $64 02E2: set_actor $2920 weapon_accuracy_to 40 0002: jump @BARON4_7812 :BARON4_7807 0465: remove_actor $2920 from_turret_mode :BARON4_7812 0004: $2922 = 1 // $ = int :BARON4_7819 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 0009: $97 += 10.0 // $ += float 000D: $96 -= 4.0 // $ -= float 00D6: if 8118: not actor 8@ dead 004D: jump_if_false @BARON4_7892 04A2: heli $2918 fly_to $95 $96 $97 speed 75 0002: jump @BARON4_7908 :BARON4_7892 04A2: heli $2918 fly_to $95 $96 $97 speed 0 :BARON4_7908 0006: TIMERA = 0 // @ = int :BARON4_7915 00D6: if 0038: $38 == 0 // $ == int 004D: jump_if_false @BARON4_8093 00D6: if 0038: $33 == 0 // $ == int 004D: jump_if_false @BARON4_7989 03CF: load_wav 'COK4_12' as 1 03CF: load_wav 'COK4_13' as 2 0004: $33 = 1 // $ = int 0002: jump @BARON4_7996 :BARON4_7989 0050: gosub @BARON4_12847 :BARON4_7996 00D6: if 0038: $34 == 1 // $ == int 004D: jump_if_false @BARON4_8093 03D1: play_wav 1 00BC: text_highpriority 'COK4_12' time 5000 2 00D6: if 03D2: wav 1 ended 004D: jump_if_false @BARON4_8093 0001: wait 500 ms 03D1: play_wav 2 00BC: text_highpriority 'COK4_13' time 5000 2 0004: $38 = 1 // $ = int 0004: $33 = 0 // $ = int 0004: $34 = 0 // $ = int :BARON4_8093 00D6: if 00E3: player $PLAYER_CHAR 0 416.0 -76.1 radius 40.0 40.0 004D: jump_if_false @BARON4_8649 00D6: if 0038: $2912 == 0 // $ == int 004D: jump_if_false @BARON4_8500 00D6: if 8119: not car $64 wrecked 004D: jump_if_false @BARON4_8500 0107: $2923 = create_object #BARREL4 at 396.3 -178.9 6.4 0107: $2924 = create_object #BARREL4 at 395.3 -184.6 6.4 009A: $2908 = create_actor_pedtype 4 model #CBA at 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 0223: set_actor $2908 health_to 50 009A: $2909 = create_actor_pedtype 4 model #CBA at 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 0223: set_actor $2909 health_to 50 009A: $2910 = create_actor_pedtype 4 model #CBA at 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 0223: set_actor $2910 health_to 50 009A: $2911 = create_actor_pedtype 4 model #CBA at 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 0223: set_actor $2911 health_to 50 0004: $2912 = 1 // $ = int :BARON4_8500 00D6: if and 0038: $38 == 1 // $ == int 0038: $39 == 0 // $ == int 004D: jump_if_false @BARON4_8649 00D6: if 0038: $33 == 0 // $ == int 004D: jump_if_false @BARON4_8569 03CF: load_wav 'COK4_20' as 1 0004: $33 = 1 // $ = int 0002: jump @BARON4_8576 :BARON4_8569 0050: gosub @BARON4_12847 :BARON4_8576 00D6: if 0038: $34 == 1 // $ == int 004D: jump_if_false @BARON4_8649 03D1: play_wav 1 00BC: text_highpriority 'COK4_20' time 3000 2 00D6: if 03D2: wav 1 ended 004D: jump_if_false @BARON4_8649 0004: $39 = 1 // $ = int 0004: $33 = 0 // $ = int 0004: $34 = 0 // $ = int :BARON4_8649 00D6: if 8119: not car 3@ wrecked 004D: jump_if_false @BARON4_8845 00D6: if 01FC: player $PLAYER_CHAR near_car 3@ radius 65.0 65.0 0 004D: jump_if_false @BARON4_8845 00D6: if and 0038: $39 == 1 // $ == int 0038: $40 == 0 // $ == int 004D: jump_if_false @BARON4_8845 00D6: if 0038: $33 == 0 // $ == int 004D: jump_if_false @BARON4_8765 03CF: load_wav 'COK4_19' as 1 0004: $33 = 1 // $ = int 0002: jump @BARON4_8772 :BARON4_8765 0050: gosub @BARON4_12847 :BARON4_8772 00D6: if 0038: $34 == 1 // $ == int 004D: jump_if_false @BARON4_8845 03D1: play_wav 1 00BC: text_highpriority 'COK4_19' time 2000 2 00D6: if 03D2: wav 1 ended 004D: jump_if_false @BARON4_8845 0004: $40 = 1 // $ = int 0004: $33 = 0 // $ = int 0004: $34 = 0 // $ = int :BARON4_8845 00D6: if 0019: TIMERB > 6000 // @ > int 004D: jump_if_false @BARON4_9443 00D6: if 0038: $38 == 1 // $ == int 004D: jump_if_false @BARON4_9443 00D6: if and 02DF: player $PLAYER_CHAR aggressive 031E: vehicle 2@ hit_by_weapon 27 004D: jump_if_false @BARON4_9047 00D6: if 0038: $2916 == 0 // $ == int 004D: jump_if_false @BARON4_9047 00D6: if 0038: $33 == 0 // $ == int 004D: jump_if_false @BARON4_8967 03CF: load_wav 'COK4_16' as 2 0004: $33 = 1 // $ = int 0002: jump @BARON4_8974 :BARON4_8967 0050: gosub @BARON4_12847 :BARON4_8974 00D6: if 0038: $34 == 1 // $ == int 004D: jump_if_false @BARON4_9047 03D1: play_wav 2 00BC: text_highpriority 'COK4_16' time 3000 2 00D6: if 03D2: wav 2 ended 004D: jump_if_false @BARON4_9047 0004: $2916 = 1 // $ = int 0004: $33 = 0 // $ = int 0004: $34 = 0 // $ = int :BARON4_9047 00D6: if and 02DF: player $PLAYER_CHAR aggressive 031E: vehicle 0@ hit_by_weapon 27 004D: jump_if_false @BARON4_9230 00D6: if 0038: $2916 == 1 // $ == int 004D: jump_if_false @BARON4_9230 00D6: if 0038: $2917 == 0 // $ == int 004D: jump_if_false @BARON4_9230 00D6: if 0038: $33 == 0 // $ == int 004D: jump_if_false @BARON4_9150 03CF: load_wav 'COK4_15' as 2 0004: $33 = 1 // $ = int 0002: jump @BARON4_9157 :BARON4_9150 0050: gosub @BARON4_12847 :BARON4_9157 00D6: if 0038: $34 == 1 // $ == int 004D: jump_if_false @BARON4_9230 03D1: play_wav 2 00BC: text_highpriority 'COK4_15' time 3000 2 00D6: if 03D2: wav 2 ended 004D: jump_if_false @BARON4_9230 0004: $2917 = 1 // $ = int 0004: $33 = 0 // $ = int 0004: $34 = 0 // $ = int :BARON4_9230 00D6: if 0038: $40 == 1 // $ == int 004D: jump_if_false @BARON4_9443 00D6: if and 02DF: player $PLAYER_CHAR aggressive 031E: vehicle 3@ hit_by_weapon 27 004D: jump_if_false @BARON4_9443 00D6: if 0038: $2915 == 0 // $ == int 004D: jump_if_false @BARON4_9443 00D6: if 0038: $33 == 0 // $ == int 004D: jump_if_false @BARON4_9333 03CF: load_wav 'COK4_14' as 2 0004: $33 = 1 // $ = int 0002: jump @BARON4_9340 :BARON4_9333 0050: gosub @BARON4_12847 :BARON4_9340 00D6: if 0038: $34 == 1 // $ == int 004D: jump_if_false @BARON4_9443 03D1: play_wav 2 00BC: text_highpriority 'COK4_14' time 3000 2 009B: destroy_actor_instantly $2908 009B: destroy_actor_instantly $2909 009B: destroy_actor_instantly $2910 009B: destroy_actor_instantly $2911 0108: destroy_object $2923 0108: destroy_object $2924 00D6: if 03D2: wav 2 ended 004D: jump_if_false @BARON4_9443 0004: $2915 = 1 // $ = int 0004: $33 = 0 // $ = int 0004: $34 = 0 // $ = int :BARON4_9443 0002: jump @BARON4_6756 :BARON4_9450 00D6: if 8119: not car $64 wrecked 004D: jump_if_false @BARON4_9481 02D4: car $64 turn_off_engine 02DB: set_boat $64 speed_to 0.0 :BARON4_9481 016A: fade 0 1000 ms 03CF: load_wav 'COK4_24' as 1 03CF: load_wav 'COK4_25' as 2 :BARON4_9512 00D6: if 016B: fading 004D: jump_if_false @BARON4_9536 0001: wait 0 ms 0002: jump @BARON4_9512 :BARON4_9536 03CB: load_scene -372.7 -656.7 6.9 00A6: destroy_car 0@ 00A6: destroy_car 1@ 00A6: destroy_car 2@ 00A6: destroy_car 3@ 00A6: destroy_car $2918 009B: destroy_actor_instantly 7@ 009B: destroy_actor_instantly 9@ 009B: destroy_actor_instantly 10@ 009B: destroy_actor_instantly $2920 009B: destroy_actor_instantly 11@ 009B: destroy_actor_instantly 12@ 009B: destroy_actor_instantly 13@ 009B: destroy_actor_instantly $2908 009B: destroy_actor_instantly $2909 009B: destroy_actor_instantly $2910 009B: destroy_actor_instantly $2911 0395: clear_area 1 at -366.1 -655.2 6.9 range 1.0 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 00D6: if 8119: not car $64 wrecked 004D: jump_if_false @BARON4_9803 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0224: set_car $64 health_to 1000 0001: wait 0 ms 0395: clear_area 1 at -372.7 -656.7 6.9 range 1.0 0055: put_player $PLAYER_CHAR at -372.7 -656.7 6.9 0171: set_player $PLAYER_CHAR z_angle_to 128.0 0373: set_camera_directly_behind_player 00D6: if 8119: not car $64 wrecked 004D: jump_if_false @BARON4_9803 00AB: put_car $64 at -378.5 -661.0 5.6 0175: set_car $64 z_angle_to 90.0 :BARON4_9803 015F: set_camera_position -367.062 -660.511 10.406 rotation 0.0 0.0 0.0 0160: point_camera -368.0 -660.319 10.116 switchstyle 2 0001: wait 500 ms 016A: fade 1 1000 ms :BARON4_9866 00D6: if 016B: fading 004D: jump_if_false @BARON4_9890 0001: wait 0 ms 0002: jump @BARON4_9866 :BARON4_9890 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @BARON4_9916 0001: wait 0 ms 0002: jump @BARON4_9890 :BARON4_9916 03D1: play_wav 1 00BC: text_highpriority 'COK4_24' time 5000 1 :BARON4_9935 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @BARON4_9961 0001: wait 0 ms 0002: jump @BARON4_9935 :BARON4_9961 03CF: load_wav 'COK4_26' as 1 :BARON4_9973 00D6: if 83D0: not wav 2 loaded 004D: jump_if_false @BARON4_9999 0001: wait 0 ms 0002: jump @BARON4_9973 :BARON4_9999 03D1: play_wav 2 00BC: text_highpriority 'COK4_25' time 5000 1 :BARON4_10018 00D6: if 83D2: not wav 2 ended 004D: jump_if_false @BARON4_10044 0001: wait 0 ms 0002: jump @BARON4_10018 :BARON4_10044 03CF: load_wav 'COK4_27' as 2 :BARON4_10056 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @BARON4_10082 0001: wait 0 ms 0002: jump @BARON4_10056 :BARON4_10082 03D1: play_wav 1 00BC: text_highpriority 'COK4_26' time 5000 1 :BARON4_10101 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @BARON4_10127 0001: wait 0 ms 0002: jump @BARON4_10101 :BARON4_10127 00D6: if 83D0: not wav 2 loaded 004D: jump_if_false @BARON4_10153 0001: wait 0 ms 0002: jump @BARON4_10127 :BARON4_10153 03D1: play_wav 2 00BC: text_highpriority 'COK4_27' time 5000 1 0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms :BARON4_10182 00D6: if 83D2: not wav 2 ended 004D: jump_if_false @BARON4_10208 0001: wait 0 ms 0002: jump @BARON4_10182 :BARON4_10208 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 00BE: text_clear_all 00D6: if 8119: not car $64 wrecked 004D: jump_if_false @BARON4_10265 02DB: set_boat $64 speed_to 50.0 02D3: boat $64 drive_to -354.3 -836.5 5.6 :BARON4_10265 0001: wait 3000 ms 02EB: restore_camera_with_jumpcut 00A6: destroy_car $64 0002: jump @BARON4_10301 :BARON4_10284 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :BARON4_10301 0004: $PASSED_COK4_SUPPLY_AND_DEMAND = 1 // $ = int 0394: play_music 1 01E3: text_1number_styled 'M_PASS' number 10000 time 5000 style 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 10000 0318: set_latest_mission_passed 'COK_4' 030C: progress_made += 1 055B: $1292 = create_clothes_pickup 10 at -917.4 885.1 11.0 0004: $1272 = 1 // $ = int 004F: create_thread @CLOTH8 0164: disable_marker $234 0051: return :BARON4_10401 0004: $ONMISSION = 0 // $ = int 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 0249: release_model #SQUALO 0249: release_model #SPEEDER 0249: release_model #RUGER 0249: release_model #MARQUIS 0249: release_model #CBA 0249: release_model #UZI 0249: release_model #TEC9 0249: release_model #SPARROW 0249: release_model #RUGER 0249: release_model #BARREL4 01C3: mark_car_as_no_longer_needed $2918 01B7: release_weather 0465: remove_actor $PLAYER_ACTOR from_turret_mode 034F: destroy_actor_with_fade $LANCE_VANCE // The actor fades away like a ghost 040D: unload_wav 1 040D: unload_wav 2 0296: unload_special_actor 3 0164: disable_marker $65 0164: disable_marker 4@ 0164: disable_marker $14 0164: disable_marker $2906 0151: remove_status_text $2913 01EB: set_traffic_density_multiplier_to 1.0 03DE: set_pedestrians_density_multiplier_to 1.0 0482: set_threat_reaction_range_multiplier 0.0 03BD: destroy_sphere $2905 00D8: mission_cleanup 0051: return :BARON4_10545 00D6: if 0039: 6@ == 0 // @ == int 004D: jump_if_false @BARON4_10691 00D6: if 0038: $39 == 1 // $ == int 004D: jump_if_false @BARON4_10691 00D6: if 0038: $33 == 0 // $ == int 004D: jump_if_false @BARON4_10625 03CF: load_wav 'COK4_9A' as 1 0004: $33 = 1 // $ = int 0002: jump @BARON4_10647 :BARON4_10625 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @BARON4_10647 0004: $34 = 1 // $ = int :BARON4_10647 00D6: if 0038: $34 == 1 // $ == int 004D: jump_if_false @BARON4_10691 03D1: play_wav 1 00BC: text_highpriority 'COK4_9A' time 5000 2 0006: 6@ = 1 // @ = int :BARON4_10691 0051: return :BARON4_10693 00D6: if 01AF: car $2907 0 90.0 -664.2 5.6 radius 10.0 10.0 6.0 004D: jump_if_false @BARON4_10761 02D3: boat $2907 drive_to 160.1 -639.0 5.6 :BARON4_10761 00D6: if 01AF: car $2907 0 160.1 -639.0 5.6 radius 10.0 10.0 6.0 004D: jump_if_false @BARON4_10829 02D3: boat $2907 drive_to 221.3 -567.0 5.6 :BARON4_10829 00D6: if 01AF: car $2907 0 221.3 -567.0 5.6 radius 10.0 10.0 6.0 004D: jump_if_false @BARON4_10897 02D3: boat $2907 drive_to 405.1 -286.6 5.6 :BARON4_10897 00D6: if 01AF: car $2907 0 405.1 -286.6 5.6 radius 10.0 10.0 6.0 004D: jump_if_false @BARON4_10965 02D3: boat $2907 drive_to 410.1 -1.9 5.6 :BARON4_10965 00D6: if 01AF: car $2907 0 410.1 -1.9 5.6 radius 10.0 10.0 6.0 004D: jump_if_false @BARON4_11033 02D3: boat $2907 drive_to 191.9 236.0 5.6 :BARON4_11033 00D6: if 01AF: car $2907 0 191.9 236.0 5.6 radius 10.0 10.0 6.0 004D: jump_if_false @BARON4_11101 02D3: boat $2907 drive_to 238.1 324.6 5.6 :BARON4_11101 00D6: if 01AF: car $2907 0 238.1 324.6 5.6 radius 10.0 10.0 6.0 004D: jump_if_false @BARON4_11169 02D3: boat $2907 drive_to 244.9 434.8 5.6 :BARON4_11169 00D6: if 01AF: car $2907 0 244.9 434.8 5.6 radius 10.0 10.0 6.0 004D: jump_if_false @BARON4_11237 02D3: boat $2907 drive_to 319.1 520.7 5.6 :BARON4_11237 00D6: if 01AF: car $2907 0 319.1 520.7 5.6 radius 10.0 10.0 6.0 004D: jump_if_false @BARON4_11305 02D3: boat $2907 drive_to 323.5 596.6 5.6 :BARON4_11305 00D6: if 01AF: car $2907 0 323.5 596.6 5.6 radius 10.0 10.0 6.0 004D: jump_if_false @BARON4_11383 02D3: boat $2907 drive_to 323.5 596.6 5.6 02DB: set_boat $2907 speed_to 1.0 :BARON4_11383 0051: return :BARON4_11385 00D6: if 01AF: car $2907 0 -116.7 -458.3 5.6 radius 10.0 10.0 6.0 004D: jump_if_false @BARON4_11453 02D3: boat $2907 drive_to 25.6 -275.0 5.6 :BARON4_11453 00D6: if 01AF: car $2907 0 25.6 -275.0 5.6 radius 10.0 10.0 6.0 004D: jump_if_false @BARON4_11531 02DB: set_boat $2907 speed_to 35.0 02D3: boat $2907 drive_to 130.2 -228.8 5.6 :BARON4_11531 00D6: if 01AF: car $2907 0 130.2 -228.8 5.6 radius 10.0 10.0 6.0 004D: jump_if_false @BARON4_11599 02D3: boat $2907 drive_to 221.3 -130.2 5.6 :BARON4_11599 00D6: if 01AF: car $2907 0 221.3 -130.2 5.6 radius 10.0 10.0 6.0 004D: jump_if_false @BARON4_11667 02D3: boat $2907 drive_to 221.0 56.5 5.6 :BARON4_11667 00D6: if 01AF: car $2907 0 221.0 56.5 5.6 radius 10.0 10.0 6.0 004D: jump_if_false @BARON4_11735 02D3: boat $2907 drive_to 248.0 183.5 5.6 :BARON4_11735 00D6: if 01AF: car $2907 0 248.0 183.5 5.6 radius 10.0 10.0 6.0 004D: jump_if_false @BARON4_11803 02D3: boat $2907 drive_to 192.6 242.7 5.6 :BARON4_11803 00D6: if 01AF: car $2907 0 192.6 242.7 5.6 radius 10.0 10.0 6.0 004D: jump_if_false @BARON4_11871 02D3: boat $2907 drive_to 234.8 329.3 5.6 :BARON4_11871 00D6: if 01AF: car $2907 0 234.8 329.3 5.6 radius 10.0 10.0 6.0 004D: jump_if_false @BARON4_11939 02D3: boat $2907 drive_to 245.7 436.0 5.6 :BARON4_11939 00D6: if 01AF: car $2907 0 245.7 436.0 5.6 radius 10.0 10.0 6.0 004D: jump_if_false @BARON4_12007 02D3: boat $2907 drive_to 314.0 516.4 5.6 :BARON4_12007 00D6: if 01AF: car $2907 0 314.0 516.4 5.6 radius 10.0 10.0 6.0 004D: jump_if_false @BARON4_12075 02D3: boat $2907 drive_to 323.5 596.6 5.6 :BARON4_12075 00D6: if 01AF: car $2907 0 323.5 596.6 5.6 radius 10.0 10.0 6.0 004D: jump_if_false @BARON4_12153 02D3: boat $2907 drive_to 323.5 596.6 5.6 02DB: set_boat $2907 speed_to 1.0 :BARON4_12153 0051: return :BARON4_12155 00D6: if 01AF: car $2907 0 286.2 482.0 5.6 radius 10.0 10.0 6.0 004D: jump_if_false @BARON4_12223 02D3: boat $2907 drive_to 237.4 427.9 5.6 :BARON4_12223 00D6: if 01AF: car $2907 0 237.4 427.9 5.6 radius 10.0 10.0 6.0 004D: jump_if_false @BARON4_12291 02D3: boat $2907 drive_to 230.3 315.9 5.6 :BARON4_12291 00D6: if 01AF: car $2907 0 230.3 315.9 5.6 radius 10.0 10.0 6.0 004D: jump_if_false @BARON4_12359 02D3: boat $2907 drive_to 192.3 233.3 5.6 :BARON4_12359 00D6: if 01AF: car $2907 0 192.3 233.3 5.6 radius 10.0 10.0 6.0 004D: jump_if_false @BARON4_12427 02D3: boat $2907 drive_to 419.5 -21.8 5.6 :BARON4_12427 00D6: if 01AF: car $2907 0 419.5 -21.8 5.6 radius 10.0 10.0 6.0 004D: jump_if_false @BARON4_12495 02D3: boat $2907 drive_to 396.8 -304.7 5.6 :BARON4_12495 00D6: if 01AF: car $2907 0 396.8 -304.7 5.6 radius 10.0 10.0 6.0 004D: jump_if_false @BARON4_12563 02D3: boat $2907 drive_to 212.3 -588.7 5.6 :BARON4_12563 00D6: if 01AF: car $2907 0 212.3 -588.7 5.6 radius 10.0 10.0 6.0 004D: jump_if_false @BARON4_12631 02D3: boat $2907 drive_to 197.1 -617.8 5.6 :BARON4_12631 00D6: if 01AF: car $2907 0 197.1 -617.8 5.6 radius 10.0 10.0 6.0 004D: jump_if_false @BARON4_12699 02D3: boat $2907 drive_to 154.5 -638.7 5.6 :BARON4_12699 00D6: if 01AF: car $2907 0 154.5 -638.7 5.6 radius 10.0 10.0 6.0 004D: jump_if_false @BARON4_12767 02D3: boat $2907 drive_to 90.0 -664.2 5.6 :BARON4_12767 00D6: if 01AF: car $2907 0 90.0 -664.2 5.6 radius 10.0 10.0 6.0 004D: jump_if_false @BARON4_12845 02DB: set_boat $2907 speed_to 35.0 02D3: boat $2907 drive_to -378.5 -660.0 5.6 :BARON4_12845 0051: return :BARON4_12847 00D6: if and 03D0: wav 1 loaded 03D0: wav 2 loaded 004D: jump_if_false @BARON4_12873 0004: $34 = 1 // $ = int :BARON4_12873 0051: return :BARON4_12875 00D6: if 8119: not car $64 wrecked 004D: jump_if_false @BARON4_12906 0227: $2913 = car $64 health 0014: $2913 /= 15 // $ /= int :BARON4_12906 0051: return //-------------Mission 16--------------- // Originally: Rub Out :BARON5 0050: gosub @BARON5_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @BARON5_27 0050: gosub @BARON5_12284 :BARON5_27 0050: gosub @BARON5_12919 004E: end_thread :BARON5_36 0317: increment_mission_attempts 0004: $ONMISSION = 1 // $ = int 0004: $56 = 0 // $ = int 0006: 2@ = 0 // @ = int 0004: $2928 = 0 // $ = int 0004: $38 = 0 // $ = int 0004: $33 = 0 // $ = int 0004: $34 = 0 // $ = int 0006: 3@ = 0 // @ = int 0004: $2931 = 0 // $ = int 0004: $2932 = 0 // $ = int 0004: $2929 = 0 // $ = int 0004: $2930 = 0 // $ = int 0004: $2935 = 0 // $ = int 0004: $2940 = 0 // $ = int 0006: 6@ = 0 // @ = int 0004: $2966 = 0 // $ = int 0004: $2967 = 0 // $ = int 0004: $2968 = 0 // $ = int 03A4: name_thread 'BARON5' 0001: wait 0 ms 054C: use_GXT_table 'BARON5' 058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 0247: request_model #STALLION 023C: load_special_actor 5 'IGBUDDY' 038B: load_requested_models 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 00A5: $26 = create_car #STALLION at -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 10.5 range 40.0 0175: set_car $26 z_angle_to 270.0 00AD: set_car $26 max_speed_to 25.0 00A7: car $26 drive_to -250.6 -488.1 10.5 015F: set_camera_position -239.7 -485.397 11.393 rotation 0.0 0.0 0.0 0160: point_camera -240.525 -485.962 11.378 switchstyle 2 0055: put_player $PLAYER_CHAR at -244.6 -491.3 10.6 0171: set_player $PLAYER_CHAR z_angle_to 0.0 0001: wait 500 ms 016A: fade 1 500 ms 0006: TIMERB = 0 // @ = int 0001: wait 500 ms :BARON5_451 00D6: if 8019: not TIMERB > 4000 // @ > int 004D: jump_if_false @BARON5_505 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @BARON5_498 0002: jump @BARON5_505 :BARON5_498 0002: jump @BARON5_451 :BARON5_505 016A: fade 0 1000 ms :BARON5_512 00D6: if 016B: fading 004D: jump_if_false @BARON5_536 0001: wait 0 ms 0002: 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 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 004D: jump_if_false @BARON5_632 0001: wait 0 ms 0002: jump @BARON5_592 :BARON5_632 0395: clear_area 1 at $510 $511 $512 range 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' 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :BARON5_803 00D6: if 001A: 1828 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON5_838 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON5_803 :BARON5_838 00BC: text_highpriority 'ASS1_A' time 10000 1 :BARON5_853 00D6: if 001A: 3471 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON5_888 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON5_853 :BARON5_888 00BC: text_highpriority 'ASS1_B' time 10000 1 :BARON5_903 00D6: if 001A: 6244 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON5_938 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON5_903 :BARON5_938 00BC: text_highpriority 'ASS1_C' time 10000 1 :BARON5_953 00D6: if 001A: 10181 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON5_988 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON5_953 :BARON5_988 00BC: text_highpriority 'ASS1_D' time 10000 1 :BARON5_1003 00D6: if 001A: 11087 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON5_1038 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON5_1003 :BARON5_1038 00BC: text_highpriority 'ASS1_E' time 10000 1 :BARON5_1053 00D6: if 001A: 12087 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON5_1088 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON5_1053 :BARON5_1088 00BE: text_clear_all :BARON5_1090 00D6: if 001A: 17068 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON5_1125 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON5_1090 :BARON5_1125 016A: fade 0 1500 ms 00BE: text_clear_all :BARON5_1134 00D6: if 016B: fading 004D: jump_if_false @BARON5_1158 0001: wait 0 ms 0002: jump @BARON5_1134 :BARON5_1158 03AD: set_rubbish 1 02EA: end_cutscene 0296: unload_special_actor 1 0296: unload_special_actor 2 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0247: request_model #CLA 0247: request_model #CLB 0247: request_model #M4 0247: request_model #UZI 0247: request_model #MP5LNG 023C: load_special_actor 4 'IGDIAZ' :BARON5_1217 00D6: if or 8248: not model #CLA available 8248: not model #UZI available 8248: not model #M4 available 8248: not model #MP5LNG available 004D: jump_if_false @BARON5_1258 0001: wait 0 ms 0002: jump @BARON5_1217 :BARON5_1258 00D6: if or 823D: not special_actor 4 loaded 823D: not special_actor 5 loaded 8248: not model #CLB available 004D: jump_if_false @BARON5_1292 0001: wait 0 ms 0002: jump @BARON5_1258 :BARON5_1292 0001: wait 500 ms 016A: fade 1 1500 ms 0004: $1001 = 1 // $ = int 0108: destroy_object $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 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @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 0223: set_actor $LANCE_VANCE health_to 200 0319: set_actor $LANCE_VANCE running 1 04F5: set_actor $LANCE_VANCE as_player_friend $PLAYER_CHAR flag 1 0568: set_actor $LANCE_VANCE untargetable 1 0483: set_actor $LANCE_VANCE cease_attack_timer 1500 :BARON5_1584 009A: 12@ = create_actor_pedtype 10 model #CLB at -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: set_actor 12@ cease_attack_timer 1500 0223: set_actor 12@ health_to 150 009A: 13@ = create_actor_pedtype 10 model #CLA at -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: set_actor 13@ cease_attack_timer 1500 0223: set_actor 13@ health_to 150 009A: $2936 = create_actor_pedtype 10 model #CLB at -327.9 -606.5 12.1 0173: set_actor $2936 z_angle_to 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: set_actor $2936 cease_attack_timer 1500 0223: set_actor $2936 health_to 150 009A: $2937 = create_actor_pedtype 10 model #CLA at -363.9 -610.2 9.6 0173: set_actor $2937 z_angle_to 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: set_actor $2937 cease_attack_timer 1500 0223: set_actor $2937 health_to 150 009A: $2939 = create_actor_pedtype 10 model #CLB at -392.6 -616.5 10.9 0173: set_actor $2939 z_angle_to 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: set_actor $2939 cease_attack_timer 1500 0223: set_actor $2939 health_to 150 009A: $2942 = create_actor_pedtype 10 model #CLB at -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 0173: set_actor $2942 z_angle_to 270.0 0483: set_actor $2942 cease_attack_timer 1500 0291: set_actor $2942 heed_threats 1 056B: set_actor $2942 crouch_when_threatened 1 0223: set_actor $2942 health_to 150 009A: $2943 = create_actor_pedtype 10 model #CLA at -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 0173: set_actor $2943 z_angle_to 90.0 0483: set_actor $2943 cease_attack_timer 1500 03F9: make_actors $2942 $2943 converse_in 999999 ms 056B: set_actor $2943 crouch_when_threatened 1 0291: set_actor $2943 heed_threats 1 0223: set_actor $2943 health_to 150 009A: $2956 = create_actor_pedtype 10 model #CLB at -287.0 -581.8 12.1 0173: set_actor $2956 z_angle_to 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: set_actor $2956 cease_attack_timer 1500 0223: set_actor $2956 health_to 150 009A: $2946 = create_actor_pedtype 10 model #CLB at -468.3 -576.2 11.9 0173: set_actor $2946 z_angle_to 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: set_actor $2946 cease_attack_timer 1500 0223: set_actor $2946 health_to 150 009A: $2947 = create_actor_pedtype 10 model #CLA at -471.1 -590.2 11.9 0173: set_actor $2947 z_angle_to 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: set_actor $2947 cease_attack_timer 1500 0223: set_actor $2947 health_to 150 009A: $2948 = create_actor_pedtype 10 model #CLA at -407.7 -592.3 10.9 0173: set_actor $2948 z_angle_to 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: set_actor $2948 cease_attack_timer 1500 0223: set_actor $2948 health_to 150 009A: $2949 = create_actor_pedtype 10 model #CLB at -407.0 -590.1 10.6 0173: set_actor $2949 z_angle_to 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: set_actor $2949 cease_attack_timer 1500 0223: set_actor $2949 health_to 150 03F9: make_actors $2948 $2949 converse_in 999999 ms 009A: $2957 = create_actor_pedtype 10 model #CLB at -374.2 -518.1 11.7 0173: set_actor $2957 z_angle_to 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: set_actor $2957 cease_attack_timer 1500 0223: set_actor $2957 health_to 150 009A: $2958 = create_actor_pedtype 10 model #CLA at -372.0 -519.6 11.7 0173: set_actor $2958 z_angle_to 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: set_actor $2958 cease_attack_timer 1500 0223: set_actor $2958 health_to 150 03F9: make_actors $2958 $2957 converse_in 999999 ms 009A: $2952 = create_actor_pedtype 10 model #CLA at -312.4 -570.2 12.0 0173: set_actor $2952 z_angle_to 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: set_actor $2952 cease_attack_timer 1500 0223: set_actor $2952 health_to 150 009A: $2953 = create_actor_pedtype 10 model #CLB at -316.4 -617.7 9.5 0173: set_actor $2953 z_angle_to 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: set_actor $2953 cease_attack_timer 1500 0223: set_actor $2953 health_to 150 009A: $2954 = create_actor_pedtype 10 model #CLA at -445.0 -574.4 12.0 0173: set_actor $2954 z_angle_to 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: set_actor $2954 cease_attack_timer 1500 0223: set_actor $2953 health_to 150 009A: $2959 = create_actor_pedtype 10 model #CLA at -293.7 -606.3 12.0 0173: set_actor $2959 z_angle_to 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: set_actor $2959 cease_attack_timer 1500 0223: set_actor $2959 health_to 150 009A: $2960 = create_actor_pedtype 10 model #CLA at -343.9 -530.4 14.4 0173: set_actor $2960 z_angle_to 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: set_actor $2960 cease_attack_timer 1500 0223: set_actor $2960 health_to 150 009A: $2961 = create_actor_pedtype 10 model #CLA at -442.8 -555.0 13.1 0173: set_actor $2961 z_angle_to 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: set_actor $2961 cease_attack_timer 1500 0223: set_actor $2961 health_to 150 009A: $2962 = create_actor_pedtype 10 model #CLB at -443.7 -557.4 13.1 0173: set_actor $2962 z_angle_to 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: set_actor $2962 cease_attack_timer 1500 0223: set_actor $2962 health_to 150 03F9: make_actors $2962 $2961 converse_in 999999 ms 0226: $2951 = actor $LANCE_VANCE health 03C4: set_status_text_to $2951 1 'BUD1' 0187: $57 = create_marker_above_actor $LANCE_VANCE 018B: set_marker $57 display 2 01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 018A: 1@ = create_checkpoint_at -382.02 -596.57 24.9 009A: 0@ = create_actor_pedtype 10 model #SPECIAL04 at -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 0223: set_actor 0@ health_to 1000 0173: set_actor 0@ z_angle_to 53.0 0350: set_actor 0@ maintain_position_when_attacked 1 0372: set_actor 0@ anim 24 wait_state_time 99999 ms 0483: set_actor 0@ cease_attack_timer 1500 0107: $2934 = create_object #MP5LNG at -383.126 -593.654 25.06 0392: object $2934 toggle_in_moving_list 0 0453: object $2934 set_rotation 90.0 0.0 10.0 01C7: remove_object_from_mission_cleanup_list $2934 041D: set_camera_near_clip 0.05 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 015F: set_camera_position -377.123 -597.167 25.449 rotation 0.0 0.0 0.0 0160: point_camera -378.119 -597.144 25.534 switchstyle 2 04BB: select_interiour 2 // select render area 03CB: load_scene -376.452 -593.374 26.273 0006: TIMERB = 0 // @ = int :BARON5_3798 00D6: if 8019: not TIMERB > 1200 // @ > int 004D: jump_if_false @BARON5_3828 0001: wait 0 ms 0002: jump @BARON5_3798 :BARON5_3828 00D6: if 8019: not TIMERB > 3200 // @ > int 004D: jump_if_false @BARON5_3882 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @BARON5_3875 0002: jump @BARON5_4646 :BARON5_3875 0002: jump @BARON5_3828 :BARON5_3882 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @BARON5_3923 0372: set_actor 0@ anim 23 wait_state_time 500 ms 0211: actor 0@ walk_to -383.8 -596.6 :BARON5_3923 0006: TIMERB = 0 // @ = int :BARON5_3930 00D6: if 8019: not TIMERB > 1400 // @ > int 004D: jump_if_false @BARON5_3984 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @BARON5_3977 0002: jump @BARON5_4646 :BARON5_3977 0002: jump @BARON5_3930 :BARON5_3984 015F: set_camera_position -380.109 -591.29 28.673 rotation 0.0 0.0 0.0 0160: point_camera -380.595 -592.094 28.331 switchstyle 2 0006: TIMERB = 0 // @ = int :BARON5_4042 00D6: if 8019: not TIMERB > 2500 // @ > int 004D: jump_if_false @BARON5_4096 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @BARON5_4089 0002: jump @BARON5_4646 :BARON5_4089 0002: jump @BARON5_4042 :BARON5_4096 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @BARON5_4147 00A1: put_actor $PLAYER_ACTOR at -273.0 -500.1 10.7 0239: actor $PLAYER_ACTOR run_to -282.3 -511.0 :BARON5_4147 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @BARON5_4198 00A1: put_actor $LANCE_VANCE at -270.5 -492.4 10.2 0239: actor $LANCE_VANCE run_to -282.3 -511.0 :BARON5_4198 0006: TIMERB = 0 // @ = int :BARON5_4205 00D6: if 8019: not TIMERB > 500 // @ > int 004D: jump_if_false @BARON5_4259 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @BARON5_4252 0002: jump @BARON5_4646 :BARON5_4252 0002: jump @BARON5_4205 :BARON5_4259 04BB: select_interiour 0 // select render area 03CB: load_scene -277.513 -498.283 13.227 015F: set_camera_position -278.092 -497.514 13.499 rotation 0.0 0.0 0.0 0160: point_camera -277.513 -498.283 13.227 switchstyle 2 04C7: toggle_camera_green_scanlines 1 0006: TIMERB = 0 // @ = int :BARON5_4342 00D6: if 8019: not TIMERB > 3000 // @ > int 004D: jump_if_false @BARON5_4396 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @BARON5_4389 0002: jump @BARON5_4646 :BARON5_4389 0002: jump @BARON5_4342 :BARON5_4396 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @BARON5_4457 0173: set_actor 0@ z_angle_to 26.0 00A1: put_actor 0@ at -381.7 -595.9 24.9 0211: actor 0@ walk_to -381.97 -593.9 :BARON5_4457 04C7: toggle_camera_green_scanlines 0 015F: set_camera_position -383.35 -592.699 25.732 rotation 0.0 0.0 0.0 0160: point_camera -382.977 -593.619 25.612 switchstyle 2 04BB: select_interiour 2 // select render area 03CB: load_scene -376.452 -593.374 26.273 0006: TIMERB = 0 // @ = int :BARON5_4540 00D6: if 8019: not TIMERB > 1500 // @ > int 004D: jump_if_false @BARON5_4646 0001: wait 0 ms 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @BARON5_4615 00D6: if 0126: actor 0@ objective_passed 004D: jump_if_false @BARON5_4615 01BE: set_actor 0@ to_look_at_spot -383.126 -593.654 25.06 :BARON5_4615 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @BARON5_4639 0002: jump @BARON5_4646 :BARON5_4639 0002: jump @BARON5_4540 :BARON5_4646 016A: fade 0 1500 ms :BARON5_4653 00D6: if 016B: fading 004D: jump_if_false @BARON5_4677 0001: wait 0 ms 0002: jump @BARON5_4653 :BARON5_4677 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @BARON5_4718 011C: actor $LANCE_VANCE clear_objective 00A1: put_actor $LANCE_VANCE at -276.3 -505.0 11.7 :BARON5_4718 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @BARON5_4759 011C: actor $PLAYER_ACTOR clear_objective 00A1: put_actor $PLAYER_ACTOR at -282.3 -511.0 11.7 :BARON5_4759 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @BARON5_4800 011C: actor 0@ clear_objective 00A1: put_actor 0@ at -378.4 -586.8 24.9 :BARON5_4800 04C7: toggle_camera_green_scanlines 0 04BB: select_interiour 0 // select render area 03CB: load_scene -282.3 -511.0 11.7 02EB: restore_camera_with_jumpcut 0171: set_player $PLAYER_CHAR z_angle_to 100.0 0373: set_camera_directly_behind_player 02A3: enable_widescreen 0 016A: fade 1 1500 ms 0001: wait 500 ms 01B4: set_player $PLAYER_CHAR can_move 1 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @BARON5_4898 00A1: put_actor 0@ at -374.9 -585.2 24.6 :BARON5_4898 0249: release_model #STALLION 00BC: text_highpriority 'ASS1_16' time 10000 1 0006: TIMERB = 0 // @ = int 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @BARON5_4949 01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR :BARON5_4949 00D6: if 80F5: not player $PLAYER_CHAR 0 -345.6 -559.4 26.0 radius 12.0 2.0 10.0 004D: jump_if_false @BARON5_7764 0001: wait 0 ms 00D6: if 0038: $38 == 0 // $ == int 004D: jump_if_false @BARON5_5238 00D6: if 0019: TIMERB > 1000 // @ > int 004D: jump_if_false @BARON5_5238 00D6: if 0038: $33 == 0 // $ == int 004D: jump_if_false @BARON5_5094 03CF: load_wav 'ASS_1' as 1 03CF: load_wav 'ASS_2' as 2 0004: $33 = 1 // $ = int 0002: jump @BARON5_5120 :BARON5_5094 00D6: if and 03D0: wav 1 loaded 03D0: wav 2 loaded 004D: jump_if_false @BARON5_5120 0004: $34 = 1 // $ = int :BARON5_5120 00D6: if 0038: $34 == 1 // $ == int 004D: jump_if_false @BARON5_5238 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 03D1: play_wav 1 00BC: text_highpriority 'ASS1_1' time 4000 1 00D6: if 03D2: wav 1 ended 004D: jump_if_false @BARON5_5238 0001: wait 500 ms 03D1: play_wav 2 00BC: text_highpriority 'ASS1_2' time 3000 1 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 0004: $38 = 1 // $ = int 0004: $33 = 0 // $ = int 0004: $34 = 0 // $ = int 0006: TIMERB = 0 // @ = int :BARON5_5238 00D6: if 0038: $2940 == 0 // $ == int 004D: jump_if_false @BARON5_5604 00D6: if 0038: $2935 == 0 // $ == int 004D: jump_if_false @BARON5_5604 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @BARON5_5604 00D6: 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 004D: jump_if_false @BARON5_5604 00D6: if 00FB: player $PLAYER_CHAR 0 $LANCE_VANCE radius 15.0 15.0 5.0 004D: jump_if_false @BARON5_5604 00D6: if 0038: $38 == 1 // $ == int 004D: jump_if_false @BARON5_5604 03CF: load_wav 'LAW2_4' as 1 :BARON5_5552 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @BARON5_5578 0001: wait 0 ms 0002: jump @BARON5_5552 :BARON5_5578 03D1: play_wav 1 00BC: text_highpriority 'ASS1_19' time 2000 2 0004: $2935 = 1 // $ = int :BARON5_5604 00D6: if 0118: actor $LANCE_VANCE dead 004D: jump_if_false @BARON5_5642 00BC: text_highpriority 'COK4_30' time 5000 2 0002: jump @BARON5_12284 :BARON5_5642 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @BARON5_5673 0226: $2951 = actor $LANCE_VANCE health 0014: $2951 /= 2 // $ /= int :BARON5_5673 00D6: if 0038: $2930 == 0 // $ == int 004D: jump_if_false @BARON5_6108 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @BARON5_5813 00D6: if 80FB: not player $PLAYER_CHAR 0 $LANCE_VANCE radius 15.0 15.0 3.0 004D: jump_if_false @BARON5_5780 00D6: if 0038: $56 == 0 // $ == int 004D: jump_if_false @BARON5_5773 01E0: clear_leader $LANCE_VANCE 0004: $56 = 1 // $ = int :BARON5_5773 0002: jump @BARON5_5813 :BARON5_5780 00D6: if 0038: $56 == 1 // $ == int 004D: jump_if_false @BARON5_5813 01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 0004: $56 = 0 // $ = int :BARON5_5813 00D6: if 0038: $56 == 1 // $ == int 004D: jump_if_false @BARON5_5838 0050: gosub @BARON5_14122 :BARON5_5838 00D6: 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 004D: jump_if_false @BARON5_5988 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @BARON5_5988 01E0: clear_leader $LANCE_VANCE 0004: $2930 = 1 // $ = int :BARON5_5988 00D6: 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 004D: jump_if_false @BARON5_6101 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @BARON5_6101 01E0: clear_leader $LANCE_VANCE 0004: $2930 = 2 // $ = int :BARON5_6101 0002: jump @BARON5_6582 :BARON5_6108 00D6: if 0038: $2940 == 0 // $ == int 004D: jump_if_false @BARON5_6582 00D6: if 0038: $2930 == 1 // $ == int 004D: jump_if_false @BARON5_6354 00D6: 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 004D: jump_if_false @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 00D6: if 83D0: not wav 2 loaded 004D: jump_if_false @BARON5_6281 0001: wait 0 ms 0002: jump @BARON5_6255 :BARON5_6281 00D6: if 03D0: wav 2 loaded 004D: jump_if_false @BARON5_6315 03D1: play_wav 2 00BC: text_highpriority 'ASS1_4' time 1500 2 :BARON5_6315 0004: $56 = 0 // $ = int 0004: $2930 = 3 // $ = int :BARON5_6329 00D6: if 0038: $2940 == 0 // $ == int 004D: jump_if_false @BARON5_6354 0050: gosub @BARON5_13908 :BARON5_6354 00D6: if 0038: $2930 == 2 // $ == int 004D: jump_if_false @BARON5_6582 00D6: 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 004D: jump_if_false @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 00D6: if 83D0: not wav 2 loaded 004D: jump_if_false @BARON5_6509 0001: wait 0 ms 0002: jump @BARON5_6483 :BARON5_6509 00D6: if 03D0: wav 2 loaded 004D: jump_if_false @BARON5_6543 03D1: play_wav 2 00BC: text_highpriority 'ASS1_4' time 1500 2 :BARON5_6543 0004: $56 = 0 // $ = int 0004: $2930 = 3 // $ = int :BARON5_6557 00D6: if 0038: $2940 == 0 // $ == int 004D: jump_if_false @BARON5_6582 0050: gosub @BARON5_14015 :BARON5_6582 00D6: if 0038: $2930 == 3 // $ == int 004D: jump_if_false @BARON5_6747 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @BARON5_6722 00D6: if 80FB: not player $PLAYER_CHAR 0 $LANCE_VANCE radius 15.0 15.0 3.0 004D: jump_if_false @BARON5_6689 00D6: if 0038: $56 == 0 // $ == int 004D: jump_if_false @BARON5_6682 01E0: clear_leader $LANCE_VANCE 0004: $56 = 1 // $ = int :BARON5_6682 0002: jump @BARON5_6722 :BARON5_6689 00D6: if 0038: $56 == 1 // $ == int 004D: jump_if_false @BARON5_6722 01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 0004: $56 = 0 // $ = int :BARON5_6722 00D6: if 0038: $56 == 1 // $ == int 004D: jump_if_false @BARON5_6747 0050: gosub @BARON5_14122 :BARON5_6747 00D6: if 0038: $2940 == 0 // $ == int 004D: jump_if_false @BARON5_7349 00D6: if 00F5: player $PLAYER_CHAR 0 -338.5 -578.7 11.6 radius 2.0 2.0 3.0 004D: jump_if_false @BARON5_7349 009B: destroy_actor_instantly 12@ 009B: destroy_actor_instantly 13@ 009B: destroy_actor_instantly $2936 009B: destroy_actor_instantly $2937 009B: destroy_actor_instantly $2939 009B: destroy_actor_instantly $2942 009B: destroy_actor_instantly $2943 009B: destroy_actor_instantly $2952 009A: $2938 = create_actor_pedtype 10 model #CLA at -318.2 -577.1 15.4 0173: set_actor $2938 z_angle_to 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: set_actor $2938 cease_attack_timer 1500 0291: set_actor $2938 heed_threats 1 056B: set_actor $2938 crouch_when_threatened 1 0223: set_actor $2938 health_to 150 009A: $2941 = create_actor_pedtype 10 model #CLB at -324.6 -581.2 19.0 0173: set_actor $2941 z_angle_to 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: set_actor $2941 cease_attack_timer 1500 0291: set_actor $2941 heed_threats 1 056B: set_actor $2941 crouch_when_threatened 1 0223: set_actor $2941 health_to 150 009A: $2955 = create_actor_pedtype 10 model #CLB at -318.2 -573.4 22.0 0173: set_actor $2955 z_angle_to 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: set_actor $2955 cease_attack_timer 1500 0291: set_actor $2955 heed_threats 1 056B: set_actor $2955 crouch_when_threatened 1 0223: set_actor $2955 health_to 150 009A: $2944 = create_actor_pedtype 10 model #CLB at -335.5 -568.6 19.0 0173: set_actor $2944 z_angle_to 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: set_actor $2944 cease_attack_timer 1500 0291: set_actor $2944 heed_threats 1 056B: set_actor $2944 crouch_when_threatened 1 0223: set_actor $2944 health_to 150 0004: $2930 = 0 // $ = int 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @BARON5_7318 01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 03F1: pedtype 10 add_threat 1 00A1: put_actor $LANCE_VANCE at -341.0 -578.5 10.9 :BARON5_7318 03CF: load_wav 'ASS_11' as 1 03CF: load_wav 'ASS_12' as 2 0004: $2940 = 1 // $ = int :BARON5_7349 00D6: if 00F5: player $PLAYER_CHAR 0 -378.4 -551.9 19.4 radius 4.0 1.0 3.0 004D: jump_if_false @BARON5_7412 00BC: text_highpriority 'ASS1_18' time 2000 2 :BARON5_7412 00D6: if 0038: $2940 == 1 // $ == int 004D: jump_if_false @BARON5_7757 010D: set_player $PLAYER_CHAR wanted_level_to 0 00D6: if 0038: $2966 == 0 // $ == int 004D: jump_if_false @BARON5_7597 00D6: 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 004D: jump_if_false @BARON5_7597 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @BARON5_7597 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @BARON5_7597 03D1: play_wav 1 00BC: text_highpriority 'ASS1_11' time 4500 1 0004: $2966 = 1 // $ = int :BARON5_7597 00D6: if 0038: $2967 == 0 // $ == int 004D: jump_if_false @BARON5_7757 00D6: 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 004D: jump_if_false @BARON5_7757 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @BARON5_7757 00D6: if 03D0: wav 2 loaded 004D: jump_if_false @BARON5_7757 03D1: play_wav 2 00BC: text_highpriority 'ASS1_12' time 4500 1 0004: $2967 = 1 // $ = int :BARON5_7757 0002: jump @BARON5_4949 :BARON5_7764 009B: destroy_actor_instantly 12@ 009B: destroy_actor_instantly 13@ 009A: 14@ = create_actor_pedtype 10 model #CLA at -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 0173: set_actor 14@ z_angle_to 0.0 0350: set_actor 14@ maintain_position_when_attacked 1 0483: set_actor 14@ cease_attack_timer 1500 0223: set_actor 14@ health_to 150 009A: $2950 = create_actor_pedtype 10 model #CLB at -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 0173: set_actor $2950 z_angle_to 0.0 0350: set_actor $2950 maintain_position_when_attacked 1 0483: set_actor $2950 cease_attack_timer 1500 056B: set_actor $2950 crouch_when_threatened 1 0223: set_actor $2950 health_to 150 009A: 7@ = create_actor_pedtype 10 model #CLA at -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: set_actor 7@ cease_attack_timer 1500 0223: set_actor 7@ health_to 150 009A: 8@ = create_actor_pedtype 10 model #CLB at -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: set_actor 8@ cease_attack_timer 1500 0223: set_actor 8@ health_to 150 009A: 9@ = create_actor_pedtype 10 model #CLA at -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 0173: set_actor 9@ z_angle_to 156.6 0483: set_actor 9@ cease_attack_timer 1500 0223: set_actor 9@ health_to 150 009A: 10@ = create_actor_pedtype 10 model #CLB at -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 0173: set_actor 10@ z_angle_to 180.0 0483: set_actor 10@ cease_attack_timer 1500 0223: set_actor 10@ health_to 150 009A: 11@ = create_actor_pedtype 10 model #CLB at -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 0173: set_actor 11@ z_angle_to 248.7 0483: set_actor 11@ cease_attack_timer 1500 056B: set_actor 11@ crouch_when_threatened 1 0223: set_actor 11@ health_to 150 :BARON5_8384 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @BARON5_10371 0001: wait 0 ms 00D6: if 0118: actor 0@ dead 004D: jump_if_false @BARON5_8427 0002: jump @BARON5_10371 :BARON5_8427 00D6: if 0118: actor $LANCE_VANCE dead 004D: jump_if_false @BARON5_8465 00BC: text_highpriority 'COK4_30' time 5000 2 0002: jump @BARON5_12284 :BARON5_8465 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @BARON5_8496 0226: $2951 = actor $LANCE_VANCE health 0014: $2951 /= 2 // $ /= int :BARON5_8496 00D6: if 0057: player $PLAYER_CHAR 0 -360.8 -564.0 17.0 -396.0 -580.5 35.0 004D: jump_if_false @BARON5_9206 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @BARON5_9206 00D6: if 0039: 3@ == 0 // @ == int 004D: jump_if_false @BARON5_9206 03CF: load_wav 'ASS_13' as 1 03CF: load_wav 'ASS_14' as 2 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 0001: wait 0 ms 0395: clear_area 1 at 378.4 -588.4 24.5 range 1.0 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @BARON5_8844 01B2: give_actor 0@ weapon 25 ammo 30000 // Load the weapon model before using this 011C: actor 0@ clear_objective 053D: clear_actor 0@ wait_state 00A1: put_actor 0@ at -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 24.5 range 1.0 0001: wait 0 ms 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @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 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @BARON5_8839 00A1: put_actor $LANCE_VANCE at $2963 $2964 $2965 :BARON5_8839 0108: destroy_object $2934 :BARON5_8844 015F: set_camera_position -377.054 -578.589 24.429 rotation 0.0 0.0 0.0 0160: point_camera -377.288 -579.531 24.668 switchstyle 2 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @BARON5_8926 0211: actor 0@ walk_to -378.4 -575.7 :BARON5_8926 0001: wait 2500 ms 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @BARON5_8962 0211: actor 0@ walk_to -378.4 -575.7 :BARON5_8962 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @BARON5_8996 03D1: play_wav 1 00BC: text_highpriority 'ASS1_13' time 4500 1 :BARON5_8996 0001: wait 3500 ms 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @BARON5_9032 0211: actor 0@ walk_to -378.4 -575.7 :BARON5_9032 015F: set_camera_position -388.502 -583.468 28.897 rotation 0.0 0.0 0.0 0160: point_camera -387.833 -582.797 28.577 switchstyle 2 00D6: if 03D0: wav 2 loaded 004D: jump_if_false @BARON5_9117 03D1: play_wav 2 00BC: text_highpriority 'ASS1_14' time 4500 1 :BARON5_9117 0001: wait 3000 ms 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @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 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 02EB: restore_camera_with_jumpcut 03CF: load_wav 'ASS_7' as 1 0006: 3@ = 1 // @ = int :BARON5_9206 00D6: if 0038: $2968 == 0 // $ == int 004D: jump_if_false @BARON5_9315 00D6: if 0039: 3@ == 1 // @ == int 004D: jump_if_false @BARON5_9315 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @BARON5_9315 00D6: if 02E0: actor $LANCE_VANCE firing_weapon 004D: jump_if_false @BARON5_9315 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @BARON5_9315 03D1: play_wav 1 00BC: text_highpriority 'ASS1_7' time 4500 1 0004: $2968 = 1 // $ = int :BARON5_9315 00D6: if 0039: 3@ == 1 // @ == int 004D: jump_if_false @BARON5_9665 00D6: if 0038: $2945 == 0 // $ == int 004D: jump_if_false @BARON5_9665 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @BARON5_9665 00D6: if 8184: not actor 0@ health >= 500 004D: jump_if_false @BARON5_9665 00D6: if 00FF: actor 0@ 0 -378.4 -575.7 25.0 radius 5.0 5.0 4.0 004D: jump_if_false @BARON5_9454 01ED: clear_actor 0@ threat_search 0239: actor 0@ run_to -378.5 -589.6 :BARON5_9454 00D6: if 00FF: actor 0@ 0 -378.5 -589.6 25.0 radius 1.0 1.0 4.0 004D: jump_if_false @BARON5_9517 0239: actor 0@ run_to -375.1 -595.5 :BARON5_9517 00D6: if 00FF: actor 0@ 0 -375.1 -595.5 25.0 radius 1.0 1.5 4.0 004D: jump_if_false @BARON5_9580 0239: actor 0@ run_to -378.6 -595.7 :BARON5_9580 00D6: if 00FF: actor 0@ 0 -378.6 -595.7 25.0 radius 0.5 0.5 4.0 004D: jump_if_false @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 0004: $2945 = 1 // $ = int :BARON5_9665 00D6: if 0038: $2931 == 0 // $ == int 004D: jump_if_false @BARON5_10185 00D6: if 8118: not actor 14@ dead 004D: jump_if_false @BARON5_9775 00D6: if and 00FB: player $PLAYER_CHAR 0 14@ radius 20.0 20.0 10.0 0123: actor 14@ spotted_player $PLAYER_CHAR 004D: jump_if_false @BARON5_9750 0004: $2931 = 1 // $ = int :BARON5_9750 00D6: if 8184: not actor 14@ health >= 90 004D: jump_if_false @BARON5_9775 0004: $2931 = 1 // $ = int :BARON5_9775 00D6: if 8118: not actor $2950 dead 004D: jump_if_false @BARON5_9867 00D6: if and 00FB: player $PLAYER_CHAR 0 $2950 radius 20.0 20.0 10.0 0123: actor $2950 spotted_player $PLAYER_CHAR 004D: jump_if_false @BARON5_9842 0004: $2931 = 1 // $ = int :BARON5_9842 00D6: if 8184: not actor $2950 health >= 90 004D: jump_if_false @BARON5_9867 0004: $2931 = 1 // $ = int :BARON5_9867 00D6: if 8118: not actor 9@ dead 004D: jump_if_false @BARON5_9966 00D6: if and 00FB: player $PLAYER_CHAR 0 9@ radius 20.0 20.0 10.0 0123: actor 9@ spotted_player $PLAYER_CHAR 004D: jump_if_false @BARON5_9934 0004: $2931 = 1 // $ = int :BARON5_9934 00D6: if 8184: not actor 9@ health >= 90 004D: jump_if_false @BARON5_9959 0004: $2931 = 1 // $ = int :BARON5_9959 0002: jump @BARON5_9973 :BARON5_9966 0004: $2931 = 1 // $ = int :BARON5_9973 00D6: if 8118: not actor 10@ dead 004D: jump_if_false @BARON5_10072 00D6: if and 00FB: player $PLAYER_CHAR 0 10@ radius 20.0 20.0 10.0 0123: actor 10@ spotted_player $PLAYER_CHAR 004D: jump_if_false @BARON5_10040 0004: $2931 = 1 // $ = int :BARON5_10040 00D6: if 8184: not actor 10@ health >= 90 004D: jump_if_false @BARON5_10065 0004: $2931 = 1 // $ = int :BARON5_10065 0002: jump @BARON5_10079 :BARON5_10072 0004: $2931 = 1 // $ = int :BARON5_10079 00D6: if 8118: not actor 11@ dead 004D: jump_if_false @BARON5_10178 00D6: if and 00FB: player $PLAYER_CHAR 0 11@ radius 20.0 20.0 10.0 0123: actor 11@ spotted_player $PLAYER_CHAR 004D: jump_if_false @BARON5_10146 0004: $2931 = 1 // $ = int :BARON5_10146 00D6: if 8184: not actor 11@ health >= 90 004D: jump_if_false @BARON5_10171 0004: $2931 = 1 // $ = int :BARON5_10171 0002: jump @BARON5_10185 :BARON5_10178 0004: $2931 = 1 // $ = int :BARON5_10185 0050: gosub @BARON5_13242 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @BARON5_10314 00D6: if 80FB: not player $PLAYER_CHAR 0 $LANCE_VANCE radius 15.0 15.0 3.0 004D: jump_if_false @BARON5_10281 00D6: if 0038: $56 == 0 // $ == int 004D: jump_if_false @BARON5_10274 01E0: clear_leader $LANCE_VANCE 0004: $56 = 1 // $ = int :BARON5_10274 0002: jump @BARON5_10314 :BARON5_10281 00D6: if 0038: $56 == 1 // $ == int 004D: jump_if_false @BARON5_10314 01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 0004: $56 = 0 // $ = int :BARON5_10314 00D6: if 0038: $56 == 1 // $ == int 004D: jump_if_false @BARON5_10339 0050: gosub @BARON5_14122 :BARON5_10339 00D6: if 0038: $2940 == 1 // $ == int 004D: jump_if_false @BARON5_10364 010D: set_player $PLAYER_CHAR wanted_level_to 0 :BARON5_10364 0002: jump @BARON5_8384 :BARON5_10371 0151: remove_status_text $2951 0169: set_fade_color 0 0 0 016A: fade 0 1000 ms :BARON5_10391 00D6: if 016B: fading 004D: jump_if_false @BARON5_10415 0001: wait 0 ms 0002: jump @BARON5_10391 :BARON5_10415 009B: destroy_actor_instantly 7@ 009B: destroy_actor_instantly 8@ 009B: destroy_actor_instantly 9@ 009B: destroy_actor_instantly 10@ 009B: destroy_actor_instantly 11@ 009B: destroy_actor_instantly 12@ 009B: destroy_actor_instantly 13@ 009B: destroy_actor_instantly $2957 009B: destroy_actor_instantly $2958 009B: destroy_actor_instantly 14@ 009B: destroy_actor_instantly $2950 009B: destroy_actor_instantly 0@ 009B: destroy_actor_instantly $LANCE_VANCE 009B: destroy_actor_instantly $2936 009B: destroy_actor_instantly $2937 009B: destroy_actor_instantly $2938 009B: destroy_actor_instantly $2939 009B: destroy_actor_instantly $2941 009B: destroy_actor_instantly $2955 009B: destroy_actor_instantly $2944 009B: destroy_actor_instantly $2956 009B: destroy_actor_instantly $2952 009B: destroy_actor_instantly $2953 009B: destroy_actor_instantly $2954 009B: destroy_actor_instantly $2959 009B: destroy_actor_instantly $2960 009B: destroy_actor_instantly $2961 009B: destroy_actor_instantly $2962 009B: destroy_actor_instantly $2946 009B: destroy_actor_instantly $2947 009B: destroy_actor_instantly $2948 009B: destroy_actor_instantly $2949 00D6: if 047A: actor $PLAYER_ACTOR on_any_bike 004D: jump_if_false @BARON5_10640 00DA: $2969 = player $PLAYER_CHAR car 00D6: if 8119: not car $2969 wrecked 004D: jump_if_false @BARON5_10640 0362: put_actor $PLAYER_ACTOR at -378.3 -592.4 24.8 and_remove_from_car 00A6: destroy_car $2969 :BARON5_10640 009A: 12@ = create_actor_pedtype 10 model #CLB at -392.0 -559.5 27.5 0173: set_actor 12@ z_angle_to 286.0 0446: set_actor 12@ dismemberment_possible 0 0321: kill_actor 12@ 009A: $2936 = create_actor_pedtype 10 model #CLA at -393.0 -565.4 27.5 0173: set_actor $2936 z_angle_to 180.0 0446: set_actor $2936 dismemberment_possible 0 0321: kill_actor $2936 009A: $2937 = create_actor_pedtype 10 model #CLA at -382.3 -557.7 27.5 0173: set_actor $2937 z_angle_to 90.0 0446: set_actor $2937 dismemberment_possible 0 0321: kill_actor $2937 009A: $2938 = create_actor_pedtype 10 model #CLA at -371.8 -580.4 25.5 0173: set_actor $2938 z_angle_to 270.0 0446: set_actor $2938 dismemberment_possible 0 0321: kill_actor $2938 009A: $2939 = create_actor_pedtype 10 model #CLA at -389.7 -580.2 25.5 0173: set_actor $2939 z_angle_to 166.0 0446: set_actor $2939 dismemberment_possible 0 0321: kill_actor $2939 009A: $2941 = create_actor_pedtype 10 model #CLA at -370.3 -559.2 27.5 0173: set_actor $2941 z_angle_to 100.0 0446: set_actor $2941 dismemberment_possible 0 0321: kill_actor $2941 01BD: $29 = current_time_in_ms 0004: $30 = 0 // $ = int :BARON5_10928 00D6: if and 83EE: not player $PLAYER_CHAR controllable 001A: 5000 > $30 // int > $ 004D: jump_if_false @BARON5_10984 0001: wait 0 ms 01BD: $28 = current_time_in_ms 0084: $30 = $28 // $ = $ int 0060: $30 -= $29 // $ -= $ int 0002: jump @BARON5_10928 :BARON5_10984 03EF: player $PLAYER_CHAR make_safe 03AD: set_rubbish 0 03AF: set_streaming 0 04F9: set_extra_colors 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' 03CB: load_scene -378.3 -577.3 25.3 038B: load_requested_models :BARON5_11084 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 004D: jump_if_false @BARON5_11128 0001: wait 0 ms 0002: jump @BARON5_11084 :BARON5_11128 0001: wait 1500 ms 02E4: load_cutscene_data 'ASS_2' 0395: clear_area 1 at -378.6 -552.6 25.5 range 40.0 0395: clear_area 1 at -379.0 -564.6 19.8 range 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: attach_cutscene_object $2933 to_bone $125 24 02E5: 5@ = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim 5@ 'DEAGL' 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :BARON5_11343 00D6: if 001A: 5061 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON5_11378 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON5_11343 :BARON5_11378 00BC: text_highpriority 'ASS1_F' time 10000 1 :BARON5_11393 00D6: if 001A: 8717 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON5_11428 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON5_11393 :BARON5_11428 00BC: text_highpriority 'ASS1_G' time 10000 1 :BARON5_11443 00D6: if 001A: 11569 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON5_11478 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON5_11443 :BARON5_11478 00BC: text_highpriority 'ASS1_H' time 10000 1 :BARON5_11493 00D6: if 001A: 13154 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON5_11528 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON5_11493 :BARON5_11528 00BC: text_highpriority 'ASS1_I' time 10000 1 :BARON5_11543 00D6: if 001A: 15615 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON5_11578 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON5_11543 :BARON5_11578 00BC: text_highpriority 'ASS1_J' time 10000 1 :BARON5_11593 00D6: if 001A: 20715 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON5_11628 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON5_11593 :BARON5_11628 00BC: text_highpriority 'ASS1_K' time 10000 1 :BARON5_11643 00D6: if 001A: 23530 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON5_11678 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON5_11643 :BARON5_11678 00BC: text_highpriority 'ASS1_L' time 5000 1 :BARON5_11693 00D6: if 001A: 24530 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON5_11728 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON5_11693 :BARON5_11728 00D6: if 001A: 27376 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON5_11763 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: 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 016A: fade 0 0 ms :BARON5_11788 00D6: if 001A: 28876 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BARON5_11823 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BARON5_11788 :BARON5_11823 00BE: text_clear_all 03EB: clear_small_messages_only :BARON5_11827 00D6: if 016B: fading 004D: jump_if_false @BARON5_11851 0001: wait 0 ms 0002: jump @BARON5_11827 :BARON5_11851 0001: wait 1000 ms 00BE: text_clear_all 03EB: clear_small_messages_only 03AD: set_rubbish 1 02EA: end_cutscene 00BE: text_clear_all 0001: wait 0 ms 01B4: set_player $PLAYER_CHAR can_move 0 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 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 04FA: clear_extra_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 25.5 range 40.0 0395: clear_area 1 at -379.0 -564.6 19.8 range 40.0 04BB: select_interiour 0 // select render area 03CB: load_scene -381.8 -536.0 26.3 015F: set_camera_position -415.273 -502.09 39.183 rotation 0.0 0.0 0.0 0160: point_camera -414.699 -502.788 38.754 switchstyle 2 016A: fade 1 1500 ms :BARON5_12117 00D6: if 016B: fading 004D: jump_if_false @BARON5_12141 0001: wait 0 ms 0002: jump @BARON5_12117 :BARON5_12141 0394: play_music 1 00BA: text_styled 'PROP_A' 7000 ms 6 0001: wait 6000 ms 0169: set_fade_color 0 0 0 016A: fade 0 1000 ms :BARON5_12180 00D6: if 016B: fading 004D: jump_if_false @BARON5_12204 0001: wait 0 ms 0002: 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 02EB: restore_camera_with_jumpcut 0001: wait 500 ms 04BB: select_interiour 2 // select render area 03CB: load_scene -378.3 -592.4 24.8 016A: fade 1 1000 ms 00BE: text_clear_all 0002: jump @BARON5_12576 :BARON5_12284 00BA: text_styled 'M_FAIL' 5000 ms 1 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @BARON5_12540 00D6: if or 0038: $991 == 1 // $ == int 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 004D: jump_if_false @BARON5_12540 00D6: if 0118: actor $LANCE_VANCE dead 004D: jump_if_false @BARON5_12540 016A: fade 0 1000 ms :BARON5_12430 00D6: if 016B: fading 004D: jump_if_false @BARON5_12454 0001: wait 0 ms 0002: jump @BARON5_12430 :BARON5_12454 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @BARON5_12533 04BB: select_interiour 0 // select render area 03CB: load_scene -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 0373: set_camera_directly_behind_player 00A6: destroy_car $26 009B: destroy_actor_instantly $LANCE_VANCE :BARON5_12533 016A: fade 1 1000 ms :BARON5_12540 029B: $1787 = init_object #MANSION_NEW_DOORS at -391.19 -575.906 24.071 01C7: remove_object_from_mission_cleanup_list $1787 0004: $1001 = 0 // $ = int 0051: return :BARON5_12576 0004: $PASSED_ASS1_RUB_OUT = 1 // $ = int 0108: destroy_object $1788 029B: $1789 = init_object #MAN_DOOROPEN at -378.542 -554.006 21.96 01C7: remove_object_from_mission_cleanup_list $1789 0004: $1001 = 2 // $ = int 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 50000 0318: set_latest_mission_passed 'ASS_1' 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 0213: $79 = create_pickup #HEALTH type 2 at -330.702 -573.366 11.6 0213: $80 = create_pickup #BODYARMOUR type 2 at -336.0 -573.7 11.6 055B: $1297 = create_clothes_pickup 1 at -384.5 -591.9 25.3 0004: $1278 = 1 // $ = int 014C: set_parked_car_generator $1880 cars_to_generate_to 0 014C: set_parked_car_generator $83 cars_to_generate_to 101 0004: $855 = 1 // $ = int 0004: $906 = 1 // $ = int 0004: $907 = 1 // $ = int 004F: create_thread @PRO1 004F: create_thread @PSAVE2 0164: disable_marker $234 0164: disable_marker $265 01E3: text_1number_styled 'M_PASS' number 50000 time 2000 style 1 02A7: $265 = create_icon_marker_and_sphere 29 at -378.3 -579.8 24.5 0051: return :BARON5_12919 0004: $ONMISSION = 0 // $ = int 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 0249: release_model #CLA 0249: release_model #CLB 0249: release_model #M4 0249: release_model #MP5LNG 0249: release_model #UZI 0249: release_model #STALLION 01C2: mark_actor_as_no_longer_needed 7@ 01C2: mark_actor_as_no_longer_needed 8@ 01C2: mark_actor_as_no_longer_needed 9@ 01C2: mark_actor_as_no_longer_needed 10@ 01C2: mark_actor_as_no_longer_needed 11@ 01C2: mark_actor_as_no_longer_needed 12@ 01C2: mark_actor_as_no_longer_needed 13@ 01C2: mark_actor_as_no_longer_needed $2957 01C2: mark_actor_as_no_longer_needed $2958 01C2: mark_actor_as_no_longer_needed 14@ 01C2: mark_actor_as_no_longer_needed $2950 01C2: mark_actor_as_no_longer_needed 0@ 01C2: mark_actor_as_no_longer_needed $LANCE_VANCE 01C2: mark_actor_as_no_longer_needed $2936 01C2: mark_actor_as_no_longer_needed $2937 01C2: mark_actor_as_no_longer_needed $2938 01C2: mark_actor_as_no_longer_needed $2939 01C2: mark_actor_as_no_longer_needed $2941 01C2: mark_actor_as_no_longer_needed $2955 01C2: mark_actor_as_no_longer_needed $2944 01C2: mark_actor_as_no_longer_needed $2956 01C2: mark_actor_as_no_longer_needed $2952 01C2: mark_actor_as_no_longer_needed $2953 01C2: mark_actor_as_no_longer_needed $2954 01C2: mark_actor_as_no_longer_needed $2959 01C2: mark_actor_as_no_longer_needed $2960 01C2: mark_actor_as_no_longer_needed $2961 01C2: mark_actor_as_no_longer_needed $2962 01C2: mark_actor_as_no_longer_needed $2946 01C2: mark_actor_as_no_longer_needed $2947 01C2: mark_actor_as_no_longer_needed $2948 01C2: mark_actor_as_no_longer_needed $2949 0296: unload_special_actor 4 0296: unload_special_actor 5 0164: disable_marker 1@ 0164: disable_marker $57 0108: destroy_object $2934 034F: destroy_actor_with_fade $LANCE_VANCE // The actor fades away like a ghost 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 00D8: mission_cleanup 0051: return :BARON5_13242 00D6: if 0038: $2931 == 1 // $ == int 004D: jump_if_false @BARON5_13906 00D6: if 0039: 6@ == 0 // @ == int 004D: jump_if_false @BARON5_13333 00D6: if 8118: not actor 7@ dead 004D: jump_if_false @BARON5_13302 01CA: actor 7@ kill_player $PLAYER_CHAR :BARON5_13302 00D6: if 8118: not actor 8@ dead 004D: jump_if_false @BARON5_13326 01CA: actor 8@ kill_player $PLAYER_CHAR :BARON5_13326 0006: 6@ = 1 // @ = int :BARON5_13333 00D6: if 0038: $2929 == 0 // $ == int 004D: jump_if_false @BARON5_13499 00D6: if 8118: not actor 9@ dead 004D: jump_if_false @BARON5_13382 0350: set_actor 9@ maintain_position_when_attacked 0 01CA: actor 9@ kill_player $PLAYER_CHAR :BARON5_13382 00D6: if 8118: not actor 10@ dead 004D: jump_if_false @BARON5_13413 0350: set_actor 10@ maintain_position_when_attacked 0 01CA: actor 10@ kill_player $PLAYER_CHAR :BARON5_13413 00D6: if 8118: not actor 11@ dead 004D: jump_if_false @BARON5_13437 01CA: actor 11@ kill_player $PLAYER_CHAR :BARON5_13437 00D6: if 8118: not actor 14@ dead 004D: jump_if_false @BARON5_13468 0350: set_actor 14@ maintain_position_when_attacked 0 01CA: actor 14@ kill_player $PLAYER_CHAR :BARON5_13468 00D6: if 8118: not actor $2950 dead 004D: jump_if_false @BARON5_13492 01CA: actor $2950 kill_player $PLAYER_CHAR :BARON5_13492 0004: $2929 = 1 // $ = int :BARON5_13499 00D6: if 0019: TIMERA > 1000 // @ > int 004D: jump_if_false @BARON5_13906 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 00D6: if 0039: 3@ == 1 // @ == int 004D: jump_if_false @BARON5_13698 00D6: if 8118: not actor 7@ dead 004D: jump_if_false @BARON5_13624 0350: set_actor 7@ maintain_position_when_attacked 0 00D6: if 8510: not actor 7@ path_is_clear $95 $96 $97 radius 1.0 004D: jump_if_false @BARON5_13624 009E: set_actor 7@ path $95 $96 $97 unknown 1.0 1 :BARON5_13624 00D6: if 8118: not actor 8@ dead 004D: jump_if_false @BARON5_13698 0350: set_actor 8@ maintain_position_when_attacked 0 00D6: if 8510: not actor 8@ path_is_clear $95 $96 $97 radius 1.0 004D: jump_if_false @BARON5_13698 009E: set_actor 8@ path $95 $96 $97 unknown 1.0 1 :BARON5_13698 00D6: if 8118: not actor 9@ dead 004D: jump_if_false @BARON5_13765 00D6: if 8510: not actor 9@ path_is_clear $95 $96 $97 radius 1.0 004D: jump_if_false @BARON5_13765 009E: set_actor 9@ path $95 $96 $97 unknown 1.0 1 :BARON5_13765 00D6: if 8118: not actor 10@ dead 004D: jump_if_false @BARON5_13832 00D6: if 8510: not actor 10@ path_is_clear $95 $96 $97 radius 1.0 004D: jump_if_false @BARON5_13832 009E: set_actor 10@ path $95 $96 $97 unknown 1.0 1 :BARON5_13832 00D6: if 8118: not actor 14@ dead 004D: jump_if_false @BARON5_13899 00D6: if 8510: not actor 14@ path_is_clear $95 $96 $97 radius 1.0 004D: jump_if_false @BARON5_13899 009E: set_actor 14@ path $95 $96 $97 unknown 1.0 1 :BARON5_13899 0006: TIMERA = 0 // @ = int :BARON5_13906 0051: return :BARON5_13908 00D6: if 0019: TIMERA > 1000 // @ > int 004D: jump_if_false @BARON5_14013 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @BARON5_14006 00D6: if 8510: not actor $LANCE_VANCE path_is_clear -442.6 -574.9 11.0 radius 0.5 004D: jump_if_false @BARON5_14006 009E: set_actor $LANCE_VANCE path -442.6 -574.9 11.0 unknown 0.5 1 :BARON5_14006 0006: TIMERA = 0 // @ = int :BARON5_14013 0051: return :BARON5_14015 00D6: if 0019: TIMERA > 1000 // @ > int 004D: jump_if_false @BARON5_14120 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @BARON5_14113 00D6: if 8510: not actor $LANCE_VANCE path_is_clear -370.1 -596.4 9.5 radius 0.5 004D: jump_if_false @BARON5_14113 009E: set_actor $LANCE_VANCE path -370.1 -596.4 9.5 unknown 0.5 1 :BARON5_14113 0006: TIMERA = 0 // @ = int :BARON5_14120 0051: return :BARON5_14122 00D6: if 0019: TIMERB > 1000 // @ > int 004D: jump_if_false @BARON5_14229 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @BARON5_14222 00D6: if 8510: not actor $LANCE_VANCE path_is_clear $95 $96 $97 radius 0.5 004D: jump_if_false @BARON5_14222 009E: set_actor $LANCE_VANCE path $95 $96 $97 unknown 0.5 1 :BARON5_14222 0006: TIMERB = 0 // @ = int :BARON5_14229 0051: return //-------------Mission 17--------------- // Originally: Death Row :KENT1 03A4: name_thread 'KENT1' 0050: gosub @KENT1_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @KENT1_37 0050: gosub @KENT1_7687 :KENT1_37 0050: gosub @KENT1_7793 004E: end_thread :KENT1_46 0317: increment_mission_attempts 0004: $ONMISSION = 1 // $ = int 0005: $95 = 0.0 // $ = float 0005: $96 = 0.0 // $ = float 0005: $97 = 0.0 // $ = float 0006: 12@ = 0 // @ = int 0004: $2971 = 0 // $ = int 0006: 11@ = 0 // @ = int 0006: 10@ = 0 // @ = int 0006: 2@ = 0 // @ = int 0006: 3@ = 0 // @ = int 0006: 4@ = 0 // @ = int 0007: 6@ = -1310.325 // @ = float 0007: 7@ = 165.808 // @ = float 0007: 8@ = 10.59 // @ = float 0007: 9@ = 280.723 // @ = float 0004: $2970 = 100 // $ = int 0006: 1@ = 100 // @ = int 0005: $2973 = -1308.51 // $ = float 0005: $2974 = 162.002 // $ = float 0005: $2975 = 10.56 // $ = float 0004: $2976 = 0 // $ = int 0004: $2977 = 0 // $ = int 0004: $2979 = 0 // $ = int 0005: $2980 = -1256.36 // $ = float 0005: $2981 = 2.86 // $ = float 0005: $2982 = 10.45 // $ = float 0005: $2983 = -1255.89 // $ = float 0005: $2984 = 12.26 // $ = float 0005: $2985 = 10.45 // $ = float 0005: $2986 = -1255.72 // $ = float 0005: $2987 = 19.11 // $ = float 0005: $2988 = 10.45 // $ = float 0005: $2989 = -1255.89 // $ = float 0005: $2990 = 12.26 // $ = float 0005: $2991 = 10.45 // $ = float 0005: $2992 = -1256.36 // $ = float 0005: $2993 = 2.86 // $ = float 0005: $2994 = 10.45 // $ = float 0004: $2996 = 0 // $ = int 0004: $2997 = 0 // $ = int 0005: $3001 = 180.0 // $ = float 0005: $2998 = -1310.29 // $ = float 0005: $2999 = 155.36 // $ = float 0005: $3000 = 10.56 // $ = float 0004: $3003 = 0 // $ = int 0004: $3004 = 0 // $ = int 0005: $3008 = 180.0 // $ = float 0005: $3005 = -1303.69 // $ = float 0005: $3006 = 155.36 // $ = float 0005: $3007 = 10.56 // $ = float 0004: $3010 = 0 // $ = int 0004: $3011 = 0 // $ = int 0005: $3012 = -1259.0 // $ = float 0005: $3013 = 104.09 // $ = float 0005: $3014 = 10.45 // $ = float 0005: $3015 = -1260.03 // $ = float 0005: $3016 = 95.52 // $ = float 0005: $3017 = 10.45 // $ = float 0005: $3018 = -1260.07 // $ = float 0005: $3019 = 80.4 // $ = float 0005: $3020 = 10.45 // $ = float 0005: $3021 = -1259.79 // $ = float 0005: $3022 = 60.42 // $ = float 0005: $3023 = 10.26 // $ = float 0005: $3024 = -1259.66 // $ = float 0005: $3025 = 49.85 // $ = float 0005: $3026 = 10.21 // $ = float 0005: $3027 = -1259.79 // $ = float 0005: $3028 = 60.42 // $ = float 0005: $3029 = 10.26 // $ = float 0005: $3030 = -1260.07 // $ = float 0005: $3031 = 80.4 // $ = float 0005: $3032 = 10.45 // $ = float 0005: $3033 = -1260.03 // $ = float 0005: $3034 = 95.52 // $ = float 0005: $3035 = 10.45 // $ = float 0005: $3036 = -1259.0 // $ = float 0005: $3037 = 104.09 // $ = float 0005: $3038 = 10.45 // $ = float 0004: $3040 = 0 // $ = int 0004: $3041 = 0 // $ = int 0005: $3042 = -1302.17 // $ = float 0005: $3043 = 82.09 // $ = float 0005: $3044 = 10.46 // $ = float 0005: $3045 = -1303.89 // $ = float 0005: $3046 = 75.11 // $ = float 0005: $3047 = 10.46 // $ = float 0005: $3048 = -1306.49 // $ = float 0005: $3049 = 61.84 // $ = float 0005: $3050 = 10.46 // $ = float 0005: $3051 = -1302.17 // $ = float 0005: $3052 = 82.09 // $ = float 0005: $3053 = 10.46 // $ = float 0004: $3055 = 0 // $ = int 0004: $3057 = 0 // $ = int 0004: $3058 = 0 // $ = int 0004: $3060 = 0 // $ = int 0004: $3061 = 0 // $ = int 0004: $3063 = 0 // $ = int 0004: $3064 = 0 // $ = int 0004: $3066 = 0 // $ = int 0004: $3067 = 0 // $ = int 0004: $3069 = 0 // $ = int 0004: $3070 = 0 // $ = int 0004: $3072 = 0 // $ = int 0004: $3074 = 0 // $ = int 0004: $3076 = 0 // $ = int 0004: $3078 = 0 // $ = int 0005: $3080 = -823.45 // $ = float 0005: $3081 = 1162.13 // $ = float 0005: $3082 = 10.06 // $ = float 0004: $3083 = 0 // $ = int 0004: $3084 = 0 // $ = int 0004: $3086 = 0 // $ = int 0004: $3087 = 0 // $ = int 0004: $3089 = 0 // $ = int 0004: $3090 = 0 // $ = int 0004: $3097 = 0 // $ = int 0004: $3098 = 0 // $ = int 0004: $3100 = 0 // $ = int 0004: $3101 = 0 // $ = int 0004: $3102 = 0 // $ = int 0004: $3103 = 0 // $ = int 0004: $3104 = 0 // $ = int 0004: $3105 = 0 // $ = int 0004: $3106 = 0 // $ = int 0004: $3107 = 0 // $ = int 0004: $3108 = 0 // $ = int 0004: $3109 = 0 // $ = int 0004: $3110 = 0 // $ = int 0004: $3111 = 0 // $ = int 0004: $3112 = 0 // $ = int 0004: $3113 = 0 // $ = int 0004: $3114 = 0 // $ = int 0004: $3115 = 0 // $ = int 0004: $3116 = 0 // $ = int 0004: $3117 = 0 // $ = int 0004: $3118 = 0 // $ = int 0004: $3121 = 0 // $ = int 0004: $3122 = 0 // $ = int 0004: $3123 = 0 // $ = int 0004: $3124 = 0 // $ = int 0004: $3125 = 0 // $ = int 0004: $3126 = 0 // $ = int 0004: $3127 = 0 // $ = int 0004: $3128 = 0 // $ = int 0004: $3129 = 0 // $ = int 0004: $3130 = 0 // $ = int 0004: $3131 = 0 // $ = int 0004: $3133 = 0 // $ = int 0005: $3134 = 0.0 // $ = float 0005: $3135 = 0.0 // $ = float 0005: $3136 = 0.0 // $ = float 0005: $3137 = 0.0 // $ = float 0005: $3138 = 0.0 // $ = float 0005: $3139 = 0.0 // $ = float 0005: $3140 = 0.0 // $ = float 0005: $3141 = 0.0 // $ = float 0005: $3142 = 0.0 // $ = float 0005: $3143 = 0.0 // $ = float 0005: $3144 = 0.0 // $ = float 0005: $3145 = 0.0 // $ = float 0005: $3146 = 0.0 // $ = float 0005: $3147 = 0.0 // $ = float 0005: $3148 = 0.0 // $ = float 0005: $3149 = 0.0 // $ = float 0005: $3150 = 0.0 // $ = float 0005: $3151 = 0.0 // $ = float 0005: $3152 = 0.0 // $ = float 0005: $3153 = 0.0 // $ = float 0005: $3154 = 0.0 // $ = float 0005: $3155 = 0.0 // $ = float 0005: $3156 = 0.0 // $ = float 0005: $3157 = 0.0 // $ = float 0004: $3158 = 0 // $ = int 0004: $3159 = 0 // $ = int 0001: wait 0 ms 054C: use_GXT_table 'KENT1' 058E: set_restart_mission_taxi_destination 512.591 -74.9 9.573 189.24 0004: $1011 = 1 // $ = int 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSKENT' 04F9: set_extra_colors 1 fade 0 04BB: select_interiour 17 // select render area 03CB: load_scene 476.12 -63.377 10.0 038B: load_requested_models :KENT1_1673 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 004D: jump_if_false @KENT1_1703 0001: wait 0 ms 0002: 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 9.03 range 1.0 0055: put_player $PLAYER_CHAR at 495.74 -82.79 9.03 0171: set_player $PLAYER_CHAR z_angle_to 211.2 016A: fade 1 2000 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :KENT1_1853 00D6: if 001A: 798 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @KENT1_1888 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENT1_1853 :KENT1_1888 00BC: text_highpriority 'KPM1_A' time 10000 1 :KENT1_1903 00D6: if 001A: 3079 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @KENT1_1938 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENT1_1903 :KENT1_1938 00BC: text_highpriority 'KPM1_B' time 10000 1 :KENT1_1953 00D6: if 001A: 4603 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @KENT1_1988 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENT1_1953 :KENT1_1988 00BC: text_highpriority 'KPM1_C' time 10000 1 :KENT1_2003 00D6: if 001A: 6776 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @KENT1_2038 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENT1_2003 :KENT1_2038 00BC: text_highpriority 'KPM1_D' time 10000 1 :KENT1_2053 00D6: if 001A: 9460 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @KENT1_2088 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENT1_2053 :KENT1_2088 00BC: text_highpriority 'KPM1_E' time 10000 1 :KENT1_2103 00D6: if 001A: 11736 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @KENT1_2138 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENT1_2103 :KENT1_2138 00BC: text_highpriority 'KPM1_F' time 10000 1 :KENT1_2153 00D6: if 001A: 14992 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @KENT1_2188 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENT1_2153 :KENT1_2188 00BC: text_highpriority 'KPM1_G' time 10000 1 :KENT1_2203 00D6: if 001A: 20583 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @KENT1_2238 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENT1_2203 :KENT1_2238 00BC: text_highpriority 'KPM1_H' time 10000 1 :KENT1_2253 00D6: if 001A: 22880 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @KENT1_2288 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENT1_2253 :KENT1_2288 00BE: text_clear_all :KENT1_2290 00D6: if 001A: 23352 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @KENT1_2325 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENT1_2290 :KENT1_2325 016A: fade 0 2000 ms 00BE: text_clear_all :KENT1_2334 00D6: if 016B: fading 004D: jump_if_false @KENT1_2358 0001: wait 0 ms 0002: jump @KENT1_2334 :KENT1_2358 00BA: text_styled 'BEACH3' 3000 ms 2 03AD: set_rubbish 1 02EA: end_cutscene 0373: set_camera_directly_behind_player 0296: unload_special_actor 1 0296: unload_special_actor 2 04FA: clear_extra_colors_with_fade 0 04BB: select_interiour 0 // select render area 03CB: load_scene 495.74 -82.79 9.03 0004: $1011 = 0 // $ = int 0004: $986 = 0 // $ = int 04E3: set_player $PLAYER_CHAR mood 2 duration 60000 0167: $3132 = create_marker_at -1219.969 8.543 10.44 color 1 display 3 0168: set_marker $3132 size 3 0004: $3133 = 1 // $ = int 03C4: set_status_text_to $2970 1 'KPM1_3' 00BC: text_highpriority 'KPM1_1' time 7000 1 0169: set_fade_color 0 0 0 0001: wait 500 ms 016A: fade 1 1500 ms 0247: request_model #CLA 0247: request_model #CLB 0247: request_model #UZI 0247: request_model #SENTINEL 0247: request_model #COMET 0247: request_model #RUGER 04ED: load_animation 'LANCE' 023C: load_special_actor 3 'IGBUDDY' :KENT1_2578 00D6: if or 8248: not model #CLA available 8248: not model #CLB available 8248: not model #UZI available 823D: not special_actor 3 loaded 8248: not model #SENTINEL available 8248: not model #COMET available 004D: jump_if_false @KENT1_2627 0001: wait 0 ms 0002: jump @KENT1_2578 :KENT1_2627 00D6: if or 84EE: not animation 'LANCE' loaded 8248: not model #RUGER available 004D: jump_if_false @KENT1_2664 0001: wait 0 ms 0002: jump @KENT1_2627 :KENT1_2664 00A5: $3092 = create_car #COMET at -1066.072 -55.111 10.262 00A6: destroy_car $3092 00A5: $3093 = create_car #COMET at -1066.714 -28.923 10.246 00A6: destroy_car $3093 00A5: $3094 = create_car #COMET at -1073.399 77.886 10.239 00A6: destroy_car $3094 00A5: $3095 = create_car #COMET at -1072.822 41.816 10.27 00A6: destroy_car $3095 00A5: $3120 = create_car #SENTINEL at -1292.08 155.609 10.45 0175: set_car $3120 z_angle_to 176.706 00A5: $3091 = create_car #SENTINEL at -1240.28 7.5 10.46 0175: set_car $3091 z_angle_to 180.0 009A: 0@ = create_actor_pedtype 4 model #SPECIAL03 at 6@ 7@ 8@ 0446: set_actor 0@ dismemberment_possible 0 01ED: clear_actor 0@ threat_search 04F5: set_actor 0@ as_player_friend $PLAYER_CHAR flag 1 0568: set_actor 0@ untargetable 1 0173: set_actor 0@ z_angle_to 285.31 009A: $2972 = create_actor_pedtype 10 model #CLA at $2973 $2974 $2975 01ED: clear_actor $2972 threat_search 03FE: set_actor $2972 money 200 009A: $2978 = create_actor_pedtype 10 model #CLA at $2980 $2981 $2982 01ED: clear_actor $2978 threat_search 03FE: set_actor $2978 money 200 009A: $2995 = create_actor_pedtype 10 model #CLA at $2998 $2999 $3000 01ED: clear_actor $2995 threat_search 03FE: set_actor $2995 money 200 009A: $3002 = create_actor_pedtype 10 model #CLA at $3005 $3006 $3007 01ED: clear_actor $3002 threat_search 03FE: set_actor $3002 money 200 009A: $3009 = create_actor_pedtype 10 model #CLA at $3012 $3013 $3014 01ED: clear_actor $3009 threat_search 03FE: set_actor $3009 money 200 009A: $3039 = create_actor_pedtype 10 model #CLA at $3042 $3043 $3044 01ED: clear_actor $3039 threat_search 03FE: set_actor $3039 money 200 009A: $3054 = create_actor_pedtype 4 model #CLA at -1293.67 142.31 16.94 01ED: clear_actor $3054 threat_search 03FE: set_actor $3054 money 200 009A: $3056 = create_actor_pedtype 4 model #CLA at -1243.05 10.0 10.46 01ED: clear_actor $3056 threat_search 03FE: set_actor $3056 money 200 009A: $3059 = create_actor_pedtype 4 model #CLA at -1242.57 4.5 10.45 01ED: clear_actor $3059 threat_search 03FE: set_actor $3059 money 200 009A: $3062 = create_actor_pedtype 10 model #CLA at -1252.871 42.226 12.313 01ED: clear_actor $3062 threat_search 03FE: set_actor $3062 money 200 009A: $3065 = create_actor_pedtype 10 model #CLA at -1257.927 79.62 10.45 01ED: clear_actor $3065 threat_search 03FE: set_actor $3065 money 200 009A: $3068 = create_actor_pedtype 10 model #CLA at -1257.345 85.37 10.45 01ED: clear_actor $3068 threat_search 03FE: set_actor $3068 money 200 0004: $123 = 0 // $ = int 0006: TIMERA = 0 // @ = int :KENT1_3321 00D6: if 0039: 2@ == 0 // @ == int 004D: jump_if_false @KENT1_6387 0001: wait 0 ms 00D6: if 0056: player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 004D: jump_if_false @KENT1_3404 00D6: if 0039: 11@ == 0 // @ == int 004D: jump_if_false @KENT1_3404 0110: clear_player $PLAYER_CHAR wanted_level :KENT1_3404 00D6: if 0028: $3158 >= 4 // $ >= int 004D: jump_if_false @KENT1_3776 00D6: if 0038: $3159 == 0 // $ == int 004D: jump_if_false @KENT1_3776 00D6: 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 004D: jump_if_false @KENT1_3776 009A: $3071 = create_actor_pedtype 10 model #CLA at -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 009A: $3073 = create_actor_pedtype 10 model #CLB at -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 009A: $3075 = create_actor_pedtype 10 model #CLA at -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 009A: $3077 = create_actor_pedtype 10 model #CLB at -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 0004: $3159 = 1 // $ = int :KENT1_3776 00D6: if 0038: $3133 == 1 // $ == int 004D: jump_if_false @KENT1_3926 00D6: if or 0056: player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 0038: $2971 == 1 // $ == int 004D: jump_if_false @KENT1_3926 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @KENT1_3882 0164: disable_marker $3132 0187: 5@ = create_marker_above_actor 0@ 0004: $3133 = 0 // $ = int 0002: jump @KENT1_3926 :KENT1_3882 0164: disable_marker 5@ 040D: unload_wav 1 040D: unload_wav 2 00BE: text_clear_all 00BC: text_highpriority 'KPM1_2' time 5000 1 0002: jump @KENT1_7687 0006: 3@ = 1 // @ = int :KENT1_3926 00D6: if 001A: 13 > $3115 // int > $ 004D: jump_if_false @KENT1_3958 0050: gosub @KENT1_14043 0002: jump @KENT1_4063 :KENT1_3958 0008: $3131 += 1 // $ += int 00D6: if 0038: $3159 == 1 // $ == int 004D: jump_if_false @KENT1_4016 00D6: if 0018: $3131 > 270 // $ > int 004D: jump_if_false @KENT1_4009 0004: $3131 = 0 // $ = int :KENT1_4009 0002: jump @KENT1_4042 :KENT1_4016 00D6: if 0018: $3131 > 150 // $ > int 004D: jump_if_false @KENT1_4042 0004: $3131 = 0 // $ = int :KENT1_4042 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 0050: gosub @KENT1_8012 :KENT1_4063 00D6: if 0039: 3@ == 0 // @ == int 004D: jump_if_false @KENT1_6052 00D6: if 0118: actor 0@ dead 004D: jump_if_false @KENT1_4148 0164: disable_marker 5@ 040D: unload_wav 1 040D: unload_wav 2 00BE: text_clear_all 00BC: text_highpriority 'KPM1_2' time 5000 1 0002: jump @KENT1_7687 0006: 3@ = 1 // @ = int 0002: jump @KENT1_6052 :KENT1_4148 00D6: if 0038: $3117 == 0 // $ == int 004D: jump_if_false @KENT1_4174 0223: set_actor 0@ health_to $2970 :KENT1_4174 0226: 1@ = actor 0@ health 00D6: if 0038: $3083 == 0 // $ == int 004D: jump_if_false @KENT1_4305 00D6: if 80A3: not actor 0@ 0 -1234.15 -1.0 -1367.51 250.33 004D: jump_if_false @KENT1_4305 01C2: mark_actor_as_no_longer_needed $2972 01C2: mark_actor_as_no_longer_needed $2978 01C2: mark_actor_as_no_longer_needed $2995 01C2: mark_actor_as_no_longer_needed $3002 01C2: mark_actor_as_no_longer_needed $3009 01C2: mark_actor_as_no_longer_needed $3039 01C2: mark_actor_as_no_longer_needed $3054 01C2: mark_actor_as_no_longer_needed $3056 01C2: mark_actor_as_no_longer_needed $3059 01C2: mark_actor_as_no_longer_needed $3062 01C2: mark_actor_as_no_longer_needed $3065 01C2: mark_actor_as_no_longer_needed $3068 0004: $3083 = 1 // $ = int :KENT1_4305 00D6: if 0039: 11@ == 1 // @ == int 004D: jump_if_false @KENT1_4380 0050: gosub @KENT1_10766 00D6: if 0101: actor 0@ stopped_near_point $3080 $3081 $3082 radius 3.0 3.0 3.0 sphere $123 004D: jump_if_false @KENT1_4380 0006: 2@ = 1 // @ = int :KENT1_4380 00D6: if 0039: 10@ == 0 // @ == int 004D: jump_if_false @KENT1_4513 00D6: if 0039: 11@ == 1 // @ == int 004D: jump_if_false @KENT1_4513 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @KENT1_4469 02A9: set_actor 0@ immune_to_nonplayer 0 04D7: lock_actor 0@ in_current_position 0 0372: set_actor 0@ anim 0 wait_state_time 1 ms 0006: 10@ = 1 // @ = int 0002: jump @KENT1_4513 :KENT1_4469 0164: disable_marker 5@ 040D: unload_wav 1 040D: unload_wav 2 00BE: text_clear_all 00BC: text_highpriority 'KPM1_2' time 5000 1 0002: jump @KENT1_7687 0006: 3@ = 1 // @ = int :KENT1_4513 00D6: if 0038: $2976 == 1 // $ == int 004D: jump_if_false @KENT1_6052 00D6: if 0039: 11@ == 0 // @ == int 004D: jump_if_false @KENT1_6052 00D6: if 00F9: player $PLAYER_CHAR stopped 0 6@ 7@ 8@ radius 2.0 2.0 4.0 004D: jump_if_false @KENT1_6052 0004: $3117 = 1 // $ = int 00D6: if 0038: $3118 == 0 // $ == int 004D: jump_if_false @KENT1_4814 0164: disable_marker $3132 02A3: enable_widescreen 1 01B4: set_player $PLAYER_CHAR can_move 0 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 12.036 range 1.0 015F: set_camera_position -1312.775 170.233 12.036 rotation 0.0 0.0 0.0 0160: point_camera -1312.312 169.349 11.982 switchstyle 2 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @KENT1_4814 008B: 1@ = $2970 // @ = $ int 0223: set_actor 0@ health_to 1@ 0350: set_actor 0@ maintain_position_when_attacked 0 04D7: lock_actor 0@ in_current_position 0 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 0004: $3118 = 1 // $ = int :KENT1_4814 00D6: if 0038: $3118 == 1 // $ == int 004D: jump_if_false @KENT1_5848 00D6: if 0038: $3116 == 0 // $ == int 004D: jump_if_false @KENT1_4881 03CF: load_wav 'RESC_4' as 1 03CF: load_wav 'RESC_5' as 2 0004: $3116 = 1 // $ = int :KENT1_4881 00D6: if 0038: $3116 == 1 // $ == int 004D: jump_if_false @KENT1_4925 00D6: if and 03D0: wav 1 loaded 03D0: wav 2 loaded 004D: jump_if_false @KENT1_4925 0004: $3116 = 2 // $ = int :KENT1_4925 00D6: if 0038: $3116 == 2 // $ == int 004D: jump_if_false @KENT1_4981 03D1: play_wav 1 00BC: text_highpriority 'RESC_4' time 5000 1 0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms 0004: $3116 = 3 // $ = int :KENT1_4981 00D6: if 0038: $3116 == 3 // $ == int 004D: jump_if_false @KENT1_5040 00D6: if 03D2: wav 1 ended 004D: jump_if_false @KENT1_5040 03D5: remove_text 'RESC_4' 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 0004: $3116 = 4 // $ = int :KENT1_5040 00D6: if 0038: $3116 == 4 // $ == int 004D: jump_if_false @KENT1_5096 03D1: play_wav 2 00BC: text_highpriority 'RESC_5' time 5000 1 0372: set_actor 0@ anim 19 wait_state_time 1000000 ms 0004: $3116 = 5 // $ = int :KENT1_5096 00D6: if 0038: $3116 == 5 // $ == int 004D: jump_if_false @KENT1_5167 03CF: load_wav 'RESC_6' as 1 00D6: if 03D2: wav 2 ended 004D: jump_if_false @KENT1_5167 03D5: remove_text 'RESC_5' 0372: set_actor 0@ anim 0 wait_state_time 1 ms 0004: $3116 = 6 // $ = int :KENT1_5167 00D6: if 0038: $3116 == 6 // $ == int 004D: jump_if_false @KENT1_5207 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @KENT1_5207 0004: $3116 = 7 // $ = int :KENT1_5207 00D6: if 0038: $3116 == 7 // $ == int 004D: jump_if_false @KENT1_5275 03CF: load_wav 'RESC_1' as 2 03D1: play_wav 1 00BC: text_highpriority 'RESC_6' time 5000 1 0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms 0004: $3116 = 8 // $ = int :KENT1_5275 00D6: if 0038: $3116 == 8 // $ == int 004D: jump_if_false @KENT1_5334 00D6: if 03D2: wav 1 ended 004D: jump_if_false @KENT1_5334 03D5: remove_text 'RESC_6' 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 0004: $3116 = 9 // $ = int :KENT1_5334 00D6: if 0038: $3116 == 9 // $ == int 004D: jump_if_false @KENT1_5374 00D6: if 03D0: wav 2 loaded 004D: jump_if_false @KENT1_5374 0004: $3116 = 10 // $ = int :KENT1_5374 00D6: if 0038: $3116 == 10 // $ == int 004D: jump_if_false @KENT1_5442 03CF: load_wav 'RESC_2' as 1 03D1: play_wav 2 00BC: text_highpriority 'RESC_1' time 5000 1 0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms 0004: $3116 = 11 // $ = int :KENT1_5442 00D6: if 0038: $3116 == 11 // $ == int 004D: jump_if_false @KENT1_5501 00D6: if 03D2: wav 2 ended 004D: jump_if_false @KENT1_5501 03D5: remove_text 'RESC_1' 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 0004: $3116 = 12 // $ = int :KENT1_5501 00D6: if 0038: $3116 == 12 // $ == int 004D: jump_if_false @KENT1_5541 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @KENT1_5541 0004: $3116 = 13 // $ = int :KENT1_5541 00D6: if 0038: $3116 == 13 // $ == int 004D: jump_if_false @KENT1_5609 03CF: load_wav 'RESC_3' as 2 03D1: play_wav 1 00BC: text_highpriority 'RESC_2' time 5000 1 0372: set_actor 0@ anim 19 wait_state_time 1000000 ms 0004: $3116 = 14 // $ = int :KENT1_5609 00D6: if 0038: $3116 == 14 // $ == int 004D: jump_if_false @KENT1_5668 00D6: if 03D2: wav 1 ended 004D: jump_if_false @KENT1_5668 03D5: remove_text 'RESC_2' 0372: set_actor 0@ anim 0 wait_state_time 1 ms 0004: $3116 = 15 // $ = int :KENT1_5668 00D6: if 0038: $3116 == 15 // $ == int 004D: jump_if_false @KENT1_5708 00D6: if 03D0: wav 2 loaded 004D: jump_if_false @KENT1_5708 0004: $3116 = 16 // $ = int :KENT1_5708 00D6: if 0038: $3116 == 16 // $ == int 004D: jump_if_false @KENT1_5764 03D1: play_wav 2 00BC: text_highpriority 'RESC_3' time 5000 1 0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms 0004: $3116 = 17 // $ = int :KENT1_5764 00D6: if 0038: $3116 == 17 // $ == int 004D: jump_if_false @KENT1_5823 00D6: if 03D2: wav 2 ended 004D: jump_if_false @KENT1_5823 03D5: remove_text 'RESC_3' 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 0004: $3116 = 18 // $ = int :KENT1_5823 00D6: if 0038: $3116 == 18 // $ == int 004D: jump_if_false @KENT1_5848 0004: $3118 = 2 // $ = int :KENT1_5848 00D6: if 0038: $3118 == 2 // $ == int 004D: jump_if_false @KENT1_6052 01DF: tie_actor 0@ to_player $PLAYER_CHAR 0319: set_actor 0@ running 1 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @KENT1_5921 0332: set_actor 0@ bleeding_to 0 01B2: give_actor 0@ weapon 23 ammo 30000 // Load the weapon model before using this 0002: jump @KENT1_5950 :KENT1_5921 00BC: text_highpriority 'KPM1_2' time 5000 1 0002: jump @KENT1_7687 0006: 3@ = 1 // @ = int :KENT1_5950 0164: disable_marker 5@ 00BC: text_highpriority 'KPM1_4' time 5000 1 018A: $3079 = create_checkpoint_at $3080 $3081 $3082 0004: $123 = 1 // $ = int 0151: remove_status_text $2970 01B9: set_actor $PLAYER_ACTOR armed_weapon_to $3125 02A3: enable_widescreen 0 01B4: set_player $PLAYER_CHAR can_move 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 02EB: restore_camera_with_jumpcut 0006: 4@ = 1 // @ = int 0006: 11@ = 1 // @ = int 0004: $3118 = 3 // $ = int :KENT1_6052 00D6: if 0038: $3117 == 0 // $ == int 004D: jump_if_false @KENT1_6323 00D6: if 0038: $2971 == 1 // $ == int 004D: jump_if_false @KENT1_6188 00D6: if 0029: TIMERA >= 1500 // @ >= int 004D: jump_if_false @KENT1_6181 00D6: if 0018: $2970 > 0 // $ > int 004D: jump_if_false @KENT1_6146 000C: $2970 -= 1 // $ -= int 0006: TIMERA = 0 // @ = int 0002: jump @KENT1_6181 :KENT1_6146 0004: $2970 = 0 // $ = int 0006: TIMERA = 0 // @ = int 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @KENT1_6181 0321: kill_actor 0@ :KENT1_6181 0002: jump @KENT1_6281 :KENT1_6188 00D6: if 0029: TIMERA >= 3000 // @ >= int 004D: jump_if_false @KENT1_6281 00D6: if 0018: $2970 > 0 // $ > int 004D: jump_if_false @KENT1_6246 000C: $2970 -= 1 // $ -= int 0006: TIMERA = 0 // @ = int 0002: jump @KENT1_6281 :KENT1_6246 0004: $2970 = 0 // $ = int 0006: TIMERA = 0 // @ = int 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @KENT1_6281 0321: kill_actor 0@ :KENT1_6281 00D6: if 001E: $2970 > 1@ // $ > @ int 004D: jump_if_false @KENT1_6315 008A: $2970 = 1@ // $ = @ int 0002: jump @KENT1_6323 :KENT1_6315 008B: 1@ = $2970 // @ = $ int :KENT1_6323 00D6: if 0038: $3083 == 1 // $ == int 004D: jump_if_false @KENT1_6380 00D6: if 0038: $3084 == 0 // $ == int 004D: jump_if_false @KENT1_6373 0050: gosub @KENT1_11021 0002: jump @KENT1_6380 :KENT1_6373 0050: gosub @KENT1_11538 :KENT1_6380 0002: jump @KENT1_3321 :KENT1_6387 02A3: enable_widescreen 1 01B4: set_player $PLAYER_CHAR can_move 0 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 12.98 range 1.0 015F: set_camera_position -830.107 1157.09 12.98 rotation 0.0 0.0 0.0 0160: point_camera -829.292 1157.611 12.74 switchstyle 2 03CF: load_wav 'RESC_7' as 1 03CF: load_wav 'RESC_8' as 2 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @KENT1_6539 01E0: clear_leader 0@ 0002: jump @KENT1_6566 :KENT1_6539 0164: disable_marker 5@ 00BC: text_highpriority 'KPM1_2' time 5000 1 0002: jump @KENT1_7687 :KENT1_6566 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @KENT1_6639 0001: wait 0 ms 00D6: if 0118: actor 0@ dead 004D: jump_if_false @KENT1_6632 0164: disable_marker 5@ 00BC: text_highpriority 'KPM1_2' time 5000 1 0002: jump @KENT1_7687 :KENT1_6632 0002: jump @KENT1_6566 :KENT1_6639 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @KENT1_6758 00D6: if 00DF: actor $PLAYER_ACTOR in_any_car 004D: jump_if_false @KENT1_6697 03D1: play_wav 1 00BC: text_highpriority 'RESC_7' time 5000 1 0002: 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' time 5000 1 :KENT1_6751 0002: jump @KENT1_6795 :KENT1_6758 0164: disable_marker 5@ 040D: unload_wav 1 040D: unload_wav 2 00BE: text_clear_all 00BC: text_highpriority 'KPM1_2' time 5000 1 0002: jump @KENT1_7687 :KENT1_6795 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @KENT1_6864 0001: wait 0 ms 00D6: if 0118: actor 0@ dead 004D: jump_if_false @KENT1_6857 0164: disable_marker 5@ 00BC: text_highpriority 'KPM1_2' time 5000 1 0002: jump @KENT1_7687 :KENT1_6857 0002: jump @KENT1_6795 :KENT1_6864 03D5: remove_text 'RESC_7' 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @KENT1_6986 00D6: if 00DF: actor 0@ in_any_car 004D: jump_if_false @KENT1_6941 03D1: play_wav 2 00BC: text_highpriority 'RESC_8' time 5000 1 0002: 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' time 5000 1 :KENT1_6979 0002: jump @KENT1_7023 :KENT1_6986 0164: disable_marker 5@ 040D: unload_wav 1 040D: unload_wav 2 00BE: text_clear_all 00BC: text_highpriority 'KPM1_2' time 5000 1 0002: jump @KENT1_7687 :KENT1_7023 00D6: if 83D2: not wav 2 ended 004D: jump_if_false @KENT1_7098 0001: wait 0 ms 00D6: if 0118: actor 0@ dead 004D: jump_if_false @KENT1_7091 0164: disable_marker 5@ 040D: unload_wav 2 00BE: text_clear_all 00BC: text_highpriority 'KPM1_2' time 5000 1 0002: jump @KENT1_7687 :KENT1_7091 0002: jump @KENT1_7023 :KENT1_7098 03D5: remove_text 'RESC_8' 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @KENT1_7140 0372: set_actor 0@ anim 0 wait_state_time 1 ms 0002: jump @KENT1_7173 :KENT1_7140 0164: disable_marker 5@ 040D: unload_wav 2 00BE: text_clear_all 00BC: text_highpriority 'KPM1_2' time 5000 1 0002: jump @KENT1_7687 :KENT1_7173 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @KENT1_7371 00D6: if 00DF: actor 0@ in_any_car 004D: jump_if_false @KENT1_7364 00D9: $3119 = actor 0@ car // add to mission cleanup 01D3: actor 0@ leave_car $3119 :KENT1_7221 00D6: if 00DF: actor 0@ in_any_car 004D: jump_if_false @KENT1_7364 0001: wait 0 ms 00D6: if 0118: actor 0@ dead 004D: jump_if_false @KENT1_7284 0164: disable_marker 5@ 00BC: text_highpriority 'KPM1_2' time 5000 1 0002: jump @KENT1_7687 :KENT1_7284 00D6: if 0119: car $3119 wrecked 004D: jump_if_false @KENT1_7357 00D6: if 0118: actor 0@ dead 004D: jump_if_false @KENT1_7350 0164: disable_marker 5@ 00BC: text_highpriority 'KPM1_2' time 5000 1 0002: jump @KENT1_7687 0002: jump @KENT1_7357 :KENT1_7350 0002: jump @KENT1_7687 :KENT1_7357 0002: jump @KENT1_7221 :KENT1_7364 0002: jump @KENT1_7398 :KENT1_7371 0164: disable_marker 5@ 00BC: text_highpriority 'KPM1_2' time 5000 1 0002: jump @KENT1_7687 :KENT1_7398 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @KENT1_7451 00A1: put_actor 0@ at -822.71 1158.16 10.07 0173: set_actor 0@ z_angle_to 202.594 0002: jump @KENT1_7478 :KENT1_7451 0164: disable_marker 5@ 00BC: text_highpriority 'KPM1_2' time 5000 1 0002: jump @KENT1_7687 :KENT1_7478 015F: set_camera_position -826.493 1154.238 11.78 rotation 0.0 0.0 0.0 0160: point_camera -825.78 1154.921 11.62 switchstyle 2 0211: actor 0@ walk_to -822.856 1153.668 0006: TIMERA = 0 // @ = int :KENT1_7551 00D6: if 001B: 3000 > TIMERA // int > @ 004D: jump_if_false @KENT1_7624 0001: wait 0 ms 00D6: if 0118: actor 0@ dead 004D: jump_if_false @KENT1_7617 0164: disable_marker 5@ 00BC: text_highpriority 'KPM1_2' time 5000 1 0002: jump @KENT1_7687 :KENT1_7617 0002: jump @KENT1_7551 :KENT1_7624 02EB: restore_camera_with_jumpcut 009B: destroy_actor_instantly 0@ 00D6: if 80E0: not player $PLAYER_CHAR in_any_car 004D: jump_if_false @KENT1_7655 01B9: set_actor $PLAYER_ACTOR armed_weapon_to $3125 :KENT1_7655 02A3: enable_widescreen 0 01B4: set_player $PLAYER_CHAR can_move 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 0002: jump @KENT1_7704 :KENT1_7687 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :KENT1_7704 0004: $PASSED_KENT1_DEATH_ROW = 1 // $ = int 0004: $996 = 0 // $ = int 0318: set_latest_mission_passed 'KENT_1' 0394: play_music 1 030C: progress_made += 1 00BA: text_styled 'M_PASSN' 5000 ms 1 0110: clear_player $PLAYER_CHAR wanted_level 0164: disable_marker $241 0164: disable_marker $234 02A7: $234 = create_icon_marker_and_sphere $420 at $510 $511 $512 004F: create_thread @BAR5 0051: return :KENT1_7793 03AC: clear_route 0 03AC: clear_route 1 03AC: clear_route 2 0004: $ONMISSION = 0 // $ = int 034F: destroy_actor_with_fade 0@ // The actor fades away like a ghost 04EF: release_animation 'LANCE' 01E7: remove_forbidden_for_cars_cube -1208.09 1.78 6.0 -1172.68 18.66 20.0 0164: disable_marker 5@ 0164: disable_marker $3079 0164: disable_marker $3132 0296: unload_special_actor 3 00D6: if 8119: not car $3092 wrecked 004D: jump_if_false @KENT1_7901 00AF: set_car $3092 driver_behaviour_to 0 :KENT1_7901 00D6: if 8119: not car $3093 wrecked 004D: jump_if_false @KENT1_7924 00AF: set_car $3093 driver_behaviour_to 0 :KENT1_7924 00D6: if 8119: not car $3094 wrecked 004D: jump_if_false @KENT1_7947 00AF: set_car $3094 driver_behaviour_to 0 :KENT1_7947 00D6: if 8119: not car $3095 wrecked 004D: jump_if_false @KENT1_7970 00AF: set_car $3095 driver_behaviour_to 0 :KENT1_7970 0249: release_model #CLA 0249: release_model #CLB 0249: release_model #UZI 0249: release_model #SENTINEL 0249: release_model #COMET 0249: release_model #RUGER 0151: remove_status_text $2970 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 00D8: mission_cleanup 0051: return :KENT1_8012 00D6: if 0038: $2976 == 0 // $ == int 004D: jump_if_false @KENT1_8125 00D6: if 0118: actor $2972 dead 004D: jump_if_false @KENT1_8067 0008: $3158 += 1 // $ += int 0004: $2976 = 1 // $ = int 0002: jump @KENT1_8125 :KENT1_8067 00D6: if 0039: 11@ == 1 // @ == int 004D: jump_if_false @KENT1_8125 00D6: if 0038: $2977 == 0 // $ == int 004D: jump_if_false @KENT1_8125 0350: set_actor $2972 maintain_position_when_attacked 0 01CC: actor $2972 kill_player $PLAYER_CHAR 0004: $2977 = 1 // $ = int :KENT1_8125 00D6: if 0038: $2979 == 0 // $ == int 004D: jump_if_false @KENT1_8289 00D6: if 0118: actor $2978 dead 004D: jump_if_false @KENT1_8180 0008: $3158 += 1 // $ += int 0004: $2979 = 1 // $ = int 0002: jump @KENT1_8289 :KENT1_8180 00D6: if 0038: $2971 == 0 // $ == int 004D: jump_if_false @KENT1_8224 00D6: if 0123: actor $2978 spotted_player $PLAYER_CHAR 004D: jump_if_false @KENT1_8224 0004: $2971 = 1 // $ = int :KENT1_8224 00D6: if 0038: $2971 == 1 // $ == int 004D: jump_if_false @KENT1_8289 00D6: if 0038: $3131 == 0 // $ == int 004D: jump_if_false @KENT1_8289 009E: set_actor $2978 path $95 $96 $97 unknown 0.5 1 01CA: actor $2978 kill_player $PLAYER_CHAR :KENT1_8289 00D6: if 0038: $2996 == 0 // $ == int 004D: jump_if_false @KENT1_8438 00D6: if 0118: actor $2995 dead 004D: jump_if_false @KENT1_8344 0008: $3158 += 1 // $ += int 0004: $2996 = 1 // $ = int 0002: jump @KENT1_8438 :KENT1_8344 00D6: if 0038: $2971 == 0 // $ == int 004D: jump_if_false @KENT1_8388 00D6: if 0123: actor $2995 spotted_player $PLAYER_CHAR 004D: jump_if_false @KENT1_8388 0004: $2971 = 1 // $ = int :KENT1_8388 00D6: if 0039: 11@ == 1 // @ == int 004D: jump_if_false @KENT1_8438 00D6: if 0038: $2997 == 0 // $ == int 004D: jump_if_false @KENT1_8438 0350: set_actor $2995 maintain_position_when_attacked 0 0004: $2997 = 1 // $ = int :KENT1_8438 00D6: if 0038: $3003 == 0 // $ == int 004D: jump_if_false @KENT1_8587 00D6: if 0118: actor $3002 dead 004D: jump_if_false @KENT1_8493 0008: $3158 += 1 // $ += int 0004: $3003 = 1 // $ = int 0002: jump @KENT1_8587 :KENT1_8493 00D6: if 0038: $2971 == 0 // $ == int 004D: jump_if_false @KENT1_8537 00D6: if 0123: actor $3002 spotted_player $PLAYER_CHAR 004D: jump_if_false @KENT1_8537 0004: $2971 = 1 // $ = int :KENT1_8537 00D6: if 0039: 11@ == 1 // @ == int 004D: jump_if_false @KENT1_8587 00D6: if 0038: $3004 == 0 // $ == int 004D: jump_if_false @KENT1_8587 0350: set_actor $3002 maintain_position_when_attacked 0 0004: $3004 = 1 // $ = int :KENT1_8587 00D6: if 0038: $3010 == 0 // $ == int 004D: jump_if_false @KENT1_8812 00D6: if 0118: actor $3009 dead 004D: jump_if_false @KENT1_8642 0008: $3158 += 1 // $ += int 0004: $3010 = 1 // $ = int 0002: jump @KENT1_8812 :KENT1_8642 00D6: if 0038: $2971 == 0 // $ == int 004D: jump_if_false @KENT1_8686 00D6: if 0123: actor $3009 spotted_player $PLAYER_CHAR 004D: jump_if_false @KENT1_8686 0004: $2971 = 1 // $ = int :KENT1_8686 00D6: if 0038: $2971 == 1 // $ == int 004D: jump_if_false @KENT1_8812 00D6: if 0038: $3011 == 0 // $ == int 004D: jump_if_false @KENT1_8765 009E: set_actor $3009 path $95 $96 $97 unknown 0.5 1 01CA: actor $3009 kill_player $PLAYER_CHAR 0004: $3011 = 1 // $ = int 0002: jump @KENT1_8812 :KENT1_8765 00D6: if 0038: $3131 == 30 // $ == int 004D: jump_if_false @KENT1_8812 009E: set_actor $3009 path $95 $96 $97 unknown 0.5 1 01CA: actor $3009 kill_player $PLAYER_CHAR :KENT1_8812 00D6: if 0038: $3040 == 0 // $ == int 004D: jump_if_false @KENT1_9037 00D6: if 0118: actor $3039 dead 004D: jump_if_false @KENT1_8867 0008: $3158 += 1 // $ += int 0004: $3040 = 1 // $ = int 0002: jump @KENT1_9037 :KENT1_8867 00D6: if 0038: $2971 == 0 // $ == int 004D: jump_if_false @KENT1_8911 00D6: if 0123: actor $3039 spotted_player $PLAYER_CHAR 004D: jump_if_false @KENT1_8911 0004: $2971 = 1 // $ = int :KENT1_8911 00D6: if 0038: $2971 == 1 // $ == int 004D: jump_if_false @KENT1_9037 00D6: if 0038: $3041 == 0 // $ == int 004D: jump_if_false @KENT1_8990 009E: set_actor $3039 path $95 $96 $97 unknown 0.5 1 01CA: actor $3039 kill_player $PLAYER_CHAR 0004: $3041 = 1 // $ = int 0002: jump @KENT1_9037 :KENT1_8990 00D6: if 0038: $3131 == 60 // $ == int 004D: jump_if_false @KENT1_9037 009E: set_actor $3039 path $95 $96 $97 unknown 0.5 1 01CA: actor $3039 kill_player $PLAYER_CHAR :KENT1_9037 00D6: if 0038: $3055 == 0 // $ == int 004D: jump_if_false @KENT1_9092 00D6: if 0118: actor $3054 dead 004D: jump_if_false @KENT1_9092 0008: $3158 += 1 // $ += int 0004: $3055 = 1 // $ = int 0002: jump @KENT1_9092 :KENT1_9092 00D6: if 0038: $3057 == 0 // $ == int 004D: jump_if_false @KENT1_9276 00D6: if 0118: actor $3056 dead 004D: jump_if_false @KENT1_9147 0008: $3158 += 1 // $ += int 0004: $3057 = 1 // $ = int 0002: jump @KENT1_9276 :KENT1_9147 00D6: if 0038: $2971 == 0 // $ == int 004D: jump_if_false @KENT1_9191 00D6: if 0123: actor $3056 spotted_player $PLAYER_CHAR 004D: jump_if_false @KENT1_9191 0004: $2971 = 1 // $ = int :KENT1_9191 00D6: if or 0039: 11@ == 1 // @ == int 0056: player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 004D: jump_if_false @KENT1_9276 00D6: if 0038: $3058 == 0 // $ == int 004D: jump_if_false @KENT1_9276 0350: set_actor $3056 maintain_position_when_attacked 0 01CA: actor $3056 kill_player $PLAYER_CHAR 0004: $3058 = 1 // $ = int :KENT1_9276 00D6: if 0038: $3060 == 0 // $ == int 004D: jump_if_false @KENT1_9460 00D6: if 0118: actor $3059 dead 004D: jump_if_false @KENT1_9331 0008: $3158 += 1 // $ += int 0004: $3060 = 1 // $ = int 0002: jump @KENT1_9460 :KENT1_9331 00D6: if 0038: $2971 == 0 // $ == int 004D: jump_if_false @KENT1_9375 00D6: if 0123: actor $3059 spotted_player $PLAYER_CHAR 004D: jump_if_false @KENT1_9375 0004: $2971 = 1 // $ = int :KENT1_9375 00D6: if or 0039: 11@ == 1 // @ == int 0056: player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 004D: jump_if_false @KENT1_9460 00D6: if 0038: $3061 == 0 // $ == int 004D: jump_if_false @KENT1_9460 0350: set_actor $3059 maintain_position_when_attacked 0 01CA: actor $3059 kill_player $PLAYER_CHAR 0004: $3061 = 1 // $ = int :KENT1_9460 00D6: if 0038: $3063 == 0 // $ == int 004D: jump_if_false @KENT1_9691 00D6: if 0118: actor $3062 dead 004D: jump_if_false @KENT1_9515 0008: $3158 += 1 // $ += int 0004: $3063 = 1 // $ = int 0002: jump @KENT1_9691 :KENT1_9515 00D6: if 0038: $2971 == 0 // $ == int 004D: jump_if_false @KENT1_9559 00D6: if 0123: actor $3062 spotted_player $PLAYER_CHAR 004D: jump_if_false @KENT1_9559 0004: $2971 = 1 // $ = int :KENT1_9559 00D6: if or 0039: 11@ == 1 // @ == int 0056: player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 004D: jump_if_false @KENT1_9691 00D6: if 0038: $3064 == 0 // $ == int 004D: jump_if_false @KENT1_9644 0350: set_actor $3062 maintain_position_when_attacked 0 01CC: actor $3062 kill_player $PLAYER_CHAR 0004: $3064 = 1 // $ = int :KENT1_9644 00D6: if 0038: $3131 == 90 // $ == int 004D: jump_if_false @KENT1_9691 009E: set_actor $3062 path $95 $96 $97 unknown 1.0 1 01CA: actor $3062 kill_player $PLAYER_CHAR :KENT1_9691 00D6: if 0038: $3066 == 0 // $ == int 004D: jump_if_false @KENT1_9922 00D6: if 0118: actor $3065 dead 004D: jump_if_false @KENT1_9746 0008: $3158 += 1 // $ += int 0004: $3066 = 1 // $ = int 0002: jump @KENT1_9922 :KENT1_9746 00D6: if 0038: $2971 == 0 // $ == int 004D: jump_if_false @KENT1_9790 00D6: if 0123: actor $3065 spotted_player $PLAYER_CHAR 004D: jump_if_false @KENT1_9790 0004: $2971 = 1 // $ = int :KENT1_9790 00D6: if or 0039: 11@ == 1 // @ == int 0056: player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 004D: jump_if_false @KENT1_9922 00D6: if 0038: $3067 == 0 // $ == int 004D: jump_if_false @KENT1_9875 0350: set_actor $3065 maintain_position_when_attacked 0 01CC: actor $3065 kill_player $PLAYER_CHAR 0004: $3067 = 1 // $ = int :KENT1_9875 00D6: if 0038: $3131 == 120 // $ == int 004D: jump_if_false @KENT1_9922 009E: set_actor $3065 path $95 $96 $97 unknown 1.0 1 01CA: actor $3065 kill_player $PLAYER_CHAR :KENT1_9922 00D6: if 0038: $3069 == 0 // $ == int 004D: jump_if_false @KENT1_10154 00D6: if 0118: actor $3068 dead 004D: jump_if_false @KENT1_9977 0008: $3158 += 1 // $ += int 0004: $3069 = 1 // $ = int 0002: jump @KENT1_10154 :KENT1_9977 00D6: if 0038: $2971 == 0 // $ == int 004D: jump_if_false @KENT1_10021 00D6: if 0123: actor $3068 spotted_player $PLAYER_CHAR 004D: jump_if_false @KENT1_10021 0004: $2971 = 1 // $ = int :KENT1_10021 00D6: if or 0039: 11@ == 1 // @ == int 0056: player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 004D: jump_if_false @KENT1_10154 00D6: if 0038: $3070 == 0 // $ == int 004D: jump_if_false @KENT1_10106 0350: set_actor $3068 maintain_position_when_attacked 0 01CC: actor $3068 kill_player $PLAYER_CHAR 0004: $3070 = 1 // $ = int :KENT1_10106 00D6: if 0038: $3131 == 150 // $ == int 004D: jump_if_false @KENT1_10154 009E: set_actor $3068 path $95 $96 $97 unknown 1.0 1 01CA: actor $3068 kill_player $PLAYER_CHAR :KENT1_10154 00D6: if 0038: $3159 == 1 // $ == int 004D: jump_if_false @KENT1_10764 00D6: if 0038: $3072 == 0 // $ == int 004D: jump_if_false @KENT1_10320 00D6: if 0118: actor $3071 dead 004D: jump_if_false @KENT1_10227 0008: $3158 += 1 // $ += int 0004: $3072 = 1 // $ = int 0002: jump @KENT1_10320 :KENT1_10227 00D6: if or 0039: 11@ == 1 // @ == int 0056: player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 004D: jump_if_false @KENT1_10320 00D6: if 0038: $3131 == 180 // $ == int 004D: jump_if_false @KENT1_10320 009E: set_actor $3071 path $95 $96 $97 unknown 1.0 1 01CA: actor $3071 kill_player $PLAYER_CHAR :KENT1_10320 00D6: if 0038: $3074 == 0 // $ == int 004D: jump_if_false @KENT1_10468 00D6: if 0118: actor $3073 dead 004D: jump_if_false @KENT1_10375 0008: $3158 += 1 // $ += int 0004: $3074 = 1 // $ = int 0002: jump @KENT1_10468 :KENT1_10375 00D6: if or 0039: 11@ == 1 // @ == int 0056: player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 004D: jump_if_false @KENT1_10468 00D6: if 0038: $3131 == 210 // $ == int 004D: jump_if_false @KENT1_10468 009E: set_actor $3073 path $95 $96 $97 unknown 1.0 1 01CA: actor $3073 kill_player $PLAYER_CHAR :KENT1_10468 00D6: if 0038: $3076 == 0 // $ == int 004D: jump_if_false @KENT1_10616 00D6: if 0118: actor $3075 dead 004D: jump_if_false @KENT1_10523 0008: $3158 += 1 // $ += int 0004: $3076 = 1 // $ = int 0002: jump @KENT1_10616 :KENT1_10523 00D6: if or 0039: 11@ == 1 // @ == int 0056: player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 004D: jump_if_false @KENT1_10616 00D6: if 0038: $3131 == 240 // $ == int 004D: jump_if_false @KENT1_10616 009E: set_actor $3075 path $95 $96 $97 unknown 1.0 1 01CA: actor $3075 kill_player $PLAYER_CHAR :KENT1_10616 00D6: if 0038: $3078 == 0 // $ == int 004D: jump_if_false @KENT1_10764 00D6: if 0118: actor $3077 dead 004D: jump_if_false @KENT1_10671 0008: $3158 += 1 // $ += int 0004: $3078 = 1 // $ = int 0002: jump @KENT1_10764 :KENT1_10671 00D6: if or 0039: 11@ == 1 // @ == int 0056: player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 004D: jump_if_false @KENT1_10764 00D6: if 0038: $3131 == 270 // $ == int 004D: jump_if_false @KENT1_10764 009E: set_actor $3077 path $95 $96 $97 unknown 1.0 1 01CA: actor $3077 kill_player $PLAYER_CHAR :KENT1_10764 0051: return :KENT1_10766 00D6: if 0039: 11@ == 1 // @ == int 004D: jump_if_false @KENT1_11019 00D6: if 0039: 4@ == 1 // @ == int 004D: jump_if_false @KENT1_10895 00D6: if 8320: not actor 0@ in_range_of_player $PLAYER_CHAR 004D: jump_if_false @KENT1_10888 00D6: if 0039: 12@ == 0 // @ == int 004D: jump_if_false @KENT1_10888 00BC: text_highpriority 'HEY' time 5000 1 0187: 5@ = create_marker_above_actor 0@ 0164: disable_marker $3079 0004: $123 = 0 // $ = int 0006: 4@ = 0 // @ = int 0006: 12@ = 1 // @ = int :KENT1_10888 0002: jump @KENT1_11019 :KENT1_10895 00D6: if 0039: 12@ == 1 // @ == int 004D: jump_if_false @KENT1_11019 00D6: if 00FB: player $PLAYER_CHAR 0 0@ radius 8.0 8.0 8.0 004D: jump_if_false @KENT1_11019 01DF: tie_actor 0@ to_player $PLAYER_CHAR 0319: set_actor 0@ running 1 00BC: text_highpriority 'KPM1_4' time 5000 1 0164: disable_marker 5@ 018A: $3079 = create_checkpoint_at $3080 $3081 $3082 0004: $123 = 1 // $ = int 0006: 4@ = 1 // @ = int 0006: 12@ = 0 // @ = int :KENT1_11019 0051: return :KENT1_11021 00A5: $3092 = create_car #COMET at -1066.072 -55.111 10.262 0129: $3085 = create_actor 10 #CLB in_car $3092 driverseat 0175: set_car $3092 z_angle_to 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 00AD: set_car $3092 max_speed_to 100.0 0190: add_vehicle $3092 to_flipped_check 03CC: add_stuck_car_check $3092 distance 0.5 time 3000 0004: $3121 = 1 // $ = int 00A5: $3093 = create_car #COMET at -1066.714 -28.923 10.246 0175: set_car $3093 z_angle_to 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 00AD: set_car $3093 max_speed_to 100.0 0190: add_vehicle $3093 to_flipped_check 03CC: add_stuck_car_check $3093 distance 0.5 time 3000 0004: $3122 = 1 // $ = int 00A5: $3094 = create_car #COMET at -1073.399 77.886 10.239 0175: set_car $3094 z_angle_to 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 00AD: set_car $3094 max_speed_to 100.0 0190: add_vehicle $3094 to_flipped_check 03CC: add_stuck_car_check $3094 distance 0.5 time 3000 0004: $3123 = 1 // $ = int 00A5: $3095 = create_car #COMET at -1072.822 41.816 10.27 0175: set_car $3095 z_angle_to 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 00AD: set_car $3095 max_speed_to 100.0 0190: add_vehicle $3095 to_flipped_check 03CC: add_stuck_car_check $3095 distance 0.5 time 3000 0004: $3124 = 1 // $ = int 0004: $3084 = 1 // $ = int 0051: return :KENT1_11538 00D6: if 0038: $3086 == 0 // $ == int 004D: jump_if_false @KENT1_12162 00D6: if 0118: actor $3085 dead 004D: jump_if_false @KENT1_11586 0004: $3086 = 1 // $ = int 0002: jump @KENT1_12162 :KENT1_11586 00D6: if 0038: $3130 == 0 // $ == int 004D: jump_if_false @KENT1_11642 00D6: if 02CB: actor $3085 bounding_sphere_visible 004D: jump_if_false @KENT1_11642 00BC: text_highpriority 'KPM1_5' time 5000 1 0004: $3130 = 1 // $ = int :KENT1_11642 00D6: if 0038: $3121 == 0 // $ == int 004D: jump_if_false @KENT1_12010 00D6: if 02CB: actor $3085 bounding_sphere_visible 004D: jump_if_false @KENT1_11728 00D6: if 0038: $3087 == 0 // $ == int 004D: jump_if_false @KENT1_11721 01ED: clear_actor $3085 threat_search 011A: set_actor $3085 search_threat 1 01CC: actor $3085 kill_player $PLAYER_CHAR 0004: $3087 = 1 // $ = int :KENT1_11721 0002: jump @KENT1_11941 :KENT1_11728 0004: $3087 = 0 // $ = int 00D6: if 0038: $3087 == 0 // $ == int 004D: jump_if_false @KENT1_11941 00D6: if 80E9: not player $PLAYER_CHAR 0 $3085 radius 20.0 20.0 004D: jump_if_false @KENT1_11941 00A0: store_actor $3085 position_to $3137 $3138 $3139 02C1: set $3134 $3135 $3136 to_car_path_coords_closest_to $3137 $3138 $3139 00D6: if 838A: not car_in_cube $3134 $3135 $3136 4.0 4.0 3.0 004D: jump_if_false @KENT1_11941 00D6: if 80C2: not sphere_onscreen $3134 $3135 $3136 4.0 004D: jump_if_false @KENT1_11941 03CD: car $3092 remove_from_stuck_car_check 0191: remove_vehicle $3092 from_flipped_check 01C3: mark_car_as_no_longer_needed $3092 00A5: $3092 = create_car #COMET at $3134 $3135 $3136 011C: actor $3085 clear_objective 036A: put_actor $3085 in_car $3092 0004: $3126 = 0 // $ = int 0004: $3087 = 1 // $ = int :KENT1_11941 00D6: if 00DF: actor $3085 in_any_car 004D: jump_if_false @KENT1_12010 00D9: $3092 = actor $3085 car // add to mission cleanup 00AD: set_car $3092 max_speed_to 100.0 0190: add_vehicle $3092 to_flipped_check 03CC: add_stuck_car_check $3092 distance 0.5 time 3000 04BA: set_car $3092 speed_instantly 30.0 0004: $3121 = 1 // $ = int :KENT1_12010 00D6: if 0038: $3121 == 1 // $ == int 004D: jump_if_false @KENT1_12162 00D6: if 8119: not car $3092 wrecked 004D: jump_if_false @KENT1_12110 00D6: if 0038: $3126 == 0 // $ == int 004D: jump_if_false @KENT1_12076 00AF: set_car $3092 driver_behaviour_to 2 0004: $3126 = 1 // $ = int :KENT1_12076 00D6: if or 01F4: car $3092 flipped 0495: vehicle $3092 burning 03CE: car $3092 stuck 004D: jump_if_false @KENT1_12110 01D3: actor $3085 leave_car $3092 :KENT1_12110 00D6: if 80DF: not actor $3085 in_any_car 004D: jump_if_false @KENT1_12162 03CD: car $3092 remove_from_stuck_car_check 0191: remove_vehicle $3092 from_flipped_check 01C3: mark_car_as_no_longer_needed $3092 0004: $3126 = 0 // $ = int 0004: $3087 = 0 // $ = int 0004: $3121 = 0 // $ = int :KENT1_12162 00D6: if 0038: $3089 == 0 // $ == int 004D: jump_if_false @KENT1_12786 00D6: if 0118: actor $3088 dead 004D: jump_if_false @KENT1_12210 0004: $3089 = 1 // $ = int 0002: jump @KENT1_12786 :KENT1_12210 00D6: if 0038: $3130 == 0 // $ == int 004D: jump_if_false @KENT1_12266 00D6: if 02CB: actor $3088 bounding_sphere_visible 004D: jump_if_false @KENT1_12266 00BC: text_highpriority 'KPM1_5' time 5000 1 0004: $3130 = 1 // $ = int :KENT1_12266 00D6: if 0038: $3122 == 0 // $ == int 004D: jump_if_false @KENT1_12634 00D6: if 02CB: actor $3088 bounding_sphere_visible 004D: jump_if_false @KENT1_12352 00D6: if 0038: $3090 == 0 // $ == int 004D: jump_if_false @KENT1_12345 01ED: clear_actor $3088 threat_search 011A: set_actor $3088 search_threat 1 01CC: actor $3088 kill_player $PLAYER_CHAR 0004: $3090 = 1 // $ = int :KENT1_12345 0002: jump @KENT1_12565 :KENT1_12352 0004: $3090 = 0 // $ = int 00D6: if 0038: $3090 == 0 // $ == int 004D: jump_if_false @KENT1_12565 00D6: if 80E9: not player $PLAYER_CHAR 0 $3088 radius 20.0 20.0 004D: jump_if_false @KENT1_12565 00A0: store_actor $3088 position_to $3143 $3144 $3145 02C1: set $3140 $3141 $3142 to_car_path_coords_closest_to $3143 $3144 $3145 00D6: if 838A: not car_in_cube $3140 $3141 $3142 4.0 4.0 3.0 004D: jump_if_false @KENT1_12565 00D6: if 80C2: not sphere_onscreen $3140 $3141 $3142 4.0 004D: jump_if_false @KENT1_12565 03CD: car $3093 remove_from_stuck_car_check 0191: remove_vehicle $3093 from_flipped_check 01C3: mark_car_as_no_longer_needed $3093 00A5: $3093 = create_car #COMET at $3140 $3141 $3142 011C: actor $3088 clear_objective 036A: put_actor $3088 in_car $3093 0004: $3127 = 0 // $ = int 0004: $3090 = 1 // $ = int :KENT1_12565 00D6: if 00DF: actor $3088 in_any_car 004D: jump_if_false @KENT1_12634 00D9: $3093 = actor $3088 car // add to mission cleanup 00AD: set_car $3093 max_speed_to 100.0 0190: add_vehicle $3093 to_flipped_check 03CC: add_stuck_car_check $3093 distance 0.5 time 3000 04BA: set_car $3093 speed_instantly 30.0 0004: $3122 = 1 // $ = int :KENT1_12634 00D6: if 0038: $3122 == 1 // $ == int 004D: jump_if_false @KENT1_12786 00D6: if 8119: not car $3093 wrecked 004D: jump_if_false @KENT1_12734 00D6: if 0038: $3127 == 0 // $ == int 004D: jump_if_false @KENT1_12700 00AF: set_car $3093 driver_behaviour_to 2 0004: $3127 = 1 // $ = int :KENT1_12700 00D6: if or 01F4: car $3093 flipped 0495: vehicle $3093 burning 03CE: car $3093 stuck 004D: jump_if_false @KENT1_12734 01D3: actor $3088 leave_car $3093 :KENT1_12734 00D6: if 80DF: not actor $3088 in_any_car 004D: jump_if_false @KENT1_12786 03CD: car $3093 remove_from_stuck_car_check 0191: remove_vehicle $3093 from_flipped_check 01C3: mark_car_as_no_longer_needed $3093 0004: $3127 = 0 // $ = int 0004: $3090 = 0 // $ = int 0004: $3122 = 0 // $ = int :KENT1_12786 00D6: if 0038: $3097 == 0 // $ == int 004D: jump_if_false @KENT1_13410 00D6: if 0118: actor $3096 dead 004D: jump_if_false @KENT1_12834 0004: $3097 = 1 // $ = int 0002: jump @KENT1_13410 :KENT1_12834 00D6: if 0038: $3130 == 0 // $ == int 004D: jump_if_false @KENT1_12890 00D6: if 02CB: actor $3096 bounding_sphere_visible 004D: jump_if_false @KENT1_12890 00BC: text_highpriority 'KPM1_5' time 5000 1 0004: $3130 = 1 // $ = int :KENT1_12890 00D6: if 0038: $3123 == 0 // $ == int 004D: jump_if_false @KENT1_13258 00D6: if 02CB: actor $3096 bounding_sphere_visible 004D: jump_if_false @KENT1_12976 00D6: if 0038: $3098 == 0 // $ == int 004D: jump_if_false @KENT1_12969 01ED: clear_actor $3096 threat_search 011A: set_actor $3096 search_threat 1 01CC: actor $3096 kill_player $PLAYER_CHAR 0004: $3098 = 1 // $ = int :KENT1_12969 0002: jump @KENT1_13189 :KENT1_12976 0004: $3098 = 0 // $ = int 00D6: if 0038: $3098 == 0 // $ == int 004D: jump_if_false @KENT1_13189 00D6: if 80E9: not player $PLAYER_CHAR 0 $3096 radius 20.0 20.0 004D: jump_if_false @KENT1_13189 00A0: store_actor $3096 position_to $3149 $3150 $3151 02C1: set $3146 $3147 $3148 to_car_path_coords_closest_to $3149 $3150 $3151 00D6: if 838A: not car_in_cube $3146 $3147 $3148 4.0 4.0 3.0 004D: jump_if_false @KENT1_13189 00D6: if 80C2: not sphere_onscreen $3146 $3147 $3148 4.0 004D: jump_if_false @KENT1_13189 03CD: car $3094 remove_from_stuck_car_check 0191: remove_vehicle $3094 from_flipped_check 01C3: mark_car_as_no_longer_needed $3094 00A5: $3094 = create_car #COMET at $3146 $3147 $3148 011C: actor $3096 clear_objective 036A: put_actor $3096 in_car $3094 0004: $3128 = 0 // $ = int 0004: $3098 = 1 // $ = int :KENT1_13189 00D6: if 00DF: actor $3096 in_any_car 004D: jump_if_false @KENT1_13258 00D9: $3094 = actor $3096 car // add to mission cleanup 00AD: set_car $3094 max_speed_to 100.0 0190: add_vehicle $3094 to_flipped_check 03CC: add_stuck_car_check $3094 distance 0.5 time 3000 04BA: set_car $3094 speed_instantly 30.0 0004: $3123 = 1 // $ = int :KENT1_13258 00D6: if 0038: $3123 == 1 // $ == int 004D: jump_if_false @KENT1_13410 00D6: if 8119: not car $3094 wrecked 004D: jump_if_false @KENT1_13358 00D6: if 0038: $3128 == 0 // $ == int 004D: jump_if_false @KENT1_13324 00AF: set_car $3094 driver_behaviour_to 2 0004: $3128 = 1 // $ = int :KENT1_13324 00D6: if or 01F4: car $3094 flipped 0495: vehicle $3094 burning 03CE: car $3094 stuck 004D: jump_if_false @KENT1_13358 01D3: actor $3096 leave_car $3094 :KENT1_13358 00D6: if 80DF: not actor $3096 in_any_car 004D: jump_if_false @KENT1_13410 03CD: car $3094 remove_from_stuck_car_check 0191: remove_vehicle $3094 from_flipped_check 01C3: mark_car_as_no_longer_needed $3094 0004: $3128 = 0 // $ = int 0004: $3098 = 0 // $ = int 0004: $3123 = 0 // $ = int :KENT1_13410 00D6: if 0038: $3100 == 0 // $ == int 004D: jump_if_false @KENT1_14041 00D6: if 0118: actor $3099 dead 004D: jump_if_false @KENT1_13458 0004: $3100 = 1 // $ = int 0002: jump @KENT1_14041 :KENT1_13458 00D6: if 0038: $3130 == 0 // $ == int 004D: jump_if_false @KENT1_13514 00D6: if 02CB: actor $3099 bounding_sphere_visible 004D: jump_if_false @KENT1_13514 00BC: text_highpriority 'KPM1_5' time 5000 1 0004: $3130 = 1 // $ = int :KENT1_13514 00D6: if 0038: $3124 == 0 // $ == int 004D: jump_if_false @KENT1_13889 00D6: if 02CB: actor $3099 bounding_sphere_visible 004D: jump_if_false @KENT1_13600 00D6: if 0038: $3101 == 0 // $ == int 004D: jump_if_false @KENT1_13593 01ED: clear_actor $3099 threat_search 011A: set_actor $3099 search_threat 1 01CC: actor $3099 kill_player $PLAYER_CHAR 0004: $3101 = 1 // $ = int :KENT1_13593 0002: jump @KENT1_13813 :KENT1_13600 0004: $3101 = 0 // $ = int 00D6: if 0038: $3101 == 0 // $ == int 004D: jump_if_false @KENT1_13813 00D6: if 80E9: not player $PLAYER_CHAR 0 $3099 radius 20.0 20.0 004D: jump_if_false @KENT1_13813 00A0: store_actor $3099 position_to $3155 $3156 $3157 02C1: set $3152 $3153 $3154 to_car_path_coords_closest_to $3155 $3156 $3157 00D6: if 838A: not car_in_cube $3152 $3153 $3154 4.0 4.0 3.0 004D: jump_if_false @KENT1_13813 00D6: if 80C2: not sphere_onscreen $3152 $3153 $3154 4.0 004D: jump_if_false @KENT1_13813 03CD: car $3095 remove_from_stuck_car_check 0191: remove_vehicle $3095 from_flipped_check 01C3: mark_car_as_no_longer_needed $3095 00A5: $3095 = create_car #COMET at $3152 $3153 $3154 011C: actor $3099 clear_objective 036A: put_actor $3099 in_car $3095 0004: $3129 = 0 // $ = int 0004: $3101 = 1 // $ = int :KENT1_13813 00D6: if 00DF: actor $3099 in_any_car 004D: jump_if_false @KENT1_13889 00D9: $3095 = actor $3099 car // add to mission cleanup 00AD: set_car $3095 max_speed_to 100.0 0190: add_vehicle $3095 to_flipped_check 03CC: add_stuck_car_check $3095 distance 0.5 time 3000 04BA: set_car $3095 speed_instantly 30.0 0004: $3101 = 0 // $ = int 0004: $3124 = 1 // $ = int :KENT1_13889 00D6: if 0038: $3124 == 1 // $ == int 004D: jump_if_false @KENT1_14041 00D6: if 8119: not car $3095 wrecked 004D: jump_if_false @KENT1_13989 00D6: if 0038: $3129 == 0 // $ == int 004D: jump_if_false @KENT1_13955 00AF: set_car $3095 driver_behaviour_to 2 0004: $3129 = 1 // $ = int :KENT1_13955 00D6: if or 01F4: car $3095 flipped 0495: vehicle $3095 burning 03CE: car $3095 stuck 004D: jump_if_false @KENT1_13989 01D3: actor $3099 leave_car $3095 :KENT1_13989 00D6: if 80DF: not actor $3099 in_any_car 004D: jump_if_false @KENT1_14041 03CD: car $3095 remove_from_stuck_car_check 0191: remove_vehicle $3095 from_flipped_check 01C3: mark_car_as_no_longer_needed $3095 0004: $3129 = 0 // $ = int 0004: $3101 = 0 // $ = int 0004: $3124 = 0 // $ = int :KENT1_14041 0051: return :KENT1_14043 00D6: if 001A: 11 > $3115 // int > $ 004D: jump_if_false @KENT1_15743 00D6: if 0038: $3103 == 0 // $ == int 004D: jump_if_false @KENT1_14173 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @KENT1_14173 00D6: if 84F0: not is_actor_waiting_for_world_collision 0@ 004D: jump_if_false @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 04D7: lock_actor 0@ in_current_position 1 04F5: set_actor 0@ as_player_friend $PLAYER_CHAR flag 1 0008: $3115 += 1 // $ += int 0004: $3103 = 1 // $ = int :KENT1_14173 00D6: if 0038: $3102 == 0 // $ == int 004D: jump_if_false @KENT1_14291 00D6: if 8118: not actor $2972 dead 004D: jump_if_false @KENT1_14291 00D6: if 84F0: not is_actor_waiting_for_world_collision $2972 004D: jump_if_false @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 0173: set_actor $2972 z_angle_to 196.45 0350: set_actor $2972 maintain_position_when_attacked 1 01CA: actor $2972 kill_player $PLAYER_CHAR 0008: $3115 += 1 // $ += int 0004: $3102 = 1 // $ = int :KENT1_14291 00D6: if 0038: $3104 == 0 // $ == int 004D: jump_if_false @KENT1_14445 00D6: if 8118: not actor $2978 dead 004D: jump_if_false @KENT1_14445 00D6: if 84F0: not is_actor_waiting_for_world_collision $2978 004D: jump_if_false @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 0008: $3115 += 1 // $ += int 0004: $3104 = 1 // $ = int :KENT1_14445 00D6: if 0038: $3105 == 0 // $ == int 004D: jump_if_false @KENT1_14561 00D6: if 8118: not actor $2995 dead 004D: jump_if_false @KENT1_14561 00D6: if 84F0: not is_actor_waiting_for_world_collision $2995 004D: jump_if_false @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 0173: set_actor $2995 z_angle_to $3001 0350: set_actor $2995 maintain_position_when_attacked 1 01CA: actor $2995 kill_player $PLAYER_CHAR 0008: $3115 += 1 // $ += int 0004: $3105 = 1 // $ = int :KENT1_14561 00D6: if 0038: $3106 == 0 // $ == int 004D: jump_if_false @KENT1_14677 00D6: if 8118: not actor $3002 dead 004D: jump_if_false @KENT1_14677 00D6: if 84F0: not is_actor_waiting_for_world_collision $3002 004D: jump_if_false @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 0173: set_actor $3002 z_angle_to $3008 0350: set_actor $3002 maintain_position_when_attacked 1 01CA: actor $3002 kill_player $PLAYER_CHAR 0008: $3115 += 1 // $ += int 0004: $3106 = 1 // $ = int :KENT1_14677 00D6: if 0038: $3107 == 0 // $ == int 004D: jump_if_false @KENT1_14883 00D6: if 8118: not actor $3009 dead 004D: jump_if_false @KENT1_14883 00D6: if 84F0: not is_actor_waiting_for_world_collision $3009 004D: jump_if_false @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 0008: $3115 += 1 // $ += int 0004: $3107 = 1 // $ = int :KENT1_14883 00D6: if 0038: $3108 == 0 // $ == int 004D: jump_if_false @KENT1_15024 00D6: if 8118: not actor $3039 dead 004D: jump_if_false @KENT1_15024 00D6: if 84F0: not is_actor_waiting_for_world_collision $3039 004D: jump_if_false @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 0008: $3115 += 1 // $ += int 0004: $3108 = 1 // $ = int :KENT1_15024 00D6: if 0038: $3109 == 0 // $ == int 004D: jump_if_false @KENT1_15139 00D6: if 8118: not actor $3054 dead 004D: jump_if_false @KENT1_15139 00D6: if 84F0: not is_actor_waiting_for_world_collision $3054 004D: jump_if_false @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 0008: $3115 += 1 // $ += int 0004: $3109 = 1 // $ = int :KENT1_15139 00D6: if 0038: $3110 == 0 // $ == int 004D: jump_if_false @KENT1_15264 00D6: if 8118: not actor $3056 dead 004D: jump_if_false @KENT1_15264 00D6: if 84F0: not is_actor_waiting_for_world_collision $3056 004D: jump_if_false @KENT1_15264 01ED: clear_actor $3056 threat_search 0173: set_actor $3056 z_angle_to 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 0008: $3115 += 1 // $ += int 0004: $3110 = 1 // $ = int :KENT1_15264 00D6: if 0038: $3111 == 0 // $ == int 004D: jump_if_false @KENT1_15389 00D6: if 8118: not actor $3059 dead 004D: jump_if_false @KENT1_15389 00D6: if 84F0: not is_actor_waiting_for_world_collision $3059 004D: jump_if_false @KENT1_15389 01ED: clear_actor $3059 threat_search 0173: set_actor $3059 z_angle_to 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 0008: $3115 += 1 // $ += int 0004: $3111 = 1 // $ = int :KENT1_15389 00D6: if 0038: $3112 == 0 // $ == int 004D: jump_if_false @KENT1_15507 00D6: if 8118: not actor $3062 dead 004D: jump_if_false @KENT1_15507 00D6: if 84F0: not is_actor_waiting_for_world_collision $3062 004D: jump_if_false @KENT1_15507 01ED: clear_actor $3062 threat_search 0173: set_actor $3062 z_angle_to 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 0008: $3115 += 1 // $ += int 0004: $3112 = 1 // $ = int :KENT1_15507 00D6: if 0038: $3113 == 0 // $ == int 004D: jump_if_false @KENT1_15625 00D6: if 8118: not actor $3065 dead 004D: jump_if_false @KENT1_15625 00D6: if 84F0: not is_actor_waiting_for_world_collision $3065 004D: jump_if_false @KENT1_15625 01ED: clear_actor $3065 threat_search 0173: set_actor $3065 z_angle_to 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 0008: $3115 += 1 // $ += int 0004: $3113 = 1 // $ = int :KENT1_15625 00D6: if 0038: $3114 == 0 // $ == int 004D: jump_if_false @KENT1_15743 00D6: if 8118: not actor $3068 dead 004D: jump_if_false @KENT1_15743 00D6: if 84F0: not is_actor_waiting_for_world_collision $3068 004D: jump_if_false @KENT1_15743 01ED: clear_actor $3068 threat_search 0173: set_actor $3068 z_angle_to 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 0008: $3115 += 1 // $ += int 0004: $3114 = 1 // $ = int :KENT1_15743 0051: return //-------------Mission 18--------------- // Originally: Four Iron :SERG1 03A4: name_thread 'SERG1' 0050: gosub @SERG1_53 00D6: if 0112: wasted_or_busted 004D: jump_if_false @SERG1_37 0050: gosub @SERG1_9799 :SERG1_37 0050: gosub @SERG1_9919 004E: end_thread 0006: TIMERA = 0 // @ = int :SERG1_53 0317: increment_mission_attempts 054C: use_GXT_table 'SERG1' 058E: set_restart_mission_taxi_destination 252.7968 -230.9387 9.8638 333.9001 0004: $ONMISSION = 1 // $ = int 0001: wait 0 ms 0001: wait 500 ms 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @SERG1_155 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 038B: load_requested_models 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @SERG1_155 0353: refresh_actor $PLAYER_ACTOR :SERG1_155 0004: $3242 = 0 // $ = int 0004: $3243 = 0 // $ = int 0004: $3244 = 0 // $ = int 0004: $3247 = 5 // $ = int 0004: $3250 = 5 // $ = int 0004: $3252 = 0 // $ = int 0004: $3253 = 0 // $ = int 0004: $3254 = 5 // $ = int 0004: $3248 = 0 // $ = int 0004: $3249 = 0 // $ = int 0004: $3256 = 0 // $ = int 0004: $3268 = 0 // $ = int 0004: $3284 = 0 // $ = int 0004: $3263 = 0 // $ = int 0004: $3264 = 0 // $ = int 0004: $3265 = 0 // $ = int 0004: $3266 = 0 // $ = int 0004: $3257 = 0 // $ = int 0004: $3258 = 0 // $ = int 0004: $3259 = 0 // $ = int 0004: $3260 = 0 // $ = int 0004: $3261 = 0 // $ = int 0004: $3262 = 0 // $ = int 0004: $3285 = 0 // $ = int 0004: $3281 = 0 // $ = int 0004: $3282 = 0 // $ = int 0004: $3283 = 0 // $ = int 0004: $3257 = 0 // $ = int 0004: $3246 = 0 // $ = int 0004: $3286 = 0 // $ = int 0004: $3287 = 0 // $ = int 0004: $3290 = 0 // $ = int 0004: $3291 = 0 // $ = int 0004: $3292 = 0 // $ = int 0004: $3293 = 0 // $ = int 0004: $3288 = 0 // $ = int 0004: $3289 = 0 // $ = int 0004: $3294 = 0 // $ = int 0004: $3295 = 0 // $ = int 0004: $3296 = 0 // $ = int 0004: $3297 = 0 // $ = int 0004: $3298 = 0 // $ = int 0004: $3299 = 0 // $ = int 0005: $99 = 325.2479 // $ = float 0005: $100 = 203.6996 // $ = float 0005: $101 = 10.39881 // $ = float 0005: $3189 = 94.725 // $ = float 0005: $3190 = 268.87 // $ = float 0005: $3191 = 21.764 // $ = float 0005: $3181 = 101.989 // $ = float 0005: $3182 = 251.821 // $ = float 0005: $3183 = 21.77 // $ = float 0005: $3192 = 80.339 // $ = float 0005: $3193 = 579.956 // $ = float 0005: $3194 = 17.442 // $ = float 0005: $3208 = 319.5175 // $ = float 0005: $3195 = 78.689 // $ = float 0005: $3196 = 582.528 // $ = float 0005: $3197 = 17.39414 // $ = float 0005: $3209 = 308.28 // $ = float 0005: $3198 = 85.716 // $ = float 0005: $3199 = 572.613 // $ = float 0005: $3200 = 17.57464 // $ = float 0005: $3210 = 304.955 // $ = float 0005: $3201 = 74.674 // $ = float 0005: $3202 = 597.314 // $ = float 0005: $3203 = 17.57464 // $ = float 0005: $3211 = 238.371 // $ = float 0005: $3204 = 83.422 // $ = float 0005: $3205 = 596.1174 // $ = float 0005: $3206 = 12.965 // $ = float 0005: $3207 = 231.757 // $ = float 0005: $3212 = 79.1955 // $ = float 0005: $3213 = 580.3671 // $ = float 0005: $3214 = 17.4168 // $ = float 0005: $3219 = 93.72506 // $ = float 0005: $3220 = 563.45 // $ = float 0005: $3221 = 13.175 // $ = float 0005: $3222 = 95.591 // $ = float 0005: $3223 = 561.284 // $ = float 0005: $3224 = 13.133 // $ = float 0005: $3225 = 98.84 // $ = float 0005: $3226 = 557.794 // $ = float 0005: $3227 = 13.04 // $ = float 0005: $3228 = 95.518 // $ = float 0005: $3229 = 573.821 // $ = float 0005: $3230 = 13.087 // $ = float 0005: $3231 = 304.078 // $ = float 0005: $3232 = 308.83 // $ = float 0005: $3233 = 308.439 // $ = float 0005: $3234 = 17.252 // $ = float 00C0: set_current_time 10 0 01B6: set_weather 4 0395: clear_area 1 at 299.0 -205.0 10.5 range 5.0 0395: clear_area 1 at 305.0 -219.5 10.5 range 10.0 0055: put_player $PLAYER_CHAR at 299.0 -205.0 10.5 0171: set_player $PLAYER_CHAR z_angle_to 230.0 015F: set_camera_position 297.0 -204.7 13.0 rotation 0.0 0.0 0.0 0160: point_camera 318.5 -219.23 22.4 switchstyle 2 0247: request_model #STRETCH 03CB: load_scene 270.0 -218.0 13.4 :SERG1_1097 00D6: if 8248: not model #STRETCH available 004D: jump_if_false @SERG1_1124 0001: wait 0 ms 0002: jump @SERG1_1097 :SERG1_1124 0395: clear_area 1 at 306.9 -241.65 12.3 range 15.0 00A5: $1602 = create_car #STRETCH at 306.9 -241.65 12.3 0229: set_car $1602 color_to 0 0 0175: set_car $1602 z_angle_to 0.0 016A: fade 1 1500 ms :SERG1_1197 00D6: if 016B: fading 004D: jump_if_false @SERG1_1221 0001: wait 0 ms 0002: jump @SERG1_1197 :SERG1_1221 00D6: if 8119: not car $1602 wrecked 004D: jump_if_false @SERG1_1257 04BA: set_car $1602 speed_instantly 15.0 0477: set_car $1602 action 8 time 8000 :SERG1_1257 0006: TIMERA = 0 // @ = int :SERG1_1264 00D6: if 001B: 1000 > TIMERA // int > @ 004D: jump_if_false @SERG1_1294 0001: wait 0 ms 0002: jump @SERG1_1264 :SERG1_1294 00D6: if 8119: not car $1602 wrecked 004D: jump_if_false @SERG1_1319 0158: camera_on_vehicle $1602 mode 15 switchstyle 1 :SERG1_1319 0006: TIMERA = 0 // @ = int :SERG1_1326 00D6: if 001B: 3000 > TIMERA // int > @ 004D: jump_if_false @SERG1_1356 0001: wait 0 ms 0002: jump @SERG1_1326 :SERG1_1356 00D6: if 8119: not car $1602 wrecked 004D: jump_if_false @SERG1_1397 00AA: store_car $1602 position_to $1599 $1600 $1601 0211: actor $PLAYER_ACTOR walk_to $1599 $1600 :SERG1_1397 016A: fade 0 1500 ms :SERG1_1404 00D6: if 016B: fading 004D: jump_if_false @SERG1_1428 0001: wait 0 ms 0002: jump @SERG1_1404 :SERG1_1428 00A6: destroy_car $1602 0249: release_model #STRETCH 015A: restore_camera 011C: actor $PLAYER_ACTOR clear_objective 009F: set_actor $PLAYER_ACTOR idle 0006: TIMERA = 0 // @ = int 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 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 004D: jump_if_false @SERG1_1551 0001: wait 0 ms 0002: jump @SERG1_1521 :SERG1_1551 00D6: if or 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 004D: jump_if_false @SERG1_1583 0001: wait 0 ms 0002: 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 11.107 range 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: request_collision_at 265.129 -234.531 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :SERG1_1787 00D6: if 001A: 1569 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG1_1822 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG1_1787 :SERG1_1822 00BC: text_highpriority 'TEX1_A' time 10000 1 :SERG1_1837 00D6: if 001A: 4896 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG1_1872 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG1_1837 :SERG1_1872 00BC: text_highpriority 'TEX1_B' time 10000 1 :SERG1_1887 00D6: if 001A: 10768 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG1_1922 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG1_1887 :SERG1_1922 00BC: text_highpriority 'TEX1_C' time 10000 1 :SERG1_1937 00D6: if 001A: 12947 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG1_1972 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG1_1937 :SERG1_1972 00BC: text_highpriority 'TEX1_D' time 10000 1 :SERG1_1987 00D6: if 001A: 13927 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG1_2022 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG1_1987 :SERG1_2022 00BC: text_highpriority 'TEX1_E' time 10000 1 :SERG1_2037 00D6: if 001A: 16556 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG1_2072 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG1_2037 :SERG1_2072 00BC: text_highpriority 'TEX1_F' time 10000 1 :SERG1_2087 00D6: if 001A: 20072 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG1_2122 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG1_2087 :SERG1_2122 00BC: text_highpriority 'TEX1_G' time 10000 1 :SERG1_2137 00D6: if 001A: 24493 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG1_2172 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG1_2137 :SERG1_2172 00BC: text_highpriority 'TEX1_H' time 10000 1 :SERG1_2187 00D6: if 001A: 25569 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG1_2222 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG1_2187 :SERG1_2222 00BC: text_highpriority 'TEX1_I' time 10000 1 :SERG1_2237 00D6: if 001A: 28462 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG1_2272 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG1_2237 :SERG1_2272 00BC: text_highpriority 'TEX1_J' time 10000 1 :SERG1_2287 00D6: if 001A: 31069 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG1_2322 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG1_2287 :SERG1_2322 00BC: text_highpriority 'TEX1_K' time 10000 1 :SERG1_2337 00D6: if 001A: 32859 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG1_2374 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG1_2337 :SERG1_2374 00BC: text_highpriority 'TEX1_L' time 10000 1 :SERG1_2389 00D6: if 001A: 36053 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG1_2426 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG1_2389 :SERG1_2426 00BC: text_highpriority 'TEX1_M' time 10000 1 :SERG1_2441 00D6: if 001A: 40174 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG1_2478 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG1_2441 :SERG1_2478 00BC: text_highpriority 'TEX1_N' time 10000 1 :SERG1_2493 00D6: if 001A: 42460 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG1_2530 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG1_2493 :SERG1_2530 00BC: text_highpriority 'TEX1_O' time 10000 1 :SERG1_2545 00D6: if 001A: 47168 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG1_2582 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG1_2545 :SERG1_2582 00BE: text_clear_all 016A: fade 0 1500 ms 00BE: text_clear_all 0001: wait 1000 ms 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @SERG1_2630 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @SERG1_2630 03D1: play_wav 1 :SERG1_2630 00D6: if 016B: fading 004D: jump_if_false @SERG1_2654 0001: wait 0 ms 0002: jump @SERG1_2630 :SERG1_2654 03AD: set_rubbish 1 02EA: end_cutscene 0373: set_camera_directly_behind_player 0296: unload_special_actor 1 0296: unload_special_actor 2 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 04BB: select_interiour 0 // select render area 016A: fade 1 1500 ms 0215: destroy_pickup $1297 0215: destroy_pickup $1298 0215: destroy_pickup $1284 0215: destroy_pickup $1285 0215: destroy_pickup $1286 0215: destroy_pickup $1287 0215: destroy_pickup $1288 0215: destroy_pickup $1289 0215: destroy_pickup $1290 0215: destroy_pickup $1291 0215: destroy_pickup $1292 0215: destroy_pickup $1296 00D6: if 0038: $3242 == 0 // $ == int 004D: jump_if_false @SERG1_2807 02A8: $3167 = create_marker 28 at $99 $100 $101 00BC: text_highpriority 'TEX1_1' time 7000 2 0004: $3242 = 1 // $ = int :SERG1_2807 0247: request_model #WMYGO 0247: request_model #CADDY 0247: request_model #GOLFCLUB 0247: request_model #GREENWOO :SERG1_2826 00D6: if or 8248: not model #WMYGO available 8248: not model #CADDY available 8248: not model #GOLFCLUB available 8248: not model #GREENWOO available 004D: jump_if_false @SERG1_2867 0001: wait 0 ms 0002: jump @SERG1_2826 :SERG1_2867 023C: load_special_actor 1 'BGA' 023C: load_special_actor 2 'BGB' :SERG1_2891 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 004D: jump_if_false @SERG1_2921 0001: wait 0 ms 0002: jump @SERG1_2891 :SERG1_2921 0108: destroy_object $1821 029B: $1821 = init_object #GOLF_GATESOPEN at 107.81 228.072 20.989 01C7: remove_object_from_mission_cleanup_list $1821 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 0481: set_enter_car_range_multiplier 2.5 00D6: if 0038: $3266 == 1 // $ == int 004D: jump_if_false @SERG1_3008 00A5: $3245 = create_car #CADDY at 226.4403 468.6706 12.06724 :SERG1_3008 0001: wait 0 ms 00D6: if 0038: $3242 == 1 // $ == int 004D: jump_if_false @SERG1_3925 00D6: if 00F6: player $PLAYER_CHAR 1 $99 $100 $101 radius 1.5 1.5 2.0 004D: jump_if_false @SERG1_3925 0164: disable_marker $3167 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 015F: set_camera_position 322.1945 201.5772 14.571 rotation 0.0 0.0 0.0 0160: point_camera 322.9229 202.133 14.17033 switchstyle 2 0211: actor $PLAYER_ACTOR walk_to 328.3383 206.0569 0001: wait 1300 ms 016A: fade 0 1500 ms 0001: wait 1500 ms 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @SERG1_3223 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER4' 038B: load_requested_models 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @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 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @SERG1_3277 0001: wait 0 ms 0002: jump @SERG1_3247 :SERG1_3277 0395: clear_area 0 at 325.2479 283.6996 1.0 range 1.0 0395: clear_area 0 at 324.8611 203.3913 1.0 range 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 016A: fade 1 1500 ms 015F: set_camera_position 324.8611 203.3913 11.26842 rotation 0.0 0.0 0.0 0160: point_camera 325.5527 203.925 10.78171 switchstyle 2 0001: wait 1000 ms 0460: set_camera_pointing_time 5.0 3000 015F: set_camera_position 324.861 203.3913 11.26842 rotation 0.0 0.0 0.0 0160: point_camera 325.5336 203.9103 11.79598 switchstyle 1 0006: TIMERB = 0 // @ = int :SERG1_3530 00D6: if 8019: not TIMERB > 5000 // @ > int 004D: jump_if_false @SERG1_3880 0001: wait 0 ms 00D6: if 0019: TIMERB > 450 // @ > int 004D: jump_if_false @SERG1_3692 00D6: if 0038: $3288 == 0 // $ == int 004D: jump_if_false @SERG1_3692 00BC: text_highpriority 'TEX1_7' time 5000 2 00D6: if 0038: $3291 == 0 // $ == int 004D: jump_if_false @SERG1_3634 03D1: play_wav 1 0004: $3291 = 1 // $ = int :SERG1_3634 00D6: if 0038: $3291 == 1 // $ == int 004D: jump_if_false @SERG1_3692 00D6: if 03D2: wav 1 ended 004D: jump_if_false @SERG1_3692 0004: $3291 = 0 // $ = int 040D: unload_wav 1 0004: $3290 = 1 // $ = int 0004: $3288 = 1 // $ = int :SERG1_3692 00D6: if 0038: $3288 == 1 // $ == int 004D: jump_if_false @SERG1_3849 00D6: if 0038: $3289 == 0 // $ == int 004D: jump_if_false @SERG1_3849 03D7: set_wav 1 location 311.06 218.27 11.74 00BC: text_highpriority 'TEX1_6' time 5000 2 00D6: if 0038: $3293 == 0 // $ == int 004D: jump_if_false @SERG1_3791 03D1: play_wav 2 0004: $3293 = 1 // $ = int :SERG1_3791 00D6: if 0038: $3293 == 1 // $ == int 004D: jump_if_false @SERG1_3849 00D6: if 03D2: wav 1 ended 004D: jump_if_false @SERG1_3849 0004: $3293 = 0 // $ = int 040D: unload_wav 1 0004: $3292 = 1 // $ = int 0004: $3289 = 1 // $ = int :SERG1_3849 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @SERG1_3873 0002: jump @SERG1_3880 :SERG1_3873 0002: jump @SERG1_3530 :SERG1_3880 00D6: if 810F: not player $PLAYER_CHAR wanted_level > 2 004D: jump_if_false @SERG1_3903 0110: clear_player $PLAYER_CHAR wanted_level :SERG1_3903 011C: actor $PLAYER_ACTOR clear_objective 03EB: clear_small_messages_only 040D: unload_wav 1 040D: unload_wav 2 0004: $3242 = 2 // $ = int :SERG1_3925 00D6: if 0038: $3242 == 2 // $ == int 004D: jump_if_false @SERG1_4024 00D6: if 0019: TIMERA > 4000 // @ > int 004D: jump_if_false @SERG1_4024 0230: set_player $PLAYER_CHAR stop_looking 03C8: set_camera_directly_before_player 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 018A: $3160 = create_checkpoint_at 100.5953 251.247 20.729 00BC: text_highpriority 'TEX1_2' time 7000 2 0004: $3242 = 3 // $ = int :SERG1_4024 00D6: if 0038: $3242 == 3 // $ == int 004D: jump_if_false @SERG1_4131 00D6: if 0038: $3243 == 0 // $ == int 004D: jump_if_false @SERG1_4131 00D6: if 00F5: player $PLAYER_CHAR 1 100.5953 251.247 20.729 radius 2.0 2.0 3.0 004D: jump_if_false @SERG1_4131 0164: disable_marker $3160 02A3: enable_widescreen 1 01B4: set_player $PLAYER_CHAR can_move 0 0004: $3243 = 1 // $ = int :SERG1_4131 00D6: if 0038: $3296 == 0 // $ == int 004D: jump_if_false @SERG1_4191 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #CADDY 004D: jump_if_false @SERG1_4191 03E5: text_box 'TEX1_8' 041E: set_radio_station 6 -1 0004: $3296 = 1 // $ = int :SERG1_4191 00D6: if 0038: $3243 == 1 // $ == int 004D: jump_if_false @SERG1_5098 016A: fade 0 1000 ms :SERG1_4216 00D6: if 016B: fading 004D: jump_if_false @SERG1_4240 0001: wait 0 ms 0002: jump @SERG1_4216 :SERG1_4240 03C7: set_sensitivity_to_crime_to 0.1 010D: set_player $PLAYER_CHAR wanted_level_to 0 009A: $3161 = create_actor_pedtype 21 model #SPECIAL01 at $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 0223: set_actor $3161 health_to 250 0173: set_actor $3161 z_angle_to $3208 009A: $3162 = create_actor_pedtype 21 model #SPECIAL02 at $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 0223: set_actor $3162 health_to 250 0173: set_actor $3162 z_angle_to $3208 009A: $3163 = create_actor_pedtype 21 model #SPECIAL01 at $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 0223: set_actor $3163 health_to 250 0173: set_actor $3163 z_angle_to $3208 009A: $3164 = create_actor_pedtype 21 model #SPECIAL02 at $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 0223: set_actor $3164 health_to 250 0173: set_actor $3164 z_angle_to $3208 009A: $3166 = create_actor_pedtype 4 model #WMYGO at $3212 $3213 $3214 01B2: give_actor $3166 weapon 3 ammo 3000 // Load the weapon model before using this 01ED: clear_actor $3166 threat_search 0223: set_actor $3166 health_to 250 02A9: set_actor $3166 immune_to_nonplayer 1 0187: $3171 = create_marker_above_actor $3166 0173: set_actor $3166 z_angle_to 56.6491 00A5: $3184 = create_car #CADDY at $3219 $3220 $3221 00A9: set_car $3184 to_normal_driver 0175: set_car $3184 z_angle_to $3231 00A5: $3185 = create_car #CADDY at $3222 $3223 $3224 00A9: set_car $3185 to_normal_driver 0175: set_car $3185 z_angle_to $3232 00A5: $3186 = create_car #CADDY at $3225 $3226 $3227 00A9: set_car $3186 to_normal_driver 0175: set_car $3186 z_angle_to $3233 00A5: $3187 = create_car #CADDY at $3228 $3229 $3230 00A9: set_car $3187 to_normal_driver 0175: set_car $3187 z_angle_to $3234 00A5: $3188 = create_car #CADDY at $3204 $3205 $3206 0129: $3165 = create_actor 21 #SPECIAL01 in_car $3188 driverseat 0243: set_actor $3165 ped_stats_to 16 00A9: set_car $3188 to_normal_driver 0175: set_car $3188 z_angle_to $3207 00A5: $3170 = create_car #CADDY at 96.9997 301.46 19.448 03CB: load_scene 109.9577 573.5403 16.59207 0001: wait 500 ms 016A: fade 1 1000 ms 015F: set_camera_position 108.7098 563.4672 16.37469 rotation 0.0 0.0 0.0 0160: point_camera 107.7731 563.7946 16.25006 switchstyle 2 0006: TIMERA = 0 // @ = int :SERG1_4803 00D6: if 001B: 3000 > TIMERA // int > @ 004D: jump_if_false @SERG1_4880 0001: wait 0 ms 00BC: text_highpriority 'TEX1_0' time 10000 2 00D6: if and 00E1: player 0 pressed_button 16 0019: TIMERA > 1000 // @ > int 004D: jump_if_false @SERG1_4873 0002: jump @SERG1_5017 :SERG1_4873 0002: jump @SERG1_4803 :SERG1_4880 015F: set_camera_position 82.77916 583.3534 18.74928 rotation 0.0 0.0 0.0 0160: point_camera 81.94122 582.8141 18.66525 switchstyle 2 0006: TIMERA = 0 // @ = int 00D6: if 8118: not actor $3166 dead 004D: jump_if_false @SERG1_4963 0372: set_actor $3166 anim 33 wait_state_time -1 ms :SERG1_4963 00D6: if 001B: 2500 > TIMERA // int > @ 004D: jump_if_false @SERG1_5017 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @SERG1_5010 0002: jump @SERG1_5017 :SERG1_5010 0002: jump @SERG1_4963 :SERG1_5017 0395: clear_area 0 at 100.1102 254.2736 20.7242 range 1.0 03D5: remove_text 'TEX1_0' 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player 00D6: if 8118: not actor $3166 dead 004D: jump_if_false @SERG1_5080 0372: set_actor $3166 anim 0 wait_state_time 100 ms :SERG1_5080 02A3: enable_widescreen 0 01B4: set_player $PLAYER_CHAR can_move 1 0004: $3243 = 2 // $ = int :SERG1_5098 00D6: if 0038: $3243 == 2 // $ == int 004D: jump_if_false @SERG1_5773 00D6: if 8118: not actor $3161 dead 004D: jump_if_false @SERG1_5667 00D6: if 0038: $3286 == 0 // $ == int 004D: jump_if_false @SERG1_5182 00D6: if 0038: $3297 == 1 // $ == int 004D: jump_if_false @SERG1_5182 0004: $3286 = 2 // $ = int 0004: $3287 = 0 // $ = int :SERG1_5182 00D6: if 0038: $3286 == 0 // $ == int 004D: jump_if_false @SERG1_5232 00D6: if 0038: $3297 == 2 // $ == int 004D: jump_if_false @SERG1_5232 0004: $3286 = 3 // $ = int 0004: $3287 = 0 // $ = int :SERG1_5232 00D6: if 0038: $3286 == 2 // $ == int 004D: jump_if_false @SERG1_5446 00D6: if 0038: $3287 == 0 // $ == int 004D: jump_if_false @SERG1_5294 03CF: load_wav 'TEX1_5' as 1 0004: $3287 = 1 // $ = int 0002: jump @SERG1_5446 :SERG1_5294 00D6: if 0038: $3287 == 1 // $ == int 004D: jump_if_false @SERG1_5334 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @SERG1_5334 0004: $3287 = 2 // $ = int :SERG1_5334 00D6: if 0038: $3287 == 2 // $ == int 004D: jump_if_false @SERG1_5378 00BC: text_highpriority 'TEX1_9' time 5000 1 03D1: play_wav 1 0004: $3287 = 3 // $ = int :SERG1_5378 00D6: if 0038: $3287 == 3 // $ == int 004D: jump_if_false @SERG1_5446 00D6: if 03D2: wav 1 ended 004D: jump_if_false @SERG1_5446 0004: $3287 = 0 // $ = int 0004: $3286 = 0 // $ = int 040D: unload_wav 1 03D5: remove_text 'TEX1_9' 0004: $3297 = 2 // $ = int :SERG1_5446 00D6: if 0038: $3286 == 3 // $ == int 004D: jump_if_false @SERG1_5660 00D6: if 0038: $3287 == 0 // $ == int 004D: jump_if_false @SERG1_5508 03CF: load_wav 'TEX1_6' as 1 0004: $3287 = 1 // $ = int 0002: jump @SERG1_5660 :SERG1_5508 00D6: if 0038: $3287 == 1 // $ == int 004D: jump_if_false @SERG1_5548 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @SERG1_5548 0004: $3287 = 2 // $ = int :SERG1_5548 00D6: if 0038: $3287 == 2 // $ == int 004D: jump_if_false @SERG1_5592 00BC: text_highpriority 'TEX1_10' time 5000 1 03D1: play_wav 1 0004: $3287 = 3 // $ = int :SERG1_5592 00D6: if 0038: $3287 == 3 // $ == int 004D: jump_if_false @SERG1_5660 00D6: if 03D2: wav 1 ended 004D: jump_if_false @SERG1_5660 0004: $3287 = 0 // $ = int 0004: $3286 = 0 // $ = int 040D: unload_wav 1 03D5: remove_text 'TEX1_10' 0004: $3297 = 3 // $ = int :SERG1_5660 0002: jump @SERG1_5773 :SERG1_5667 00D6: if 0038: $3286 == 2 // $ == int 004D: jump_if_false @SERG1_5720 0004: $3287 = 0 // $ = int 0004: $3286 = 0 // $ = int 040D: unload_wav 1 03D5: remove_text 'TEX1_9' 0004: $3297 = 2 // $ = int :SERG1_5720 00D6: if 0038: $3286 == 3 // $ == int 004D: jump_if_false @SERG1_5773 0004: $3287 = 0 // $ = int 0004: $3286 = 0 // $ = int 040D: unload_wav 1 03D5: remove_text 'TEX1_10' 0004: $3297 = 3 // $ = int :SERG1_5773 00D6: if 0038: $3243 == 2 // $ == int 004D: jump_if_false @SERG1_5904 00D6: if 0038: $3265 == 0 // $ == int 004D: jump_if_false @SERG1_5904 00D6: if 0019: TIMERA > 1500 // @ > int 004D: jump_if_false @SERG1_5853 00D6: if 8118: not actor $3166 dead 004D: jump_if_false @SERG1_5853 0372: set_actor $3166 anim 33 wait_state_time -1 ms :SERG1_5853 00D6: if 0019: TIMERA > 4000 // @ > int 004D: jump_if_false @SERG1_5904 00D6: if 8118: not actor $3166 dead 004D: jump_if_false @SERG1_5904 0372: set_actor $3166 anim 0 wait_state_time 100 ms 0006: TIMERA = 0 // @ = int :SERG1_5904 00D6: if 8118: not actor $3166 dead 004D: jump_if_false @SERG1_7254 00D6: if 0038: $3243 == 2 // $ == int 004D: jump_if_false @SERG1_7254 00D6: if 0038: $3265 == 0 // $ == int 004D: jump_if_false @SERG1_6058 00D6: if or 00FB: player $PLAYER_CHAR 0 $3166 radius 9.5 9.5 1.0 0038: $3268 == 1 // $ == int 004D: jump_if_false @SERG1_6058 0372: set_actor $3166 anim 0 wait_state_time 100 ms 0239: actor $3166 run_to 86.645 584.7784 0004: $3286 = 1 // $ = int 0004: $3265 = 1 // $ = int 0004: $3268 = 1 // $ = int 0006: TIMERB = 0 // @ = int 0006: TIMERA = 0 // @ = int :SERG1_6058 00D6: if 0038: $3286 == 1 // $ == int 004D: jump_if_false @SERG1_6355 00D6: if 8118: not actor $3166 dead 004D: jump_if_false @SERG1_6295 00D6: if 0038: $3287 == 0 // $ == int 004D: jump_if_false @SERG1_6136 03CF: load_wav 'TEX1_1' as 1 0004: $3287 = 1 // $ = int 0002: jump @SERG1_6288 :SERG1_6136 00D6: if 0038: $3287 == 1 // $ == int 004D: jump_if_false @SERG1_6176 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @SERG1_6176 0004: $3287 = 2 // $ = int :SERG1_6176 00D6: if 0038: $3287 == 2 // $ == int 004D: jump_if_false @SERG1_6220 00BC: text_highpriority 'TEX1_3' time 5000 1 03D1: play_wav 1 0004: $3287 = 3 // $ = int :SERG1_6220 00D6: if 0038: $3287 == 3 // $ == int 004D: jump_if_false @SERG1_6288 00D6: if 03D2: wav 1 ended 004D: jump_if_false @SERG1_6288 0004: $3287 = 0 // $ = int 040D: unload_wav 1 03D5: remove_text 'TEX1_3' 0004: $3286 = 0 // $ = int 0004: $3297 = 1 // $ = int :SERG1_6288 0002: jump @SERG1_6355 :SERG1_6295 00D6: if 0038: $3286 == 1 // $ == int 004D: jump_if_false @SERG1_6355 040D: unload_wav 1 03D5: remove_text 'TEX1_3' 0004: $3265 = 1 // $ = int 0004: $3287 = 0 // $ = int 0004: $3286 = 0 // $ = int 0004: $3297 = 1 // $ = int :SERG1_6355 00D6: if 0038: $3265 == 1 // $ == int 004D: jump_if_false @SERG1_6435 00D6: if 00FF: actor $3166 0 86.645 584.7784 13.3303 radius 7.0 7.0 2.0 004D: jump_if_false @SERG1_6435 0004: $3265 = 2 // $ = int 0050: gosub @SERG1_10494 :SERG1_6435 00D6: if 0038: $3265 == 2 // $ == int 004D: jump_if_false @SERG1_7254 00D6: if 0038: $3264 == 1 // $ == int 004D: jump_if_false @SERG1_6679 00D6: if 044B: actor $3166 on_foot 004D: jump_if_false @SERG1_6501 0050: gosub @SERG1_10494 0002: jump @SERG1_6679 :SERG1_6501 00D6: if 8119: not car $3245 wrecked 004D: jump_if_false @SERG1_6679 00D6: if 0448: actor $3166 sitting_in_car $3245 004D: jump_if_false @SERG1_6579 00AD: set_car $3245 max_speed_to 22.0 00AE: set_vehicle $3245 traffic_behavior_to 2 00A8: set_car $3245 to_psycho_driver 0006: TIMERA = 0 // @ = int 0004: $3264 = 3 // $ = int 0002: jump @SERG1_6679 :SERG1_6579 00D6: if 8203: not actor $3166 near_car_on_foot $3245 radius 35.0 35.0 unknown 0 004D: jump_if_false @SERG1_6617 0050: gosub @SERG1_10494 :SERG1_6617 00D6: if 8119: not car $3245 wrecked 004D: jump_if_false @SERG1_6679 00D6: if and 00DC: player $PLAYER_CHAR in_car $3245 8203: not actor $3166 near_car_on_foot $3245 radius 5.0 5.0 unknown 0 004D: jump_if_false @SERG1_6679 0050: gosub @SERG1_10494 :SERG1_6679 00D6: if 0038: $3264 == 3 // $ == int 004D: jump_if_false @SERG1_6739 00D6: if 8119: not car $3245 wrecked 004D: jump_if_false @SERG1_6739 00D6: if 80DB: not actor $3166 in_car $3245 004D: jump_if_false @SERG1_6739 0050: gosub @SERG1_10494 :SERG1_6739 00D6: if 0038: $3264 == 4 // $ == int 004D: jump_if_false @SERG1_6820 00D6: if 0019: TIMERB > 1000 // @ > int 004D: jump_if_false @SERG1_6820 00D6: if 8118: not actor $3166 dead 004D: jump_if_false @SERG1_6813 009E: set_actor $3166 path $3189 $3190 $3191 unknown 2.0 1 :SERG1_6813 0006: TIMERB = 0 // @ = int :SERG1_6820 00D6: if 0038: $3264 == 4 // $ == int 004D: jump_if_false @SERG1_6883 00D6: if 00EC: actor $3166 0 96.0986 265.837 radius 27.0 27.0 004D: jump_if_false @SERG1_6883 0004: $3264 = 5 // $ = int :SERG1_6883 00D6: if 0038: $3264 == 3 // $ == int 004D: jump_if_false @SERG1_6977 00D6: if 0019: TIMERA > 75000 // @ > int 004D: jump_if_false @SERG1_6977 00D6: if 8119: not car $3245 wrecked 004D: jump_if_false @SERG1_6977 00D6: if 0448: actor $3166 sitting_in_car $3245 004D: jump_if_false @SERG1_6977 00A7: car $3245 drive_to 88.973 280.344 21.39544 :SERG1_6977 00D6: if 0038: $3264 == 3 // $ == int 004D: jump_if_false @SERG1_7068 00D6: if 00EC: actor $3166 0 96.0986 265.837 radius 27.0 27.0 004D: jump_if_false @SERG1_7068 00D6: if 00DF: actor $3166 in_any_car 004D: jump_if_false @SERG1_7068 03E2: actor $3166 leave_any_car 0319: set_actor $3166 running 1 0004: $3264 = 5 // $ = int :SERG1_7068 00D6: if 0038: $3264 == 5 // $ == int 004D: jump_if_false @SERG1_7165 00D6: if 8118: not actor $3166 dead 004D: jump_if_false @SERG1_7165 00D6: if 80DF: not actor $3166 in_any_car 004D: jump_if_false @SERG1_7165 00D6: if 0019: TIMERA > 1000 // @ > int 004D: jump_if_false @SERG1_7165 009E: set_actor $3166 path $3181 $3182 $3183 unknown 1.0 1 0006: TIMERA = 0 // @ = int :SERG1_7165 00D6: if 0038: $3264 == 5 // $ == int 004D: jump_if_false @SERG1_7254 00D6: if 0038: $3294 == 0 // $ == int 004D: jump_if_false @SERG1_7254 00D6: if 8118: not actor $909 dead 004D: jump_if_false @SERG1_7224 0223: set_actor $909 health_to 89 :SERG1_7224 00D6: if 8118: not actor $910 dead 004D: jump_if_false @SERG1_7247 0223: set_actor $910 health_to 89 :SERG1_7247 0004: $3294 = 1 // $ = int :SERG1_7254 00D6: if 0038: $3259 == 0 // $ == int 004D: jump_if_false @SERG1_7384 00D6: if 8118: not actor $3161 dead 004D: jump_if_false @SERG1_7384 00D6: if or 00FB: player $PLAYER_CHAR 0 $3161 radius 10.0 10.0 0.6 0038: $3268 == 1 // $ == int 0118: actor $3162 dead 0118: actor $3163 dead 0118: actor $3164 dead 004D: jump_if_false @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 0004: $3259 = 1 // $ = int :SERG1_7384 00D6: if 0038: $3260 == 0 // $ == int 004D: jump_if_false @SERG1_7514 00D6: if 8118: not actor $3162 dead 004D: jump_if_false @SERG1_7514 00D6: if or 00FB: player $PLAYER_CHAR 0 $3162 radius 10.0 10.0 0.6 0038: $3268 == 1 // $ == int 0118: actor $3161 dead 0118: actor $3163 dead 0118: actor $3164 dead 004D: jump_if_false @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 0004: $3260 = 1 // $ = int :SERG1_7514 00D6: if 0038: $3261 == 0 // $ == int 004D: jump_if_false @SERG1_7651 00D6: if 8118: not actor $3163 dead 004D: jump_if_false @SERG1_7651 00D6: if or 00FB: player $PLAYER_CHAR 0 $3163 radius 5.0 5.0 0.6 0038: $3268 == 1 // $ == int 0118: actor $3161 dead 0118: actor $3162 dead 0118: actor $3164 dead 004D: jump_if_false @SERG1_7651 0004: $3268 = 1 // $ = int 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 0004: $3261 = 1 // $ = int :SERG1_7651 00D6: if 0038: $3262 == 0 // $ == int 004D: jump_if_false @SERG1_7788 00D6: if 8118: not actor $3164 dead 004D: jump_if_false @SERG1_7788 00D6: if or 00FB: player $PLAYER_CHAR 0 $3164 radius 5.0 5.0 0.6 0038: $3268 == 1 // $ == int 0118: actor $3161 dead 0118: actor $3162 dead 0118: actor $3163 dead 004D: jump_if_false @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 0004: $3268 = 1 // $ = int 0004: $3262 = 1 // $ = int :SERG1_7788 00D6: if 0038: $3243 == 2 // $ == int 004D: jump_if_false @SERG1_7897 00D6: if 02AD: player $PLAYER_CHAR in_area 64.8222 613.6588 96.7488 550.3496 radius 20.0 sphere 0 004D: jump_if_false @SERG1_7897 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @SERG1_7897 00D6: if 0038: $3298 == 0 // $ == int 004D: jump_if_false @SERG1_7897 0004: $3268 = 1 // $ = int 0004: $3298 = 1 // $ = int :SERG1_7897 00D6: if 0038: $3258 == 0 // $ == int 004D: jump_if_false @SERG1_8144 00D6: if 8118: not actor $3166 dead 004D: jump_if_false @SERG1_8144 00D6: if 8118: not actor $3165 dead 004D: jump_if_false @SERG1_8144 00D6: if 8119: not car $3188 wrecked 004D: jump_if_false @SERG1_8144 00D6: if 00DB: actor $3165 in_car $3188 004D: jump_if_false @SERG1_8122 00D6: if 8104: not actor $3165 near_actor $3166 radius 30.0 30.0 30.0 sphere 0 004D: jump_if_false @SERG1_8115 00D6: if or 00FB: player $PLAYER_CHAR 0 $3165 radius 25.0 25.0 6.0 0038: $3268 == 1 // $ == int 80EC: not actor $3165 0 $3204 $3205 radius 1.5 1.5 004D: jump_if_false @SERG1_8115 00AD: set_car $3188 max_speed_to 24.0 00AF: set_car $3188 driver_behaviour_to 2 0004: $3258 = 1 // $ = int 0004: $3268 = 1 // $ = int :SERG1_8115 0002: jump @SERG1_8144 :SERG1_8122 01CA: actor $3165 kill_player $PLAYER_CHAR 0004: $3258 = 1 // $ = int 0004: $3268 = 1 // $ = int :SERG1_8144 00D6: if 0038: $3258 == 1 // $ == int 004D: jump_if_false @SERG1_8268 00D6: if 8118: not actor $3165 dead 004D: jump_if_false @SERG1_8221 00D6: if 00EE: actor $3165 0 96.0986 265.837 radius 35.0 35.0 004D: jump_if_false @SERG1_8221 03E2: actor $3165 leave_any_car :SERG1_8221 00D6: if 8118: not actor $3165 dead 004D: jump_if_false @SERG1_8268 00D6: if 80DF: not actor $3165 in_any_car 004D: jump_if_false @SERG1_8268 01CA: actor $3165 kill_player $PLAYER_CHAR 0004: $3258 = 2 // $ = int :SERG1_8268 00D6: if 0038: $3285 == 0 // $ == int 004D: jump_if_false @SERG1_8399 00D6: if 0018: $3265 > 0 // $ > int 004D: jump_if_false @SERG1_8399 0395: clear_area 0 at 102.908 246.514 21.6 range 3.0 00A5: $3180 = create_car #GREENWOO at 102.111 248.316 21.5 0175: set_car $3180 z_angle_to 290.299 0129: $3179 = create_actor 21 #SPECIAL02 in_car $3180 driverseat 0243: set_actor $3179 ped_stats_to 16 00A9: set_car $3180 to_normal_driver 02AA: set_car $3180 immune_to_nonplayer 1 0004: $3285 = 1 // $ = int :SERG1_8399 00D6: if 0038: $3264 == 5 // $ == int 004D: jump_if_false @SERG1_8657 00D6: if 8118: not actor $3166 dead 004D: jump_if_false @SERG1_8657 00D6: if 8119: not car $3180 wrecked 004D: jump_if_false @SERG1_8642 00D6: if 00ED: actor $3166 0 $3181 $3182 radius 5.0 5.0 004D: jump_if_false @SERG1_8635 00D6: if 0202: actor $3166 near_car $3180 radius 20.0 20.0 sphere 0 004D: jump_if_false @SERG1_8620 00D6: if 8118: not actor $3179 dead 004D: jump_if_false @SERG1_8599 00D6: if 0448: actor $3179 sitting_in_car $3180 004D: jump_if_false @SERG1_8578 01D4: actor $3166 go_to_car $3180 and_enter_it_as_a_passenger 0004: $3281 = 1 // $ = int 0004: $3264 = 6 // $ = int 0002: jump @SERG1_8592 :SERG1_8578 0004: $3282 = 1 // $ = int 0004: $3264 = 6 // $ = int :SERG1_8592 0002: jump @SERG1_8613 :SERG1_8599 0004: $3282 = 1 // $ = int 0004: $3264 = 6 // $ = int :SERG1_8613 0002: jump @SERG1_8635 :SERG1_8620 01D0: actor $3166 avoid_player $PLAYER_CHAR 0004: $3264 = 6 // $ = int :SERG1_8635 0002: jump @SERG1_8657 :SERG1_8642 01D0: actor $3166 avoid_player $PLAYER_CHAR 0004: $3264 = 6 // $ = int :SERG1_8657 00D6: if 0038: $3281 == 1 // $ == int 004D: jump_if_false @SERG1_9060 00D6: if 8118: not actor $3166 dead 004D: jump_if_false @SERG1_9060 00D6: if 0038: $3283 == 0 // $ == int 004D: jump_if_false @SERG1_8857 00D6: if 8119: not car $3180 wrecked 004D: jump_if_false @SERG1_8857 00D6: if 80DC: not player $PLAYER_CHAR in_car $3180 004D: jump_if_false @SERG1_8849 00D6: if 8118: not actor $3179 dead 004D: jump_if_false @SERG1_8842 00D6: if 0448: actor $3179 sitting_in_car $3180 004D: jump_if_false @SERG1_8842 00D6: if 0448: actor $3166 sitting_in_car $3180 004D: jump_if_false @SERG1_8842 00AD: set_car $3180 max_speed_to 26.5 00AE: set_vehicle $3180 traffic_behavior_to 2 00A7: car $3180 drive_to 18.47 -1420.258 10.318 0004: $3283 = 1 // $ = int :SERG1_8842 0002: jump @SERG1_8857 :SERG1_8849 01D0: actor $3166 avoid_player $PLAYER_CHAR :SERG1_8857 00D6: if or 0038: $3283 == 1 // $ == int 0038: $3283 == 2 // $ == int 004D: jump_if_false @SERG1_8906 00D6: if 80DF: not actor $3166 in_any_car 004D: jump_if_false @SERG1_8906 01D0: actor $3166 avoid_player $PLAYER_CHAR :SERG1_8906 00D6: if 0038: $3283 == 1 // $ == int 004D: jump_if_false @SERG1_9060 00D6: if 8119: not car $3180 wrecked 004D: jump_if_false @SERG1_9060 00D6: if 8118: not actor $3179 dead 004D: jump_if_false @SERG1_9060 00D6: if 0448: actor $3179 sitting_in_car $3180 004D: jump_if_false @SERG1_9060 00D6: if 8118: not actor $3166 dead 004D: jump_if_false @SERG1_9060 00D6: if 0448: actor $3166 sitting_in_car $3180 004D: jump_if_false @SERG1_9060 00D6: if 01AD: car $3180 sphere 0 near_point 18.47 -1420.258 radius 15.0 15.0 004D: jump_if_false @SERG1_9060 00A8: set_car $3180 to_psycho_driver 0004: $3283 = 2 // $ = int :SERG1_9060 00D6: if 0038: $3282 == 1 // $ == int 004D: jump_if_false @SERG1_9479 00D6: if 8118: not actor $3166 dead 004D: jump_if_false @SERG1_9479 00D6: if 0038: $3284 == 0 // $ == int 004D: jump_if_false @SERG1_9215 00D6: if 80DF: not actor $3166 in_any_car 004D: jump_if_false @SERG1_9215 00D6: if 8119: not car $3180 wrecked 004D: jump_if_false @SERG1_9207 00D6: if 80DC: not player $PLAYER_CHAR in_car $3180 004D: jump_if_false @SERG1_9192 01D5: actor $3166 go_to_and_drive_car $3180 0319: set_actor $3166 running 1 0004: $3284 = 1 // $ = int 0002: jump @SERG1_9200 :SERG1_9192 01D0: actor $3166 avoid_player $PLAYER_CHAR :SERG1_9200 0002: jump @SERG1_9215 :SERG1_9207 01D0: actor $3166 avoid_player $PLAYER_CHAR :SERG1_9215 00D6: if 0038: $3284 == 1 // $ == int 004D: jump_if_false @SERG1_9327 00D6: if 8119: not car $3180 wrecked 004D: jump_if_false @SERG1_9327 00D6: if 00DB: actor $3166 in_car $3180 004D: jump_if_false @SERG1_9319 00AD: set_car $3180 max_speed_to 24.0 00AE: set_vehicle $3180 traffic_behavior_to 2 00A7: car $3180 drive_to 18.47 -1420.258 10.318 0004: $3284 = 2 // $ = int 0002: jump @SERG1_9327 :SERG1_9319 01D0: actor $3166 avoid_player $PLAYER_CHAR :SERG1_9327 00D6: if 0038: $3284 == 2 // $ == int 004D: jump_if_false @SERG1_9430 00D6: if 8119: not car $3180 wrecked 004D: jump_if_false @SERG1_9430 00D6: if 0448: actor $3166 sitting_in_car $3180 004D: jump_if_false @SERG1_9430 00D6: if 01AD: car $3180 sphere 0 near_point 18.47 -1420.258 radius 15.0 15.0 004D: jump_if_false @SERG1_9430 00A8: set_car $3180 to_psycho_driver 0004: $3284 = 3 // $ = int :SERG1_9430 00D6: if or 0038: $3284 == 2 // $ == int 0038: $3284 == 3 // $ == int 004D: jump_if_false @SERG1_9479 00D6: if 80DF: not actor $3166 in_any_car 004D: jump_if_false @SERG1_9479 01D0: actor $3166 avoid_player $PLAYER_CHAR :SERG1_9479 00D6: if 8118: not actor $3179 dead 004D: jump_if_false @SERG1_9526 00D6: if 80DF: not actor $3179 in_any_car 004D: jump_if_false @SERG1_9526 01CC: actor $3179 kill_player $PLAYER_CHAR 0319: set_actor $3179 running 1 :SERG1_9526 00D6: if 0038: $3264 == 6 // $ == int 004D: jump_if_false @SERG1_9648 00D6: if 0038: $3299 == 0 // $ == int 004D: jump_if_false @SERG1_9648 00D6: if 8121: not player $PLAYER_CHAR in_zone 'GOLFC' 004D: jump_if_false @SERG1_9648 01C3: mark_car_as_no_longer_needed $3184 01C3: mark_car_as_no_longer_needed $3185 01C3: mark_car_as_no_longer_needed $3186 01C3: mark_car_as_no_longer_needed $3187 01C3: mark_car_as_no_longer_needed $3170 01C3: mark_car_as_no_longer_needed $3188 01C2: mark_actor_as_no_longer_needed $3161 01C2: mark_actor_as_no_longer_needed $3162 01C2: mark_actor_as_no_longer_needed $3163 01C2: mark_actor_as_no_longer_needed $3164 01C2: mark_actor_as_no_longer_needed $3165 0004: $3299 = 1 // $ = int :SERG1_9648 00D6: if 0118: actor $3166 dead 004D: jump_if_false @SERG1_9689 00D6: if 0018: $3243 > 1 // $ > int 004D: jump_if_false @SERG1_9689 0002: jump @SERG1_9816 :SERG1_9689 00D6: if 0018: $3264 > 5 // $ > int 004D: jump_if_false @SERG1_9792 00D6: if 8118: not actor $3166 dead 004D: jump_if_false @SERG1_9792 00D6: if 80E9: not player $PLAYER_CHAR 0 $3166 radius 210.0 210.0 004D: jump_if_false @SERG1_9792 00D6: if 82CB: not actor $3166 bounding_sphere_visible 004D: jump_if_false @SERG1_9792 00BC: text_highpriority 'TEX1_5' time 5000 1 0002: jump @SERG1_9799 :SERG1_9792 0002: jump @SERG1_3008 :SERG1_9799 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :SERG1_9816 0004: $PASSED_TEX1_FOUR_IRON = 1 // $ = int 01E3: text_1number_styled 'M_PASS' number 500 time 5000 style 1 0394: play_music 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 500 0318: set_latest_mission_passed 'TEX_1' 030C: progress_made += 1 004F: create_thread @SER2 055B: $1287 = create_clothes_pickup 4 at 106.5 253.0 21.7 0004: $1267 = 1 // $ = int 004F: create_thread @CLOTH3 0051: return :SERG1_9919 0004: $ONMISSION = 0 // $ = int 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 01B4: set_player $PLAYER_CHAR can_move 1 0249: release_model #WMYGO 0249: release_model #CADDY 0249: release_model #GOLFCLUB 0249: release_model #GREENWOO 0296: unload_special_actor 1 0296: unload_special_actor 2 0164: disable_marker $3171 0164: disable_marker $3167 0164: disable_marker $3160 01B7: release_weather 040D: unload_wav 1 040D: unload_wav 2 00D6: if 0038: $1278 == 1 // $ == int 004D: jump_if_false @SERG1_10032 055B: $1297 = create_clothes_pickup 1 at -384.5 -591.9 25.3 :SERG1_10032 00D6: if 0038: $1277 == 1 // $ == int 004D: jump_if_false @SERG1_10072 055B: $1284 = create_clothes_pickup 1 at 226.4 -1265.6 20.1 :SERG1_10072 00D6: if 0038: $1300 == 1 // $ == int 004D: jump_if_false @SERG1_10112 055B: $1298 = create_clothes_pickup 1 at -820.2 1364.1 66.4 :SERG1_10112 00D6: if 0038: $1265 == 1 // $ == int 004D: jump_if_false @SERG1_10152 055B: $1285 = create_clothes_pickup 2 at 97.5 -1133.6 10.4 :SERG1_10152 00D6: if 0038: $1266 == 1 // $ == int 004D: jump_if_false @SERG1_10192 055B: $1286 = create_clothes_pickup 3 at 364.2 1086.1 19.0 :SERG1_10192 00D6: if 0038: $1267 == 1 // $ == int 004D: jump_if_false @SERG1_10250 00D6: if 8038: not $PASSED_TEX1_FOUR_IRON == 1 // $ == int 004D: jump_if_false @SERG1_10250 055B: $1287 = create_clothes_pickup 4 at 106.5 253.0 21.7 :SERG1_10250 00D6: if 0038: $1268 == 1 // $ == int 004D: jump_if_false @SERG1_10290 055B: $1288 = create_clothes_pickup 5 at -1024.5 -433.9 10.9 :SERG1_10290 00D6: if 0038: $1269 == 1 // $ == int 004D: jump_if_false @SERG1_10330 055B: $1289 = create_clothes_pickup 6 at 405.7 -485.6 12.3 :SERG1_10330 00D6: if 0038: $1270 == 1 // $ == int 004D: jump_if_false @SERG1_10370 055B: $1290 = create_clothes_pickup 8 at 414.3 1042.0 25.4 :SERG1_10370 00D6: if 0038: $1271 == 1 // $ == int 004D: jump_if_false @SERG1_10410 055B: $1291 = create_clothes_pickup 9 at 158.3 -1275.9 10.6 :SERG1_10410 00D6: if 0038: $1272 == 1 // $ == int 004D: jump_if_false @SERG1_10450 055B: $1292 = create_clothes_pickup 10 at -917.4 885.1 11.0 :SERG1_10450 00D6: if 0038: $1276 == 1 // $ == int 004D: jump_if_false @SERG1_10490 055B: $1296 = create_clothes_pickup 7 at 465.3 -57.4 15.7 :SERG1_10490 00D8: mission_cleanup 0051: return :SERG1_10494 00D6: if 8118: not actor $3166 dead 004D: jump_if_false @SERG1_11521 0005: $3280 = 99999.9 // $ = float 0004: $3245 = -1 // $ = int 00A0: store_actor $3166 position_to $3276 $3277 $3278 00D6: if 8119: not car $3184 wrecked 004D: jump_if_false @SERG1_10759 00D6: if 82BF: not car $3184 sunk 004D: jump_if_false @SERG1_10759 046C: $3267 = car $3184 driver 00D6: if 0038: $3267 == -1 // $ == int 004D: jump_if_false @SERG1_10759 00D6: if 0203: actor $3166 near_car_on_foot $3184 radius 35.0 35.0 unknown 0 004D: jump_if_false @SERG1_10759 00AA: store_car $3184 position_to $3273 $3274 $3275 0086: $3269 = $3273 // $ = $ float 0061: $3269 -= $3276 // $ -= $ float 0086: $3270 = $3274 // $ = $ float 0061: $3270 -= $3277 // $ -= $ float 0086: $3272 = $3269 // $ = $ float 0069: $3272 *= $3269 // $ *= $ float 0086: $3271 = $3270 // $ = $ float 0069: $3271 *= $3270 // $ *= $ float 0086: $3279 = $3271 // $ = $ float 0059: $3279 += $3272 // $ += $ float 00D6: if 0024: $3280 > $3279 // $ > $ float 004D: jump_if_false @SERG1_10759 0086: $3280 = $3279 // $ = $ float 0084: $3245 = $3184 // $ = $ int :SERG1_10759 00D6: if 8119: not car $3185 wrecked 004D: jump_if_false @SERG1_10977 00D6: if 82BF: not car $3185 sunk 004D: jump_if_false @SERG1_10977 046C: $3267 = car $3185 driver 00D6: if 0038: $3267 == -1 // $ == int 004D: jump_if_false @SERG1_10977 00D6: if 0203: actor $3166 near_car_on_foot $3185 radius 35.0 35.0 unknown 0 004D: jump_if_false @SERG1_10977 00AA: store_car $3185 position_to $3273 $3274 $3275 0086: $3269 = $3273 // $ = $ float 0061: $3269 -= $3276 // $ -= $ float 0086: $3270 = $3274 // $ = $ float 0061: $3270 -= $3277 // $ -= $ float 0086: $3272 = $3269 // $ = $ float 0069: $3272 *= $3269 // $ *= $ float 0086: $3271 = $3270 // $ = $ float 0069: $3271 *= $3270 // $ *= $ float 0086: $3279 = $3271 // $ = $ float 0059: $3279 += $3272 // $ += $ float 00D6: if 0024: $3280 > $3279 // $ > $ float 004D: jump_if_false @SERG1_10977 0086: $3280 = $3279 // $ = $ float 0084: $3245 = $3185 // $ = $ int :SERG1_10977 00D6: if 8119: not car $3186 wrecked 004D: jump_if_false @SERG1_11195 00D6: if 82BF: not car $3186 sunk 004D: jump_if_false @SERG1_11195 046C: $3267 = car $3186 driver 00D6: if 0038: $3267 == -1 // $ == int 004D: jump_if_false @SERG1_11195 00D6: if 0203: actor $3166 near_car_on_foot $3186 radius 35.0 35.0 unknown 0 004D: jump_if_false @SERG1_11195 00AA: store_car $3186 position_to $3273 $3274 $3275 0086: $3269 = $3273 // $ = $ float 0061: $3269 -= $3276 // $ -= $ float 0086: $3270 = $3274 // $ = $ float 0061: $3270 -= $3277 // $ -= $ float 0086: $3272 = $3269 // $ = $ float 0069: $3272 *= $3269 // $ *= $ float 0086: $3271 = $3270 // $ = $ float 0069: $3271 *= $3270 // $ *= $ float 0086: $3279 = $3271 // $ = $ float 0059: $3279 += $3272 // $ += $ float 00D6: if 0024: $3280 > $3279 // $ > $ float 004D: jump_if_false @SERG1_11195 0086: $3280 = $3279 // $ = $ float 0084: $3245 = $3186 // $ = $ int :SERG1_11195 00D6: if 8119: not car $3187 wrecked 004D: jump_if_false @SERG1_11413 00D6: if 82BF: not car $3187 sunk 004D: jump_if_false @SERG1_11413 046C: $3267 = car $3187 driver 00D6: if 0038: $3267 == -1 // $ == int 004D: jump_if_false @SERG1_11413 00D6: if 0203: actor $3166 near_car_on_foot $3187 radius 35.0 35.0 unknown 0 004D: jump_if_false @SERG1_11413 00AA: store_car $3187 position_to $3273 $3274 $3275 0086: $3269 = $3273 // $ = $ float 0061: $3269 -= $3276 // $ -= $ float 0086: $3270 = $3274 // $ = $ float 0061: $3270 -= $3277 // $ -= $ float 0086: $3272 = $3269 // $ = $ float 0069: $3272 *= $3269 // $ *= $ float 0086: $3271 = $3270 // $ = $ float 0069: $3271 *= $3270 // $ *= $ float 0086: $3279 = $3271 // $ = $ float 0059: $3279 += $3272 // $ += $ float 00D6: if 0024: $3280 > $3279 // $ > $ float 004D: jump_if_false @SERG1_11413 0086: $3280 = $3279 // $ = $ float 0084: $3245 = $3187 // $ = $ int :SERG1_11413 00D6: if or 0038: $3245 == -1 // $ == int 0018: $3263 > 3 // $ > int 004D: jump_if_false @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 0004: $3264 = 4 // $ = int 0006: TIMERB = 0 // @ = int 0002: jump @SERG1_11521 :SERG1_11492 01D5: actor $3166 go_to_and_drive_car $3245 0319: set_actor $3166 running 1 0004: $3264 = 1 // $ = int 0008: $3263 += 1 // $ += int :SERG1_11521 0051: return //-------------Mission 19--------------- // Originally: Demolition Man :SERG3 03A4: name_thread 'SERG3' 0050: gosub @SERG3_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @SERG3_37 0050: gosub @SERG3_20979 :SERG3_37 0050: gosub @SERG3_23506 004E: end_thread :SERG3_46 0317: increment_mission_attempts 0004: $ONMISSION = 1 // $ = int 0004: $1084 = 1 // $ = int 0001: wait 0 ms 054C: use_GXT_table 'SERG3' 058E: set_restart_mission_taxi_destination 252.7968 -230.9387 9.8638 333.9001 016A: fade 1 1500 ms 0005: $3302 = 226.9151 // $ = float 0005: $3303 = -352.211 // $ = float 0005: $3304 = 9.9086 // $ = float 0005: $3305 = 79.9842 // $ = float 0005: $3328 = 226.192 // $ = float 0005: $3329 = -342.5692 // $ = float 0005: $3330 = 10.3744 // $ = float 0005: $3331 = 87.8676 // $ = float 0005: $3343 = 229.8516 // $ = float 0005: $3344 = -347.11 // $ = float 0005: $3345 = 10.0998 // $ = float 0005: $3346 = 229.8516 // $ = float 0005: $3347 = -344.0284 // $ = float 0005: $3348 = 10.1517 // $ = float 0005: $3349 = 229.8516 // $ = float 0005: $3350 = -341.11 // $ = float 0005: $3351 = 10.56018 // $ = float 0005: $3352 = 229.8516 // $ = float 0005: $3353 = -338.11 // $ = float 0005: $3354 = 10.46479 // $ = float 0005: $3367 = 97.574 // $ = float 0005: $3368 = -381.658 // $ = float 0005: $3369 = 7.6407 // $ = float 0005: $3370 = 156.5491 // $ = float 0005: $3371 = -348.0284 // $ = float 0005: $3372 = 16.8517 // $ = float 0005: $3373 = 88.1474 // $ = float 0005: $3374 = -361.8685 // $ = float 0005: $3375 = 26.076 // $ = float 0005: $3376 = 140.0079 // $ = float 0005: $3377 = -383.1253 // $ = float 0005: $3378 = 35.3172 // $ = float 0004: $3405 = 0 // $ = int 0004: $3406 = 0 // $ = int 0004: $3407 = 0 // $ = int 0004: $3408 = 0 // $ = int 0004: $3409 = 0 // $ = int 0004: $3410 = 0 // $ = int 0004: $3411 = 0 // $ = int 0004: $3412 = 0 // $ = int 0004: $3413 = 0 // $ = int 0004: $3391 = 0 // $ = int 0004: $3400 = 0 // $ = int 0004: $3392 = 0 // $ = int 0004: $3393 = 0 // $ = int 0004: $3394 = 0 // $ = int 0004: $3395 = 0 // $ = int 0004: $3396 = 0 // $ = int 0004: $3397 = 0 // $ = int 0004: $3398 = 0 // $ = int 0004: $3399 = 0 // $ = int 0004: $3401 = 0 // $ = int 0004: $3403 = 0 // $ = int 0004: $3404 = 0 // $ = int 0004: $3426 = 0 // $ = int 0004: $3427 = 0 // $ = int 0004: $3428 = 0 // $ = int 0004: $3429 = 0 // $ = int 0004: $3430 = 0 // $ = int 0004: $3431 = 0 // $ = int 0004: $3432 = 0 // $ = int 0004: $3434 = 0 // $ = int 0004: $3435 = 0 // $ = int 0004: $3436 = 0 // $ = int 0004: $3437 = 0 // $ = int 0004: $3433 = 0 // $ = int 0004: $3459 = 0 // $ = int 0004: $3439 = 0 // $ = int 0004: $3414 = 0 // $ = int 0004: $3440 = 0 // $ = int 0004: $3307 = 4 // $ = int 0004: $3457 = 0 // $ = int 0004: $3441 = 0 // $ = int 0004: $3442 = 0 // $ = int 0004: $3443 = 0 // $ = int 0004: $3444 = 0 // $ = int 0004: $3445 = 0 // $ = int 0004: $3446 = 0 // $ = int 0004: $3447 = 0 // $ = int 0004: $3448 = 0 // $ = int 0004: $3458 = 0 // $ = int 01B6: set_weather 4 02A3: enable_widescreen 1 0395: clear_area 1 at 299.0 -205.0 10.5 range 5.0 0395: clear_area 1 at 305.0 -219.5 10.5 range 10.0 0055: put_player $PLAYER_CHAR at 299.0 -205.0 10.5 0171: set_player $PLAYER_CHAR z_angle_to 230.0 015F: set_camera_position 297.0 -204.7 13.0 rotation 0.0 0.0 0.0 0160: point_camera 318.5 -219.23 22.4 switchstyle 2 0247: request_model #STRETCH 03CB: load_scene 270.0 -218.0 13.4 :SERG3_927 00D6: if 8248: not model #STRETCH available 004D: jump_if_false @SERG3_954 0001: wait 0 ms 0002: jump @SERG3_927 :SERG3_954 0395: clear_area 1 at 306.9 -241.65 12.3 range 15.0 00A5: $1602 = create_car #STRETCH at 306.9 -241.65 12.3 0229: set_car $1602 color_to 0 0 0175: set_car $1602 z_angle_to 0.0 016A: fade 1 1500 ms :SERG3_1027 00D6: if 016B: fading 004D: jump_if_false @SERG3_1051 0001: wait 0 ms 0002: jump @SERG3_1027 :SERG3_1051 00D6: if 8119: not car $1602 wrecked 004D: jump_if_false @SERG3_1087 04BA: set_car $1602 speed_instantly 15.0 0477: set_car $1602 action 8 time 8000 :SERG3_1087 0006: TIMERA = 0 // @ = int :SERG3_1094 00D6: if 001B: 1000 > TIMERA // int > @ 004D: jump_if_false @SERG3_1124 0001: wait 0 ms 0002: jump @SERG3_1094 :SERG3_1124 00D6: if 8119: not car $1602 wrecked 004D: jump_if_false @SERG3_1149 0158: camera_on_vehicle $1602 mode 15 switchstyle 1 :SERG3_1149 0006: TIMERA = 0 // @ = int :SERG3_1156 00D6: if 001B: 3000 > TIMERA // int > @ 004D: jump_if_false @SERG3_1186 0001: wait 0 ms 0002: jump @SERG3_1156 :SERG3_1186 00D6: if 8119: not car $1602 wrecked 004D: jump_if_false @SERG3_1227 00AA: store_car $1602 position_to $1599 $1600 $1601 0211: actor $PLAYER_ACTOR walk_to $1599 $1600 :SERG3_1227 016A: fade 0 1500 ms :SERG3_1234 00D6: if 016B: fading 004D: jump_if_false @SERG3_1258 0001: wait 0 ms 0002: jump @SERG3_1234 :SERG3_1258 00A6: destroy_car $1602 0249: release_model #STRETCH 015A: restore_camera 011C: actor $PLAYER_ACTOR clear_objective 009F: set_actor $PLAYER_ACTOR idle 0006: TIMERA = 0 // @ = int 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSAVERY' 02F3: load_object #CUTOBJ01 'CS_LIMO' 038B: load_requested_models :SERG3_1326 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 004D: jump_if_false @SERG3_1356 0001: wait 0 ms 0002: jump @SERG3_1326 :SERG3_1356 00D6: if 8248: not model #CUTOBJ01 available 004D: jump_if_false @SERG3_1383 0001: wait 0 ms 0002: 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 11.107 range 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: request_collision_at 265.129 -234.531 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :SERG3_1553 00D6: if 001A: 1378 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG3_1588 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG3_1553 :SERG3_1588 00BC: text_highpriority 'TEX3_A' time 10000 1 :SERG3_1603 00D6: if 001A: 6014 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG3_1638 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG3_1603 :SERG3_1638 00BC: text_highpriority 'TEX3_B' time 10000 1 :SERG3_1653 00D6: if 001A: 7125 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG3_1688 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG3_1653 :SERG3_1688 00BC: text_highpriority 'TEX3_C' time 10000 1 :SERG3_1703 00D6: if 001A: 11052 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG3_1738 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG3_1703 :SERG3_1738 00BC: text_highpriority 'TEX3_D' time 10000 1 :SERG3_1753 00D6: if 001A: 15314 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG3_1788 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG3_1753 :SERG3_1788 00BC: text_highpriority 'TEX3_E' time 10000 1 :SERG3_1803 00D6: if 001A: 17674 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG3_1838 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG3_1803 :SERG3_1838 00BC: text_highpriority 'TEX3_F' time 10000 1 :SERG3_1853 00D6: if 001A: 20508 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG3_1888 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG3_1853 :SERG3_1888 00BC: text_highpriority 'TEX3_G' time 10000 1 :SERG3_1903 00D6: if 001A: 22010 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG3_1938 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG3_1903 :SERG3_1938 00BC: text_highpriority 'TEX3_H' time 10000 1 :SERG3_1953 00D6: if 001A: 24331 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG3_1988 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG3_1953 :SERG3_1988 00BC: text_highpriority 'TEX3_I' time 10000 1 :SERG3_2003 00D6: if 001A: 30049 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG3_2038 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG3_2003 :SERG3_2038 00BC: text_highpriority 'TEX3_J' time 10000 1 :SERG3_2053 00D6: if 001A: 33978 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG3_2090 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG3_2053 :SERG3_2090 00BC: text_highpriority 'TEX3_K' time 10000 1 :SERG3_2105 00D6: if 001A: 37030 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG3_2142 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG3_2105 :SERG3_2142 00BC: text_highpriority 'TEX3_L' time 10000 1 :SERG3_2157 00D6: if 001A: 39030 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG3_2194 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG3_2157 :SERG3_2194 00BE: text_clear_all 016A: fade 0 1500 ms 00BE: text_clear_all :SERG3_2205 00D6: if 016B: fading 004D: jump_if_false @SERG3_2229 0001: wait 0 ms 0002: jump @SERG3_2205 :SERG3_2229 03AD: set_rubbish 1 02EA: end_cutscene 0373: set_camera_directly_behind_player 0296: unload_special_actor 1 0296: unload_special_actor 2 0249: release_model #CUTOBJ01 01B7: release_weather 04BB: select_interiour 0 // select render area 016A: fade 1 1500 ms 0247: request_model #DYNAMITE 0247: request_model #TOPFUN 0247: request_model #WMYCW 0247: request_model #HAMMER 0247: request_model #RCGOBLIN 0247: request_model #BARREL2 0247: request_model #GDA 0247: request_model #COLT45 :SERG3_2299 00D6: if or 8248: not model #DYNAMITE available 8248: not model #HAMMER available 8248: not model #WMYCW available 8248: not model #TOPFUN available 8248: not model #BARREL2 available 8248: not model #COLT45 available 004D: jump_if_false @SERG3_2348 0001: wait 0 ms 0002: jump @SERG3_2299 :SERG3_2348 00D6: if 8248: not model #GDA available 004D: jump_if_false @SERG3_2374 0001: wait 0 ms 0002: jump @SERG3_2348 :SERG3_2374 048A: enable_rc_vehicle_detonation 0 0395: clear_area 0 at $3302 $3303 $3304 range 35.0 00A5: $3308 = create_car #TOPFUN at $3302 $3303 $3304 0004: $3457 = 1 // $ = int 0175: set_car $3308 z_angle_to $3305 0186: $3306 = create_marker_above_car $3308 00BC: text_highpriority 'TEX3_16' time 7000 2 022B: create_forbidden_for_peds_cube 208.6046 -355.3371 -5.5941 248.6443 -338.1352 12.9291 0519: lock_vehicle $3308 in_current_position 1 :SERG3_2490 0001: wait 0 ms 00D6: if 8119: not car $3308 wrecked 004D: jump_if_false @SERG3_2566 00D6: if 0442: player $PLAYER_CHAR sitting_in_car $3308 004D: jump_if_false @SERG3_2566 00D6: if 0038: $3440 == 0 // $ == int 004D: jump_if_false @SERG3_2566 020A: set_car $3308 door_status_to 2 0001: wait 1000 ms 0004: $3440 = 1 // $ = int :SERG3_2566 00D6: if 8119: not car $3308 wrecked 004D: jump_if_false @SERG3_2633 00D6: if 8442: not player $PLAYER_CHAR sitting_in_car $3308 004D: jump_if_false @SERG3_2633 00D6: if 0038: $3440 == 1 // $ == int 004D: jump_if_false @SERG3_2633 020A: set_car $3308 door_status_to 1 0004: $3440 = 0 // $ = int :SERG3_2633 00D6: if 8119: not car $3308 wrecked 004D: jump_if_false @SERG3_5209 00D6: if 00DC: player $PLAYER_CHAR in_car $3308 004D: jump_if_false @SERG3_5209 00D6: if and 0038: $3391 == 0 // $ == int 0038: $3440 == 1 // $ == int 004D: jump_if_false @SERG3_5209 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 0107: $3422 = create_object #BARREL2 at 97.574 -381.658 7.9721 0107: $3423 = create_object #BARREL2 at 156.5491 -348.0284 16.8517 0107: $3424 = create_object #BARREL2 at 88.1474 -361.8685 26.076 0107: $3425 = create_object #BARREL2 at 140.0079 -383.1253 35.3172 009A: $3311 = create_actor_pedtype 4 model #WMYCW at 121.4188 -371.5533 7.6307 01B2: give_actor $3311 weapon 7 ammo 1 // Load the weapon model before using this 0173: set_actor $3311 z_angle_to 189.9082 0319: set_actor $3311 running 1 009A: $3312 = create_actor_pedtype 4 model #WMYCW at 160.0738 -375.754 7.6307 01B2: give_actor $3312 weapon 7 ammo 1 // Load the weapon model before using this 0173: set_actor $3312 z_angle_to 268.8645 0319: set_actor $3312 running 1 009A: $3313 = create_actor_pedtype 4 model #WMYCW at 116.1989 -348.1792 16.8494 01B2: give_actor $3313 weapon 7 ammo 1 // Load the weapon model before using this 0173: set_actor $3313 z_angle_to 288.6831 0319: set_actor $3313 running 1 009A: $3314 = create_actor_pedtype 4 model #WMYCW at 117.5286 -348.1254 16.8494 01B2: give_actor $3314 weapon 7 ammo 1 // Load the weapon model before using this 0173: set_actor $3314 z_angle_to 110.9578 0319: set_actor $3314 running 1 03F9: make_actors $3314 $3313 converse_in 800000 ms 009A: $3315 = create_actor_pedtype 4 model #WMYCW at 160.1008 -356.3203 16.8517 01B2: give_actor $3315 weapon 7 ammo 1 // Load the weapon model before using this 0173: set_actor $3315 z_angle_to 277.8673 0319: set_actor $3315 running 1 0372: set_actor $3315 anim 25 wait_state_time 300000 ms 009A: $3316 = create_actor_pedtype 4 model #WMYCW at 160.3129 -375.7929 16.8517 01B2: give_actor $3316 weapon 7 ammo 1 // Load the weapon model before using this 0173: set_actor $3316 z_angle_to 261.674 0319: set_actor $3316 running 1 0372: set_actor $3316 anim 25 wait_state_time 300000 ms 009A: $3317 = create_actor_pedtype 4 model #WMYCW at 81.4138 -356.4398 26.076 01B2: give_actor $3317 weapon 7 ammo 1 // Load the weapon model before using this 0173: set_actor $3317 z_angle_to 87.3059 0319: set_actor $3317 running 1 0372: set_actor $3317 anim 25 wait_state_time 300000 ms 009A: $3318 = create_actor_pedtype 4 model #WMYCW at 81.5607 -354.9395 26.076 01B2: give_actor $3318 weapon 7 ammo 1 // Load the weapon model before using this 0173: set_actor $3318 z_angle_to 176.8125 0319: set_actor $3318 running 1 0372: set_actor $3318 anim 19 wait_state_time 800000 ms 009A: $3319 = create_actor_pedtype 4 model #GDA at 121.0359 -379.109 26.0805 01B2: give_actor $3319 weapon 17 ammo 300000 // Load the weapon model before using this 0173: set_actor $3319 z_angle_to 15.4943 0319: set_actor $3319 running 1 0489: set_actor $3319 muted 1 009A: $3320 = create_actor_pedtype 4 model #WMYCW at 112.2413 -356.3021 35.3172 01B2: give_actor $3320 weapon 7 ammo 1 // Load the weapon model before using this 0173: set_actor $3320 z_angle_to 278.5729 0319: set_actor $3320 running 1 009A: $3321 = create_actor_pedtype 4 model #WMYCW at 98.2973 -376.011 35.3172 01B2: give_actor $3321 weapon 7 ammo 1 // Load the weapon model before using this 0173: set_actor $3321 z_angle_to 76.4463 0319: set_actor $3321 running 1 009A: $3322 = create_actor_pedtype 4 model #WMYCW at 160.5181 -356.3491 35.3172 01B2: give_actor $3322 weapon 7 ammo 1 // Load the weapon model before using this 0173: set_actor $3322 z_angle_to 278.5729 0319: set_actor $3322 running 1 009A: $3323 = create_actor_pedtype 4 model #WMYCW at 129.3469 -366.2533 35.3172 01B2: give_actor $3323 weapon 7 ammo 1 // Load the weapon model before using this 0173: set_actor $3323 z_angle_to 84.4686 0319: set_actor $3323 running 1 009A: $3324 = create_actor_pedtype 4 model #GDA at 120.1059 -346.0308 35.3104 01B2: give_actor $3324 weapon 17 ammo 300000 // Load the weapon model before using this 0173: set_actor $3324 z_angle_to 185.866 0319: set_actor $3324 running 1 02E2: set_actor $3324 weapon_accuracy_to 80 0489: set_actor $3324 muted 1 009A: $3325 = create_actor_pedtype 4 model #GDA at 123.3658 -380.2271 35.3172 01B2: give_actor $3325 weapon 17 ammo 300000 // Load the weapon model before using this 0173: set_actor $3325 z_angle_to 358.9169 0319: set_actor $3325 running 1 0489: set_actor $3325 muted 1 009A: $3326 = create_actor_pedtype 4 model #GDA at 104.143 -346.1777 26.268 01B2: give_actor $3326 weapon 17 ammo 300000 // Load the weapon model before using this 0173: set_actor $3326 z_angle_to 185.866 0319: set_actor $3326 running 1 0489: set_actor $3326 muted 1 0164: disable_marker $3306 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 01C0: $3310 = player $PLAYER_CHAR wanted_level 0110: clear_player $PLAYER_CHAR wanted_level 02A3: enable_widescreen 1 01B4: set_player $PLAYER_CHAR can_move 0 046E: put_player $PLAYER_CHAR in_RC_mode_at $3328 $3329 $3330 angle $3331 RC_model #RCGOBLIN 0484: $3327 = player $PLAYER_CHAR rc_car 0224: set_car $3327 health_to 1400 0107: $3335 = create_object #DYNAMITE at $3343 $3344 $3345 0382: set_object $3335 collision_detection 1 0392: object $3335 toggle_in_moving_list 1 0188: $3339 = create_marker_above_object $3335 0107: $3336 = create_object #DYNAMITE at $3346 $3347 $3348 0382: set_object $3336 collision_detection 1 0392: object $3336 toggle_in_moving_list 1 0188: $3340 = create_marker_above_object $3336 0107: $3337 = create_object #DYNAMITE at $3349 $3350 $3351 0382: set_object $3337 collision_detection 1 0392: object $3337 toggle_in_moving_list 1 0188: $3341 = create_marker_above_object $3337 0107: $3338 = create_object #DYNAMITE at $3352 $3353 $3354 0382: set_object $3338 collision_detection 1 0392: object $3338 toggle_in_moving_list 1 0188: $3342 = create_marker_above_object $3338 0550: keep_object $3422 in_memory 1 0550: keep_object $3423 in_memory 1 0550: keep_object $3424 in_memory 1 0550: keep_object $3425 in_memory 1 015F: set_camera_position 275.6989 -255.7764 35.36815 rotation 0.0 0.0 0.0 0160: point_camera 274.9049 -256.3752 35.47337 switchstyle 2 0395: clear_area 0 at $3328 $3329 $3330 range 15.0 0006: TIMERA = 0 // @ = int :SERG3_4024 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @SERG3_4101 0001: wait 0 ms 00BC: text_highpriority 'TEX3_1' time 5000 2 00D6: if and 00E1: player 0 pressed_button 16 0019: TIMERA > 1000 // @ > int 004D: jump_if_false @SERG3_4094 0002: jump @SERG3_5137 :SERG3_4094 0002: jump @SERG3_4024 :SERG3_4101 015F: set_camera_position 221.9318 -347.8253 14.86874 rotation 0.0 0.0 0.0 0160: point_camera 222.5816 -347.2625 14.35743 switchstyle 2 0006: TIMERA = 0 // @ = int :SERG3_4159 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @SERG3_4228 0001: wait 0 ms 00BC: text_highpriority 'TEX3_2' time 5000 2 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @SERG3_4221 0002: jump @SERG3_5137 :SERG3_4221 0002: jump @SERG3_4159 :SERG3_4228 015F: set_camera_position 229.9853 -348.7427 11.14897 rotation 0.0 0.0 0.0 0160: point_camera 229.9513 -347.8613 10.67796 switchstyle 2 0006: TIMERA = 0 // @ = int :SERG3_4286 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @SERG3_4355 0001: wait 0 ms 00BC: text_highpriority 'TEX3_30' time 5000 2 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @SERG3_4348 0002: jump @SERG3_5137 :SERG3_4348 0002: jump @SERG3_4286 :SERG3_4355 015F: set_camera_position 94.208 -381.946 8.67 rotation 0.0 0.0 0.0 0160: point_camera 95.28442 -381.862 8.660458 switchstyle 2 0395: clear_area 0 at $3328 $3329 $3330 range 10.0 0006: TIMERA = 0 // @ = int :SERG3_4431 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @SERG3_4545 0001: wait 0 ms 0293: $18 = get_controller_mode 00D6: if 0038: $18 == 3 // $ == int 004D: jump_if_false @SERG3_4499 00BC: text_highpriority 'TEX3_39' time 5000 2 0002: jump @SERG3_4514 :SERG3_4499 00BC: text_highpriority 'TEX3_4' time 5000 2 :SERG3_4514 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @SERG3_4538 0002: jump @SERG3_5137 :SERG3_4538 0002: jump @SERG3_4431 :SERG3_4545 015F: set_camera_position 153.3567 -365.0051 17.8099 rotation 0.0 0.0 0.0 0160: point_camera 153.5378 -364.0217 17.82351 switchstyle 2 0006: TIMERA = 0 // @ = int :SERG3_4603 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @SERG3_4728 0001: wait 0 ms 00BC: text_highpriority 'TEX3_5' time 5000 2 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @SERG3_4665 0002: jump @SERG3_5137 :SERG3_4665 00D6: if 8118: not actor $3315 dead 004D: jump_if_false @SERG3_4693 0372: set_actor $3315 anim 25 wait_state_time 300000 ms :SERG3_4693 00D6: if 8118: not actor $3316 dead 004D: jump_if_false @SERG3_4721 0372: set_actor $3316 anim 25 wait_state_time 300000 ms :SERG3_4721 0002: jump @SERG3_4603 :SERG3_4728 015F: set_camera_position 93.85921 -360.9543 27.00828 rotation 0.0 0.0 0.0 0160: point_camera 92.8611 -361.0136 26.99214 switchstyle 2 0006: TIMERA = 0 // @ = int :SERG3_4786 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @SERG3_4883 0001: wait 0 ms 00BC: text_highpriority 'TEX3_6' time 5000 2 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @SERG3_4848 0002: jump @SERG3_5137 :SERG3_4848 00D6: if 8118: not actor $3317 dead 004D: jump_if_false @SERG3_4876 0372: set_actor $3317 anim 25 wait_state_time 300000 ms :SERG3_4876 0002: jump @SERG3_4786 :SERG3_4883 015F: set_camera_position 120.767 -377.2256 35.94569 rotation 0.0 0.0 0.0 0160: point_camera 121.6996 -377.581 36.00743 switchstyle 2 0006: TIMERA = 0 // @ = int :SERG3_4941 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @SERG3_5010 0001: wait 0 ms 00BC: text_highpriority 'TEX3_7' time 5000 2 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @SERG3_5003 0002: jump @SERG3_5137 :SERG3_5003 0002: jump @SERG3_4941 :SERG3_5010 015F: set_camera_position 117.7223 -388.8373 10.20708 rotation 0.0 0.0 0.0 0160: point_camera 117.7434 -387.8386 10.25837 switchstyle 2 0006: TIMERA = 0 // @ = int :SERG3_5068 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @SERG3_5137 0001: wait 0 ms 00BC: text_highpriority 'TEX3_27' time 5000 2 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @SERG3_5130 0002: jump @SERG3_5137 :SERG3_5130 0002: jump @SERG3_5068 :SERG3_5137 0001: wait 0 ms 00BE: text_clear_all 02A3: enable_widescreen 0 01B4: set_player $PLAYER_CHAR can_move 1 00D6: if 8119: not car $3327 wrecked 004D: jump_if_false @SERG3_5187 0158: camera_on_vehicle $3327 mode 18 switchstyle 2 0001: wait 0 ms 032A: set_behind_camera_mode_to 0 :SERG3_5187 03C4: set_status_text_to $3307 0 'TEX3_11' 0004: $3391 = 1 // $ = int :SERG3_5209 00D6: if 0038: $3391 == 1 // $ == int 004D: jump_if_false @SERG3_5269 00D6: if 0038: $3441 == 0 // $ == int 004D: jump_if_false @SERG3_5269 0006: TIMERA = 0 // @ = int 03E5: text_box 'TEX3_22' 0004: $3441 = 1 // $ = int :SERG3_5269 00D6: if 0038: $3391 == 1 // $ == int 004D: jump_if_false @SERG3_5348 00D6: if 0038: $3441 == 1 // $ == int 004D: jump_if_false @SERG3_5348 00D6: if 0019: TIMERA > 9500 // @ > int 004D: jump_if_false @SERG3_5348 03E5: text_box 'TEX3_23' 0006: TIMERA = 0 // @ = int 0004: $3441 = 2 // $ = int :SERG3_5348 00D6: if 0038: $3391 == 1 // $ == int 004D: jump_if_false @SERG3_5427 00D6: if 0038: $3441 == 2 // $ == int 004D: jump_if_false @SERG3_5427 00D6: if 0019: TIMERA > 9500 // @ > int 004D: jump_if_false @SERG3_5427 03E5: text_box 'TEX3_25' 0006: TIMERA = 0 // @ = int 0004: $3441 = 3 // $ = int :SERG3_5427 00D6: if 0038: $3391 == 1 // $ == int 004D: jump_if_false @SERG3_5506 00D6: if 0038: $3441 == 3 // $ == int 004D: jump_if_false @SERG3_5506 00D6: if 0019: TIMERA > 9500 // @ > int 004D: jump_if_false @SERG3_5506 03E5: text_box 'TEX3_24' 0006: TIMERA = 0 // @ = int 0004: $3441 = 4 // $ = int :SERG3_5506 00D6: if 0038: $3391 == 1 // $ == int 004D: jump_if_false @SERG3_5585 00D6: if 0038: $3441 == 4 // $ == int 004D: jump_if_false @SERG3_5585 00D6: if 0019: TIMERA > 9500 // @ > int 004D: jump_if_false @SERG3_5585 03E5: text_box 'TEX3_26' 0006: TIMERA = 0 // @ = int 0004: $3441 = 5 // $ = int :SERG3_5585 00D6: if 0038: $3391 == 1 // $ == int 004D: jump_if_false @SERG3_5664 00D6: if 0038: $3441 == 5 // $ == int 004D: jump_if_false @SERG3_5664 00D6: if 0019: TIMERA > 9500 // @ > int 004D: jump_if_false @SERG3_5664 03E5: text_box 'TEX3_32' 0006: TIMERA = 0 // @ = int 0004: $3441 = 6 // $ = int :SERG3_5664 00D6: if 0038: $3391 == 1 // $ == int 004D: jump_if_false @SERG3_5743 00D6: if 0038: $3441 == 6 // $ == int 004D: jump_if_false @SERG3_5743 00D6: if 0019: TIMERA > 9500 // @ > int 004D: jump_if_false @SERG3_5743 03E5: text_box 'TEX3_28' 0006: TIMERA = 0 // @ = int 0004: $3441 = 7 // $ = int :SERG3_5743 00D6: if 0038: $3391 == 1 // $ == int 004D: jump_if_false @SERG3_5862 00D6: if 0038: $3441 == 7 // $ == int 004D: jump_if_false @SERG3_5862 00D6: if 0019: TIMERA > 9500 // @ > int 004D: jump_if_false @SERG3_5862 0293: $18 = get_controller_mode 00D6: if 0038: $18 == 3 // $ == int 004D: jump_if_false @SERG3_5838 03E5: text_box 'TEX3_40' 0002: jump @SERG3_5848 :SERG3_5838 03E5: text_box 'TEX3_29' :SERG3_5848 0006: TIMERA = 0 // @ = int 0004: $3441 = 8 // $ = int :SERG3_5862 00D6: if 0038: $3391 == 1 // $ == int 004D: jump_if_false @SERG3_5941 00D6: if 0038: $3441 == 8 // $ == int 004D: jump_if_false @SERG3_5941 00D6: if 0019: TIMERA > 9500 // @ > int 004D: jump_if_false @SERG3_5941 03E5: text_box 'TEX3_33' 0006: TIMERA = 0 // @ = int 0004: $3441 = 9 // $ = int :SERG3_5941 00D6: if 0038: $3391 == 1 // $ == int 004D: jump_if_false @SERG3_6020 00D6: if 0038: $3441 == 9 // $ == int 004D: jump_if_false @SERG3_6020 00D6: if 0019: TIMERA > 9500 // @ > int 004D: jump_if_false @SERG3_6020 03E5: text_box 'TEX3_34' 0006: TIMERA = 0 // @ = int 0004: $3441 = 10 // $ = int :SERG3_6020 00D6: if 0038: $3391 == 1 // $ == int 004D: jump_if_false @SERG3_6099 00D6: if 0038: $3441 == 10 // $ == int 004D: jump_if_false @SERG3_6099 00D6: if 0019: TIMERA > 9500 // @ > int 004D: jump_if_false @SERG3_6099 03E5: text_box 'TEX3_35' 0006: TIMERA = 0 // @ = int 0004: $3441 = 11 // $ = int :SERG3_6099 00D6: if 0038: $3391 == 1 // $ == int 004D: jump_if_false @SERG3_6178 00D6: if 0038: $3441 == 11 // $ == int 004D: jump_if_false @SERG3_6178 00D6: if 0019: TIMERA > 9500 // @ > int 004D: jump_if_false @SERG3_6178 03E5: text_box 'TEX3_36' 0006: TIMERA = 0 // @ = int 0004: $3441 = 12 // $ = int :SERG3_6178 00D6: if 0038: $3391 == 1 // $ == int 004D: jump_if_false @SERG3_6289 00D6: if 8119: not car $3327 wrecked 004D: jump_if_false @SERG3_6289 00D6: if 81FC: not player $PLAYER_CHAR near_car $3327 radius 200.0 200.0 0 004D: jump_if_false @SERG3_6289 00D6: if 01FC: player $PLAYER_CHAR near_car $3327 radius 249.0 249.0 0 004D: jump_if_false @SERG3_6289 00BC: text_highpriority 'TEX3_20' time 1000 1 :SERG3_6289 00D6: if 8119: not car $3327 wrecked 004D: jump_if_false @SERG3_6377 00D6: if 0241: player $PLAYER_CHAR in_remote_mode 004D: jump_if_false @SERG3_6377 01BB: store_object $3335 position_to $3355 $3356 $3357 01BB: store_object $3336 position_to $3358 $3359 $3360 01BB: store_object $3337 position_to $3361 $3362 $3363 01BB: store_object $3338 position_to $3364 $3365 $3366 :SERG3_6377 00D6: if 0038: $3392 == 2 // $ == int 004D: jump_if_false @SERG3_6453 00D6: if 04DA: has_object $3335 collided 004D: jump_if_false @SERG3_6453 0392: object $3335 toggle_in_moving_list 0 0382: set_object $3335 collision_detection 0 04D9: object $3335 set_scripted_collision_check 0 0004: $3392 = 0 // $ = int 0050: gosub @SERG3_21358 0050: gosub @SERG3_21232 :SERG3_6453 00D6: if 0038: $3393 == 2 // $ == int 004D: jump_if_false @SERG3_6529 00D6: if 04DA: has_object $3336 collided 004D: jump_if_false @SERG3_6529 0392: object $3336 toggle_in_moving_list 0 0382: set_object $3336 collision_detection 0 04D9: object $3336 set_scripted_collision_check 0 0004: $3393 = 0 // $ = int 0050: gosub @SERG3_21895 0050: gosub @SERG3_21232 :SERG3_6529 00D6: if 0038: $3394 == 2 // $ == int 004D: jump_if_false @SERG3_6605 00D6: if 04DA: has_object $3337 collided 004D: jump_if_false @SERG3_6605 0392: object $3337 toggle_in_moving_list 0 0382: set_object $3337 collision_detection 0 04D9: object $3337 set_scripted_collision_check 0 0004: $3394 = 0 // $ = int 0050: gosub @SERG3_22432 0050: gosub @SERG3_21232 :SERG3_6605 00D6: if 0038: $3395 == 2 // $ == int 004D: jump_if_false @SERG3_6681 00D6: if 04DA: has_object $3338 collided 004D: jump_if_false @SERG3_6681 0392: object $3338 toggle_in_moving_list 0 0382: set_object $3338 collision_detection 0 04D9: object $3338 set_scripted_collision_check 0 0004: $3395 = 0 // $ = int 0050: gosub @SERG3_22969 0050: gosub @SERG3_21232 :SERG3_6681 00D6: if 8119: not car $3327 wrecked 004D: jump_if_false @SERG3_7111 00D6: if 0241: player $PLAYER_CHAR in_remote_mode 004D: jump_if_false @SERG3_7111 00D6: if or 0038: $3393 == 0 // $ == int 0038: $3393 == 3 // $ == int 004D: jump_if_false @SERG3_7111 00D6: if or 0038: $3394 == 0 // $ == int 0038: $3394 == 3 // $ == int 004D: jump_if_false @SERG3_7111 00D6: if or 0038: $3395 == 0 // $ == int 0038: $3395 == 3 // $ == int 004D: jump_if_false @SERG3_7111 00D6: if 001A: 2 > $3392 // int > $ 004D: jump_if_false @SERG3_7111 00D6: if or 01AF: car $3327 0 $3355 $3356 $3357 radius 0.7 0.7 0.7 0038: $3392 == 1 // $ == int 004D: jump_if_false @SERG3_7111 00AA: store_car $3327 position_to $3332 $3333 $3334 035C: place_object $3335 relative_to_car $3327 offset 0.0 0.0 -0.4 00D6: if 0038: $3403 == 0 // $ == int 004D: jump_if_false @SERG3_6927 0004: $3403 = 1 // $ = int 0004: $3402 = 420000 // $ = int :SERG3_6927 0382: set_object $3335 collision_detection 0 0392: object $3335 toggle_in_moving_list 0 02CE: $3387 = ground_z $3332 $3333 $3334 0086: $3383 = $3334 // $ = $ float 0061: $3383 -= $3387 // $ -= $ float 00D6: if 0038: $3392 == 0 // $ == int 004D: jump_if_false @SERG3_6996 0050: gosub @SERG3_21067 :SERG3_6996 0004: $3392 = 1 // $ = int 00D6: if 0038: $3392 == 1 // $ == int 004D: jump_if_false @SERG3_7111 00D6: if 0020: $3383 > 1.2 // $ > float 004D: jump_if_false @SERG3_7111 00D6: if 0585: in_car_fire_button_pressed 004D: jump_if_false @SERG3_7111 0004: $3392 = 2 // $ = int 0392: object $3335 toggle_in_moving_list 1 0382: set_object $3335 collision_detection 1 04D9: object $3335 set_scripted_collision_check 1 050E: sort_out_object $3335 collision_with_car $3327 0381: throw_object $3335 distance 0.0 0.0 -1.0 :SERG3_7111 00D6: if 8119: not car $3327 wrecked 004D: jump_if_false @SERG3_7541 00D6: if 0241: player $PLAYER_CHAR in_remote_mode 004D: jump_if_false @SERG3_7541 00D6: if or 0038: $3392 == 0 // $ == int 0038: $3392 == 3 // $ == int 004D: jump_if_false @SERG3_7541 00D6: if or 0038: $3394 == 0 // $ == int 0038: $3394 == 3 // $ == int 004D: jump_if_false @SERG3_7541 00D6: if or 0038: $3395 == 0 // $ == int 0038: $3395 == 3 // $ == int 004D: jump_if_false @SERG3_7541 00D6: if 001A: 2 > $3393 // int > $ 004D: jump_if_false @SERG3_7541 00D6: if or 01AF: car $3327 0 $3358 $3359 $3360 radius 0.7 0.7 0.7 0038: $3393 == 1 // $ == int 004D: jump_if_false @SERG3_7541 00AA: store_car $3327 position_to $3332 $3333 $3334 035C: place_object $3336 relative_to_car $3327 offset 0.0 0.0 -0.4 00D6: if 0038: $3403 == 0 // $ == int 004D: jump_if_false @SERG3_7357 0004: $3403 = 1 // $ = int 0004: $3402 = 420000 // $ = int :SERG3_7357 0382: set_object $3336 collision_detection 0 0392: object $3336 toggle_in_moving_list 0 02CE: $3388 = ground_z $3332 $3333 $3334 0086: $3384 = $3334 // $ = $ float 0061: $3384 -= $3388 // $ -= $ float 00D6: if 0038: $3393 == 0 // $ == int 004D: jump_if_false @SERG3_7426 0050: gosub @SERG3_21067 :SERG3_7426 0004: $3393 = 1 // $ = int 00D6: if 0038: $3393 == 1 // $ == int 004D: jump_if_false @SERG3_7541 00D6: if 0020: $3384 > 1.2 // $ > float 004D: jump_if_false @SERG3_7541 00D6: if 0585: in_car_fire_button_pressed 004D: jump_if_false @SERG3_7541 0004: $3393 = 2 // $ = int 04D9: object $3336 set_scripted_collision_check 1 0392: object $3336 toggle_in_moving_list 1 0382: set_object $3336 collision_detection 1 050E: sort_out_object $3336 collision_with_car $3327 0381: throw_object $3336 distance 0.0 0.0 -1.0 :SERG3_7541 00D6: if 8119: not car $3327 wrecked 004D: jump_if_false @SERG3_7971 00D6: if 0241: player $PLAYER_CHAR in_remote_mode 004D: jump_if_false @SERG3_7971 00D6: if or 0038: $3392 == 0 // $ == int 0038: $3392 == 3 // $ == int 004D: jump_if_false @SERG3_7971 00D6: if or 0038: $3393 == 0 // $ == int 0038: $3393 == 3 // $ == int 004D: jump_if_false @SERG3_7971 00D6: if or 0038: $3395 == 0 // $ == int 0038: $3395 == 3 // $ == int 004D: jump_if_false @SERG3_7971 00D6: if 001A: 2 > $3394 // int > $ 004D: jump_if_false @SERG3_7971 00D6: if or 01AF: car $3327 0 $3361 $3362 $3363 radius 0.7 0.7 0.7 0038: $3394 == 1 // $ == int 004D: jump_if_false @SERG3_7971 00AA: store_car $3327 position_to $3332 $3333 $3334 035C: place_object $3337 relative_to_car $3327 offset 0.0 0.0 -0.4 00D6: if 0038: $3403 == 0 // $ == int 004D: jump_if_false @SERG3_7787 0004: $3403 = 1 // $ = int 0004: $3402 = 420000 // $ = int :SERG3_7787 0382: set_object $3337 collision_detection 0 0392: object $3337 toggle_in_moving_list 0 02CE: $3389 = ground_z $3332 $3333 $3334 0086: $3385 = $3334 // $ = $ float 0061: $3385 -= $3389 // $ -= $ float 00D6: if 0038: $3394 == 0 // $ == int 004D: jump_if_false @SERG3_7856 0050: gosub @SERG3_21067 :SERG3_7856 0004: $3394 = 1 // $ = int 00D6: if 0038: $3394 == 1 // $ == int 004D: jump_if_false @SERG3_7971 00D6: if 0020: $3385 > 1.2 // $ > float 004D: jump_if_false @SERG3_7971 00D6: if 0585: in_car_fire_button_pressed 004D: jump_if_false @SERG3_7971 0004: $3394 = 2 // $ = int 04D9: object $3337 set_scripted_collision_check 1 0392: object $3337 toggle_in_moving_list 1 0382: set_object $3337 collision_detection 1 050E: sort_out_object $3337 collision_with_car $3327 0381: throw_object $3337 distance 0.0 0.0 -1.0 :SERG3_7971 00D6: if 8119: not car $3327 wrecked 004D: jump_if_false @SERG3_8401 00D6: if 0241: player $PLAYER_CHAR in_remote_mode 004D: jump_if_false @SERG3_8401 00D6: if or 0038: $3392 == 0 // $ == int 0038: $3392 == 3 // $ == int 004D: jump_if_false @SERG3_8401 00D6: if or 0038: $3393 == 0 // $ == int 0038: $3393 == 3 // $ == int 004D: jump_if_false @SERG3_8401 00D6: if or 0038: $3394 == 0 // $ == int 0038: $3394 == 3 // $ == int 004D: jump_if_false @SERG3_8401 00D6: if 001A: 2 > $3395 // int > $ 004D: jump_if_false @SERG3_8401 00D6: if or 01AF: car $3327 0 $3364 $3365 $3366 radius 0.7 0.7 0.7 0038: $3395 == 1 // $ == int 004D: jump_if_false @SERG3_8401 00AA: store_car $3327 position_to $3332 $3333 $3334 035C: place_object $3338 relative_to_car $3327 offset 0.0 0.0 -0.4 00D6: if 0038: $3403 == 0 // $ == int 004D: jump_if_false @SERG3_8217 0004: $3403 = 1 // $ = int 0004: $3402 = 420000 // $ = int :SERG3_8217 0382: set_object $3338 collision_detection 0 0392: object $3338 toggle_in_moving_list 0 02CE: $3390 = ground_z $3332 $3333 $3334 0086: $3386 = $3334 // $ = $ float 0061: $3386 -= $3390 // $ -= $ float 00D6: if 0038: $3395 == 0 // $ == int 004D: jump_if_false @SERG3_8286 0050: gosub @SERG3_21067 :SERG3_8286 0004: $3395 = 1 // $ = int 00D6: if 0038: $3395 == 1 // $ == int 004D: jump_if_false @SERG3_8401 00D6: if 0020: $3386 > 1.2 // $ > float 004D: jump_if_false @SERG3_8401 00D6: if 0585: in_car_fire_button_pressed 004D: jump_if_false @SERG3_8401 0004: $3395 = 2 // $ = int 04D9: object $3338 set_scripted_collision_check 1 0392: object $3338 toggle_in_moving_list 1 0382: set_object $3338 collision_detection 1 050E: sort_out_object $3338 collision_with_car $3327 0381: throw_object $3338 distance 0.0 0.0 -1.0 :SERG3_8401 00D6: if 0038: $3391 == 1 // $ == int 004D: jump_if_false @SERG3_8615 00D6: if 8038: not $3396 == 1 // $ == int 004D: jump_if_false @SERG3_8468 04E6: object $3335 near_point $3367 $3368 $3369 radius 3.5 3.5 3.5 flag 1 :SERG3_8468 00D6: if 8038: not $3397 == 1 // $ == int 004D: jump_if_false @SERG3_8517 04E6: object $3335 near_point $3370 $3371 $3372 radius 3.5 3.5 3.5 flag 1 :SERG3_8517 00D6: if 8038: not $3398 == 1 // $ == int 004D: jump_if_false @SERG3_8566 04E6: object $3335 near_point $3373 $3374 $3375 radius 3.5 3.5 3.5 flag 1 :SERG3_8566 00D6: if 8038: not $3399 == 1 // $ == int 004D: jump_if_false @SERG3_8615 04E6: object $3335 near_point $3376 $3377 $3378 radius 3.5 3.5 3.5 flag 1 :SERG3_8615 00D6: if 8118: not actor $3311 dead 004D: jump_if_false @SERG3_8677 00D6: if 8119: not car $3327 wrecked 004D: jump_if_false @SERG3_8677 00D6: if 0038: $3426 == 0 // $ == int 004D: jump_if_false @SERG3_8677 0372: set_actor $3311 anim 13 wait_state_time 300000 ms :SERG3_8677 00D6: if 8118: not actor $3312 dead 004D: jump_if_false @SERG3_8739 00D6: if 8119: not car $3327 wrecked 004D: jump_if_false @SERG3_8739 00D6: if 0038: $3427 == 0 // $ == int 004D: jump_if_false @SERG3_8739 0372: set_actor $3312 anim 25 wait_state_time 300000 ms :SERG3_8739 00D6: if 8118: not actor $3315 dead 004D: jump_if_false @SERG3_8801 00D6: if 8119: not car $3327 wrecked 004D: jump_if_false @SERG3_8801 00D6: if 0038: $3429 == 0 // $ == int 004D: jump_if_false @SERG3_8801 0372: set_actor $3315 anim 25 wait_state_time 300000 ms :SERG3_8801 00D6: if 8118: not actor $3316 dead 004D: jump_if_false @SERG3_8863 00D6: if 8119: not car $3327 wrecked 004D: jump_if_false @SERG3_8863 00D6: if 0038: $3430 == 0 // $ == int 004D: jump_if_false @SERG3_8863 0372: set_actor $3316 anim 25 wait_state_time 300000 ms :SERG3_8863 00D6: if 8118: not actor $3317 dead 004D: jump_if_false @SERG3_8925 00D6: if 8119: not car $3327 wrecked 004D: jump_if_false @SERG3_8925 00D6: if 0038: $3431 == 0 // $ == int 004D: jump_if_false @SERG3_8925 0372: set_actor $3317 anim 25 wait_state_time 300000 ms :SERG3_8925 00D6: if 8118: not actor $3319 dead 004D: jump_if_false @SERG3_8987 00D6: if 8119: not car $3327 wrecked 004D: jump_if_false @SERG3_8987 00D6: if 0038: $3433 == 0 // $ == int 004D: jump_if_false @SERG3_8987 0372: set_actor $3319 anim 13 wait_state_time 300000 ms :SERG3_8987 00D6: if 8118: not actor $3320 dead 004D: jump_if_false @SERG3_9049 00D6: if 8119: not car $3327 wrecked 004D: jump_if_false @SERG3_9049 00D6: if 0038: $3434 == 0 // $ == int 004D: jump_if_false @SERG3_9049 0372: set_actor $3320 anim 25 wait_state_time 300000 ms :SERG3_9049 00D6: if 8118: not actor $3321 dead 004D: jump_if_false @SERG3_9111 00D6: if 8119: not car $3327 wrecked 004D: jump_if_false @SERG3_9111 00D6: if 0038: $3435 == 0 // $ == int 004D: jump_if_false @SERG3_9111 0372: set_actor $3321 anim 25 wait_state_time 300000 ms :SERG3_9111 00D6: if 8118: not actor $3322 dead 004D: jump_if_false @SERG3_9173 00D6: if 8119: not car $3327 wrecked 004D: jump_if_false @SERG3_9173 00D6: if 0038: $3436 == 0 // $ == int 004D: jump_if_false @SERG3_9173 0372: set_actor $3322 anim 25 wait_state_time 300000 ms :SERG3_9173 00D6: if 8118: not actor $3323 dead 004D: jump_if_false @SERG3_9235 00D6: if 8119: not car $3327 wrecked 004D: jump_if_false @SERG3_9235 00D6: if 0038: $3437 == 0 // $ == int 004D: jump_if_false @SERG3_9235 0372: set_actor $3323 anim 25 wait_state_time 300000 ms :SERG3_9235 00D6: if 8118: not actor $3311 dead 004D: jump_if_false @SERG3_9335 00D6: if 8119: not car $3327 wrecked 004D: jump_if_false @SERG3_9335 00D6: if 0205: actor $3311 near_car $3327 radius 7.0 7.0 6.0 unknown 0 004D: jump_if_false @SERG3_9335 0372: set_actor $3311 anim 0 wait_state_time 300 ms 01D9: actor $3311 destroy_car $3327 0319: set_actor $3311 running 1 0004: $3426 = 1 // $ = int :SERG3_9335 00D6: if 8118: not actor $3312 dead 004D: jump_if_false @SERG3_9435 00D6: if 8119: not car $3327 wrecked 004D: jump_if_false @SERG3_9435 00D6: if 0205: actor $3312 near_car $3327 radius 12.0 12.0 6.0 unknown 0 004D: jump_if_false @SERG3_9435 0372: set_actor $3312 anim 0 wait_state_time 300 ms 01D9: actor $3312 destroy_car $3327 0319: set_actor $3312 running 1 0004: $3427 = 1 // $ = int :SERG3_9435 00D6: if 8118: not actor $3313 dead 004D: jump_if_false @SERG3_9535 00D6: if 8119: not car $3327 wrecked 004D: jump_if_false @SERG3_9535 00D6: if 0205: actor $3313 near_car $3327 radius 10.0 10.0 3.0 unknown 0 004D: jump_if_false @SERG3_9535 0372: set_actor $3313 anim 0 wait_state_time 300 ms 01D9: actor $3313 destroy_car $3327 0319: set_actor $3313 running 1 0004: $3428 = 1 // $ = int :SERG3_9535 00D6: if 8118: not actor $3314 dead 004D: jump_if_false @SERG3_9628 00D6: if 8119: not car $3327 wrecked 004D: jump_if_false @SERG3_9628 00D6: if 0205: actor $3314 near_car $3327 radius 10.0 10.0 3.0 unknown 0 004D: jump_if_false @SERG3_9628 0372: set_actor $3314 anim 0 wait_state_time 300 ms 01D9: actor $3314 destroy_car $3327 0319: set_actor $3314 running 1 :SERG3_9628 00D6: if 8118: not actor $3315 dead 004D: jump_if_false @SERG3_9728 00D6: if 8119: not car $3327 wrecked 004D: jump_if_false @SERG3_9728 00D6: if 0205: actor $3315 near_car $3327 radius 7.0 7.0 5.0 unknown 0 004D: jump_if_false @SERG3_9728 0372: set_actor $3315 anim 0 wait_state_time 300 ms 01D9: actor $3315 destroy_car $3327 0319: set_actor $3315 running 1 0004: $3429 = 1 // $ = int :SERG3_9728 00D6: if 8118: not actor $3316 dead 004D: jump_if_false @SERG3_9828 00D6: if 8119: not car $3327 wrecked 004D: jump_if_false @SERG3_9828 00D6: if 0205: actor $3316 near_car $3327 radius 15.0 15.0 4.0 unknown 0 004D: jump_if_false @SERG3_9828 0372: set_actor $3316 anim 0 wait_state_time 300 ms 01D9: actor $3316 destroy_car $3327 0319: set_actor $3316 running 1 0004: $3430 = 1 // $ = int :SERG3_9828 00D6: if 8118: not actor $3317 dead 004D: jump_if_false @SERG3_9928 00D6: if 8119: not car $3327 wrecked 004D: jump_if_false @SERG3_9928 00D6: if 0205: actor $3317 near_car $3327 radius 15.0 15.0 3.0 unknown 0 004D: jump_if_false @SERG3_9928 0372: set_actor $3317 anim 0 wait_state_time 300 ms 01D9: actor $3317 destroy_car $3327 0319: set_actor $3317 running 1 0004: $3431 = 1 // $ = int :SERG3_9928 00D6: if 8118: not actor $3318 dead 004D: jump_if_false @SERG3_10028 00D6: if 8119: not car $3327 wrecked 004D: jump_if_false @SERG3_10028 00D6: if 0205: actor $3318 near_car $3327 radius 15.0 15.0 6.0 unknown 0 004D: jump_if_false @SERG3_10028 0372: set_actor $3318 anim 0 wait_state_time 300 ms 01D9: actor $3318 destroy_car $3327 0319: set_actor $3318 running 1 0004: $3432 = 1 // $ = int :SERG3_10028 00D6: if 8118: not actor $3319 dead 004D: jump_if_false @SERG3_10128 00D6: if 8119: not car $3327 wrecked 004D: jump_if_false @SERG3_10128 00D6: if 0205: actor $3319 near_car $3327 radius 18.0 18.0 3.0 unknown 0 004D: jump_if_false @SERG3_10128 0372: set_actor $3319 anim 0 wait_state_time 300 ms 01D9: actor $3319 destroy_car $3327 0319: set_actor $3319 running 1 0004: $3433 = 1 // $ = int :SERG3_10128 00D6: if 8118: not actor $3320 dead 004D: jump_if_false @SERG3_10228 00D6: if 8119: not car $3327 wrecked 004D: jump_if_false @SERG3_10228 00D6: if 0205: actor $3320 near_car $3327 radius 15.0 15.0 6.0 unknown 0 004D: jump_if_false @SERG3_10228 0372: set_actor $3320 anim 0 wait_state_time 300 ms 01D9: actor $3320 destroy_car $3327 0319: set_actor $3320 running 1 0004: $3434 = 1 // $ = int :SERG3_10228 00D6: if 8118: not actor $3321 dead 004D: jump_if_false @SERG3_10328 00D6: if 8119: not car $3327 wrecked 004D: jump_if_false @SERG3_10328 00D6: if 0205: actor $3321 near_car $3327 radius 15.0 15.0 4.0 unknown 0 004D: jump_if_false @SERG3_10328 0372: set_actor $3321 anim 0 wait_state_time 300 ms 01D9: actor $3321 destroy_car $3327 0319: set_actor $3321 running 1 0004: $3435 = 1 // $ = int :SERG3_10328 00D6: if 8118: not actor $3322 dead 004D: jump_if_false @SERG3_10428 00D6: if 8119: not car $3327 wrecked 004D: jump_if_false @SERG3_10428 00D6: if 0205: actor $3322 near_car $3327 radius 15.0 15.0 6.0 unknown 0 004D: jump_if_false @SERG3_10428 0372: set_actor $3322 anim 0 wait_state_time 300 ms 01D9: actor $3322 destroy_car $3327 0319: set_actor $3322 running 1 0004: $3436 = 1 // $ = int :SERG3_10428 00D6: if 8118: not actor $3323 dead 004D: jump_if_false @SERG3_10528 00D6: if 8119: not car $3327 wrecked 004D: jump_if_false @SERG3_10528 00D6: if 0205: actor $3323 near_car $3327 radius 10.0 10.0 4.0 unknown 0 004D: jump_if_false @SERG3_10528 0372: set_actor $3323 anim 0 wait_state_time 300 ms 01D9: actor $3323 destroy_car $3327 0319: set_actor $3323 running 1 0004: $3437 = 1 // $ = int :SERG3_10528 00D6: if 8118: not actor $3324 dead 004D: jump_if_false @SERG3_10604 00D6: if 8119: not car $3327 wrecked 004D: jump_if_false @SERG3_10604 00D6: if 0205: actor $3324 near_car $3327 radius 18.0 18.0 3.0 unknown 0 004D: jump_if_false @SERG3_10604 01D9: actor $3324 destroy_car $3327 :SERG3_10604 00D6: if 8118: not actor $3325 dead 004D: jump_if_false @SERG3_10687 00D6: if 8119: not car $3327 wrecked 004D: jump_if_false @SERG3_10687 00D6: if 0205: actor $3325 near_car $3327 radius 18.0 18.0 3.0 unknown 0 004D: jump_if_false @SERG3_10687 01D9: actor $3325 destroy_car $3327 0004: $3459 = 1 // $ = int :SERG3_10687 00D6: if 8118: not actor $3326 dead 004D: jump_if_false @SERG3_10763 00D6: if 8119: not car $3327 wrecked 004D: jump_if_false @SERG3_10763 00D6: if 0205: actor $3326 near_car $3327 radius 18.0 18.0 3.0 unknown 0 004D: jump_if_false @SERG3_10763 01D9: actor $3326 destroy_car $3327 :SERG3_10763 00D6: if 8118: not actor $3311 dead 004D: jump_if_false @SERG3_11043 00D6: if 0038: $3426 == 1 // $ == int 004D: jump_if_false @SERG3_10847 00D6: if 0038: $3444 == 0 // $ == int 004D: jump_if_false @SERG3_10847 00D6: if 0038: $3442 == 0 // $ == int 004D: jump_if_false @SERG3_10847 0004: $3442 = 1 // $ = int 0004: $3443 = 0 // $ = int :SERG3_10847 00D6: if 0038: $3442 == 1 // $ == int 004D: jump_if_false @SERG3_11036 00D6: if 0038: $3443 == 0 // $ == int 004D: jump_if_false @SERG3_10909 03CF: load_wav 'TEX3_2' as 1 0004: $3443 = 1 // $ = int 0002: jump @SERG3_11036 :SERG3_10909 00D6: if 0038: $3443 == 1 // $ == int 004D: jump_if_false @SERG3_10949 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @SERG3_10949 0004: $3443 = 2 // $ = int :SERG3_10949 00D6: if 0038: $3443 == 2 // $ == int 004D: jump_if_false @SERG3_10978 03D1: play_wav 1 0004: $3443 = 3 // $ = int :SERG3_10978 00D6: if 0038: $3443 == 3 // $ == int 004D: jump_if_false @SERG3_11036 00D6: if 03D2: wav 1 ended 004D: jump_if_false @SERG3_11036 0004: $3443 = 0 // $ = int 0004: $3442 = 0 // $ = int 040D: unload_wav 1 0004: $3444 = 1 // $ = int :SERG3_11036 0002: jump @SERG3_11086 :SERG3_11043 00D6: if 0038: $3442 == 1 // $ == int 004D: jump_if_false @SERG3_11086 0004: $3443 = 0 // $ = int 0004: $3442 = 0 // $ = int 040D: unload_wav 1 0004: $3444 = 1 // $ = int :SERG3_11086 00D6: if 8118: not actor $3313 dead 004D: jump_if_false @SERG3_11366 00D6: if 0038: $3428 == 1 // $ == int 004D: jump_if_false @SERG3_11170 00D6: if 0038: $3445 == 0 // $ == int 004D: jump_if_false @SERG3_11170 00D6: if 0038: $3442 == 0 // $ == int 004D: jump_if_false @SERG3_11170 0004: $3442 = 2 // $ = int 0004: $3443 = 0 // $ = int :SERG3_11170 00D6: if 0038: $3442 == 2 // $ == int 004D: jump_if_false @SERG3_11359 00D6: if 0038: $3443 == 0 // $ == int 004D: jump_if_false @SERG3_11232 03CF: load_wav 'TEX3_1' as 1 0004: $3443 = 1 // $ = int 0002: jump @SERG3_11359 :SERG3_11232 00D6: if 0038: $3443 == 1 // $ == int 004D: jump_if_false @SERG3_11272 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @SERG3_11272 0004: $3443 = 2 // $ = int :SERG3_11272 00D6: if 0038: $3443 == 2 // $ == int 004D: jump_if_false @SERG3_11301 03D1: play_wav 1 0004: $3443 = 3 // $ = int :SERG3_11301 00D6: if 0038: $3443 == 3 // $ == int 004D: jump_if_false @SERG3_11359 00D6: if 03D2: wav 1 ended 004D: jump_if_false @SERG3_11359 0004: $3443 = 0 // $ = int 0004: $3442 = 0 // $ = int 040D: unload_wav 1 0004: $3445 = 1 // $ = int :SERG3_11359 0002: jump @SERG3_11409 :SERG3_11366 00D6: if 0038: $3442 == 2 // $ == int 004D: jump_if_false @SERG3_11409 0004: $3443 = 0 // $ = int 0004: $3442 = 0 // $ = int 040D: unload_wav 1 0004: $3445 = 1 // $ = int :SERG3_11409 00D6: if 8118: not actor $3317 dead 004D: jump_if_false @SERG3_11689 00D6: if 0038: $3431 == 1 // $ == int 004D: jump_if_false @SERG3_11493 00D6: if 0038: $3446 == 0 // $ == int 004D: jump_if_false @SERG3_11493 00D6: if 0038: $3442 == 0 // $ == int 004D: jump_if_false @SERG3_11493 0004: $3442 = 3 // $ = int 0004: $3443 = 0 // $ = int :SERG3_11493 00D6: if 0038: $3442 == 3 // $ == int 004D: jump_if_false @SERG3_11682 00D6: if 0038: $3443 == 0 // $ == int 004D: jump_if_false @SERG3_11555 03CF: load_wav 'TEX3_3' as 1 0004: $3443 = 1 // $ = int 0002: jump @SERG3_11682 :SERG3_11555 00D6: if 0038: $3443 == 1 // $ == int 004D: jump_if_false @SERG3_11595 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @SERG3_11595 0004: $3443 = 2 // $ = int :SERG3_11595 00D6: if 0038: $3443 == 2 // $ == int 004D: jump_if_false @SERG3_11624 03D1: play_wav 1 0004: $3443 = 3 // $ = int :SERG3_11624 00D6: if 0038: $3443 == 3 // $ == int 004D: jump_if_false @SERG3_11682 00D6: if 03D2: wav 1 ended 004D: jump_if_false @SERG3_11682 0004: $3443 = 0 // $ = int 0004: $3442 = 0 // $ = int 040D: unload_wav 1 0004: $3446 = 1 // $ = int :SERG3_11682 0002: jump @SERG3_11732 :SERG3_11689 00D6: if 0038: $3442 == 3 // $ == int 004D: jump_if_false @SERG3_11732 0004: $3443 = 0 // $ = int 0004: $3442 = 0 // $ = int 040D: unload_wav 1 0004: $3446 = 1 // $ = int :SERG3_11732 00D6: if 8118: not actor $3323 dead 004D: jump_if_false @SERG3_12012 00D6: if 0038: $3437 == 1 // $ == int 004D: jump_if_false @SERG3_11816 00D6: if 0038: $3447 == 0 // $ == int 004D: jump_if_false @SERG3_11816 00D6: if 0038: $3442 == 0 // $ == int 004D: jump_if_false @SERG3_11816 0004: $3442 = 4 // $ = int 0004: $3443 = 0 // $ = int :SERG3_11816 00D6: if 0038: $3442 == 4 // $ == int 004D: jump_if_false @SERG3_12005 00D6: if 0038: $3443 == 0 // $ == int 004D: jump_if_false @SERG3_11878 03CF: load_wav 'TEX3_4' as 1 0004: $3443 = 1 // $ = int 0002: jump @SERG3_12005 :SERG3_11878 00D6: if 0038: $3443 == 1 // $ == int 004D: jump_if_false @SERG3_11918 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @SERG3_11918 0004: $3443 = 2 // $ = int :SERG3_11918 00D6: if 0038: $3443 == 2 // $ == int 004D: jump_if_false @SERG3_11947 03D1: play_wav 1 0004: $3443 = 3 // $ = int :SERG3_11947 00D6: if 0038: $3443 == 3 // $ == int 004D: jump_if_false @SERG3_12005 00D6: if 03D2: wav 1 ended 004D: jump_if_false @SERG3_12005 0004: $3443 = 0 // $ = int 0004: $3442 = 0 // $ = int 040D: unload_wav 1 0004: $3447 = 1 // $ = int :SERG3_12005 0002: jump @SERG3_12055 :SERG3_12012 00D6: if 0038: $3442 == 4 // $ == int 004D: jump_if_false @SERG3_12055 0004: $3443 = 0 // $ = int 0004: $3442 = 0 // $ = int 040D: unload_wav 1 0004: $3447 = 1 // $ = int :SERG3_12055 00D6: if 8118: not actor $3319 dead 004D: jump_if_false @SERG3_12335 00D6: if 0038: $3433 == 1 // $ == int 004D: jump_if_false @SERG3_12139 00D6: if 0038: $3448 == 0 // $ == int 004D: jump_if_false @SERG3_12139 00D6: if 0038: $3442 == 0 // $ == int 004D: jump_if_false @SERG3_12139 0004: $3442 = 5 // $ = int 0004: $3443 = 0 // $ = int :SERG3_12139 00D6: if 0038: $3442 == 5 // $ == int 004D: jump_if_false @SERG3_12328 00D6: if 0038: $3443 == 0 // $ == int 004D: jump_if_false @SERG3_12201 03CF: load_wav 'TEX3_8' as 1 0004: $3443 = 1 // $ = int 0002: jump @SERG3_12328 :SERG3_12201 00D6: if 0038: $3443 == 1 // $ == int 004D: jump_if_false @SERG3_12241 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @SERG3_12241 0004: $3443 = 2 // $ = int :SERG3_12241 00D6: if 0038: $3443 == 2 // $ == int 004D: jump_if_false @SERG3_12270 03D1: play_wav 1 0004: $3443 = 3 // $ = int :SERG3_12270 00D6: if 0038: $3443 == 3 // $ == int 004D: jump_if_false @SERG3_12328 00D6: if 03D2: wav 1 ended 004D: jump_if_false @SERG3_12328 0004: $3443 = 0 // $ = int 0004: $3442 = 0 // $ = int 040D: unload_wav 1 0004: $3448 = 1 // $ = int :SERG3_12328 0002: jump @SERG3_12378 :SERG3_12335 00D6: if 0038: $3442 == 5 // $ == int 004D: jump_if_false @SERG3_12378 0004: $3443 = 0 // $ = int 0004: $3442 = 0 // $ = int 040D: unload_wav 1 0004: $3448 = 1 // $ = int :SERG3_12378 00D6: if 8118: not actor $3325 dead 004D: jump_if_false @SERG3_12658 00D6: if 0038: $3459 == 1 // $ == int 004D: jump_if_false @SERG3_12462 00D6: if 0038: $3458 == 0 // $ == int 004D: jump_if_false @SERG3_12462 00D6: if 0038: $3442 == 0 // $ == int 004D: jump_if_false @SERG3_12462 0004: $3442 = 6 // $ = int 0004: $3443 = 0 // $ = int :SERG3_12462 00D6: if 0038: $3442 == 6 // $ == int 004D: jump_if_false @SERG3_12651 00D6: if 0038: $3443 == 0 // $ == int 004D: jump_if_false @SERG3_12524 03CF: load_wav 'TEX3_6' as 1 0004: $3443 = 1 // $ = int 0002: jump @SERG3_12651 :SERG3_12524 00D6: if 0038: $3443 == 1 // $ == int 004D: jump_if_false @SERG3_12564 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @SERG3_12564 0004: $3443 = 2 // $ = int :SERG3_12564 00D6: if 0038: $3443 == 2 // $ == int 004D: jump_if_false @SERG3_12593 03D1: play_wav 1 0004: $3443 = 3 // $ = int :SERG3_12593 00D6: if 0038: $3443 == 3 // $ == int 004D: jump_if_false @SERG3_12651 00D6: if 03D2: wav 1 ended 004D: jump_if_false @SERG3_12651 0004: $3443 = 0 // $ = int 0004: $3442 = 0 // $ = int 040D: unload_wav 1 0004: $3458 = 1 // $ = int :SERG3_12651 0002: jump @SERG3_12701 :SERG3_12658 00D6: if 0038: $3442 == 6 // $ == int 004D: jump_if_false @SERG3_12701 0004: $3443 = 0 // $ = int 0004: $3442 = 0 // $ = int 040D: unload_wav 1 0004: $3458 = 1 // $ = int :SERG3_12701 00D6: if 0038: $3403 == 1 // $ == int 004D: jump_if_false @SERG3_12774 00D6: if 8038: not $3402 == 0 // $ == int 004D: jump_if_false @SERG3_12774 03C3: set_timer_with_text_to $3402 type 1 text 'RACES' 00BC: text_highpriority 'TEX3_15' time 7000 1 0004: $3403 = 2 // $ = int :SERG3_12774 00D6: if 0038: $3404 == 0 // $ == int 004D: jump_if_false @SERG3_12887 0084: $3408 = $3396 // $ = $ int 0058: $3408 += $3397 // $ += $ int 0084: $3411 = $3398 // $ = $ int 0058: $3411 += $3399 // $ += $ int 0084: $3405 = $3408 // $ = $ int 0058: $3405 += $3411 // $ += $ int 00D6: if 0038: $3405 == 1 // $ == int 004D: jump_if_false @SERG3_12887 0004: $3307 = 3 // $ = int 0004: $3404 = 1 // $ = int 00BC: text_highpriority 'TEX3_12' time 5000 2 :SERG3_12887 00D6: if 0038: $3404 == 1 // $ == int 004D: jump_if_false @SERG3_13000 0084: $3409 = $3396 // $ = $ int 0058: $3409 += $3397 // $ += $ int 0084: $3412 = $3398 // $ = $ int 0058: $3412 += $3399 // $ += $ int 0084: $3406 = $3409 // $ = $ int 0058: $3406 += $3412 // $ += $ int 00D6: if 0038: $3406 == 2 // $ == int 004D: jump_if_false @SERG3_13000 0004: $3307 = 2 // $ = int 0004: $3404 = 2 // $ = int 00BC: text_highpriority 'TEX3_13' time 5000 2 :SERG3_13000 00D6: if 0038: $3404 == 2 // $ == int 004D: jump_if_false @SERG3_13113 0084: $3410 = $3396 // $ = $ int 0058: $3410 += $3397 // $ += $ int 0084: $3413 = $3398 // $ = $ int 0058: $3413 += $3399 // $ += $ int 0084: $3407 = $3410 // $ = $ int 0058: $3407 += $3413 // $ += $ int 00D6: if 0038: $3407 == 3 // $ == int 004D: jump_if_false @SERG3_13113 0004: $3307 = 1 // $ = int 0004: $3404 = 3 // $ = int 00BC: text_highpriority 'TEX3_14' time 5000 2 :SERG3_13113 00D6: if and 0038: $3396 == 1 // $ == int 0038: $3397 == 1 // $ == int 0038: $3398 == 1 // $ == int 0038: $3399 == 1 // $ == int 004D: jump_if_false @SERG3_13159 0002: jump @SERG3_13512 :SERG3_13159 00D6: if 001A: 1 > $3402 // int > $ 004D: jump_if_false @SERG3_13217 00D6: if 0038: $3403 == 2 // $ == int 004D: jump_if_false @SERG3_13217 00BC: text_highpriority 'TEX3_17' time 5000 1 0002: jump @SERG3_20979 :SERG3_13217 00D6: if 0119: car $3327 wrecked 004D: jump_if_false @SERG3_13273 00D6: if 0038: $3391 == 1 // $ == int 004D: jump_if_false @SERG3_13273 00BC: text_highpriority 'TEX3_18' time 5000 2 0002: jump @SERG3_20979 :SERG3_13273 00D6: if 0038: $3391 == 1 // $ == int 004D: jump_if_false @SERG3_13360 00D6: if 8119: not car $3327 wrecked 004D: jump_if_false @SERG3_13360 00D6: if 81FC: not player $PLAYER_CHAR near_car $3327 radius 250.0 250.0 0 004D: jump_if_false @SERG3_13360 00BC: text_highpriority 'TEX3_21' time 5000 1 0002: jump @SERG3_20979 :SERG3_13360 00D6: if 0038: $3391 == 1 // $ == int 004D: jump_if_false @SERG3_13431 00D6: if or 04E7: object $3335 in_water 04E7: object $3336 in_water 04E7: object $3337 in_water 04E7: object $3338 in_water 004D: jump_if_false @SERG3_13431 00BC: text_highpriority 'TEX3_19' time 5000 1 0002: jump @SERG3_20979 :SERG3_13431 00D6: if 0038: $3391 == 0 // $ == int 004D: jump_if_false @SERG3_13505 00D6: if 0038: $3457 == 1 // $ == int 004D: jump_if_false @SERG3_13505 00D6: if 0119: car $3308 wrecked 004D: jump_if_false @SERG3_13505 00BC: text_highpriority 'TEX3_31' time 5000 1 0002: jump @SERG3_20979 :SERG3_13505 0002: jump @SERG3_2490 :SERG3_13512 014F: stop_timer $3402 0151: remove_status_text $3307 02A3: enable_widescreen 1 01B4: set_player $PLAYER_CHAR can_move 0 0249: release_model #DYNAMITE 0249: release_model #HAMMER 0249: release_model #BARREL4 0249: release_model #GDA 0249: release_model #GDA 009B: destroy_actor_instantly $3311 009B: destroy_actor_instantly $3312 009B: destroy_actor_instantly $3313 009B: destroy_actor_instantly $3314 009B: destroy_actor_instantly $3315 009B: destroy_actor_instantly $3316 009B: destroy_actor_instantly $3317 009B: destroy_actor_instantly $3318 009B: destroy_actor_instantly $3319 009B: destroy_actor_instantly $3320 009B: destroy_actor_instantly $3324 009B: destroy_actor_instantly $3325 009B: destroy_actor_instantly $3326 00D6: if 8119: not car $3308 wrecked 004D: jump_if_false @SERG3_13642 0519: lock_vehicle $3308 in_current_position 0 :SERG3_13642 015F: set_camera_position 27.198 -352.651 12.977 rotation 0.0 0.0 0.0 0160: point_camera 28.1425 -352.8275 13.2567 switchstyle 2 0247: request_model #BLDNGST2MESHDAM :SERG3_13697 00D6: if 8248: not model #BLDNGST2MESHDAM available 004D: jump_if_false @SERG3_13723 0001: wait 0 ms 0002: jump @SERG3_13697 :SERG3_13723 0003: shake_camera 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 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 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 0001: wait 10 ms 03B6: replace_model_at 117.991 -362.461 10.179 radius 80.0 from #BLDNGST2MESH to #BLDNGST2MESHDAM 0001: wait 250 ms 0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 2 020C: create_explosion 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 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 6 at 72.875 -361.392 23.922 0001: wait 105 ms 0001: wait 105 ms 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 6 at 73.18 -368.699 13.236 0249: release_model #BLDNGST2MESHDAM 0001: wait 105 ms 0001: wait 105 ms 0565: create_temporary_explosion_fire 71.554 -354.053 24.468 type 2 020C: create_explosion 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 6 at 69.42 -371.249 30.28 0001: wait 105 ms 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 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 0001: wait 105 ms 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 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 0001: wait 300 ms 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 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 0001: wait 105 ms 0565: create_temporary_explosion_fire 71.554 -354.053 24.468 type 2 020C: create_explosion 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 0001: wait 400 ms 020C: create_explosion 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 0001: wait 300 ms 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 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 0001: wait 300 ms 0565: create_temporary_explosion_fire 69.224 -371.249 26.28 type 2 020C: create_explosion 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 0001: wait 200 ms 0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 2 020C: create_explosion 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 0001: wait 100 ms 0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 2 020C: create_explosion 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 0001: wait 50 ms 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 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 0001: wait 250 ms 0247: request_model #BLDNGST2MESH :SERG3_16072 00D6: if 8248: not model #BLDNGST2MESH available 004D: jump_if_false @SERG3_16098 0001: wait 0 ms 0002: jump @SERG3_16072 :SERG3_16098 03B6: replace_model_at 117.991 -362.461 10.179 radius 80.0 from #BLDNGST2MESHDAM to #BLDNGST2MESH 015F: set_camera_position 95.42784 -431.413 66.25831 rotation 0.0 0.0 0.0 0160: point_camera 96.13597 -430.9128 65.75952 switchstyle 2 031A: remove_all_fires 0249: release_model #BLDNGST2MESH 0247: request_model #BLDNGST2MESHDAM :SERG3_16185 00D6: if 8248: not model #BLDNGST2MESHDAM available 004D: jump_if_false @SERG3_16211 0001: wait 0 ms 0002: jump @SERG3_16185 :SERG3_16211 0003: shake_camera 2500 0565: create_temporary_explosion_fire 138.234 -398.796 49.419 type 2 020C: create_explosion 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 0001: wait 105 ms 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 11 at 130.865 -399.556 45.108 0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 6 0001: wait 50 ms 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 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 0001: wait 105 ms 0001: wait 105 ms 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 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 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 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 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 6 at 135.271 -390.0 31.704 0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 2 020C: create_explosion 11 at 130.865 -399.556 45.108 0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 1 020C: create_explosion 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 0249: release_model #BLDNGST2MESHDAM 0001: wait 105 ms 0001: wait 105 ms 0565: create_temporary_explosion_fire 138.693 -399.751 45.107 type 2 020C: create_explosion 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 0001: wait 105 ms 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 0001: wait 105 ms 0001: wait 100 ms 0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 2 020C: create_explosion 11 at 135.62 -399.96 41.42 0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 6 0001: wait 250 ms 020C: create_explosion 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 0001: wait 105 ms 0001: wait 105 ms 0565: create_temporary_explosion_fire 138.234 -398.796 49.419 type 2 020C: create_explosion 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 0001: wait 105 ms 0001: wait 105 ms 0001: wait 50 ms 0565: create_temporary_explosion_fire 139.529 -400.04 34.706 type 2 020C: create_explosion 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 0001: wait 250 ms 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 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 0001: wait 50 ms 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 0001: wait 100 ms 0247: request_model #BLDNGST2MESH :SERG3_18578 00D6: if 8248: not model #BLDNGST2MESH available 004D: jump_if_false @SERG3_18604 0001: wait 0 ms 0002: jump @SERG3_18578 :SERG3_18604 03B6: replace_model_at 117.991 -362.461 10.179 radius 80.0 from #BLDNGST2MESHDAM to #BLDNGST2MESH 015F: set_camera_position 202.0835 -305.277 12.0866 rotation 0.0 0.0 0.0 0160: point_camera 201.496 -305.966 12.247 switchstyle 2 031A: remove_all_fires 0249: release_model #BLDNGST2MESH 0001: wait 750 ms 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 6 at 164.8878 -340.8933 16.268 0003: shake_camera 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 0247: request_model #BLDNGST2MESHDAM :SERG3_18815 00D6: if 8248: not model #BLDNGST2MESHDAM available 004D: jump_if_false @SERG3_18841 0001: wait 0 ms 0002: jump @SERG3_18815 :SERG3_18841 0565: create_temporary_explosion_fire 168.166 -361.913 15.148 type 2 020C: create_explosion 11 at 168.166 -366.913 15.206 0565: create_temporary_explosion_fire 164.8878 -340.8933 16.268 type 6 0001: wait 105 ms 0565: create_temporary_explosion_fire 168.166 -361.913 15.148 type 2 020C: create_explosion 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 0001: wait 50 ms 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 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 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 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 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 0001: wait 50 ms 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 6 at 169.708 -351.357 18.075 0001: wait 105 ms 0001: wait 300 ms 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 6 at 168.692 -336.464 19.678 0249: release_model #BLDNGST2MESHDAM 0001: wait 105 ms 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 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 0001: wait 105 ms 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 6 at 158.365 -335.0422 21.805 0001: wait 300 ms 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 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 0001: wait 500 ms 020C: create_explosion 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 0001: wait 105 ms 0001: wait 105 ms 0001: wait 105 ms 0001: wait 105 ms 020C: create_explosion 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 0001: wait 300 ms 020C: create_explosion 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 0001: wait 500 ms 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 11 at 143.1712 -335.231 22.164 0565: create_temporary_explosion_fire 143.1712 -335.231 22.164 type 6 0001: wait 500 ms 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 0001: wait 250 ms 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 0001: wait 50 ms 0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 type 2 020C: create_explosion 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 0001: wait 3500 ms 0002: jump @SERG3_21004 :SERG3_20979 010D: set_player $PLAYER_CHAR wanted_level_to $3310 00BA: text_styled 'M_FAIL' 2000 ms 1 0051: return :SERG3_21004 0004: $245 = 1 // $ = int 01E3: text_1number_styled 'M_PASS' number 1000 time 5000 style 1 0394: play_music 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 1000 0318: set_latest_mission_passed 'TEX_3' 030C: progress_made += 1 0164: disable_marker $243 0051: return :SERG3_21067 00D6: if 8038: not $3396 == 1 // $ == int 004D: jump_if_false @SERG3_21099 018A: $3379 = create_checkpoint_at $3367 $3368 $3369 :SERG3_21099 00D6: if 8038: not $3397 == 1 // $ == int 004D: jump_if_false @SERG3_21131 018A: $3380 = create_checkpoint_at $3370 $3371 $3372 :SERG3_21131 00D6: if 8038: not $3398 == 1 // $ == int 004D: jump_if_false @SERG3_21163 018A: $3381 = create_checkpoint_at $3373 $3374 $3375 :SERG3_21163 00D6: if 8038: not $3399 == 1 // $ == int 004D: jump_if_false @SERG3_21195 018A: $3382 = create_checkpoint_at $3376 $3377 $3378 :SERG3_21195 0164: disable_marker $3339 0164: disable_marker $3340 0164: disable_marker $3341 0164: disable_marker $3342 00BC: text_highpriority 'TEX3_10' time 2000 2 0051: return :SERG3_21232 00D6: if 8038: not $3392 == 3 // $ == int 004D: jump_if_false @SERG3_21258 0188: $3339 = create_marker_above_object $3335 :SERG3_21258 00D6: if 8038: not $3393 == 3 // $ == int 004D: jump_if_false @SERG3_21284 0188: $3340 = create_marker_above_object $3336 :SERG3_21284 00D6: if 8038: not $3394 == 3 // $ == int 004D: jump_if_false @SERG3_21310 0188: $3341 = create_marker_above_object $3337 :SERG3_21310 00D6: if 8038: not $3395 == 3 // $ == int 004D: jump_if_false @SERG3_21336 0188: $3342 = create_marker_above_object $3338 :SERG3_21336 0164: disable_marker $3379 0164: disable_marker $3380 0164: disable_marker $3381 0164: disable_marker $3382 0051: return :SERG3_21358 00D6: if 0038: $3392 == 0 // $ == int 004D: jump_if_false @SERG3_21893 00D6: if 0038: $3396 == 0 // $ == int 004D: jump_if_false @SERG3_21497 00D6: if 04E6: object $3335 near_point $3367 $3368 $3369 radius 3.5 3.5 2.0 flag 0 004D: jump_if_false @SERG3_21497 018C: play_sound 16 at $3367 $3368 $3369 0004: $3392 = 3 // $ = int 0004: $3396 = 1 // $ = int 01BC: put_object $3335 at 97.574 -381.658 9.2721 0382: set_object $3335 collision_detection 0 0392: object $3335 toggle_in_moving_list 0 :SERG3_21497 00D6: if 0038: $3397 == 0 // $ == int 004D: jump_if_false @SERG3_21618 00D6: if 04E6: object $3335 near_point $3370 $3371 $3372 radius 3.5 3.5 2.0 flag 0 004D: jump_if_false @SERG3_21618 018C: play_sound 16 at $3370 $3371 $3372 0004: $3392 = 3 // $ = int 0004: $3397 = 1 // $ = int 01BC: put_object $3335 at 156.5491 -348.0284 18.1517 0382: set_object $3335 collision_detection 0 0392: object $3335 toggle_in_moving_list 0 :SERG3_21618 00D6: if 0038: $3398 == 0 // $ == int 004D: jump_if_false @SERG3_21739 00D6: if 04E6: object $3335 near_point $3373 $3374 $3375 radius 3.5 3.5 2.0 flag 0 004D: jump_if_false @SERG3_21739 018C: play_sound 16 at $3373 $3374 $3375 0004: $3392 = 3 // $ = int 0004: $3398 = 1 // $ = int 01BC: put_object $3335 at 88.1474 -361.8685 27.376 0382: set_object $3335 collision_detection 0 0392: object $3335 toggle_in_moving_list 0 :SERG3_21739 00D6: if 0038: $3399 == 0 // $ == int 004D: jump_if_false @SERG3_21860 00D6: if 04E6: object $3335 near_point $3376 $3377 $3378 radius 3.5 3.5 2.0 flag 0 004D: jump_if_false @SERG3_21860 018C: play_sound 16 at $3376 $3377 $3378 0004: $3392 = 3 // $ = int 0004: $3399 = 1 // $ = int 01BC: put_object $3335 at 140.0079 -383.1253 36.6172 0382: set_object $3335 collision_detection 0 0392: object $3335 toggle_in_moving_list 0 :SERG3_21860 00D6: if 8038: not $3392 == 3 // $ == int 004D: jump_if_false @SERG3_21893 00BC: text_highpriority 'TEX3_8' time 3000 2 :SERG3_21893 0051: return :SERG3_21895 00D6: if 0038: $3393 == 0 // $ == int 004D: jump_if_false @SERG3_22430 00D6: if 0038: $3396 == 0 // $ == int 004D: jump_if_false @SERG3_22034 00D6: if 04E6: object $3336 near_point $3367 $3368 $3369 radius 3.5 3.5 2.0 flag 0 004D: jump_if_false @SERG3_22034 018C: play_sound 16 at $3367 $3368 $3369 0004: $3393 = 3 // $ = int 0004: $3396 = 1 // $ = int 01BC: put_object $3336 at 97.574 -381.658 9.2721 0382: set_object $3336 collision_detection 0 0392: object $3336 toggle_in_moving_list 0 :SERG3_22034 00D6: if 0038: $3397 == 0 // $ == int 004D: jump_if_false @SERG3_22155 00D6: if 04E6: object $3336 near_point $3370 $3371 $3372 radius 3.5 3.5 2.0 flag 0 004D: jump_if_false @SERG3_22155 018C: play_sound 16 at $3370 $3371 $3372 0004: $3393 = 3 // $ = int 0004: $3397 = 1 // $ = int 01BC: put_object $3336 at 156.5491 -348.0284 18.1517 0382: set_object $3336 collision_detection 0 0392: object $3336 toggle_in_moving_list 0 :SERG3_22155 00D6: if 0038: $3398 == 0 // $ == int 004D: jump_if_false @SERG3_22276 00D6: if 04E6: object $3336 near_point $3373 $3374 $3375 radius 3.5 3.5 2.0 flag 0 004D: jump_if_false @SERG3_22276 018C: play_sound 16 at $3373 $3374 $3375 0004: $3393 = 3 // $ = int 0004: $3398 = 1 // $ = int 01BC: put_object $3336 at 88.1474 -361.8685 27.376 0382: set_object $3336 collision_detection 0 0392: object $3336 toggle_in_moving_list 0 :SERG3_22276 00D6: if 0038: $3399 == 0 // $ == int 004D: jump_if_false @SERG3_22397 00D6: if 04E6: object $3336 near_point $3376 $3377 $3378 radius 3.5 3.5 2.0 flag 0 004D: jump_if_false @SERG3_22397 018C: play_sound 16 at $3376 $3377 $3378 0004: $3393 = 3 // $ = int 0004: $3399 = 1 // $ = int 01BC: put_object $3336 at 140.0079 -383.1253 36.6172 0382: set_object $3336 collision_detection 0 0392: object $3336 toggle_in_moving_list 0 :SERG3_22397 00D6: if 8038: not $3393 == 3 // $ == int 004D: jump_if_false @SERG3_22430 00BC: text_highpriority 'TEX3_8' time 3000 2 :SERG3_22430 0051: return :SERG3_22432 00D6: if 0038: $3394 == 0 // $ == int 004D: jump_if_false @SERG3_22967 00D6: if 0038: $3396 == 0 // $ == int 004D: jump_if_false @SERG3_22571 00D6: if 04E6: object $3337 near_point $3367 $3368 $3369 radius 3.5 3.5 2.0 flag 0 004D: jump_if_false @SERG3_22571 018C: play_sound 16 at $3367 $3368 $3369 0004: $3394 = 3 // $ = int 0004: $3396 = 1 // $ = int 01BC: put_object $3337 at 97.574 -381.658 9.2721 0382: set_object $3337 collision_detection 0 0392: object $3337 toggle_in_moving_list 0 :SERG3_22571 00D6: if 0038: $3397 == 0 // $ == int 004D: jump_if_false @SERG3_22692 00D6: if 04E6: object $3337 near_point $3370 $3371 $3372 radius 3.5 3.5 2.0 flag 0 004D: jump_if_false @SERG3_22692 018C: play_sound 16 at $3370 $3371 $3372 0004: $3394 = 3 // $ = int 0004: $3397 = 1 // $ = int 01BC: put_object $3337 at 156.5491 -348.0284 18.1517 0382: set_object $3337 collision_detection 0 0392: object $3337 toggle_in_moving_list 0 :SERG3_22692 00D6: if 0038: $3398 == 0 // $ == int 004D: jump_if_false @SERG3_22813 00D6: if 04E6: object $3337 near_point $3373 $3374 $3375 radius 3.5 3.5 2.0 flag 0 004D: jump_if_false @SERG3_22813 018C: play_sound 16 at $3373 $3374 $3375 0004: $3394 = 3 // $ = int 0004: $3398 = 1 // $ = int 01BC: put_object $3337 at 88.1474 -361.8685 27.376 0382: set_object $3337 collision_detection 0 0392: object $3337 toggle_in_moving_list 0 :SERG3_22813 00D6: if 0038: $3399 == 0 // $ == int 004D: jump_if_false @SERG3_22934 00D6: if 04E6: object $3337 near_point $3376 $3377 $3378 radius 3.5 3.5 2.0 flag 0 004D: jump_if_false @SERG3_22934 018C: play_sound 16 at $3376 $3377 $3378 0004: $3394 = 3 // $ = int 0004: $3399 = 1 // $ = int 01BC: put_object $3337 at 140.0079 -383.1253 36.6172 0382: set_object $3337 collision_detection 0 0392: object $3337 toggle_in_moving_list 0 :SERG3_22934 00D6: if 8038: not $3394 == 3 // $ == int 004D: jump_if_false @SERG3_22967 00BC: text_highpriority 'TEX3_8' time 3000 2 :SERG3_22967 0051: return :SERG3_22969 00D6: if 0038: $3395 == 0 // $ == int 004D: jump_if_false @SERG3_23504 00D6: if 0038: $3396 == 0 // $ == int 004D: jump_if_false @SERG3_23108 00D6: if 04E6: object $3338 near_point $3367 $3368 $3369 radius 3.5 3.5 2.0 flag 0 004D: jump_if_false @SERG3_23108 018C: play_sound 16 at $3367 $3368 $3369 0004: $3395 = 3 // $ = int 0004: $3396 = 1 // $ = int 01BC: put_object $3338 at 97.574 -381.658 9.2721 0382: set_object $3338 collision_detection 0 0392: object $3338 toggle_in_moving_list 0 :SERG3_23108 00D6: if 0038: $3397 == 0 // $ == int 004D: jump_if_false @SERG3_23229 00D6: if 04E6: object $3338 near_point $3370 $3371 $3372 radius 3.5 3.5 2.0 flag 0 004D: jump_if_false @SERG3_23229 018C: play_sound 16 at $3370 $3371 $3372 0004: $3395 = 3 // $ = int 0004: $3397 = 1 // $ = int 01BC: put_object $3338 at 156.5491 -348.0284 18.1517 0382: set_object $3338 collision_detection 0 0392: object $3338 toggle_in_moving_list 0 :SERG3_23229 00D6: if 0038: $3398 == 0 // $ == int 004D: jump_if_false @SERG3_23350 00D6: if 04E6: object $3338 near_point $3373 $3374 $3375 radius 3.5 3.5 2.0 flag 0 004D: jump_if_false @SERG3_23350 018C: play_sound 16 at $3373 $3374 $3375 0004: $3395 = 3 // $ = int 0004: $3398 = 1 // $ = int 01BC: put_object $3338 at 88.1474 -361.8685 27.376 0382: set_object $3338 collision_detection 0 0392: object $3338 toggle_in_moving_list 0 :SERG3_23350 00D6: if 0038: $3399 == 0 // $ == int 004D: jump_if_false @SERG3_23471 00D6: if 04E6: object $3338 near_point $3376 $3377 $3378 radius 3.5 3.5 2.0 flag 0 004D: jump_if_false @SERG3_23471 018C: play_sound 16 at $3376 $3377 $3378 0004: $3395 = 3 // $ = int 0004: $3399 = 1 // $ = int 01BC: put_object $3338 at 140.0079 -383.1253 36.6172 0382: set_object $3338 collision_detection 0 0392: object $3338 toggle_in_moving_list 0 :SERG3_23471 00D6: if 8038: not $3395 == 3 // $ == int 004D: jump_if_false @SERG3_23504 00BC: text_highpriority 'TEX3_8' time 3000 2 :SERG3_23504 0051: return :SERG3_23506 0004: $ONMISSION = 0 // $ = int 02A3: enable_widescreen 0 01B4: set_player $PLAYER_CHAR can_move 1 04DB: exit_rc_mode 0004: $1084 = 0 // $ = int 0164: disable_marker $3306 0164: disable_marker $3379 0164: disable_marker $3380 0164: disable_marker $3381 0164: disable_marker $3382 0164: disable_marker $3339 0164: disable_marker $3340 0164: disable_marker $3341 0164: disable_marker $3342 009B: destroy_actor_instantly $3311 009B: destroy_actor_instantly $3312 009B: destroy_actor_instantly $3313 009B: destroy_actor_instantly $3314 009B: destroy_actor_instantly $3315 009B: destroy_actor_instantly $3316 009B: destroy_actor_instantly $3317 009B: destroy_actor_instantly $3318 009B: destroy_actor_instantly $3319 009B: destroy_actor_instantly $3320 014F: stop_timer $3402 0151: remove_status_text $3307 00D6: if 8119: not car $3308 wrecked 004D: jump_if_false @SERG3_23661 020A: set_car $3308 door_status_to 1 :SERG3_23661 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 00D6: if 8119: not car $3308 wrecked 004D: jump_if_false @SERG3_23691 0519: lock_vehicle $3308 in_current_position 0 :SERG3_23691 0108: destroy_object $3335 0108: destroy_object $3336 0108: destroy_object $3337 0108: destroy_object $3338 0108: destroy_object $3422 0108: destroy_object $3423 0108: destroy_object $3424 0108: destroy_object $3425 0249: release_model #DYNAMITE 0249: release_model #TOPFUN 0249: release_model #WMYCW 0249: release_model #HAMMER 0249: release_model #RCGOBLIN 0249: release_model #BARREL2 0249: release_model #GDA 0249: release_model #COLT45 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 031A: remove_all_fires 00D8: mission_cleanup 0051: return //-------------Mission 20--------------- // Originally: Two Bit Hit :SERG2 0050: gosub @SERG2_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @SERG2_27 0050: gosub @SERG2_4980 :SERG2_27 0050: gosub @SERG2_5383 004E: end_thread :SERG2_36 0317: increment_mission_attempts 0004: $ONMISSION = 1 // $ = int 03A4: name_thread 'SERG2' 054C: use_GXT_table 'SERG2' 058E: set_restart_mission_taxi_destination 252.7968 -230.9387 9.8638 333.9001 0001: wait 0 ms 01B6: set_weather 0 01B7: release_weather 0004: $3482 = 0 // $ = int 0004: $3483 = 0 // $ = int 0004: $3484 = 0 // $ = int 0004: $3485 = 0 // $ = int 0004: $3487 = 0 // $ = int 0004: $3490 = 0 // $ = int 0004: $3488 = 0 // $ = int 0004: $3489 = 0 // $ = int 0004: $3491 = 0 // $ = int 0004: $3492 = 0 // $ = int 0004: $3476 = 0 // $ = int 0004: $3477 = 0 // $ = int 0004: $3486 = 0 // $ = int 0004: $3503 = 0 // $ = int 0004: $3493 = 0 // $ = int 0004: $3494 = 0 // $ = int 0005: $99 = -1021.94 // $ = float 0005: $100 = -428.68 // $ = float 0005: $101 = 10.0 // $ = float 0005: $3218 = 10.5 // $ = float 0005: $3235 = -1064.0 // $ = float 0005: $3236 = 57.0 // $ = float 0005: $3237 = -1056.0 // $ = float 0005: $3238 = 52.0 // $ = float 0005: $3239 = -1037.7 // $ = float 0005: $3240 = 70.0 // $ = float 0007: 8@ = -1055.0 // @ = float 0007: 9@ = 26.0 // @ = float 0007: 10@ = -1064.0 // @ = float 0007: 11@ = 40.0 // @ = float 0005: $3496 = -1046.9 // $ = float 0005: $3497 = 71.3 // $ = float 0005: $3498 = 60.0 // $ = float 0007: 12@ = -1090.0 // @ = float 0007: 14@ = -1030.0 // @ = float 0007: 13@ = 0.0 // @ = float 0007: 15@ = 90.0 // @ = float 0004: $3478 = 0 // $ = int 0004: $3479 = 0 // $ = int 0004: $3480 = 0 // $ = int 0004: $3481 = 0 // $ = int 0395: clear_area 1 at 299.0 -205.0 10.5 range 5.0 0395: clear_area 1 at 305.0 -219.5 10.5 range 10.0 04E4: request_collision_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 015F: set_camera_position 297.0 -204.7 13.0 rotation 0.0 0.0 0.0 0160: point_camera 318.5 -219.23 22.4 switchstyle 2 0247: request_model #STRETCH 03CB: load_scene 270.0 -218.0 13.4 :SERG2_610 00D6: if 8248: not model #STRETCH available 004D: jump_if_false @SERG2_637 0001: wait 0 ms 0002: jump @SERG2_610 :SERG2_637 0395: clear_area 1 at 306.9 -241.65 12.3 range 15.0 00A5: $1602 = create_car #STRETCH at 306.9 -241.65 12.3 0229: set_car $1602 color_to 0 0 0175: set_car $1602 z_angle_to 0.0 02A3: enable_widescreen 1 016A: fade 1 1500 ms :SERG2_714 00D6: if 016B: fading 004D: jump_if_false @SERG2_738 0001: wait 0 ms 0002: jump @SERG2_714 :SERG2_738 00D6: if 8119: not car $1602 wrecked 004D: jump_if_false @SERG2_774 04BA: set_car $1602 speed_instantly 15.0 0477: set_car $1602 action 8 time 8000 :SERG2_774 0006: TIMERA = 0 // @ = int :SERG2_781 00D6: if 001B: 1000 > TIMERA // int > @ 004D: jump_if_false @SERG2_811 0001: wait 0 ms 0002: jump @SERG2_781 :SERG2_811 00D6: if 8119: not car $1602 wrecked 004D: jump_if_false @SERG2_836 0158: camera_on_vehicle $1602 mode 15 switchstyle 1 :SERG2_836 0006: TIMERA = 0 // @ = int :SERG2_843 00D6: if 001B: 3000 > TIMERA // int > @ 004D: jump_if_false @SERG2_873 0001: wait 0 ms 0002: jump @SERG2_843 :SERG2_873 00D6: if 8119: not car $1602 wrecked 004D: jump_if_false @SERG2_914 00AA: store_car $1602 position_to $1599 $1600 $1601 0211: actor $PLAYER_ACTOR walk_to $1599 $1600 :SERG2_914 016A: fade 0 1500 ms :SERG2_921 00D6: if 016B: fading 004D: jump_if_false @SERG2_945 0001: wait 0 ms 0002: jump @SERG2_921 :SERG2_945 00A6: destroy_car $1602 0249: release_model #STRETCH 015A: restore_camera 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' 03CB: load_scene 305.2 -211.9 11.3 038B: load_requested_models :SERG2_1035 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 8248: not model #CUTOBJ01 available 004D: jump_if_false @SERG2_1074 0001: wait 0 ms 0002: 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 11.107 range 1.0 0055: put_player $PLAYER_CHAR at 265.129 -234.531 11.107 0171: set_player $PLAYER_CHAR z_angle_to 78.21838 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :SERG2_1265 00D6: if 001A: 574 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG2_1300 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG2_1265 :SERG2_1300 00BC: text_highpriority 'TEX2_A' time 10000 1 :SERG2_1315 00D6: if 001A: 4124 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG2_1350 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG2_1315 :SERG2_1350 00BC: text_highpriority 'TEX2_B' time 10000 1 :SERG2_1365 00D6: if 001A: 6167 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG2_1400 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG2_1365 :SERG2_1400 00BC: text_highpriority 'TEX2_C' time 10000 1 :SERG2_1415 00D6: if 001A: 6740 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG2_1450 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG2_1415 :SERG2_1450 00BC: text_highpriority 'TEX2_D' time 10000 1 :SERG2_1465 00D6: if 001A: 10018 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG2_1500 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG2_1465 :SERG2_1500 00BC: text_highpriority 'TEX2_E' time 10000 1 :SERG2_1515 00D6: if 001A: 14794 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG2_1550 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG2_1515 :SERG2_1550 00BC: text_highpriority 'TEX2_F' time 10000 1 :SERG2_1565 00D6: if 001A: 17966 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG2_1600 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG2_1565 :SERG2_1600 00BC: text_highpriority 'TEX2_G' time 10000 1 :SERG2_1615 00D6: if 001A: 20378 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG2_1650 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG2_1615 :SERG2_1650 00BC: text_highpriority 'TEX2_H' time 10000 1 :SERG2_1665 00D6: if 001A: 23680 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG2_1700 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG2_1665 :SERG2_1700 00BC: text_highpriority 'TEX2_I' time 10000 1 :SERG2_1715 00D6: if 001A: 28473 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG2_1750 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG2_1715 :SERG2_1750 00BC: text_highpriority 'TEX2_J' time 10000 1 :SERG2_1765 00D6: if 001A: 31827 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG2_1800 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG2_1765 :SERG2_1800 00BC: text_highpriority 'TEX2_K' time 10000 1 :SERG2_1815 00D6: if 001A: 35494 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG2_1852 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG2_1815 :SERG2_1852 00BC: text_highpriority 'TEX2_L' time 10000 1 :SERG2_1867 00D6: if 001A: 37278 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG2_1904 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG2_1867 :SERG2_1904 00BC: text_highpriority 'TEX2_M' time 10000 1 :SERG2_1919 00D6: if 001A: 40242 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG2_1956 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG2_1919 :SERG2_1956 00BC: text_highpriority 'TEX2_N' time 10000 1 :SERG2_1971 00D6: if 001A: 43214 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @SERG2_2008 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @SERG2_1971 :SERG2_2008 00BE: text_clear_all 016A: fade 0 1500 ms 00BE: text_clear_all :SERG2_2019 00D6: if 016B: fading 004D: jump_if_false @SERG2_2043 0001: wait 0 ms 0002: jump @SERG2_2019 :SERG2_2043 03AD: set_rubbish 1 02EA: end_cutscene 0373: set_camera_directly_behind_player 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0249: release_model #CUTOBJ01 04BB: select_interiour 0 // select render area 016A: fade 1 1500 ms 02A3: enable_widescreen 0 0247: request_model #HNA 0247: request_model #HNB 0247: request_model #TEC9 038B: load_requested_models :SERG2_2098 00D6: if 8248: not model #HNA available 004D: jump_if_false @SERG2_2124 0001: wait 0 ms 0002: jump @SERG2_2098 :SERG2_2124 00D6: if 8248: not model #HNB available 004D: jump_if_false @SERG2_2150 0001: wait 0 ms 0002: jump @SERG2_2124 :SERG2_2150 00D6: if 8248: not model #TEC9 available 004D: jump_if_false @SERG2_2177 0001: wait 0 ms 0002: jump @SERG2_2150 :SERG2_2177 00D6: if 8500: not player $PLAYER_CHAR skin == 'PLAYER5' 004D: jump_if_false @SERG2_2536 00BC: text_highpriority 'TEX_2C' time 5000 1 02A8: $3504 = create_marker 28 at $99 $100 $101 :SERG2_2232 00D6: if 80F6: not player $PLAYER_CHAR 1 $99 $100 $101 radius 1.2 1.2 3.0 004D: jump_if_false @SERG2_2285 0001: wait 0 ms 0002: jump @SERG2_2232 :SERG2_2285 0164: disable_marker $3504 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 0110: clear_player $PLAYER_CHAR wanted_level 0211: actor $PLAYER_ACTOR walk_to -1026.1 -429.5 0169: set_fade_color 0 0 1 016A: fade 0 1500 ms :SERG2_2336 00D6: if 016B: fading 004D: jump_if_false @SERG2_2360 0001: wait 0 ms 0002: jump @SERG2_2336 :SERG2_2360 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @SERG2_2412 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER5' 038B: load_requested_models 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @SERG2_2412 0353: refresh_actor $PLAYER_ACTOR :SERG2_2412 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 02EB: restore_camera_with_jumpcut 03C8: set_camera_directly_before_player 0395: clear_area 0 at $99 $100 $101 range 1.0 0211: actor $PLAYER_ACTOR walk_to -1019.4 -428.3 016A: fade 1 1500 ms :SERG2_2491 00D6: if 016B: fading 004D: jump_if_false @SERG2_2515 0001: wait 0 ms 0002: jump @SERG2_2491 :SERG2_2515 011C: actor $PLAYER_ACTOR clear_objective 009F: set_actor $PLAYER_ACTOR idle 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 :SERG2_2536 00BC: text_highpriority 'TEX_2D' time 10000 1 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 0005: $98 = 0.0 // $ = float :SERG2_2607 00D6: if 0042: $98 == 0.0 // $ == float 004D: jump_if_false @SERG2_2655 0001: wait 0 ms 02CE: $98 = ground_z $3496 $3497 50.0 0002: jump @SERG2_2607 :SERG2_2655 01EB: set_traffic_density_multiplier_to 0.0 0247: request_model #ROMERO :SERG2_2667 00D6: if 8248: not model #ROMERO available 004D: jump_if_false @SERG2_2694 0001: wait 0 ms 0002: jump @SERG2_2667 :SERG2_2694 0247: request_model #VOODOO :SERG2_2699 00D6: if 8248: not model #VOODOO available 004D: jump_if_false @SERG2_2726 0001: wait 0 ms 0002: jump @SERG2_2699 :SERG2_2726 0247: request_model #FAKETARGET :SERG2_2730 00D6: if 8248: not model #FAKETARGET available 004D: jump_if_false @SERG2_2756 0001: wait 0 ms 0002: jump @SERG2_2730 :SERG2_2756 0247: request_model #M4 :SERG2_2761 00D6: if 8248: not model #M4 available 004D: jump_if_false @SERG2_2788 0001: wait 0 ms 0002: jump @SERG2_2761 :SERG2_2788 0247: request_model #JW_COFFIN :SERG2_2792 00D6: if 8248: not model #JW_COFFIN available 004D: jump_if_false @SERG2_2818 0001: wait 0 ms 0002: jump @SERG2_2792 :SERG2_2818 00A5: $3461 = create_car #VOODOO at -1063.0 40.0 11.0 0175: set_car $3461 z_angle_to 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 00A9: set_car $3461 to_normal_driver 00A5: $3462 = create_car #ROMERO at -1063.0 55.0 11.0 0175: set_car $3462 z_angle_to 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 0224: set_car $3462 health_to 2000 00A9: set_car $3462 to_normal_driver 00A5: $3463 = create_car #ROMERO at -1057.05 69.64 11.05 0175: set_car $3463 z_angle_to 90.0 02AA: set_car $3463 immune_to_nonplayer 1 0129: $3470 = create_actor 8 #HNA in_car $3463 driverseat 01ED: clear_actor $3470 threat_search 00A9: set_car $3463 to_normal_driver 02AC: set_car $3463 immunities 0 1 0 0 0 0224: set_car $3463 health_to 1500 01EC: make_car $3463 very_heavy 1 00A5: $3464 = create_car #VOODOO at -1070.0 18.6 11.0 0175: set_car $3464 z_angle_to 270.0 0129: $3471 = create_actor 8 #HNB in_car $3464 driverseat 01ED: clear_actor $3471 threat_search 00A9: set_car $3464 to_normal_driver 00A5: $3465 = create_car #VOODOO at -1070.0 75.4 11.0 0175: set_car $3465 z_angle_to 270.0 0129: $3472 = create_actor 8 #HNB in_car $3465 driverseat 01ED: clear_actor $3472 threat_search 00A9: set_car $3465 to_normal_driver 009A: 0@ = create_actor_pedtype 8 model #HNB at $3235 $3236 $3218 0243: set_actor 0@ ped_stats_to 16 0173: set_actor 0@ z_angle_to 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 009A: 1@ = create_actor_pedtype 8 model #HNA at $3237 $3238 $3218 0243: set_actor 1@ ped_stats_to 16 0173: set_actor 1@ z_angle_to 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 009A: 2@ = create_actor_pedtype 8 model #HNB at $3239 $3240 $3218 0243: set_actor 2@ ped_stats_to 16 0173: set_actor 2@ z_angle_to 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@ heed_threats 1 0372: set_actor 2@ anim 13 wait_state_time 999999 ms 009A: 3@ = create_actor_pedtype 8 model #HNA at 8@ 9@ $3218 0243: set_actor 3@ ped_stats_to 16 0173: set_actor 3@ z_angle_to 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 009A: 4@ = create_actor_pedtype 8 model #HNB at 10@ 11@ $3218 0243: set_actor 4@ ped_stats_to 16 0173: set_actor 4@ z_angle_to 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 009A: 6@ = create_actor_pedtype 8 model #HNA at -1047.8 54.8 13.3 0243: set_actor 6@ ped_stats_to 16 011A: set_actor 6@ search_threat 1 0173: set_actor 6@ z_angle_to 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 009A: 7@ = create_actor_pedtype 8 model #HNA at -1042.44 64.96 15.5 0243: set_actor 7@ ped_stats_to 16 011A: set_actor 7@ search_threat 1 0173: set_actor 7@ z_angle_to 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 009A: $3466 = create_actor_pedtype 8 model #HNA at $3496 $3497 $3218 01ED: clear_actor $3466 threat_search 0173: set_actor $3466 z_angle_to $3498 02A9: set_actor $3466 immune_to_nonplayer 1 000D: $3496 -= 1.0 // $ -= float 0009: $3497 += 1.0 // $ += float 009A: 5@ = create_actor_pedtype 8 model #HNB at $3496 $3497 $3218 01ED: clear_actor 5@ threat_search 020E: actor 5@ look_at_actor $3466 0009: $3496 += 1.0 // $ += float 009A: $3467 = create_actor_pedtype 8 model #HNB at $3496 $3497 $3218 01ED: clear_actor $3467 threat_search 020E: actor $3467 look_at_actor $3466 0164: disable_marker $3241 0187: $3241 = create_marker_above_actor $3466 01BD: $3473 = current_time_in_ms :SERG2_3762 00D6: if and 8056: not player $PLAYER_CHAR 0 12@ 13@ 14@ 15@ 0038: $3483 == 0 // $ == int 004D: jump_if_false @SERG2_3838 0001: wait 0 ms 0050: gosub @SERG2_7776 0050: gosub @SERG2_5915 0050: gosub @SERG2_6163 0050: gosub @SERG2_8868 0002: jump @SERG2_3762 :SERG2_3838 0004: $3488 = 1 // $ = int :SERG2_3845 00D6: if 0038: $3483 == 0 // $ == int 004D: jump_if_false @SERG2_3925 0001: wait 0 ms 0050: gosub @SERG2_7776 00D6: if 0118: actor $3466 dead 004D: jump_if_false @SERG2_3897 0002: jump @SERG2_4849 :SERG2_3897 0050: gosub @SERG2_6163 0050: gosub @SERG2_5915 0050: gosub @SERG2_8868 0002: jump @SERG2_3845 :SERG2_3925 00D6: if 8117: not player $PLAYER_CHAR wasted 004D: jump_if_false @SERG2_4849 0001: wait 0 ms 0050: gosub @SERG2_7776 00D6: 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 004D: jump_if_false @SERG2_4040 00D6: if 0500: player $PLAYER_CHAR skin == 'PLAYER5' 004D: jump_if_false @SERG2_4040 0050: gosub @SERG2_8800 :SERG2_4040 00D6: if and 8056: not player $PLAYER_CHAR 0 12@ 13@ 14@ 15@ 001A: 2 > $3483 // int > $ 004D: jump_if_false @SERG2_4131 00D6: if 8118: not actor 1@ dead 004D: jump_if_false @SERG2_4104 0211: actor 1@ walk_to $3237 $3238 :SERG2_4104 00D6: if 8118: not actor 3@ dead 004D: jump_if_false @SERG2_4131 0211: actor 3@ walk_to 8@ 9@ :SERG2_4131 0050: gosub @SERG2_5915 0050: gosub @SERG2_6163 00D6: if 8118: not actor $3466 dead 004D: jump_if_false @SERG2_4543 00D6: if 8119: not car $3463 wrecked 004D: jump_if_false @SERG2_4255 00D6: if 00DB: actor $3466 in_car $3463 004D: jump_if_false @SERG2_4248 0084: $3495 = $3463 // $ = $ int 0050: gosub @SERG2_9532 00D6: if 80A3: not actor $3466 0 12@ 13@ 14@ 15@ 004D: jump_if_false @SERG2_4248 0050: gosub @SERG2_8990 :SERG2_4248 0002: jump @SERG2_4536 :SERG2_4255 00D6: if and 8119: not car $3462 wrecked 8118: not actor $3466 dead 004D: jump_if_false @SERG2_4536 00D6: if and 0202: actor $3466 near_car $3462 radius 30.0 30.0 sphere 0 80DB: not actor $3466 in_car $3462 004D: jump_if_false @SERG2_4323 01D5: actor $3466 go_to_and_drive_car $3462 :SERG2_4323 00D6: if 00DB: actor $3466 in_car $3462 004D: jump_if_false @SERG2_4536 0084: $3495 = $3462 // $ = $ int 0050: gosub @SERG2_9532 00D6: if 80A3: not actor $3466 0 12@ 13@ 14@ 15@ 004D: jump_if_false @SERG2_4394 0050: gosub @SERG2_8990 :SERG2_4394 00D6: if 0038: $3492 == 1 // $ == int 004D: jump_if_false @SERG2_4489 00D6: if 8185: not car $3462 health >= 350 004D: jump_if_false @SERG2_4489 01D3: actor $3466 leave_car $3462 00AD: set_car $3462 max_speed_to 0.0 00D6: if 8118: not actor $3469 dead 004D: jump_if_false @SERG2_4482 01B2: give_actor $3469 weapon 22 ammo 60 // Load the weapon model before using this 01CA: actor $3469 kill_player $PLAYER_CHAR :SERG2_4482 0004: $3492 = 2 // $ = int :SERG2_4489 00D6: if 0038: $3492 == 0 // $ == int 004D: jump_if_false @SERG2_4536 00AD: set_car $3462 max_speed_to 40.0 00AE: set_vehicle $3462 traffic_behavior_to 3 00A8: set_car $3462 to_psycho_driver 0004: $3492 = 1 // $ = int :SERG2_4536 0002: jump @SERG2_4550 :SERG2_4543 0002: jump @SERG2_4849 :SERG2_4550 00D6: if and 0119: car $3463 wrecked 0038: $3493 == 0 // $ == int 004D: jump_if_false @SERG2_4587 0004: $3492 = 0 // $ = int 0004: $3493 = 1 // $ = int :SERG2_4587 00D6: if 0038: $3492 == 2 // $ == int 004D: jump_if_false @SERG2_4685 00D6: if 80DF: not actor $3466 in_any_car 004D: jump_if_false @SERG2_4685 00D6: if 0038: $3494 == 0 // $ == int 004D: jump_if_false @SERG2_4678 011A: set_actor $3466 search_threat 1 0291: set_actor $3466 heed_threats 1 020F: actor $3466 look_at_player $PLAYER_CHAR 01B2: give_actor $3466 weapon 26 ammo 9999 // Load the weapon model before using this 0004: $3494 = 1 // $ = int :SERG2_4678 0004: $3492 = 3 // $ = int :SERG2_4685 00D6: if 8118: not actor 5@ dead 004D: jump_if_false @SERG2_4781 00D6: if 8119: not car $3461 wrecked 004D: jump_if_false @SERG2_4774 00D6: if and 00DB: actor 5@ in_car $3461 0038: $3491 == 0 // $ == int 004D: jump_if_false @SERG2_4774 00AD: set_car $3461 max_speed_to 40.0 00AE: set_vehicle $3461 traffic_behavior_to 2 00AF: set_car $3461 driver_behaviour_to 2 0004: $3491 = 1 // $ = int :SERG2_4774 0002: jump @SERG2_4835 :SERG2_4781 00D6: if and 8119: not car $3461 wrecked 0038: $3491 == 0 // $ == int 004D: jump_if_false @SERG2_4835 00AD: set_car $3461 max_speed_to 40.0 00AE: set_vehicle $3461 traffic_behavior_to 2 00AF: set_car $3461 driver_behaviour_to 2 0004: $3491 = 1 // $ = int :SERG2_4835 0050: gosub @SERG2_8868 0002: jump @SERG2_3925 :SERG2_4849 0164: disable_marker $3241 0004: $3483 = 3 // $ = int 0004: $3475 = 7000 // $ = int 0050: gosub @SERG2_6163 00D6: if 0038: $3487 == 0 // $ == int 004D: jump_if_false @SERG2_4916 00BC: text_highpriority 'TEX_2B' time 5000 1 0002: jump @SERG2_4980 :SERG2_4916 00D6: if 0121: player $PLAYER_CHAR in_zone 'HAITI' 004D: jump_if_false @SERG2_4973 0001: wait 0 ms 0050: gosub @SERG2_8868 00BC: text_highpriority 'TEXEXIT' time 1000 1 0002: jump @SERG2_4916 :SERG2_4973 0002: jump @SERG2_4997 :SERG2_4980 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :SERG2_4997 055B: $1288 = create_clothes_pickup 5 at -1025.2 -429.2 10.8 0004: $1268 = 1 // $ = int 004F: create_thread @CLOTH4 0004: $246 = 1 // $ = int 01E3: text_1number_styled 'M_PASS' number 2500 time 5000 style 1 0394: play_music 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 2500 0318: set_latest_mission_passed 'TEX_2' 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 0164: disable_marker $243 0051: return :SERG2_5383 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 01EB: set_traffic_density_multiplier_to 1.0 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 02EB: restore_camera_with_jumpcut 01E7: remove_forbidden_for_cars_cube 12@ 13@ 14.0 14@ 15@ 20.0 03F2: pedtype 8 remove_threat 1 0164: disable_marker $3241 0164: disable_marker $3504 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @SERG2_5469 01C2: mark_actor_as_no_longer_needed 0@ :SERG2_5469 00D6: if 8118: not actor 1@ dead 004D: jump_if_false @SERG2_5490 01C2: mark_actor_as_no_longer_needed 1@ :SERG2_5490 00D6: if 8118: not actor 2@ dead 004D: jump_if_false @SERG2_5511 01C2: mark_actor_as_no_longer_needed 2@ :SERG2_5511 00D6: if 8118: not actor 3@ dead 004D: jump_if_false @SERG2_5532 01C2: mark_actor_as_no_longer_needed 3@ :SERG2_5532 00D6: if 8118: not actor 4@ dead 004D: jump_if_false @SERG2_5553 01C2: mark_actor_as_no_longer_needed 4@ :SERG2_5553 00D6: if 8118: not actor 5@ dead 004D: jump_if_false @SERG2_5574 01C2: mark_actor_as_no_longer_needed 5@ :SERG2_5574 00D6: if 8118: not actor $3466 dead 004D: jump_if_false @SERG2_5595 01C2: mark_actor_as_no_longer_needed $3466 :SERG2_5595 00D6: if 8118: not actor $3467 dead 004D: jump_if_false @SERG2_5616 01C2: mark_actor_as_no_longer_needed $3467 :SERG2_5616 00D6: if 8118: not actor $3471 dead 004D: jump_if_false @SERG2_5637 01C2: mark_actor_as_no_longer_needed $3471 :SERG2_5637 00D6: if 8118: not actor $3472 dead 004D: jump_if_false @SERG2_5658 01C2: mark_actor_as_no_longer_needed $3472 :SERG2_5658 00D6: if 8118: not actor 6@ dead 004D: jump_if_false @SERG2_5679 01C2: mark_actor_as_no_longer_needed 6@ :SERG2_5679 00D6: if 8118: not actor 7@ dead 004D: jump_if_false @SERG2_5700 01C2: mark_actor_as_no_longer_needed 7@ :SERG2_5700 00D6: if 8118: not actor $3468 dead 004D: jump_if_false @SERG2_5721 01C2: mark_actor_as_no_longer_needed $3468 :SERG2_5721 00D6: if 8118: not actor $3469 dead 004D: jump_if_false @SERG2_5742 01C2: mark_actor_as_no_longer_needed $3469 :SERG2_5742 00D6: if 8118: not actor $3470 dead 004D: jump_if_false @SERG2_5763 01C2: mark_actor_as_no_longer_needed $3470 :SERG2_5763 00D6: if 8119: not car $3461 wrecked 004D: jump_if_false @SERG2_5784 01C3: mark_car_as_no_longer_needed $3461 :SERG2_5784 00D6: if 8119: not car $3462 wrecked 004D: jump_if_false @SERG2_5805 01C3: mark_car_as_no_longer_needed $3462 :SERG2_5805 00D6: if 8119: not car $3463 wrecked 004D: jump_if_false @SERG2_5826 01C3: mark_car_as_no_longer_needed $3463 :SERG2_5826 00D6: if 8119: not car $3464 wrecked 004D: jump_if_false @SERG2_5847 01C3: mark_car_as_no_longer_needed $3464 :SERG2_5847 00D6: if 8119: not car $3465 wrecked 004D: jump_if_false @SERG2_5868 01C3: mark_car_as_no_longer_needed $3465 :SERG2_5868 0249: release_model #VOODOO 0249: release_model #ROMERO 0249: release_model #M4 0249: release_model #HNA 0249: release_model #HNB 0249: release_model #FAKETARGET 0249: release_model #JW_COFFIN 0249: release_model #TEC9 0004: $ONMISSION = 0 // $ = int 00D8: mission_cleanup 0051: return :SERG2_5915 00D6: if 001A: 2 > $3483 // int > $ 004D: jump_if_false @SERG2_6161 01BD: $3474 = current_time_in_ms 0084: $3475 = $3474 // $ = $ int 0060: $3475 -= $3473 // $ -= $ int 00D6: if 0018: $3475 > 9000 // $ > int 004D: jump_if_false @SERG2_5988 0004: $3475 = 0 // $ = int 0084: $3473 = $3474 // $ = $ int :SERG2_5988 0209: $3476 = random_int_in_ranges 1 13 0084: $3477 = $3476 // $ = $ int 0010: $3477 *= 1000 // $ *= int 00D6: if 001A: 3001 > $3475 // int > $ 004D: jump_if_false @SERG2_6057 00D6: if 0038: $3482 == 0 // $ == int 004D: jump_if_false @SERG2_6057 0050: gosub @SERG2_7270 :SERG2_6057 00D6: if and 001A: 6001 > $3475 // int > $ 0018: $3475 > 3000 // $ > int 004D: jump_if_false @SERG2_6109 00D6: if 0038: $3482 == 1 // $ == int 004D: jump_if_false @SERG2_6109 0050: gosub @SERG2_7270 :SERG2_6109 00D6: if and 001A: 9001 > $3475 // int > $ 0018: $3475 > 6000 // $ > int 004D: jump_if_false @SERG2_6161 00D6: if 0038: $3482 == 2 // $ == int 004D: jump_if_false @SERG2_6161 0050: gosub @SERG2_7270 :SERG2_6161 0051: return :SERG2_6163 00D6: if and 0018: $3483 > 0 // $ > int 0038: $3489 == 0 // $ == int 004D: jump_if_false @SERG2_6320 00D6: if 8118: not actor 1@ dead 004D: jump_if_false @SERG2_6213 0372: set_actor 1@ anim 0 wait_state_time 0 ms :SERG2_6213 00D6: if 8118: not actor 3@ dead 004D: jump_if_false @SERG2_6238 0372: set_actor 3@ anim 0 wait_state_time 0 ms :SERG2_6238 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @SERG2_6263 0372: set_actor 0@ anim 0 wait_state_time 0 ms :SERG2_6263 00D6: if 8118: not actor 2@ dead 004D: jump_if_false @SERG2_6288 0372: set_actor 2@ anim 0 wait_state_time 0 ms :SERG2_6288 00D6: if 8118: not actor 4@ dead 004D: jump_if_false @SERG2_6313 0372: set_actor 4@ anim 0 wait_state_time 0 ms :SERG2_6313 0004: $3489 = 1 // $ = int :SERG2_6320 00D6: if and 0038: $3483 == 1 // $ == int 0038: $3484 == 0 // $ == int 004D: jump_if_false @SERG2_6472 00D6: if 8118: not actor 1@ dead 004D: jump_if_false @SERG2_6369 01D2: actor 1@ follow_player $PLAYER_CHAR :SERG2_6369 00D6: if 8118: not actor 3@ dead 004D: jump_if_false @SERG2_6393 01D2: actor 3@ follow_player $PLAYER_CHAR :SERG2_6393 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @SERG2_6417 022D: set_actor 0@ to_look_at_player $PLAYER_CHAR :SERG2_6417 00D6: if 8118: not actor 2@ dead 004D: jump_if_false @SERG2_6441 022D: set_actor 2@ to_look_at_player $PLAYER_CHAR :SERG2_6441 00D6: if 8118: not actor 4@ dead 004D: jump_if_false @SERG2_6465 022D: set_actor 4@ to_look_at_player $PLAYER_CHAR :SERG2_6465 0004: $3484 = 1 // $ = int :SERG2_6472 00D6: if and 0038: $3483 == 2 // $ == int 001A: 2 > $3484 // int > $ 004D: jump_if_false @SERG2_6817 01BD: $3473 = current_time_in_ms 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @SERG2_6528 0372: set_actor 0@ anim 14 wait_state_time 3500 ms :SERG2_6528 00D6: if 8118: not actor 1@ dead 004D: jump_if_false @SERG2_6587 00D6: if 0038: $3488 == 1 // $ == int 004D: jump_if_false @SERG2_6577 01CC: actor 1@ kill_player $PLAYER_CHAR 0002: jump @SERG2_6587 :SERG2_6577 0372: set_actor 1@ anim 14 wait_state_time 6000 ms :SERG2_6587 00D6: if 8118: not actor 2@ dead 004D: jump_if_false @SERG2_6613 0372: set_actor 2@ anim 14 wait_state_time 6000 ms :SERG2_6613 00D6: if 8118: not actor 3@ dead 004D: jump_if_false @SERG2_6672 00D6: if 0038: $3488 == 1 // $ == int 004D: jump_if_false @SERG2_6662 01CC: actor 3@ kill_player $PLAYER_CHAR 0002: jump @SERG2_6672 :SERG2_6662 0372: set_actor 3@ anim 14 wait_state_time 6000 ms :SERG2_6672 00D6: if 8118: not actor 4@ dead 004D: jump_if_false @SERG2_6698 0372: set_actor 4@ anim 14 wait_state_time 3500 ms :SERG2_6698 00D6: if 8118: not actor 5@ dead 004D: jump_if_false @SERG2_6733 0372: set_actor 5@ anim 0 wait_state_time 0 ms 0372: set_actor 5@ anim 14 wait_state_time 6000 ms :SERG2_6733 00D6: if 8118: not actor $3466 dead 004D: jump_if_false @SERG2_6768 0372: set_actor $3466 anim 0 wait_state_time 0 ms 0372: set_actor $3466 anim 14 wait_state_time 3000 ms :SERG2_6768 00D6: if 8118: not actor $3467 dead 004D: jump_if_false @SERG2_6803 0372: set_actor $3467 anim 0 wait_state_time 0 ms 0372: set_actor $3467 anim 14 wait_state_time 3500 ms :SERG2_6803 0004: $3484 = 2 // $ = int 0004: $3483 = 3 // $ = int :SERG2_6817 00D6: if and 0038: $3483 == 3 // $ == int 001A: 3 > $3484 // int > $ 004D: jump_if_false @SERG2_7268 01BD: $3474 = current_time_in_ms 0084: $3475 = $3474 // $ = $ int 0060: $3475 -= $3473 // $ -= $ int 00D6: if and 0018: $3475 > 4000 // $ > int 0038: $3485 == 0 // $ == int 004D: jump_if_false @SERG2_7131 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @SERG2_6913 01CC: actor 0@ kill_player $PLAYER_CHAR :SERG2_6913 00D6: if 8118: not actor 4@ dead 004D: jump_if_false @SERG2_6937 01CC: actor 4@ kill_player $PLAYER_CHAR :SERG2_6937 00D6: if 8118: not actor $3471 dead 004D: jump_if_false @SERG2_6961 01CC: actor $3471 kill_player $PLAYER_CHAR :SERG2_6961 00D6: if 8118: not actor $3472 dead 004D: jump_if_false @SERG2_6985 01CC: actor $3472 kill_player $PLAYER_CHAR :SERG2_6985 00D6: if 8118: not actor $3466 dead 004D: jump_if_false @SERG2_7077 011C: actor $3466 clear_objective 0372: set_actor $3466 anim 0 wait_state_time 0 ms 0319: set_actor $3466 running 1 00D6: if 8119: not car $3463 wrecked 004D: jump_if_false @SERG2_7053 01D4: actor $3466 go_to_car $3463 and_enter_it_as_a_passenger 0002: jump @SERG2_7077 :SERG2_7053 00D6: if 8119: not car $3461 wrecked 004D: jump_if_false @SERG2_7077 01D4: actor $3466 go_to_car $3461 and_enter_it_as_a_passenger :SERG2_7077 00D6: if 8118: not actor $3467 dead 004D: jump_if_false @SERG2_7124 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_7124 0004: $3485 = 1 // $ = int :SERG2_7131 00D6: if and 0018: $3475 > 6500 // $ > int 0038: $3485 == 1 // $ == int 004D: jump_if_false @SERG2_7268 00D6: if 8118: not actor 2@ dead 004D: jump_if_false @SERG2_7181 01CC: actor 2@ kill_player $PLAYER_CHAR :SERG2_7181 00D6: if 8118: not actor 5@ dead 004D: jump_if_false @SERG2_7254 011C: actor 5@ clear_objective 0372: set_actor 5@ anim 0 wait_state_time 0 ms 00D6: if 8119: not car $3461 wrecked 004D: jump_if_false @SERG2_7249 0319: set_actor 5@ running 1 01D4: actor 5@ go_to_car $3461 and_enter_it_as_a_passenger 0002: jump @SERG2_7254 :SERG2_7249 0193: set_actor 5@ objective_to_act_like_ped :SERG2_7254 0004: $3485 = 2 // $ = int 0004: $3484 = 3 // $ = int :SERG2_7268 0051: return :SERG2_7270 00D6: if and 0018: $3476 > 0 // $ > int 001A: 5 > $3476 // int > $ 004D: jump_if_false @SERG2_7302 0050: gosub @SERG2_7368 :SERG2_7302 00D6: if and 0018: $3476 > 4 // $ > int 001A: 9 > $3476 // int > $ 004D: jump_if_false @SERG2_7334 0050: gosub @SERG2_7504 :SERG2_7334 00D6: if and 0018: $3476 > 8 // $ > int 001A: 13 > $3476 // int > $ 004D: jump_if_false @SERG2_7366 0050: gosub @SERG2_7640 :SERG2_7366 0051: return :SERG2_7368 00D6: if and 8118: not actor $3466 dead 8118: not actor 5@ dead 004D: jump_if_false @SERG2_7502 0084: $3477 = $3476 // $ = $ int 0010: $3477 *= 1000 // $ *= int 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@ 00D6: if 8118: not actor $3467 dead 004D: jump_if_false @SERG2_7470 022F: set_actor $3467 stop_looking 022C: set_actor $3467 to_look_at_actor 5@ :SERG2_7470 0008: $3482 += 1 // $ += int 00D6: if 0018: $3482 > 2 // $ > int 004D: jump_if_false @SERG2_7502 0004: $3482 = 0 // $ = int :SERG2_7502 0051: return :SERG2_7504 00D6: if and 8118: not actor $3466 dead 8118: not actor $3467 dead 004D: jump_if_false @SERG2_7638 0084: $3477 = $3476 // $ = $ int 0010: $3477 *= 1000 // $ *= int 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 00D6: if 8118: not actor 5@ dead 004D: jump_if_false @SERG2_7606 022F: set_actor 5@ stop_looking 022C: set_actor 5@ to_look_at_actor $3467 :SERG2_7606 0008: $3482 += 1 // $ += int 00D6: if 0018: $3482 > 2 // $ > int 004D: jump_if_false @SERG2_7638 0004: $3482 = 0 // $ = int :SERG2_7638 0051: return :SERG2_7640 00D6: if and 8118: not actor $3467 dead 8118: not actor 5@ dead 004D: jump_if_false @SERG2_7774 0084: $3477 = $3476 // $ = $ int 0010: $3477 *= 750 // $ *= int 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@ 00D6: if 8118: not actor $3466 dead 004D: jump_if_false @SERG2_7742 022F: set_actor $3466 stop_looking 022C: set_actor $3466 to_look_at_actor $3467 :SERG2_7742 0008: $3482 += 1 // $ += int 00D6: if 0018: $3482 > 2 // $ > int 004D: jump_if_false @SERG2_7774 0004: $3482 = 0 // $ = int :SERG2_7774 0051: return :SERG2_7776 00D6: if 001A: 3 > $3483 // int > $ 004D: jump_if_false @SERG2_8158 00D6: if 0118: actor $3468 dead 004D: jump_if_false @SERG2_7822 0004: $3483 = 2 // $ = int 01C2: mark_actor_as_no_longer_needed $3468 :SERG2_7822 00D6: if 0118: actor $3469 dead 004D: jump_if_false @SERG2_7850 0004: $3483 = 2 // $ = int 01C2: mark_actor_as_no_longer_needed $3469 :SERG2_7850 00D6: if 0118: actor $3470 dead 004D: jump_if_false @SERG2_7878 0004: $3483 = 2 // $ = int 01C2: mark_actor_as_no_longer_needed $3470 :SERG2_7878 00D6: if 0118: actor $3471 dead 004D: jump_if_false @SERG2_7906 0004: $3483 = 2 // $ = int 01C2: mark_actor_as_no_longer_needed $3471 :SERG2_7906 00D6: if 0118: actor $3472 dead 004D: jump_if_false @SERG2_7934 0004: $3483 = 2 // $ = int 01C2: mark_actor_as_no_longer_needed $3472 :SERG2_7934 00D6: if 0118: actor 0@ dead 004D: jump_if_false @SERG2_7962 0004: $3483 = 2 // $ = int 01C2: mark_actor_as_no_longer_needed 0@ :SERG2_7962 00D6: if 0118: actor 1@ dead 004D: jump_if_false @SERG2_7990 0004: $3483 = 2 // $ = int 01C2: mark_actor_as_no_longer_needed 1@ :SERG2_7990 00D6: if 0118: actor 2@ dead 004D: jump_if_false @SERG2_8018 0004: $3483 = 2 // $ = int 01C2: mark_actor_as_no_longer_needed 2@ :SERG2_8018 00D6: if 0118: actor 3@ dead 004D: jump_if_false @SERG2_8046 0004: $3483 = 2 // $ = int 01C2: mark_actor_as_no_longer_needed 3@ :SERG2_8046 00D6: if 0118: actor 4@ dead 004D: jump_if_false @SERG2_8074 0004: $3483 = 2 // $ = int 01C2: mark_actor_as_no_longer_needed 4@ :SERG2_8074 00D6: if 0118: actor 5@ dead 004D: jump_if_false @SERG2_8102 0004: $3483 = 2 // $ = int 01C2: mark_actor_as_no_longer_needed 5@ :SERG2_8102 00D6: if 0118: actor $3466 dead 004D: jump_if_false @SERG2_8130 0004: $3483 = 2 // $ = int 01C2: mark_actor_as_no_longer_needed $3466 :SERG2_8130 00D6: if 0118: actor $3467 dead 004D: jump_if_false @SERG2_8158 0004: $3483 = 2 // $ = int 01C2: mark_actor_as_no_longer_needed $3467 :SERG2_8158 00D6: if 0038: $3488 == 1 // $ == int 004D: jump_if_false @SERG2_8798 00D6: if 001A: 3 > $3483 // int > $ 004D: jump_if_false @SERG2_8422 00D6: 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 004D: jump_if_false @SERG2_8285 00D6: if 0500: player $PLAYER_CHAR skin == 'PLAYER5' 004D: jump_if_false @SERG2_8285 0050: gosub @SERG2_8800 00D6: if 001A: 2 > $3483 // int > $ 004D: jump_if_false @SERG2_8285 0004: $3483 = 1 // $ = int :SERG2_8285 00D6: if or 00DE: player $PLAYER_CHAR driving_vehicle_type #FREEWAY 00DE: player $PLAYER_CHAR driving_vehicle_type #PCJ600 004D: jump_if_false @SERG2_8350 00D6: if 0500: player $PLAYER_CHAR skin == 'PLAYER5' 004D: jump_if_false @SERG2_8350 0050: gosub @SERG2_8800 0004: $3483 = 1 // $ = int :SERG2_8350 00D6: if 80E0: not player $PLAYER_CHAR in_any_car 004D: jump_if_false @SERG2_8422 00D6: if 0500: player $PLAYER_CHAR skin == 'PLAYER5' 004D: jump_if_false @SERG2_8422 0050: gosub @SERG2_8800 00D6: if 001A: 2 > $3483 // int > $ 004D: jump_if_false @SERG2_8422 0004: $3483 = 1 // $ = int :SERG2_8422 00D6: if and 00E0: player $PLAYER_CHAR in_any_car 847E: not player $PLAYER_CHAR on_any_bike 004D: jump_if_false @SERG2_8516 00D6: if 0548: player $PLAYER_CHAR check_for_ped_model #HNA #HNB radius 10.0 10.0 10.0 004D: jump_if_false @SERG2_8509 00D6: if 0500: player $PLAYER_CHAR skin == 'PLAYER5' 004D: jump_if_false @SERG2_8509 0050: gosub @SERG2_8800 :SERG2_8509 0002: jump @SERG2_8582 :SERG2_8516 00D6: if 0548: player $PLAYER_CHAR check_for_ped_model #HNA #HNB radius 15.0 15.0 15.0 004D: jump_if_false @SERG2_8582 00D6: if 0500: player $PLAYER_CHAR skin == 'PLAYER5' 004D: jump_if_false @SERG2_8582 0050: gosub @SERG2_8800 :SERG2_8582 00D6: if and 00DE: player $PLAYER_CHAR driving_vehicle_type #CUBAN 001A: 3 > $3483 // int > $ 004D: jump_if_false @SERG2_8646 00D6: if 0500: player $PLAYER_CHAR skin == 'PLAYER5' 004D: jump_if_false @SERG2_8639 0050: gosub @SERG2_8800 :SERG2_8639 0004: $3483 = 2 // $ = int :SERG2_8646 00D6: if and 02DF: player $PLAYER_CHAR aggressive 001A: 3 > $3483 // int > $ 004D: jump_if_false @SERG2_8676 0004: $3483 = 2 // $ = int :SERG2_8676 00D6: if 8118: not actor $3466 dead 004D: jump_if_false @SERG2_8798 00D6: if and 00FB: player $PLAYER_CHAR 0 $3466 radius 20.0 20.0 20.0 001A: 3 > $3483 // int > $ 004D: jump_if_false @SERG2_8798 00D6: if 0500: player $PLAYER_CHAR skin == 'PLAYER5' 004D: jump_if_false @SERG2_8766 0050: gosub @SERG2_8800 :SERG2_8766 0004: $3483 = 2 // $ = int 00D6: if 82D7: not player $PLAYER_CHAR current_weapon == 0 004D: jump_if_false @SERG2_8798 0004: $3483 = 3 // $ = int :SERG2_8798 0051: return :SERG2_8800 0004: $3487 = 1 // $ = int 00D6: if 0038: $3490 == 0 // $ == int 004D: jump_if_false @SERG2_8866 00BC: text_highpriority 'TEX_2A' time 5000 1 018C: play_sound 1 at 0.0 0.0 0.0 0004: $3490 = 1 // $ = int :SERG2_8866 0051: return :SERG2_8868 00D6: if 8118: not actor $3466 dead 004D: jump_if_false @SERG2_8947 00D6: if or 8056: not player $PLAYER_CHAR 0 12@ 13@ 14@ 15@ 80A3: not actor $3466 0 12@ 13@ 14@ 15@ 004D: jump_if_false @SERG2_8940 01EB: set_traffic_density_multiplier_to 1.0 :SERG2_8940 0002: jump @SERG2_8954 :SERG2_8947 01EB: set_traffic_density_multiplier_to 1.0 :SERG2_8954 00D6: if 8121: not player $PLAYER_CHAR in_zone 'HAITI' 004D: jump_if_false @SERG2_8988 01C2: mark_actor_as_no_longer_needed 6@ 01C2: mark_actor_as_no_longer_needed 7@ :SERG2_8988 0051: return :SERG2_8990 00D6: if 01FC: player $PLAYER_CHAR near_car $3495 radius 20.0 20.0 0 004D: jump_if_false @SERG2_9038 00AD: set_car $3495 max_speed_to 30.0 0002: jump @SERG2_9048 :SERG2_9038 00AD: set_car $3495 max_speed_to 20.0 :SERG2_9048 00D6: if 0038: $3486 == 0 // $ == int 004D: jump_if_false @SERG2_9321 01EB: set_traffic_density_multiplier_to 1.0 01EC: make_car $3495 very_heavy 0 00AA: store_car $3495 position_to $3499 $3500 $3501 0407: create_coordinate $1599 $1600 $3508 from_car $3495 offset 0.0 -15.0 0.0 0086: $1601 = $3508 // $ = $ float 02CE: $3508 = ground_z $1599 $1600 $3508 0086: $3509 = $3501 // $ = $ float 0009: $3509 += 1.0 // $ += float 00D6: if and 0024: $3501 > $3508 // $ > $ float 00E3: player $PLAYER_CHAR 0 $1599 $1600 radius 8.0 8.0 004D: jump_if_false @SERG2_9321 0061: $1599 -= $3499 // $ -= $ float 0061: $1600 -= $3500 // $ -= $ float 0061: $1601 -= $3501 // $ -= $ float 0009: $1601 += 4.0 // $ += float 0107: $3502 = create_object #JW_COFFIN at $3499 $3500 $3501 0382: set_object $3502 collision_detection 1 0392: object $3502 toggle_in_moving_list 1 035C: place_object $3502 relative_to_car $3495 offset 0.0 -0.6 0.1 050E: sort_out_object $3502 collision_with_car $3495 038C: object $3502 scatter $1599 $1600 $1601 0004: $3486 = 1 // $ = int :SERG2_9321 00D6: if 0038: $3486 == 1 // $ == int 004D: jump_if_false @SERG2_9465 00D6: if 0366: object $3502 damaged 004D: jump_if_false @SERG2_9401 01BB: store_object $3502 position_to $1599 $1600 $1601 020C: create_explosion 1 at $1599 $1600 $1601 0108: destroy_object $3502 0004: $3486 = 0 // $ = int 0002: jump @SERG2_9465 :SERG2_9401 00D6: if 8471: not actor $PLAYER_ACTOR within_object $3502 rectangle 15.0 15.0 sphere 0 004D: jump_if_false @SERG2_9465 00D6: if 82CC: not object $3502 bounding_sphere_visible 004D: jump_if_false @SERG2_9465 0108: destroy_object $3502 0004: $3486 = 2 // $ = int 01BD: $3505 = current_time_in_ms :SERG2_9465 00D6: if 0038: $3486 == 2 // $ == int 004D: jump_if_false @SERG2_9530 01BD: $3507 = current_time_in_ms 0084: $3506 = $3507 // $ = $ int 0060: $3506 -= $3505 // $ -= $ int 00D6: if 0018: $3506 > 3000 // $ > int 004D: jump_if_false @SERG2_9530 0004: $3486 = 0 // $ = int :SERG2_9530 0051: return :SERG2_9532 00D6: if 0038: $3492 == 0 // $ == int 004D: jump_if_false @SERG2_9657 00AD: set_car $3495 max_speed_to 15.0 00AE: set_vehicle $3495 traffic_behavior_to 2 00A7: car $3495 drive_to -1062.0 -117.0 11.0 0190: add_vehicle $3495 to_flipped_check 03CC: add_stuck_car_check $3495 distance 1.5 time 2000 050B: open_trunk_of_car $3495 00D6: if 8119: not car $3461 wrecked 004D: jump_if_false @SERG2_9650 00AD: set_car $3461 max_speed_to 30.0 00AE: set_vehicle $3461 traffic_behavior_to 3 00AF: set_car $3461 driver_behaviour_to 2 :SERG2_9650 0004: $3492 = 1 // $ = int :SERG2_9657 00D6: if 0038: $3492 == 1 // $ == int 004D: jump_if_false @SERG2_10608 00D6: if 0038: $3478 == 1 // $ == int 004D: jump_if_false @SERG2_9716 00D6: if 83CE: not car $3495 stuck 004D: jump_if_false @SERG2_9716 0004: $3478 = 0 // $ = int :SERG2_9716 00D6: if 03CE: car $3495 stuck 004D: jump_if_false @SERG2_9844 00D6: if 0038: $3478 == 0 // $ == int 004D: jump_if_false @SERG2_9762 01BD: $3480 = current_time_in_ms 0004: $3478 = 1 // $ = int :SERG2_9762 00D6: if 0038: $3478 == 1 // $ == int 004D: jump_if_false @SERG2_9837 01BD: $3479 = current_time_in_ms 0084: $3481 = $3479 // $ = $ int 0060: $3481 -= $3480 // $ -= $ int 00D6: if 0018: $3481 > 3000 // $ > int 004D: jump_if_false @SERG2_9837 0477: set_car $3495 action 2 time 500 0004: $3478 = 0 // $ = int :SERG2_9837 0002: jump @SERG2_10518 :SERG2_9844 00D6: if 0038: $3503 == 0 // $ == int 004D: jump_if_false @SERG2_9937 00D6: if 01AD: car $3495 sphere 0 near_point -1062.0 -117.0 radius 10.0 10.0 004D: jump_if_false @SERG2_9937 00A7: car $3495 drive_to -872.0 -284.0 11.0 00AD: set_car $3495 max_speed_to 25.0 0004: $3503 = 1 // $ = int :SERG2_9937 00D6: if 0038: $3503 == 1 // $ == int 004D: jump_if_false @SERG2_10020 00D6: if 01AD: car $3495 sphere 0 near_point -872.0 -284.0 radius 10.0 10.0 004D: jump_if_false @SERG2_10020 00A7: car $3495 drive_to -854.0 -498.0 11.0 0004: $3503 = 2 // $ = int :SERG2_10020 00D6: if 0038: $3503 == 2 // $ == int 004D: jump_if_false @SERG2_10103 00D6: if 01AD: car $3495 sphere 0 near_point -854.0 -498.0 radius 10.0 10.0 004D: jump_if_false @SERG2_10103 00A7: car $3495 drive_to 154.0 -445.0 11.0 0004: $3503 = 3 // $ = int :SERG2_10103 00D6: if 0038: $3503 == 3 // $ == int 004D: jump_if_false @SERG2_10186 00D6: if 01AD: car $3495 sphere 0 near_point 154.0 -445.0 radius 10.0 10.0 004D: jump_if_false @SERG2_10186 00A7: car $3495 drive_to 321.0 -54.0 11.0 0004: $3503 = 4 // $ = int :SERG2_10186 00D6: if 0038: $3503 == 4 // $ == int 004D: jump_if_false @SERG2_10269 00D6: if 01AD: car $3495 sphere 0 near_point 321.0 -54.0 radius 10.0 10.0 004D: jump_if_false @SERG2_10269 00A7: car $3495 drive_to 410.0 41.0 11.0 0004: $3503 = 5 // $ = int :SERG2_10269 00D6: if 0038: $3503 == 5 // $ == int 004D: jump_if_false @SERG2_10352 00D6: if 01AD: car $3495 sphere 0 near_point 410.0 41.0 radius 10.0 10.0 004D: jump_if_false @SERG2_10352 00A7: car $3495 drive_to 295.0 230.0 11.0 0004: $3503 = 6 // $ = int :SERG2_10352 00D6: if 0038: $3503 == 6 // $ == int 004D: jump_if_false @SERG2_10435 00D6: if 01AD: car $3495 sphere 0 near_point 295.0 230.0 radius 10.0 10.0 004D: jump_if_false @SERG2_10435 00A7: car $3495 drive_to -814.0 36.0 11.0 0004: $3503 = 7 // $ = int :SERG2_10435 00D6: if 0038: $3503 == 7 // $ == int 004D: jump_if_false @SERG2_10518 00D6: if 01AD: car $3495 sphere 0 near_point -814.0 36.0 radius 10.0 10.0 004D: jump_if_false @SERG2_10518 00A7: car $3495 drive_to -854.0 -498.0 11.0 0004: $3503 = 2 // $ = int :SERG2_10518 00D6: if or 8185: not car $3495 health >= 350 018F: vehicle $3495 flipped 00DC: player $PLAYER_CHAR in_car $3495 004D: jump_if_false @SERG2_10608 01CE: actor $3466 avoid_player $PLAYER_CHAR 00AD: set_car $3495 max_speed_to 0.0 00D6: if 8118: not actor $3470 dead 004D: jump_if_false @SERG2_10601 01B2: give_actor $3470 weapon 22 ammo 60 // Load the weapon model before using this 01CA: actor $3470 kill_player $PLAYER_CHAR :SERG2_10601 0004: $3492 = 2 // $ = int :SERG2_10608 0051: return //-------------Mission 21--------------- // Originally: No Escape? :BANKJO1 03A4: name_thread 'BANKJO1' 0050: gosub @BANKJO1_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @BANKJO1_37 0050: gosub @BANKJO1_7635 :BANKJO1_37 0050: gosub @BANKJO1_7718 004E: end_thread :BANKJO1_46 0004: $ONMISSION = 1 // $ = int 0004: $986 = 0 // $ = int 0004: $997 = 1 // $ = int 0317: increment_mission_attempts 0004: $3511 = 0 // $ = int 0004: $3513 = 0 // $ = int 0004: $3514 = 0 // $ = int 0004: $3515 = 0 // $ = int 0004: $3518 = 0 // $ = int 0004: $3519 = 0 // $ = int 0004: $3520 = 0 // $ = int 0004: $3521 = 0 // $ = int 0004: $3522 = 0 // $ = int 0004: $3523 = 0 // $ = int 0004: $3524 = 0 // $ = int 0004: $3525 = 0 // $ = int 0004: $3526 = 0 // $ = int 0004: $3527 = 100 // $ = int 0004: $3529 = 0 // $ = int 0004: $3530 = 0 // $ = int 0004: $3531 = 0 // $ = int 0004: $3532 = 0 // $ = int 0004: $3533 = 0 // $ = int 0004: $3534 = 0 // $ = int 0004: $3535 = 0 // $ = int 0004: $3536 = 0 // $ = int 0004: $3537 = 0 // $ = int 0004: $3538 = 100 // $ = int 0004: $3540 = 0 // $ = int 0004: $3541 = 0 // $ = int 0004: $3542 = 0 // $ = int 0004: $3543 = 0 // $ = int 0004: $3544 = 0 // $ = int 0004: $3545 = 0 // $ = int 0004: $3546 = 0 // $ = int 0004: $3547 = 0 // $ = int 0004: $3548 = 0 // $ = int 0004: $3549 = 100 // $ = int 0004: $3551 = 0 // $ = int 0004: $3552 = 0 // $ = int 0004: $3553 = 0 // $ = int 0004: $3554 = 0 // $ = int 0004: $3555 = 0 // $ = int 0004: $3556 = 0 // $ = int 0004: $3557 = 0 // $ = int 0004: $3558 = 0 // $ = int 0004: $3559 = 0 // $ = int 0004: $3560 = 100 // $ = int 0004: $3562 = 0 // $ = int 0004: $3563 = 0 // $ = int 0004: $3564 = 100 // $ = int 0004: $3566 = 0 // $ = int 0004: $3567 = 0 // $ = int 0004: $3568 = 0 // $ = int 0004: $3569 = 0 // $ = int 0004: $3570 = 0 // $ = int 0004: $3571 = 0 // $ = int 0004: $3572 = 0 // $ = int 0004: $3573 = 0 // $ = int 0004: $3574 = 0 // $ = int 0004: $3575 = 100 // $ = int 0004: $3577 = 0 // $ = int 0004: $3578 = 0 // $ = int 0004: $3579 = 100 // $ = int 0004: $3580 = 0 // $ = int 0004: $3582 = 0 // $ = int 0004: $3583 = 0 // $ = int 0004: $3584 = 100 // $ = int 0004: $3586 = 0 // $ = int 0004: $3587 = 0 // $ = int 0004: $3588 = 100 // $ = int 0004: $3590 = 0 // $ = int 0004: $3591 = 0 // $ = int 0004: $3592 = 100 // $ = int 0004: $3594 = 0 // $ = int 0004: $3595 = 0 // $ = int 0004: $3596 = 100 // $ = int 0004: $3597 = 0 // $ = int 0004: $3598 = 0 // $ = int 0004: $3599 = 0 // $ = int 0005: $3600 = 0.0 // $ = float 0005: $3601 = 0.0 // $ = float 0005: $3602 = 0.0 // $ = float 0004: $3606 = 0 // $ = int 0004: $3607 = 0 // $ = int 0004: $3608 = 0 // $ = int 0004: $3609 = 0 // $ = int 0004: $3610 = 0 // $ = int 0004: $3611 = 0 // $ = int 0004: $3612 = 0 // $ = int 0004: $3613 = 0 // $ = int 0004: $3631 = 0 // $ = int 0004: $3632 = 0 // $ = int 0004: $3633 = 0 // $ = int 0004: $3615 = 0 // $ = int 0004: $3617 = 0 // $ = int 0004: $3619 = 0 // $ = int 0004: $3621 = 0 // $ = int 0004: $3623 = 0 // $ = int 0004: $3625 = 0 // $ = int 0004: $3627 = 0 // $ = int 0004: $3629 = 0 // $ = int 0004: $3630 = 0 // $ = int 0004: $3634 = 0 // $ = int 0004: $3635 = 0 // $ = int 0004: $3643 = 0 // $ = int 0004: $3638 = 0 // $ = int 0004: $3639 = 0 // $ = int 0004: $3640 = 0 // $ = int 0004: $3641 = 0 // $ = int 0004: $3642 = 0 // $ = int 0004: $3644 = 1 // $ = int 0004: $3645 = 1 // $ = int 0004: $3646 = 1 // $ = int 0004: $3647 = 1 // $ = int 0004: $3648 = 1 // $ = int 0004: $3649 = 1 // $ = int 0004: $3650 = 1 // $ = int 0004: $3651 = 1 // $ = int 0004: $3652 = 0 // $ = int 0004: $3654 = 0 // $ = int 0004: $3655 = 0 // $ = int 0004: $3656 = 0 // $ = int 0004: $3657 = 0 // $ = int 0004: $3658 = 0 // $ = int 0004: $3659 = 0 // $ = int 0004: $3660 = 0 // $ = int 0004: $3661 = 0 // $ = int 0004: $3662 = 0 // $ = int 0004: $3663 = 0 // $ = int 0004: $3666 = 0 // $ = int 0004: $3668 = 0 // $ = int 0004: $3671 = 0 // $ = int 0004: $3673 = 0 // $ = int 0001: wait 0 ms 054C: use_GXT_table 'BANKJ1' 058E: set_restart_mission_taxi_destination 512.591 -74.9 9.573 189.24 0215: destroy_pickup $1297 0215: destroy_pickup $1298 0215: destroy_pickup $1284 0215: destroy_pickup $1285 0215: destroy_pickup $1286 0215: destroy_pickup $1287 0215: destroy_pickup $1288 0215: destroy_pickup $1289 0215: destroy_pickup $1290 0215: destroy_pickup $1291 0215: destroy_pickup $1292 0215: destroy_pickup $1296 0215: destroy_pickup $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 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @BANKJO1_1328 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 038B: load_requested_models 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @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' 04BB: select_interiour 17 // select render area 03CB: load_scene 481.03 -64.21 8.98 038B: load_requested_models :BANKJO1_1401 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 004D: jump_if_false @BANKJO1_1441 0001: wait 0 ms 0002: 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: set_cutscene_anim 'GCFAN' to_loop 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 9.8 range 1.0 0055: put_player $PLAYER_CHAR at 493.1 -82.4 9.8 0171: set_player $PLAYER_CHAR z_angle_to 220.0 016A: fade 1 2000 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :BANKJO1_1643 00D6: if 001A: 9500 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO1_1678 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO1_1643 :BANKJO1_1678 00BC: text_highpriority 'BJM1_A' time 10000 1 :BANKJO1_1693 00D6: if 001A: 13934 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO1_1728 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO1_1693 :BANKJO1_1728 00BC: text_highpriority 'BJM1_B' time 10000 1 :BANKJO1_1743 00D6: if 001A: 17483 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO1_1778 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO1_1743 :BANKJO1_1778 00BC: text_highpriority 'BJM1_C' time 10000 1 :BANKJO1_1793 00D6: if 001A: 20276 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO1_1828 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO1_1793 :BANKJO1_1828 00BC: text_highpriority 'BJM1_D' time 10000 1 :BANKJO1_1843 00D6: if 001A: 25517 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO1_1878 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO1_1843 :BANKJO1_1878 00BC: text_highpriority 'BJM1_E' time 10000 1 :BANKJO1_1893 00D6: if 001A: 27000 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO1_1928 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO1_1893 :BANKJO1_1928 00BC: text_highpriority 'BJM1_F' time 10000 1 :BANKJO1_1943 00D6: if 001A: 33662 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO1_1980 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO1_1943 :BANKJO1_1980 00BC: text_highpriority 'BJM1_G' time 10000 1 :BANKJO1_1995 00D6: if 001A: 36542 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO1_2032 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO1_1995 :BANKJO1_2032 00BC: text_highpriority 'BJM1_H' time 10000 1 :BANKJO1_2047 00D6: if 001A: 38100 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO1_2084 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO1_2047 :BANKJO1_2084 00BC: text_highpriority 'BJM1_I' time 10000 1 :BANKJO1_2099 00D6: if 001A: 40677 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO1_2136 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO1_2099 :BANKJO1_2136 00BC: text_highpriority 'BJM1_J' time 10000 1 :BANKJO1_2151 00D6: if 001A: 43072 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO1_2188 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO1_2151 :BANKJO1_2188 00BE: text_clear_all :BANKJO1_2190 00D6: if 001A: 47316 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO1_2227 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO1_2190 :BANKJO1_2227 00BE: text_clear_all 016A: fade 0 2000 ms :BANKJO1_2236 00D6: if 016B: fading 004D: jump_if_false @BANKJO1_2260 0001: wait 0 ms 0002: jump @BANKJO1_2236 :BANKJO1_2260 00BA: text_styled 'BEACH3' 3000 ms 2 04FA: clear_extra_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 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0373: set_camera_directly_behind_player 04BB: select_interiour 0 // select render area 03CB: load_scene 493.1 -82.4 9.8 0004: $986 = 0 // $ = int 04E3: set_player $PLAYER_CHAR mood 0 duration 60000 00D6: if 8366: not object $1809 damaged 004D: jump_if_false @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 0164: disable_marker $3516 03BC: $3637 = create_sphere 385.13 -509.0 8.0 1.0 03BD: destroy_sphere $3637 0169: set_fade_color 0 0 0 0001: wait 500 ms 016A: fade 1 2000 ms 0247: request_model #COP 023C: load_special_actor 3 'IGMIKE' 0247: request_model #UZI 0247: request_model #SENTINEL :BANKJO1_2489 00D6: if or 8248: not model #COP available 8248: not model #UZI available 823D: not special_actor 3 loaded 8248: not model #SENTINEL available 004D: jump_if_false @BANKJO1_2529 0001: wait 0 ms 0002: jump @BANKJO1_2489 :BANKJO1_2529 0213: $3670 = create_pickup #HEALTH type 3 at 366.9 -491.8 13.5 009A: $3510 = create_actor_pedtype 4 model #SPECIAL03 at 381.528 -504.34 8.4 01ED: clear_actor $3510 threat_search 0173: set_actor $3510 z_angle_to 132.535 04F5: set_actor $3510 as_player_friend $PLAYER_CHAR flag 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' time 4000 1 0187: $3512 = create_marker_above_actor $3510 009A: $3517 = create_actor_pedtype 4 model #COP at 388.3 -473.9 11.34 0008: $3632 += 1 // $ += int 0243: set_actor $3517 ped_stats_to 16 01ED: clear_actor $3517 threat_search 0173: set_actor $3517 z_angle_to 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 009A: $3528 = create_actor_pedtype 4 model #COP at 387.58 -471.051 11.35 0008: $3632 += 1 // $ += int 0243: set_actor $3528 ped_stats_to 16 01ED: clear_actor $3528 threat_search 0350: set_actor $3528 maintain_position_when_attacked 1 0173: set_actor $3528 z_angle_to 352.371 0372: set_actor $3528 anim 21 wait_state_time 1000000 ms 009A: $3539 = create_actor_pedtype 4 model #COP at 384.196 -472.554 11.35 0008: $3632 += 1 // $ += int 0243: set_actor $3539 ped_stats_to 16 01ED: clear_actor $3539 threat_search 0350: set_actor $3539 maintain_position_when_attacked 1 0173: set_actor $3539 z_angle_to 105.497 0372: set_actor $3539 anim 21 wait_state_time 1000000 ms 009A: $3550 = create_actor_pedtype 4 model #COP at 363.709 -475.485 12.83 0008: $3632 += 1 // $ += int 0243: set_actor $3550 ped_stats_to 16 01ED: clear_actor $3550 threat_search 0350: set_actor $3550 maintain_position_when_attacked 1 0173: set_actor $3550 z_angle_to 11.32 0372: set_actor $3550 anim 21 wait_state_time 1000000 ms 009A: $3561 = create_actor_pedtype 4 model #COP at 362.483 -485.782 12.83 0008: $3632 += 1 // $ += int 0243: set_actor $3561 ped_stats_to 16 01ED: clear_actor $3561 threat_search 0350: set_actor $3561 maintain_position_when_attacked 1 0173: set_actor $3561 z_angle_to 137.47 0372: set_actor $3561 anim 19 wait_state_time 1000000 ms 009A: $3565 = create_actor_pedtype 4 model #COP at 400.053 -493.559 9.87 0008: $3632 += 1 // $ += int 0243: set_actor $3565 ped_stats_to 16 01ED: clear_actor $3565 threat_search 0350: set_actor $3565 maintain_position_when_attacked 1 0173: set_actor $3565 z_angle_to 326.965 0372: set_actor $3565 anim 21 wait_state_time 1000000 ms 009A: $3581 = create_actor_pedtype 4 model #COP at 360.686 -487.4 12.8 0008: $3632 += 1 // $ += int 0243: set_actor $3581 ped_stats_to 16 01ED: clear_actor $3581 threat_search 0350: set_actor $3581 maintain_position_when_attacked 1 0173: set_actor $3581 z_angle_to 289.756 0372: set_actor $3581 anim 21 wait_state_time 1000000 ms 009A: $3585 = create_actor_pedtype 4 model #COP at 369.358 -477.192 12.83 0008: $3632 += 1 // $ += int 0243: set_actor $3585 ped_stats_to 16 01ED: clear_actor $3585 threat_search 0173: set_actor $3585 z_angle_to 168.022 0372: set_actor $3585 anim 21 wait_state_time 1000000 ms 009A: $3589 = create_actor_pedtype 4 model #COP at 373.331 -477.744 12.8 0008: $3632 += 1 // $ += int 0243: set_actor $3589 ped_stats_to 16 01ED: clear_actor $3589 threat_search 0173: set_actor $3589 z_angle_to 177.095 0372: set_actor $3589 anim 21 wait_state_time 1000000 ms 009A: $3576 = create_actor_pedtype 4 model #COP at 371.0 -482.2 12.8 0008: $3632 += 1 // $ += int 0243: set_actor $3576 ped_stats_to 16 01ED: clear_actor $3576 threat_search 0173: set_actor $3576 z_angle_to 47.54 0372: set_actor $3576 anim 25 wait_state_time 1000 ms 0004: $3580 = 1 // $ = int 009A: $3593 = create_actor_pedtype 4 model #COP at 372.118 -490.603 12.831 0008: $3632 += 1 // $ += int 0243: set_actor $3593 ped_stats_to 16 01ED: clear_actor $3593 threat_search 0173: set_actor $3593 z_angle_to 232.192 0372: set_actor $3593 anim 25 wait_state_time 1000 ms 0004: $3597 = 1 // $ = int 0213: $3604 = create_pickup #KEYCARD type 3 at 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 0004: $123 = 1 // $ = int 0006: TIMERA = 0 // @ = int :BANKJO1_3519 00D6: if or 8101: not actor $3510 stopped_near_point -829.62 -898.8 10.11 radius 3.0 3.0 6.0 sphere $123 010F: player $PLAYER_CHAR wanted_level > 0 004D: jump_if_false @BANKJO1_6481 0001: wait 0 ms 00D6: if 0038: $3673 == 0 // $ == int 004D: jump_if_false @BANKJO1_3679 00D6: if 0038: $3513 == 1 // $ == int 004D: jump_if_false @BANKJO1_3679 0395: clear_area 0 at 381.942 -449.662 9.078 range 4.0 00A5: $3672 = create_car #SENTINEL at 381.942 -449.662 9.078 0175: set_car $3672 z_angle_to 123.277 0004: $3673 = 1 // $ = int :BANKJO1_3679 00D6: 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 004D: jump_if_false @BANKJO1_3764 00D6: if 0038: $3668 == 0 // $ == int 004D: jump_if_false @BANKJO1_3764 0006: TIMERB = 0 // @ = int 0004: $3668 = 1 // $ = int :BANKJO1_3764 00D6: if 0038: $3598 == 0 // $ == int 004D: jump_if_false @BANKJO1_4646 00D6: 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 004D: jump_if_false @BANKJO1_4214 00D6: if 0029: TIMERB >= 3000 // @ >= int 004D: jump_if_false @BANKJO1_4214 00D6: if 0038: $3609 == 0 // $ == int 004D: jump_if_false @BANKJO1_4129 00D6: if 0038: $3663 == 0 // $ == int 004D: jump_if_false @BANKJO1_4122 00BC: text_highpriority 'BJM1_3' time 6000 1 0004: $3663 = 1 // $ = int :BANKJO1_4122 0002: jump @BANKJO1_4214 :BANKJO1_4129 00D6: if 0038: $3606 == 0 // $ == int 004D: jump_if_false @BANKJO1_4214 00D6: if 0038: $3661 == 0 // $ == int 004D: jump_if_false @BANKJO1_4214 00D6: if 0029: TIMERA >= 6000 // @ >= int 004D: jump_if_false @BANKJO1_4214 00BC: text_highpriority 'BJM1_21' time 5000 1 03DC: $3605 = create_marker_above_pickup $3604 0004: $3661 = 1 // $ = int :BANKJO1_4214 00D6: 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 004D: jump_if_false @BANKJO1_4646 00D6: if 0019: TIMERB > 4000 // @ > int 004D: jump_if_false @BANKJO1_4646 00D6: if 0038: $3609 == 0 // $ == int 004D: jump_if_false @BANKJO1_4561 00D6: if 0038: $3663 == 0 // $ == int 004D: jump_if_false @BANKJO1_4554 00BC: text_highpriority 'BJM1_3' time 6000 1 0004: $3663 = 1 // $ = int :BANKJO1_4554 0002: jump @BANKJO1_4646 :BANKJO1_4561 00D6: if 0038: $3606 == 0 // $ == int 004D: jump_if_false @BANKJO1_4646 00D6: if 0038: $3661 == 0 // $ == int 004D: jump_if_false @BANKJO1_4646 00D6: if 0019: TIMERA > 6000 // @ > int 004D: jump_if_false @BANKJO1_4646 00BC: text_highpriority 'BJM1_21' time 5000 1 03DC: $3605 = create_marker_above_pickup $3604 0004: $3661 = 1 // $ = int :BANKJO1_4646 01BD: $3654 = current_time_in_ms 00D6: if 0038: $3598 == 1 // $ == int 004D: jump_if_false @BANKJO1_4855 00D6: if 0038: $3657 == 0 // $ == int 004D: jump_if_false @BANKJO1_4702 0084: $3655 = $3654 // $ = $ int 0004: $3657 = 1 // $ = int :BANKJO1_4702 00D6: if 0038: $3657 == 1 // $ == int 004D: jump_if_false @BANKJO1_4762 0084: $3656 = $3654 // $ = $ int 0060: $3656 -= $3655 // $ -= $ int 00D6: if 0028: $3656 >= 2000 // $ >= int 004D: jump_if_false @BANKJO1_4762 0004: $3657 = 2 // $ = int :BANKJO1_4762 00D6: if 0038: $3658 == 0 // $ == int 004D: jump_if_false @BANKJO1_4795 0084: $3660 = $3654 // $ = $ int 0004: $3658 = 1 // $ = int :BANKJO1_4795 00D6: if 0038: $3658 == 1 // $ == int 004D: jump_if_false @BANKJO1_4855 0084: $3659 = $3654 // $ = $ int 0060: $3659 -= $3660 // $ -= $ int 00D6: if 0028: $3659 >= 2000 // $ >= int 004D: jump_if_false @BANKJO1_4855 0004: $3658 = 2 // $ = int :BANKJO1_4855 00D6: if 0038: $3642 == 0 // $ == int 004D: jump_if_false @BANKJO1_4887 0006: TIMERB = 0 // @ = int 0004: $3642 = 1 // $ = int :BANKJO1_4887 00D6: if 0038: $3642 == 1 // $ == int 004D: jump_if_false @BANKJO1_4996 00D6: if 0029: TIMERB >= 1000 // @ >= int 004D: jump_if_false @BANKJO1_4996 00D6: if 0038: $3598 == 1 // $ == int 004D: jump_if_false @BANKJO1_4996 00D6: if 0038: $3643 == 0 // $ == int 004D: jump_if_false @BANKJO1_4996 018D: $3603 = create_sound 0 at 385.49 -509.0 9.6 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 4 0004: $3643 = 1 // $ = int :BANKJO1_4996 0054: store_player $PLAYER_CHAR position_to $3600 $3601 $3602 00D6: if 0038: $3598 == 0 // $ == int 004D: jump_if_false @BANKJO1_5091 00D6: if 00E7: player $PLAYER_CHAR stopped 0 407.9 -486.35 radius 1.0 1.0 004D: jump_if_false @BANKJO1_5091 00D6: if 0038: $3609 == 0 // $ == int 004D: jump_if_false @BANKJO1_5091 0050: gosub @BANKJO1_24767 :BANKJO1_5091 00D6: if 0038: $3608 == 0 // $ == int 004D: jump_if_false @BANKJO1_5116 0050: gosub @BANKJO1_17095 :BANKJO1_5116 00D6: if 0038: $3598 == 0 // $ == int 004D: jump_if_false @BANKJO1_5176 0050: gosub @BANKJO1_21579 0050: gosub @BANKJO1_19459 0050: gosub @BANKJO1_20990 0050: gosub @BANKJO1_25572 0050: gosub @BANKJO1_22155 0002: jump @BANKJO1_5181 :BANKJO1_5176 03BD: destroy_sphere $3636 :BANKJO1_5181 0050: gosub @BANKJO1_8331 0050: gosub @BANKJO1_10336 00D6: if 0038: $3511 == 0 // $ == int 004D: jump_if_false @BANKJO1_6225 00D6: if or 0118: actor $3510 dead 0038: $3635 == 1 // $ == int 004D: jump_if_false @BANKJO1_5338 040D: unload_wav 1 040D: unload_wav 2 00BC: text_highpriority 'BJM1_2' time 5000 1 0164: disable_marker $3512 00D6: 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 004D: jump_if_false @BANKJO1_5324 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 4 :BANKJO1_5324 0002: jump @BANKJO1_7635 0004: $3511 = 1 // $ = int :BANKJO1_5338 00D6: if 0038: $3513 == 0 // $ == int 004D: jump_if_false @BANKJO1_5730 00D6: if 0038: $3608 == 1 // $ == int 004D: jump_if_false @BANKJO1_5718 00D6: if 00FC: player $PLAYER_CHAR 0 $3510 on_foot radius 4.0 4.0 4.0 004D: jump_if_false @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 0164: disable_marker $3512 0004: $3598 = 1 // $ = int 00D6: if 0038: $3640 == 0 // $ == int 004D: jump_if_false @BANKJO1_5711 00D6: if 0038: $3641 == 0 // $ == int 004D: jump_if_false @BANKJO1_5502 03CF: load_wav 'BNK1_12' as 1 0004: $3641 = 1 // $ = int :BANKJO1_5502 00D6: if 0038: $3641 == 1 // $ == int 004D: jump_if_false @BANKJO1_5542 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @BANKJO1_5542 0004: $3641 = 2 // $ = int :BANKJO1_5542 00D6: if 0038: $3641 == 2 // $ == int 004D: jump_if_false @BANKJO1_5588 03D1: play_wav 1 00BC: text_highpriority 'BNK1_12' time 100000 1 0004: $3641 = 3 // $ = int :BANKJO1_5588 00D6: if 0038: $3641 == 3 // $ == int 004D: jump_if_false @BANKJO1_5645 00D6: if 03D2: wav 1 ended 004D: jump_if_false @BANKJO1_5645 03D5: remove_text 'BNK1_12' 0004: $3513 = 1 // $ = int 0004: $3641 = 4 // $ = int :BANKJO1_5645 00D6: if 0038: $3641 == 4 // $ == int 004D: jump_if_false @BANKJO1_5711 018A: $3669 = create_checkpoint_at -3.8 -1265.8 12.0 0004: $3515 = 1 // $ = int 0004: $3640 = 1 // $ = int 0004: $3599 = 1 // $ = int 0004: $3641 = 5 // $ = int :BANKJO1_5711 0002: jump @BANKJO1_5730 :BANKJO1_5718 0372: set_actor $3510 anim 24 wait_state_time 1000000 ms :BANKJO1_5730 00D6: if 0038: $3513 == 1 // $ == int 004D: jump_if_false @BANKJO1_6225 00D6: if 0038: $3599 == 1 // $ == int 004D: jump_if_false @BANKJO1_6151 00D6: if 010F: player $PLAYER_CHAR wanted_level > 0 004D: jump_if_false @BANKJO1_5913 00D6: if 0038: $3640 == 1 // $ == int 004D: jump_if_false @BANKJO1_5869 00D6: if 0038: $3515 == 0 // $ == int 004D: jump_if_false @BANKJO1_5869 00BC: text_highpriority 'WANTED1' time 5000 1 018A: $3669 = create_checkpoint_at -3.8 -1265.8 12.0 0004: $123 = 0 // $ = int 0004: $3515 = 1 // $ = int :BANKJO1_5869 00D6: if 0038: $3514 == 1 // $ == int 004D: jump_if_false @BANKJO1_5906 0004: $123 = 0 // $ = int 0164: disable_marker $3516 0004: $3514 = 0 // $ = int :BANKJO1_5906 0002: jump @BANKJO1_6028 :BANKJO1_5913 00D6: if 0038: $3515 == 1 // $ == int 004D: jump_if_false @BANKJO1_5943 0164: disable_marker $3669 0004: $3515 = 0 // $ = int :BANKJO1_5943 00D6: if 0038: $3640 == 1 // $ == int 004D: jump_if_false @BANKJO1_6028 00D6: if 0038: $3514 == 0 // $ == int 004D: jump_if_false @BANKJO1_6028 0004: $123 = 1 // $ = int 018A: $3516 = create_checkpoint_at -848.02 -901.72 10.1 00BC: text_highpriority 'BJM1_22' time 5000 1 0004: $3514 = 1 // $ = int :BANKJO1_6028 00D6: if 8320: not actor $3510 in_range_of_player $PLAYER_CHAR 004D: jump_if_false @BANKJO1_6151 0187: $3512 = create_marker_above_actor $3510 00BC: text_highpriority 'HEY' time 5000 1 0004: $123 = 0 // $ = int 00D6: if 0038: $3514 == 1 // $ == int 004D: jump_if_false @BANKJO1_6114 0004: $123 = 0 // $ = int 0164: disable_marker $3516 0004: $3514 = 0 // $ = int :BANKJO1_6114 00D6: if 0038: $3515 == 1 // $ == int 004D: jump_if_false @BANKJO1_6144 0164: disable_marker $3669 0004: $3515 = 0 // $ = int :BANKJO1_6144 0004: $3599 = 0 // $ = int :BANKJO1_6151 00D6: if 0038: $3599 == 0 // $ == int 004D: jump_if_false @BANKJO1_6225 00D6: if 00FB: player $PLAYER_CHAR 0 $3510 radius 8.0 8.0 8.0 004D: jump_if_false @BANKJO1_6225 01DF: tie_actor $3510 to_player $PLAYER_CHAR 0164: disable_marker $3512 0004: $3599 = 1 // $ = int :BANKJO1_6225 00D6: if 0038: $3598 == 0 // $ == int 004D: jump_if_false @BANKJO1_6282 00D6: if or 0038: $3610 == 1 // $ == int 0038: $3612 == 1 // $ == int 004D: jump_if_false @BANKJO1_6275 0004: $3598 = 1 // $ = int :BANKJO1_6275 0002: jump @BANKJO1_6353 :BANKJO1_6282 00D6: if 0038: $3630 == 0 // $ == int 004D: jump_if_false @BANKJO1_6314 0006: TIMERB = 0 // @ = int 0004: $3630 = 1 // $ = int :BANKJO1_6314 00D6: if 0038: $3671 == 0 // $ == int 004D: jump_if_false @BANKJO1_6353 0050: gosub @BANKJO1_22715 0050: gosub @BANKJO1_23740 0050: gosub @BANKJO1_23884 :BANKJO1_6353 00D6: if 0038: $3513 == 1 // $ == int 004D: jump_if_false @BANKJO1_6474 00D6: if 0038: $3671 == 0 // $ == int 004D: jump_if_false @BANKJO1_6474 00D6: 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 004D: jump_if_false @BANKJO1_6474 0004: $3671 = 1 // $ = int 00D6: if 0038: $3671 == 1 // $ == int 004D: jump_if_false @BANKJO1_6474 0050: gosub @BANKJO1_25944 :BANKJO1_6474 0002: jump @BANKJO1_3519 :BANKJO1_6481 0164: disable_marker $3516 02A3: enable_widescreen 1 01B4: set_player $PLAYER_CHAR can_move 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 015F: set_camera_position -833.312 -904.83 12.62 rotation 0.0 0.0 0.0 0160: point_camera -832.709 -904.049 12.49 switchstyle 2 03CF: load_wav 'BNK1_13' as 1 03CF: load_wav 'BNK1_14' as 2 :BANKJO1_6586 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @BANKJO1_6659 0001: wait 0 ms 00D6: if 0118: actor $3510 dead 004D: jump_if_false @BANKJO1_6652 00BC: text_highpriority 'BJM1_2' time 5000 1 0164: disable_marker $3512 0002: jump @BANKJO1_7635 :BANKJO1_6652 0002: jump @BANKJO1_6586 :BANKJO1_6659 0470: $3664 = actor $PLAYER_ACTOR armed_weapon 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 00D6: if 8118: not actor $3510 dead 004D: jump_if_false @BANKJO1_6704 01B9: set_actor $3510 armed_weapon_to 0 0002: jump @BANKJO1_6731 :BANKJO1_6704 00BC: text_highpriority 'BJM1_2' time 5000 1 0164: disable_marker $3512 0002: jump @BANKJO1_7635 :BANKJO1_6731 00D6: if 80DF: not actor $PLAYER_ACTOR in_any_car 004D: jump_if_false @BANKJO1_6793 020E: actor $PLAYER_ACTOR look_at_actor $3510 03D1: play_wav 1 00BC: text_highpriority 'BNK1_13' time 5000 1 0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms 0002: jump @BANKJO1_6812 :BANKJO1_6793 03D1: play_wav 1 00BC: text_highpriority 'BNK1_13' time 5000 1 :BANKJO1_6812 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @BANKJO1_6881 0001: wait 0 ms 00D6: if 0118: actor $3510 dead 004D: jump_if_false @BANKJO1_6874 00BC: text_highpriority 'BJM1_2' time 5000 1 0164: disable_marker $3512 0002: jump @BANKJO1_7635 :BANKJO1_6874 0002: jump @BANKJO1_6812 :BANKJO1_6881 03D5: remove_text 'BNK1_13' 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 00D6: if 8118: not actor $3510 dead 004D: jump_if_false @BANKJO1_6996 00D6: if 80DF: not actor $3510 in_any_car 004D: jump_if_false @BANKJO1_6970 03D1: play_wav 2 00BC: text_highpriority 'BNK1_14' time 5000 1 0372: set_actor $3510 anim 19 wait_state_time 1000000 ms 0002: jump @BANKJO1_6989 :BANKJO1_6970 03D1: play_wav 2 00BC: text_highpriority 'BNK1_14' time 5000 1 :BANKJO1_6989 0002: jump @BANKJO1_7018 :BANKJO1_6996 00BC: text_highpriority 'BJM1_2' time 5000 1 0002: jump @BANKJO1_7635 :BANKJO1_7018 00D6: if 83D2: not wav 2 ended 004D: jump_if_false @BANKJO1_7093 0001: wait 0 ms 00D6: if 0118: actor $3510 dead 004D: jump_if_false @BANKJO1_7086 040D: unload_wav 2 00BE: text_clear_all 00BC: text_highpriority 'BJM1_2' time 5000 1 0164: disable_marker $3512 0002: jump @BANKJO1_7635 :BANKJO1_7086 0002: jump @BANKJO1_7018 :BANKJO1_7093 00D6: if 8118: not actor $3510 dead 004D: jump_if_false @BANKJO1_7140 03D5: remove_text 'BNK1_14' 0372: set_actor $3510 anim 0 wait_state_time 1 ms 01E0: clear_leader $3510 0002: jump @BANKJO1_7162 :BANKJO1_7140 00BC: text_highpriority 'BJM1_2' time 5000 1 0002: jump @BANKJO1_7635 :BANKJO1_7162 00D6: if 8118: not actor $3510 dead 004D: jump_if_false @BANKJO1_7350 00D6: if 00DF: actor $3510 in_any_car 004D: jump_if_false @BANKJO1_7343 00D9: $3653 = actor $3510 car // add to mission cleanup 01D3: actor $3510 leave_car $3653 :BANKJO1_7210 00D6: if 00DF: actor $3510 in_any_car 004D: jump_if_false @BANKJO1_7343 0001: wait 0 ms 00D6: if 0118: actor $3510 dead 004D: jump_if_false @BANKJO1_7268 00BC: text_highpriority 'BJM1_2' time 5000 1 0002: jump @BANKJO1_7635 :BANKJO1_7268 00D6: if 0119: car $3653 wrecked 004D: jump_if_false @BANKJO1_7336 00D6: if 0118: actor $3510 dead 004D: jump_if_false @BANKJO1_7329 00BC: text_highpriority 'BJM1_2' time 5000 1 0002: jump @BANKJO1_7635 0002: jump @BANKJO1_7336 :BANKJO1_7329 0002: jump @BANKJO1_7635 :BANKJO1_7336 0002: jump @BANKJO1_7210 :BANKJO1_7343 0002: jump @BANKJO1_7372 :BANKJO1_7350 00BC: text_highpriority 'BJM1_2' time 5000 1 0002: jump @BANKJO1_7635 :BANKJO1_7372 00D6: if 8118: not actor $3510 dead 004D: jump_if_false @BANKJO1_7425 00A1: put_actor $3510 at -832.446 -902.456 10.11 0173: set_actor $3510 z_angle_to 165.972 0002: jump @BANKJO1_7447 :BANKJO1_7425 00BC: text_highpriority 'BJM1_2' time 5000 1 0002: jump @BANKJO1_7635 :BANKJO1_7447 015F: set_camera_position -833.797 -908.45 12.06 rotation 0.0 0.0 0.0 0160: point_camera -833.34 -907.569 11.94 switchstyle 2 0211: actor $3510 walk_to -833.613 -908.439 0006: TIMERA = 0 // @ = int :BANKJO1_7520 00D6: if 001B: 3000 > TIMERA // int > @ 004D: jump_if_false @BANKJO1_7588 0001: wait 0 ms 00D6: if 0118: actor $3510 dead 004D: jump_if_false @BANKJO1_7581 00BC: text_highpriority 'BJM1_2' time 5000 1 0002: jump @BANKJO1_7635 :BANKJO1_7581 0002: jump @BANKJO1_7520 :BANKJO1_7588 009B: destroy_actor_instantly $3510 01B9: set_actor $PLAYER_ACTOR armed_weapon_to $3664 02A3: enable_widescreen 0 01B4: set_player $PLAYER_CHAR can_move 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 02EB: restore_camera_with_jumpcut 0002: jump @BANKJO1_7652 :BANKJO1_7635 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :BANKJO1_7652 0004: $248 = 1 // $ = int 0318: set_latest_mission_passed 'BANK_1' 01E3: text_1number_styled 'M_PASS' number 1000 time 5000 style 1 0109: player $PLAYER_CHAR money += 1000 030C: progress_made += 1 0394: play_music 1 0110: clear_player $PLAYER_CHAR wanted_level 004F: create_thread @BANK2 0051: return :BANKJO1_7718 0004: $ONMISSION = 0 // $ = int 0004: $997 = 0 // $ = int 034F: destroy_actor_with_fade $3510 // The actor fades away like a ghost 0213: $2009 = create_pickup #NITESTICK type 15 at 402.4 -488.3 12.4 0215: destroy_pickup $3670 01EB: set_traffic_density_multiplier_to 1.0 018E: stop_sound $3665 018E: stop_sound $3667 0215: destroy_pickup $3604 018E: stop_sound $3603 0249: release_model #COP 0249: release_model #UZI 0249: release_model #SENTINEL 0296: unload_special_actor 3 03BD: destroy_sphere $3636 03BD: destroy_sphere $3637 0164: disable_marker $3512 0164: disable_marker $3516 0164: disable_marker $3605 0164: disable_marker $3669 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 00D6: if 0038: $1278 == 1 // $ == int 004D: jump_if_false @BANKJO1_7887 055B: $1297 = create_clothes_pickup 1 at -384.5 -591.9 25.3 :BANKJO1_7887 00D6: if 0038: $1300 == 1 // $ == int 004D: jump_if_false @BANKJO1_7927 055B: $1298 = create_clothes_pickup 1 at -820.2 1364.1 66.4 :BANKJO1_7927 00D6: if 0038: $1277 == 1 // $ == int 004D: jump_if_false @BANKJO1_7967 055B: $1284 = create_clothes_pickup 1 at 226.4 -1265.6 20.1 :BANKJO1_7967 00D6: if 0038: $1265 == 1 // $ == int 004D: jump_if_false @BANKJO1_8007 055B: $1285 = create_clothes_pickup 2 at 97.5 -1133.6 10.4 :BANKJO1_8007 00D6: if 0038: $1266 == 1 // $ == int 004D: jump_if_false @BANKJO1_8047 055B: $1286 = create_clothes_pickup 3 at 364.2 1086.1 19.0 :BANKJO1_8047 00D6: if 0038: $1267 == 1 // $ == int 004D: jump_if_false @BANKJO1_8087 055B: $1287 = create_clothes_pickup 4 at 106.5 253.0 21.7 :BANKJO1_8087 00D6: if 0038: $1268 == 1 // $ == int 004D: jump_if_false @BANKJO1_8127 055B: $1288 = create_clothes_pickup 5 at -1024.5 -433.9 10.9 :BANKJO1_8127 00D6: if 0038: $1269 == 1 // $ == int 004D: jump_if_false @BANKJO1_8167 055B: $1289 = create_clothes_pickup 6 at 405.7 -485.6 12.3 :BANKJO1_8167 00D6: if 0038: $1270 == 1 // $ == int 004D: jump_if_false @BANKJO1_8207 055B: $1290 = create_clothes_pickup 8 at 414.3 1042.0 25.4 :BANKJO1_8207 00D6: if 0038: $1271 == 1 // $ == int 004D: jump_if_false @BANKJO1_8247 055B: $1291 = create_clothes_pickup 9 at 158.3 -1275.9 10.6 :BANKJO1_8247 00D6: if 0038: $1272 == 1 // $ == int 004D: jump_if_false @BANKJO1_8287 055B: $1292 = create_clothes_pickup 10 at -917.4 885.1 11.0 :BANKJO1_8287 00D6: if 0038: $1276 == 1 // $ == int 004D: jump_if_false @BANKJO1_8327 055B: $1296 = create_clothes_pickup 7 at 465.3 -57.4 15.7 :BANKJO1_8327 00D8: mission_cleanup 0051: return :BANKJO1_8331 00D6: if 0038: $3518 == 0 // $ == int 004D: jump_if_false @BANKJO1_8452 00D6: if 0118: actor $3517 dead 004D: jump_if_false @BANKJO1_8393 000C: $3632 -= 1 // $ -= int 0004: $3598 = 1 // $ = int 0004: $3518 = 1 // $ = int 0002: jump @BANKJO1_8452 :BANKJO1_8393 0226: $3527 = actor $3517 health 00D6: if 0038: $3598 == 0 // $ == int 004D: jump_if_false @BANKJO1_8452 00D6: if or 0457: player $PLAYER_CHAR aiming_at_actor $3517 002A: 95 >= $3527 // int >= $ 004D: jump_if_false @BANKJO1_8452 0004: $3598 = 1 // $ = int :BANKJO1_8452 00D6: if 0038: $3529 == 0 // $ == int 004D: jump_if_false @BANKJO1_8642 00D6: if 0118: actor $3528 dead 004D: jump_if_false @BANKJO1_8514 000C: $3632 -= 1 // $ -= int 0004: $3598 = 1 // $ = int 0004: $3529 = 1 // $ = int 0002: jump @BANKJO1_8642 :BANKJO1_8514 0226: $3538 = actor $3528 health 00D6: if 0038: $3598 == 0 // $ == int 004D: jump_if_false @BANKJO1_8608 00D6: if 0038: $3644 == 1 // $ == int 004D: jump_if_false @BANKJO1_8568 0372: set_actor $3528 anim 24 wait_state_time 1000 ms :BANKJO1_8568 00D6: if or 0457: player $PLAYER_CHAR aiming_at_actor $3528 002A: 95 >= $3538 // int >= $ 004D: jump_if_false @BANKJO1_8601 0004: $3598 = 1 // $ = int :BANKJO1_8601 0002: jump @BANKJO1_8642 :BANKJO1_8608 00D6: if 0038: $3644 == 1 // $ == int 004D: jump_if_false @BANKJO1_8642 0372: set_actor $3528 anim 0 wait_state_time 1 ms 0004: $3644 = 0 // $ = int :BANKJO1_8642 00D6: if 0038: $3540 == 0 // $ == int 004D: jump_if_false @BANKJO1_8832 00D6: if 0118: actor $3539 dead 004D: jump_if_false @BANKJO1_8704 000C: $3632 -= 1 // $ -= int 0004: $3598 = 1 // $ = int 0004: $3540 = 1 // $ = int 0002: jump @BANKJO1_8832 :BANKJO1_8704 0226: $3549 = actor $3539 health 00D6: if 0038: $3598 == 0 // $ == int 004D: jump_if_false @BANKJO1_8798 00D6: if 0038: $3645 == 1 // $ == int 004D: jump_if_false @BANKJO1_8758 0372: set_actor $3539 anim 24 wait_state_time 1000 ms :BANKJO1_8758 00D6: if or 0457: player $PLAYER_CHAR aiming_at_actor $3539 002A: 95 >= $3549 // int >= $ 004D: jump_if_false @BANKJO1_8791 0004: $3598 = 1 // $ = int :BANKJO1_8791 0002: jump @BANKJO1_8832 :BANKJO1_8798 00D6: if 0038: $3645 == 1 // $ == int 004D: jump_if_false @BANKJO1_8832 0372: set_actor $3539 anim 0 wait_state_time 1 ms 0004: $3645 = 0 // $ = int :BANKJO1_8832 00D6: if 0038: $3551 == 0 // $ == int 004D: jump_if_false @BANKJO1_9022 00D6: if 0118: actor $3550 dead 004D: jump_if_false @BANKJO1_8894 000C: $3632 -= 1 // $ -= int 0004: $3598 = 1 // $ = int 0004: $3551 = 1 // $ = int 0002: jump @BANKJO1_9022 :BANKJO1_8894 0226: $3560 = actor $3550 health 00D6: if 0038: $3598 == 0 // $ == int 004D: jump_if_false @BANKJO1_8988 00D6: if 0038: $3646 == 1 // $ == int 004D: jump_if_false @BANKJO1_8948 0372: set_actor $3550 anim 24 wait_state_time 1000 ms :BANKJO1_8948 00D6: if or 0457: player $PLAYER_CHAR aiming_at_actor $3550 002A: 95 >= $3560 // int >= $ 004D: jump_if_false @BANKJO1_8981 0004: $3598 = 1 // $ = int :BANKJO1_8981 0002: jump @BANKJO1_9022 :BANKJO1_8988 00D6: if 0038: $3646 == 1 // $ == int 004D: jump_if_false @BANKJO1_9022 0372: set_actor $3550 anim 0 wait_state_time 1 ms 0004: $3646 = 0 // $ = int :BANKJO1_9022 00D6: if 0038: $3562 == 0 // $ == int 004D: jump_if_false @BANKJO1_9184 00D6: if 0118: actor $3561 dead 004D: jump_if_false @BANKJO1_9084 000C: $3632 -= 1 // $ -= int 0004: $3598 = 1 // $ = int 0004: $3562 = 1 // $ = int 0002: jump @BANKJO1_9184 :BANKJO1_9084 0226: $3564 = actor $3561 health 00D6: if 0038: $3598 == 0 // $ == int 004D: jump_if_false @BANKJO1_9150 00D6: if or 0457: player $PLAYER_CHAR aiming_at_actor $3561 002A: 95 >= $3564 // int >= $ 004D: jump_if_false @BANKJO1_9143 0004: $3598 = 1 // $ = int :BANKJO1_9143 0002: jump @BANKJO1_9184 :BANKJO1_9150 00D6: if 0038: $3647 == 1 // $ == int 004D: jump_if_false @BANKJO1_9184 0372: set_actor $3561 anim 0 wait_state_time 1 ms 0004: $3647 = 0 // $ = int :BANKJO1_9184 00D6: if 0038: $3566 == 0 // $ == int 004D: jump_if_false @BANKJO1_9374 00D6: if 0118: actor $3565 dead 004D: jump_if_false @BANKJO1_9246 000C: $3632 -= 1 // $ -= int 0004: $3598 = 1 // $ = int 0004: $3566 = 1 // $ = int 0002: jump @BANKJO1_9374 :BANKJO1_9246 0226: $3575 = actor $3565 health 00D6: if 0038: $3598 == 0 // $ == int 004D: jump_if_false @BANKJO1_9340 00D6: if 0038: $3648 == 1 // $ == int 004D: jump_if_false @BANKJO1_9300 0372: set_actor $3565 anim 24 wait_state_time 1000 ms :BANKJO1_9300 00D6: if or 0457: player $PLAYER_CHAR aiming_at_actor $3565 002A: 95 >= $3575 // int >= $ 004D: jump_if_false @BANKJO1_9333 0004: $3598 = 1 // $ = int :BANKJO1_9333 0002: jump @BANKJO1_9374 :BANKJO1_9340 00D6: if 0038: $3648 == 1 // $ == int 004D: jump_if_false @BANKJO1_9374 0372: set_actor $3565 anim 0 wait_state_time 1 ms 0004: $3648 = 0 // $ = int :BANKJO1_9374 00D6: if 0038: $3577 == 0 // $ == int 004D: jump_if_false @BANKJO1_9569 00D6: if 0118: actor $3576 dead 004D: jump_if_false @BANKJO1_9436 000C: $3632 -= 1 // $ -= int 0004: $3598 = 1 // $ = int 0004: $3577 = 1 // $ = int 0002: jump @BANKJO1_9569 :BANKJO1_9436 0226: $3579 = actor $3576 health 00D6: if 0038: $3598 == 0 // $ == int 004D: jump_if_false @BANKJO1_9530 00D6: if 0038: $3580 == 1 // $ == int 004D: jump_if_false @BANKJO1_9490 0372: set_actor $3576 anim 25 wait_state_time 1000 ms :BANKJO1_9490 00D6: if or 0457: player $PLAYER_CHAR aiming_at_actor $3576 002A: 95 >= $3579 // int >= $ 004D: jump_if_false @BANKJO1_9523 0004: $3598 = 1 // $ = int :BANKJO1_9523 0002: jump @BANKJO1_9569 :BANKJO1_9530 00D6: if 0038: $3580 == 1 // $ == int 004D: jump_if_false @BANKJO1_9569 0372: set_actor $3576 anim 0 wait_state_time 1 ms 053D: clear_actor $3576 wait_state 0004: $3580 = 0 // $ = int :BANKJO1_9569 00D6: if 0038: $3582 == 0 // $ == int 004D: jump_if_false @BANKJO1_9759 00D6: if 0118: actor $3581 dead 004D: jump_if_false @BANKJO1_9631 000C: $3632 -= 1 // $ -= int 0004: $3598 = 1 // $ = int 0004: $3582 = 1 // $ = int 0002: jump @BANKJO1_9759 :BANKJO1_9631 0226: $3584 = actor $3581 health 00D6: if 0038: $3598 == 0 // $ == int 004D: jump_if_false @BANKJO1_9725 00D6: if or 0457: player $PLAYER_CHAR aiming_at_actor $3581 002A: 95 >= $3584 // int >= $ 004D: jump_if_false @BANKJO1_9690 0004: $3598 = 1 // $ = int :BANKJO1_9690 00D6: if 0038: $3649 == 1 // $ == int 004D: jump_if_false @BANKJO1_9718 0372: set_actor $3581 anim 24 wait_state_time 1000 ms :BANKJO1_9718 0002: jump @BANKJO1_9759 :BANKJO1_9725 00D6: if 0038: $3649 == 1 // $ == int 004D: jump_if_false @BANKJO1_9759 0372: set_actor $3581 anim 0 wait_state_time 1 ms 0004: $3649 = 0 // $ = int :BANKJO1_9759 00D6: if 0038: $3586 == 0 // $ == int 004D: jump_if_false @BANKJO1_9949 00D6: if 0118: actor $3585 dead 004D: jump_if_false @BANKJO1_9821 000C: $3632 -= 1 // $ -= int 0004: $3598 = 1 // $ = int 0004: $3586 = 1 // $ = int 0002: jump @BANKJO1_9949 :BANKJO1_9821 0226: $3588 = actor $3585 health 00D6: if 0038: $3598 == 0 // $ == int 004D: jump_if_false @BANKJO1_9915 00D6: if or 0457: player $PLAYER_CHAR aiming_at_actor $3585 002A: 95 >= $3588 // int >= $ 004D: jump_if_false @BANKJO1_9880 0004: $3598 = 1 // $ = int :BANKJO1_9880 00D6: if 0038: $3650 == 1 // $ == int 004D: jump_if_false @BANKJO1_9908 0372: set_actor $3585 anim 24 wait_state_time 1000 ms :BANKJO1_9908 0002: jump @BANKJO1_9949 :BANKJO1_9915 00D6: if 0038: $3650 == 1 // $ == int 004D: jump_if_false @BANKJO1_9949 0372: set_actor $3585 anim 0 wait_state_time 1 ms 0004: $3650 = 0 // $ = int :BANKJO1_9949 00D6: if 0038: $3590 == 0 // $ == int 004D: jump_if_false @BANKJO1_10139 00D6: if 0118: actor $3589 dead 004D: jump_if_false @BANKJO1_10011 000C: $3632 -= 1 // $ -= int 0004: $3598 = 1 // $ = int 0004: $3590 = 1 // $ = int 0002: jump @BANKJO1_10139 :BANKJO1_10011 0226: $3592 = actor $3589 health 00D6: if 0038: $3598 == 0 // $ == int 004D: jump_if_false @BANKJO1_10105 00D6: if or 0457: player $PLAYER_CHAR aiming_at_actor $3589 002A: 95 >= $3592 // int >= $ 004D: jump_if_false @BANKJO1_10070 0004: $3598 = 1 // $ = int :BANKJO1_10070 00D6: if 0038: $3651 == 1 // $ == int 004D: jump_if_false @BANKJO1_10098 0372: set_actor $3589 anim 24 wait_state_time 1000 ms :BANKJO1_10098 0002: jump @BANKJO1_10139 :BANKJO1_10105 00D6: if 0038: $3651 == 1 // $ == int 004D: jump_if_false @BANKJO1_10139 0372: set_actor $3589 anim 0 wait_state_time 1 ms 0004: $3651 = 0 // $ = int :BANKJO1_10139 00D6: if 0038: $3594 == 0 // $ == int 004D: jump_if_false @BANKJO1_10334 00D6: if 0118: actor $3593 dead 004D: jump_if_false @BANKJO1_10201 000C: $3632 -= 1 // $ -= int 0004: $3598 = 1 // $ = int 0004: $3594 = 1 // $ = int 0002: jump @BANKJO1_10334 :BANKJO1_10201 0226: $3596 = actor $3593 health 00D6: if 0038: $3598 == 0 // $ == int 004D: jump_if_false @BANKJO1_10295 00D6: if 0038: $3597 == 1 // $ == int 004D: jump_if_false @BANKJO1_10255 0372: set_actor $3593 anim 25 wait_state_time 1000 ms :BANKJO1_10255 00D6: if or 0457: player $PLAYER_CHAR aiming_at_actor $3593 002A: 95 >= $3596 // int >= $ 004D: jump_if_false @BANKJO1_10288 0004: $3598 = 1 // $ = int :BANKJO1_10288 0002: jump @BANKJO1_10334 :BANKJO1_10295 00D6: if 0038: $3597 == 1 // $ == int 004D: jump_if_false @BANKJO1_10334 0372: set_actor $3593 anim 0 wait_state_time 1 ms 053D: clear_actor $3593 wait_state 0004: $3597 = 0 // $ = int :BANKJO1_10334 0051: return :BANKJO1_10336 00D6: if 0038: $3598 == 1 // $ == int 004D: jump_if_false @BANKJO1_17068 00D6: if 0038: $3518 == 0 // $ == int 004D: jump_if_false @BANKJO1_11514 00D6: if 0118: actor $3517 dead 004D: jump_if_false @BANKJO1_10409 000C: $3632 -= 1 // $ -= int 0004: $3518 = 1 // $ = int 0002: jump @BANKJO1_11514 :BANKJO1_10409 00D6: if 0038: $3519 == 1 // $ == int 004D: jump_if_false @BANKJO1_10434 0008: $3520 += 1 // $ += int :BANKJO1_10434 00D6: if 0028: $3520 >= 100 // $ >= int 004D: jump_if_false @BANKJO1_10459 0004: $3519 = 0 // $ = int :BANKJO1_10459 00D6: if 0038: $3522 == 1 // $ == int 004D: jump_if_false @BANKJO1_10484 0008: $3521 += 1 // $ += int :BANKJO1_10484 00D6: 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 004D: jump_if_false @BANKJO1_11514 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @BANKJO1_11272 00D6: if 00EA: player $PLAYER_CHAR 0 $3517 radius 2.0 2.0 004D: jump_if_false @BANKJO1_11043 00D6: if 0038: $3525 == 0 // $ == int 004D: jump_if_false @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 0004: $3525 = 1 // $ = int :BANKJO1_10865 00D6: if 0038: $3519 == 0 // $ == int 004D: jump_if_false @BANKJO1_10890 0004: $3522 = 0 // $ = int :BANKJO1_10890 00D6: if 0038: $3524 == 0 // $ == int 004D: jump_if_false @BANKJO1_10922 0004: $3526 = 0 // $ = int 0004: $3524 = 1 // $ = int :BANKJO1_10922 00D6: if 0038: $3524 == 1 // $ == int 004D: jump_if_false @BANKJO1_10947 0008: $3526 += 1 // $ += int :BANKJO1_10947 00D6: if 0028: $3526 >= 20 // $ >= int 004D: jump_if_false @BANKJO1_11036 00D6: if 0038: $3523 == 0 // $ == int 004D: jump_if_false @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 0004: $3523 = 1 // $ = int :BANKJO1_11036 0002: jump @BANKJO1_11265 :BANKJO1_11043 0004: $3524 = 0 // $ = int 00D6: if 0038: $3523 == 1 // $ == int 004D: jump_if_false @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 0004: $3523 = 0 // $ = int :BANKJO1_11094 00D6: if 0038: $3519 == 0 // $ == int 004D: jump_if_false @BANKJO1_11160 011C: actor $3517 clear_objective 01ED: clear_actor $3517 threat_search 0372: set_actor $3517 anim 14 wait_state_time 3000 ms 0004: $3520 = 0 // $ = int 0004: $3521 = 0 // $ = int 0004: $3522 = 1 // $ = int 0004: $3519 = 1 // $ = int :BANKJO1_11160 00D6: if and 0038: $3519 == 1 // $ == int 0028: $3521 >= 30 // $ >= int 004D: jump_if_false @BANKJO1_11265 0372: set_actor $3517 anim 0 wait_state_time 0 ms 00D6: if 0038: $3523 == 0 // $ == int 004D: jump_if_false @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 0004: $3523 = 1 // $ = int :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 0002: jump @BANKJO1_11514 :BANKJO1_11272 00D6: if 0038: $3525 == 0 // $ == int 004D: jump_if_false @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 0004: $3525 = 1 // $ = int :BANKJO1_11343 00D6: if 0038: $3519 == 0 // $ == int 004D: jump_if_false @BANKJO1_11368 0004: $3522 = 0 // $ = int :BANKJO1_11368 00D6: if 0038: $3524 == 0 // $ == int 004D: jump_if_false @BANKJO1_11400 0004: $3526 = 0 // $ = int 0004: $3524 = 1 // $ = int :BANKJO1_11400 00D6: if 0038: $3524 == 1 // $ == int 004D: jump_if_false @BANKJO1_11425 0008: $3526 += 1 // $ += int :BANKJO1_11425 00D6: if 0028: $3526 >= 20 // $ >= int 004D: jump_if_false @BANKJO1_11514 00D6: if 0038: $3523 == 0 // $ == int 004D: jump_if_false @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 0004: $3523 = 1 // $ = int :BANKJO1_11514 00D6: if 0038: $3529 == 0 // $ == int 004D: jump_if_false @BANKJO1_12708 00D6: if 0118: actor $3528 dead 004D: jump_if_false @BANKJO1_11569 000C: $3632 -= 1 // $ -= int 0004: $3529 = 1 // $ = int 0002: jump @BANKJO1_12708 :BANKJO1_11569 00D6: if 0038: $3530 == 1 // $ == int 004D: jump_if_false @BANKJO1_11594 0008: $3531 += 1 // $ += int :BANKJO1_11594 00D6: if 0028: $3531 >= 100 // $ >= int 004D: jump_if_false @BANKJO1_11619 0004: $3530 = 0 // $ = int :BANKJO1_11619 00D6: if 0038: $3533 == 1 // $ == int 004D: jump_if_false @BANKJO1_11644 0008: $3532 += 1 // $ += int :BANKJO1_11644 00D6: 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 004D: jump_if_false @BANKJO1_12681 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @BANKJO1_12432 00D6: if 00EA: player $PLAYER_CHAR 0 $3528 radius 2.0 2.0 004D: jump_if_false @BANKJO1_12203 00D6: if 0038: $3536 == 0 // $ == int 004D: jump_if_false @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 0004: $3536 = 1 // $ = int :BANKJO1_12025 00D6: if 0038: $3530 == 0 // $ == int 004D: jump_if_false @BANKJO1_12050 0004: $3533 = 0 // $ = int :BANKJO1_12050 00D6: if 0038: $3535 == 0 // $ == int 004D: jump_if_false @BANKJO1_12082 0004: $3537 = 0 // $ = int 0004: $3535 = 1 // $ = int :BANKJO1_12082 00D6: if 0038: $3535 == 1 // $ == int 004D: jump_if_false @BANKJO1_12107 0008: $3537 += 1 // $ += int :BANKJO1_12107 00D6: if 0028: $3537 >= 20 // $ >= int 004D: jump_if_false @BANKJO1_12196 00D6: if 0038: $3534 == 0 // $ == int 004D: jump_if_false @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 0004: $3534 = 1 // $ = int :BANKJO1_12196 0002: jump @BANKJO1_12425 :BANKJO1_12203 0004: $3535 = 0 // $ = int 00D6: if 0038: $3534 == 1 // $ == int 004D: jump_if_false @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 0004: $3534 = 0 // $ = int :BANKJO1_12254 00D6: if 0038: $3530 == 0 // $ == int 004D: jump_if_false @BANKJO1_12320 011C: actor $3528 clear_objective 01ED: clear_actor $3528 threat_search 0372: set_actor $3528 anim 14 wait_state_time 3000 ms 0004: $3531 = 0 // $ = int 0004: $3532 = 0 // $ = int 0004: $3533 = 1 // $ = int 0004: $3530 = 1 // $ = int :BANKJO1_12320 00D6: if and 0038: $3530 == 1 // $ == int 0028: $3532 >= 30 // $ >= int 004D: jump_if_false @BANKJO1_12425 0372: set_actor $3528 anim 0 wait_state_time 0 ms 00D6: if 0038: $3534 == 0 // $ == int 004D: jump_if_false @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 0004: $3534 = 1 // $ = int :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 0002: jump @BANKJO1_12674 :BANKJO1_12432 00D6: if 0038: $3536 == 0 // $ == int 004D: jump_if_false @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 0004: $3536 = 1 // $ = int :BANKJO1_12503 00D6: if 0038: $3530 == 0 // $ == int 004D: jump_if_false @BANKJO1_12528 0004: $3533 = 0 // $ = int :BANKJO1_12528 00D6: if 0038: $3535 == 0 // $ == int 004D: jump_if_false @BANKJO1_12560 0004: $3537 = 0 // $ = int 0004: $3535 = 1 // $ = int :BANKJO1_12560 00D6: if 0038: $3535 == 1 // $ == int 004D: jump_if_false @BANKJO1_12585 0008: $3537 += 1 // $ += int :BANKJO1_12585 00D6: if 0028: $3537 >= 20 // $ >= int 004D: jump_if_false @BANKJO1_12674 00D6: if 0038: $3534 == 0 // $ == int 004D: jump_if_false @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 0004: $3534 = 1 // $ = int :BANKJO1_12674 0002: jump @BANKJO1_12708 :BANKJO1_12681 00D6: if 0038: $3598 == 0 // $ == int 004D: jump_if_false @BANKJO1_12708 0372: set_actor $3528 anim 24 wait_state_time 10 ms :BANKJO1_12708 00D6: if 0038: $3540 == 0 // $ == int 004D: jump_if_false @BANKJO1_13902 00D6: if 0118: actor $3539 dead 004D: jump_if_false @BANKJO1_12763 000C: $3632 -= 1 // $ -= int 0004: $3540 = 1 // $ = int 0002: jump @BANKJO1_13902 :BANKJO1_12763 00D6: if 0038: $3541 == 1 // $ == int 004D: jump_if_false @BANKJO1_12788 0008: $3542 += 1 // $ += int :BANKJO1_12788 00D6: if 0028: $3542 >= 50 // $ >= int 004D: jump_if_false @BANKJO1_12813 0004: $3541 = 0 // $ = int :BANKJO1_12813 00D6: if 0038: $3544 == 1 // $ == int 004D: jump_if_false @BANKJO1_12838 0008: $3543 += 1 // $ += int :BANKJO1_12838 00D6: 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 004D: jump_if_false @BANKJO1_13875 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @BANKJO1_13626 00D6: if 00EA: player $PLAYER_CHAR 0 $3539 radius 2.0 2.0 004D: jump_if_false @BANKJO1_13397 00D6: if 0038: $3547 == 0 // $ == int 004D: jump_if_false @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 0004: $3547 = 1 // $ = int :BANKJO1_13219 00D6: if 0038: $3541 == 0 // $ == int 004D: jump_if_false @BANKJO1_13244 0004: $3544 = 0 // $ = int :BANKJO1_13244 00D6: if 0038: $3546 == 0 // $ == int 004D: jump_if_false @BANKJO1_13276 0004: $3548 = 0 // $ = int 0004: $3546 = 1 // $ = int :BANKJO1_13276 00D6: if 0038: $3546 == 1 // $ == int 004D: jump_if_false @BANKJO1_13301 0008: $3548 += 1 // $ += int :BANKJO1_13301 00D6: if 0028: $3548 >= 20 // $ >= int 004D: jump_if_false @BANKJO1_13390 00D6: if 0038: $3545 == 0 // $ == int 004D: jump_if_false @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 0004: $3545 = 1 // $ = int :BANKJO1_13390 0002: jump @BANKJO1_13619 :BANKJO1_13397 0004: $3546 = 0 // $ = int 00D6: if 0038: $3545 == 1 // $ == int 004D: jump_if_false @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 0004: $3545 = 0 // $ = int :BANKJO1_13448 00D6: if 0038: $3541 == 0 // $ == int 004D: jump_if_false @BANKJO1_13514 011C: actor $3539 clear_objective 01ED: clear_actor $3539 threat_search 0372: set_actor $3539 anim 14 wait_state_time 3000 ms 0004: $3542 = 0 // $ = int 0004: $3543 = 0 // $ = int 0004: $3544 = 1 // $ = int 0004: $3541 = 1 // $ = int :BANKJO1_13514 00D6: if and 0038: $3541 == 1 // $ == int 0028: $3543 >= 30 // $ >= int 004D: jump_if_false @BANKJO1_13619 0372: set_actor $3539 anim 0 wait_state_time 0 ms 00D6: if 0038: $3545 == 0 // $ == int 004D: jump_if_false @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 0004: $3545 = 1 // $ = int :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 0002: jump @BANKJO1_13868 :BANKJO1_13626 00D6: if 0038: $3547 == 0 // $ == int 004D: jump_if_false @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 0004: $3547 = 1 // $ = int :BANKJO1_13697 00D6: if 0038: $3541 == 0 // $ == int 004D: jump_if_false @BANKJO1_13722 0004: $3544 = 0 // $ = int :BANKJO1_13722 00D6: if 0038: $3546 == 0 // $ == int 004D: jump_if_false @BANKJO1_13754 0004: $3548 = 0 // $ = int 0004: $3546 = 1 // $ = int :BANKJO1_13754 00D6: if 0038: $3546 == 1 // $ == int 004D: jump_if_false @BANKJO1_13779 0008: $3548 += 1 // $ += int :BANKJO1_13779 00D6: if 0028: $3548 >= 20 // $ >= int 004D: jump_if_false @BANKJO1_13868 00D6: if 0038: $3545 == 0 // $ == int 004D: jump_if_false @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 0004: $3545 = 1 // $ = int :BANKJO1_13868 0002: jump @BANKJO1_13902 :BANKJO1_13875 00D6: if 0038: $3598 == 0 // $ == int 004D: jump_if_false @BANKJO1_13902 0372: set_actor $3539 anim 24 wait_state_time 10 ms :BANKJO1_13902 00D6: if 0038: $3551 == 0 // $ == int 004D: jump_if_false @BANKJO1_14920 00D6: if 0118: actor $3550 dead 004D: jump_if_false @BANKJO1_13957 000C: $3632 -= 1 // $ -= int 0004: $3551 = 1 // $ = int 0002: jump @BANKJO1_14920 :BANKJO1_13957 00D6: if 0038: $3552 == 1 // $ == int 004D: jump_if_false @BANKJO1_13982 0008: $3553 += 1 // $ += int :BANKJO1_13982 00D6: if 0028: $3553 >= 80 // $ >= int 004D: jump_if_false @BANKJO1_14007 0004: $3552 = 0 // $ = int :BANKJO1_14007 00D6: if 0038: $3555 == 1 // $ == int 004D: jump_if_false @BANKJO1_14032 0008: $3554 += 1 // $ += int :BANKJO1_14032 00D6: 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 004D: jump_if_false @BANKJO1_14893 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @BANKJO1_14644 00D6: if 00EA: player $PLAYER_CHAR 0 $3550 radius 2.0 2.0 004D: jump_if_false @BANKJO1_14423 00D6: if 0038: $3558 == 0 // $ == int 004D: jump_if_false @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 0004: $3558 = 1 // $ = int :BANKJO1_14245 00D6: if 0038: $3552 == 0 // $ == int 004D: jump_if_false @BANKJO1_14270 0004: $3555 = 0 // $ = int :BANKJO1_14270 00D6: if 0038: $3557 == 0 // $ == int 004D: jump_if_false @BANKJO1_14302 0004: $3559 = 0 // $ = int 0004: $3557 = 1 // $ = int :BANKJO1_14302 00D6: if 0038: $3557 == 1 // $ == int 004D: jump_if_false @BANKJO1_14327 0008: $3559 += 1 // $ += int :BANKJO1_14327 00D6: if 0028: $3559 >= 20 // $ >= int 004D: jump_if_false @BANKJO1_14416 00D6: if 0038: $3556 == 0 // $ == int 004D: jump_if_false @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 0004: $3556 = 1 // $ = int :BANKJO1_14416 0002: jump @BANKJO1_14637 :BANKJO1_14423 0004: $3557 = 0 // $ = int 00D6: if 0038: $3556 == 1 // $ == int 004D: jump_if_false @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 0004: $3556 = 0 // $ = int :BANKJO1_14474 00D6: if 0038: $3552 == 0 // $ == int 004D: jump_if_false @BANKJO1_14540 011C: actor $3550 clear_objective 01ED: clear_actor $3550 threat_search 0372: set_actor $3550 anim 14 wait_state_time 3000 ms 0004: $3553 = 0 // $ = int 0004: $3554 = 0 // $ = int 0004: $3555 = 1 // $ = int 0004: $3552 = 1 // $ = int :BANKJO1_14540 00D6: if and 0038: $3552 == 1 // $ == int 0028: $3554 >= 30 // $ >= int 004D: jump_if_false @BANKJO1_14637 0372: set_actor $3550 anim 0 wait_state_time 0 ms 00D6: if 0038: $3556 == 0 // $ == int 004D: jump_if_false @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 0004: $3556 = 1 // $ = int :BANKJO1_14623 011A: set_actor $3550 search_threat 1 0350: set_actor $3550 maintain_position_when_attacked 1 :BANKJO1_14637 0002: jump @BANKJO1_14886 :BANKJO1_14644 00D6: if 0038: $3558 == 0 // $ == int 004D: jump_if_false @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 0004: $3558 = 1 // $ = int :BANKJO1_14715 00D6: if 0038: $3552 == 0 // $ == int 004D: jump_if_false @BANKJO1_14740 0004: $3555 = 0 // $ = int :BANKJO1_14740 00D6: if 0038: $3557 == 0 // $ == int 004D: jump_if_false @BANKJO1_14772 0004: $3559 = 0 // $ = int 0004: $3557 = 1 // $ = int :BANKJO1_14772 00D6: if 0038: $3557 == 1 // $ == int 004D: jump_if_false @BANKJO1_14797 0008: $3559 += 1 // $ += int :BANKJO1_14797 00D6: if 0028: $3559 >= 20 // $ >= int 004D: jump_if_false @BANKJO1_14886 00D6: if 0038: $3556 == 0 // $ == int 004D: jump_if_false @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 0004: $3556 = 1 // $ = int :BANKJO1_14886 0002: jump @BANKJO1_14920 :BANKJO1_14893 00D6: if 0038: $3598 == 0 // $ == int 004D: jump_if_false @BANKJO1_14920 0372: set_actor $3550 anim 24 wait_state_time 10 ms :BANKJO1_14920 00D6: if 0038: $3562 == 0 // $ == int 004D: jump_if_false @BANKJO1_15086 00D6: if 0118: actor $3561 dead 004D: jump_if_false @BANKJO1_14975 000C: $3632 -= 1 // $ -= int 0004: $3562 = 1 // $ = int 0002: jump @BANKJO1_15086 :BANKJO1_14975 00D6: if 0038: $3563 == 0 // $ == int 004D: jump_if_false @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 0004: $3563 = 1 // $ = int :BANKJO1_15039 00D6: if 0038: $3657 == 2 // $ == int 004D: jump_if_false @BANKJO1_15086 009E: set_actor $3561 path $3600 $3601 $3602 unknown 0.5 1 01CA: actor $3561 kill_player $PLAYER_CHAR :BANKJO1_15086 00D6: if 0038: $3566 == 0 // $ == int 004D: jump_if_false @BANKJO1_16238 00D6: if 0118: actor $3565 dead 004D: jump_if_false @BANKJO1_15141 000C: $3632 -= 1 // $ -= int 0004: $3566 = 1 // $ = int 0002: jump @BANKJO1_16238 :BANKJO1_15141 00D6: if 0038: $3567 == 1 // $ == int 004D: jump_if_false @BANKJO1_15166 0008: $3568 += 1 // $ += int :BANKJO1_15166 00D6: if 0028: $3568 >= 80 // $ >= int 004D: jump_if_false @BANKJO1_15191 0004: $3567 = 0 // $ = int :BANKJO1_15191 00D6: if 0038: $3570 == 1 // $ == int 004D: jump_if_false @BANKJO1_15216 0008: $3569 += 1 // $ += int :BANKJO1_15216 00D6: 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 004D: jump_if_false @BANKJO1_16211 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @BANKJO1_15962 00D6: if 00EA: player $PLAYER_CHAR 0 $3565 radius 2.0 2.0 004D: jump_if_false @BANKJO1_15733 00D6: if 0038: $3573 == 0 // $ == int 004D: jump_if_false @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 0004: $3573 = 1 // $ = int :BANKJO1_15555 00D6: if 0038: $3567 == 0 // $ == int 004D: jump_if_false @BANKJO1_15580 0004: $3570 = 0 // $ = int :BANKJO1_15580 00D6: if 0038: $3572 == 0 // $ == int 004D: jump_if_false @BANKJO1_15612 0004: $3574 = 0 // $ = int 0004: $3572 = 1 // $ = int :BANKJO1_15612 00D6: if 0038: $3572 == 1 // $ == int 004D: jump_if_false @BANKJO1_15637 0008: $3574 += 1 // $ += int :BANKJO1_15637 00D6: if 0028: $3574 >= 20 // $ >= int 004D: jump_if_false @BANKJO1_15726 00D6: if 0038: $3571 == 0 // $ == int 004D: jump_if_false @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 0004: $3571 = 1 // $ = int :BANKJO1_15726 0002: jump @BANKJO1_15955 :BANKJO1_15733 0004: $3572 = 0 // $ = int 00D6: if 0038: $3571 == 1 // $ == int 004D: jump_if_false @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 0004: $3571 = 0 // $ = int :BANKJO1_15784 00D6: if 0038: $3567 == 0 // $ == int 004D: jump_if_false @BANKJO1_15850 011C: actor $3565 clear_objective 01ED: clear_actor $3565 threat_search 0372: set_actor $3565 anim 14 wait_state_time 3000 ms 0004: $3568 = 0 // $ = int 0004: $3569 = 0 // $ = int 0004: $3570 = 1 // $ = int 0004: $3567 = 1 // $ = int :BANKJO1_15850 00D6: if and 0038: $3567 == 1 // $ == int 0028: $3569 >= 30 // $ >= int 004D: jump_if_false @BANKJO1_15955 0372: set_actor $3565 anim 0 wait_state_time 0 ms 00D6: if 0038: $3571 == 0 // $ == int 004D: jump_if_false @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 0004: $3571 = 1 // $ = int :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 0002: jump @BANKJO1_16204 :BANKJO1_15962 00D6: if 0038: $3573 == 0 // $ == int 004D: jump_if_false @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 0004: $3573 = 1 // $ = int :BANKJO1_16033 00D6: if 0038: $3567 == 0 // $ == int 004D: jump_if_false @BANKJO1_16058 0004: $3570 = 0 // $ = int :BANKJO1_16058 00D6: if 0038: $3572 == 0 // $ == int 004D: jump_if_false @BANKJO1_16090 0004: $3574 = 0 // $ = int 0004: $3572 = 1 // $ = int :BANKJO1_16090 00D6: if 0038: $3572 == 1 // $ == int 004D: jump_if_false @BANKJO1_16115 0008: $3574 += 1 // $ += int :BANKJO1_16115 00D6: if 0028: $3574 >= 20 // $ >= int 004D: jump_if_false @BANKJO1_16204 00D6: if 0038: $3571 == 0 // $ == int 004D: jump_if_false @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 0004: $3571 = 1 // $ = int :BANKJO1_16204 0002: jump @BANKJO1_16238 :BANKJO1_16211 00D6: if 0038: $3598 == 0 // $ == int 004D: jump_if_false @BANKJO1_16238 0372: set_actor $3565 anim 24 wait_state_time 10 ms :BANKJO1_16238 00D6: if 0038: $3577 == 0 // $ == int 004D: jump_if_false @BANKJO1_16404 00D6: if 0118: actor $3576 dead 004D: jump_if_false @BANKJO1_16293 000C: $3632 -= 1 // $ -= int 0004: $3577 = 1 // $ = int 0002: jump @BANKJO1_16404 :BANKJO1_16293 00D6: if 0038: $3578 == 0 // $ == int 004D: jump_if_false @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 0004: $3578 = 1 // $ = int :BANKJO1_16357 00D6: if 0038: $3657 == 2 // $ == int 004D: jump_if_false @BANKJO1_16404 009E: set_actor $3576 path $3600 $3601 $3602 unknown 0.5 1 01CA: actor $3576 kill_player $PLAYER_CHAR :BANKJO1_16404 00D6: if 0038: $3582 == 0 // $ == int 004D: jump_if_false @BANKJO1_16570 00D6: if 0118: actor $3581 dead 004D: jump_if_false @BANKJO1_16459 000C: $3632 -= 1 // $ -= int 0004: $3582 = 1 // $ = int 0002: jump @BANKJO1_16570 :BANKJO1_16459 00D6: if 0038: $3583 == 0 // $ == int 004D: jump_if_false @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 0004: $3583 = 1 // $ = int :BANKJO1_16523 00D6: if 0038: $3657 == 2 // $ == int 004D: jump_if_false @BANKJO1_16570 009E: set_actor $3581 path $3600 $3601 $3602 unknown 0.5 1 01CA: actor $3581 kill_player $PLAYER_CHAR :BANKJO1_16570 00D6: if 0038: $3586 == 0 // $ == int 004D: jump_if_false @BANKJO1_16736 00D6: if 0118: actor $3585 dead 004D: jump_if_false @BANKJO1_16625 000C: $3632 -= 1 // $ -= int 0004: $3586 = 1 // $ = int 0002: jump @BANKJO1_16736 :BANKJO1_16625 00D6: if 0038: $3587 == 0 // $ == int 004D: jump_if_false @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 0004: $3587 = 1 // $ = int :BANKJO1_16689 00D6: if 0038: $3657 == 2 // $ == int 004D: jump_if_false @BANKJO1_16736 009E: set_actor $3585 path $3600 $3601 $3602 unknown 0.5 1 01CA: actor $3585 kill_player $PLAYER_CHAR :BANKJO1_16736 00D6: if 0038: $3590 == 0 // $ == int 004D: jump_if_false @BANKJO1_16902 00D6: if 0118: actor $3589 dead 004D: jump_if_false @BANKJO1_16791 000C: $3632 -= 1 // $ -= int 0004: $3590 = 1 // $ = int 0002: jump @BANKJO1_16902 :BANKJO1_16791 00D6: if 0038: $3591 == 0 // $ == int 004D: jump_if_false @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 0004: $3591 = 1 // $ = int :BANKJO1_16855 00D6: if 0038: $3657 == 2 // $ == int 004D: jump_if_false @BANKJO1_16902 009E: set_actor $3589 path $3600 $3601 $3602 unknown 0.5 1 01CA: actor $3589 kill_player $PLAYER_CHAR :BANKJO1_16902 00D6: if 0038: $3594 == 0 // $ == int 004D: jump_if_false @BANKJO1_17068 00D6: if 0118: actor $3593 dead 004D: jump_if_false @BANKJO1_16957 000C: $3632 -= 1 // $ -= int 0004: $3594 = 1 // $ = int 0002: jump @BANKJO1_17068 :BANKJO1_16957 00D6: if 0038: $3595 == 0 // $ == int 004D: jump_if_false @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 0004: $3595 = 1 // $ = int :BANKJO1_17021 00D6: if 0038: $3657 == 2 // $ == int 004D: jump_if_false @BANKJO1_17068 009E: set_actor $3593 path $3600 $3601 $3602 unknown 0.5 1 01CA: actor $3593 kill_player $PLAYER_CHAR :BANKJO1_17068 00D6: if 0038: $3657 == 2 // $ == int 004D: jump_if_false @BANKJO1_17093 0004: $3657 = 0 // $ = int :BANKJO1_17093 0051: return :BANKJO1_17095 00D6: if 0038: $3606 == 0 // $ == int 004D: jump_if_false @BANKJO1_17275 00D6: if 00F6: player $PLAYER_CHAR 0 385.13 -509.0 8.0 radius 0.5 0.5 3.0 004D: jump_if_false @BANKJO1_17208 00D6: if 0038: $3662 == 0 // $ == int 004D: jump_if_false @BANKJO1_17201 00BC: text_highpriority 'BJM1_23' time 5000 1 0004: $3662 = 1 // $ = int :BANKJO1_17201 0002: jump @BANKJO1_17215 :BANKJO1_17208 0004: $3662 = 0 // $ = int :BANKJO1_17215 00D6: if 0214: pickup $3604 picked_up 004D: jump_if_false @BANKJO1_17268 0164: disable_marker $3605 03BC: $3637 = create_sphere 385.13 -509.0 8.0 1.0 0004: $3606 = 1 // $ = int :BANKJO1_17268 0002: jump @BANKJO1_19457 :BANKJO1_17275 00D6: if 0038: $3608 == 0 // $ == int 004D: jump_if_false @BANKJO1_19457 00D6: if 00F9: player $PLAYER_CHAR stopped 0 385.13 -509.0 8.0 radius 0.5 0.5 3.0 004D: jump_if_false @BANKJO1_19457 02A3: enable_widescreen 1 01B4: set_player $PLAYER_CHAR can_move 0 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 9.194 range 1.0 015F: set_camera_position 387.22 -506.517 9.194 rotation 0.0 0.0 0.0 0160: point_camera 386.633 -507.287 9.43 switchstyle 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 0006: TIMERA = 0 // @ = int :BANKJO1_17500 00D6: if 001B: 3000 > TIMERA // int > @ 004D: jump_if_false @BANKJO1_17616 0001: wait 0 ms 00D6: if 0118: actor $3510 dead 004D: jump_if_false @BANKJO1_17546 0004: $3635 = 1 // $ = int :BANKJO1_17546 00D6: if 0029: TIMERA >= 2000 // @ >= int 004D: jump_if_false @BANKJO1_17609 00D6: if 0038: $3666 == 0 // $ == int 004D: jump_if_false @BANKJO1_17609 018C: play_sound 18 at 384.932 -510.077 9.848 0004: $3666 = 1 // $ = int :BANKJO1_17609 0002: jump @BANKJO1_17500 :BANKJO1_17616 053D: clear_actor $PLAYER_ACTOR wait_state 0160: point_camera 386.25 -506.384 9.373 switchstyle 2 03CF: load_wav 'BNK1_7' as 1 03CF: load_wav 'BNK1_10' as 2 00D6: if 0038: $3607 == 0 // $ == int 004D: jump_if_false @BANKJO1_17919 :BANKJO1_17682 00D6: 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 004D: jump_if_false @BANKJO1_17863 0001: wait 0 ms 00D6: if 0038: $3639 == 0 // $ == int 004D: jump_if_false @BANKJO1_17786 018C: play_sound 3 at 383.252 -506.903 9.68 0004: $3639 = 1 // $ = int :BANKJO1_17786 00D6: if 0038: $3639 == 1 // $ == int 004D: jump_if_false @BANKJO1_17833 018D: $3665 = create_sound 2 at 383.252 -506.903 9.68 0004: $3639 = 2 // $ = int :BANKJO1_17833 00D6: if 0118: actor $3510 dead 004D: jump_if_false @BANKJO1_17856 0004: $3635 = 1 // $ = int :BANKJO1_17856 0002: jump @BANKJO1_17682 :BANKJO1_17863 018E: stop_sound $3665 00D6: if 0038: $3639 == 2 // $ == int 004D: jump_if_false @BANKJO1_17912 018C: play_sound 3 at 383.252 -506.903 9.68 0004: $3639 = 3 // $ = int :BANKJO1_17912 0004: $3607 = 1 // $ = int :BANKJO1_17919 0211: actor $PLAYER_ACTOR walk_to 384.12 -507.38 0006: TIMERA = 0 // @ = int 00D6: if 8118: not actor $3510 dead 004D: jump_if_false @BANKJO1_17988 0372: set_actor $3510 anim 0 wait_state_time 1 ms 0211: actor $3510 walk_to 383.523 -505.34 0002: jump @BANKJO1_17995 :BANKJO1_17988 0004: $3635 = 1 // $ = int :BANKJO1_17995 00D6: if 80ED: not actor $PLAYER_ACTOR 0 384.12 -507.38 radius 0.5 0.5 004D: jump_if_false @BANKJO1_18144 0001: wait 0 ms 00D6: if 0118: actor $3510 dead 004D: jump_if_false @BANKJO1_18060 0004: $3635 = 1 // $ = int :BANKJO1_18060 00D6: if 0019: TIMERA > 8000 // @ > int 004D: jump_if_false @BANKJO1_18137 00D6: if 80ED: not actor $PLAYER_ACTOR 0 384.12 -507.38 radius 0.5 0.5 004D: jump_if_false @BANKJO1_18137 00A1: put_actor $PLAYER_ACTOR at 384.12 -507.38 8.4 :BANKJO1_18137 0002: jump @BANKJO1_17995 :BANKJO1_18144 0006: TIMERB = 0 // @ = int :BANKJO1_18151 00D6: if 80ED: not actor $3510 0 383.523 -505.34 radius 0.5 0.5 004D: jump_if_false @BANKJO1_18307 0001: wait 0 ms 00D6: if 0118: actor $3510 dead 004D: jump_if_false @BANKJO1_18223 0004: $3635 = 1 // $ = int 0002: jump @BANKJO1_18300 :BANKJO1_18223 00D6: if 0019: TIMERB > 8000 // @ > int 004D: jump_if_false @BANKJO1_18300 00D6: if 80ED: not actor $3510 0 383.523 -505.34 radius 0.5 0.5 004D: jump_if_false @BANKJO1_18300 00A1: put_actor $3510 at 383.523 -505.34 8.4 :BANKJO1_18300 0002: jump @BANKJO1_18151 :BANKJO1_18307 020E: actor $PLAYER_ACTOR look_at_actor $3510 03D1: play_wav 1 00BC: text_highpriority 'BNK1_7' time 5000 1 0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms :BANKJO1_18346 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @BANKJO1_18395 0001: wait 0 ms 00D6: if 0118: actor $3510 dead 004D: jump_if_false @BANKJO1_18388 0004: $3635 = 1 // $ = int :BANKJO1_18388 0002: jump @BANKJO1_18346 :BANKJO1_18395 03D5: remove_text 'BNK1_7' 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' time 10000 1 00D6: if 8118: not actor $3510 dead 004D: jump_if_false @BANKJO1_18480 0372: set_actor $3510 anim 19 wait_state_time 1000000 ms 0002: jump @BANKJO1_18487 :BANKJO1_18480 0004: $3635 = 1 // $ = int :BANKJO1_18487 00D6: if or 83D2: not wav 2 ended 83D0: not wav 1 loaded 004D: jump_if_false @BANKJO1_18540 0001: wait 0 ms 00D6: if 0118: actor $3510 dead 004D: jump_if_false @BANKJO1_18533 0004: $3635 = 1 // $ = int :BANKJO1_18533 0002: jump @BANKJO1_18487 :BANKJO1_18540 03D5: remove_text 'BNK1_10' 00D6: if 8118: not actor $3510 dead 004D: jump_if_false @BANKJO1_18582 0372: set_actor $3510 anim 0 wait_state_time 1 ms 0002: jump @BANKJO1_18589 :BANKJO1_18582 0004: $3635 = 1 // $ = int :BANKJO1_18589 03CF: load_wav 'BNK1_11' as 2 03D1: play_wav 1 00BC: text_highpriority 'BNK1_8' time 10000 1 0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms :BANKJO1_18632 00D6: if or 83D2: not wav 1 ended 83D0: not wav 2 loaded 004D: jump_if_false @BANKJO1_18685 0001: wait 0 ms 00D6: if 0118: actor $3510 dead 004D: jump_if_false @BANKJO1_18678 0004: $3635 = 1 // $ = int :BANKJO1_18678 0002: jump @BANKJO1_18632 :BANKJO1_18685 03D5: remove_text 'BNK1_8' 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 03D1: play_wav 2 00BC: text_highpriority 'BNK1_11' time 10000 1 00D6: if 8118: not actor $3510 dead 004D: jump_if_false @BANKJO1_18758 0372: set_actor $3510 anim 19 wait_state_time 1000000 ms 0002: jump @BANKJO1_18765 :BANKJO1_18758 0004: $3635 = 1 // $ = int :BANKJO1_18765 00D6: if 83D2: not wav 2 ended 004D: jump_if_false @BANKJO1_18814 0001: wait 0 ms 00D6: if 0118: actor $3510 dead 004D: jump_if_false @BANKJO1_18807 0004: $3635 = 1 // $ = int :BANKJO1_18807 0002: jump @BANKJO1_18765 :BANKJO1_18814 03D5: remove_text 'BNK1_11' 00D6: if 8118: not actor $3510 dead 004D: jump_if_false @BANKJO1_18856 0372: set_actor $3510 anim 0 wait_state_time 1 ms 0002: jump @BANKJO1_18863 :BANKJO1_18856 0004: $3635 = 1 // $ = int :BANKJO1_18863 0395: clear_area 0 at 389.95 -503.077 9.114 range 1.0 015F: set_camera_position 389.95 -503.077 9.114 rotation 0.0 0.0 0.0 0160: point_camera 389.151 -503.666 9.229 switchstyle 2 0211: actor $PLAYER_ACTOR walk_to 387.64 -505.7 0006: TIMERB = 0 // @ = int :BANKJO1_18960 00D6: if 001B: 750 > TIMERB // int > @ 004D: jump_if_false @BANKJO1_19013 0001: wait 0 ms 00D6: if 0118: actor $3510 dead 004D: jump_if_false @BANKJO1_19006 0004: $3635 = 1 // $ = int :BANKJO1_19006 0002: jump @BANKJO1_18960 :BANKJO1_19013 00D6: if 8118: not actor $3510 dead 004D: jump_if_false @BANKJO1_19044 0211: actor $3510 walk_to 385.48 -506.76 :BANKJO1_19044 0006: TIMERA = 0 // @ = int :BANKJO1_19051 00D6: if 80ED: not actor $PLAYER_ACTOR 0 387.64 -505.7 radius 0.5 0.5 004D: jump_if_false @BANKJO1_19200 0001: wait 0 ms 00D6: if 0118: actor $3510 dead 004D: jump_if_false @BANKJO1_19116 0004: $3635 = 1 // $ = int :BANKJO1_19116 00D6: if 0019: TIMERA > 5000 // @ > int 004D: jump_if_false @BANKJO1_19193 00D6: if 80ED: not actor $PLAYER_ACTOR 0 387.64 -505.7 radius 0.5 0.5 004D: jump_if_false @BANKJO1_19193 00A1: put_actor $PLAYER_ACTOR at 387.64 -505.7 8.41 :BANKJO1_19193 0002: jump @BANKJO1_19051 :BANKJO1_19200 0006: TIMERB = 0 // @ = int :BANKJO1_19207 00D6: if 80ED: not actor $3510 0 385.48 -506.76 radius 0.5 0.5 004D: jump_if_false @BANKJO1_19363 0001: wait 0 ms 00D6: if 0118: actor $3510 dead 004D: jump_if_false @BANKJO1_19279 0004: $3635 = 1 // $ = int 0002: jump @BANKJO1_19356 :BANKJO1_19279 00D6: if 0019: TIMERB > 5000 // @ > int 004D: jump_if_false @BANKJO1_19356 00D6: if 80ED: not actor $PLAYER_ACTOR 0 385.48 -506.76 radius 0.5 0.5 004D: jump_if_false @BANKJO1_19356 00A1: put_actor $PLAYER_ACTOR at 385.48 -506.76 8.41 :BANKJO1_19356 0002: jump @BANKJO1_19207 :BANKJO1_19363 0173: set_actor $PLAYER_ACTOR z_angle_to 333.85 00D6: if 8118: not actor $3510 dead 004D: jump_if_false @BANKJO1_19406 0173: set_actor $3510 z_angle_to 333.85 0002: jump @BANKJO1_19413 :BANKJO1_19406 0004: $3635 = 1 // $ = int :BANKJO1_19413 01B9: set_actor $PLAYER_ACTOR armed_weapon_to $3664 02A3: enable_widescreen 0 01B4: set_player $PLAYER_CHAR can_move 1 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 02EB: restore_camera_with_jumpcut 0004: $3608 = 1 // $ = int :BANKJO1_19457 0051: return :BANKJO1_19459 00D6: if 0038: $3609 == 0 // $ == int 004D: jump_if_false @BANKJO1_20988 00D6: 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 004D: jump_if_false @BANKJO1_20236 00D6: if and 82D7: not player $PLAYER_CHAR current_weapon == 0 82D7: not player $PLAYER_CHAR current_weapon == 1 004D: jump_if_false @BANKJO1_20215 00D6: if 0038: $3638 == 0 // $ == int 004D: jump_if_false @BANKJO1_19802 03CF: load_wav 'BJM1_20' as 1 0004: $3638 = 1 // $ = int :BANKJO1_19802 00D6: if 0038: $3638 == 1 // $ == int 004D: jump_if_false @BANKJO1_19842 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @BANKJO1_19842 0004: $3638 = 2 // $ = int :BANKJO1_19842 00D6: if 0038: $3638 == 2 // $ == int 004D: jump_if_false @BANKJO1_19886 03D1: play_wav 1 00BC: text_highpriority 'BJM1_20' time 5000 1 0004: $3638 = 3 // $ = int :BANKJO1_19886 00D6: if 0038: $3638 == 3 // $ == int 004D: jump_if_false @BANKJO1_19936 00D6: if 03D2: wav 1 ended 004D: jump_if_false @BANKJO1_19936 03D5: remove_text 'BJM1_20' 0004: $3638 = 4 // $ = int :BANKJO1_19936 00D6: if 0038: $3638 == 4 // $ == int 004D: jump_if_false @BANKJO1_19968 0006: TIMERB = 0 // @ = int 0004: $3638 = 5 // $ = int :BANKJO1_19968 00D6: if 0038: $3638 == 5 // $ == int 004D: jump_if_false @BANKJO1_20042 00D6: if 0029: TIMERB >= 4000 // @ >= int 004D: jump_if_false @BANKJO1_20042 00D6: if 0038: $3611 == 0 // $ == int 004D: jump_if_false @BANKJO1_20042 03CF: load_wav 'BJM1_4' as 2 0004: $3611 = 1 // $ = int :BANKJO1_20042 00D6: if 0038: $3611 == 1 // $ == int 004D: jump_if_false @BANKJO1_20082 00D6: if 03D0: wav 2 loaded 004D: jump_if_false @BANKJO1_20082 0004: $3611 = 2 // $ = int :BANKJO1_20082 00D6: if 0038: $3611 == 2 // $ == int 004D: jump_if_false @BANKJO1_20126 03D1: play_wav 2 00BC: text_highpriority 'BJM1_4' time 5000 1 0004: $3611 = 3 // $ = int :BANKJO1_20126 00D6: if 0038: $3611 == 3 // $ == int 004D: jump_if_false @BANKJO1_20176 00D6: if 03D2: wav 2 ended 004D: jump_if_false @BANKJO1_20176 03D5: remove_text 'BJM1_4' 0004: $3611 = 4 // $ = int :BANKJO1_20176 00D6: if 0038: $3611 == 4 // $ == int 004D: jump_if_false @BANKJO1_20208 0004: $3610 = 1 // $ = int 0004: $3611 = 5 // $ = int :BANKJO1_20208 0002: jump @BANKJO1_20236 :BANKJO1_20215 0004: $3611 = 0 // $ = int 0004: $3638 = 0 // $ = int 0004: $3610 = 0 // $ = int :BANKJO1_20236 00D6: 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 004D: jump_if_false @BANKJO1_20988 00D6: if 82D7: not player $PLAYER_CHAR current_weapon == 0 004D: jump_if_false @BANKJO1_20967 00D6: if 0038: $3638 == 0 // $ == int 004D: jump_if_false @BANKJO1_20554 03CF: load_wav 'BJM1_20' as 1 0004: $3638 = 1 // $ = int :BANKJO1_20554 00D6: if 0038: $3638 == 1 // $ == int 004D: jump_if_false @BANKJO1_20594 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @BANKJO1_20594 0004: $3638 = 2 // $ = int :BANKJO1_20594 00D6: if 0038: $3638 == 2 // $ == int 004D: jump_if_false @BANKJO1_20638 03D1: play_wav 1 00BC: text_highpriority 'BJM1_20' time 5000 1 0004: $3638 = 3 // $ = int :BANKJO1_20638 00D6: if 0038: $3638 == 3 // $ == int 004D: jump_if_false @BANKJO1_20688 00D6: if 03D2: wav 1 ended 004D: jump_if_false @BANKJO1_20688 03D5: remove_text 'BJM1_20' 0004: $3638 = 4 // $ = int :BANKJO1_20688 00D6: if 0038: $3638 == 4 // $ == int 004D: jump_if_false @BANKJO1_20720 0006: TIMERB = 0 // @ = int 0004: $3638 = 5 // $ = int :BANKJO1_20720 00D6: if 0038: $3638 == 5 // $ == int 004D: jump_if_false @BANKJO1_20794 00D6: if 0029: TIMERB >= 4000 // @ >= int 004D: jump_if_false @BANKJO1_20794 00D6: if 0038: $3611 == 0 // $ == int 004D: jump_if_false @BANKJO1_20794 03CF: load_wav 'BJM1_4' as 2 0004: $3611 = 1 // $ = int :BANKJO1_20794 00D6: if 0038: $3611 == 1 // $ == int 004D: jump_if_false @BANKJO1_20834 00D6: if 03D0: wav 2 loaded 004D: jump_if_false @BANKJO1_20834 0004: $3611 = 2 // $ = int :BANKJO1_20834 00D6: if 0038: $3611 == 2 // $ == int 004D: jump_if_false @BANKJO1_20878 03D1: play_wav 2 00BC: text_highpriority 'BJM1_4' time 5000 1 0004: $3611 = 3 // $ = int :BANKJO1_20878 00D6: if 0038: $3611 == 3 // $ == int 004D: jump_if_false @BANKJO1_20928 00D6: if 03D2: wav 2 ended 004D: jump_if_false @BANKJO1_20928 03D5: remove_text 'BJM1_4' 0004: $3611 = 4 // $ = int :BANKJO1_20928 00D6: if 0038: $3611 == 4 // $ == int 004D: jump_if_false @BANKJO1_20960 0004: $3610 = 1 // $ = int 0004: $3611 = 5 // $ = int :BANKJO1_20960 0002: jump @BANKJO1_20988 :BANKJO1_20967 0004: $3611 = 0 // $ = int 0004: $3638 = 0 // $ = int 0004: $3610 = 0 // $ = int :BANKJO1_20988 0051: return :BANKJO1_20990 00D6: if 0038: $3609 == 0 // $ == int 004D: jump_if_false @BANKJO1_21577 00D6: 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 004D: jump_if_false @BANKJO1_21086 00D6: if 0038: $3613 == 0 // $ == int 004D: jump_if_false @BANKJO1_21086 0004: $3613 = 1 // $ = int :BANKJO1_21086 00D6: 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 004D: jump_if_false @BANKJO1_21374 00D6: if 0038: $3613 == 0 // $ == int 004D: jump_if_false @BANKJO1_21374 0004: $3613 = 1 // $ = int :BANKJO1_21374 00D6: if 0038: $3613 == 1 // $ == int 004D: jump_if_false @BANKJO1_21411 03CF: load_wav 'BJM1_5' as 2 0004: $3613 = 2 // $ = int :BANKJO1_21411 00D6: if 0038: $3613 == 2 // $ == int 004D: jump_if_false @BANKJO1_21451 00D6: if 03D0: wav 2 loaded 004D: jump_if_false @BANKJO1_21451 0004: $3613 = 3 // $ = int :BANKJO1_21451 00D6: if 0038: $3613 == 3 // $ == int 004D: jump_if_false @BANKJO1_21495 03D1: play_wav 2 00BC: text_highpriority 'BJM1_5' time 5000 1 0004: $3613 = 4 // $ = int :BANKJO1_21495 00D6: if 0038: $3613 == 4 // $ == int 004D: jump_if_false @BANKJO1_21545 00D6: if 03D2: wav 2 ended 004D: jump_if_false @BANKJO1_21545 03D5: remove_text 'BJM1_5' 0004: $3613 = 5 // $ = int :BANKJO1_21545 00D6: if 0038: $3613 == 5 // $ == int 004D: jump_if_false @BANKJO1_21577 0004: $3612 = 1 // $ = int 0004: $3613 = 6 // $ = int :BANKJO1_21577 0051: return :BANKJO1_21579 00D6: if 0038: $3598 == 0 // $ == int 004D: jump_if_false @BANKJO1_22153 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @BANKJO1_22153 00D6: 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 004D: jump_if_false @BANKJO1_21883 0004: $3598 = 1 // $ = int :BANKJO1_21883 00D6: 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 004D: jump_if_false @BANKJO1_22153 0004: $3598 = 1 // $ = int :BANKJO1_22153 0051: return :BANKJO1_22155 00D6: if 0038: $3598 == 0 // $ == int 004D: jump_if_false @BANKJO1_22713 00D6: 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 004D: jump_if_false @BANKJO1_22443 0004: $3598 = 1 // $ = int :BANKJO1_22443 00D6: 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 004D: jump_if_false @BANKJO1_22713 0004: $3598 = 1 // $ = int :BANKJO1_22713 0051: return :BANKJO1_22715 00D6: if 0038: $3671 == 0 // $ == int 004D: jump_if_false @BANKJO1_23738 00D6: if 002A: 20 >= $3631 // int >= $ 004D: jump_if_false @BANKJO1_23738 00D6: if 001A: 6 > $3632 // int > $ 004D: jump_if_false @BANKJO1_23738 00D6: if 0038: $3633 == 2 // $ == int 004D: jump_if_false @BANKJO1_22801 0006: TIMERB = 0 // @ = int 0004: $3633 = 0 // $ = int :BANKJO1_22801 00D6: 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 004D: jump_if_false @BANKJO1_23738 00D6: if 0029: TIMERB >= 5000 // @ >= int 004D: jump_if_false @BANKJO1_23738 00D6: if 0038: $3633 == 0 // $ == int 004D: jump_if_false @BANKJO1_23738 0004: $3634 = -1 // $ = int 00D6: if or 0038: $3615 == 0 // $ == int 0038: $3615 == 2 // $ == int 004D: jump_if_false @BANKJO1_22993 0395: clear_area 0 at 379.88 -493.05 11.34 range 4.0 009A: $3614 = create_actor_pedtype 4 model #COP at 379.88 -493.05 11.34 0084: $3634 = $3614 // $ = $ int 0004: $3615 = 1 // $ = int 0002: jump @BANKJO1_23651 :BANKJO1_22993 00D6: if or 0038: $3617 == 0 // $ == int 0038: $3617 == 2 // $ == int 004D: jump_if_false @BANKJO1_23088 0395: clear_area 0 at 379.88 -493.05 11.34 range 4.0 009A: $3616 = create_actor_pedtype 4 model #COP at 379.88 -493.05 11.34 0084: $3634 = $3616 // $ = $ int 0004: $3617 = 1 // $ = int 0002: jump @BANKJO1_23651 :BANKJO1_23088 00D6: if or 0038: $3619 == 0 // $ == int 0038: $3619 == 2 // $ == int 004D: jump_if_false @BANKJO1_23183 0395: clear_area 0 at 379.88 -493.05 11.34 range 4.0 009A: $3618 = create_actor_pedtype 4 model #COP at 379.88 -493.05 11.34 0084: $3634 = $3618 // $ = $ int 0004: $3619 = 1 // $ = int 0002: jump @BANKJO1_23651 :BANKJO1_23183 00D6: if or 0038: $3621 == 0 // $ == int 0038: $3621 == 2 // $ == int 004D: jump_if_false @BANKJO1_23278 0395: clear_area 0 at -379.88 -493.05 11.34 range 4.0 009A: $3620 = create_actor_pedtype 4 model #COP at 379.88 -493.05 11.34 0084: $3634 = $3620 // $ = $ int 0004: $3621 = 1 // $ = int 0002: jump @BANKJO1_23651 :BANKJO1_23278 00D6: if or 0038: $3623 == 0 // $ == int 0038: $3623 == 2 // $ == int 004D: jump_if_false @BANKJO1_23373 0395: clear_area 0 at 379.88 -493.05 11.34 range 4.0 009A: $3622 = create_actor_pedtype 4 model #COP at 379.88 -493.05 11.34 0084: $3634 = $3622 // $ = $ int 0004: $3623 = 1 // $ = int 0002: jump @BANKJO1_23651 :BANKJO1_23373 00D6: if or 0038: $3625 == 0 // $ == int 0038: $3625 == 2 // $ == int 004D: jump_if_false @BANKJO1_23468 0395: clear_area 0 at 379.88 -493.05 11.34 range 4.0 009A: $3624 = create_actor_pedtype 4 model #COP at 379.88 -493.05 11.34 0084: $3634 = $3624 // $ = $ int 0004: $3625 = 1 // $ = int 0002: jump @BANKJO1_23651 :BANKJO1_23468 00D6: if or 0038: $3627 == 0 // $ == int 0038: $3627 == 2 // $ == int 004D: jump_if_false @BANKJO1_23563 0395: clear_area 0 at 379.88 -493.05 11.34 range 4.0 009A: $3626 = create_actor_pedtype 4 model #COP at 379.88 -493.05 11.34 0084: $3634 = $3626 // $ = $ int 0004: $3627 = 1 // $ = int 0002: jump @BANKJO1_23651 :BANKJO1_23563 00D6: if or 0038: $3629 == 0 // $ == int 0038: $3629 == 2 // $ == int 004D: jump_if_false @BANKJO1_23651 0395: clear_area 0 at 379.88 -493.05 11.34 range 4.0 009A: $3628 = create_actor_pedtype 4 model #COP at 379.88 -493.05 11.34 0084: $3634 = $3628 // $ = $ int 0004: $3629 = 1 // $ = int :BANKJO1_23651 00D6: if 8118: not actor $3634 dead 004D: jump_if_false @BANKJO1_23738 00D6: if 8038: not $3634 == -1 // $ == int 004D: jump_if_false @BANKJO1_23738 0243: set_actor $3634 ped_stats_to 16 0173: set_actor $3634 z_angle_to 180.0 0239: actor $3634 run_to 381.53 -490.91 0008: $3632 += 1 // $ += int 0008: $3631 += 1 // $ += int 0004: $3633 = 1 // $ = int :BANKJO1_23738 0051: return :BANKJO1_23740 00D6: if 0038: $3633 == 1 // $ == int 004D: jump_if_false @BANKJO1_23882 00D6: if 8118: not actor $3634 dead 004D: jump_if_false @BANKJO1_23875 00D6: if 00FF: actor $3634 0 381.53 -490.91 11.35 radius 1.0 1.0 2.0 004D: jump_if_false @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 0004: $3633 = 2 // $ = int :BANKJO1_23868 0002: jump @BANKJO1_23882 :BANKJO1_23875 0004: $3633 = 2 // $ = int :BANKJO1_23882 0051: return :BANKJO1_23884 00D6: if 0038: $3615 == 1 // $ == int 004D: jump_if_false @BANKJO1_23991 00D6: if 0118: actor $3614 dead 004D: jump_if_false @BANKJO1_23944 034F: destroy_actor_with_fade $3614 // The actor fades away like a ghost 000C: $3632 -= 1 // $ -= int 0004: $3615 = 2 // $ = int 0002: jump @BANKJO1_23991 :BANKJO1_23944 00D6: if 0038: $3658 == 2 // $ == int 004D: jump_if_false @BANKJO1_23991 009E: set_actor $3614 path $3600 $3601 $3602 unknown 0.5 1 01CA: actor $3614 kill_player $PLAYER_CHAR :BANKJO1_23991 00D6: if 0038: $3617 == 1 // $ == int 004D: jump_if_false @BANKJO1_24098 00D6: if 0118: actor $3616 dead 004D: jump_if_false @BANKJO1_24051 034F: destroy_actor_with_fade $3616 // The actor fades away like a ghost 000C: $3632 -= 1 // $ -= int 0004: $3617 = 2 // $ = int 0002: jump @BANKJO1_24098 :BANKJO1_24051 00D6: if 0038: $3658 == 2 // $ == int 004D: jump_if_false @BANKJO1_24098 009E: set_actor $3616 path $3600 $3601 $3602 unknown 0.5 1 01CA: actor $3616 kill_player $PLAYER_CHAR :BANKJO1_24098 00D6: if 0038: $3619 == 1 // $ == int 004D: jump_if_false @BANKJO1_24205 00D6: if 0118: actor $3618 dead 004D: jump_if_false @BANKJO1_24158 034F: destroy_actor_with_fade $3618 // The actor fades away like a ghost 000C: $3632 -= 1 // $ -= int 0004: $3619 = 2 // $ = int 0002: jump @BANKJO1_24205 :BANKJO1_24158 00D6: if 0038: $3658 == 2 // $ == int 004D: jump_if_false @BANKJO1_24205 009E: set_actor $3618 path $3600 $3601 $3602 unknown 0.5 1 01CA: actor $3618 kill_player $PLAYER_CHAR :BANKJO1_24205 00D6: if 0038: $3621 == 1 // $ == int 004D: jump_if_false @BANKJO1_24312 00D6: if 0118: actor $3620 dead 004D: jump_if_false @BANKJO1_24265 034F: destroy_actor_with_fade $3620 // The actor fades away like a ghost 000C: $3632 -= 1 // $ -= int 0004: $3621 = 2 // $ = int 0002: jump @BANKJO1_24312 :BANKJO1_24265 00D6: if 0038: $3658 == 2 // $ == int 004D: jump_if_false @BANKJO1_24312 009E: set_actor $3620 path $3600 $3601 $3602 unknown 0.5 1 01CA: actor $3620 kill_player $PLAYER_CHAR :BANKJO1_24312 00D6: if 0038: $3623 == 1 // $ == int 004D: jump_if_false @BANKJO1_24419 00D6: if 0118: actor $3622 dead 004D: jump_if_false @BANKJO1_24372 034F: destroy_actor_with_fade $3622 // The actor fades away like a ghost 000C: $3632 -= 1 // $ -= int 0004: $3623 = 2 // $ = int 0002: jump @BANKJO1_24419 :BANKJO1_24372 00D6: if 0038: $3658 == 2 // $ == int 004D: jump_if_false @BANKJO1_24419 009E: set_actor $3622 path $3600 $3601 $3602 unknown 0.5 1 01CA: actor $3622 kill_player $PLAYER_CHAR :BANKJO1_24419 00D6: if 0038: $3625 == 1 // $ == int 004D: jump_if_false @BANKJO1_24526 00D6: if 0118: actor $3624 dead 004D: jump_if_false @BANKJO1_24479 034F: destroy_actor_with_fade $3624 // The actor fades away like a ghost 000C: $3632 -= 1 // $ -= int 0004: $3625 = 2 // $ = int 0002: jump @BANKJO1_24526 :BANKJO1_24479 00D6: if 0038: $3658 == 2 // $ == int 004D: jump_if_false @BANKJO1_24526 009E: set_actor $3624 path $3600 $3601 $3602 unknown 0.5 1 01CA: actor $3624 kill_player $PLAYER_CHAR :BANKJO1_24526 00D6: if 0038: $3627 == 1 // $ == int 004D: jump_if_false @BANKJO1_24633 00D6: if 0118: actor $3626 dead 004D: jump_if_false @BANKJO1_24586 034F: destroy_actor_with_fade $3626 // The actor fades away like a ghost 000C: $3632 -= 1 // $ -= int 0004: $3627 = 2 // $ = int 0002: jump @BANKJO1_24633 :BANKJO1_24586 00D6: if 0038: $3658 == 2 // $ == int 004D: jump_if_false @BANKJO1_24633 009E: set_actor $3626 path $3600 $3601 $3602 unknown 0.5 1 01CA: actor $3626 kill_player $PLAYER_CHAR :BANKJO1_24633 00D6: if 0038: $3629 == 1 // $ == int 004D: jump_if_false @BANKJO1_24740 00D6: if 0118: actor $3628 dead 004D: jump_if_false @BANKJO1_24693 034F: destroy_actor_with_fade $3628 // The actor fades away like a ghost 000C: $3632 -= 1 // $ -= int 0004: $3629 = 2 // $ = int 0002: jump @BANKJO1_24740 :BANKJO1_24693 00D6: if 0038: $3658 == 2 // $ == int 004D: jump_if_false @BANKJO1_24740 009E: set_actor $3628 path $3600 $3601 $3602 unknown 0.5 1 01CA: actor $3628 kill_player $PLAYER_CHAR :BANKJO1_24740 00D6: if 0038: $3658 == 2 // $ == int 004D: jump_if_false @BANKJO1_24765 0004: $3658 = 0 // $ = int :BANKJO1_24765 0051: return :BANKJO1_24767 00D6: if 0038: $3609 == 0 // $ == int 004D: jump_if_false @BANKJO1_25570 03BD: destroy_sphere $3636 02A3: enable_widescreen 1 01B4: set_player $PLAYER_CHAR can_move 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 015F: set_camera_position 399.925 -485.48 14.542 rotation 0.0 0.0 0.0 0160: point_camera 400.831 -485.674 14.162 switchstyle 2 0211: actor $PLAYER_ACTOR walk_to 409.56 -484.36 0006: TIMERA = 0 // @ = int :BANKJO1_24896 00D6: if 80ED: not actor $PLAYER_ACTOR 0 409.56 -484.36 radius 1.0 1.0 004D: jump_if_false @BANKJO1_25079 0001: wait 0 ms 00D6: if 0038: $3635 == 0 // $ == int 004D: jump_if_false @BANKJO1_24979 00D6: if 0118: actor $3510 dead 004D: jump_if_false @BANKJO1_24979 0004: $3635 = 1 // $ = int :BANKJO1_24979 00D6: if 0019: TIMERA > 8000 // @ > int 004D: jump_if_false @BANKJO1_25072 00D6: if 80ED: not actor $PLAYER_ACTOR 0 409.56 -484.36 radius 1.0 1.0 004D: jump_if_false @BANKJO1_25072 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @BANKJO1_25072 00A1: put_actor $PLAYER_ACTOR at 409.56 -484.36 11.35 :BANKJO1_25072 0002: jump @BANKJO1_24896 :BANKJO1_25079 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @BANKJO1_25131 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER6' 038B: load_requested_models 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @BANKJO1_25131 0353: refresh_actor $PLAYER_ACTOR :BANKJO1_25131 0211: actor $PLAYER_ACTOR walk_to 407.77 -487.13 0006: TIMERA = 0 // @ = int :BANKJO1_25153 00D6: if 80ED: not actor $PLAYER_ACTOR 0 407.77 -487.13 radius 0.5 0.5 004D: jump_if_false @BANKJO1_25336 0001: wait 0 ms 00D6: if 0019: TIMERA > 8000 // @ > int 004D: jump_if_false @BANKJO1_25288 00D6: if 80ED: not actor $PLAYER_ACTOR 0 407.77 -487.13 radius 0.5 0.5 004D: jump_if_false @BANKJO1_25288 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @BANKJO1_25288 00A1: put_actor $PLAYER_ACTOR at 407.77 -487.13 11.35 :BANKJO1_25288 00D6: if 0038: $3635 == 0 // $ == int 004D: jump_if_false @BANKJO1_25329 00D6: if 0118: actor $3510 dead 004D: jump_if_false @BANKJO1_25329 0004: $3635 = 1 // $ = int :BANKJO1_25329 0002: jump @BANKJO1_25153 :BANKJO1_25336 0211: actor $PLAYER_ACTOR walk_to 406.16 -487.14 :BANKJO1_25351 00D6: if 80ED: not actor $PLAYER_ACTOR 0 406.16 -487.14 radius 0.5 0.5 004D: jump_if_false @BANKJO1_25534 0001: wait 0 ms 00D6: if 0038: $3635 == 0 // $ == int 004D: jump_if_false @BANKJO1_25434 00D6: if 0118: actor $3510 dead 004D: jump_if_false @BANKJO1_25434 0004: $3635 = 1 // $ = int :BANKJO1_25434 00D6: if 0019: TIMERA > 8000 // @ > int 004D: jump_if_false @BANKJO1_25527 00D6: if 80ED: not actor $PLAYER_ACTOR 0 406.16 -487.14 radius 0.5 0.5 004D: jump_if_false @BANKJO1_25527 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @BANKJO1_25527 00A1: put_actor $PLAYER_ACTOR at 406.16 -487.14 11.35 :BANKJO1_25527 0002: jump @BANKJO1_25351 :BANKJO1_25534 02A3: enable_widescreen 0 01B4: set_player $PLAYER_CHAR can_move 1 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 02EB: restore_camera_with_jumpcut 0004: $3609 = 1 // $ = int :BANKJO1_25570 0051: return :BANKJO1_25572 00D6: if 0038: $3598 == 0 // $ == int 004D: jump_if_false @BANKJO1_25942 00D6: if 0038: $3609 == 0 // $ == int 004D: jump_if_false @BANKJO1_25942 00D6: 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 004D: jump_if_false @BANKJO1_25686 00D6: if 010F: player $PLAYER_CHAR wanted_level > 0 004D: jump_if_false @BANKJO1_25686 0004: $3598 = 1 // $ = int :BANKJO1_25686 00D6: if 02B3: player $PLAYER_CHAR in_cube 390.82 -471.0 10.0 385.0 -468.27 15.0 radius 10.0 sphere 0 004D: jump_if_false @BANKJO1_25764 00D6: if 0038: $3652 == 0 // $ == int 004D: jump_if_false @BANKJO1_25764 0004: $3652 = 1 // $ = int :BANKJO1_25764 00D6: if 0038: $3652 == 1 // $ == int 004D: jump_if_false @BANKJO1_25801 03CF: load_wav 'BJM1_5' as 2 0004: $3652 = 2 // $ = int :BANKJO1_25801 00D6: if 0038: $3652 == 2 // $ == int 004D: jump_if_false @BANKJO1_25841 00D6: if 03D0: wav 2 loaded 004D: jump_if_false @BANKJO1_25841 0004: $3652 = 3 // $ = int :BANKJO1_25841 00D6: if 0038: $3652 == 3 // $ == int 004D: jump_if_false @BANKJO1_25885 03D1: play_wav 2 00BC: text_highpriority 'BJM1_5' time 5000 1 0004: $3652 = 4 // $ = int :BANKJO1_25885 00D6: if 0038: $3652 == 4 // $ == int 004D: jump_if_false @BANKJO1_25942 00D6: if 03D2: wav 2 ended 004D: jump_if_false @BANKJO1_25942 03D5: remove_text 'BJM1_5' 0004: $3598 = 1 // $ = int 0004: $3652 = 5 // $ = int :BANKJO1_25942 0051: return :BANKJO1_25944 01C2: mark_actor_as_no_longer_needed $3517 01C2: mark_actor_as_no_longer_needed $3528 01C2: mark_actor_as_no_longer_needed $3539 01C2: mark_actor_as_no_longer_needed $3550 01C2: mark_actor_as_no_longer_needed $3561 01C2: mark_actor_as_no_longer_needed $3565 01C2: mark_actor_as_no_longer_needed $3576 01C2: mark_actor_as_no_longer_needed $3581 01C2: mark_actor_as_no_longer_needed $3585 01C2: mark_actor_as_no_longer_needed $3589 01C2: mark_actor_as_no_longer_needed $3593 01C2: mark_actor_as_no_longer_needed $3614 01C2: mark_actor_as_no_longer_needed $3616 01C2: mark_actor_as_no_longer_needed $3618 01C2: mark_actor_as_no_longer_needed $3620 01C2: mark_actor_as_no_longer_needed $3622 01C2: mark_actor_as_no_longer_needed $3624 01C2: mark_actor_as_no_longer_needed $3626 01C2: mark_actor_as_no_longer_needed $3628 0004: $3671 = 2 // $ = int 0051: return //-------------Mission 22--------------- // Originally: The Shootist :BANKJO2 03A4: name_thread 'BANKJO2' 0050: gosub @BANKJO2_67 00D6: if 0112: wasted_or_busted 004D: jump_if_false @BANKJO2_37 0050: gosub @BANKJO2_27097 :BANKJO2_37 0050: gosub @BANKJO2_27209 004E: end_thread 0004: $3970 = 0 // $ = int 0004: $3971 = 0 // $ = int 0004: $3972 = 0 // $ = int :BANKJO2_67 0317: increment_mission_attempts 0004: $ONMISSION = 1 // $ = int 0004: $986 = 0 // $ = int 0004: $3677 = 121000 // $ = int 0004: $3674 = 0 // $ = int 0004: $3676 = 0 // $ = int 0004: $3680 = 0 // $ = int 0004: $3681 = 0 // $ = int 0004: $3682 = 0 // $ = int 0004: $3683 = 0 // $ = int 0004: $3684 = 0 // $ = int 0004: $3685 = 0 // $ = int 0004: $3687 = 0 // $ = int 0004: $3688 = 0 // $ = int 0004: $3689 = 0 // $ = int 0004: $3690 = 0 // $ = int 0004: $3691 = 0 // $ = int 0004: $3692 = 0 // $ = int 0005: $3699 = 0.0 // $ = float 0005: $3700 = 0.0 // $ = float 0005: $3701 = 0.0 // $ = float 0004: $3686 = 0 // $ = int 0004: $3762 = 0 // $ = int 0004: $3763 = 0 // $ = int 0005: $3699 = -673.29 // $ = float 0005: $3700 = 1238.52 // $ = float 0005: $3701 = 11.5 // $ = float 0004: $3707 = 0 // $ = int 0004: $3708 = 0 // $ = int 0004: $3709 = 0 // $ = int 0004: $3710 = 0 // $ = int 0004: $3711 = 0 // $ = int 0004: $3712 = 0 // $ = int 0005: $3719 = 0.0 // $ = float 0005: $3720 = 0.0 // $ = float 0005: $3721 = 0.0 // $ = float 0004: $3706 = 0 // $ = int 0005: $3722 = 0.0 // $ = float 0005: $3723 = 0.0 // $ = float 0005: $3724 = 0.0 // $ = float 0004: $3725 = 0 // $ = int 0005: $3719 = -676.11 // $ = float 0005: $3720 = 1227.0 // $ = float 0005: $3721 = 11.5 // $ = float 0004: $3727 = 0 // $ = int 0004: $3728 = 0 // $ = int 0004: $3729 = 0 // $ = int 0004: $3730 = 0 // $ = int 0004: $3731 = 0 // $ = int 0004: $3732 = 0 // $ = int 0005: $3739 = 0.0 // $ = float 0005: $3740 = 0.0 // $ = float 0005: $3741 = 0.0 // $ = float 0004: $3726 = 0 // $ = int 0005: $3742 = 0.0 // $ = float 0005: $3743 = 0.0 // $ = float 0005: $3744 = 0.0 // $ = float 0004: $3745 = 0 // $ = int 0005: $3739 = -679.04 // $ = float 0005: $3740 = 1238.52 // $ = float 0005: $3741 = 11.5 // $ = float 0004: $3746 = 0 // $ = int 0004: $3747 = 0 // $ = int 0004: $3835 = 0 // $ = int 0004: $3749 = 0 // $ = int 0005: $3750 = 0.0 // $ = float 0005: $3751 = 0.0 // $ = float 0005: $3752 = 0.0 // $ = float 0005: $3753 = 0.0 // $ = float 0004: $3755 = 0 // $ = int 0004: $3756 = 0 // $ = int 0005: $3757 = 0.0 // $ = float 0005: $3758 = 0.0 // $ = float 0005: $3759 = 0.0 // $ = float 0004: $3760 = 0 // $ = int 0004: $3761 = 0 // $ = int 0005: $3764 = 0.0 // $ = float 0005: $3765 = 0.0 // $ = float 0005: $3766 = 0.0 // $ = float 0005: $3767 = 0.0 // $ = float 0004: $3769 = 0 // $ = int 0004: $3770 = 0 // $ = int 0005: $3771 = 0.0 // $ = float 0005: $3772 = 0.0 // $ = float 0005: $3773 = 0.0 // $ = float 0004: $3774 = 0 // $ = int 0004: $3775 = 0 // $ = int 0005: $3778 = 0.0 // $ = float 0005: $3779 = 0.0 // $ = float 0005: $3780 = 0.0 // $ = float 0005: $3781 = 0.0 // $ = float 0004: $3783 = 0 // $ = int 0004: $3784 = 0 // $ = int 0005: $3785 = 0.0 // $ = float 0005: $3786 = 0.0 // $ = float 0005: $3787 = 0.0 // $ = float 0004: $3788 = 0 // $ = int 0004: $3789 = 0 // $ = int 0005: $3792 = 0.0 // $ = float 0005: $3793 = 0.0 // $ = float 0005: $3794 = 0.0 // $ = float 0005: $3795 = 0.0 // $ = float 0004: $3797 = 0 // $ = int 0004: $3798 = 0 // $ = int 0005: $3799 = 0.0 // $ = float 0005: $3800 = 0.0 // $ = float 0005: $3801 = 0.0 // $ = float 0004: $3802 = 0 // $ = int 0004: $3803 = 0 // $ = int 0005: $3806 = 0.0 // $ = float 0005: $3807 = 0.0 // $ = float 0005: $3808 = 0.0 // $ = float 0005: $3809 = 0.0 // $ = float 0004: $3811 = 0 // $ = int 0004: $3812 = 0 // $ = int 0005: $3813 = 0.0 // $ = float 0005: $3814 = 0.0 // $ = float 0005: $3815 = 0.0 // $ = float 0004: $3816 = 0 // $ = int 0004: $3817 = 0 // $ = int 0005: $3820 = 0.0 // $ = float 0005: $3821 = 0.0 // $ = float 0005: $3822 = 0.0 // $ = float 0005: $3823 = 0.0 // $ = float 0004: $3825 = 0 // $ = int 0004: $3826 = 0 // $ = int 0005: $3827 = 0.0 // $ = float 0005: $3828 = 0.0 // $ = float 0005: $3829 = 0.0 // $ = float 0004: $3830 = 0 // $ = int 0004: $3831 = 0 // $ = int 0004: $3834 = 0 // $ = int 0004: $3838 = 0 // $ = int 0004: $3839 = 0 // $ = int 0005: $3844 = -674.16 // $ = float 0005: $3845 = 1288.23 // $ = float 0005: $3846 = 9.81 // $ = float 0005: $3840 = 0.0 // $ = float 0005: $3841 = 0.0 // $ = float 0005: $3842 = 0.0 // $ = float 0004: $3843 = 0 // $ = int 0004: $3848 = 0 // $ = int 0004: $3849 = 0 // $ = int 0005: $3854 = -673.46 // $ = float 0005: $3855 = 1279.29 // $ = float 0005: $3856 = 9.81 // $ = float 0005: $3850 = 0.0 // $ = float 0005: $3851 = 0.0 // $ = float 0005: $3852 = 0.0 // $ = float 0004: $3853 = 0 // $ = int 0004: $3858 = 0 // $ = int 0004: $3859 = 0 // $ = int 0005: $3864 = -683.23 // $ = float 0005: $3865 = 1281.5 // $ = float 0005: $3866 = 9.81 // $ = float 0005: $3860 = 0.0 // $ = float 0005: $3861 = 0.0 // $ = float 0005: $3862 = 0.0 // $ = float 0004: $3863 = 0 // $ = int 0004: $3868 = 0 // $ = int 0004: $3869 = 0 // $ = int 0005: $3874 = -683.73 // $ = float 0005: $3875 = 1289.19 // $ = float 0005: $3876 = 9.81 // $ = float 0005: $3870 = 0.0 // $ = float 0005: $3871 = 0.0 // $ = float 0005: $3872 = 0.0 // $ = float 0004: $3873 = 0 // $ = int 0004: $3878 = 0 // $ = int 0004: $3879 = 0 // $ = int 0005: $3884 = -678.21 // $ = float 0005: $3885 = 1293.04 // $ = float 0005: $3886 = 8.0 // $ = float 0005: $3880 = 0.0 // $ = float 0005: $3881 = 0.0 // $ = float 0005: $3882 = 0.0 // $ = float 0004: $3883 = 0 // $ = int 0004: $3888 = 0 // $ = int 0004: $3889 = 0 // $ = int 0005: $3894 = -682.67 // $ = float 0005: $3895 = 1279.42 // $ = float 0005: $3896 = 13.0 // $ = float 0005: $3890 = 0.0 // $ = float 0005: $3891 = 0.0 // $ = float 0005: $3892 = 0.0 // $ = float 0004: $3893 = 0 // $ = int 0004: $3898 = 0 // $ = int 0004: $3899 = 0 // $ = int 0005: $3904 = -673.1 // $ = float 0005: $3905 = 1277.8 // $ = float 0005: $3906 = 13.0 // $ = float 0005: $3900 = 0.0 // $ = float 0005: $3901 = 0.0 // $ = float 0005: $3902 = 0.0 // $ = float 0004: $3903 = 0 // $ = int 0004: $3705 = 0 // $ = int 0005: $3750 = -683.07 // $ = float 0005: $3751 = 1269.74 // $ = float 0005: $3752 = 9.81 // $ = float 0005: $3753 = 90.0 // $ = float 0005: $3764 = -683.11 // $ = float 0005: $3765 = 1272.55 // $ = float 0005: $3766 = 9.81 // $ = float 0005: $3767 = 90.0 // $ = float 0005: $3778 = -683.23 // $ = float 0005: $3779 = 1275.01 // $ = float 0005: $3780 = 9.81 // $ = float 0005: $3781 = 90.0 // $ = float 0005: $3792 = -683.64 // $ = float 0005: $3793 = 1278.1 // $ = float 0005: $3794 = 12.56 // $ = float 0005: $3795 = 90.0 // $ = float 0005: $3806 = -683.54 // $ = float 0005: $3807 = 1275.25 // $ = float 0005: $3808 = 12.62 // $ = float 0005: $3809 = 90.0 // $ = float 0005: $3820 = -683.54 // $ = float 0005: $3821 = 1272.39 // $ = float 0005: $3822 = 12.62 // $ = float 0005: $3823 = 90.0 // $ = float 0004: $3911 = 0 // $ = int 0004: $3912 = 0 // $ = int 0004: $3913 = 0 // $ = int 0004: $3914 = 0 // $ = int 0004: $3915 = 0 // $ = int 0004: $3916 = 0 // $ = int 0004: $3917 = 0 // $ = int 0004: $3918 = 61000 // $ = int 0004: $3919 = 61000 // $ = int 0004: $3920 = 0 // $ = int 0004: $3921 = 0 // $ = int 0004: $3922 = 0 // $ = int 0004: $3923 = 0 // $ = int 0004: $3924 = 0 // $ = int 0004: $3925 = 0 // $ = int 0004: $3926 = 0 // $ = int 0004: $3927 = 0 // $ = int 0004: $3928 = 0 // $ = int 0004: $3929 = 0 // $ = int 0004: $3930 = 0 // $ = int 0004: $3931 = 0 // $ = int 0004: $3932 = 0 // $ = int 0004: $3933 = 0 // $ = int 0004: $3934 = 0 // $ = int 0004: $3935 = 0 // $ = int 0004: $3936 = 0 // $ = int 0004: $3937 = 0 // $ = int 0004: $3938 = 0 // $ = int 0004: $3939 = 0 // $ = int 0004: $3940 = 0 // $ = int 0004: $3941 = 0 // $ = int 0004: $3942 = 0 // $ = int 0004: $3943 = 0 // $ = int 0004: $3947 = 0 // $ = int 0004: $3948 = 0 // $ = int 0004: $3949 = 0 // $ = int 0004: $3950 = 0 // $ = int 0004: $3951 = 0 // $ = int 0004: $3952 = 0 // $ = int 0004: $3953 = 0 // $ = int 0004: $3954 = 0 // $ = int 0004: $3955 = 0 // $ = int 0004: $3957 = 0 // $ = int 0004: $3958 = 0 // $ = int 0004: $3959 = 0 // $ = int 0004: $3960 = 0 // $ = int 0004: $3961 = 0 // $ = int 0004: $3962 = 0 // $ = int 0004: $3963 = 0 // $ = int 0004: $3964 = 0 // $ = int 0004: $3965 = 0 // $ = int 0004: $3973 = 0 // $ = int 0004: $3974 = 0 // $ = int 0004: $3975 = 0 // $ = int 0004: $3976 = 0 // $ = int 0004: $3977 = 0 // $ = int 0004: $3979 = 0 // $ = int 0004: $3980 = 0 // $ = int 0004: $3981 = 0 // $ = int 0004: $3982 = 0 // $ = int 0004: $3983 = 0 // $ = int 0004: $3984 = 0 // $ = int 0004: $3985 = 0 // $ = int 0004: $3986 = 0 // $ = int 0004: $3987 = 0 // $ = int 0004: $3988 = 60 // $ = int 0004: $3989 = 0 // $ = int 0004: $3968 = 0 // $ = int 0004: $3969 = 0 // $ = int 0001: wait 0 ms 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' 04BB: select_interiour 17 // select render area 03CB: load_scene 481.03 -64.21 8.98 038B: load_requested_models :BANKJO2_2611 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 004D: jump_if_false @BANKJO2_2655 0001: wait 0 ms 0002: 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: set_cutscene_anim 'GCFAN' to_loop 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 9.8 range 1.0 0055: put_player $PLAYER_CHAR at 493.1 -82.4 9.8 0171: set_player $PLAYER_CHAR z_angle_to 220.0 016A: fade 1 2000 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :BANKJO2_2877 00D6: if 001A: 4027 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO2_2912 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO2_2877 :BANKJO2_2912 00BC: text_highpriority 'BJM2_A' time 10000 1 :BANKJO2_2927 00D6: if 001A: 6132 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO2_2962 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO2_2927 :BANKJO2_2962 00BC: text_highpriority 'BJM2_B' time 10000 1 :BANKJO2_2977 00D6: if 001A: 8289 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO2_3012 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO2_2977 :BANKJO2_3012 00BC: text_highpriority 'BJM2_C' time 10000 1 :BANKJO2_3027 00D6: if 001A: 9182 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO2_3062 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO2_3027 :BANKJO2_3062 00BC: text_highpriority 'BJM2_D' time 10000 1 :BANKJO2_3077 00D6: if 001A: 11691 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO2_3112 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO2_3077 :BANKJO2_3112 00BC: text_highpriority 'BJM2_E' time 10000 1 :BANKJO2_3127 00D6: if 001A: 13719 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO2_3162 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO2_3127 :BANKJO2_3162 00BC: text_highpriority 'BJM2_F' time 10000 1 :BANKJO2_3177 00D6: if 001A: 16291 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO2_3212 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO2_3177 :BANKJO2_3212 00BC: text_highpriority 'BJM2_G' time 10000 1 :BANKJO2_3227 00D6: if 001A: 18784 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO2_3262 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO2_3227 :BANKJO2_3262 00BC: text_highpriority 'BJM2_N' time 10000 1 :BANKJO2_3277 00D6: if 001A: 19689 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO2_3312 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO2_3277 :BANKJO2_3312 00BC: text_highpriority 'BJM2_H' time 10000 1 :BANKJO2_3327 00D6: if 001A: 21204 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO2_3362 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO2_3327 :BANKJO2_3362 00BC: text_highpriority 'BJM2_I' time 10000 1 :BANKJO2_3377 00D6: if 001A: 23822 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO2_3412 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO2_3377 :BANKJO2_3412 00BC: text_highpriority 'BJM2_J' time 10000 1 :BANKJO2_3427 00D6: if 001A: 24473 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO2_3462 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO2_3427 :BANKJO2_3462 00BC: text_highpriority 'BJM2_K' time 10000 1 :BANKJO2_3477 00D6: if 001A: 27111 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO2_3512 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO2_3477 :BANKJO2_3512 00BC: text_highpriority 'BJM2_L' time 10000 1 :BANKJO2_3527 00D6: if 001A: 30697 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO2_3562 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO2_3527 :BANKJO2_3562 00BC: text_highpriority 'BJM2_M' time 10000 1 :BANKJO2_3577 00D6: if 001A: 32448 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO2_3612 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO2_3577 :BANKJO2_3612 00BE: text_clear_all :BANKJO2_3614 00D6: if 001A: 32758 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO2_3649 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO2_3614 :BANKJO2_3649 016A: fade 0 2000 ms 00BE: text_clear_all :BANKJO2_3658 00D6: if 016B: fading 004D: jump_if_false @BANKJO2_3682 0001: wait 0 ms 0002: jump @BANKJO2_3658 :BANKJO2_3682 00BA: text_styled 'BEACH3' 3000 ms 2 04FA: clear_extra_colors_with_fade 0 03AD: set_rubbish 1 01EB: set_traffic_density_multiplier_to 1.0 02EA: end_cutscene 0373: set_camera_directly_behind_player 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 04BB: select_interiour 0 // select render area 03CB: load_scene 493.1 -82.4 9.8 0004: $986 = 0 // $ = int 04E3: set_player $PLAYER_CHAR mood 0 duration 60000 0169: set_fade_color 0 0 0 0001: wait 500 ms 016A: fade 1 2000 ms 00BC: text_highpriority 'BJM2_1' time 5000 1 018A: $3675 = create_checkpoint_at -667.85 1211.9 10.08 03BC: $3966 = create_sphere -667.85 1211.9 10.08 1.5 0004: $995 = 1 // $ = int :BANKJO2_3865 00D6: if 80F6: not player $PLAYER_CHAR 1 -667.8 1221.0 10.5 radius 1.5 1.5 3.0 004D: jump_if_false @BANKJO2_3977 0001: wait 0 ms 00D6: if 00F6: player $PLAYER_CHAR 0 -667.85 1211.9 10.08 radius 1.5 1.5 3.0 004D: jump_if_false @BANKJO2_3970 03BD: destroy_sphere $3966 :BANKJO2_3970 0002: jump @BANKJO2_3865 :BANKJO2_3977 03BD: destroy_sphere $3966 0164: disable_marker $3675 01B4: set_player $PLAYER_CHAR can_move 0 03AD: set_rubbish 0 03AF: set_streaming 0 :BANKJO2_4002 00D6: if 016B: fading 004D: jump_if_false @BANKJO2_4026 0001: wait 0 ms 0002: jump @BANKJO2_4002 :BANKJO2_4026 01BD: $29 = current_time_in_ms 0004: $30 = 0 // $ = int :BANKJO2_4038 00D6: if and 83EE: not player $PLAYER_CHAR controllable 001A: 5000 > $30 // int > $ 004D: jump_if_false @BANKJO2_4094 0001: wait 0 ms 01BD: $28 = current_time_in_ms 0084: $30 = $28 // $ = $ int 0060: $30 -= $29 // $ -= $ int 0002: jump @BANKJO2_4038 :BANKJO2_4094 03EF: player $PLAYER_CHAR make_safe 0522: disable_cutscene_shadows 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' 03CB: load_scene -661.91 1231.87 10.08 038B: load_requested_models :BANKJO2_4198 00D6: 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 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 004D: jump_if_false @BANKJO2_4246 0001: wait 0 ms 0002: 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 10.07 range 1.0 0055: put_player $PLAYER_CHAR at -666.46 1231.72 10.07 0171: set_player $PLAYER_CHAR z_angle_to 84.0 016A: fade 1 2000 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :BANKJO2_4520 00D6: if 001A: 333 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO2_4555 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO2_4520 :BANKJO2_4555 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @BANKJO2_4600 058A: create_gun_flash_from -667.67 1227.545 11.559 to -667.921 1227.529 11.568 :BANKJO2_4600 00D6: if 001A: 3433 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO2_4635 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO2_4600 :BANKJO2_4635 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @BANKJO2_4680 058A: create_gun_flash_from -667.682 1229.793 11.764 to -667.921 1229.807 11.769 :BANKJO2_4680 00D6: if 001A: 11500 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO2_4715 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO2_4680 :BANKJO2_4715 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @BANKJO2_4760 058A: create_gun_flash_from -667.742 1233.778 11.661 to -667.96 1233.741 11.668 :BANKJO2_4760 00D6: if 001A: 12256 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO2_4795 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO2_4760 :BANKJO2_4795 00BC: text_highpriority 'BJM2_2A' time 10000 1 :BANKJO2_4810 00D6: if 001A: 13731 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO2_4845 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO2_4810 :BANKJO2_4845 00BC: text_highpriority 'BJM2_2B' time 10000 1 :BANKJO2_4860 00D6: if 001A: 14800 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO2_4895 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO2_4860 :BANKJO2_4895 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @BANKJO2_4940 058A: create_gun_flash_from -667.788 1264.023 11.613 to -667.96 1234.055 11.611 :BANKJO2_4940 00D6: if 001A: 15378 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO2_4975 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO2_4940 :BANKJO2_4975 00BC: text_highpriority 'BJM2_2C' time 10000 1 :BANKJO2_4990 00D6: if 001A: 17100 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO2_5025 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO2_4990 :BANKJO2_5025 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @BANKJO2_5070 058A: create_gun_flash_from -667.763 1233.782 11.634 to -667.977 1233.746 11.665 :BANKJO2_5070 00D6: if 001A: 19500 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO2_5105 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO2_5070 :BANKJO2_5105 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @BANKJO2_5150 058A: create_gun_flash_from -667.79 1233.966 11.617 to -667.992 1234.007 11.6 :BANKJO2_5150 00D6: if 001A: 20669 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO2_5185 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO2_5150 :BANKJO2_5185 00BC: text_highpriority 'BJM2_2D' time 10000 1 :BANKJO2_5200 00D6: if 001A: 24067 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO2_5235 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO2_5200 :BANKJO2_5235 00BC: text_highpriority 'BJM2_2E' time 10000 1 :BANKJO2_5250 00D6: if 001A: 24900 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO2_5285 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO2_5250 :BANKJO2_5285 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @BANKJO2_5330 058A: create_gun_flash_from -667.723 1233.882 11.51 to -667.925 1233.924 11.507 :BANKJO2_5330 00D6: if 001A: 25633 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO2_5365 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO2_5330 :BANKJO2_5365 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @BANKJO2_5410 058A: create_gun_flash_from -667.621 1233.834 11.589 to -667.807 1233.785 11.676 :BANKJO2_5410 00D6: if 001A: 25716 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO2_5445 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO2_5410 :BANKJO2_5445 00BC: text_highpriority 'BJM2_2F' time 10000 1 :BANKJO2_5460 00D6: if 001A: 26500 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO2_5495 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO2_5460 :BANKJO2_5495 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @BANKJO2_5540 058A: create_gun_flash_from -667.651 1233.901 11.568 to -667.851 1233.951 11.575 :BANKJO2_5540 00D6: if 001A: 27333 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO2_5575 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO2_5540 :BANKJO2_5575 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @BANKJO2_5620 058A: create_gun_flash_from -667.597 1233.878 11.597 to -667.792 1233.853 11.688 :BANKJO2_5620 00D6: if 001A: 27997 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO2_5655 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO2_5620 :BANKJO2_5655 00BC: text_highpriority 'BJM2_2G' time 10000 1 :BANKJO2_5670 00D6: if 001A: 28333 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO2_5705 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO2_5670 :BANKJO2_5705 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @BANKJO2_5750 058A: create_gun_flash_from -667.668 1233.848 11.601 to -667.875 1233.869 11.598 :BANKJO2_5750 00D6: if 001A: 29266 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO2_5785 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO2_5750 :BANKJO2_5785 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @BANKJO2_5830 058A: create_gun_flash_from -667.597 1233.892 11.522 to -667.802 1233.843 11.555 :BANKJO2_5830 00D6: if 001A: 31594 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO2_5865 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO2_5830 :BANKJO2_5865 00BC: text_highpriority 'BJM2_2H' time 10000 1 :BANKJO2_5880 00D6: if 001A: 34852 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO2_5917 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO2_5880 :BANKJO2_5917 00BC: text_highpriority 'BJM2_2I' time 10000 1 :BANKJO2_5932 00D6: if 001A: 37052 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO2_5969 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO2_5932 :BANKJO2_5969 00BC: text_highpriority 'BJM2_2J' time 10000 1 :BANKJO2_5984 00D6: if 001A: 39168 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO2_6021 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO2_5984 :BANKJO2_6021 00BE: text_clear_all :BANKJO2_6023 00D6: if 001A: 41968 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO2_6060 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO2_6023 :BANKJO2_6060 016A: fade 0 2000 ms 00BE: text_clear_all :BANKJO2_6069 00D6: if 016B: fading 004D: jump_if_false @BANKJO2_6093 0001: wait 0 ms 0002: jump @BANKJO2_6069 :BANKJO2_6093 03AD: set_rubbish 1 02EA: end_cutscene 0373: set_camera_directly_behind_player 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 03CB: load_scene -663.95 1231.29 10.08 0004: $995 = 0 // $ = int 04E3: set_player $PLAYER_CHAR mood 0 duration 60000 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 0247: request_model #MALE01 0247: request_model #TAR_GUN1 0247: request_model #TAR_GUN2 0247: request_model #COLT45 0247: request_model #TAR_FRAME 0247: request_model #TAR_DOWNLEFT 0247: request_model #TAR_DOWNRIGHT 0247: request_model #TAR_TOP 0247: request_model #TAR_UPLEFT 0247: request_model #TAR_UPRIGHT 0247: request_model #FAKETARGET 023C: load_special_actor 5 'IGPHIL' 03CF: load_wav 'BNK2_1' as 1 03CF: load_wav 'BNK2_2' as 2 :BANKJO2_6259 00D6: if or 8248: not model #MALE01 available 8248: not model #COLT45 available 8248: not model #TAR_GUN1 available 823D: not special_actor 5 loaded 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @BANKJO2_6307 0001: wait 0 ms 0002: jump @BANKJO2_6259 :BANKJO2_6307 00D6: if or 8248: not model #TAR_FRAME available 8248: not model #TAR_DOWNLEFT available 8248: not model #TAR_DOWNRIGHT available 8248: not model #TAR_TOP available 8248: not model #TAR_UPLEFT available 8248: not model #TAR_UPRIGHT available 004D: jump_if_false @BANKJO2_6359 0001: wait 0 ms 0002: jump @BANKJO2_6307 :BANKJO2_6359 00D6: if or 8248: not model #FAKETARGET available 8248: not model #TAR_GUN2 available 004D: jump_if_false @BANKJO2_6390 0001: wait 0 ms 0002: jump @BANKJO2_6359 :BANKJO2_6390 009A: $3908 = create_actor_pedtype 4 model #SPECIAL05 at -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 0173: set_actor $3908 z_angle_to 90.0 009A: $3909 = create_actor_pedtype 4 model #MALE01 at -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 0173: set_actor $3909 z_angle_to 90.0 029B: $3944 = init_object #FAKETARGET at -668.42 1231.65 10.08 01C7: remove_object_from_mission_cleanup_list $3944 0177: set_object $3944 z_angle_to 90.0 029B: $3945 = init_object #FAKETARGET at -664.73 1269.09 9.81 01C7: remove_object_from_mission_cleanup_list $3945 0177: set_object $3945 z_angle_to 90.0 029B: $3946 = init_object #FAKETARGET at -677.75 1272.03 9.81 01C7: remove_object_from_mission_cleanup_list $3946 0177: set_object $3946 z_angle_to 0.0 04B8: get_weapon_data_from_actor $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 0004: $3911 = 100 // $ = int 0169: set_fade_color 0 0 0 0001: wait 500 ms 016A: fade 1 2000 ms :BANKJO2_6695 00D6: if 016B: fading 004D: jump_if_false @BANKJO2_6865 0001: wait 0 ms 00D6: if 0118: actor $3908 dead 004D: jump_if_false @BANKJO2_6750 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_6750 00D6: if 0118: actor $3909 dead 004D: jump_if_false @BANKJO2_6788 00BC: text_highpriority 'BJM2_12' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_6788 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO2_6858 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_6858 0002: jump @BANKJO2_6695 :BANKJO2_6865 00BC: text_highpriority 'BJM2_19' time 8000 1 00D6: if 0038: $109 == 1 // $ == int 004D: jump_if_false @BANKJO2_6928 00D6: if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 004D: jump_if_false @BANKJO2_6928 0002: jump @BANKJO2_8642 :BANKJO2_6928 0006: TIMERA = 0 // @ = int :BANKJO2_6935 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @BANKJO2_7159 0001: wait 0 ms 00D6: if 0038: $109 == 1 // $ == int 004D: jump_if_false @BANKJO2_7006 00D6: if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 004D: jump_if_false @BANKJO2_7006 0002: jump @BANKJO2_8642 :BANKJO2_7006 00D6: if 0118: actor $3908 dead 004D: jump_if_false @BANKJO2_7044 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_7044 00D6: if 0118: actor $3909 dead 004D: jump_if_false @BANKJO2_7082 00BC: text_highpriority 'BJM2_12' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_7082 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO2_7152 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_7152 0002: jump @BANKJO2_6935 :BANKJO2_7159 00BC: text_highpriority 'BJM2_20' time 8000 1 0006: TIMERA = 0 // @ = int :BANKJO2_7181 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @BANKJO2_7405 0001: wait 0 ms 00D6: if 0038: $109 == 1 // $ == int 004D: jump_if_false @BANKJO2_7252 00D6: if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 004D: jump_if_false @BANKJO2_7252 0002: jump @BANKJO2_8642 :BANKJO2_7252 00D6: if 0118: actor $3908 dead 004D: jump_if_false @BANKJO2_7290 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_7290 00D6: if 0118: actor $3909 dead 004D: jump_if_false @BANKJO2_7328 00BC: text_highpriority 'BJM2_12' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_7328 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO2_7398 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_7398 0002: jump @BANKJO2_7181 :BANKJO2_7405 00BC: text_highpriority 'BJM2_24' time 8000 1 0006: TIMERA = 0 // @ = int :BANKJO2_7427 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @BANKJO2_7651 0001: wait 0 ms 00D6: if 0038: $109 == 1 // $ == int 004D: jump_if_false @BANKJO2_7498 00D6: if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 004D: jump_if_false @BANKJO2_7498 0002: jump @BANKJO2_8642 :BANKJO2_7498 00D6: if 0118: actor $3908 dead 004D: jump_if_false @BANKJO2_7536 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_7536 00D6: if 0118: actor $3909 dead 004D: jump_if_false @BANKJO2_7574 00BC: text_highpriority 'BJM2_12' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_7574 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO2_7644 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_7644 0002: jump @BANKJO2_7427 :BANKJO2_7651 00BC: text_highpriority 'BJM2_25' time 8000 1 0006: TIMERA = 0 // @ = int :BANKJO2_7673 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @BANKJO2_7897 0001: wait 0 ms 00D6: if 0038: $109 == 1 // $ == int 004D: jump_if_false @BANKJO2_7744 00D6: if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 004D: jump_if_false @BANKJO2_7744 0002: jump @BANKJO2_8642 :BANKJO2_7744 00D6: if 0118: actor $3908 dead 004D: jump_if_false @BANKJO2_7782 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_7782 00D6: if 0118: actor $3909 dead 004D: jump_if_false @BANKJO2_7820 00BC: text_highpriority 'BJM2_12' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_7820 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO2_7890 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_7890 0002: jump @BANKJO2_7673 :BANKJO2_7897 00BC: text_highpriority 'BJM2_26' time 8000 1 0006: TIMERA = 0 // @ = int :BANKJO2_7919 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @BANKJO2_8143 0001: wait 0 ms 00D6: if 0038: $109 == 1 // $ == int 004D: jump_if_false @BANKJO2_7990 00D6: if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 004D: jump_if_false @BANKJO2_7990 0002: jump @BANKJO2_8642 :BANKJO2_7990 00D6: if 0118: actor $3908 dead 004D: jump_if_false @BANKJO2_8028 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_8028 00D6: if 0118: actor $3909 dead 004D: jump_if_false @BANKJO2_8066 00BC: text_highpriority 'BJM2_12' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_8066 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO2_8136 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_8136 0002: jump @BANKJO2_7919 :BANKJO2_8143 00BC: text_highpriority 'BJM2_2' time 8000 1 0006: TIMERA = 0 // @ = int :BANKJO2_8165 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @BANKJO2_8389 0001: wait 0 ms 00D6: if 0038: $109 == 1 // $ == int 004D: jump_if_false @BANKJO2_8236 00D6: if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 004D: jump_if_false @BANKJO2_8236 0002: jump @BANKJO2_8642 :BANKJO2_8236 00D6: if 0118: actor $3908 dead 004D: jump_if_false @BANKJO2_8274 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_8274 00D6: if 0118: actor $3909 dead 004D: jump_if_false @BANKJO2_8312 00BC: text_highpriority 'BJM2_12' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_8312 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO2_8382 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_8382 0002: jump @BANKJO2_8165 :BANKJO2_8389 00BC: text_highpriority 'BJM2_23' time 8000 1 0006: TIMERA = 0 // @ = int :BANKJO2_8411 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @BANKJO2_8635 0001: wait 0 ms 00D6: if 0038: $109 == 1 // $ == int 004D: jump_if_false @BANKJO2_8482 00D6: if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 004D: jump_if_false @BANKJO2_8482 0002: jump @BANKJO2_8642 :BANKJO2_8482 00D6: if 0118: actor $3908 dead 004D: jump_if_false @BANKJO2_8520 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_8520 00D6: if 0118: actor $3909 dead 004D: jump_if_false @BANKJO2_8558 00BC: text_highpriority 'BJM2_12' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_8558 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO2_8628 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_8628 0002: jump @BANKJO2_8411 :BANKJO2_8635 0004: $109 = 1 // $ = int :BANKJO2_8642 01B4: set_player $PLAYER_CHAR can_move 1 00BC: text_highpriority 'BNK2_1' time 5000 1 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 0004: $123 = 1 // $ = int :BANKJO2_8689 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @BANKJO2_8861 0001: wait 0 ms 00D6: if 0118: actor $3908 dead 004D: jump_if_false @BANKJO2_8746 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_8746 00D6: if 0118: actor $3909 dead 004D: jump_if_false @BANKJO2_8784 00BC: text_highpriority 'BJM2_12' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_8784 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO2_8854 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_8854 0002: jump @BANKJO2_8689 :BANKJO2_8861 03D5: remove_text 'BNK2_1' 03CF: load_wav 'BNK2_5' as 1 03D1: play_wav 2 00BC: text_highpriority 'BNK2_2' time 5000 1 :BANKJO2_8902 00D6: if or 83D2: not wav 2 ended 83D0: not wav 1 loaded 004D: jump_if_false @BANKJO2_9078 0001: wait 0 ms 00D6: if 0118: actor $3908 dead 004D: jump_if_false @BANKJO2_8963 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_8963 00D6: if 0118: actor $3909 dead 004D: jump_if_false @BANKJO2_9001 00BC: text_highpriority 'BJM2_12' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_9001 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO2_9071 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_9071 0002: jump @BANKJO2_8902 :BANKJO2_9078 03D5: remove_text 'BNK2_2' 03CF: load_wav 'BNK2_4' as 2 0004: $3941 = 0 // $ = int 0004: $3942 = 1 // $ = int 014E: start_timer_at $3677 count_in_direction 1 04F7: status_text $3988 0 line 2 'BJM2_18' 04F7: status_text $3968 0 line 1 'BJM2_15' 0006: TIMERA = 0 // @ = int 018D: $3967 = create_sound 11 at -679.403 1232.564 11.105 :BANKJO2_9184 00D6: if 0038: $3676 == 0 // $ == int 004D: jump_if_false @BANKJO2_13344 0001: wait 0 ms 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO2_9276 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_9276 00D6: if 00E1: player 0 pressed_button 14 004D: jump_if_false @BANKJO2_9300 0004: $3676 = 1 // $ = int :BANKJO2_9300 00D6: if 0038: $3941 == 0 // $ == int 004D: jump_if_false @BANKJO2_9340 00D6: if 03D0: wav 2 loaded 004D: jump_if_false @BANKJO2_9340 0004: $3941 = 1 // $ = int :BANKJO2_9340 00D6: if 0038: $3941 == 1 // $ == int 004D: jump_if_false @BANKJO2_9474 00D6: if 0038: $3942 == 1 // $ == int 004D: jump_if_false @BANKJO2_9474 00D6: if 0029: TIMERA >= 60000 // @ >= int 004D: jump_if_false @BANKJO2_9474 00D6: if 0028: $3674 >= 20 // $ >= int 004D: jump_if_false @BANKJO2_9448 03D1: play_wav 2 00BC: text_highpriority 'BNK2_4' time 5000 1 0004: $3941 = 2 // $ = int 0002: jump @BANKJO2_9474 :BANKJO2_9448 03D1: play_wav 1 00BC: text_highpriority 'BNK2_5' time 5000 1 0004: $3942 = 2 // $ = int :BANKJO2_9474 00D6: if 0038: $3941 == 2 // $ == int 004D: jump_if_false @BANKJO2_9532 00D6: if 03D2: wav 2 ended 004D: jump_if_false @BANKJO2_9532 03D5: remove_text 'BNK2_4' 040D: unload_wav 1 040D: unload_wav 2 0004: $3941 = 3 // $ = int :BANKJO2_9532 00D6: if 0038: $3942 == 2 // $ == int 004D: jump_if_false @BANKJO2_9590 00D6: if 03D2: wav 1 ended 004D: jump_if_false @BANKJO2_9590 03D5: remove_text 'BNK2_5' 040D: unload_wav 1 040D: unload_wav 2 0004: $3942 = 3 // $ = int :BANKJO2_9590 00D6: if or 0038: $3941 == 3 // $ == int 0038: $3942 == 3 // $ == int 004D: jump_if_false @BANKJO2_9664 00D6: if 0038: $3943 == 0 // $ == int 004D: jump_if_false @BANKJO2_9664 03CF: load_wav 'BNK2_3' as 1 03CF: load_wav 'BNK2_2' as 2 0004: $3943 = 1 // $ = int :BANKJO2_9664 00D6: if 0038: $3943 == 1 // $ == int 004D: jump_if_false @BANKJO2_9708 00D6: if and 03D0: wav 1 loaded 03D0: wav 2 loaded 004D: jump_if_false @BANKJO2_9708 0004: $3943 = 2 // $ = int :BANKJO2_9708 00D6: if 0118: actor $3908 dead 004D: jump_if_false @BANKJO2_9746 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_9746 00D6: if 0118: actor $3909 dead 004D: jump_if_false @BANKJO2_9784 00BC: text_highpriority 'BJM2_12' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_9784 0110: clear_player $PLAYER_CHAR wanted_level 0419: $3680 = player $PLAYER_CHAR weapon 17 ammo 00D6: if or 0038: $3677 == 0 // $ == int 0038: $3680 == 0 // $ == int 004D: jump_if_false @BANKJO2_9933 00D6: if 0038: $3970 == 0 // $ == int 004D: jump_if_false @BANKJO2_9863 0006: TIMERA = 0 // @ = int 0004: $3970 = 1 // $ = int 0002: jump @BANKJO2_9933 :BANKJO2_9863 00D6: if 0019: TIMERA > 200 // @ > int 004D: jump_if_false @BANKJO2_9933 00D6: if 0038: $3943 == 2 // $ == int 004D: jump_if_false @BANKJO2_9926 03D1: play_wav 1 00BC: text_highpriority 'BNK2_3' time 5000 1 0004: $3947 = 1 // $ = int :BANKJO2_9926 0004: $3676 = 1 // $ = int :BANKJO2_9933 01BD: $3978 = current_time_in_ms 00D6: if 0038: $3979 == 0 // $ == int 004D: jump_if_false @BANKJO2_9976 01BD: $3978 = current_time_in_ms 0084: $3980 = $3978 // $ = $ int 0004: $3979 = 1 // $ = int :BANKJO2_9976 00D6: if 0038: $3979 == 1 // $ == int 004D: jump_if_false @BANKJO2_10010 0084: $3981 = $3978 // $ = $ int 0060: $3981 -= $3980 // $ -= $ int :BANKJO2_10010 00D6: if 0028: $3981 >= 2000 // $ >= int 004D: jump_if_false @BANKJO2_10265 00D6: if 0038: $3686 == 0 // $ == int 004D: jump_if_false @BANKJO2_10265 0107: $3693 = create_object #TAR_FRAME at $3699 $3700 $3701 0177: set_object $3693 z_angle_to 90.0 0107: $3694 = create_object #TAR_DOWNLEFT at $3699 $3700 $3701 0177: set_object $3694 z_angle_to 90.0 0107: $3695 = create_object #TAR_DOWNRIGHT at $3699 $3700 $3701 0177: set_object $3695 z_angle_to 90.0 0107: $3696 = create_object #TAR_TOP at $3699 $3700 $3701 0177: set_object $3696 z_angle_to 90.0 0107: $3697 = create_object #TAR_UPLEFT at $3699 $3700 $3701 0177: set_object $3697 z_angle_to 90.0 0107: $3698 = create_object #TAR_UPRIGHT at $3699 $3700 $3701 0177: set_object $3698 z_angle_to 90.0 0004: $3687 = 0 // $ = int 0004: $3688 = 0 // $ = int 0004: $3689 = 0 // $ = int 0004: $3690 = 0 // $ = int 0004: $3691 = 0 // $ = int 0004: $3692 = 0 // $ = int 0004: $3705 = 0 // $ = int 0004: $3686 = 1 // $ = int :BANKJO2_10265 00D6: if 0038: $3686 == 1 // $ == int 004D: jump_if_false @BANKJO2_10556 00D6: if 0038: $3687 == 0 // $ == int 004D: jump_if_false @BANKJO2_10453 00D6: if 8366: not object $3693 damaged 004D: jump_if_false @BANKJO2_10331 01BB: store_object $3693 position_to $3702 $3703 $3704 :BANKJO2_10331 00D6: if 0038: $3705 == 0 // $ == int 004D: jump_if_false @BANKJO2_10401 00D6: if 0032: 1228.7 >= $3703 // float >= $ 004D: jump_if_false @BANKJO2_10384 0004: $3705 = 1 // $ = int 0002: jump @BANKJO2_10394 :BANKJO2_10384 007E: $3703 -= frame_delta_time * 0.06 // float :BANKJO2_10394 0002: jump @BANKJO2_10446 :BANKJO2_10401 00D6: if 0030: $3703 >= 1236.5 // $ >= float 004D: jump_if_false @BANKJO2_10436 0004: $3705 = 0 // $ = int 0002: jump @BANKJO2_10446 :BANKJO2_10436 0078: $3703 += frame_delta_time * 0.06 // float :BANKJO2_10446 0002: jump @BANKJO2_10556 :BANKJO2_10453 00D6: if 8366: not object $3693 damaged 004D: jump_if_false @BANKJO2_10556 01BB: store_object $3693 position_to $3702 $3703 $3704 00D6: if 0030: $3703 >= 1239.0 // $ >= float 004D: jump_if_false @BANKJO2_10546 00D6: if 8366: not object $3693 damaged 004D: jump_if_false @BANKJO2_10525 0108: destroy_object $3693 :BANKJO2_10525 0004: $3686 = 0 // $ = int 0004: $3979 = 0 // $ = int 0002: jump @BANKJO2_10556 :BANKJO2_10546 0078: $3703 += frame_delta_time * 0.06 // float :BANKJO2_10556 00D6: if 0038: $3686 == 1 // $ == int 004D: jump_if_false @BANKJO2_11057 01BC: put_object $3693 at $3702 $3703 $3704 00D6: if 0038: $3687 == 0 // $ == int 004D: jump_if_false @BANKJO2_11057 00D6: if and 0038: $3688 == 1 // $ == int 0038: $3689 == 1 // $ == int 0038: $3690 == 1 // $ == int 0038: $3691 == 1 // $ == int 0038: $3692 == 1 // $ == int 004D: jump_if_false @BANKJO2_10687 0008: $3989 += 1 // $ += int 0008: $3674 += 1 // $ += int 0008: $3968 += 1 // $ += int 0004: $3979 = 0 // $ = int 0004: $3687 = 1 // $ = int :BANKJO2_10687 00D6: if 0038: $3688 == 0 // $ == int 004D: jump_if_false @BANKJO2_10761 00D6: if 0366: object $3694 damaged 004D: jump_if_false @BANKJO2_10747 0108: destroy_object $3694 0008: $3681 += 1 // $ += int 0004: $3688 = 1 // $ = int 0002: jump @BANKJO2_10761 :BANKJO2_10747 01BC: put_object $3694 at $3702 $3703 $3704 :BANKJO2_10761 00D6: if 0038: $3689 == 0 // $ == int 004D: jump_if_false @BANKJO2_10835 00D6: if 0366: object $3695 damaged 004D: jump_if_false @BANKJO2_10821 0108: destroy_object $3695 0008: $3681 += 1 // $ += int 0004: $3689 = 1 // $ = int 0002: jump @BANKJO2_10835 :BANKJO2_10821 01BC: put_object $3695 at $3702 $3703 $3704 :BANKJO2_10835 00D6: if 0038: $3690 == 0 // $ == int 004D: jump_if_false @BANKJO2_10909 00D6: if 0366: object $3696 damaged 004D: jump_if_false @BANKJO2_10895 0108: destroy_object $3696 0008: $3681 += 1 // $ += int 0004: $3690 = 1 // $ = int 0002: jump @BANKJO2_10909 :BANKJO2_10895 01BC: put_object $3696 at $3702 $3703 $3704 :BANKJO2_10909 00D6: if 0038: $3691 == 0 // $ == int 004D: jump_if_false @BANKJO2_10983 00D6: if 0366: object $3697 damaged 004D: jump_if_false @BANKJO2_10969 0108: destroy_object $3697 0008: $3681 += 1 // $ += int 0004: $3691 = 1 // $ = int 0002: jump @BANKJO2_10983 :BANKJO2_10969 01BC: put_object $3697 at $3702 $3703 $3704 :BANKJO2_10983 00D6: if 0038: $3692 == 0 // $ == int 004D: jump_if_false @BANKJO2_11057 00D6: if 0366: object $3698 damaged 004D: jump_if_false @BANKJO2_11043 0108: destroy_object $3698 0008: $3681 += 1 // $ += int 0004: $3692 = 1 // $ = int 0002: jump @BANKJO2_11057 :BANKJO2_11043 01BC: put_object $3698 at $3702 $3703 $3704 :BANKJO2_11057 00D6: if 0038: $3982 == 0 // $ == int 004D: jump_if_false @BANKJO2_11095 01BD: $3978 = current_time_in_ms 0084: $3983 = $3978 // $ = $ int 0004: $3982 = 1 // $ = int :BANKJO2_11095 00D6: if 0038: $3982 == 1 // $ == int 004D: jump_if_false @BANKJO2_11129 0084: $3984 = $3978 // $ = $ int 0060: $3984 -= $3983 // $ -= $ int :BANKJO2_11129 00D6: if 0028: $3984 >= 2000 // $ >= int 004D: jump_if_false @BANKJO2_11384 00D6: if 0038: $3706 == 0 // $ == int 004D: jump_if_false @BANKJO2_11384 0107: $3713 = create_object #TAR_FRAME at $3719 $3720 $3721 0177: set_object $3713 z_angle_to 90.0 0107: $3714 = create_object #TAR_DOWNLEFT at $3719 $3720 $3721 0177: set_object $3714 z_angle_to 90.0 0107: $3715 = create_object #TAR_DOWNRIGHT at $3719 $3720 $3721 0177: set_object $3715 z_angle_to 90.0 0107: $3716 = create_object #TAR_TOP at $3719 $3720 $3721 0177: set_object $3716 z_angle_to 90.0 0107: $3717 = create_object #TAR_UPLEFT at $3719 $3720 $3721 0177: set_object $3717 z_angle_to 90.0 0107: $3718 = create_object #TAR_UPRIGHT at $3719 $3720 $3721 0177: set_object $3718 z_angle_to 90.0 0004: $3707 = 0 // $ = int 0004: $3708 = 0 // $ = int 0004: $3709 = 0 // $ = int 0004: $3710 = 0 // $ = int 0004: $3711 = 0 // $ = int 0004: $3712 = 0 // $ = int 0004: $3725 = 1 // $ = int 0004: $3706 = 1 // $ = int :BANKJO2_11384 00D6: if 0038: $3706 == 1 // $ == int 004D: jump_if_false @BANKJO2_11675 00D6: if 0038: $3707 == 0 // $ == int 004D: jump_if_false @BANKJO2_11572 00D6: if 8366: not object $3713 damaged 004D: jump_if_false @BANKJO2_11450 01BB: store_object $3713 position_to $3722 $3723 $3724 :BANKJO2_11450 00D6: if 0038: $3725 == 0 // $ == int 004D: jump_if_false @BANKJO2_11520 00D6: if 0032: 1228.7 >= $3723 // float >= $ 004D: jump_if_false @BANKJO2_11503 0004: $3725 = 1 // $ = int 0002: jump @BANKJO2_11513 :BANKJO2_11503 007E: $3723 -= frame_delta_time * 0.04 // float :BANKJO2_11513 0002: jump @BANKJO2_11565 :BANKJO2_11520 00D6: if 0030: $3723 >= 1236.5 // $ >= float 004D: jump_if_false @BANKJO2_11555 0004: $3725 = 0 // $ = int 0002: jump @BANKJO2_11565 :BANKJO2_11555 0078: $3723 += frame_delta_time * 0.04 // float :BANKJO2_11565 0002: jump @BANKJO2_11675 :BANKJO2_11572 00D6: if 8366: not object $3713 damaged 004D: jump_if_false @BANKJO2_11675 01BB: store_object $3713 position_to $3722 $3723 $3724 00D6: if 0032: 1227.0 >= $3723 // float >= $ 004D: jump_if_false @BANKJO2_11665 00D6: if 8366: not object $3713 damaged 004D: jump_if_false @BANKJO2_11644 0108: destroy_object $3713 :BANKJO2_11644 0004: $3706 = 0 // $ = int 0004: $3982 = 0 // $ = int 0002: jump @BANKJO2_11675 :BANKJO2_11665 007E: $3723 -= frame_delta_time * 0.06 // float :BANKJO2_11675 00D6: if 0038: $3706 == 1 // $ == int 004D: jump_if_false @BANKJO2_12190 01BC: put_object $3713 at $3722 $3723 $3724 00D6: if 0038: $3707 == 0 // $ == int 004D: jump_if_false @BANKJO2_12190 00D6: if and 0038: $3708 == 1 // $ == int 0038: $3709 == 1 // $ == int 0038: $3710 == 1 // $ == int 0038: $3711 == 1 // $ == int 0038: $3712 == 1 // $ == int 004D: jump_if_false @BANKJO2_11820 0008: $3989 += 1 // $ += int 0008: $3674 += 1 // $ += int 0008: $3674 += 1 // $ += int 0008: $3968 += 1 // $ += int 0008: $3968 += 1 // $ += int 0004: $3982 = 0 // $ = int 0004: $3707 = 1 // $ = int :BANKJO2_11820 00D6: if 0038: $3708 == 0 // $ == int 004D: jump_if_false @BANKJO2_11894 00D6: if 0366: object $3714 damaged 004D: jump_if_false @BANKJO2_11880 0108: destroy_object $3714 0008: $3681 += 1 // $ += int 0004: $3708 = 1 // $ = int 0002: jump @BANKJO2_11894 :BANKJO2_11880 01BC: put_object $3714 at $3722 $3723 $3724 :BANKJO2_11894 00D6: if 0038: $3709 == 0 // $ == int 004D: jump_if_false @BANKJO2_11968 00D6: if 0366: object $3715 damaged 004D: jump_if_false @BANKJO2_11954 0108: destroy_object $3715 0008: $3681 += 1 // $ += int 0004: $3709 = 1 // $ = int 0002: jump @BANKJO2_11968 :BANKJO2_11954 01BC: put_object $3715 at $3722 $3723 $3724 :BANKJO2_11968 00D6: if 0038: $3710 == 0 // $ == int 004D: jump_if_false @BANKJO2_12042 00D6: if 0366: object $3716 damaged 004D: jump_if_false @BANKJO2_12028 0108: destroy_object $3716 0008: $3681 += 1 // $ += int 0004: $3710 = 1 // $ = int 0002: jump @BANKJO2_12042 :BANKJO2_12028 01BC: put_object $3716 at $3722 $3723 $3724 :BANKJO2_12042 00D6: if 0038: $3711 == 0 // $ == int 004D: jump_if_false @BANKJO2_12116 00D6: if 0366: object $3717 damaged 004D: jump_if_false @BANKJO2_12102 0108: destroy_object $3717 0008: $3681 += 1 // $ += int 0004: $3711 = 1 // $ = int 0002: jump @BANKJO2_12116 :BANKJO2_12102 01BC: put_object $3717 at $3722 $3723 $3724 :BANKJO2_12116 00D6: if 0038: $3712 == 0 // $ == int 004D: jump_if_false @BANKJO2_12190 00D6: if 0366: object $3718 damaged 004D: jump_if_false @BANKJO2_12176 0108: destroy_object $3718 0008: $3681 += 1 // $ += int 0004: $3712 = 1 // $ = int 0002: jump @BANKJO2_12190 :BANKJO2_12176 01BC: put_object $3718 at $3722 $3723 $3724 :BANKJO2_12190 00D6: if 0038: $3985 == 0 // $ == int 004D: jump_if_false @BANKJO2_12228 01BD: $3978 = current_time_in_ms 0084: $3986 = $3978 // $ = $ int 0004: $3985 = 1 // $ = int :BANKJO2_12228 00D6: if 0038: $3985 == 1 // $ == int 004D: jump_if_false @BANKJO2_12262 0084: $3987 = $3978 // $ = $ int 0060: $3987 -= $3986 // $ -= $ int :BANKJO2_12262 00D6: if 0028: $3987 >= 2000 // $ >= int 004D: jump_if_false @BANKJO2_12517 00D6: if 0038: $3726 == 0 // $ == int 004D: jump_if_false @BANKJO2_12517 0107: $3733 = create_object #TAR_FRAME at $3739 $3740 $3741 0177: set_object $3733 z_angle_to 90.0 0107: $3734 = create_object #TAR_DOWNLEFT at $3739 $3740 $3741 0177: set_object $3734 z_angle_to 90.0 0107: $3735 = create_object #TAR_DOWNRIGHT at $3739 $3740 $3741 0177: set_object $3735 z_angle_to 90.0 0107: $3736 = create_object #TAR_TOP at $3739 $3740 $3741 0177: set_object $3736 z_angle_to 90.0 0107: $3737 = create_object #TAR_UPLEFT at $3739 $3740 $3741 0177: set_object $3737 z_angle_to 90.0 0107: $3738 = create_object #TAR_UPRIGHT at $3739 $3740 $3741 0177: set_object $3738 z_angle_to 90.0 0004: $3727 = 0 // $ = int 0004: $3728 = 0 // $ = int 0004: $3729 = 0 // $ = int 0004: $3730 = 0 // $ = int 0004: $3731 = 0 // $ = int 0004: $3732 = 0 // $ = int 0004: $3745 = 0 // $ = int 0004: $3726 = 1 // $ = int :BANKJO2_12517 00D6: if 0038: $3726 == 1 // $ == int 004D: jump_if_false @BANKJO2_12808 00D6: if 0038: $3727 == 0 // $ == int 004D: jump_if_false @BANKJO2_12705 00D6: if 8366: not object $3733 damaged 004D: jump_if_false @BANKJO2_12583 01BB: store_object $3733 position_to $3742 $3743 $3744 :BANKJO2_12583 00D6: if 0038: $3745 == 0 // $ == int 004D: jump_if_false @BANKJO2_12653 00D6: if 0032: 1228.7 >= $3743 // float >= $ 004D: jump_if_false @BANKJO2_12636 0004: $3745 = 1 // $ = int 0002: jump @BANKJO2_12646 :BANKJO2_12636 007E: $3743 -= frame_delta_time * 0.02 // float :BANKJO2_12646 0002: jump @BANKJO2_12698 :BANKJO2_12653 00D6: if 0030: $3743 >= 1236.5 // $ >= float 004D: jump_if_false @BANKJO2_12688 0004: $3745 = 0 // $ = int 0002: jump @BANKJO2_12698 :BANKJO2_12688 0078: $3743 += frame_delta_time * 0.02 // float :BANKJO2_12698 0002: jump @BANKJO2_12808 :BANKJO2_12705 00D6: if 8366: not object $3733 damaged 004D: jump_if_false @BANKJO2_12808 01BB: store_object $3733 position_to $3742 $3743 $3744 00D6: if 0030: $3743 >= 1239.0 // $ >= float 004D: jump_if_false @BANKJO2_12798 00D6: if 8366: not object $3733 damaged 004D: jump_if_false @BANKJO2_12777 0108: destroy_object $3733 :BANKJO2_12777 0004: $3726 = 0 // $ = int 0004: $3987 = 0 // $ = int 0002: jump @BANKJO2_12808 :BANKJO2_12798 0078: $3743 += frame_delta_time * 0.06 // float :BANKJO2_12808 00D6: if 0038: $3726 == 1 // $ == int 004D: jump_if_false @BANKJO2_13337 01BC: put_object $3733 at $3742 $3743 $3744 00D6: if 0038: $3727 == 0 // $ == int 004D: jump_if_false @BANKJO2_13337 00D6: if and 0038: $3728 == 1 // $ == int 0038: $3729 == 1 // $ == int 0038: $3730 == 1 // $ == int 0038: $3731 == 1 // $ == int 0038: $3732 == 1 // $ == int 004D: jump_if_false @BANKJO2_12967 0008: $3989 += 1 // $ += int 0008: $3674 += 1 // $ += int 0008: $3674 += 1 // $ += int 0008: $3674 += 1 // $ += int 0008: $3968 += 1 // $ += int 0008: $3968 += 1 // $ += int 0008: $3968 += 1 // $ += int 0004: $3987 = 0 // $ = int 0004: $3727 = 1 // $ = int :BANKJO2_12967 00D6: if 0038: $3728 == 0 // $ == int 004D: jump_if_false @BANKJO2_13041 00D6: if 0366: object $3734 damaged 004D: jump_if_false @BANKJO2_13027 0108: destroy_object $3734 0008: $3681 += 1 // $ += int 0004: $3728 = 1 // $ = int 0002: jump @BANKJO2_13041 :BANKJO2_13027 01BC: put_object $3734 at $3742 $3743 $3744 :BANKJO2_13041 00D6: if 0038: $3729 == 0 // $ == int 004D: jump_if_false @BANKJO2_13115 00D6: if 0366: object $3735 damaged 004D: jump_if_false @BANKJO2_13101 0108: destroy_object $3735 0008: $3681 += 1 // $ += int 0004: $3729 = 1 // $ = int 0002: jump @BANKJO2_13115 :BANKJO2_13101 01BC: put_object $3735 at $3742 $3743 $3744 :BANKJO2_13115 00D6: if 0038: $3730 == 0 // $ == int 004D: jump_if_false @BANKJO2_13189 00D6: if 0366: object $3736 damaged 004D: jump_if_false @BANKJO2_13175 0108: destroy_object $3736 0008: $3681 += 1 // $ += int 0004: $3730 = 1 // $ = int 0002: jump @BANKJO2_13189 :BANKJO2_13175 01BC: put_object $3736 at $3742 $3743 $3744 :BANKJO2_13189 00D6: if 0038: $3731 == 0 // $ == int 004D: jump_if_false @BANKJO2_13263 00D6: if 0366: object $3737 damaged 004D: jump_if_false @BANKJO2_13249 0108: destroy_object $3737 0008: $3681 += 1 // $ += int 0004: $3731 = 1 // $ = int 0002: jump @BANKJO2_13263 :BANKJO2_13249 01BC: put_object $3737 at $3742 $3743 $3744 :BANKJO2_13263 00D6: if 0038: $3732 == 0 // $ == int 004D: jump_if_false @BANKJO2_13337 00D6: if 0366: object $3738 damaged 004D: jump_if_false @BANKJO2_13323 0108: destroy_object $3738 0008: $3681 += 1 // $ += int 0004: $3732 = 1 // $ = int 0002: jump @BANKJO2_13337 :BANKJO2_13323 01BC: put_object $3738 at $3742 $3743 $3744 :BANKJO2_13337 0002: jump @BANKJO2_9184 :BANKJO2_13344 018E: stop_sound $3967 00D6: if 0038: $3947 == 1 // $ == int 004D: jump_if_false @BANKJO2_13539 :BANKJO2_13367 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @BANKJO2_13539 0001: wait 0 ms 00D6: if 0118: actor $3908 dead 004D: jump_if_false @BANKJO2_13424 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_13424 00D6: if 0118: actor $3909 dead 004D: jump_if_false @BANKJO2_13462 00BC: text_highpriority 'BJM2_12' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_13462 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO2_13532 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_13532 0002: jump @BANKJO2_13367 :BANKJO2_13539 03D5: remove_text 'BJM2_19' 03D5: remove_text 'BJM2_20' 03D5: remove_text 'BJM2_2' 03D5: remove_text 'BNK2_3' 0084: $3912 = $3911 // $ = $ int 0060: $3912 -= $3680 // $ -= $ int 01B8: set_player $PLAYER_CHAR armed_weapon_to 0 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0108: destroy_object $3944 014F: stop_timer $3677 01E3: text_1number_styled 'BJM2_4' number $3674 time 3000 style 1 00BC: text_highpriority 'BJM2_9' time 2000 1 018A: $3678 = create_checkpoint_at -664.73 1269.09 9.81 0004: $123 = 1 // $ = int :BANKJO2_13677 00D6: if 80F6: not player $PLAYER_CHAR $123 -664.73 1269.09 9.81 radius 2.0 2.0 2.0 004D: jump_if_false @BANKJO2_13883 0001: wait 0 ms 00D6: if 0118: actor $3908 dead 004D: jump_if_false @BANKJO2_13768 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_13768 00D6: if 0118: actor $3909 dead 004D: jump_if_false @BANKJO2_13806 00BC: text_highpriority 'BJM2_12' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_13806 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO2_13876 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_13876 0002: jump @BANKJO2_13677 :BANKJO2_13883 0164: disable_marker $3678 01B4: set_player $PLAYER_CHAR can_move 0 00D6: if 8118: not actor $3909 dead 004D: jump_if_false @BANKJO2_13916 01C2: mark_actor_as_no_longer_needed $3909 :BANKJO2_13916 00D6: if 8118: not actor $3908 dead 004D: jump_if_false @BANKJO2_13942 0173: set_actor $3908 z_angle_to 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 0001: wait 500 ms 00D6: if 0118: actor $3908 dead 004D: jump_if_false @BANKJO2_13999 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_13999 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO2_14069 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: 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 0004: $3913 = 50 // $ = int 0108: destroy_object $3693 0108: destroy_object $3694 0108: destroy_object $3695 0108: destroy_object $3696 0108: destroy_object $3697 0108: destroy_object $3698 0108: destroy_object $3713 0108: destroy_object $3714 0108: destroy_object $3715 0108: destroy_object $3716 0108: destroy_object $3717 0108: destroy_object $3718 0108: destroy_object $3733 0108: destroy_object $3734 0108: destroy_object $3735 0108: destroy_object $3736 0108: destroy_object $3737 0108: destroy_object $3738 00BC: text_highpriority 'BJM2_19' time 8000 1 0006: TIMERA = 0 // @ = int :BANKJO2_14229 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @BANKJO2_14415 0001: wait 0 ms 00D6: if 0038: $109 == 1 // $ == int 004D: jump_if_false @BANKJO2_14300 00D6: if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 004D: jump_if_false @BANKJO2_14300 0002: jump @BANKJO2_14831 :BANKJO2_14300 00D6: if 0118: actor $3908 dead 004D: jump_if_false @BANKJO2_14338 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_14338 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO2_14408 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_14408 0002: jump @BANKJO2_14229 :BANKJO2_14415 00BC: text_highpriority 'BJM2_20' time 8000 1 0006: TIMERA = 0 // @ = int :BANKJO2_14437 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @BANKJO2_14623 0001: wait 0 ms 00D6: if 0038: $109 == 1 // $ == int 004D: jump_if_false @BANKJO2_14508 00D6: if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 004D: jump_if_false @BANKJO2_14508 0002: jump @BANKJO2_14831 :BANKJO2_14508 00D6: if 0118: actor $3908 dead 004D: jump_if_false @BANKJO2_14546 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_14546 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO2_14616 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_14616 0002: jump @BANKJO2_14437 :BANKJO2_14623 00BC: text_highpriority 'BJM2_27' time 8000 1 0006: TIMERA = 0 // @ = int :BANKJO2_14645 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @BANKJO2_14831 0001: wait 0 ms 00D6: if 0038: $109 == 1 // $ == int 004D: jump_if_false @BANKJO2_14716 00D6: if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 004D: jump_if_false @BANKJO2_14716 0002: jump @BANKJO2_14831 :BANKJO2_14716 00D6: if 0118: actor $3908 dead 004D: jump_if_false @BANKJO2_14754 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_14754 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO2_14824 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_14824 0002: jump @BANKJO2_14645 :BANKJO2_14831 03CF: load_wav 'BNK2_2' as 2 03CF: load_wav 'BNK2_3' as 1 :BANKJO2_14855 00D6: if or 83D0: not wav 2 loaded 83D0: not wav 1 loaded 004D: jump_if_false @BANKJO2_14993 0001: wait 0 ms 00D6: if 0118: actor $3908 dead 004D: jump_if_false @BANKJO2_14916 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_14916 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO2_14986 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_14986 0002: jump @BANKJO2_14855 :BANKJO2_14993 01B4: set_player $PLAYER_CHAR can_move 1 03D1: play_wav 2 00BC: text_highpriority 'BNK2_2' time 4000 1 :BANKJO2_15019 00D6: if 83D2: not wav 2 ended 004D: jump_if_false @BANKJO2_15153 0001: wait 0 ms 00D6: if 0118: actor $3908 dead 004D: jump_if_false @BANKJO2_15076 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_15076 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO2_15146 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_15146 0002: jump @BANKJO2_15019 :BANKJO2_15153 03D5: remove_text 'BNK2_2' 014E: start_timer_at $3918 count_in_direction 1 018D: $3967 = create_sound 11 at -682.092 1273.931 10.818 :BANKJO2_15192 00D6: if 0038: $3747 == 0 // $ == int 004D: jump_if_false @BANKJO2_18885 0001: wait 0 ms 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO2_15284 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_15284 00D6: if 00E1: player 0 pressed_button 14 004D: jump_if_false @BANKJO2_15308 0004: $3747 = 1 // $ = int :BANKJO2_15308 01BD: $3749 = current_time_in_ms 00D6: if 0038: $3920 == 0 // $ == int 004D: jump_if_false @BANKJO2_15351 01BD: $3749 = current_time_in_ms 0084: $3921 = $3749 // $ = $ int 0004: $3920 = 1 // $ = int :BANKJO2_15351 00D6: if 0038: $3920 == 1 // $ == int 004D: jump_if_false @BANKJO2_15385 0084: $3922 = $3749 // $ = $ int 0060: $3922 -= $3921 // $ -= $ int :BANKJO2_15385 00D6: if 0028: $3922 >= 500 // $ >= int 004D: jump_if_false @BANKJO2_15879 00D6: if 0038: $3761 == 0 // $ == int 004D: jump_if_false @BANKJO2_15475 029B: $3754 = init_object #TAR_GUN1 at $3750 $3751 $3752 0177: set_object $3754 z_angle_to $3753 0004: $3755 = 0 // $ = int 0004: $3756 = 0 // $ = int 0004: $3760 = 0 // $ = int 0004: $3761 = 1 // $ = int :BANKJO2_15475 00D6: if 0038: $3761 == 1 // $ == int 004D: jump_if_false @BANKJO2_15879 00D6: if and 0038: $3755 == 0 // $ == int 0038: $3756 == 0 // $ == int 004D: jump_if_false @BANKJO2_15879 00D6: if 8366: not object $3754 damaged 004D: jump_if_false @BANKJO2_15805 01BB: store_object $3754 position_to $3757 $3758 $3759 00D6: if 0038: $3760 == 0 // $ == int 004D: jump_if_false @BANKJO2_15642 00D6: if 0022: 1271.36 > $3758 // float > $ 004D: jump_if_false @BANKJO2_15604 0078: $3758 += frame_delta_time * 0.02 // float 0002: jump @BANKJO2_15642 :BANKJO2_15604 00D6: if 0038: $3760 == 0 // $ == int 004D: jump_if_false @BANKJO2_15642 01BD: $3749 = current_time_in_ms 0084: $3763 = $3749 // $ = $ int 0004: $3760 = 1 // $ = int :BANKJO2_15642 00D6: if 0038: $3760 == 1 // $ == int 004D: jump_if_false @BANKJO2_15759 0084: $3762 = $3749 // $ = $ int 0060: $3762 -= $3763 // $ -= $ int 00D6: if 0028: $3762 >= 800 // $ >= int 004D: jump_if_false @BANKJO2_15759 00D6: if 0020: $3758 > 1268.74 // $ > float 004D: jump_if_false @BANKJO2_15733 007E: $3758 -= frame_delta_time * 0.02 // float 0002: jump @BANKJO2_15759 :BANKJO2_15733 0108: destroy_object $3754 0004: $3761 = 0 // $ = int 0004: $3920 = 0 // $ = int 0004: $3756 = 1 // $ = int :BANKJO2_15759 00D6: if and 0038: $3756 == 0 // $ == int 0038: $3755 == 0 // $ == int 004D: jump_if_false @BANKJO2_15798 01BC: put_object $3754 at $3757 $3758 $3759 :BANKJO2_15798 0002: jump @BANKJO2_15879 :BANKJO2_15805 00D6: if 0038: $3756 == 0 // $ == int 004D: jump_if_false @BANKJO2_15879 00D6: if 0366: object $3754 damaged 004D: jump_if_false @BANKJO2_15879 0008: $3746 += 1 // $ += int 0008: $3968 += 1 // $ += int 0108: destroy_object $3754 0004: $3920 = 0 // $ = int 0004: $3761 = 0 // $ = int 0004: $3755 = 1 // $ = int :BANKJO2_15879 00D6: if 0038: $3923 == 0 // $ == int 004D: jump_if_false @BANKJO2_15917 01BD: $3749 = current_time_in_ms 0084: $3924 = $3749 // $ = $ int 0004: $3923 = 1 // $ = int :BANKJO2_15917 00D6: if 0038: $3923 == 1 // $ == int 004D: jump_if_false @BANKJO2_15951 0084: $3925 = $3749 // $ = $ int 0060: $3925 -= $3924 // $ -= $ int :BANKJO2_15951 00D6: if 0028: $3925 >= 4000 // $ >= int 004D: jump_if_false @BANKJO2_16041 00D6: if 0038: $3775 == 0 // $ == int 004D: jump_if_false @BANKJO2_16041 029B: $3768 = init_object #TAR_GUN2 at $3764 $3765 $3766 0177: set_object $3768 z_angle_to $3767 0004: $3769 = 0 // $ = int 0004: $3770 = 0 // $ = int 0004: $3774 = 0 // $ = int 0004: $3775 = 1 // $ = int :BANKJO2_16041 00D6: if 0038: $3775 == 1 // $ == int 004D: jump_if_false @BANKJO2_16445 00D6: if and 0038: $3769 == 0 // $ == int 0038: $3770 == 0 // $ == int 004D: jump_if_false @BANKJO2_16445 00D6: if 8366: not object $3768 damaged 004D: jump_if_false @BANKJO2_16371 01BB: store_object $3768 position_to $3771 $3772 $3773 00D6: if 0038: $3774 == 0 // $ == int 004D: jump_if_false @BANKJO2_16208 00D6: if 0022: 1273.73 > $3772 // float > $ 004D: jump_if_false @BANKJO2_16170 0078: $3772 += frame_delta_time * 0.02 // float 0002: jump @BANKJO2_16208 :BANKJO2_16170 00D6: if 0038: $3774 == 0 // $ == int 004D: jump_if_false @BANKJO2_16208 01BD: $3749 = current_time_in_ms 0084: $3777 = $3749 // $ = $ int 0004: $3774 = 1 // $ = int :BANKJO2_16208 00D6: if 0038: $3774 == 1 // $ == int 004D: jump_if_false @BANKJO2_16325 0084: $3776 = $3749 // $ = $ int 0060: $3776 -= $3777 // $ -= $ int 00D6: if 0028: $3776 >= 1000 // $ >= int 004D: jump_if_false @BANKJO2_16325 00D6: if 0020: $3772 > 1272.55 // $ > float 004D: jump_if_false @BANKJO2_16299 007E: $3772 -= frame_delta_time * 0.02 // float 0002: jump @BANKJO2_16325 :BANKJO2_16299 0108: destroy_object $3768 0004: $3923 = 0 // $ = int 0004: $3775 = 0 // $ = int 0004: $3770 = 1 // $ = int :BANKJO2_16325 00D6: if and 0038: $3770 == 0 // $ == int 0038: $3769 == 0 // $ == int 004D: jump_if_false @BANKJO2_16364 01BC: put_object $3768 at $3771 $3772 $3773 :BANKJO2_16364 0002: jump @BANKJO2_16445 :BANKJO2_16371 00D6: if 0038: $3770 == 0 // $ == int 004D: jump_if_false @BANKJO2_16445 00D6: if 0366: object $3768 damaged 004D: jump_if_false @BANKJO2_16445 0008: $3746 += 1 // $ += int 0008: $3968 += 1 // $ += int 0108: destroy_object $3768 0004: $3923 = 0 // $ = int 0004: $3775 = 0 // $ = int 0004: $3769 = 1 // $ = int :BANKJO2_16445 00D6: if 0038: $3926 == 0 // $ == int 004D: jump_if_false @BANKJO2_16483 01BD: $3749 = current_time_in_ms 0084: $3927 = $3749 // $ = $ int 0004: $3926 = 1 // $ = int :BANKJO2_16483 00D6: if 0038: $3926 == 1 // $ == int 004D: jump_if_false @BANKJO2_16517 0084: $3928 = $3749 // $ = $ int 0060: $3928 -= $3927 // $ -= $ int :BANKJO2_16517 00D6: if 0028: $3928 >= 1300 // $ >= int 004D: jump_if_false @BANKJO2_16607 00D6: if 0038: $3789 == 0 // $ == int 004D: jump_if_false @BANKJO2_16607 029B: $3782 = init_object #TAR_GUN1 at $3778 $3779 $3780 0177: set_object $3782 z_angle_to $3781 0004: $3783 = 0 // $ = int 0004: $3784 = 0 // $ = int 0004: $3788 = 0 // $ = int 0004: $3789 = 1 // $ = int :BANKJO2_16607 00D6: if 0038: $3789 == 1 // $ == int 004D: jump_if_false @BANKJO2_17011 00D6: if and 0038: $3783 == 0 // $ == int 0038: $3784 == 0 // $ == int 004D: jump_if_false @BANKJO2_17011 00D6: if 8366: not object $3782 damaged 004D: jump_if_false @BANKJO2_16937 01BB: store_object $3782 position_to $3785 $3786 $3787 00D6: if 0038: $3788 == 0 // $ == int 004D: jump_if_false @BANKJO2_16774 00D6: if 0022: 1276.8 > $3786 // float > $ 004D: jump_if_false @BANKJO2_16736 0078: $3786 += frame_delta_time * 0.02 // float 0002: jump @BANKJO2_16774 :BANKJO2_16736 00D6: if 0038: $3788 == 0 // $ == int 004D: jump_if_false @BANKJO2_16774 01BD: $3749 = current_time_in_ms 0084: $3791 = $3749 // $ = $ int 0004: $3788 = 1 // $ = int :BANKJO2_16774 00D6: if 0038: $3788 == 1 // $ == int 004D: jump_if_false @BANKJO2_16891 0084: $3790 = $3749 // $ = $ int 0060: $3790 -= $3791 // $ -= $ int 00D6: if 0028: $3790 >= 1500 // $ >= int 004D: jump_if_false @BANKJO2_16891 00D6: if 0020: $3786 > 1275.01 // $ > float 004D: jump_if_false @BANKJO2_16865 007E: $3786 -= frame_delta_time * 0.02 // float 0002: jump @BANKJO2_16891 :BANKJO2_16865 0108: destroy_object $3782 0004: $3926 = 0 // $ = int 0004: $3789 = 0 // $ = int 0004: $3784 = 1 // $ = int :BANKJO2_16891 00D6: if and 0038: $3784 == 0 // $ == int 0038: $3783 == 0 // $ == int 004D: jump_if_false @BANKJO2_16930 01BC: put_object $3782 at $3785 $3786 $3787 :BANKJO2_16930 0002: jump @BANKJO2_17011 :BANKJO2_16937 00D6: if 0038: $3784 == 0 // $ == int 004D: jump_if_false @BANKJO2_17011 00D6: if 0366: object $3782 damaged 004D: jump_if_false @BANKJO2_17011 0008: $3746 += 1 // $ += int 0008: $3968 += 1 // $ += int 0108: destroy_object $3782 0004: $3926 = 0 // $ = int 0004: $3789 = 0 // $ = int 0004: $3783 = 1 // $ = int :BANKJO2_17011 00D6: if 0038: $3929 == 0 // $ == int 004D: jump_if_false @BANKJO2_17049 01BD: $3749 = current_time_in_ms 0084: $3930 = $3749 // $ = $ int 0004: $3929 = 1 // $ = int :BANKJO2_17049 00D6: if 0038: $3929 == 1 // $ == int 004D: jump_if_false @BANKJO2_17083 0084: $3931 = $3749 // $ = $ int 0060: $3931 -= $3930 // $ -= $ int :BANKJO2_17083 00D6: if 0028: $3931 >= 2800 // $ >= int 004D: jump_if_false @BANKJO2_17173 00D6: if 0038: $3803 == 0 // $ == int 004D: jump_if_false @BANKJO2_17173 029B: $3796 = init_object #TAR_GUN2 at $3792 $3793 $3794 0177: set_object $3796 z_angle_to $3795 0004: $3797 = 0 // $ = int 0004: $3798 = 0 // $ = int 0004: $3802 = 0 // $ = int 0004: $3803 = 1 // $ = int :BANKJO2_17173 00D6: if 0038: $3803 == 1 // $ == int 004D: jump_if_false @BANKJO2_17577 00D6: if and 0038: $3797 == 0 // $ == int 0038: $3798 == 0 // $ == int 004D: jump_if_false @BANKJO2_17577 00D6: if 8366: not object $3796 damaged 004D: jump_if_false @BANKJO2_17503 01BB: store_object $3796 position_to $3799 $3800 $3801 00D6: if 0038: $3802 == 0 // $ == int 004D: jump_if_false @BANKJO2_17340 00D6: if 0020: $3800 > 1276.8 // $ > float 004D: jump_if_false @BANKJO2_17302 007E: $3800 -= frame_delta_time * 0.02 // float 0002: jump @BANKJO2_17340 :BANKJO2_17302 00D6: if 0038: $3802 == 0 // $ == int 004D: jump_if_false @BANKJO2_17340 01BD: $3749 = current_time_in_ms 0084: $3805 = $3749 // $ = $ int 0004: $3802 = 1 // $ = int :BANKJO2_17340 00D6: if 0038: $3802 == 1 // $ == int 004D: jump_if_false @BANKJO2_17457 0084: $3804 = $3749 // $ = $ int 0060: $3804 -= $3805 // $ -= $ int 00D6: if 0028: $3804 >= 1250 // $ >= int 004D: jump_if_false @BANKJO2_17457 00D6: if 0022: 1281.1 > $3800 // float > $ 004D: jump_if_false @BANKJO2_17431 0078: $3800 += frame_delta_time * 0.02 // float 0002: jump @BANKJO2_17457 :BANKJO2_17431 0108: destroy_object $3796 0004: $3929 = 0 // $ = int 0004: $3803 = 0 // $ = int 0004: $3798 = 1 // $ = int :BANKJO2_17457 00D6: if and 0038: $3798 == 0 // $ == int 0038: $3797 == 0 // $ == int 004D: jump_if_false @BANKJO2_17496 01BC: put_object $3796 at $3799 $3800 $3801 :BANKJO2_17496 0002: jump @BANKJO2_17577 :BANKJO2_17503 00D6: if 0038: $3798 == 0 // $ == int 004D: jump_if_false @BANKJO2_17577 00D6: if 0366: object $3796 damaged 004D: jump_if_false @BANKJO2_17577 0008: $3746 += 1 // $ += int 0008: $3968 += 1 // $ += int 0108: destroy_object $3796 0004: $3929 = 0 // $ = int 0004: $3803 = 0 // $ = int 0004: $3797 = 1 // $ = int :BANKJO2_17577 00D6: if 0038: $3932 == 0 // $ == int 004D: jump_if_false @BANKJO2_17615 01BD: $3749 = current_time_in_ms 0084: $3933 = $3749 // $ = $ int 0004: $3932 = 1 // $ = int :BANKJO2_17615 00D6: if 0038: $3932 == 1 // $ == int 004D: jump_if_false @BANKJO2_17649 0084: $3934 = $3749 // $ = $ int 0060: $3934 -= $3933 // $ -= $ int :BANKJO2_17649 00D6: if 0028: $3934 >= 600 // $ >= int 004D: jump_if_false @BANKJO2_17739 00D6: if 0038: $3817 == 0 // $ == int 004D: jump_if_false @BANKJO2_17739 029B: $3810 = init_object #TAR_GUN1 at $3806 $3807 $3808 0177: set_object $3810 z_angle_to $3809 0004: $3811 = 0 // $ = int 0004: $3812 = 0 // $ = int 0004: $3816 = 0 // $ = int 0004: $3817 = 1 // $ = int :BANKJO2_17739 00D6: if 0038: $3817 == 1 // $ == int 004D: jump_if_false @BANKJO2_18143 00D6: if and 0038: $3811 == 0 // $ == int 0038: $3812 == 0 // $ == int 004D: jump_if_false @BANKJO2_18143 00D6: if 8366: not object $3810 damaged 004D: jump_if_false @BANKJO2_18069 01BB: store_object $3810 position_to $3813 $3814 $3815 00D6: if 0038: $3816 == 0 // $ == int 004D: jump_if_false @BANKJO2_17906 00D6: if 0020: $3814 > 1273.87 // $ > float 004D: jump_if_false @BANKJO2_17868 007E: $3814 -= frame_delta_time * 0.02 // float 0002: jump @BANKJO2_17906 :BANKJO2_17868 00D6: if 0038: $3816 == 0 // $ == int 004D: jump_if_false @BANKJO2_17906 01BD: $3749 = current_time_in_ms 0084: $3819 = $3749 // $ = $ int 0004: $3816 = 1 // $ = int :BANKJO2_17906 00D6: if 0038: $3816 == 1 // $ == int 004D: jump_if_false @BANKJO2_18023 0084: $3818 = $3749 // $ = $ int 0060: $3818 -= $3819 // $ -= $ int 00D6: if 0028: $3818 >= 1500 // $ >= int 004D: jump_if_false @BANKJO2_18023 00D6: if 0022: 1275.25 > $3814 // float > $ 004D: jump_if_false @BANKJO2_17997 0078: $3814 += frame_delta_time * 0.02 // float 0002: jump @BANKJO2_18023 :BANKJO2_17997 0108: destroy_object $3810 0004: $3932 = 0 // $ = int 0004: $3817 = 0 // $ = int 0004: $3812 = 1 // $ = int :BANKJO2_18023 00D6: if and 0038: $3812 == 0 // $ == int 0038: $3811 == 0 // $ == int 004D: jump_if_false @BANKJO2_18062 01BC: put_object $3810 at $3813 $3814 $3815 :BANKJO2_18062 0002: jump @BANKJO2_18143 :BANKJO2_18069 00D6: if 0038: $3812 == 0 // $ == int 004D: jump_if_false @BANKJO2_18143 00D6: if 0366: object $3810 damaged 004D: jump_if_false @BANKJO2_18143 0008: $3746 += 1 // $ += int 0008: $3968 += 1 // $ += int 0108: destroy_object $3810 0004: $3932 = 0 // $ = int 0004: $3817 = 0 // $ = int 0004: $3811 = 1 // $ = int :BANKJO2_18143 00D6: if 0038: $3935 == 0 // $ == int 004D: jump_if_false @BANKJO2_18181 01BD: $3749 = current_time_in_ms 0084: $3936 = $3749 // $ = $ int 0004: $3935 = 1 // $ = int :BANKJO2_18181 00D6: if 0038: $3935 == 1 // $ == int 004D: jump_if_false @BANKJO2_18215 0084: $3937 = $3749 // $ = $ int 0060: $3937 -= $3936 // $ -= $ int :BANKJO2_18215 00D6: if 0028: $3937 >= 2000 // $ >= int 004D: jump_if_false @BANKJO2_18305 00D6: if 0038: $3831 == 0 // $ == int 004D: jump_if_false @BANKJO2_18305 029B: $3824 = init_object #TAR_GUN1 at $3820 $3821 $3822 0177: set_object $3824 z_angle_to $3823 0004: $3825 = 0 // $ = int 0004: $3826 = 0 // $ = int 0004: $3830 = 0 // $ = int 0004: $3831 = 1 // $ = int :BANKJO2_18305 00D6: if 0038: $3831 == 1 // $ == int 004D: jump_if_false @BANKJO2_18709 00D6: if and 0038: $3825 == 0 // $ == int 0038: $3826 == 0 // $ == int 004D: jump_if_false @BANKJO2_18709 00D6: if 8366: not object $3824 damaged 004D: jump_if_false @BANKJO2_18635 01BB: store_object $3824 position_to $3827 $3828 $3829 00D6: if 0038: $3830 == 0 // $ == int 004D: jump_if_false @BANKJO2_18472 00D6: if 0020: $3828 > 1270.67 // $ > float 004D: jump_if_false @BANKJO2_18434 007E: $3828 -= frame_delta_time * 0.02 // float 0002: jump @BANKJO2_18472 :BANKJO2_18434 00D6: if 0038: $3830 == 0 // $ == int 004D: jump_if_false @BANKJO2_18472 01BD: $3749 = current_time_in_ms 0084: $3833 = $3749 // $ = $ int 0004: $3830 = 1 // $ = int :BANKJO2_18472 00D6: if 0038: $3830 == 1 // $ == int 004D: jump_if_false @BANKJO2_18589 0084: $3832 = $3749 // $ = $ int 0060: $3832 -= $3833 // $ -= $ int 00D6: if 0028: $3832 >= 500 // $ >= int 004D: jump_if_false @BANKJO2_18589 00D6: if 0022: 1272.29 > $3828 // float > $ 004D: jump_if_false @BANKJO2_18563 0078: $3828 += frame_delta_time * 0.02 // float 0002: jump @BANKJO2_18589 :BANKJO2_18563 0108: destroy_object $3824 0004: $3935 = 0 // $ = int 0004: $3831 = 0 // $ = int 0004: $3826 = 1 // $ = int :BANKJO2_18589 00D6: if and 0038: $3826 == 0 // $ == int 0038: $3825 == 0 // $ == int 004D: jump_if_false @BANKJO2_18628 01BC: put_object $3824 at $3827 $3828 $3829 :BANKJO2_18628 0002: jump @BANKJO2_18709 :BANKJO2_18635 00D6: if 0038: $3826 == 0 // $ == int 004D: jump_if_false @BANKJO2_18709 00D6: if 0366: object $3824 damaged 004D: jump_if_false @BANKJO2_18709 0008: $3746 += 1 // $ += int 0008: $3968 += 1 // $ += int 0108: destroy_object $3824 0004: $3935 = 0 // $ = int 0004: $3831 = 0 // $ = int 0004: $3825 = 1 // $ = int :BANKJO2_18709 00D6: if 0118: actor $3908 dead 004D: jump_if_false @BANKJO2_18747 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_18747 0110: clear_player $PLAYER_CHAR wanted_level 0419: $3748 = player $PLAYER_CHAR weapon 17 ammo 00D6: if or 0038: $3918 == 0 // $ == int 0038: $3748 == 0 // $ == int 004D: jump_if_false @BANKJO2_18878 00D6: if 0038: $3971 == 0 // $ == int 004D: jump_if_false @BANKJO2_18826 0006: TIMERA = 0 // @ = int 0004: $3971 = 1 // $ = int 0002: jump @BANKJO2_18878 :BANKJO2_18826 00D6: if 0019: TIMERA > 200 // @ > int 004D: jump_if_false @BANKJO2_18878 03D1: play_wav 1 00BC: text_highpriority 'BNK2_3' time 5000 1 0004: $3948 = 1 // $ = int 0004: $3747 = 1 // $ = int :BANKJO2_18878 0002: jump @BANKJO2_15192 :BANKJO2_18885 018E: stop_sound $3967 00D6: if 0038: $3948 == 1 // $ == int 004D: jump_if_false @BANKJO2_19042 :BANKJO2_18908 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @BANKJO2_19042 0001: wait 0 ms 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO2_18997 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_18997 00D6: if 0118: actor $3908 dead 004D: jump_if_false @BANKJO2_19035 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_19035 0002: jump @BANKJO2_18908 :BANKJO2_19042 01E3: text_1number_styled 'BJM2_6' number $3746 time 5000 style 1 0084: $3682 = $3746 // $ = $ int 03D5: remove_text 'BNK2_3' 0084: $3914 = $3913 // $ = $ int 0060: $3914 -= $3748 // $ -= $ int 01B8: set_player $PLAYER_CHAR armed_weapon_to 0 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0108: destroy_object $3945 00A1: put_actor $PLAYER_ACTOR at -664.73 1269.09 9.81 014F: stop_timer $3918 00BC: text_highpriority 'BJM2_14' time 5000 1 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 0004: $123 = 1 // $ = int :BANKJO2_19202 00D6: 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 004D: jump_if_false @BANKJO2_19378 0001: wait 0 ms 00D6: if 0118: actor $3908 dead 004D: jump_if_false @BANKJO2_19301 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_19301 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO2_19371 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_19371 0002: jump @BANKJO2_19202 :BANKJO2_19378 0164: disable_marker $3907 01B4: set_player $PLAYER_CHAR can_move 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 0001: wait 500 ms 00D6: if 0118: actor $3908 dead 004D: jump_if_false @BANKJO2_19447 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_19447 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO2_19517 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: 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 0004: $3915 = 30 // $ = int 03D6: remove_styled_text 'BJM2_6' 0108: destroy_object $3754 0108: destroy_object $3768 0108: destroy_object $3782 0108: destroy_object $3796 0108: destroy_object $3810 0108: destroy_object $3824 00BC: text_highpriority 'BJM2_19' time 8000 1 0006: TIMERA = 0 // @ = int :BANKJO2_19627 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @BANKJO2_19813 0001: wait 0 ms 00D6: if 0038: $109 == 1 // $ == int 004D: jump_if_false @BANKJO2_19698 00D6: if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 004D: jump_if_false @BANKJO2_19698 0002: jump @BANKJO2_20229 :BANKJO2_19698 00D6: if 0118: actor $3908 dead 004D: jump_if_false @BANKJO2_19736 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_19736 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO2_19806 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_19806 0002: jump @BANKJO2_19627 :BANKJO2_19813 00BC: text_highpriority 'BJM2_20' time 8000 1 0006: TIMERA = 0 // @ = int :BANKJO2_19835 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @BANKJO2_20021 0001: wait 0 ms 00D6: if 0038: $109 == 1 // $ == int 004D: jump_if_false @BANKJO2_19906 00D6: if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 004D: jump_if_false @BANKJO2_19906 0002: jump @BANKJO2_20229 :BANKJO2_19906 00D6: if 0118: actor $3908 dead 004D: jump_if_false @BANKJO2_19944 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_19944 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO2_20014 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_20014 0002: jump @BANKJO2_19835 :BANKJO2_20021 00BC: text_highpriority 'BJM2_27' time 8000 1 0006: TIMERA = 0 // @ = int :BANKJO2_20043 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @BANKJO2_20229 0001: wait 0 ms 00D6: if 0038: $109 == 1 // $ == int 004D: jump_if_false @BANKJO2_20114 00D6: if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 004D: jump_if_false @BANKJO2_20114 0002: jump @BANKJO2_20229 :BANKJO2_20114 00D6: if 0118: actor $3908 dead 004D: jump_if_false @BANKJO2_20152 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_20152 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO2_20222 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_20222 0002: jump @BANKJO2_20043 :BANKJO2_20229 01B4: set_player $PLAYER_CHAR can_move 1 03D1: play_wav 2 00BC: text_highpriority 'BNK2_2' time 4000 1 :BANKJO2_20255 00D6: if 83D2: not wav 2 ended 004D: jump_if_false @BANKJO2_20389 0001: wait 0 ms 00D6: if 0118: actor $3908 dead 004D: jump_if_false @BANKJO2_20312 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_20312 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO2_20382 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_20382 0002: jump @BANKJO2_20255 :BANKJO2_20389 03D5: remove_text 'BNK2_2' 0006: TIMERB = 0 // @ = int 014E: start_timer_at $3919 count_in_direction 1 018D: $3967 = create_sound 11 at -670.111 1291.234 10.818 :BANKJO2_20435 00D6: if 0038: $3835 == 0 // $ == int 004D: jump_if_false @BANKJO2_24170 0001: wait 0 ms 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO2_20527 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_20527 00D6: if 0038: $3957 == 0 // $ == int 004D: jump_if_false @BANKJO2_20802 00D6: if 0038: $3950 == 0 // $ == int 004D: jump_if_false @BANKJO2_20594 0004: $3956 = 0 // $ = int 0209: $3956 = random_int_in_ranges 1 8 0084: $3953 = $3956 // $ = $ int 0004: $3950 = 1 // $ = int :BANKJO2_20594 00D6: if 0038: $3950 == 1 // $ == int 004D: jump_if_false @BANKJO2_20694 00D6: if 0038: $3951 == 0 // $ == int 004D: jump_if_false @BANKJO2_20694 0004: $3956 = 0 // $ = int 0209: $3956 = random_int_in_ranges 1 8 00D6: if 803A: not $3956 == $3953 // $ == $ int 004D: jump_if_false @BANKJO2_20687 0084: $3954 = $3956 // $ = $ int 0004: $3951 = 1 // $ = int 0002: jump @BANKJO2_20694 :BANKJO2_20687 0004: $3951 = 0 // $ = int :BANKJO2_20694 00D6: if 0038: $3951 == 1 // $ == int 004D: jump_if_false @BANKJO2_20802 00D6: if 0038: $3952 == 0 // $ == int 004D: jump_if_false @BANKJO2_20802 0004: $3956 = 0 // $ = int 0209: $3956 = random_int_in_ranges 1 8 00D6: if and 803A: not $3956 == $3953 // $ == $ int 803A: not $3956 == $3954 // $ == $ int 004D: jump_if_false @BANKJO2_20795 0084: $3955 = $3956 // $ = $ int 0004: $3952 = 1 // $ = int 0002: jump @BANKJO2_20802 :BANKJO2_20795 0004: $3952 = 0 // $ = int :BANKJO2_20802 00D6: if and 0038: $3950 == 1 // $ == int 0038: $3951 == 1 // $ == int 0038: $3952 == 1 // $ == int 004D: jump_if_false @BANKJO2_20841 0004: $3957 = 1 // $ = int :BANKJO2_20841 00D6: if 0038: $3958 == 3 // $ == int 004D: jump_if_false @BANKJO2_20978 0004: $3838 = 0 // $ = int 0004: $3848 = 0 // $ = int 0004: $3858 = 0 // $ = int 0004: $3868 = 0 // $ = int 0004: $3878 = 0 // $ = int 0004: $3888 = 0 // $ = int 0004: $3898 = 0 // $ = int 0004: $3973 = 0 // $ = int 0004: $3974 = 0 // $ = int 0004: $3975 = 0 // $ = int 0004: $3976 = 0 // $ = int 0004: $3977 = 0 // $ = int 0004: $3950 = 0 // $ = int 0004: $3951 = 0 // $ = int 0004: $3952 = 0 // $ = int 0004: $3957 = 0 // $ = int 0004: $3958 = 0 // $ = int :BANKJO2_20978 00D6: if 00E1: player 0 pressed_button 14 004D: jump_if_false @BANKJO2_21002 0004: $3835 = 1 // $ = int :BANKJO2_21002 00D6: if 0038: $3957 == 1 // $ == int 004D: jump_if_false @BANKJO2_23994 00D6: if or 0038: $3953 == 1 // $ == int 0038: $3954 == 1 // $ == int 0038: $3955 == 1 // $ == int 004D: jump_if_false @BANKJO2_21125 00D6: if 0038: $3838 == 0 // $ == int 004D: jump_if_false @BANKJO2_21125 029B: $3837 = init_object #TAR_GUN2 at $3844 $3845 $3846 0177: set_object $3837 z_angle_to 0.0 0004: $3959 = 0 // $ = int 0004: $3839 = 0 // $ = int 0004: $3843 = 0 // $ = int 0004: $3838 = 1 // $ = int :BANKJO2_21125 00D6: if 0038: $3838 == 1 // $ == int 004D: jump_if_false @BANKJO2_21427 00D6: if 0038: $3839 == 0 // $ == int 004D: jump_if_false @BANKJO2_21427 00D6: if 8366: not object $3837 damaged 004D: jump_if_false @BANKJO2_21378 01BB: store_object $3837 position_to $3840 $3841 $3842 00D6: if 0038: $3843 == 0 // $ == int 004D: jump_if_false @BANKJO2_21261 00D6: if 0032: -676.53 >= $3840 // float >= $ 004D: jump_if_false @BANKJO2_21244 0004: $3843 = 1 // $ = int 0002: jump @BANKJO2_21254 :BANKJO2_21244 007E: $3840 -= frame_delta_time * 0.03 // float :BANKJO2_21254 0002: jump @BANKJO2_21313 :BANKJO2_21261 00D6: if 0030: $3840 >= -674.16 // $ >= float 004D: jump_if_false @BANKJO2_21303 0004: $3959 = 1 // $ = int 0004: $3843 = 0 // $ = int 0002: jump @BANKJO2_21313 :BANKJO2_21303 0078: $3840 += frame_delta_time * 0.03 // float :BANKJO2_21313 00D6: if 0038: $3959 == 1 // $ == int 004D: jump_if_false @BANKJO2_21357 0108: destroy_object $3837 0008: $3958 += 1 // $ += int 0004: $3839 = 1 // $ = int 0002: jump @BANKJO2_21371 :BANKJO2_21357 01BC: put_object $3837 at $3840 $3841 $3842 :BANKJO2_21371 0002: jump @BANKJO2_21427 :BANKJO2_21378 00D6: if 0366: object $3837 damaged 004D: jump_if_false @BANKJO2_21427 0108: destroy_object $3837 0008: $3834 += 1 // $ += int 0008: $3968 += 1 // $ += int 0008: $3958 += 1 // $ += int 0004: $3839 = 1 // $ = int :BANKJO2_21427 00D6: if or 0038: $3953 == 2 // $ == int 0038: $3954 == 2 // $ == int 0038: $3955 == 2 // $ == int 004D: jump_if_false @BANKJO2_21532 00D6: if 0038: $3848 == 0 // $ == int 004D: jump_if_false @BANKJO2_21532 029B: $3847 = init_object #TAR_GUN1 at $3854 $3855 $3856 0177: set_object $3847 z_angle_to 0.0 0004: $3960 = 0 // $ = int 0004: $3849 = 0 // $ = int 0004: $3853 = 0 // $ = int 0004: $3848 = 1 // $ = int :BANKJO2_21532 00D6: if 0038: $3848 == 1 // $ == int 004D: jump_if_false @BANKJO2_21834 00D6: if 0038: $3849 == 0 // $ == int 004D: jump_if_false @BANKJO2_21834 00D6: if 8366: not object $3847 damaged 004D: jump_if_false @BANKJO2_21785 01BB: store_object $3847 position_to $3850 $3851 $3852 00D6: if 0038: $3853 == 0 // $ == int 004D: jump_if_false @BANKJO2_21668 00D6: if 0032: -677.95 >= $3850 // float >= $ 004D: jump_if_false @BANKJO2_21651 0004: $3853 = 1 // $ = int 0002: jump @BANKJO2_21661 :BANKJO2_21651 007E: $3850 -= frame_delta_time * 0.04 // float :BANKJO2_21661 0002: jump @BANKJO2_21720 :BANKJO2_21668 00D6: if 0030: $3850 >= -673.46 // $ >= float 004D: jump_if_false @BANKJO2_21710 0004: $3960 = 1 // $ = int 0004: $3853 = 0 // $ = int 0002: jump @BANKJO2_21720 :BANKJO2_21710 0078: $3850 += frame_delta_time * 0.04 // float :BANKJO2_21720 00D6: if 0038: $3960 == 1 // $ == int 004D: jump_if_false @BANKJO2_21764 0108: destroy_object $3847 0008: $3958 += 1 // $ += int 0004: $3849 = 1 // $ = int 0002: jump @BANKJO2_21778 :BANKJO2_21764 01BC: put_object $3847 at $3850 $3851 $3852 :BANKJO2_21778 0002: jump @BANKJO2_21834 :BANKJO2_21785 00D6: if 0366: object $3847 damaged 004D: jump_if_false @BANKJO2_21834 0108: destroy_object $3847 0008: $3834 += 1 // $ += int 0008: $3968 += 1 // $ += int 0008: $3958 += 1 // $ += int 0004: $3849 = 1 // $ = int :BANKJO2_21834 00D6: if or 0038: $3953 == 3 // $ == int 0038: $3954 == 3 // $ == int 0038: $3955 == 3 // $ == int 004D: jump_if_false @BANKJO2_21939 00D6: if 0038: $3858 == 0 // $ == int 004D: jump_if_false @BANKJO2_21939 029B: $3857 = init_object #TAR_GUN1 at $3864 $3865 $3866 0177: set_object $3857 z_angle_to 0.0 0004: $3961 = 0 // $ = int 0004: $3859 = 0 // $ = int 0004: $3863 = 0 // $ = int 0004: $3858 = 1 // $ = int :BANKJO2_21939 00D6: if 0038: $3858 == 1 // $ == int 004D: jump_if_false @BANKJO2_22266 00D6: if 0038: $3859 == 0 // $ == int 004D: jump_if_false @BANKJO2_22266 00D6: if 8366: not object $3857 damaged 004D: jump_if_false @BANKJO2_22217 01BB: store_object $3857 position_to $3860 $3861 $3862 00D6: if 0038: $3863 == 0 // $ == int 004D: jump_if_false @BANKJO2_22100 00D6: if 0032: -683.24 >= $3860 // float >= $ 004D: jump_if_false @BANKJO2_22083 00D6: if 0038: $3973 == 1 // $ == int 004D: jump_if_false @BANKJO2_22069 0004: $3961 = 1 // $ = int :BANKJO2_22069 0004: $3863 = 1 // $ = int 0002: jump @BANKJO2_22093 :BANKJO2_22083 007E: $3860 -= frame_delta_time * 0.06 // float :BANKJO2_22093 0002: jump @BANKJO2_22152 :BANKJO2_22100 00D6: if 0030: $3860 >= -680.49 // $ >= float 004D: jump_if_false @BANKJO2_22142 0004: $3863 = 0 // $ = int 0004: $3973 = 1 // $ = int 0002: jump @BANKJO2_22152 :BANKJO2_22142 0078: $3860 += frame_delta_time * 0.06 // float :BANKJO2_22152 00D6: if 0038: $3961 == 1 // $ == int 004D: jump_if_false @BANKJO2_22196 0108: destroy_object $3857 0008: $3958 += 1 // $ += int 0004: $3859 = 1 // $ = int 0002: jump @BANKJO2_22210 :BANKJO2_22196 01BC: put_object $3857 at $3860 $3861 $3862 :BANKJO2_22210 0002: jump @BANKJO2_22266 :BANKJO2_22217 00D6: if 0366: object $3857 damaged 004D: jump_if_false @BANKJO2_22266 0108: destroy_object $3857 0008: $3834 += 1 // $ += int 0008: $3968 += 1 // $ += int 0008: $3958 += 1 // $ += int 0004: $3859 = 1 // $ = int :BANKJO2_22266 00D6: if or 0038: $3953 == 4 // $ == int 0038: $3954 == 4 // $ == int 0038: $3955 == 4 // $ == int 004D: jump_if_false @BANKJO2_22371 00D6: if 0038: $3868 == 0 // $ == int 004D: jump_if_false @BANKJO2_22371 029B: $3867 = init_object #TAR_GUN2 at $3874 $3875 $3876 0177: set_object $3867 z_angle_to 0.0 0004: $3962 = 0 // $ = int 0004: $3869 = 0 // $ = int 0004: $3873 = 0 // $ = int 0004: $3868 = 1 // $ = int :BANKJO2_22371 00D6: if 0038: $3868 == 1 // $ == int 004D: jump_if_false @BANKJO2_22698 00D6: if 0038: $3869 == 0 // $ == int 004D: jump_if_false @BANKJO2_22698 00D6: if 8366: not object $3867 damaged 004D: jump_if_false @BANKJO2_22649 01BB: store_object $3867 position_to $3870 $3871 $3872 00D6: if 0038: $3873 == 0 // $ == int 004D: jump_if_false @BANKJO2_22532 00D6: if 0032: -683.73 >= $3870 // float >= $ 004D: jump_if_false @BANKJO2_22515 00D6: if 0038: $3974 == 1 // $ == int 004D: jump_if_false @BANKJO2_22501 0004: $3962 = 1 // $ = int :BANKJO2_22501 0004: $3873 = 1 // $ = int 0002: jump @BANKJO2_22525 :BANKJO2_22515 007E: $3870 -= frame_delta_time * 0.05 // float :BANKJO2_22525 0002: jump @BANKJO2_22584 :BANKJO2_22532 00D6: if 0030: $3870 >= -681.59 // $ >= float 004D: jump_if_false @BANKJO2_22574 0004: $3873 = 0 // $ = int 0004: $3974 = 1 // $ = int 0002: jump @BANKJO2_22584 :BANKJO2_22574 0078: $3870 += frame_delta_time * 0.05 // float :BANKJO2_22584 00D6: if 0038: $3962 == 1 // $ == int 004D: jump_if_false @BANKJO2_22628 0108: destroy_object $3867 0008: $3958 += 1 // $ += int 0004: $3869 = 1 // $ = int 0002: jump @BANKJO2_22642 :BANKJO2_22628 01BC: put_object $3867 at $3870 $3871 $3872 :BANKJO2_22642 0002: jump @BANKJO2_22698 :BANKJO2_22649 00D6: if 0366: object $3867 damaged 004D: jump_if_false @BANKJO2_22698 0108: destroy_object $3867 0008: $3834 += 1 // $ += int 0008: $3968 += 1 // $ += int 0008: $3958 += 1 // $ += int 0004: $3869 = 1 // $ = int :BANKJO2_22698 00D6: if or 0038: $3953 == 5 // $ == int 0038: $3954 == 5 // $ == int 0038: $3955 == 5 // $ == int 004D: jump_if_false @BANKJO2_22803 00D6: if 0038: $3878 == 0 // $ == int 004D: jump_if_false @BANKJO2_22803 029B: $3877 = init_object #TAR_GUN1 at $3884 $3885 $3886 0177: set_object $3877 z_angle_to 0.0 0004: $3963 = 0 // $ = int 0004: $3879 = 0 // $ = int 0004: $3883 = 0 // $ = int 0004: $3878 = 1 // $ = int :BANKJO2_22803 00D6: if 0038: $3878 == 1 // $ == int 004D: jump_if_false @BANKJO2_23130 00D6: if 0038: $3879 == 0 // $ == int 004D: jump_if_false @BANKJO2_23130 00D6: if 8366: not object $3877 damaged 004D: jump_if_false @BANKJO2_23081 01BB: store_object $3877 position_to $3880 $3881 $3882 00D6: if 0038: $3883 == 0 // $ == int 004D: jump_if_false @BANKJO2_22964 00D6: if 0032: 8.0 >= $3882 // float >= $ 004D: jump_if_false @BANKJO2_22947 00D6: if 0038: $3975 == 1 // $ == int 004D: jump_if_false @BANKJO2_22933 0004: $3963 = 1 // $ = int :BANKJO2_22933 0004: $3883 = 1 // $ = int 0002: jump @BANKJO2_22957 :BANKJO2_22947 007E: $3882 -= frame_delta_time * 0.06 // float :BANKJO2_22957 0002: jump @BANKJO2_23016 :BANKJO2_22964 00D6: if 0030: $3882 >= 15.0 // $ >= float 004D: jump_if_false @BANKJO2_23006 0004: $3883 = 0 // $ = int 0004: $3975 = 1 // $ = int 0002: jump @BANKJO2_23016 :BANKJO2_23006 0078: $3882 += frame_delta_time * 0.06 // float :BANKJO2_23016 00D6: if 0038: $3963 == 1 // $ == int 004D: jump_if_false @BANKJO2_23060 0108: destroy_object $3877 0008: $3958 += 1 // $ += int 0004: $3879 = 1 // $ = int 0002: jump @BANKJO2_23074 :BANKJO2_23060 01BC: put_object $3877 at $3880 $3881 $3882 :BANKJO2_23074 0002: jump @BANKJO2_23130 :BANKJO2_23081 00D6: if 0366: object $3877 damaged 004D: jump_if_false @BANKJO2_23130 0108: destroy_object $3877 0008: $3834 += 1 // $ += int 0008: $3968 += 1 // $ += int 0008: $3958 += 1 // $ += int 0004: $3879 = 1 // $ = int :BANKJO2_23130 00D6: if or 0038: $3953 == 6 // $ == int 0038: $3954 == 6 // $ == int 0038: $3955 == 6 // $ == int 004D: jump_if_false @BANKJO2_23235 00D6: if 0038: $3888 == 0 // $ == int 004D: jump_if_false @BANKJO2_23235 029B: $3887 = init_object #TAR_GUN2 at $3894 $3895 $3896 0177: set_object $3887 z_angle_to 90.0 0004: $3964 = 0 // $ = int 0004: $3889 = 0 // $ = int 0004: $3893 = 0 // $ = int 0004: $3888 = 1 // $ = int :BANKJO2_23235 00D6: if 0038: $3888 == 1 // $ == int 004D: jump_if_false @BANKJO2_23562 00D6: if 0038: $3889 == 0 // $ == int 004D: jump_if_false @BANKJO2_23562 00D6: if 8366: not object $3887 damaged 004D: jump_if_false @BANKJO2_23513 01BB: store_object $3887 position_to $3890 $3891 $3892 00D6: if 0038: $3893 == 0 // $ == int 004D: jump_if_false @BANKJO2_23396 00D6: if 0032: 1279.42 >= $3891 // float >= $ 004D: jump_if_false @BANKJO2_23379 00D6: if 0038: $3976 == 1 // $ == int 004D: jump_if_false @BANKJO2_23365 0004: $3964 = 1 // $ = int :BANKJO2_23365 0004: $3893 = 1 // $ = int 0002: jump @BANKJO2_23389 :BANKJO2_23379 007E: $3891 -= frame_delta_time * 0.05 // float :BANKJO2_23389 0002: jump @BANKJO2_23448 :BANKJO2_23396 00D6: if 0030: $3891 >= 1283.7 // $ >= float 004D: jump_if_false @BANKJO2_23438 0004: $3893 = 0 // $ = int 0004: $3976 = 1 // $ = int 0002: jump @BANKJO2_23448 :BANKJO2_23438 0078: $3891 += frame_delta_time * 0.05 // float :BANKJO2_23448 00D6: if 0038: $3964 == 1 // $ == int 004D: jump_if_false @BANKJO2_23492 0108: destroy_object $3887 0008: $3958 += 1 // $ += int 0004: $3889 = 1 // $ = int 0002: jump @BANKJO2_23506 :BANKJO2_23492 01BC: put_object $3887 at $3890 $3891 $3892 :BANKJO2_23506 0002: jump @BANKJO2_23562 :BANKJO2_23513 00D6: if 0366: object $3887 damaged 004D: jump_if_false @BANKJO2_23562 0108: destroy_object $3887 0008: $3834 += 1 // $ += int 0008: $3968 += 1 // $ += int 0008: $3958 += 1 // $ += int 0004: $3889 = 1 // $ = int :BANKJO2_23562 00D6: if or 0038: $3953 == 7 // $ == int 0038: $3954 == 7 // $ == int 0038: $3955 == 7 // $ == int 004D: jump_if_false @BANKJO2_23667 00D6: if 0038: $3898 == 0 // $ == int 004D: jump_if_false @BANKJO2_23667 029B: $3897 = init_object #TAR_GUN1 at $3904 $3905 $3906 0177: set_object $3897 z_angle_to 90.0 0004: $3965 = 0 // $ = int 0004: $3899 = 0 // $ = int 0004: $3903 = 0 // $ = int 0004: $3898 = 1 // $ = int :BANKJO2_23667 00D6: if 0038: $3898 == 1 // $ == int 004D: jump_if_false @BANKJO2_23994 00D6: if 0038: $3899 == 0 // $ == int 004D: jump_if_false @BANKJO2_23994 00D6: if 8366: not object $3897 damaged 004D: jump_if_false @BANKJO2_23945 01BB: store_object $3897 position_to $3900 $3901 $3902 00D6: if 0038: $3903 == 0 // $ == int 004D: jump_if_false @BANKJO2_23828 00D6: if 0032: 1277.8 >= $3901 // float >= $ 004D: jump_if_false @BANKJO2_23811 00D6: if 0038: $3977 == 1 // $ == int 004D: jump_if_false @BANKJO2_23797 0004: $3965 = 1 // $ = int :BANKJO2_23797 0004: $3903 = 1 // $ = int 0002: jump @BANKJO2_23821 :BANKJO2_23811 007E: $3901 -= frame_delta_time * 0.04 // float :BANKJO2_23821 0002: jump @BANKJO2_23880 :BANKJO2_23828 00D6: if 0030: $3901 >= 1282.51 // $ >= float 004D: jump_if_false @BANKJO2_23870 0004: $3903 = 0 // $ = int 0004: $3977 = 1 // $ = int 0002: jump @BANKJO2_23880 :BANKJO2_23870 0078: $3901 += frame_delta_time * 0.04 // float :BANKJO2_23880 00D6: if 0038: $3965 == 1 // $ == int 004D: jump_if_false @BANKJO2_23924 0108: destroy_object $3897 0008: $3958 += 1 // $ += int 0004: $3899 = 1 // $ = int 0002: jump @BANKJO2_23938 :BANKJO2_23924 01BC: put_object $3897 at $3900 $3901 $3902 :BANKJO2_23938 0002: jump @BANKJO2_23994 :BANKJO2_23945 00D6: if 0366: object $3897 damaged 004D: jump_if_false @BANKJO2_23994 0108: destroy_object $3897 0008: $3834 += 1 // $ += int 0008: $3968 += 1 // $ += int 0008: $3958 += 1 // $ += int 0004: $3899 = 1 // $ = int :BANKJO2_23994 00D6: if 0118: actor $3908 dead 004D: jump_if_false @BANKJO2_24032 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_24032 0110: clear_player $PLAYER_CHAR wanted_level 0419: $3836 = player $PLAYER_CHAR weapon 17 ammo 00D6: if or 0038: $3919 == 0 // $ == int 0038: $3836 == 0 // $ == int 004D: jump_if_false @BANKJO2_24163 00D6: if 0038: $3972 == 0 // $ == int 004D: jump_if_false @BANKJO2_24111 0006: TIMERA = 0 // @ = int 0004: $3972 = 1 // $ = int 0002: jump @BANKJO2_24163 :BANKJO2_24111 00D6: if 0019: TIMERA > 200 // @ > int 004D: jump_if_false @BANKJO2_24163 03D1: play_wav 1 00BC: text_highpriority 'BNK2_3' time 5000 1 0004: $3949 = 1 // $ = int 0004: $3835 = 1 // $ = int :BANKJO2_24163 0002: jump @BANKJO2_20435 :BANKJO2_24170 018E: stop_sound $3967 00D6: if 0038: $3949 == 1 // $ == int 004D: jump_if_false @BANKJO2_24327 :BANKJO2_24193 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @BANKJO2_24327 0001: wait 0 ms 00D6: if 0118: actor $3908 dead 004D: jump_if_false @BANKJO2_24250 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_24250 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO2_24320 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_24320 0002: jump @BANKJO2_24193 :BANKJO2_24327 014F: stop_timer $3919 03D5: remove_text 'BNK2_3' 0084: $3916 = $3915 // $ = $ int 0060: $3916 -= $3836 // $ -= $ int 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 0084: $3683 = $3834 // $ = $ int 0151: remove_status_text $3968 0151: remove_status_text $3988 0001: wait 4000 ms 00D6: if 0118: actor $3908 dead 004D: jump_if_false @BANKJO2_24446 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_24446 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO2_24516 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_24516 03D6: remove_styled_text 'BJM2_6' 01E3: text_1number_styled 'BJM2_7' number $3968 time 4000 style 1 0001: wait 4000 ms 00D6: if 0118: actor $3908 dead 004D: jump_if_false @BANKJO2_24587 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_24587 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO2_24657 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_24657 03D6: remove_styled_text 'BJM2_7' 0084: $3917 = $3912 // $ = $ int 0058: $3917 += $3914 // $ += $ int 0084: $3969 = $3917 // $ = $ int 0058: $3969 += $3916 // $ += $ int 0084: $3684 = $3681 // $ = $ int 0058: $3684 += $3682 // $ += $ int 0084: $3685 = $3684 // $ = $ int 0058: $3685 += $3683 // $ += $ int 0084: $3910 = $3685 // $ = $ int 0010: $3910 *= 100 // $ *= int 00D6: if 0018: $3917 > 0 // $ > int 004D: jump_if_false @BANKJO2_24779 0070: $3910 /= $3969 // $ /= $ int 0002: jump @BANKJO2_24786 :BANKJO2_24779 0004: $3910 = 0 // $ = int :BANKJO2_24786 01E3: text_1number_styled 'BJM2_3' number $3910 time 4000 style 1 0001: wait 4000 ms 00D6: if 0118: actor $3908 dead 004D: jump_if_false @BANKJO2_24847 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_24847 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO2_24917 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_24917 03D6: remove_styled_text 'BJM2_3' 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0108: destroy_object $3946 00A1: put_actor $PLAYER_ACTOR at -677.75 1272.03 9.81 00BC: text_highpriority 'BJM2_17' time 5000 1 018A: $3679 = create_checkpoint_at -665.99 1234.17 10.08 0004: $123 = 1 // $ = int 03CF: load_wav 'BNK2_7' as 1 03CF: load_wav 'BNK2_8' as 2 :BANKJO2_25023 00D6: 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 004D: jump_if_false @BANKJO2_25198 0001: wait 0 ms 00D6: if 0118: actor $3908 dead 004D: jump_if_false @BANKJO2_25121 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_25121 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO2_25191 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_25191 0002: jump @BANKJO2_25023 :BANKJO2_25198 0169: set_fade_color 0 0 0 016A: fade 0 1000 ms 00D6: if 8118: not actor $3908 dead 004D: jump_if_false @BANKJO2_25243 01B9: set_actor $3908 armed_weapon_to 0 0002: jump @BANKJO2_25265 :BANKJO2_25243 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_25265 01B4: set_player $PLAYER_CHAR can_move 0 :BANKJO2_25272 00D6: if 016B: fading 004D: jump_if_false @BANKJO2_25404 0001: wait 0 ms 00D6: if 0118: actor $3908 dead 004D: jump_if_false @BANKJO2_25327 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_25327 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO2_25397 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_25397 0002: jump @BANKJO2_25272 :BANKJO2_25404 00BE: text_clear_all 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 02A3: enable_widescreen 1 0108: destroy_object $3837 0108: destroy_object $3847 0108: destroy_object $3857 0108: destroy_object $3867 0108: destroy_object $3877 0108: destroy_object $3887 0108: destroy_object $3897 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 0164: disable_marker $3679 03CB: load_scene -665.99 1234.17 9.08 009F: set_actor $PLAYER_ACTOR idle 011C: actor $PLAYER_ACTOR clear_objective 00A1: put_actor $PLAYER_ACTOR at -664.58 1233.74 10.1 0173: set_actor $PLAYER_ACTOR z_angle_to 87.36 009F: set_actor $PLAYER_ACTOR idle 00D6: if 8118: not actor $3908 dead 004D: jump_if_false @BANKJO2_25572 020E: actor $PLAYER_ACTOR look_at_actor $3908 0002: jump @BANKJO2_25594 :BANKJO2_25572 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_25594 0169: set_fade_color 0 0 0 00D6: if 8118: not actor $3908 dead 004D: jump_if_false @BANKJO2_25633 020E: actor $3908 look_at_actor $PLAYER_ACTOR 0002: jump @BANKJO2_25655 :BANKJO2_25633 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_25655 016A: fade 1 1000 ms 015F: set_camera_position -662.67 1229.52 10.84 rotation 0.0 0.0 0.0 0160: point_camera -663.27 1230.3 11.06 switchstyle 2 :BANKJO2_25713 00D6: if 016B: fading 004D: jump_if_false @BANKJO2_25845 0001: wait 0 ms 00D6: if 0118: actor $3908 dead 004D: jump_if_false @BANKJO2_25768 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_25768 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO2_25838 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_25838 0002: jump @BANKJO2_25713 :BANKJO2_25845 03D1: play_wav 1 00BC: text_highpriority 'BNK2_7' time 5000 1 0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms :BANKJO2_25876 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @BANKJO2_26010 0001: wait 0 ms 00D6: if 0118: actor $3908 dead 004D: jump_if_false @BANKJO2_25933 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_25933 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO2_26003 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_26003 0002: jump @BANKJO2_25876 :BANKJO2_26010 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 03D5: remove_text 'BNK2_7' 03CF: load_wav 'BNK2_9' as 1 :BANKJO2_26041 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @BANKJO2_26175 0001: wait 0 ms 00D6: if 0118: actor $3908 dead 004D: jump_if_false @BANKJO2_26098 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_26098 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO2_26168 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_26168 0002: jump @BANKJO2_26041 :BANKJO2_26175 00D6: if 001C: $3968 > $3988 // $ > $ int 004D: jump_if_false @BANKJO2_26232 03D1: play_wav 2 00BC: text_highpriority 'BNK2_8' time 5000 1 0372: set_actor $3908 anim 19 wait_state_time 1000000 ms 0002: jump @BANKJO2_26263 :BANKJO2_26232 03D1: play_wav 1 00BC: text_highpriority 'BNK2_9A' time 10000 1 0372: set_actor $3908 anim 19 wait_state_time 1000000 ms :BANKJO2_26263 00D6: if 001C: $3968 > $3988 // $ > $ int 004D: jump_if_false @BANKJO2_26517 :BANKJO2_26282 00D6: if 83D2: not wav 2 ended 004D: jump_if_false @BANKJO2_26446 0001: wait 0 ms 00D6: if 0118: actor $3908 dead 004D: jump_if_false @BANKJO2_26369 03D5: remove_text 'BNK2_8' 03D5: remove_text 'BNK2_9A' 03D5: remove_text 'BNK2_9B' 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_26369 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO2_26439 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_26439 0002: jump @BANKJO2_26282 :BANKJO2_26446 00D6: if 8118: not actor $3908 dead 004D: jump_if_false @BANKJO2_26478 0372: set_actor $3908 anim 0 wait_state_time 1 ms 0002: jump @BANKJO2_26500 :BANKJO2_26478 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_26500 03D5: remove_text 'BNK2_8' 0002: jump @BANKJO2_26755 :BANKJO2_26517 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @BANKJO2_26681 0001: wait 0 ms 00D6: if 0118: actor $3908 dead 004D: jump_if_false @BANKJO2_26604 03D5: remove_text 'BNK2_8' 03D5: remove_text 'BNK2_9A' 03D5: remove_text 'BNK2_9B' 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_26604 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO2_26674 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_26674 0002: jump @BANKJO2_26517 :BANKJO2_26681 00D6: if 8118: not actor $3908 dead 004D: jump_if_false @BANKJO2_26713 0372: set_actor $3908 anim 0 wait_state_time 1 ms 0002: jump @BANKJO2_26735 :BANKJO2_26713 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_26735 03D5: remove_text 'BNK2_9A' 03D5: remove_text 'BNK2_9B' :BANKJO2_26755 0211: actor $3908 walk_to -664.41 1228.08 0006: TIMERA = 0 // @ = int :BANKJO2_26777 00D6: if 80ED: not actor $3908 0 -664.41 1228.08 radius 2.0 2.0 004D: jump_if_false @BANKJO2_27025 0001: wait 0 ms 00D6: if 0118: actor $3908 dead 004D: jump_if_false @BANKJO2_26864 00BC: text_highpriority 'BJM2_11' time 5000 1 0002: jump @BANKJO2_27097 0002: jump @BANKJO2_26948 :BANKJO2_26864 00D6: if 0029: TIMERA >= 10000 // @ >= int 004D: jump_if_false @BANKJO2_26948 00D6: if 80ED: not actor $3908 0 -664.41 1228.08 radius 2.0 2.0 004D: jump_if_false @BANKJO2_26948 00A1: put_actor $3908 at -664.41 1228.08 10.08 0002: jump @BANKJO2_27025 :BANKJO2_26948 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO2_27018 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @BANKJO2_27097 :BANKJO2_27018 0002: jump @BANKJO2_26777 :BANKJO2_27025 009B: destroy_actor_instantly $3908 02A3: enable_widescreen 0 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 00D6: if 001C: $3968 > $3988 // $ > $ int 004D: jump_if_false @BANKJO2_27090 0002: jump @BANKJO2_27114 0002: jump @BANKJO2_27097 :BANKJO2_27090 0002: jump @BANKJO2_27097 :BANKJO2_27097 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :BANKJO2_27114 0004: $249 = 1 // $ = int 01EB: set_traffic_density_multiplier_to 1.0 0318: set_latest_mission_passed 'BANK_2' 030C: progress_made += 1 01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1 0109: player $PLAYER_CHAR money += 2000 0394: play_music 1 0110: clear_player $PLAYER_CHAR wanted_level 042F: register_highest_int_stat 0 to $3968 042F: register_highest_int_stat 1 to $3910 004F: create_thread @BANK3 004F: create_thread @SHOOT 0051: return :BANKJO2_27209 018E: stop_sound $3967 034F: destroy_actor_with_fade $3908 // The actor fades away like a ghost 0108: destroy_object $3693 0108: destroy_object $3694 0108: destroy_object $3695 0108: destroy_object $3696 0108: destroy_object $3697 0108: destroy_object $3698 0108: destroy_object $3713 0108: destroy_object $3714 0108: destroy_object $3715 0108: destroy_object $3716 0108: destroy_object $3717 0108: destroy_object $3718 0108: destroy_object $3733 0108: destroy_object $3734 0108: destroy_object $3735 0108: destroy_object $3736 0108: destroy_object $3737 0108: destroy_object $3738 0108: destroy_object $3754 0108: destroy_object $3768 0108: destroy_object $3782 0108: destroy_object $3796 0108: destroy_object $3810 0108: destroy_object $3824 0108: destroy_object $3837 0108: destroy_object $3847 0108: destroy_object $3857 0108: destroy_object $3867 0108: destroy_object $3877 0108: destroy_object $3887 0108: destroy_object $3897 0465: remove_actor $PLAYER_ACTOR from_turret_mode 00D6: if 0018: $3939 > 0 // $ > int 004D: jump_if_false @BANKJO2_27402 0247: request_model $3940 :BANKJO2_27402 038B: load_requested_models 01B1: give_player $PLAYER_CHAR weapon $3938 ammo $3939 // Load the weapon model before using this 0249: release_model $3940 0004: $ONMISSION = 0 // $ = int 0004: $995 = 0 // $ = int 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 03BD: destroy_sphere $3966 0108: destroy_object $3944 0108: destroy_object $3945 0108: destroy_object $3946 0164: disable_marker $3675 0164: disable_marker $3678 0164: disable_marker $3679 0164: disable_marker $3907 0151: remove_status_text $3968 0151: remove_status_text $3988 014F: stop_timer $3677 014F: stop_timer $3918 014F: stop_timer $3919 0249: release_model #MALE01 0249: release_model #COLT45 0249: release_model #TAR_GUN1 0249: release_model #TAR_GUN2 0249: release_model #TAR_FRAME 0249: release_model #TAR_DOWNLEFT 0249: release_model #TAR_DOWNRIGHT 0249: release_model #TAR_TOP 0249: release_model #TAR_UPLEFT 0249: release_model #TAR_UPRIGHT 0249: release_model #FAKETARGET 0296: unload_special_actor 5 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 00D8: mission_cleanup 0051: return //-------------Mission 23--------------- // Originally: The Driver :BANKJO3 03A4: name_thread 'BANKJO3' 0050: gosub @BANKJO3_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @BANKJO3_37 0050: gosub @BANKJO3_7380 :BANKJO3_37 0050: gosub @BANKJO3_7642 004E: end_thread :BANKJO3_46 0317: increment_mission_attempts 0004: $ONMISSION = 1 // $ = int 0004: $986 = 0 // $ = int 0004: $4085 = 0 // $ = int 0004: $4013 = 0 // $ = int 0004: $3997 = 0 // $ = int 0005: $3994 = 7.0 // $ = float 0004: $4088 = 0 // $ = int 0004: $4089 = 0 // $ = int 0004: $4090 = 0 // $ = int 0004: $4092 = 0 // $ = int 0004: $4087 = 0 // $ = int 0004: $4094 = 0 // $ = int 0004: $4095 = 0 // $ = int 0004: $4096 = 0 // $ = int 0004: $4097 = 0 // $ = int 0004: $4098 = 0 // $ = int 0001: wait 0 ms 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' 04BB: select_interiour 17 // select render area 03CB: load_scene 481.03 -64.21 8.98 038B: load_requested_models :BANKJO3_309 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ03 available 004D: jump_if_false @BANKJO3_358 0001: wait 0 ms 0002: 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: set_cutscene_anim 'GCFAN' to_loop 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 9.8 range 1.0 0055: put_player $PLAYER_CHAR at 493.1 -82.4 9.8 0171: set_player $PLAYER_CHAR z_angle_to 220.0 016A: fade 1 3000 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :BANKJO3_601 00D6: if 001A: 2827 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO3_636 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO3_601 :BANKJO3_636 00BC: text_highpriority 'BJM3_A' time 10000 1 :BANKJO3_651 00D6: if 001A: 4964 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO3_686 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO3_651 :BANKJO3_686 00BC: text_highpriority 'BJM3_B' time 10000 1 :BANKJO3_701 00D6: if 001A: 7438 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO3_736 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO3_701 :BANKJO3_736 00BC: text_highpriority 'BJM3_C' time 10000 1 :BANKJO3_751 00D6: if 001A: 12291 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO3_786 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO3_751 :BANKJO3_786 00BC: text_highpriority 'BJM3_D' time 10000 1 :BANKJO3_801 00D6: if 001A: 14893 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO3_836 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO3_801 :BANKJO3_836 00BC: text_highpriority 'BJM3_E' time 10000 1 :BANKJO3_851 00D6: if 001A: 19162 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO3_886 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO3_851 :BANKJO3_886 00BC: text_highpriority 'BJM3_F' time 10000 1 :BANKJO3_901 00D6: if 001A: 26056 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO3_936 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO3_901 :BANKJO3_936 00BC: text_highpriority 'BJM3_G' time 10000 1 :BANKJO3_951 00D6: if 001A: 34674 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO3_988 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO3_951 :BANKJO3_988 00BC: text_highpriority 'BJM3_H' time 10000 1 :BANKJO3_1003 00D6: if 001A: 40799 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO3_1040 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO3_1003 :BANKJO3_1040 00BC: text_highpriority 'BJM3_I' time 10000 1 :BANKJO3_1055 00D6: if 001A: 46343 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO3_1092 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO3_1055 :BANKJO3_1092 00BC: text_highpriority 'BJM3_J' time 10000 1 :BANKJO3_1107 00D6: if 001A: 47448 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO3_1144 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO3_1107 :BANKJO3_1144 00BC: text_highpriority 'BJM3_K' time 10000 1 :BANKJO3_1159 00D6: if 001A: 52709 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO3_1196 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO3_1159 :BANKJO3_1196 00BC: text_highpriority 'BJM3_L' time 10000 1 :BANKJO3_1211 00D6: if 001A: 56624 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO3_1248 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO3_1211 :BANKJO3_1248 00BC: text_highpriority 'BJM3_M' time 10000 1 :BANKJO3_1263 00D6: if 001A: 59809 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO3_1300 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO3_1263 :BANKJO3_1300 00BE: text_clear_all 016A: fade 0 2000 ms 00BE: text_clear_all 0001: wait 1000 ms 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @BANKJO3_1348 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @BANKJO3_1348 03D1: play_wav 1 :BANKJO3_1348 00D6: if 016B: fading 004D: jump_if_false @BANKJO3_1372 0001: wait 0 ms 0002: jump @BANKJO3_1348 :BANKJO3_1372 00BA: text_styled 'BEACH3' 3000 ms 2 03AD: set_rubbish 1 02EA: end_cutscene 01EB: set_traffic_density_multiplier_to 1.0 0373: set_camera_directly_behind_player 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 04BB: select_interiour 0 // select render area 04FA: clear_extra_colors_with_fade 0 03CB: load_scene 449.89 -116.18 9.74 0004: $986 = 0 // $ = int 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' 03CB: load_scene 479.09 -149.436 9.0 038B: load_requested_models :BANKJO3_1613 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 8248: not model #CUTOBJ01 available 004D: jump_if_false @BANKJO3_1648 0001: wait 0 ms 0002: 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 9.74 range 1.0 0055: put_player $PLAYER_CHAR at 449.89 -116.18 9.74 0171: set_player $PLAYER_CHAR z_angle_to 310.41 016A: fade 1 2000 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :BANKJO3_1819 00D6: if 001A: 4501 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO3_1854 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO3_1819 :BANKJO3_1854 00BC: text_highpriority 'BJM3_2A' time 10000 1 :BANKJO3_1869 00D6: if 001A: 7978 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO3_1904 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO3_1869 :BANKJO3_1904 00BC: text_highpriority 'BJM3_2B' time 10000 1 :BANKJO3_1919 00D6: if 001A: 9549 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO3_1954 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO3_1919 :BANKJO3_1954 00BC: text_highpriority 'BJM3_2C' time 10000 1 :BANKJO3_1969 00D6: if 001A: 11840 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO3_2004 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO3_1969 :BANKJO3_2004 00BC: text_highpriority 'BJM3_2D' time 10000 1 :BANKJO3_2019 00D6: if 001A: 17081 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO3_2054 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO3_2019 :BANKJO3_2054 00BC: text_highpriority 'BJM3_2E' time 10000 1 :BANKJO3_2069 00D6: if 001A: 20480 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO3_2104 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO3_2069 :BANKJO3_2104 00BE: text_clear_all :BANKJO3_2106 00D6: if 001A: 24056 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO3_2141 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO3_2106 :BANKJO3_2141 016A: fade 0 2000 ms 00BE: text_clear_all :BANKJO3_2150 00D6: if 016B: fading 004D: jump_if_false @BANKJO3_2174 0001: wait 0 ms 0002: jump @BANKJO3_2150 :BANKJO3_2174 03AD: set_rubbish 1 02EA: end_cutscene 0373: set_camera_directly_behind_player 0296: unload_special_actor 1 0296: unload_special_actor 2 0249: release_model #CUTOBJ01 04E3: set_player $PLAYER_CHAR mood 1 duration 60000 0005: $3999 = 479.09 // $ = float 0005: $4000 = -149.436 // $ = float 0005: $4001 = 9.0 // $ = float 0005: $3990 = 185.022 // $ = float 0004: $4020 = 18 // $ = int 0005: $4007 = 483.19 // $ = float 0005: $4008 = -149.436 // $ = float 0005: $4009 = 9.0 // $ = float 0005: $4021 = 479.06 // $ = float 0005: $4022 = -174.68 // $ = float 0005: $4023 = 9.0 // $ = float 0005: $4024 = 477.68 // $ = float 0005: $4025 = -213.29 // $ = float 0005: $4026 = 10.77 // $ = float 0005: $4027 = 458.74 // $ = float 0005: $4028 = -315.75 // $ = float 0005: $4029 = 9.08 // $ = float 0005: $4030 = 418.92 // $ = float 0005: $4031 = -397.27 // $ = float 0005: $4032 = 8.95 // $ = float 0005: $4033 = 230.78 // $ = float 0005: $4034 = -697.36 // $ = float 0005: $4035 = 9.28 // $ = float 0005: $4036 = 71.23 // $ = float 0005: $4037 = -1006.72 // $ = float 0005: $4038 = 9.31 // $ = float 0005: $4039 = 171.8 // $ = float 0005: $4040 = -1132.57 // $ = float 0005: $4041 = 9.28 // $ = float 0005: $4042 = 160.03 // $ = float 0005: $4043 = -1331.92 // $ = float 0005: $4044 = 9.28 // $ = float 0005: $4045 = 38.84 // $ = float 0005: $4046 = -1473.71 // $ = float 0005: $4047 = 9.3 // $ = float 0005: $4048 = -54.79 // $ = float 0005: $4049 = -1560.57 // $ = float 0005: $4050 = 9.28 // $ = float 0005: $4051 = -190.29 // $ = float 0005: $4052 = -1215.46 // $ = float 0005: $4053 = 9.31 // $ = float 0005: $4054 = -88.78 // $ = float 0005: $4055 = -936.21 // $ = float 0005: $4056 = 9.31 // $ = float 0005: $4057 = 124.88 // $ = float 0005: $4058 = -800.59 // $ = float 0005: $4059 = 9.31 // $ = float 0005: $4060 = 183.11 // $ = float 0005: $4061 = -496.49 // $ = float 0005: $4062 = 9.9 // $ = float 0005: $4063 = 277.36 // $ = float 0005: $4064 = -176.64 // $ = float 0005: $4065 = 10.3 // $ = float 0005: $4066 = 446.8 // $ = float 0005: $4067 = 68.27 // $ = float 0005: $4068 = 10.16 // $ = float 0005: $4069 = 489.63 // $ = float 0005: $4070 = 67.13 // $ = float 0005: $4071 = 10.0 // $ = float 0005: $4072 = 517.55 // $ = float 0005: $4073 = -74.78 // $ = float 0005: $4074 = 9.59 // $ = float 01EB: set_traffic_density_multiplier_to 0.3 0247: request_model #SABRETUR 0247: request_model #SENTINEL 023C: load_special_actor 3 'IGHLARY' 03CF: load_wav 'CARREV' as 1 03CF: load_wav 'BNK3_3A' as 2 :BANKJO3_2877 00D6: if or 8248: not model #SABRETUR available 8248: not model #SENTINEL available 83D0: not wav 1 loaded 83D0: not wav 2 loaded 823D: not special_actor 3 loaded 004D: jump_if_false @BANKJO3_2921 0001: wait 0 ms 0002: jump @BANKJO3_2877 :BANKJO3_2921 0395: clear_area 1 at 526.2 -76.85 10.78 range 5.0 00A5: $3996 = create_car #SABRETUR at $3999 $4000 $4001 020A: set_car $3996 door_status_to 2 02AC: set_car $3996 immunities 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 0175: set_car $3996 z_angle_to $3990 00A9: set_car $3996 to_normal_driver 00AE: set_vehicle $3996 traffic_behavior_to 2 00AD: set_car $3996 max_speed_to 45.0 02AA: set_car $3996 immune_to_nonplayer 1 00A5: $4093 = create_car #SENTINEL at $4007 $4008 $4009 0175: set_car $4093 z_angle_to $3990 036A: put_actor $PLAYER_ACTOR in_car $4093 0395: clear_area 0 at 473.713 -149.895 10.546 range 1.0 015F: set_camera_position 473.713 -149.895 10.546 rotation 0.0 0.0 0.0 0160: point_camera 474.708 -149.824 10.479 switchstyle 2 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 00D6: if 8118: not actor $4005 dead 004D: jump_if_false @BANKJO3_3252 022C: set_actor $4005 to_look_at_actor $PLAYER_ACTOR 022C: set_actor $PLAYER_ACTOR to_look_at_actor $4005 0002: jump @BANKJO3_3274 :BANKJO3_3252 00BC: text_highpriority 'BJM3_2' time 5000 1 0002: jump @BANKJO3_7380 :BANKJO3_3274 0169: set_fade_color 0 0 0 0001: wait 500 ms 016A: fade 1 1500 ms :BANKJO3_3294 00D6: if 016B: fading 004D: jump_if_false @BANKJO3_3471 0001: wait 0 ms 00D6: if 0119: car $3996 wrecked 004D: jump_if_false @BANKJO3_3334 0002: jump @BANKJO3_7380 :BANKJO3_3334 00D6: if 0118: actor $4005 dead 004D: jump_if_false @BANKJO3_3393 00BC: text_highpriority 'BJM3_2' time 5000 1 0002: jump @BANKJO3_7380 00D6: if 8119: not car $3996 wrecked 004D: jump_if_false @BANKJO3_3393 00A9: set_car $3996 to_normal_driver :BANKJO3_3393 0227: $4083 = car $3996 health 00D6: if or 001A: 1000 > $4083 // int > $ 0496: vehicle $3996 tire 4 deflated 004D: jump_if_false @BANKJO3_3441 0004: $4083 = 9 // $ = int 0002: jump @BANKJO3_3849 :BANKJO3_3441 00D6: if 0119: car $4093 wrecked 004D: jump_if_false @BANKJO3_3464 0002: jump @BANKJO3_7380 :BANKJO3_3464 0002: jump @BANKJO3_3294 :BANKJO3_3471 00D6: if or 80FA: not player $PLAYER_CHAR stopped 1 $4007 $4008 $4009 radius 2.0 2.0 2.0 04A8: player $PLAYER_CHAR in_any_boat 04C9: player $PLAYER_CHAR in_flying_vehicle 004D: jump_if_false @BANKJO3_3849 0001: wait 0 ms 00D6: if 00F5: player $PLAYER_CHAR 0 $4007 $4008 $4009 radius 2.0 2.0 2.0 004D: jump_if_false @BANKJO3_3726 00D6: if or 04A8: player $PLAYER_CHAR in_any_boat 04C9: player $PLAYER_CHAR in_flying_vehicle 004D: jump_if_false @BANKJO3_3637 00D6: if 0038: $4092 == 0 // $ == int 004D: jump_if_false @BANKJO3_3630 00BC: text_highpriority 'BJM3_4' time 5000 1 0004: $4092 = 1 // $ = int :BANKJO3_3630 0002: jump @BANKJO3_3719 :BANKJO3_3637 00D6: if 00F9: player $PLAYER_CHAR stopped 0 $4007 $4008 $4009 radius 2.0 2.0 2.0 004D: jump_if_false @BANKJO3_3719 00D6: if 0038: $4092 == 0 // $ == int 004D: jump_if_false @BANKJO3_3719 00BC: text_highpriority 'BJM3_4' time 5000 1 0004: $4092 = 1 // $ = int :BANKJO3_3719 0002: jump @BANKJO3_3733 :BANKJO3_3726 0004: $4092 = 0 // $ = int :BANKJO3_3733 00D6: if 0119: car $3996 wrecked 004D: jump_if_false @BANKJO3_3756 0002: jump @BANKJO3_7380 :BANKJO3_3756 00D6: if 0118: actor $4005 dead 004D: jump_if_false @BANKJO3_3794 00BC: text_highpriority 'BJM3_2' time 5000 1 0002: jump @BANKJO3_7380 :BANKJO3_3794 0227: $4083 = car $3996 health 00D6: if or 001A: 1000 > $4083 // int > $ 0496: vehicle $3996 tire 4 deflated 004D: jump_if_false @BANKJO3_3842 0004: $4083 = 9 // $ = int 0002: jump @BANKJO3_3849 :BANKJO3_3842 0002: jump @BANKJO3_3471 :BANKJO3_3849 03D1: play_wav 1 00D6: if 0038: $4083 == 9 // $ == int 004D: jump_if_false @BANKJO3_3895 00BA: text_styled 'RACE1' 1200 ms 4 02EB: restore_camera_with_jumpcut 0002: jump @BANKJO3_4301 :BANKJO3_3895 01B4: set_player $PLAYER_CHAR can_move 0 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 018C: play_sound 7 at 0.0 0.0 0.0 0001: wait 1500 ms 0395: clear_area 0 at 481.704 -155.509 10.9 range 1.0 015F: set_camera_position 481.704 -155.509 10.9 rotation 0.0 0.0 0.0 0160: point_camera 481.675 -154.522 10.741 switchstyle 2 00BA: text_styled 'RACE3' 1500 ms 4 018C: play_sound 8 at 0.0 0.0 0.0 0001: wait 1500 ms 0395: clear_area 0 at 487.907 -148.861 11.167 range 1.0 015F: set_camera_position 487.907 -148.861 11.167 rotation 0.0 0.0 0.0 0160: point_camera 486.924 -148.899 10.98 switchstyle 2 00BA: text_styled 'RACE4' 1500 ms 4 018C: play_sound 9 at 0.0 0.0 0.0 0001: wait 1500 ms 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 022F: set_actor $PLAYER_ACTOR stop_looking 00D6: if 8118: not actor $4005 dead 004D: jump_if_false @BANKJO3_4220 022F: set_actor $4005 stop_looking 0002: jump @BANKJO3_4242 :BANKJO3_4220 00BC: text_highpriority 'BJM3_2' time 5000 1 0002: jump @BANKJO3_7380 :BANKJO3_4242 00BA: text_styled 'RACE5' 800 ms 4 018C: play_sound 10 at 0.0 0.0 0.0 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 :BANKJO3_4301 00D6: if 0119: car $3996 wrecked 004D: jump_if_false @BANKJO3_4339 00BC: text_highpriority 'BJM3_2' time 5000 1 0002: jump @BANKJO3_7380 :BANKJO3_4339 0161: $3998 = create_marker_above_car $3996 color 0 display 1 03CC: add_stuck_car_check $3996 distance 0.1 time 1000 0050: gosub @BANKJO3_7827 0086: $4010 = $4075 // $ = $ float 0086: $4011 = $4076 // $ = $ float 0086: $4012 = $4077 // $ = $ float 0086: $4014 = $4078 // $ = $ float 0086: $4015 = $4079 // $ = $ float 0086: $4016 = $4080 // $ = $ float 0086: $4002 = $4075 // $ = $ float 0086: $4003 = $4076 // $ = $ float 0086: $4004 = $4077 // $ = $ float 018A: $4081 = create_checkpoint_at $4010 $4011 $4012 0167: $4082 = create_marker_at $4014 $4015 $4016 color 5 display 2 0168: set_marker $4082 size 2 0166: set_marker $4082 brightness_to 1 00A7: car $3996 drive_to $4002 $4003 $4004 03C3: set_timer_with_text_to $4087 type 0 text 'R_TIME' :BANKJO3_4518 00D6: if 001C: $4020 > $4013 // $ > $ int 004D: jump_if_false @BANKJO3_6106 0001: wait 0 ms 00D6: if 0028: $4085 >= 4 // $ >= int 004D: jump_if_false @BANKJO3_5049 00D6: if 0038: $4088 == 0 // $ == int 004D: jump_if_false @BANKJO3_4599 00D6: if 03D0: wav 2 loaded 004D: jump_if_false @BANKJO3_4599 0004: $4088 = 1 // $ = int :BANKJO3_4599 00D6: if 0038: $4088 == 1 // $ == int 004D: jump_if_false @BANKJO3_4650 03D1: play_wav 2 00BC: text_highpriority 'BNK3_3A' time 5000 1 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 0004: $4088 = 2 // $ = int :BANKJO3_4650 00D6: if 0038: $4088 == 2 // $ == int 004D: jump_if_false @BANKJO3_4700 00D6: if 03D2: wav 2 ended 004D: jump_if_false @BANKJO3_4700 03D5: remove_text 'BNK3_3A' 0004: $4088 = 3 // $ = int :BANKJO3_4700 00D6: if 0038: $4088 == 3 // $ == int 004D: jump_if_false @BANKJO3_4749 03CF: load_wav 'BNK3_3B' as 1 03CF: load_wav 'BNK3_3C' as 2 0004: $4088 = 4 // $ = int :BANKJO3_4749 00D6: if 0038: $4088 == 4 // $ == int 004D: jump_if_false @BANKJO3_4789 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @BANKJO3_4789 0004: $4088 = 5 // $ = int :BANKJO3_4789 00D6: if 0038: $4088 == 5 // $ == int 004D: jump_if_false @BANKJO3_4833 03D1: play_wav 1 00BC: text_highpriority 'BNK3_3B' time 5000 1 0004: $4088 = 6 // $ = int :BANKJO3_4833 00D6: if 0038: $4088 == 6 // $ == int 004D: jump_if_false @BANKJO3_4883 00D6: if 03D2: wav 1 ended 004D: jump_if_false @BANKJO3_4883 03D5: remove_text 'BNK3_3B' 0004: $4088 = 7 // $ = int :BANKJO3_4883 00D6: if 0038: $4088 == 7 // $ == int 004D: jump_if_false @BANKJO3_4923 00D6: if 03D0: wav 2 loaded 004D: jump_if_false @BANKJO3_4923 0004: $4088 = 8 // $ = int :BANKJO3_4923 00D6: if 0038: $4088 == 8 // $ == int 004D: jump_if_false @BANKJO3_4967 03D1: play_wav 2 00BC: text_highpriority 'BNK3_3C' time 5000 1 0004: $4088 = 9 // $ = int :BANKJO3_4967 00D6: if 0038: $4088 == 9 // $ == int 004D: jump_if_false @BANKJO3_5049 00D6: if 03D2: wav 2 ended 004D: jump_if_false @BANKJO3_5049 03D5: remove_text 'BNK3_3C' 01E7: remove_forbidden_for_cars_cube 439.691 -319.016 8.0 533.378 139.155 14.0 0004: $4088 = 10 // $ = int :BANKJO3_5049 00D6: if 0038: $4090 == 0 // $ == int 004D: jump_if_false @BANKJO3_5078 040D: unload_wav 1 0004: $4090 = 1 // $ = int :BANKJO3_5078 00D6: if 0038: $4088 == 1 // $ == int 004D: jump_if_false @BANKJO3_5142 00D6: if 03D2: wav 2 ended 004D: jump_if_false @BANKJO3_5142 03D5: remove_text 'BNK3_3A' 03D5: remove_text 'BNK3_3B' 040D: unload_wav 2 0004: $4088 = 2 // $ = int :BANKJO3_5142 0004: $4086 = 0 // $ = int 00D6: 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 in_any_boat 84C9: not player $PLAYER_CHAR in_flying_vehicle 004D: jump_if_false @BANKJO3_5390 0008: $4013 += 1 // $ += int 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4081 0164: disable_marker $4082 0084: $4085 = $4013 // $ = $ int 0050: gosub @BANKJO3_7827 0086: $4010 = $4075 // $ = $ float 0086: $4011 = $4076 // $ = $ float 0086: $4012 = $4077 // $ = $ float 0086: $4014 = $4078 // $ = $ float 0086: $4015 = $4079 // $ = $ float 0086: $4016 = $4080 // $ = $ float 00D6: if 003A: $4013 == $4020 // $ == $ int 004D: jump_if_false @BANKJO3_5326 0002: jump @BANKJO3_6111 :BANKJO3_5326 018A: $4081 = create_checkpoint_at $4010 $4011 $4012 00D6: if 001A: 17 > $4013 // int > $ 004D: jump_if_false @BANKJO3_5390 0167: $4082 = create_marker_at $4014 $4015 $4016 color 5 display 2 0166: set_marker $4082 brightness_to 1 0168: set_marker $4082 size 2 :BANKJO3_5390 00D6: if 0118: actor $4005 dead 004D: jump_if_false @BANKJO3_5428 00BC: text_highpriority 'BJM3_2' time 5000 1 0002: jump @BANKJO3_7380 :BANKJO3_5428 00D6: if 8119: not car $3996 wrecked 004D: jump_if_false @BANKJO3_5931 00D6: if 0118: actor $4005 dead 004D: jump_if_false @BANKJO3_5482 00BC: text_highpriority 'BJM3_2' time 5000 1 0002: jump @BANKJO3_7380 :BANKJO3_5482 0084: $4084 = $3996 // $ = $ int 0084: $4085 = $3997 // $ = $ int 0086: $4075 = $4002 // $ = $ float 0086: $4076 = $4003 // $ = $ float 0086: $4077 = $4004 // $ = $ float 0050: gosub @BANKJO3_9017 00D6: if 01AF: car $3996 0 $4002 $4003 $4004 radius $3994 $3994 $3994 004D: jump_if_false @BANKJO3_5769 0008: $3997 += 1 // $ += int 00D6: if 0038: $4097 == 0 // $ == int 004D: jump_if_false @BANKJO3_5604 04E0: car $3996 abandon_path_radius 20 0004: $4097 = 1 // $ = int :BANKJO3_5604 0084: $4085 = $3997 // $ = $ int 0050: gosub @BANKJO3_7827 0086: $4002 = $4075 // $ = $ float 0086: $4003 = $4076 // $ = $ float 0086: $4004 = $4077 // $ = $ float 00D6: if 003A: $3997 == $4020 // $ == $ int 004D: jump_if_false @BANKJO3_5672 0005: $3994 = 6.0 // $ = float :BANKJO3_5672 00D6: if 003A: $3997 == $4020 // $ == $ int 004D: jump_if_false @BANKJO3_5713 00BC: text_highpriority 'RACEFA' time 5000 1 0002: jump @BANKJO3_7380 :BANKJO3_5713 00D6: if 0042: $3994 == 7.0 // $ == float 004D: jump_if_false @BANKJO3_5755 00A7: car $3996 drive_to $4002 $4003 $4004 0002: jump @BANKJO3_5769 :BANKJO3_5755 02C2: car $3996 drive_to_point $4002 $4003 $4004 :BANKJO3_5769 00D6: if 02BF: car $3996 sunk 004D: jump_if_false @BANKJO3_5924 00D6: if 82CA: not car $3996 bounding_sphere_visible 004D: jump_if_false @BANKJO3_5924 00AA: store_car $3996 position_to $4017 $4018 $4019 02C1: set $4017 $4018 $4019 to_car_path_coords_closest_to $4017 $4018 $4019 00D6: if 838A: not car_in_cube $4017 $4018 $4019 4.0 4.0 4.0 004D: jump_if_false @BANKJO3_5924 00D6: if 80C2: not sphere_onscreen $4017 $4018 $4019 3.0 004D: jump_if_false @BANKJO3_5924 00AB: put_car $3996 at $4017 $4018 $4019 039F: car $3996 race_to $4002 $4003 :BANKJO3_5924 0002: jump @BANKJO3_5954 :BANKJO3_5931 00D6: if 82BF: not car $3996 sunk 004D: jump_if_false @BANKJO3_5954 0004: $3997 = 0 // $ = int :BANKJO3_5954 00D6: if 0038: $4086 == 0 // $ == int 004D: jump_if_false @BANKJO3_5986 00BB: text_lowpriority 'FIRST' time 100 1 :BANKJO3_5986 00D6: if 0038: $4086 == 1 // $ == int 004D: jump_if_false @BANKJO3_6018 00BB: text_lowpriority 'SECOND' time 100 1 :BANKJO3_6018 00D6: if 0038: $4013 == 17 // $ == int 004D: jump_if_false @BANKJO3_6070 024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 0 0 at $4010 $4011 $4012 0002: 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 0002: jump @BANKJO3_4518 :BANKJO3_6106 014F: stop_timer $4087 :BANKJO3_6111 0110: clear_player $PLAYER_CHAR wanted_level 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @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 016A: fade 0 1500 ms :BANKJO3_6173 00D6: if 016B: fading 004D: jump_if_false @BANKJO3_6258 0001: wait 0 ms 00D6: if 0119: car $3996 wrecked 004D: jump_if_false @BANKJO3_6228 00BC: text_highpriority 'BJM3_2' time 5000 1 0002: jump @BANKJO3_7380 :BANKJO3_6228 00D6: if 0119: car $4091 wrecked 004D: jump_if_false @BANKJO3_6251 0002: jump @BANKJO3_7380 :BANKJO3_6251 0002: jump @BANKJO3_6173 :BANKJO3_6258 015F: set_camera_position 515.93 -82.24 12.87 rotation 0.0 0.0 0.0 0160: point_camera 515.92 -81.38 12.55 switchstyle 2 0395: clear_area 1 at 513.7 -74.3 9.58 range 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 00AB: put_car $4091 at 513.7 -74.3 9.58 0175: set_car $4091 z_angle_to 180.0 00AB: put_car $3996 at 517.19 -74.3 9.58 0175: set_car $3996 z_angle_to 180.0 0164: disable_marker $3998 00AD: set_car $3996 max_speed_to 0.0 00A9: set_car $3996 to_normal_driver 00D6: if 0038: $4089 == 0 // $ == int 004D: jump_if_false @BANKJO3_6496 03CF: load_wav 'BNK3_1' as 1 0004: $4089 = 1 // $ = int :BANKJO3_6496 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @BANKJO3_6583 0001: wait 0 ms 00D6: if 0119: car $3996 wrecked 004D: jump_if_false @BANKJO3_6553 00BC: text_highpriority 'BJM3_2' time 5000 1 0002: jump @BANKJO3_7380 :BANKJO3_6553 00D6: if 0119: car $4091 wrecked 004D: jump_if_false @BANKJO3_6576 0002: jump @BANKJO3_7380 :BANKJO3_6576 0002: jump @BANKJO3_6496 :BANKJO3_6583 0169: set_fade_color 1 1 1 016A: fade 1 1500 ms :BANKJO3_6598 00D6: if 016B: fading 004D: jump_if_false @BANKJO3_6683 0001: wait 0 ms 00D6: if 0119: car $3996 wrecked 004D: jump_if_false @BANKJO3_6653 00BC: text_highpriority 'BJM3_2' time 5000 1 0002: jump @BANKJO3_7380 :BANKJO3_6653 00D6: if 0119: car $4091 wrecked 004D: jump_if_false @BANKJO3_6676 0002: jump @BANKJO3_7380 :BANKJO3_6676 0002: jump @BANKJO3_6598 :BANKJO3_6683 00D6: if 8118: not actor $4005 dead 004D: jump_if_false @BANKJO3_6722 022E: set_player $PLAYER_CHAR to_look_at_actor $4005 022D: set_actor $4005 to_look_at_player $PLAYER_CHAR 0002: jump @BANKJO3_6744 :BANKJO3_6722 00BC: text_highpriority 'BJM3_2' time 5000 1 0002: jump @BANKJO3_7380 :BANKJO3_6744 00D6: if 003A: $4013 == $4020 // $ == $ int 004D: jump_if_false @BANKJO3_6782 03D1: play_wav 1 00BC: text_highpriority 'BNK3_1' time 6000 1 :BANKJO3_6782 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @BANKJO3_6923 0001: wait 0 ms 00D6: if 0118: actor $4005 dead 004D: jump_if_false @BANKJO3_6839 00BC: text_highpriority 'BJM3_2' time 5000 1 0002: jump @BANKJO3_7380 :BANKJO3_6839 00D6: if 0119: car $3996 wrecked 004D: jump_if_false @BANKJO3_6893 00D6: if 0118: actor $4005 dead 004D: jump_if_false @BANKJO3_6893 00BC: text_highpriority 'BJM3_2' time 5000 1 0002: jump @BANKJO3_7380 :BANKJO3_6893 00D6: if 0119: car $4091 wrecked 004D: jump_if_false @BANKJO3_6916 0002: jump @BANKJO3_7380 :BANKJO3_6916 0002: jump @BANKJO3_6782 :BANKJO3_6923 040D: unload_wav 1 03D5: remove_text 'BNK3_1' 00D6: if 8118: not actor $4005 dead 004D: jump_if_false @BANKJO3_6970 0230: set_player $PLAYER_CHAR stop_looking 022F: set_actor $4005 stop_looking 0002: jump @BANKJO3_6992 :BANKJO3_6970 00BC: text_highpriority 'BJM3_2' time 5000 1 0002: jump @BANKJO3_7380 :BANKJO3_6992 00D6: if 8119: not car $3996 wrecked 004D: jump_if_false @BANKJO3_7043 03CD: car $3996 remove_from_stuck_car_check 00AD: set_car $3996 max_speed_to 30.0 00A7: car $3996 drive_to 478.26 -129.32 9.01 :BANKJO3_7043 0006: TIMERB = 0 // @ = int 0006: TIMERA = 0 // @ = int :BANKJO3_7057 00D6: if and 02CB: actor $4005 bounding_sphere_visible 001B: 3000 > TIMERA // int > @ 004D: jump_if_false @BANKJO3_7294 0001: wait 0 ms 00D6: if 0118: actor $4005 dead 004D: jump_if_false @BANKJO3_7123 00BC: text_highpriority 'BJM3_2' time 5000 1 0002: jump @BANKJO3_7380 :BANKJO3_7123 00D6: if 0119: car $3996 wrecked 004D: jump_if_false @BANKJO3_7177 00D6: if 0118: actor $4005 dead 004D: jump_if_false @BANKJO3_7177 00BC: text_highpriority 'BJM3_2' time 5000 1 0002: jump @BANKJO3_7380 :BANKJO3_7177 00D6: if 0029: TIMERA >= 5000 // @ >= int 004D: jump_if_false @BANKJO3_7264 00D6: if 8118: not actor $4005 dead 004D: jump_if_false @BANKJO3_7242 00D6: if 02CB: actor $4005 bounding_sphere_visible 004D: jump_if_false @BANKJO3_7235 0002: jump @BANKJO3_7294 :BANKJO3_7235 0002: jump @BANKJO3_7264 :BANKJO3_7242 00BC: text_highpriority 'BJM3_2' time 5000 1 0002: jump @BANKJO3_7380 :BANKJO3_7264 00D6: if 0119: car $4091 wrecked 004D: jump_if_false @BANKJO3_7287 0002: jump @BANKJO3_7380 :BANKJO3_7287 0002: jump @BANKJO3_7057 :BANKJO3_7294 00A9: set_car $3996 to_normal_driver 009B: destroy_actor_instantly $4005 00A6: destroy_car $3996 00D6: if 8119: not car $4091 wrecked 004D: jump_if_false @BANKJO3_7339 0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 0002: jump @BANKJO3_7346 :BANKJO3_7339 0002: 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 01B4: set_player $PLAYER_CHAR can_move 1 02EB: restore_camera_with_jumpcut 0002: jump @BANKJO3_7448 :BANKJO3_7380 03D5: remove_text 'FIRST' 03D5: remove_text 'SECOND' 00BA: text_styled 'M_FAIL' 5000 ms 1 00D6: if 8119: not car $3996 wrecked 004D: jump_if_false @BANKJO3_7446 00AD: set_car $3996 max_speed_to 0.0 00A9: set_car $3996 to_normal_driver :BANKJO3_7446 0051: return :BANKJO3_7448 0004: $250 = 1 // $ = int 0318: set_latest_mission_passed 'BANK_3' 030C: progress_made += 1 0394: play_music 1 0110: clear_player $PLAYER_CHAR wanted_level 0084: $4096 = $4087 // $ = $ int 0014: $4096 /= 1000 // $ /= int 042E: register_lowest_int_stat 1 to $4096 0084: $4094 = $4096 // $ = $ int 0014: $4094 /= 60 // $ /= int 0084: $4095 = $4094 // $ = $ int 0010: $4095 *= 60 // $ *= int 0060: $4096 -= $4095 // $ -= $ int 0109: player $PLAYER_CHAR money += 3000 01E3: text_1number_styled 'M_PASS' number 3000 time 5000 style 1 00D6: if 0028: $4096 >= 10 // $ >= int 004D: jump_if_false @BANKJO3_7611 02FD: text_2numbers_highpriority 'RACETM' $4094 $4096 time 5000 1 0002: jump @BANKJO3_7632 :BANKJO3_7611 02FD: text_2numbers_highpriority 'RACETM2' $4094 $4096 time 5000 1 :BANKJO3_7632 004F: create_thread @BANK4 0051: return :BANKJO3_7642 034F: destroy_actor_with_fade $4005 // The actor fades away like a ghost 00D6: if 8119: not car $3996 wrecked 004D: jump_if_false @BANKJO3_7699 02AC: set_car $3996 immunities 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 0004: $ONMISSION = 0 // $ = int 01EB: set_traffic_density_multiplier_to 1.0 0296: unload_special_actor 3 0249: release_model #SABRETUR 0249: release_model #SENTINEL 01E7: remove_forbidden_for_cars_cube 444.9 -203.82 8.0 572.14 133.77 20.0 0164: disable_marker $3998 0164: disable_marker $4081 0164: disable_marker $4082 014F: stop_timer $4087 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 00D8: mission_cleanup 0051: return :BANKJO3_7827 00D6: if 0038: $4085 == 0 // $ == int 004D: jump_if_false @BANKJO3_7893 0086: $4075 = $4021 // $ = $ float 0086: $4076 = $4022 // $ = $ float 0086: $4077 = $4023 // $ = $ float 0086: $4078 = $4024 // $ = $ float 0086: $4079 = $4025 // $ = $ float 0086: $4080 = $4026 // $ = $ float :BANKJO3_7893 00D6: if 0038: $4085 == 1 // $ == int 004D: jump_if_false @BANKJO3_7959 0086: $4075 = $4024 // $ = $ float 0086: $4076 = $4025 // $ = $ float 0086: $4077 = $4026 // $ = $ float 0086: $4078 = $4027 // $ = $ float 0086: $4079 = $4028 // $ = $ float 0086: $4080 = $4029 // $ = $ float :BANKJO3_7959 00D6: if 0038: $4085 == 2 // $ == int 004D: jump_if_false @BANKJO3_8025 0086: $4075 = $4027 // $ = $ float 0086: $4076 = $4028 // $ = $ float 0086: $4077 = $4029 // $ = $ float 0086: $4078 = $4030 // $ = $ float 0086: $4079 = $4031 // $ = $ float 0086: $4080 = $4032 // $ = $ float :BANKJO3_8025 00D6: if 0038: $4085 == 3 // $ == int 004D: jump_if_false @BANKJO3_8091 0086: $4075 = $4030 // $ = $ float 0086: $4076 = $4031 // $ = $ float 0086: $4077 = $4032 // $ = $ float 0086: $4078 = $4033 // $ = $ float 0086: $4079 = $4034 // $ = $ float 0086: $4080 = $4035 // $ = $ float :BANKJO3_8091 00D6: if 0038: $4085 == 4 // $ == int 004D: jump_if_false @BANKJO3_8157 0086: $4075 = $4033 // $ = $ float 0086: $4076 = $4034 // $ = $ float 0086: $4077 = $4035 // $ = $ float 0086: $4078 = $4036 // $ = $ float 0086: $4079 = $4037 // $ = $ float 0086: $4080 = $4038 // $ = $ float :BANKJO3_8157 00D6: if 0038: $4085 == 5 // $ == int 004D: jump_if_false @BANKJO3_8223 0086: $4075 = $4036 // $ = $ float 0086: $4076 = $4037 // $ = $ float 0086: $4077 = $4038 // $ = $ float 0086: $4078 = $4039 // $ = $ float 0086: $4079 = $4040 // $ = $ float 0086: $4080 = $4041 // $ = $ float :BANKJO3_8223 00D6: if 0038: $4085 == 6 // $ == int 004D: jump_if_false @BANKJO3_8289 0086: $4075 = $4039 // $ = $ float 0086: $4076 = $4040 // $ = $ float 0086: $4077 = $4041 // $ = $ float 0086: $4078 = $4042 // $ = $ float 0086: $4079 = $4043 // $ = $ float 0086: $4080 = $4044 // $ = $ float :BANKJO3_8289 00D6: if 0038: $4085 == 7 // $ == int 004D: jump_if_false @BANKJO3_8355 0086: $4075 = $4042 // $ = $ float 0086: $4076 = $4043 // $ = $ float 0086: $4077 = $4044 // $ = $ float 0086: $4078 = $4045 // $ = $ float 0086: $4079 = $4046 // $ = $ float 0086: $4080 = $4047 // $ = $ float :BANKJO3_8355 00D6: if 0038: $4085 == 8 // $ == int 004D: jump_if_false @BANKJO3_8421 0086: $4075 = $4045 // $ = $ float 0086: $4076 = $4046 // $ = $ float 0086: $4077 = $4047 // $ = $ float 0086: $4078 = $4048 // $ = $ float 0086: $4079 = $4049 // $ = $ float 0086: $4080 = $4050 // $ = $ float :BANKJO3_8421 00D6: if 0038: $4085 == 9 // $ == int 004D: jump_if_false @BANKJO3_8487 0086: $4075 = $4048 // $ = $ float 0086: $4076 = $4049 // $ = $ float 0086: $4077 = $4050 // $ = $ float 0086: $4078 = $4051 // $ = $ float 0086: $4079 = $4052 // $ = $ float 0086: $4080 = $4053 // $ = $ float :BANKJO3_8487 00D6: if 0038: $4085 == 10 // $ == int 004D: jump_if_false @BANKJO3_8553 0086: $4075 = $4051 // $ = $ float 0086: $4076 = $4052 // $ = $ float 0086: $4077 = $4053 // $ = $ float 0086: $4078 = $4054 // $ = $ float 0086: $4079 = $4055 // $ = $ float 0086: $4080 = $4056 // $ = $ float :BANKJO3_8553 00D6: if 0038: $4085 == 11 // $ == int 004D: jump_if_false @BANKJO3_8619 0086: $4075 = $4054 // $ = $ float 0086: $4076 = $4055 // $ = $ float 0086: $4077 = $4056 // $ = $ float 0086: $4078 = $4057 // $ = $ float 0086: $4079 = $4058 // $ = $ float 0086: $4080 = $4059 // $ = $ float :BANKJO3_8619 00D6: if 0038: $4085 == 12 // $ == int 004D: jump_if_false @BANKJO3_8685 0086: $4075 = $4057 // $ = $ float 0086: $4076 = $4058 // $ = $ float 0086: $4077 = $4059 // $ = $ float 0086: $4078 = $4060 // $ = $ float 0086: $4079 = $4061 // $ = $ float 0086: $4080 = $4062 // $ = $ float :BANKJO3_8685 00D6: if 0038: $4085 == 13 // $ == int 004D: jump_if_false @BANKJO3_8751 0086: $4075 = $4060 // $ = $ float 0086: $4076 = $4061 // $ = $ float 0086: $4077 = $4062 // $ = $ float 0086: $4078 = $4063 // $ = $ float 0086: $4079 = $4064 // $ = $ float 0086: $4080 = $4065 // $ = $ float :BANKJO3_8751 00D6: if 0038: $4085 == 14 // $ == int 004D: jump_if_false @BANKJO3_8817 0086: $4075 = $4063 // $ = $ float 0086: $4076 = $4064 // $ = $ float 0086: $4077 = $4065 // $ = $ float 0086: $4078 = $4066 // $ = $ float 0086: $4079 = $4067 // $ = $ float 0086: $4080 = $4068 // $ = $ float :BANKJO3_8817 00D6: if 0038: $4085 == 15 // $ == int 004D: jump_if_false @BANKJO3_8883 0086: $4075 = $4066 // $ = $ float 0086: $4076 = $4067 // $ = $ float 0086: $4077 = $4068 // $ = $ float 0086: $4078 = $4069 // $ = $ float 0086: $4079 = $4070 // $ = $ float 0086: $4080 = $4071 // $ = $ float :BANKJO3_8883 00D6: if 0038: $4085 == 16 // $ == int 004D: jump_if_false @BANKJO3_8949 0086: $4075 = $4069 // $ = $ float 0086: $4076 = $4070 // $ = $ float 0086: $4077 = $4071 // $ = $ float 0086: $4078 = $4072 // $ = $ float 0086: $4079 = $4073 // $ = $ float 0086: $4080 = $4074 // $ = $ float :BANKJO3_8949 00D6: if 0038: $4085 == 17 // $ == int 004D: jump_if_false @BANKJO3_9015 0086: $4075 = $4072 // $ = $ float 0086: $4076 = $4073 // $ = $ float 0086: $4077 = $4074 // $ = $ float 0086: $4078 = $4072 // $ = $ float 0086: $4079 = $4073 // $ = $ float 0086: $4080 = $4074 // $ = $ float :BANKJO3_9015 0051: return :BANKJO3_9017 0227: $4083 = car $4084 health 00D6: if 001A: 500 > $4083 // int > $ 004D: jump_if_false @BANKJO3_9052 0224: set_car $4084 health_to 1000 :BANKJO3_9052 00D6: if 003A: $4013 == $4085 // $ == $ int 004D: jump_if_false @BANKJO3_9276 00AA: store_car $4084 position_to $4017 $4018 $4019 0086: $3991 = $4017 // $ = $ float 0061: $3991 -= $4010 // $ -= $ float 0086: $3992 = $4018 // $ = $ float 0061: $3992 -= $4011 // $ -= $ float 0069: $3991 *= $3991 // $ *= $ float 0069: $3992 *= $3992 // $ *= $ float 0086: $3993 = $3991 // $ = $ float 0059: $3993 += $3992 // $ += $ float 01FB: $3995 = square_root $3993 0054: store_player $PLAYER_CHAR position_to $4017 $4018 $4019 0086: $3991 = $4017 // $ = $ float 0061: $3991 -= $4010 // $ -= $ float 0086: $3992 = $4018 // $ = $ float 0061: $3992 -= $4011 // $ -= $ float 0069: $3991 *= $3991 // $ *= $ float 0069: $3992 *= $3992 // $ *= $ float 0086: $3993 = $3991 // $ = $ float 0059: $3993 += $3992 // $ += $ float 01FB: $4006 = square_root $3993 00D6: if 0024: $4006 > $3995 // $ > $ float 004D: jump_if_false @BANKJO3_9269 0008: $4086 += 1 // $ += int :BANKJO3_9269 0002: jump @BANKJO3_9302 :BANKJO3_9276 00D6: if 001C: $4085 > $4013 // $ > $ int 004D: jump_if_false @BANKJO3_9302 0008: $4086 += 1 // $ += int :BANKJO3_9302 00D6: if 03CE: car $4084 stuck 004D: jump_if_false @BANKJO3_9791 00D6: if 82CA: not car $4084 bounding_sphere_visible 004D: jump_if_false @BANKJO3_9791 00D6: if 81FF: not player $PLAYER_CHAR near_car $4084 radius 30.0 30.0 30.0 unknown 0 004D: jump_if_false @BANKJO3_9791 00AA: store_car $4084 position_to $4017 $4018 $4019 02C1: set $4017 $4018 $4019 to_car_path_coords_closest_to $4017 $4018 $4019 00D6: if 838A: not car_in_cube $4017 $4018 $4019 4.0 4.0 3.0 004D: jump_if_false @BANKJO3_9590 00D6: if 80C2: not sphere_onscreen $4017 $4018 $4019 4.0 004D: jump_if_false @BANKJO3_9583 00AB: put_car $4084 at $4017 $4018 $4019 039F: car $4084 race_to $4002 $4003 00D6: if 0042: $3994 == 7.0 // $ == float 004D: jump_if_false @BANKJO3_9552 00AE: set_vehicle $4084 traffic_behavior_to 2 00AD: set_car $4084 max_speed_to 45.0 00A7: car $4084 drive_to $4075 $4076 $4077 0002: jump @BANKJO3_9583 :BANKJO3_9552 00AE: set_vehicle $4084 traffic_behavior_to 2 00AD: set_car $4084 max_speed_to 45.0 02C2: car $4084 drive_to_point $4075 $4076 $4077 :BANKJO3_9583 0002: jump @BANKJO3_9791 :BANKJO3_9590 04D3: get_nearest_car_path_coords_from $4017 $4018 $4019 type 2 store_to $4017 $4018 $4019 00D6: if 838A: not car_in_cube $4017 $4018 $4019 4.0 4.0 3.0 004D: jump_if_false @BANKJO3_9791 00D6: if 80C2: not sphere_onscreen $4017 $4018 $4019 4.0 004D: jump_if_false @BANKJO3_9791 00AB: put_car $4084 at $4017 $4018 $4019 039F: car $4084 race_to $4002 $4003 00D6: if 0042: $3994 == 7.0 // $ == float 004D: jump_if_false @BANKJO3_9760 00AE: set_vehicle $4084 traffic_behavior_to 2 00AD: set_car $4084 max_speed_to 45.0 00A7: car $4084 drive_to $4075 $4076 $4077 0002: jump @BANKJO3_9791 :BANKJO3_9760 00AE: set_vehicle $4084 traffic_behavior_to 2 00AD: set_car $4084 max_speed_to 45.0 02C2: car $4084 drive_to_point $4075 $4076 $4077 :BANKJO3_9791 00D6: if 01F4: car $4084 flipped 004D: jump_if_false @BANKJO3_10298 00D6: if 82CA: not car $4084 bounding_sphere_visible 004D: jump_if_false @BANKJO3_10298 00D6: if 81FF: not player $PLAYER_CHAR near_car $4084 radius 30.0 30.0 30.0 unknown 0 004D: jump_if_false @BANKJO3_10298 00AA: store_car $4084 position_to $4017 $4018 $4019 02C1: set $4017 $4018 $4019 to_car_path_coords_closest_to $4017 $4018 $4019 0395: clear_area 0 at $4017 $4018 $4019 range 4.0 00D6: if 838A: not car_in_cube $4017 $4018 $4019 4.0 4.0 3.0 004D: jump_if_false @BANKJO3_10097 00D6: if 80C2: not sphere_onscreen $4017 $4018 $4019 4.0 004D: jump_if_false @BANKJO3_10090 00AB: put_car $4084 at $4017 $4018 $4019 039F: car $4084 race_to $4002 $4003 00D6: if 0042: $3994 == 7.0 // $ == float 004D: jump_if_false @BANKJO3_10059 00AE: set_vehicle $4084 traffic_behavior_to 2 00AD: set_car $4084 max_speed_to 45.0 00A7: car $4084 drive_to $4075 $4076 $4077 0002: jump @BANKJO3_10090 :BANKJO3_10059 00AE: set_vehicle $4084 traffic_behavior_to 2 00AD: set_car $4084 max_speed_to 45.0 02C2: car $4084 drive_to_point $4075 $4076 $4077 :BANKJO3_10090 0002: jump @BANKJO3_10298 :BANKJO3_10097 04D3: get_nearest_car_path_coords_from $4017 $4018 $4019 type 2 store_to $4017 $4018 $4019 00D6: if 838A: not car_in_cube $4017 $4018 $4019 4.0 4.0 3.0 004D: jump_if_false @BANKJO3_10298 00D6: if 80C2: not sphere_onscreen $4017 $4018 $4019 4.0 004D: jump_if_false @BANKJO3_10298 00AB: put_car $4084 at $4017 $4018 $4019 039F: car $4084 race_to $4002 $4003 00D6: if 0042: $3994 == 7.0 // $ == float 004D: jump_if_false @BANKJO3_10267 00AE: set_vehicle $4084 traffic_behavior_to 2 00AD: set_car $4084 max_speed_to 45.0 00A7: car $4084 drive_to $4075 $4076 $4077 0002: jump @BANKJO3_10298 :BANKJO3_10267 00AE: set_vehicle $4084 traffic_behavior_to 2 00AD: set_car $4084 max_speed_to 45.0 02C2: car $4084 drive_to_point $4075 $4076 $4077 :BANKJO3_10298 0084: $4098 = $4013 // $ = $ int 000C: $4098 -= 3 // $ -= int 00D6: if 001C: $4098 > $4085 // $ > $ int 004D: jump_if_false @BANKJO3_10447 00D6: if 82CA: not car $4084 bounding_sphere_visible 004D: jump_if_false @BANKJO3_10447 00D6: if 838A: not car_in_cube $4002 $4003 $4004 4.0 4.0 3.0 004D: jump_if_false @BANKJO3_10447 00D6: if 80C2: not sphere_onscreen $4002 $4003 $4004 4.0 004D: jump_if_false @BANKJO3_10447 00AB: put_car $4084 at $4002 $4003 $4004 039F: car $4084 race_to $4010 $4011 04BA: set_car $4084 speed_instantly 30.0 :BANKJO3_10447 0084: $4098 = $4013 // $ = $ int 0008: $4098 += 2 // $ += int 00D6: if 001C: $4085 > $4098 // $ > $ int 004D: jump_if_false @BANKJO3_10498 00AD: set_car $4084 max_speed_to 35.0 0002: jump @BANKJO3_10508 :BANKJO3_10498 00AD: set_car $4084 max_speed_to 45.0 :BANKJO3_10508 0051: return //-------------Mission 24--------------- // Originally: The Job :BANKJO4 0050: gosub @BANKJO4_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @BANKJO4_27 0050: gosub @BANKJO4_22188 :BANKJO4_27 0050: gosub @BANKJO4_26040 004E: end_thread :BANKJO4_36 03A4: name_thread 'BANKJO4' 0004: $ONMISSION = 1 // $ = int 054C: use_GXT_table 'BANKJ4' 058E: set_restart_mission_taxi_destination 512.591 -74.9 9.573 189.24 0004: $986 = 0 // $ = int 0317: increment_mission_attempts 0001: wait 0 ms 0004: $4099 = 1 // $ = int 0004: $4101 = 0 // $ = int 0004: $4102 = 0 // $ = int 0004: $357 = 0 // $ = int 0004: $4104 = 0 // $ = int 0004: $4106 = 0 // $ = int 0004: $4105 = 0 // $ = int 0004: $4184 = 0 // $ = int 0004: $4185 = 0 // $ = int 0004: $4186 = 0 // $ = int 0004: $4123 = 0 // $ = int 0004: $4124 = 0 // $ = int 0004: $4125 = 0 // $ = int 0004: $4126 = 0 // $ = int 0004: $4137 = 0 // $ = int 0004: $4134 = 0 // $ = int 0004: $4212 = 0 // $ = int 0004: $4197 = 0 // $ = int 0004: $4198 = 0 // $ = int 0004: $4199 = 0 // $ = int 0004: $4103 = 0 // $ = int 0004: $4211 = 0 // $ = int 0004: $4204 = 0 // $ = int 0004: $4205 = 0 // $ = int 0004: $4206 = 0 // $ = int 0004: $4207 = 0 // $ = int 0004: $4194 = 0 // $ = int 0004: $4195 = 0 // $ = int 0004: $4196 = 0 // $ = int 0004: $4192 = 0 // $ = int 0004: $4153 = 0 // $ = int 0004: $4154 = 0 // $ = int 0004: $4155 = 0 // $ = int 0004: $4156 = 0 // $ = int 0004: $4157 = 0 // $ = int 0004: $4158 = 0 // $ = int 0004: $4159 = 0 // $ = int 0004: $4201 = 0 // $ = int 0004: $4160 = 0 // $ = int 0004: $4161 = 0 // $ = int 0004: $4162 = 0 // $ = int 0004: $4213 = 0 // $ = int 0004: $4182 = 0 // $ = int 0004: $4183 = 0 // $ = int 0004: $4214 = 0 // $ = int 0004: $4203 = 0 // $ = int 0004: $4200 = 0 // $ = int 0004: $4116 = 0 // $ = int 0004: $4200 = 0 // $ = int 0006: 0@ = 0 // @ = int 0006: 1@ = 0 // @ = int 0006: 2@ = 0 // @ = int 0006: 3@ = 0 // @ = int 0006: 4@ = 0 // @ = int 0006: 5@ = 0 // @ = int 0006: 6@ = 0 // @ = int 0006: 7@ = 0 // @ = int 0006: 8@ = 0 // @ = int 0006: 9@ = 0 // @ = int 0006: 10@ = 0 // @ = int 0006: 11@ = 0 // @ = int 0004: $4187 = 0 // $ = int 0004: $4163 = 0 // $ = int 0004: $4190 = 0 // $ = int 03AF: set_streaming 0 04BB: select_interiour 17 // select render area 01EB: set_traffic_density_multiplier_to 0.0 03CB: load_scene 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 00D6: 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 004D: jump_if_false @BANKJO4_708 0001: wait 0 ms 0002: jump @BANKJO4_666 :BANKJO4_708 00D6: if or 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 004D: jump_if_false @BANKJO4_740 0001: wait 0 ms 0002: 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: set_cutscene_anim 'GCFAN' to_loop 02E5: $189 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $189 'GCFAN' 04BC: set_cutscene_anim 'GCFAN' to_loop 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 9.02 range 1.0 0055: put_player $PLAYER_CHAR at 495.12 -83.39 9.02 0171: set_player $PLAYER_CHAR z_angle_to 223.21 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :BANKJO4_1019 00D6: if 001A: 3659 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO4_1054 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO4_1019 :BANKJO4_1054 00BC: text_highpriority 'BNK4_A' time 10000 1 :BANKJO4_1069 00D6: if 001A: 7265 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO4_1104 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO4_1069 :BANKJO4_1104 00BC: text_highpriority 'BNK4_B' time 10000 1 :BANKJO4_1119 00D6: if 001A: 11744 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO4_1154 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO4_1119 :BANKJO4_1154 00BC: text_highpriority 'BNK4_C' time 10000 1 :BANKJO4_1169 00D6: if 001A: 16951 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO4_1204 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO4_1169 :BANKJO4_1204 00BC: text_highpriority 'BNK4_D' time 10000 1 :BANKJO4_1219 00D6: if 001A: 18806 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO4_1254 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO4_1219 :BANKJO4_1254 00BC: text_highpriority 'BNK4_E' time 10000 1 :BANKJO4_1269 00D6: if 001A: 24030 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO4_1304 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO4_1269 :BANKJO4_1304 00BC: text_highpriority 'BNK4_F' time 10000 1 :BANKJO4_1319 00D6: if 001A: 28243 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO4_1354 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO4_1319 :BANKJO4_1354 00BC: text_highpriority 'BNK4_G' time 10000 1 :BANKJO4_1369 00D6: if 001A: 34410 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO4_1406 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO4_1369 :BANKJO4_1406 00BC: text_highpriority 'BNK4_H' time 10000 1 :BANKJO4_1421 00D6: if 001A: 39555 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO4_1458 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO4_1421 :BANKJO4_1458 00BC: text_highpriority 'BNK4_I' time 10000 1 :BANKJO4_1473 00D6: if 001A: 46880 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO4_1510 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO4_1473 :BANKJO4_1510 00BC: text_highpriority 'BNK4_J' time 10000 1 :BANKJO4_1525 00D6: if 001A: 49700 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO4_1562 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO4_1525 :BANKJO4_1562 00BC: text_highpriority 'BNK4_K' time 10000 1 :BANKJO4_1577 00D6: if 001A: 52105 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO4_1614 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO4_1577 :BANKJO4_1614 00BC: text_highpriority 'BNK4_L' time 10000 1 :BANKJO4_1629 00D6: if 001A: 55224 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO4_1666 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO4_1629 :BANKJO4_1666 00BE: text_clear_all :BANKJO4_1668 00D6: if 001A: 59584 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BANKJO4_1705 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BANKJO4_1668 :BANKJO4_1705 016A: fade 0 1500 ms 00BE: text_clear_all :BANKJO4_1714 00D6: if 016B: fading 004D: jump_if_false @BANKJO4_1738 0001: wait 0 ms 0002: jump @BANKJO4_1714 :BANKJO4_1738 03AD: set_rubbish 1 02EA: end_cutscene 0373: set_camera_directly_behind_player 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 0249: release_model #CUTOBJ01 04BB: select_interiour 0 // select render area 04FA: clear_extra_colors_with_fade 0 0004: $986 = 0 // $ = int 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 0247: request_model #M4 0247: request_model #MP5LNG 0247: request_model #TAXI 0247: request_model #PYTHON 03CB: load_scene 496.5 -84.0 9.8 :BANKJO4_1868 00D6: if or 8248: not model #M4 available 8248: not model #MP5LNG available 8248: not model #PYTHON available 8248: not model #TAXI available 004D: jump_if_false @BANKJO4_1910 0001: wait 0 ms 0002: jump @BANKJO4_1868 :BANKJO4_1910 0395: clear_area 1 at 496.5 -84.0 9.8 range 10.0 00A5: $4135 = create_car #TAXI at 496.5 -84.0 9.8 0175: set_car $4135 z_angle_to 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 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 004D: jump_if_false @BANKJO4_2042 0001: wait 0 ms 0002: jump @BANKJO4_2008 :BANKJO4_2042 01B4: set_player $PLAYER_CHAR can_move 0 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 009A: $4128 = create_actor_pedtype 4 model #SPECIAL01 at 490.6913 -79.4378 10.4539 0173: set_actor $4128 z_angle_to 225.0 01ED: clear_actor $4128 threat_search 0243: set_actor $4128 ped_stats_to 16 04F5: set_actor $4128 as_player_friend $PLAYER_CHAR flag 1 0446: set_actor $4128 dismemberment_possible 0 009A: $4129 = create_actor_pedtype 4 model #SPECIAL02 at 490.0092 -80.1343 10.4539 0173: set_actor $4129 z_angle_to 225.0 01ED: clear_actor $4129 threat_search 04F5: set_actor $4129 as_player_friend $PLAYER_CHAR flag 1 0446: set_actor $4129 dismemberment_possible 0 009A: $4130 = create_actor_pedtype 4 model #SPECIAL03 at 491.371 -78.7345 10.4539 0173: set_actor $4130 z_angle_to 225.0 01ED: clear_actor $4130 threat_search 04F5: set_actor $4130 as_player_friend $PLAYER_CHAR flag 1 0446: set_actor $4130 dismemberment_possible 0 018A: $4191 = create_checkpoint_at -833.0 -348.0 11.0 0004: $4134 = 1 // $ = int 0004: $4212 = 1 // $ = int 016A: fade 1 750 ms :BANKJO4_2297 00D6: if 016B: fading 004D: jump_if_false @BANKJO4_2321 0001: wait 0 ms 0002: jump @BANKJO4_2297 :BANKJO4_2321 01B4: set_player $PLAYER_CHAR can_move 1 041E: set_radio_station 6 -1 00BA: text_styled 'BEACH3' 3000 ms 2 03CF: load_wav 'BNK4_3A' as 2 01BD: $358 = current_time_in_ms :BANKJO4_2366 0001: wait 0 ms 0050: gosub @BANKJO4_24478 0050: gosub @BANKJO4_24725 0050: gosub @BANKJO4_25124 0050: gosub @BANKJO4_25523 00D6: if 001A: 7 > $4153 // int > $ 004D: jump_if_false @BANKJO4_2430 0050: gosub @BANKJO4_26857 0050: gosub @BANKJO4_30072 :BANKJO4_2430 00D6: if 0038: $4154 == 1 // $ == int 004D: jump_if_false @BANKJO4_2462 0050: gosub @BANKJO4_26857 0050: gosub @BANKJO4_30768 :BANKJO4_2462 00D6: if 8119: not car $4135 wrecked 004D: jump_if_false @BANKJO4_2600 00D6: if and 80DC: not player $PLAYER_CHAR in_car $4135 0038: $4192 == 1 // $ == int 004D: jump_if_false @BANKJO4_2593 00D6: if 0038: $4162 == 0 // $ == int 004D: jump_if_false @BANKJO4_2586 03CF: load_wav 'BNK4_3V' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_3V' time 10000 1 0050: gosub @BANKJO4_26980 00BC: text_highpriority 'GETCAR' time 4000 1 0004: $4162 = 1 // $ = int :BANKJO4_2586 0002: jump @BANKJO4_2600 :BANKJO4_2593 0004: $4162 = 0 // $ = int :BANKJO4_2600 00D6: if 8119: not car $4135 wrecked 004D: jump_if_false @BANKJO4_2687 00D6: if and 0038: $4160 == 0 // $ == int 8185: not car $4135 health >= 800 004D: jump_if_false @BANKJO4_2687 0004: $4099 = 2 // $ = int 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_3A' time 10000 1 0050: gosub @BANKJO4_26980 00BE: text_clear_all 0004: $4160 = 1 // $ = int :BANKJO4_2687 00D6: if 8119: not car $4135 wrecked 004D: jump_if_false @BANKJO4_2736 00D6: if and 0038: $4160 == 1 // $ == int 8185: not car $4135 health >= 650 004D: jump_if_false @BANKJO4_2736 0050: gosub @BANKJO4_31048 :BANKJO4_2736 00D6: if or 0038: $4124 == 1 // $ == int 0038: $4125 == 1 // $ == int 0038: $4126 == 1 // $ == int 004D: jump_if_false @BANKJO4_2782 0004: $4134 = 0 // $ = int 0002: jump @BANKJO4_3296 :BANKJO4_2782 00D6: if 0038: $4101 == 1 // $ == int 004D: jump_if_false @BANKJO4_3183 00D6: if 0038: $4192 == 0 // $ == int 004D: jump_if_false @BANKJO4_3043 00D6: if and 8119: not car $4135 wrecked 8118: not actor $4128 dead 004D: jump_if_false @BANKJO4_3043 00D6: if and 00DB: actor $4128 in_car $4135 8118: not actor $4130 dead 004D: jump_if_false @BANKJO4_3043 00D6: if and 00DB: actor $4130 in_car $4135 8118: not actor $4129 dead 004D: jump_if_false @BANKJO4_3043 00D6: if 00DB: actor $4129 in_car $4135 004D: jump_if_false @BANKJO4_3043 009B: destroy_actor_instantly $4128 009B: destroy_actor_instantly $4130 009B: destroy_actor_instantly $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: set_actor $4128 as_player_friend $PLAYER_CHAR flag 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: set_actor $4129 as_player_friend $PLAYER_CHAR flag 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: set_actor $4130 as_player_friend $PLAYER_CHAR flag 1 0446: set_actor $4130 dismemberment_possible 0 0004: $4192 = 1 // $ = int :BANKJO4_3043 00D6: if 0038: $4134 == 0 // $ == int 004D: jump_if_false @BANKJO4_3088 018A: $4191 = create_checkpoint_at -833.0 -348.0 10.0 0004: $4134 = 1 // $ = int :BANKJO4_3088 00D6: if and 8119: not car $4135 wrecked 0038: $4192 == 1 // $ == int 004D: jump_if_false @BANKJO4_3176 00D6: 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 004D: jump_if_false @BANKJO4_3176 0002: jump @BANKJO4_3328 :BANKJO4_3176 0002: jump @BANKJO4_3296 :BANKJO4_3183 00D6: if 0038: $4192 == 1 // $ == int 004D: jump_if_false @BANKJO4_3296 00D6: if and 8119: not car $4135 wrecked 8118: not actor $4128 dead 004D: jump_if_false @BANKJO4_3296 00D6: if and 80DB: not actor $4128 in_car $4135 8118: not actor $4130 dead 004D: jump_if_false @BANKJO4_3296 00D6: if and 80DB: not actor $4130 in_car $4135 8118: not actor $4129 dead 004D: jump_if_false @BANKJO4_3296 00D6: if 80DB: not actor $4129 in_car $4135 004D: jump_if_false @BANKJO4_3296 0004: $4192 = 0 // $ = int :BANKJO4_3296 00D6: if 0038: $4105 == 1 // $ == int 004D: jump_if_false @BANKJO4_3321 0002: jump @BANKJO4_22188 :BANKJO4_3321 0002: jump @BANKJO4_2366 :BANKJO4_3328 0004: $4212 = 0 // $ = int 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 00D6: if 8119: not car $4135 wrecked 004D: jump_if_false @BANKJO4_3391 0224: set_car $4135 health_to 1000 00AA: store_car $4135 position_to $4223 $4224 $4220 :BANKJO4_3391 0009: $4223 += 7.0 // $ += float 0009: $4220 += 2.5 // $ += float 00D6: if 8118: not actor $4129 dead 004D: jump_if_false @BANKJO4_3432 01E0: clear_leader $4129 :BANKJO4_3432 015F: set_camera_position $4223 $4224 $4220 rotation 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 00AA: store_car $4135 position_to $95 $96 $97 0174: $4225 = car $4135 z_angle 0004: $357 = 0 // $ = int :BANKJO4_3603 0001: wait 0 ms 00D6: if 0038: $357 == 0 // $ == int 004D: jump_if_false @BANKJO4_3788 01BD: $358 = current_time_in_ms 00D6: if 8119: not car $4135 wrecked 004D: jump_if_false @BANKJO4_3781 0158: camera_on_vehicle $4135 mode 15 switchstyle 2 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @BANKJO4_3679 01D3: actor $PLAYER_ACTOR leave_car $4135 :BANKJO4_3679 0001: wait 500 ms 00D6: if and 8118: not actor $4128 dead 8119: not car $4135 wrecked 004D: jump_if_false @BANKJO4_3713 01D3: actor $4128 leave_car $4135 :BANKJO4_3713 0001: wait 150 ms 00D6: if and 8118: not actor $4130 dead 8119: not car $4135 wrecked 004D: jump_if_false @BANKJO4_3747 01D3: actor $4130 leave_car $4135 :BANKJO4_3747 0001: wait 500 ms 00D6: if and 8118: not actor $4129 dead 8119: not car $4135 wrecked 004D: jump_if_false @BANKJO4_3781 01D3: actor $4129 leave_car $4135 :BANKJO4_3781 0004: $357 = 1 // $ = int :BANKJO4_3788 0050: gosub @BANKJO4_26857 00D6: if 0038: $357 == 1 // $ == int 004D: jump_if_false @BANKJO4_3901 00D6: if 8118: not actor $4129 dead 004D: jump_if_false @BANKJO4_3901 00D6: if 80DF: not actor $4129 in_any_car 004D: jump_if_false @BANKJO4_3901 0004: $4099 = 1 // $ = int 03CF: load_wav 'BNK4_4A' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_4A' time 3000 1 0050: gosub @BANKJO4_26980 0004: $357 = 2 // $ = int :BANKJO4_3901 00D6: if and 0018: $359 > 2000 // $ > int 0038: $357 == 2 // $ == int 004D: jump_if_false @BANKJO4_4086 03CF: load_wav 'BNK4_5' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_5' time 3000 1 00D6: if and 8118: not actor $4129 dead 8119: not car $4135 wrecked 004D: jump_if_false @BANKJO4_3991 01D5: actor $4129 go_to_and_drive_car $4135 :BANKJO4_3991 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @BANKJO4_4018 0211: actor $PLAYER_ACTOR walk_to $4218 $4219 :BANKJO4_4018 00D6: if 8118: not actor $4128 dead 004D: jump_if_false @BANKJO4_4045 0211: actor $4128 walk_to $4221 $4222 :BANKJO4_4045 00D6: if 8118: not actor $4130 dead 004D: jump_if_false @BANKJO4_4072 0211: actor $4130 walk_to $4223 $4224 :BANKJO4_4072 0050: gosub @BANKJO4_26980 0004: $357 = 3 // $ = int :BANKJO4_4086 00D6: if and 0018: $359 > 4000 // $ > int 0038: $357 == 3 // $ == int 004D: jump_if_false @BANKJO4_4364 00D6: if and 8118: not actor $PLAYER_ACTOR dead 00ED: actor $PLAYER_ACTOR 0 $4218 $4219 radius 3.0 3.0 004D: jump_if_false @BANKJO4_4364 0009: $97 += 0.25 // $ += float 015F: set_camera_position $95 $96 $97 rotation 0.0 0.0 0.0 0009: $97 += 2.0 // $ += float 011C: actor $PLAYER_ACTOR clear_objective 00A1: put_actor $PLAYER_ACTOR at $4218 $4219 -100.0 0173: set_actor $PLAYER_ACTOR z_angle_to $4225 0159: camera_on_ped $PLAYER_ACTOR mode 15 switchstyle 2 00D6: if 8118: not actor $4128 dead 004D: jump_if_false @BANKJO4_4290 011C: actor $4128 clear_objective 00A1: put_actor $4128 at $4221 $4222 -100.0 0009: $4225 += 70.0 // $ += float 0173: set_actor $4128 z_angle_to $4225 :BANKJO4_4290 00D6: if 8118: not actor $4130 dead 004D: jump_if_false @BANKJO4_4345 011C: actor $4130 clear_objective 00A1: put_actor $4130 at $4223 $4224 -100.0 000D: $4225 -= 140.0 // $ -= float 0173: set_actor $4130 z_angle_to $4225 :BANKJO4_4345 01BD: $358 = current_time_in_ms 0050: gosub @BANKJO4_26857 0004: $357 = 4 // $ = int :BANKJO4_4364 00D6: if and 0038: $357 == 4 // $ == int 0018: $359 > 2000 // $ > int 004D: jump_if_false @BANKJO4_4418 00D6: if 8119: not car $4135 wrecked 004D: jump_if_false @BANKJO4_4418 050B: open_trunk_of_car $4135 0004: $357 = 5 // $ = int :BANKJO4_4418 00D6: if and 0038: $357 == 5 // $ == int 0018: $359 > 4000 // $ > int 004D: jump_if_false @BANKJO4_4451 0004: $357 = 6 // $ = int :BANKJO4_4451 00D6: if and 0038: $357 == 6 // $ == int 0018: $359 > 5000 // $ > int 004D: jump_if_false @BANKJO4_4580 00D6: if 8119: not car $4135 wrecked 004D: jump_if_false @BANKJO4_4522 0407: create_coordinate $4218 $4219 $4220 from_car $4135 offset -6.0 -3.0 1.0 :BANKJO4_4522 015F: set_camera_position $4218 $4219 $4220 rotation 0.0 0.0 0.0 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @BANKJO4_4573 0159: camera_on_ped $PLAYER_ACTOR mode 15 switchstyle 2 :BANKJO4_4573 0004: $357 = 7 // $ = int :BANKJO4_4580 00D6: if and 0038: $357 == 7 // $ == int 0018: $359 > 7000 // $ > int 004D: jump_if_false @BANKJO4_4690 00D6: if and 8119: not car $4135 wrecked 8118: not actor $4129 dead 004D: jump_if_false @BANKJO4_4683 00D6: if 80DB: not actor $4129 in_car $4135 004D: jump_if_false @BANKJO4_4654 036A: put_actor $4129 in_car $4135 :BANKJO4_4654 039E: set_actor $4129 locked_while_in_vehicle 1 00A8: set_car $4135 to_psycho_driver 00AD: set_car $4135 max_speed_to 15.0 020A: set_car $4135 door_status_to 2 :BANKJO4_4683 0004: $357 = 8 // $ = int :BANKJO4_4690 00D6: if and 0038: $357 == 8 // $ == int 0018: $359 > 8000 // $ > int 004D: jump_if_false @BANKJO4_4736 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 02EB: restore_camera_with_jumpcut 0004: $357 = 9 // $ = int :BANKJO4_4736 00D6: if 8038: not $357 == 9 // $ == int 004D: jump_if_false @BANKJO4_4761 0002: jump @BANKJO4_3603 :BANKJO4_4761 0004: $4104 = 1 // $ = int 0004: $4101 = 0 // $ = int 01B4: set_player $PLAYER_CHAR can_move 1 0164: disable_marker $4191 018A: $4191 = create_checkpoint_at -894.0 -331.2 12.45 00D6: if 8118: not actor $4130 dead 004D: jump_if_false @BANKJO4_4831 01DF: tie_actor $4130 to_player $PLAYER_CHAR :BANKJO4_4831 00D6: if 8118: not actor $4128 dead 004D: jump_if_false @BANKJO4_4855 01DF: tie_actor $4128 to_player $PLAYER_CHAR :BANKJO4_4855 00D6: if 80F6: not player $PLAYER_CHAR 1 -894.0 -331.2 12.45 radius 2.0 2.0 3.0 004D: jump_if_false @BANKJO4_4960 0001: wait 0 ms 0050: gosub @BANKJO4_28829 0050: gosub @BANKJO4_28789 0050: gosub @BANKJO4_24398 00D6: if 0038: $4105 == 1 // $ == int 004D: jump_if_false @BANKJO4_4953 0002: jump @BANKJO4_22188 :BANKJO4_4953 0002: jump @BANKJO4_4855 :BANKJO4_4960 00BE: text_clear_all 01B4: set_player $PLAYER_CHAR can_move 0 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 016A: fade 0 750 ms :BANKJO4_5010 00D6: if 016B: fading 004D: jump_if_false @BANKJO4_5140 0001: wait 0 ms 00D6: if and 8119: not car $4135 wrecked 0038: $4190 == 0 // $ == int 004D: jump_if_false @BANKJO4_5133 00D6: if 82CA: not car $4135 bounding_sphere_visible 004D: jump_if_false @BANKJO4_5133 059B: disarm_car_bomb $4135 00AB: put_car $4135 at -903.6 -376.6 56.7 0175: set_car $4135 z_angle_to 270.0 00AD: set_car $4135 max_speed_to 0.0 0224: set_car $4135 health_to 1000 0519: lock_vehicle $4135 in_current_position 1 0004: $4190 = 1 // $ = int :BANKJO4_5133 0002: jump @BANKJO4_5010 :BANKJO4_5140 0395: clear_area 1 at -894.0 -331.2 12.45 range 10.0 00A1: put_actor $PLAYER_ACTOR at -893.9 -327.2 12.45 0173: set_actor $PLAYER_ACTOR z_angle_to 175.0 009B: destroy_actor_instantly $4128 009B: destroy_actor_instantly $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 00D6: if or 823D: not special_actor 3 loaded 823D: not special_actor 1 loaded 004D: jump_if_false @BANKJO4_5268 0001: wait 0 ms 0002: jump @BANKJO4_5238 :BANKJO4_5268 009A: $4128 = create_actor_pedtype 4 model #SPECIAL01 at -894.1 -325.0 12.45 0173: set_actor $4128 z_angle_to 175.0 01ED: clear_actor $4128 threat_search 04F5: set_actor $4128 as_player_friend $PLAYER_CHAR flag 1 0446: set_actor $4128 dismemberment_possible 0 0243: set_actor $4128 ped_stats_to 30 0223: set_actor $4128 health_to 200 0568: set_actor $4128 untargetable 1 009A: $4130 = create_actor_pedtype 4 model #SPECIAL03 at -894.1 -324.5 12.45 0173: set_actor $4130 z_angle_to 175.0 01ED: clear_actor $4130 threat_search 04F5: set_actor $4130 as_player_friend $PLAYER_CHAR flag 1 0446: set_actor $4130 dismemberment_possible 0 0243: set_actor $4130 ped_stats_to 16 0223: set_actor $4130 health_to 200 0568: set_actor $4130 untargetable 1 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @BANKJO4_5476 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER7' 038B: load_requested_models 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @BANKJO4_5476 0353: refresh_actor $PLAYER_ACTOR :BANKJO4_5476 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @BANKJO4_5553 00D6: if 8118: not actor $4128 dead 004D: jump_if_false @BANKJO4_5518 01B2: give_actor $4128 weapon 26 ammo 9999 // Load the weapon model before using this :BANKJO4_5518 00D6: if 8118: not actor $4130 dead 004D: jump_if_false @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 0004: $4099 = 1 // $ = int 03CF: load_wav 'BNK4_94' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_94' time 10000 1 0050: gosub @BANKJO4_26980 00BE: text_clear_all 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @BANKJO4_5635 0211: actor $PLAYER_ACTOR walk_to -894.2 -330.25 :BANKJO4_5635 015F: set_camera_position -894.05 -331.06 13.3 rotation 0.0 0.0 0.0 0054: store_player $PLAYER_CHAR position_to $4218 $4219 $4220 0009: $4220 += 0.8 // $ += float 0160: point_camera $4218 $4219 $4220 switchstyle 2 016A: fade 1 750 ms :BANKJO4_5711 00D6: if 016B: fading 004D: jump_if_false @BANKJO4_5772 0001: wait 0 ms 0054: store_player $PLAYER_CHAR position_to $4218 $4219 $4220 0009: $4220 += 0.8 // $ += float 0160: point_camera $4218 $4219 $4220 switchstyle 2 0002: jump @BANKJO4_5711 :BANKJO4_5772 00D6: if 8118: not actor $4130 dead 004D: jump_if_false @BANKJO4_5803 0211: actor $4130 walk_to -894.7 -328.0 :BANKJO4_5803 00D6: if 8118: not actor $4128 dead 004D: jump_if_false @BANKJO4_5834 0211: actor $4128 walk_to -893.25 -329.5 :BANKJO4_5834 01BD: $358 = current_time_in_ms 0050: gosub @BANKJO4_26857 :BANKJO4_5846 00D6: if 001A: 7000 > $359 // int > $ 004D: jump_if_false @BANKJO4_5920 0001: wait 0 ms 0054: store_player $PLAYER_CHAR position_to $4218 $4219 $4220 0009: $4220 += 0.8 // $ += float 0160: point_camera $4218 $4219 $4220 switchstyle 2 0050: gosub @BANKJO4_26857 0002: jump @BANKJO4_5846 :BANKJO4_5920 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 00D6: if 8118: not actor $4128 dead 004D: jump_if_false @BANKJO4_5964 01DF: tie_actor $4128 to_player $PLAYER_CHAR :BANKJO4_5964 00D6: if 8118: not actor $4130 dead 004D: jump_if_false @BANKJO4_5988 01DF: tie_actor $4130 to_player $PLAYER_CHAR :BANKJO4_5988 00D6: if 80F6: not player $PLAYER_CHAR 1 -896.0 -341.0 12.5 radius 2.0 2.0 3.0 004D: jump_if_false @BANKJO4_6177 0001: wait 0 ms 0050: gosub @BANKJO4_24478 0050: gosub @BANKJO4_28789 0050: gosub @BANKJO4_28829 0050: gosub @BANKJO4_27077 00D6: if 0038: $4105 == 1 // $ == int 004D: jump_if_false @BANKJO4_6093 0002: jump @BANKJO4_22188 :BANKJO4_6093 00D6: if 80F5: not player $PLAYER_CHAR 0 -906.0 -341.0 12.5 radius 30.0 30.0 10.0 004D: jump_if_false @BANKJO4_6170 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 4 00BC: text_highpriority 'IDIOT' time 5000 1 0002: jump @BANKJO4_22188 :BANKJO4_6170 0002: jump @BANKJO4_5988 :BANKJO4_6177 016A: fade 0 1000 ms :BANKJO4_6184 00D6: if 016B: fading 004D: jump_if_false @BANKJO4_6208 0001: wait 0 ms 0002: jump @BANKJO4_6184 :BANKJO4_6208 0247: request_model #WFYBU 0247: request_model #HFYBU 0247: request_model #WMORI :BANKJO4_6220 00D6: if or 8248: not model #WFYBU available 8248: not model #HFYBU available 8248: not model #WMORI available 004D: jump_if_false @BANKJO4_6254 0001: wait 0 ms 0002: jump @BANKJO4_6220 :BANKJO4_6254 0247: request_model #GDA 0247: request_model #GDB :BANKJO4_6262 00D6: if or 8248: not model #GDA available 8248: not model #GDB available 004D: jump_if_false @BANKJO4_6292 0001: wait 0 ms 0002: jump @BANKJO4_6262 :BANKJO4_6292 009A: $4138 = create_actor_pedtype 5 model #WFYBU at -904.7 -328.6 12.49 0173: set_actor $4138 z_angle_to 190.0 01ED: clear_actor $4138 threat_search 0243: set_actor $4138 ped_stats_to 20 0568: set_actor $4138 untargetable 1 009A: $4139 = create_actor_pedtype 5 model #HFYBU at -910.1 -328.6 12.49 0173: set_actor $4139 z_angle_to 190.0 01ED: clear_actor $4139 threat_search 0243: set_actor $4139 ped_stats_to 20 0568: set_actor $4139 untargetable 1 009A: $4140 = create_actor_pedtype 5 model #HFYBU at -912.5 -328.6 12.49 0173: set_actor $4140 z_angle_to 190.0 01ED: clear_actor $4140 threat_search 0243: set_actor $4140 ped_stats_to 19 0568: set_actor $4140 untargetable 1 009A: $4141 = create_actor_pedtype 5 model #WFYBU at -907.5 -353.6 12.49 0173: set_actor $4141 z_angle_to 10.0 01ED: clear_actor $4141 threat_search 0243: set_actor $4141 ped_stats_to 20 0568: set_actor $4141 untargetable 1 009A: $4142 = create_actor_pedtype 5 model #WFYBU at -910.2 -353.6 12.49 0173: set_actor $4142 z_angle_to 10.0 01ED: clear_actor $4142 threat_search 0243: set_actor $4142 ped_stats_to 19 0568: set_actor $4142 untargetable 1 009A: $4143 = create_actor_pedtype 5 model #HFYBU at -915.3 -353.6 12.49 0173: set_actor $4143 z_angle_to 10.0 01ED: clear_actor $4143 threat_search 0243: set_actor $4143 ped_stats_to 20 0568: set_actor $4143 untargetable 1 009A: $4144 = create_actor_pedtype 5 model #WFYBU at -920.36 -343.7 14.6 0173: set_actor $4144 z_angle_to 65.0 01ED: clear_actor $4144 threat_search 0243: set_actor $4144 ped_stats_to 19 0568: set_actor $4144 untargetable 1 009A: $4145 = create_actor_pedtype 4 model #WMORI at -921.76 -345.15 12.49 0173: set_actor $4145 z_angle_to 310.0 01ED: clear_actor $4145 threat_search 0243: set_actor $4145 ped_stats_to 13 0568: set_actor $4145 untargetable 1 009A: $4107 = create_actor_pedtype 4 model #GDA at -917.3 -340.0 12.49 01ED: clear_actor $4107 threat_search 0173: set_actor $4107 z_angle_to 270.0 009F: set_actor $4107 idle 0568: set_actor $4107 untargetable 1 009A: $4108 = create_actor_pedtype 4 model #GDB at -908.0 -347.77 12.49 01ED: clear_actor $4108 threat_search 0173: set_actor $4108 z_angle_to 270.0 009F: set_actor $4108 idle 0568: set_actor $4108 untargetable 1 009A: $4109 = create_actor_pedtype 4 model #GDA at -919.14 -336.0 12.49 01ED: clear_actor $4109 threat_search 0173: set_actor $4109 z_angle_to 130.0 0350: set_actor $4109 maintain_position_when_attacked 1 0568: set_actor $4109 untargetable 1 0002: jump @BANKJO4_6936 009A: $4112 = create_actor_pedtype 4 model #GDA at -918.7 -353.3 16.8 009B: destroy_actor_instantly $4112 009A: $4122 = create_actor_pedtype 4 model #WMORI at -963.28 -337.12 14.6 009B: destroy_actor_instantly $4122 :BANKJO4_6936 0004: $4208 = 25 // $ = int 0004: $4209 = 19 // $ = int 0004: $4210 = 21 // $ = int 0164: disable_marker $4191 018A: $4191 = create_checkpoint_at -896.5 -341.0 12.5 04BB: select_interiour 3 // select render area 03AD: set_rubbish 0 03CB: load_scene -903.0 -341.0 13.4 0004: $985 = 1 // $ = int 04F9: set_extra_colors 4 fade 0 00BE: text_clear_all 0004: $985 = 1 // $ = int 01B4: set_player $PLAYER_CHAR can_move 0 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 11.0 range 10.0 041D: set_camera_near_clip 0.1 00D6: if 8118: not actor $4128 dead 004D: jump_if_false @BANKJO4_7108 01E0: clear_leader $4128 :BANKJO4_7108 00D6: if 8118: not actor $4130 dead 004D: jump_if_false @BANKJO4_7129 01E0: clear_leader $4130 :BANKJO4_7129 0050: gosub @BANKJO4_28460 0004: $357 = 0 // $ = int 0004: $4099 = 1 // $ = int :BANKJO4_7150 0001: wait 0 ms 0050: gosub @BANKJO4_27077 00D6: if 0038: $357 == 0 // $ == int 004D: jump_if_false @BANKJO4_7387 01BD: $358 = current_time_in_ms 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @BANKJO4_7230 00A1: put_actor $PLAYER_ACTOR at -911.8 -341.0 12.5 0173: set_actor $PLAYER_ACTOR z_angle_to 90.0 :BANKJO4_7230 00D6: if 8118: not actor $4128 dead 004D: jump_if_false @BANKJO4_7278 00A1: put_actor $4128 at -909.8 -339.0 12.5 0223: set_actor $4128 health_to 100 009F: set_actor $4128 idle :BANKJO4_7278 00D6: if 8118: not actor $4130 dead 004D: jump_if_false @BANKJO4_7326 00A1: put_actor $4130 at -909.55 -341.6 12.5 0223: set_actor $4130 health_to 100 009F: set_actor $4130 idle :BANKJO4_7326 015F: set_camera_position -914.5 -341.1 12.7 rotation 0.0 0.0 0.0 0157: camera_on_player $PLAYER_CHAR mode 15 switchstyle 2 0004: $357 = 1 // $ = int 03CF: load_wav 'BNK4_6' as $4099 :BANKJO4_7387 0050: gosub @BANKJO4_26857 0050: gosub @BANKJO4_28829 0050: gosub @BANKJO4_28789 00D6: if 0038: $4105 == 1 // $ == int 004D: jump_if_false @BANKJO4_7433 0002: jump @BANKJO4_9881 :BANKJO4_7433 00D6: if and 0018: $359 > 1000 // $ > int 0038: $357 == 1 // $ == int 004D: jump_if_false @BANKJO4_7571 00D6: if and 8118: not actor $4109 dead 8118: not actor $4128 dead 004D: jump_if_false @BANKJO4_7496 020E: actor $4109 look_at_actor $4128 020E: actor $4128 look_at_actor $4109 :BANKJO4_7496 00D6: if and 8118: not actor $4108 dead 8118: not actor $4130 dead 004D: jump_if_false @BANKJO4_7533 020E: actor $4108 look_at_actor $4130 020E: actor $4130 look_at_actor $4108 :BANKJO4_7533 016A: fade 1 1000 ms :BANKJO4_7540 00D6: if 016B: fading 004D: jump_if_false @BANKJO4_7564 0001: wait 0 ms 0002: jump @BANKJO4_7540 :BANKJO4_7564 0004: $357 = 2 // $ = int :BANKJO4_7571 00D6: if and 0018: $359 > 2000 // $ > int 0038: $357 == 2 // $ == int 004D: jump_if_false @BANKJO4_7670 0050: gosub @BANKJO4_26880 00D6: if 8118: not actor $4107 dead 004D: jump_if_false @BANKJO4_7628 04C6: actor $PLAYER_ACTOR aim_gun_at_actor $4107 :BANKJO4_7628 00BC: text_highpriority 'BNK4_6' time 3000 1 0050: gosub @BANKJO4_26980 03CF: load_wav 'BNK4_7' as $4099 0004: $357 = 3 // $ = int :BANKJO4_7670 00D6: if and 0018: $359 > 3000 // $ > int 0038: $357 == 3 // $ == int 004D: jump_if_false @BANKJO4_7873 0004: $4211 = 0 // $ = int 0004: $4208 = 0 // $ = int 0004: $4209 = 0 // $ = int 0004: $4210 = 0 // $ = int 0050: gosub @BANKJO4_27077 0004: $4211 = 0 // $ = int 0004: $4208 = 35 // $ = int 0004: $4209 = 35 // $ = int 0004: $4210 = 35 // $ = int 0050: gosub @BANKJO4_27077 0050: gosub @BANKJO4_26880 00D6: if and 8118: not actor $4128 dead 8118: not actor $4109 dead 004D: jump_if_false @BANKJO4_7802 04C6: actor $4128 aim_gun_at_actor $4109 :BANKJO4_7802 00D6: if and 8118: not actor $4130 dead 8118: not actor $4108 dead 004D: jump_if_false @BANKJO4_7831 04C6: actor $4130 aim_gun_at_actor $4108 :BANKJO4_7831 00BC: text_highpriority 'BNK4_7' time 5000 1 0050: gosub @BANKJO4_26980 03CF: load_wav 'BNK4_8' as $4099 0004: $357 = 4 // $ = int :BANKJO4_7873 00D6: if and 0018: $359 > 4000 // $ > int 0038: $357 == 4 // $ == int 004D: jump_if_false @BANKJO4_7906 0004: $357 = 5 // $ = int :BANKJO4_7906 00D6: if and 0018: $359 > 5000 // $ > int 0038: $357 == 5 // $ == int 004D: jump_if_false @BANKJO4_8038 0050: gosub @BANKJO4_26880 015F: set_camera_position -908.8 -340.2 14.0 rotation 0.0 0.0 0.0 00D6: if 8118: not actor $4107 dead 004D: jump_if_false @BANKJO4_7996 0159: camera_on_ped $4107 mode 15 switchstyle 2 :BANKJO4_7996 00BC: text_highpriority 'BNK4_8' time 5000 1 0050: gosub @BANKJO4_26980 03CF: load_wav 'BNK4_9' as $4099 0004: $357 = 6 // $ = int :BANKJO4_8038 00D6: if and 0018: $359 > 6500 // $ > int 0038: $357 == 6 // $ == int 004D: jump_if_false @BANKJO4_8156 015F: set_camera_position -919.2 -330.0 18.75 rotation 0.0 0.0 0.0 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @BANKJO4_8121 0159: camera_on_ped $PLAYER_ACTOR mode 15 switchstyle 2 :BANKJO4_8121 0004: $4211 = 0 // $ = int 0004: $4208 = 0 // $ = int 0004: $4209 = 0 // $ = int 0004: $4210 = 0 // $ = int 0004: $357 = 7 // $ = int :BANKJO4_8156 00D6: if and 0018: $359 > 7000 // $ > int 0038: $357 == 7 // $ == int 004D: jump_if_false @BANKJO4_8530 00D6: if 8118: not actor $4109 dead 004D: jump_if_false @BANKJO4_8213 0239: actor $4109 run_to -923.0 -335.8 :BANKJO4_8213 00D6: if 8118: not actor $4108 dead 004D: jump_if_false @BANKJO4_8244 0239: actor $4108 run_to -923.0 -335.8 :BANKJO4_8244 00D6: if 8118: not actor $4107 dead 004D: jump_if_false @BANKJO4_8275 0239: actor $4107 run_to -923.0 -335.8 :BANKJO4_8275 00D6: if 8118: not actor $4138 dead 004D: jump_if_false @BANKJO4_8306 0239: actor $4138 run_to -923.0 -335.8 :BANKJO4_8306 00D6: if 8118: not actor $4139 dead 004D: jump_if_false @BANKJO4_8337 0239: actor $4139 run_to -923.0 -335.8 :BANKJO4_8337 00D6: if 8118: not actor $4140 dead 004D: jump_if_false @BANKJO4_8368 0239: actor $4140 run_to -923.0 -335.8 :BANKJO4_8368 00D6: if 8118: not actor $4141 dead 004D: jump_if_false @BANKJO4_8399 0239: actor $4141 run_to -918.2 -342.0 :BANKJO4_8399 00D6: if 8118: not actor $4142 dead 004D: jump_if_false @BANKJO4_8430 0239: actor $4142 run_to -918.0 -344.0 :BANKJO4_8430 00D6: if 8118: not actor $4143 dead 004D: jump_if_false @BANKJO4_8461 0239: actor $4143 run_to -917.8 -346.0 :BANKJO4_8461 00D6: if 8118: not actor $4144 dead 004D: jump_if_false @BANKJO4_8492 0239: actor $4144 run_to -917.0 -345.0 :BANKJO4_8492 00D6: if 8118: not actor $4145 dead 004D: jump_if_false @BANKJO4_8523 0239: actor $4145 run_to -917.0 -343.0 :BANKJO4_8523 0004: $357 = 8 // $ = int :BANKJO4_8530 00D6: if and 0018: $359 > 9000 // $ > int 0038: $357 == 8 // $ == int 004D: jump_if_false @BANKJO4_9496 00D6: if 8118: not actor $4109 dead 004D: jump_if_false @BANKJO4_8673 011C: actor $4109 clear_objective 0173: set_actor $4109 z_angle_to 84.0 009F: set_actor $4109 idle 0350: set_actor $4109 maintain_position_when_attacked 1 00A1: put_actor $4109 at -924.0 -339.6 12.4 00D6: if 8118: not actor $4128 dead 004D: jump_if_false @BANKJO4_8673 00A1: put_actor $4128 at -918.87 -336.2 12.4 0173: set_actor $4128 z_angle_to 146.0 04C6: actor $4128 aim_gun_at_actor $4109 :BANKJO4_8673 00D6: if 8118: not actor $4108 dead 004D: jump_if_false @BANKJO4_8736 011C: actor $4108 clear_objective 0173: set_actor $4108 z_angle_to 93.0 009F: set_actor $4108 idle 0350: set_actor $4108 maintain_position_when_attacked 1 00A1: put_actor $4108 at -923.5 -338.6 12.4 :BANKJO4_8736 00D6: if 8118: not actor $4107 dead 004D: jump_if_false @BANKJO4_8799 011C: actor $4107 clear_objective 0173: set_actor $4107 z_angle_to 90.0 009F: set_actor $4107 idle 0350: set_actor $4107 maintain_position_when_attacked 1 00A1: put_actor $4107 at -923.0 -337.7 12.4 :BANKJO4_8799 00D6: if 8118: not actor $4138 dead 004D: jump_if_false @BANKJO4_8862 011C: actor $4138 clear_objective 0173: set_actor $4138 z_angle_to 88.0 009F: set_actor $4138 idle 0350: set_actor $4138 maintain_position_when_attacked 1 00A1: put_actor $4138 at -923.4 -336.6 12.4 :BANKJO4_8862 00D6: if 8118: not actor $4139 dead 004D: jump_if_false @BANKJO4_8925 011C: actor $4139 clear_objective 0173: set_actor $4139 z_angle_to 98.0 009F: set_actor $4139 idle 0350: set_actor $4139 maintain_position_when_attacked 1 00A1: put_actor $4139 at -923.0 -335.6 12.4 :BANKJO4_8925 00D6: if 8118: not actor $4140 dead 004D: jump_if_false @BANKJO4_8988 011C: actor $4140 clear_objective 0173: set_actor $4140 z_angle_to 90.0 009F: set_actor $4140 idle 0350: set_actor $4140 maintain_position_when_attacked 1 00A1: put_actor $4140 at -923.8 -334.3 12.4 :BANKJO4_8988 00D6: if 8118: not actor $4141 dead 004D: jump_if_false @BANKJO4_9051 011C: actor $4141 clear_objective 0173: set_actor $4141 z_angle_to 82.0 009F: set_actor $4141 idle 0350: set_actor $4141 maintain_position_when_attacked 1 00A1: put_actor $4141 at -918.2 -342.0 12.4 :BANKJO4_9051 00D6: if 8118: not actor $4142 dead 004D: jump_if_false @BANKJO4_9114 011C: actor $4142 clear_objective 0173: set_actor $4142 z_angle_to 90.0 009F: set_actor $4142 idle 0350: set_actor $4142 maintain_position_when_attacked 1 00A1: put_actor $4142 at -918.0 -344.0 12.4 :BANKJO4_9114 00D6: if 8118: not actor $4143 dead 004D: jump_if_false @BANKJO4_9177 011C: actor $4143 clear_objective 0173: set_actor $4143 z_angle_to 93.0 009F: set_actor $4143 idle 0350: set_actor $4143 maintain_position_when_attacked 1 00A1: put_actor $4143 at -917.8 -346.0 12.4 :BANKJO4_9177 00D6: if 8118: not actor $4144 dead 004D: jump_if_false @BANKJO4_9240 011C: actor $4144 clear_objective 0173: set_actor $4144 z_angle_to 93.0 009F: set_actor $4144 idle 0350: set_actor $4144 maintain_position_when_attacked 1 00A1: put_actor $4144 at -917.0 -345.0 12.4 :BANKJO4_9240 00D6: if 8118: not actor $4145 dead 004D: jump_if_false @BANKJO4_9357 011C: actor $4145 clear_objective 0173: set_actor $4145 z_angle_to 93.0 009F: set_actor $4145 idle 0350: set_actor $4145 maintain_position_when_attacked 1 00A1: put_actor $4145 at -917.0 -343.0 12.4 00D6: if 8118: not actor $4130 dead 004D: jump_if_false @BANKJO4_9357 00A1: put_actor $4130 at -916.0 -340.0 12.4 0173: set_actor $4130 z_angle_to 120.0 04C6: actor $4130 aim_gun_at_actor $4145 :BANKJO4_9357 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @BANKJO4_9403 00A1: put_actor $PLAYER_ACTOR at -918.55 -337.8 13.5 0173: set_actor $PLAYER_ACTOR z_angle_to 80.0 :BANKJO4_9403 015F: set_camera_position -911.5 -344.0 15.0 rotation 0.0 0.0 0.0 0160: point_camera -922.0 -344.295 13.94 switchstyle 2 0004: $4211 = 0 // $ = int 0004: $4208 = 35 // $ = int 0004: $4209 = 35 // $ = int 0004: $4210 = 35 // $ = int 0050: gosub @BANKJO4_27077 0004: $357 = 9 // $ = int :BANKJO4_9496 00D6: if and 0018: $359 > 11500 // $ > int 0038: $357 == 9 // $ == int 004D: jump_if_false @BANKJO4_9619 015F: set_camera_position -917.8 -329.8 15.8 rotation 0.0 0.0 0.0 0159: camera_on_ped $PLAYER_ACTOR mode 15 switchstyle 2 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_9' time 5000 1 0050: gosub @BANKJO4_27077 0050: gosub @BANKJO4_26980 03CF: load_wav 'BNK4_10' as $4099 0004: $357 = 10 // $ = int :BANKJO4_9619 00D6: if and 0018: $359 > 12000 // $ > int 0038: $357 == 10 // $ == int 004D: jump_if_false @BANKJO4_9694 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_10' time 5000 1 0050: gosub @BANKJO4_26980 03CF: load_wav 'BNK4_11' as $4099 0004: $357 = 11 // $ = int :BANKJO4_9694 00D6: if and 0018: $359 > 14000 // $ > int 0038: $357 == 11 // $ == int 004D: jump_if_false @BANKJO4_9756 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_11' time 5000 1 0050: gosub @BANKJO4_26980 0004: $357 = 12 // $ = int :BANKJO4_9756 00D6: if 8038: not $357 == 12 // $ == int 004D: jump_if_false @BANKJO4_9781 0002: 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: clear_actor $PLAYER_ACTOR wait_state 01B4: set_player $PLAYER_CHAR can_move 1 02EB: restore_camera_with_jumpcut 02A3: enable_widescreen 0 00D6: if 8118: not actor $4128 dead 004D: jump_if_false @BANKJO4_9847 01E0: clear_leader $4128 0319: set_actor $4128 running 0 011C: actor $4128 clear_objective :BANKJO4_9847 00D6: if 8118: not actor $4130 dead 004D: jump_if_false @BANKJO4_9881 011C: actor $4130 clear_objective 022F: set_actor $4130 stop_looking 01DF: tie_actor $4130 to_player $PLAYER_CHAR :BANKJO4_9881 00D6: if 0038: $4105 == 1 // $ == int 004D: jump_if_false @BANKJO4_9906 0002: jump @BANKJO4_22188 :BANKJO4_9906 0164: disable_marker $4191 018A: $4191 = create_checkpoint_at -938.56 -351.5 16.8 009A: $4110 = create_actor_pedtype 4 model #GDA at -961.75 -329.1 14.6 01ED: clear_actor $4110 threat_search 011A: set_actor $4110 search_threat 1 0173: set_actor $4110 z_angle_to 240.0 01B2: give_actor $4110 weapon 25 ammo 9999 // Load the weapon model before using this 009A: $4111 = create_actor_pedtype 4 model #GDB at -956.75 -340.4 14.6 01ED: clear_actor $4111 threat_search 011A: set_actor $4111 search_threat 1 0173: set_actor $4111 z_angle_to 10.0 01B2: give_actor $4111 weapon 25 ammo 9999 // Load the weapon model before using this 009A: $4113 = create_actor_pedtype 4 model #GDA at -935.73 -348.3 16.8 01ED: clear_actor $4113 threat_search 011A: set_actor $4113 search_threat 1 0173: set_actor $4113 z_angle_to 266.0 04EB: actor $4113 crouch 1 300000 ms 01B2: give_actor $4113 weapon 25 ammo 9999 // Load the weapon model before using this 009A: $4114 = create_actor_pedtype 4 model #GDB at -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 heed_threats 1 0173: set_actor $4114 z_angle_to 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 0107: $4151 = create_object #BNK_LFT_DOOR1 at -936.964 -349.488 3.235 0107: $4152 = create_object #BNK_LFT_DOOR2 at -936.964 -353.369 3.235 0213: $4150 = create_pickup #HEALTH type 3 at -959.3 -335.97 15.59 0213: $4149 = create_pickup #BODYARMOUR type 3 at -956.7 -337.64 15.6 :BANKJO4_10325 00D6: if 80F6: not player $PLAYER_CHAR 1 -938.56 -351.5 16.8 radius 1.5 1.5 1.5 004D: jump_if_false @BANKJO4_11101 0001: wait 0 ms 0050: gosub @BANKJO4_28472 0050: gosub @BANKJO4_28789 0050: gosub @BANKJO4_28829 0050: gosub @BANKJO4_29105 0050: gosub @BANKJO4_30047 0050: gosub @BANKJO4_27584 00D6: if 0038: $4206 == 1 // $ == int 004D: jump_if_false @BANKJO4_10444 0050: gosub @BANKJO4_29065 :BANKJO4_10444 00D6: if 00F6: player $PLAYER_CHAR 0 -942.5 -331.3 14.6 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO4_10635 0050: gosub @BANKJO4_27077 00D6: if 8118: not actor $4111 dead 004D: jump_if_false @BANKJO4_10562 00D6: if 0038: $4205 == 0 // $ == int 004D: jump_if_false @BANKJO4_10555 0239: actor $4111 run_to -952.8 -334.6 0004: $4205 = 1 // $ = int :BANKJO4_10555 0002: jump @BANKJO4_10567 :BANKJO4_10562 01C2: mark_actor_as_no_longer_needed $4111 :BANKJO4_10567 00D6: if 8118: not actor $4110 dead 004D: jump_if_false @BANKJO4_10630 00D6: if 0038: $4204 == 0 // $ == int 004D: jump_if_false @BANKJO4_10623 0239: actor $4110 run_to -956.8 -331.3 0004: $4204 = 1 // $ = int :BANKJO4_10623 0002: jump @BANKJO4_10635 :BANKJO4_10630 01C2: mark_actor_as_no_longer_needed $4110 :BANKJO4_10635 00D6: if and 8118: not actor $4110 dead 0038: $4204 == 1 // $ == int 004D: jump_if_false @BANKJO4_10728 00D6: if 00FF: actor $4110 0 -956.8 -331.3 15.6 radius 2.0 2.0 2.0 004D: jump_if_false @BANKJO4_10728 0350: set_actor $4110 maintain_position_when_attacked 1 01CA: actor $4110 kill_player $PLAYER_CHAR 0004: $4204 = 2 // $ = int :BANKJO4_10728 00D6: if 0038: $4206 == 1 // $ == int 004D: jump_if_false @BANKJO4_10976 00D6: if 00F6: player $PLAYER_CHAR 0 -922.3 -333.0 17.8 radius 3.0 3.0 1.5 004D: jump_if_false @BANKJO4_10976 0050: gosub @BANKJO4_26857 00D6: if 001C: $359 > $4193 // $ > $ int 004D: jump_if_false @BANKJO4_10860 00D6: if 8118: not actor $4112 dead 004D: jump_if_false @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 00D6: if 0018: $359 > 4000 // $ > int 004D: jump_if_false @BANKJO4_10920 00D6: if 8118: not actor $4112 dead 004D: jump_if_false @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 00D6: if 0038: $4207 == 0 // $ == int 004D: jump_if_false @BANKJO4_10976 00D6: if 8118: not actor $4113 dead 004D: jump_if_false @BANKJO4_10976 0239: actor $4113 run_to -923.7 -348.25 0004: $4207 = 1 // $ = int :BANKJO4_10976 00D6: if and 8118: not actor $4113 dead 0038: $4207 == 1 // $ == int 004D: jump_if_false @BANKJO4_11069 00D6: if 00FF: actor $4113 0 -923.7 -348.25 16.8 radius 2.0 2.0 2.0 004D: jump_if_false @BANKJO4_11069 0350: set_actor $4113 maintain_position_when_attacked 1 01CA: actor $4113 kill_player $PLAYER_CHAR 0004: $4207 = 2 // $ = int :BANKJO4_11069 00D6: if 0038: $4105 == 1 // $ == int 004D: jump_if_false @BANKJO4_11094 0002: jump @BANKJO4_22188 :BANKJO4_11094 0002: jump @BANKJO4_10325 :BANKJO4_11101 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 00D6: if 8118: not actor $4130 dead 004D: jump_if_false @BANKJO4_11163 01E0: clear_leader $4130 009E: set_actor $4130 path -938.56 -351.5 16.8 unknown 0.5 1 :BANKJO4_11163 00D6: if 8118: not actor $4130 dead 004D: jump_if_false @BANKJO4_11374 0006: TIMERA = 0 // @ = int :BANKJO4_11186 00D6: if 80FF: not actor $4130 0 -938.56 -351.5 16.8 radius 1.5 1.5 3.0 004D: jump_if_false @BANKJO4_11367 0001: wait 0 ms 00D6: if 0019: TIMERA > 2500 // @ > int 004D: jump_if_false @BANKJO4_11337 00D6: if 8118: not actor $4130 dead 004D: jump_if_false @BANKJO4_11330 00A1: put_actor $4130 at -932.9 -351.3 16.8 0173: set_actor $4130 z_angle_to 90.0 009E: set_actor $4130 path -938.56 -351.5 16.8 unknown 0.5 1 :BANKJO4_11330 0006: TIMERA = 0 // @ = int :BANKJO4_11337 00D6: if 0118: actor $4130 dead 004D: jump_if_false @BANKJO4_11360 0002: jump @BANKJO4_11163 :BANKJO4_11360 0002: jump @BANKJO4_11186 :BANKJO4_11367 0002: jump @BANKJO4_11396 :BANKJO4_11374 00BC: text_highpriority 'C_DEAD' time 5000 1 0002: jump @BANKJO4_22188 :BANKJO4_11396 00D6: if 8118: not actor $4130 dead 004D: jump_if_false @BANKJO4_11424 0350: set_actor $4130 maintain_position_when_attacked 1 011C: actor $4130 clear_objective :BANKJO4_11424 0050: gosub @BANKJO4_32140 00D6: if 8118: not actor $4130 dead 004D: jump_if_false @BANKJO4_11485 00A1: put_actor $4130 at -939.1 -351.12 6.23 0173: set_actor $4130 z_angle_to 260.0 01DF: tie_actor $4130 to_player $PLAYER_CHAR :BANKJO4_11485 00D6: if 8118: not actor $4114 dead 004D: jump_if_false @BANKJO4_11537 00A1: put_actor $4114 at -943.0 -343.9 6.3 01E1: set_actor $4114 follow_route 1 3 011A: set_actor $4114 search_threat 1 :BANKJO4_11537 0050: gosub @BANKJO4_32287 00D6: if 8118: not actor $4130 dead 004D: jump_if_false @BANKJO4_11567 0350: set_actor $4130 maintain_position_when_attacked 0 :BANKJO4_11567 0164: disable_marker $4191 018A: $4191 = create_checkpoint_at -944.5 -341.58 6.3 0004: $4163 = 1 // $ = int :BANKJO4_11599 00D6: if 8118: not actor $4114 dead 004D: jump_if_false @BANKJO4_11679 0001: wait 0 ms 0050: gosub @BANKJO4_28789 0050: gosub @BANKJO4_30047 0050: gosub @BANKJO4_29065 00D6: if 0038: $4105 == 1 // $ == int 004D: jump_if_false @BANKJO4_11665 0002: jump @BANKJO4_22188 :BANKJO4_11665 0050: gosub @BANKJO4_27584 0002: jump @BANKJO4_11599 :BANKJO4_11679 00D6: if 80F6: not player $PLAYER_CHAR 1 -944.5 -341.58 6.3 radius 1.0 1.0 1.5 004D: jump_if_false @BANKJO4_11791 0001: wait 0 ms 0050: gosub @BANKJO4_28789 0050: gosub @BANKJO4_30047 0050: gosub @BANKJO4_29065 00D6: if 0038: $4105 == 1 // $ == int 004D: jump_if_false @BANKJO4_11777 0002: jump @BANKJO4_22188 :BANKJO4_11777 0050: gosub @BANKJO4_27584 0002: jump @BANKJO4_11679 :BANKJO4_11791 0164: disable_marker $4191 01B4: set_player $PLAYER_CHAR can_move 0 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 015F: set_camera_position -940.2 -343.6 8.6 rotation 0.0 0.0 0.0 0160: point_camera -944.5 -343.8 7.45 switchstyle 2 00D6: if 8118: not actor $4130 dead 004D: jump_if_false @BANKJO4_11921 01E0: clear_leader $4130 0239: actor $4130 run_to -944.5 -344.12 :BANKJO4_11921 00D6: if 8118: not actor $4130 dead 004D: jump_if_false @BANKJO4_12120 0006: TIMERA = 0 // @ = int :BANKJO4_11944 00D6: if 80FF: not actor $4130 0 -944.5 -344.12 7.0 radius 1.5 1.5 3.0 004D: jump_if_false @BANKJO4_12113 0001: wait 0 ms 00D6: if 0019: TIMERA > 2000 // @ > int 004D: jump_if_false @BANKJO4_12083 00D6: if 8118: not actor $4130 dead 004D: jump_if_false @BANKJO4_12076 00A1: put_actor $4130 at -937.0 -343.6 7.0 0173: set_actor $4130 z_angle_to 90.0 0239: actor $4130 run_to -944.5 -344.12 :BANKJO4_12076 0006: TIMERA = 0 // @ = int :BANKJO4_12083 00D6: if 0118: actor $4130 dead 004D: jump_if_false @BANKJO4_12106 0002: jump @BANKJO4_11921 :BANKJO4_12106 0002: jump @BANKJO4_11944 :BANKJO4_12113 0002: jump @BANKJO4_12142 :BANKJO4_12120 00BC: text_highpriority 'C_DEAD' time 5000 1 0002: jump @BANKJO4_22188 :BANKJO4_12142 00D6: if 8118: not actor $4130 dead 004D: jump_if_false @BANKJO4_12188 0173: set_actor $4130 z_angle_to 90.0 04EB: actor $4130 crouch 1 300000 ms 020E: actor $PLAYER_ACTOR look_at_actor $4130 :BANKJO4_12188 0004: $4099 = 1 // $ = int 03CF: load_wav 'BK4_12A' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BK4_12A' time 10000 1 0050: gosub @BANKJO4_26980 03CF: load_wav 'BK4_12B' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BK4_12B' time 10000 1 0050: gosub @BANKJO4_26980 03CF: load_wav 'BK4_12C' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BK4_12C' time 10000 1 0050: gosub @BANKJO4_26980 00D6: if 8118: not actor $4130 dead 004D: jump_if_false @BANKJO4_12346 04EB: actor $4130 crouch 0 0 ms :BANKJO4_12346 03CF: load_wav 'BNK4_13' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_13' time 10000 1 0050: gosub @BANKJO4_26980 00BE: text_clear_all 01B4: set_player $PLAYER_CHAR can_move 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 02A3: enable_widescreen 0 02EB: restore_camera_with_jumpcut 0164: disable_marker $4191 018A: $4191 = create_checkpoint_at -964.0 -335.0 14.6 :BANKJO4_12435 00D6: if 80F6: not player $PLAYER_CHAR 0 -939.84 -351.73 6.23 radius 1.5 1.5 1.5 004D: jump_if_false @BANKJO4_12540 0001: wait 0 ms 0050: gosub @BANKJO4_28789 0050: gosub @BANKJO4_30047 00D6: if 0038: $4105 == 1 // $ == int 004D: jump_if_false @BANKJO4_12526 0002: jump @BANKJO4_22188 :BANKJO4_12526 0050: gosub @BANKJO4_27584 0002: jump @BANKJO4_12435 :BANKJO4_12540 0050: gosub @BANKJO4_31860 0050: gosub @BANKJO4_27077 :BANKJO4_12554 00D6: if 80F6: not player $PLAYER_CHAR 0 -964.0 -337.0 14.6 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO4_12842 0001: wait 0 ms 0050: gosub @BANKJO4_28472 0050: gosub @BANKJO4_28789 0050: gosub @BANKJO4_28829 0050: gosub @BANKJO4_29105 0050: gosub @BANKJO4_30047 0050: gosub @BANKJO4_29065 0050: gosub @BANKJO4_27584 00D6: if 0038: $4105 == 1 // $ == int 004D: jump_if_false @BANKJO4_12680 0002: jump @BANKJO4_22188 :BANKJO4_12680 00D6: if and 00F6: player $PLAYER_CHAR 0 -922.3 -348.2 16.6 radius 3.0 3.0 3.0 0038: $4201 == 0 // $ == int 004D: jump_if_false @BANKJO4_12835 0004: $4099 = 1 // $ = int 03CF: load_wav 'BK4_14B' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BK4_14A' time 10000 1 0050: gosub @BANKJO4_26980 03CF: load_wav 'BNK4_15' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_15' time 10000 1 0050: gosub @BANKJO4_26980 00BE: text_clear_all 0004: $4201 = 1 // $ = int :BANKJO4_12835 0002: jump @BANKJO4_12554 :BANKJO4_12842 0004: $4201 = 0 // $ = int 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 02A3: enable_widescreen 1 00D6: if 8118: not actor $4122 dead 004D: jump_if_false @BANKJO4_12932 04C6: actor $PLAYER_ACTOR aim_gun_at_actor $4122 015F: set_camera_position -961.3 -330.8 16.6 rotation 0.0 0.0 0.0 0159: camera_on_ped $4122 mode 15 switchstyle 1 :BANKJO4_12932 0004: $4099 = 1 // $ = int 03CF: load_wav 'BNK4_16' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_16' time 10000 1 0050: gosub @BANKJO4_26980 00D6: if 8118: not actor $4122 dead 004D: jump_if_false @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 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_17' time 10000 1 0050: gosub @BANKJO4_26980 00BE: text_clear_all 00D6: if 8118: not actor $4122 dead 004D: jump_if_false @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: clear_actor $PLAYER_ACTOR wait_state 01B4: set_player $PLAYER_CHAR can_move 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 02A3: enable_widescreen 0 015A: restore_camera 0164: disable_marker $4191 018A: $4191 = create_checkpoint_at -944.36 -342.0 6.3 :BANKJO4_13173 00D6: if 80F6: not player $PLAYER_CHAR 1 -938.56 -351.5 16.8 radius 1.5 1.5 1.5 004D: jump_if_false @BANKJO4_13417 0001: wait 0 ms 0050: gosub @BANKJO4_28472 0050: gosub @BANKJO4_29105 0050: gosub @BANKJO4_30047 0050: gosub @BANKJO4_28789 0050: gosub @BANKJO4_28829 0050: gosub @BANKJO4_29065 0050: gosub @BANKJO4_27584 00D6: if 0038: $4105 == 1 // $ == int 004D: jump_if_false @BANKJO4_13299 0002: jump @BANKJO4_22188 :BANKJO4_13299 00D6: if and 00F6: player $PLAYER_CHAR 0 -922.3 -348.3 17.8 radius 3.0 3.0 3.0 0038: $4201 == 0 // $ == int 004D: jump_if_false @BANKJO4_13410 0004: $4099 = 1 // $ = int 03CF: load_wav 'BNK4_18' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_18' time 10000 1 0050: gosub @BANKJO4_26980 0004: $4201 = 1 // $ = int :BANKJO4_13410 0002: jump @BANKJO4_13173 :BANKJO4_13417 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 00D6: if 8118: not actor $4122 dead 004D: jump_if_false @BANKJO4_13479 01E0: clear_leader $4122 009E: set_actor $4122 path -938.56 -351.5 16.8 unknown 0.5 1 :BANKJO4_13479 00D6: if 8118: not actor $4122 dead 004D: jump_if_false @BANKJO4_13690 0006: TIMERA = 0 // @ = int :BANKJO4_13502 00D6: if 80FF: not actor $4122 0 -938.56 -351.5 16.8 radius 1.5 1.5 3.0 004D: jump_if_false @BANKJO4_13683 0001: wait 0 ms 00D6: if 0019: TIMERA > 2500 // @ > int 004D: jump_if_false @BANKJO4_13653 00D6: if 8118: not actor $4122 dead 004D: jump_if_false @BANKJO4_13646 00A1: put_actor $4122 at -932.9 -351.3 16.8 0173: set_actor $4122 z_angle_to 90.0 009E: set_actor $4122 path -938.56 -351.5 16.8 unknown 0.5 1 :BANKJO4_13646 0006: TIMERA = 0 // @ = int :BANKJO4_13653 00D6: if 0118: actor $4122 dead 004D: jump_if_false @BANKJO4_13676 0002: jump @BANKJO4_13479 :BANKJO4_13676 0002: jump @BANKJO4_13502 :BANKJO4_13683 0002: jump @BANKJO4_13712 :BANKJO4_13690 00BC: text_highpriority 'BM_DEAD' time 5000 1 0002: jump @BANKJO4_22188 :BANKJO4_13712 00D6: if 8118: not actor $4122 dead 004D: jump_if_false @BANKJO4_13740 0350: set_actor $4122 maintain_position_when_attacked 1 011C: actor $4122 clear_objective :BANKJO4_13740 0050: gosub @BANKJO4_32140 00D6: if 8118: not actor $4122 dead 004D: jump_if_false @BANKJO4_13801 00A1: put_actor $4122 at -939.1 -351.12 6.23 0173: set_actor $4122 z_angle_to 260.0 01DF: tie_actor $4122 to_player $PLAYER_CHAR :BANKJO4_13801 0050: gosub @BANKJO4_32287 00D6: if 8118: not actor $4122 dead 004D: jump_if_false @BANKJO4_13831 0350: set_actor $4122 maintain_position_when_attacked 0 :BANKJO4_13831 00D6: if 80F6: not player $PLAYER_CHAR 1 -944.5 -341.58 6.3 radius 1.0 1.0 1.5 004D: jump_if_false @BANKJO4_13943 0001: wait 0 ms 0050: gosub @BANKJO4_28789 0050: gosub @BANKJO4_29065 0050: gosub @BANKJO4_30047 00D6: if 0038: $4105 == 1 // $ == int 004D: jump_if_false @BANKJO4_13929 0002: jump @BANKJO4_22188 :BANKJO4_13929 0050: gosub @BANKJO4_27584 0002: jump @BANKJO4_13831 :BANKJO4_13943 0164: disable_marker $4191 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 02A3: enable_widescreen 1 015F: set_camera_position -940.2 -343.6 8.6 rotation 0.0 0.0 0.0 0160: point_camera -944.5 -343.8 7.45 switchstyle 2 00D6: if and 8118: not actor $4130 dead 8118: not actor $4122 dead 004D: jump_if_false @BANKJO4_14054 020E: actor $4130 look_at_actor $4122 022C: set_actor $4130 to_look_at_actor $4122 :BANKJO4_14054 00D6: if 8118: not actor $4122 dead 004D: jump_if_false @BANKJO4_14095 01E0: clear_leader $4122 01ED: clear_actor $4122 threat_search 0239: actor $4122 run_to -943.68 -343.47 :BANKJO4_14095 00D6: if 8118: not actor $4122 dead 004D: jump_if_false @BANKJO4_14294 0006: TIMERA = 0 // @ = int :BANKJO4_14118 00D6: if 80FF: not actor $4122 0 -943.5 -343.5 6.2 radius 1.5 1.5 3.0 004D: jump_if_false @BANKJO4_14287 0001: wait 0 ms 00D6: if 0019: TIMERA > 2500 // @ > int 004D: jump_if_false @BANKJO4_14257 00D6: if 8118: not actor $4122 dead 004D: jump_if_false @BANKJO4_14250 00A1: put_actor $4122 at -937.0 -343.5 6.2 0173: set_actor $4122 z_angle_to 90.0 0239: actor $4122 run_to -943.68 -343.47 :BANKJO4_14250 0006: TIMERA = 0 // @ = int :BANKJO4_14257 00D6: if 0118: actor $4122 dead 004D: jump_if_false @BANKJO4_14280 0002: jump @BANKJO4_14095 :BANKJO4_14280 0002: jump @BANKJO4_14118 :BANKJO4_14287 0002: jump @BANKJO4_14316 :BANKJO4_14294 00BC: text_highpriority 'BM_DEAD' time 5000 1 0002: jump @BANKJO4_22188 :BANKJO4_14316 00D6: if 8118: not actor $4122 dead 004D: jump_if_false @BANKJO4_14365 0350: set_actor $4122 maintain_position_when_attacked 1 0173: set_actor $4122 z_angle_to 90.0 020E: actor $PLAYER_ACTOR look_at_actor $4122 04C6: actor $PLAYER_ACTOR aim_gun_at_actor $4122 :BANKJO4_14365 0004: $4099 = 1 // $ = int 03CF: load_wav 'BK4_19A' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BK4_19A' time 10000 1 0050: gosub @BANKJO4_26980 03CF: load_wav 'BK4_19B' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BK4_19B' time 10000 1 0050: gosub @BANKJO4_26980 00D6: if and 8118: not actor $4130 dead 8118: not actor $PLAYER_ACTOR dead 8118: not actor $4122 dead 004D: jump_if_false @BANKJO4_14586 020E: actor $4130 look_at_actor $PLAYER_ACTOR 015F: set_camera_position -943.0 -343.6 7.9 rotation 0.0 0.0 0.0 00A1: put_actor $4122 at -941.0 -345.2 6.23 00A0: store_actor $4130 position_to $4218 $4219 $4220 0009: $4220 += 0.6 // $ += float 0160: point_camera $4218 $4219 $4220 switchstyle 2 041D: set_camera_near_clip 0.02 :BANKJO4_14586 03CF: load_wav 'BK4_20A' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BK4_20A' time 10000 1 0050: gosub @BANKJO4_26980 00D6: if and 8118: not actor $4130 dead 8118: not actor $4122 dead 004D: jump_if_false @BANKJO4_14690 022F: set_actor $4130 stop_looking 00A1: put_actor $4122 at -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 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BK4_20B' time 10000 1 0050: gosub @BANKJO4_26980 00D6: if and 8118: not actor $4130 dead 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @BANKJO4_14767 022F: set_actor $4130 stop_looking 0372: set_actor $4130 anim 0 wait_state_time 0 ms :BANKJO4_14767 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @BANKJO4_14807 00A0: store_actor $PLAYER_ACTOR position_to $4218 $4219 $4220 0009: $4220 += 0.6 // $ += float :BANKJO4_14807 00D6: if 8118: not actor $4122 dead 004D: jump_if_false @BANKJO4_14843 00A1: put_actor $4122 at -942.37 -345.2 6.23 :BANKJO4_14843 0160: point_camera $4218 $4219 $4220 switchstyle 1 03CF: load_wav 'BNK4_21' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_21' time 10000 1 0050: gosub @BANKJO4_26980 03CF: load_wav 'BK4_24A' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BK4_24A' time 10000 1 0050: 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: clear_actor $PLAYER_ACTOR wait_state 00D6: if 8118: not actor $4122 dead 004D: jump_if_false @BANKJO4_14998 00A1: put_actor $4122 at -943.0 -343.6 6.23 :BANKJO4_14998 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 02A3: enable_widescreen 0 0164: disable_marker $4191 :BANKJO4_15023 00D6: if 80F6: not player $PLAYER_CHAR 0 -939.84 -351.73 6.23 radius 1.5 1.5 1.5 004D: jump_if_false @BANKJO4_15135 0001: wait 0 ms 0050: gosub @BANKJO4_28789 0050: gosub @BANKJO4_30047 0050: gosub @BANKJO4_29065 00D6: if 0038: $4105 == 1 // $ == int 004D: jump_if_false @BANKJO4_15121 0002: jump @BANKJO4_22188 :BANKJO4_15121 0050: gosub @BANKJO4_27584 0002: jump @BANKJO4_15023 :BANKJO4_15135 0050: gosub @BANKJO4_31860 0050: gosub @BANKJO4_27077 :BANKJO4_15149 00D6: if 80F6: not player $PLAYER_CHAR 0 -922.3 -348.3 17.8 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO4_15268 0001: wait 0 ms 0050: gosub @BANKJO4_28829 0050: gosub @BANKJO4_28472 0050: gosub @BANKJO4_29105 0050: gosub @BANKJO4_30047 00D6: if 0038: $4105 == 1 // $ == int 004D: jump_if_false @BANKJO4_15254 0002: jump @BANKJO4_22188 :BANKJO4_15254 0050: gosub @BANKJO4_27584 0002: jump @BANKJO4_15149 :BANKJO4_15268 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 018D: $4117 = create_sound 0 at -916.0 -340.0 15.0 03CF: load_wav 'BK4_24B' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BK4_24B' time 10000 1 0050: gosub @BANKJO4_26980 00BE: text_clear_all 009A: $4115 = create_actor_pedtype 4 model #GDA at -920.6 -340.0 13.4 0223: set_actor $4115 health_to 50 0173: set_actor $4115 z_angle_to 270.0 0239: actor $4115 run_to -902.0 -340.0 00D6: if 8118: not actor $4128 dead 004D: jump_if_false @BANKJO4_15428 01C9: actor $4128 kill_actor $4115 02E2: set_actor $4128 weapon_accuracy_to 80 :BANKJO4_15428 00D6: if 8118: not actor $4115 dead 004D: jump_if_false @BANKJO4_15508 0001: wait 0 ms 0050: gosub @BANKJO4_28829 0050: gosub @BANKJO4_28472 0050: gosub @BANKJO4_29105 00D6: if 0038: $4105 == 1 // $ == int 004D: jump_if_false @BANKJO4_15494 0002: jump @BANKJO4_22188 :BANKJO4_15494 0050: gosub @BANKJO4_27584 0002: jump @BANKJO4_15428 :BANKJO4_15508 03CF: load_wav 'BNK4_25' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_25' time 10000 1 0050: gosub @BANKJO4_26980 03CF: load_wav 'BNK4_27' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_27' time 10000 1 0050: gosub @BANKJO4_26980 0164: disable_marker $4191 018A: $4191 = create_checkpoint_at -907.8 -345.87 12.4 :BANKJO4_15617 00D6: if 80F6: not player $PLAYER_CHAR 1 -907.8 -345.87 12.4 radius 1.5 1.5 1.5 004D: jump_if_false @BANKJO4_15857 0001: wait 0 ms 0050: gosub @BANKJO4_28472 0050: gosub @BANKJO4_29105 0050: gosub @BANKJO4_28829 00D6: if 0038: $4105 == 1 // $ == int 004D: jump_if_false @BANKJO4_15715 0002: jump @BANKJO4_22188 :BANKJO4_15715 0050: gosub @BANKJO4_27584 00D6: if 8118: not actor $4128 dead 004D: jump_if_false @BANKJO4_15850 00D6: if and 82CB: not actor $4128 bounding_sphere_visible 0038: $4213 == 0 // $ == int 004D: jump_if_false @BANKJO4_15850 00D6: if 80C2: not sphere_onscreen -917.6 -337.57 13.46 2.0 004D: jump_if_false @BANKJO4_15850 00A1: put_actor $4128 at -917.6 -337.57 13.46 0173: set_actor $4128 z_angle_to 272.0 04EB: actor $4128 crouch 1 999999 ms 0350: set_actor $4128 maintain_position_when_attacked 1 0004: $4213 = 1 // $ = int :BANKJO4_15850 0002: jump @BANKJO4_15617 :BANKJO4_15857 00D6: if 8118: not actor $4128 dead 004D: jump_if_false @BANKJO4_15878 01E0: clear_leader $4128 :BANKJO4_15878 0164: disable_marker $4191 009A: $4115 = create_actor_pedtype 4 model #GDA at -897.0 -341.1 12.4 0350: set_actor $4115 maintain_position_when_attacked 1 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @BANKJO4_15938 04C6: actor $PLAYER_ACTOR aim_gun_at_actor $4115 :BANKJO4_15938 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 02A3: enable_widescreen 1 015F: set_camera_position -914.5 -347.25 15.0 rotation 0.0 0.0 0.0 0160: point_camera -902.2 -341.9 12.69 switchstyle 2 03CF: load_wav 'BNK4_28' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_28' time 10000 1 0050: gosub @BANKJO4_26980 00D6: if 8118: not actor $4128 dead 004D: jump_if_false @BANKJO4_16106 015F: set_camera_position -915.8 -335.0 13.8 rotation 0.0 0.0 0.0 0159: camera_on_ped $4128 mode 15 switchstyle 2 :BANKJO4_16106 03CF: load_wav 'BNK4_29' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_29' time 10000 1 0050: gosub @BANKJO4_26980 03CF: load_wav 'BNK4_30' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_30' time 10000 1 00D6: if and 8118: not actor $4128 dead 8118: not actor $4115 dead 004D: jump_if_false @BANKJO4_16212 04C6: actor $4128 aim_gun_at_actor $4115 :BANKJO4_16212 0050: gosub @BANKJO4_26980 00D6: if 8118: not actor $4130 dead 004D: jump_if_false @BANKJO4_16313 00A1: put_actor $4130 at -920.0 -347.0 16.8 0173: set_actor $4130 z_angle_to 290.0 015F: set_camera_position -914.3 -345.25 15.8 rotation 0.0 0.0 0.0 0159: camera_on_ped $4130 mode 15 switchstyle 2 0004: $4163 = 0 // $ = int :BANKJO4_16313 03CF: load_wav 'BK4_31B' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BK4_31A' time 10000 1 0050: gosub @BANKJO4_26980 015F: set_camera_position -905.76 -345.84 14.0 rotation 0.0 0.0 0.0 0159: camera_on_ped $PLAYER_ACTOR mode 15 switchstyle 2 03CF: load_wav 'BK4_34A' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BK4_34A' time 10000 1 0050: gosub @BANKJO4_26980 015F: set_camera_position -914.5 -347.25 15.0 rotation 0.0 0.0 0.0 0160: point_camera -902.2 -341.9 12.69 switchstyle 2 03CF: load_wav 'BK4_34B' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BK4_34B' time 10000 1 0050: gosub @BANKJO4_26980 00D6: if 8118: not actor $4128 dead 004D: jump_if_false @BANKJO4_16588 015F: set_camera_position -915.8 -335.0 13.8 rotation 0.0 0.0 0.0 0159: camera_on_ped $4128 mode 15 switchstyle 2 :BANKJO4_16588 03CF: load_wav 'BK4_35A' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BK4_35A' time 10000 1 0050: gosub @BANKJO4_26980 03CF: load_wav 'BK4_35B' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BK4_35B' time 10000 1 0050: gosub @BANKJO4_26980 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @BANKJO4_16695 011C: actor $PLAYER_ACTOR clear_objective 0373: set_camera_directly_behind_player :BANKJO4_16695 01B4: set_player $PLAYER_CHAR can_move 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 02A3: enable_widescreen 0 02EB: restore_camera_with_jumpcut 00D6: if 8118: not actor $4128 dead 004D: jump_if_false @BANKJO4_16743 011C: actor $4128 clear_objective 011A: set_actor $4128 search_threat 64 :BANKJO4_16743 009B: destroy_actor_instantly $4115 009B: destroy_actor_instantly $4122 0004: $4213 = 0 // $ = int 00D6: if 8118: not actor $4128 dead 004D: jump_if_false @BANKJO4_16810 011C: actor $4128 clear_objective 0350: set_actor $4128 maintain_position_when_attacked 1 0223: set_actor $4128 health_to 200 011A: set_actor $4128 search_threat 64 0291: set_actor $4128 heed_threats 1 :BANKJO4_16810 0247: request_model #SWAT 0247: request_model #GASGRENADE :BANKJO4_16819 00D6: if or 8248: not model #SWAT available 8248: not model #GASGRENADE available 004D: jump_if_false @BANKJO4_16850 0001: wait 0 ms 0002: jump @BANKJO4_16819 :BANKJO4_16850 0004: $4208 = 0 // $ = int 0004: $4209 = 0 // $ = int 0004: $4210 = 0 // $ = int 0004: $4211 = 0 // $ = int 0050: gosub @BANKJO4_27077 0004: $4208 = 15 // $ = int 0004: $4209 = 15 // $ = int 0004: $4210 = 15 // $ = int 0004: $4211 = 0 // $ = int 0050: gosub @BANKJO4_27077 0392: object $1824 toggle_in_moving_list 1 0392: object $1825 toggle_in_moving_list 1 0392: object $1826 toggle_in_moving_list 1 0392: object $1827 toggle_in_moving_list 1 0392: object $1828 toggle_in_moving_list 1 0392: object $1829 toggle_in_moving_list 1 0382: set_object $1824 collision_detection 1 0382: set_object $1825 collision_detection 1 0382: set_object $1826 collision_detection 1 0382: set_object $1827 collision_detection 1 0382: set_object $1828 collision_detection 1 0382: set_object $1829 collision_detection 1 0004: $4099 = 2 // $ = int 03CF: load_wav 'BLOROOF' as $4099 0050: gosub @BANKJO4_26880 0050: gosub @BANKJO4_26980 0004: $4099 = 1 // $ = int 03AC: clear_route 1 03AC: clear_route 2 0006: TIMERA = 0 // @ = int :BANKJO4_17060 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @BANKJO4_18987 0001: wait 0 ms 0050: gosub @BANKJO4_28829 00D6: if 0038: $4105 == 1 // $ == int 004D: jump_if_false @BANKJO4_17112 0002: jump @BANKJO4_22188 :BANKJO4_17112 0050: gosub @BANKJO4_29105 0050: gosub @BANKJO4_27584 00D6: if and 8118: not actor $4128 dead 0018: $4182 > 1 // $ > int 004D: jump_if_false @BANKJO4_17572 00D6: if 0038: $4116 == 0 // $ == int 004D: jump_if_false @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 0004: $4116 = 1 // $ = int 0002: jump @BANKJO4_17572 :BANKJO4_17321 00D6: if 8118: not actor $4118 dead 004D: jump_if_false @BANKJO4_17377 00D6: if 0038: $4116 == 1 // $ == int 004D: jump_if_false @BANKJO4_17370 01C9: actor $4128 kill_actor $4118 0004: $4116 = 2 // $ = int :BANKJO4_17370 0002: jump @BANKJO4_17572 :BANKJO4_17377 01C2: mark_actor_as_no_longer_needed $4118 00D6: if 8118: not actor $4119 dead 004D: jump_if_false @BANKJO4_17438 00D6: if 0038: $4116 == 2 // $ == int 004D: jump_if_false @BANKJO4_17431 01C9: actor $4128 kill_actor $4119 0004: $4116 = 3 // $ = int :BANKJO4_17431 0002: jump @BANKJO4_17572 :BANKJO4_17438 01C2: mark_actor_as_no_longer_needed $4119 00D6: if 8118: not actor $4120 dead 004D: jump_if_false @BANKJO4_17499 00D6: if 0038: $4116 == 3 // $ == int 004D: jump_if_false @BANKJO4_17492 01C9: actor $4128 kill_actor $4120 0004: $4116 = 4 // $ = int :BANKJO4_17492 0002: jump @BANKJO4_17572 :BANKJO4_17499 01C2: mark_actor_as_no_longer_needed $4120 00D6: if 8118: not actor $4121 dead 004D: jump_if_false @BANKJO4_17560 00D6: if 0038: $4116 == 4 // $ == int 004D: jump_if_false @BANKJO4_17553 01C9: actor $4128 kill_actor $4121 0004: $4116 = 5 // $ = int :BANKJO4_17553 0002: jump @BANKJO4_17572 :BANKJO4_17560 01C2: mark_actor_as_no_longer_needed $4121 0004: $4116 = 6 // $ = int :BANKJO4_17572 00D6: if 001A: 2 > $4183 // int > $ 004D: jump_if_false @BANKJO4_17939 01BB: store_object $1826 position_to $4215 $4216 $4217 00D6: if and 0038: $4183 == 0 // $ == int 0019: TIMERA > 2000 // @ > int 004D: jump_if_false @BANKJO4_17939 0108: destroy_object $1823 029B: $1823 = init_object #ROCKETED_WIN1 at -899.851 -341.061 14.318 01C7: remove_object_from_mission_cleanup_list $1823 029B: $4164 = init_object #GASGRENADE at -900.7 -333.88 14.73 0392: object $4164 toggle_in_moving_list 1 0382: set_object $4164 collision_detection 1 038C: object $4164 scatter -0.5 0.0 0.0 029B: $4165 = init_object #GASGRENADE at -900.7 -348.4 14.73 0392: object $4165 toggle_in_moving_list 1 0382: set_object $4165 collision_detection 1 038C: object $4165 scatter -0.5 0.0 0.0 029B: $4166 = init_object #GASGRENADE at -907.307 -336.618 18.0 0392: object $4166 toggle_in_moving_list 1 0382: set_object $4166 collision_detection 1 029B: $4167 = init_object #GASGRENADE at -907.307 -345.504 18.0 0392: object $4167 toggle_in_moving_list 1 0382: set_object $4167 collision_detection 1 029B: $4168 = init_object #GASGRENADE at -915.401 -336.6184 18.0 0392: object $4168 toggle_in_moving_list 1 0382: set_object $4168 collision_detection 1 029B: $4169 = init_object #GASGRENADE at -915.401 -345.5 18.0 0392: object $4169 toggle_in_moving_list 1 0382: set_object $4169 collision_detection 1 0004: $4183 = 1 // $ = int 0006: TIMERB = 0 // @ = int :BANKJO4_17939 00D6: if 0038: $4183 == 1 // $ == int 004D: jump_if_false @BANKJO4_17989 00D6: if 0019: TIMERB > 50 // @ > int 004D: jump_if_false @BANKJO4_17989 0006: TIMERB = 0 // @ = int 0050: gosub @BANKJO4_31648 :BANKJO4_17989 00D6: if and 0038: $4182 == 0 // $ == int 0019: TIMERA > 2000 // @ > int 004D: jump_if_false @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 0004: $4182 = 1 // $ = int :BANKJO4_18090 00D6: if and 0019: TIMERA > 4000 // @ > int 0038: $4182 == 1 // $ == int 004D: jump_if_false @BANKJO4_18123 0004: $4182 = 2 // $ = int :BANKJO4_18123 00D6: if and 0019: TIMERA > 5000 // @ > int 0038: $4182 == 2 // $ == int 004D: jump_if_false @BANKJO4_18451 009A: $4180 = create_actor_pedtype 6 model #SWAT at -899.214 -333.656 23.0 0173: set_actor $4180 z_angle_to 0.0 01B2: give_actor $4180 weapon 25 ammo 9999 // Load the weapon model before using this 009A: $4181 = create_actor_pedtype 6 model #SWAT at -899.214 -348.466 23.0 0173: set_actor $4181 z_angle_to 180.0 01B2: give_actor $4181 weapon 25 ammo 9999 // Load the weapon model before using this 00D6: if 8118: not actor $4130 dead 004D: jump_if_false @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 0004: $4182 = 3 // $ = int :BANKJO4_18451 00D6: if 8118: not actor $4130 dead 004D: jump_if_false @BANKJO4_18633 00A0: store_actor $4130 position_to $4218 $4219 $4220 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 00D6: if 0038: $4214 == 0 // $ == int 004D: jump_if_false @BANKJO4_18626 00D6: 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 004D: jump_if_false @BANKJO4_18626 011C: actor $4130 clear_objective 011A: set_actor $4130 search_threat 64 0291: set_actor $4130 heed_threats 1 01DF: tie_actor $4130 to_player $PLAYER_CHAR 0004: $4214 = 1 // $ = int :BANKJO4_18626 0002: jump @BANKJO4_18716 :BANKJO4_18633 00D6: if 0038: $4200 == 0 // $ == int 004D: jump_if_false @BANKJO4_18716 01C2: mark_actor_as_no_longer_needed $4130 00BC: text_highpriority 'C_DEAD' time 5000 1 0213: $4202 = create_pickup #BRIEFCASE type 3 at $4218 $4219 $4220 0164: disable_marker $4191 03DC: $4191 = create_marker_above_pickup $4202 0004: $4200 = 1 // $ = int 0004: $4214 = 0 // $ = int :BANKJO4_18716 00D6: if 0038: $4200 == 1 // $ == int 004D: jump_if_false @BANKJO4_18764 00D6: if and 0214: pickup $4202 picked_up 001A: 2 > $4214 // int > $ 004D: jump_if_false @BANKJO4_18764 0004: $4214 = 1 // $ = int :BANKJO4_18764 00D6: if 0038: $4214 == 1 // $ == int 004D: jump_if_false @BANKJO4_18907 00D6: if 0038: $4116 == 6 // $ == int 004D: jump_if_false @BANKJO4_18907 03CF: load_wav 'BNK4_38' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_38' time 10000 1 0050: gosub @BANKJO4_26980 00D6: if 8118: not actor $4128 dead 004D: jump_if_false @BANKJO4_18875 04EB: actor $4128 crouch 0 0 ms 01DF: tie_actor $4128 to_player $PLAYER_CHAR :BANKJO4_18875 0164: disable_marker $4191 018A: $4191 = create_checkpoint_at -900.0 -341.0 13.4 0004: $4214 = 2 // $ = int :BANKJO4_18907 00D6: if 0038: $4214 == 2 // $ == int 004D: jump_if_false @BANKJO4_18980 00D6: if 00F5: player $PLAYER_CHAR 1 -900.0 -341.0 13.4 radius 1.4 1.4 3.0 004D: jump_if_false @BANKJO4_18980 0002: jump @BANKJO4_18987 :BANKJO4_18980 0002: jump @BANKJO4_17060 :BANKJO4_18987 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 02A3: enable_widescreen 1 0050: 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 0164: disable_marker $4191 0395: clear_area 1 at -863.0 -340.9 12.19 range 30.0 0050: gosub @BANKJO4_26700 015F: set_camera_position -889.57 -341.42 15.0 rotation 0.0 0.0 0.0 0160: point_camera -894.3 -346.0 13.4 switchstyle 2 00A1: put_actor $PLAYER_ACTOR at -892.1 -349.47 12.0 0173: set_actor $PLAYER_ACTOR z_angle_to 12.0 04EB: actor $PLAYER_ACTOR crouch 1 999999 ms 0004: $985 = 0 // $ = int 00D6: if 8118: not actor $4128 dead 004D: jump_if_false @BANKJO4_19275 011C: actor $4128 clear_objective 00A1: put_actor $4128 at -892.8 -349.37 12.7 0173: set_actor $4128 z_angle_to 317.0 04EB: actor $4128 crouch 1 999999 ms :BANKJO4_19275 00D6: if 8118: not actor $4130 dead 004D: jump_if_false @BANKJO4_19345 011C: actor $4130 clear_objective 00A1: put_actor $4130 at -894.3 -349.5 12.5 0173: set_actor $4130 z_angle_to 330.0 04EB: actor $4130 crouch 1 999999 ms 0002: jump @BANKJO4_19357 :BANKJO4_19345 01C2: mark_actor_as_no_longer_needed $4130 0004: $4200 = 1 // $ = int :BANKJO4_19357 0247: request_model #ENFORCER :BANKJO4_19362 00D6: if 8248: not model #ENFORCER available 004D: jump_if_false @BANKJO4_19389 0001: wait 0 ms 0002: jump @BANKJO4_19362 :BANKJO4_19389 00D6: if 8118: not actor $4128 dead 004D: jump_if_false @BANKJO4_19414 0159: camera_on_ped $4128 mode 15 switchstyle 2 :BANKJO4_19414 009A: $4107 = create_actor_pedtype 4 model #SWAT at -875.9 -334.0 10.3 01ED: clear_actor $4107 threat_search 0173: set_actor $4107 z_angle_to 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 009A: $4108 = create_actor_pedtype 4 model #SWAT at -876.39 -347.45 10.3 01ED: clear_actor $4108 threat_search 0173: set_actor $4108 z_angle_to 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 009A: $4109 = create_actor_pedtype 4 model #SWAT at -864.6 -341.0 9.9 01ED: clear_actor $4109 threat_search 0173: set_actor $4109 z_angle_to 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 009A: $4110 = create_actor_pedtype 4 model #SWAT at -868.4 -339.98 9.9 01ED: clear_actor $4110 threat_search 0173: set_actor $4110 z_angle_to 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 009A: $4111 = create_actor_pedtype 4 model #SWAT at -856.3 -294.7 10.1 01ED: clear_actor $4111 threat_search 0173: set_actor $4111 z_angle_to 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 heed_threats 1 009A: $4112 = create_actor_pedtype 4 model #SWAT at -852.1 -304.3 10.1 01ED: clear_actor $4112 threat_search 0173: set_actor $4112 z_angle_to 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 heed_threats 1 00A5: $4146 = create_car #ENFORCER at -870.0 -344.5 10.2 0175: set_car $4146 z_angle_to 124.0 020A: set_car $4146 door_status_to 1 00A5: $4147 = create_car #ENFORCER at -869.43 -336.3 10.2 0175: set_car $4147 z_angle_to 43.0 020A: set_car $4147 door_status_to 1 00A5: $4148 = create_car #ENFORCER at -852.73 -298.3 10.2 0175: set_car $4148 z_angle_to 30.0 020A: set_car $4148 door_status_to 1 0169: set_fade_color 0 0 1 016A: fade 1 1500 ms :BANKJO4_19981 00D6: if 016B: fading 004D: jump_if_false @BANKJO4_20005 0001: wait 0 ms 0002: jump @BANKJO4_19981 :BANKJO4_20005 00D6: if 0038: $4200 == 1 // $ == int 004D: jump_if_false @BANKJO4_20116 03CF: load_wav 'BNK4_36' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_36' time 10000 1 0050: gosub @BANKJO4_26980 0159: camera_on_ped $PLAYER_ACTOR mode 15 switchstyle 2 03CF: load_wav 'BNK4_37' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_37' time 10000 1 0050: gosub @BANKJO4_26980 :BANKJO4_20116 03CF: load_wav 'BNK_39' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK_39' time 10000 1 0050: gosub @BANKJO4_26980 015F: set_camera_position -888.25 -341.4 13.9 rotation 0.0 0.0 0.0 0160: point_camera -863.0 -340.9 12.19 switchstyle 2 03CF: load_wav 'BK4_40A' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BK4_40A' time 10000 1 0050: gosub @BANKJO4_26980 00D6: if 8119: not car $4135 wrecked 004D: jump_if_false @BANKJO4_20312 00AB: put_car $4135 at -884.1 -311.3 10.8 0175: set_car $4135 z_angle_to 180.0 0224: set_car $4135 health_to 1000 020A: set_car $4135 door_status_to 1 :BANKJO4_20312 009B: destroy_actor_instantly $4129 0296: unload_special_actor 2 023C: load_special_actor 2 'IGHLRY2' 038B: load_requested_models :BANKJO4_20335 00D6: if 823D: not special_actor 2 loaded 004D: jump_if_false @BANKJO4_20361 0001: wait 0 ms 0002: jump @BANKJO4_20335 :BANKJO4_20361 00D6: if 8119: not car $4135 wrecked 004D: jump_if_false @BANKJO4_20455 0129: $4129 = create_actor 4 #SPECIAL02 in_car $4135 driverseat 01ED: clear_actor $4129 threat_search 04F5: set_actor $4129 as_player_friend $PLAYER_CHAR flag 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 0519: lock_vehicle $4135 in_current_position 0 0477: set_car $4135 action 8 time 3000 04BA: set_car $4135 speed_instantly 30.0 :BANKJO4_20455 015F: set_camera_position -873.12 -348.1 13.96 rotation 0.0 0.0 0.0 0160: point_camera -879.4 -341.7 10.75 switchstyle 2 :BANKJO4_20506 00D6: if 8119: not car $4135 wrecked 004D: jump_if_false @BANKJO4_20588 00D6: if 01AF: car $4135 0 -884.8 -334.2 10.0 radius 3.0 3.0 3.0 004D: jump_if_false @BANKJO4_20577 0002: jump @BANKJO4_20588 :BANKJO4_20577 0001: wait 0 ms 0002: jump @BANKJO4_20506 :BANKJO4_20588 0477: set_car $4135 action 0 time 0 0477: set_car $4135 action 3 time 3000 0006: TIMERA = 0 // @ = int :BANKJO4_20614 00D6: if 001B: 1000 > TIMERA // int > @ 004D: jump_if_false @BANKJO4_20644 0001: wait 0 ms 0002: jump @BANKJO4_20614 :BANKJO4_20644 00D6: if and 8118: not actor $4129 dead 8119: not car $4135 wrecked 004D: jump_if_false @BANKJO4_20673 01D3: actor $4129 leave_car $4135 :BANKJO4_20673 00D6: if 8118: not actor $4129 dead 004D: jump_if_false @BANKJO4_20747 00D6: if 044B: actor $4129 on_foot 004D: jump_if_false @BANKJO4_20736 0173: set_actor $4129 z_angle_to 280.0 011A: set_actor $4129 search_threat 64 0291: set_actor $4129 heed_threats 1 0002: jump @BANKJO4_20747 :BANKJO4_20736 0001: wait 0 ms 0002: jump @BANKJO4_20673 :BANKJO4_20747 00D6: if 8119: not car $4135 wrecked 004D: jump_if_false @BANKJO4_20792 0407: create_coordinate $4215 $4216 $4217 from_car $4135 offset -2.0 3.5 -0.2 :BANKJO4_20792 015F: set_camera_position $4215 $4216 $4217 rotation 0.0 0.0 0.0 00D6: if 8118: not actor $4129 dead 004D: jump_if_false @BANKJO4_20843 0159: camera_on_ped $4129 mode 15 switchstyle 2 :BANKJO4_20843 03CF: load_wav 'BNK4_42' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_42' time 10000 1 0050: gosub @BANKJO4_26980 00D6: if and 8118: not actor $4107 dead 8118: not actor $4129 dead 004D: jump_if_false @BANKJO4_20929 0223: set_actor $4129 health_to 100 01CB: actor $4107 kill_actor $4129 01CB: actor $4129 kill_actor $4107 :BANKJO4_20929 0006: TIMERA = 0 // @ = int :BANKJO4_20936 00D6: if 001B: 2000 > TIMERA // int > @ 004D: jump_if_false @BANKJO4_20966 0001: wait 0 ms 0002: jump @BANKJO4_20936 :BANKJO4_20966 00D6: if 8118: not actor $4129 dead 004D: jump_if_false @BANKJO4_20987 0321: kill_actor $4129 :BANKJO4_20987 0006: TIMERA = 0 // @ = int :BANKJO4_20994 00D6: if 001B: 1000 > TIMERA // int > @ 004D: jump_if_false @BANKJO4_21024 0001: wait 0 ms 0002: jump @BANKJO4_20994 :BANKJO4_21024 04EB: actor $PLAYER_ACTOR crouch 0 0 ms 01B4: set_player $PLAYER_CHAR can_move 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 02A3: enable_widescreen 0 02EB: restore_camera_with_jumpcut 03C8: set_camera_directly_before_player 041E: set_radio_station 6 -1 00D6: if 8118: not actor $4128 dead 004D: jump_if_false @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 heed_threats 1 0319: set_actor $4128 running 1 :BANKJO4_21115 00D6: if 8118: not actor $4129 dead 004D: jump_if_false @BANKJO4_21158 011C: actor $4129 clear_objective 011A: set_actor $4129 search_threat 64 0291: set_actor $4129 heed_threats 1 01DF: tie_actor $4129 to_player $PLAYER_CHAR :BANKJO4_21158 00D6: if 8118: not actor $4130 dead 004D: jump_if_false @BANKJO4_21208 011C: actor $4130 clear_objective 011A: set_actor $4130 search_threat 64 0291: set_actor $4130 heed_threats 1 01DF: tie_actor $4130 to_player $PLAYER_CHAR 0319: set_actor $4130 running 1 :BANKJO4_21208 0004: $4124 = 0 // $ = int 00D6: if 8118: not actor $4107 dead 004D: jump_if_false @BANKJO4_21246 0350: set_actor $4107 maintain_position_when_attacked 0 01CC: actor $4107 kill_player $PLAYER_CHAR :BANKJO4_21246 00D6: if 8118: not actor $4108 dead 004D: jump_if_false @BANKJO4_21269 0350: set_actor $4108 maintain_position_when_attacked 0 :BANKJO4_21269 00D6: if 8118: not actor $4109 dead 004D: jump_if_false @BANKJO4_21292 0350: set_actor $4109 maintain_position_when_attacked 0 :BANKJO4_21292 00D6: if 8118: not actor $4110 dead 004D: jump_if_false @BANKJO4_21315 0350: set_actor $4110 maintain_position_when_attacked 0 :BANKJO4_21315 01C3: mark_car_as_no_longer_needed $4135 :BANKJO4_21320 00D6: if 0038: $4124 == 1 // $ == int 004D: jump_if_false @BANKJO4_21381 0001: wait 0 ms 0050: gosub @BANKJO4_28869 00D6: if 0038: $4105 == 1 // $ == int 004D: jump_if_false @BANKJO4_21374 0002: jump @BANKJO4_22188 :BANKJO4_21374 0002: jump @BANKJO4_21320 :BANKJO4_21381 0164: disable_marker $4191 018A: $4191 = create_checkpoint_at -871.57 -118.5 10.0 :BANKJO4_21406 00D6: if 010F: player $PLAYER_CHAR wanted_level > 0 004D: jump_if_false @BANKJO4_21625 0001: wait 0 ms 0050: gosub @BANKJO4_28869 00D6: if 0038: $4105 == 1 // $ == int 004D: jump_if_false @BANKJO4_21460 0002: jump @BANKJO4_22188 :BANKJO4_21460 00D6: if 00F5: player $PLAYER_CHAR 1 -879.57 -114.5 10.0 radius 3.0 3.0 2.0 004D: jump_if_false @BANKJO4_21508 :BANKJO4_21508 00D6: if 0038: $4124 == 1 // $ == int 004D: jump_if_false @BANKJO4_21533 0002: jump @BANKJO4_21320 :BANKJO4_21533 00D6: if 80F5: not player $PLAYER_CHAR 0 -844.95 -901.0 10.0 radius 15.0 15.0 15.0 004D: jump_if_false @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 0002: jump @BANKJO4_21406 :BANKJO4_21625 0164: disable_marker $4191 018A: $4191 = create_checkpoint_at -832.2 -901.0 10.0 :BANKJO4_21650 00D6: if 810F: not player $PLAYER_CHAR wanted_level > 0 004D: jump_if_false @BANKJO4_21913 0001: wait 0 ms 0050: gosub @BANKJO4_28869 00D6: if 0038: $4105 == 1 // $ == int 004D: jump_if_false @BANKJO4_21704 0002: jump @BANKJO4_22188 :BANKJO4_21704 00D6: 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 004D: jump_if_false @BANKJO4_21796 0002: jump @BANKJO4_21920 :BANKJO4_21796 00D6: if 0038: $4124 == 1 // $ == int 004D: jump_if_false @BANKJO4_21821 0002: jump @BANKJO4_21320 :BANKJO4_21821 00D6: if 80F5: not player $PLAYER_CHAR 0 -844.95 -901.0 10.0 radius 15.0 15.0 15.0 004D: jump_if_false @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 0002: jump @BANKJO4_21650 :BANKJO4_21913 0002: jump @BANKJO4_21381 :BANKJO4_21920 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @BANKJO4_22176 0001: wait 0 ms 034E: move_object $1793 to -837.134 -901.672 15.03 speed 0.0 0.0 0.025 collision_check 0 0050: gosub @BANKJO4_28869 00D6: if 0038: $4105 == 1 // $ == int 004D: jump_if_false @BANKJO4_22009 0002: jump @BANKJO4_22188 :BANKJO4_22009 00D6: if 0038: $4124 == 1 // $ == int 004D: jump_if_false @BANKJO4_22034 0002: jump @BANKJO4_21320 :BANKJO4_22034 00D6: if 010F: player $PLAYER_CHAR wanted_level > 0 004D: jump_if_false @BANKJO4_22059 0002: jump @BANKJO4_21381 :BANKJO4_22059 00D6: if 00F5: player $PLAYER_CHAR 1 -844.95 -901.0 10.0 radius 3.5 3.5 3.5 004D: jump_if_false @BANKJO4_22114 0002: jump @BANKJO4_22176 :BANKJO4_22114 00D6: if 80F5: not player $PLAYER_CHAR 0 -844.95 -901.0 10.0 radius 15.0 15.0 15.0 004D: jump_if_false @BANKJO4_22169 0002: jump @BANKJO4_21625 :BANKJO4_22169 0002: jump @BANKJO4_21920 :BANKJO4_22176 0164: disable_marker $4191 0002: jump @BANKJO4_22365 :BANKJO4_22188 00BA: text_styled 'M_FAIL' 5000 ms 1 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 00D6: if 0057: player $PLAYER_CHAR 0 -852.8 -915.0 10.0 -837.5 -897.2 13.0 004D: jump_if_false @BANKJO4_22302 0001: wait 0 ms 0002: jump @BANKJO4_22243 :BANKJO4_22302 00D6: if and 0256: player $PLAYER_CHAR defined 0038: $985 == 1 // $ == int 004D: jump_if_false @BANKJO4_22363 0050: gosub @BANKJO4_24234 016A: fade 1 1500 ms :BANKJO4_22339 00D6: if 016B: fading 004D: jump_if_false @BANKJO4_22363 0001: wait 0 ms 0002: jump @BANKJO4_22339 :BANKJO4_22363 0051: return :BANKJO4_22365 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 02A3: enable_widescreen 1 00D6: if and 00E0: player $PLAYER_CHAR in_any_car 8119: not car $4135 wrecked 004D: jump_if_false @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 016A: fade 0 1500 ms :BANKJO4_22437 00D6: if 016B: fading 004D: jump_if_false @BANKJO4_22498 0001: wait 0 ms 034E: move_object $1793 to -837.134 -901.672 12.03 speed 0.0 0.0 0.025 collision_check 0 0002: jump @BANKJO4_22437 :BANKJO4_22498 015F: set_camera_position -827.5 -894.2 22.5 rotation 0.0 0.0 0.0 0160: point_camera -833.15 -899.4 17.6 switchstyle 2 016A: fade 1 500 ms :BANKJO4_22556 00D6: if 016B: fading 004D: jump_if_false @BANKJO4_22580 0001: wait 0 ms 0002: jump @BANKJO4_22556 :BANKJO4_22580 009B: destroy_actor_instantly $4128 009B: destroy_actor_instantly $4130 01E3: text_1number_styled 'M_PASS' number 50000 time 5000 style 1 0109: player $PLAYER_CHAR money += 50000 0394: play_music 1 03CF: load_wav 'BNK4_44' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_44' time 10000 1 0050: gosub @BANKJO4_26980 00D6: if 0038: $4200 == 1 // $ == int 004D: jump_if_false @BANKJO4_22810 03CF: load_wav 'BNK4_45' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_45' time 10000 1 0050: gosub @BANKJO4_26980 03CF: load_wav 'BNK4_46' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_46' time 10000 1 0050: gosub @BANKJO4_26980 03CF: load_wav 'BNK4_47' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_47' time 10000 1 0050: gosub @BANKJO4_26980 :BANKJO4_22810 03CF: load_wav 'BNK4_48' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_48' time 10000 1 0050: gosub @BANKJO4_26980 03CF: load_wav 'BNK4_49' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_49' time 10000 1 0050: gosub @BANKJO4_26980 03CF: load_wav 'BNK450A' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK450A' time 10000 1 0050: gosub @BANKJO4_26980 03CF: load_wav 'BNK450B' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK450B' time 10000 1 0050: gosub @BANKJO4_26980 0169: set_fade_color 0 0 1 016A: fade 0 500 ms 0247: request_model #OD_CLUBOUT_DY 0247: request_model #OD_CLUBOUT_NT 0247: request_model #OD_CLUBNEON 0247: request_model #OD_CLUBDOORS 0247: request_model #OD_CLBDR_CLOSE 0247: request_model #OD_CLBDR_OPEN 0247: request_model #VEG_PALMKBB11 0247: request_model #ODNROAD01_NT 0247: request_model #ODNROAD01_DY 0247: request_model #OD_CLUBBACK 0247: request_model #MIAMIODNROADXA 0247: request_model #LODD_BUILD2 0247: request_model #SPAD_BUILDNEW 0247: request_model #VEG_PALMBIG14 :BANKJO4_23061 00D6: if 016B: fading 004D: jump_if_false @BANKJO4_23085 0001: wait 0 ms 0002: jump @BANKJO4_23061 :BANKJO4_23085 00D6: if 8248: not model #OD_CLUBOUT_DY available 004D: jump_if_false @BANKJO4_23112 0001: wait 0 ms 0002: jump @BANKJO4_23085 :BANKJO4_23112 00D6: if 8248: not model #OD_CLUBOUT_NT available 004D: jump_if_false @BANKJO4_23139 0001: wait 0 ms 0002: jump @BANKJO4_23112 :BANKJO4_23139 00D6: if 8248: not model #OD_CLUBNEON available 004D: jump_if_false @BANKJO4_23166 0001: wait 0 ms 0002: jump @BANKJO4_23139 :BANKJO4_23166 00D6: if 8248: not model #OD_CLUBDOORS available 004D: jump_if_false @BANKJO4_23193 0001: wait 0 ms 0002: jump @BANKJO4_23166 :BANKJO4_23193 00D6: if 8248: not model #OD_CLBDR_CLOSE available 004D: jump_if_false @BANKJO4_23219 0001: wait 0 ms 0002: jump @BANKJO4_23193 :BANKJO4_23219 00D6: if 8248: not model #OD_CLBDR_OPEN available 004D: jump_if_false @BANKJO4_23245 0001: wait 0 ms 0002: jump @BANKJO4_23219 :BANKJO4_23245 00D6: if 8248: not model #VEG_PALMKBB11 available 004D: jump_if_false @BANKJO4_23272 0001: wait 0 ms 0002: jump @BANKJO4_23245 :BANKJO4_23272 00D6: if 8248: not model #ODNROAD01_NT available 004D: jump_if_false @BANKJO4_23299 0001: wait 0 ms 0002: jump @BANKJO4_23272 :BANKJO4_23299 00D6: if 8248: not model #ODNROAD01_DY available 004D: jump_if_false @BANKJO4_23326 0001: wait 0 ms 0002: jump @BANKJO4_23299 :BANKJO4_23326 00D6: if 8248: not model #OD_CLUBBACK available 004D: jump_if_false @BANKJO4_23353 0001: wait 0 ms 0002: jump @BANKJO4_23326 :BANKJO4_23353 00D6: if 8248: not model #MIAMIODNROADXA available 004D: jump_if_false @BANKJO4_23380 0001: wait 0 ms 0002: jump @BANKJO4_23353 :BANKJO4_23380 00D6: if 8248: not model #LODD_BUILD2 available 004D: jump_if_false @BANKJO4_23407 0001: wait 0 ms 0002: jump @BANKJO4_23380 :BANKJO4_23407 00D6: if 8248: not model #SPAD_BUILDNEW available 004D: jump_if_false @BANKJO4_23434 0001: wait 0 ms 0002: jump @BANKJO4_23407 :BANKJO4_23434 00D6: if 8248: not model #VEG_PALMBIG14 available 004D: jump_if_false @BANKJO4_23461 0001: wait 0 ms 0002: jump @BANKJO4_23434 :BANKJO4_23461 015F: set_camera_position 513.5 -44.5 22.0 rotation 0.0 0.0 0.0 0160: point_camera 502.0 -60.5 14.0 switchstyle 2 0164: disable_marker $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 rate $640 00C0: set_current_time 21 30 016A: fade 1 1000 ms :BANKJO4_23567 00D6: if 016B: fading 004D: jump_if_false @BANKJO4_23591 0001: wait 0 ms 0002: jump @BANKJO4_23567 :BANKJO4_23591 0006: TIMERA = 0 // @ = int :BANKJO4_23598 00D6: if 001B: 2000 > TIMERA // int > @ 004D: jump_if_false @BANKJO4_23628 0001: wait 0 ms 0002: jump @BANKJO4_23598 :BANKJO4_23628 00BA: text_styled 'ASSET_A' 10000 ms 6 01E5: text_1number_highpriority 'ASSET_B' $640 time 10000 1 015F: set_camera_position 493.6 -87.0 10.8 rotation 0.0 0.0 0.0 0160: point_camera 492.6 -77.4 13.2 switchstyle 2 0006: TIMERA = 0 // @ = int :BANKJO4_23719 00D6: if 001B: 1500 > TIMERA // int > @ 004D: jump_if_false @BANKJO4_23749 0001: wait 0 ms 0002: jump @BANKJO4_23719 :BANKJO4_23749 0160: point_camera $564 $565 $566 switchstyle 1 0006: TIMERA = 0 // @ = int :BANKJO4_23769 00D6: if 001B: 1000 > TIMERA // int > @ 004D: jump_if_false @BANKJO4_23799 0001: wait 0 ms 0002: jump @BANKJO4_23769 :BANKJO4_23799 0006: TIMERA = 0 // @ = int :BANKJO4_23806 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @BANKJO4_23836 0001: wait 0 ms 0002: jump @BANKJO4_23806 :BANKJO4_23836 016A: fade 0 500 ms :BANKJO4_23843 00D6: if 016B: fading 004D: jump_if_false @BANKJO4_23867 0001: wait 0 ms 0002: jump @BANKJO4_23843 :BANKJO4_23867 03CB: load_scene -833.6 -908.5 11.11 0395: clear_area 1 at -833.6 -908.5 11.11 range 2.0 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @BANKJO4_23951 012A: put_player $PLAYER_CHAR at -833.6 -908.5 11.11 and_remove_from_car 0002: jump @BANKJO4_23971 :BANKJO4_23951 0055: put_player $PLAYER_CHAR at -833.6 -908.5 11.11 :BANKJO4_23971 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @BANKJO4_24023 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER2' 038B: load_requested_models 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @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 02EB: restore_camera_with_jumpcut 00BE: text_clear_all 016A: fade 1 1500 ms :BANKJO4_24064 00D6: if 016B: fading 004D: jump_if_false @BANKJO4_24088 0001: wait 0 ms 0002: jump @BANKJO4_24064 :BANKJO4_24088 043C: set_game_sounds_disable_on_fade 1 01B4: set_player $PLAYER_CHAR can_move 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 04E3: set_player $PLAYER_CHAR mood 3 duration 60000 02A3: enable_widescreen 0 0318: set_latest_mission_passed 'BANK_4' 0004: $642 = 1 // $ = int 0008: $1175 += 1 // $ += int 0004: $251 = 1 // $ = int 0110: clear_player $PLAYER_CHAR wanted_level 030C: progress_made += 1 055B: $1296 = create_clothes_pickup 7 at 465.3 -57.4 15.7 0213: $1307 = create_pickup #KNIFECUR type 2 at 468.5 -54.2 15.7 0004: $1276 = 1 // $ = int 004F: create_thread @CLOTH9 004F: create_thread @AMBBANK 0051: return :BANKJO4_24234 016A: fade 0 1500 ms :BANKJO4_24241 00D6: if 016B: fading 004D: jump_if_false @BANKJO4_24265 0001: wait 0 ms 0002: jump @BANKJO4_24241 :BANKJO4_24265 04FA: clear_extra_colors_with_fade 0 01EB: set_traffic_density_multiplier_to 1.0 03AD: set_rubbish 1 04BB: select_interiour 0 // select render area 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 13.5 range 1.0 03CB: load_scene -893.0 -341.0 13.5 0055: put_player $PLAYER_CHAR at -893.0 -341.0 12.0 0004: $985 = 0 // $ = int 0171: set_player $PLAYER_CHAR z_angle_to 270.0 03C8: set_camera_directly_before_player 0051: return :BANKJO4_24398 00D6: if 0118: actor $4129 dead 004D: jump_if_false @BANKJO4_24438 00BC: text_highpriority 'H_DEAD' time 5000 1 0004: $4105 = 1 // $ = int 0051: return :BANKJO4_24438 00D6: if 0119: car $4135 wrecked 004D: jump_if_false @BANKJO4_24476 00BC: text_highpriority 'TRASHED' time 5000 1 0004: $4105 = 1 // $ = int :BANKJO4_24476 0051: return :BANKJO4_24478 00D6: if 0038: $4104 == 0 // $ == int 004D: jump_if_false @BANKJO4_24723 00D6: if 8119: not car $4135 wrecked 004D: jump_if_false @BANKJO4_24701 00D6: if 80DC: not player $PLAYER_CHAR in_car $4135 004D: jump_if_false @BANKJO4_24629 0004: $4101 = 0 // $ = int 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 00D6: if and 0038: $4104 == 0 // $ == int 0038: $4137 == 0 // $ == int 004D: jump_if_false @BANKJO4_24592 0186: $4136 = create_marker_above_car $4135 0004: $4137 = 1 // $ = int :BANKJO4_24592 00D6: if 0038: $4134 == 1 // $ == int 004D: jump_if_false @BANKJO4_24622 0164: disable_marker $4191 0004: $4134 = 0 // $ = int :BANKJO4_24622 0002: jump @BANKJO4_24666 :BANKJO4_24629 0004: $4101 = 1 // $ = int 00D6: if 0038: $4137 == 1 // $ == int 004D: jump_if_false @BANKJO4_24666 0164: disable_marker $4136 0004: $4137 = 0 // $ = int :BANKJO4_24666 00D6: if and 01F4: car $4135 flipped 01C1: car $4135 stopped 004D: jump_if_false @BANKJO4_24694 0004: $4105 = 1 // $ = int :BANKJO4_24694 0002: jump @BANKJO4_24723 :BANKJO4_24701 00BC: text_highpriority 'TRASHED' time 5000 1 0004: $4105 = 1 // $ = int :BANKJO4_24723 0051: return :BANKJO4_24725 00D6: if 8119: not car $4135 wrecked 004D: jump_if_false @BANKJO4_25122 00D6: if 0118: actor $4128 dead 004D: jump_if_false @BANKJO4_24786 00BC: text_highpriority 'P_DEAD' time 5000 1 0004: $4105 = 1 // $ = int 0002: jump @BANKJO4_25122 :BANKJO4_24786 00D6: if 0038: $4101 == 1 // $ == int 004D: jump_if_false @BANKJO4_24902 00D6: if 80DB: not actor $4128 in_car $4135 004D: jump_if_false @BANKJO4_24895 01D4: actor $4128 go_to_car $4135 and_enter_it_as_a_passenger 00D6: if and 0205: actor $4128 near_car $4135 radius 2.5 2.5 2.5 unknown 0 810F: not player $PLAYER_CHAR wanted_level > 0 004D: jump_if_false @BANKJO4_24888 0319: set_actor $4128 running 0 0002: jump @BANKJO4_24895 :BANKJO4_24888 0319: set_actor $4128 running 1 :BANKJO4_24895 0002: jump @BANKJO4_25001 :BANKJO4_24902 00D6: if 00E9: player $PLAYER_CHAR 0 $4128 radius 4.0 4.0 004D: jump_if_false @BANKJO4_24978 00D6: if 0038: $4184 == 0 // $ == int 004D: jump_if_false @BANKJO4_24971 011C: actor $4128 clear_objective 01DF: tie_actor $4128 to_player $PLAYER_CHAR 0004: $4184 = 1 // $ = int :BANKJO4_24971 0002: jump @BANKJO4_25001 :BANKJO4_24978 01E0: clear_leader $4128 0239: actor $4128 run_to $95 $96 0004: $4184 = 0 // $ = int :BANKJO4_25001 00D6: if 80E9: not player $PLAYER_CHAR 0 $4128 radius 20.0 20.0 004D: jump_if_false @BANKJO4_25092 00D6: if 0038: $4124 == 0 // $ == int 004D: jump_if_false @BANKJO4_25085 00BC: text_highpriority 'P_HIND' time 5000 1 0164: disable_marker $4191 0187: $4131 = create_marker_above_actor $4128 0004: $4124 = 1 // $ = int :BANKJO4_25085 0002: jump @BANKJO4_25122 :BANKJO4_25092 00D6: if 0038: $4124 == 1 // $ == int 004D: jump_if_false @BANKJO4_25122 0164: disable_marker $4131 0004: $4124 = 0 // $ = int :BANKJO4_25122 0051: return :BANKJO4_25124 00D6: if 8119: not car $4135 wrecked 004D: jump_if_false @BANKJO4_25521 00D6: if 0118: actor $4130 dead 004D: jump_if_false @BANKJO4_25185 00BC: text_highpriority 'C_DEAD' time 5000 1 0004: $4105 = 1 // $ = int 0002: jump @BANKJO4_25521 :BANKJO4_25185 00D6: if 0038: $4101 == 1 // $ == int 004D: jump_if_false @BANKJO4_25301 00D6: if 80DB: not actor $4130 in_car $4135 004D: jump_if_false @BANKJO4_25294 01D4: actor $4130 go_to_car $4135 and_enter_it_as_a_passenger 00D6: if and 0205: actor $4130 near_car $4135 radius 2.5 2.5 2.5 unknown 0 810F: not player $PLAYER_CHAR wanted_level > 0 004D: jump_if_false @BANKJO4_25287 0319: set_actor $4130 running 0 0002: jump @BANKJO4_25294 :BANKJO4_25287 0319: set_actor $4130 running 1 :BANKJO4_25294 0002: jump @BANKJO4_25400 :BANKJO4_25301 00D6: if 00E9: player $PLAYER_CHAR 0 $4130 radius 4.0 4.0 004D: jump_if_false @BANKJO4_25377 00D6: if 0038: $4186 == 0 // $ == int 004D: jump_if_false @BANKJO4_25370 011C: actor $4130 clear_objective 01DF: tie_actor $4130 to_player $PLAYER_CHAR 0004: $4186 = 1 // $ = int :BANKJO4_25370 0002: jump @BANKJO4_25400 :BANKJO4_25377 01E0: clear_leader $4130 0239: actor $4130 run_to $95 $96 0004: $4186 = 0 // $ = int :BANKJO4_25400 00D6: if 80E9: not player $PLAYER_CHAR 0 $4130 radius 20.0 20.0 004D: jump_if_false @BANKJO4_25491 00D6: if 0038: $4126 == 0 // $ == int 004D: jump_if_false @BANKJO4_25484 00BC: text_highpriority 'C_HIND' time 5000 1 0164: disable_marker $4191 0187: $4133 = create_marker_above_actor $4130 0004: $4126 = 1 // $ = int :BANKJO4_25484 0002: jump @BANKJO4_25521 :BANKJO4_25491 00D6: if 0038: $4126 == 1 // $ == int 004D: jump_if_false @BANKJO4_25521 0164: disable_marker $4133 0004: $4126 = 0 // $ = int :BANKJO4_25521 0051: return :BANKJO4_25523 00D6: if and 0038: $4104 == 0 // $ == int 8119: not car $4135 wrecked 004D: jump_if_false @BANKJO4_25927 00D6: if 0118: actor $4129 dead 004D: jump_if_false @BANKJO4_25591 00BC: text_highpriority 'H_DEAD' time 5000 1 0004: $4105 = 1 // $ = int 0002: jump @BANKJO4_25927 :BANKJO4_25591 00D6: if 0038: $4101 == 1 // $ == int 004D: jump_if_false @BANKJO4_25707 00D6: if 80DB: not actor $4129 in_car $4135 004D: jump_if_false @BANKJO4_25700 01D4: actor $4129 go_to_car $4135 and_enter_it_as_a_passenger 00D6: if and 0205: actor $4129 near_car $4135 radius 2.5 2.5 2.5 unknown 0 810F: not player $PLAYER_CHAR wanted_level > 0 004D: jump_if_false @BANKJO4_25693 0319: set_actor $4129 running 0 0002: jump @BANKJO4_25700 :BANKJO4_25693 0319: set_actor $4129 running 1 :BANKJO4_25700 0002: jump @BANKJO4_25806 :BANKJO4_25707 00D6: if 00E9: player $PLAYER_CHAR 0 $4129 radius 4.0 4.0 004D: jump_if_false @BANKJO4_25783 00D6: if 0038: $4185 == 0 // $ == int 004D: jump_if_false @BANKJO4_25776 011C: actor $4129 clear_objective 01DF: tie_actor $4129 to_player $PLAYER_CHAR 0004: $4185 = 1 // $ = int :BANKJO4_25776 0002: jump @BANKJO4_25806 :BANKJO4_25783 01E0: clear_leader $4129 0239: actor $4129 run_to $95 $96 0004: $4185 = 0 // $ = int :BANKJO4_25806 00D6: if 80E9: not player $PLAYER_CHAR 0 $4129 radius 20.0 20.0 004D: jump_if_false @BANKJO4_25897 00D6: if 0038: $4125 == 0 // $ == int 004D: jump_if_false @BANKJO4_25890 00BC: text_highpriority 'H_HIND' time 5000 1 0164: disable_marker $4191 0187: $4132 = create_marker_above_actor $4129 0004: $4125 = 1 // $ = int :BANKJO4_25890 0002: jump @BANKJO4_25927 :BANKJO4_25897 00D6: if 0038: $4125 == 1 // $ == int 004D: jump_if_false @BANKJO4_25927 0164: disable_marker $4132 0004: $4125 = 0 // $ = int :BANKJO4_25927 0051: return 00D6: if or 0038: $4124 == 1 // $ == int 0038: $4125 == 1 // $ == int 0038: $4126 == 1 // $ == int 004D: jump_if_false @BANKJO4_25975 0004: $4134 = 0 // $ = int 0002: jump @BANKJO4_26038 :BANKJO4_25975 00D6: if 0038: $4101 == 1 // $ == int 004D: jump_if_false @BANKJO4_26038 00D6: if 0038: $4134 == 0 // $ == int 004D: jump_if_false @BANKJO4_26038 018A: $4191 = create_checkpoint_at -896.5 -341.0 13.4 0004: $4134 = 1 // $ = int :BANKJO4_26038 0051: return :BANKJO4_26040 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 0001: wait 5 ms 0164: disable_marker $4191 0164: disable_marker $4131 0164: disable_marker $4133 0164: disable_marker $4132 0164: disable_marker $4136 03AC: clear_route 1 03AC: clear_route 2 018E: stop_sound $4117 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @BANKJO4_26108 011C: actor $PLAYER_ACTOR clear_objective :BANKJO4_26108 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @BANKJO4_26138 01B4: set_player $PLAYER_CHAR can_move 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 :BANKJO4_26138 02EB: restore_camera_with_jumpcut 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: clear_extra_colors_with_fade 0 0249: release_model #GDA 0249: release_model #GDB 0249: release_model #SWAT 0249: release_model #GASGRENADE 0249: release_model #M4 0249: release_model #MP5LNG 0249: release_model #TAXI 0249: release_model #PYTHON 0249: release_model #ENFORCER 0249: release_model #WFYBU 0249: release_model #HFYBU 0249: release_model #WMORI 0249: release_model #OD_CLUBOUT_DY 0249: release_model #OD_CLUBOUT_NT 0249: release_model #OD_CLUBNEON 0249: release_model #OD_CLUBDOORS 0249: release_model #OD_CLBDR_CLOSE 0249: release_model #OD_CLBDR_OPEN 0249: release_model #VEG_PALMKBB11 0249: release_model #ODNROAD01_NT 0249: release_model #ODNROAD01_DY 0249: release_model #OD_CLUBBACK 0249: release_model #MIAMIODNROADXA 0249: release_model #LODD_BUILD2 0249: release_model #SPAD_BUILDNEW 0249: release_model #VEG_PALMBIG14 034F: destroy_actor_with_fade $4128 // The actor fades away like a ghost 034F: destroy_actor_with_fade $4130 // The actor fades away like a ghost 034F: destroy_actor_with_fade $4129 // The actor fades away like a ghost 034F: destroy_actor_with_fade $4122 // The actor fades away like a ghost 0215: destroy_pickup $4202 01C2: mark_actor_as_no_longer_needed $4107 01C2: mark_actor_as_no_longer_needed $4108 01C2: mark_actor_as_no_longer_needed $4109 01C2: mark_actor_as_no_longer_needed $4110 01C2: mark_actor_as_no_longer_needed $4111 01C2: mark_actor_as_no_longer_needed $4112 01C3: mark_car_as_no_longer_needed $4146 01C3: mark_car_as_no_longer_needed $4147 01C3: mark_car_as_no_longer_needed $4148 01C3: mark_car_as_no_longer_needed $4135 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0050: gosub @BANKJO4_26700 029B: $1823 = init_object #UNROCKETED_WIN1 at -899.851 -341.061 14.318 01C7: remove_object_from_mission_cleanup_list $1823 029B: $1824 = init_object #BNK_GRILL01 at -899.214 -333.656 21.0 0392: object $1824 toggle_in_moving_list 0 01C7: remove_object_from_mission_cleanup_list $1824 0566: object $1824 set_interior 3 029B: $1825 = init_object #BNK_GRILL01 at -899.214 -348.466 21.03 0392: object $1825 toggle_in_moving_list 0 01C7: remove_object_from_mission_cleanup_list $1825 0566: object $1825 set_interior 3 029B: $1826 = init_object #BNK_GRILL01 at -907.307 -336.618 23.7 0392: object $1826 toggle_in_moving_list 0 01C7: remove_object_from_mission_cleanup_list $1826 0566: object $1826 set_interior 3 029B: $1827 = init_object #BNK_GRILL01 at -907.307 -345.504 23.7 0392: object $1827 toggle_in_moving_list 0 01C7: remove_object_from_mission_cleanup_list $1827 0566: object $1827 set_interior 3 029B: $1828 = init_object #BNK_GRILL01 at -915.401 -336.6184 23.7 0392: object $1828 toggle_in_moving_list 0 01C7: remove_object_from_mission_cleanup_list $1828 0566: object $1828 set_interior 3 029B: $1829 = init_object #BNK_GRILL01 at -915.401 -345.5 23.7 0392: object $1829 toggle_in_moving_list 0 01C7: remove_object_from_mission_cleanup_list $1829 0566: object $1829 set_interior 3 0004: $ONMISSION = 0 // $ = int 00D8: mission_cleanup 0051: return :BANKJO4_26700 0108: destroy_object $1823 0108: destroy_object $1824 0108: destroy_object $1825 0108: destroy_object $1826 0108: destroy_object $1827 0108: destroy_object $1828 0108: destroy_object $1829 009B: destroy_actor_instantly $4138 009B: destroy_actor_instantly $4139 009B: destroy_actor_instantly $4140 009B: destroy_actor_instantly $4141 009B: destroy_actor_instantly $4142 009B: destroy_actor_instantly $4143 009B: destroy_actor_instantly $4144 009B: destroy_actor_instantly $4145 009B: destroy_actor_instantly $4107 009B: destroy_actor_instantly $4108 009B: destroy_actor_instantly $4109 009B: destroy_actor_instantly $4110 009B: destroy_actor_instantly $4111 009B: destroy_actor_instantly $4112 009B: destroy_actor_instantly $4113 009B: destroy_actor_instantly $4114 009B: destroy_actor_instantly $4118 009B: destroy_actor_instantly $4119 009B: destroy_actor_instantly $4120 009B: destroy_actor_instantly $4121 0215: destroy_pickup $4150 0215: destroy_pickup $4149 0108: destroy_object $4151 0108: destroy_object $4152 0051: return :BANKJO4_26857 01BD: $360 = current_time_in_ms 0084: $359 = $360 // $ = $ int 0060: $359 -= $358 // $ -= $ int 0051: return :BANKJO4_26880 00D6: if 83D0: not wav $4099 loaded 004D: jump_if_false @BANKJO4_26973 0001: wait 0 ms 00D6: if 0038: $4212 == 1 // $ == int 004D: jump_if_false @BANKJO4_26966 00D6: if 00F5: player $PLAYER_CHAR 1 -833.0 -348.0 10.0 radius 4.0 4.0 4.0 004D: jump_if_false @BANKJO4_26966 :BANKJO4_26966 0002: jump @BANKJO4_26880 :BANKJO4_26973 03D1: play_wav $4099 0051: return :BANKJO4_26980 00D6: if 83D2: not wav $4099 ended 004D: jump_if_false @BANKJO4_27073 0001: wait 0 ms 00D6: if 0038: $4212 == 1 // $ == int 004D: jump_if_false @BANKJO4_27066 00D6: if 00F5: player $PLAYER_CHAR 1 -833.0 -348.0 10.0 radius 4.0 4.0 4.0 004D: jump_if_false @BANKJO4_27066 :BANKJO4_27066 0002: jump @BANKJO4_26980 :BANKJO4_27073 00BE: text_clear_all 0051: return :BANKJO4_27077 00D6: if 0038: $4211 == 0 // $ == int 004D: jump_if_false @BANKJO4_27582 00D6: if 8118: not actor $4138 dead 004D: jump_if_false @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 00D6: if 8118: not actor $4139 dead 004D: jump_if_false @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 00D6: if 8118: not actor $4140 dead 004D: jump_if_false @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 00D6: if 8118: not actor $4141 dead 004D: jump_if_false @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 00D6: if 8118: not actor $4142 dead 004D: jump_if_false @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 00D6: if 8118: not actor $4143 dead 004D: jump_if_false @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 00D6: if 8118: not actor $4144 dead 004D: jump_if_false @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 00D6: if 8118: not actor $4145 dead 004D: jump_if_false @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 00D6: if 8118: not actor $4109 dead 004D: jump_if_false @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 00D6: if 8118: not actor $4108 dead 004D: jump_if_false @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 00D6: if 8118: not actor $4107 dead 004D: jump_if_false @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 00D6: if 8118: not actor $4122 dead 004D: jump_if_false @BANKJO4_27575 00D6: if 0038: $4206 == 1 // $ == int 004D: jump_if_false @BANKJO4_27566 04EB: actor $4122 crouch 1 999999 ms 0002: jump @BANKJO4_27575 :BANKJO4_27566 04EB: actor $4122 crouch 0 0 ms :BANKJO4_27575 0004: $4211 = 1 // $ = int :BANKJO4_27582 0051: return :BANKJO4_27584 00D6: if and 0118: actor $4138 dead 0039: 1@ == 0 // @ == int 004D: jump_if_false @BANKJO4_27621 000A: 0@ += 1 // @ += int 0006: 1@ = 1 // @ = int :BANKJO4_27621 00D6: if and 0118: actor $4139 dead 0039: 2@ == 0 // @ == int 004D: jump_if_false @BANKJO4_27658 000A: 0@ += 1 // @ += int 0006: 2@ = 1 // @ = int :BANKJO4_27658 00D6: if and 0118: actor $4140 dead 0039: 3@ == 0 // @ == int 004D: jump_if_false @BANKJO4_27695 000A: 0@ += 1 // @ += int 0006: 3@ = 1 // @ = int :BANKJO4_27695 00D6: if and 0118: actor $4141 dead 0039: 4@ == 0 // @ == int 004D: jump_if_false @BANKJO4_27732 000A: 0@ += 1 // @ += int 0006: 4@ = 1 // @ = int :BANKJO4_27732 00D6: if and 0118: actor $4142 dead 0039: 5@ == 0 // @ == int 004D: jump_if_false @BANKJO4_27769 000A: 0@ += 1 // @ += int 0006: 5@ = 1 // @ = int :BANKJO4_27769 00D6: if and 0118: actor $4143 dead 0039: 6@ == 0 // @ == int 004D: jump_if_false @BANKJO4_27806 000A: 0@ += 1 // @ += int 0006: 6@ = 1 // @ = int :BANKJO4_27806 00D6: if and 0118: actor $4144 dead 0039: 7@ == 0 // @ == int 004D: jump_if_false @BANKJO4_27843 000A: 0@ += 1 // @ += int 0006: 7@ = 1 // @ = int :BANKJO4_27843 00D6: if and 0118: actor $4145 dead 0039: 8@ == 0 // @ == int 004D: jump_if_false @BANKJO4_27880 000A: 0@ += 1 // @ += int 0006: 8@ = 1 // @ = int :BANKJO4_27880 00D6: if and 0118: actor $4109 dead 0039: 9@ == 0 // @ == int 004D: jump_if_false @BANKJO4_27917 000A: 0@ += 1 // @ += int 0006: 9@ = 1 // @ = int :BANKJO4_27917 00D6: if and 0118: actor $4108 dead 0039: 10@ == 0 // @ == int 004D: jump_if_false @BANKJO4_27954 000A: 0@ += 1 // @ += int 0006: 10@ = 1 // @ = int :BANKJO4_27954 00D6: if and 0118: actor $4107 dead 0039: 11@ == 0 // @ == int 004D: jump_if_false @BANKJO4_27991 000A: 0@ += 1 // @ += int 0006: 11@ = 1 // @ = int :BANKJO4_27991 00D6: if and 0019: 0@ > 2 // @ > int 0038: $4187 == 0 // $ == int 004D: jump_if_false @BANKJO4_28326 0084: $4188 = $4138 // $ = $ int 0050: gosub @BANKJO4_28328 0084: $4188 = $4139 // $ = $ int 0050: gosub @BANKJO4_28328 0084: $4188 = $4140 // $ = $ int 0050: gosub @BANKJO4_28328 0084: $4188 = $4141 // $ = $ int 0050: gosub @BANKJO4_28328 0084: $4188 = $4142 // $ = $ int 0050: gosub @BANKJO4_28328 0084: $4188 = $4143 // $ = $ int 0050: gosub @BANKJO4_28328 0084: $4188 = $4144 // $ = $ int 0050: gosub @BANKJO4_28328 0084: $4188 = $4145 // $ = $ int 0050: gosub @BANKJO4_28328 0084: $4188 = $4107 // $ = $ int 0050: gosub @BANKJO4_28328 0084: $4188 = $4108 // $ = $ int 0050: gosub @BANKJO4_28328 0084: $4188 = $4109 // $ = $ int 0050: gosub @BANKJO4_28328 00D6: if 8118: not actor $4128 dead 004D: jump_if_false @BANKJO4_28227 011A: set_actor $4128 search_threat 2048 011A: set_actor $4128 search_threat 64 0291: set_actor $4128 heed_threats 1 01DF: tie_actor $4128 to_player $PLAYER_CHAR :BANKJO4_28227 00D6: if and 8118: not actor $4130 dead 0038: $4163 == 0 // $ == int 004D: jump_if_false @BANKJO4_28280 011A: set_actor $4130 search_threat 2048 011A: set_actor $4130 search_threat 64 0291: set_actor $4130 heed_threats 1 01DF: tie_actor $4130 to_player $PLAYER_CHAR :BANKJO4_28280 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 022A: remove_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 0004: $4187 = 1 // $ = int :BANKJO4_28326 0051: return :BANKJO4_28328 00D6: if 8118: not actor $4188 dead 004D: jump_if_false @BANKJO4_28458 0209: $4189 = random_int_in_ranges 0 2 00D6: if 0038: $4189 == 0 // $ == int 004D: jump_if_false @BANKJO4_28418 00D6: if 8118: not actor $4128 dead 004D: jump_if_false @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 0002: jump @BANKJO4_28458 :BANKJO4_28418 00D6: if 8118: not actor $4130 dead 004D: jump_if_false @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 0051: return :BANKJO4_28460 0164: disable_marker $4131 0164: disable_marker $4133 0051: return :BANKJO4_28472 00D6: if 0057: player $PLAYER_CHAR 0 -926.3 -330.0 12.4 -929.0 -327.67 15.0 004D: jump_if_false @BANKJO4_28787 00D6: if 0038: $4206 == 0 // $ == int 004D: jump_if_false @BANKJO4_28780 009A: $4112 = create_actor_pedtype 4 model #GDA at -918.7 -353.3 16.8 01ED: clear_actor $4112 threat_search 011A: set_actor $4112 search_threat 1 0173: set_actor $4112 z_angle_to 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 00D6: if 8118: not actor $4128 dead 004D: jump_if_false @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 00A1: put_actor $4128 at -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 009A: $4122 = create_actor_pedtype 4 model #WMORI at -963.8 -336.43 14.6 0489: set_actor $4122 muted 1 0173: set_actor $4122 z_angle_to 205.0 01ED: clear_actor $4122 threat_search 04EB: actor $4122 crouch 1 300000 ms 0243: set_actor $4122 ped_stats_to 13 0004: $4206 = 1 // $ = int :BANKJO4_28780 0050: gosub @BANKJO4_27077 :BANKJO4_28787 0051: return :BANKJO4_28789 00D6: if 0118: actor $4130 dead 004D: jump_if_false @BANKJO4_28827 0004: $4105 = 1 // $ = int 00BC: text_highpriority 'C_DEAD' time 5000 1 :BANKJO4_28827 0051: return :BANKJO4_28829 00D6: if 0118: actor $4128 dead 004D: jump_if_false @BANKJO4_28867 00BC: text_highpriority 'P_DEAD' time 5000 1 0004: $4105 = 1 // $ = int :BANKJO4_28867 0051: return :BANKJO4_28869 00D6: if 8118: not actor $4128 dead 004D: jump_if_false @BANKJO4_29018 00D6: if 00FB: player $PLAYER_CHAR 0 $4128 radius 10.0 10.0 10.0 004D: jump_if_false @BANKJO4_28958 00D6: if 0038: $4124 == 1 // $ == int 004D: jump_if_false @BANKJO4_28951 0164: disable_marker $4131 0004: $4124 = 0 // $ = int :BANKJO4_28951 0002: jump @BANKJO4_29011 :BANKJO4_28958 00D6: if 0038: $4124 == 0 // $ == int 004D: jump_if_false @BANKJO4_29011 0164: disable_marker $4131 0187: $4131 = create_marker_above_actor $4128 00BC: text_highpriority 'P_HIND' time 5000 1 0004: $4124 = 1 // $ = int :BANKJO4_29011 0002: jump @BANKJO4_29040 :BANKJO4_29018 00BC: text_highpriority 'P_DEAD' time 5000 1 0004: $4105 = 1 // $ = int :BANKJO4_29040 00D6: if 0118: actor $4130 dead 004D: jump_if_false @BANKJO4_29063 0004: $4200 = 1 // $ = int :BANKJO4_29063 0051: return :BANKJO4_29065 00D6: if 0118: actor $4122 dead 004D: jump_if_false @BANKJO4_29103 00BC: text_highpriority 'BM_DEAD' time 5000 1 0004: $4105 = 1 // $ = int :BANKJO4_29103 0051: return :BANKJO4_29105 00D6: if 00F6: player $PLAYER_CHAR 0 -954.5 -341.87 14.6 radius 1.5 1.5 2.0 004D: jump_if_false @BANKJO4_30038 00D6: if 0038: $4196 == 0 // $ == int 004D: jump_if_false @BANKJO4_30031 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 02A3: enable_widescreen 1 0169: set_fade_color 0 0 1 016A: fade 0 250 ms :BANKJO4_29204 00D6: if 016B: fading 004D: jump_if_false @BANKJO4_29228 0001: wait 0 ms 0002: jump @BANKJO4_29204 :BANKJO4_29228 01BD: $358 = current_time_in_ms 015F: set_camera_position -916.4 -330.55 15.86 rotation 0.0 0.0 0.0 0160: point_camera -922.5 -338.75 13.44 switchstyle 2 04C7: toggle_camera_green_scanlines 1 016A: fade 1 250 ms :BANKJO4_29295 00D6: if 016B: fading 004D: jump_if_false @BANKJO4_29319 0001: wait 0 ms 0002: jump @BANKJO4_29295 :BANKJO4_29319 00BC: text_highpriority 'EXIT_1' time 5000 1 :BANKJO4_29334 00D6: if 0038: $4194 == 0 // $ == int 004D: jump_if_false @BANKJO4_29903 0001: wait 0 ms 0050: gosub @BANKJO4_26857 00D6: if and 0018: $359 > 2000 // $ > int 0038: $4195 == 0 // $ == int 004D: jump_if_false @BANKJO4_29447 015F: set_camera_position -910.7 -351.9 16.0 rotation 0.0 0.0 0.0 0160: point_camera -901.5 -342.45 13.7 switchstyle 2 0004: $4195 = 1 // $ = int :BANKJO4_29447 00D6: if and 0018: $359 > 4000 // $ > int 0038: $4195 == 1 // $ == int 004D: jump_if_false @BANKJO4_29531 015F: set_camera_position -926.3 -339.6 20.5 rotation 0.0 0.0 0.0 0160: point_camera -931.0 -345.9 17.47 switchstyle 2 0004: $4195 = 2 // $ = int :BANKJO4_29531 00D6: if and 0018: $359 > 6000 // $ > int 0038: $4195 == 2 // $ == int 004D: jump_if_false @BANKJO4_29615 015F: set_camera_position -959.0 -328.4 17.85 rotation 0.0 0.0 0.0 0160: point_camera -963.5 -334.6 15.6 switchstyle 2 0004: $4195 = 3 // $ = int :BANKJO4_29615 00D6: if and 0018: $359 > 8000 // $ > int 0038: $4195 == 3 // $ == int 004D: jump_if_false @BANKJO4_29699 015F: set_camera_position -933.4 -340.23 9.5 rotation 0.0 0.0 0.0 0160: point_camera -936.67 -344.34 7.8 switchstyle 2 0004: $4195 = 4 // $ = int :BANKJO4_29699 00D6: if and 0018: $359 > 10000 // $ > int 0038: $4195 == 4 // $ == int 004D: jump_if_false @BANKJO4_29783 015F: set_camera_position -936.8 -343.7 9.1 rotation 0.0 0.0 0.0 0160: point_camera -942.15 -343.74 7.4 switchstyle 2 0004: $4195 = 5 // $ = int :BANKJO4_29783 00D6: if and 0018: $359 > 12000 // $ > int 0038: $4195 == 5 // $ == int 004D: jump_if_false @BANKJO4_29872 015F: set_camera_position -916.4 -330.55 15.86 rotation 0.0 0.0 0.0 0160: point_camera -922.5 -338.75 13.44 switchstyle 2 01BD: $358 = current_time_in_ms 0004: $4195 = 0 // $ = int :BANKJO4_29872 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @BANKJO4_29896 0004: $4194 = 1 // $ = int :BANKJO4_29896 0002: jump @BANKJO4_29334 :BANKJO4_29903 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @BANKJO4_29931 0001: wait 0 ms 0002: jump @BANKJO4_29903 :BANKJO4_29931 016A: fade 0 250 ms :BANKJO4_29938 00D6: if 016B: fading 004D: jump_if_false @BANKJO4_29962 0001: wait 0 ms 0002: jump @BANKJO4_29938 :BANKJO4_29962 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 02A3: enable_widescreen 0 04C7: toggle_camera_green_scanlines 0 0004: $4194 = 0 // $ = int 0004: $4196 = 1 // $ = int 016A: fade 1 250 ms :BANKJO4_30007 00D6: if 016B: fading 004D: jump_if_false @BANKJO4_30031 0001: wait 0 ms 0002: jump @BANKJO4_30007 :BANKJO4_30031 0002: jump @BANKJO4_30045 :BANKJO4_30038 0004: $4196 = 0 // $ = int :BANKJO4_30045 0051: return :BANKJO4_30047 00D6: if 0038: $4187 == 0 // $ == int 004D: jump_if_false @BANKJO4_30070 0110: clear_player $PLAYER_CHAR wanted_level :BANKJO4_30070 0051: return :BANKJO4_30072 0004: $4099 = 1 // $ = int 00D6: if 0038: $4153 == 0 // $ == int 004D: jump_if_false @BANKJO4_30190 03CF: load_wav 'BNK4_1' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_1' time 10000 1 0050: gosub @BANKJO4_26980 03CF: load_wav 'BNK4_2' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_2' time 10000 1 0050: gosub @BANKJO4_26980 00BE: text_clear_all 0004: $4153 = 1 // $ = int :BANKJO4_30190 00D6: if and 8119: not car $4135 wrecked 0018: $359 > 20000 // $ > int 004D: jump_if_false @BANKJO4_30766 00D6: if and 00DC: player $PLAYER_CHAR in_car $4135 8118: not actor $4128 dead 004D: jump_if_false @BANKJO4_30766 00D6: if and 00DB: actor $4128 in_car $4135 8118: not actor $4129 dead 004D: jump_if_false @BANKJO4_30766 00D6: if and 00DB: actor $4129 in_car $4135 8118: not actor $4130 dead 004D: jump_if_false @BANKJO4_30766 00D6: if 00DB: actor $4130 in_car $4135 004D: jump_if_false @BANKJO4_30704 00D6: if 0038: $4153 == 6 // $ == int 004D: jump_if_false @BANKJO4_30360 00D6: if 001A: 1 > $4154 // int > $ 004D: jump_if_false @BANKJO4_30348 0004: $4154 = 1 // $ = int :BANKJO4_30348 0004: $4153 = 7 // $ = int 01BD: $358 = current_time_in_ms :BANKJO4_30360 00D6: if 0038: $4153 == 5 // $ == int 004D: jump_if_false @BANKJO4_30429 03CF: load_wav 'BNK4_3F' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_3F' time 10000 1 0050: gosub @BANKJO4_26980 00BE: text_clear_all 0004: $4153 = 6 // $ = int :BANKJO4_30429 00D6: if 0038: $4153 == 4 // $ == int 004D: jump_if_false @BANKJO4_30496 03CF: load_wav 'BNK4_3E' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_3E' time 10000 1 0050: gosub @BANKJO4_26980 0004: $4153 = 5 // $ = int :BANKJO4_30496 00D6: if 0038: $4153 == 3 // $ == int 004D: jump_if_false @BANKJO4_30563 03CF: load_wav 'BNK4_3D' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_3D' time 10000 1 0050: gosub @BANKJO4_26980 0004: $4153 = 4 // $ = int :BANKJO4_30563 00D6: if 0038: $4153 == 2 // $ == int 004D: jump_if_false @BANKJO4_30630 03CF: load_wav 'BNK4_3C' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_3C' time 10000 1 0050: gosub @BANKJO4_26980 0004: $4153 = 3 // $ = int :BANKJO4_30630 00D6: if 0038: $4153 == 1 // $ == int 004D: jump_if_false @BANKJO4_30697 03CF: load_wav 'BNK4_3B' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_3B' time 10000 1 0050: gosub @BANKJO4_26980 0004: $4153 = 2 // $ = int :BANKJO4_30697 0002: jump @BANKJO4_30766 :BANKJO4_30704 00D6: if and 001A: 6 > $4153 // int > $ 0018: $4153 > 1 // $ > int 004D: jump_if_false @BANKJO4_30766 0004: $4153 = 7 // $ = int 00D6: if 001A: 1 > $4154 // int > $ 004D: jump_if_false @BANKJO4_30766 0004: $4154 = 1 // $ = int 01BD: $358 = current_time_in_ms :BANKJO4_30766 0051: return :BANKJO4_30768 0004: $4099 = 1 // $ = int 00D6: if and 0018: $359 > 40000 // $ > int 0018: $4154 > 0 // $ > int 004D: jump_if_false @BANKJO4_31046 00D6: if 8119: not car $4135 wrecked 004D: jump_if_false @BANKJO4_31046 00D6: if and 00DC: player $PLAYER_CHAR in_car $4135 8118: not actor $4128 dead 004D: jump_if_false @BANKJO4_31046 00D6: if and 00DB: actor $4128 in_car $4135 8118: not actor $4129 dead 004D: jump_if_false @BANKJO4_31046 00D6: if and 00DB: actor $4129 in_car $4135 8118: not actor $4130 dead 004D: jump_if_false @BANKJO4_31046 00D6: if 00DB: actor $4130 in_car $4135 004D: jump_if_false @BANKJO4_31046 00D6: if 0038: $4154 == 2 // $ == int 004D: jump_if_false @BANKJO4_30977 03CF: load_wav 'BNK4_3J' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_3J' time 10000 1 0050: gosub @BANKJO4_26980 0004: $4154 = 3 // $ = int :BANKJO4_30977 00D6: if 0038: $4154 == 1 // $ == int 004D: jump_if_false @BANKJO4_31046 03CF: load_wav 'BNK4_3I' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_3I' time 10000 1 0050: gosub @BANKJO4_26980 00BE: text_clear_all 0004: $4154 = 2 // $ = int :BANKJO4_31046 0051: return :BANKJO4_31048 0004: $4099 = 1 // $ = int 0084: $4156 = $4153 // $ = $ int 0004: $4153 = 10 // $ = int 0084: $4157 = $4154 // $ = $ int 0004: $4154 = 10 // $ = int 00D6: if 0038: $4155 == 7 // $ == int 004D: jump_if_false @BANKJO4_31175 03CF: load_wav 'BNK4_3U' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_3U' time 10000 1 0050: gosub @BANKJO4_26980 0004: $4160 = 1 // $ = int 0084: $4153 = $4156 // $ = $ int 0084: $4154 = $4157 // $ = $ int 0004: $4155 = 8 // $ = int :BANKJO4_31175 00D6: if 0038: $4155 == 6 // $ == int 004D: jump_if_false @BANKJO4_31242 03CF: load_wav 'BNK4_3T' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_3T' time 10000 1 0050: gosub @BANKJO4_26980 0004: $4155 = 7 // $ = int :BANKJO4_31242 00D6: if 0038: $4155 == 5 // $ == int 004D: jump_if_false @BANKJO4_31311 03CF: load_wav 'BNK4_3S' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_3S' time 10000 1 0050: gosub @BANKJO4_26980 00BE: text_clear_all 0004: $4155 = 6 // $ = int :BANKJO4_31311 00D6: if 0038: $4155 == 4 // $ == int 004D: jump_if_false @BANKJO4_31378 03CF: load_wav 'BNK4_3R' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_3R' time 10000 1 0050: gosub @BANKJO4_26980 0004: $4155 = 5 // $ = int :BANKJO4_31378 00D6: if 0038: $4155 == 3 // $ == int 004D: jump_if_false @BANKJO4_31445 03CF: load_wav 'BNK4_3Q' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_3Q' time 10000 1 0050: gosub @BANKJO4_26980 0004: $4155 = 4 // $ = int :BANKJO4_31445 00D6: if 0038: $4155 == 2 // $ == int 004D: jump_if_false @BANKJO4_31512 03CF: load_wav 'BNK4_3P' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_3P' time 10000 1 0050: gosub @BANKJO4_26980 0004: $4155 = 3 // $ = int :BANKJO4_31512 00D6: if 0038: $4155 == 1 // $ == int 004D: jump_if_false @BANKJO4_31579 03CF: load_wav 'BNK4_3O' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_3O' time 10000 1 0050: gosub @BANKJO4_26980 0004: $4155 = 2 // $ = int :BANKJO4_31579 00D6: if 0038: $4155 == 0 // $ == int 004D: jump_if_false @BANKJO4_31646 03CF: load_wav 'BNK4_3M' as $4099 0050: gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_3M' time 10000 1 0050: gosub @BANKJO4_26980 0004: $4155 = 1 // $ = int :BANKJO4_31646 0051: return :BANKJO4_31648 0084: $4170 = $4164 // $ = $ int 0050: gosub @BANKJO4_31740 0084: $4170 = $4165 // $ = $ int 0050: gosub @BANKJO4_31740 0084: $4170 = $4166 // $ = $ int 0050: gosub @BANKJO4_31740 0084: $4170 = $4167 // $ = $ int 0050: gosub @BANKJO4_31740 0084: $4170 = $4168 // $ = $ int 0050: gosub @BANKJO4_31740 0084: $4170 = $4169 // $ = $ int 0050: gosub @BANKJO4_31740 0051: return :BANKJO4_31740 01BB: store_object $4170 position_to $4171 $4172 $4173 0400: create_coordinate $4177 $4178 $4179 from_object $4170 offset 0.0 0.0 0.2 0086: $4174 = $4177 // $ = $ float 0061: $4174 -= $4171 // $ -= $ float 0086: $4175 = $4178 // $ = $ float 0061: $4175 -= $4172 // $ -= $ float 0086: $4176 = $4179 // $ = $ float 0061: $4176 -= $4173 // $ -= $ float 0437: scatter_particle 23 0.3 at $4171 $4172 $4173 $4174 $4175 $4176 0051: return :BANKJO4_31860 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 0169: set_fade_color 0 0 1 016A: fade 0 1500 ms :BANKJO4_31889 00D6: if 016B: fading 004D: jump_if_false @BANKJO4_31987 0001: wait 0 ms 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 0002: 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 016A: fade 1 1500 ms :BANKJO4_32026 00D6: if 016B: fading 004D: jump_if_false @BANKJO4_32124 0001: wait 0 ms 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 0002: jump @BANKJO4_32026 :BANKJO4_32124 01B4: set_player $PLAYER_CHAR can_move 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 0051: return :BANKJO4_32140 0169: set_fade_color 0 0 1 016A: fade 0 1500 ms :BANKJO4_32155 00D6: if 016B: fading 004D: jump_if_false @BANKJO4_32253 0001: wait 0 ms 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 0002: 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 0051: return :BANKJO4_32287 016A: fade 1 1500 ms :BANKJO4_32294 00D6: if 016B: fading 004D: jump_if_false @BANKJO4_32392 0001: wait 0 ms 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 0002: jump @BANKJO4_32294 :BANKJO4_32392 01B4: set_player $PLAYER_CHAR can_move 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 0051: return //-------------Mission 25--------------- // Originally: Gun Runner :PHIL1 03A4: name_thread 'PHIL1' 0050: gosub @PHIL1_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @PHIL1_37 0050: gosub @PHIL1_12326 :PHIL1_37 0050: gosub @PHIL1_12408 004E: end_thread :PHIL1_46 03D5: remove_text 'M_FAIL' 0004: $ONMISSION = 1 // $ = int 0317: increment_mission_attempts 0001: wait 0 ms 054C: use_GXT_table 'PHIL1' 058E: set_restart_mission_taxi_destination -1004.5 311.1 9.9 155.7 0004: $4262 = 0 // $ = int 0004: $4263 = 0 // $ = int 0004: $4264 = 0 // $ = int 0004: $4265 = 0 // $ = int 0004: $4266 = 0 // $ = int 0004: $4267 = 0 // $ = int 0004: $4268 = 0 // $ = int 0004: $4269 = 0 // $ = int 0004: $4270 = 0 // $ = int 0004: $4271 = 2 // $ = int 0004: $4272 = 2 // $ = int 0004: $4273 = 2 // $ = int 0004: $4274 = 2 // $ = int 0004: $4275 = 0 // $ = int 0004: $4276 = 0 // $ = int 0004: $4277 = 1 // $ = int 0004: $4278 = 1 // $ = int 0004: $4279 = 1 // $ = int 0004: $4280 = 1 // $ = int 0004: $4281 = 0 // $ = int 0004: $4282 = 0 // $ = int 0004: $4283 = 0 // $ = int 0004: $4284 = 0 // $ = int 0004: $4285 = 0 // $ = int 0005: $4286 = 0.0 // $ = float 0004: $4287 = 0 // $ = int 0004: $4288 = 0 // $ = int 0004: $4289 = 0 // $ = int 0004: $4290 = 0 // $ = int 0004: $4291 = 0 // $ = int 0004: $4292 = 0 // $ = int 0004: $4293 = 0 // $ = int 0004: $4294 = 0 // $ = int 0004: $4295 = 0 // $ = int 0004: $4296 = 0 // $ = int 0004: $4297 = 0 // $ = int 0004: $4298 = 0 // $ = int 0004: $4299 = 0 // $ = int 0004: $4300 = 0 // $ = int 0004: $4302 = 0 // $ = int 0004: $4303 = 0 // $ = int 0004: $4304 = 0 // $ = int 0004: $4305 = 0 // $ = int 0004: $4306 = 0 // $ = int 0004: $4307 = 0 // $ = int 0004: $4308 = 0 // $ = int 0004: $4309 = 0 // $ = int 0004: $4310 = 0 // $ = int 0005: $95 = 0.0 // $ = float 0005: $96 = 0.0 // $ = float 0005: $97 = 0.0 // $ = float 0005: $4313 = 0.0 // $ = float 0005: $4314 = 0.0 // $ = float 0005: $4315 = 0.0 // $ = float 0005: $4316 = 0.0 // $ = float 0005: $4317 = 0.0 // $ = float 0005: $4318 = 0.0 // $ = float 0005: $4319 = 0.0 // $ = float 0005: $4320 = 0.0 // $ = float 0005: $4321 = 0.0 // $ = float 0005: $4322 = 0.0 // $ = float 0005: $4323 = 0.0 // $ = float 0005: $4324 = 0.0 // $ = float 0005: $4325 = 0.0 // $ = float 0005: $4326 = 0.0 // $ = float 0005: $4327 = 0.0 // $ = float 0005: $4328 = 0.0 // $ = float 0005: $4329 = 0.0 // $ = float 0005: $4330 = 0.0 // $ = float 0005: $4331 = 0.0 // $ = float 0005: $4332 = 0.0 // $ = float 0005: $4333 = 0.0 // $ = float 0005: $4334 = 0.0 // $ = float 0005: $4335 = 0.0 // $ = float 0005: $4336 = 0.0 // $ = float 0005: $4337 = 0.0 // $ = float 0005: $4338 = 0.0 // $ = float 0005: $4339 = 0.0 // $ = float 0005: $4340 = 0.0 // $ = float 0005: $4312 = 0.0 // $ = float 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSPHIL' 02F3: load_object #CUTOBJ01 'EXPLTRK' 03CB: load_scene -1099.62 327.21 10.23 038B: load_requested_models :PHIL1_816 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 004D: jump_if_false @PHIL1_846 0001: wait 0 ms 0002: jump @PHIL1_816 :PHIL1_846 00D6: if 8248: not model #CUTOBJ01 available 004D: jump_if_false @PHIL1_873 0001: wait 0 ms 0002: jump @PHIL1_846 :PHIL1_873 0395: clear_area 1 at -1083.1 321.1 11.2 range 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 10.2 range 1.0 0055: put_player $PLAYER_CHAR at -1098.8 342.6 10.2 0171: set_player $PLAYER_CHAR z_angle_to 265.8 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :PHIL1_1068 00D6: if 001A: 2823 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PHIL1_1103 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PHIL1_1068 :PHIL1_1103 00BC: text_highpriority 'PHIL1_A' time 10000 1 :PHIL1_1118 00D6: if 001A: 3522 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PHIL1_1153 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PHIL1_1118 :PHIL1_1153 00BC: text_highpriority 'PHIL1_B' time 10000 1 :PHIL1_1168 00D6: if 001A: 5525 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PHIL1_1203 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PHIL1_1168 :PHIL1_1203 00BC: text_highpriority 'PHIL1_C' time 10000 1 :PHIL1_1218 00D6: if 001A: 8000 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PHIL1_1253 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PHIL1_1218 :PHIL1_1253 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @PHIL1_1342 020C: create_explosion 2 at -1091.6 327.6 10.5 020C: create_explosion 11 at -1091.6 327.6 10.5 020C: create_explosion 1 at -1091.6 327.6 10.5 020C: create_explosion 6 at -1091.6 327.6 10.5 :PHIL1_1342 00D6: if 001A: 13868 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PHIL1_1377 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PHIL1_1342 :PHIL1_1377 00BC: text_highpriority 'PHIL1_O' time 10000 1 :PHIL1_1392 00D6: if 001A: 17669 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PHIL1_1427 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PHIL1_1392 :PHIL1_1427 00BC: text_highpriority 'PHIL1_D' time 10000 1 :PHIL1_1442 00D6: if 001A: 23022 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PHIL1_1477 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PHIL1_1442 :PHIL1_1477 00BC: text_highpriority 'PHIL1_E' time 10000 1 :PHIL1_1492 00D6: if 001A: 25871 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PHIL1_1527 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PHIL1_1492 :PHIL1_1527 00BC: text_highpriority 'PHIL1_F' time 10000 1 :PHIL1_1542 00D6: if 001A: 28447 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PHIL1_1577 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PHIL1_1542 :PHIL1_1577 00BC: text_highpriority 'PHIL1_G' time 10000 1 :PHIL1_1592 00D6: if 001A: 30702 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PHIL1_1627 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PHIL1_1592 :PHIL1_1627 00BC: text_highpriority 'PHIL1_H' time 10000 1 :PHIL1_1642 00D6: if 001A: 34919 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PHIL1_1679 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PHIL1_1642 :PHIL1_1679 00BC: text_highpriority 'PHIL1_I' time 10000 1 :PHIL1_1694 00D6: if 001A: 36645 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PHIL1_1731 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PHIL1_1694 :PHIL1_1731 00BC: text_highpriority 'PHIL1_J' time 10000 1 :PHIL1_1746 00D6: if 001A: 41023 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PHIL1_1783 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PHIL1_1746 :PHIL1_1783 00BC: text_highpriority 'PHIL1_K' time 10000 1 :PHIL1_1798 00D6: if 001A: 45336 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PHIL1_1835 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PHIL1_1798 :PHIL1_1835 00BC: text_highpriority 'PHIL1_L' time 10000 1 :PHIL1_1850 00D6: if 001A: 49603 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PHIL1_1887 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PHIL1_1850 :PHIL1_1887 00BC: text_highpriority 'PHIL1_M' time 10000 1 :PHIL1_1902 00D6: if 001A: 52389 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PHIL1_1939 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PHIL1_1902 :PHIL1_1939 00BC: text_highpriority 'PHIL1_N' time 10000 1 :PHIL1_1954 00D6: if 001A: 53589 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PHIL1_1991 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PHIL1_1954 :PHIL1_1991 00BE: text_clear_all :PHIL1_1993 00D6: if 001A: 54400 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PHIL1_2030 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PHIL1_1993 :PHIL1_2030 016A: fade 0 1500 ms 00BE: text_clear_all :PHIL1_2039 00D6: if 016B: fading 004D: jump_if_false @PHIL1_2063 0001: wait 0 ms 0002: jump @PHIL1_2039 :PHIL1_2063 03AD: set_rubbish 1 02EA: end_cutscene 0296: unload_special_actor 1 0296: unload_special_actor 2 0249: release_model #CUTOBJ01 01EB: set_traffic_density_multiplier_to 1.0 03DE: set_pedestrians_density_multiplier_to 1.0 0169: set_fade_color 0 0 0 0001: wait 500 ms 0373: set_camera_directly_behind_player 04E3: set_player $PLAYER_CHAR mood 0 duration 60000 0247: request_model #WALTON 0247: request_model #WMYCR 0247: request_model #FAGGIO 0247: request_model #GUNBOX 0247: request_model #PATRIOT :PHIL1_2147 00D6: if or 8248: not model #WALTON available 8248: not model #WMYCR available 8248: not model #FAGGIO available 8248: not model #GUNBOX available 8248: not model #PATRIOT available 004D: jump_if_false @PHIL1_2193 0001: wait 0 ms 0002: jump @PHIL1_2147 :PHIL1_2193 0247: request_model #PYTHON 0247: request_model #SHOTGSPA 0247: request_model #INGRAMSL 0247: request_model #M60 0247: request_model #UZI :PHIL1_2218 00D6: if or 8248: not model #PYTHON available 8248: not model #SHOTGSPA available 8248: not model #INGRAMSL available 8248: not model #M60 available 8248: not model #UZI available 004D: jump_if_false @PHIL1_2265 0001: wait 0 ms 0002: jump @PHIL1_2218 :PHIL1_2265 03CF: load_wav 'PHIL1_2' as 1 03CF: load_wav 'PHIL1_3' as 2 :PHIL1_2289 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @PHIL1_2319 0001: wait 0 ms 0002: jump @PHIL1_2289 :PHIL1_2319 00BC: text_highpriority 'PHI1_01' time 11000 1 0481: set_enter_car_range_multiplier 3.0 00A5: $4252 = create_car #PATRIOT at -1073.4 325.3 10.2 0175: set_car $4252 z_angle_to 259.7 032B: $4253 = create_weapon_pickup #BOMB 3 ammo 15 at -1058.6 325.9 11.2 016A: fade 1 1500 ms 00A5: $4226 = create_car #WALTON at -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 00AD: set_car $4226 max_speed_to 15.0 00AE: set_vehicle $4226 traffic_behavior_to 2 00A8: set_car $4226 to_psycho_driver 0428: set_car $4226 avoid_level_transitions 1 0186: $4254 = create_marker_above_car $4226 0107: $4248 = create_object #GUNBOX at -757.6 23.9 10.0 0382: set_object $4248 collision_detection 0 009A: $4246 = create_actor_pedtype 11 model #WMYCR at -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 00A5: $4227 = create_car #WALTON at -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 00AD: set_car $4227 max_speed_to 15.0 00AE: set_vehicle $4227 traffic_behavior_to 2 00A8: set_car $4227 to_psycho_driver 0428: set_car $4227 avoid_level_transitions 1 0186: $4255 = create_marker_above_car $4227 0107: $4249 = create_object #GUNBOX at -763.6 12.9 10.0 0382: set_object $4249 collision_detection 0 00A5: $4228 = create_car #WALTON at -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 00AD: set_car $4228 max_speed_to 15.0 00AE: set_vehicle $4228 traffic_behavior_to 2 00A8: set_car $4228 to_psycho_driver 0428: set_car $4228 avoid_level_transitions 1 0186: $4256 = create_marker_above_car $4228 009A: $4247 = create_actor_pedtype 11 model #WMYCR at -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 0107: $4250 = create_object #GUNBOX at -674.9 788.4 10.3 0382: set_object $4250 collision_detection 0 00A5: $4229 = create_car #WALTON at -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 00AD: set_car $4229 max_speed_to 15.0 00AE: set_vehicle $4229 traffic_behavior_to 2 00A8: set_car $4229 to_psycho_driver 0428: set_car $4229 avoid_level_transitions 1 0186: $4257 = create_marker_above_car $4229 0107: $4251 = create_object #GUNBOX at -674.9 777.1 10.3 0382: set_object $4251 collision_detection 0 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @PHIL1_3224 00A5: $4238 = create_car #FAGGIO at -844.0 -325.0 10.0 0129: $4242 = create_actor 4 #WMYCR in_car $4238 driverseat 00A5: $4239 = create_car #FAGGIO at -844.0 -325.0 10.0 0129: $4243 = create_actor 4 #WMYCR in_car $4239 driverseat 00A5: $4240 = create_car #FAGGIO at -844.0 -325.0 10.0 0129: $4244 = create_actor 4 #WMYCR in_car $4240 driverseat 00A5: $4241 = create_car #FAGGIO at -844.0 -325.0 10.0 0129: $4245 = create_actor 4 #WMYCR in_car $4241 driverseat :PHIL1_3224 0001: wait 0 ms 00D6: if 0214: pickup $4253 picked_up 004D: jump_if_false @PHIL1_3279 00D6: if 0038: $4311 == 0 // $ == int 004D: jump_if_false @PHIL1_3279 03E5: text_box 'PHI1_HP' 0004: $4311 = 1 // $ = int :PHIL1_3279 00D6: if 0038: $4262 == 0 // $ == int 004D: jump_if_false @PHIL1_6786 00D6: if 0038: $4287 == 4 // $ == int 004D: jump_if_false @PHIL1_3453 00D6: if 8119: not car $4226 wrecked 004D: jump_if_false @PHIL1_3344 0164: disable_marker $4254 0186: $4254 = create_marker_above_car $4226 :PHIL1_3344 00D6: if 8119: not car $4227 wrecked 004D: jump_if_false @PHIL1_3373 0164: disable_marker $4255 0186: $4255 = create_marker_above_car $4227 :PHIL1_3373 00D6: if 8119: not car $4228 wrecked 004D: jump_if_false @PHIL1_3402 0164: disable_marker $4256 0186: $4256 = create_marker_above_car $4228 :PHIL1_3402 00D6: if 8119: not car $4229 wrecked 004D: jump_if_false @PHIL1_3431 0164: disable_marker $4257 0186: $4257 = create_marker_above_car $4229 :PHIL1_3431 00BC: text_highpriority 'PHI1_04' time 11000 1 0004: $4262 = 1 // $ = int :PHIL1_3453 00D6: if 8119: not car $4226 wrecked 004D: jump_if_false @PHIL1_3828 00D6: if 0038: $4271 == 2 // $ == int 004D: jump_if_false @PHIL1_3510 035C: place_object $4248 relative_to_car $4226 offset 0.0 -2.0 0.3 :PHIL1_3510 0227: $4263 = car $4226 health 00D6: if 0038: $4271 == 2 // $ == int 004D: jump_if_false @PHIL1_3705 00D6: if or 001A: 970 > $4263 // int > $ 00DC: player $PLAYER_CHAR in_car $4226 0366: object $4248 damaged 004D: jump_if_false @PHIL1_3705 00D6: if 0038: $4292 == 0 // $ == int 004D: jump_if_false @PHIL1_3593 0004: $4292 = 1 // $ = int :PHIL1_3593 00D6: if 0038: $4267 == 0 // $ == int 004D: jump_if_false @PHIL1_3705 0050: gosub @PHIL1_17018 035C: place_object $4248 relative_to_car $4226 offset 0.0 -2.0 0.8 0382: set_object $4248 collision_detection 1 0392: object $4248 toggle_in_moving_list 1 038C: object $4248 scatter 0.0 0.0 3.0 0188: $4258 = create_marker_above_object $4248 00BC: text_highpriority 'PHI1_02' time 7000 1 0004: $4271 = 0 // $ = int :PHIL1_3705 00D6: if 001A: 300 > $4263 // int > $ 004D: jump_if_false @PHIL1_3821 00D6: if 8118: not actor $4246 dead 004D: jump_if_false @PHIL1_3778 0465: remove_actor $4246 from_turret_mode 00D6: if 0038: $4309 == 0 // $ == int 004D: jump_if_false @PHIL1_3778 01CC: actor $4246 kill_player $PLAYER_CHAR 0004: $4309 = 1 // $ = int :PHIL1_3778 00D6: if 8118: not actor $4230 dead 004D: jump_if_false @PHIL1_3821 00D6: if 00DB: actor $4230 in_car $4226 004D: jump_if_false @PHIL1_3821 01D3: actor $4230 leave_car $4226 :PHIL1_3821 0002: jump @PHIL1_3960 :PHIL1_3828 00D6: if 0038: $4271 == 2 // $ == int 004D: jump_if_false @PHIL1_3960 00D6: if 0038: $4292 == 0 // $ == int 004D: jump_if_false @PHIL1_3871 0004: $4292 = 1 // $ = int :PHIL1_3871 00D6: if 0038: $4267 == 0 // $ == int 004D: jump_if_false @PHIL1_3960 0050: gosub @PHIL1_17018 0382: set_object $4248 collision_detection 1 0392: object $4248 toggle_in_moving_list 1 038C: object $4248 scatter 0.0 0.0 3.0 0188: $4258 = create_marker_above_object $4248 00BC: text_highpriority 'PHI1_02' time 7000 1 0004: $4271 = 0 // $ = int :PHIL1_3960 00D6: if 8119: not car $4227 wrecked 004D: jump_if_false @PHIL1_4281 00D6: if 0038: $4272 == 2 // $ == int 004D: jump_if_false @PHIL1_4017 035C: place_object $4249 relative_to_car $4227 offset 0.0 -2.0 0.3 :PHIL1_4017 0227: $4264 = car $4227 health 00D6: if 0038: $4272 == 2 // $ == int 004D: jump_if_false @PHIL1_4212 00D6: if or 001A: 970 > $4264 // int > $ 00DC: player $PLAYER_CHAR in_car $4227 0366: object $4249 damaged 004D: jump_if_false @PHIL1_4212 00D6: if 0038: $4293 == 0 // $ == int 004D: jump_if_false @PHIL1_4100 0004: $4293 = 1 // $ = int :PHIL1_4100 00D6: if 0038: $4268 == 0 // $ == int 004D: jump_if_false @PHIL1_4212 0050: gosub @PHIL1_17018 035C: place_object $4249 relative_to_car $4227 offset 0.0 -2.0 0.8 0382: set_object $4249 collision_detection 1 0392: object $4249 toggle_in_moving_list 1 038C: object $4249 scatter 0.0 0.0 3.0 0188: $4259 = create_marker_above_object $4249 00BC: text_highpriority 'PHI1_02' time 7000 1 0004: $4272 = 0 // $ = int :PHIL1_4212 00D6: if 001A: 300 > $4264 // int > $ 004D: jump_if_false @PHIL1_4274 00D6: if 8118: not actor $4231 dead 004D: jump_if_false @PHIL1_4274 00D6: if 00DB: actor $4231 in_car $4227 004D: jump_if_false @PHIL1_4274 01D3: actor $4231 leave_car $4227 :PHIL1_4274 0002: jump @PHIL1_4413 :PHIL1_4281 00D6: if 0038: $4272 == 2 // $ == int 004D: jump_if_false @PHIL1_4413 00D6: if 0038: $4293 == 0 // $ == int 004D: jump_if_false @PHIL1_4324 0004: $4293 = 1 // $ = int :PHIL1_4324 00D6: if 0038: $4268 == 0 // $ == int 004D: jump_if_false @PHIL1_4413 0050: gosub @PHIL1_17018 0382: set_object $4249 collision_detection 1 0392: object $4249 toggle_in_moving_list 1 038C: object $4249 scatter 0.0 0.0 3.0 0188: $4259 = create_marker_above_object $4249 00BC: text_highpriority 'PHI1_02' time 7000 1 0004: $4272 = 0 // $ = int :PHIL1_4413 00D6: if 8119: not car $4228 wrecked 004D: jump_if_false @PHIL1_4788 00D6: if 0038: $4273 == 2 // $ == int 004D: jump_if_false @PHIL1_4470 035C: place_object $4250 relative_to_car $4228 offset 0.0 -2.0 0.3 :PHIL1_4470 0227: $4265 = car $4228 health 00D6: if 0038: $4273 == 2 // $ == int 004D: jump_if_false @PHIL1_4665 00D6: if or 001A: 970 > $4265 // int > $ 00DC: player $PLAYER_CHAR in_car $4228 0366: object $4250 damaged 004D: jump_if_false @PHIL1_4665 00D6: if 0038: $4294 == 0 // $ == int 004D: jump_if_false @PHIL1_4553 0004: $4294 = 1 // $ = int :PHIL1_4553 00D6: if 0038: $4269 == 0 // $ == int 004D: jump_if_false @PHIL1_4665 0050: gosub @PHIL1_17018 035C: place_object $4250 relative_to_car $4228 offset 0.0 -2.0 0.8 0382: set_object $4250 collision_detection 1 0392: object $4250 toggle_in_moving_list 1 038C: object $4250 scatter 0.0 0.0 3.0 0188: $4260 = create_marker_above_object $4250 00BC: text_highpriority 'PHI1_02' time 7000 1 0004: $4273 = 0 // $ = int :PHIL1_4665 00D6: if 001A: 300 > $4265 // int > $ 004D: jump_if_false @PHIL1_4781 00D6: if 8118: not actor $4247 dead 004D: jump_if_false @PHIL1_4738 0465: remove_actor $4247 from_turret_mode 00D6: if 0038: $4310 == 0 // $ == int 004D: jump_if_false @PHIL1_4738 01CC: actor $4247 kill_player $PLAYER_CHAR 0004: $4310 = 1 // $ = int :PHIL1_4738 00D6: if 8118: not actor $4232 dead 004D: jump_if_false @PHIL1_4781 00D6: if 00DB: actor $4232 in_car $4228 004D: jump_if_false @PHIL1_4781 01D3: actor $4232 leave_car $4228 :PHIL1_4781 0002: jump @PHIL1_4920 :PHIL1_4788 00D6: if 0038: $4273 == 2 // $ == int 004D: jump_if_false @PHIL1_4920 00D6: if 0038: $4294 == 0 // $ == int 004D: jump_if_false @PHIL1_4831 0004: $4294 = 1 // $ = int :PHIL1_4831 00D6: if 0038: $4269 == 0 // $ == int 004D: jump_if_false @PHIL1_4920 0050: gosub @PHIL1_17018 0382: set_object $4250 collision_detection 1 0392: object $4250 toggle_in_moving_list 1 038C: object $4250 scatter 0.0 0.0 3.0 0188: $4260 = create_marker_above_object $4250 00BC: text_highpriority 'PHI1_02' time 7000 1 0004: $4273 = 0 // $ = int :PHIL1_4920 00D6: if 8119: not car $4229 wrecked 004D: jump_if_false @PHIL1_5241 00D6: if 0038: $4274 == 2 // $ == int 004D: jump_if_false @PHIL1_4977 035C: place_object $4251 relative_to_car $4229 offset 0.0 -2.0 0.3 :PHIL1_4977 0227: $4266 = car $4229 health 00D6: if 0038: $4274 == 2 // $ == int 004D: jump_if_false @PHIL1_5172 00D6: if or 001A: 970 > $4266 // int > $ 00DC: player $PLAYER_CHAR in_car $4229 0366: object $4251 damaged 004D: jump_if_false @PHIL1_5172 00D6: if 0038: $4295 == 0 // $ == int 004D: jump_if_false @PHIL1_5060 0004: $4295 = 1 // $ = int :PHIL1_5060 00D6: if 0038: $4270 == 0 // $ == int 004D: jump_if_false @PHIL1_5172 0050: gosub @PHIL1_17018 035C: place_object $4251 relative_to_car $4229 offset 0.0 -2.0 0.8 0382: set_object $4251 collision_detection 1 0392: object $4251 toggle_in_moving_list 1 038C: object $4251 scatter 0.0 0.0 3.0 0188: $4261 = create_marker_above_object $4251 00BC: text_highpriority 'PHI1_02' time 7000 1 0004: $4274 = 0 // $ = int :PHIL1_5172 00D6: if 001A: 300 > $4266 // int > $ 004D: jump_if_false @PHIL1_5234 00D6: if 8118: not actor $4233 dead 004D: jump_if_false @PHIL1_5234 00D6: if 00DB: actor $4233 in_car $4229 004D: jump_if_false @PHIL1_5234 01D3: actor $4233 leave_car $4229 :PHIL1_5234 0002: jump @PHIL1_5373 :PHIL1_5241 00D6: if 0038: $4274 == 2 // $ == int 004D: jump_if_false @PHIL1_5373 00D6: if 0038: $4295 == 0 // $ == int 004D: jump_if_false @PHIL1_5284 0004: $4295 = 1 // $ = int :PHIL1_5284 00D6: if 0038: $4270 == 0 // $ == int 004D: jump_if_false @PHIL1_5373 0050: gosub @PHIL1_17018 0382: set_object $4251 collision_detection 1 0392: object $4251 toggle_in_moving_list 1 038C: object $4251 scatter 0.0 0.0 3.0 0188: $4261 = create_marker_above_object $4251 00BC: text_highpriority 'PHI1_02' time 7000 1 0004: $4274 = 0 // $ = int :PHIL1_5373 00D6: if or 0038: $4292 == 1 // $ == int 0038: $4293 == 1 // $ == int 0038: $4294 == 1 // $ == int 0038: $4295 == 1 // $ == int 004D: jump_if_false @PHIL1_5490 01C3: mark_car_as_no_longer_needed $4252 00D6: if 8118: not actor $4246 dead 004D: jump_if_false @PHIL1_5441 01CC: actor $4246 kill_player $PLAYER_CHAR :PHIL1_5441 00D6: if 8118: not actor $4247 dead 004D: jump_if_false @PHIL1_5465 01CC: actor $4247 kill_player $PLAYER_CHAR :PHIL1_5465 00D6: if 0038: $4290 == 0 // $ == int 004D: jump_if_false @PHIL1_5490 0004: $4290 = 1 // $ = int :PHIL1_5490 00D6: if 0038: $4267 == 0 // $ == int 004D: jump_if_false @PHIL1_5667 00D6: if 0038: $4271 == 0 // $ == int 004D: jump_if_false @PHIL1_5667 00D6: if 8366: not object $4248 damaged 004D: jump_if_false @PHIL1_5616 01BB: store_object $4248 position_to $4329 $4330 $4331 02CE: $4312 = ground_z $4329 $4330 $4331 00D6: if 0020: $4312 > 9.0 // $ > float 004D: jump_if_false @PHIL1_5609 0009: $4312 += 1.0 // $ += float 0086: $4331 = $4312 // $ = $ float :PHIL1_5609 0002: jump @PHIL1_5667 :PHIL1_5616 0213: $4234 = create_pickup #PYTHON type 3 at $4329 $4330 $4331 0164: disable_marker $4258 03DC: $4258 = create_marker_above_pickup $4234 01C4: mark_object_as_no_longer_needed $4248 0004: $4271 = 1 // $ = int 0008: $4275 += 1 // $ += int :PHIL1_5667 00D6: if 0038: $4268 == 0 // $ == int 004D: jump_if_false @PHIL1_5844 00D6: if 0038: $4272 == 0 // $ == int 004D: jump_if_false @PHIL1_5844 00D6: if 8366: not object $4249 damaged 004D: jump_if_false @PHIL1_5793 01BB: store_object $4249 position_to $4332 $4333 $4334 02CE: $4312 = ground_z $4332 $4333 $4334 00D6: if 0020: $4312 > 9.0 // $ > float 004D: jump_if_false @PHIL1_5786 0009: $4312 += 1.0 // $ += float 0086: $4334 = $4312 // $ = $ float :PHIL1_5786 0002: jump @PHIL1_5844 :PHIL1_5793 0213: $4235 = create_pickup #SHOTGSPA type 3 at $4332 $4333 $4334 0164: disable_marker $4259 03DC: $4259 = create_marker_above_pickup $4235 01C4: mark_object_as_no_longer_needed $4249 0004: $4272 = 1 // $ = int 0008: $4275 += 1 // $ += int :PHIL1_5844 00D6: if 0038: $4269 == 0 // $ == int 004D: jump_if_false @PHIL1_6021 00D6: if 0038: $4273 == 0 // $ == int 004D: jump_if_false @PHIL1_6021 00D6: if 8366: not object $4250 damaged 004D: jump_if_false @PHIL1_5970 01BB: store_object $4250 position_to $4335 $4336 $4337 02CE: $4312 = ground_z $4335 $4336 $4337 00D6: if 0020: $4312 > 9.0 // $ > float 004D: jump_if_false @PHIL1_5963 0009: $4312 += 1.0 // $ += float 0086: $4337 = $4312 // $ = $ float :PHIL1_5963 0002: jump @PHIL1_6021 :PHIL1_5970 0213: $4236 = create_pickup #M60 type 3 at $4335 $4336 $4337 0164: disable_marker $4260 03DC: $4260 = create_marker_above_pickup $4236 01C4: mark_object_as_no_longer_needed $4250 0004: $4273 = 1 // $ = int 0008: $4275 += 1 // $ += int :PHIL1_6021 00D6: if 0038: $4270 == 0 // $ == int 004D: jump_if_false @PHIL1_6198 00D6: if 0038: $4274 == 0 // $ == int 004D: jump_if_false @PHIL1_6198 00D6: if 8366: not object $4251 damaged 004D: jump_if_false @PHIL1_6147 01BB: store_object $4251 position_to $4338 $4339 $4340 02CE: $4312 = ground_z $4338 $4339 $4340 00D6: if 0020: $4312 > 9.0 // $ > float 004D: jump_if_false @PHIL1_6140 0009: $4312 += 1.0 // $ += float 0086: $4340 = $4312 // $ = $ float :PHIL1_6140 0002: jump @PHIL1_6198 :PHIL1_6147 0213: $4237 = create_pickup #INGRAMSL type 3 at $4338 $4339 $4340 0164: disable_marker $4261 03DC: $4261 = create_marker_above_pickup $4237 01C4: mark_object_as_no_longer_needed $4251 0004: $4274 = 1 // $ = int 0008: $4275 += 1 // $ += int :PHIL1_6198 00D6: if 0018: $4275 > 0 // $ > int 004D: jump_if_false @PHIL1_6262 00D6: if or 0038: $4271 == 1 // $ == int 0038: $4272 == 1 // $ == int 0038: $4273 == 1 // $ == int 0038: $4274 == 1 // $ == int 004D: jump_if_false @PHIL1_6262 0050: gosub @PHIL1_12574 :PHIL1_6262 00D6: if 8038: not $4271 == 2 // $ == int 004D: jump_if_false @PHIL1_6309 00D6: if 0038: $4302 == 0 // $ == int 004D: jump_if_false @PHIL1_6309 03D1: play_wav 1 0004: $4302 = 1 // $ = int :PHIL1_6309 00D6: if 8038: not $4273 == 2 // $ == int 004D: jump_if_false @PHIL1_6356 00D6: if 0038: $4303 == 0 // $ == int 004D: jump_if_false @PHIL1_6356 03D1: play_wav 2 0004: $4303 = 1 // $ = int :PHIL1_6356 00D6: if 0038: $4275 == 0 // $ == int 004D: jump_if_false @PHIL1_6786 00D6: if 8119: not car $4226 wrecked 004D: jump_if_false @PHIL1_6477 00D6: if 00DC: player $PLAYER_CHAR in_car $4226 004D: jump_if_false @PHIL1_6421 0164: disable_marker $4254 0002: jump @PHIL1_6477 :PHIL1_6421 00D6: if 0038: $4267 == 0 // $ == int 004D: jump_if_false @PHIL1_6477 00D6: if 0038: $4296 == 0 // $ == int 004D: jump_if_false @PHIL1_6477 0164: disable_marker $4254 0186: $4254 = create_marker_above_car $4226 0004: $4296 = 1 // $ = int :PHIL1_6477 00D6: if 8119: not car $4227 wrecked 004D: jump_if_false @PHIL1_6580 00D6: if 00DC: player $PLAYER_CHAR in_car $4227 004D: jump_if_false @PHIL1_6524 0164: disable_marker $4255 0002: jump @PHIL1_6580 :PHIL1_6524 00D6: if 0038: $4268 == 0 // $ == int 004D: jump_if_false @PHIL1_6580 00D6: if 0038: $4297 == 0 // $ == int 004D: jump_if_false @PHIL1_6580 0164: disable_marker $4255 0186: $4255 = create_marker_above_car $4227 0004: $4297 = 1 // $ = int :PHIL1_6580 00D6: if 8119: not car $4228 wrecked 004D: jump_if_false @PHIL1_6683 00D6: if 00DC: player $PLAYER_CHAR in_car $4228 004D: jump_if_false @PHIL1_6627 0164: disable_marker $4256 0002: jump @PHIL1_6683 :PHIL1_6627 00D6: if 0038: $4269 == 0 // $ == int 004D: jump_if_false @PHIL1_6683 00D6: if 0038: $4298 == 0 // $ == int 004D: jump_if_false @PHIL1_6683 0164: disable_marker $4256 0186: $4256 = create_marker_above_car $4228 0004: $4298 = 1 // $ = int :PHIL1_6683 00D6: if 8119: not car $4229 wrecked 004D: jump_if_false @PHIL1_6786 00D6: if 00DC: player $PLAYER_CHAR in_car $4229 004D: jump_if_false @PHIL1_6730 0164: disable_marker $4257 0002: jump @PHIL1_6786 :PHIL1_6730 00D6: if 0038: $4270 == 0 // $ == int 004D: jump_if_false @PHIL1_6786 00D6: if 0038: $4299 == 0 // $ == int 004D: jump_if_false @PHIL1_6786 0164: disable_marker $4257 0186: $4257 = create_marker_above_car $4229 0004: $4299 = 1 // $ = int :PHIL1_6786 00D6: if 8119: not car $4226 wrecked 004D: jump_if_false @PHIL1_6899 00D6: if 8118: not actor $4230 dead 004D: jump_if_false @PHIL1_6899 00D6: if 00DB: actor $4230 in_car $4226 004D: jump_if_false @PHIL1_6891 0084: $4291 = $4292 // $ = $ int 0084: $4308 = $4304 // $ = $ int 0084: $4288 = $4226 // $ = $ int 0084: $4289 = $4230 // $ = $ int 0050: gosub @PHIL1_13184 0084: $4304 = $4308 // $ = $ int 0002: jump @PHIL1_6899 :PHIL1_6891 01CC: actor $4230 kill_player $PLAYER_CHAR :PHIL1_6899 00D6: if 8119: not car $4227 wrecked 004D: jump_if_false @PHIL1_7012 00D6: if 8118: not actor $4231 dead 004D: jump_if_false @PHIL1_7012 00D6: if 00DB: actor $4231 in_car $4227 004D: jump_if_false @PHIL1_7004 0084: $4291 = $4293 // $ = $ int 0084: $4308 = $4305 // $ = $ int 0084: $4288 = $4227 // $ = $ int 0084: $4289 = $4231 // $ = $ int 0050: gosub @PHIL1_13184 0084: $4305 = $4308 // $ = $ int 0002: jump @PHIL1_7012 :PHIL1_7004 01CC: actor $4231 kill_player $PLAYER_CHAR :PHIL1_7012 00D6: if 8119: not car $4228 wrecked 004D: jump_if_false @PHIL1_7125 00D6: if 8118: not actor $4232 dead 004D: jump_if_false @PHIL1_7125 00D6: if 00DB: actor $4232 in_car $4228 004D: jump_if_false @PHIL1_7117 0084: $4291 = $4294 // $ = $ int 0084: $4308 = $4306 // $ = $ int 0084: $4288 = $4228 // $ = $ int 0084: $4289 = $4232 // $ = $ int 0050: gosub @PHIL1_13184 0084: $4306 = $4308 // $ = $ int 0002: jump @PHIL1_7125 :PHIL1_7117 01CC: actor $4232 kill_player $PLAYER_CHAR :PHIL1_7125 00D6: if 8119: not car $4229 wrecked 004D: jump_if_false @PHIL1_7238 00D6: if 8118: not actor $4233 dead 004D: jump_if_false @PHIL1_7238 00D6: if 00DB: actor $4233 in_car $4229 004D: jump_if_false @PHIL1_7230 0084: $4291 = $4295 // $ = $ int 0084: $4308 = $4307 // $ = $ int 0084: $4288 = $4229 // $ = $ int 0084: $4289 = $4233 // $ = $ int 0050: gosub @PHIL1_13184 0084: $4307 = $4308 // $ = $ int 0002: jump @PHIL1_7238 :PHIL1_7230 01CC: actor $4233 kill_player $PLAYER_CHAR :PHIL1_7238 00D6: if 0038: $4287 == 2 // $ == int 004D: jump_if_false @PHIL1_7296 00D6: if 0038: $4276 == 0 // $ == int 004D: jump_if_false @PHIL1_7296 00BB: text_lowpriority 'PHI1_03' time 7000 1 0004: $4276 = 1 // $ = int :PHIL1_7296 00D6: if 0038: $4276 == 1 // $ == int 004D: jump_if_false @PHIL1_11350 00D6: if 0038: $4281 == 4 // $ == int 004D: jump_if_false @PHIL1_11343 00D6: if 8118: not actor $4242 dead 004D: jump_if_false @PHIL1_8210 00D6: if 8119: not car $4238 wrecked 004D: jump_if_false @PHIL1_8153 00D6: if 00DB: actor $4242 in_car $4238 004D: jump_if_false @PHIL1_8081 00D6: if 0038: $4282 == 1 // $ == int 004D: jump_if_false @PHIL1_7422 00AF: set_car $4238 driver_behaviour_to 5 00AE: set_vehicle $4238 traffic_behavior_to 2 0004: $4282 = 0 // $ = int :PHIL1_7422 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @PHIL1_7732 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 00D6: if 01AD: car $4238 sphere 0 near_point $95 $96 radius 12.0 12.0 004D: jump_if_false @PHIL1_7511 00AD: set_car $4238 max_speed_to 0.0 01D3: actor $4242 leave_car $4238 0002: jump @PHIL1_7725 :PHIL1_7511 00D6: if 01AD: car $4238 sphere 0 near_point $95 $96 radius 14.0 14.0 004D: jump_if_false @PHIL1_7562 00AD: set_car $4238 max_speed_to 1.0 0002: jump @PHIL1_7725 :PHIL1_7562 00D6: if 01AD: car $4238 sphere 0 near_point $95 $96 radius 15.0 15.0 004D: jump_if_false @PHIL1_7613 00AD: set_car $4238 max_speed_to 2.0 0002: jump @PHIL1_7725 :PHIL1_7613 00D6: if 01AD: car $4238 sphere 0 near_point $95 $96 radius 18.0 18.0 004D: jump_if_false @PHIL1_7664 00AD: set_car $4238 max_speed_to 3.0 0002: jump @PHIL1_7725 :PHIL1_7664 00D6: if 01AD: car $4238 sphere 0 near_point $95 $96 radius 20.0 20.0 004D: jump_if_false @PHIL1_7715 00AD: set_car $4238 max_speed_to 4.0 0002: jump @PHIL1_7725 :PHIL1_7715 00AD: set_car $4238 max_speed_to 40.0 :PHIL1_7725 0002: jump @PHIL1_7788 :PHIL1_7732 00D6: if 00E9: player $PLAYER_CHAR 0 $4242 radius 13.0 13.0 004D: jump_if_false @PHIL1_7778 01CA: actor $4242 kill_player $PLAYER_CHAR 0002: jump @PHIL1_7788 :PHIL1_7778 00AD: set_car $4238 max_speed_to 40.0 :PHIL1_7788 00D6: if 8119: not car $4238 wrecked 004D: jump_if_false @PHIL1_8074 00D6: if 01AF: car $4238 0 $4316 $4317 $4318 radius 5.0 5.0 5.0 004D: jump_if_false @PHIL1_8011 00D6: if 0019: TIMERA > 4000 // @ > int 004D: jump_if_false @PHIL1_8011 00D6: if 82CA: not car $4238 bounding_sphere_visible 004D: jump_if_false @PHIL1_8011 00AA: store_car $4238 position_to $4323 $4324 $4325 03D3: point $4323 $4324 $4325 get_nearby_vector $4323 $4324 $4325 $4328 00D6: if 80C2: not sphere_onscreen $4323 $4324 $4325 3.0 004D: jump_if_false @PHIL1_8011 00D6: if 838A: not car_in_cube $4323 $4324 $4325 3.0 3.0 2.0 004D: jump_if_false @PHIL1_8011 00AB: put_car $4238 at $4323 $4324 $4325 0175: set_car $4238 z_angle_to $4328 0006: TIMERA = 0 // @ = int :PHIL1_8011 00D6: if 81AF: not car $4238 0 $4316 $4317 $4318 radius 4.0 4.0 4.0 004D: jump_if_false @PHIL1_8074 00AA: store_car $4238 position_to $4316 $4317 $4318 0006: TIMERA = 0 // @ = int :PHIL1_8074 0002: jump @PHIL1_8146 :PHIL1_8081 01C3: mark_car_as_no_longer_needed $4238 00D6: if 00E9: player $PLAYER_CHAR 0 $4242 radius 13.0 13.0 004D: jump_if_false @PHIL1_8132 01CA: actor $4242 kill_player $PLAYER_CHAR 0002: jump @PHIL1_8146 :PHIL1_8132 0004: $4282 = 1 // $ = int 0050: gosub @PHIL1_15170 :PHIL1_8146 0002: jump @PHIL1_8203 :PHIL1_8153 01C3: mark_car_as_no_longer_needed $4238 00D6: if 80E9: not player $PLAYER_CHAR 0 $4242 radius 13.0 13.0 004D: jump_if_false @PHIL1_8203 0004: $4282 = 1 // $ = int 0050: gosub @PHIL1_15170 :PHIL1_8203 0002: jump @PHIL1_8333 :PHIL1_8210 000C: $4281 -= 1 // $ -= int 00D6: if 840C: not german_game 004D: jump_if_false @PHIL1_8316 00D6: if 001A: 13 > $4301 // int > $ 004D: jump_if_false @PHIL1_8316 00D6: if 0038: $4300 == 1 // $ == int 004D: jump_if_false @PHIL1_8316 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 018C: play_sound 1 at 0.0 0.0 0.0 0109: player $PLAYER_CHAR money += 100 0008: $4301 += 1 // $ += int :PHIL1_8316 01C2: mark_actor_as_no_longer_needed $4242 01C3: mark_car_as_no_longer_needed $4238 0004: $4277 = 1 // $ = int :PHIL1_8333 00D6: if 8118: not actor $4243 dead 004D: jump_if_false @PHIL1_9211 00D6: if 8119: not car $4239 wrecked 004D: jump_if_false @PHIL1_9154 00D6: if 00DB: actor $4243 in_car $4239 004D: jump_if_false @PHIL1_9082 00D6: if 0038: $4283 == 1 // $ == int 004D: jump_if_false @PHIL1_8423 00AF: set_car $4239 driver_behaviour_to 5 00AE: set_vehicle $4239 traffic_behavior_to 2 0004: $4283 = 0 // $ = int :PHIL1_8423 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @PHIL1_8733 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 00D6: if 01AD: car $4239 sphere 0 near_point $95 $96 radius 12.0 12.0 004D: jump_if_false @PHIL1_8512 00AD: set_car $4239 max_speed_to 0.0 01D3: actor $4243 leave_car $4239 0002: jump @PHIL1_8726 :PHIL1_8512 00D6: if 01AD: car $4239 sphere 0 near_point $95 $96 radius 14.0 14.0 004D: jump_if_false @PHIL1_8563 00AD: set_car $4239 max_speed_to 1.0 0002: jump @PHIL1_8726 :PHIL1_8563 00D6: if 01AD: car $4239 sphere 0 near_point $95 $96 radius 15.0 15.0 004D: jump_if_false @PHIL1_8614 00AD: set_car $4239 max_speed_to 2.0 0002: jump @PHIL1_8726 :PHIL1_8614 00D6: if 01AD: car $4239 sphere 0 near_point $95 $96 radius 18.0 18.0 004D: jump_if_false @PHIL1_8665 00AD: set_car $4239 max_speed_to 3.0 0002: jump @PHIL1_8726 :PHIL1_8665 00D6: if 01AD: car $4239 sphere 0 near_point $95 $96 radius 20.0 20.0 004D: jump_if_false @PHIL1_8716 00AD: set_car $4239 max_speed_to 4.0 0002: jump @PHIL1_8726 :PHIL1_8716 00AD: set_car $4239 max_speed_to 40.0 :PHIL1_8726 0002: jump @PHIL1_8789 :PHIL1_8733 00D6: if 00E9: player $PLAYER_CHAR 0 $4243 radius 13.0 13.0 004D: jump_if_false @PHIL1_8779 01CA: actor $4243 kill_player $PLAYER_CHAR 0002: jump @PHIL1_8789 :PHIL1_8779 00AD: set_car $4239 max_speed_to 40.0 :PHIL1_8789 00D6: if 8119: not car $4239 wrecked 004D: jump_if_false @PHIL1_9075 00D6: if 01AF: car $4239 0 $4316 $4317 $4318 radius 5.0 5.0 5.0 004D: jump_if_false @PHIL1_9012 00D6: if 0019: TIMERA > 4000 // @ > int 004D: jump_if_false @PHIL1_9012 00D6: if 82CA: not car $4239 bounding_sphere_visible 004D: jump_if_false @PHIL1_9012 00AA: store_car $4239 position_to $4323 $4324 $4325 03D3: point $4323 $4324 $4325 get_nearby_vector $4323 $4324 $4325 $4328 00D6: if 80C2: not sphere_onscreen $4323 $4324 $4325 3.0 004D: jump_if_false @PHIL1_9012 00D6: if 838A: not car_in_cube $4323 $4324 $4325 3.0 3.0 2.0 004D: jump_if_false @PHIL1_9012 00AB: put_car $4239 at $4323 $4324 $4325 0175: set_car $4239 z_angle_to $4328 0006: TIMERA = 0 // @ = int :PHIL1_9012 00D6: if 81AF: not car $4239 0 $4316 $4317 $4318 radius 4.0 4.0 4.0 004D: jump_if_false @PHIL1_9075 00AA: store_car $4239 position_to $4316 $4317 $4318 0006: TIMERA = 0 // @ = int :PHIL1_9075 0002: jump @PHIL1_9147 :PHIL1_9082 01C3: mark_car_as_no_longer_needed $4239 00D6: if 00E9: player $PLAYER_CHAR 0 $4243 radius 13.0 13.0 004D: jump_if_false @PHIL1_9133 01CA: actor $4243 kill_player $PLAYER_CHAR 0002: jump @PHIL1_9147 :PHIL1_9133 0004: $4283 = 1 // $ = int 0050: gosub @PHIL1_15632 :PHIL1_9147 0002: jump @PHIL1_9204 :PHIL1_9154 01C3: mark_car_as_no_longer_needed $4239 00D6: if 80E9: not player $PLAYER_CHAR 0 $4243 radius 13.0 13.0 004D: jump_if_false @PHIL1_9204 0004: $4283 = 1 // $ = int 0050: gosub @PHIL1_15632 :PHIL1_9204 0002: jump @PHIL1_9334 :PHIL1_9211 000C: $4281 -= 1 // $ -= int 00D6: if 840C: not german_game 004D: jump_if_false @PHIL1_9317 00D6: if 001A: 13 > $4301 // int > $ 004D: jump_if_false @PHIL1_9317 00D6: if 0038: $4300 == 1 // $ == int 004D: jump_if_false @PHIL1_9317 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 018C: play_sound 1 at 0.0 0.0 0.0 0109: player $PLAYER_CHAR money += 100 0008: $4301 += 1 // $ += int :PHIL1_9317 01C2: mark_actor_as_no_longer_needed $4243 01C3: mark_car_as_no_longer_needed $4239 0004: $4278 = 1 // $ = int :PHIL1_9334 00D6: if 8118: not actor $4244 dead 004D: jump_if_false @PHIL1_10212 00D6: if 8119: not car $4240 wrecked 004D: jump_if_false @PHIL1_10155 00D6: if 00DB: actor $4244 in_car $4240 004D: jump_if_false @PHIL1_10083 00D6: if 0038: $4284 == 1 // $ == int 004D: jump_if_false @PHIL1_9424 00AF: set_car $4240 driver_behaviour_to 5 00AE: set_vehicle $4240 traffic_behavior_to 2 0004: $4284 = 0 // $ = int :PHIL1_9424 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @PHIL1_9734 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 00D6: if 01AD: car $4240 sphere 0 near_point $95 $96 radius 12.0 12.0 004D: jump_if_false @PHIL1_9513 00AD: set_car $4240 max_speed_to 0.0 01D3: actor $4244 leave_car $4240 0002: jump @PHIL1_9727 :PHIL1_9513 00D6: if 01AD: car $4240 sphere 0 near_point $95 $96 radius 14.0 14.0 004D: jump_if_false @PHIL1_9564 00AD: set_car $4240 max_speed_to 1.0 0002: jump @PHIL1_9727 :PHIL1_9564 00D6: if 01AD: car $4240 sphere 0 near_point $95 $96 radius 15.0 15.0 004D: jump_if_false @PHIL1_9615 00AD: set_car $4240 max_speed_to 2.0 0002: jump @PHIL1_9727 :PHIL1_9615 00D6: if 01AD: car $4240 sphere 0 near_point $95 $96 radius 18.0 18.0 004D: jump_if_false @PHIL1_9666 00AD: set_car $4240 max_speed_to 3.0 0002: jump @PHIL1_9727 :PHIL1_9666 00D6: if 01AD: car $4240 sphere 0 near_point $95 $96 radius 20.0 20.0 004D: jump_if_false @PHIL1_9717 00AD: set_car $4240 max_speed_to 4.0 0002: jump @PHIL1_9727 :PHIL1_9717 00AD: set_car $4240 max_speed_to 40.0 :PHIL1_9727 0002: jump @PHIL1_9790 :PHIL1_9734 00D6: if 00E9: player $PLAYER_CHAR 0 $4244 radius 13.0 13.0 004D: jump_if_false @PHIL1_9780 01CA: actor $4244 kill_player $PLAYER_CHAR 0002: jump @PHIL1_9790 :PHIL1_9780 00AD: set_car $4240 max_speed_to 40.0 :PHIL1_9790 00D6: if 8119: not car $4240 wrecked 004D: jump_if_false @PHIL1_10076 00D6: if 01AF: car $4240 0 $4316 $4317 $4318 radius 5.0 5.0 5.0 004D: jump_if_false @PHIL1_10013 00D6: if 0019: TIMERA > 4000 // @ > int 004D: jump_if_false @PHIL1_10013 00D6: if 82CA: not car $4240 bounding_sphere_visible 004D: jump_if_false @PHIL1_10013 00AA: store_car $4240 position_to $4323 $4324 $4325 03D3: point $4323 $4324 $4325 get_nearby_vector $4323 $4324 $4325 $4328 00D6: if 80C2: not sphere_onscreen $4323 $4324 $4325 3.0 004D: jump_if_false @PHIL1_10013 00D6: if 838A: not car_in_cube $4323 $4324 $4325 3.0 3.0 2.0 004D: jump_if_false @PHIL1_10013 00AB: put_car $4240 at $4323 $4324 $4325 0175: set_car $4240 z_angle_to $4328 0006: TIMERA = 0 // @ = int :PHIL1_10013 00D6: if 81AF: not car $4240 0 $4316 $4317 $4318 radius 4.0 4.0 4.0 004D: jump_if_false @PHIL1_10076 00AA: store_car $4240 position_to $4316 $4317 $4318 0006: TIMERA = 0 // @ = int :PHIL1_10076 0002: jump @PHIL1_10148 :PHIL1_10083 01C3: mark_car_as_no_longer_needed $4240 00D6: if 00E9: player $PLAYER_CHAR 0 $4244 radius 13.0 13.0 004D: jump_if_false @PHIL1_10134 01CA: actor $4244 kill_player $PLAYER_CHAR 0002: jump @PHIL1_10148 :PHIL1_10134 0004: $4284 = 1 // $ = int 0050: gosub @PHIL1_16094 :PHIL1_10148 0002: jump @PHIL1_10205 :PHIL1_10155 01C3: mark_car_as_no_longer_needed $4240 00D6: if 80E9: not player $PLAYER_CHAR 0 $4244 radius 13.0 13.0 004D: jump_if_false @PHIL1_10205 0004: $4284 = 1 // $ = int 0050: gosub @PHIL1_16094 :PHIL1_10205 0002: jump @PHIL1_10335 :PHIL1_10212 000C: $4281 -= 1 // $ -= int 00D6: if 840C: not german_game 004D: jump_if_false @PHIL1_10318 00D6: if 001A: 13 > $4301 // int > $ 004D: jump_if_false @PHIL1_10318 00D6: if 0038: $4300 == 1 // $ == int 004D: jump_if_false @PHIL1_10318 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 018C: play_sound 1 at 0.0 0.0 0.0 0109: player $PLAYER_CHAR money += 100 0008: $4301 += 1 // $ += int :PHIL1_10318 01C2: mark_actor_as_no_longer_needed $4244 01C3: mark_car_as_no_longer_needed $4240 0004: $4279 = 1 // $ = int :PHIL1_10335 00D6: if 8118: not actor $4245 dead 004D: jump_if_false @PHIL1_11213 00D6: if 8119: not car $4241 wrecked 004D: jump_if_false @PHIL1_11156 00D6: if 00DB: actor $4245 in_car $4241 004D: jump_if_false @PHIL1_11084 00D6: if 0038: $4285 == 1 // $ == int 004D: jump_if_false @PHIL1_10425 00AF: set_car $4241 driver_behaviour_to 5 00AE: set_vehicle $4241 traffic_behavior_to 2 0004: $4285 = 0 // $ = int :PHIL1_10425 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @PHIL1_10735 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 00D6: if 01AD: car $4241 sphere 0 near_point $95 $96 radius 12.0 12.0 004D: jump_if_false @PHIL1_10514 00AD: set_car $4241 max_speed_to 0.0 01D3: actor $4245 leave_car $4241 0002: jump @PHIL1_10728 :PHIL1_10514 00D6: if 01AD: car $4241 sphere 0 near_point $95 $96 radius 14.0 14.0 004D: jump_if_false @PHIL1_10565 00AD: set_car $4241 max_speed_to 1.0 0002: jump @PHIL1_10728 :PHIL1_10565 00D6: if 01AD: car $4241 sphere 0 near_point $95 $96 radius 15.0 15.0 004D: jump_if_false @PHIL1_10616 00AD: set_car $4241 max_speed_to 2.0 0002: jump @PHIL1_10728 :PHIL1_10616 00D6: if 01AD: car $4241 sphere 0 near_point $95 $96 radius 18.0 18.0 004D: jump_if_false @PHIL1_10667 00AD: set_car $4241 max_speed_to 3.0 0002: jump @PHIL1_10728 :PHIL1_10667 00D6: if 01AD: car $4241 sphere 0 near_point $95 $96 radius 20.0 20.0 004D: jump_if_false @PHIL1_10718 00AD: set_car $4241 max_speed_to 4.0 0002: jump @PHIL1_10728 :PHIL1_10718 00AD: set_car $4241 max_speed_to 40.0 :PHIL1_10728 0002: jump @PHIL1_10791 :PHIL1_10735 00D6: if 00E9: player $PLAYER_CHAR 0 $4245 radius 13.0 13.0 004D: jump_if_false @PHIL1_10781 01CA: actor $4245 kill_player $PLAYER_CHAR 0002: jump @PHIL1_10791 :PHIL1_10781 00AD: set_car $4241 max_speed_to 40.0 :PHIL1_10791 00D6: if 8119: not car $4241 wrecked 004D: jump_if_false @PHIL1_11077 00D6: if 01AF: car $4241 0 $4316 $4317 $4318 radius 5.0 5.0 5.0 004D: jump_if_false @PHIL1_11014 00D6: if 0019: TIMERA > 4000 // @ > int 004D: jump_if_false @PHIL1_11014 00D6: if 82CA: not car $4241 bounding_sphere_visible 004D: jump_if_false @PHIL1_11014 00AA: store_car $4241 position_to $4323 $4324 $4325 03D3: point $4323 $4324 $4325 get_nearby_vector $4323 $4324 $4325 $4328 00D6: if 80C2: not sphere_onscreen $4323 $4324 $4325 3.0 004D: jump_if_false @PHIL1_11014 00D6: if 838A: not car_in_cube $4323 $4324 $4325 3.0 3.0 2.0 004D: jump_if_false @PHIL1_11014 00AB: put_car $4241 at $4323 $4324 $4325 0175: set_car $4241 z_angle_to $4328 0006: TIMERA = 0 // @ = int :PHIL1_11014 00D6: if 81AF: not car $4241 0 $4316 $4317 $4318 radius 4.0 4.0 4.0 004D: jump_if_false @PHIL1_11077 00AA: store_car $4241 position_to $4316 $4317 $4318 0006: TIMERA = 0 // @ = int :PHIL1_11077 0002: jump @PHIL1_11149 :PHIL1_11084 01C3: mark_car_as_no_longer_needed $4241 00D6: if 00E9: player $PLAYER_CHAR 0 $4245 radius 13.0 13.0 004D: jump_if_false @PHIL1_11135 01CA: actor $4245 kill_player $PLAYER_CHAR 0002: jump @PHIL1_11149 :PHIL1_11135 0004: $4285 = 1 // $ = int 0050: gosub @PHIL1_16556 :PHIL1_11149 0002: jump @PHIL1_11206 :PHIL1_11156 01C3: mark_car_as_no_longer_needed $4241 00D6: if 80E9: not player $PLAYER_CHAR 0 $4245 radius 13.0 13.0 004D: jump_if_false @PHIL1_11206 0004: $4285 = 1 // $ = int 0050: gosub @PHIL1_16556 :PHIL1_11206 0002: jump @PHIL1_11336 :PHIL1_11213 000C: $4281 -= 1 // $ -= int 00D6: if 840C: not german_game 004D: jump_if_false @PHIL1_11319 00D6: if 001A: 10 > $4301 // int > $ 004D: jump_if_false @PHIL1_11319 00D6: if 0038: $4300 == 1 // $ == int 004D: jump_if_false @PHIL1_11319 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 018C: play_sound 1 at 0.0 0.0 0.0 0109: player $PLAYER_CHAR money += 100 0008: $4301 += 1 // $ += int :PHIL1_11319 01C2: mark_actor_as_no_longer_needed $4245 01C3: mark_car_as_no_longer_needed $4241 0004: $4280 = 1 // $ = int :PHIL1_11336 0002: jump @PHIL1_11350 :PHIL1_11343 0050: gosub @PHIL1_14455 :PHIL1_11350 00D6: if 0119: car $4226 wrecked 004D: jump_if_false @PHIL1_11402 00D6: if 8118: not actor $4246 dead 004D: jump_if_false @PHIL1_11392 0465: remove_actor $4246 from_turret_mode 0321: kill_actor $4246 :PHIL1_11392 0164: disable_marker $4254 01C3: mark_car_as_no_longer_needed $4226 :PHIL1_11402 00D6: if 0119: car $4227 wrecked 004D: jump_if_false @PHIL1_11428 0164: disable_marker $4255 01C3: mark_car_as_no_longer_needed $4227 :PHIL1_11428 00D6: if 0119: car $4228 wrecked 004D: jump_if_false @PHIL1_11480 00D6: if 8118: not actor $4247 dead 004D: jump_if_false @PHIL1_11470 0465: remove_actor $4247 from_turret_mode 0321: kill_actor $4247 :PHIL1_11470 0164: disable_marker $4256 01C3: mark_car_as_no_longer_needed $4228 :PHIL1_11480 00D6: if 0119: car $4229 wrecked 004D: jump_if_false @PHIL1_11506 0164: disable_marker $4257 01C3: mark_car_as_no_longer_needed $4229 :PHIL1_11506 00D6: if 8118: not actor $4246 dead 004D: jump_if_false @PHIL1_11579 00D6: if 00DC: player $PLAYER_CHAR in_car $4226 004D: jump_if_false @PHIL1_11579 0465: remove_actor $4246 from_turret_mode 00D6: if 0038: $4309 == 0 // $ == int 004D: jump_if_false @PHIL1_11579 01CC: actor $4246 kill_player $PLAYER_CHAR 0004: $4309 = 1 // $ = int :PHIL1_11579 00D6: if 8118: not actor $4247 dead 004D: jump_if_false @PHIL1_11652 00D6: if 00DC: player $PLAYER_CHAR in_car $4228 004D: jump_if_false @PHIL1_11652 0465: remove_actor $4247 from_turret_mode 00D6: if 0038: $4310 == 0 // $ == int 004D: jump_if_false @PHIL1_11652 01CC: actor $4247 kill_player $PLAYER_CHAR 0004: $4310 = 1 // $ = int :PHIL1_11652 00D6: if 0118: actor $4246 dead 004D: jump_if_false @PHIL1_11678 0465: remove_actor $4246 from_turret_mode 01C2: mark_actor_as_no_longer_needed $4246 :PHIL1_11678 00D6: if 0118: actor $4247 dead 004D: jump_if_false @PHIL1_11704 0465: remove_actor $4247 from_turret_mode 01C2: mark_actor_as_no_longer_needed $4247 :PHIL1_11704 00D6: if 0118: actor $4230 dead 004D: jump_if_false @PHIL1_11725 01C2: mark_actor_as_no_longer_needed $4230 :PHIL1_11725 00D6: if 0118: actor $4231 dead 004D: jump_if_false @PHIL1_11746 01C2: mark_actor_as_no_longer_needed $4231 :PHIL1_11746 00D6: if 0118: actor $4232 dead 004D: jump_if_false @PHIL1_11767 01C2: mark_actor_as_no_longer_needed $4232 :PHIL1_11767 00D6: if 0118: actor $4233 dead 004D: jump_if_false @PHIL1_11788 01C2: mark_actor_as_no_longer_needed $4233 :PHIL1_11788 00D6: if 0118: actor $4246 dead 004D: jump_if_false @PHIL1_11809 01C2: mark_actor_as_no_longer_needed $4246 :PHIL1_11809 00D6: if 0118: actor $4247 dead 004D: jump_if_false @PHIL1_11830 01C2: mark_actor_as_no_longer_needed $4247 :PHIL1_11830 00D6: if 0038: $4262 == 1 // $ == int 004D: jump_if_false @PHIL1_11919 00D6: if 0119: car $4226 wrecked 004D: jump_if_false @PHIL1_11919 00D6: if 0119: car $4227 wrecked 004D: jump_if_false @PHIL1_11919 00D6: if 0119: car $4228 wrecked 004D: jump_if_false @PHIL1_11919 00D6: if 0119: car $4229 wrecked 004D: jump_if_false @PHIL1_11919 0002: jump @PHIL1_12343 :PHIL1_11919 00D6: if 8119: not car $4226 wrecked 004D: jump_if_false @PHIL1_11994 00D6: if 81FC: not player $PLAYER_CHAR near_car $4226 radius 200.0 200.0 0 004D: jump_if_false @PHIL1_11980 0574: freeze_car $4226 position_and_dont_load_collision 1 0002: jump @PHIL1_11987 :PHIL1_11980 0574: freeze_car $4226 position_and_dont_load_collision 0 :PHIL1_11987 0002: jump @PHIL1_12019 :PHIL1_11994 00D6: if 0038: $4290 == 0 // $ == int 004D: jump_if_false @PHIL1_12019 0004: $4290 = 1 // $ = int :PHIL1_12019 00D6: if 8119: not car $4227 wrecked 004D: jump_if_false @PHIL1_12094 00D6: if 81FC: not player $PLAYER_CHAR near_car $4227 radius 200.0 200.0 0 004D: jump_if_false @PHIL1_12080 0574: freeze_car $4227 position_and_dont_load_collision 1 0002: jump @PHIL1_12087 :PHIL1_12080 0574: freeze_car $4227 position_and_dont_load_collision 0 :PHIL1_12087 0002: jump @PHIL1_12119 :PHIL1_12094 00D6: if 0038: $4290 == 0 // $ == int 004D: jump_if_false @PHIL1_12119 0004: $4290 = 1 // $ = int :PHIL1_12119 00D6: if 8119: not car $4228 wrecked 004D: jump_if_false @PHIL1_12194 00D6: if 81FC: not player $PLAYER_CHAR near_car $4228 radius 200.0 200.0 0 004D: jump_if_false @PHIL1_12180 0574: freeze_car $4228 position_and_dont_load_collision 1 0002: jump @PHIL1_12187 :PHIL1_12180 0574: freeze_car $4228 position_and_dont_load_collision 0 :PHIL1_12187 0002: jump @PHIL1_12219 :PHIL1_12194 00D6: if 0038: $4290 == 0 // $ == int 004D: jump_if_false @PHIL1_12219 0004: $4290 = 1 // $ = int :PHIL1_12219 00D6: if 8119: not car $4229 wrecked 004D: jump_if_false @PHIL1_12294 00D6: if 81FC: not player $PLAYER_CHAR near_car $4229 radius 200.0 200.0 0 004D: jump_if_false @PHIL1_12280 0574: freeze_car $4229 position_and_dont_load_collision 1 0002: jump @PHIL1_12287 :PHIL1_12280 0574: freeze_car $4229 position_and_dont_load_collision 0 :PHIL1_12287 0002: jump @PHIL1_12319 :PHIL1_12294 00D6: if 0038: $4290 == 0 // $ == int 004D: jump_if_false @PHIL1_12319 0004: $4290 = 1 // $ = int :PHIL1_12319 0002: jump @PHIL1_3224 :PHIL1_12326 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :PHIL1_12343 00BE: text_clear_all 01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1 0109: player $PLAYER_CHAR money += 2000 0110: clear_player $PLAYER_CHAR wanted_level 0394: play_music 1 030C: progress_made += 1 0318: set_latest_mission_passed 'PHIL_1' 0164: disable_marker $253 0004: $254 = 1 // $ = int 0051: return :PHIL1_12408 00D6: if 8214: not pickup $4253 picked_up 004D: jump_if_false @PHIL1_12429 0215: destroy_pickup $4253 :PHIL1_12429 0164: disable_marker $4254 0164: disable_marker $4255 0164: disable_marker $4256 0164: disable_marker $4257 0164: disable_marker $4258 0164: disable_marker $4259 0164: disable_marker $4260 0164: disable_marker $4261 0108: destroy_object $4248 0108: destroy_object $4249 0108: destroy_object $4250 0108: destroy_object $4251 0249: release_model #WALTON 0249: release_model #WMYCR 0249: release_model #FAGGIO 0249: release_model #PYTHON 0249: release_model #SHOTGSPA 0249: release_model #INGRAMSL 0249: release_model #M60 0249: release_model #GUNBOX 0249: release_model #PATRIOT 0249: release_model #UZI 0215: destroy_pickup $4234 0215: destroy_pickup $4235 0215: destroy_pickup $4236 0215: destroy_pickup $4237 0004: $ONMISSION = 0 // $ = int 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 00D8: mission_cleanup 0051: return :PHIL1_12574 00D6: if 0038: $4267 == 0 // $ == int 004D: jump_if_false @PHIL1_12726 00D6: if 0038: $4271 == 1 // $ == int 004D: jump_if_false @PHIL1_12726 00D6: if 0214: pickup $4234 picked_up 004D: jump_if_false @PHIL1_12726 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4258 0008: $4287 += 1 // $ += int 000C: $4275 -= 1 // $ -= int 0004: $4267 = 1 // $ = int 0004: $4271 = 0 // $ = int 00D6: if 0038: $4275 == 0 // $ == int 004D: jump_if_false @PHIL1_12724 0004: $4296 = 0 // $ = int 0004: $4297 = 0 // $ = int 0004: $4298 = 0 // $ = int 0004: $4299 = 0 // $ = int :PHIL1_12724 0051: return :PHIL1_12726 00D6: if 0038: $4268 == 0 // $ == int 004D: jump_if_false @PHIL1_12878 00D6: if 0038: $4272 == 1 // $ == int 004D: jump_if_false @PHIL1_12878 00D6: if 0214: pickup $4235 picked_up 004D: jump_if_false @PHIL1_12878 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4259 0008: $4287 += 1 // $ += int 000C: $4275 -= 1 // $ -= int 0004: $4268 = 1 // $ = int 0004: $4272 = 0 // $ = int 00D6: if 0038: $4275 == 0 // $ == int 004D: jump_if_false @PHIL1_12876 0004: $4296 = 0 // $ = int 0004: $4297 = 0 // $ = int 0004: $4298 = 0 // $ = int 0004: $4299 = 0 // $ = int :PHIL1_12876 0051: return :PHIL1_12878 00D6: if 0038: $4269 == 0 // $ == int 004D: jump_if_false @PHIL1_13030 00D6: if 0038: $4273 == 1 // $ == int 004D: jump_if_false @PHIL1_13030 00D6: if 0214: pickup $4236 picked_up 004D: jump_if_false @PHIL1_13030 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4260 0008: $4287 += 1 // $ += int 000C: $4275 -= 1 // $ -= int 0004: $4269 = 1 // $ = int 0004: $4273 = 0 // $ = int 00D6: if 0038: $4275 == 0 // $ == int 004D: jump_if_false @PHIL1_13028 0004: $4296 = 0 // $ = int 0004: $4297 = 0 // $ = int 0004: $4298 = 0 // $ = int 0004: $4299 = 0 // $ = int :PHIL1_13028 0051: return :PHIL1_13030 00D6: if 0038: $4270 == 0 // $ == int 004D: jump_if_false @PHIL1_13182 00D6: if 0038: $4274 == 1 // $ == int 004D: jump_if_false @PHIL1_13182 00D6: if 0214: pickup $4237 picked_up 004D: jump_if_false @PHIL1_13182 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4261 0008: $4287 += 1 // $ += int 000C: $4275 -= 1 // $ -= int 0004: $4270 = 1 // $ = int 0004: $4274 = 0 // $ = int 00D6: if 0038: $4275 == 0 // $ == int 004D: jump_if_false @PHIL1_13180 0004: $4296 = 0 // $ = int 0004: $4297 = 0 // $ = int 0004: $4298 = 0 // $ = int 0004: $4299 = 0 // $ = int :PHIL1_13180 0051: return :PHIL1_13182 0051: return :PHIL1_13184 00D6: if 0038: $4290 == 1 // $ == int 004D: jump_if_false @PHIL1_13446 00AA: store_car $4288 position_to $4313 $4314 $4315 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 0086: $4320 = $95 // $ = $ float 0061: $4320 -= $4313 // $ -= $ float 0086: $4321 = $96 // $ = $ float 0061: $4321 -= $4314 // $ -= $ float 0069: $4320 *= $4320 // $ *= $ float 0069: $4321 *= $4321 // $ *= $ float 0086: $4322 = $4320 // $ = $ float 0059: $4322 += $4321 // $ += $ float 01FB: $4322 = square_root $4322 0005: $4286 = 640.0 // $ = float 0071: $4286 /= $4322 // $ /= $ float 00D6: if 0020: $4286 > 20.0 // $ > float 004D: jump_if_false @PHIL1_13351 0005: $4286 = 20.0 // $ = float :PHIL1_13351 00D6: if 0038: $4276 == 1 // $ == int 004D: jump_if_false @PHIL1_13407 00D6: if 0022: 20.0 > $4286 // float > $ 004D: jump_if_false @PHIL1_13400 0005: $4286 = 20.0 // $ = float :PHIL1_13400 0002: jump @PHIL1_13438 :PHIL1_13407 00D6: if 0022: 10.0 > $4286 // float > $ 004D: jump_if_false @PHIL1_13438 0005: $4286 = 10.0 // $ = float :PHIL1_13438 00AD: set_car $4288 max_speed_to $4286 :PHIL1_13446 00D6: if 0038: $4291 == 1 // $ == int 004D: jump_if_false @PHIL1_13663 00D6: if 8118: not actor $4289 dead 004D: jump_if_false @PHIL1_13663 00D6: if 00DB: actor $4289 in_car $4288 004D: jump_if_false @PHIL1_13655 00D6: if 0038: $4308 == 0 // $ == int 004D: jump_if_false @PHIL1_13531 00AF: set_car $4288 driver_behaviour_to 3 0004: $4308 = 1 // $ = int :PHIL1_13531 00D6: if 0038: $4290 == 0 // $ == int 004D: jump_if_false @PHIL1_13648 00D6: if 8119: not car $4226 wrecked 004D: jump_if_false @PHIL1_13572 00AE: set_vehicle $4226 traffic_behavior_to 2 :PHIL1_13572 00D6: if 8119: not car $4227 wrecked 004D: jump_if_false @PHIL1_13595 00AE: set_vehicle $4227 traffic_behavior_to 2 :PHIL1_13595 00D6: if 8119: not car $4228 wrecked 004D: jump_if_false @PHIL1_13618 00AE: set_vehicle $4228 traffic_behavior_to 2 :PHIL1_13618 00D6: if 8119: not car $4229 wrecked 004D: jump_if_false @PHIL1_13641 00AE: set_vehicle $4229 traffic_behavior_to 2 :PHIL1_13641 0004: $4290 = 1 // $ = int :PHIL1_13648 0002: jump @PHIL1_13663 :PHIL1_13655 01CC: actor $4289 kill_player $PLAYER_CHAR :PHIL1_13663 00D6: if 81FC: not player $PLAYER_CHAR near_car $4288 radius 80.0 80.0 0 004D: jump_if_false @PHIL1_13708 02AA: set_car $4288 immune_to_nonplayer 1 0002: jump @PHIL1_13715 :PHIL1_13708 02AA: set_car $4288 immune_to_nonplayer 0 :PHIL1_13715 00D6: if 8118: not actor $4289 dead 004D: jump_if_false @PHIL1_14051 00D6: if 00DB: actor $4289 in_car $4288 004D: jump_if_false @PHIL1_14043 00D6: if 8119: not car $4288 wrecked 004D: jump_if_false @PHIL1_14036 00D6: if 01AF: car $4288 0 $4316 $4317 $4318 radius 5.0 5.0 5.0 004D: jump_if_false @PHIL1_13973 00D6: if 0019: TIMERA > 4000 // @ > int 004D: jump_if_false @PHIL1_13973 00D6: if 82CA: not car $4288 bounding_sphere_visible 004D: jump_if_false @PHIL1_13973 00AA: store_car $4288 position_to $4313 $4314 $4315 03D3: point $4313 $4314 $4315 get_nearby_vector $4313 $4314 $4315 $4319 00D6: if 838A: not car_in_cube $4313 $4314 $4315 5.0 5.0 5.0 004D: jump_if_false @PHIL1_13973 00D6: if 80C2: not sphere_onscreen $4313 $4314 $4315 4.0 004D: jump_if_false @PHIL1_13973 00AB: put_car $4288 at $4313 $4314 $4315 0175: set_car $4288 z_angle_to $4319 0006: TIMERA = 0 // @ = int :PHIL1_13973 00D6: if 81AF: not car $4288 0 $4316 $4317 $4318 radius 4.0 4.0 4.0 004D: jump_if_false @PHIL1_14036 00AA: store_car $4288 position_to $4316 $4317 $4318 0006: TIMERA = 0 // @ = int :PHIL1_14036 0002: jump @PHIL1_14051 :PHIL1_14043 01CC: actor $4289 kill_player $PLAYER_CHAR :PHIL1_14051 00D6: if 8118: not actor $4289 dead 004D: jump_if_false @PHIL1_14266 00D6: if 00DB: actor $4289 in_car $4288 004D: jump_if_false @PHIL1_14258 00D6: if 0119: car $4288 wrecked 004D: jump_if_false @PHIL1_14251 00D6: if 02BF: car $4288 sunk 004D: jump_if_false @PHIL1_14251 00D6: if 81FC: not player $PLAYER_CHAR near_car $4288 radius 50.0 50.0 0 004D: jump_if_false @PHIL1_14251 00D6: if 82CA: not car $4288 bounding_sphere_visible 004D: jump_if_false @PHIL1_14251 00AA: store_car $4288 position_to $4313 $4314 $4315 03D3: point $4313 $4314 $4315 get_nearby_vector $4313 $4314 $4315 $4319 00D6: if 80C2: not sphere_onscreen $4313 $4314 $4315 3.0 004D: jump_if_false @PHIL1_14251 00AB: put_car $4288 at $4313 $4314 $4315 0175: set_car $4288 z_angle_to $4319 :PHIL1_14251 0002: jump @PHIL1_14266 :PHIL1_14258 01CC: actor $4289 kill_player $PLAYER_CHAR :PHIL1_14266 00D6: if 8118: not actor $4289 dead 004D: jump_if_false @PHIL1_14453 00D6: if 00DB: actor $4289 in_car $4288 004D: jump_if_false @PHIL1_14445 00D6: if and 01F4: car $4288 flipped 01C1: car $4288 stopped 004D: jump_if_false @PHIL1_14438 00D6: if 82CA: not car $4288 bounding_sphere_visible 004D: jump_if_false @PHIL1_14438 03ED: set_car $4288 not_damaged_when_upside_down 1 00AA: store_car $4288 position_to $4313 $4314 $4315 03D3: point $4313 $4314 $4315 get_nearby_vector $4313 $4314 $4315 $4319 00D6: if 80C2: not sphere_onscreen $4313 $4314 $4315 3.0 004D: jump_if_false @PHIL1_14438 00AB: put_car $4288 at $4313 $4314 $4315 0175: set_car $4288 z_angle_to $4319 03ED: set_car $4288 not_damaged_when_upside_down 0 :PHIL1_14438 0002: jump @PHIL1_14453 :PHIL1_14445 01CC: actor $4289 kill_player $PLAYER_CHAR :PHIL1_14453 0051: return :PHIL1_14455 00D6: if 0038: $4277 == 1 // $ == int 004D: jump_if_false @PHIL1_14627 01C3: mark_car_as_no_longer_needed $4238 01C2: mark_actor_as_no_longer_needed $4242 00D6: if 8121: not player $PLAYER_CHAR in_zone 'HAITI' 004D: jump_if_false @PHIL1_14537 00A5: $4238 = create_car #FAGGIO at -984.7 -73.1 9.9 0002: jump @PHIL1_14570 :PHIL1_14537 00A5: $4238 = create_car #FAGGIO at -679.5 652.6 9.9 0175: set_car $4238 z_angle_to 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 02AA: set_car $4238 immune_to_nonplayer 1 00AF: set_car $4238 driver_behaviour_to 5 00AE: set_vehicle $4238 traffic_behavior_to 2 0008: $4281 += 1 // $ += int 0004: $4277 = 0 // $ = int :PHIL1_14627 00D6: if 0038: $4278 == 1 // $ == int 004D: jump_if_false @PHIL1_14799 01C3: mark_car_as_no_longer_needed $4239 01C2: mark_actor_as_no_longer_needed $4243 00D6: if 8121: not player $PLAYER_CHAR in_zone 'HAITI' 004D: jump_if_false @PHIL1_14709 00A5: $4239 = create_car #FAGGIO at -984.7 -78.1 9.9 0002: jump @PHIL1_14742 :PHIL1_14709 00A5: $4239 = create_car #FAGGIO at -679.5 657.6 9.9 0175: set_car $4239 z_angle_to 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 02AA: set_car $4239 immune_to_nonplayer 1 00AF: set_car $4239 driver_behaviour_to 5 00AE: set_vehicle $4239 traffic_behavior_to 2 0008: $4281 += 1 // $ += int 0004: $4278 = 0 // $ = int :PHIL1_14799 00D6: if 0038: $4279 == 1 // $ == int 004D: jump_if_false @PHIL1_14971 01C3: mark_car_as_no_longer_needed $4240 01C2: mark_actor_as_no_longer_needed $4244 00D6: if 8121: not player $PLAYER_CHAR in_zone 'HAITI' 004D: jump_if_false @PHIL1_14881 00A5: $4240 = create_car #FAGGIO at -984.7 -83.1 9.9 0002: jump @PHIL1_14914 :PHIL1_14881 00A5: $4240 = create_car #FAGGIO at -679.5 662.6 9.9 0175: set_car $4240 z_angle_to 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 02AA: set_car $4240 immune_to_nonplayer 1 00AF: set_car $4240 driver_behaviour_to 5 00AE: set_vehicle $4240 traffic_behavior_to 2 0008: $4281 += 1 // $ += int 0004: $4279 = 0 // $ = int :PHIL1_14971 00D6: if 0038: $4280 == 1 // $ == int 004D: jump_if_false @PHIL1_15143 01C3: mark_car_as_no_longer_needed $4241 01C2: mark_actor_as_no_longer_needed $4245 00D6: if 8121: not player $PLAYER_CHAR in_zone 'HAITI' 004D: jump_if_false @PHIL1_15053 00A5: $4241 = create_car #FAGGIO at -984.7 -88.1 9.9 0002: jump @PHIL1_15086 :PHIL1_15053 00A5: $4241 = create_car #FAGGIO at -679.5 667.6 9.9 0175: set_car $4241 z_angle_to 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 02AA: set_car $4241 immune_to_nonplayer 1 00AF: set_car $4241 driver_behaviour_to 5 00AE: set_vehicle $4241 traffic_behavior_to 2 0008: $4281 += 1 // $ += int 0004: $4280 = 0 // $ = int :PHIL1_15143 00D6: if 0038: $4300 == 0 // $ == int 004D: jump_if_false @PHIL1_15168 0004: $4300 = 1 // $ = int :PHIL1_15168 0051: return :PHIL1_15170 00D6: if 0038: $4282 == 1 // $ == int 004D: jump_if_false @PHIL1_15630 00D6: if 8118: not actor $4242 dead 004D: jump_if_false @PHIL1_15630 00A0: store_actor $4242 position_to $4323 $4324 $4325 00D6: if 00E9: player $PLAYER_CHAR 0 $4242 radius 50.0 50.0 004D: jump_if_false @PHIL1_15417 00D6: if 80E9: not player $PLAYER_CHAR 0 $4242 radius 13.0 13.0 004D: jump_if_false @PHIL1_15410 0086: $4326 = $4323 // $ = $ float 0009: $4326 += 20.0 // $ += float 0086: $4327 = $4324 // $ = $ float 0009: $4327 += 20.0 // $ += float 000D: $4323 -= 20.0 // $ -= float 000D: $4324 -= 20.0 // $ -= float 01C3: mark_car_as_no_longer_needed $4238 0327: $4238 = create_random_car_with_actors -1 in_area $4323 $4324 $4326 $4327 00D6: if 8038: not $4238 == -1 // $ == int 004D: jump_if_false @PHIL1_15410 020A: set_car $4238 door_status_to 1 00AD: set_car $4238 max_speed_to 0.0 01D5: actor $4242 go_to_and_drive_car $4238 0319: set_actor $4242 running 1 :PHIL1_15410 0002: jump @PHIL1_15558 :PHIL1_15417 03D3: point $4323 $4324 $4325 get_nearby_vector $4323 $4324 $4325 $4328 00D6: if 80C2: not sphere_onscreen $4323 $4324 $4325 3.0 004D: jump_if_false @PHIL1_15558 00D6: if 838A: not car_in_cube $4323 $4324 $4325 3.0 3.0 2.0 004D: jump_if_false @PHIL1_15558 01C3: mark_car_as_no_longer_needed $4238 00A5: $4238 = create_car #FAGGIO at $4323 $4324 $4325 0175: set_car $4238 z_angle_to $4328 00D6: if 80DF: not actor $4242 in_any_car 004D: jump_if_false @PHIL1_15558 036A: put_actor $4242 in_car $4238 :PHIL1_15558 00D6: if 8119: not car $4238 wrecked 004D: jump_if_false @PHIL1_15630 00D6: if 8118: not actor $4242 dead 004D: jump_if_false @PHIL1_15630 00D6: if 00DB: actor $4242 in_car $4238 004D: jump_if_false @PHIL1_15630 00AF: set_car $4238 driver_behaviour_to 5 00AE: set_vehicle $4238 traffic_behavior_to 2 0004: $4282 = 0 // $ = int :PHIL1_15630 0051: return :PHIL1_15632 00D6: if 0038: $4283 == 1 // $ == int 004D: jump_if_false @PHIL1_16092 00D6: if 8118: not actor $4243 dead 004D: jump_if_false @PHIL1_16092 00A0: store_actor $4243 position_to $4323 $4324 $4325 00D6: if 00E9: player $PLAYER_CHAR 0 $4243 radius 50.0 50.0 004D: jump_if_false @PHIL1_15879 00D6: if 80E9: not player $PLAYER_CHAR 0 $4243 radius 13.0 13.0 004D: jump_if_false @PHIL1_15872 0086: $4326 = $4323 // $ = $ float 0009: $4326 += 20.0 // $ += float 0086: $4327 = $4324 // $ = $ float 0009: $4327 += 20.0 // $ += float 000D: $4323 -= 20.0 // $ -= float 000D: $4324 -= 20.0 // $ -= float 01C3: mark_car_as_no_longer_needed $4239 0327: $4239 = create_random_car_with_actors -1 in_area $4323 $4324 $4326 $4327 00D6: if 8038: not $4239 == -1 // $ == int 004D: jump_if_false @PHIL1_15872 020A: set_car $4239 door_status_to 1 00AD: set_car $4239 max_speed_to 0.0 01D5: actor $4243 go_to_and_drive_car $4239 0319: set_actor $4243 running 1 :PHIL1_15872 0002: jump @PHIL1_16020 :PHIL1_15879 03D3: point $4323 $4324 $4325 get_nearby_vector $4323 $4324 $4325 $4328 00D6: if 80C2: not sphere_onscreen $4323 $4324 $4325 3.0 004D: jump_if_false @PHIL1_16020 00D6: if 838A: not car_in_cube $4323 $4324 $4325 3.0 3.0 2.0 004D: jump_if_false @PHIL1_16020 01C3: mark_car_as_no_longer_needed $4239 00A5: $4239 = create_car #FAGGIO at $4323 $4324 $4325 0175: set_car $4239 z_angle_to $4328 00D6: if 80DF: not actor $4243 in_any_car 004D: jump_if_false @PHIL1_16020 036A: put_actor $4243 in_car $4239 :PHIL1_16020 00D6: if 8119: not car $4239 wrecked 004D: jump_if_false @PHIL1_16092 00D6: if 8118: not actor $4243 dead 004D: jump_if_false @PHIL1_16092 00D6: if 00DB: actor $4243 in_car $4239 004D: jump_if_false @PHIL1_16092 00AF: set_car $4239 driver_behaviour_to 5 00AE: set_vehicle $4239 traffic_behavior_to 2 0004: $4283 = 0 // $ = int :PHIL1_16092 0051: return :PHIL1_16094 00D6: if 0038: $4284 == 1 // $ == int 004D: jump_if_false @PHIL1_16554 00D6: if 8118: not actor $4244 dead 004D: jump_if_false @PHIL1_16554 00A0: store_actor $4244 position_to $4323 $4324 $4325 00D6: if 00E9: player $PLAYER_CHAR 0 $4244 radius 50.0 50.0 004D: jump_if_false @PHIL1_16341 00D6: if 80E9: not player $PLAYER_CHAR 0 $4244 radius 13.0 13.0 004D: jump_if_false @PHIL1_16334 0086: $4326 = $4323 // $ = $ float 0009: $4326 += 20.0 // $ += float 0086: $4327 = $4324 // $ = $ float 0009: $4327 += 20.0 // $ += float 000D: $4323 -= 20.0 // $ -= float 000D: $4324 -= 20.0 // $ -= float 01C3: mark_car_as_no_longer_needed $4240 0327: $4240 = create_random_car_with_actors -1 in_area $4323 $4324 $4326 $4327 00D6: if 8038: not $4240 == -1 // $ == int 004D: jump_if_false @PHIL1_16334 020A: set_car $4240 door_status_to 1 00AD: set_car $4240 max_speed_to 0.0 01D5: actor $4244 go_to_and_drive_car $4240 0319: set_actor $4244 running 1 :PHIL1_16334 0002: jump @PHIL1_16482 :PHIL1_16341 03D3: point $4323 $4324 $4325 get_nearby_vector $4323 $4324 $4325 $4328 00D6: if 80C2: not sphere_onscreen $4323 $4324 $4325 3.0 004D: jump_if_false @PHIL1_16482 00D6: if 838A: not car_in_cube $4323 $4324 $4325 3.0 3.0 2.0 004D: jump_if_false @PHIL1_16482 01C3: mark_car_as_no_longer_needed $4240 00A5: $4240 = create_car #FAGGIO at $4323 $4324 $4325 0175: set_car $4240 z_angle_to $4328 00D6: if 80DF: not actor $4244 in_any_car 004D: jump_if_false @PHIL1_16482 036A: put_actor $4244 in_car $4240 :PHIL1_16482 00D6: if 8119: not car $4240 wrecked 004D: jump_if_false @PHIL1_16554 00D6: if 8118: not actor $4244 dead 004D: jump_if_false @PHIL1_16554 00D6: if 00DB: actor $4244 in_car $4240 004D: jump_if_false @PHIL1_16554 00AF: set_car $4240 driver_behaviour_to 5 00AE: set_vehicle $4240 traffic_behavior_to 2 0004: $4284 = 0 // $ = int :PHIL1_16554 0051: return :PHIL1_16556 00D6: if 0038: $4285 == 1 // $ == int 004D: jump_if_false @PHIL1_17016 00D6: if 8118: not actor $4245 dead 004D: jump_if_false @PHIL1_17016 00A0: store_actor $4245 position_to $4323 $4324 $4325 00D6: if 00E9: player $PLAYER_CHAR 0 $4245 radius 50.0 50.0 004D: jump_if_false @PHIL1_16803 00D6: if 80E9: not player $PLAYER_CHAR 0 $4245 radius 13.0 13.0 004D: jump_if_false @PHIL1_16796 0086: $4326 = $4323 // $ = $ float 0009: $4326 += 20.0 // $ += float 0086: $4327 = $4324 // $ = $ float 0009: $4327 += 20.0 // $ += float 000D: $4323 -= 20.0 // $ -= float 000D: $4324 -= 20.0 // $ -= float 01C3: mark_car_as_no_longer_needed $4241 0327: $4241 = create_random_car_with_actors -1 in_area $4323 $4324 $4326 $4327 00D6: if 8038: not $4241 == -1 // $ == int 004D: jump_if_false @PHIL1_16796 020A: set_car $4241 door_status_to 1 00AD: set_car $4241 max_speed_to 0.0 01D5: actor $4245 go_to_and_drive_car $4241 0319: set_actor $4245 running 1 :PHIL1_16796 0002: jump @PHIL1_16944 :PHIL1_16803 03D3: point $4323 $4324 $4325 get_nearby_vector $4323 $4324 $4325 $4328 00D6: if 80C2: not sphere_onscreen $4323 $4324 $4325 3.0 004D: jump_if_false @PHIL1_16944 00D6: if 838A: not car_in_cube $4323 $4324 $4325 3.0 3.0 2.0 004D: jump_if_false @PHIL1_16944 01C3: mark_car_as_no_longer_needed $4241 00A5: $4241 = create_car #FAGGIO at $4323 $4324 $4325 0175: set_car $4241 z_angle_to $4328 00D6: if 80DF: not actor $4245 in_any_car 004D: jump_if_false @PHIL1_16944 036A: put_actor $4245 in_car $4241 :PHIL1_16944 00D6: if 8119: not car $4241 wrecked 004D: jump_if_false @PHIL1_17016 00D6: if 8118: not actor $4245 dead 004D: jump_if_false @PHIL1_17016 00D6: if 00DB: actor $4245 in_car $4241 004D: jump_if_false @PHIL1_17016 00AF: set_car $4241 driver_behaviour_to 5 00AE: set_vehicle $4241 traffic_behavior_to 2 0004: $4285 = 0 // $ = int :PHIL1_17016 0051: return :PHIL1_17018 00D6: if 8119: not car $4226 wrecked 004D: jump_if_false @PHIL1_17046 0164: disable_marker $4254 0004: $4296 = 1 // $ = int :PHIL1_17046 00D6: if 8119: not car $4227 wrecked 004D: jump_if_false @PHIL1_17074 0164: disable_marker $4255 0004: $4297 = 1 // $ = int :PHIL1_17074 00D6: if 8119: not car $4228 wrecked 004D: jump_if_false @PHIL1_17102 0164: disable_marker $4256 0004: $4298 = 1 // $ = int :PHIL1_17102 00D6: if 8119: not car $4229 wrecked 004D: jump_if_false @PHIL1_17130 0164: disable_marker $4257 0004: $4299 = 1 // $ = int :PHIL1_17130 0051: return //-------------Mission 26--------------- // Originally: Boomshine Saigon :PHIL2 03A4: name_thread 'PHIL2' 0050: gosub @PHIL2_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @PHIL2_37 0050: gosub @PHIL2_6994 :PHIL2_37 0050: gosub @PHIL2_7089 004E: end_thread :PHIL2_46 03D5: remove_text 'M_FAIL' 0004: $ONMISSION = 1 // $ = int 0317: increment_mission_attempts 0001: wait 0 ms 054C: use_GXT_table 'PHIL2' 058E: set_restart_mission_taxi_destination -1004.5 311.1 9.9 155.7 0004: $4352 = 0 // $ = int 0004: $4353 = 0 // $ = int 0004: $4354 = 0 // $ = int 0004: $4355 = 0 // $ = int 0004: $4356 = 0 // $ = int 0004: $4357 = 100 // $ = int 0004: $4358 = 0 // $ = int 0004: $4359 = 0 // $ = int 0004: $4360 = 8 // $ = int 0004: $4361 = 255 // $ = int 0004: $4362 = 0 // $ = int 0004: $4363 = 0 // $ = int 0005: $95 = 0.0 // $ = float 0005: $96 = 0.0 // $ = float 0005: $97 = 0.0 // $ = float 0005: $4364 = 0.0 // $ = float 0005: $4365 = 0.0 // $ = float 0005: $4366 = 0.0 // $ = float 0005: $4367 = 0.0 // $ = float 0005: $4368 = 0.0 // $ = float 0005: $4369 = 0.0 // $ = float 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSPHIL' 02F3: load_object #CUTOBJ01 'PHILBMB' 03CB: load_scene -1099.62 327.21 10.23 038B: load_requested_models :PHIL2_332 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 004D: jump_if_false @PHIL2_362 0001: wait 0 ms 0002: jump @PHIL2_332 :PHIL2_362 00D6: if 8248: not model #CUTOBJ01 available 004D: jump_if_false @PHIL2_389 0001: wait 0 ms 0002: jump @PHIL2_362 :PHIL2_389 0395: clear_area 1 at -1083.1 321.1 11.2 range 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 10.8 range 1.0 0055: put_player $PLAYER_CHAR at -1105.0 334.0 10.8 0171: set_player $PLAYER_CHAR z_angle_to 265.8 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :PHIL2_584 00D6: if 001A: 1073 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PHIL2_619 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PHIL2_584 :PHIL2_619 00BC: text_highpriority 'PHIL2_A' time 10000 1 :PHIL2_634 00D6: if 001A: 2713 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PHIL2_669 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PHIL2_634 :PHIL2_669 00BC: text_highpriority 'PHIL2_B' time 10000 1 :PHIL2_684 00D6: if 001A: 8842 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PHIL2_719 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PHIL2_684 :PHIL2_719 00BC: text_highpriority 'PHIL2_C' time 10000 1 :PHIL2_734 00D6: if 001A: 10547 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PHIL2_769 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PHIL2_734 :PHIL2_769 00BC: text_highpriority 'PHIL2_D' time 10000 1 :PHIL2_784 00D6: if 001A: 13397 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PHIL2_819 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PHIL2_784 :PHIL2_819 00BC: text_highpriority 'PHIL2_E' time 10000 1 :PHIL2_834 00D6: if 001A: 16619 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PHIL2_869 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PHIL2_834 :PHIL2_869 00BC: text_highpriority 'PHIL2_F' time 10000 1 :PHIL2_884 00D6: if 001A: 20734 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PHIL2_919 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PHIL2_884 :PHIL2_919 00BC: text_highpriority 'PHIL2_G' time 10000 1 :PHIL2_934 00D6: if 001A: 24299 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PHIL2_969 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PHIL2_934 :PHIL2_969 00BC: text_highpriority 'PHIL2_H' time 10000 1 :PHIL2_984 00D6: if 001A: 32636 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PHIL2_1019 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PHIL2_984 :PHIL2_1019 00BC: text_highpriority 'PHIL2_I' time 10000 1 :PHIL2_1034 00D6: if 001A: 44824 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PHIL2_1071 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PHIL2_1034 :PHIL2_1071 00BC: text_highpriority 'PHIL2_J' time 10000 1 :PHIL2_1086 00D6: if 001A: 46000 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PHIL2_1123 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PHIL2_1086 :PHIL2_1123 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @PHIL2_1193 020C: create_explosion 2 at -1083.8 352.7 11.3 020C: create_explosion 11 at -1083.8 352.7 11.3 020C: create_explosion 6 at -1083.8 352.7 11.3 :PHIL2_1193 00D6: if 001A: 48307 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PHIL2_1230 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PHIL2_1193 :PHIL2_1230 00BC: text_highpriority 'PHIL2_K' time 10000 1 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @PHIL2_1294 00D6: if and 840C: not german_game 840B: not french_game 004D: jump_if_false @PHIL2_1294 0050: gosub @PHIL2_7155 0050: gosub @PHIL2_7155 0050: gosub @PHIL2_7155 :PHIL2_1294 00D6: if 001A: 48807 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PHIL2_1331 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PHIL2_1294 :PHIL2_1331 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @PHIL2_1380 00D6: if and 840C: not german_game 840B: not french_game 004D: jump_if_false @PHIL2_1380 0050: gosub @PHIL2_7155 0050: gosub @PHIL2_7155 0050: gosub @PHIL2_7155 :PHIL2_1380 00D6: if 001A: 49307 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PHIL2_1417 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PHIL2_1380 :PHIL2_1417 00BE: text_clear_all :PHIL2_1419 00D6: if 001A: 49907 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PHIL2_1456 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PHIL2_1419 :PHIL2_1456 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @PHIL2_1505 00D6: if and 840C: not german_game 840B: not french_game 004D: jump_if_false @PHIL2_1505 0050: gosub @PHIL2_7155 0050: gosub @PHIL2_7155 0050: gosub @PHIL2_7155 :PHIL2_1505 00D6: if 001A: 50007 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PHIL2_1542 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PHIL2_1505 :PHIL2_1542 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @PHIL2_1591 00D6: if and 840C: not german_game 840B: not french_game 004D: jump_if_false @PHIL2_1591 0050: gosub @PHIL2_7155 0050: gosub @PHIL2_7155 0050: gosub @PHIL2_7155 :PHIL2_1591 00D6: if 001A: 51007 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PHIL2_1628 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PHIL2_1591 :PHIL2_1628 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @PHIL2_1677 00D6: if and 840C: not german_game 840B: not french_game 004D: jump_if_false @PHIL2_1677 0050: gosub @PHIL2_7155 0050: gosub @PHIL2_7155 0050: gosub @PHIL2_7155 :PHIL2_1677 00D6: if 001A: 52207 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PHIL2_1714 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PHIL2_1677 :PHIL2_1714 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @PHIL2_1763 00D6: if and 840C: not german_game 840B: not french_game 004D: jump_if_false @PHIL2_1763 0050: gosub @PHIL2_7155 0050: gosub @PHIL2_7155 0050: gosub @PHIL2_7155 :PHIL2_1763 00BE: text_clear_all :PHIL2_1765 00D6: if 001A: 53376 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PHIL2_1802 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PHIL2_1765 :PHIL2_1802 016A: fade 0 1500 ms 00BE: text_clear_all :PHIL2_1811 00D6: if 016B: fading 004D: jump_if_false @PHIL2_1835 0001: wait 0 ms 0002: jump @PHIL2_1811 :PHIL2_1835 03AD: set_rubbish 1 02EA: end_cutscene 0296: unload_special_actor 1 0296: unload_special_actor 2 0249: release_model #CUTOBJ01 01EB: set_traffic_density_multiplier_to 1.0 03DE: set_pedestrians_density_multiplier_to 1.0 0169: set_fade_color 0 0 0 0001: wait 500 ms 0373: set_camera_directly_behind_player 04E3: set_player $PLAYER_CHAR mood 0 duration 60000 0247: request_model #PATRIOT :PHIL2_1900 00D6: if 8248: not model #PATRIOT available 004D: jump_if_false @PHIL2_1927 0001: wait 0 ms 0002: jump @PHIL2_1900 :PHIL2_1927 03CF: load_wav 'PHIL2_1' as 2 :PHIL2_1939 00D6: if 83D0: not wav 2 loaded 004D: jump_if_false @PHIL2_1965 0001: wait 0 ms 0002: jump @PHIL2_1939 :PHIL2_1965 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @PHIL2_2003 018A: $4351 = create_checkpoint_at -1183.0 -664.2 10.5 :PHIL2_2003 023C: load_special_actor 1 'IGPHIL2' :PHIL2_2015 00D6: if 823D: not special_actor 1 loaded 004D: jump_if_false @PHIL2_2041 0001: wait 0 ms 0002: jump @PHIL2_2015 :PHIL2_2041 00A5: $4342 = create_car #PATRIOT at -1097.0 334.0 10.8 0175: set_car $4342 z_angle_to 269.2 0369: put_player $PLAYER_CHAR in_car $4342 0373: set_camera_directly_behind_player 01C8: $4343 = create_actor_pedtype 4 model #SPECIAL01 in_car $4342 passenger_seat 0 04F5: set_actor $4343 as_player_friend $PLAYER_CHAR flag 1 03FD: set_player $PLAYER_CHAR handling_responsiveness $4360 052C: set_player $PLAYER_CHAR drunk_visuals 255 00D6: if and 840C: not german_game 840B: not french_game 004D: jump_if_false @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' 0227: $4358 = car $4342 health 0014: $4358 /= 10 // $ /= int 0006: TIMERA = 0 // @ = int 0006: TIMERB = 0 // @ = int 016A: fade 1 1500 ms 00BC: text_highpriority 'PHI2_01' time 5000 1 :PHIL2_2253 0001: wait 0 ms 00D6: if 8119: not car $4342 wrecked 004D: jump_if_false @PHIL2_4302 00D6: if 00DC: player $PLAYER_CHAR in_car $4342 004D: jump_if_false @PHIL2_4302 00D6: if 0038: $4363 == 0 // $ == int 004D: jump_if_false @PHIL2_4298 00D6: if 0038: $4362 == 0 // $ == int 004D: jump_if_false @PHIL2_2593 00D6: if 001A: 85 > $4357 // int > $ 004D: jump_if_false @PHIL2_2593 03CF: load_wav 'PHIL2_4' as 1 :PHIL2_2358 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PHIL2_2453 0001: wait 0 ms 00D6: if 0038: $4352 == 0 // $ == int 004D: jump_if_false @PHIL2_2424 03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 0002: jump @PHIL2_2446 :PHIL2_2424 03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 :PHIL2_2446 0002: jump @PHIL2_2358 :PHIL2_2453 00BC: text_highpriority 'PHI2_08' time 5000 1 03D1: play_wav 1 :PHIL2_2472 00D6: if and 83D2: not wav 1 ended 8118: not actor $4343 dead 004D: jump_if_false @PHIL2_2572 0001: wait 0 ms 00D6: if 0038: $4352 == 0 // $ == int 004D: jump_if_false @PHIL2_2543 03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 0002: jump @PHIL2_2565 :PHIL2_2543 03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 :PHIL2_2565 0002: jump @PHIL2_2472 :PHIL2_2572 040D: unload_wav 1 03D5: remove_text 'PHI2_08' 0004: $4362 = 1 // $ = int :PHIL2_2593 00D6: if 0038: $4362 == 1 // $ == int 004D: jump_if_false @PHIL2_2876 00D6: if 001A: 75 > $4357 // int > $ 004D: jump_if_false @PHIL2_2876 03CF: load_wav 'PHIL2_5' as 1 :PHIL2_2641 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PHIL2_2736 0001: wait 0 ms 00D6: if 0038: $4352 == 0 // $ == int 004D: jump_if_false @PHIL2_2707 03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 0002: jump @PHIL2_2729 :PHIL2_2707 03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 :PHIL2_2729 0002: jump @PHIL2_2641 :PHIL2_2736 00BC: text_highpriority 'PHI2_09' time 5000 1 03D1: play_wav 1 :PHIL2_2755 00D6: if and 83D2: not wav 1 ended 8118: not actor $4343 dead 004D: jump_if_false @PHIL2_2855 0001: wait 0 ms 00D6: if 0038: $4352 == 0 // $ == int 004D: jump_if_false @PHIL2_2826 03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 0002: jump @PHIL2_2848 :PHIL2_2826 03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 :PHIL2_2848 0002: jump @PHIL2_2755 :PHIL2_2855 040D: unload_wav 1 03D5: remove_text 'PHI2_09' 0004: $4362 = 2 // $ = int :PHIL2_2876 00D6: if 0038: $4362 == 2 // $ == int 004D: jump_if_false @PHIL2_3159 00D6: if 001A: 65 > $4357 // int > $ 004D: jump_if_false @PHIL2_3159 03CF: load_wav 'PHIL2_6' as 1 :PHIL2_2924 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PHIL2_3019 0001: wait 0 ms 00D6: if 0038: $4352 == 0 // $ == int 004D: jump_if_false @PHIL2_2990 03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 0002: jump @PHIL2_3012 :PHIL2_2990 03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 :PHIL2_3012 0002: jump @PHIL2_2924 :PHIL2_3019 00BC: text_highpriority 'PHI2_10' time 5000 1 03D1: play_wav 1 :PHIL2_3038 00D6: if and 83D2: not wav 1 ended 8118: not actor $4343 dead 004D: jump_if_false @PHIL2_3138 0001: wait 0 ms 00D6: if 0038: $4352 == 0 // $ == int 004D: jump_if_false @PHIL2_3109 03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 0002: jump @PHIL2_3131 :PHIL2_3109 03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 :PHIL2_3131 0002: jump @PHIL2_3038 :PHIL2_3138 040D: unload_wav 1 03D5: remove_text 'PHI2_10' 0004: $4362 = 3 // $ = int :PHIL2_3159 00D6: if 0038: $4362 == 3 // $ == int 004D: jump_if_false @PHIL2_3442 00D6: if 001A: 55 > $4357 // int > $ 004D: jump_if_false @PHIL2_3442 03CF: load_wav 'PHIL2_7' as 1 :PHIL2_3207 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PHIL2_3302 0001: wait 0 ms 00D6: if 0038: $4352 == 0 // $ == int 004D: jump_if_false @PHIL2_3273 03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 0002: jump @PHIL2_3295 :PHIL2_3273 03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 :PHIL2_3295 0002: jump @PHIL2_3207 :PHIL2_3302 00BC: text_highpriority 'PHI2_11' time 5000 1 03D1: play_wav 1 :PHIL2_3321 00D6: if and 83D2: not wav 1 ended 8118: not actor $4343 dead 004D: jump_if_false @PHIL2_3421 0001: wait 0 ms 00D6: if 0038: $4352 == 0 // $ == int 004D: jump_if_false @PHIL2_3392 03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 0002: jump @PHIL2_3414 :PHIL2_3392 03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 :PHIL2_3414 0002: jump @PHIL2_3321 :PHIL2_3421 040D: unload_wav 1 03D5: remove_text 'PHI2_11' 0004: $4362 = 4 // $ = int :PHIL2_3442 00D6: if 0038: $4362 == 4 // $ == int 004D: jump_if_false @PHIL2_3725 00D6: if 001A: 45 > $4357 // int > $ 004D: jump_if_false @PHIL2_3725 03CF: load_wav 'PHIL2_8' as 1 :PHIL2_3490 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PHIL2_3585 0001: wait 0 ms 00D6: if 0038: $4352 == 0 // $ == int 004D: jump_if_false @PHIL2_3556 03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 0002: jump @PHIL2_3578 :PHIL2_3556 03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 :PHIL2_3578 0002: jump @PHIL2_3490 :PHIL2_3585 00BC: text_highpriority 'PHI2_12' time 5000 1 03D1: play_wav 1 :PHIL2_3604 00D6: if and 83D2: not wav 1 ended 8118: not actor $4343 dead 004D: jump_if_false @PHIL2_3704 0001: wait 0 ms 00D6: if 0038: $4352 == 0 // $ == int 004D: jump_if_false @PHIL2_3675 03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 0002: jump @PHIL2_3697 :PHIL2_3675 03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 :PHIL2_3697 0002: jump @PHIL2_3604 :PHIL2_3704 040D: unload_wav 1 03D5: remove_text 'PHI2_12' 0004: $4362 = 5 // $ = int :PHIL2_3725 00D6: if 0038: $4362 == 5 // $ == int 004D: jump_if_false @PHIL2_4008 00D6: if 001A: 35 > $4357 // int > $ 004D: jump_if_false @PHIL2_4008 03CF: load_wav 'PHIL2_9' as 1 :PHIL2_3773 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PHIL2_3868 0001: wait 0 ms 00D6: if 0038: $4352 == 0 // $ == int 004D: jump_if_false @PHIL2_3839 03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 0002: jump @PHIL2_3861 :PHIL2_3839 03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 :PHIL2_3861 0002: jump @PHIL2_3773 :PHIL2_3868 00BC: text_highpriority 'PHI2_13' time 5000 1 03D1: play_wav 1 :PHIL2_3887 00D6: if and 83D2: not wav 1 ended 8118: not actor $4343 dead 004D: jump_if_false @PHIL2_3987 0001: wait 0 ms 00D6: if 0038: $4352 == 0 // $ == int 004D: jump_if_false @PHIL2_3958 03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 0002: jump @PHIL2_3980 :PHIL2_3958 03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 :PHIL2_3980 0002: jump @PHIL2_3887 :PHIL2_3987 040D: unload_wav 1 03D5: remove_text 'PHI2_13' 0004: $4362 = 6 // $ = int :PHIL2_4008 00D6: if 0038: $4362 == 6 // $ == int 004D: jump_if_false @PHIL2_4291 00D6: if 001A: 25 > $4357 // int > $ 004D: jump_if_false @PHIL2_4291 03CF: load_wav 'PHIL210' as 1 :PHIL2_4056 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PHIL2_4151 0001: wait 0 ms 00D6: if 0038: $4352 == 0 // $ == int 004D: jump_if_false @PHIL2_4122 03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 0002: jump @PHIL2_4144 :PHIL2_4122 03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 :PHIL2_4144 0002: jump @PHIL2_4056 :PHIL2_4151 00BC: text_highpriority 'PHI2_14' time 5000 1 03D1: play_wav 1 :PHIL2_4170 00D6: if and 83D2: not wav 1 ended 8118: not actor $4343 dead 004D: jump_if_false @PHIL2_4270 0001: wait 0 ms 00D6: if 0038: $4352 == 0 // $ == int 004D: jump_if_false @PHIL2_4241 03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 0002: jump @PHIL2_4263 :PHIL2_4241 03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 :PHIL2_4263 0002: jump @PHIL2_4170 :PHIL2_4270 040D: unload_wav 1 03D5: remove_text 'PHI2_14' 0004: $4362 = 7 // $ = int :PHIL2_4291 0002: jump @PHIL2_4302 :PHIL2_4298 040D: unload_wav 1 :PHIL2_4302 00D6: if 8119: not car $4342 wrecked 004D: jump_if_false @PHIL2_6927 00D6: if and 01F4: car $4342 flipped 01C1: car $4342 stopped 004D: jump_if_false @PHIL2_4346 0004: $4354 = 1 // $ = int :PHIL2_4346 00D6: if and 80DC: not player $PLAYER_CHAR in_car $4342 0038: $4353 == 0 // $ == int 0038: $4354 == 0 // $ == int 004D: jump_if_false @PHIL2_4419 00BC: text_highpriority 'IN_VEH' time 5000 1 0186: $4349 = create_marker_above_car $4342 0164: disable_marker $4350 0164: disable_marker $4351 0004: $4353 = 1 // $ = int :PHIL2_4419 00D6: if and 00DC: player $PLAYER_CHAR in_car $4342 0038: $4353 == 1 // $ == int 004D: jump_if_false @PHIL2_4545 0164: disable_marker $4349 0164: disable_marker $4350 0164: disable_marker $4351 00D6: if 0038: $4352 == 0 // $ == int 004D: jump_if_false @PHIL2_4498 018A: $4350 = create_checkpoint_at -871.6 -469.5 9.9 :PHIL2_4498 00D6: if 0038: $4352 == 1 // $ == int 004D: jump_if_false @PHIL2_4536 018A: $4351 = create_checkpoint_at -1183.0 -664.2 10.5 :PHIL2_4536 00BE: text_clear_all 0004: $4353 = 0 // $ = int :PHIL2_4545 0227: $4356 = car $4342 health 0014: $4356 /= 10 // $ /= int 00D6: if 001C: $4358 > $4356 // $ > $ int 004D: jump_if_false @PHIL2_4603 0084: $4359 = $4358 // $ = $ int 0060: $4359 -= $4356 // $ -= $ int 0060: $4357 -= $4359 // $ -= $ int :PHIL2_4603 0084: $4358 = $4356 // $ = $ int 00D6: if 0019: TIMERA > 1000 // @ > int 004D: jump_if_false @PHIL2_4644 000C: $4357 -= 1 // $ -= int 0006: TIMERA = 0 // @ = int :PHIL2_4644 00D6: if 001A: 1 > $4357 // int > $ 004D: jump_if_false @PHIL2_4705 00D6: if 8118: not actor $4343 dead 004D: jump_if_false @PHIL2_4683 0321: kill_actor $4343 :PHIL2_4683 00BC: text_highpriority 'PHI2_03' time 5000 1 0002: jump @PHIL2_6994 :PHIL2_4705 00D6: if 0019: TIMERB > 20000 // @ > int 004D: jump_if_false @PHIL2_4761 000C: $4360 -= 1 // $ -= int 000C: $4361 -= 30 // $ -= int 03FD: set_player $PLAYER_CHAR handling_responsiveness $4360 052C: set_player $PLAYER_CHAR drunk_visuals $4361 0006: TIMERB = 0 // @ = int :PHIL2_4761 02E3: $4368 = car $4342 speed 00D6: if 0020: $4368 > 5.0 // $ > float 004D: jump_if_false @PHIL2_5191 00D6: if 810F: not player $PLAYER_CHAR wanted_level > 0 004D: jump_if_false @PHIL2_5191 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 0086: $4364 = $95 // $ = $ float 0009: $4364 += 10.0 // $ += float 0086: $4365 = $96 // $ = $ float 0009: $4365 += 10.0 // $ += float 0086: $4366 = $95 // $ = $ float 000D: $4366 -= 10.0 // $ -= float 0086: $4367 = $96 // $ = $ float 000D: $4367 -= 10.0 // $ -= float 0469: create_actor $4344 in area $4364 $4365 $4366 $4367 unknown 1 0 0 0 0 00D6: if 8038: not $4344 == -1 // $ == int 004D: jump_if_false @PHIL2_5186 010D: set_player $PLAYER_CHAR wanted_level_to 1 03CF: load_wav 'PHIL211' as 1 :PHIL2_4958 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PHIL2_5053 0001: wait 0 ms 00D6: if 0038: $4352 == 0 // $ == int 004D: jump_if_false @PHIL2_5024 03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 0002: jump @PHIL2_5046 :PHIL2_5024 03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 :PHIL2_5046 0002: jump @PHIL2_4958 :PHIL2_5053 00BC: text_highpriority 'PHI2_15' time 5000 1 03D1: play_wav 1 :PHIL2_5072 00D6: if and 83D2: not wav 1 ended 8118: not actor $4343 dead 004D: jump_if_false @PHIL2_5172 0001: wait 0 ms 00D6: if 0038: $4352 == 0 // $ == int 004D: jump_if_false @PHIL2_5143 03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 0002: jump @PHIL2_5165 :PHIL2_5143 03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 :PHIL2_5165 0002: jump @PHIL2_5072 :PHIL2_5172 040D: unload_wav 1 03D5: remove_text 'PHI2_15' :PHIL2_5186 01C2: mark_actor_as_no_longer_needed $4344 :PHIL2_5191 00D6: if 0038: $4352 == 0 // $ == int 004D: jump_if_false @PHIL2_5606 00D6: if 8119: not car $4342 wrecked 004D: jump_if_false @PHIL2_5606 00D6: if 00DC: player $PLAYER_CHAR in_car $4342 004D: jump_if_false @PHIL2_5606 00D6: if 01B0: car $4342 stopped 1 -871.6 -469.5 9.9 radius 7.0 7.0 7.0 004D: jump_if_false @PHIL2_5606 0164: disable_marker $4350 018A: $4351 = create_checkpoint_at -1183.0 -664.2 10.5 0004: $4363 = 1 // $ = int 00BC: text_highpriority 'PHI2_05' time 5000 1 03D1: play_wav 2 :PHIL2_5343 00D6: if and 83D2: not wav 2 ended 8118: not actor $4343 dead 004D: jump_if_false @PHIL2_5374 0001: wait 0 ms 0002: jump @PHIL2_5343 :PHIL2_5374 040D: unload_wav 2 03D5: remove_text 'PHI2_05' 03CF: load_wav 'PHIL2_2' as 2 :PHIL2_5400 00D6: if 83D0: not wav 2 loaded 004D: jump_if_false @PHIL2_5426 0001: wait 0 ms 0002: jump @PHIL2_5400 :PHIL2_5426 00BC: text_highpriority 'PHI2_06' time 5000 1 03D1: play_wav 2 :PHIL2_5445 00D6: if and 83D2: not wav 2 ended 8118: not actor $4343 dead 004D: jump_if_false @PHIL2_5476 0001: wait 0 ms 0002: jump @PHIL2_5445 :PHIL2_5476 040D: unload_wav 2 03D5: remove_text 'PHI2_06' 03CF: load_wav 'PHIL2_3' as 2 :PHIL2_5502 00D6: if 83D0: not wav 2 loaded 004D: jump_if_false @PHIL2_5528 0001: wait 0 ms 0002: jump @PHIL2_5502 :PHIL2_5528 00BC: text_highpriority 'PHI2_07' time 5000 1 03D1: play_wav 2 :PHIL2_5547 00D6: if and 83D2: not wav 2 ended 8118: not actor $4343 dead 004D: jump_if_false @PHIL2_5578 0001: wait 0 ms 0002: jump @PHIL2_5547 :PHIL2_5578 040D: unload_wav 2 03D5: remove_text 'PHI2_07' 0004: $4363 = 0 // $ = int 0004: $4352 = 1 // $ = int :PHIL2_5606 00D6: if 0038: $4352 == 1 // $ == int 004D: jump_if_false @PHIL2_6920 00D6: if 8119: not car $4342 wrecked 004D: jump_if_false @PHIL2_6898 00D6: if 00DC: player $PLAYER_CHAR in_car $4342 004D: jump_if_false @PHIL2_6891 00D6: if 01B0: car $4342 stopped 1 -1183.0 -664.2 10.5 radius 7.0 7.0 7.0 004D: jump_if_false @PHIL2_6891 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 052C: set_player $PLAYER_CHAR drunk_visuals 0 00D6: if 8118: not actor $4343 dead 004D: jump_if_false @PHIL2_5789 0174: $4369 = car $4342 z_angle 00AB: put_car $4342 at -1183.0 -664.2 10.5 0175: set_car $4342 z_angle_to $4369 03E2: actor $4343 leave_any_car 0245: set_actor $4343 walk_style_to 48 :PHIL2_5789 015F: set_camera_position -1178.1 -676.3 15.5 rotation 0.0 0.0 0.0 0160: point_camera -1183.7 -656.7 11.1 switchstyle 2 03BA: clear_cars_from_cube -1190.0 -671.2 17.5 -1174.0 -657.2 3.5 00D6: if 8118: not actor $4343 dead 004D: jump_if_false @PHIL2_5908 011C: actor $4343 clear_objective 0211: actor $4343 walk_to -1218.9 -665.1 :PHIL2_5908 0006: TIMERA = 0 // @ = int 0006: TIMERB = 0 // @ = int :PHIL2_5922 0001: wait 0 ms 00D6: if 0019: TIMERB > 500 // @ > int 004D: jump_if_false @PHIL2_5990 00D6: if 8118: not actor $4343 dead 004D: jump_if_false @PHIL2_5983 00D6: if and 840C: not german_game 840B: not french_game 004D: jump_if_false @PHIL2_5983 0050: gosub @PHIL2_8127 :PHIL2_5983 0006: TIMERB = 0 // @ = int :PHIL2_5990 00D6: if 0019: TIMERA > 2000 // @ > int 004D: jump_if_false @PHIL2_6030 0006: TIMERA = 0 // @ = int 0006: TIMERB = 0 // @ = int 0002: jump @PHIL2_6037 :PHIL2_6030 0002: jump @PHIL2_5922 :PHIL2_6037 0001: wait 0 ms 00D6: if 8118: not actor $4343 dead 004D: jump_if_false @PHIL2_6174 00D6: if 0019: TIMERB > 500 // @ > int 004D: jump_if_false @PHIL2_6121 00D6: if 8118: not actor $4343 dead 004D: jump_if_false @PHIL2_6114 00D6: if and 840C: not german_game 840B: not french_game 004D: jump_if_false @PHIL2_6114 0050: gosub @PHIL2_8127 :PHIL2_6114 0006: TIMERB = 0 // @ = int :PHIL2_6121 00D6: if or 00ED: actor $4343 0 -1218.9 -665.1 radius 3.0 3.0 0019: TIMERA > 3000 // @ > int 004D: jump_if_false @PHIL2_6174 0002: jump @PHIL2_6181 :PHIL2_6174 0002: jump @PHIL2_6037 :PHIL2_6181 00D6: if 8118: not actor $4343 dead 004D: jump_if_false @PHIL2_6237 011C: actor $4343 clear_objective 00A1: put_actor $4343 at -1191.7 -664.3 10.5 0211: actor $4343 walk_to -1218.9 -665.1 :PHIL2_6237 0006: TIMERA = 0 // @ = int 0006: TIMERB = 0 // @ = int 015F: set_camera_position -1174.3 -664.2 15.9 rotation 0.0 0.0 0.0 0160: point_camera -1184.5 -664.1 11.64 switchstyle 2 :PHIL2_6302 0001: wait 0 ms 00D6: if 8118: not actor $4343 dead 004D: jump_if_false @PHIL2_6439 00D6: if 0019: TIMERB > 500 // @ > int 004D: jump_if_false @PHIL2_6386 00D6: if 8118: not actor $4343 dead 004D: jump_if_false @PHIL2_6379 00D6: if and 840C: not german_game 840B: not french_game 004D: jump_if_false @PHIL2_6379 0050: gosub @PHIL2_8127 :PHIL2_6379 0006: TIMERB = 0 // @ = int :PHIL2_6386 00D6: if or 00ED: actor $4343 0 -1218.9 -665.1 radius 3.0 3.0 0019: TIMERA > 3000 // @ > int 004D: jump_if_false @PHIL2_6439 0002: jump @PHIL2_6446 :PHIL2_6439 0002: jump @PHIL2_6302 :PHIL2_6446 015D: set_gamespeed 1.0 016A: fade 0 500 ms :PHIL2_6460 00D6: if 016B: fading 004D: jump_if_false @PHIL2_6484 0001: wait 0 ms 0002: jump @PHIL2_6460 :PHIL2_6484 009B: destroy_actor_instantly $4343 0213: $4345 = create_pickup #M60 type 1 at -1105.9 335.3 11.1 0213: $4346 = create_pickup #ROCKETLA type 1 at -1105.9 330.3 11.1 0213: $4347 = create_pickup #MINIGUN type 1 at -1105.9 325.3 11.1 0213: $4348 = create_pickup #BOMB type 1 at -1105.9 320.3 11.1 03CB: load_scene -1038.4 309.7 20.9 015F: set_camera_position -1038.4 309.7 20.9 rotation 0.0 0.0 0.0 0160: point_camera -1065.6 322.1 21.7 switchstyle 2 016A: fade 1 500 ms :PHIL2_6664 00D6: if 016B: fading 004D: jump_if_false @PHIL2_6688 0001: wait 0 ms 0002: jump @PHIL2_6664 :PHIL2_6688 0394: play_music 1 00BA: text_styled 'PHI_AS1' 5000 ms 6 0001: wait 5000 ms 03CB: load_scene -1093.2 345.0 14.3 015F: set_camera_position -1093.2 345.0 14.3 rotation 0.0 0.0 0.0 0160: point_camera -1110.1 331.3 11.0 switchstyle 2 00BC: text_highpriority 'PHI_AS2' time 6000 1 0001: wait 6000 ms 016A: fade 0 500 ms :PHIL2_6807 00D6: if 016B: fading 004D: jump_if_false @PHIL2_6831 0001: wait 0 ms 0002: jump @PHIL2_6807 :PHIL2_6831 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 03CB: load_scene $95 $96 $97 016A: fade 1 500 ms 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 052C: set_player $PLAYER_CHAR drunk_visuals $4361 0002: jump @PHIL2_7011 :PHIL2_6891 0002: jump @PHIL2_6920 :PHIL2_6898 00BC: text_highpriority 'PHI2_03' time 5000 1 0002: jump @PHIL2_6994 :PHIL2_6920 0002: jump @PHIL2_6949 :PHIL2_6927 00BC: text_highpriority 'PHI2_03' time 5000 1 0002: jump @PHIL2_6994 :PHIL2_6949 00D6: if 0118: actor $4343 dead 004D: jump_if_false @PHIL2_6987 00BC: text_highpriority 'PHI2_03' time 5000 1 0002: jump @PHIL2_6994 :PHIL2_6987 0002: jump @PHIL2_2253 :PHIL2_6994 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :PHIL2_7011 00BE: text_clear_all 01E3: text_1number_styled 'M_PASS' number 4000 time 5000 style 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 4000 030C: progress_made += 1 0318: set_latest_mission_passed 'PHIL_2' 0164: disable_marker $253 04CE: $253 = create_icon_marker_without_sphere $423 at $492 $493 $494 0004: $255 = 1 // $ = int 0051: return :PHIL2_7089 0004: $ONMISSION = 0 // $ = int 01B4: set_player $PLAYER_CHAR can_move 1 0249: release_model #PATRIOT 01C2: mark_actor_as_no_longer_needed $4344 0003: shake_camera 0 034F: destroy_actor_with_fade $4343 // The actor fades away like a ghost 0296: unload_special_actor 1 0164: disable_marker $4349 0164: disable_marker $4350 0164: disable_marker $4351 0151: remove_status_text $4357 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 00D8: mission_cleanup 0051: return :PHIL2_7155 00D6: if 80E1: not player 0 pressed_button 16 004D: jump_if_false @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 0051: 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 0051: return //-------------Mission 27--------------- // Originally: Recruitment Drive :PORNO1 03A4: name_thread 'PORNO1' 0050: gosub @PORNO1_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @PORNO1_37 0050: gosub @PORNO1_11164 :PORNO1_37 0050: gosub @PORNO1_11249 004E: end_thread :PORNO1_46 03D5: remove_text 'M_FAIL' 0004: $ONMISSION = 1 // $ = int 0317: increment_mission_attempts 0001: wait 0 ms 054C: use_GXT_table 'PORN1' 058E: set_restart_mission_taxi_destination 21.489 966.28 9.5 172.7 0004: $4387 = 0 // $ = int 0004: $4388 = 0 // $ = int 0004: $4386 = 0 // $ = int 0005: $4400 = 0.0 // $ = float 0004: $4389 = 0 // $ = int 0004: $4390 = 0 // $ = int 0004: $4391 = 0 // $ = int 0004: $4392 = 0 // $ = int 0004: $4393 = 0 // $ = int 0004: $4394 = 0 // $ = int 0004: $4395 = 0 // $ = int 0005: $4401 = 0.0 // $ = float 0005: $4402 = 0.0 // $ = float 0005: $4403 = 0.0 // $ = float 0005: $4404 = 0.0 // $ = float 0004: $4396 = 0 // $ = int 0004: $4397 = 0 // $ = int 0004: $4398 = 0 // $ = int 0005: $4399 = 0.0 // $ = float 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' 03CB: load_scene -86.0 929.0 9.764 038B: load_requested_models :PORNO1_369 00D6: 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 004D: jump_if_false @PORNO1_411 0001: wait 0 ms 0002: jump @PORNO1_369 :PORNO1_411 00D6: if or 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 004D: jump_if_false @PORNO1_443 0001: wait 0 ms 0002: 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 10.2 range 1.0 0055: put_player $PLAYER_CHAR at -66.0 933.04 10.2 0171: set_player $PLAYER_CHAR z_angle_to 275.6 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :PORNO1_695 00D6: if 001A: 2533 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO1_730 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO1_695 :PORNO1_730 00BC: text_highpriority 'POR1_A' time 10000 1 :PORNO1_745 00D6: if 001A: 3343 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO1_780 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO1_745 :PORNO1_780 00BC: text_highpriority 'POR1_B' time 10000 1 :PORNO1_795 00D6: if 001A: 6008 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO1_830 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO1_795 :PORNO1_830 00BC: text_highpriority 'POR1_C' time 10000 1 :PORNO1_845 00D6: if 001A: 11226 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO1_880 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO1_845 :PORNO1_880 00BC: text_highpriority 'POR1_D' time 10000 1 :PORNO1_895 00D6: if 001A: 16462 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO1_930 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO1_895 :PORNO1_930 00BC: text_highpriority 'POR1_E' time 10000 1 :PORNO1_945 00D6: if 001A: 18076 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO1_980 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO1_945 :PORNO1_980 00BC: text_highpriority 'POR1_F' time 10000 1 :PORNO1_995 00D6: if 001A: 20247 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO1_1030 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO1_995 :PORNO1_1030 00BC: text_highpriority 'POR1_G' time 10000 1 :PORNO1_1045 00D6: if 001A: 22282 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO1_1080 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO1_1045 :PORNO1_1080 00BC: text_highpriority 'POR1_H' time 10000 1 :PORNO1_1095 00D6: if 001A: 24320 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO1_1130 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO1_1095 :PORNO1_1130 00BC: text_highpriority 'POR1_I' time 10000 1 :PORNO1_1145 00D6: if 001A: 26352 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO1_1180 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO1_1145 :PORNO1_1180 00BC: text_highpriority 'POR1_J' time 10000 1 :PORNO1_1195 00D6: if 001A: 27126 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO1_1230 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO1_1195 :PORNO1_1230 00BC: text_highpriority 'POR1_K' time 10000 1 :PORNO1_1245 00D6: if 001A: 30127 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO1_1280 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO1_1245 :PORNO1_1280 00BC: text_highpriority 'POR1_L' time 10000 1 :PORNO1_1295 00D6: if 001A: 34028 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO1_1332 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO1_1295 :PORNO1_1332 00BC: text_highpriority 'POR1_M' time 10000 1 :PORNO1_1347 00D6: if 001A: 38273 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO1_1384 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO1_1347 :PORNO1_1384 00BC: text_highpriority 'POR1_N' time 10000 1 :PORNO1_1399 00D6: if 001A: 40013 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO1_1436 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO1_1399 :PORNO1_1436 00BC: text_highpriority 'POR1_O' time 10000 1 :PORNO1_1451 00D6: if 001A: 42086 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO1_1488 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO1_1451 :PORNO1_1488 00BC: text_highpriority 'POR1_P' time 10000 1 :PORNO1_1503 00D6: if 001A: 46091 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO1_1540 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO1_1503 :PORNO1_1540 00BC: text_highpriority 'POR1_Q' time 10000 1 :PORNO1_1555 00D6: if 001A: 47169 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO1_1592 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO1_1555 :PORNO1_1592 00BC: text_highpriority 'POR1_R' time 10000 1 :PORNO1_1607 00D6: if 001A: 50143 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO1_1644 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO1_1607 :PORNO1_1644 00BC: text_highpriority 'POR1_S' time 10000 1 :PORNO1_1659 00D6: if 001A: 52720 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO1_1696 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO1_1659 :PORNO1_1696 00BC: text_highpriority 'POR1_T' time 10000 1 :PORNO1_1711 00D6: if 001A: 54090 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO1_1748 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO1_1711 :PORNO1_1748 00BC: text_highpriority 'POR1_U' time 10000 1 :PORNO1_1763 00D6: if 001A: 56976 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO1_1800 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO1_1763 :PORNO1_1800 016A: fade 0 1500 ms 00BE: text_clear_all 0001: wait 1000 ms 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @PORNO1_1846 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @PORNO1_1846 03D1: play_wav 1 :PORNO1_1846 00D6: if 016B: fading 004D: jump_if_false @PORNO1_1870 0001: wait 0 ms 0002: 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 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 01EB: set_traffic_density_multiplier_to 1.0 03DE: set_pedestrians_density_multiplier_to 1.0 0169: set_fade_color 0 0 0 0001: wait 500 ms 03CB: load_scene -67.0 939.297 10.94 0373: set_camera_directly_behind_player 04E3: set_player $PLAYER_CHAR mood 0 duration 60000 0247: request_model #WMYPI 0247: request_model #BMYCR 0247: request_model #HMYRI 0247: request_model #SENTINEL 0247: request_model #BAT 0247: request_model #TEC9 0247: request_model #STRETCH :PORNO1_1996 00D6: if or 8248: not model #WMYPI available 8248: not model #BMYCR available 8248: not model #HMYRI available 004D: jump_if_false @PORNO1_2030 0001: wait 0 ms 0002: jump @PORNO1_1996 :PORNO1_2030 00D6: if or 8248: not model #SENTINEL available 8248: not model #BAT available 8248: not model #TEC9 available 8248: not model #STRETCH available 004D: jump_if_false @PORNO1_2072 0001: wait 0 ms 0002: jump @PORNO1_2030 :PORNO1_2072 023C: load_special_actor 1 'IGCANDY' 023C: load_special_actor 2 'IGMERC' :PORNO1_2096 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 004D: jump_if_false @PORNO1_2126 0001: wait 0 ms 0002: jump @PORNO1_2096 :PORNO1_2126 038B: load_requested_models 018A: $4382 = create_checkpoint_at -448.3 1324.6 10.7 016A: fade 1 1500 ms 00BC: text_highpriority 'POR1_01' time 5000 1 00BB: text_lowpriority 'POR1_23' time 5000 1 0481: set_enter_car_range_multiplier 3.0 :PORNO1_2192 00D6: if 80F6: not player $PLAYER_CHAR 1 -448.3 1324.6 10.7 radius 1.0 1.0 2.0 004D: jump_if_false @PORNO1_2307 0001: wait 0 ms 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -448.3 1324.6 10.7 radius 20.0 20.0 20.0 004D: jump_if_false @PORNO1_2300 00DA: $4378 = player $PLAYER_CHAR car :PORNO1_2300 0002: jump @PORNO1_2192 :PORNO1_2307 03CF: load_wav 'PORN1_1' as 1 03CF: load_wav 'PORN1_2' as 2 :PORNO1_2331 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @PORNO1_2361 0001: wait 0 ms 0002: jump @PORNO1_2331 :PORNO1_2361 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 00D6: if 8119: not car $4378 wrecked 004D: jump_if_false @PORNO1_2456 00D6: if 01AD: car $4378 sphere 0 near_point -448.3 1324.6 radius 30.0 30.0 004D: jump_if_false @PORNO1_2456 00AB: put_car $4378 at -441.9 1337.0 10.7 0175: set_car $4378 z_angle_to 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 015F: set_camera_position -445.3 1321.8 13.0 rotation 0.0 0.0 0.0 0160: point_camera -450.3 1327.7 12.0 switchstyle 2 00BC: text_highpriority 'POR1_26' time 5000 1 00A5: $4379 = create_car #STRETCH at -492.4 1335.8 10.4 00AE: set_vehicle $4379 traffic_behavior_to 2 0175: set_car $4379 z_angle_to 276.1 0129: $4380 = create_actor 4 #HMYRI in_car $4379 driverseat 0229: set_car $4379 color_to 34 34 01C8: $4372 = create_actor_pedtype 5 model #SPECIAL01 in_car $4379 passenger_seat 2 04F5: set_actor $4372 as_player_friend $PLAYER_CHAR flag 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: set_actor $4372 in_players_group_can_fight 0 04BA: set_car $4379 speed_instantly 15.0 00AD: set_car $4379 max_speed_to 15.0 00A7: car $4379 drive_to -448.4 1340.6 10.4 0006: TIMERB = 0 // @ = int :PORNO1_2763 0001: wait 0 ms 00D6: if 8119: not car $4379 wrecked 004D: jump_if_false @PORNO1_2901 00D6: if 0019: TIMERB > 7000 // @ > int 004D: jump_if_false @PORNO1_2809 0002: jump @PORNO1_2908 :PORNO1_2809 00D6: if 81AF: not car $4379 0 -448.4 1340.6 10.4 radius 4.0 4.0 4.0 004D: jump_if_false @PORNO1_2884 00A7: car $4379 drive_to -448.4 1340.6 10.4 0002: jump @PORNO1_2901 :PORNO1_2884 00AD: set_car $4379 max_speed_to 0.0 0002: jump @PORNO1_2908 :PORNO1_2901 0002: jump @PORNO1_2763 :PORNO1_2908 00D6: if 8119: not car $4379 wrecked 004D: jump_if_false @PORNO1_2958 00D6: if 8118: not actor $4372 dead 004D: jump_if_false @PORNO1_2958 00AD: set_car $4379 max_speed_to 0.0 01D3: actor $4372 leave_car $4379 :PORNO1_2958 0001: wait 0 ms 00D6: if 8119: not car $4379 wrecked 004D: jump_if_false @PORNO1_3321 01E9: $4395 = car $4379 num_passengers 00D6: if 0038: $4395 == 0 // $ == int 004D: jump_if_false @PORNO1_3314 00D6: if 8118: not actor $4372 dead 004D: jump_if_false @PORNO1_3293 02EB: restore_camera_with_jumpcut 01D1: actor $4372 follow_actor $PLAYER_ACTOR 01D1: actor $PLAYER_ACTOR follow_actor $4372 00D6: if 8119: not car $4379 wrecked 004D: jump_if_false @PORNO1_3084 00AD: set_car $4379 max_speed_to 15.0 00A7: car $4379 drive_to -338.6 1133.1 8.5 :PORNO1_3084 00A5: $4371 = create_car #SENTINEL at -492.4 1335.8 10.4 0175: set_car $4371 z_angle_to 276.1 00AE: set_vehicle $4371 traffic_behavior_to 2 02AA: set_car $4371 immune_to_nonplayer 1 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 0187: $4383 = create_marker_above_actor $4373 04BA: set_car $4379 speed_instantly 15.0 00AD: set_car $4371 max_speed_to 15.0 00A7: car $4371 drive_to -448.4 1340.6 10.4 :PORNO1_3293 0006: TIMERB = 0 // @ = int 0002: jump @PORNO1_3328 0002: jump @PORNO1_3321 :PORNO1_3314 0002: jump @PORNO1_2958 :PORNO1_3321 0002: jump @PORNO1_2958 :PORNO1_3328 0001: wait 0 ms 00D6: if 0019: TIMERB > 7000 // @ > int 004D: jump_if_false @PORNO1_3358 0002: jump @PORNO1_3445 :PORNO1_3358 00D6: if 8118: not actor $4372 dead 004D: jump_if_false @PORNO1_3438 00D6: if 00E9: player $PLAYER_CHAR 0 $4372 radius 2.0 2.0 004D: jump_if_false @PORNO1_3438 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 0002: jump @PORNO1_3445 :PORNO1_3438 0002: jump @PORNO1_3328 :PORNO1_3445 015F: set_camera_position -450.2 1328.1 12.8 rotation 0.0 0.0 0.0 0160: point_camera -449.9 1330.8 12.2 switchstyle 2 0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 00BC: text_highpriority 'POR1_04' time 4000 1 03D1: play_wav 1 :PORNO1_3525 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @PORNO1_3551 0001: wait 0 ms 0002: jump @PORNO1_3525 :PORNO1_3551 040D: unload_wav 1 03D5: remove_text 'POR1_04' 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 00D6: if 8118: not actor $4372 dead 004D: jump_if_false @PORNO1_3600 0372: set_actor $4372 anim 19 wait_state_time 10000 ms :PORNO1_3600 00D6: if 8118: not actor $4373 dead 004D: jump_if_false @PORNO1_3640 00D6: if 8119: not car $4371 wrecked 004D: jump_if_false @PORNO1_3640 01D3: actor $4373 leave_car $4371 :PORNO1_3640 00BC: text_highpriority 'POR1_05' time 4000 1 03D1: play_wav 2 :PORNO1_3659 00D6: if and 83D2: not wav 2 ended 8118: not actor $4372 dead 004D: jump_if_false @PORNO1_3714 00D6: if 8118: not actor $4373 dead 004D: jump_if_false @PORNO1_3703 020E: actor $4373 look_at_actor $PLAYER_ACTOR :PORNO1_3703 0001: wait 0 ms 0002: jump @PORNO1_3659 :PORNO1_3714 040D: unload_wav 2 03D5: remove_text 'POR1_05' 03CF: load_wav 'PRN1_3A' as 1 03CF: load_wav 'PORN1_3' as 2 :PORNO1_3752 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @PORNO1_3782 0001: wait 0 ms 0002: jump @PORNO1_3752 :PORNO1_3782 00D6: if 8118: not actor $4372 dead 004D: jump_if_false @PORNO1_3831 0372: set_actor $4372 anim 0 wait_state_time 100 ms 00D6: if 8118: not actor $4373 dead 004D: jump_if_false @PORNO1_3831 020E: actor $4372 look_at_actor $4373 :PORNO1_3831 00BC: text_highpriority 'POR1_06' time 4000 1 03D1: play_wav 2 :PORNO1_3850 00D6: if and 83D2: not wav 2 ended 8118: not actor $4373 dead 004D: jump_if_false @PORNO1_3881 0001: wait 0 ms 0002: jump @PORNO1_3850 :PORNO1_3881 040D: unload_wav 2 03D5: remove_text 'POR1_06' 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' time 4000 1 03D1: play_wav 1 :PORNO1_3949 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @PORNO1_3975 0001: wait 0 ms 0002: jump @PORNO1_3949 :PORNO1_3975 040D: unload_wav 1 03D5: remove_text 'POR1_07' 03CF: load_wav 'PRN1_21' as 2 :PORNO1_4001 00D6: if 83D0: not wav 2 loaded 004D: jump_if_false @PORNO1_4027 0001: wait 0 ms 0002: jump @PORNO1_4001 :PORNO1_4027 00D6: if 8118: not actor $4373 dead 004D: jump_if_false @PORNO1_4067 00D6: if 8119: not car $4371 wrecked 004D: jump_if_false @PORNO1_4067 01D5: actor $4373 go_to_and_drive_car $4371 :PORNO1_4067 00BC: text_highpriority 'POR1_7B' time 4000 1 03D1: play_wav 2 :PORNO1_4086 00D6: if and 83D2: not wav 2 ended 8118: not actor $4373 dead 004D: jump_if_false @PORNO1_4117 0001: wait 0 ms 0002: jump @PORNO1_4086 :PORNO1_4117 040D: unload_wav 2 03D5: remove_text 'POR1_7B' 00D6: if 8118: not actor $4374 dead 004D: jump_if_false @PORNO1_4203 00D6: if 8118: not actor $4375 dead 004D: jump_if_false @PORNO1_4203 00D6: if 8118: not actor $4376 dead 004D: jump_if_false @PORNO1_4203 01CA: actor $4374 kill_player $PLAYER_CHAR 01CA: actor $4375 kill_player $PLAYER_CHAR 01CA: actor $4376 kill_player $PLAYER_CHAR :PORNO1_4203 00D6: if 8118: not actor $4372 dead 004D: jump_if_false @PORNO1_4240 0350: set_actor $4372 maintain_position_when_attacked 1 0004: $4392 = 1 // $ = int 0002: jump @PORNO1_4262 :PORNO1_4240 00BC: text_highpriority 'POR1_03' time 5000 1 0002: jump @PORNO1_11164 :PORNO1_4262 0001: wait 1000 ms 00D6: if 8119: not car $4379 wrecked 004D: jump_if_false @PORNO1_4325 00D6: if 82CA: not car $4379 bounding_sphere_visible 004D: jump_if_false @PORNO1_4325 00D6: if 8118: not actor $4380 dead 004D: jump_if_false @PORNO1_4320 009B: destroy_actor_instantly $4380 :PORNO1_4320 00A6: destroy_car $4379 :PORNO1_4325 011C: actor $PLAYER_ACTOR clear_objective 01EB: set_traffic_density_multiplier_to 1.0 01C3: mark_car_as_no_longer_needed $4378 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 0164: disable_marker $4382 00BC: text_highpriority 'POR1_02' time 7000 1 00D6: if 8119: not car $4371 wrecked 004D: jump_if_false @PORNO1_4406 03CC: add_stuck_car_check $4371 distance 1.5 time 4000 :PORNO1_4406 0001: wait 0 ms 00D6: if 0038: $4386 == 0 // $ == int 004D: jump_if_false @PORNO1_5544 00D6: if 8118: not actor $4373 dead 004D: jump_if_false @PORNO1_5537 00D6: if 8119: not car $4371 wrecked 004D: jump_if_false @PORNO1_5530 00D6: if 81FC: not player $PLAYER_CHAR near_car $4371 radius 80.0 80.0 0 004D: jump_if_false @PORNO1_4505 02AA: set_car $4371 immune_to_nonplayer 1 0002: jump @PORNO1_4512 :PORNO1_4505 02AA: set_car $4371 immune_to_nonplayer 0 :PORNO1_4512 0227: $4389 = car $4371 health 00D6: if 0018: $4389 > 300 // $ > int 004D: jump_if_false @PORNO1_5510 00D6: if 00DB: actor $4373 in_car $4371 004D: jump_if_false @PORNO1_5491 01E9: $4387 = car $4371 num_passengers 00D6: if 0038: $4387 == 3 // $ == int 004D: jump_if_false @PORNO1_4909 00D6: if 01FC: player $PLAYER_CHAR near_car $4371 radius 50.0 50.0 0 004D: jump_if_false @PORNO1_4892 00D6: if 0038: $4391 == 0 // $ == int 004D: jump_if_false @PORNO1_4647 0006: TIMERA = 0 // @ = int 0004: $4391 = 1 // $ = int :PORNO1_4647 00AD: set_car $4371 max_speed_to 0.0 00D6: if 80E0: not player $PLAYER_CHAR in_any_car 004D: jump_if_false @PORNO1_4773 00D6: if 8118: not actor $4374 dead 004D: jump_if_false @PORNO1_4766 00D6: if 8118: not actor $4375 dead 004D: jump_if_false @PORNO1_4766 00D6: if 8118: not actor $4376 dead 004D: jump_if_false @PORNO1_4766 01CA: actor $4374 kill_player $PLAYER_CHAR 01CA: actor $4375 kill_player $PLAYER_CHAR 01CA: actor $4376 kill_player $PLAYER_CHAR 0004: $4387 = 0 // $ = int 0004: $4390 = 0 // $ = int 0004: $4391 = 0 // $ = int :PORNO1_4766 0002: jump @PORNO1_4885 :PORNO1_4773 00D6: if 0019: TIMERA > 3000 // @ > int 004D: jump_if_false @PORNO1_4885 00D6: if 8118: not actor $4374 dead 004D: jump_if_false @PORNO1_4885 00D6: if 8118: not actor $4375 dead 004D: jump_if_false @PORNO1_4885 00D6: if 8118: not actor $4376 dead 004D: jump_if_false @PORNO1_4885 01CA: actor $4374 kill_player $PLAYER_CHAR 01CA: actor $4375 kill_player $PLAYER_CHAR 01CA: actor $4376 kill_player $PLAYER_CHAR 0004: $4387 = 0 // $ = int 0004: $4390 = 0 // $ = int 0004: $4391 = 0 // $ = int :PORNO1_4885 0002: jump @PORNO1_4902 :PORNO1_4892 00AD: set_car $4371 max_speed_to 20.0 :PORNO1_4902 0002: jump @PORNO1_5404 :PORNO1_4909 00D6: if 0038: $4390 == 0 // $ == int 004D: jump_if_false @PORNO1_4939 00A8: set_car $4371 to_psycho_driver 0004: $4390 = 1 // $ = int :PORNO1_4939 00AD: set_car $4371 max_speed_to 40.0 00D6: if 81FC: not player $PLAYER_CHAR near_car $4371 radius 100.0 100.0 0 004D: jump_if_false @PORNO1_5404 00D6: if 82CA: not car $4371 bounding_sphere_visible 004D: jump_if_false @PORNO1_5404 00D6: if 8118: not actor $4374 dead 004D: jump_if_false @PORNO1_5103 00D6: if 80DB: not actor $4374 in_car $4371 004D: jump_if_false @PORNO1_5096 00D6: if 80E9: not player $PLAYER_CHAR 0 $4374 radius 60.0 60.0 004D: jump_if_false @PORNO1_5096 0321: kill_actor $4374 01C2: mark_actor_as_no_longer_needed $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_5096 0002: jump @PORNO1_5132 :PORNO1_5103 01C2: mark_actor_as_no_longer_needed $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_5132 00D6: if 8118: not actor $4375 dead 004D: jump_if_false @PORNO1_5239 00D6: if 80DB: not actor $4375 in_car $4371 004D: jump_if_false @PORNO1_5232 00D6: if 80E9: not player $PLAYER_CHAR 0 $4375 radius 60.0 60.0 004D: jump_if_false @PORNO1_5232 0321: kill_actor $4375 01C2: mark_actor_as_no_longer_needed $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_5232 0002: jump @PORNO1_5268 :PORNO1_5239 01C2: mark_actor_as_no_longer_needed $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_5268 00D6: if 8118: not actor $4376 dead 004D: jump_if_false @PORNO1_5375 00D6: if 80DB: not actor $4376 in_car $4371 004D: jump_if_false @PORNO1_5368 00D6: if 80E9: not player $PLAYER_CHAR 0 $4376 radius 60.0 60.0 004D: jump_if_false @PORNO1_5368 0321: kill_actor $4376 01C2: mark_actor_as_no_longer_needed $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_5368 0002: jump @PORNO1_5404 :PORNO1_5375 01C2: mark_actor_as_no_longer_needed $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_5404 00D6: if 0038: $4386 == 0 // $ == int 004D: jump_if_false @PORNO1_5448 00D6: if 03CE: car $4371 stuck 004D: jump_if_false @PORNO1_5448 0477: set_car $4371 action 2 time 1000 :PORNO1_5448 00D6: if 01F4: car $4371 flipped 004D: jump_if_false @PORNO1_5484 01D3: actor $4373 leave_car $4371 03CD: car $4371 remove_from_stuck_car_check 0004: $4386 = 1 // $ = int :PORNO1_5484 0002: jump @PORNO1_5503 :PORNO1_5491 03CD: car $4371 remove_from_stuck_car_check 0004: $4386 = 1 // $ = int :PORNO1_5503 0002: jump @PORNO1_5530 :PORNO1_5510 01D3: actor $4373 leave_car $4371 03CD: car $4371 remove_from_stuck_car_check 0004: $4386 = 1 // $ = int :PORNO1_5530 0002: jump @PORNO1_5544 :PORNO1_5537 0002: jump @PORNO1_6205 :PORNO1_5544 00D6: if 0038: $4386 == 1 // $ == int 004D: jump_if_false @PORNO1_6027 00D6: if 8118: not actor $4373 dead 004D: jump_if_false @PORNO1_6020 00D6: if 0038: $4388 == 0 // $ == int 004D: jump_if_false @PORNO1_5621 0164: disable_marker $4383 0187: $4383 = create_marker_above_actor $4373 01C3: mark_car_as_no_longer_needed $4371 0004: $4388 = 1 // $ = int :PORNO1_5621 00D6: if 8449: not actor $4373 sitting_in_any_car 004D: jump_if_false @PORNO1_5943 01C3: mark_car_as_no_longer_needed $4371 :PORNO1_5642 0001: wait 0 ms 00D6: if 8118: not actor $4373 dead 004D: jump_if_false @PORNO1_5936 00A0: store_actor $4373 position_to $4400 $4401 $4404 0086: $4402 = $4400 // $ = $ float 0009: $4402 += 20.0 // $ += float 0086: $4403 = $4401 // $ = $ float 0009: $4403 += 20.0 // $ += float 000D: $4400 -= 20.0 // $ -= float 000D: $4401 -= 20.0 // $ -= float 0327: $4371 = create_random_car_with_actors -1 in_area $4400 $4401 $4402 $4403 00D6: if 0038: $4371 == -1 // $ == int 004D: jump_if_false @PORNO1_5793 01C3: mark_car_as_no_longer_needed $4371 0193: set_actor $4373 objective_to_act_like_ped 0002: jump @PORNO1_5642 0002: jump @PORNO1_5936 :PORNO1_5793 01EA: $4387 = car $4371 max_passengers 00D6: if 001A: 3 > $4387 // int > $ 004D: jump_if_false @PORNO1_5848 01C3: mark_car_as_no_longer_needed $4371 011C: actor $4373 clear_objective 0193: set_actor $4373 objective_to_act_like_ped 0002: jump @PORNO1_5642 0002: jump @PORNO1_5936 :PORNO1_5848 0227: $4389 = car $4371 health 00D6: if 001A: 300 > $4389 // int > $ 004D: jump_if_false @PORNO1_5899 01C3: mark_car_as_no_longer_needed $4371 0193: set_actor $4373 objective_to_act_like_ped 0002: jump @PORNO1_5642 0002: jump @PORNO1_5936 :PORNO1_5899 020A: set_car $4371 door_status_to 1 00AD: set_car $4371 max_speed_to 0.0 011C: actor $4373 clear_objective 01D5: actor $4373 go_to_and_drive_car $4371 0319: set_actor $4373 running 1 :PORNO1_5936 0002: jump @PORNO1_6013 :PORNO1_5943 0164: disable_marker $4383 00D6: if 8119: not car $4371 wrecked 004D: jump_if_false @PORNO1_5992 0187: $4383 = create_marker_above_actor $4373 00AE: set_vehicle $4371 traffic_behavior_to 2 03CC: add_stuck_car_check $4371 distance 1.5 time 4000 :PORNO1_5992 0004: $4388 = 0 // $ = int 0004: $4386 = 0 // $ = int 0004: $4390 = 0 // $ = int :PORNO1_6013 0002: jump @PORNO1_6027 :PORNO1_6020 0002: jump @PORNO1_6205 :PORNO1_6027 00D6: if 8118: not actor $4372 dead 004D: jump_if_false @PORNO1_6176 00D6: if 00F0: actor $4372 stopped 0 -448.3 1324.6 radius 3.0 3.0 004D: jump_if_false @PORNO1_6140 00D6: if 0038: $4392 == 0 // $ == int 004D: jump_if_false @PORNO1_6133 01BE: set_actor $4372 to_look_at_spot -448.4 1340.6 10.7 0350: set_actor $4372 maintain_position_when_attacked 1 0004: $4392 = 1 // $ = int :PORNO1_6133 0002: jump @PORNO1_6169 :PORNO1_6140 0350: set_actor $4372 maintain_position_when_attacked 0 0239: actor $4372 run_to -448.3 1324.6 0004: $4392 = 0 // $ = int :PORNO1_6169 0002: jump @PORNO1_6198 :PORNO1_6176 00BC: text_highpriority 'POR1_03' time 5000 1 0002: jump @PORNO1_11164 :PORNO1_6198 0002: jump @PORNO1_4406 :PORNO1_6205 00BC: text_highpriority 'POR1_24' time 7000 1 0164: disable_marker $4383 00D6: if 8118: not actor $4372 dead 004D: jump_if_false @PORNO1_6287 0372: set_actor $4372 anim 0 wait_state_time 1 ms 0173: set_actor $4372 z_angle_to 14.9 0350: set_actor $4372 maintain_position_when_attacked 0 018A: $4382 = create_checkpoint_at -448.3 1324.6 10.7 :PORNO1_6287 00D6: if 80F6: not player $PLAYER_CHAR 1 -448.3 1326.6 10.7 radius 1.0 1.0 2.0 004D: jump_if_false @PORNO1_6517 0001: wait 0 ms 00D6: if 0118: actor $4372 dead 004D: jump_if_false @PORNO1_6384 00BC: text_highpriority 'POR1_03' time 5000 1 0002: jump @PORNO1_11164 0002: jump @PORNO1_6510 :PORNO1_6384 00D6: if 00F0: actor $4372 stopped 0 -448.3 1324.6 radius 3.0 3.0 004D: jump_if_false @PORNO1_6481 00D6: if 0038: $4392 == 0 // $ == int 004D: jump_if_false @PORNO1_6474 01BE: set_actor $4372 to_look_at_spot -448.4 1340.6 10.7 0350: set_actor $4372 maintain_position_when_attacked 1 0004: $4392 = 1 // $ = int :PORNO1_6474 0002: jump @PORNO1_6510 :PORNO1_6481 0350: set_actor $4372 maintain_position_when_attacked 0 0239: actor $4372 run_to -448.3 1324.6 0004: $4392 = 0 // $ = int :PORNO1_6510 0002: jump @PORNO1_6287 :PORNO1_6517 01DF: tie_actor $4372 to_player $PLAYER_CHAR 0004: $4393 = 1 // $ = int 0164: disable_marker $4382 03CF: load_wav 'PRN1_16' as 1 :PORNO1_6549 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PORNO1_6575 0001: wait 0 ms 0002: jump @PORNO1_6549 :PORNO1_6575 00BC: text_highpriority 'POR1_27' time 4000 1 03D1: play_wav 1 :PORNO1_6594 00D6: if and 83D2: not wav 1 ended 8118: not actor $4372 dead 004D: jump_if_false @PORNO1_6625 0001: wait 0 ms 0002: jump @PORNO1_6594 :PORNO1_6625 040D: unload_wav 1 03D5: remove_text 'POR1_19' 00BB: text_lowpriority 'POR1_12' time 5000 1 01C2: mark_actor_as_no_longer_needed $4374 01C2: mark_actor_as_no_longer_needed $4375 01C2: mark_actor_as_no_longer_needed $4376 01C3: mark_car_as_no_longer_needed $4371 009A: $4377 = create_actor_pedtype 5 model #SPECIAL02 at -902.3 800.2 10.4 0173: set_actor $4377 z_angle_to 95.9 04F5: set_actor $4377 as_player_friend $PLAYER_CHAR flag 1 0245: set_actor $4377 walk_style_to 46 0319: set_actor $4377 running 1 053C: set_actor $4377 in_players_group_can_fight 0 0372: set_actor $4377 anim 19 wait_state_time 86400000 ms 0568: set_actor $4377 untargetable 1 00A5: $4371 = create_car #SENTINEL at -858.0 796.5 10.9 0175: set_car $4371 z_angle_to 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_6897 00D6: if 80F6: not player $PLAYER_CHAR $4393 -900.8 796.0 10.3 radius 1.0 1.0 2.0 004D: jump_if_false @PORNO1_7868 0001: wait 0 ms 00D6: if 8118: not actor $4372 dead 004D: jump_if_false @PORNO1_7782 00D6: if 0038: $4393 == 1 // $ == int 004D: jump_if_false @PORNO1_7161 00D6: if 8320: not actor $4372 in_range_of_player $PLAYER_CHAR 004D: jump_if_false @PORNO1_7161 03CF: load_wav 'PRN1_13' as 1 :PORNO1_7015 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PORNO1_7041 0001: wait 0 ms 0002: jump @PORNO1_7015 :PORNO1_7041 00BC: text_highpriority 'POR1_20' time 4000 1 03D1: play_wav 1 :PORNO1_7060 00D6: if and 83D2: not wav 1 ended 8118: not actor $4372 dead 004D: jump_if_false @PORNO1_7091 0001: wait 0 ms 0002: jump @PORNO1_7060 :PORNO1_7091 040D: unload_wav 1 03D5: remove_text 'POR1_20' 00BB: text_lowpriority 'POR1_25' time 4000 1 0164: disable_marker $4384 0164: disable_marker $4382 00D6: if 8118: not actor $4372 dead 004D: jump_if_false @PORNO1_7154 0187: $4382 = create_marker_above_actor $4372 :PORNO1_7154 0004: $4393 = 0 // $ = int :PORNO1_7161 00D6: if 0038: $4393 == 0 // $ == int 004D: jump_if_false @PORNO1_7366 00D6: if 00FB: player $PLAYER_CHAR 0 $4372 radius 8.0 8.0 8.0 004D: jump_if_false @PORNO1_7366 01DF: tie_actor $4372 to_player $PLAYER_CHAR 03CF: load_wav 'PRN1_12' as 2 :PORNO1_7235 00D6: if 83D0: not wav 2 loaded 004D: jump_if_false @PORNO1_7261 0001: wait 0 ms 0002: jump @PORNO1_7235 :PORNO1_7261 00BC: text_highpriority 'POR1_19' time 4000 1 03D1: play_wav 2 :PORNO1_7280 00D6: if and 83D2: not wav 2 ended 8118: not actor $4372 dead 004D: jump_if_false @PORNO1_7311 0001: wait 0 ms 0002: jump @PORNO1_7280 :PORNO1_7311 040D: unload_wav 2 03D5: remove_text 'POR1_19' 0164: disable_marker $4384 0164: disable_marker $4382 00D6: if 8118: not actor $4377 dead 004D: jump_if_false @PORNO1_7359 0187: $4384 = create_marker_above_actor $4377 :PORNO1_7359 0004: $4393 = 1 // $ = int :PORNO1_7366 00D6: if 001A: 2 > $4396 // int > $ 004D: jump_if_false @PORNO1_7775 00D6: if 0320: actor $4372 in_range_of_player $PLAYER_CHAR 004D: jump_if_false @PORNO1_7775 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @PORNO1_7775 03C1: $4381 = player $PLAYER_CHAR car_no_save 00D6: if 00DB: actor $4372 in_car $4381 004D: jump_if_false @PORNO1_7775 0227: $4398 = car $4381 health 02E3: $4399 = car $4381 speed 00D6: if 0020: $4399 > 15.0 // $ > float 004D: jump_if_false @PORNO1_7775 00D6: if 0038: $4396 == 0 // $ == int 004D: jump_if_false @PORNO1_7629 00D6: if 001A: 700 > $4398 // int > $ 004D: jump_if_false @PORNO1_7629 03CF: load_wav 'PRN1_17' as 1 :PORNO1_7532 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PORNO1_7558 0001: wait 0 ms 0002: jump @PORNO1_7532 :PORNO1_7558 00BC: text_highpriority 'POR1_28' time 4000 1 03D1: play_wav 1 :PORNO1_7577 00D6: if and 83D2: not wav 1 ended 8118: not actor $4372 dead 004D: jump_if_false @PORNO1_7608 0001: wait 0 ms 0002: jump @PORNO1_7577 :PORNO1_7608 040D: unload_wav 1 03D5: remove_text 'POR1_28' 0004: $4396 = 1 // $ = int :PORNO1_7629 00D6: if 0038: $4396 == 1 // $ == int 004D: jump_if_false @PORNO1_7775 00D6: if 001A: 400 > $4398 // int > $ 004D: jump_if_false @PORNO1_7775 03CF: load_wav 'PRN1_19' as 1 :PORNO1_7678 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PORNO1_7704 0001: wait 0 ms 0002: jump @PORNO1_7678 :PORNO1_7704 00BC: text_highpriority 'POR1_30' time 4000 1 03D1: play_wav 1 :PORNO1_7723 00D6: if and 83D2: not wav 1 ended 8118: not actor $4372 dead 004D: jump_if_false @PORNO1_7754 0001: wait 0 ms 0002: jump @PORNO1_7723 :PORNO1_7754 040D: unload_wav 1 03D5: remove_text 'POR1_30' 0004: $4396 = 2 // $ = int :PORNO1_7775 0002: jump @PORNO1_7804 :PORNO1_7782 00BC: text_highpriority 'POR1_03' time 5000 1 0002: jump @PORNO1_11164 :PORNO1_7804 00D6: if 0118: actor $4377 dead 004D: jump_if_false @PORNO1_7849 00BC: text_highpriority 'POR1_18' time 5000 1 0002: jump @PORNO1_11164 0002: jump @PORNO1_7861 :PORNO1_7849 0372: set_actor $4377 anim 25 wait_state_time 86400000 ms :PORNO1_7861 0002: jump @PORNO1_6897 :PORNO1_7868 0164: disable_marker $4384 0055: put_player $PLAYER_CHAR at -900.8 796.0 10.3 03DE: set_pedestrians_density_multiplier_to 0.0 00D6: if 8118: not actor $4377 dead 004D: jump_if_false @PORNO1_7936 00A1: put_actor $4377 at -902.3 800.2 10.4 :PORNO1_7936 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 015F: set_camera_position -897.3 799.7 12.5 rotation 0.0 0.0 0.0 0160: point_camera -902.4 798.0 11.4 switchstyle 2 03CF: load_wav 'PORN1_4' as 1 03CF: load_wav 'PORN1_5' as 2 :PORNO1_8022 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @PORNO1_8052 0001: wait 0 ms 0002: jump @PORNO1_8022 :PORNO1_8052 00D6: if 8118: not actor $4377 dead 004D: jump_if_false @PORNO1_8076 020E: actor $PLAYER_ACTOR look_at_actor $4377 :PORNO1_8076 0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 00BC: text_highpriority 'POR1_08' time 4000 1 03D1: play_wav 1 :PORNO1_8105 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @PORNO1_8131 0001: wait 0 ms 0002: jump @PORNO1_8105 :PORNO1_8131 040D: unload_wav 1 03D5: remove_text 'POR1_08' 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 00D6: if 8118: not actor $4377 dead 004D: jump_if_false @PORNO1_8175 053D: clear_actor $4377 wait_state :PORNO1_8175 0001: wait 100 ms 00D6: if 8118: not actor $4377 dead 004D: jump_if_false @PORNO1_8203 01D1: actor $4377 follow_actor $PLAYER_ACTOR :PORNO1_8203 00BC: text_highpriority 'POR1_09' time 4000 1 03D1: play_wav 2 :PORNO1_8222 00D6: if and 83D2: not wav 2 ended 8118: not actor $4377 dead 004D: jump_if_false @PORNO1_8253 0001: wait 0 ms 0002: jump @PORNO1_8222 :PORNO1_8253 040D: unload_wav 2 03D5: remove_text 'POR1_09' 03CF: load_wav 'PORN1_6' as 1 03CF: load_wav 'PORN1_7' as 2 :PORNO1_8291 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @PORNO1_8321 0001: wait 0 ms 0002: jump @PORNO1_8291 :PORNO1_8321 0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 00BC: text_highpriority 'POR1_10' time 4000 1 03D1: play_wav 1 :PORNO1_8350 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @PORNO1_8376 0001: wait 0 ms 0002: jump @PORNO1_8350 :PORNO1_8376 040D: unload_wav 1 03D5: remove_text 'POR1_10' 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 00BC: text_highpriority 'POR1_11' time 4000 1 03D1: play_wav 2 :PORNO1_8418 00D6: if and 83D2: not wav 2 ended 8118: not actor $4377 dead 004D: jump_if_false @PORNO1_8449 0001: wait 0 ms 0002: jump @PORNO1_8418 :PORNO1_8449 040D: unload_wav 2 03D5: remove_text 'POR1_11' 0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 03CF: load_wav 'PORN1_8' as 1 :PORNO1_8485 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PORNO1_8511 0001: wait 0 ms 0002: jump @PORNO1_8485 :PORNO1_8511 00BC: text_highpriority 'POR1_14' time 4000 1 03D1: play_wav 1 :PORNO1_8530 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @PORNO1_8556 0001: wait 0 ms 0002: jump @PORNO1_8530 :PORNO1_8556 040D: unload_wav 1 03D5: remove_text 'POR1_14' 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 03DE: set_pedestrians_density_multiplier_to 1.0 00D6: if 8118: not actor $4377 dead 004D: jump_if_false @PORNO1_8610 01DF: tie_actor $4377 to_player $PLAYER_CHAR :PORNO1_8610 0004: $4394 = 1 // $ = int 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 00BB: text_lowpriority 'POR1_13' time 5000 1 018A: $4385 = create_checkpoint_at -60.2 934.5 10.6 :PORNO1_8665 0001: wait 0 ms 00D6: if 8118: not actor $4372 dead 004D: jump_if_false @PORNO1_9094 00D6: if 001A: 2 > $4397 // int > $ 004D: jump_if_false @PORNO1_9094 00D6: if 0320: actor $4372 in_range_of_player $PLAYER_CHAR 004D: jump_if_false @PORNO1_9094 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @PORNO1_9094 03C1: $4381 = player $PLAYER_CHAR car_no_save 00D6: if 00DB: actor $4372 in_car $4381 004D: jump_if_false @PORNO1_9094 0227: $4398 = car $4381 health 02E3: $4399 = car $4381 speed 00D6: if 0020: $4399 > 15.0 // $ > float 004D: jump_if_false @PORNO1_9094 00D6: if 0038: $4397 == 0 // $ == int 004D: jump_if_false @PORNO1_8948 00D6: if 001A: 700 > $4398 // int > $ 004D: jump_if_false @PORNO1_8948 03CF: load_wav 'PRN1_18' as 1 :PORNO1_8851 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PORNO1_8877 0001: wait 0 ms 0002: jump @PORNO1_8851 :PORNO1_8877 00BC: text_highpriority 'POR1_29' time 4000 1 03D1: play_wav 1 :PORNO1_8896 00D6: if and 83D2: not wav 1 ended 8118: not actor $4372 dead 004D: jump_if_false @PORNO1_8927 0001: wait 0 ms 0002: jump @PORNO1_8896 :PORNO1_8927 040D: unload_wav 1 03D5: remove_text 'POR1_29' 0004: $4397 = 1 // $ = int :PORNO1_8948 00D6: if 0038: $4397 == 1 // $ == int 004D: jump_if_false @PORNO1_9094 00D6: if 001A: 400 > $4398 // int > $ 004D: jump_if_false @PORNO1_9094 03CF: load_wav 'PRN1_20' as 1 :PORNO1_8997 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PORNO1_9023 0001: wait 0 ms 0002: jump @PORNO1_8997 :PORNO1_9023 00BC: text_highpriority 'POR1_31' time 4000 1 03D1: play_wav 1 :PORNO1_9042 00D6: if and 83D2: not wav 1 ended 8118: not actor $4372 dead 004D: jump_if_false @PORNO1_9073 0001: wait 0 ms 0002: jump @PORNO1_9042 :PORNO1_9073 040D: unload_wav 1 03D5: remove_text 'POR1_31' 0004: $4397 = 2 // $ = int :PORNO1_9094 00D6: if 8118: not actor $4372 dead 004D: jump_if_false @PORNO1_9531 00D6: if 0038: $4393 == 1 // $ == int 004D: jump_if_false @PORNO1_9305 00D6: if 8320: not actor $4372 in_range_of_player $PLAYER_CHAR 004D: jump_if_false @PORNO1_9305 03CF: load_wav 'PRN1_13' as 1 :PORNO1_9159 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PORNO1_9185 0001: wait 0 ms 0002: jump @PORNO1_9159 :PORNO1_9185 00BC: text_highpriority 'POR1_20' time 4000 1 03D1: play_wav 1 :PORNO1_9204 00D6: if and 83D2: not wav 1 ended 8118: not actor $4372 dead 004D: jump_if_false @PORNO1_9235 0001: wait 0 ms 0002: jump @PORNO1_9204 :PORNO1_9235 040D: unload_wav 1 03D5: remove_text 'POR1_20' 00BB: text_lowpriority 'POR1_25' time 4000 1 0164: disable_marker $4382 0164: disable_marker $4385 00D6: if 8118: not actor $4372 dead 004D: jump_if_false @PORNO1_9298 0187: $4382 = create_marker_above_actor $4372 :PORNO1_9298 0004: $4393 = 0 // $ = int :PORNO1_9305 00D6: if 0038: $4393 == 0 // $ == int 004D: jump_if_false @PORNO1_9524 00D6: if 00FB: player $PLAYER_CHAR 0 $4372 radius 8.0 8.0 8.0 004D: jump_if_false @PORNO1_9524 01DF: tie_actor $4372 to_player $PLAYER_CHAR 03CF: load_wav 'PRN1_12' as 2 :PORNO1_9379 00D6: if 83D0: not wav 2 loaded 004D: jump_if_false @PORNO1_9405 0001: wait 0 ms 0002: jump @PORNO1_9379 :PORNO1_9405 00BC: text_highpriority 'POR1_19' time 4000 1 03D1: play_wav 2 :PORNO1_9424 00D6: if and 83D2: not wav 2 ended 8118: not actor $4372 dead 004D: jump_if_false @PORNO1_9455 0001: wait 0 ms 0002: jump @PORNO1_9424 :PORNO1_9455 040D: unload_wav 2 03D5: remove_text 'POR1_19' 0164: disable_marker $4382 0164: disable_marker $4385 00D6: if 0038: $4394 == 1 // $ == int 004D: jump_if_false @PORNO1_9517 018A: $4385 = create_checkpoint_at -60.2 934.5 10.6 :PORNO1_9517 0004: $4393 = 1 // $ = int :PORNO1_9524 0002: jump @PORNO1_9553 :PORNO1_9531 00BC: text_highpriority 'POR1_03' time 5000 1 0002: jump @PORNO1_11164 :PORNO1_9553 00D6: if 8118: not actor $4377 dead 004D: jump_if_false @PORNO1_9990 00D6: if 0038: $4394 == 1 // $ == int 004D: jump_if_false @PORNO1_9764 00D6: if 8320: not actor $4377 in_range_of_player $PLAYER_CHAR 004D: jump_if_false @PORNO1_9764 03CF: load_wav 'PRN1_14' as 1 :PORNO1_9618 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PORNO1_9644 0001: wait 0 ms 0002: jump @PORNO1_9618 :PORNO1_9644 00BC: text_highpriority 'POR1_21' time 4000 1 03D1: play_wav 1 :PORNO1_9663 00D6: if and 83D2: not wav 1 ended 8118: not actor $4377 dead 004D: jump_if_false @PORNO1_9694 0001: wait 0 ms 0002: jump @PORNO1_9663 :PORNO1_9694 040D: unload_wav 1 03D5: remove_text 'POR1_21' 00BC: text_highpriority 'TAXW3_1' time 4000 1 0164: disable_marker $4384 0164: disable_marker $4385 00D6: if 8118: not actor $4377 dead 004D: jump_if_false @PORNO1_9757 0187: $4384 = create_marker_above_actor $4377 :PORNO1_9757 0004: $4394 = 0 // $ = int :PORNO1_9764 00D6: if 0038: $4394 == 0 // $ == int 004D: jump_if_false @PORNO1_9983 00D6: if 00FB: player $PLAYER_CHAR 0 $4377 radius 8.0 8.0 8.0 004D: jump_if_false @PORNO1_9983 01DF: tie_actor $4377 to_player $PLAYER_CHAR 03CF: load_wav 'PRN1_15' as 2 :PORNO1_9838 00D6: if 83D0: not wav 2 loaded 004D: jump_if_false @PORNO1_9864 0001: wait 0 ms 0002: jump @PORNO1_9838 :PORNO1_9864 00BC: text_highpriority 'POR1_22' time 4000 1 03D1: play_wav 2 :PORNO1_9883 00D6: if and 83D2: not wav 2 ended 8118: not actor $4377 dead 004D: jump_if_false @PORNO1_9914 0001: wait 0 ms 0002: jump @PORNO1_9883 :PORNO1_9914 040D: unload_wav 2 03D5: remove_text 'POR1_22' 0164: disable_marker $4384 0164: disable_marker $4385 00D6: if 0038: $4393 == 1 // $ == int 004D: jump_if_false @PORNO1_9976 018A: $4385 = create_checkpoint_at -60.2 934.5 10.6 :PORNO1_9976 0004: $4394 = 1 // $ = int :PORNO1_9983 0002: jump @PORNO1_10012 :PORNO1_9990 00BC: text_highpriority 'POR1_18' time 5000 1 0002: jump @PORNO1_11164 :PORNO1_10012 00D6: if 0038: $4394 == 1 // $ == int 004D: jump_if_false @PORNO1_10263 00D6: if 0038: $4393 == 1 // $ == int 004D: jump_if_false @PORNO1_10263 00D6: if 8118: not actor $4372 dead 004D: jump_if_false @PORNO1_10263 00D6: if 8118: not actor $4377 dead 004D: jump_if_false @PORNO1_10263 00D6: if 00F5: player $PLAYER_CHAR 1 -65.0 934.1 9.8 radius 5.0 5.0 5.0 004D: jump_if_false @PORNO1_10263 00D6: if 00FE: actor $4372 0 -65.0 934.1 9.8 radius 5.0 5.0 5.0 004D: jump_if_false @PORNO1_10263 00D6: if 00FE: actor $4377 0 -65.0 934.1 9.8 radius 5.0 5.0 5.0 004D: jump_if_false @PORNO1_10263 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @PORNO1_10256 00DA: $4378 = player $PLAYER_CHAR car 0174: $97 = car $4378 z_angle :PORNO1_10256 0002: jump @PORNO1_10270 :PORNO1_10263 0002: jump @PORNO1_8665 :PORNO1_10270 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 00D6: if 8119: not car $4378 wrecked 004D: jump_if_false @PORNO1_10325 00AB: put_car $4378 at -54.0 942.1 9.8 0175: set_car $4378 z_angle_to $97 :PORNO1_10325 015F: set_camera_position -50.7 927.4 10.1 rotation 0.0 0.0 0.0 0160: point_camera -85.3 960.7 22.7 switchstyle 2 03CF: load_wav 'PRN1_10' as 1 03CF: load_wav 'PORN1_9' as 2 :PORNO1_10400 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @PORNO1_10430 0001: wait 0 ms 0002: jump @PORNO1_10400 :PORNO1_10430 00BC: text_highpriority 'POR1_15' time 4000 1 03D1: play_wav 2 :PORNO1_10449 00D6: if and 83D2: not wav 2 ended 8118: not actor $4377 dead 004D: jump_if_false @PORNO1_10480 0001: wait 0 ms 0002: jump @PORNO1_10449 :PORNO1_10480 040D: unload_wav 2 03D5: remove_text 'POR1_15' 00BC: text_highpriority 'POR1_16' time 4000 1 03D1: play_wav 1 :PORNO1_10513 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @PORNO1_10539 0001: wait 0 ms 0002: jump @PORNO1_10513 :PORNO1_10539 040D: unload_wav 1 03D5: remove_text 'POR1_16' 00D6: if 8118: not actor $4372 dead 004D: jump_if_false @PORNO1_10595 01E0: clear_leader $4372 00D6: if 00DF: actor $4372 in_any_car 004D: jump_if_false @PORNO1_10595 03E2: actor $4372 leave_any_car :PORNO1_10595 00D6: if 8118: not actor $4377 dead 004D: jump_if_false @PORNO1_10637 01E0: clear_leader $4377 00D6: if 00DF: actor $4377 in_any_car 004D: jump_if_false @PORNO1_10637 03E2: actor $4377 leave_any_car :PORNO1_10637 00D6: if 8118: not actor $4372 dead 004D: jump_if_false @PORNO1_10653 :PORNO1_10653 00D6: if 00DF: actor $4372 in_any_car 004D: jump_if_false @PORNO1_10696 0001: wait 0 ms 00D6: if 8118: not actor $4372 dead 004D: jump_if_false @PORNO1_10689 :PORNO1_10689 0002: jump @PORNO1_10653 :PORNO1_10696 00D6: if 8118: not actor $4377 dead 004D: jump_if_false @PORNO1_10712 :PORNO1_10712 00D6: if 00DF: actor $4377 in_any_car 004D: jump_if_false @PORNO1_10755 0001: wait 0 ms 00D6: if 8118: not actor $4377 dead 004D: jump_if_false @PORNO1_10748 :PORNO1_10748 0002: jump @PORNO1_10712 :PORNO1_10755 00D6: if 8118: not actor $4372 dead 004D: jump_if_false @PORNO1_10791 011C: actor $4372 clear_objective 0211: actor $4372 walk_to -75.25 930.9 :PORNO1_10791 00D6: if 8118: not actor $4377 dead 004D: jump_if_false @PORNO1_10827 011C: actor $4377 clear_objective 0211: actor $4377 walk_to -75.25 930.9 :PORNO1_10827 015F: set_camera_position -63.3 933.9 12.9 rotation 0.0 0.0 0.0 0160: point_camera -78.1 930.8 10.5 switchstyle 2 00D6: if 8118: not actor $4377 dead 004D: jump_if_false @PORNO1_10914 00A1: put_actor $4377 at -62.3 933.6 9.9 :PORNO1_10914 00D6: if 8118: not actor $4372 dead 004D: jump_if_false @PORNO1_10950 00A1: put_actor $4372 at -62.3 935.6 9.9 :PORNO1_10950 0006: TIMERB = 0 // @ = int :PORNO1_10957 00D6: if and 80EC: not actor $4372 0 -75.25 930.9 radius 1.0 1.0 001B: 8000 > TIMERB // int > @ 004D: jump_if_false @PORNO1_11030 0001: wait 0 ms 00D6: if 8118: not actor $4372 dead 004D: jump_if_false @PORNO1_11023 :PORNO1_11023 0002: jump @PORNO1_10957 :PORNO1_11030 03CF: load_wav 'PRN1_11' as 1 :PORNO1_11042 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PORNO1_11068 0001: wait 0 ms 0002: jump @PORNO1_11042 :PORNO1_11068 00BC: text_highpriority 'POR1_17' time 4000 1 03D1: play_wav 1 :PORNO1_11087 00D6: if and 83D2: not wav 1 ended 8118: not actor $4372 dead 004D: jump_if_false @PORNO1_11118 0001: wait 0 ms 0002: jump @PORNO1_11087 :PORNO1_11118 040D: unload_wav 1 03D5: remove_text 'POR1_17' 009B: destroy_actor_instantly $4372 009B: destroy_actor_instantly $4377 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 0002: jump @PORNO1_11181 :PORNO1_11164 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :PORNO1_11181 00BE: text_clear_all 01E3: text_1number_styled 'M_PASS' number 1000 time 5000 style 1 0394: play_music 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 1000 030C: progress_made += 1 0318: set_latest_mission_passed 'PORN_1' 004F: create_thread @PORN2 0004: $257 = 1 // $ = int 0051: return :PORNO1_11249 0004: $ONMISSION = 0 // $ = int 01B4: set_player $PLAYER_CHAR can_move 1 0249: release_model #WMYPI 0249: release_model #BMYCR 0249: release_model #HMYRI 0249: release_model #SENTINEL 0249: release_model #BAT 0249: release_model #TEC9 0249: release_model #STRETCH 034F: destroy_actor_with_fade $4372 // The actor fades away like a ghost 034F: destroy_actor_with_fade $4377 // The actor fades away like a ghost 0296: unload_special_actor 1 0296: unload_special_actor 2 0164: disable_marker $4382 0164: disable_marker $4384 0164: disable_marker $4383 0164: disable_marker $4385 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 00D8: mission_cleanup 0051: return //-------------Mission 28--------------- // Originally: Dildo Dodo :PORNO2 03A4: name_thread 'PORNO2' 0050: gosub @PORNO2_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @PORNO2_37 0050: gosub @PORNO2_7434 :PORNO2_37 0050: gosub @PORNO2_7530 004E: end_thread :PORNO2_46 03D5: remove_text 'M_FAIL' 0004: $ONMISSION = 1 // $ = int 0317: increment_mission_attempts 0001: wait 0 ms 054C: use_GXT_table 'PORN2' 058E: set_restart_mission_taxi_destination 21.489 966.28 9.5 172.7 0004: $4414 = 6 // $ = int 0004: $4415 = 0 // $ = int 0004: $4416 = 0 // $ = int 0004: $4417 = 0 // $ = int 0004: $4418 = 0 // $ = int 0004: $4419 = 0 // $ = int 0004: $4420 = 0 // $ = int 0004: $4421 = 0 // $ = int 0004: $4422 = 100 // $ = int 0004: $4423 = 0 // $ = int 0004: $4424 = 0 // $ = int 0004: $4425 = 0 // $ = int 0005: $4436 = -703.0 // $ = float 0005: $4437 = -1496.0 // $ = float 0005: $4438 = 45.0 // $ = float 0005: $4439 = -601.0 // $ = float 0005: $4440 = 660.0 // $ = float 0005: $4441 = 44.0 // $ = float 0005: $4442 = -464.2 // $ = float 0005: $4443 = 1459.3 // $ = float 0005: $4444 = 40.0 // $ = float 0005: $4445 = -872.8 // $ = float 0005: $4446 = 805.8 // $ = float 0005: $4447 = 35.0 // $ = float 0005: $4448 = -1130.2 // $ = float 0005: $4449 = -182.7 // $ = float 0005: $4450 = 36.0 // $ = float 0005: $4451 = -867.4 // $ = float 0005: $4452 = -343.2 // $ = float 0005: $4453 = 40.0 // $ = float 0005: $95 = 0.0 // $ = float 0005: $96 = 0.0 // $ = float 0005: $97 = 0.0 // $ = float 0004: $4427 = 0 // $ = int 0004: $4428 = 0 // $ = int 0004: $4429 = 0 // $ = int 0004: $4430 = 0 // $ = int 0004: $4431 = 0 // $ = int 0004: $4432 = 0 // $ = int 0004: $4433 = 0 // $ = int 0004: $4434 = 0 // $ = int 0004: $4435 = 0 // $ = int 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' 03CB: load_scene -86.0 929.0 9.764 038B: load_requested_models :PORNO2_563 00D6: 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 004D: jump_if_false @PORNO2_605 0001: wait 0 ms 0002: jump @PORNO2_563 :PORNO2_605 00D6: if or 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 004D: jump_if_false @PORNO2_637 0001: wait 0 ms 0002: 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 10.2 range 1.0 0055: put_player $PLAYER_CHAR at -66.0 933.04 10.2 0171: set_player $PLAYER_CHAR z_angle_to 275.6 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :PORNO2_889 00D6: if 001A: 6922 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO2_924 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO2_889 :PORNO2_924 00BC: text_highpriority 'POR2_A' time 10000 1 :PORNO2_939 00D6: if 001A: 8243 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO2_974 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO2_939 :PORNO2_974 00BC: text_highpriority 'POR2_B' time 10000 1 :PORNO2_989 00D6: if 001A: 13374 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO2_1024 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO2_989 :PORNO2_1024 00BC: text_highpriority 'POR2_C' time 10000 1 :PORNO2_1039 00D6: if 001A: 17692 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO2_1074 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO2_1039 :PORNO2_1074 00BC: text_highpriority 'POR2_D' time 10000 1 :PORNO2_1089 00D6: if 001A: 21037 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO2_1124 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO2_1089 :PORNO2_1124 00BC: text_highpriority 'POR2_E' time 10000 1 :PORNO2_1139 00D6: if 001A: 23916 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO2_1174 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO2_1139 :PORNO2_1174 00BC: text_highpriority 'POR2_F' time 10000 1 :PORNO2_1189 00D6: if 001A: 26964 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO2_1224 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO2_1189 :PORNO2_1224 00BC: text_highpriority 'POR2_G' time 10000 1 :PORNO2_1239 00D6: if 001A: 28660 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO2_1274 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO2_1239 :PORNO2_1274 00BC: text_highpriority 'POR2_Q' time 10000 1 :PORNO2_1289 00D6: if 001A: 30017 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO2_1324 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO2_1289 :PORNO2_1324 00BC: text_highpriority 'POR2_H' time 10000 1 :PORNO2_1339 00D6: if 001A: 33395 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO2_1376 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO2_1339 :PORNO2_1376 00BC: text_highpriority 'POR2_I' time 10000 1 :PORNO2_1391 00D6: if 001A: 35819 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO2_1428 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO2_1391 :PORNO2_1428 00BC: text_highpriority 'POR2_J' time 10000 1 :PORNO2_1443 00D6: if 001A: 38651 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO2_1480 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO2_1443 :PORNO2_1480 00BC: text_highpriority 'POR2_K' time 10000 1 :PORNO2_1495 00D6: if 001A: 40472 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO2_1532 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO2_1495 :PORNO2_1532 00BC: text_highpriority 'POR2_L' time 10000 1 :PORNO2_1547 00D6: if 001A: 43374 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO2_1584 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO2_1547 :PORNO2_1584 00BC: text_highpriority 'POR2_M' time 10000 1 :PORNO2_1599 00D6: if 001A: 46300 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO2_1636 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO2_1599 :PORNO2_1636 00BC: text_highpriority 'POR2_N' time 10000 1 :PORNO2_1651 00D6: if 001A: 47862 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO2_1688 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO2_1651 :PORNO2_1688 00BC: text_highpriority 'POR2_O' time 10000 1 :PORNO2_1703 00D6: if 001A: 49597 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO2_1740 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO2_1703 :PORNO2_1740 00D6: if 059A: australian_game 004D: jump_if_false @PORNO2_1797 :PORNO2_1753 00D6: if 001A: 49697 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO2_1790 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO2_1753 :PORNO2_1790 0002: jump @PORNO2_1910 :PORNO2_1797 00BC: text_highpriority 'POR2_P' time 10000 1 :PORNO2_1812 00D6: if 001A: 50597 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO2_1849 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO2_1812 :PORNO2_1849 00D6: if 001A: 53376 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO2_1886 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO2_1849 :PORNO2_1886 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @PORNO2_1910 0001: wait 0 ms 0002: jump @PORNO2_1886 :PORNO2_1910 016A: fade 0 1500 ms 00BE: text_clear_all :PORNO2_1919 00D6: if 016B: fading 004D: jump_if_false @PORNO2_1943 0001: wait 0 ms 0002: jump @PORNO2_1919 :PORNO2_1943 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 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 01EB: set_traffic_density_multiplier_to 1.0 03DE: set_pedestrians_density_multiplier_to 1.0 0169: set_fade_color 0 0 0 0001: wait 500 ms 03CB: load_scene -67.0 939.297 10.94 0373: set_camera_directly_behind_player 04E3: set_player $PLAYER_CHAR mood 0 duration 60000 0247: request_model #SKIMMER :PORNO2_2042 00D6: if 8248: not model #SKIMMER available 004D: jump_if_false @PORNO2_2069 0001: wait 0 ms 0002: jump @PORNO2_2042 :PORNO2_2069 01B6: set_weather 4 00A5: $4406 = create_car #SKIMMER at -141.1 1030.4 7.5 0175: set_car $4406 z_angle_to 180.0 0186: $4407 = create_marker_above_car $4406 016A: fade 1 1500 ms 00BC: text_highpriority 'POR2_01' time 7000 1 00BB: text_lowpriority 'POR2_05' time 5000 1 :PORNO2_2151 0001: wait 0 ms 00D6: if 8119: not car $4406 wrecked 004D: jump_if_false @PORNO2_2204 00D6: if 00DC: player $PLAYER_CHAR in_car $4406 004D: jump_if_false @PORNO2_2197 0002: jump @PORNO2_2218 :PORNO2_2197 0002: jump @PORNO2_2211 :PORNO2_2204 0002: jump @PORNO2_7434 :PORNO2_2211 0002: jump @PORNO2_2151 :PORNO2_2218 0164: disable_marker $4407 00BC: text_highpriority 'POR2_02' time 5000 1 00BB: text_lowpriority 'POR2_03' time 5000 1 018A: $4408 = create_checkpoint_at $4436 $4437 $4438 0165: set_marker $4408 color_to 2 018A: $4409 = create_checkpoint_at $4439 $4440 $4441 0165: set_marker $4409 color_to 2 018A: $4410 = create_checkpoint_at $4442 $4443 $4444 0165: set_marker $4410 color_to 2 018A: $4411 = create_checkpoint_at $4445 $4446 $4447 0165: set_marker $4411 color_to 2 018A: $4412 = create_checkpoint_at $4448 $4449 $4450 0165: set_marker $4412 color_to 2 018A: $4413 = create_checkpoint_at $4451 $4452 $4453 0165: set_marker $4413 color_to 2 0006: TIMERA = 0 // @ = int 03C4: set_status_text_to $4422 1 'DILDO' 0006: TIMERB = 0 // @ = int :PORNO2_2408 0001: wait 0 ms 00D6: if 8119: not car $4406 wrecked 004D: jump_if_false @PORNO2_6984 00D6: if 00DC: player $PLAYER_CHAR in_car $4406 004D: jump_if_false @PORNO2_2522 00D6: if 0038: $4426 == 0 // $ == int 004D: jump_if_false @PORNO2_2522 0293: $18 = get_controller_mode 00D6: if 0038: $18 == 3 // $ == int 004D: jump_if_false @PORNO2_2505 03E5: text_box 'PLANE_4' 0002: jump @PORNO2_2515 :PORNO2_2505 03E5: text_box 'PLANE_H' :PORNO2_2515 0004: $4426 = 1 // $ = int :PORNO2_2522 00D6: if 0038: $4421 == 0 // $ == int 004D: jump_if_false @PORNO2_3795 00D6: if 0038: $4415 == 0 // $ == int 004D: jump_if_false @PORNO2_2748 00D6: if 80F5: not player $PLAYER_CHAR 0 $4436 $4437 $4438 radius 10.0 10.0 10.0 004D: jump_if_false @PORNO2_2634 024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 0 0 255 at $4436 $4437 $4438 0002: jump @PORNO2_2748 :PORNO2_2634 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4408 0005: $4436 = -872.0 // $ = float 0005: $4437 = -574.0 // $ = float 0005: $4438 = 55.0 // $ = float 018A: $4408 = create_checkpoint_at $4436 $4437 $4438 0165: set_marker $4408 color_to 0 0164: disable_marker $4409 0164: disable_marker $4410 0164: disable_marker $4411 0164: disable_marker $4412 0164: disable_marker $4413 0004: $4421 = 1 // $ = int 0004: $4415 = 1 // $ = int :PORNO2_2748 00D6: if 0038: $4416 == 0 // $ == int 004D: jump_if_false @PORNO2_2956 00D6: if 80F5: not player $PLAYER_CHAR 0 $4439 $4440 $4441 radius 10.0 10.0 10.0 004D: jump_if_false @PORNO2_2842 024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 0 0 255 at $4439 $4440 $4441 0002: jump @PORNO2_2956 :PORNO2_2842 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4408 0164: disable_marker $4409 0005: $4439 = -354.2 // $ = float 0005: $4440 = 1088.0 // $ = float 0005: $4441 = 47.0 // $ = float 018A: $4409 = create_checkpoint_at $4439 $4440 $4441 0165: set_marker $4409 color_to 0 0164: disable_marker $4410 0164: disable_marker $4411 0164: disable_marker $4412 0164: disable_marker $4413 0004: $4421 = 1 // $ = int 0004: $4416 = 1 // $ = int :PORNO2_2956 00D6: if 0038: $4417 == 0 // $ == int 004D: jump_if_false @PORNO2_3164 00D6: if 80F5: not player $PLAYER_CHAR 0 $4442 $4443 $4444 radius 10.0 10.0 10.0 004D: jump_if_false @PORNO2_3050 024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 0 0 255 at $4442 $4443 $4444 0002: jump @PORNO2_3164 :PORNO2_3050 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4408 0164: disable_marker $4409 0164: disable_marker $4410 0005: $4442 = -861.4 // $ = float 0005: $4443 = 1084.8 // $ = float 0005: $4444 = 54.5 // $ = float 018A: $4410 = create_checkpoint_at $4442 $4443 $4444 0165: set_marker $4410 color_to 0 0164: disable_marker $4411 0164: disable_marker $4412 0164: disable_marker $4413 0004: $4421 = 1 // $ = int 0004: $4417 = 1 // $ = int :PORNO2_3164 00D6: if 0038: $4418 == 0 // $ == int 004D: jump_if_false @PORNO2_3372 00D6: if 80F5: not player $PLAYER_CHAR 0 $4445 $4446 $4447 radius 10.0 10.0 10.0 004D: jump_if_false @PORNO2_3258 024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 0 0 255 at $4445 $4446 $4447 0002: jump @PORNO2_3372 :PORNO2_3258 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4408 0164: disable_marker $4409 0164: disable_marker $4410 0164: disable_marker $4411 0005: $4445 = -1070.8 // $ = float 0005: $4446 = 88.0 // $ = float 0005: $4447 = 35.0 // $ = float 018A: $4411 = create_checkpoint_at $4445 $4446 $4447 0165: set_marker $4411 color_to 0 0164: disable_marker $4412 0164: disable_marker $4413 0004: $4421 = 1 // $ = int 0004: $4418 = 1 // $ = int :PORNO2_3372 00D6: if 0038: $4419 == 0 // $ == int 004D: jump_if_false @PORNO2_3580 00D6: if 80F5: not player $PLAYER_CHAR 0 $4448 $4449 $4450 radius 10.0 10.0 10.0 004D: jump_if_false @PORNO2_3466 024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 0 0 255 at $4448 $4449 $4450 0002: jump @PORNO2_3580 :PORNO2_3466 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4408 0164: disable_marker $4409 0164: disable_marker $4410 0164: disable_marker $4411 0164: disable_marker $4412 0005: $4448 = -1433.8 // $ = float 0005: $4449 = -807.1 // $ = float 0005: $4450 = 45.5 // $ = float 018A: $4412 = create_checkpoint_at $4448 $4449 $4450 0165: set_marker $4412 color_to 0 0164: disable_marker $4413 0004: $4421 = 1 // $ = int 0004: $4419 = 1 // $ = int :PORNO2_3580 00D6: if 0038: $4420 == 0 // $ == int 004D: jump_if_false @PORNO2_3788 00D6: if 80F5: not player $PLAYER_CHAR 0 $4451 $4452 $4453 radius 10.0 10.0 10.0 004D: jump_if_false @PORNO2_3674 024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 0 0 255 at $4451 $4452 $4453 0002: jump @PORNO2_3788 :PORNO2_3674 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4408 0164: disable_marker $4409 0164: disable_marker $4410 0164: disable_marker $4411 0164: disable_marker $4412 0164: disable_marker $4413 0005: $4451 = -771.9 // $ = float 0005: $4452 = 304.6 // $ = float 0005: $4453 = 50.1 // $ = float 018A: $4413 = create_checkpoint_at $4451 $4452 $4453 0165: set_marker $4413 color_to 0 0004: $4421 = 1 // $ = int 0004: $4420 = 1 // $ = int :PORNO2_3788 0002: jump @PORNO2_5904 :PORNO2_3795 0209: $4425 = random_int_in_ranges 1 7 00D6: if 0038: $4425 == 1 // $ == int 004D: jump_if_false @PORNO2_3829 0050: gosub @PORNO2_7605 :PORNO2_3829 00D6: if 0038: $4425 == 2 // $ == int 004D: jump_if_false @PORNO2_3861 0050: gosub @PORNO2_7605 0050: gosub @PORNO2_7605 :PORNO2_3861 00D6: if 0038: $4425 == 3 // $ == int 004D: jump_if_false @PORNO2_3900 0050: gosub @PORNO2_7605 0050: gosub @PORNO2_7605 0050: gosub @PORNO2_7605 :PORNO2_3900 00D6: if 0038: $4415 == 1 // $ == int 004D: jump_if_false @PORNO2_4234 00D6: if 80F5: not player $PLAYER_CHAR 0 $4436 $4437 $4438 radius 10.0 10.0 10.0 004D: jump_if_false @PORNO2_3994 024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 0 0 at $4436 $4437 $4438 0002: jump @PORNO2_4234 :PORNO2_3994 000C: $4414 -= 1 // $ -= int 00D6: if 0038: $4416 == 0 // $ == int 004D: jump_if_false @PORNO2_4040 018A: $4409 = create_checkpoint_at $4439 $4440 $4441 0165: set_marker $4409 color_to 2 :PORNO2_4040 00D6: if 0038: $4417 == 0 // $ == int 004D: jump_if_false @PORNO2_4079 018A: $4410 = create_checkpoint_at $4442 $4443 $4444 0165: set_marker $4410 color_to 2 :PORNO2_4079 00D6: if 0038: $4418 == 0 // $ == int 004D: jump_if_false @PORNO2_4118 018A: $4411 = create_checkpoint_at $4445 $4446 $4447 0165: set_marker $4411 color_to 2 :PORNO2_4118 00D6: if 0038: $4419 == 0 // $ == int 004D: jump_if_false @PORNO2_4157 018A: $4412 = create_checkpoint_at $4448 $4449 $4450 0165: set_marker $4412 color_to 2 :PORNO2_4157 00D6: if 0038: $4420 == 0 // $ == int 004D: jump_if_false @PORNO2_4196 018A: $4413 = create_checkpoint_at $4451 $4452 $4453 0165: set_marker $4413 color_to 2 :PORNO2_4196 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4408 0004: $4421 = 0 // $ = int 0004: $4415 = 2 // $ = int :PORNO2_4234 00D6: if 0038: $4416 == 1 // $ == int 004D: jump_if_false @PORNO2_4568 00D6: if 80F5: not player $PLAYER_CHAR 0 $4439 $4440 $4441 radius 10.0 10.0 10.0 004D: jump_if_false @PORNO2_4328 024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 0 0 at $4439 $4440 $4441 0002: jump @PORNO2_4568 :PORNO2_4328 000C: $4414 -= 1 // $ -= int 00D6: if 0038: $4415 == 0 // $ == int 004D: jump_if_false @PORNO2_4374 018A: $4408 = create_checkpoint_at $4436 $4437 $4438 0165: set_marker $4408 color_to 2 :PORNO2_4374 00D6: if 0038: $4417 == 0 // $ == int 004D: jump_if_false @PORNO2_4413 018A: $4410 = create_checkpoint_at $4442 $4443 $4444 0165: set_marker $4410 color_to 2 :PORNO2_4413 00D6: if 0038: $4418 == 0 // $ == int 004D: jump_if_false @PORNO2_4452 018A: $4411 = create_checkpoint_at $4445 $4446 $4447 0165: set_marker $4411 color_to 2 :PORNO2_4452 00D6: if 0038: $4419 == 0 // $ == int 004D: jump_if_false @PORNO2_4491 018A: $4412 = create_checkpoint_at $4448 $4449 $4450 0165: set_marker $4412 color_to 2 :PORNO2_4491 00D6: if 0038: $4420 == 0 // $ == int 004D: jump_if_false @PORNO2_4530 018A: $4413 = create_checkpoint_at $4451 $4452 $4453 0165: set_marker $4413 color_to 2 :PORNO2_4530 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4409 0004: $4421 = 0 // $ = int 0004: $4416 = 2 // $ = int :PORNO2_4568 00D6: if 0038: $4417 == 1 // $ == int 004D: jump_if_false @PORNO2_4902 00D6: if 80F5: not player $PLAYER_CHAR 0 $4442 $4443 $4444 radius 10.0 10.0 10.0 004D: jump_if_false @PORNO2_4662 024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 0 0 at $4442 $4443 $4444 0002: jump @PORNO2_4902 :PORNO2_4662 000C: $4414 -= 1 // $ -= int 00D6: if 0038: $4415 == 0 // $ == int 004D: jump_if_false @PORNO2_4708 018A: $4408 = create_checkpoint_at $4436 $4437 $4438 0165: set_marker $4408 color_to 2 :PORNO2_4708 00D6: if 0038: $4416 == 0 // $ == int 004D: jump_if_false @PORNO2_4747 018A: $4409 = create_checkpoint_at $4439 $4440 $4441 0165: set_marker $4409 color_to 2 :PORNO2_4747 00D6: if 0038: $4418 == 0 // $ == int 004D: jump_if_false @PORNO2_4786 018A: $4411 = create_checkpoint_at $4445 $4446 $4447 0165: set_marker $4411 color_to 2 :PORNO2_4786 00D6: if 0038: $4419 == 0 // $ == int 004D: jump_if_false @PORNO2_4825 018A: $4412 = create_checkpoint_at $4448 $4449 $4450 0165: set_marker $4412 color_to 2 :PORNO2_4825 00D6: if 0038: $4420 == 0 // $ == int 004D: jump_if_false @PORNO2_4864 018A: $4413 = create_checkpoint_at $4451 $4452 $4453 0165: set_marker $4413 color_to 2 :PORNO2_4864 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4410 0004: $4421 = 0 // $ = int 0004: $4417 = 2 // $ = int :PORNO2_4902 00D6: if 0038: $4418 == 1 // $ == int 004D: jump_if_false @PORNO2_5236 00D6: if 80F5: not player $PLAYER_CHAR 0 $4445 $4446 $4447 radius 10.0 10.0 10.0 004D: jump_if_false @PORNO2_4996 024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 0 0 at $4445 $4446 $4447 0002: jump @PORNO2_5236 :PORNO2_4996 000C: $4414 -= 1 // $ -= int 00D6: if 0038: $4415 == 0 // $ == int 004D: jump_if_false @PORNO2_5042 018A: $4408 = create_checkpoint_at $4436 $4437 $4438 0165: set_marker $4408 color_to 2 :PORNO2_5042 00D6: if 0038: $4416 == 0 // $ == int 004D: jump_if_false @PORNO2_5081 018A: $4409 = create_checkpoint_at $4439 $4440 $4441 0165: set_marker $4409 color_to 2 :PORNO2_5081 00D6: if 0038: $4417 == 0 // $ == int 004D: jump_if_false @PORNO2_5120 018A: $4410 = create_checkpoint_at $4442 $4443 $4444 0165: set_marker $4410 color_to 2 :PORNO2_5120 00D6: if 0038: $4419 == 0 // $ == int 004D: jump_if_false @PORNO2_5159 018A: $4412 = create_checkpoint_at $4448 $4449 $4450 0165: set_marker $4412 color_to 2 :PORNO2_5159 00D6: if 0038: $4420 == 0 // $ == int 004D: jump_if_false @PORNO2_5198 018A: $4413 = create_checkpoint_at $4451 $4452 $4453 0165: set_marker $4413 color_to 2 :PORNO2_5198 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4411 0004: $4421 = 0 // $ = int 0004: $4418 = 2 // $ = int :PORNO2_5236 00D6: if 0038: $4419 == 1 // $ == int 004D: jump_if_false @PORNO2_5570 00D6: if 80F5: not player $PLAYER_CHAR 0 $4448 $4449 $4450 radius 10.0 10.0 10.0 004D: jump_if_false @PORNO2_5330 024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 0 0 at $4448 $4449 $4450 0002: jump @PORNO2_5570 :PORNO2_5330 000C: $4414 -= 1 // $ -= int 00D6: if 0038: $4415 == 0 // $ == int 004D: jump_if_false @PORNO2_5376 018A: $4408 = create_checkpoint_at $4436 $4437 $4438 0165: set_marker $4408 color_to 2 :PORNO2_5376 00D6: if 0038: $4416 == 0 // $ == int 004D: jump_if_false @PORNO2_5415 018A: $4409 = create_checkpoint_at $4439 $4440 $4441 0165: set_marker $4409 color_to 2 :PORNO2_5415 00D6: if 0038: $4417 == 0 // $ == int 004D: jump_if_false @PORNO2_5454 018A: $4410 = create_checkpoint_at $4442 $4443 $4444 0165: set_marker $4410 color_to 2 :PORNO2_5454 00D6: if 0038: $4418 == 0 // $ == int 004D: jump_if_false @PORNO2_5493 018A: $4411 = create_checkpoint_at $4445 $4446 $4447 0165: set_marker $4411 color_to 2 :PORNO2_5493 00D6: if 0038: $4420 == 0 // $ == int 004D: jump_if_false @PORNO2_5532 018A: $4413 = create_checkpoint_at $4451 $4452 $4453 0165: set_marker $4413 color_to 2 :PORNO2_5532 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4412 0004: $4421 = 0 // $ = int 0004: $4419 = 2 // $ = int :PORNO2_5570 00D6: if 0038: $4420 == 1 // $ == int 004D: jump_if_false @PORNO2_5904 00D6: if 80F5: not player $PLAYER_CHAR 0 $4451 $4452 $4453 radius 10.0 10.0 10.0 004D: jump_if_false @PORNO2_5664 024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 0 0 at $4451 $4452 $4453 0002: jump @PORNO2_5904 :PORNO2_5664 000C: $4414 -= 1 // $ -= int 00D6: if 0038: $4415 == 0 // $ == int 004D: jump_if_false @PORNO2_5710 018A: $4408 = create_checkpoint_at $4436 $4437 $4438 0165: set_marker $4408 color_to 2 :PORNO2_5710 00D6: if 0038: $4416 == 0 // $ == int 004D: jump_if_false @PORNO2_5749 018A: $4409 = create_checkpoint_at $4439 $4440 $4441 0165: set_marker $4409 color_to 2 :PORNO2_5749 00D6: if 0038: $4417 == 0 // $ == int 004D: jump_if_false @PORNO2_5788 018A: $4410 = create_checkpoint_at $4442 $4443 $4444 0165: set_marker $4410 color_to 2 :PORNO2_5788 00D6: if 0038: $4418 == 0 // $ == int 004D: jump_if_false @PORNO2_5827 018A: $4411 = create_checkpoint_at $4445 $4446 $4447 0165: set_marker $4411 color_to 2 :PORNO2_5827 00D6: if 0038: $4419 == 0 // $ == int 004D: jump_if_false @PORNO2_5866 018A: $4412 = create_checkpoint_at $4448 $4449 $4450 0165: set_marker $4412 color_to 2 :PORNO2_5866 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4413 0004: $4421 = 0 // $ = int 0004: $4420 = 2 // $ = int :PORNO2_5904 00D6: if 80DC: not player $PLAYER_CHAR in_car $4406 004D: jump_if_false @PORNO2_6176 01BD: $4435 = current_time_in_ms 0084: $4429 = $4422 // $ = $ int 0010: $4429 *= 5000 // $ *= int 00D6: if 0038: $4427 == 0 // $ == int 004D: jump_if_false @PORNO2_6016 01BD: $4428 = current_time_in_ms 00D6: if 0018: $4429 > 30000 // $ > int 004D: jump_if_false @PORNO2_6001 0004: $4430 = 30000 // $ = int 0002: jump @PORNO2_6009 :PORNO2_6001 0084: $4430 = $4429 // $ = $ int :PORNO2_6009 0004: $4427 = 1 // $ = int :PORNO2_6016 01BD: $4431 = current_time_in_ms 0084: $4432 = $4431 // $ = $ int 0060: $4432 -= $4428 // $ -= $ int 0060: $4430 -= $4432 // $ -= $ int 0084: $4428 = $4431 // $ = $ int 0084: $4433 = $4430 // $ = $ int 0014: $4433 /= 1000 // $ /= int 01E5: text_1number_highpriority 'PORN2_9' $4433 time 200 1 00D6: if 001A: 1 > $4433 // int > $ 004D: jump_if_false @PORNO2_6153 00D6: if 001C: $4435 > $4434 // $ > $ int 004D: jump_if_false @PORNO2_6146 00BC: text_highpriority 'TAXI2' time 3000 1 0002: jump @PORNO2_7434 :PORNO2_6146 0002: jump @PORNO2_6169 :PORNO2_6153 0084: $4434 = $4435 // $ = $ int 0008: $4434 += 1000 // $ += int :PORNO2_6169 0002: jump @PORNO2_6183 :PORNO2_6176 0004: $4427 = 0 // $ = int :PORNO2_6183 00D6: if and 01F4: car $4406 flipped 01C1: car $4406 stopped 004D: jump_if_false @PORNO2_6211 0004: $4424 = 1 // $ = int :PORNO2_6211 00D6: if and 80DC: not player $PLAYER_CHAR in_car $4406 0038: $4423 == 0 // $ == int 0038: $4424 == 0 // $ == int 004D: jump_if_false @PORNO2_6289 0186: $4407 = create_marker_above_car $4406 0164: disable_marker $4408 0164: disable_marker $4409 0164: disable_marker $4410 0164: disable_marker $4411 0164: disable_marker $4412 0164: disable_marker $4413 0004: $4423 = 1 // $ = int :PORNO2_6289 00D6: if and 00DC: player $PLAYER_CHAR in_car $4406 0038: $4423 == 1 // $ == int 004D: jump_if_false @PORNO2_6977 0164: disable_marker $4407 00D6: if 0038: $4415 == 0 // $ == int 004D: jump_if_false @PORNO2_6359 018A: $4408 = create_checkpoint_at $4436 $4437 $4438 0165: set_marker $4408 color_to 2 :PORNO2_6359 00D6: if 0038: $4416 == 0 // $ == int 004D: jump_if_false @PORNO2_6398 018A: $4409 = create_checkpoint_at $4439 $4440 $4441 0165: set_marker $4409 color_to 2 :PORNO2_6398 00D6: if 0038: $4417 == 0 // $ == int 004D: jump_if_false @PORNO2_6437 018A: $4410 = create_checkpoint_at $4442 $4443 $4444 0165: set_marker $4410 color_to 2 :PORNO2_6437 00D6: if 0038: $4418 == 0 // $ == int 004D: jump_if_false @PORNO2_6476 018A: $4411 = create_checkpoint_at $4445 $4446 $4447 0165: set_marker $4411 color_to 2 :PORNO2_6476 00D6: if 0038: $4419 == 0 // $ == int 004D: jump_if_false @PORNO2_6515 018A: $4412 = create_checkpoint_at $4448 $4449 $4450 0165: set_marker $4412 color_to 2 :PORNO2_6515 00D6: if 0038: $4420 == 0 // $ == int 004D: jump_if_false @PORNO2_6554 018A: $4413 = create_checkpoint_at $4451 $4452 $4453 0165: set_marker $4413 color_to 2 :PORNO2_6554 00D6: if 0038: $4415 == 1 // $ == int 004D: jump_if_false @PORNO2_6623 0164: disable_marker $4408 018A: $4408 = create_checkpoint_at $4436 $4437 $4438 0165: set_marker $4408 color_to 0 0164: disable_marker $4409 0164: disable_marker $4410 0164: disable_marker $4411 0164: disable_marker $4412 0164: disable_marker $4413 :PORNO2_6623 00D6: if 0038: $4416 == 1 // $ == int 004D: jump_if_false @PORNO2_6692 0164: disable_marker $4408 0164: disable_marker $4409 018A: $4409 = create_checkpoint_at $4439 $4440 $4441 0165: set_marker $4409 color_to 0 0164: disable_marker $4410 0164: disable_marker $4411 0164: disable_marker $4412 0164: disable_marker $4413 :PORNO2_6692 00D6: if 0038: $4417 == 1 // $ == int 004D: jump_if_false @PORNO2_6761 0164: disable_marker $4408 0164: disable_marker $4409 0164: disable_marker $4410 018A: $4410 = create_checkpoint_at $4442 $4443 $4444 0165: set_marker $4410 color_to 0 0164: disable_marker $4411 0164: disable_marker $4412 0164: disable_marker $4413 :PORNO2_6761 00D6: if 0038: $4418 == 1 // $ == int 004D: jump_if_false @PORNO2_6830 0164: disable_marker $4408 0164: disable_marker $4409 0164: disable_marker $4410 0164: disable_marker $4411 018A: $4411 = create_checkpoint_at $4445 $4446 $4447 0165: set_marker $4411 color_to 0 0164: disable_marker $4412 0164: disable_marker $4413 :PORNO2_6830 00D6: if 0038: $4419 == 1 // $ == int 004D: jump_if_false @PORNO2_6899 0164: disable_marker $4408 0164: disable_marker $4409 0164: disable_marker $4410 0164: disable_marker $4411 0164: disable_marker $4412 018A: $4412 = create_checkpoint_at $4448 $4449 $4450 0165: set_marker $4412 color_to 0 0164: disable_marker $4413 :PORNO2_6899 00D6: if 0038: $4420 == 1 // $ == int 004D: jump_if_false @PORNO2_6968 0164: disable_marker $4408 0164: disable_marker $4409 0164: disable_marker $4410 0164: disable_marker $4411 0164: disable_marker $4412 0164: disable_marker $4413 018A: $4413 = create_checkpoint_at $4451 $4452 $4453 0165: set_marker $4413 color_to 0 :PORNO2_6968 00BE: text_clear_all 0004: $4423 = 0 // $ = int :PORNO2_6977 0002: jump @PORNO2_6991 :PORNO2_6984 0002: jump @PORNO2_7434 :PORNO2_6991 00D6: if 0038: $4422 == 0 // $ == int 004D: jump_if_false @PORNO2_7181 00D6: if 00DC: player $PLAYER_CHAR in_car $4406 004D: jump_if_false @PORNO2_7035 01B4: set_player $PLAYER_CHAR can_move 0 :PORNO2_7035 00D6: if 0019: TIMERB > 3000 // @ > int 004D: jump_if_false @PORNO2_7181 03F5: set_vehicle $4406 apply_damage_rules 1 020B: explode_car $4406 00AA: store_car $4406 position_to $95 $96 $97 020C: create_explosion 2 at $95 $96 $97 020C: create_explosion 11 at $95 $96 $97 020C: create_explosion 1 at $95 $96 $97 020C: create_explosion 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 0002: jump @PORNO2_7434 :PORNO2_7181 00D6: if 0018: $4422 > 0 // $ > int 004D: jump_if_false @PORNO2_7239 00D6: if 0019: TIMERB > 5000 // @ > int 004D: jump_if_false @PORNO2_7232 000C: $4422 -= 1 // $ -= int 0006: TIMERB = 0 // @ = int :PORNO2_7232 0002: jump @PORNO2_7246 :PORNO2_7239 0004: $4422 = 0 // $ = int :PORNO2_7246 00D6: if 0018: $4422 > 0 // $ > int 004D: jump_if_false @PORNO2_7402 00D6: if 001A: 10 > $4422 // int > $ 004D: jump_if_false @PORNO2_7402 00D6: if 8119: not car $4406 wrecked 004D: jump_if_false @PORNO2_7349 00D6: if 00DC: player $PLAYER_CHAR in_car $4406 004D: jump_if_false @PORNO2_7339 00BC: text_highpriority 'POR2_04' time 5000 1 0002: jump @PORNO2_7349 :PORNO2_7339 03D5: remove_text 'POR2_04' :PORNO2_7349 00D6: if 0019: TIMERA > 1000 // @ > int 004D: jump_if_false @PORNO2_7402 00AA: store_car $4406 position_to $95 $96 $97 018C: play_sound 35 at $95 $96 $97 0006: TIMERA = 0 // @ = int :PORNO2_7402 00D6: if 0038: $4414 == 0 // $ == int 004D: jump_if_false @PORNO2_7427 0002: jump @PORNO2_7451 :PORNO2_7427 0002: jump @PORNO2_2408 :PORNO2_7434 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :PORNO2_7451 00BE: text_clear_all 055A: set_secondary_rubbish 1 01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1 0394: play_music 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 2000 014C: set_parked_car_generator $1929 cars_to_generate_to 101 030C: progress_made += 1 0318: set_latest_mission_passed 'PORN_2' 004F: create_thread @PORN3 0004: $258 = 1 // $ = int 0051: return :PORNO2_7530 0004: $ONMISSION = 0 // $ = int 01B4: set_player $PLAYER_CHAR can_move 1 0249: release_model #SKIMMER 0151: remove_status_text $4414 0151: remove_status_text $4422 0164: disable_marker $4407 0164: disable_marker $4408 0164: disable_marker $4409 0164: disable_marker $4410 0164: disable_marker $4411 0164: disable_marker $4412 0164: disable_marker $4413 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 01B7: release_weather 00D8: mission_cleanup 0051: return :PORNO2_7605 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 0051: return //-------------Mission 29--------------- // Originally: Martha's Mug Shot :PORNO3 03A4: name_thread 'PORNO3' 0050: gosub @PORNO3_120 00D6: if 0112: wasted_or_busted 004D: jump_if_false @PORNO3_111 00D6: if 0038: $4487 == 1 // $ == int 004D: jump_if_false @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 0050: gosub @PORNO3_9207 :PORNO3_111 0050: gosub @PORNO3_9317 004E: end_thread :PORNO3_120 03D5: remove_text 'M_FAIL' 0004: $ONMISSION = 1 // $ = int 0317: increment_mission_attempts 0001: wait 0 ms 054C: use_GXT_table 'PORN3' 058E: set_restart_mission_taxi_destination 21.489 966.28 9.5 172.7 0004: $4479 = 0 // $ = int 0004: $4480 = 0 // $ = int 0004: $4481 = 0 // $ = int 0004: $4482 = 0 // $ = int 0004: $4483 = 0 // $ = int 0004: $4484 = 0 // $ = int 0004: $4485 = 0 // $ = int 0004: $4486 = 0 // $ = int 0004: $4487 = 0 // $ = int 0004: $4490 = 0 // $ = int 0004: $4492 = 0 // $ = int 0004: $4493 = 0 // $ = int 0004: $4494 = 0 // $ = int 0004: $4495 = 0 // $ = int 0004: $4496 = 0 // $ = int 0004: $4497 = 0 // $ = int 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' 03CB: load_scene -86.0 929.0 9.764 038B: load_requested_models :PORNO3_392 00D6: 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 004D: jump_if_false @PORNO3_434 0001: wait 0 ms 0002: jump @PORNO3_392 :PORNO3_434 00D6: if or 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 004D: jump_if_false @PORNO3_466 0001: wait 0 ms 0002: 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 10.2 range 1.0 0055: put_player $PLAYER_CHAR at -66.0 933.04 10.2 0171: set_player $PLAYER_CHAR z_angle_to 275.6 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :PORNO3_718 00D6: if 001A: 5363 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO3_753 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO3_718 :PORNO3_753 00BC: text_highpriority 'POR3_A' time 10000 1 :PORNO3_768 00D6: if 001A: 7267 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO3_803 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO3_768 :PORNO3_803 00BC: text_highpriority 'POR3_B' time 10000 1 :PORNO3_818 00D6: if 001A: 8405 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO3_853 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO3_818 :PORNO3_853 00BC: text_highpriority 'POR3_C' time 10000 1 :PORNO3_868 00D6: if 001A: 11940 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO3_903 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO3_868 :PORNO3_903 00BC: text_highpriority 'POR3_D' time 10000 1 :PORNO3_918 00D6: if 001A: 17623 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO3_953 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO3_918 :PORNO3_953 00BC: text_highpriority 'POR3_E' time 10000 1 :PORNO3_968 00D6: if 001A: 20572 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO3_1003 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO3_968 :PORNO3_1003 00BC: text_highpriority 'POR3_F' time 10000 1 :PORNO3_1018 00D6: if 001A: 23405 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO3_1053 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO3_1018 :PORNO3_1053 00BC: text_highpriority 'POR3_G' time 10000 1 :PORNO3_1068 00D6: if 001A: 24264 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO3_1103 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO3_1068 :PORNO3_1103 00D6: if 001A: 25472 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO3_1138 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO3_1103 :PORNO3_1138 00BC: text_highpriority 'POR3_I' time 10000 1 :PORNO3_1153 00D6: if 001A: 29817 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO3_1188 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO3_1153 :PORNO3_1188 00BC: text_highpriority 'POR3_J' time 10000 1 :PORNO3_1203 00D6: if 001A: 35410 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO3_1240 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO3_1203 :PORNO3_1240 00BC: text_highpriority 'POR3_K' time 10000 1 :PORNO3_1255 00D6: if 001A: 38788 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO3_1292 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO3_1255 :PORNO3_1292 00BC: text_highpriority 'POR3_L' time 10000 1 :PORNO3_1307 00D6: if 001A: 44773 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO3_1344 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO3_1307 :PORNO3_1344 00BC: text_highpriority 'POR3_M' time 10000 1 :PORNO3_1359 00D6: if 001A: 47875 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO3_1396 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO3_1359 :PORNO3_1396 00BC: text_highpriority 'POR3_N' time 10000 1 :PORNO3_1411 00D6: if 001A: 50039 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO3_1448 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO3_1411 :PORNO3_1448 00BC: text_highpriority 'POR3_O' time 10000 1 :PORNO3_1463 00D6: if 001A: 53487 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO3_1500 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO3_1463 :PORNO3_1500 00BC: text_highpriority 'POR3_P' time 10000 1 :PORNO3_1515 00D6: if 001A: 62879 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO3_1552 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO3_1515 :PORNO3_1552 00BC: text_highpriority 'POR3_Q' time 10000 1 :PORNO3_1567 00D6: if 001A: 64505 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO3_1604 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO3_1567 :PORNO3_1604 00BC: text_highpriority 'POR3_R' time 10000 1 :PORNO3_1619 00D6: if 001A: 66734 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO3_1656 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO3_1619 :PORNO3_1656 00BC: text_highpriority 'POR3_S' time 10000 1 :PORNO3_1671 00D6: if 001A: 69061 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO3_1708 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO3_1671 :PORNO3_1708 00BC: text_highpriority 'POR3_T' time 10000 1 :PORNO3_1723 00D6: if 001A: 72018 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO3_1760 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO3_1723 :PORNO3_1760 00BC: text_highpriority 'POR3_U' time 10000 1 :PORNO3_1775 00D6: if 001A: 74686 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO3_1812 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO3_1775 :PORNO3_1812 00BC: text_highpriority 'POR3_V' time 10000 1 :PORNO3_1827 00D6: if 001A: 76802 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO3_1864 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO3_1827 :PORNO3_1864 00BC: text_highpriority 'POR3_X' time 10000 1 :PORNO3_1879 00D6: if 001A: 77802 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO3_1916 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO3_1879 :PORNO3_1916 00BE: text_clear_all :PORNO3_1918 00D6: if 001A: 78976 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO3_1955 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO3_1918 :PORNO3_1955 016A: fade 0 1500 ms 00BE: text_clear_all :PORNO3_1964 00D6: if 016B: fading 004D: jump_if_false @PORNO3_1988 0001: wait 0 ms 0002: 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 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 01EB: set_traffic_density_multiplier_to 0.75 03DE: set_pedestrians_density_multiplier_to 1.0 0169: set_fade_color 0 0 0 0001: wait 500 ms 03CB: load_scene -67.0 939.297 10.94 0373: set_camera_directly_behind_player 04E3: set_player $PLAYER_CHAR mood 0 duration 60000 023C: load_special_actor 1 'IGCANDY' 023C: load_special_actor 2 'IGALSCB' :PORNO3_2106 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 004D: jump_if_false @PORNO3_2136 0001: wait 0 ms 0002: jump @PORNO3_2106 :PORNO3_2136 038B: load_requested_models 0247: request_model #HMYRI 0247: request_model #CAMERA 0247: request_model #FBI 0247: request_model #GDA 0247: request_model #UZI 0247: request_model #SPARROW 0247: request_model #STRETCH 0247: request_model #RANCHER 0247: request_model #M4 :PORNO3_2180 00D6: if or 8248: not model #HMYRI available 8248: not model #CAMERA available 8248: not model #FBI available 8248: not model #GDA available 8248: not model #UZI available 004D: jump_if_false @PORNO3_2224 0001: wait 0 ms 0002: jump @PORNO3_2180 :PORNO3_2224 00D6: if or 8248: not model #SPARROW available 8248: not model #STRETCH available 8248: not model #RANCHER available 8248: not model #M4 available 004D: jump_if_false @PORNO3_2266 0001: wait 0 ms 0002: jump @PORNO3_2224 :PORNO3_2266 0108: destroy_object $1815 029B: $4466 = init_object #SPAD_DR_OPEN2 at 461.961 31.436 31.24 01C7: remove_object_from_mission_cleanup_list $4466 0108: destroy_object $1817 029B: $4498 = init_object #PH_BUILD_DR_OPEN at 569.33 52.737 14.616 01C7: remove_object_from_mission_cleanup_list $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 0004: $4491 = 12 // $ = int 009A: $4456 = create_actor_pedtype 5 model #SPECIAL01 at -40.4 945.0 9.9 04F5: set_actor $4456 as_player_friend $PLAYER_CHAR flag 1 0245: set_actor $4456 walk_style_to 46 01ED: clear_actor $4456 threat_search 0173: set_actor $4456 z_angle_to 296.8 02A9: set_actor $4456 immune_to_nonplayer 1 0211: actor $4456 walk_to 9.2 964.4 0187: $4475 = create_marker_above_actor $4456 0568: set_actor $4456 untargetable 1 00A5: $4457 = create_car #STRETCH at 18.8 961.6 10.6 0175: set_car $4457 z_angle_to 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 020A: set_car $4457 door_status_to 3 00A9: set_car $4457 to_normal_driver 02AA: set_car $4457 immune_to_nonplayer 1 00A5: $4465 = create_car #SPARROW at -61.7 1019.0 9.9 0175: set_car $4465 z_angle_to 356.2 0186: $4478 = create_marker_above_car $4465 016A: fade 1 1500 ms 009A: $4455 = create_actor_pedtype 4 model #SPECIAL02 at 471.3 27.0 29.6 01ED: clear_actor $4455 threat_search 0350: set_actor $4455 maintain_position_when_attacked 1 0173: set_actor $4455 z_angle_to 90.5 009A: $4461 = create_actor_pedtype 4 model #FBI at 477.6 30.1 29.9 0173: set_actor $4461 z_angle_to 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 heed_threats 1 0350: set_actor $4461 maintain_position_when_attacked 1 02A9: set_actor $4461 immune_to_nonplayer 1 009A: $4462 = create_actor_pedtype 4 model #FBI at 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 heed_threats 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 009A: $4463 = create_actor_pedtype 4 model #FBI at 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 heed_threats 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 009A: $4464 = create_actor_pedtype 4 model #FBI at 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 heed_threats 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 009A: $4459 = create_actor_pedtype 4 model #GDA at 474.9 31.9 11.0 0173: set_actor $4459 z_angle_to 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 heed_threats 1 0350: set_actor $4459 maintain_position_when_attacked 1 02A9: set_actor $4459 immune_to_nonplayer 1 009A: $4460 = create_actor_pedtype 4 model #GDA at 474.9 28.9 11.0 0173: set_actor $4460 z_angle_to 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 heed_threats 1 0350: set_actor $4460 maintain_position_when_attacked 1 02A9: set_actor $4460 immune_to_nonplayer 1 0006: TIMERA = 0 // @ = int 0293: $18 = get_controller_mode :PORNO3_3284 0001: wait 0 ms 00D6: if 0038: $4488 == 0 // $ == int 004D: jump_if_false @PORNO3_3516 00D6: if 001B: 7000 > TIMERA // int > @ 004D: jump_if_false @PORNO3_3490 00D6: if 0038: $4489 == 0 // $ == int 004D: jump_if_false @PORNO3_3483 00D6: if 0038: $18 == 0 // $ == int 004D: jump_if_false @PORNO3_3378 03E5: text_box 'POR3_08' 0004: $4489 = 1 // $ = int :PORNO3_3378 00D6: if 0038: $18 == 1 // $ == int 004D: jump_if_false @PORNO3_3413 03E5: text_box 'POR3_08' 0004: $4489 = 1 // $ = int :PORNO3_3413 00D6: if 0038: $18 == 2 // $ == int 004D: jump_if_false @PORNO3_3448 03E5: text_box 'POR3_08' 0004: $4489 = 1 // $ = int :PORNO3_3448 00D6: if 0038: $18 == 3 // $ == int 004D: jump_if_false @PORNO3_3483 03E5: text_box 'POR3_09' 0004: $4489 = 1 // $ = int :PORNO3_3483 0002: jump @PORNO3_3516 :PORNO3_3490 0293: $18 = get_controller_mode 0004: $4488 = 1 // $ = int 0006: TIMERA = 0 // @ = int 0004: $4489 = 0 // $ = int :PORNO3_3516 00D6: if 0038: $4488 == 1 // $ == int 004D: jump_if_false @PORNO3_3744 00D6: if 001B: 7000 > TIMERA // int > @ 004D: jump_if_false @PORNO3_3718 00D6: if 0038: $4489 == 0 // $ == int 004D: jump_if_false @PORNO3_3711 00D6: if 0038: $18 == 0 // $ == int 004D: jump_if_false @PORNO3_3606 03E5: text_box 'POR3_10' 0004: $4489 = 1 // $ = int :PORNO3_3606 00D6: if 0038: $18 == 1 // $ == int 004D: jump_if_false @PORNO3_3641 03E5: text_box 'POR3_10' 0004: $4489 = 1 // $ = int :PORNO3_3641 00D6: if 0038: $18 == 2 // $ == int 004D: jump_if_false @PORNO3_3676 03E5: text_box 'POR3_11' 0004: $4489 = 1 // $ = int :PORNO3_3676 00D6: if 0038: $18 == 3 // $ == int 004D: jump_if_false @PORNO3_3711 03E5: text_box 'POR3_10' 0004: $4489 = 1 // $ = int :PORNO3_3711 0002: jump @PORNO3_3744 :PORNO3_3718 0293: $18 = get_controller_mode 0004: $4488 = 2 // $ = int 0006: TIMERA = 0 // @ = int 0004: $4489 = 0 // $ = int :PORNO3_3744 00D6: if 0038: $4488 == 2 // $ == int 004D: jump_if_false @PORNO3_3967 00D6: if 001B: 7000 > TIMERA // int > @ 004D: jump_if_false @PORNO3_3946 00D6: if 0038: $4489 == 0 // $ == int 004D: jump_if_false @PORNO3_3939 00D6: if 0038: $18 == 0 // $ == int 004D: jump_if_false @PORNO3_3834 03E5: text_box 'POR3_12' 0004: $4489 = 1 // $ = int :PORNO3_3834 00D6: if 0038: $18 == 1 // $ == int 004D: jump_if_false @PORNO3_3869 03E5: text_box 'POR3_12' 0004: $4489 = 1 // $ = int :PORNO3_3869 00D6: if 0038: $18 == 2 // $ == int 004D: jump_if_false @PORNO3_3904 03E5: text_box 'POR3_13' 0004: $4489 = 1 // $ = int :PORNO3_3904 00D6: if 0038: $18 == 3 // $ == int 004D: jump_if_false @PORNO3_3939 03E5: text_box 'POR3_14' 0004: $4489 = 1 // $ = int :PORNO3_3939 0002: jump @PORNO3_3967 :PORNO3_3946 0004: $4488 = 3 // $ = int 0006: TIMERA = 0 // @ = int 0004: $4489 = 0 // $ = int :PORNO3_3967 00D6: if 0038: $4488 == 3 // $ == int 004D: jump_if_false @PORNO3_4041 00D6: if 0019: TIMERA > 1000 // @ > int 004D: jump_if_false @PORNO3_4041 00BC: text_highpriority 'POR3_01' time 7000 1 00BB: text_lowpriority 'POR3_20' time 5000 1 0004: $4488 = 4 // $ = int :PORNO3_4041 00D6: if 8119: not car $4465 wrecked 004D: jump_if_false @PORNO3_4095 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @PORNO3_4088 0164: disable_marker $4478 03D5: remove_text 'POR3_20' :PORNO3_4088 0002: jump @PORNO3_4110 :PORNO3_4095 0164: disable_marker $4478 03D5: remove_text 'POR3_20' :PORNO3_4110 00D6: if 8118: not actor $4456 dead 004D: jump_if_false @PORNO3_4555 00D6: if 8119: not car $4457 wrecked 004D: jump_if_false @PORNO3_4526 00D6: if 8118: not actor $4458 dead 004D: jump_if_false @PORNO3_4497 00D6: if 0038: $4480 == 0 // $ == int 004D: jump_if_false @PORNO3_4387 00D6: if 00DB: actor $4456 in_car $4457 004D: jump_if_false @PORNO3_4327 0362: put_actor $4456 at -862.0 -607.4 11.1 and_remove_from_car 009B: destroy_actor_instantly $4456 01C8: $4456 = create_actor_pedtype 5 model #SPECIAL01 in_car $4457 passenger_seat 2 04F5: set_actor $4456 as_player_friend $PLAYER_CHAR flag 1 0245: set_actor $4456 walk_style_to 46 01ED: clear_actor $4456 threat_search 02A9: set_actor $4456 immune_to_nonplayer 1 00A7: car $4457 drive_to 485.9 31.3 10.7 00AD: set_car $4457 max_speed_to 20.0 0164: disable_marker $4475 0187: $4475 = create_marker_above_actor $4456 0006: TIMERA = 0 // @ = int 0004: $4480 = 1 // $ = int 0002: jump @PORNO3_4380 :PORNO3_4327 00D6: if 00ED: actor $4456 0 9.2 964.4 radius 1.0 1.0 004D: jump_if_false @PORNO3_4380 01D4: actor $4456 go_to_car $4457 and_enter_it_as_a_passenger 0319: set_actor $4456 running 1 :PORNO3_4380 0002: jump @PORNO3_4490 :PORNO3_4387 00D6: if and 82CA: not car $4457 bounding_sphere_visible 81FC: not player $PLAYER_CHAR near_car $4457 radius 170.0 170.0 0 004D: jump_if_false @PORNO3_4445 00BC: text_highpriority 'POR3_21' time 5000 1 0002: jump @PORNO3_9207 :PORNO3_4445 00D6: if 01AD: car $4457 sphere 0 near_point 485.9 31.3 radius 15.0 15.0 004D: jump_if_false @PORNO3_4490 0002: jump @PORNO3_4765 :PORNO3_4490 0002: jump @PORNO3_4519 :PORNO3_4497 00BC: text_highpriority 'POR3_15' time 5000 1 0002: jump @PORNO3_9207 :PORNO3_4519 0002: jump @PORNO3_4548 :PORNO3_4526 00BC: text_highpriority 'POR3_15' time 5000 1 0002: jump @PORNO3_9207 :PORNO3_4548 0002: jump @PORNO3_4577 :PORNO3_4555 00BC: text_highpriority 'POR1_03' time 5000 1 0002: jump @PORNO3_9207 :PORNO3_4577 0050: gosub @PORNO3_9974 00D6: if 0038: $4481 == 1 // $ == int 004D: jump_if_false @PORNO3_4624 00BC: text_highpriority 'POR1_03' time 5000 1 0002: jump @PORNO3_9207 :PORNO3_4624 00D6: if 0038: $4481 == 2 // $ == int 004D: jump_if_false @PORNO3_4664 00BC: text_highpriority 'POR3_02' time 5000 1 0002: jump @PORNO3_9207 :PORNO3_4664 00D6: if 0038: $4481 == 3 // $ == int 004D: jump_if_false @PORNO3_4704 00BC: text_highpriority 'POR3_03' time 5000 1 0002: jump @PORNO3_9207 :PORNO3_4704 0050: gosub @PORNO3_10359 0050: gosub @PORNO3_10651 00D6: if 0038: $4481 == 4 // $ == int 004D: jump_if_false @PORNO3_4758 00BC: text_highpriority 'POR3_19' time 5000 1 0002: jump @PORNO3_9207 :PORNO3_4758 0002: jump @PORNO3_3284 :PORNO3_4765 0169: set_fade_color 0 0 1 016A: fade 0 500 ms :PORNO3_4780 00D6: if 016B: fading 004D: jump_if_false @PORNO3_4804 0001: wait 0 ms 0002: jump @PORNO3_4780 :PORNO3_4804 00D6: if 8119: not car $4457 wrecked 004D: jump_if_false @PORNO3_4850 00AB: put_car $4457 at 485.9 31.3 9.8 0175: set_car $4457 z_angle_to 196.8 :PORNO3_4850 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 0004: $4494 = 0 // $ = int 0004: $4495 = 0 // $ = int 00D6: if 8119: not car $4465 wrecked 004D: jump_if_false @PORNO3_4917 00D6: if 00DC: player $PLAYER_CHAR in_car $4465 004D: jump_if_false @PORNO3_4917 0519: lock_vehicle $4465 in_current_position 1 :PORNO3_4917 03CB: load_scene 478.4 30.4 11.0 03BA: clear_cars_from_cube 487.5 24.2 0.0 479.3 36.11 15.0 016A: fade 1 500 ms 015F: set_camera_position 473.99 27.96 13.03 rotation 0.0 0.0 0.0 0160: point_camera 484.0 31.4 10.1 switchstyle 2 0001: wait 500 ms 00D6: if 8118: not actor $4456 dead 004D: jump_if_false @PORNO3_5069 00D6: if 8119: not car $4457 wrecked 004D: jump_if_false @PORNO3_5069 01D3: actor $4456 leave_car $4457 :PORNO3_5069 0001: wait 0 ms 00D6: if 8119: not car $4457 wrecked 004D: jump_if_false @PORNO3_5227 01E9: $4486 = car $4457 num_passengers 00D6: if 0038: $4486 == 0 // $ == int 004D: jump_if_false @PORNO3_5220 00D6: if 8118: not actor $4456 dead 004D: jump_if_false @PORNO3_5213 00D6: if 8119: not car $4457 wrecked 004D: jump_if_false @PORNO3_5177 00A7: car $4457 drive_to 479.0 -174.4 9.0 00AD: set_car $4457 max_speed_to 20.0 :PORNO3_5177 0319: set_actor $4456 running 0 0211: actor $4456 walk_to 475.9 30.2 0006: TIMERA = 0 // @ = int 0002: jump @PORNO3_5234 :PORNO3_5213 0002: jump @PORNO3_5227 :PORNO3_5220 0002: jump @PORNO3_5069 :PORNO3_5227 0002: jump @PORNO3_5069 :PORNO3_5234 0001: wait 0 ms 00D6: if 8118: not actor $4456 dead 004D: jump_if_false @PORNO3_5312 00D6: if or 00EC: actor $4456 0 475.9 30.2 radius 1.0 1.0 0019: TIMERA > 7000 // @ > int 004D: jump_if_false @PORNO3_5312 0192: set_actor $4456 objective_to_stand_still 0002: jump @PORNO3_5319 :PORNO3_5312 0002: jump @PORNO3_5234 :PORNO3_5319 00A1: put_actor $4456 at 457.6 30.6 30.1 0173: set_actor $4456 z_angle_to 270.0 015F: set_camera_position 471.75 25.95 30.53 rotation 0.0 0.0 0.0 0160: point_camera 429.69 57.3 24.51 switchstyle 2 0006: TIMERA = 0 // @ = int :PORNO3_5407 0001: wait 0 ms 00D6: if 0019: TIMERA > 12000 // @ > int 004D: jump_if_false @PORNO3_5437 0002: jump @PORNO3_5779 :PORNO3_5437 00D6: if 8118: not actor $4456 dead 004D: jump_if_false @PORNO3_5772 00D6: if 8118: not actor $4455 dead 004D: jump_if_false @PORNO3_5772 00D6: if 0038: $4492 == 0 // $ == int 004D: jump_if_false @PORNO3_5664 00D6: if 00EC: actor $4456 0 463.8 31.4 radius 1.0 1.0 004D: jump_if_false @PORNO3_5649 04C2: actor $4456 walk_to_actor $4455 03CF: load_wav 'PRN1_12' as 1 :PORNO3_5545 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PORNO3_5571 0001: wait 0 ms 0002: jump @PORNO3_5545 :PORNO3_5571 00BC: text_highpriority 'POR1_19' time 4000 1 03D1: play_wav 1 :PORNO3_5590 00D6: if and 83D2: not wav 1 ended 8118: not actor $4456 dead 004D: jump_if_false @PORNO3_5621 0001: wait 0 ms 0002: jump @PORNO3_5590 :PORNO3_5621 040D: unload_wav 1 03D5: remove_text 'POR1_19' 0004: $4492 = 1 // $ = int 0002: jump @PORNO3_5664 :PORNO3_5649 0211: actor $4456 walk_to 463.8 31.4 :PORNO3_5664 00D6: if 0038: $4492 == 1 // $ == int 004D: jump_if_false @PORNO3_5772 00D6: if 8118: not actor $4456 dead 004D: jump_if_false @PORNO3_5772 00D6: if 8118: not actor $4455 dead 004D: jump_if_false @PORNO3_5772 00D6: if 00F2: actor $4456 near_actor $4455 radius 2.0 2.0 0 004D: jump_if_false @PORNO3_5764 0192: set_actor $4456 objective_to_stand_still 0002: jump @PORNO3_5779 0002: jump @PORNO3_5772 :PORNO3_5764 04C2: actor $4456 walk_to_actor $4455 :PORNO3_5772 0002: jump @PORNO3_5407 :PORNO3_5779 03CF: load_wav 'PORN3_1' as 1 03CF: load_wav 'PORN3_2' as 2 :PORNO3_5803 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @PORNO3_5833 0001: wait 0 ms 0002: jump @PORNO3_5803 :PORNO3_5833 00D6: if 8118: not actor $4455 dead 004D: jump_if_false @PORNO3_5859 0372: set_actor $4455 anim 19 wait_state_time 10000 ms :PORNO3_5859 00BC: text_highpriority 'POR3_04' time 4000 1 03D1: play_wav 1 :PORNO3_5878 00D6: if and 83D2: not wav 1 ended 8118: not actor $4455 dead 004D: jump_if_false @PORNO3_5909 0001: wait 0 ms 0002: jump @PORNO3_5878 :PORNO3_5909 040D: unload_wav 1 03D5: remove_text 'POR3_04' 00D6: if 8118: not actor $4455 dead 004D: jump_if_false @PORNO3_5948 0372: set_actor $4455 anim 0 wait_state_time 10 ms :PORNO3_5948 00D6: if 8118: not actor $4456 dead 004D: jump_if_false @PORNO3_5974 0372: set_actor $4456 anim 19 wait_state_time 10000 ms :PORNO3_5974 00BC: text_highpriority 'POR3_05' time 4000 1 03D1: play_wav 2 :PORNO3_5993 00D6: if and 83D2: not wav 2 ended 8118: not actor $4456 dead 004D: jump_if_false @PORNO3_6024 0001: wait 0 ms 0002: jump @PORNO3_5993 :PORNO3_6024 040D: unload_wav 2 03D5: remove_text 'POR3_05' 00D6: if 8118: not actor $4456 dead 004D: jump_if_false @PORNO3_6063 0372: set_actor $4456 anim 0 wait_state_time 10 ms :PORNO3_6063 0001: wait 1000 ms 00D6: if 0038: $4494 == 0 // $ == int 004D: jump_if_false @PORNO3_6131 03CF: load_wav 'CAML' as 1 :PORNO3_6098 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PORNO3_6124 0001: wait 0 ms 0002: jump @PORNO3_6098 :PORNO3_6124 0004: $4494 = 1 // $ = int :PORNO3_6131 00D6: if 0038: $4495 == 0 // $ == int 004D: jump_if_false @PORNO3_6194 03CF: load_wav 'CAMR' as 2 :PORNO3_6161 00D6: if 83D0: not wav 2 loaded 004D: jump_if_false @PORNO3_6187 0001: wait 0 ms 0002: jump @PORNO3_6161 :PORNO3_6187 0004: $4495 = 1 // $ = int :PORNO3_6194 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 03CB: load_scene $95 $96 $97 0169: set_fade_color 0 0 1 016A: fade 0 500 ms :PORNO3_6234 00D6: if 016B: fading 004D: jump_if_false @PORNO3_6258 0001: wait 0 ms 0002: jump @PORNO3_6234 :PORNO3_6258 00D6: if 8119: not car $4465 wrecked 004D: jump_if_false @PORNO3_6300 00D6: if 00DC: player $PLAYER_CHAR in_car $4465 004D: jump_if_false @PORNO3_6300 0519: lock_vehicle $4465 in_current_position 0 :PORNO3_6300 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 016A: fade 1 500 ms 00D6: if 8118: not actor $4455 dead 004D: jump_if_false @PORNO3_6412 00A1: put_actor $4455 at 463.3 31.7 29.9 0173: set_actor $4455 z_angle_to 245.8 00D6: if 8118: not actor $4456 dead 004D: jump_if_false @PORNO3_6412 00A1: put_actor $4456 at 463.9 30.3 29.9 0173: set_actor $4456 z_angle_to 44.8 :PORNO3_6412 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' time 7000 1 00BB: text_lowpriority 'POR3_22' time 7000 1 00BB: text_lowpriority 'POR3_23' time 7000 1 03C4: set_status_text_to $4497 0 'POR3_24' 01EB: set_traffic_density_multiplier_to 1.0 :PORNO3_6522 0001: wait 0 ms 00D6: if 8118: not actor $4455 dead 004D: jump_if_false @PORNO3_7022 00D6: if 04C5: actor $4455 photographed 004D: jump_if_false @PORNO3_6584 018C: play_sound 1 at 0.0 0.0 0.0 0008: $4497 += 1 // $ += int :PORNO3_6584 00D6: if 0018: $4497 > 2 // $ > int 004D: jump_if_false @PORNO3_7022 0151: remove_status_text $4497 00D6: if 8118: not actor $4459 dead 004D: jump_if_false @PORNO3_6683 00A1: put_actor $4459 at 571.4 49.3 13.3 0173: set_actor $4459 z_angle_to 185.6 011A: set_actor $4459 search_threat 1 01CA: actor $4459 kill_player $PLAYER_CHAR 02E2: set_actor $4459 weapon_accuracy_to 90 0223: set_actor $4459 health_to 150 :PORNO3_6683 00D6: if 8118: not actor $4460 dead 004D: jump_if_false @PORNO3_6759 00A1: put_actor $4460 at 569.9 49.0 13.3 0173: set_actor $4460 z_angle_to 185.6 011A: set_actor $4460 search_threat 1 01CA: actor $4460 kill_player $PLAYER_CHAR 02E2: set_actor $4460 weapon_accuracy_to 90 0223: set_actor $4460 health_to 150 :PORNO3_6759 00D6: if 0038: $4490 == 0 // $ == int 004D: jump_if_false @PORNO3_6961 0004: $4494 = 0 // $ = int 03CF: load_wav 'PORN3_3' as 1 :PORNO3_6796 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PORNO3_6822 0001: wait 0 ms 0002: jump @PORNO3_6796 :PORNO3_6822 00BC: text_highpriority 'POR3_06' time 4000 1 03D1: play_wav 1 :PORNO3_6841 00D6: if and 83D2: not wav 1 ended 8118: not actor $4456 dead 004D: jump_if_false @PORNO3_6872 0001: wait 0 ms 0002: jump @PORNO3_6841 :PORNO3_6872 040D: unload_wav 1 03D5: remove_text 'POR3_06' 00D6: if 0038: $4494 == 0 // $ == int 004D: jump_if_false @PORNO3_6949 03CF: load_wav 'CAML' as 1 :PORNO3_6916 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PORNO3_6942 0001: wait 0 ms 0002: jump @PORNO3_6916 :PORNO3_6942 0004: $4494 = 1 // $ = int :PORNO3_6949 0164: disable_marker $4477 0004: $4490 = 1 // $ = int :PORNO3_6961 0164: disable_marker $4475 018A: $4476 = create_checkpoint_at -52.5 941.9 9.9 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 5 00BC: text_highpriority 'POR3_17' time 7000 1 0004: $4492 = 0 // $ = int 0002: jump @PORNO3_7210 :PORNO3_7022 0050: gosub @PORNO3_9974 00D6: if 0038: $4481 == 1 // $ == int 004D: jump_if_false @PORNO3_7069 00BC: text_highpriority 'POR1_03' time 5000 1 0002: jump @PORNO3_9207 :PORNO3_7069 00D6: if 0038: $4481 == 2 // $ == int 004D: jump_if_false @PORNO3_7109 00BC: text_highpriority 'POR3_02' time 5000 1 0002: jump @PORNO3_9207 :PORNO3_7109 00D6: if 0038: $4481 == 3 // $ == int 004D: jump_if_false @PORNO3_7149 00BC: text_highpriority 'POR3_03' time 5000 1 0002: jump @PORNO3_9207 :PORNO3_7149 0050: gosub @PORNO3_10651 00D6: if 0038: $4481 == 4 // $ == int 004D: jump_if_false @PORNO3_7196 00BC: text_highpriority 'POR3_19' time 5000 1 0002: jump @PORNO3_9207 :PORNO3_7196 0050: gosub @PORNO3_10359 0002: jump @PORNO3_6522 :PORNO3_7210 0001: wait 0 ms 00D6: if 00F5: player $PLAYER_CHAR 1 -52.5 941.9 9.9 radius 5.0 5.0 5.0 004D: jump_if_false @PORNO3_7269 0002: jump @PORNO3_9249 :PORNO3_7269 00D6: if 0038: $4496 == 0 // $ == int 004D: jump_if_false @PORNO3_7947 00D6: if 0121: player $PLAYER_CHAR in_zone 'PORNI' 004D: jump_if_false @PORNO3_7947 01C2: mark_actor_as_no_longer_needed $4461 01C2: mark_actor_as_no_longer_needed $4462 01C2: mark_actor_as_no_longer_needed $4463 01C2: mark_actor_as_no_longer_needed $4464 01C2: mark_actor_as_no_longer_needed $4459 01C2: mark_actor_as_no_longer_needed $4460 009A: $4467 = create_actor_pedtype 4 model #FBI at 14.3 966.0 9.9 0173: set_actor $4467 z_angle_to 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 heed_threats 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 0223: set_actor $4467 health_to 150 009A: $4468 = create_actor_pedtype 4 model #FBI at 13.2 960.4 9.9 0173: set_actor $4468 z_angle_to 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 heed_threats 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 0223: set_actor $4468 health_to 150 009A: $4471 = create_actor_pedtype 4 model #FBI at 10.1 965.7 9.9 0173: set_actor $4471 z_angle_to 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 heed_threats 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 0223: set_actor $4471 health_to 150 00A5: $4472 = create_car #RANCHER at 15.5 962.7 10.0 0175: set_car $4472 z_angle_to 352.8 009A: $4469 = create_actor_pedtype 4 model #FBI at -6.9 883.8 9.7 0173: set_actor $4469 z_angle_to 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 heed_threats 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 0223: set_actor $4469 health_to 150 009A: $4470 = create_actor_pedtype 4 model #FBI at -12.6 877.7 9.8 0173: set_actor $4470 z_angle_to 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 heed_threats 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 0223: set_actor $4470 health_to 150 00A5: $4473 = create_car #RANCHER at -5.8 887.2 9.8 0175: set_car $4473 z_angle_to 187.0 00A5: $4474 = create_car #RANCHER at -8.5 880.2 9.8 0175: set_car $4474 z_angle_to 311.2 0004: $4496 = 1 // $ = int :PORNO3_7947 00D6: if 8118: not actor $4461 dead 004D: jump_if_false @PORNO3_8295 00D6: if 0038: $4482 == 0 // $ == int 004D: jump_if_false @PORNO3_8064 00D6: if 82CB: not actor $4461 bounding_sphere_visible 004D: jump_if_false @PORNO3_8064 00A1: put_actor $4461 at 562.4 29.6 16.7 0173: set_actor $4461 z_angle_to 271.4 011A: set_actor $4461 search_threat 1 01CA: actor $4461 kill_player $PLAYER_CHAR 02E2: set_actor $4461 weapon_accuracy_to 90 0223: set_actor $4461 health_to 150 0004: $4482 = 1 // $ = int :PORNO3_8064 00D6: if 0038: $4482 == 1 // $ == int 004D: jump_if_false @PORNO3_8295 00D6: if 02CB: actor $4461 bounding_sphere_visible 004D: jump_if_false @PORNO3_8295 00D6: if 0038: $4490 == 1 // $ == int 004D: jump_if_false @PORNO3_8295 0004: $4494 = 0 // $ = int 03CF: load_wav 'PORN3_4' as 1 :PORNO3_8135 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PORNO3_8161 0001: wait 0 ms 0002: jump @PORNO3_8135 :PORNO3_8161 00BC: text_highpriority 'POR3_07' time 4000 1 03D1: play_wav 1 :PORNO3_8180 00D6: if and 83D2: not wav 1 ended 8118: not actor $4461 dead 004D: jump_if_false @PORNO3_8211 0001: wait 0 ms 0002: jump @PORNO3_8180 :PORNO3_8211 040D: unload_wav 1 03D5: remove_text 'POR3_07' 00D6: if 0038: $4494 == 0 // $ == int 004D: jump_if_false @PORNO3_8288 03CF: load_wav 'CAML' as 1 :PORNO3_8255 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PORNO3_8281 0001: wait 0 ms 0002: jump @PORNO3_8255 :PORNO3_8281 0004: $4494 = 1 // $ = int :PORNO3_8288 0004: $4490 = 2 // $ = int :PORNO3_8295 00D6: if 8118: not actor $4462 dead 004D: jump_if_false @PORNO3_8419 00D6: if 0038: $4483 == 0 // $ == int 004D: jump_if_false @PORNO3_8419 00D6: if 82CB: not actor $4462 bounding_sphere_visible 004D: jump_if_false @PORNO3_8419 0350: set_actor $4462 maintain_position_when_attacked 1 00A1: put_actor $4462 at 561.7 27.4 16.7 0173: set_actor $4462 z_angle_to 302.4 011A: set_actor $4462 search_threat 1 01CA: actor $4462 kill_player $PLAYER_CHAR 02E2: set_actor $4462 weapon_accuracy_to 90 0223: set_actor $4462 health_to 150 0004: $4483 = 1 // $ = int :PORNO3_8419 00D6: if 8118: not actor $4463 dead 004D: jump_if_false @PORNO3_8543 00D6: if 0038: $4484 == 0 // $ == int 004D: jump_if_false @PORNO3_8543 00D6: if 82CB: not actor $4463 bounding_sphere_visible 004D: jump_if_false @PORNO3_8543 0350: set_actor $4463 maintain_position_when_attacked 1 00A1: put_actor $4463 at 574.2 24.2 11.7 0173: set_actor $4463 z_angle_to 89.0 011A: set_actor $4463 search_threat 1 01CA: actor $4463 kill_player $PLAYER_CHAR 02E2: set_actor $4463 weapon_accuracy_to 90 0223: set_actor $4463 health_to 150 0004: $4484 = 1 // $ = int :PORNO3_8543 00D6: if 8118: not actor $4464 dead 004D: jump_if_false @PORNO3_8667 00D6: if 0038: $4485 == 0 // $ == int 004D: jump_if_false @PORNO3_8667 00D6: if 82CB: not actor $4464 bounding_sphere_visible 004D: jump_if_false @PORNO3_8667 0350: set_actor $4464 maintain_position_when_attacked 1 00A1: put_actor $4464 at 574.8 26.3 11.7 0173: set_actor $4464 z_angle_to 107.0 011A: set_actor $4464 search_threat 1 01CA: actor $4464 kill_player $PLAYER_CHAR 02E2: set_actor $4464 weapon_accuracy_to 90 0223: set_actor $4464 health_to 150 0004: $4485 = 1 // $ = int :PORNO3_8667 00D6: if 8118: not actor $4456 dead 004D: jump_if_false @PORNO3_8867 00D6: if 0038: $4492 == 0 // $ == int 004D: jump_if_false @PORNO3_8783 00D6: if 00EC: actor $4456 0 463.8 31.4 radius 1.0 1.0 004D: jump_if_false @PORNO3_8768 0211: actor $4456 walk_to 457.6 30.6 0004: $4492 = 1 // $ = int 0002: jump @PORNO3_8783 :PORNO3_8768 0211: actor $4456 walk_to 463.8 31.4 :PORNO3_8783 00D6: if 0038: $4492 == 1 // $ == int 004D: jump_if_false @PORNO3_8867 00D6: if 8118: not actor $4456 dead 004D: jump_if_false @PORNO3_8867 00D6: if 00EC: actor $4456 0 457.6 30.6 radius 1.0 1.0 004D: jump_if_false @PORNO3_8867 009B: destroy_actor_instantly $4456 0004: $4492 = 2 // $ = int :PORNO3_8867 00D6: if 8118: not actor $4455 dead 004D: jump_if_false @PORNO3_9067 00D6: if 0038: $4493 == 0 // $ == int 004D: jump_if_false @PORNO3_8983 00D6: if 00EC: actor $4455 0 463.8 31.4 radius 1.0 1.0 004D: jump_if_false @PORNO3_8968 0211: actor $4455 walk_to 457.6 30.6 0004: $4493 = 1 // $ = int 0002: jump @PORNO3_8983 :PORNO3_8968 0211: actor $4455 walk_to 463.8 31.4 :PORNO3_8983 00D6: if 0038: $4493 == 1 // $ == int 004D: jump_if_false @PORNO3_9067 00D6: if 8118: not actor $4455 dead 004D: jump_if_false @PORNO3_9067 00D6: if 00EC: actor $4455 0 457.6 30.6 radius 1.0 1.0 004D: jump_if_false @PORNO3_9067 009B: destroy_actor_instantly $4455 0004: $4493 = 2 // $ = int :PORNO3_9067 0050: gosub @PORNO3_10359 0050: gosub @PORNO3_10651 00D6: if 8038: not $4492 == 2 // $ == int 004D: jump_if_false @PORNO3_9137 00D6: if 0118: actor $4456 dead 004D: jump_if_false @PORNO3_9137 00BC: text_highpriority 'POR1_03' time 5000 1 0002: jump @PORNO3_9207 :PORNO3_9137 00D6: if 8038: not $4493 == 2 // $ == int 004D: jump_if_false @PORNO3_9200 00D6: if 0118: actor $4455 dead 004D: jump_if_false @PORNO3_9200 00BC: text_highpriority 'POR3_02' time 5000 1 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 5 0002: jump @PORNO3_9207 :PORNO3_9200 0002: jump @PORNO3_7210 :PORNO3_9207 00BA: text_styled 'M_FAIL' 5000 ms 1 00D6: if 0038: $4481 == 2 // $ == int 004D: jump_if_false @PORNO3_9247 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 5 :PORNO3_9247 0051: return :PORNO3_9249 00BE: text_clear_all 01E3: text_1number_styled 'M_PASS' number 4000 time 5000 style 1 0394: play_music 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 4000 030C: progress_made += 1 0318: set_latest_mission_passed 'PORN_3' 004F: create_thread @PORN4 0004: $259 = 1 // $ = int 0051: return :PORNO3_9317 0004: $ONMISSION = 0 // $ = int 01B4: set_player $PLAYER_CHAR can_move 1 0004: $4488 = 3 // $ = int 034F: destroy_actor_with_fade $4456 // The actor fades away like a ghost 034F: destroy_actor_with_fade $4455 // The actor fades away like a ghost 0296: unload_special_actor 1 0296: unload_special_actor 2 0249: release_model #HMYRI 0249: release_model #STRETCH 0249: release_model #CAMERA 0249: release_model #FBI 0249: release_model #GDA 0249: release_model #UZI 0249: release_model #SPARROW 0249: release_model #RANCHER 0249: release_model #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 00D6: if 0056: player $PLAYER_CHAR 0 585.7 52.8 555.9 8.1 004D: jump_if_false @PORNO3_9658 016A: fade 0 400 ms 0055: put_player $PLAYER_CHAR at 568.7 55.2 13.3 00D6: if 0038: $4487 == 1 // $ == int 004D: jump_if_false @PORNO3_9595 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_9595 0108: destroy_object $4498 029B: $1817 = init_object #PH_BUILD_DR_CLOSED at 569.925 52.0 14.616 01C7: remove_object_from_mission_cleanup_list $1817 034D: rotate_object $1817 from_angle 270.0 to_angle 270.0 flag 0 016A: fade 1 400 ms 0002: jump @PORNO3_9782 :PORNO3_9658 00D6: if 8038: not $259 == 1 // $ == int 004D: jump_if_false @PORNO3_9732 0108: destroy_object $4498 029B: $1817 = init_object #PH_BUILD_DR_CLOSED at 569.925 52.0 14.616 01C7: remove_object_from_mission_cleanup_list $1817 034D: rotate_object $1817 from_angle 270.0 to_angle 270.0 flag 0 0002: jump @PORNO3_9782 :PORNO3_9732 0108: destroy_object $1817 029B: $4498 = init_object #PH_BUILD_DR_OPEN at 569.33 52.737 14.616 01C7: remove_object_from_mission_cleanup_list $4498 034D: rotate_object $4498 from_angle 350.0 to_angle 350.0 flag 0 :PORNO3_9782 00D6: if 0057: player $PLAYER_CHAR 0 465.1 32.8 29.9 454.5 27.2 32.6 004D: jump_if_false @PORNO3_9908 016A: fade 0 400 ms 0055: put_player $PLAYER_CHAR at 463.4 29.5 30.1 0108: destroy_object $4466 0108: destroy_object $1815 029B: $1815 = init_object #SPAD_DR_CLOSED2 at 465.375 30.336 33.181 01C7: remove_object_from_mission_cleanup_list $1815 016A: fade 1 400 ms 0002: jump @PORNO3_9945 :PORNO3_9908 0108: destroy_object $4466 0108: destroy_object $1815 029B: $1815 = init_object #SPAD_DR_CLOSED2 at 465.375 30.336 33.181 01C7: remove_object_from_mission_cleanup_list $1815 :PORNO3_9945 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 0164: disable_marker $4475 0164: disable_marker $4476 0164: disable_marker $4477 0164: disable_marker $4478 00D8: mission_cleanup 0051: return :PORNO3_9974 00D6: if 0118: actor $4456 dead 004D: jump_if_false @PORNO3_9997 0004: $4481 = 1 // $ = int :PORNO3_9997 00D6: if 0118: actor $4455 dead 004D: jump_if_false @PORNO3_10020 0004: $4481 = 2 // $ = int :PORNO3_10020 00D6: if 0118: actor $4459 dead 004D: jump_if_false @PORNO3_10043 0004: $4481 = 3 // $ = int :PORNO3_10043 00D6: if 0118: actor $4460 dead 004D: jump_if_false @PORNO3_10066 0004: $4481 = 3 // $ = int :PORNO3_10066 00D6: if 0118: actor $4461 dead 004D: jump_if_false @PORNO3_10089 0004: $4481 = 3 // $ = int :PORNO3_10089 00D6: if 0118: actor $4462 dead 004D: jump_if_false @PORNO3_10112 0004: $4481 = 3 // $ = int :PORNO3_10112 00D6: if 0118: actor $4463 dead 004D: jump_if_false @PORNO3_10135 0004: $4481 = 3 // $ = int :PORNO3_10135 00D6: if 0118: actor $4464 dead 004D: jump_if_false @PORNO3_10158 0004: $4481 = 3 // $ = int :PORNO3_10158 00D6: if 0057: player $PLAYER_CHAR 0 477.3 14.8 29.4 448.6 45.5 38.2 004D: jump_if_false @PORNO3_10357 00D6: if 8118: not actor $4459 dead 004D: jump_if_false @PORNO3_10230 01CC: actor $4459 kill_player $PLAYER_CHAR :PORNO3_10230 00D6: if 8118: not actor $4460 dead 004D: jump_if_false @PORNO3_10254 01CC: actor $4460 kill_player $PLAYER_CHAR :PORNO3_10254 00D6: if 8118: not actor $4461 dead 004D: jump_if_false @PORNO3_10278 01CC: actor $4461 kill_player $PLAYER_CHAR :PORNO3_10278 00D6: if 8118: not actor $4462 dead 004D: jump_if_false @PORNO3_10302 01CC: actor $4462 kill_player $PLAYER_CHAR :PORNO3_10302 00D6: if 8118: not actor $4463 dead 004D: jump_if_false @PORNO3_10326 01CC: actor $4463 kill_player $PLAYER_CHAR :PORNO3_10326 00D6: if 8118: not actor $4464 dead 004D: jump_if_false @PORNO3_10350 01CC: actor $4464 kill_player $PLAYER_CHAR :PORNO3_10350 0004: $4481 = 3 // $ = int :PORNO3_10357 0051: return :PORNO3_10359 00D6: if 0038: $4487 == 0 // $ == int 004D: jump_if_false @PORNO3_10504 00D6: if 00F5: player $PLAYER_CHAR 0 563.4 26.8 47.6 radius 7.0 7.0 7.0 004D: jump_if_false @PORNO3_10504 00D6: if 8117: not player $PLAYER_CHAR wasted 004D: jump_if_false @PORNO3_10497 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_10497 0004: $4487 = 1 // $ = int :PORNO3_10504 00D6: if 0038: $4487 == 1 // $ == int 004D: jump_if_false @PORNO3_10649 00D6: if 00F5: player $PLAYER_CHAR 0 561.9 26.4 18.1 radius 7.0 7.0 7.0 004D: jump_if_false @PORNO3_10649 00D6: if 8117: not player $PLAYER_CHAR wasted 004D: jump_if_false @PORNO3_10642 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_10642 0004: $4487 = 0 // $ = int :PORNO3_10649 0051: return :PORNO3_10651 0419: $4491 = player $PLAYER_CHAR weapon 36 ammo 00D6: if 0038: $4491 == 0 // $ == int 004D: jump_if_false @PORNO3_10686 0004: $4481 = 4 // $ = int :PORNO3_10686 00D6: if 0019: TIMERB > 280 // @ > int 004D: jump_if_false @PORNO3_10892 00D6: if 0038: $4494 == 1 // $ == int 004D: jump_if_false @PORNO3_10892 00D6: if 0038: $4495 == 1 // $ == int 004D: jump_if_false @PORNO3_10892 00D6: if 02D7: player $PLAYER_CHAR current_weapon == 36 004D: jump_if_false @PORNO3_10892 00D6: if 00E1: player 0 pressed_button 6 004D: jump_if_false @PORNO3_10892 00D6: if 00E1: player 0 pressed_button 17 004D: jump_if_false @PORNO3_10892 03D1: play_wav 1 0004: $4494 = 0 // $ = int 03D1: play_wav 2 0004: $4495 = 0 // $ = int 0006: TIMERB = 0 // @ = int 00D6: if 0038: $4481 == 4 // $ == int 004D: jump_if_false @PORNO3_10892 :PORNO3_10840 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @PORNO3_10866 0001: wait 0 ms 0002: jump @PORNO3_10840 :PORNO3_10866 00D6: if 83D2: not wav 2 ended 004D: jump_if_false @PORNO3_10892 0001: wait 0 ms 0002: jump @PORNO3_10866 :PORNO3_10892 00D6: if 0038: $4494 == 0 // $ == int 004D: jump_if_false @PORNO3_10955 03CF: load_wav 'CAML' as 1 :PORNO3_10922 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PORNO3_10948 0001: wait 0 ms 0002: jump @PORNO3_10922 :PORNO3_10948 0004: $4494 = 1 // $ = int :PORNO3_10955 00D6: if 0038: $4495 == 0 // $ == int 004D: jump_if_false @PORNO3_11018 03CF: load_wav 'CAMR' as 2 :PORNO3_10985 00D6: if 83D0: not wav 2 loaded 004D: jump_if_false @PORNO3_11011 0001: wait 0 ms 0002: jump @PORNO3_10985 :PORNO3_11011 0004: $4495 = 1 // $ = int :PORNO3_11018 0051: return //-------------Mission 30--------------- // Originally: G-spotlight :PORNO4 03A4: name_thread 'PORNO4' 0050: gosub @PORNO4_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @PORNO4_37 0050: gosub @PORNO4_11334 :PORNO4_37 0050: gosub @PORNO4_11598 004E: end_thread :PORNO4_46 03D5: remove_text 'M_FAIL' 0004: $ONMISSION = 1 // $ = int 0317: increment_mission_attempts 0001: wait 0 ms 054C: use_GXT_table 'PORN4' 058E: set_restart_mission_taxi_destination 21.489 966.28 9.5 172.7 0004: $4525 = 0 // $ = int 0004: $4526 = 0 // $ = int 0004: $4527 = 0 // $ = int 0004: $4528 = 0 // $ = int 0004: $4529 = 0 // $ = int 0004: $4530 = 1 // $ = int 0004: $4531 = 0 // $ = int 0004: $61 = 0 // $ = int 0004: $4532 = 0 // $ = int 0004: $793 = 0 // $ = int 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' 03CB: load_scene -86.0 929.0 9.764 038B: load_requested_models :PORNO4_276 00D6: 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 004D: jump_if_false @PORNO4_318 0001: wait 0 ms 0002: jump @PORNO4_276 :PORNO4_318 00D6: if or 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 004D: jump_if_false @PORNO4_350 0001: wait 0 ms 0002: 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 10.2 range 1.0 0055: put_player $PLAYER_CHAR at -66.0 933.04 10.2 0171: set_player $PLAYER_CHAR z_angle_to 275.6 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime 00D6: if 859A: not australian_game 004D: jump_if_false @PORNO4_1716 :PORNO4_615 00D6: if 001A: 47 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO4_649 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO4_615 :PORNO4_649 00BC: text_highpriority 'POR4_A' time 10000 1 :PORNO4_664 00D6: if 001A: 1741 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO4_699 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO4_664 :PORNO4_699 00BC: text_highpriority 'POR4_B' time 10000 1 :PORNO4_714 00D6: if 001A: 3291 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO4_749 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO4_714 :PORNO4_749 00BC: text_highpriority 'POR4_C' time 10000 1 :PORNO4_764 00D6: if 001A: 5700 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO4_799 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO4_764 :PORNO4_799 00BC: text_highpriority 'POR4_D' time 10000 1 :PORNO4_814 00D6: if 001A: 7244 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO4_849 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO4_814 :PORNO4_849 00BC: text_highpriority 'POR4_E' time 10000 1 :PORNO4_864 00D6: if 001A: 9917 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO4_899 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO4_864 :PORNO4_899 00BC: text_highpriority 'POR4_F' time 10000 1 :PORNO4_914 00D6: if 001A: 10414 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO4_949 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO4_914 :PORNO4_949 00BC: text_highpriority 'POR4_G' time 10000 1 :PORNO4_964 00D6: if 001A: 13409 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO4_999 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO4_964 :PORNO4_999 00BC: text_highpriority 'POR4_H' time 10000 1 :PORNO4_1014 00D6: if 001A: 16161 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO4_1049 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO4_1014 :PORNO4_1049 00BC: text_highpriority 'POR4_I' time 10000 1 :PORNO4_1064 00D6: if 001A: 19667 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO4_1099 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO4_1064 :PORNO4_1099 00BC: text_highpriority 'POR4_J' time 10000 1 :PORNO4_1114 00D6: if 001A: 22706 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO4_1149 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO4_1114 :PORNO4_1149 00BC: text_highpriority 'POR4_K' time 10000 1 :PORNO4_1164 00D6: if 001A: 24572 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO4_1199 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO4_1164 :PORNO4_1199 00BC: text_highpriority 'POR4_L' time 10000 1 :PORNO4_1214 00D6: if 001A: 25843 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO4_1249 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO4_1214 :PORNO4_1249 00BC: text_highpriority 'POR4_M' time 10000 1 :PORNO4_1264 00D6: if 001A: 29291 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO4_1299 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO4_1264 :PORNO4_1299 00BC: text_highpriority 'POR4_N' time 10000 1 :PORNO4_1314 00D6: if 001A: 34272 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO4_1351 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO4_1314 :PORNO4_1351 00BC: text_highpriority 'POR4_O' time 10000 1 :PORNO4_1366 00D6: if 001A: 37360 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO4_1403 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO4_1366 :PORNO4_1403 00BC: text_highpriority 'POR4_P' time 10000 1 :PORNO4_1418 00D6: if 001A: 42492 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO4_1455 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO4_1418 :PORNO4_1455 00BC: text_highpriority 'POR4_Q' time 10000 1 :PORNO4_1470 00D6: if 001A: 45162 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO4_1507 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO4_1470 :PORNO4_1507 00BC: text_highpriority 'POR4_R' time 10000 1 :PORNO4_1522 00D6: if 001A: 50224 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO4_1559 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO4_1522 :PORNO4_1559 00BC: text_highpriority 'POR4_S' time 10000 1 :PORNO4_1574 00D6: if 001A: 53220 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO4_1611 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO4_1574 :PORNO4_1611 016A: fade 0 3000 ms 00BC: text_highpriority 'POR4_T' time 10000 1 :PORNO4_1633 00D6: if 001A: 54220 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO4_1670 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO4_1633 :PORNO4_1670 00BE: text_clear_all :PORNO4_1672 00D6: if 001A: 56064 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO4_1709 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO4_1672 :PORNO4_1709 0002: jump @PORNO4_2362 :PORNO4_1716 00D6: if 001A: 194 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO4_1751 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO4_1716 :PORNO4_1751 00BC: text_highpriority 'POR4_F' time 10000 1 :PORNO4_1766 00D6: if 001A: 1394 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO4_1801 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO4_1766 :PORNO4_1801 00BC: text_highpriority 'POR4_G' time 10000 1 :PORNO4_1816 00D6: if 001A: 4344 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO4_1851 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO4_1816 :PORNO4_1851 00BC: text_highpriority 'POR4_H' time 10000 1 :PORNO4_1866 00D6: if 001A: 7178 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO4_1901 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO4_1866 :PORNO4_1901 00BC: text_highpriority 'POR4_I' time 10000 1 :PORNO4_1916 00D6: if 001A: 10656 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO4_1951 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO4_1916 :PORNO4_1951 00BC: text_highpriority 'POR4_J' time 10000 1 :PORNO4_1966 00D6: if 001A: 13704 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO4_2001 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO4_1966 :PORNO4_2001 00BC: text_highpriority 'POR4_K' time 10000 1 :PORNO4_2016 00D6: if 001A: 15550 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO4_2051 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO4_2016 :PORNO4_2051 00BC: text_highpriority 'POR4_L' time 10000 1 :PORNO4_2066 00D6: if 001A: 16828 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO4_2101 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO4_2066 :PORNO4_2101 00BC: text_highpriority 'POR4_M' time 10000 1 :PORNO4_2116 00D6: if 001A: 20256 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO4_2151 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO4_2116 :PORNO4_2151 00BC: text_highpriority 'POR4_N' time 10000 1 :PORNO4_2166 00D6: if 001A: 25295 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO4_2201 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO4_2166 :PORNO4_2201 00BC: text_highpriority 'POR4_O' time 10000 1 :PORNO4_2216 00D6: if 001A: 28750 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO4_2251 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO4_2216 :PORNO4_2251 00BC: text_highpriority 'POR4_P' time 10000 1 :PORNO4_2266 00D6: if 001A: 33584 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO4_2303 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO4_2266 :PORNO4_2303 00BC: text_highpriority 'POR4_Q' time 10000 1 :PORNO4_2318 00D6: if 001A: 36184 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PORNO4_2355 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PORNO4_2318 :PORNO4_2355 016A: fade 0 3000 ms :PORNO4_2362 00BE: text_clear_all :PORNO4_2364 00D6: if 016B: fading 004D: jump_if_false @PORNO4_2388 0001: wait 0 ms 0002: jump @PORNO4_2364 :PORNO4_2388 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 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 01EB: set_traffic_density_multiplier_to 1.0 03DE: set_pedestrians_density_multiplier_to 1.0 0169: set_fade_color 0 0 0 0001: wait 500 ms 0373: set_camera_directly_behind_player 03CB: load_scene -67.0 939.297 10.94 00C0: set_current_time 17 0 04E3: set_player $PLAYER_CHAR mood 3 duration 60000 0247: request_model #HFYBU 0247: request_model #WFYBU 0247: request_model #WMYBU 0247: request_model #WMOBU 0247: request_model #PCJ600 0247: request_model #GDA :PORNO4_2513 00D6: if or 8248: not model #HFYBU available 8248: not model #WFYBU available 8248: not model #WMYBU available 8248: not model #WMOBU available 004D: jump_if_false @PORNO4_2551 0001: wait 0 ms 0002: jump @PORNO4_2513 :PORNO4_2551 00D6: if or 8248: not model #PCJ600 available 8248: not model #GDA available 004D: jump_if_false @PORNO4_2582 0001: wait 0 ms 0002: jump @PORNO4_2551 :PORNO4_2582 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @PORNO4_2640 018A: $4522 = create_checkpoint_at -483.5 853.0 9.9 018A: $4524 = create_checkpoint_at -526.2 886.2 70.0 :PORNO4_2640 00A5: $4517 = create_car #PCJ600 at -6.4 957.1 9.4 009A: $4518 = create_actor_pedtype 4 model #GDA at 0.3 958.3 9.9 016A: fade 1 1500 ms 00BC: text_highpriority 'POR4_01' time 5000 1 00BB: text_lowpriority 'POR4_02' time 5000 1 018A: $4521 = create_checkpoint_at 6.8 953.5 9.4 :PORNO4_2744 0001: wait 0 ms 00D6: if or 0038: $4525 == 0 // $ == int 0038: $4525 == 2 // $ == int 004D: jump_if_false @PORNO4_3172 00D6: if 00F5: player $PLAYER_CHAR 1 -487.9 837.7 10.0 radius 5.0 5.0 5.0 004D: jump_if_false @PORNO4_3172 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 0253: save_current_time 015F: set_camera_position -456.4 851.2 25.9 rotation 0.0 0.0 0.0 0160: point_camera -499.2 837.7 11.1 switchstyle 2 00BE: text_clear_all 0006: TIMERA = 0 // @ = int :PORNO4_2894 00D6: if 001B: 1000 > TIMERA // int > @ 004D: jump_if_false @PORNO4_3005 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @PORNO4_2973 00D6: if 0038: $61 == 1 // $ == int 004D: jump_if_false @PORNO4_2966 0004: $61 = 0 // $ = int 0002: jump @PORNO4_3138 :PORNO4_2966 0002: jump @PORNO4_2998 :PORNO4_2973 00D6: if 0038: $61 == 0 // $ == int 004D: jump_if_false @PORNO4_2998 0004: $61 = 1 // $ = int :PORNO4_2998 0002: jump @PORNO4_2894 :PORNO4_3005 00BC: text_highpriority 'POR4_05' time 5000 1 0006: TIMERA = 0 // @ = int :PORNO4_3027 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @PORNO4_3138 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @PORNO4_3106 00D6: if 0038: $61 == 1 // $ == int 004D: jump_if_false @PORNO4_3099 0004: $61 = 0 // $ = int 0002: jump @PORNO4_3138 :PORNO4_3099 0002: jump @PORNO4_3131 :PORNO4_3106 00D6: if 0038: $61 == 0 // $ == int 004D: jump_if_false @PORNO4_3131 0004: $61 = 1 // $ = int :PORNO4_3131 0002: jump @PORNO4_3027 :PORNO4_3138 00BE: text_clear_all 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 0254: restore_current_time 02A3: enable_widescreen 0 0164: disable_marker $4521 0164: disable_marker $4522 0004: $4525 = 3 // $ = int :PORNO4_3172 00D6: if 0038: $4525 == 1 // $ == int 004D: jump_if_false @PORNO4_3222 0164: disable_marker $4521 018A: $4522 = create_checkpoint_at -487.9 837.7 10.0 0004: $4525 = 2 // $ = int :PORNO4_3222 00D6: if 0038: $4525 == 3 // $ == int 004D: jump_if_false @PORNO4_3267 018A: $4519 = create_checkpoint_at -562.7 782.7 22.4 0004: $4525 = 4 // $ = int :PORNO4_3267 00D6: if 0038: $4525 == 5 // $ == int 004D: jump_if_false @PORNO4_3312 018A: $4523 = create_checkpoint_at -528.2 774.5 98.0 0004: $4525 = 6 // $ = int :PORNO4_3312 00D6: if 0038: $4525 == 6 // $ == int 004D: jump_if_false @PORNO4_3960 00D6: if 0038: $4531 == 0 // $ == int 004D: jump_if_false @PORNO4_3930 00D6: if 00F5: player $PLAYER_CHAR 1 -528.2 774.5 98.0 radius 5.0 5.0 5.0 004D: jump_if_false @PORNO4_3930 0164: disable_marker $4523 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 0253: save_current_time 015F: set_camera_position -531.8 817.6 99.1 rotation 0.0 0.0 0.0 0160: point_camera -532.3 825.6 98.7 switchstyle 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 0001: wait 500 ms 00BC: text_highpriority 'POR4_08' time 5000 1 0006: TIMERA = 0 // @ = int :PORNO4_3524 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @PORNO4_3635 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @PORNO4_3603 00D6: if 0038: $61 == 1 // $ == int 004D: jump_if_false @PORNO4_3596 0004: $61 = 0 // $ = int 0002: jump @PORNO4_3867 :PORNO4_3596 0002: jump @PORNO4_3628 :PORNO4_3603 00D6: if 0038: $61 == 0 // $ == int 004D: jump_if_false @PORNO4_3628 0004: $61 = 1 // $ = int :PORNO4_3628 0002: jump @PORNO4_3524 :PORNO4_3635 015F: set_camera_position -530.2 825.27 98.4 rotation 0.0 0.0 0.0 0160: point_camera -529.6 901.06 72.1 switchstyle 2 00BC: text_highpriority 'POR4_09' time 5000 1 0006: TIMERA = 0 // @ = int :PORNO4_3708 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @PORNO4_3867 0001: wait 0 ms 00D6: if 00F5: player $PLAYER_CHAR 1 -526.2 886.2 70.0 radius 10.0 10.0 10.0 004D: jump_if_false @PORNO4_3779 :PORNO4_3779 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @PORNO4_3835 00D6: if 0038: $61 == 1 // $ == int 004D: jump_if_false @PORNO4_3828 0004: $61 = 0 // $ = int 0002: jump @PORNO4_3867 :PORNO4_3828 0002: jump @PORNO4_3860 :PORNO4_3835 00D6: if 0038: $61 == 0 // $ == int 004D: jump_if_false @PORNO4_3860 0004: $61 = 1 // $ = int :PORNO4_3860 0002: jump @PORNO4_3708 :PORNO4_3867 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 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player 0254: restore_current_time 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 0004: $4525 = 7 // $ = int 0004: $4531 = 1 // $ = int :PORNO4_3930 0164: disable_marker $4523 0164: disable_marker $4524 018A: $4524 = create_checkpoint_at -526.2 886.2 70.0 :PORNO4_3960 00D6: if 0038: $4525 == 7 // $ == int 004D: jump_if_false @PORNO4_4058 00D6: if 00F5: player $PLAYER_CHAR 1 -526.2 886.2 70.0 radius 10.0 10.0 10.0 004D: jump_if_false @PORNO4_4058 0164: disable_marker $4524 018A: $4524 = create_checkpoint_at -552.6 1074.7 52.4 0004: $4525 = 8 // $ = int :PORNO4_4058 00D6: if 0038: $4525 == 8 // $ == int 004D: jump_if_false @PORNO4_4175 00D6: if 00F5: player $PLAYER_CHAR 1 -552.6 1074.7 52.4 radius 15.0 15.0 15.0 004D: jump_if_false @PORNO4_4175 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4524 018A: $4524 = create_checkpoint_at -645.7 1129.7 29.1 0004: $4525 = 9 // $ = int :PORNO4_4175 00D6: if 0038: $4525 == 9 // $ == int 004D: jump_if_false @PORNO4_4292 00D6: if 00F5: player $PLAYER_CHAR 1 -645.7 1129.7 29.1 radius 10.0 10.0 10.0 004D: jump_if_false @PORNO4_4292 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4524 018A: $4524 = create_checkpoint_at -695.5 1130.3 32.6 0004: $4525 = 10 // $ = int :PORNO4_4292 00D6: if 0038: $4525 == 10 // $ == int 004D: jump_if_false @PORNO4_4409 00D6: if 00F5: player $PLAYER_CHAR 1 -695.5 1130.3 32.6 radius 10.0 10.0 10.0 004D: jump_if_false @PORNO4_4409 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4524 018A: $4524 = create_checkpoint_at -800.6 1141.7 25.6 0004: $4525 = 11 // $ = int :PORNO4_4409 00D6: if 0038: $4525 == 11 // $ == int 004D: jump_if_false @PORNO4_4526 00D6: if 00F5: player $PLAYER_CHAR 1 -800.6 1141.7 25.6 radius 20.0 20.0 20.0 004D: jump_if_false @PORNO4_4526 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4524 018A: $4524 = create_checkpoint_at -840.1 1194.3 16.7 0004: $4525 = 12 // $ = int :PORNO4_4526 00D6: if 0038: $4525 == 12 // $ == int 004D: jump_if_false @PORNO4_4624 00D6: if 00F5: player $PLAYER_CHAR 1 -840.1 1194.3 16.7 radius 10.0 10.0 10.0 004D: jump_if_false @PORNO4_4624 0164: disable_marker $4524 018A: $4524 = create_checkpoint_at -792.4 1299.2 27.9 0004: $4525 = 13 // $ = int :PORNO4_4624 00D6: if 0038: $4525 == 13 // $ == int 004D: jump_if_false @PORNO4_4741 00D6: if 00F5: player $PLAYER_CHAR 1 -792.4 1299.2 27.9 radius 10.0 10.0 10.0 004D: jump_if_false @PORNO4_4741 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4524 018A: $4524 = create_checkpoint_at -710.1 1302.5 20.6 0004: $4525 = 14 // $ = int :PORNO4_4741 00D6: if 0038: $4525 == 14 // $ == int 004D: jump_if_false @PORNO4_4858 00D6: if 00F5: player $PLAYER_CHAR 1 -710.1 1302.5 20.6 radius 10.0 10.0 10.0 004D: jump_if_false @PORNO4_4858 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4524 018A: $4524 = create_checkpoint_at -681.8 1338.8 24.3 0004: $4525 = 15 // $ = int :PORNO4_4858 00D6: if 0038: $4525 == 15 // $ == int 004D: jump_if_false @PORNO4_4975 00D6: if 00F5: player $PLAYER_CHAR 1 -681.8 1338.8 24.3 radius 10.0 10.0 10.0 004D: jump_if_false @PORNO4_4975 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4524 018A: $4524 = create_checkpoint_at -573.5 1365.4 16.6 0004: $4525 = 16 // $ = int :PORNO4_4975 00D6: if 0038: $4525 == 16 // $ == int 004D: jump_if_false @PORNO4_5092 00D6: if 00F5: player $PLAYER_CHAR 1 -573.5 1365.4 16.6 radius 10.0 10.0 10.0 004D: jump_if_false @PORNO4_5092 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4524 018A: $4524 = create_checkpoint_at -482.0 1355.7 24.7 0004: $4525 = 17 // $ = int :PORNO4_5092 00D6: if 0018: $4525 > 16 // $ > int 004D: jump_if_false @PORNO4_5356 00D6: if 029F: player $PLAYER_CHAR stopped 004D: jump_if_false @PORNO4_5356 00D6: if 0038: $4535 == 0 // $ == int 004D: jump_if_false @PORNO4_5356 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 0253: save_current_time 015F: set_camera_position -605.6 1371.6 23.1 rotation 0.0 0.0 0.0 0160: point_camera -562.94 1373.14 14.81 switchstyle 2 0001: wait 1000 ms :PORNO4_5213 00D6: if 0030: $4537 >= -140.0 // $ >= float 004D: jump_if_false @PORNO4_5273 0001: wait 0 ms 0453: object $1807 set_rotation $4537 0.0 0.0 007E: $4537 -= frame_delta_time * 1.0 // float 0002: jump @PORNO4_5213 :PORNO4_5273 0001: wait 1000 ms 0164: disable_marker $4519 00BC: text_highpriority 'POR4_11' time 7000 1 0164: disable_marker $4519 0167: $4519 = create_marker_at -574.2 1373.35 16.1 color 5 display 2 0166: set_marker $4519 brightness_to 1 02EB: restore_camera_with_jumpcut 0254: restore_current_time 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 0004: $4535 = 1 // $ = int :PORNO4_5356 00D6: if 0038: $4525 == 17 // $ == int 004D: jump_if_false @PORNO4_5473 00D6: if 00F5: player $PLAYER_CHAR 1 -482.0 1355.7 24.7 radius 10.0 10.0 10.0 004D: jump_if_false @PORNO4_5473 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4524 018A: $4524 = create_checkpoint_at -410.6 1364.8 29.7 0004: $4525 = 18 // $ = int :PORNO4_5473 00D6: if 0038: $4525 == 18 // $ == int 004D: jump_if_false @PORNO4_5590 00D6: if 00F5: player $PLAYER_CHAR 1 -410.6 1364.8 29.7 radius 10.0 10.0 10.0 004D: jump_if_false @PORNO4_5590 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4524 018A: $4524 = create_checkpoint_at -354.3 1385.0 27.0 0004: $4525 = 19 // $ = int :PORNO4_5590 00D6: if 0038: $4525 == 19 // $ == int 004D: jump_if_false @PORNO4_5707 00D6: if 00F5: player $PLAYER_CHAR 1 -354.3 1385.0 27.0 radius 10.0 10.0 10.0 004D: jump_if_false @PORNO4_5707 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4524 018A: $4524 = create_checkpoint_at -283.3 1401.7 27.3 0004: $4525 = 20 // $ = int :PORNO4_5707 00D6: if 0038: $4525 == 20 // $ == int 004D: jump_if_false @PORNO4_5824 00D6: if 00F5: player $PLAYER_CHAR 1 -283.3 1401.7 27.3 radius 10.0 10.0 10.0 004D: jump_if_false @PORNO4_5824 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4524 018A: $4524 = create_checkpoint_at -280.5 1335.0 27.1 0004: $4525 = 21 // $ = int :PORNO4_5824 00D6: if 0038: $4525 == 21 // $ == int 004D: jump_if_false @PORNO4_5941 00D6: if 00F5: player $PLAYER_CHAR 1 -280.5 1335.0 27.1 radius 10.0 10.0 10.0 004D: jump_if_false @PORNO4_5941 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4524 018A: $4524 = create_checkpoint_at -277.1 1274.0 27.9 0004: $4525 = 22 // $ = int :PORNO4_5941 00D6: if 0038: $4525 == 22 // $ == int 004D: jump_if_false @PORNO4_6058 00D6: if 00F5: player $PLAYER_CHAR 1 -277.1 1274.0 27.9 radius 10.0 10.0 10.0 004D: jump_if_false @PORNO4_6058 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4524 018A: $4524 = create_checkpoint_at -277.3 1216.3 42.6 0004: $4525 = 23 // $ = int :PORNO4_6058 00D6: if 0038: $4525 == 23 // $ == int 004D: jump_if_false @PORNO4_6175 00D6: if 00F5: player $PLAYER_CHAR 1 -277.3 1216.3 42.6 radius 10.0 10.0 10.0 004D: jump_if_false @PORNO4_6175 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4524 018A: $4524 = create_checkpoint_at -336.5 1047.8 38.7 0004: $4525 = 24 // $ = int :PORNO4_6175 00D6: if 0038: $4525 == 24 // $ == int 004D: jump_if_false @PORNO4_6253 00D6: if 00F5: player $PLAYER_CHAR 1 -336.5 1047.8 38.7 radius 10.0 10.0 10.0 004D: jump_if_false @PORNO4_6253 0164: disable_marker $4524 0004: $4525 = 25 // $ = int :PORNO4_6253 00D6: if 0018: $4525 > 24 // $ > int 004D: jump_if_false @PORNO4_6527 00D6: if 029F: player $PLAYER_CHAR stopped 004D: jump_if_false @PORNO4_6527 00D6: if 0038: $4536 == 0 // $ == int 004D: jump_if_false @PORNO4_6527 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 0253: save_current_time 0005: $4537 = 0.0 // $ = float 015F: set_camera_position -303.3 858.4 21.0 rotation 0.0 0.0 0.0 0160: point_camera -356.3 919.0 23.0 switchstyle 2 0001: wait 3000 ms 015F: set_camera_position -345.3 914.7 17.6 rotation 0.0 0.0 0.0 0160: point_camera -368.9 909.8 16.8 switchstyle 2 0001: wait 1000 ms :PORNO4_6440 00D6: if 0030: $4537 >= -150.0 // $ >= float 004D: jump_if_false @PORNO4_6500 0001: wait 0 ms 0453: object $1808 set_rotation $4537 0.0 157.0 007E: $4537 -= frame_delta_time * 1.0 // float 0002: jump @PORNO4_6440 :PORNO4_6500 0001: wait 1000 ms 02EB: restore_camera_with_jumpcut 0254: restore_current_time 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 0004: $4536 = 1 // $ = int :PORNO4_6527 00D6: if 0038: $4525 == 25 // $ == int 004D: jump_if_false @PORNO4_6572 018A: $4520 = create_checkpoint_at -358.0 992.2 46.3 0004: $4525 = 26 // $ = int :PORNO4_6572 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #PCJ600 004D: jump_if_false @PORNO4_6633 00D6: if 0038: $4525 == 0 // $ == int 004D: jump_if_false @PORNO4_6633 00BE: text_clear_all 00BC: text_highpriority 'POR4_03' time 5000 1 0004: $4525 = 1 // $ = int :PORNO4_6633 00D6: if 00F5: player $PLAYER_CHAR 0 6.8 953.5 10.0 radius 80.0 80.0 80.0 004D: jump_if_false @PORNO4_6760 00D6: if 0038: $4530 == 0 // $ == int 004D: jump_if_false @PORNO4_6753 00A5: $4517 = create_car #PCJ600 at -6.4 957.1 9.4 009A: $4518 = create_actor_pedtype 4 model #GDA at 0.3 958.3 9.9 0004: $4530 = 1 // $ = int :PORNO4_6753 0002: jump @PORNO4_6795 :PORNO4_6760 00D6: if 0038: $4530 == 1 // $ == int 004D: jump_if_false @PORNO4_6795 01C2: mark_actor_as_no_longer_needed $4518 01C3: mark_car_as_no_longer_needed $4517 0004: $4530 = 0 // $ = int :PORNO4_6795 00D6: if 0038: $4525 == 0 // $ == int 004D: jump_if_false @PORNO4_6854 00D6: if 0038: $4530 == 1 // $ == int 004D: jump_if_false @PORNO4_6854 00D6: if 0119: car $4517 wrecked 004D: jump_if_false @PORNO4_6854 0004: $4525 = 1 // $ = int :PORNO4_6854 00D6: if 00F8: player $PLAYER_CHAR stopped 1 -562.5 782.3 21.8 radius 2.0 2.0 2.0 004D: jump_if_false @PORNO4_9346 00D6: if 847E: not player $PLAYER_CHAR on_any_bike 004D: jump_if_false @PORNO4_6933 00BC: text_highpriority 'POR4_07' time 5000 1 :PORNO4_6933 00D6: if 047E: player $PLAYER_CHAR on_any_bike 004D: jump_if_false @PORNO4_9346 00D6: if 0443: player $PLAYER_CHAR sitting_in_any_car 004D: jump_if_false @PORNO4_9346 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 0253: save_current_time 015F: set_camera_position -565.4 782.6 23.7 rotation 0.0 0.0 0.0 0160: point_camera -556.8 782.0 22.8 switchstyle 2 00DA: $4515 = player $PLAYER_CHAR car 00AB: put_car $4515 at -562.5 782.3 21.8 0175: set_car $4515 z_angle_to 264.8 009A: $4513 = create_actor_pedtype 5 model #WMOBU at -556.2 783.0 21.8 0173: set_actor $4513 z_angle_to 204.7 009A: $4514 = create_actor_pedtype 5 model #WFYBU at -555.8 781.3 21.8 0173: set_actor $4514 z_angle_to 12.4 03F9: make_actors $4513 $4514 converse_in 86400000 ms 0001: wait 1000 ms 03CF: load_wav 'LIFTOP' as 1 :PORNO4_7165 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PORNO4_7191 0001: wait 0 ms 0002: jump @PORNO4_7165 :PORNO4_7191 03CF: load_wav 'LIFTBEL' as 2 :PORNO4_7203 00D6: if 83D0: not wav 2 loaded 004D: jump_if_false @PORNO4_7229 0001: wait 0 ms 0002: jump @PORNO4_7203 :PORNO4_7229 03D1: play_wav 2 :PORNO4_7233 00D6: if 83D2: not wav 2 ended 004D: jump_if_false @PORNO4_7259 0001: wait 0 ms 0002: jump @PORNO4_7233 :PORNO4_7259 040D: unload_wav 2 03CF: load_wav 'LIFTRUN' as 2 :PORNO4_7275 00D6: if 83D0: not wav 2 loaded 004D: jump_if_false @PORNO4_7301 0001: wait 0 ms 0002: jump @PORNO4_7275 :PORNO4_7301 0006: TIMERA = 0 // @ = int :PORNO4_7308 0001: wait 0 ms 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 00D6: if 0019: TIMERA > 2000 // @ > int 004D: jump_if_false @PORNO4_7416 0002: jump @PORNO4_7423 :PORNO4_7416 0002: jump @PORNO4_7308 :PORNO4_7423 00D6: if 8118: not actor $4513 dead 004D: jump_if_false @PORNO4_7473 00D6: if 8118: not actor $4514 dead 004D: jump_if_false @PORNO4_7473 03F9: make_actors $4513 $4514 converse_in 10 ms 022D: set_actor $4513 to_look_at_player $PLAYER_CHAR :PORNO4_7473 0001: wait 80 ms 00D6: if 8118: not actor $4514 dead 004D: jump_if_false @PORNO4_7501 022D: set_actor $4514 to_look_at_player $PLAYER_CHAR :PORNO4_7501 0001: wait 100 ms 03CF: load_wav 'INLIFT' as 1 :PORNO4_7517 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PORNO4_7543 0001: wait 0 ms 0002: jump @PORNO4_7517 :PORNO4_7543 00D6: if 8119: not car $4515 wrecked 004D: jump_if_false @PORNO4_7587 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_7587 0006: TIMERA = 0 // @ = int :PORNO4_7594 0001: wait 0 ms 00D6: if 8119: not car $4515 wrecked 004D: jump_if_false @PORNO4_7659 00D6: if 01AD: car $4515 sphere 0 near_point -557.9 782.3 radius 1.3 1.3 004D: jump_if_false @PORNO4_7659 0002: jump @PORNO4_7692 :PORNO4_7659 00D6: if 0019: TIMERA > 900 // @ > int 004D: jump_if_false @PORNO4_7685 0002: jump @PORNO4_7692 :PORNO4_7685 0002: jump @PORNO4_7594 :PORNO4_7692 0477: set_car $4515 action 5 time 1 00D6: if 8118: not actor $4513 dead 004D: jump_if_false @PORNO4_7742 022F: set_actor $4513 stop_looking 01BE: set_actor $4513 to_look_at_spot -562.5 782.3 21.8 :PORNO4_7742 0001: wait 80 ms 00D6: if 8118: not actor $4514 dead 004D: jump_if_false @PORNO4_7787 022F: set_actor $4514 stop_looking 01BE: set_actor $4514 to_look_at_spot -562.5 782.3 21.8 :PORNO4_7787 0001: wait 1000 ms 0006: TIMERA = 0 // @ = int 03CF: load_wav 'LIFTCL' as 1 :PORNO4_7811 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PORNO4_7837 0001: wait 0 ms 0002: jump @PORNO4_7811 :PORNO4_7837 0001: wait 0 ms 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 00D6: if 0019: TIMERA > 1000 // @ > int 004D: jump_if_false @PORNO4_8087 00D6: if 0038: $4528 == 0 // $ == int 004D: jump_if_false @PORNO4_8087 009B: destroy_actor_instantly $4513 009B: destroy_actor_instantly $4514 009A: $4513 = create_actor_pedtype 5 model #WMOBU at -550.0 788.7 96.5 0173: set_actor $4513 z_angle_to 90.6 009A: $4514 = create_actor_pedtype 5 model #WFYBU at -550.0 787.2 96.5 0173: set_actor $4514 z_angle_to 90.6 00D6: if 8119: not car $4515 wrecked 004D: jump_if_false @PORNO4_8080 00AB: put_car $4515 at -551.5 787.9 96.5 0175: set_car $4515 z_angle_to 269.4 :PORNO4_8080 0004: $4528 = 1 // $ = int :PORNO4_8087 00D6: if 0019: TIMERA > 2000 // @ > int 004D: jump_if_false @PORNO4_8113 0002: jump @PORNO4_8120 :PORNO4_8113 0002: jump @PORNO4_7837 :PORNO4_8120 03D1: play_wav 2 015F: set_camera_position -553.3 786.1 100.0 rotation 0.0 0.0 0.0 0160: point_camera -550.4 788.4 97.2 switchstyle 2 0507: set_camera_interference 1 0001: wait 5000 ms 040D: unload_wav 1 03CF: load_wav 'LIFTBEL' as 2 :PORNO4_8200 00D6: if 83D0: not wav 2 loaded 004D: jump_if_false @PORNO4_8226 0001: wait 0 ms 0002: jump @PORNO4_8200 :PORNO4_8226 03D1: play_wav 2 :PORNO4_8230 00D6: if 83D2: not wav 2 ended 004D: jump_if_false @PORNO4_8256 0001: wait 0 ms 0002: jump @PORNO4_8230 :PORNO4_8256 040D: unload_wav 2 009A: $4505 = create_actor_pedtype 5 model #HFYBU at -564.4 784.4 96.5 0173: set_actor $4505 z_angle_to 3.1 009A: $4506 = create_actor_pedtype 5 model #WFYBU at -552.6 768.6 96.5 0173: set_actor $4506 z_angle_to 179.0 009A: $4507 = create_actor_pedtype 5 model #HFYBU at -537.9 787.6 96.5 0173: set_actor $4507 z_angle_to 92.5 009A: $4508 = create_actor_pedtype 5 model #HFYBU at -524.0 811.6 96.5 0173: set_actor $4508 z_angle_to 108.6 009A: $4509 = create_actor_pedtype 5 model #WMOBU at -524.0 810.0 96.5 0173: set_actor $4509 z_angle_to 0.0 03F9: make_actors $4508 $4509 converse_in 86400000 ms 009A: $4510 = create_actor_pedtype 5 model #WMYBU at -529.5 826.9 96.5 0173: set_actor $4510 z_angle_to 358.0 009A: $4511 = create_actor_pedtype 5 model #WMYBU at -539.2 768.6 96.5 0173: set_actor $4511 z_angle_to 6.5 009A: $4512 = create_actor_pedtype 5 model #HFYBU at -540.2 769.3 96.5 0173: set_actor $4512 z_angle_to 214.6 03F9: make_actors $4511 $4512 converse_in 86400000 ms 0004: $4527 = 1 // $ = int 0507: set_camera_interference 0 015F: set_camera_position -557.0 787.7 99.0 rotation 0.0 0.0 0.0 0160: point_camera -550.6 787.6 97.5 switchstyle 2 0006: TIMERA = 0 // @ = int 03CF: load_wav 'LIFTOP' as 1 :PORNO4_8639 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PORNO4_8665 0001: wait 0 ms 0002: jump @PORNO4_8639 :PORNO4_8665 0001: wait 0 ms 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 00D6: if 0019: TIMERA > 2000 // @ > int 004D: jump_if_false @PORNO4_8773 0002: jump @PORNO4_8780 :PORNO4_8773 0002: jump @PORNO4_8665 :PORNO4_8780 00D6: if 8119: not car $4515 wrecked 004D: jump_if_false @PORNO4_8813 0477: set_car $4515 action 2 time 10000 0006: TIMERA = 0 // @ = int :PORNO4_8813 0001: wait 0 ms 00D6: if 8119: not car $4515 wrecked 004D: jump_if_false @PORNO4_8878 00D6: if 01AD: car $4515 sphere 0 near_point -560.5 788.0 radius 1.0 1.0 004D: jump_if_false @PORNO4_8878 0002: jump @PORNO4_8911 :PORNO4_8878 00D6: if 0019: TIMERA > 2500 // @ > int 004D: jump_if_false @PORNO4_8904 0002: jump @PORNO4_8911 :PORNO4_8904 0002: jump @PORNO4_8813 :PORNO4_8911 0477: set_car $4515 action 5 time 1 00D6: if 81AD: not car $4515 sphere 0 near_point -560.5 788.0 radius 1.0 1.0 004D: jump_if_false @PORNO4_8988 00AB: put_car $4515 at -560.5 788.0 96.0 0175: set_car $4515 z_angle_to 186.0 :PORNO4_8988 0001: wait 1000 ms 0006: TIMERA = 0 // @ = int 03CF: load_wav 'LIFTCL' as 1 :PORNO4_9012 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PORNO4_9038 0001: wait 0 ms 0002: jump @PORNO4_9012 :PORNO4_9038 0001: wait 0 ms 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 00D6: if 0019: TIMERA > 2000 // @ > int 004D: jump_if_false @PORNO4_9146 0002: jump @PORNO4_9153 :PORNO4_9146 0002: jump @PORNO4_9038 :PORNO4_9153 01C2: mark_actor_as_no_longer_needed $4513 01C2: mark_actor_as_no_longer_needed $4514 00D6: if 8119: not car $4515 wrecked 004D: jump_if_false @PORNO4_9186 03A2: set_vehicle $4515 action 0 :PORNO4_9186 0004: $4528 = 0 // $ = int 0507: set_camera_interference 0 02EB: restore_camera_with_jumpcut 0254: restore_current_time 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 00D6: if or 0038: $4525 == 1 // $ == int 0038: $4525 == 2 // $ == int 004D: jump_if_false @PORNO4_9249 0164: disable_marker $4522 0004: $4525 = 4 // $ = int :PORNO4_9249 00D6: if 0038: $4525 == 4 // $ == int 004D: jump_if_false @PORNO4_9334 00BE: text_clear_all 00BC: text_highpriority 'POR4_06' time 7000 1 0164: disable_marker $4519 0167: $4519 = create_marker_at -562.7 782.7 22.4 color 5 display 2 0166: set_marker $4519 brightness_to 1 0004: $4525 = 5 // $ = int 0002: jump @PORNO4_9346 :PORNO4_9334 0164: disable_marker $4520 0004: $4525 = 7 // $ = int :PORNO4_9346 00D6: if 00F5: player $PLAYER_CHAR 0 -568.0 793.2 22.0 radius 40.0 40.0 40.0 004D: jump_if_false @PORNO4_9704 00D6: if 0057: player $PLAYER_CHAR 0 -576.9 836.2 15.0 -583.0 821.6 25.0 004D: jump_if_false @PORNO4_9697 00D6: if 0038: $4526 == 0 // $ == int 004D: jump_if_false @PORNO4_9697 009A: $4499 = create_actor_pedtype 5 model #HFYBU at -571.5 776.5 21.8 0173: set_actor $4499 z_angle_to 355.4 009A: $4500 = create_actor_pedtype 5 model #WFYBU at -570.9 779.1 21.8 0173: set_actor $4500 z_angle_to 171.2 03F9: make_actors $4499 $4500 converse_in 86400000 ms 009A: $4501 = create_actor_pedtype 5 model #WMYBU at -574.1 788.0 21.8 0173: set_actor $4501 z_angle_to 278.0 009A: $4502 = create_actor_pedtype 5 model #HFYBU at -571.2 810.6 21.8 0173: set_actor $4502 z_angle_to 272.9 009A: $4503 = create_actor_pedtype 5 model #HFYBU at -560.8 787.5 21.8 0173: set_actor $4503 z_angle_to 278.8 009A: $4504 = create_actor_pedtype 5 model #WMOBU at -569.4 810.5 21.8 0173: set_actor $4504 z_angle_to 114.1 03F9: make_actors $4502 $4504 converse_in 86400000 ms 0004: $4526 = 1 // $ = int :PORNO4_9697 0002: jump @PORNO4_9759 :PORNO4_9704 00D6: if 0038: $4526 == 1 // $ == int 004D: jump_if_false @PORNO4_9759 009B: destroy_actor_instantly $4499 009B: destroy_actor_instantly $4500 009B: destroy_actor_instantly $4501 009B: destroy_actor_instantly $4502 009B: destroy_actor_instantly $4503 009B: destroy_actor_instantly $4504 0004: $4526 = 0 // $ = int :PORNO4_9759 00D6: if 8118: not actor $4501 dead 004D: jump_if_false @PORNO4_9787 0372: set_actor $4501 anim 24 wait_state_time 999999 ms :PORNO4_9787 00D6: if 8118: not actor $4503 dead 004D: jump_if_false @PORNO4_9815 0372: set_actor $4503 anim 25 wait_state_time 999999 ms :PORNO4_9815 00D6: if 8118: not actor $4504 dead 004D: jump_if_false @PORNO4_9843 0372: set_actor $4504 anim 24 wait_state_time 999999 ms :PORNO4_9843 00D6: if 8118: not actor $4505 dead 004D: jump_if_false @PORNO4_9871 0372: set_actor $4505 anim 24 wait_state_time 999999 ms :PORNO4_9871 00D6: if 8118: not actor $4506 dead 004D: jump_if_false @PORNO4_9899 0372: set_actor $4506 anim 25 wait_state_time 999999 ms :PORNO4_9899 00D6: if 8118: not actor $4507 dead 004D: jump_if_false @PORNO4_9927 0372: set_actor $4507 anim 24 wait_state_time 999999 ms :PORNO4_9927 00D6: if 8118: not actor $4511 dead 004D: jump_if_false @PORNO4_9955 0372: set_actor $4511 anim 24 wait_state_time 999999 ms :PORNO4_9955 00D6: if 8057: not player $PLAYER_CHAR 0 -568.6 765.4 90.9 -479.8 846.2 111.0 004D: jump_if_false @PORNO4_10068 00D6: if 0038: $4527 == 1 // $ == int 004D: jump_if_false @PORNO4_10068 009B: destroy_actor_instantly $4505 009B: destroy_actor_instantly $4506 009B: destroy_actor_instantly $4507 009B: destroy_actor_instantly $4508 009B: destroy_actor_instantly $4509 009B: destroy_actor_instantly $4510 009B: destroy_actor_instantly $4511 009B: destroy_actor_instantly $4512 0004: $4527 = 0 // $ = int :PORNO4_10068 00D6: if 0038: $4525 == 26 // $ == int 004D: jump_if_false @PORNO4_11278 00D6: if 00F9: player $PLAYER_CHAR stopped 1 -355.6 990.8 44.4 radius 1.0 1.0 2.0 004D: jump_if_false @PORNO4_11278 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 00BF: $4533 = current_time_hours, $4534 = current_time_minutes 00D6: if 0018: $4533 > 16 // $ > int 004D: jump_if_false @PORNO4_10195 00D6: if 001A: 23 > $4533 // int > $ 004D: jump_if_false @PORNO4_10195 00C0: set_current_time 23 0 :PORNO4_10195 0395: clear_area 1 at -356.1 990.1 44.4 range 1.0 0055: put_player $PLAYER_CHAR at -356.1 990.1 44.4 0171: set_player $PLAYER_CHAR z_angle_to 260.5 015F: set_camera_position -358.1 991.5 46.8 rotation 0.0 0.0 0.0 0160: point_camera -355.2 990.3 46.1 switchstyle 2 02E4: load_cutscene_data 'GSPOT' 02E7: start_cutscene 0001: wait 1000 ms 0372: set_actor $PLAYER_ACTOR anim 25 wait_state_time 1000 ms 0001: wait 2000 ms 053D: clear_actor $PLAYER_ACTOR wait_state 0108: destroy_object $1806 0001: wait 500 ms 029B: $1806 = init_object #DTS_SOAPYTITWANK_A at -324.797 991.184 71.708 0001: wait 500 ms 0108: destroy_object $1806 0001: wait 500 ms 029B: $1806 = init_object #DTS_SOAPYTITWANK_A at -324.797 991.184 71.708 0001: wait 300 ms 0108: destroy_object $1806 0001: wait 200 ms 029B: $1806 = init_object #DTS_SOAPYTITWANK_A at -324.797 991.184 71.708 0001: wait 100 ms 0108: destroy_object $1806 0001: wait 50 ms 029B: $1806 = init_object #DTS_SOAPYTITWANK_A at -324.797 991.184 71.708 0001: wait 10 ms 0108: destroy_object $1806 0001: wait 10 ms 029B: $1806 = init_object #DTS_SOAPYTITWANK_A at -324.797 991.184 71.708 0001: wait 10 ms 0108: destroy_object $1806 0001: wait 500 ms 015F: set_camera_position -350.1 991.07 44.97 rotation 0.0 0.0 0.0 0160: point_camera -478.2 969.8 137.3 switchstyle 2 0001: wait 1000 ms 0055: put_player $PLAYER_CHAR at -342.9 984.7 44.8 :PORNO4_10603 00D6: if 834D: not rotate_object $1805 from_angle 360.0 to_angle 1.0 flag 0 004D: jump_if_false @PORNO4_10642 0001: wait 0 ms 0002: jump @PORNO4_10603 :PORNO4_10642 0001: wait 500 ms 029B: $4516 = init_object #DTS_SOAPYTITWANK_B at -419.28 952.886 140.66 0001: wait 10 ms 0108: destroy_object $4516 0001: wait 10 ms 029B: $4516 = init_object #DTS_SOAPYTITWANK_B at -419.28 952.886 140.66 0001: wait 10 ms 0108: destroy_object $4516 0001: wait 50 ms 029B: $4516 = init_object #DTS_SOAPYTITWANK_B at -419.28 952.886 140.66 0001: wait 100 ms 0108: destroy_object $4516 0001: wait 200 ms 029B: $4516 = init_object #DTS_SOAPYTITWANK_B at -419.28 952.886 140.66 0001: wait 300 ms 0108: destroy_object $4516 0001: wait 500 ms 029B: $4516 = init_object #DTS_SOAPYTITWANK_B at -419.28 952.886 140.66 0001: wait 500 ms 0108: destroy_object $4516 0001: wait 500 ms 029B: $4516 = init_object #DTS_SOAPYTITWANK_B at -419.28 952.886 140.66 01C7: remove_object_from_mission_cleanup_list $4516 0001: wait 5000 ms 02EA: end_cutscene 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 016A: fade 0 500 ms :PORNO4_10887 00D6: if 016B: fading 004D: jump_if_false @PORNO4_10911 0001: wait 0 ms 0002: jump @PORNO4_10887 :PORNO4_10911 0055: put_player $PLAYER_CHAR at -2.8 985.9 10.9 04A6: $632 = create_asset_money_pickup_at $576 $577 $578 money $631 rate $631 03CB: load_scene 17.6 957.6 16.7 015F: set_camera_position 39.5 940.1 21.8 rotation 0.0 0.0 0.0 0160: point_camera 17.6 957.6 16.7 switchstyle 2 016A: fade 1 500 ms :PORNO4_11026 00D6: if 016B: fading 004D: jump_if_false @PORNO4_11050 0001: wait 0 ms 0002: jump @PORNO4_11026 :PORNO4_11050 0394: play_music 1 00BA: text_styled 'POR_AS1' 5000 ms 6 0001: wait 5000 ms 03CB: load_scene -4.0 961.5 9.7 015F: set_camera_position 9.2 964.6 12.9 rotation 0.0 0.0 0.0 0160: point_camera -4.0 961.5 9.7 switchstyle 2 01E5: text_1number_highpriority 'POR_AS2' $631 time 6000 1 0001: wait 6000 ms 016A: fade 0 500 ms :PORNO4_11172 00D6: if 016B: fading 004D: jump_if_false @PORNO4_11196 0001: wait 0 ms 0002: jump @PORNO4_11172 :PORNO4_11196 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 03CB: load_scene $95 $96 $97 016A: fade 1 500 ms 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 0002: jump @PORNO4_11351 :PORNO4_11278 00C1: $4529 = minutes_to_current_time 7 0 00D6: if 0038: $4529 == 0 // $ == int 004D: jump_if_false @PORNO4_11327 00BC: text_highpriority 'POR4_10' time 5000 1 0002: jump @PORNO4_11334 :PORNO4_11327 0002: jump @PORNO4_2744 :PORNO4_11334 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :PORNO4_11351 00BE: text_clear_all 01E3: text_1number_styled 'M_PASS' number 8000 time 5000 style 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 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' 0164: disable_marker $256 04CE: $256 = create_icon_marker_without_sphere $424 at $576 $577 $578 0008: $1175 += 1 // $ += int 0004: $633 = 1 // $ = int 0004: $260 = 1 // $ = int 0051: return :PORNO4_11598 0004: $ONMISSION = 0 // $ = int 01B4: set_player $PLAYER_CHAR can_move 1 0164: disable_marker $4519 0164: disable_marker $4520 0164: disable_marker $4521 0164: disable_marker $4522 0164: disable_marker $4523 0164: disable_marker $4524 0249: release_model #HFYBU 0249: release_model #WFYBU 0249: release_model #WMYBU 0249: release_model #WMOBU 0249: release_model #PCJ600 0249: release_model #GDA 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 00D8: mission_cleanup 0051: return //-------------Mission 31--------------- // Originally: Shakedown :PROTEC1 03A4: name_thread 'PROTEC1' 0050: gosub @PROTEC1_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @PROTEC1_37 0050: gosub @PROTEC1_6937 :PROTEC1_37 0050: gosub @PROTEC1_7051 004E: end_thread :PROTEC1_46 03D5: remove_text 'M_FAIL' 0004: $ONMISSION = 1 // $ = int 0317: increment_mission_attempts 0001: wait 0 ms 054C: use_GXT_table 'PROT1' 058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 0004: $4565 = 0 // $ = int 0004: $4566 = 301000 // $ = int 0004: $4567 = 0 // $ = int 0004: $4568 = 0 // $ = int 0004: $4569 = 0 // $ = int 0004: $4570 = 0 // $ = int 0004: $4571 = 0 // $ = int 0004: $4572 = 0 // $ = int 0004: $4573 = 0 // $ = int 0004: $4574 = 0 // $ = int 0004: $4575 = 0 // $ = int 0004: $4576 = 0 // $ = int 0004: $4577 = 0 // $ = int 0004: $4578 = 0 // $ = int 0004: $4579 = 0 // $ = int 0004: $4580 = 0 // $ = int 0004: $4581 = 0 // $ = int 0004: $4582 = 0 // $ = int 0004: $4583 = 0 // $ = int 0004: $4584 = 0 // $ = int 0004: $4585 = 0 // $ = int 0004: $4586 = 0 // $ = int 0004: $4587 = 0 // $ = int 0004: $4588 = 0 // $ = int 0004: $4589 = 0 // $ = int 0004: $4590 = 0 // $ = int 0004: $4591 = 0 // $ = int 0004: $4592 = 0 // $ = int 0004: $4593 = 0 // $ = int 0004: $4594 = 0 // $ = int 0004: $4595 = 0 // $ = int 0004: $4596 = 0 // $ = int 0004: $4597 = 0 // $ = int 0004: $4598 = 0 // $ = int 0004: $4599 = 0 // $ = int 0004: $4600 = 0 // $ = int 0004: $4601 = 0 // $ = int 0004: $4602 = 0 // $ = int 0004: $4603 = 0 // $ = int 04BB: select_interiour 2 // select render area 0004: $991 = 1 // $ = int 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSKEN' 023C: load_special_actor 3 'CSBUDDY' 023C: load_special_actor 4 'CSAVERY' 03CB: load_scene -378.62 -552.676 18.534 038B: load_requested_models :PROTEC1_455 00D6: 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 004D: jump_if_false @PROTEC1_493 0001: wait 0 ms 0002: jump @PROTEC1_455 :PROTEC1_493 02E4: load_cutscene_data 'BUD_1' 0395: clear_area 1 at -378.6 -552.6 25.5 range 15.0 0395: clear_area 1 at -379.0 -564.6 19.8 range 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' 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :PROTEC1_684 00D6: if 001A: 498 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC1_719 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC1_684 :PROTEC1_719 00BC: text_highpriority 'PRO1_A' time 10000 1 :PROTEC1_734 00D6: if 001A: 3470 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC1_769 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC1_734 :PROTEC1_769 00BC: text_highpriority 'PRO1_B' time 10000 1 :PROTEC1_784 00D6: if 001A: 7473 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC1_819 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC1_784 :PROTEC1_819 00BC: text_highpriority 'PRO1_C' time 10000 1 :PROTEC1_834 00D6: if 001A: 11644 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC1_869 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC1_834 :PROTEC1_869 00BC: text_highpriority 'PRO1_D' time 10000 1 :PROTEC1_884 00D6: if 001A: 12448 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC1_919 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC1_884 :PROTEC1_919 00BC: text_highpriority 'PRO1_E' time 10000 1 :PROTEC1_934 00D6: if 001A: 16477 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC1_969 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC1_934 :PROTEC1_969 00BC: text_highpriority 'PRO1_F' time 10000 1 :PROTEC1_984 00D6: if 001A: 18657 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC1_1019 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC1_984 :PROTEC1_1019 00BC: text_highpriority 'PRO1_G' time 10000 1 :PROTEC1_1034 00D6: if 001A: 21849 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC1_1069 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC1_1034 :PROTEC1_1069 00BC: text_highpriority 'PRO1_I' time 10000 1 :PROTEC1_1084 00D6: if 001A: 26212 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC1_1119 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC1_1084 :PROTEC1_1119 00BC: text_highpriority 'PRO1_J' time 10000 1 :PROTEC1_1134 00D6: if 001A: 30323 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC1_1169 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC1_1134 :PROTEC1_1169 00BC: text_highpriority 'PRO1_K' time 10000 1 :PROTEC1_1184 00D6: if 001A: 34351 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC1_1221 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC1_1184 :PROTEC1_1221 00BC: text_highpriority 'PRO1_L' time 10000 1 :PROTEC1_1236 00D6: if 001A: 36310 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC1_1273 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC1_1236 :PROTEC1_1273 00BC: text_highpriority 'PRO1_M' time 10000 1 :PROTEC1_1288 00D6: if 001A: 40077 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC1_1325 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC1_1288 :PROTEC1_1325 00BC: text_highpriority 'PRO1_N' time 10000 1 :PROTEC1_1340 00D6: if 001A: 41077 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC1_1377 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC1_1340 :PROTEC1_1377 00BE: text_clear_all :PROTEC1_1379 00D6: if 001A: 42112 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC1_1416 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC1_1379 :PROTEC1_1416 016A: fade 0 1500 ms 00BE: text_clear_all :PROTEC1_1425 00D6: if 016B: fading 004D: jump_if_false @PROTEC1_1449 0001: wait 0 ms 0002: 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 0004: $991 = 0 // $ = int 04BB: select_interiour 0 // select render area 0169: set_fade_color 0 0 0 0001: wait 500 ms 03CB: load_scene -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 0373: set_camera_directly_behind_player 04E3: set_player $PLAYER_CHAR mood 3 duration 60000 0164: disable_marker $434 0164: disable_marker $437 0247: request_model #STINGER :PROTEC1_1585 00D6: if 8248: not model #STINGER available 004D: jump_if_false @PROTEC1_1612 0001: wait 0 ms 0002: jump @PROTEC1_1585 :PROTEC1_1612 00A5: $4538 = create_car #STINGER at -345.3 -524.6 11.5 032B: $4539 = create_weapon_pickup #UZI 3 ammo 250 at -347.8 -527.2 12.7 016A: fade 1 1500 ms 00BC: text_highpriority 'PRO1_11' time 5000 1 00BB: text_lowpriority 'PRO1_01' time 5000 1 00BB: text_lowpriority 'PRO1_13' time 5000 1 0540: set_player $PLAYER_CHAR auto_aim 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 0001: wait 0 ms 00D6: if 0038: $1003 == 1 // $ == int 004D: jump_if_false @PROTEC1_5792 00D6: if 0038: $4598 == 0 // $ == int 004D: jump_if_false @PROTEC1_2291 00BC: text_highpriority 'PRO1_12' time 5000 1 0004: $4598 = 1 // $ = int :PROTEC1_2291 00D6: if 0038: $4567 == 25 // $ == int 004D: jump_if_false @PROTEC1_2323 0004: $4565 = 1 // $ = int 0002: jump @PROTEC1_5792 :PROTEC1_2323 00D6: if 001A: 2 > $4568 // int > $ 004D: jump_if_false @PROTEC1_2523 00D6: if 0038: $4573 == 0 // $ == int 004D: jump_if_false @PROTEC1_2432 00D6: if 0523: glass_been_shattered_near 459.9 1004.1 19.7 004D: jump_if_false @PROTEC1_2432 0008: $4568 += 1 // $ += int 0004: $4573 = 1 // $ = int 0008: $4567 += 1 // $ += int 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4540 :PROTEC1_2432 00D6: if 0038: $4574 == 0 // $ == int 004D: jump_if_false @PROTEC1_2523 00D6: if 0523: glass_been_shattered_near 467.2 1012.0 19.7 004D: jump_if_false @PROTEC1_2523 0008: $4568 += 1 // $ += int 0004: $4574 = 1 // $ = int 0008: $4567 += 1 // $ += int 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4541 :PROTEC1_2523 00D6: if 0038: $4568 == 2 // $ == int 004D: jump_if_false @PROTEC1_2645 03CF: load_wav 'BUD1_1' as 1 :PROTEC1_2553 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PROTEC1_2579 0001: wait 0 ms 0002: jump @PROTEC1_2553 :PROTEC1_2579 00BC: text_highpriority 'PRO1_04' time 4000 1 03D1: play_wav 1 :PROTEC1_2598 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @PROTEC1_2624 0001: wait 0 ms 0002: jump @PROTEC1_2598 :PROTEC1_2624 040D: unload_wav 1 03D5: remove_text 'PRO1_04' 0004: $4568 = 3 // $ = int :PROTEC1_2645 00D6: if 0038: $4568 == 3 // $ == int 004D: jump_if_false @PROTEC1_2767 03CF: load_wav 'BUD1_9' as 2 :PROTEC1_2675 00D6: if 83D0: not wav 2 loaded 004D: jump_if_false @PROTEC1_2701 0001: wait 0 ms 0002: jump @PROTEC1_2675 :PROTEC1_2701 00BC: text_highpriority 'PRO1_09' time 4000 1 03D1: play_wav 2 :PROTEC1_2720 00D6: if 83D2: not wav 2 ended 004D: jump_if_false @PROTEC1_2746 0001: wait 0 ms 0002: jump @PROTEC1_2720 :PROTEC1_2746 040D: unload_wav 2 03D5: remove_text 'PRO1_09' 0004: $4568 = 4 // $ = int :PROTEC1_2767 00D6: if 001A: 3 > $4569 // int > $ 004D: jump_if_false @PROTEC1_3058 00D6: if 0038: $4575 == 0 // $ == int 004D: jump_if_false @PROTEC1_2876 00D6: if 0523: glass_been_shattered_near 457.5 1197.6 19.7 004D: jump_if_false @PROTEC1_2876 0008: $4569 += 1 // $ += int 0004: $4575 = 1 // $ = int 0008: $4567 += 1 // $ += int 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4542 :PROTEC1_2876 00D6: if 0038: $4576 == 0 // $ == int 004D: jump_if_false @PROTEC1_2967 00D6: if 0523: glass_been_shattered_near 463.8 1207.4 19.7 004D: jump_if_false @PROTEC1_2967 0008: $4569 += 1 // $ += int 0004: $4576 = 1 // $ = int 0008: $4567 += 1 // $ += int 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4543 :PROTEC1_2967 00D6: if 0038: $4577 == 0 // $ == int 004D: jump_if_false @PROTEC1_3058 00D6: if 0523: glass_been_shattered_near 466.8 1211.8 19.7 004D: jump_if_false @PROTEC1_3058 0008: $4569 += 1 // $ += int 0004: $4577 = 1 // $ = int 0008: $4567 += 1 // $ += int 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4544 :PROTEC1_3058 00D6: if 0038: $4569 == 3 // $ == int 004D: jump_if_false @PROTEC1_3180 03CF: load_wav 'BUD1_2' as 1 :PROTEC1_3088 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PROTEC1_3114 0001: wait 0 ms 0002: jump @PROTEC1_3088 :PROTEC1_3114 00BC: text_highpriority 'PRO1_05' time 4000 1 03D1: play_wav 1 :PROTEC1_3133 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @PROTEC1_3159 0001: wait 0 ms 0002: jump @PROTEC1_3133 :PROTEC1_3159 040D: unload_wav 1 03D5: remove_text 'PRO1_05' 0004: $4569 = 4 // $ = int :PROTEC1_3180 00D6: if 001A: 2 > $4570 // int > $ 004D: jump_if_false @PROTEC1_3380 00D6: if 0038: $4578 == 0 // $ == int 004D: jump_if_false @PROTEC1_3289 00D6: if 0523: glass_been_shattered_near 369.9 1222.0 19.7 004D: jump_if_false @PROTEC1_3289 0008: $4570 += 1 // $ += int 0004: $4578 = 1 // $ = int 0008: $4567 += 1 // $ += int 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4545 :PROTEC1_3289 00D6: if 0038: $4579 == 0 // $ == int 004D: jump_if_false @PROTEC1_3380 00D6: if 0523: glass_been_shattered_near 369.9 1212.2 19.7 004D: jump_if_false @PROTEC1_3380 0008: $4570 += 1 // $ += int 0004: $4579 = 1 // $ = int 0008: $4567 += 1 // $ += int 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4546 :PROTEC1_3380 00D6: if 0038: $4570 == 2 // $ == int 004D: jump_if_false @PROTEC1_3502 03CF: load_wav 'BUD1_3' as 1 :PROTEC1_3410 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PROTEC1_3436 0001: wait 0 ms 0002: jump @PROTEC1_3410 :PROTEC1_3436 00BC: text_highpriority 'PRO1_06' time 4000 1 03D1: play_wav 1 :PROTEC1_3455 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @PROTEC1_3481 0001: wait 0 ms 0002: jump @PROTEC1_3455 :PROTEC1_3481 040D: unload_wav 1 03D5: remove_text 'PRO1_06' 0004: $4570 = 3 // $ = int :PROTEC1_3502 00D6: if 0038: $4570 == 3 // $ == int 004D: jump_if_false @PROTEC1_3624 03CF: load_wav 'BUD1_10' as 2 :PROTEC1_3532 00D6: if 83D0: not wav 2 loaded 004D: jump_if_false @PROTEC1_3558 0001: wait 0 ms 0002: jump @PROTEC1_3532 :PROTEC1_3558 00BC: text_highpriority 'PRO1_10' time 4000 1 03D1: play_wav 2 :PROTEC1_3577 00D6: if 83D2: not wav 2 ended 004D: jump_if_false @PROTEC1_3603 0001: wait 0 ms 0002: jump @PROTEC1_3577 :PROTEC1_3603 040D: unload_wav 2 03D5: remove_text 'PRO1_10' 0004: $4570 = 4 // $ = int :PROTEC1_3624 00D6: if 001A: 6 > $4571 // int > $ 004D: jump_if_false @PROTEC1_4188 00D6: if 0038: $4580 == 0 // $ == int 004D: jump_if_false @PROTEC1_3733 00D6: if 0523: glass_been_shattered_near 356.5 1120.0 25.7 004D: jump_if_false @PROTEC1_3733 0008: $4571 += 1 // $ += int 0004: $4580 = 1 // $ = int 0008: $4567 += 1 // $ += int 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4547 :PROTEC1_3733 00D6: if 0038: $4581 == 0 // $ == int 004D: jump_if_false @PROTEC1_3824 00D6: if 0523: glass_been_shattered_near 356.6 1115.5 25.7 004D: jump_if_false @PROTEC1_3824 0008: $4571 += 1 // $ += int 0004: $4581 = 1 // $ = int 0008: $4567 += 1 // $ += int 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4548 :PROTEC1_3824 00D6: if 0038: $4582 == 0 // $ == int 004D: jump_if_false @PROTEC1_3915 00D6: if 0523: glass_been_shattered_near 361.1 1110.2 25.7 004D: jump_if_false @PROTEC1_3915 0008: $4571 += 1 // $ += int 0004: $4582 = 1 // $ = int 0008: $4567 += 1 // $ += int 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4549 :PROTEC1_3915 00D6: if 0038: $4583 == 0 // $ == int 004D: jump_if_false @PROTEC1_4006 00D6: if 0523: glass_been_shattered_near 364.2 1107.2 25.7 004D: jump_if_false @PROTEC1_4006 0008: $4571 += 1 // $ += int 0004: $4583 = 1 // $ = int 0008: $4567 += 1 // $ += int 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4550 :PROTEC1_4006 00D6: if 0038: $4584 == 0 // $ == int 004D: jump_if_false @PROTEC1_4097 00D6: if 0523: glass_been_shattered_near 367.0 1104.2 25.7 004D: jump_if_false @PROTEC1_4097 0008: $4571 += 1 // $ += int 0004: $4584 = 1 // $ = int 0008: $4567 += 1 // $ += int 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4551 :PROTEC1_4097 00D6: if 0038: $4585 == 0 // $ == int 004D: jump_if_false @PROTEC1_4188 00D6: if 0523: glass_been_shattered_near 369.2 1101.7 25.7 004D: jump_if_false @PROTEC1_4188 0008: $4571 += 1 // $ += int 0004: $4585 = 1 // $ = int 0008: $4567 += 1 // $ += int 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4552 :PROTEC1_4188 00D6: if 0038: $4571 == 6 // $ == int 004D: jump_if_false @PROTEC1_4310 03CF: load_wav 'BUD1_4' as 1 :PROTEC1_4218 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PROTEC1_4244 0001: wait 0 ms 0002: jump @PROTEC1_4218 :PROTEC1_4244 00BC: text_highpriority 'PRO1_07' time 4000 1 03D1: play_wav 1 :PROTEC1_4263 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @PROTEC1_4289 0001: wait 0 ms 0002: jump @PROTEC1_4263 :PROTEC1_4289 040D: unload_wav 1 03D5: remove_text 'PRO1_07' 0004: $4571 = 7 // $ = int :PROTEC1_4310 00D6: if 001A: 12 > $4572 // int > $ 004D: jump_if_false @PROTEC1_5420 00D6: if 0038: $4586 == 0 // $ == int 004D: jump_if_false @PROTEC1_4419 00D6: if 0523: glass_been_shattered_near 403.1 1022.0 25.7 004D: jump_if_false @PROTEC1_4419 0008: $4572 += 1 // $ += int 0004: $4586 = 1 // $ = int 0008: $4567 += 1 // $ += int 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4553 :PROTEC1_4419 00D6: if 0038: $4587 == 0 // $ == int 004D: jump_if_false @PROTEC1_4510 00D6: if 0523: glass_been_shattered_near 403.1 1033.0 25.7 004D: jump_if_false @PROTEC1_4510 0008: $4572 += 1 // $ += int 0004: $4587 = 1 // $ = int 0008: $4567 += 1 // $ += int 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4554 :PROTEC1_4510 00D6: if 0038: $4588 == 0 // $ == int 004D: jump_if_false @PROTEC1_4601 00D6: if 0523: glass_been_shattered_near 406.7 1041.0 25.7 004D: jump_if_false @PROTEC1_4601 0008: $4572 += 1 // $ += int 0004: $4588 = 1 // $ = int 0008: $4567 += 1 // $ += int 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4555 :PROTEC1_4601 00D6: if 0038: $4589 == 0 // $ == int 004D: jump_if_false @PROTEC1_4692 00D6: if 0523: glass_been_shattered_near 421.0 1041.0 25.7 004D: jump_if_false @PROTEC1_4692 0008: $4572 += 1 // $ += int 0004: $4589 = 1 // $ = int 0008: $4567 += 1 // $ += int 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4556 :PROTEC1_4692 00D6: if 0038: $4590 == 0 // $ == int 004D: jump_if_false @PROTEC1_4783 00D6: if 0523: glass_been_shattered_near 425.1 1035.7 25.7 004D: jump_if_false @PROTEC1_4783 0008: $4572 += 1 // $ += int 0004: $4590 = 1 // $ = int 0008: $4567 += 1 // $ += int 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4557 :PROTEC1_4783 00D6: if 0038: $4591 == 0 // $ == int 004D: jump_if_false @PROTEC1_4874 00D6: if 0523: glass_been_shattered_near 425.1 1021.8 25.7 004D: jump_if_false @PROTEC1_4874 0008: $4572 += 1 // $ += int 0004: $4591 = 1 // $ = int 0008: $4567 += 1 // $ += int 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4558 :PROTEC1_4874 00D6: if 0038: $4592 == 0 // $ == int 004D: jump_if_false @PROTEC1_4965 00D6: if 0523: glass_been_shattered_near 403.1 1024.6 19.7 004D: jump_if_false @PROTEC1_4965 0008: $4572 += 1 // $ += int 0004: $4592 = 1 // $ = int 0008: $4567 += 1 // $ += int 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4559 :PROTEC1_4965 00D6: if 0038: $4593 == 0 // $ == int 004D: jump_if_false @PROTEC1_5056 00D6: if 0523: glass_been_shattered_near 403.1 1033.0 19.7 004D: jump_if_false @PROTEC1_5056 0008: $4572 += 1 // $ += int 0004: $4593 = 1 // $ = int 0008: $4567 += 1 // $ += int 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4560 :PROTEC1_5056 00D6: if 0038: $4594 == 0 // $ == int 004D: jump_if_false @PROTEC1_5147 00D6: if 0523: glass_been_shattered_near 406.7 1041.0 19.7 004D: jump_if_false @PROTEC1_5147 0008: $4572 += 1 // $ += int 0004: $4594 = 1 // $ = int 0008: $4567 += 1 // $ += int 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4561 :PROTEC1_5147 00D6: if 0038: $4595 == 0 // $ == int 004D: jump_if_false @PROTEC1_5238 00D6: if 0523: glass_been_shattered_near 421.0 1041.0 19.7 004D: jump_if_false @PROTEC1_5238 0008: $4572 += 1 // $ += int 0004: $4595 = 1 // $ = int 0008: $4567 += 1 // $ += int 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4562 :PROTEC1_5238 00D6: if 0038: $4596 == 0 // $ == int 004D: jump_if_false @PROTEC1_5329 00D6: if 0523: glass_been_shattered_near 425.1 1035.7 19.7 004D: jump_if_false @PROTEC1_5329 0008: $4572 += 1 // $ += int 0004: $4596 = 1 // $ = int 0008: $4567 += 1 // $ += int 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4563 :PROTEC1_5329 00D6: if 0038: $4597 == 0 // $ == int 004D: jump_if_false @PROTEC1_5420 00D6: if 0523: glass_been_shattered_near 425.1 1021.8 19.7 004D: jump_if_false @PROTEC1_5420 0008: $4572 += 1 // $ += int 0004: $4597 = 1 // $ = int 0008: $4567 += 1 // $ += int 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $4564 :PROTEC1_5420 00D6: if 0038: $4572 == 12 // $ == int 004D: jump_if_false @PROTEC1_5542 03CF: load_wav 'BUD1_5' as 1 :PROTEC1_5450 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PROTEC1_5476 0001: wait 0 ms 0002: jump @PROTEC1_5450 :PROTEC1_5476 00BC: text_highpriority 'PRO1_08' time 4000 1 03D1: play_wav 1 :PROTEC1_5495 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @PROTEC1_5521 0001: wait 0 ms 0002: jump @PROTEC1_5495 :PROTEC1_5521 040D: unload_wav 1 03D5: remove_text 'PRO1_08' 0004: $4572 = 13 // $ = int :PROTEC1_5542 00D6: if 0018: $4567 > 4 // $ > int 004D: jump_if_false @PROTEC1_5592 00D6: if 0038: $4599 == 0 // $ == int 004D: jump_if_false @PROTEC1_5592 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 0004: $4599 = 1 // $ = int :PROTEC1_5592 00D6: if 0018: $4567 > 9 // $ > int 004D: jump_if_false @PROTEC1_5642 00D6: if 0038: $4600 == 0 // $ == int 004D: jump_if_false @PROTEC1_5642 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 0004: $4600 = 1 // $ = int :PROTEC1_5642 00D6: if 0018: $4567 > 14 // $ > int 004D: jump_if_false @PROTEC1_5692 00D6: if 0038: $4601 == 0 // $ == int 004D: jump_if_false @PROTEC1_5692 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 0004: $4601 = 1 // $ = int :PROTEC1_5692 00D6: if 0018: $4567 > 19 // $ > int 004D: jump_if_false @PROTEC1_5742 00D6: if 0038: $4602 == 0 // $ == int 004D: jump_if_false @PROTEC1_5742 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 4 0004: $4602 = 1 // $ = int :PROTEC1_5742 00D6: if 0018: $4567 > 24 // $ > int 004D: jump_if_false @PROTEC1_5792 00D6: if 0038: $4603 == 0 // $ == int 004D: jump_if_false @PROTEC1_5792 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 5 0004: $4603 = 1 // $ = int :PROTEC1_5792 00D6: if 0038: $4566 == 0 // $ == int 004D: jump_if_false @PROTEC1_5832 00BC: text_highpriority 'PRO1_03' time 5000 1 0002: jump @PROTEC1_6937 :PROTEC1_5832 00D6: if 0038: $4565 == 1 // $ == int 004D: jump_if_false @PROTEC1_6930 0215: destroy_pickup $PRINT_WORKS_ASSET 0570: $634 = create_asset_radar_marker_with_icon 25 at $549 $550 $551 018B: set_marker $634 display 2 0518: $PRINT_WORKS_ASSET = create_available_asset_pickup 'PRNT_L' at $549 $550 $551 price $635 004F: create_thread @COUBUY 0215: destroy_pickup $CAR_SHOWROOM_ASSET 0570: $624 = create_asset_radar_marker_with_icon 25 at $552 $553 $554 018B: set_marker $624 display 2 0518: $CAR_SHOWROOM_ASSET = create_available_asset_pickup 'CAR_L' at $552 $553 $554 price $625 004F: create_thread @CARBUY 0215: destroy_pickup $FILM_STUDIO_ASSET 0570: $629 = create_asset_radar_marker_with_icon 25 at $555 $556 $557 018B: set_marker $629 display 2 0518: $FILM_STUDIO_ASSET = create_available_asset_pickup 'PORN_L' at $555 $556 $557 price $630 004F: create_thread @PORNBUY 0215: destroy_pickup $ICE_CREAM_FACTORY_ASSET 0570: $608 = create_asset_radar_marker_with_icon 25 at $558 $559 $560 018B: set_marker $608 display 2 0518: $ICE_CREAM_FACTORY_ASSET = create_available_asset_pickup 'ICE_L' at $558 $559 $560 price $609 004F: create_thread @ICEBUY 0215: destroy_pickup $678 0570: $619 = create_asset_radar_marker_with_icon 25 at $561 $562 $563 018B: set_marker $619 display 2 0518: $678 = create_available_asset_pickup 'TAXI_L' at $561 $562 $563 price $620 004F: create_thread @TAXIBUY 0215: destroy_pickup $679 0570: $638 = create_asset_radar_marker_with_icon 25 at $564 $565 $566 018B: set_marker $638 display 2 0518: $679 = create_available_asset_pickup 'BANK_L' at $564 $565 $566 price $639 004F: create_thread @BANKBUY 0215: destroy_pickup $680 0570: $603 = create_asset_radar_marker_with_icon 25 at $567 $568 $569 018B: set_marker $603 display 2 0518: $680 = create_available_asset_pickup 'BOAT_L' at $567 $568 $569 price $604 004F: create_thread @BOATBUY 0215: destroy_pickup $615 0518: $615 = create_available_asset_pickup 'STRP_L' at $570 $571 $572 price $614 0570: $613 = create_asset_radar_marker_with_icon 25 at $570 $571 $572 018B: set_marker $613 display 2 004F: create_thread @STRPBUY 01B4: set_player $PLAYER_CHAR can_move 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 016A: fade 0 1500 ms :PROTEC1_6366 00D6: if 016B: fading 004D: jump_if_false @PROTEC1_6390 0001: wait 0 ms 0002: jump @PROTEC1_6366 :PROTEC1_6390 02A3: enable_widescreen 1 00C0: set_current_time 22 0 00D6: if 0038: $1003 == 1 // $ == int 004D: jump_if_false @PROTEC1_6422 04BB: select_interiour 0 // select render area :PROTEC1_6422 01EB: set_traffic_density_multiplier_to 0.0 03DE: set_pedestrians_density_multiplier_to 0.0 03CB: load_scene 475.4 -67.8 19.6 016A: fade 1 1500 ms 015F: set_camera_position 524.9 -88.8 15.6 rotation 0.0 0.0 0.0 0160: point_camera 498.2 -74.0 13.6 switchstyle 2 0006: TIMERB = 0 // @ = int 00BC: text_highpriority 'BUYP1' time 8000 1 :PROTEC1_6533 00D6: if 8019: not TIMERB > 8000 // @ > int 004D: jump_if_false @PROTEC1_6587 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @PROTEC1_6580 0002: jump @PROTEC1_6790 :PROTEC1_6580 0002: jump @PROTEC1_6533 :PROTEC1_6587 0006: TIMERB = 0 // @ = int 015F: set_camera_position 495.7 -79.5 12.6 rotation 0.0 0.0 0.0 0160: point_camera 488.6 -79.7 12.3 switchstyle 2 00BC: text_highpriority 'BUYP2' time 8000 1 :PROTEC1_6660 00D6: if 8019: not TIMERB > 8000 // @ > int 004D: jump_if_false @PROTEC1_6714 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @PROTEC1_6707 0002: jump @PROTEC1_6790 :PROTEC1_6707 0002: jump @PROTEC1_6660 :PROTEC1_6714 0006: TIMERB = 0 // @ = int 00BC: text_highpriority 'BUYP3' time 8000 1 :PROTEC1_6736 00D6: if 8019: not TIMERB > 8000 // @ > int 004D: jump_if_false @PROTEC1_6790 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @PROTEC1_6783 0002: jump @PROTEC1_6790 :PROTEC1_6783 0002: jump @PROTEC1_6736 :PROTEC1_6790 016A: fade 0 1000 ms :PROTEC1_6797 00D6: if 016B: fading 004D: jump_if_false @PROTEC1_6821 0001: wait 0 ms 0002: jump @PROTEC1_6797 :PROTEC1_6821 00D6: if 0038: $1003 == 1 // $ == int 004D: jump_if_false @PROTEC1_6843 04BB: select_interiour 4 // select render area :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 03CB: load_scene $95 $96 $97 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 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 016A: fade 1 1000 ms 0110: clear_player $PLAYER_CHAR wanted_level 0002: jump @PROTEC1_6954 :PROTEC1_6930 0002: jump @PROTEC1_2229 :PROTEC1_6937 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :PROTEC1_6954 00BE: text_clear_all 01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1 0394: play_music 1 0109: player $PLAYER_CHAR money += 2000 030C: progress_made += 1 0318: set_latest_mission_passed 'BUD_1' 0164: disable_marker $265 02A7: $265 = create_icon_marker_and_sphere 29 at -397.4 -561.3 18.7 004F: create_thread @PRO2 0004: $856 = 1 // $ = int 0004: $266 = 1 // $ = int 0051: return :PROTEC1_7051 0004: $ONMISSION = 0 // $ = int 0540: set_player $PLAYER_CHAR auto_aim 1 0164: disable_marker $434 0164: disable_marker $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 0164: disable_marker $4540 0164: disable_marker $4541 0164: disable_marker $4542 0164: disable_marker $4543 0164: disable_marker $4544 0164: disable_marker $4545 0164: disable_marker $4546 0164: disable_marker $4547 0164: disable_marker $4548 0164: disable_marker $4549 0164: disable_marker $4550 0164: disable_marker $4551 0164: disable_marker $4552 0164: disable_marker $4553 0164: disable_marker $4554 0164: disable_marker $4555 0164: disable_marker $4556 0164: disable_marker $4557 0164: disable_marker $4558 0164: disable_marker $4559 0164: disable_marker $4560 0164: disable_marker $4561 0164: disable_marker $4562 0164: disable_marker $4563 0164: disable_marker $4564 00D6: if 8214: not pickup $4539 picked_up 004D: jump_if_false @PROTEC1_7265 0215: destroy_pickup $4539 :PROTEC1_7265 0249: release_model #STINGER 01B4: set_player $PLAYER_CHAR can_move 1 014F: stop_timer $4566 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 00D8: mission_cleanup 0051: return //-------------Mission 32--------------- // Originally: Bar Brawl :PROTEC2 03A4: name_thread 'PROTEC2' 0050: gosub @PROTEC2_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @PROTEC2_37 0050: gosub @PROTEC2_12047 :PROTEC2_37 0050: gosub @PROTEC2_12166 004E: end_thread :PROTEC2_46 03D5: remove_text 'M_FAIL' 0004: $ONMISSION = 1 // $ = int 0317: increment_mission_attempts 0001: wait 0 ms 054C: use_GXT_table 'PROT2' 058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 0004: $4629 = 0 // $ = int 0004: $4631 = 0 // $ = int 0004: $4630 = 0 // $ = int 0004: $61 = 0 // $ = int 0004: $4632 = 0 // $ = int 0004: $4633 = 0 // $ = int 0004: $4634 = 0 // $ = int 0004: $4635 = 301000 // $ = int 0004: $4636 = 0 // $ = int 0004: $4637 = 0 // $ = int 0004: $4638 = 0 // $ = int 0004: $4639 = 0 // $ = int 0004: $4621 = 0 // $ = int 0004: $4622 = 0 // $ = int 04BB: select_interiour 2 // select render area 0215: destroy_pickup $2061 0004: $991 = 1 // $ = int 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' 03CB: load_scene -378.62 -552.676 18.534 038B: load_requested_models :PROTEC2_323 00D6: 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 004D: jump_if_false @PROTEC2_365 0001: wait 0 ms 0002: jump @PROTEC2_323 :PROTEC2_365 00D6: if or 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 004D: jump_if_false @PROTEC2_397 0001: wait 0 ms 0002: jump @PROTEC2_365 :PROTEC2_397 02E4: load_cutscene_data 'BUD_2' 0395: clear_area 1 at -378.6 -552.6 25.5 range 15.0 0395: clear_area 1 at -379.0 -564.6 19.8 range 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: set_cutscene_anim 'DCFAN' to_loop 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' 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :PROTEC2_702 00D6: if 001A: 5914 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC2_737 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC2_702 :PROTEC2_737 00BC: text_highpriority 'PRO2_A' time 10000 1 :PROTEC2_752 00D6: if 001A: 7399 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC2_787 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC2_752 :PROTEC2_787 00BC: text_highpriority 'PRO2_B' time 10000 1 :PROTEC2_802 00D6: if 001A: 9756 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC2_837 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC2_802 :PROTEC2_837 00BC: text_highpriority 'PRO2_C' time 10000 1 :PROTEC2_852 00D6: if 001A: 12705 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC2_887 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC2_852 :PROTEC2_887 00BC: text_highpriority 'PRO2_D' time 10000 1 :PROTEC2_902 00D6: if 001A: 16592 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC2_937 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC2_902 :PROTEC2_937 00BC: text_highpriority 'PRO2_E' time 10000 1 :PROTEC2_952 00D6: if 001A: 19312 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC2_987 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC2_952 :PROTEC2_987 00BC: text_highpriority 'PRO2_F' time 10000 1 :PROTEC2_1002 00D6: if 001A: 21275 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC2_1037 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC2_1002 :PROTEC2_1037 00BC: text_highpriority 'PRO2_G' time 10000 1 :PROTEC2_1052 00D6: if 001A: 22275 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC2_1087 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC2_1052 :PROTEC2_1087 00BE: text_clear_all :PROTEC2_1089 00D6: if 001A: 22784 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC2_1124 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC2_1089 :PROTEC2_1124 016A: fade 0 1500 ms 00BE: text_clear_all :PROTEC2_1133 00D6: if 016B: fading 004D: jump_if_false @PROTEC2_1157 0001: wait 0 ms 0002: 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 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0213: $2061 = create_pickup #HEALTH type 2 at -406.2503 -566.4947 19.5804 03DE: set_pedestrians_density_multiplier_to 1.0 01EB: set_traffic_density_multiplier_to 1.0 04BB: select_interiour 0 // select render area 0004: $991 = 0 // $ = int 0169: set_fade_color 0 0 0 0001: wait 500 ms 0055: put_player $PLAYER_CHAR at -375.9 -544.6 16.2 03CB: load_scene -375.9 -510.6 16.2 0171: set_player $PLAYER_CHAR z_angle_to 360.0 0373: set_camera_directly_behind_player 04E3: set_player $PLAYER_CHAR mood 1 duration 60000 0247: request_model #UZI 0247: request_model #BRASSKNUCKLE 0247: request_model #M4 0247: request_model #PCJ600 0247: request_model #OCEANIC 0247: request_model #SENTINEL :PROTEC2_1338 00D6: if or 8248: not model #UZI available 8248: not model #BRASSKNUCKLE available 8248: not model #M4 available 8248: not model #PCJ600 available 8248: not model #OCEANIC available 8248: not model #SENTINEL available 004D: jump_if_false @PROTEC2_1390 0001: wait 0 ms 0002: jump @PROTEC2_1338 :PROTEC2_1390 0247: request_model #GDA 0247: request_model #GDB 0247: request_model #HMOST 0247: request_model #SECURICA :PROTEC2_1407 00D6: if or 8248: not model #GDA available 8248: not model #GDB available 8248: not model #HMOST available 8248: not model #SECURICA available 004D: jump_if_false @PROTEC2_1446 0001: wait 0 ms 0002: jump @PROTEC2_1407 :PROTEC2_1446 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @PROTEC2_1484 018A: $4628 = create_checkpoint_at 240.9 -1241.8 10.8 :PROTEC2_1484 009A: $4604 = create_actor_pedtype 13 model #SPECIAL03 at -368.8 -544.8 16.2 04F5: set_actor $4604 as_player_friend $PLAYER_CHAR flag 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 heed_threats 1 0173: set_actor $4604 z_angle_to 281.0 009A: $4605 = create_actor_pedtype 13 model #SPECIAL04 at -370.9 -546.8 16.2 04F5: set_actor $4605 as_player_friend $PLAYER_CHAR flag 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 heed_threats 1 0173: set_actor $4605 z_angle_to 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 00A5: $4615 = create_car #SENTINEL at -345.3 -524.6 11.5 016A: fade 1 1500 ms 00BC: text_highpriority 'PRO2_01' time 11000 1 0376: $4610 = create_random_actor 236.8 -1244.0 10.9 0173: set_actor $4610 z_angle_to 320.4 0376: $4611 = create_random_actor 237.5 -1243.0 10.9 0173: set_actor $4611 z_angle_to 140.3 03F9: make_actors $4610 $4611 converse_in 86400000 ms 009A: $4607 = create_actor_pedtype 11 model #GDA at 243.1 -1243.4 10.0 0173: set_actor $4607 z_angle_to 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 0187: $4623 = create_marker_above_actor $4607 0350: set_actor $4607 maintain_position_when_attacked 1 009A: $4608 = create_actor_pedtype 11 model #GDB at 243.2 -1239.9 10.0 0173: set_actor $4608 z_angle_to 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 0187: $4624 = create_marker_above_actor $4608 0350: set_actor $4608 maintain_position_when_attacked 1 03F9: make_actors $4608 $4607 converse_in 86400000 ms :PROTEC2_1961 0001: wait 0 ms 00D6: if 0038: $4629 == 1 // $ == int 004D: jump_if_false @PROTEC2_2025 00D6: if 8118: not actor $4610 dead 004D: jump_if_false @PROTEC2_2004 01C2: mark_actor_as_no_longer_needed $4610 :PROTEC2_2004 00D6: if 8118: not actor $4611 dead 004D: jump_if_false @PROTEC2_2025 01C2: mark_actor_as_no_longer_needed $4610 :PROTEC2_2025 00D6: if 0038: $4629 == 0 // $ == int 004D: jump_if_false @PROTEC2_2127 00D6: if 8118: not actor $4607 dead 004D: jump_if_false @PROTEC2_2085 00D6: if 0457: player $PLAYER_CHAR aiming_at_actor $4607 004D: jump_if_false @PROTEC2_2085 0004: $4629 = 1 // $ = int :PROTEC2_2085 00D6: if 8118: not actor $4608 dead 004D: jump_if_false @PROTEC2_2127 00D6: if 0457: player $PLAYER_CHAR aiming_at_actor $4608 004D: jump_if_false @PROTEC2_2127 0004: $4629 = 1 // $ = int :PROTEC2_2127 00D6: if 0038: $4632 == 0 // $ == int 004D: jump_if_false @PROTEC2_2353 00D6: if 8118: not actor $4604 dead 004D: jump_if_false @PROTEC2_2353 00D6: if 0320: actor $4604 in_range_of_player $PLAYER_CHAR 004D: jump_if_false @PROTEC2_2353 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @PROTEC2_2353 00D6: if 8449: not actor $4604 sitting_in_any_car 004D: jump_if_false @PROTEC2_2353 00D6: if 847E: not player $PLAYER_CHAR on_any_bike 004D: jump_if_false @PROTEC2_2353 00D6: if 84AA: not player $PLAYER_CHAR in_any_heli 004D: jump_if_false @PROTEC2_2353 03CF: load_wav 'BUD2_1' as 1 :PROTEC2_2256 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PROTEC2_2282 0001: wait 0 ms 0002: jump @PROTEC2_2256 :PROTEC2_2282 00BC: text_highpriority 'PRO2_11' time 4000 1 03D1: play_wav 1 :PROTEC2_2301 00D6: if and 83D2: not wav 1 ended 8118: not actor $4604 dead 004D: jump_if_false @PROTEC2_2332 0001: wait 0 ms 0002: jump @PROTEC2_2301 :PROTEC2_2332 040D: unload_wav 1 03D5: remove_text 'PRO2_11' 0004: $4632 = 1 // $ = int :PROTEC2_2353 00D6: if 8118: not actor $4607 dead 004D: jump_if_false @PROTEC2_2467 00D6: if 8184: not actor $4607 health >= 95 004D: jump_if_false @PROTEC2_2412 00D6: if 0038: $4629 == 0 // $ == int 004D: jump_if_false @PROTEC2_2412 0004: $4629 = 1 // $ = int :PROTEC2_2412 00D6: if 0038: $4629 == 1 // $ == int 004D: jump_if_false @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 0002: jump @PROTEC2_2502 :PROTEC2_2467 00D6: if 0038: $4629 == 0 // $ == int 004D: jump_if_false @PROTEC2_2492 0004: $4629 = 1 // $ = int :PROTEC2_2492 0164: disable_marker $4623 01C2: mark_actor_as_no_longer_needed $4607 :PROTEC2_2502 00D6: if 8118: not actor $4608 dead 004D: jump_if_false @PROTEC2_2786 00D6: if 8184: not actor $4608 health >= 95 004D: jump_if_false @PROTEC2_2561 00D6: if 0038: $4629 == 0 // $ == int 004D: jump_if_false @PROTEC2_2561 0004: $4629 = 1 // $ = int :PROTEC2_2561 00D6: if 0038: $4629 == 1 // $ == int 004D: jump_if_false @PROTEC2_2779 0350: set_actor $4608 maintain_position_when_attacked 0 00D6: if 0038: $4630 == 0 // $ == int 004D: jump_if_false @PROTEC2_2686 00D6: if 80EC: not actor $4608 0 240.2 -1241.8 radius 1.0 1.0 004D: jump_if_false @PROTEC2_2664 0239: actor $4608 run_to 240.2 -1241.8 0002: jump @PROTEC2_2686 :PROTEC2_2664 0239: actor $4608 run_to 242.9 -1241.5 0004: $4630 = 1 // $ = int :PROTEC2_2686 00D6: if 0038: $4630 == 1 // $ == int 004D: jump_if_false @PROTEC2_2779 00D6: if 80EC: not actor $4608 0 242.9 -1241.5 radius 1.0 1.0 004D: jump_if_false @PROTEC2_2764 0239: actor $4608 run_to 242.9 -1241.5 0002: jump @PROTEC2_2779 :PROTEC2_2764 01D0: actor $4608 avoid_player $PLAYER_CHAR 0004: $4630 = 2 // $ = int :PROTEC2_2779 0002: jump @PROTEC2_2821 :PROTEC2_2786 00D6: if 0038: $4629 == 0 // $ == int 004D: jump_if_false @PROTEC2_2811 0004: $4629 = 1 // $ = int :PROTEC2_2811 0164: disable_marker $4624 01C2: mark_actor_as_no_longer_needed $4608 :PROTEC2_2821 00D6: if 0118: actor $4607 dead 004D: jump_if_false @PROTEC2_4680 00D6: if 0118: actor $4608 dead 004D: jump_if_false @PROTEC2_4680 00D6: if 00F9: player $PLAYER_CHAR stopped 1 240.9 -1241.8 10.8 radius 1.0 1.0 2.0 004D: jump_if_false @PROTEC2_4620 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 0164: disable_marker $4628 03EB: clear_small_messages_only 009A: $4606 = create_actor_pedtype 4 model #HMOST at 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 015F: set_camera_position 245.88 -1241.78 13.24 rotation 0.0 0.0 0.0 0160: point_camera 240.75 -1241.51 11.93 switchstyle 2 0006: TIMERA = 0 // @ = int :PROTEC2_3041 0001: wait 0 ms 00D6: if 8118: not actor $4606 dead 004D: jump_if_false @PROTEC2_4606 00D6: if 8118: not actor $4604 dead 004D: jump_if_false @PROTEC2_3127 00D6: if 00F3: actor $4604 near_actor_on_foot $4606 radius 5.0 5.0 0 004D: jump_if_false @PROTEC2_3127 01E0: clear_leader $4604 0291: set_actor $4604 heed_threats 0 0350: set_actor $4604 maintain_position_when_attacked 1 :PROTEC2_3127 00D6: if 8118: not actor $4605 dead 004D: jump_if_false @PROTEC2_3193 00D6: if 00F3: actor $4605 near_actor_on_foot $4606 radius 5.0 5.0 0 004D: jump_if_false @PROTEC2_3193 01E0: clear_leader $4605 0291: set_actor $4605 heed_threats 0 0350: set_actor $4605 maintain_position_when_attacked 1 :PROTEC2_3193 00D6: if or 00F3: actor $PLAYER_ACTOR near_actor_on_foot $4606 radius 2.0 2.0 0 0019: TIMERA > 2000 // @ > int 004D: jump_if_false @PROTEC2_4606 0001: wait 500 ms 00D6: if 8118: not actor $4606 dead 004D: jump_if_false @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 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @PROTEC2_3338 0001: wait 0 ms 0002: jump @PROTEC2_3308 :PROTEC2_3338 00BC: text_highpriority 'PRO2_02' time 4000 1 03D1: play_wav 1 :PROTEC2_3357 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @PROTEC2_3464 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @PROTEC2_3432 00D6: if 0038: $61 == 1 // $ == int 004D: jump_if_false @PROTEC2_3425 0004: $61 = 0 // $ = int 0002: jump @PROTEC2_4411 :PROTEC2_3425 0002: jump @PROTEC2_3457 :PROTEC2_3432 00D6: if 0038: $61 == 0 // $ == int 004D: jump_if_false @PROTEC2_3457 0004: $61 = 1 // $ = int :PROTEC2_3457 0002: jump @PROTEC2_3357 :PROTEC2_3464 040D: unload_wav 1 03D5: remove_text 'PRO2_02' 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 00D6: if 8118: not actor $4606 dead 004D: jump_if_false @PROTEC2_3513 0372: set_actor $4606 anim 19 wait_state_time 20000 ms :PROTEC2_3513 00BC: text_highpriority 'PRO2_03' time 4000 1 03D1: play_wav 2 :PROTEC2_3532 00D6: if and 83D2: not wav 2 ended 8118: not actor $4606 dead 004D: jump_if_false @PROTEC2_3644 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @PROTEC2_3612 00D6: if 0038: $61 == 1 // $ == int 004D: jump_if_false @PROTEC2_3605 0004: $61 = 0 // $ = int 0002: jump @PROTEC2_4411 :PROTEC2_3605 0002: jump @PROTEC2_3637 :PROTEC2_3612 00D6: if 0038: $61 == 0 // $ == int 004D: jump_if_false @PROTEC2_3637 0004: $61 = 1 // $ = int :PROTEC2_3637 0002: jump @PROTEC2_3532 :PROTEC2_3644 040D: unload_wav 2 03D5: remove_text 'PRO2_03' 03CF: load_wav 'BUD2_4' as 1 03CF: load_wav 'BUD2_5' as 2 :PROTEC2_3682 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @PROTEC2_3712 0001: wait 0 ms 0002: jump @PROTEC2_3682 :PROTEC2_3712 00BC: text_highpriority 'PRO2_04' time 4000 1 03D1: play_wav 1 :PROTEC2_3731 00D6: if and 83D2: not wav 1 ended 8118: not actor $4606 dead 004D: jump_if_false @PROTEC2_3843 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @PROTEC2_3811 00D6: if 0038: $61 == 1 // $ == int 004D: jump_if_false @PROTEC2_3804 0004: $61 = 0 // $ = int 0002: jump @PROTEC2_4411 :PROTEC2_3804 0002: jump @PROTEC2_3836 :PROTEC2_3811 00D6: if 0038: $61 == 0 // $ == int 004D: jump_if_false @PROTEC2_3836 0004: $61 = 1 // $ = int :PROTEC2_3836 0002: jump @PROTEC2_3731 :PROTEC2_3843 040D: unload_wav 1 03D5: remove_text 'PRO2_04' 00BC: text_highpriority 'PRO2_05' time 4000 1 03D1: play_wav 2 :PROTEC2_3876 00D6: if and 83D2: not wav 2 ended 8118: not actor $4606 dead 004D: jump_if_false @PROTEC2_3988 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @PROTEC2_3956 00D6: if 0038: $61 == 1 // $ == int 004D: jump_if_false @PROTEC2_3949 0004: $61 = 0 // $ = int 0002: jump @PROTEC2_4411 :PROTEC2_3949 0002: jump @PROTEC2_3981 :PROTEC2_3956 00D6: if 0038: $61 == 0 // $ == int 004D: jump_if_false @PROTEC2_3981 0004: $61 = 1 // $ = int :PROTEC2_3981 0002: jump @PROTEC2_3876 :PROTEC2_3988 040D: unload_wav 2 03D5: remove_text 'PRO2_05' 00D6: if 8118: not actor $4606 dead 004D: jump_if_false @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 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @PROTEC2_4091 0001: wait 0 ms 0002: jump @PROTEC2_4061 :PROTEC2_4091 00BC: text_highpriority 'PRO2_06' time 4000 1 03D1: play_wav 1 :PROTEC2_4110 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @PROTEC2_4217 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @PROTEC2_4185 00D6: if 0038: $61 == 1 // $ == int 004D: jump_if_false @PROTEC2_4178 0004: $61 = 0 // $ = int 0002: jump @PROTEC2_4411 :PROTEC2_4178 0002: jump @PROTEC2_4210 :PROTEC2_4185 00D6: if 0038: $61 == 0 // $ == int 004D: jump_if_false @PROTEC2_4210 0004: $61 = 1 // $ = int :PROTEC2_4210 0002: jump @PROTEC2_4110 :PROTEC2_4217 040D: unload_wav 1 03D5: remove_text 'PRO2_06' 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 00D6: if 8118: not actor $4606 dead 004D: jump_if_false @PROTEC2_4266 0372: set_actor $4606 anim 19 wait_state_time 20000 ms :PROTEC2_4266 00BC: text_highpriority 'PRO2_07' time 4000 1 03D1: play_wav 2 :PROTEC2_4285 00D6: if and 83D2: not wav 2 ended 8118: not actor $4606 dead 004D: jump_if_false @PROTEC2_4397 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @PROTEC2_4365 00D6: if 0038: $61 == 1 // $ == int 004D: jump_if_false @PROTEC2_4358 0004: $61 = 0 // $ = int 0002: jump @PROTEC2_4411 :PROTEC2_4358 0002: jump @PROTEC2_4390 :PROTEC2_4365 00D6: if 0038: $61 == 0 // $ == int 004D: jump_if_false @PROTEC2_4390 0004: $61 = 1 // $ = int :PROTEC2_4390 0002: jump @PROTEC2_4285 :PROTEC2_4397 040D: unload_wav 2 03D5: remove_text 'PRO2_07' :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 00D6: if 8118: not actor $4606 dead 004D: jump_if_false @PROTEC2_4455 0372: set_actor $4606 anim 0 wait_state_time 100 ms :PROTEC2_4455 00D6: if 8118: not actor $4604 dead 004D: jump_if_false @PROTEC2_4493 0291: set_actor $4604 heed_threats 1 0350: set_actor $4604 maintain_position_when_attacked 0 01DF: tie_actor $4604 to_player $PLAYER_CHAR :PROTEC2_4493 00D6: if 8118: not actor $4605 dead 004D: jump_if_false @PROTEC2_4531 0291: set_actor $4605 heed_threats 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 00D6: if 8118: not actor $4606 dead 004D: jump_if_false @PROTEC2_4557 011C: actor $4606 clear_objective :PROTEC2_4557 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 00BC: text_highpriority 'PRO2_08' time 11000 1 014E: start_timer_at $4635 count_in_direction 1 0004: $4629 = 0 // $ = int 0002: jump @PROTEC2_4687 :PROTEC2_4606 0002: jump @PROTEC2_3041 0002: jump @PROTEC2_4680 :PROTEC2_4620 00D6: if 0038: $4629 == 1 // $ == int 004D: jump_if_false @PROTEC2_4680 00BC: text_highpriority 'PRO2_09' time 11000 1 018A: $4628 = create_checkpoint_at 240.9 -1241.8 10.8 0004: $4629 = 2 // $ = int :PROTEC2_4680 0002: jump @PROTEC2_1961 :PROTEC2_4687 00A5: $4612 = create_car #OCEANIC at 346.8 -727.1 9.1 0175: set_car $4612 z_angle_to 247.9 04E1: open_trunk_of_car_fully $4612 0107: $4616 = create_object #BRIEFCASE at 346.8 -727.1 9.1 0107: $4617 = create_object #BRIEFCASE at 346.8 -727.1 9.1 0107: $4618 = create_object #BRIEFCASE at 346.8 -727.1 9.1 0382: set_object $4616 collision_detection 0 0382: set_object $4617 collision_detection 0 0382: set_object $4618 collision_detection 0 009A: $4607 = create_actor_pedtype 11 model #GDB at 353.4 -732.9 9.6 0173: set_actor $4607 z_angle_to 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 0187: $4623 = create_marker_above_actor $4607 0350: set_actor $4607 maintain_position_when_attacked 1 02E2: set_actor $4607 weapon_accuracy_to 90 0223: set_actor $4607 health_to 150 009A: $4608 = create_actor_pedtype 11 model #GDA at 350.6 -731.9 9.6 0173: set_actor $4608 z_angle_to 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 0187: $4624 = create_marker_above_actor $4608 0350: set_actor $4608 maintain_position_when_attacked 1 02E2: set_actor $4608 weapon_accuracy_to 90 0223: set_actor $4608 health_to 150 009A: $4609 = create_actor_pedtype 11 model #GDA at 349.1 -726.2 9.6 0173: set_actor $4609 z_angle_to 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 0187: $4625 = create_marker_above_actor $4609 02E2: set_actor $4609 weapon_accuracy_to 90 0223: set_actor $4609 health_to 150 04EB: actor $4609 crouch 1 86400000 ms 009A: $4610 = create_actor_pedtype 11 model #GDB at 343.7 -725.2 9.2 0173: set_actor $4610 z_angle_to 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 0187: $4626 = create_marker_above_actor $4610 02E2: set_actor $4610 weapon_accuracy_to 90 0223: set_actor $4610 health_to 150 009A: $4611 = create_actor_pedtype 11 model #GDA at 343.2 -726.4 9.2 0173: set_actor $4611 z_angle_to 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 0187: $4627 = create_marker_above_actor $4611 02E2: set_actor $4611 weapon_accuracy_to 90 0223: set_actor $4611 health_to 150 03F9: make_actors $4610 $4611 converse_in 86400000 ms 0006: TIMERB = 0 // @ = int :PROTEC2_5253 0001: wait 0 ms 00D6: if 0038: $4635 == 0 // $ == int 004D: jump_if_false @PROTEC2_5297 00BC: text_highpriority 'TAXI2' time 5000 1 0002: jump @PROTEC2_12047 :PROTEC2_5297 00D6: if 8119: not car $4612 wrecked 004D: jump_if_false @PROTEC2_5426 00D6: if 00DC: player $PLAYER_CHAR in_car $4612 004D: jump_if_false @PROTEC2_5357 00D6: if 0038: $4629 == 0 // $ == int 004D: jump_if_false @PROTEC2_5357 0004: $4629 = 1 // $ = int :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 00D6: if 8118: not actor $4607 dead 004D: jump_if_false @PROTEC2_5585 00D6: if 0019: TIMERA > 500 // @ > int 004D: jump_if_false @PROTEC2_5494 00D6: if 0123: actor $4607 spotted_player $PLAYER_CHAR 004D: jump_if_false @PROTEC2_5494 0004: $4629 = 1 // $ = int 0006: TIMERB = 0 // @ = int :PROTEC2_5494 00D6: if 8184: not actor $4607 health >= 95 004D: jump_if_false @PROTEC2_5537 00D6: if 0038: $4629 == 0 // $ == int 004D: jump_if_false @PROTEC2_5537 0004: $4629 = 1 // $ = int :PROTEC2_5537 00D6: if 0038: $4629 == 1 // $ == int 004D: jump_if_false @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 0002: jump @PROTEC2_5602 :PROTEC2_5585 0004: $4629 = 1 // $ = int 0164: disable_marker $4623 01C2: mark_actor_as_no_longer_needed $4607 :PROTEC2_5602 00D6: if 8118: not actor $4608 dead 004D: jump_if_false @PROTEC2_5709 00D6: if 8184: not actor $4608 health >= 95 004D: jump_if_false @PROTEC2_5661 00D6: if 0038: $4629 == 0 // $ == int 004D: jump_if_false @PROTEC2_5661 0004: $4629 = 1 // $ = int :PROTEC2_5661 00D6: if 0038: $4629 == 1 // $ == int 004D: jump_if_false @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 0002: jump @PROTEC2_5726 :PROTEC2_5709 0004: $4629 = 1 // $ = int 0164: disable_marker $4624 01C2: mark_actor_as_no_longer_needed $4608 :PROTEC2_5726 00D6: if 8118: not actor $4609 dead 004D: jump_if_false @PROTEC2_5973 00D6: if 8184: not actor $4609 health >= 95 004D: jump_if_false @PROTEC2_5785 00D6: if 0038: $4629 == 0 // $ == int 004D: jump_if_false @PROTEC2_5785 0004: $4629 = 1 // $ = int :PROTEC2_5785 00D6: if 0038: $4636 == 0 // $ == int 004D: jump_if_false @PROTEC2_5850 00D6: if 0038: $4629 == 1 // $ == int 004D: jump_if_false @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 0004: $4636 = 1 // $ = int :PROTEC2_5850 00D6: if 0038: $4636 == 1 // $ == int 004D: jump_if_false @PROTEC2_5890 0239: actor $4609 run_to 355.6 -726.0 0004: $4636 = 2 // $ = int :PROTEC2_5890 00D6: if 0038: $4636 == 2 // $ == int 004D: jump_if_false @PROTEC2_5966 00D6: if 00EC: actor $4609 0 355.6 -726.0 radius 2.0 2.0 004D: jump_if_false @PROTEC2_5966 011C: actor $4609 clear_objective 01CA: actor $4609 kill_player $PLAYER_CHAR 0004: $4636 = 3 // $ = int :PROTEC2_5966 0002: jump @PROTEC2_5990 :PROTEC2_5973 0004: $4629 = 1 // $ = int 0164: disable_marker $4625 01C2: mark_actor_as_no_longer_needed $4609 :PROTEC2_5990 00D6: if 8118: not actor $4610 dead 004D: jump_if_false @PROTEC2_6237 00D6: if 8184: not actor $4610 health >= 95 004D: jump_if_false @PROTEC2_6049 00D6: if 0038: $4629 == 0 // $ == int 004D: jump_if_false @PROTEC2_6049 0004: $4629 = 1 // $ = int :PROTEC2_6049 00D6: if 0038: $4637 == 0 // $ == int 004D: jump_if_false @PROTEC2_6114 00D6: if 0038: $4629 == 1 // $ == int 004D: jump_if_false @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 0004: $4637 = 1 // $ = int :PROTEC2_6114 00D6: if 0038: $4637 == 1 // $ == int 004D: jump_if_false @PROTEC2_6154 0239: actor $4610 run_to 355.6 -726.0 0004: $4637 = 2 // $ = int :PROTEC2_6154 00D6: if 0038: $4637 == 2 // $ == int 004D: jump_if_false @PROTEC2_6230 00D6: if 00EC: actor $4610 0 355.6 -726.0 radius 2.0 2.0 004D: jump_if_false @PROTEC2_6230 011C: actor $4610 clear_objective 01CA: actor $4610 kill_player $PLAYER_CHAR 0004: $4637 = 3 // $ = int :PROTEC2_6230 0002: jump @PROTEC2_6254 :PROTEC2_6237 0004: $4629 = 1 // $ = int 0164: disable_marker $4626 01C2: mark_actor_as_no_longer_needed $4610 :PROTEC2_6254 00D6: if 8118: not actor $4611 dead 004D: jump_if_false @PROTEC2_6501 00D6: if 8184: not actor $4611 health >= 95 004D: jump_if_false @PROTEC2_6313 00D6: if 0038: $4629 == 0 // $ == int 004D: jump_if_false @PROTEC2_6313 0004: $4629 = 1 // $ = int :PROTEC2_6313 00D6: if 0038: $4638 == 0 // $ == int 004D: jump_if_false @PROTEC2_6378 00D6: if 0038: $4629 == 1 // $ == int 004D: jump_if_false @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 0004: $4638 = 1 // $ = int :PROTEC2_6378 00D6: if 0038: $4638 == 1 // $ == int 004D: jump_if_false @PROTEC2_6418 0239: actor $4611 run_to 355.6 -726.0 0004: $4638 = 2 // $ = int :PROTEC2_6418 00D6: if 0038: $4638 == 2 // $ == int 004D: jump_if_false @PROTEC2_6494 00D6: if 00EC: actor $4611 0 355.6 -726.0 radius 2.0 2.0 004D: jump_if_false @PROTEC2_6494 011C: actor $4611 clear_objective 01CA: actor $4611 kill_player $PLAYER_CHAR 0004: $4638 = 3 // $ = int :PROTEC2_6494 0002: jump @PROTEC2_6518 :PROTEC2_6501 0004: $4629 = 1 // $ = int 0164: disable_marker $4627 01C2: mark_actor_as_no_longer_needed $4611 :PROTEC2_6518 00D6: if 0118: actor $4607 dead 004D: jump_if_false @PROTEC2_6617 00D6: if 0118: actor $4608 dead 004D: jump_if_false @PROTEC2_6617 00D6: if 0118: actor $4609 dead 004D: jump_if_false @PROTEC2_6617 00D6: if 0118: actor $4610 dead 004D: jump_if_false @PROTEC2_6617 00D6: if 0118: actor $4611 dead 004D: jump_if_false @PROTEC2_6617 01C3: mark_car_as_no_longer_needed $4612 0004: $4629 = 0 // $ = int 0002: jump @PROTEC2_6624 :PROTEC2_6617 0002: jump @PROTEC2_5253 :PROTEC2_6624 0001: wait 2000 ms 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 03BA: clear_cars_from_cube 347.3 -703.4 5.0 397.4 -773.0 20.0 015F: set_camera_position 353.54 -719.07 13.89 rotation 0.0 0.0 0.0 0160: point_camera 365.18 -730.36 10.99 switchstyle 2 0239: actor $PLAYER_ACTOR run_to 356.8 -724.7 0001: wait 1000 ms 020C: create_explosion 2 at 366.4 -730.3 9.0 020C: create_explosion 11 at 366.4 -730.3 9.0 020C: create_explosion 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 0001: wait 500 ms 00A5: $4613 = create_car #PCJ600 at 359.0 -742.1 10.0 0175: set_car $4613 z_angle_to 332.8 00AE: set_vehicle $4613 traffic_behavior_to 2 00AD: set_car $4613 max_speed_to 0.0 02AA: set_car $4613 immune_to_nonplayer 1 02AC: set_car $4613 immunities 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 0223: set_actor $4607 health_to 150 0187: $4623 = create_marker_above_actor $4607 0291: set_actor $4607 heed_threats 1 00A5: $4614 = create_car #PCJ600 at 357.5 -745.2 10.0 0175: set_car $4614 z_angle_to 332.8 00AE: set_vehicle $4614 traffic_behavior_to 3 00AD: set_car $4614 max_speed_to 0.0 02AA: set_car $4614 immune_to_nonplayer 1 02AC: set_car $4614 immunities 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 0223: set_actor $4607 health_to 150 0187: $4624 = create_marker_above_actor $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 heed_threats 1 00A5: $4619 = create_car #SECURICA at 250.8 -1292.2 10.0 0175: set_car $4619 z_angle_to 347.7 00AE: set_vehicle $4619 traffic_behavior_to 2 00AD: set_car $4619 max_speed_to 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 00D6: if 8119: not car $4613 wrecked 004D: jump_if_false @PROTEC2_7395 00A7: car $4613 drive_to 368.4 -726.3 10.1 00AD: set_car $4613 max_speed_to 25.0 :PROTEC2_7395 00D6: if 8119: not car $4614 wrecked 004D: jump_if_false @PROTEC2_7441 00A7: car $4614 drive_to 368.4 -726.3 10.1 00AD: set_car $4614 max_speed_to 15.0 :PROTEC2_7441 00D6: if 8119: not car $4613 wrecked 004D: jump_if_false @PROTEC2_7466 0158: camera_on_vehicle $4613 mode 15 switchstyle 2 :PROTEC2_7466 0006: TIMERA = 0 // @ = int :PROTEC2_7473 0001: wait 0 ms 00D6: if 8119: not car $4613 wrecked 004D: jump_if_false @PROTEC2_7558 00D6: if 01AD: car $4613 sphere 0 near_point 368.4 -726.3 radius 2.0 2.0 004D: jump_if_false @PROTEC2_7558 00A7: car $4613 drive_to 391.7 -743.9 10.9 0004: $4633 = 1 // $ = int :PROTEC2_7558 00D6: if 8119: not car $4614 wrecked 004D: jump_if_false @PROTEC2_7649 00D6: if 01AD: car $4614 sphere 0 near_point 368.4 -726.3 radius 2.0 2.0 004D: jump_if_false @PROTEC2_7649 00A7: car $4614 drive_to 391.7 -743.9 10.9 00AD: set_car $4614 max_speed_to 23.0 0004: $4634 = 1 // $ = int :PROTEC2_7649 00D6: if and 0038: $4633 == 1 // $ == int 0038: $4634 == 1 // $ == int 004D: jump_if_false @PROTEC2_7681 0002: jump @PROTEC2_7714 :PROTEC2_7681 00D6: if 0019: TIMERA > 5000 // @ > int 004D: jump_if_false @PROTEC2_7707 0002: jump @PROTEC2_7714 :PROTEC2_7707 0002: jump @PROTEC2_7473 :PROTEC2_7714 0004: $4629 = 0 // $ = int 00D6: if 0038: $4633 == 0 // $ == int 004D: jump_if_false @PROTEC2_7759 00A7: car $4613 drive_to 391.7 -743.9 10.9 :PROTEC2_7759 00D6: if 0038: $4634 == 0 // $ == int 004D: jump_if_false @PROTEC2_7797 00A7: car $4614 drive_to 391.7 -743.9 10.9 :PROTEC2_7797 0004: $4633 = 0 // $ = int 0004: $4634 = 0 // $ = int 00D6: if 8119: not car $4613 wrecked 004D: jump_if_false @PROTEC2_7842 02AC: set_car $4613 immunities 0 0 0 0 0 :PROTEC2_7842 00D6: if 8119: not car $4614 wrecked 004D: jump_if_false @PROTEC2_7873 02AC: set_car $4614 immunities 0 0 0 0 0 :PROTEC2_7873 00D6: if 8118: not actor $4607 dead 004D: jump_if_false @PROTEC2_7904 02AB: set_actor $4607 immunities BP 0 FP 0 EP 0 CP 0 MP 0 :PROTEC2_7904 00D6: if 8118: not actor $4608 dead 004D: jump_if_false @PROTEC2_7935 02AB: set_actor $4608 immunities BP 0 FP 0 EP 0 CP 0 MP 0 :PROTEC2_7935 0001: wait 2000 ms 011C: actor $PLAYER_ACTOR clear_objective 00BC: text_highpriority 'PRO2_10' time 5000 1 0481: set_enter_car_range_multiplier 3.5 011C: actor $PLAYER_ACTOR clear_objective 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 00D6: if 8119: not car $4619 wrecked 004D: jump_if_false @PROTEC2_8018 00AD: set_car $4619 max_speed_to 100.0 00AF: set_car $4619 driver_behaviour_to 2 :PROTEC2_8018 0001: wait 0 ms 00D6: if 0038: $4639 == 0 // $ == int 004D: jump_if_false @PROTEC2_8108 00D6: if 0119: car $4619 wrecked 004D: jump_if_false @PROTEC2_8108 01E3: text_1number_styled 'BONUS' number 1000 time 1000 style 1 018C: play_sound 1 at 0.0 0.0 0.0 0109: player $PLAYER_CHAR money += 1000 0004: $4639 = 1 // $ = int :PROTEC2_8108 00D6: if 0038: $4635 == 0 // $ == int 004D: jump_if_false @PROTEC2_8148 00BC: text_highpriority 'TAXI2' time 5000 1 0002: jump @PROTEC2_12047 :PROTEC2_8148 00D6: if 8119: not car $4612 wrecked 004D: jump_if_false @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 00D6: if 8118: not actor $4607 dead 004D: jump_if_false @PROTEC2_10112 00D6: if 8119: not car $4613 wrecked 004D: jump_if_false @PROTEC2_10092 00D6: if 00DB: actor $4607 in_car $4613 004D: jump_if_false @PROTEC2_9675 00D6: if 0038: $4633 == 0 // $ == int 004D: jump_if_false @PROTEC2_8427 00D6: if 0038: $4621 == 1 // $ == int 004D: jump_if_false @PROTEC2_8362 011C: actor $4607 clear_objective 00A7: car $4613 drive_to 391.7 -743.9 10.9 00AD: set_car $4613 max_speed_to 25.0 0004: $4621 = 0 // $ = int :PROTEC2_8362 00D6: if 01AD: car $4613 sphere 0 near_point 391.7 -743.9 radius 7.0 7.0 004D: jump_if_false @PROTEC2_8427 02C2: car $4613 drive_to_point 300.3 -955.4 10.8 0004: $4633 = 1 // $ = int :PROTEC2_8427 00D6: if 0038: $4633 == 1 // $ == int 004D: jump_if_false @PROTEC2_8570 00D6: if 0038: $4621 == 1 // $ == int 004D: jump_if_false @PROTEC2_8505 011C: actor $4607 clear_objective 02C2: car $4613 drive_to_point 300.3 -955.4 10.8 00AD: set_car $4613 max_speed_to 25.0 0004: $4621 = 0 // $ = int :PROTEC2_8505 00D6: if 01AD: car $4613 sphere 0 near_point 300.3 -955.4 radius 7.0 7.0 004D: jump_if_false @PROTEC2_8570 02C2: car $4613 drive_to_point 285.3 -1048.8 11.3 0004: $4633 = 2 // $ = int :PROTEC2_8570 00D6: if 0038: $4633 == 2 // $ == int 004D: jump_if_false @PROTEC2_8713 00D6: if 0038: $4621 == 1 // $ == int 004D: jump_if_false @PROTEC2_8648 011C: actor $4607 clear_objective 02C2: car $4613 drive_to_point 285.3 -1048.8 10.8 00AD: set_car $4613 max_speed_to 25.0 0004: $4621 = 0 // $ = int :PROTEC2_8648 00D6: if 01AD: car $4613 sphere 0 near_point 285.3 -1048.8 radius 7.0 7.0 004D: jump_if_false @PROTEC2_8713 02C2: car $4613 drive_to_point 257.9 -1206.8 11.3 0004: $4633 = 3 // $ = int :PROTEC2_8713 00D6: if 0038: $4633 == 3 // $ == int 004D: jump_if_false @PROTEC2_8856 00D6: if 0038: $4621 == 1 // $ == int 004D: jump_if_false @PROTEC2_8791 011C: actor $4607 clear_objective 02C2: car $4613 drive_to_point 257.9 -1206.8 10.8 00AD: set_car $4613 max_speed_to 25.0 0004: $4621 = 0 // $ = int :PROTEC2_8791 00D6: if 01AD: car $4613 sphere 0 near_point 257.9 -1206.8 radius 7.0 7.0 004D: jump_if_false @PROTEC2_8856 02C2: car $4613 drive_to_point 234.4 -1326.1 11.3 0004: $4633 = 4 // $ = int :PROTEC2_8856 00D6: if 0038: $4633 == 4 // $ == int 004D: jump_if_false @PROTEC2_8999 00D6: if 0038: $4621 == 1 // $ == int 004D: jump_if_false @PROTEC2_8934 011C: actor $4607 clear_objective 02C2: car $4613 drive_to_point 234.4 -1326.1 10.8 00AD: set_car $4613 max_speed_to 25.0 0004: $4621 = 0 // $ = int :PROTEC2_8934 00D6: if 01AD: car $4613 sphere 0 near_point 234.4 -1326.1 radius 7.0 7.0 004D: jump_if_false @PROTEC2_8999 02C2: car $4613 drive_to_point 220.7 -1398.6 11.3 0004: $4633 = 5 // $ = int :PROTEC2_8999 00D6: if 0038: $4633 == 5 // $ == int 004D: jump_if_false @PROTEC2_9142 00D6: if 0038: $4621 == 1 // $ == int 004D: jump_if_false @PROTEC2_9077 011C: actor $4607 clear_objective 02C2: car $4613 drive_to_point 220.7 -1398.6 11.3 00AD: set_car $4613 max_speed_to 25.0 0004: $4621 = 0 // $ = int :PROTEC2_9077 00D6: if 01AD: car $4613 sphere 0 near_point 220.7 -1398.6 radius 7.0 7.0 004D: jump_if_false @PROTEC2_9142 02C2: car $4613 drive_to_point 169.0 -1525.2 11.3 0004: $4633 = 6 // $ = int :PROTEC2_9142 00D6: if 0038: $4633 == 6 // $ == int 004D: jump_if_false @PROTEC2_9285 00D6: if 0038: $4621 == 1 // $ == int 004D: jump_if_false @PROTEC2_9220 011C: actor $4607 clear_objective 02C2: car $4613 drive_to_point 169.0 -1525.2 10.8 00AD: set_car $4613 max_speed_to 25.0 0004: $4621 = 0 // $ = int :PROTEC2_9220 00D6: if 01AD: car $4613 sphere 0 near_point 169.0 -1525.2 radius 7.0 7.0 004D: jump_if_false @PROTEC2_9285 02C2: car $4613 drive_to_point 192.8 -1583.0 11.3 0004: $4633 = 7 // $ = int :PROTEC2_9285 00D6: if 0038: $4633 == 7 // $ == int 004D: jump_if_false @PROTEC2_9438 00D6: if 0038: $4621 == 1 // $ == int 004D: jump_if_false @PROTEC2_9363 011C: actor $4607 clear_objective 02C2: car $4613 drive_to_point 192.8 -1583.0 10.8 00AD: set_car $4613 max_speed_to 25.0 0004: $4621 = 0 // $ = int :PROTEC2_9363 00D6: if 01AD: car $4613 sphere 0 near_point 192.8 -1583.0 radius 7.0 7.0 004D: jump_if_false @PROTEC2_9438 02C2: car $4613 drive_to_point 240.5 -1689.2 11.3 00AD: set_car $4613 max_speed_to 15.0 0004: $4633 = 8 // $ = int :PROTEC2_9438 00D6: if 0038: $4633 == 8 // $ == int 004D: jump_if_false @PROTEC2_9588 00D6: if 0038: $4621 == 1 // $ == int 004D: jump_if_false @PROTEC2_9516 011C: actor $4607 clear_objective 02C2: car $4613 drive_to_point 240.5 -1689.2 10.8 00AD: set_car $4613 max_speed_to 25.0 0004: $4621 = 0 // $ = int :PROTEC2_9516 00D6: if 01AD: car $4613 sphere 0 near_point 240.5 -1689.2 radius 7.0 7.0 004D: jump_if_false @PROTEC2_9588 0477: set_car $4613 action 5 time 10000 00AD: set_car $4613 max_speed_to 0.0 02AA: set_car $4613 immune_to_nonplayer 0 0004: $4633 = 9 // $ = int :PROTEC2_9588 00D6: if 0038: $4633 == 9 // $ == int 004D: jump_if_false @PROTEC2_9643 01D3: actor $4607 leave_car $4613 0239: actor $4607 run_to 258.7 -1703.0 0006: TIMERA = 0 // @ = int 0004: $4633 = 10 // $ = int :PROTEC2_9643 00D6: if 0018: $4633 > 9 // $ > int 004D: jump_if_false @PROTEC2_9668 0004: $4633 = 9 // $ = int :PROTEC2_9668 0002: jump @PROTEC2_10085 :PROTEC2_9675 00D6: if 001A: 9 > $4633 // int > $ 004D: jump_if_false @PROTEC2_9807 00D6: if 00E9: player $PLAYER_CHAR 0 $4607 radius 10.0 10.0 004D: jump_if_false @PROTEC2_9739 01CC: actor $4607 kill_player $PLAYER_CHAR 0002: jump @PROTEC2_9793 :PROTEC2_9739 00D6: if 0202: actor $4607 near_car $4613 radius 30.0 30.0 sphere 0 004D: jump_if_false @PROTEC2_9785 01D5: actor $4607 go_to_and_drive_car $4613 0002: jump @PROTEC2_9793 :PROTEC2_9785 01CC: actor $4607 kill_player $PLAYER_CHAR :PROTEC2_9793 0004: $4621 = 1 // $ = int 0002: jump @PROTEC2_10085 :PROTEC2_9807 00D6: if 0038: $4634 == 9 // $ == int 004D: jump_if_false @PROTEC2_9881 00D6: if 00DB: actor $4607 in_car $4613 004D: jump_if_false @PROTEC2_9852 01D3: actor $4607 leave_car $4613 :PROTEC2_9852 0239: actor $4607 run_to 258.7 -1703.0 0006: TIMERA = 0 // @ = int 0004: $4634 = 10 // $ = int :PROTEC2_9881 00D6: if 0038: $4633 == 10 // $ == int 004D: jump_if_false @PROTEC2_10052 00D6: if 80EC: not actor $4607 0 454.3 -1727.9 radius 5.0 5.0 004D: jump_if_false @PROTEC2_10033 00D6: if 0019: TIMERA > 500 // @ > int 004D: jump_if_false @PROTEC2_10026 00D6: if 8510: not actor $4607 path_is_clear 454.3 -1727.9 9.0 radius 1.0 004D: jump_if_false @PROTEC2_10019 009E: set_actor $4607 path 454.3 -1727.9 9.0 unknown 1.0 1 :PROTEC2_10019 0006: TIMERA = 0 // @ = int :PROTEC2_10026 0002: jump @PROTEC2_10052 :PROTEC2_10033 011C: actor $4607 clear_objective 0350: set_actor $4607 maintain_position_when_attacked 1 0004: $4633 = 11 // $ = int :PROTEC2_10052 00D6: if 0038: $4633 == 11 // $ == int 004D: jump_if_false @PROTEC2_10085 01CA: actor $4607 kill_player $PLAYER_CHAR 0004: $4633 = 12 // $ = int :PROTEC2_10085 0002: jump @PROTEC2_10105 :PROTEC2_10092 01C3: mark_car_as_no_longer_needed $4613 01CC: actor $4607 kill_player $PLAYER_CHAR :PROTEC2_10105 0002: jump @PROTEC2_10117 :PROTEC2_10112 0164: disable_marker $4623 :PROTEC2_10117 00D6: if 8118: not actor $4608 dead 004D: jump_if_false @PROTEC2_11996 00D6: if 8119: not car $4614 wrecked 004D: jump_if_false @PROTEC2_11976 00D6: if 00DB: actor $4608 in_car $4614 004D: jump_if_false @PROTEC2_11559 00D6: if 0038: $4634 == 0 // $ == int 004D: jump_if_false @PROTEC2_10311 00D6: if 0038: $4622 == 1 // $ == int 004D: jump_if_false @PROTEC2_10246 011C: actor $4608 clear_objective 00A7: car $4614 drive_to 391.7 -743.9 10.9 00AD: set_car $4614 max_speed_to 23.0 0004: $4622 = 0 // $ = int :PROTEC2_10246 00D6: if 01AD: car $4614 sphere 0 near_point 391.7 -743.9 radius 7.0 7.0 004D: jump_if_false @PROTEC2_10311 02C2: car $4614 drive_to_point 300.3 -955.4 10.8 0004: $4634 = 1 // $ = int :PROTEC2_10311 00D6: if 0038: $4634 == 1 // $ == int 004D: jump_if_false @PROTEC2_10454 00D6: if 0038: $4622 == 1 // $ == int 004D: jump_if_false @PROTEC2_10389 011C: actor $4608 clear_objective 00A7: car $4614 drive_to 300.3 -955.4 10.9 00AD: set_car $4614 max_speed_to 23.0 0004: $4622 = 0 // $ = int :PROTEC2_10389 00D6: if 01AD: car $4614 sphere 0 near_point 300.3 -955.4 radius 7.0 7.0 004D: jump_if_false @PROTEC2_10454 02C2: car $4614 drive_to_point 285.3 -1048.8 11.3 0004: $4634 = 2 // $ = int :PROTEC2_10454 00D6: if 0038: $4634 == 2 // $ == int 004D: jump_if_false @PROTEC2_10597 00D6: if 0038: $4622 == 1 // $ == int 004D: jump_if_false @PROTEC2_10532 011C: actor $4608 clear_objective 00A7: car $4614 drive_to 285.3 -1048.8 10.9 00AD: set_car $4614 max_speed_to 23.0 0004: $4622 = 0 // $ = int :PROTEC2_10532 00D6: if 01AD: car $4614 sphere 0 near_point 285.3 -1048.8 radius 7.0 7.0 004D: jump_if_false @PROTEC2_10597 02C2: car $4614 drive_to_point 257.9 -1206.8 11.3 0004: $4634 = 3 // $ = int :PROTEC2_10597 00D6: if 0038: $4634 == 3 // $ == int 004D: jump_if_false @PROTEC2_10740 00D6: if 0038: $4622 == 1 // $ == int 004D: jump_if_false @PROTEC2_10675 011C: actor $4608 clear_objective 00A7: car $4614 drive_to 257.9 -1206.8 10.9 00AD: set_car $4614 max_speed_to 23.0 0004: $4622 = 0 // $ = int :PROTEC2_10675 00D6: if 01AD: car $4614 sphere 0 near_point 257.9 -1206.8 radius 7.0 7.0 004D: jump_if_false @PROTEC2_10740 02C2: car $4614 drive_to_point 234.4 -1326.1 11.3 0004: $4634 = 4 // $ = int :PROTEC2_10740 00D6: if 0038: $4634 == 4 // $ == int 004D: jump_if_false @PROTEC2_10883 00D6: if 0038: $4622 == 1 // $ == int 004D: jump_if_false @PROTEC2_10818 011C: actor $4608 clear_objective 00A7: car $4614 drive_to 234.4 -1326.1 10.9 00AD: set_car $4614 max_speed_to 23.0 0004: $4622 = 0 // $ = int :PROTEC2_10818 00D6: if 01AD: car $4614 sphere 0 near_point 234.4 -1326.1 radius 7.0 7.0 004D: jump_if_false @PROTEC2_10883 02C2: car $4614 drive_to_point 220.7 -1398.6 11.3 0004: $4634 = 5 // $ = int :PROTEC2_10883 00D6: if 0038: $4634 == 5 // $ == int 004D: jump_if_false @PROTEC2_11026 00D6: if 0038: $4622 == 1 // $ == int 004D: jump_if_false @PROTEC2_10961 011C: actor $4608 clear_objective 00A7: car $4614 drive_to 220.7 -1398.6 10.9 00AD: set_car $4614 max_speed_to 23.0 0004: $4622 = 0 // $ = int :PROTEC2_10961 00D6: if 01AD: car $4614 sphere 0 near_point 220.7 -1398.6 radius 7.0 7.0 004D: jump_if_false @PROTEC2_11026 02C2: car $4614 drive_to_point 169.0 -1525.2 11.3 0004: $4634 = 6 // $ = int :PROTEC2_11026 00D6: if 0038: $4634 == 6 // $ == int 004D: jump_if_false @PROTEC2_11179 00D6: if 0038: $4622 == 1 // $ == int 004D: jump_if_false @PROTEC2_11104 011C: actor $4608 clear_objective 00A7: car $4614 drive_to 169.0 -1525.2 10.9 00AD: set_car $4614 max_speed_to 23.0 0004: $4622 = 0 // $ = int :PROTEC2_11104 00D6: if 01AD: car $4614 sphere 0 near_point 169.0 -1525.2 radius 7.0 7.0 004D: jump_if_false @PROTEC2_11179 02C2: car $4614 drive_to_point 192.8 -1583.0 11.3 00AD: set_car $4614 max_speed_to 15.0 0004: $4634 = 7 // $ = int :PROTEC2_11179 00D6: if 0038: $4634 == 7 // $ == int 004D: jump_if_false @PROTEC2_11322 00D6: if 0038: $4622 == 1 // $ == int 004D: jump_if_false @PROTEC2_11257 011C: actor $4608 clear_objective 00A7: car $4614 drive_to 192.8 -1583.0 10.9 00AD: set_car $4614 max_speed_to 23.0 0004: $4622 = 0 // $ = int :PROTEC2_11257 00D6: if 01AD: car $4614 sphere 0 near_point 192.8 -1583.0 radius 7.0 7.0 004D: jump_if_false @PROTEC2_11322 02C2: car $4614 drive_to_point 240.5 -1689.2 11.3 0004: $4634 = 8 // $ = int :PROTEC2_11322 00D6: if 0038: $4634 == 8 // $ == int 004D: jump_if_false @PROTEC2_11472 00D6: if 0038: $4622 == 1 // $ == int 004D: jump_if_false @PROTEC2_11400 011C: actor $4608 clear_objective 00A7: car $4614 drive_to 240.5 -1689.2 10.9 00AD: set_car $4614 max_speed_to 15.0 0004: $4622 = 0 // $ = int :PROTEC2_11400 00D6: if 01AD: car $4614 sphere 0 near_point 240.5 -1689.2 radius 9.0 9.0 004D: jump_if_false @PROTEC2_11472 0477: set_car $4614 action 5 time 10000 00AD: set_car $4614 max_speed_to 0.0 02AA: set_car $4614 immune_to_nonplayer 0 0004: $4634 = 9 // $ = int :PROTEC2_11472 00D6: if 0038: $4634 == 9 // $ == int 004D: jump_if_false @PROTEC2_11527 01D3: actor $4608 leave_car $4614 0239: actor $4608 run_to 258.7 -1703.0 0006: TIMERA = 0 // @ = int 0004: $4634 = 10 // $ = int :PROTEC2_11527 00D6: if 0018: $4634 > 9 // $ > int 004D: jump_if_false @PROTEC2_11552 0004: $4634 = 9 // $ = int :PROTEC2_11552 0002: jump @PROTEC2_11969 :PROTEC2_11559 00D6: if 001A: 9 > $4634 // int > $ 004D: jump_if_false @PROTEC2_11691 00D6: if 00E9: player $PLAYER_CHAR 0 $4608 radius 10.0 10.0 004D: jump_if_false @PROTEC2_11623 01CC: actor $4608 kill_player $PLAYER_CHAR 0002: jump @PROTEC2_11677 :PROTEC2_11623 00D6: if 0202: actor $4608 near_car $4614 radius 30.0 30.0 sphere 0 004D: jump_if_false @PROTEC2_11669 01D5: actor $4608 go_to_and_drive_car $4614 0002: jump @PROTEC2_11677 :PROTEC2_11669 01CC: actor $4608 kill_player $PLAYER_CHAR :PROTEC2_11677 0004: $4622 = 1 // $ = int 0002: jump @PROTEC2_11969 :PROTEC2_11691 00D6: if 0038: $4634 == 9 // $ == int 004D: jump_if_false @PROTEC2_11765 00D6: if 00DB: actor $4608 in_car $4614 004D: jump_if_false @PROTEC2_11736 01D3: actor $4608 leave_car $4614 :PROTEC2_11736 0239: actor $4608 run_to 258.7 -1703.0 0006: TIMERA = 0 // @ = int 0004: $4634 = 10 // $ = int :PROTEC2_11765 00D6: if 0038: $4634 == 10 // $ == int 004D: jump_if_false @PROTEC2_11936 00D6: if 80EC: not actor $4608 0 454.3 -1727.9 radius 5.0 5.0 004D: jump_if_false @PROTEC2_11917 00D6: if 0019: TIMERA > 500 // @ > int 004D: jump_if_false @PROTEC2_11910 00D6: if 8510: not actor $4608 path_is_clear 454.3 -1727.9 9.0 radius 1.0 004D: jump_if_false @PROTEC2_11903 009E: set_actor $4608 path 454.3 -1727.9 9.0 unknown 1.0 1 :PROTEC2_11903 0006: TIMERA = 0 // @ = int :PROTEC2_11910 0002: jump @PROTEC2_11936 :PROTEC2_11917 011C: actor $4608 clear_objective 0350: set_actor $4608 maintain_position_when_attacked 1 0004: $4634 = 11 // $ = int :PROTEC2_11936 00D6: if 0038: $4634 == 11 // $ == int 004D: jump_if_false @PROTEC2_11969 01CA: actor $4608 kill_player $PLAYER_CHAR 0004: $4634 = 12 // $ = int :PROTEC2_11969 0002: jump @PROTEC2_11989 :PROTEC2_11976 01C3: mark_car_as_no_longer_needed $4614 01CC: actor $4608 kill_player $PLAYER_CHAR :PROTEC2_11989 0002: jump @PROTEC2_12001 :PROTEC2_11996 0164: disable_marker $4624 :PROTEC2_12001 00D6: if 0118: actor $4607 dead 004D: jump_if_false @PROTEC2_12040 00D6: if 0118: actor $4608 dead 004D: jump_if_false @PROTEC2_12040 0002: jump @PROTEC2_12064 :PROTEC2_12040 0002: jump @PROTEC2_8018 :PROTEC2_12047 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :PROTEC2_12064 00BE: text_clear_all 01E3: text_1number_styled 'M_PASS' number 4000 time 5000 style 1 0394: play_music 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 4000 0318: set_latest_mission_passed 'BUD_2' 030C: progress_made += 1 0164: disable_marker $265 02A7: $265 = create_icon_marker_and_sphere 29 at -348.5 -541.8 16.4 004F: create_thread @PRO3 0004: $267 = 1 // $ = int 0004: $848 = 1 // $ = int 0051: return :PROTEC2_12166 0004: $ONMISSION = 0 // $ = int 01B4: set_player $PLAYER_CHAR can_move 1 014F: stop_timer $4635 0249: release_model #UZI 0249: release_model #BRASSKNUCKLE 0249: release_model #M4 0249: release_model #PCJ600 0249: release_model #GDA 0249: release_model #GDB 0249: release_model #HMOST 0249: release_model #OCEANIC 0249: release_model #SENTINEL 0249: release_model #SECURICA 034F: destroy_actor_with_fade $4604 // The actor fades away like a ghost 034F: destroy_actor_with_fade $4605 // The actor fades away like a ghost 0296: unload_special_actor 3 0296: unload_special_actor 4 0164: disable_marker $4623 0164: disable_marker $4624 0164: disable_marker $4625 0164: disable_marker $4626 0164: disable_marker $4627 0164: disable_marker $4628 0108: destroy_object $4616 0108: destroy_object $4617 0108: destroy_object $4618 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 00D8: mission_cleanup 0051: return //-------------Mission 33--------------- // Originally: Cop Land :PROTEC3 03A4: name_thread 'PROTEC3' 0050: gosub @PROTEC3_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @PROTEC3_37 0050: gosub @PROTEC3_11888 :PROTEC3_37 0050: gosub @PROTEC3_12083 004E: end_thread :PROTEC3_46 03D5: remove_text 'M_FAIL' 0110: clear_player $PLAYER_CHAR wanted_level 0004: $ONMISSION = 1 // $ = int 0004: $1603 = 1 // $ = int 0317: increment_mission_attempts 0001: wait 0 ms 054C: use_GXT_table 'PROT3' 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @PROTEC3_143 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 038B: load_requested_models 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @PROTEC3_143 0353: refresh_actor $PLAYER_ACTOR :PROTEC3_143 058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 0004: $4680 = 0 // $ = int 0004: $4681 = 0 // $ = int 0004: $4682 = 1 // $ = int 0004: $4683 = 0 // $ = int 0004: $4684 = 0 // $ = int 0004: $4685 = 0 // $ = int 0004: $4686 = 0 // $ = int 0004: $4687 = 0 // $ = int 0004: $4688 = 0 // $ = int 0004: $4690 = 0 // $ = int 0004: $4691 = 0 // $ = int 0004: $4692 = 0 // $ = int 0004: $4665 = 0 // $ = int 0004: $4666 = 0 // $ = int 0004: $4667 = 0 // $ = int 0004: $4668 = 0 // $ = int 0004: $4674 = 0 // $ = int 0004: $4675 = 0 // $ = int 0005: $4689 = 0.0 // $ = float 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSBUDDY' 023C: load_special_actor 3 'DGOONA' 03CB: load_scene -378.62 -552.676 18.534 038B: load_requested_models :PROTEC3_356 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 004D: jump_if_false @PROTEC3_390 0001: wait 0 ms 0002: 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 19.8 range 60.0 03DE: set_pedestrians_density_multiplier_to 0.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :PROTEC3_537 00D6: if 001A: 640 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC3_572 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC3_537 :PROTEC3_572 00BC: text_highpriority 'PRO3_A' time 10000 1 :PROTEC3_587 00D6: if 001A: 3260 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC3_622 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC3_587 :PROTEC3_622 00BC: text_highpriority 'PRO3_B' time 10000 1 :PROTEC3_637 00D6: if 001A: 5037 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC3_672 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC3_637 :PROTEC3_672 00BC: text_highpriority 'PRO3_C' time 10000 1 :PROTEC3_687 00D6: if 001A: 6257 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC3_722 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC3_687 :PROTEC3_722 00BC: text_highpriority 'PRO3_D' time 10000 1 :PROTEC3_737 00D6: if 001A: 8063 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC3_772 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC3_737 :PROTEC3_772 00BC: text_highpriority 'PRO3_E' time 10000 1 :PROTEC3_787 00D6: if 001A: 10576 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC3_822 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC3_787 :PROTEC3_822 00BC: text_highpriority 'PRO3_F' time 10000 1 :PROTEC3_837 00D6: if 001A: 12294 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC3_872 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC3_837 :PROTEC3_872 00BC: text_highpriority 'PRO3_G' time 10000 1 :PROTEC3_887 00D6: if 001A: 13350 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC3_922 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC3_887 :PROTEC3_922 00BC: text_highpriority 'PRO3_H' time 10000 1 :PROTEC3_937 00D6: if 001A: 15890 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC3_972 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC3_937 :PROTEC3_972 00BC: text_highpriority 'PRO3_I' time 10000 1 :PROTEC3_987 00D6: if 001A: 19687 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC3_1022 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC3_987 :PROTEC3_1022 00BC: text_highpriority 'PRO3_J' time 10000 1 :PROTEC3_1037 00D6: if 001A: 21037 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC3_1072 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC3_1037 :PROTEC3_1072 00BC: text_highpriority 'PRO3_K' time 10000 1 :PROTEC3_1087 00D6: if 001A: 23717 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC3_1122 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC3_1087 :PROTEC3_1122 00BC: text_highpriority 'PRO3_L' time 10000 1 :PROTEC3_1137 00D6: if 001A: 29837 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC3_1172 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC3_1137 :PROTEC3_1172 00BC: text_highpriority 'PRO3_M' time 10000 1 :PROTEC3_1187 00D6: if 001A: 33146 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC3_1224 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC3_1187 :PROTEC3_1224 00BC: text_highpriority 'PRO3_N' time 10000 1 :PROTEC3_1239 00D6: if 001A: 34850 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC3_1276 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC3_1239 :PROTEC3_1276 00BC: text_highpriority 'PRO3_O' time 10000 1 :PROTEC3_1291 00D6: if 001A: 36855 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC3_1328 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC3_1291 :PROTEC3_1328 00BC: text_highpriority 'PRO3_P' time 10000 1 :PROTEC3_1343 00D6: if 001A: 37233 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC3_1380 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC3_1343 :PROTEC3_1380 00BC: text_highpriority 'PRO3_Q' time 10000 1 :PROTEC3_1395 00D6: if 001A: 39659 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC3_1432 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC3_1395 :PROTEC3_1432 00BC: text_highpriority 'PRO3_R' time 10000 1 :PROTEC3_1447 00D6: if 001A: 41424 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC3_1484 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC3_1447 :PROTEC3_1484 00BC: text_highpriority 'PRO3_S' time 10000 1 :PROTEC3_1499 00D6: if 001A: 44643 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC3_1536 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC3_1499 :PROTEC3_1536 00BC: text_highpriority 'PRO3_T' time 10000 1 :PROTEC3_1551 00D6: if 001A: 45615 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC3_1588 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC3_1551 :PROTEC3_1588 00BC: text_highpriority 'PRO3_U' time 10000 1 :PROTEC3_1603 00D6: if 001A: 46434 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC3_1640 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC3_1603 :PROTEC3_1640 00BC: text_highpriority 'PRO3_V' time 10000 1 :PROTEC3_1655 00D6: if 001A: 48010 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC3_1692 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC3_1655 :PROTEC3_1692 00BC: text_highpriority 'PRO3_W' time 10000 1 :PROTEC3_1707 00D6: if 001A: 50758 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC3_1744 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC3_1707 :PROTEC3_1744 00BC: text_highpriority 'PRO3_X' time 10000 1 :PROTEC3_1759 00D6: if 001A: 52122 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC3_1796 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC3_1759 :PROTEC3_1796 00BC: text_highpriority 'PRO3_Y' time 10000 1 :PROTEC3_1811 00D6: if 001A: 52864 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC3_1848 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC3_1811 :PROTEC3_1848 00BC: text_highpriority 'PRO3_Z' time 10000 1 :PROTEC3_1863 00D6: if 001A: 54506 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC3_1900 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC3_1863 :PROTEC3_1900 00BC: text_highpriority 'PRO3_A1' time 10000 1 :PROTEC3_1915 00D6: if 001A: 55506 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC3_1952 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC3_1915 :PROTEC3_1952 00BE: text_clear_all :PROTEC3_1954 00D6: if 001A: 56320 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @PROTEC3_1991 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @PROTEC3_1954 :PROTEC3_1991 016A: fade 0 1500 ms 00BE: text_clear_all :PROTEC3_2000 00D6: if 016B: fading 004D: jump_if_false @PROTEC3_2024 0001: wait 0 ms 0002: 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 0004: $991 = 0 // $ = int 0169: set_fade_color 0 0 0 0001: wait 500 ms 0373: set_camera_directly_behind_player 0055: put_player $PLAYER_CHAR at -353.1 -526.4 11.7 03CB: load_scene -353.1 -510.4 11.7 0171: set_player $PLAYER_CHAR z_angle_to 304.3 01B4: set_player $PLAYER_CHAR can_move 1 04E3: set_player $PLAYER_CHAR mood 0 duration 60000 0215: destroy_pickup $1297 0215: destroy_pickup $1298 0215: destroy_pickup $1284 0215: destroy_pickup $1285 0215: destroy_pickup $1286 0215: destroy_pickup $1287 0215: destroy_pickup $1288 0215: destroy_pickup $1289 0215: destroy_pickup $1290 0215: destroy_pickup $1291 0215: destroy_pickup $1292 0215: destroy_pickup $1296 0247: request_model #DYNAMITE 0247: request_model #COP 0247: request_model #ARMY 0247: request_model #NITESTICK 0247: request_model #BUDDYSHOT 0247: request_model #M4 0247: request_model #SENTINEL 0247: request_model #POLICE 0247: request_model #COLT45 :PROTEC3_2246 00D6: if or 8248: not model #COP available 8248: not model #ARMY available 8248: not model #DYNAMITE available 8248: not model #NITESTICK available 004D: jump_if_false @PROTEC3_2285 0001: wait 0 ms 0002: jump @PROTEC3_2246 :PROTEC3_2285 00D6: if or 8248: not model #BUDDYSHOT available 8248: not model #M4 available 8248: not model #SENTINEL available 8248: not model #POLICE available 8248: not model #COLT45 available 004D: jump_if_false @PROTEC3_2332 0001: wait 0 ms 0002: 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 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 004D: jump_if_false @PROTEC3_2404 0001: wait 0 ms 0002: 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 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @PROTEC3_2460 0001: wait 0 ms 0002: 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 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @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 009A: $LANCE_VANCE = create_actor_pedtype 13 model #SPECIAL01 at -351.3 -525.1 11.7 0173: set_actor $LANCE_VANCE z_angle_to 124.3 04F5: set_actor $LANCE_VANCE as_player_friend $PLAYER_CHAR flag 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 009A: $4647 = create_actor_pedtype 4 model #ARMY at 464.3 1010.9 17.2 0173: set_actor $4647 z_angle_to 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 009A: $4648 = create_actor_pedtype 4 model #ARMY at 462.5 1009.0 17.2 0173: set_actor $4648 z_angle_to 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 0107: $4669 = create_object #DYNAMITE at 467.9 1004.8 18.9 0382: set_object $4669 collision_detection 0 0392: object $4669 toggle_in_moving_list 0 0107: $4670 = create_object #DYNAMITE at 468.5 1004.4 18.9 0382: set_object $4670 collision_detection 0 0392: object $4670 toggle_in_moving_list 0 0107: $4671 = create_object #DYNAMITE at 468.1 1004.8 18.9 0382: set_object $4671 collision_detection 0 0392: object $4671 toggle_in_moving_list 0 0107: $4672 = create_object #DYNAMITE at 468.3 1004.5 18.9 0382: set_object $4672 collision_detection 0 0392: object $4672 toggle_in_moving_list 0 0107: $4673 = create_object #DYNAMITE at 468.4 1004.3 18.9 0382: set_object $4673 collision_detection 0 0392: object $4673 toggle_in_moving_list 0 0514: set_actor $LANCE_VANCE can_be_damaged_by_members_of_gang 6 0 0514: set_actor $PLAYER_ACTOR can_be_damaged_by_members_of_gang 6 0 0360: open_garage $690 03DA: set_garage $690 camera_follows_player 00A5: $4663 = create_car #SENTINEL at -345.3 -524.6 11.5 00A5: $4664 = create_car #POLICE at 469.6 336.6 11.4 020A: set_car $4664 door_status_to 1 016A: fade 1 1500 ms 0001: wait 1000 ms 00BC: text_highpriority 'PRO3_01' time 5000 1 03D1: play_wav 1 :PROTEC3_3562 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @PROTEC3_3588 0001: wait 0 ms 0002: jump @PROTEC3_3562 :PROTEC3_3588 040D: unload_wav 1 03D5: remove_text 'PRO3_01' 00BB: text_lowpriority 'PRO3_21' time 5000 1 018A: $4677 = create_checkpoint_at 459.1 332.5 9.4 0006: TIMERA = 0 // @ = int :PROTEC3_3644 0001: wait 0 ms 00D6: if 0038: $4680 == 0 // $ == int 004D: jump_if_false @PROTEC3_6686 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @PROTEC3_5346 00D6: if 010F: player $PLAYER_CHAR wanted_level > 0 004D: jump_if_false @PROTEC3_3839 00D6: if 0038: $4685 == 0 // $ == int 004D: jump_if_false @PROTEC3_3839 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @PROTEC3_3839 00D6: if 0320: actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR 004D: jump_if_false @PROTEC3_3839 00BC: text_highpriority 'PRO3_19' time 5000 1 00BB: text_lowpriority 'PRO3_20' time 5000 1 03D1: play_wav 2 :PROTEC3_3787 00D6: if and 83D2: not wav 2 ended 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @PROTEC3_3818 0001: wait 0 ms 0002: jump @PROTEC3_3787 :PROTEC3_3818 040D: unload_wav 2 03D5: remove_text 'PRO3_19' 0004: $4685 = 1 // $ = int :PROTEC3_3839 00D6: if 0056: player $PLAYER_CHAR 0 466.1 325.5 448.1 335.2 004D: jump_if_false @PROTEC3_5287 00D6: if 8038: not $4681 == 2 // $ == int 004D: jump_if_false @PROTEC3_4125 00D6: if 010F: player $PLAYER_CHAR wanted_level > 1 004D: jump_if_false @PROTEC3_4125 00D6: if 0038: $4691 == 0 // $ == int 004D: jump_if_false @PROTEC3_4019 00D6: if 80C2: not sphere_onscreen 444.6 348.4 10.7 2.0 004D: jump_if_false @PROTEC3_4019 009A: $4645 = create_actor_pedtype 4 model #COP at 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 0004: $4691 = 1 // $ = int :PROTEC3_4019 00D6: if 0038: $4692 == 0 // $ == int 004D: jump_if_false @PROTEC3_4125 00D6: if 80C2: not sphere_onscreen 472.1 347.8 10.6 2.0 004D: jump_if_false @PROTEC3_4125 009A: $4646 = create_actor_pedtype 4 model #COP at 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 0004: $4692 = 1 // $ = int :PROTEC3_4125 00D6: if 00A3: actor $LANCE_VANCE 0 466.1 325.5 448.1 339.2 004D: jump_if_false @PROTEC3_5221 00D6: if 0038: $4681 == 0 // $ == int 004D: jump_if_false @PROTEC3_4655 00D6: if 0038: $4691 == 1 // $ == int 004D: jump_if_false @PROTEC3_4336 00D6: if 8118: not actor $4645 dead 004D: jump_if_false @PROTEC3_4317 00D6: if 00A3: actor $4645 0 466.1 325.5 448.1 337.2 004D: jump_if_false @PROTEC3_4310 00D6: if 0038: $4667 == 0 // $ == int 004D: jump_if_false @PROTEC3_4310 00D6: if 0038: $4668 == 0 // $ == int 004D: jump_if_false @PROTEC3_4310 0008: $4681 += 1 // $ += int 0004: $4667 = 1 // $ = int 0004: $4674 = 1 // $ = int :PROTEC3_4310 0002: jump @PROTEC3_4336 :PROTEC3_4317 01C2: mark_actor_as_no_longer_needed $4645 0004: $4691 = 0 // $ = int 0004: $4674 = 0 // $ = int :PROTEC3_4336 00D6: if 0038: $4692 == 1 // $ == int 004D: jump_if_false @PROTEC3_4491 00D6: if 8118: not actor $4646 dead 004D: jump_if_false @PROTEC3_4472 00D6: if 00A3: actor $4646 0 466.1 325.5 448.1 337.2 004D: jump_if_false @PROTEC3_4465 00D6: if 0038: $4667 == 0 // $ == int 004D: jump_if_false @PROTEC3_4465 00D6: if 0038: $4668 == 0 // $ == int 004D: jump_if_false @PROTEC3_4465 0008: $4681 += 1 // $ += int 0004: $4668 = 1 // $ = int 0004: $4675 = 1 // $ = int :PROTEC3_4465 0002: jump @PROTEC3_4491 :PROTEC3_4472 01C2: mark_actor_as_no_longer_needed $4646 0004: $4692 = 0 // $ = int 0004: $4675 = 0 // $ = int :PROTEC3_4491 0469: create_actor $4643 in area 466.1 325.5 448.1 339.2 unknown 1 0 0 0 0 00D6: if 8038: not $4643 == -1 // $ == int 004D: jump_if_false @PROTEC3_4655 00D6: if 8118: not actor $4643 dead 004D: jump_if_false @PROTEC3_4638 00D6: if 02F2: actor $4643 model == #COP 004D: jump_if_false @PROTEC3_4631 00D6: if 0038: $4665 == 0 // $ == int 004D: jump_if_false @PROTEC3_4610 0008: $4681 += 1 // $ += int 0004: $4665 = 1 // $ = int :PROTEC3_4610 00D6: if 00DF: actor $4643 in_any_car 004D: jump_if_false @PROTEC3_4631 03E2: actor $4643 leave_any_car :PROTEC3_4631 0002: jump @PROTEC3_4655 :PROTEC3_4638 01C2: mark_actor_as_no_longer_needed $4643 01C2: mark_actor_as_no_longer_needed $4644 0004: $4681 = 0 // $ = int :PROTEC3_4655 00D6: if 0038: $4681 == 1 // $ == int 004D: jump_if_false @PROTEC3_5214 00D6: if 0038: $4691 == 1 // $ == int 004D: jump_if_false @PROTEC3_4839 00D6: if 8118: not actor $4645 dead 004D: jump_if_false @PROTEC3_4820 00D6: if 00A3: actor $4645 0 466.1 325.5 448.1 337.2 004D: jump_if_false @PROTEC3_4813 00D6: if 0038: $4674 == 0 // $ == int 004D: jump_if_false @PROTEC3_4813 00D6: if 001A: 2 > $4667 // int > $ 004D: jump_if_false @PROTEC3_4813 00D6: if 001A: 2 > $4668 // int > $ 004D: jump_if_false @PROTEC3_4813 0008: $4681 += 1 // $ += int 0004: $4667 = 2 // $ = int :PROTEC3_4813 0002: jump @PROTEC3_4839 :PROTEC3_4820 01C2: mark_actor_as_no_longer_needed $4645 0004: $4691 = 0 // $ = int 0004: $4674 = 0 // $ = int :PROTEC3_4839 00D6: if 0038: $4692 == 1 // $ == int 004D: jump_if_false @PROTEC3_5005 00D6: if 8118: not actor $4646 dead 004D: jump_if_false @PROTEC3_4986 00D6: if 00A3: actor $4646 0 466.1 325.5 448.1 337.2 004D: jump_if_false @PROTEC3_4979 00D6: if 0038: $4675 == 0 // $ == int 004D: jump_if_false @PROTEC3_4979 00D6: if 001A: 2 > $4667 // int > $ 004D: jump_if_false @PROTEC3_4979 00D6: if 001A: 2 > $4668 // int > $ 004D: jump_if_false @PROTEC3_4979 0008: $4681 += 1 // $ += int 0004: $4668 = 2 // $ = int :PROTEC3_4979 0002: jump @PROTEC3_5005 :PROTEC3_4986 01C2: mark_actor_as_no_longer_needed $4646 0004: $4692 = 0 // $ = int 0004: $4675 = 0 // $ = int :PROTEC3_5005 0469: create_actor $4644 in area 466.1 325.5 448.1 339.2 unknown 1 0 0 0 0 00D6: if 8038: not $4644 == -1 // $ == int 004D: jump_if_false @PROTEC3_5214 00D6: if 8118: not actor $4644 dead 004D: jump_if_false @PROTEC3_5197 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @PROTEC3_5168 00D6: if 02F2: actor $4644 model == #COP 004D: jump_if_false @PROTEC3_5161 00D6: if 0038: $4666 == 0 // $ == int 004D: jump_if_false @PROTEC3_5140 0008: $4681 += 1 // $ += int 0004: $4666 = 1 // $ = int :PROTEC3_5140 00D6: if 00DF: actor $4644 in_any_car 004D: jump_if_false @PROTEC3_5161 03E2: actor $4644 leave_any_car :PROTEC3_5161 0002: jump @PROTEC3_5190 :PROTEC3_5168 00BC: text_highpriority 'PRO3_05' time 5000 1 0002: jump @PROTEC3_11888 :PROTEC3_5190 0002: jump @PROTEC3_5214 :PROTEC3_5197 01C2: mark_actor_as_no_longer_needed $4643 01C2: mark_actor_as_no_longer_needed $4644 0004: $4681 = 0 // $ = int :PROTEC3_5214 0002: jump @PROTEC3_5280 :PROTEC3_5221 01C2: mark_actor_as_no_longer_needed $4643 01C2: mark_actor_as_no_longer_needed $4644 0004: $4681 = 0 // $ = int 0004: $4665 = 0 // $ = int 0004: $4666 = 0 // $ = int 0004: $4667 = 0 // $ = int 0004: $4668 = 0 // $ = int 0004: $4674 = 0 // $ = int 0004: $4675 = 0 // $ = int :PROTEC3_5280 0002: jump @PROTEC3_5346 :PROTEC3_5287 01C2: mark_actor_as_no_longer_needed $4643 01C2: mark_actor_as_no_longer_needed $4644 0004: $4681 = 0 // $ = int 0004: $4665 = 0 // $ = int 0004: $4666 = 0 // $ = int 0004: $4667 = 0 // $ = int 0004: $4668 = 0 // $ = int 0004: $4674 = 0 // $ = int 0004: $4675 = 0 // $ = int :PROTEC3_5346 00D6: if 0038: $4681 == 2 // $ == int 004D: jump_if_false @PROTEC3_6599 00D6: 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 004D: jump_if_false @PROTEC3_6574 00D6: if 8118: not actor $4643 dead 004D: jump_if_false @PROTEC3_5446 01ED: clear_actor $4643 threat_search 01D2: actor $4643 follow_player $PLAYER_CHAR :PROTEC3_5446 00D6: if 8118: not actor $4644 dead 004D: jump_if_false @PROTEC3_5475 01ED: clear_actor $4644 threat_search 01D2: actor $4644 follow_player $PLAYER_CHAR :PROTEC3_5475 00D6: if 8118: not actor $4645 dead 004D: jump_if_false @PROTEC3_5504 01ED: clear_actor $4645 threat_search 01D2: actor $4645 follow_player $PLAYER_CHAR :PROTEC3_5504 00D6: if 8118: not actor $4646 dead 004D: jump_if_false @PROTEC3_5533 01ED: clear_actor $4646 threat_search 01D2: actor $4646 follow_player $PLAYER_CHAR :PROTEC3_5533 00BE: text_clear_all 0110: clear_player $PLAYER_CHAR wanted_level 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 01F0: set_max_wanted_level_to 0 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 015F: set_camera_position 460.0 350.5 14.1 rotation 0.0 0.0 0.0 0160: point_camera 458.85 342.56 11.7 switchstyle 2 0361: close_garage $690 :PROTEC3_5618 00D6: if 83B1: not garage $690 door_closed 004D: jump_if_false @PROTEC3_5645 0001: wait 0 ms 0002: jump @PROTEC3_5618 :PROTEC3_5645 00D6: if 0018: $4665 > 0 // $ > int 004D: jump_if_false @PROTEC3_5684 00D6: if 8118: not actor $4643 dead 004D: jump_if_false @PROTEC3_5684 0321: kill_actor $4643 :PROTEC3_5684 00D6: if 0018: $4666 > 0 // $ > int 004D: jump_if_false @PROTEC3_5723 00D6: if 8118: not actor $4644 dead 004D: jump_if_false @PROTEC3_5723 0321: kill_actor $4644 :PROTEC3_5723 00D6: if 0018: $4667 > 0 // $ > int 004D: jump_if_false @PROTEC3_5762 00D6: if 8118: not actor $4645 dead 004D: jump_if_false @PROTEC3_5762 0321: kill_actor $4645 :PROTEC3_5762 00D6: if 0018: $4668 > 0 // $ > int 004D: jump_if_false @PROTEC3_5801 00D6: if 8118: not actor $4646 dead 004D: jump_if_false @PROTEC3_5801 0321: kill_actor $4646 :PROTEC3_5801 0591: unlock_all_car_doors_in_area 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 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @PROTEC3_5909 0001: wait 0 ms 0002: jump @PROTEC3_5879 :PROTEC3_5909 0164: disable_marker $4677 0001: wait 2000 ms 00BC: text_highpriority 'PRO3_09' time 5000 1 03D1: play_wav 1 :PROTEC3_5938 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @PROTEC3_5964 0001: wait 0 ms 0002: jump @PROTEC3_5938 :PROTEC3_5964 040D: unload_wav 1 03D5: remove_text 'PRO3_09' 00BC: text_highpriority 'PRO3_10' time 5000 1 03D1: play_wav 2 :PROTEC3_5997 00D6: if and 83D2: not wav 2 ended 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @PROTEC3_6028 0001: wait 0 ms 0002: jump @PROTEC3_5997 :PROTEC3_6028 040D: unload_wav 2 03D5: remove_text 'PRO3_10' 009B: destroy_actor_instantly $LANCE_VANCE 009A: $LANCE_VANCE = create_actor_pedtype 4 model #SPECIAL02 at 456.4 338.7 10.8 04F5: set_actor $LANCE_VANCE as_player_friend $PLAYER_CHAR flag 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 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @PROTEC3_6175 0362: put_actor $PLAYER_ACTOR at 458.5 338.9 10.8 and_remove_from_car 0002: jump @PROTEC3_6195 :PROTEC3_6175 0055: put_player $PLAYER_CHAR at 458.5 338.9 10.8 :PROTEC3_6195 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @PROTEC3_6247 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER6' 038B: load_requested_models 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @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 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @PROTEC3_6301 0001: wait 0 ms 0002: jump @PROTEC3_6271 :PROTEC3_6301 00BC: text_highpriority 'PRO3_11' time 5000 1 03D1: play_wav 1 :PROTEC3_6320 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @PROTEC3_6346 0001: wait 0 ms 0002: jump @PROTEC3_6320 :PROTEC3_6346 040D: unload_wav 1 03D5: remove_text 'PRO3_11' 00BC: text_highpriority 'PRO3_12' time 5000 1 03D1: play_wav 2 :PROTEC3_6379 00D6: if and 83D2: not wav 2 ended 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @PROTEC3_6410 0001: wait 0 ms 0002: jump @PROTEC3_6379 :PROTEC3_6410 040D: unload_wav 2 03D5: remove_text 'PRO3_12' 03CF: load_wav 'BUD3_1C' as 1 03CF: load_wav 'BUD3_5' as 2 :PROTEC3_6448 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @PROTEC3_6478 0001: wait 0 ms 0002: jump @PROTEC3_6448 :PROTEC3_6478 009B: destroy_actor_instantly $4643 009B: destroy_actor_instantly $4644 009B: destroy_actor_instantly $4645 009B: destroy_actor_instantly $4646 0001: wait 2000 ms 0360: open_garage $690 :PROTEC3_6508 00D6: if 83B0: not garage $690 door_open 004D: jump_if_false @PROTEC3_6535 0001: wait 0 ms 0002: jump @PROTEC3_6508 :PROTEC3_6535 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 0164: disable_marker $4676 0004: $4685 = 0 // $ = int 0004: $4680 = 1 // $ = int 0002: jump @PROTEC3_6599 :PROTEC3_6574 01C2: mark_actor_as_no_longer_needed $4643 01C2: mark_actor_as_no_longer_needed $4644 00BC: text_highpriority 'PRO3_22' time 5000 1 :PROTEC3_6599 00D6: if 0038: $1003 == 1 // $ == int 004D: jump_if_false @PROTEC3_6686 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 5 00D6: if 8118: not actor $4647 dead 004D: jump_if_false @PROTEC3_6655 0243: set_actor $4647 ped_stats_to 16 01CC: actor $4647 kill_player $PLAYER_CHAR :PROTEC3_6655 00D6: if 8118: not actor $4648 dead 004D: jump_if_false @PROTEC3_6686 0243: set_actor $4648 ped_stats_to 16 01CC: actor $4648 kill_player $PLAYER_CHAR :PROTEC3_6686 00D6: if 0038: $4680 == 1 // $ == int 004D: jump_if_false @PROTEC3_7167 009A: $4649 = create_actor_pedtype 4 model #COP at 452.1 994.0 17.2 0173: set_actor $4649 z_angle_to 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 009A: $4650 = create_actor_pedtype 4 model #COP at 377.3 993.8 17.2 0173: set_actor $4650 z_angle_to 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 009A: $4651 = create_actor_pedtype 4 model #COP at 348.9 1122.3 17.2 0173: set_actor $4651 z_angle_to 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 009A: $4652 = create_actor_pedtype 4 model #COP at 478.9 1125.5 17.5 0173: set_actor $4652 z_angle_to 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 009A: $4653 = create_actor_pedtype 4 model #COP at 368.9 1208.5 24.5 0173: set_actor $4653 z_angle_to 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 009A: $4654 = create_actor_pedtype 4 model #COP at 380.5 1257.9 16.4 0173: set_actor $4654 z_angle_to 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 009A: $4655 = create_actor_pedtype 4 model #COP at 447.7 1257.1 17.3 0173: set_actor $4655 z_angle_to 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' time 7000 1 0004: $4680 = 2 // $ = int :PROTEC3_7167 00D6: if 0038: $4680 == 2 // $ == int 004D: jump_if_false @PROTEC3_10472 00D6: if 0038: $1003 == 1 // $ == int 004D: jump_if_false @PROTEC3_7243 00D6: if 0038: $4690 == 0 // $ == int 004D: jump_if_false @PROTEC3_7243 00BC: text_highpriority 'PRO3_23' time 5000 1 0004: $4690 = 1 // $ = int :PROTEC3_7243 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @PROTEC3_7505 00D6: 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 004D: jump_if_false @PROTEC3_7505 00D6: if 0038: $4685 == 0 // $ == int 004D: jump_if_false @PROTEC3_7505 00D6: if 0320: actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR 004D: jump_if_false @PROTEC3_7505 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @PROTEC3_7505 00DA: $4661 = player $PLAYER_CHAR car 02E3: $4689 = car $4661 speed 00D6: if 0020: $4689 > 10.0 // $ > float 004D: jump_if_false @PROTEC3_7505 00BC: text_highpriority 'PRO3_13' time 5000 1 03D1: play_wav 1 :PROTEC3_7453 00D6: if and 83D2: not wav 1 ended 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @PROTEC3_7484 0001: wait 0 ms 0002: jump @PROTEC3_7453 :PROTEC3_7484 040D: unload_wav 1 03D5: remove_text 'PRO3_13' 0004: $4685 = 1 // $ = int :PROTEC3_7505 00D6: 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 004D: jump_if_false @PROTEC3_8183 00D6: if 810F: not player $PLAYER_CHAR wanted_level > 0 004D: jump_if_false @PROTEC3_8183 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @PROTEC3_7854 00D6: if 0038: $4686 == 0 // $ == int 004D: jump_if_false @PROTEC3_7854 00D6: if 0320: actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR 004D: jump_if_false @PROTEC3_7854 00D6: if 80E0: not player $PLAYER_CHAR in_any_car 004D: jump_if_false @PROTEC3_7854 00BC: text_highpriority 'PRO3_14' time 5000 1 03D1: play_wav 2 :PROTEC3_7807 00D6: if 83D2: not wav 2 ended 004D: jump_if_false @PROTEC3_7833 0001: wait 0 ms 0002: jump @PROTEC3_7807 :PROTEC3_7833 040D: unload_wav 2 03D5: remove_text 'PRO3_14' 0004: $4686 = 1 // $ = int :PROTEC3_7854 00D6: if 0038: $4686 == 1 // $ == int 004D: jump_if_false @PROTEC3_8048 03CF: load_wav 'BUD3_6' as 1 03CF: load_wav 'BUD3_7' as 2 :PROTEC3_7896 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @PROTEC3_7926 0001: wait 0 ms 0002: jump @PROTEC3_7896 :PROTEC3_7926 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @PROTEC3_8048 00D6: if 0320: actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR 004D: jump_if_false @PROTEC3_8048 00D6: if 80E0: not player $PLAYER_CHAR in_any_car 004D: jump_if_false @PROTEC3_8048 00BC: text_highpriority 'PRO3_15' time 5000 1 03D1: play_wav 1 :PROTEC3_7996 00D6: if and 83D2: not wav 1 ended 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @PROTEC3_8027 0001: wait 0 ms 0002: jump @PROTEC3_7996 :PROTEC3_8027 040D: unload_wav 1 03D5: remove_text 'PRO3_15' 0004: $4686 = 2 // $ = int :PROTEC3_8048 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @PROTEC3_8183 00D6: if 0038: $4686 == 2 // $ == int 004D: jump_if_false @PROTEC3_8183 00D6: if 0320: actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR 004D: jump_if_false @PROTEC3_8183 00D6: if 80E0: not player $PLAYER_CHAR in_any_car 004D: jump_if_false @PROTEC3_8183 00BC: text_highpriority 'PRO3_16' time 5000 1 03D1: play_wav 2 :PROTEC3_8136 00D6: if 83D2: not wav 2 ended 004D: jump_if_false @PROTEC3_8162 0001: wait 0 ms 0002: jump @PROTEC3_8136 :PROTEC3_8162 040D: unload_wav 2 03D5: remove_text 'PRO3_16' 0004: $4686 = 3 // $ = int :PROTEC3_8183 00D6: if 0038: $4684 == 0 // $ == int 004D: jump_if_false @PROTEC3_8285 00D6: if 8500: not player $PLAYER_CHAR skin == 'PLAYER6' 004D: jump_if_false @PROTEC3_8250 00D6: if 0038: $1003 == 1 // $ == int 004D: jump_if_false @PROTEC3_8250 0004: $4684 = 1 // $ = int :PROTEC3_8250 00D6: if or 0118: actor $4647 dead 0118: actor $4648 dead 004D: jump_if_false @PROTEC3_8278 0004: $4684 = 1 // $ = int :PROTEC3_8278 0002: jump @PROTEC3_8608 :PROTEC3_8285 00BB: text_lowpriority 'PRO3_07' time 5000 1 00D6: if 0038: $4683 == 0 // $ == int 004D: jump_if_false @PROTEC3_8329 01F0: set_max_wanted_level_to 6 010D: set_player $PLAYER_CHAR wanted_level_to 4 :PROTEC3_8329 00D6: if 8118: not actor $4649 dead 004D: jump_if_false @PROTEC3_8360 0243: set_actor $4649 ped_stats_to 16 01CC: actor $4649 kill_player $PLAYER_CHAR :PROTEC3_8360 00D6: if 8118: not actor $4650 dead 004D: jump_if_false @PROTEC3_8391 0243: set_actor $4650 ped_stats_to 16 01CC: actor $4650 kill_player $PLAYER_CHAR :PROTEC3_8391 00D6: if 8118: not actor $4651 dead 004D: jump_if_false @PROTEC3_8422 0243: set_actor $4651 ped_stats_to 16 01CC: actor $4651 kill_player $PLAYER_CHAR :PROTEC3_8422 00D6: if 8118: not actor $4652 dead 004D: jump_if_false @PROTEC3_8453 0243: set_actor $4652 ped_stats_to 16 01CC: actor $4652 kill_player $PLAYER_CHAR :PROTEC3_8453 00D6: if 8118: not actor $4653 dead 004D: jump_if_false @PROTEC3_8484 0243: set_actor $4653 ped_stats_to 16 01CC: actor $4653 kill_player $PLAYER_CHAR :PROTEC3_8484 00D6: if 8118: not actor $4654 dead 004D: jump_if_false @PROTEC3_8515 0243: set_actor $4654 ped_stats_to 16 01CC: actor $4654 kill_player $PLAYER_CHAR :PROTEC3_8515 00D6: if 8118: not actor $4655 dead 004D: jump_if_false @PROTEC3_8546 0243: set_actor $4655 ped_stats_to 16 01CC: actor $4655 kill_player $PLAYER_CHAR :PROTEC3_8546 00D6: if 8118: not actor $4647 dead 004D: jump_if_false @PROTEC3_8577 0243: set_actor $4647 ped_stats_to 16 01CC: actor $4647 kill_player $PLAYER_CHAR :PROTEC3_8577 00D6: if 8118: not actor $4648 dead 004D: jump_if_false @PROTEC3_8608 0243: set_actor $4648 ped_stats_to 16 01CC: actor $4648 kill_player $PLAYER_CHAR :PROTEC3_8608 00D6: if 0038: $4683 == 0 // $ == int 004D: jump_if_false @PROTEC3_8860 00D6: if 00F6: player $PLAYER_CHAR 1 468.0 1005.9 18.1 radius 1.0 1.0 2.0 004D: jump_if_false @PROTEC3_8860 0164: disable_marker $4676 01B4: set_player $PLAYER_CHAR can_move 0 03CF: load_wav 'BUD3_8A' as 1 03CF: load_wav 'BUD3_9A' as 2 :PROTEC3_8710 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @PROTEC3_8740 0001: wait 0 ms 0002: jump @PROTEC3_8710 :PROTEC3_8740 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 0173: set_actor $PLAYER_ACTOR z_angle_to 232.0 0372: set_actor $PLAYER_ACTOR anim 31 wait_state_time 1000 ms 0373: set_camera_directly_behind_player 0001: wait 1000 ms 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @PROTEC3_8807 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms :PROTEC3_8807 01B4: set_player $PLAYER_CHAR can_move 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @PROTEC3_8846 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms :PROTEC3_8846 0006: TIMERB = 0 // @ = int 0004: $4683 = 1 // $ = int :PROTEC3_8860 00D6: if 0038: $4683 == 1 // $ == int 004D: jump_if_false @PROTEC3_10472 00D6: if 0038: $4687 == 0 // $ == int 004D: jump_if_false @PROTEC3_9093 00BC: text_highpriority 'PRO3_17' time 5000 1 03D1: play_wav 1 :PROTEC3_8915 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @PROTEC3_8996 0001: wait 0 ms 00D6: if 00F5: player $PLAYER_CHAR 0 448.65 1003.0 18.4 radius 5.0 5.0 5.0 004D: jump_if_false @PROTEC3_8989 0002: jump @PROTEC3_9149 :PROTEC3_8989 0002: jump @PROTEC3_8915 :PROTEC3_8996 040D: unload_wav 1 03D5: remove_text 'PRO3_17' 0006: TIMERB = 0 // @ = int 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @PROTEC3_9086 00D6: if 0320: actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR 004D: jump_if_false @PROTEC3_9086 00BC: text_highpriority 'PRO3_18' time 5000 1 00BB: text_lowpriority 'PRO3_24' time 5000 1 03D1: play_wav 2 :PROTEC3_9086 0004: $4687 = 1 // $ = int :PROTEC3_9093 00D6: if or 0019: TIMERB > 6000 // @ > int 00F5: player $PLAYER_CHAR 0 448.65 1003.0 18.4 radius 5.0 5.0 5.0 004D: jump_if_false @PROTEC3_10472 :PROTEC3_9149 00D6: if 00F5: player $PLAYER_CHAR 0 448.65 1003.0 18.4 radius 5.0 5.0 5.0 004D: jump_if_false @PROTEC3_9248 00D6: if 847E: not player $PLAYER_CHAR on_any_bike 004D: jump_if_false @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 00D6: if 8057: not player $PLAYER_CHAR 0 458.7 1002.1 25.0 398.2 1095.3 15.7 004D: jump_if_false @PROTEC3_9337 00D6: if 847E: not player $PLAYER_CHAR on_any_bike 004D: jump_if_false @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 0009: $96 += 1.0 // $ += float 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @PROTEC3_9391 00A1: put_actor $LANCE_VANCE at $95 $96 $97 :PROTEC3_9391 00BE: text_clear_all 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 0336: set_player $PLAYER_CHAR visible 0 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @PROTEC3_9442 02AB: set_actor $LANCE_VANCE immunities BP 1 FP 1 EP 1 CP 1 MP 1 :PROTEC3_9442 015F: set_camera_position 450.5358 1023.133 22.5928 rotation 0.0 0.0 0.0 0160: point_camera 451.2465 1022.443 22.4529 switchstyle 2 020C: create_explosion 2 at 471.5 1009.5 18.1 020C: create_explosion 11 at 471.5 1009.5 18.1 020C: create_explosion 1 at 471.5 1009.5 18.1 020C: create_explosion 6 at 471.5 1009.5 18.1 0003: shake_camera 900 0001: wait 1000 ms 020C: create_explosion 2 at 468.5 1010.1 18.1 020C: create_explosion 11 at 468.5 1010.1 18.1 020C: create_explosion 1 at 468.5 1010.1 18.1 020C: create_explosion 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 2 at 466.5 1012.5 18.1 020C: create_explosion 11 at 466.5 1012.5 18.1 020C: create_explosion 1 at 466.5 1012.5 18.1 0003: shake_camera 900 0001: wait 1000 ms 020C: create_explosion 2 at 465.3 1005.6 18.1 020C: create_explosion 11 at 465.3 1005.6 18.1 020C: create_explosion 1 at 465.3 1005.6 18.1 020C: create_explosion 2 at 461.7 1002.3 18.1 020C: create_explosion 11 at 461.7 1002.3 18.1 020C: create_explosion 1 at 461.7 1002.3 18.1 020C: create_explosion 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 0003: shake_camera 1800 0001: wait 2000 ms 020C: create_explosion 6 at 463.9 1008.0 18.1 020C: create_explosion 6 at 464.3 1008.0 18.1 020C: create_explosion 6 at 464.9 1008.0 18.1 020C: create_explosion 6 at 465.3 1008.0 18.1 020C: create_explosion 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 6 at 452.5358 1023.133 22.5928 0003: shake_camera 1000 0169: set_fade_color 255 255 255 016A: fade 0 400 ms 00D6: if 8117: not player $PLAYER_CHAR wasted 004D: jump_if_false @PROTEC3_10233 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @PROTEC3_10233 03B6: replace_model_at 468.882 1006.67 20.681 radius 80.0 from #ML_TARBRUSH to #ML_TARBRUSHDAMAGE 00D6: if 0038: $4688 == 0 // $ == int 004D: jump_if_false @PROTEC3_10233 0004: $4688 = 1 // $ = int :PROTEC3_10233 016A: fade 1 400 ms 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 0001: wait 3000 ms 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 0336: set_player $PLAYER_CHAR visible 1 01F0: set_max_wanted_level_to 6 010D: set_player $PLAYER_CHAR wanted_level_to 5 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @PROTEC3_10414 02AB: set_actor $LANCE_VANCE immunities BP 0 FP 0 EP 0 CP 0 MP 0 :PROTEC3_10414 0004: $4684 = 1 // $ = int 00BC: text_highpriority 'PRO3_08' time 5000 1 018A: $4678 = create_checkpoint_at -378.2 -549.8 17.6 04C1: remove_references_to_roadblocks 0004: $4680 = 3 // $ = int 0004: $4683 = 1 // $ = int :PROTEC3_10472 00D6: if 0038: $4680 == 3 // $ == int 004D: jump_if_false @PROTEC3_11498 00D6: if 00F9: player $PLAYER_CHAR stopped 1 -378.2 -549.8 17.6 radius 3.0 3.0 3.0 004D: jump_if_false @PROTEC3_11498 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @PROTEC3_11498 00D6: if 0320: actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR 004D: jump_if_false @PROTEC3_11498 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 0055: put_player $PLAYER_CHAR at -381.4 -532.3 16.1 009A: $4643 = create_actor_pedtype 4 model #SPECIAL03 at -378.2 -549.8 17.6 0173: set_actor $4643 z_angle_to 184.6 00D6: if 8118: not actor $4643 dead 004D: jump_if_false @PROTEC3_10669 0239: actor $4643 run_to -378.4 -561.1 :PROTEC3_10669 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @PROTEC3_10735 00A1: put_actor $LANCE_VANCE at -377.4 -547.9 16.7 0173: set_actor $LANCE_VANCE z_angle_to 184.6 01E0: clear_leader $LANCE_VANCE 0239: actor $LANCE_VANCE run_to -378.4 -561.1 :PROTEC3_10735 015F: set_camera_position -378.5 -546.1 21.2 rotation 0.0 0.0 0.0 0160: point_camera -378.7 -553.7 19.6 switchstyle 2 0001: wait 1000 ms 00D6: if 8118: not actor $4643 dead 004D: jump_if_false @PROTEC3_10822 0239: actor $4643 run_to -378.4 -561.1 :PROTEC3_10822 0006: TIMERA = 0 // @ = int :PROTEC3_10829 00D6: if and 80ED: not actor $4643 0 -378.4 -561.1 radius 1.0 1.0 8019: not TIMERA > 7000 // @ > int 004D: jump_if_false @PROTEC3_10902 0001: wait 0 ms 00D6: if 8118: not actor $4643 dead 004D: jump_if_false @PROTEC3_10895 :PROTEC3_10895 0002: jump @PROTEC3_10829 :PROTEC3_10902 00D6: if 8118: not actor $4643 dead 004D: jump_if_false @PROTEC3_10923 009B: destroy_actor_instantly $4643 :PROTEC3_10923 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @PROTEC3_10975 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 038B: load_requested_models 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @PROTEC3_10975 0353: refresh_actor $PLAYER_ACTOR :PROTEC3_10975 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @PROTEC3_10996 009B: destroy_actor_instantly $LANCE_VANCE :PROTEC3_10996 009A: $4643 = create_actor_pedtype 4 model #NULL at -378.4 -561.1 18.5 00D6: if 8118: not actor $4643 dead 004D: jump_if_false @PROTEC3_11051 0239: actor $4643 run_to -378.2 -549.8 :PROTEC3_11051 0006: TIMERA = 0 // @ = int :PROTEC3_11058 00D6: if and 80ED: not actor $4643 0 -378.2 -549.8 radius 1.0 1.0 8019: not TIMERA > 7000 // @ > int 004D: jump_if_false @PROTEC3_11131 0001: wait 0 ms 00D6: if 8118: not actor $4643 dead 004D: jump_if_false @PROTEC3_11124 :PROTEC3_11124 0002: jump @PROTEC3_11058 :PROTEC3_11131 0001: wait 2000 ms 009B: destroy_actor_instantly $4643 0055: put_player $PLAYER_CHAR at -378.2 -549.8 17.6 0171: set_player $PLAYER_CHAR z_angle_to 9.3 0373: set_camera_directly_behind_player 0164: disable_marker $4678 016A: fade 0 500 ms :PROTEC3_11185 00D6: if 016B: fading 004D: jump_if_false @PROTEC3_11209 0001: wait 0 ms 0002: jump @PROTEC3_11185 :PROTEC3_11209 04A6: $4662 = create_asset_money_pickup_at -378.4 -536.9 17.2 money $621 rate $621 015F: set_camera_position -369.1 -467.9 22.7 rotation 0.0 0.0 0.0 0160: point_camera -370.6 -533.8 18.0 switchstyle 2 016A: fade 1 500 ms :PROTEC3_11293 00D6: if 016B: fading 004D: jump_if_false @PROTEC3_11317 0001: wait 0 ms 0002: jump @PROTEC3_11293 :PROTEC3_11317 0394: play_music 1 00BA: text_styled 'PRO_AS1' 5000 ms 6 0001: wait 5000 ms 015F: set_camera_position -377.1 -526.9 19.4 rotation 0.0 0.0 0.0 0160: point_camera -377.6 -536.6 17.5 switchstyle 2 01E5: text_1number_highpriority 'PRO_AS2' $621 time 6000 1 0001: wait 6000 ms 016A: fade 0 500 ms :PROTEC3_11422 00D6: if 016B: fading 004D: jump_if_false @PROTEC3_11446 0001: wait 0 ms 0002: jump @PROTEC3_11422 :PROTEC3_11446 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 03CB: load_scene $95 $96 $97 016A: fade 1 500 ms 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 0002: jump @PROTEC3_11951 :PROTEC3_11498 00D6: if 8118: not actor $LANCE_VANCE dead 004D: jump_if_false @PROTEC3_11859 00D6: if 0038: $4682 == 1 // $ == int 004D: jump_if_false @PROTEC3_11615 00D6: if 8320: not actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR 004D: jump_if_false @PROTEC3_11615 00D6: if 0019: TIMERA > 3000 // @ > int 004D: jump_if_false @PROTEC3_11585 00BC: text_highpriority 'PRO3_03' time 5000 1 :PROTEC3_11585 0164: disable_marker $4677 0164: disable_marker $4676 0164: disable_marker $4678 0187: $4679 = create_marker_above_actor $LANCE_VANCE 0004: $4682 = 0 // $ = int :PROTEC3_11615 00D6: if 0038: $4682 == 0 // $ == int 004D: jump_if_false @PROTEC3_11852 00D6: if 00FB: player $PLAYER_CHAR 0 $LANCE_VANCE radius 8.0 8.0 8.0 004D: jump_if_false @PROTEC3_11852 01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 00D6: if 0019: TIMERA > 3000 // @ > int 004D: jump_if_false @PROTEC3_11711 00BC: text_highpriority 'PRO3_04' time 5000 1 :PROTEC3_11711 0164: disable_marker $4679 0164: disable_marker $4677 0164: disable_marker $4676 0164: disable_marker $4678 00D6: if 0038: $4680 == 0 // $ == int 004D: jump_if_false @PROTEC3_11769 018A: $4677 = create_checkpoint_at 457.4 335.28 9.4 :PROTEC3_11769 00D6: if 0038: $4680 == 2 // $ == int 004D: jump_if_false @PROTEC3_11807 018A: $4676 = create_checkpoint_at 471.5 1009.5 18.1 :PROTEC3_11807 00D6: if 0038: $4680 == 3 // $ == int 004D: jump_if_false @PROTEC3_11845 018A: $4678 = create_checkpoint_at -378.2 -549.8 17.6 :PROTEC3_11845 0004: $4682 = 1 // $ = int :PROTEC3_11852 0002: jump @PROTEC3_11881 :PROTEC3_11859 00BC: text_highpriority 'PRO3_05' time 5000 1 0002: jump @PROTEC3_11888 :PROTEC3_11881 0002: jump @PROTEC3_3644 :PROTEC3_11888 00BA: text_styled 'M_FAIL' 5000 ms 1 00D6: if 0038: $4688 == 1 // $ == int 004D: jump_if_false @PROTEC3_11949 03B6: replace_model_at 468.882 1006.67 20.681 radius 80.0 from #ML_TARBRUSHDAMAGE to #ML_TARBRUSH :PROTEC3_11949 0051: return :PROTEC3_11951 00BE: text_clear_all 01E3: text_1number_styled 'M_PASS' number 10000 time 5000 style 1 055B: $1289 = create_clothes_pickup 6 at 405.7 -485.6 12.3 0004: $1269 = 1 // $ = int 004F: create_thread @CLOTH5 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 10000 030C: progress_made += 1 0318: set_latest_mission_passed 'BUD_3' 0164: disable_marker $265 0164: disable_marker $234 04CE: $234 = create_icon_marker_without_sphere 29 at -378.4 -536.9 17.2 0008: $1175 += 1 // $ += int 0004: $268 = 1 // $ = int 0051: return :PROTEC3_12083 0004: $ONMISSION = 0 // $ = int 01B4: set_player $PLAYER_CHAR can_move 1 01F0: set_max_wanted_level_to 6 034F: destroy_actor_with_fade $LANCE_VANCE // The actor fades away like a ghost 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0249: release_model #COP 0249: release_model #ARMY 0249: release_model #BUDDYSHOT 0249: release_model #M4 0249: release_model #SENTINEL 0249: release_model #POLICE 0249: release_model #DYNAMITE 0249: release_model #NITESTICK 0249: release_model #COLT45 0108: destroy_object $4669 0108: destroy_object $4670 0108: destroy_object $4671 0108: destroy_object $4672 0108: destroy_object $4673 0164: disable_marker $4678 0164: disable_marker $4677 0164: disable_marker $4676 0164: disable_marker $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 00D6: if 0038: $1278 == 1 // $ == int 004D: jump_if_false @PROTEC3_12729 055B: $1297 = create_clothes_pickup 1 at -384.5 -591.9 25.3 :PROTEC3_12729 00D6: if 0038: $1277 == 1 // $ == int 004D: jump_if_false @PROTEC3_12769 055B: $1284 = create_clothes_pickup 1 at 226.4 -1265.6 20.1 :PROTEC3_12769 00D6: if 0038: $1300 == 1 // $ == int 004D: jump_if_false @PROTEC3_12809 055B: $1298 = create_clothes_pickup 1 at -820.2 1364.1 66.4 :PROTEC3_12809 00D6: if 0038: $1265 == 1 // $ == int 004D: jump_if_false @PROTEC3_12849 055B: $1285 = create_clothes_pickup 2 at 97.5 -1133.6 10.4 :PROTEC3_12849 00D6: if 0038: $1266 == 1 // $ == int 004D: jump_if_false @PROTEC3_12889 055B: $1286 = create_clothes_pickup 3 at 364.2 1086.1 19.0 :PROTEC3_12889 00D6: if 0038: $1267 == 1 // $ == int 004D: jump_if_false @PROTEC3_12929 055B: $1287 = create_clothes_pickup 4 at 106.5 253.0 21.7 :PROTEC3_12929 00D6: if 0038: $1268 == 1 // $ == int 004D: jump_if_false @PROTEC3_12969 055B: $1288 = create_clothes_pickup 5 at -1024.5 -433.9 10.9 :PROTEC3_12969 00D6: if 0038: $268 == 0 // $ == int 004D: jump_if_false @PROTEC3_13027 00D6: if 0038: $1269 == 1 // $ == int 004D: jump_if_false @PROTEC3_13027 055B: $1289 = create_clothes_pickup 6 at 405.7 -485.6 12.3 :PROTEC3_13027 00D6: if 0038: $1270 == 1 // $ == int 004D: jump_if_false @PROTEC3_13067 055B: $1290 = create_clothes_pickup 8 at 414.3 1042.0 25.4 :PROTEC3_13067 00D6: if 0038: $1271 == 1 // $ == int 004D: jump_if_false @PROTEC3_13107 055B: $1291 = create_clothes_pickup 9 at 158.3 -1275.9 10.6 :PROTEC3_13107 00D6: if 0038: $1272 == 1 // $ == int 004D: jump_if_false @PROTEC3_13147 055B: $1292 = create_clothes_pickup 10 at -917.4 885.1 11.0 :PROTEC3_13147 00D6: if 0038: $1276 == 1 // $ == int 004D: jump_if_false @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 0004: $1603 = 0 // $ = int 00D8: mission_cleanup 0051: return //-------------Mission 34--------------- // Originally: Spilling the Beans :COUNT1 03A4: name_thread 'COUNT1' 0050: gosub @COUNT1_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @COUNT1_37 0050: gosub @COUNT1_6503 :COUNT1_37 0050: gosub @COUNT1_6586 004E: end_thread :COUNT1_46 0317: increment_mission_attempts 0004: $ONMISSION = 1 // $ = int 0004: $994 = 1 // $ = int 0004: $4694 = 0 // $ = int 0004: $4697 = 0 // $ = int 0004: $4695 = 0 // $ = int 0004: $4699 = 0 // $ = int 0004: $4700 = 0 // $ = int 0004: $4701 = 0 // $ = int 0004: $4698 = 0 // $ = int 0004: $4704 = 0 // $ = int 0004: $4703 = 0 // $ = int 0004: $4705 = 0 // $ = int 0004: $4708 = 0 // $ = int 0004: $4707 = 0 // $ = int 0004: $4709 = 0 // $ = int 0004: $4712 = 0 // $ = int 0004: $4711 = 0 // $ = int 0004: $4713 = 0 // $ = int 0004: $4716 = 0 // $ = int 0004: $4715 = 0 // $ = int 0004: $4717 = 0 // $ = int 0004: $4720 = 0 // $ = int 0004: $4719 = 0 // $ = int 0004: $4721 = 0 // $ = int 0004: $4724 = 0 // $ = int 0004: $4723 = 0 // $ = int 0004: $4725 = 0 // $ = int 0004: $4728 = 0 // $ = int 0004: $4727 = 0 // $ = int 0004: $4729 = 0 // $ = int 0004: $4732 = 0 // $ = int 0004: $4731 = 0 // $ = int 0004: $4733 = 0 // $ = int 0004: $4736 = 0 // $ = int 0004: $4735 = 0 // $ = int 0004: $4737 = 0 // $ = int 0004: $4739 = 0 // $ = int 0004: $4740 = 0 // $ = int 0004: $4741 = 0 // $ = int 0004: $4747 = 0 // $ = int 0004: $4743 = 0 // $ = int 0005: $4744 = 0.0 // $ = float 0005: $4745 = 0.0 // $ = float 0005: $4746 = 0.0 // $ = float 0004: $4750 = 0 // $ = int 0004: $4751 = 0 // $ = int 0004: $4752 = 0 // $ = int 0004: $4755 = 0 // $ = int 0004: $4757 = 0 // $ = int 0004: $4759 = 0 // $ = int 0004: $4761 = 0 // $ = int 0004: $4763 = 0 // $ = int 0004: $4765 = 0 // $ = int 0004: $4767 = 0 // $ = int 0004: $4769 = 0 // $ = int 0004: $4770 = 0 // $ = int 0004: $4771 = 0 // $ = int 0004: $4772 = 0 // $ = int 0004: $4775 = 0 // $ = int 0004: $4776 = 0 // $ = int 0004: $4777 = 0 // $ = int 0004: $4778 = 0 // $ = int 0004: $4779 = 0 // $ = int 0004: $4780 = 0 // $ = int 0004: $4781 = 0 // $ = int 0004: $4782 = 0 // $ = int 0004: $4785 = 0 // $ = int 0004: $4786 = 0 // $ = int 0004: $4748 = 0 // $ = int 0001: wait 0 ms 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' 04BB: select_interiour 18 // select render area 03CB: load_scene -1070.05 -280.06 11.09 038B: load_requested_models :COUNT1_623 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 004D: jump_if_false @COUNT1_653 0001: wait 0 ms 0002: 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 10.4044 range 1.0 0055: put_player $PLAYER_CHAR at -1059.841 -278.7214 10.4044 0171: set_player $PLAYER_CHAR z_angle_to 272.2088 016A: fade 1 2000 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :COUNT1_803 00D6: if 001A: 11104 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COUNT1_838 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COUNT1_803 :COUNT1_838 00BC: text_highpriority 'CM1_A' time 10000 1 :COUNT1_853 00D6: if 001A: 15668 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COUNT1_888 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COUNT1_853 :COUNT1_888 00BC: text_highpriority 'CM1_B' time 10000 1 :COUNT1_903 00D6: if 001A: 18152 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COUNT1_938 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COUNT1_903 :COUNT1_938 00BC: text_highpriority 'CM1_N' time 10000 1 :COUNT1_953 00D6: if 001A: 21286 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COUNT1_988 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COUNT1_953 :COUNT1_988 00BC: text_highpriority 'CM1_C' time 10000 1 :COUNT1_1003 00D6: if 001A: 25141 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COUNT1_1038 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COUNT1_1003 :COUNT1_1038 00BC: text_highpriority 'CM1_D' time 10000 1 :COUNT1_1053 00D6: if 001A: 28808 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COUNT1_1088 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COUNT1_1053 :COUNT1_1088 00BC: text_highpriority 'CM1_E' time 10000 1 :COUNT1_1103 00D6: if 001A: 31680 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COUNT1_1138 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COUNT1_1103 :COUNT1_1138 00BC: text_highpriority 'CM1_F' time 10000 1 :COUNT1_1153 00D6: if 001A: 37694 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COUNT1_1190 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COUNT1_1153 :COUNT1_1190 00BC: text_highpriority 'CM1_G' time 10000 1 :COUNT1_1205 00D6: if 001A: 40520 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COUNT1_1242 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COUNT1_1205 :COUNT1_1242 00BC: text_highpriority 'CM1_H' time 10000 1 :COUNT1_1257 00D6: if 001A: 41862 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COUNT1_1294 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COUNT1_1257 :COUNT1_1294 00BC: text_highpriority 'CM1_I' time 10000 1 :COUNT1_1309 00D6: if 001A: 46771 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COUNT1_1346 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COUNT1_1309 :COUNT1_1346 00BC: text_highpriority 'CM1_J' time 10000 1 :COUNT1_1361 00D6: if 001A: 51081 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COUNT1_1398 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COUNT1_1361 :COUNT1_1398 00BC: text_highpriority 'CM1_K' time 10000 1 :COUNT1_1413 00D6: if 001A: 51973 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COUNT1_1450 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COUNT1_1413 :COUNT1_1450 00BC: text_highpriority 'CM1_L' time 10000 1 :COUNT1_1465 00D6: if 001A: 54422 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COUNT1_1502 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COUNT1_1465 :COUNT1_1502 00BC: text_highpriority 'CM1_M' time 10000 1 :COUNT1_1517 00D6: if 001A: 56704 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COUNT1_1554 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COUNT1_1517 :COUNT1_1554 00BE: text_clear_all :COUNT1_1556 00D6: if 001A: 57968 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COUNT1_1593 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COUNT1_1556 :COUNT1_1593 016A: fade 0 2000 ms 00BE: text_clear_all :COUNT1_1602 00D6: if 016B: fading 004D: jump_if_false @COUNT1_1626 0001: wait 0 ms 0002: jump @COUNT1_1602 :COUNT1_1626 04BB: select_interiour 0 // select render area 03AD: set_rubbish 1 02EA: end_cutscene 0373: set_camera_directly_behind_player 0296: unload_special_actor 1 0296: unload_special_actor 2 03CB: load_scene -1059.841 -278.7214 10.4044 04E3: set_player $PLAYER_CHAR mood 0 duration 60000 0556: create_cab -1047.664 -298.188 11.0 266.28 512.591 -74.9 9.573 189.24 00D6: if 0038: $1580 == 0 // $ == int 004D: jump_if_false @COUNT1_1756 01B4: set_player $PLAYER_CHAR can_move 0 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 0001: wait 500 ms 016A: fade 1 1500 ms 0247: request_model #GDA 0247: request_model #GDB 0247: request_model #MP5LNG 0247: request_model #M4 03CF: load_wav 'CNT1_1' as 2 :COUNT1_1806 00D6: if or 8248: not model #GDA available 8248: not model #GDB available 8248: not model #MP5LNG available 8248: not model #M4 available 83D0: not wav 2 loaded 004D: jump_if_false @COUNT1_1850 0001: wait 0 ms 0002: jump @COUNT1_1806 :COUNT1_1850 00D6: if 016B: fading 004D: jump_if_false @COUNT1_1874 0001: wait 0 ms 0002: jump @COUNT1_1850 :COUNT1_1874 00D6: if 0038: $1580 == 0 // $ == int 004D: jump_if_false @COUNT1_2069 0001: wait 100 ms 0395: clear_area 0 at -1042.921 -304.553 12.463 range 1.0 015F: set_camera_position -1042.921 -304.553 12.463 rotation 0.0 0.0 0.0 0160: point_camera -1043.434 -303.718 12.266 switchstyle 2 00BC: text_highpriority 'TAXSHRT' time 10000 1 0006: TIMERA = 0 // @ = int :COUNT1_1993 00D6: if 001B: 6000 > TIMERA // int > @ 004D: jump_if_false @COUNT1_2023 0001: wait 0 ms 0002: jump @COUNT1_1993 :COUNT1_2023 03D5: remove_text 'TAXSHRT' 02A3: enable_widescreen 0 01B4: set_player $PLAYER_CHAR can_move 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 0004: $1580 = 1 // $ = int :COUNT1_2069 00BC: text_highpriority 'CM1_5' time 5000 1 018A: $4749 = create_checkpoint_at 491.0 -77.7 10.4 0108: destroy_object $1013 029B: $1013 = init_object #OD_CLBDR_OPEN at 490.34 -77.017 11.598 0004: $1012 = 1 // $ = int 0004: $1011 = 0 // $ = int :COUNT1_2145 00D6: if 80F5: not player $PLAYER_CHAR 1 491.0 -77.7 10.4 radius 3.0 3.0 3.0 004D: jump_if_false @COUNT1_2204 0001: wait 0 ms 0002: jump @COUNT1_2145 :COUNT1_2204 01B4: set_player $PLAYER_CHAR can_move 0 0164: disable_marker $4749 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms :COUNT1_2231 00D6: if 016B: fading 004D: jump_if_false @COUNT1_2255 0001: wait 0 ms 0002: jump @COUNT1_2231 :COUNT1_2255 01BD: $29 = current_time_in_ms 0004: $30 = 0 // $ = int :COUNT1_2267 00D6: if and 83EE: not player $PLAYER_CHAR controllable 001A: 5000 > $30 // int > $ 004D: jump_if_false @COUNT1_2323 0001: wait 0 ms 01BD: $28 = current_time_in_ms 0084: $30 = $28 // $ = $ int 0060: $30 -= $29 // $ -= $ int 0002: jump @COUNT1_2267 :COUNT1_2323 03EF: player $PLAYER_CHAR make_safe 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' 04BB: select_interiour 17 // select render area 03CB: load_scene 470.495 -57.014 10.04 038B: load_requested_models :COUNT1_2395 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 004D: jump_if_false @COUNT1_2429 0001: wait 0 ms 0002: jump @COUNT1_2395 :COUNT1_2429 04F9: set_extra_colors 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 9.8 range 1.0 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @COUNT1_2660 00D9: $4784 = actor $PLAYER_ACTOR car // add to mission cleanup 00D6: if 8119: not car $4784 wrecked 004D: jump_if_false @COUNT1_2623 00AB: put_car $4784 at 496.3 -82.8 9.0 0175: set_car $4784 z_angle_to 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 0002: 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 016A: fade 1 2000 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :COUNT1_2712 00D6: if 001A: 7872 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COUNT1_2747 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COUNT1_2712 :COUNT1_2747 00BC: text_highpriority 'CM1_2A' time 10000 1 :COUNT1_2762 00D6: if 001A: 12284 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COUNT1_2797 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COUNT1_2762 :COUNT1_2797 00BC: text_highpriority 'CM1_2B' time 10000 1 :COUNT1_2812 00D6: if 001A: 14399 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COUNT1_2847 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COUNT1_2812 :COUNT1_2847 00BC: text_highpriority 'CM1_2C' time 10000 1 :COUNT1_2862 00D6: if 001A: 17102 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COUNT1_2897 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COUNT1_2862 :COUNT1_2897 00BC: text_highpriority 'CM1_2D' time 10000 1 :COUNT1_2912 00D6: if 001A: 18528 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COUNT1_2947 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COUNT1_2912 :COUNT1_2947 00BC: text_highpriority 'CM1_2E' time 10000 1 :COUNT1_2962 00D6: if 001A: 20285 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COUNT1_2997 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COUNT1_2962 :COUNT1_2997 00BC: text_highpriority 'CM1_2F' time 10000 1 :COUNT1_3012 00D6: if 001A: 21336 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COUNT1_3047 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COUNT1_3012 :COUNT1_3047 00BC: text_highpriority 'CM1_2G' time 10000 1 :COUNT1_3062 00D6: if 001A: 24945 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COUNT1_3097 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COUNT1_3062 :COUNT1_3097 00BC: text_highpriority 'CM1_2H' time 10000 1 :COUNT1_3112 00D6: if 001A: 31191 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COUNT1_3147 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COUNT1_3112 :COUNT1_3147 00BC: text_highpriority 'CM1_2I' time 10000 1 :COUNT1_3162 00D6: if 001A: 33488 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COUNT1_3199 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COUNT1_3162 :COUNT1_3199 00BC: text_highpriority 'CM1_2J' time 10000 1 :COUNT1_3214 00D6: if 001A: 37791 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COUNT1_3251 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COUNT1_3214 :COUNT1_3251 00BC: text_highpriority 'CM1_2K' time 10000 1 :COUNT1_3266 00D6: if 001A: 40783 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COUNT1_3303 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COUNT1_3266 :COUNT1_3303 00BC: text_highpriority 'CM1_2L' time 10000 1 :COUNT1_3318 00D6: if 001A: 43496 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COUNT1_3355 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COUNT1_3318 :COUNT1_3355 00BC: text_highpriority 'CM1_2M' time 10000 1 :COUNT1_3370 00D6: if 001A: 45120 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COUNT1_3407 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COUNT1_3370 :COUNT1_3407 00BE: text_clear_all :COUNT1_3409 00D6: if 001A: 47160 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COUNT1_3446 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COUNT1_3409 :COUNT1_3446 0108: destroy_object $1013 029B: $1013 = init_object #OD_CLBDR_CLOSE at 490.34 -77.017 11.598 01C7: remove_object_from_mission_cleanup_list $1013 0004: $1011 = 1 // $ = int 0004: $1012 = 0 // $ = int 0004: $994 = 0 // $ = int 0004: $986 = 0 // $ = int 016A: fade 0 2000 ms 00BE: text_clear_all :COUNT1_3515 00D6: if 016B: fading 004D: jump_if_false @COUNT1_3539 0001: wait 0 ms 0002: jump @COUNT1_3515 :COUNT1_3539 00BA: text_styled 'BEACH3' 3000 ms 2 04BB: select_interiour 0 // select render area 04FA: clear_extra_colors_with_fade 0 03AD: set_rubbish 1 02EA: end_cutscene 0373: set_camera_directly_behind_player 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 03CB: load_scene 493.1 -82.4 9.8 04E3: set_player $PLAYER_CHAR mood 2 duration 60000 0169: set_fade_color 0 0 0 0001: wait 500 ms 016A: fade 1 1500 ms 00BC: text_highpriority 'CM1_1' time 5000 1 00BB: text_lowpriority 'CM1_2' time 5000 1 018A: $4693 = create_checkpoint_at -686.85 -1245.43 30.14 03BC: $4773 = create_sphere -686.85 -1245.43 30.14 1.5 0005: $98 = 0.0 // $ = float :COUNT1_3716 00D6: if 0022: 10.0 > $98 // float > $ 004D: jump_if_false @COUNT1_3768 0001: wait 0 ms 02CE: $98 = ground_z -686.85 -1245.43 30.14 0002: jump @COUNT1_3716 :COUNT1_3768 009A: $4696 = create_actor_pedtype 11 model #GDA at -662.12 -1326.81 15.26 0008: $4751 += 1 // $ += int 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 009A: $4702 = create_actor_pedtype 11 model #GDB at -659.26 -1330.93 15.26 0008: $4751 += 1 // $ += int 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 009A: $4706 = create_actor_pedtype 11 model #GDA at -609.85 -1381.29 15.25 0008: $4751 += 1 // $ += int 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 009A: $4710 = create_actor_pedtype 11 model #GDB at -627.04 -1339.79 15.27 0008: $4751 += 1 // $ += int 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 009A: $4714 = create_actor_pedtype 11 model #GDA at -653.46 -1279.55 15.26 0008: $4751 += 1 // $ += int 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 009A: $4718 = create_actor_pedtype 11 model #GDB at -691.13 -1260.5 31.93 0008: $4751 += 1 // $ += int 0173: set_actor $4718 z_angle_to 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 009A: $4722 = create_actor_pedtype 11 model #GDA at -667.68 -1249.14 31.93 0008: $4751 += 1 // $ += int 0173: set_actor $4722 z_angle_to 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 009A: $4726 = create_actor_pedtype 11 model #GDB at -690.94 -1218.18 15.28 0008: $4751 += 1 // $ += int 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 009A: $4730 = create_actor_pedtype 11 model #GDB at -690.69 -1229.06 22.46 0008: $4751 += 1 // $ += int 0173: set_actor $4730 z_angle_to 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 009A: $4734 = create_actor_pedtype 11 model #GDB at -689.14 -1242.03 30.14 0008: $4751 += 1 // $ += int 0173: set_actor $4734 z_angle_to 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 009A: $4738 = create_actor_pedtype 11 model #GDA at -670.709 -1296.564 18.94 0008: $4751 += 1 // $ += int 0173: set_actor $4738 z_angle_to 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 00D6: if 001A: 2 > $4772 // int > $ 004D: jump_if_false @COUNT1_6111 0001: wait 0 ms 0008: $4782 += 1 // $ += int 00D6: if 0018: $4782 > 17 // $ > int 004D: jump_if_false @COUNT1_5266 0004: $4782 = 0 // $ = int :COUNT1_5266 00D6: if 0028: $4772 >= 1 // $ >= int 004D: jump_if_false @COUNT1_5404 00D6: 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 004D: jump_if_false @COUNT1_5404 00D6: if 0038: $4786 == 0 // $ == int 004D: jump_if_false @COUNT1_5404 0050: gosub @COUNT1_16457 :COUNT1_5404 01BD: $4775 = current_time_in_ms 00D6: if 0038: $4772 == 1 // $ == int 004D: jump_if_false @COUNT1_5543 00D6: 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 004D: jump_if_false @COUNT1_5536 0004: $4772 = 1 // $ = int 0002: jump @COUNT1_5543 :COUNT1_5536 0004: $4772 = 2 // $ = int :COUNT1_5543 0054: store_player $PLAYER_CHAR position_to $4744 $4745 $4746 00D6: 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 004D: jump_if_false @COUNT1_5659 0004: $4743 = 1 // $ = int :COUNT1_5659 00D6: if 0038: $4694 == 0 // $ == int 004D: jump_if_false @COUNT1_5732 00D6: if 00E4: player $PLAYER_CHAR 0 -686.85 -1245.43 radius 0.5 0.5 004D: jump_if_false @COUNT1_5732 03BD: destroy_sphere $4773 0164: disable_marker $4693 0004: $4694 = 1 // $ = int :COUNT1_5732 00D6: if 0038: $4694 == 1 // $ == int 004D: jump_if_false @COUNT1_5903 00D6: if 0038: $4771 == 0 // $ == int 004D: jump_if_false @COUNT1_5782 0050: gosub @COUNT1_14330 0002: jump @COUNT1_5903 :COUNT1_5782 00D6: if 0038: $4772 == 0 // $ == int 004D: jump_if_false @COUNT1_5903 00BC: text_highpriority 'CM1_6' time 5000 1 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 018A: $4774 = create_checkpoint_at -1052.579 -282.013 10.279 00D6: if 0038: $4741 == 0 // $ == int 004D: jump_if_false @COUNT1_5896 018D: $4742 = create_sound 0 at -692.33 -1258.94 15.25 0004: $4747 = 1 // $ = int 0004: $4741 = 1 // $ = int :COUNT1_5896 0004: $4772 = 1 // $ = int :COUNT1_5903 0050: gosub @COUNT1_6731 00D6: if 0038: $4748 == 1 // $ == int 004D: jump_if_false @COUNT1_5942 0006: TIMERA = 0 // @ = int 0004: $4748 = 2 // $ = int :COUNT1_5942 00D6: if 0038: $4748 == 2 // $ == int 004D: jump_if_false @COUNT1_6033 00D6: if 0029: TIMERA >= 30000 // @ >= int 004D: jump_if_false @COUNT1_6033 00D6: if 0038: $4741 == 0 // $ == int 004D: jump_if_false @COUNT1_6033 018D: $4742 = create_sound 0 at -692.33 -1258.94 15.25 0004: $4747 = 1 // $ = int 0004: $4741 = 1 // $ = int :COUNT1_6033 00D6: if 0038: $4741 == 1 // $ == int 004D: jump_if_false @COUNT1_6104 00D6: if 0038: $4770 == 0 // $ == int 004D: jump_if_false @COUNT1_6083 0006: TIMERB = 0 // @ = int 0004: $4770 = 1 // $ = int :COUNT1_6083 0050: gosub @COUNT1_12323 0050: gosub @COUNT1_13338 0050: gosub @COUNT1_13472 :COUNT1_6104 0002: jump @COUNT1_5212 :COUNT1_6111 0004: $123 = 1 // $ = int :COUNT1_6118 00D6: if 80F8: not player $PLAYER_CHAR stopped $123 -1052.579 -282.013 10.279 radius 3.0 3.0 3.0 004D: jump_if_false @COUNT1_6178 0001: wait 0 ms 0002: jump @COUNT1_6118 :COUNT1_6178 0164: disable_marker $4774 02A3: enable_widescreen 1 01B4: set_player $PLAYER_CHAR can_move 0 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 14.163 range 1.0 015F: set_camera_position -1063.095 -286.61 14.163 rotation 0.0 0.0 0.0 0160: point_camera -1062.265 -286.498 13.616 switchstyle 2 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @COUNT1_6368 00DA: $4783 = player $PLAYER_CHAR car 01D3: actor $PLAYER_ACTOR leave_car $4783 :COUNT1_6315 00D6: if 00DC: player $PLAYER_CHAR in_car $4783 004D: jump_if_false @COUNT1_6368 0001: wait 0 ms 00D6: if 0119: car $4783 wrecked 004D: jump_if_false @COUNT1_6361 0002: jump @COUNT1_6503 :COUNT1_6361 0002: jump @COUNT1_6315 :COUNT1_6368 0211: actor $PLAYER_ACTOR walk_to -1061.465 -287.322 0006: TIMERA = 0 // @ = int 0006: TIMERB = 0 // @ = int :COUNT1_6397 00D6: if 001B: 4000 > TIMERA // int > @ 004D: jump_if_false @COUNT1_6427 0001: wait 0 ms 0002: jump @COUNT1_6397 :COUNT1_6427 02EB: restore_camera_with_jumpcut 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 0001: wait 300 ms 01B4: set_player $PLAYER_CHAR can_move 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 0002: jump @COUNT1_6520 :COUNT1_6503 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :COUNT1_6520 0004: $272 = 1 // $ = int 0318: set_latest_mission_passed 'CNT_1' 030C: progress_made += 1 0394: play_music 1 0110: clear_player $PLAYER_CHAR wanted_level 01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1 0109: player $PLAYER_CHAR money += 2000 004F: create_thread @COU2 0051: return :COUNT1_6586 0004: $ONMISSION = 0 // $ = int 03AC: clear_route 0 03AC: clear_route 1 03AC: clear_route 2 03AC: clear_route 3 03AC: clear_route 4 03AC: clear_route 5 0108: destroy_object $1013 029B: $1013 = init_object #OD_CLBDR_CLOSE at 490.34 -77.017 11.598 01C7: remove_object_from_mission_cleanup_list $1013 0004: $1011 = 1 // $ = int 0004: $1012 = 0 // $ = int 0004: $994 = 0 // $ = int 0004: $986 = 0 // $ = int 0557: release_cab 0249: release_model #GDA 0249: release_model #GDB 0249: release_model #MP5LNG 0249: release_model #M4 0164: disable_marker $4774 03BD: destroy_sphere $4773 018E: stop_sound $4742 0164: disable_marker $4693 0164: disable_marker $4749 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 00D8: mission_cleanup 0051: return :COUNT1_6731 00D6: if 0038: $4782 == 0 // $ == int 004D: jump_if_false @COUNT1_7482 00D6: if 0038: $4697 == 0 // $ == int 004D: jump_if_false @COUNT1_7482 00D6: if 0118: actor $4696 dead 004D: jump_if_false @COUNT1_7032 000C: $4751 -= 1 // $ -= int 00D6: if 0038: $4748 == 0 // $ == int 004D: jump_if_false @COUNT1_7013 00D6: 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 004D: jump_if_false @COUNT1_6868 0004: $4748 = 1 // $ = int :COUNT1_6868 00D6: 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 004D: jump_if_false @COUNT1_6928 0004: $4748 = 1 // $ = int :COUNT1_6928 00D6: 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 004D: jump_if_false @COUNT1_6988 0004: $4748 = 1 // $ = int :COUNT1_6988 00D6: if 031D: actor $4696 hit_by_weapon 11 004D: jump_if_false @COUNT1_7013 0004: $4748 = 1 // $ = int :COUNT1_7013 01C2: mark_actor_as_no_longer_needed $4696 0004: $4697 = 1 // $ = int 0002: jump @COUNT1_7482 :COUNT1_7032 00D6: if 0038: $4743 == 1 // $ == int 004D: jump_if_false @COUNT1_7482 00D6: if or 0123: actor $4696 spotted_player $PLAYER_CHAR 0480: actor $4696 looking_at_death_of_actor_with_pedtype 11 0038: $4741 == 1 // $ == int 0038: $4747 == 1 // $ == int 004D: jump_if_false @COUNT1_7482 00D6: if 0038: $4741 == 0 // $ == int 004D: jump_if_false @COUNT1_7399 00D6: if 0038: $4695 == 0 // $ == int 004D: jump_if_false @COUNT1_7155 00BC: text_highpriority 'CM1_3' time 5000 1 0004: $4747 = 1 // $ = int 0004: $4695 = 1 // $ = int :COUNT1_7155 00D6: if or 0038: $4699 == 0 // $ == int 0038: $4698 == 1 // $ == int 004D: jump_if_false @COUNT1_7392 00D6: if 0038: $4700 == 0 // $ == int 004D: jump_if_false @COUNT1_7232 009E: set_actor $4696 path -697.39 -1250.62 15.24 unknown 0.5 1 0004: $4700 = 1 // $ = int :COUNT1_7232 00D6: if 0038: $4700 == 1 // $ == int 004D: jump_if_false @COUNT1_7392 00D6: if 00ED: actor $4696 0 -697.39 -1250.62 radius 1.0 1.0 004D: jump_if_false @COUNT1_7392 00D6: if 0038: $4741 == 0 // $ == int 004D: jump_if_false @COUNT1_7335 018D: $4742 = create_sound 0 at -692.33 -1258.94 15.25 0004: $4741 = 1 // $ = int :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 0004: $4747 = 1 // $ = int 0004: $4699 = 1 // $ = int 0004: $4700 = 2 // $ = int :COUNT1_7392 0002: jump @COUNT1_7482 :COUNT1_7399 00D6: if 0038: $4701 == 0 // $ == int 004D: jump_if_false @COUNT1_7453 009E: set_actor $4696 path $4744 $4745 $4746 unknown 0.5 1 01CA: actor $4696 kill_player $PLAYER_CHAR 0004: $4701 = 1 // $ = int :COUNT1_7453 009E: set_actor $4696 path $4744 $4745 $4746 unknown 0.5 1 01CA: actor $4696 kill_player $PLAYER_CHAR :COUNT1_7482 00D6: if 0038: $4782 == 1 // $ == int 004D: jump_if_false @COUNT1_7996 00D6: if 0038: $4704 == 0 // $ == int 004D: jump_if_false @COUNT1_7996 00D6: if 0118: actor $4702 dead 004D: jump_if_false @COUNT1_7783 000C: $4751 -= 1 // $ -= int 00D6: if 0038: $4748 == 0 // $ == int 004D: jump_if_false @COUNT1_7764 00D6: 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 004D: jump_if_false @COUNT1_7619 0004: $4748 = 1 // $ = int :COUNT1_7619 00D6: 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 004D: jump_if_false @COUNT1_7679 0004: $4748 = 1 // $ = int :COUNT1_7679 00D6: 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 004D: jump_if_false @COUNT1_7739 0004: $4748 = 1 // $ = int :COUNT1_7739 00D6: if 031D: actor $4702 hit_by_weapon 11 004D: jump_if_false @COUNT1_7764 0004: $4748 = 1 // $ = int :COUNT1_7764 01C2: mark_actor_as_no_longer_needed $4702 0004: $4704 = 1 // $ = int 0002: jump @COUNT1_7996 :COUNT1_7783 00D6: if 0038: $4743 == 1 // $ == int 004D: jump_if_false @COUNT1_7996 00D6: if or 0480: actor $4702 looking_at_death_of_actor_with_pedtype 11 0123: actor $4702 spotted_player $PLAYER_CHAR 0038: $4741 == 1 // $ == int 0038: $4747 == 1 // $ == int 004D: jump_if_false @COUNT1_7996 00D6: if 0038: $4741 == 0 // $ == int 004D: jump_if_false @COUNT1_7913 00D6: if 0038: $4705 == 0 // $ == int 004D: jump_if_false @COUNT1_7913 00BC: text_highpriority 'CM1_3' time 5000 1 0004: $4698 = 1 // $ = int 0004: $4747 = 1 // $ = int 0004: $4705 = 1 // $ = int :COUNT1_7913 00D6: if 0038: $4703 == 0 // $ == int 004D: jump_if_false @COUNT1_7967 009E: set_actor $4702 path $4744 $4745 $4746 unknown 0.5 1 01CA: actor $4702 kill_player $PLAYER_CHAR 0004: $4703 = 1 // $ = int :COUNT1_7967 009E: set_actor $4702 path $4744 $4745 $4746 unknown 0.5 1 01CA: actor $4702 kill_player $PLAYER_CHAR :COUNT1_7996 00D6: if 0038: $4782 == 2 // $ == int 004D: jump_if_false @COUNT1_8510 00D6: if 0038: $4708 == 0 // $ == int 004D: jump_if_false @COUNT1_8510 00D6: if 0118: actor $4706 dead 004D: jump_if_false @COUNT1_8297 000C: $4751 -= 1 // $ -= int 00D6: if 0038: $4748 == 0 // $ == int 004D: jump_if_false @COUNT1_8278 00D6: 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 004D: jump_if_false @COUNT1_8133 0004: $4748 = 1 // $ = int :COUNT1_8133 00D6: 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 004D: jump_if_false @COUNT1_8193 0004: $4748 = 1 // $ = int :COUNT1_8193 00D6: 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 004D: jump_if_false @COUNT1_8253 0004: $4748 = 1 // $ = int :COUNT1_8253 00D6: if 031D: actor $4706 hit_by_weapon 11 004D: jump_if_false @COUNT1_8278 0004: $4748 = 1 // $ = int :COUNT1_8278 01C2: mark_actor_as_no_longer_needed $4706 0004: $4708 = 1 // $ = int 0002: jump @COUNT1_8510 :COUNT1_8297 00D6: if 0038: $4743 == 1 // $ == int 004D: jump_if_false @COUNT1_8510 00D6: if or 0480: actor $4706 looking_at_death_of_actor_with_pedtype 11 0123: actor $4706 spotted_player $PLAYER_CHAR 0038: $4741 == 1 // $ == int 0038: $4747 == 1 // $ == int 004D: jump_if_false @COUNT1_8510 00D6: if 0038: $4741 == 0 // $ == int 004D: jump_if_false @COUNT1_8427 00D6: if 0038: $4709 == 0 // $ == int 004D: jump_if_false @COUNT1_8427 00BC: text_highpriority 'CM1_3' time 5000 1 0004: $4698 = 1 // $ = int 0004: $4747 = 1 // $ = int 0004: $4709 = 1 // $ = int :COUNT1_8427 00D6: if 0038: $4707 == 0 // $ == int 004D: jump_if_false @COUNT1_8481 009E: set_actor $4706 path $4744 $4745 $4746 unknown 0.5 1 01CA: actor $4706 kill_player $PLAYER_CHAR 0004: $4707 = 1 // $ = int :COUNT1_8481 009E: set_actor $4706 path $4744 $4745 $4746 unknown 0.5 1 01CA: actor $4706 kill_player $PLAYER_CHAR :COUNT1_8510 00D6: if 0038: $4782 == 3 // $ == int 004D: jump_if_false @COUNT1_9024 00D6: if 0038: $4712 == 0 // $ == int 004D: jump_if_false @COUNT1_9024 00D6: if 0118: actor $4710 dead 004D: jump_if_false @COUNT1_8811 000C: $4751 -= 1 // $ -= int 00D6: if 0038: $4748 == 0 // $ == int 004D: jump_if_false @COUNT1_8792 00D6: 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 004D: jump_if_false @COUNT1_8647 0004: $4748 = 1 // $ = int :COUNT1_8647 00D6: 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 004D: jump_if_false @COUNT1_8707 0004: $4748 = 1 // $ = int :COUNT1_8707 00D6: 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 004D: jump_if_false @COUNT1_8767 0004: $4748 = 1 // $ = int :COUNT1_8767 00D6: if 031D: actor $4710 hit_by_weapon 11 004D: jump_if_false @COUNT1_8792 0004: $4748 = 1 // $ = int :COUNT1_8792 01C2: mark_actor_as_no_longer_needed $4710 0004: $4712 = 1 // $ = int 0002: jump @COUNT1_9024 :COUNT1_8811 00D6: if 0038: $4743 == 1 // $ == int 004D: jump_if_false @COUNT1_9024 00D6: if or 0480: actor $4710 looking_at_death_of_actor_with_pedtype 11 0123: actor $4710 spotted_player $PLAYER_CHAR 0038: $4741 == 1 // $ == int 0038: $4747 == 1 // $ == int 004D: jump_if_false @COUNT1_9024 00D6: if 0038: $4741 == 0 // $ == int 004D: jump_if_false @COUNT1_8941 00D6: if 0038: $4713 == 0 // $ == int 004D: jump_if_false @COUNT1_8941 00BC: text_highpriority 'CM1_3' time 5000 1 0004: $4698 = 1 // $ = int 0004: $4747 = 1 // $ = int 0004: $4713 = 1 // $ = int :COUNT1_8941 00D6: if 0038: $4711 == 0 // $ == int 004D: jump_if_false @COUNT1_8995 009E: set_actor $4710 path $4744 $4745 $4746 unknown 0.5 1 01CA: actor $4710 kill_player $PLAYER_CHAR 0004: $4711 = 1 // $ = int :COUNT1_8995 009E: set_actor $4710 path $4744 $4745 $4746 unknown 0.5 1 01CA: actor $4710 kill_player $PLAYER_CHAR :COUNT1_9024 00D6: if 0038: $4782 == 4 // $ == int 004D: jump_if_false @COUNT1_9538 00D6: if 0038: $4716 == 0 // $ == int 004D: jump_if_false @COUNT1_9538 00D6: if 0118: actor $4714 dead 004D: jump_if_false @COUNT1_9325 000C: $4751 -= 1 // $ -= int 00D6: if 0038: $4748 == 0 // $ == int 004D: jump_if_false @COUNT1_9306 00D6: 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 004D: jump_if_false @COUNT1_9161 0004: $4748 = 1 // $ = int :COUNT1_9161 00D6: 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 004D: jump_if_false @COUNT1_9221 0004: $4748 = 1 // $ = int :COUNT1_9221 00D6: 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 004D: jump_if_false @COUNT1_9281 0004: $4748 = 1 // $ = int :COUNT1_9281 00D6: if 031D: actor $4714 hit_by_weapon 11 004D: jump_if_false @COUNT1_9306 0004: $4748 = 1 // $ = int :COUNT1_9306 01C2: mark_actor_as_no_longer_needed $4714 0004: $4716 = 1 // $ = int 0002: jump @COUNT1_9538 :COUNT1_9325 00D6: if 0038: $4743 == 1 // $ == int 004D: jump_if_false @COUNT1_9538 00D6: if or 0480: actor $4714 looking_at_death_of_actor_with_pedtype 11 0123: actor $4714 spotted_player $PLAYER_CHAR 0038: $4741 == 1 // $ == int 0038: $4747 == 1 // $ == int 004D: jump_if_false @COUNT1_9538 00D6: if 0038: $4741 == 0 // $ == int 004D: jump_if_false @COUNT1_9455 00D6: if 0038: $4717 == 0 // $ == int 004D: jump_if_false @COUNT1_9455 00BC: text_highpriority 'CM1_3' time 5000 1 0004: $4698 = 1 // $ = int 0004: $4747 = 1 // $ = int 0004: $4717 = 1 // $ = int :COUNT1_9455 00D6: if 0038: $4715 == 0 // $ == int 004D: jump_if_false @COUNT1_9509 009E: set_actor $4714 path $4744 $4745 $4746 unknown 0.5 1 01CA: actor $4714 kill_player $PLAYER_CHAR 0004: $4715 = 1 // $ = int :COUNT1_9509 009E: set_actor $4714 path $4744 $4745 $4746 unknown 0.5 1 01CA: actor $4714 kill_player $PLAYER_CHAR :COUNT1_9538 00D6: if 0038: $4782 == 5 // $ == int 004D: jump_if_false @COUNT1_10002 00D6: if 0038: $4720 == 0 // $ == int 004D: jump_if_false @COUNT1_10002 00D6: if 0118: actor $4718 dead 004D: jump_if_false @COUNT1_9839 000C: $4751 -= 1 // $ -= int 00D6: if 0038: $4748 == 0 // $ == int 004D: jump_if_false @COUNT1_9820 00D6: 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 004D: jump_if_false @COUNT1_9675 0004: $4748 = 1 // $ = int :COUNT1_9675 00D6: 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 004D: jump_if_false @COUNT1_9735 0004: $4748 = 1 // $ = int :COUNT1_9735 00D6: 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 004D: jump_if_false @COUNT1_9795 0004: $4748 = 1 // $ = int :COUNT1_9795 00D6: if 031D: actor $4718 hit_by_weapon 11 004D: jump_if_false @COUNT1_9820 0004: $4748 = 1 // $ = int :COUNT1_9820 01C2: mark_actor_as_no_longer_needed $4718 0004: $4720 = 1 // $ = int 0002: jump @COUNT1_10002 :COUNT1_9839 00D6: if 0038: $4743 == 1 // $ == int 004D: jump_if_false @COUNT1_10002 00D6: if or 0480: actor $4718 looking_at_death_of_actor_with_pedtype 11 0123: actor $4718 spotted_player $PLAYER_CHAR 0038: $4741 == 1 // $ == int 0038: $4747 == 1 // $ == int 004D: jump_if_false @COUNT1_10002 00D6: if 0038: $4741 == 0 // $ == int 004D: jump_if_false @COUNT1_9969 00D6: if 0038: $4721 == 0 // $ == int 004D: jump_if_false @COUNT1_9969 00BC: text_highpriority 'CM1_3' time 5000 1 0004: $4698 = 1 // $ = int 0004: $4747 = 1 // $ = int 0004: $4721 = 1 // $ = int :COUNT1_9969 00D6: if 0038: $4719 == 0 // $ == int 004D: jump_if_false @COUNT1_10002 01CA: actor $4718 kill_player $PLAYER_CHAR 0004: $4719 = 1 // $ = int :COUNT1_10002 00D6: if 0038: $4782 == 6 // $ == int 004D: jump_if_false @COUNT1_10466 00D6: if 0038: $4724 == 0 // $ == int 004D: jump_if_false @COUNT1_10466 00D6: if 0118: actor $4722 dead 004D: jump_if_false @COUNT1_10303 000C: $4751 -= 1 // $ -= int 00D6: if 0038: $4748 == 0 // $ == int 004D: jump_if_false @COUNT1_10284 00D6: 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 004D: jump_if_false @COUNT1_10139 0004: $4748 = 1 // $ = int :COUNT1_10139 00D6: 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 004D: jump_if_false @COUNT1_10199 0004: $4748 = 1 // $ = int :COUNT1_10199 00D6: 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 004D: jump_if_false @COUNT1_10259 0004: $4748 = 1 // $ = int :COUNT1_10259 00D6: if 031D: actor $4722 hit_by_weapon 11 004D: jump_if_false @COUNT1_10284 0004: $4748 = 1 // $ = int :COUNT1_10284 01C2: mark_actor_as_no_longer_needed $4722 0004: $4724 = 1 // $ = int 0002: jump @COUNT1_10466 :COUNT1_10303 00D6: if 0038: $4743 == 1 // $ == int 004D: jump_if_false @COUNT1_10466 00D6: if or 0480: actor $4722 looking_at_death_of_actor_with_pedtype 11 0123: actor $4722 spotted_player $PLAYER_CHAR 0038: $4741 == 1 // $ == int 0038: $4747 == 1 // $ == int 004D: jump_if_false @COUNT1_10466 00D6: if 0038: $4741 == 0 // $ == int 004D: jump_if_false @COUNT1_10433 00D6: if 0038: $4725 == 0 // $ == int 004D: jump_if_false @COUNT1_10433 00BC: text_highpriority 'CM1_3' time 5000 1 0004: $4698 = 1 // $ = int 0004: $4747 = 1 // $ = int 0004: $4725 = 1 // $ = int :COUNT1_10433 00D6: if 0038: $4723 == 0 // $ == int 004D: jump_if_false @COUNT1_10466 01CA: actor $4722 kill_player $PLAYER_CHAR 0004: $4723 = 1 // $ = int :COUNT1_10466 00D6: if 0038: $4782 == 7 // $ == int 004D: jump_if_false @COUNT1_10980 00D6: if 0038: $4728 == 0 // $ == int 004D: jump_if_false @COUNT1_10980 00D6: if 0118: actor $4726 dead 004D: jump_if_false @COUNT1_10767 000C: $4751 -= 1 // $ -= int 00D6: if 0038: $4748 == 0 // $ == int 004D: jump_if_false @COUNT1_10748 00D6: 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 004D: jump_if_false @COUNT1_10603 0004: $4748 = 1 // $ = int :COUNT1_10603 00D6: 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 004D: jump_if_false @COUNT1_10663 0004: $4748 = 1 // $ = int :COUNT1_10663 00D6: 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 004D: jump_if_false @COUNT1_10723 0004: $4748 = 1 // $ = int :COUNT1_10723 00D6: if 031D: actor $4726 hit_by_weapon 11 004D: jump_if_false @COUNT1_10748 0004: $4748 = 1 // $ = int :COUNT1_10748 01C2: mark_actor_as_no_longer_needed $4726 0004: $4728 = 1 // $ = int 0002: jump @COUNT1_10980 :COUNT1_10767 00D6: if 0038: $4743 == 1 // $ == int 004D: jump_if_false @COUNT1_10980 00D6: if or 0480: actor $4726 looking_at_death_of_actor_with_pedtype 11 0123: actor $4726 spotted_player $PLAYER_CHAR 0038: $4741 == 1 // $ == int 0038: $4747 == 1 // $ == int 004D: jump_if_false @COUNT1_10980 00D6: if 0038: $4741 == 0 // $ == int 004D: jump_if_false @COUNT1_10897 00D6: if 0038: $4729 == 0 // $ == int 004D: jump_if_false @COUNT1_10897 00BC: text_highpriority 'CM1_3' time 5000 1 0004: $4698 = 1 // $ = int 0004: $4747 = 1 // $ = int 0004: $4729 = 1 // $ = int :COUNT1_10897 00D6: if 0038: $4727 == 0 // $ == int 004D: jump_if_false @COUNT1_10951 009E: set_actor $4726 path $4744 $4745 $4746 unknown 0.5 1 01CA: actor $4726 kill_player $PLAYER_CHAR 0004: $4727 = 1 // $ = int :COUNT1_10951 009E: set_actor $4726 path $4744 $4745 $4746 unknown 0.5 1 01CA: actor $4726 kill_player $PLAYER_CHAR :COUNT1_10980 00D6: if 0038: $4782 == 8 // $ == int 004D: jump_if_false @COUNT1_11444 00D6: if 0038: $4732 == 0 // $ == int 004D: jump_if_false @COUNT1_11444 00D6: if 0118: actor $4730 dead 004D: jump_if_false @COUNT1_11281 000C: $4751 -= 1 // $ -= int 00D6: if 0038: $4748 == 0 // $ == int 004D: jump_if_false @COUNT1_11262 00D6: 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 004D: jump_if_false @COUNT1_11117 0004: $4748 = 1 // $ = int :COUNT1_11117 00D6: 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 004D: jump_if_false @COUNT1_11177 0004: $4748 = 1 // $ = int :COUNT1_11177 00D6: 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 004D: jump_if_false @COUNT1_11237 0004: $4748 = 1 // $ = int :COUNT1_11237 00D6: if 031D: actor $4730 hit_by_weapon 11 004D: jump_if_false @COUNT1_11262 0004: $4748 = 1 // $ = int :COUNT1_11262 01C2: mark_actor_as_no_longer_needed $4730 0004: $4732 = 1 // $ = int 0002: jump @COUNT1_11444 :COUNT1_11281 00D6: if 0038: $4743 == 1 // $ == int 004D: jump_if_false @COUNT1_11444 00D6: if or 0480: actor $4730 looking_at_death_of_actor_with_pedtype 11 0123: actor $4730 spotted_player $PLAYER_CHAR 0038: $4741 == 1 // $ == int 0038: $4747 == 1 // $ == int 004D: jump_if_false @COUNT1_11444 00D6: if 0038: $4741 == 0 // $ == int 004D: jump_if_false @COUNT1_11411 00D6: if 0038: $4733 == 0 // $ == int 004D: jump_if_false @COUNT1_11411 00BC: text_highpriority 'CM1_3' time 5000 1 0004: $4698 = 1 // $ = int 0004: $4747 = 1 // $ = int 0004: $4733 = 1 // $ = int :COUNT1_11411 00D6: if 0038: $4731 == 0 // $ == int 004D: jump_if_false @COUNT1_11444 01CA: actor $4730 kill_player $PLAYER_CHAR 0004: $4731 = 1 // $ = int :COUNT1_11444 00D6: if 0038: $4782 == 9 // $ == int 004D: jump_if_false @COUNT1_11908 00D6: if 0038: $4736 == 0 // $ == int 004D: jump_if_false @COUNT1_11908 00D6: if 0118: actor $4734 dead 004D: jump_if_false @COUNT1_11745 000C: $4751 -= 1 // $ -= int 00D6: if 0038: $4748 == 0 // $ == int 004D: jump_if_false @COUNT1_11726 00D6: 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 004D: jump_if_false @COUNT1_11581 0004: $4748 = 1 // $ = int :COUNT1_11581 00D6: 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 004D: jump_if_false @COUNT1_11641 0004: $4748 = 1 // $ = int :COUNT1_11641 00D6: 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 004D: jump_if_false @COUNT1_11701 0004: $4748 = 1 // $ = int :COUNT1_11701 00D6: if 031D: actor $4734 hit_by_weapon 11 004D: jump_if_false @COUNT1_11726 0004: $4748 = 1 // $ = int :COUNT1_11726 01C2: mark_actor_as_no_longer_needed $4734 0004: $4736 = 1 // $ = int 0002: jump @COUNT1_11908 :COUNT1_11745 00D6: if 0038: $4743 == 1 // $ == int 004D: jump_if_false @COUNT1_11908 00D6: if or 0480: actor $4734 looking_at_death_of_actor_with_pedtype 11 0123: actor $4734 spotted_player $PLAYER_CHAR 0038: $4741 == 1 // $ == int 0038: $4747 == 1 // $ == int 004D: jump_if_false @COUNT1_11908 00D6: if 0038: $4741 == 0 // $ == int 004D: jump_if_false @COUNT1_11875 00D6: if 0038: $4737 == 0 // $ == int 004D: jump_if_false @COUNT1_11875 00BC: text_highpriority 'CM1_3' time 5000 1 0004: $4698 = 1 // $ = int 0004: $4747 = 1 // $ = int 0004: $4737 = 1 // $ = int :COUNT1_11875 00D6: if 0038: $4735 == 0 // $ == int 004D: jump_if_false @COUNT1_11908 01CA: actor $4734 kill_player $PLAYER_CHAR 0004: $4735 = 1 // $ = int :COUNT1_11908 00D6: if 0038: $4739 == 0 // $ == int 004D: jump_if_false @COUNT1_12321 00D6: if 0118: actor $4738 dead 004D: jump_if_false @COUNT1_12191 000C: $4751 -= 1 // $ -= int 00D6: if 0038: $4748 == 0 // $ == int 004D: jump_if_false @COUNT1_12172 00D6: 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 004D: jump_if_false @COUNT1_12027 0004: $4748 = 1 // $ = int :COUNT1_12027 00D6: 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 004D: jump_if_false @COUNT1_12087 0004: $4748 = 1 // $ = int :COUNT1_12087 00D6: 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 004D: jump_if_false @COUNT1_12147 0004: $4748 = 1 // $ = int :COUNT1_12147 00D6: if 031D: actor $4738 hit_by_weapon 11 004D: jump_if_false @COUNT1_12172 0004: $4748 = 1 // $ = int :COUNT1_12172 01C2: mark_actor_as_no_longer_needed $4738 0004: $4739 = 1 // $ = int 0002: jump @COUNT1_12321 :COUNT1_12191 00D6: if 0038: $4743 == 1 // $ == int 004D: jump_if_false @COUNT1_12321 00D6: if or 0480: actor $4738 looking_at_death_of_actor_with_pedtype 11 0123: actor $4738 spotted_player $PLAYER_CHAR 0038: $4741 == 1 // $ == int 0038: $4747 == 1 // $ == int 004D: jump_if_false @COUNT1_12321 00D6: if 0038: $4741 == 0 // $ == int 004D: jump_if_false @COUNT1_12321 00D6: if 0038: $4740 == 0 // $ == int 004D: jump_if_false @COUNT1_12321 00BC: text_highpriority 'CM1_3' time 5000 1 0004: $4698 = 1 // $ = int 0004: $4747 = 1 // $ = int 0004: $4740 = 1 // $ = int :COUNT1_12321 0051: return :COUNT1_12323 00D6: if 002A: 40 >= $4750 // int >= $ 004D: jump_if_false @COUNT1_13336 00D6: if 001A: 6 > $4751 // int > $ 004D: jump_if_false @COUNT1_13336 00D6: if 0038: $4752 == 2 // $ == int 004D: jump_if_false @COUNT1_12391 0006: TIMERB = 0 // @ = int 0004: $4752 = 0 // $ = int :COUNT1_12391 00D6: 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 004D: jump_if_false @COUNT1_13336 0004: $4785 = 3000 // $ = int 00D6: if 002F: TIMERB >= $4785 // @ >= $ int 004D: jump_if_false @COUNT1_13336 00D6: if 0038: $4752 == 0 // $ == int 004D: jump_if_false @COUNT1_13336 0004: $4753 = -1 // $ = int 00D6: if or 0038: $4755 == 0 // $ == int 0038: $4755 == 2 // $ == int 004D: jump_if_false @COUNT1_12591 0395: clear_area 0 at -689.73 -1259.37 15.24 range 1.0 009A: $4754 = create_actor_pedtype 11 model #GDA at -689.73 -1259.37 15.24 0084: $4753 = $4754 // $ = $ int 0004: $4755 = 1 // $ = int 0002: jump @COUNT1_13249 :COUNT1_12591 00D6: if or 0038: $4757 == 0 // $ == int 0038: $4757 == 2 // $ == int 004D: jump_if_false @COUNT1_12686 0395: clear_area 0 at -689.73 -1259.37 15.24 range 1.0 009A: $4756 = create_actor_pedtype 11 model #GDA at -689.73 -1259.37 15.24 0084: $4753 = $4756 // $ = $ int 0004: $4757 = 1 // $ = int 0002: jump @COUNT1_13249 :COUNT1_12686 00D6: if or 0038: $4759 == 0 // $ == int 0038: $4759 == 2 // $ == int 004D: jump_if_false @COUNT1_12781 0395: clear_area 0 at -689.73 -1259.37 15.24 range 1.0 009A: $4758 = create_actor_pedtype 11 model #GDA at -689.73 -1259.37 15.24 0084: $4753 = $4758 // $ = $ int 0004: $4759 = 1 // $ = int 0002: jump @COUNT1_13249 :COUNT1_12781 00D6: if or 0038: $4761 == 0 // $ == int 0038: $4761 == 2 // $ == int 004D: jump_if_false @COUNT1_12876 0395: clear_area 0 at -689.73 -1259.37 15.24 range 1.0 009A: $4760 = create_actor_pedtype 11 model #GDA at -689.73 -1259.37 15.24 0084: $4753 = $4760 // $ = $ int 0004: $4761 = 1 // $ = int 0002: jump @COUNT1_13249 :COUNT1_12876 00D6: if or 0038: $4763 == 0 // $ == int 0038: $4763 == 2 // $ == int 004D: jump_if_false @COUNT1_12971 0395: clear_area 0 at -689.73 -1259.37 15.24 range 1.0 009A: $4762 = create_actor_pedtype 11 model #GDA at -689.73 -1259.37 15.24 0084: $4753 = $4762 // $ = $ int 0004: $4763 = 1 // $ = int 0002: jump @COUNT1_13249 :COUNT1_12971 00D6: if or 0038: $4765 == 0 // $ == int 0038: $4765 == 2 // $ == int 004D: jump_if_false @COUNT1_13066 0395: clear_area 0 at -689.73 -1259.37 15.24 range 1.0 009A: $4764 = create_actor_pedtype 11 model #GDA at -689.73 -1259.37 15.24 0084: $4753 = $4764 // $ = $ int 0004: $4765 = 1 // $ = int 0002: jump @COUNT1_13249 :COUNT1_13066 00D6: if or 0038: $4767 == 0 // $ == int 0038: $4767 == 2 // $ == int 004D: jump_if_false @COUNT1_13161 0395: clear_area 0 at -689.73 -1259.37 15.24 range 1.0 009A: $4766 = create_actor_pedtype 11 model #GDA at -689.73 -1259.37 15.24 0084: $4753 = $4766 // $ = $ int 0004: $4767 = 1 // $ = int 0002: jump @COUNT1_13249 :COUNT1_13161 00D6: if or 0038: $4769 == 0 // $ == int 0038: $4769 == 2 // $ == int 004D: jump_if_false @COUNT1_13249 0395: clear_area 0 at -689.73 -1259.37 15.24 range 1.0 009A: $4768 = create_actor_pedtype 11 model #GDA at -689.73 -1259.37 15.24 0084: $4753 = $4768 // $ = $ int 0004: $4769 = 1 // $ = int :COUNT1_13249 00D6: if 8118: not actor $4753 dead 004D: jump_if_false @COUNT1_13336 00D6: if 8038: not $4753 == -1 // $ == int 004D: jump_if_false @COUNT1_13336 0243: set_actor $4753 ped_stats_to 16 0173: set_actor $4753 z_angle_to 204.71 0239: actor $4753 run_to -688.4 -1262.07 0008: $4751 += 1 // $ += int 0008: $4750 += 1 // $ += int 0004: $4752 = 1 // $ = int :COUNT1_13336 0051: return :COUNT1_13338 00D6: if 0038: $4752 == 1 // $ == int 004D: jump_if_false @COUNT1_13470 00D6: if 8118: not actor $4753 dead 004D: jump_if_false @COUNT1_13463 00D6: if 00ED: actor $4753 0 -688.4 -1262.07 radius 1.0 1.0 004D: jump_if_false @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 0004: $4752 = 2 // $ = int :COUNT1_13456 0002: jump @COUNT1_13470 :COUNT1_13463 0004: $4752 = 2 // $ = int :COUNT1_13470 0051: return :COUNT1_13472 00D6: if 0038: $4782 == 10 // $ == int 004D: jump_if_false @COUNT1_13579 00D6: if 0038: $4755 == 1 // $ == int 004D: jump_if_false @COUNT1_13579 00D6: if 0118: actor $4754 dead 004D: jump_if_false @COUNT1_13550 034F: destroy_actor_with_fade $4754 // The actor fades away like a ghost 000C: $4751 -= 1 // $ -= int 0004: $4755 = 2 // $ = int 0002: 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 00D6: if 0038: $4782 == 11 // $ == int 004D: jump_if_false @COUNT1_13686 00D6: if 0038: $4757 == 1 // $ == int 004D: jump_if_false @COUNT1_13686 00D6: if 0118: actor $4756 dead 004D: jump_if_false @COUNT1_13657 034F: destroy_actor_with_fade $4756 // The actor fades away like a ghost 000C: $4751 -= 1 // $ -= int 0004: $4757 = 2 // $ = int 0002: 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 00D6: if 0038: $4782 == 12 // $ == int 004D: jump_if_false @COUNT1_13793 00D6: if 0038: $4759 == 1 // $ == int 004D: jump_if_false @COUNT1_13793 00D6: if 0118: actor $4758 dead 004D: jump_if_false @COUNT1_13764 034F: destroy_actor_with_fade $4758 // The actor fades away like a ghost 000C: $4751 -= 1 // $ -= int 0004: $4759 = 2 // $ = int 0002: 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 00D6: if 0038: $4782 == 13 // $ == int 004D: jump_if_false @COUNT1_13900 00D6: if 0038: $4761 == 1 // $ == int 004D: jump_if_false @COUNT1_13900 00D6: if 0118: actor $4760 dead 004D: jump_if_false @COUNT1_13871 034F: destroy_actor_with_fade $4760 // The actor fades away like a ghost 000C: $4751 -= 1 // $ -= int 0004: $4761 = 2 // $ = int 0002: 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 00D6: if 0038: $4782 == 14 // $ == int 004D: jump_if_false @COUNT1_14007 00D6: if 0038: $4763 == 1 // $ == int 004D: jump_if_false @COUNT1_14007 00D6: if 0118: actor $4762 dead 004D: jump_if_false @COUNT1_13978 034F: destroy_actor_with_fade $4762 // The actor fades away like a ghost 000C: $4751 -= 1 // $ -= int 0004: $4763 = 2 // $ = int 0002: 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 00D6: if 0038: $4782 == 15 // $ == int 004D: jump_if_false @COUNT1_14114 00D6: if 0038: $4765 == 1 // $ == int 004D: jump_if_false @COUNT1_14114 00D6: if 0118: actor $4764 dead 004D: jump_if_false @COUNT1_14085 034F: destroy_actor_with_fade $4764 // The actor fades away like a ghost 000C: $4751 -= 1 // $ -= int 0004: $4765 = 2 // $ = int 0002: 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 00D6: if 0038: $4782 == 16 // $ == int 004D: jump_if_false @COUNT1_14221 00D6: if 0038: $4767 == 1 // $ == int 004D: jump_if_false @COUNT1_14221 00D6: if 0118: actor $4766 dead 004D: jump_if_false @COUNT1_14192 034F: destroy_actor_with_fade $4766 // The actor fades away like a ghost 000C: $4751 -= 1 // $ -= int 0004: $4767 = 2 // $ = int 0002: 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 00D6: if 0038: $4782 == 17 // $ == int 004D: jump_if_false @COUNT1_14328 00D6: if 0038: $4769 == 1 // $ == int 004D: jump_if_false @COUNT1_14328 00D6: if 0118: actor $4768 dead 004D: jump_if_false @COUNT1_14299 034F: destroy_actor_with_fade $4768 // The actor fades away like a ghost 000C: $4751 -= 1 // $ -= int 0004: $4769 = 2 // $ = int 0002: 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 0051: return :COUNT1_14330 02A3: enable_widescreen 1 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 0395: clear_area 0 at -684.9 -1248.98 30.14 range 2.0 0395: clear_area 0 at -686.85 -1245.43 30.14 range 2.0 015F: set_camera_position -691.09 -1242.906 31.45 rotation 0.0 0.0 0.0 0160: point_camera -690.182 -1243.3 31.46 switchstyle 2 0211: actor $PLAYER_ACTOR walk_to -684.9 -1248.98 0006: TIMERA = 0 // @ = int :COUNT1_14484 00D6: if 80ED: not actor $PLAYER_ACTOR 0 -684.9 -1248.98 radius 0.5 0.5 004D: jump_if_false @COUNT1_14897 0001: wait 0 ms 01BD: $4775 = current_time_in_ms 00D6: if 0038: $4747 == 1 // $ == int 004D: jump_if_false @COUNT1_14735 00D6: if 0038: $4778 == 0 // $ == int 004D: jump_if_false @COUNT1_14582 0084: $4776 = $4775 // $ = $ int 0004: $4778 = 1 // $ = int :COUNT1_14582 00D6: if 0038: $4778 == 1 // $ == int 004D: jump_if_false @COUNT1_14642 0084: $4777 = $4775 // $ = $ int 0060: $4777 -= $4776 // $ -= $ int 00D6: if 0028: $4777 >= 1000 // $ >= int 004D: jump_if_false @COUNT1_14642 0004: $4778 = 2 // $ = int :COUNT1_14642 00D6: if 0038: $4779 == 0 // $ == int 004D: jump_if_false @COUNT1_14675 0084: $4781 = $4775 // $ = $ int 0004: $4778 = 1 // $ = int :COUNT1_14675 00D6: if 0038: $4779 == 1 // $ == int 004D: jump_if_false @COUNT1_14735 0084: $4780 = $4775 // $ = $ int 0060: $4780 -= $4781 // $ -= $ int 00D6: if 0028: $4780 >= 1000 // $ >= int 004D: jump_if_false @COUNT1_14735 0004: $4779 = 2 // $ = int :COUNT1_14735 00D6: if 0029: TIMERA >= 6000 // @ >= int 004D: jump_if_false @COUNT1_14812 00D6: if 80ED: not actor $PLAYER_ACTOR 0 -684.9 -1248.98 radius 0.5 0.5 004D: jump_if_false @COUNT1_14812 00A1: put_actor $PLAYER_ACTOR at -684.9 -1248.98 30.14 :COUNT1_14812 0050: gosub @COUNT1_6731 00D6: if 0038: $4741 == 1 // $ == int 004D: jump_if_false @COUNT1_14890 00D6: if 0038: $4770 == 0 // $ == int 004D: jump_if_false @COUNT1_14869 0006: TIMERB = 0 // @ = int 0004: $4770 = 1 // $ = int :COUNT1_14869 0050: gosub @COUNT1_12323 0050: gosub @COUNT1_13338 0050: gosub @COUNT1_13472 :COUNT1_14890 0002: jump @COUNT1_14484 :COUNT1_14897 03D1: play_wav 2 00BC: text_highpriority 'CNT1_1' time 5000 1 03CF: load_wav 'CNT1_2' as 1 :COUNT1_14928 00D6: if 83D2: not wav 2 ended 004D: jump_if_false @COUNT1_15241 0001: wait 0 ms 01BD: $4775 = current_time_in_ms 00D6: if 0038: $4747 == 1 // $ == int 004D: jump_if_false @COUNT1_15156 00D6: if 0038: $4778 == 0 // $ == int 004D: jump_if_false @COUNT1_15003 0084: $4776 = $4775 // $ = $ int 0004: $4778 = 1 // $ = int :COUNT1_15003 00D6: if 0038: $4778 == 1 // $ == int 004D: jump_if_false @COUNT1_15063 0084: $4777 = $4775 // $ = $ int 0060: $4777 -= $4776 // $ -= $ int 00D6: if 0028: $4777 >= 1000 // $ >= int 004D: jump_if_false @COUNT1_15063 0004: $4778 = 2 // $ = int :COUNT1_15063 00D6: if 0038: $4779 == 0 // $ == int 004D: jump_if_false @COUNT1_15096 0084: $4781 = $4775 // $ = $ int 0004: $4778 = 1 // $ = int :COUNT1_15096 00D6: if 0038: $4779 == 1 // $ == int 004D: jump_if_false @COUNT1_15156 0084: $4780 = $4775 // $ = $ int 0060: $4780 -= $4781 // $ -= $ int 00D6: if 0028: $4780 >= 1000 // $ >= int 004D: jump_if_false @COUNT1_15156 0004: $4779 = 2 // $ = int :COUNT1_15156 0050: gosub @COUNT1_6731 00D6: if 0038: $4741 == 1 // $ == int 004D: jump_if_false @COUNT1_15234 00D6: if 0038: $4770 == 0 // $ == int 004D: jump_if_false @COUNT1_15213 0006: TIMERB = 0 // @ = int 0004: $4770 = 1 // $ = int :COUNT1_15213 0050: gosub @COUNT1_12323 0050: gosub @COUNT1_13338 0050: gosub @COUNT1_13472 :COUNT1_15234 0002: jump @COUNT1_14928 :COUNT1_15241 03D5: remove_text 'CNT1_1' :COUNT1_15251 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @COUNT1_15564 0001: wait 0 ms 01BD: $4775 = current_time_in_ms 00D6: if 0038: $4747 == 1 // $ == int 004D: jump_if_false @COUNT1_15479 00D6: if 0038: $4778 == 0 // $ == int 004D: jump_if_false @COUNT1_15326 0084: $4776 = $4775 // $ = $ int 0004: $4778 = 1 // $ = int :COUNT1_15326 00D6: if 0038: $4778 == 1 // $ == int 004D: jump_if_false @COUNT1_15386 0084: $4777 = $4775 // $ = $ int 0060: $4777 -= $4776 // $ -= $ int 00D6: if 0028: $4777 >= 1000 // $ >= int 004D: jump_if_false @COUNT1_15386 0004: $4778 = 2 // $ = int :COUNT1_15386 00D6: if 0038: $4779 == 0 // $ == int 004D: jump_if_false @COUNT1_15419 0084: $4781 = $4775 // $ = $ int 0004: $4778 = 1 // $ = int :COUNT1_15419 00D6: if 0038: $4779 == 1 // $ == int 004D: jump_if_false @COUNT1_15479 0084: $4780 = $4775 // $ = $ int 0060: $4780 -= $4781 // $ -= $ int 00D6: if 0028: $4780 >= 1000 // $ >= int 004D: jump_if_false @COUNT1_15479 0004: $4779 = 2 // $ = int :COUNT1_15479 0050: gosub @COUNT1_6731 00D6: if 0038: $4741 == 1 // $ == int 004D: jump_if_false @COUNT1_15557 00D6: if 0038: $4770 == 0 // $ == int 004D: jump_if_false @COUNT1_15536 0006: TIMERB = 0 // @ = int 0004: $4770 = 1 // $ = int :COUNT1_15536 0050: gosub @COUNT1_12323 0050: gosub @COUNT1_13338 0050: gosub @COUNT1_13472 :COUNT1_15557 0002: jump @COUNT1_15251 :COUNT1_15564 03D1: play_wav 1 00BC: text_highpriority 'CNT1_2' time 5000 1 :COUNT1_15583 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @COUNT1_15896 0001: wait 0 ms 01BD: $4775 = current_time_in_ms 00D6: if 0038: $4747 == 1 // $ == int 004D: jump_if_false @COUNT1_15811 00D6: if 0038: $4778 == 0 // $ == int 004D: jump_if_false @COUNT1_15658 0084: $4776 = $4775 // $ = $ int 0004: $4778 = 1 // $ = int :COUNT1_15658 00D6: if 0038: $4778 == 1 // $ == int 004D: jump_if_false @COUNT1_15718 0084: $4777 = $4775 // $ = $ int 0060: $4777 -= $4776 // $ -= $ int 00D6: if 0028: $4777 >= 1000 // $ >= int 004D: jump_if_false @COUNT1_15718 0004: $4778 = 2 // $ = int :COUNT1_15718 00D6: if 0038: $4779 == 0 // $ == int 004D: jump_if_false @COUNT1_15751 0084: $4781 = $4775 // $ = $ int 0004: $4778 = 1 // $ = int :COUNT1_15751 00D6: if 0038: $4779 == 1 // $ == int 004D: jump_if_false @COUNT1_15811 0084: $4780 = $4775 // $ = $ int 0060: $4780 -= $4781 // $ -= $ int 00D6: if 0028: $4780 >= 1000 // $ >= int 004D: jump_if_false @COUNT1_15811 0004: $4779 = 2 // $ = int :COUNT1_15811 0050: gosub @COUNT1_6731 00D6: if 0038: $4741 == 1 // $ == int 004D: jump_if_false @COUNT1_15889 00D6: if 0038: $4770 == 0 // $ == int 004D: jump_if_false @COUNT1_15868 0006: TIMERB = 0 // @ = int 0004: $4770 = 1 // $ = int :COUNT1_15868 0050: gosub @COUNT1_12323 0050: gosub @COUNT1_13338 0050: gosub @COUNT1_13472 :COUNT1_15889 0002: jump @COUNT1_15583 :COUNT1_15896 03D5: remove_text 'CNT1_2' 00A1: put_actor $PLAYER_ACTOR at -685.59 -1247.87 30.14 0173: set_actor $PLAYER_ACTOR z_angle_to 32.24 0395: clear_area 0 at -686.85 -1245.43 30.14 range 2.0 0395: clear_area 0 at -684.9 -1248.98 30.14 range 2.0 0211: actor $PLAYER_ACTOR walk_to -686.85 -1245.43 0006: TIMERB = 0 // @ = int :COUNT1_16006 00D6: if 80ED: not actor $PLAYER_ACTOR 0 -686.85 -1245.43 radius 0.5 0.5 004D: jump_if_false @COUNT1_16419 0001: wait 0 ms 01BD: $4775 = current_time_in_ms 00D6: if 0038: $4747 == 1 // $ == int 004D: jump_if_false @COUNT1_16257 00D6: if 0038: $4778 == 0 // $ == int 004D: jump_if_false @COUNT1_16104 0084: $4776 = $4775 // $ = $ int 0004: $4778 = 1 // $ = int :COUNT1_16104 00D6: if 0038: $4778 == 1 // $ == int 004D: jump_if_false @COUNT1_16164 0084: $4777 = $4775 // $ = $ int 0060: $4777 -= $4776 // $ -= $ int 00D6: if 0028: $4777 >= 1000 // $ >= int 004D: jump_if_false @COUNT1_16164 0004: $4778 = 2 // $ = int :COUNT1_16164 00D6: if 0038: $4779 == 0 // $ == int 004D: jump_if_false @COUNT1_16197 0084: $4781 = $4775 // $ = $ int 0004: $4778 = 1 // $ = int :COUNT1_16197 00D6: if 0038: $4779 == 1 // $ == int 004D: jump_if_false @COUNT1_16257 0084: $4780 = $4775 // $ = $ int 0060: $4780 -= $4781 // $ -= $ int 00D6: if 0028: $4780 >= 1000 // $ >= int 004D: jump_if_false @COUNT1_16257 0004: $4779 = 2 // $ = int :COUNT1_16257 00D6: if 0029: TIMERB >= 4000 // @ >= int 004D: jump_if_false @COUNT1_16334 00D6: if 80ED: not actor $PLAYER_ACTOR 0 -686.85 -1245.43 radius 0.5 0.5 004D: jump_if_false @COUNT1_16334 00A1: put_actor $PLAYER_ACTOR at -686.85 -1245.43 30.14 :COUNT1_16334 0050: gosub @COUNT1_6731 00D6: if 0038: $4741 == 1 // $ == int 004D: jump_if_false @COUNT1_16412 00D6: if 0038: $4770 == 0 // $ == int 004D: jump_if_false @COUNT1_16391 0006: TIMERB = 0 // @ = int 0004: $4770 = 1 // $ = int :COUNT1_16391 0050: gosub @COUNT1_12323 0050: gosub @COUNT1_13338 0050: gosub @COUNT1_13472 :COUNT1_16412 0002: jump @COUNT1_16006 :COUNT1_16419 02A3: enable_widescreen 0 01B4: set_player $PLAYER_CHAR can_move 1 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 02EB: restore_camera_with_jumpcut 0004: $4771 = 1 // $ = int 0051: return :COUNT1_16457 018E: stop_sound $4742 01C2: mark_actor_as_no_longer_needed $4696 01C2: mark_actor_as_no_longer_needed $4702 01C2: mark_actor_as_no_longer_needed $4706 01C2: mark_actor_as_no_longer_needed $4710 01C2: mark_actor_as_no_longer_needed $4714 01C2: mark_actor_as_no_longer_needed $4718 01C2: mark_actor_as_no_longer_needed $4722 01C2: mark_actor_as_no_longer_needed $4726 01C2: mark_actor_as_no_longer_needed $4730 01C2: mark_actor_as_no_longer_needed $4734 01C2: mark_actor_as_no_longer_needed $4738 01C2: mark_actor_as_no_longer_needed $4754 01C2: mark_actor_as_no_longer_needed $4756 01C2: mark_actor_as_no_longer_needed $4758 01C2: mark_actor_as_no_longer_needed $4760 01C2: mark_actor_as_no_longer_needed $4762 01C2: mark_actor_as_no_longer_needed $4764 01C2: mark_actor_as_no_longer_needed $4766 01C2: mark_actor_as_no_longer_needed $4768 0004: $4786 = 1 // $ = int 0051: return //-------------Mission 35--------------- // Originally: Hit the Courier :COUNT2 0050: gosub @COUNT2_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @COUNT2_27 0050: gosub @COUNT2_18849 :COUNT2_27 0050: gosub @COUNT2_19383 004E: end_thread :COUNT2_36 0004: $ONMISSION = 1 // $ = int 03A4: name_thread 'COUNT2' 0317: increment_mission_attempts 0001: wait 0 ms 054C: use_GXT_table 'COUNT2' 058E: set_restart_mission_taxi_destination -1045.726 -292.454 9.758 97.607 0004: $4811 = 0 // $ = int 0004: $4812 = 0 // $ = int 0004: $4819 = 0 // $ = int 0004: $4823 = 0 // $ = int 0004: $4824 = 0 // $ = int 0004: $4813 = 0 // $ = int 0004: $4828 = 0 // $ = int 0004: $4835 = 0 // $ = int 0004: $4815 = 0 // $ = int 0004: $4816 = 0 // $ = int 0004: $4817 = 0 // $ = int 0004: $4834 = 0 // $ = int 0004: $4814 = 0 // $ = int 0004: $4818 = 0 // $ = int 0004: $4820 = 0 // $ = int 0004: $4821 = 0 // $ = int 0004: $4822 = 0 // $ = int 0004: $4842 = 0 // $ = int 0004: $4825 = 0 // $ = int 0004: $4826 = 0 // $ = int 0004: $4827 = 0 // $ = int 0004: $4829 = 0 // $ = int 0004: $4830 = 0 // $ = int 0004: $4831 = 0 // $ = int 0004: $4832 = 0 // $ = int 0004: $4833 = 0 // $ = int 0004: $4836 = 0 // $ = int 0004: $4837 = 0 // $ = int 0004: $4838 = 0 // $ = int 0004: $4839 = 0 // $ = int 0004: $4840 = 0 // $ = int 0004: $4841 = 0 // $ = int 0004: $4843 = 0 // $ = int 0004: $4844 = 0 // $ = int 0004: $4845 = 0 // $ = int 0004: $4846 = 0 // $ = int 0004: $4847 = 0 // $ = int 0004: $4848 = 0 // $ = int 0004: $4849 = 0 // $ = int 0004: $4850 = 0 // $ = int 0005: $4853 = 0.0 // $ = float 0005: $4854 = 0.0 // $ = float 0005: $4855 = 0.0 // $ = float 0005: $4856 = 0.0 // $ = float 0005: $4857 = 0.0 // $ = float 0005: $4858 = 0.0 // $ = float 0005: $4859 = 0.0 // $ = float 0005: $4860 = 0.0 // $ = float 0005: $4861 = 0.0 // $ = float 0005: $4886 = 0.0 // $ = float 0007: 9@ = 0.0 // @ = float 0007: 10@ = 0.0 // @ = float 0007: 11@ = 0.0 // @ = float 0005: $4872 = 0.0 // $ = float 0005: $4873 = 0.0 // $ = float 0005: $4874 = 0.0 // $ = float 0007: 12@ = 0.0 // @ = float 0007: 13@ = 0.0 // @ = float 0004: $4851 = 0 // $ = int 0004: $2607 = 0 // $ = int 0004: $2560 = 0 // $ = int 0004: $2561 = 0 // $ = int 0004: $2562 = 0 // $ = int 0004: $2563 = 0 // $ = int 0004: $2565 = 0 // $ = int 0005: $6962 = 0.0 // $ = float 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSKELLY' 023C: load_special_actor 3 'CSBUDDY' 04BB: select_interiour 18 // select render area 03CB: load_scene -1071.56 -278.9497 12.3606 038B: load_requested_models :COUNT2_669 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 004D: jump_if_false @COUNT2_703 0001: wait 0 ms 0002: 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 12.3068 range 3.0 0395: clear_area 1 at -1059.841 -278.7214 10.4044 range 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 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :COUNT2_905 00D6: if 001A: 1444 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COUNT2_940 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COUNT2_905 :COUNT2_940 00BC: text_highpriority 'CNT2_B1' time 10000 1 :COUNT2_955 00D6: if 001A: 3750 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COUNT2_990 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COUNT2_955 :COUNT2_990 00BC: text_highpriority 'CNT2_B2' time 10000 1 :COUNT2_1005 00D6: if 001A: 7974 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COUNT2_1040 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COUNT2_1005 :COUNT2_1040 00BC: text_highpriority 'CNT2_B3' time 10000 1 :COUNT2_1055 00D6: if 001A: 9975 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COUNT2_1090 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COUNT2_1055 :COUNT2_1090 00BC: text_highpriority 'CNT2_B4' time 10000 1 :COUNT2_1105 00D6: if 001A: 14465 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COUNT2_1140 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COUNT2_1105 :COUNT2_1140 00BC: text_highpriority 'CNT2_B5' time 10000 1 :COUNT2_1155 00D6: if 001A: 18722 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COUNT2_1190 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COUNT2_1155 :COUNT2_1190 00BC: text_highpriority 'CNT2_B6' time 10000 1 :COUNT2_1205 00D6: if 001A: 22232 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COUNT2_1240 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COUNT2_1205 :COUNT2_1240 00BC: text_highpriority 'CNT2_B7' time 10000 1 :COUNT2_1255 00D6: if 001A: 28537 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COUNT2_1290 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COUNT2_1255 :COUNT2_1290 00BC: text_highpriority 'CNT2_B8' time 10000 1 :COUNT2_1305 00D6: if 001A: 30268 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @COUNT2_1340 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @COUNT2_1305 :COUNT2_1340 0169: set_fade_color 0 0 1 016A: fade 0 1500 ms 00BE: text_clear_all :COUNT2_1357 00D6: if 016B: fading 004D: jump_if_false @COUNT2_1381 0001: wait 0 ms 0002: jump @COUNT2_1357 :COUNT2_1381 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @COUNT2_1405 0001: wait 0 ms 0002: jump @COUNT2_1381 :COUNT2_1405 03AD: set_rubbish 1 00BE: text_clear_all 02EA: end_cutscene 0373: set_camera_directly_behind_player 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 04BB: select_interiour 0 // select render area 03CB: load_scene -1059.841 -278.7214 10.4044 04E3: set_player $PLAYER_CHAR mood 3 duration 60000 0247: request_model #SENTINEL 0247: request_model #COLT45 0247: request_model #BRIEFCASE 0247: request_model #MAVERICK 0247: request_model #SNIPER 0247: request_model #TEC9 0247: request_model #HFORI 0247: request_model #HFYBU 0247: request_model #WFYRI 0247: request_model #WFORI 0247: request_model #BFYST 0247: request_model #WFYBU 0247: request_model #UZI 0247: request_model #CHROMEGUN 038B: load_requested_models :COUNT2_1525 00D6: if or 8248: not model #SENTINEL available 8248: not model #COLT45 available 8248: not model #HFORI available 8248: not model #HFYBU available 8248: not model #WFYRI available 8248: not model #WFORI available 004D: jump_if_false @COUNT2_1573 0001: wait 0 ms 0002: jump @COUNT2_1525 :COUNT2_1573 00D6: if or 8248: not model #BRIEFCASE available 8248: not model #MAVERICK available 8248: not model #SNIPER available 8248: not model #TEC9 available 8248: not model #BFYST available 8248: not model #WFYBU available 004D: jump_if_false @COUNT2_1622 0001: wait 0 ms 0002: jump @COUNT2_1573 :COUNT2_1622 00D6: if or 8248: not model #CHROMEGUN available 8248: not model #UZI available 004D: jump_if_false @COUNT2_1654 0001: wait 0 ms 0002: jump @COUNT2_1622 :COUNT2_1654 00A5: $4791 = create_car #MAVERICK at 408.198 -1726.195 50.0 0587: set_load_collision_for_car $4791 flag 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: set_load_collision_for_actor $4799 flag 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: set_load_collision_for_actor $4800 flag 0 0187: $4191 = create_marker_above_actor $4800 0168: set_marker $4191 size 3 04A2: heli $4791 fly_to -649.6716 -1590.727 40.0 speed 15 04BA: set_car $4791 speed_instantly 15.0 0004: $4812 = 1 // $ = int 016A: fade 1 1500 ms :COUNT2_1900 00D6: if 016B: fading 004D: jump_if_false @COUNT2_1924 0001: wait 0 ms 0002: jump @COUNT2_1900 :COUNT2_1924 00BC: text_highpriority 'CNT2_01' time 30000 1 018A: $4852 = create_checkpoint_at -683.1377 -1566.971 11.4 0481: set_enter_car_range_multiplier 10.0 0482: set_threat_reaction_range_multiplier 3.0 00A5: $4787 = create_car #SENTINEL at -707.2035 -1549.606 11.4769 0229: set_car $4787 color_to 10 0 0175: set_car $4787 z_angle_to 66.0 00AD: set_car $4787 max_speed_to 15.0 0007: 2@ = 0.0 // @ = float 00AE: set_vehicle $4787 traffic_behavior_to 2 02AA: set_car $4787 immune_to_nonplayer 1 0466: set_car $4787 stay_in_fast_lane 0 03ED: set_car $4787 not_damaged_when_upside_down 1 00A9: set_car $4787 to_normal_driver 04BD: set_car $4787 is_part_of_convoy 1 00AF: set_car $4787 driver_behaviour_to 11 00A5: $4788 = create_car #SENTINEL at -708.85 -1553.722 11.4936 0229: set_car $4788 color_to 0 0 0175: set_car $4788 z_angle_to 66.0 00AD: set_car $4788 max_speed_to 15.0 0007: 5@ = 0.0 // @ = float 00AE: set_vehicle $4788 traffic_behavior_to 2 02AA: set_car $4788 immune_to_nonplayer 1 0466: set_car $4788 stay_in_fast_lane 0 03ED: set_car $4788 not_damaged_when_upside_down 1 020A: set_car $4788 door_status_to 3 00A9: set_car $4788 to_normal_driver 04BD: set_car $4788 is_part_of_convoy 1 00AF: set_car $4788 driver_behaviour_to 11 00A5: $4789 = create_car #SENTINEL at -710.5004 -1557.811 11.5109 0229: set_car $4789 color_to 10 0 0175: set_car $4789 z_angle_to 66.0 00AD: set_car $4789 max_speed_to 15.0 0007: 8@ = 0.0 // @ = float 00AE: set_vehicle $4789 traffic_behavior_to 2 02AA: set_car $4789 immune_to_nonplayer 1 0466: set_car $4789 stay_in_fast_lane 0 03ED: set_car $4789 not_damaged_when_upside_down 1 00A9: set_car $4789 to_normal_driver 04BD: set_car $4789 is_part_of_convoy 1 00AF: set_car $4789 driver_behaviour_to 11 009A: $4793 = create_actor_pedtype 9 model #HFORI at -718.9443 -1530.91 11.2232 0173: set_actor $4793 z_angle_to 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 009A: $4794 = create_actor_pedtype 9 model #HFORI at -716.1127 -1533.785 11.2238 0173: set_actor $4794 z_angle_to 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 009A: $4795 = create_actor_pedtype 9 model #WFORI at -715.5613 -1535.627 11.2565 0173: set_actor $4795 z_angle_to 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 009A: $4796 = create_actor_pedtype 9 model #WFYRI at -710.0019 -1543.779 11.4329 0173: set_actor $4796 z_angle_to 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 009A: $4797 = create_actor_pedtype 9 model #WFORI at -681.0981 -1557.247 11.4438 0173: set_actor $4797 z_angle_to 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 009A: $4798 = create_actor_pedtype 9 model #WFYBU at -679.4094 -1559.045 11.4483 0173: set_actor $4798 z_angle_to 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 009A: $4802 = create_actor_pedtype 9 model #HFORI at -718.4953 -1560.214 13.858 0173: set_actor $4802 z_angle_to 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 009A: $4803 = create_actor_pedtype 9 model #WFYBU at -722.6389 -1557.029 13.8587 0173: set_actor $4803 z_angle_to 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 009A: $4804 = create_actor_pedtype 9 model #WFYRI at -721.5871 -1542.477 13.8572 0173: set_actor $4804 z_angle_to 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 009A: $4805 = create_actor_pedtype 9 model #WFYRI at -721.0208 -1548.822 11.4844 0173: set_actor $4805 z_angle_to 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 009A: $4806 = create_actor_pedtype 9 model #BFYST at -703.3905 -1573.135 15.6165 0173: set_actor $4806 z_angle_to 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 aim_gun_at_actor $PLAYER_ACTOR 0350: set_actor $4806 maintain_position_when_attacked 1 0291: set_actor $4806 heed_threats 1 009A: $4807 = create_actor_pedtype 9 model #BFYST at -671.947 -1553.906 22.7296 0173: set_actor $4807 z_angle_to 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 aim_gun_at_actor $PLAYER_ACTOR 0350: set_actor $4807 maintain_position_when_attacked 1 0291: set_actor $4807 heed_threats 1 009A: $4808 = create_actor_pedtype 9 model #BFYST at -722.8923 -1528.647 15.904 0173: set_actor $4808 z_angle_to 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 aim_gun_at_actor $PLAYER_ACTOR 0350: set_actor $4808 maintain_position_when_attacked 1 0291: set_actor $4808 heed_threats 1 009A: $4809 = create_actor_pedtype 9 model #BFYST at -728.5547 -1554.013 21.8729 0173: set_actor $4809 z_angle_to 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 aim_gun_at_actor $PLAYER_ACTOR 0350: set_actor $4809 maintain_position_when_attacked 1 0291: set_actor $4809 heed_threats 1 009A: $4810 = create_actor_pedtype 9 model #WFYRI at -721.8732 -1500.1 10.3946 0173: set_actor $4810 z_angle_to 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 0006: TIMERA = 3000 // @ = int 0006: TIMERB = 3000 // @ = int 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @COUNT2_4074 00A5: $4791 = create_car #MAVERICK at 408.198 -1726.195 84.1376 :COUNT2_4074 0001: wait 0 ms 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 01BD: $4811 = current_time_in_ms 0008: $2565 += 1 // $ += int 00D6: if 0018: $2565 > 3 // $ > int 004D: jump_if_false @COUNT2_4129 0004: $2565 = 0 // $ = int :COUNT2_4129 00D6: if 0038: $2565 == 0 // $ == int 004D: jump_if_false @COUNT2_6206 00D6: if 0038: $4843 == 0 // $ == int 004D: jump_if_false @COUNT2_4275 00D6: if 8119: not car $4791 wrecked 004D: jump_if_false @COUNT2_4275 00D6: if 00DC: player $PLAYER_CHAR in_car $4791 004D: jump_if_false @COUNT2_4275 00D6: if 8118: not actor $4806 dead 004D: jump_if_false @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 00D6: if 8118: not actor $4807 dead 004D: jump_if_false @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 0004: $4843 = 1 // $ = int :COUNT2_4275 00D6: if 8118: not actor $4793 dead 004D: jump_if_false @COUNT2_5919 00D6: if 00DF: actor $4793 in_any_car 004D: jump_if_false @COUNT2_5583 01C3: mark_car_as_no_longer_needed $4787 03C0: $4787 = actor $4793 car_no_save 00AA: store_car $4787 position_to 0@ 1@ $447 00D6: if 0038: $4816 == -1 // $ == int 004D: jump_if_false @COUNT2_4366 0006: TIMERA = 0 // @ = int 0004: $4816 = 0 // $ = int :COUNT2_4366 00D6: if 0038: $4816 == 0 // $ == int 004D: jump_if_false @COUNT2_4716 00D6: if 0018: $4812 > 4 // $ > int 004D: jump_if_false @COUNT2_4716 00D6: if 0019: TIMERA > 2500 // @ > int 004D: jump_if_false @COUNT2_4716 00D6: if 0038: $4814 == 1 // $ == int 004D: jump_if_false @COUNT2_4543 00AD: set_car $4787 max_speed_to 100.0 0007: 2@ = 100.0 // @ = float 00AE: set_vehicle $4787 traffic_behavior_to 2 00AF: set_car $4787 driver_behaviour_to 2 0084: $4829 = $4811 // $ = $ int 0004: $4816 = 1 // $ = int 0004: $4820 = 0 // $ = int 00D6: if 0038: $4812 == 7 // $ == int 004D: jump_if_false @COUNT2_4536 0084: $4824 = $4811 // $ = $ int 0008: $4824 += 250 // $ += int 0004: $4812 = 8 // $ = int :COUNT2_4536 0002: jump @COUNT2_4716 :COUNT2_4543 00D6: if 0018: $4812 > 6 // $ > int 004D: jump_if_false @COUNT2_4716 00AD: set_car $4787 max_speed_to 15.0 0007: 2@ = 15.0 // @ = float 00AE: set_vehicle $4787 traffic_behavior_to 2 00D6: if 0038: $4836 == 0 // $ == int 004D: jump_if_false @COUNT2_4633 00A7: car $4787 drive_to -1133.062 -342.2911 9.8989 0002: jump @COUNT2_4653 :COUNT2_4633 02C2: car $4787 drive_to_point -963.9817 322.1035 10.1818 :COUNT2_4653 0004: $4816 = 2 // $ = int 0004: $4820 = 0 // $ = int 0084: $4829 = $4811 // $ = $ int 00D6: if 0038: $4812 == 7 // $ == int 004D: jump_if_false @COUNT2_4716 0004: $4812 = 8 // $ = int 0084: $4824 = $4811 // $ = $ int 0008: $4824 += 750 // $ += int :COUNT2_4716 00D6: if 01FC: player $PLAYER_CHAR near_car $4787 radius 15.0 15.0 0 004D: jump_if_false @COUNT2_4761 02AA: set_car $4787 immune_to_nonplayer 0 0002: jump @COUNT2_4768 :COUNT2_4761 02AA: set_car $4787 immune_to_nonplayer 1 :COUNT2_4768 00D6: if 00DC: player $PLAYER_CHAR in_car $4787 004D: jump_if_false @COUNT2_4795 01CA: actor $4793 kill_player $PLAYER_CHAR :COUNT2_4795 00D6: if 0038: $4839 == 0 // $ == int 004D: jump_if_false @COUNT2_4858 00D6: if 01AD: car $4787 sphere 0 near_point -963.9817 322.1035 radius 3.0 3.0 004D: jump_if_false @COUNT2_4858 0004: $4839 = 1 // $ = int :COUNT2_4858 00D6: if 0038: $4839 == 0 // $ == int 004D: jump_if_false @COUNT2_5025 00D6: if 8043: not 2@ == 0.0 // @ == float 004D: jump_if_false @COUNT2_5025 0084: $4880 = $4787 // $ = $ int 0084: $4881 = $4820 // $ = $ int 0084: $4882 = $4829 // $ = $ int 0086: $4877 = $4853 // $ = $ float 0086: $4878 = $4854 // $ = $ float 0086: $4879 = $4855 // $ = $ float 0050: gosub @COUNT2_20394 0084: $4820 = $4881 // $ = $ int 0084: $4829 = $4882 // $ = $ int 0086: $4853 = $4877 // $ = $ float 0086: $4854 = $4878 // $ = $ float 0086: $4855 = $4879 // $ = $ float 00D6: if 0038: $4820 == -9 // $ == int 004D: jump_if_false @COUNT2_5025 046B: actor $4793 leave_car $4787 and_flee 0004: $4820 = 0 // $ = int :COUNT2_5025 00D6: if 0018: $4816 > 0 // $ > int 004D: jump_if_false @COUNT2_5576 0227: $4825 = car $4787 health 00D6: if 0018: $4814 > 0 // $ > int 004D: jump_if_false @COUNT2_5094 00D6: if 0038: $4816 == 2 // $ == int 004D: jump_if_false @COUNT2_5094 0004: $4816 = 0 // $ = int :COUNT2_5094 00D6: if 001A: 900 > $4825 // int > $ 004D: jump_if_false @COUNT2_5163 00D6: if 0038: $4814 == 0 // $ == int 004D: jump_if_false @COUNT2_5163 00D6: if 0038: $4816 == 2 // $ == int 004D: jump_if_false @COUNT2_5163 0004: $4816 = 0 // $ = int 0004: $4814 = 1 // $ = int :COUNT2_5163 00D6: if 001A: 300 > $4825 // int > $ 004D: jump_if_false @COUNT2_5190 046B: actor $4793 leave_car $4787 and_flee :COUNT2_5190 00AA: store_car $4787 position_to 0@ 1@ $447 0088: $6958 = 0@ // $ = @ float 000D: $6958 -= -963.9817 // $ -= float 0088: $6959 = 1@ // $ = @ float 000D: $6959 -= 322.1035 // $ -= float 0069: $6958 *= $6958 // $ *= $ float 0069: $6959 *= $6959 // $ *= $ float 0059: $6958 += $6959 // $ += $ float 01FB: 9@ = square_root $6958 00D6: if 0038: $4814 == 0 // $ == int 004D: jump_if_false @COUNT2_5466 00D6: if 0038: $4836 == 0 // $ == int 004D: jump_if_false @COUNT2_5373 00D6: if 01AD: car $4787 sphere 0 near_point -1133.062 -342.2911 radius 10.0 10.0 004D: jump_if_false @COUNT2_5373 02C2: car $4787 drive_to_point -963.9817 322.1035 10.1818 0004: $4836 = 1 // $ = int :COUNT2_5373 0088: $4865 = 10@ // $ = @ float 0067: $4865 -= 9@ // $ -= @ float 00D6: if 0020: $4865 > 20.0 // $ > float 004D: jump_if_false @COUNT2_5446 00AD: set_car $4787 max_speed_to 0.0 0477: set_car $4787 action 1 time 100 0007: 2@ = 0.0 // @ = float 0002: jump @COUNT2_5466 :COUNT2_5446 00AD: set_car $4787 max_speed_to 15.0 0007: 2@ = 15.0 // @ = float :COUNT2_5466 00D6: if 0038: $4816 == 1 // $ == int 004D: jump_if_false @COUNT2_5569 00D6: if 80E0: not player $PLAYER_CHAR in_any_car 004D: jump_if_false @COUNT2_5569 0084: $4867 = $4787 // $ = $ int 0004: $4868 = -1 // $ = int 0050: gosub @COUNT2_19492 0089: 2@ = $6962 // @ = $ float 00D6: if 01FC: player $PLAYER_CHAR near_car $4787 radius 15.0 15.0 0 004D: jump_if_false @COUNT2_5569 01CA: actor $4793 kill_player $PLAYER_CHAR :COUNT2_5569 0050: gosub @COUNT2_21092 :COUNT2_5576 0002: jump @COUNT2_5912 :COUNT2_5583 0004: $4816 = -1 // $ = int 00D6: if 0018: $4812 > 4 // $ > int 004D: jump_if_false @COUNT2_5912 00D6: if 00E9: player $PLAYER_CHAR 0 $4793 radius 40.0 40.0 004D: jump_if_false @COUNT2_5814 00D6: if 80E0: not player $PLAYER_CHAR in_any_car 004D: jump_if_false @COUNT2_5670 01CA: actor $4793 kill_player $PLAYER_CHAR 0002: jump @COUNT2_5807 :COUNT2_5670 00D6: if 00E9: player $PLAYER_CHAR 0 $4793 radius 25.0 25.0 004D: jump_if_false @COUNT2_5716 01CA: actor $4793 kill_player $PLAYER_CHAR 0002: jump @COUNT2_5807 :COUNT2_5716 0084: $4869 = $4793 // $ = $ int 00D6: if 8119: not car $4787 wrecked 004D: jump_if_false @COUNT2_5800 00D6: if 0202: actor $4793 near_car $4787 radius 20.0 20.0 sphere 0 004D: jump_if_false @COUNT2_5786 01D5: actor $4793 go_to_and_drive_car $4787 0002: jump @COUNT2_5793 :COUNT2_5786 0050: gosub @COUNT2_19759 :COUNT2_5793 0002: jump @COUNT2_5807 :COUNT2_5800 0050: gosub @COUNT2_19759 :COUNT2_5807 0002: jump @COUNT2_5905 :COUNT2_5814 0084: $4869 = $4793 // $ = $ int 00D6: if 8119: not car $4787 wrecked 004D: jump_if_false @COUNT2_5898 00D6: if 0202: actor $4793 near_car $4787 radius 20.0 20.0 sphere 0 004D: jump_if_false @COUNT2_5884 01D5: actor $4793 go_to_and_drive_car $4787 0002: jump @COUNT2_5891 :COUNT2_5884 0050: gosub @COUNT2_19759 :COUNT2_5891 0002: jump @COUNT2_5905 :COUNT2_5898 0050: gosub @COUNT2_19759 :COUNT2_5905 0050: gosub @COUNT2_21092 :COUNT2_5912 0002: jump @COUNT2_6206 :COUNT2_5919 01C2: mark_actor_as_no_longer_needed $4793 00D6: if 8118: not actor $4794 dead 004D: jump_if_false @COUNT2_6064 0084: $4793 = $4794 // $ = $ int 0004: $4794 = -1 // $ = int 00D6: if 8118: not actor $4795 dead 004D: jump_if_false @COUNT2_6006 01DE: tie_actor $4795 to_actor $4793 00D6: if 831F: not actor $4795 in_range_of_actor $4793 004D: jump_if_false @COUNT2_6006 01CC: actor $4795 kill_player $PLAYER_CHAR :COUNT2_6006 00D6: if 8118: not actor $4796 dead 004D: jump_if_false @COUNT2_6057 01DE: tie_actor $4796 to_actor $4793 00D6: if 831F: not actor $4796 in_range_of_actor $4793 004D: jump_if_false @COUNT2_6057 01CC: actor $4796 kill_player $PLAYER_CHAR :COUNT2_6057 0002: jump @COUNT2_6206 :COUNT2_6064 01C2: mark_actor_as_no_longer_needed $4794 00D6: if 8118: not actor $4795 dead 004D: jump_if_false @COUNT2_6158 0084: $4793 = $4795 // $ = $ int 0004: $4795 = -1 // $ = int 00D6: if 8118: not actor $4796 dead 004D: jump_if_false @COUNT2_6151 01DE: tie_actor $4796 to_actor $4793 00D6: if 831F: not actor $4796 in_range_of_actor $4793 004D: jump_if_false @COUNT2_6151 01CC: actor $4796 kill_player $PLAYER_CHAR :COUNT2_6151 0002: jump @COUNT2_6206 :COUNT2_6158 01C2: mark_actor_as_no_longer_needed $4795 00D6: if 8118: not actor $4796 dead 004D: jump_if_false @COUNT2_6201 0084: $4793 = $4796 // $ = $ int 0004: $4796 = -1 // $ = int 0002: jump @COUNT2_6206 :COUNT2_6201 01C2: mark_actor_as_no_longer_needed $4796 :COUNT2_6206 00D6: if 0038: $2565 == 1 // $ == int 004D: jump_if_false @COUNT2_10234 00D6: if 0018: $4812 > 4 // $ > int 004D: jump_if_false @COUNT2_6858 00D6: if 8118: not actor $4793 dead 004D: jump_if_false @COUNT2_6525 00D6: if 0038: $4832 == 0 // $ == int 004D: jump_if_false @COUNT2_6434 00D6: if 8119: not car $4787 wrecked 004D: jump_if_false @COUNT2_6402 00D6: if 8118: not actor $4794 dead 004D: jump_if_false @COUNT2_6316 01DE: tie_actor $4794 to_actor $4793 :COUNT2_6316 00D6: if 8118: not actor $4795 dead 004D: jump_if_false @COUNT2_6340 01DE: tie_actor $4795 to_actor $4793 :COUNT2_6340 00D6: if 8118: not actor $4796 dead 004D: jump_if_false @COUNT2_6364 01DE: tie_actor $4796 to_actor $4793 :COUNT2_6364 00D6: if 80DF: not actor $4793 in_any_car 004D: jump_if_false @COUNT2_6395 01D5: actor $4793 go_to_and_drive_car $4787 0004: $4832 = 1 // $ = int :COUNT2_6395 0002: jump @COUNT2_6427 :COUNT2_6402 00D6: if 0038: $4814 == 0 // $ == int 004D: jump_if_false @COUNT2_6427 0004: $4814 = 1 // $ = int :COUNT2_6427 0002: jump @COUNT2_6518 :COUNT2_6434 00D6: if 0038: $4814 == 1 // $ == int 004D: jump_if_false @COUNT2_6518 00D6: if 00DF: actor $4793 in_any_car 004D: jump_if_false @COUNT2_6475 0004: $4832 = 2 // $ = int :COUNT2_6475 00D6: if 0038: $4832 == 1 // $ == int 004D: jump_if_false @COUNT2_6518 011C: actor $4793 clear_objective 009F: set_actor $4793 idle 01CA: actor $4793 kill_player $PLAYER_CHAR 0004: $4832 = 2 // $ = int :COUNT2_6518 0002: jump @COUNT2_6550 :COUNT2_6525 00D6: if 0038: $4814 == 0 // $ == int 004D: jump_if_false @COUNT2_6550 0004: $4814 = 1 // $ = int :COUNT2_6550 00D6: if 8118: not actor $4802 dead 004D: jump_if_false @COUNT2_6833 00D6: if 0038: $4833 == 0 // $ == int 004D: jump_if_false @COUNT2_6742 00D6: if 8119: not car $4789 wrecked 004D: jump_if_false @COUNT2_6710 00D6: if 8118: not actor $4803 dead 004D: jump_if_false @COUNT2_6624 01DE: tie_actor $4803 to_actor $4802 :COUNT2_6624 00D6: if 8118: not actor $4804 dead 004D: jump_if_false @COUNT2_6648 01DE: tie_actor $4804 to_actor $4802 :COUNT2_6648 00D6: if 8118: not actor $4805 dead 004D: jump_if_false @COUNT2_6672 01DE: tie_actor $4805 to_actor $4802 :COUNT2_6672 00D6: if 80DF: not actor $4802 in_any_car 004D: jump_if_false @COUNT2_6703 01D5: actor $4802 go_to_and_drive_car $4789 0004: $4833 = 1 // $ = int :COUNT2_6703 0002: jump @COUNT2_6735 :COUNT2_6710 00D6: if 0038: $4814 == 0 // $ == int 004D: jump_if_false @COUNT2_6735 0004: $4814 = 1 // $ = int :COUNT2_6735 0002: jump @COUNT2_6826 :COUNT2_6742 00D6: if 0038: $4814 == 1 // $ == int 004D: jump_if_false @COUNT2_6826 00D6: if 00DF: actor $4802 in_any_car 004D: jump_if_false @COUNT2_6783 0004: $4833 = 2 // $ = int :COUNT2_6783 00D6: if 0038: $4833 == 1 // $ == int 004D: jump_if_false @COUNT2_6826 011C: actor $4802 clear_objective 009F: set_actor $4802 idle 01CA: actor $4802 kill_player $PLAYER_CHAR 0004: $4833 = 2 // $ = int :COUNT2_6826 0002: jump @COUNT2_6858 :COUNT2_6833 00D6: if 0038: $4814 == 0 // $ == int 004D: jump_if_false @COUNT2_6858 0004: $4814 = 1 // $ = int :COUNT2_6858 00D6: if 8118: not actor $4810 dead 004D: jump_if_false @COUNT2_7221 00D6: if 00E4: player $PLAYER_CHAR 0 -725.096 -1499.147 radius 3.7 3.0 004D: jump_if_false @COUNT2_6993 00D6: if 0038: $4851 == 0 // $ == int 004D: jump_if_false @COUNT2_6986 00D6: if 0038: $2563 == 0 // $ == int 004D: jump_if_false @COUNT2_6971 0004: $2563 = 1 // $ = int 0084: $2588 = $4811 // $ = $ int 0008: $2588 += 6000 // $ += int :COUNT2_6971 01D2: actor $4810 follow_player $PLAYER_CHAR 0004: $4851 = 1 // $ = int :COUNT2_6986 0002: jump @COUNT2_7103 :COUNT2_6993 00D6: 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 004D: jump_if_false @COUNT2_7073 01CA: actor $4810 kill_player $PLAYER_CHAR 0002: jump @COUNT2_7103 :COUNT2_7073 00D6: if 0038: $4851 == 1 // $ == int 004D: jump_if_false @COUNT2_7103 011C: actor $4810 clear_objective 0004: $4851 = 0 // $ = int :COUNT2_7103 00D6: if 00E5: player $PLAYER_CHAR 0 -725.096 -1499.147 radius 3.7 3.0 004D: jump_if_false @COUNT2_7214 00D6: if 8038: not $4851 == 2 // $ == int 004D: jump_if_false @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 0004: $4851 = 2 // $ = int :COUNT2_7214 0002: jump @COUNT2_7251 :COUNT2_7221 01C2: mark_actor_as_no_longer_needed $4810 00D6: if 0038: $4814 == 0 // $ == int 004D: jump_if_false @COUNT2_7251 0004: $4814 = 1 // $ = int :COUNT2_7251 00D6: if 0118: actor $4793 dead 004D: jump_if_false @COUNT2_7304 01C2: mark_actor_as_no_longer_needed $4793 00D6: if 0038: $4814 == 0 // $ == int 004D: jump_if_false @COUNT2_7297 0004: $4814 = 1 // $ = int :COUNT2_7297 0002: jump @COUNT2_7337 :COUNT2_7304 00D6: if and 0038: $4814 == 1 // $ == int 001A: 7 > $4812 // int > $ 004D: jump_if_false @COUNT2_7337 01CA: actor $4793 kill_player $PLAYER_CHAR :COUNT2_7337 00D6: if 0118: actor $4794 dead 004D: jump_if_false @COUNT2_7390 01C2: mark_actor_as_no_longer_needed $4794 00D6: if 0038: $4814 == 0 // $ == int 004D: jump_if_false @COUNT2_7383 0004: $4814 = 1 // $ = int :COUNT2_7383 0002: jump @COUNT2_7423 :COUNT2_7390 00D6: if and 0038: $4814 == 1 // $ == int 001A: 7 > $4812 // int > $ 004D: jump_if_false @COUNT2_7423 01CA: actor $4794 kill_player $PLAYER_CHAR :COUNT2_7423 00D6: if 0118: actor $4795 dead 004D: jump_if_false @COUNT2_7476 01C2: mark_actor_as_no_longer_needed $4795 00D6: if 0038: $4814 == 0 // $ == int 004D: jump_if_false @COUNT2_7469 0004: $4814 = 1 // $ = int :COUNT2_7469 0002: jump @COUNT2_7509 :COUNT2_7476 00D6: if and 0038: $4814 == 1 // $ == int 001A: 7 > $4812 // int > $ 004D: jump_if_false @COUNT2_7509 01CA: actor $4795 kill_player $PLAYER_CHAR :COUNT2_7509 00D6: if 0118: actor $4796 dead 004D: jump_if_false @COUNT2_7562 01C2: mark_actor_as_no_longer_needed $4796 00D6: if 0038: $4814 == 0 // $ == int 004D: jump_if_false @COUNT2_7555 0004: $4814 = 1 // $ = int :COUNT2_7555 0002: jump @COUNT2_7595 :COUNT2_7562 00D6: if and 0038: $4814 == 1 // $ == int 001A: 7 > $4812 // int > $ 004D: jump_if_false @COUNT2_7595 01CA: actor $4796 kill_player $PLAYER_CHAR :COUNT2_7595 00D6: if 0118: actor $4797 dead 004D: jump_if_false @COUNT2_7648 01C2: mark_actor_as_no_longer_needed $4797 00D6: if 0038: $4814 == 0 // $ == int 004D: jump_if_false @COUNT2_7641 0004: $4814 = 1 // $ = int :COUNT2_7641 0002: jump @COUNT2_7681 :COUNT2_7648 00D6: if and 0038: $4814 == 1 // $ == int 001A: 7 > $4812 // int > $ 004D: jump_if_false @COUNT2_7681 01CA: actor $4797 kill_player $PLAYER_CHAR :COUNT2_7681 00D6: if 0118: actor $4798 dead 004D: jump_if_false @COUNT2_7734 01C2: mark_actor_as_no_longer_needed $4798 00D6: if 0038: $4814 == 0 // $ == int 004D: jump_if_false @COUNT2_7727 0004: $4814 = 1 // $ = int :COUNT2_7727 0002: jump @COUNT2_7767 :COUNT2_7734 00D6: if and 0038: $4814 == 1 // $ == int 001A: 7 > $4812 // int > $ 004D: jump_if_false @COUNT2_7767 01CA: actor $4798 kill_player $PLAYER_CHAR :COUNT2_7767 00D6: if 0118: actor $4802 dead 004D: jump_if_false @COUNT2_7820 01C2: mark_actor_as_no_longer_needed $4802 00D6: if 0038: $4814 == 0 // $ == int 004D: jump_if_false @COUNT2_7813 0004: $4814 = 1 // $ = int :COUNT2_7813 0002: jump @COUNT2_7853 :COUNT2_7820 00D6: if and 0038: $4814 == 1 // $ == int 001A: 7 > $4812 // int > $ 004D: jump_if_false @COUNT2_7853 01CA: actor $4802 kill_player $PLAYER_CHAR :COUNT2_7853 00D6: if 0118: actor $4803 dead 004D: jump_if_false @COUNT2_7906 01C2: mark_actor_as_no_longer_needed $4803 00D6: if 0038: $4814 == 0 // $ == int 004D: jump_if_false @COUNT2_7899 0004: $4814 = 1 // $ = int :COUNT2_7899 0002: jump @COUNT2_7939 :COUNT2_7906 00D6: if and 0038: $4814 == 1 // $ == int 001A: 7 > $4812 // int > $ 004D: jump_if_false @COUNT2_7939 01CA: actor $4803 kill_player $PLAYER_CHAR :COUNT2_7939 00D6: if 0118: actor $4804 dead 004D: jump_if_false @COUNT2_7992 01C2: mark_actor_as_no_longer_needed $4804 00D6: if 0038: $4814 == 0 // $ == int 004D: jump_if_false @COUNT2_7985 0004: $4814 = 1 // $ = int :COUNT2_7985 0002: jump @COUNT2_8025 :COUNT2_7992 00D6: if and 0038: $4814 == 1 // $ == int 001A: 7 > $4812 // int > $ 004D: jump_if_false @COUNT2_8025 01CA: actor $4804 kill_player $PLAYER_CHAR :COUNT2_8025 00D6: if 0118: actor $4805 dead 004D: jump_if_false @COUNT2_8078 01C2: mark_actor_as_no_longer_needed $4805 00D6: if 0038: $4814 == 0 // $ == int 004D: jump_if_false @COUNT2_8071 0004: $4814 = 1 // $ = int :COUNT2_8071 0002: jump @COUNT2_8111 :COUNT2_8078 00D6: if and 0038: $4814 == 1 // $ == int 001A: 7 > $4812 // int > $ 004D: jump_if_false @COUNT2_8111 01CA: actor $4805 kill_player $PLAYER_CHAR :COUNT2_8111 00D6: if 0118: actor $4806 dead 004D: jump_if_false @COUNT2_8164 01C2: mark_actor_as_no_longer_needed $4806 00D6: if 0038: $4814 == 0 // $ == int 004D: jump_if_false @COUNT2_8157 0004: $4814 = 1 // $ = int :COUNT2_8157 0002: jump @COUNT2_8197 :COUNT2_8164 00D6: if and 0038: $4814 == 1 // $ == int 001A: 7 > $4812 // int > $ 004D: jump_if_false @COUNT2_8197 01CA: actor $4806 kill_player $PLAYER_CHAR :COUNT2_8197 00D6: if 0118: actor $4807 dead 004D: jump_if_false @COUNT2_8250 01C2: mark_actor_as_no_longer_needed $4807 00D6: if 0038: $4814 == 0 // $ == int 004D: jump_if_false @COUNT2_8243 0004: $4814 = 1 // $ = int :COUNT2_8243 0002: jump @COUNT2_8283 :COUNT2_8250 00D6: if and 0038: $4814 == 1 // $ == int 001A: 7 > $4812 // int > $ 004D: jump_if_false @COUNT2_8283 01CA: actor $4807 kill_player $PLAYER_CHAR :COUNT2_8283 00D6: if 0118: actor $4808 dead 004D: jump_if_false @COUNT2_8336 01C2: mark_actor_as_no_longer_needed $4808 00D6: if 0038: $4814 == 0 // $ == int 004D: jump_if_false @COUNT2_8329 0004: $4814 = 1 // $ = int :COUNT2_8329 0002: jump @COUNT2_8369 :COUNT2_8336 00D6: if and 0038: $4814 == 1 // $ == int 001A: 7 > $4812 // int > $ 004D: jump_if_false @COUNT2_8369 01CA: actor $4808 kill_player $PLAYER_CHAR :COUNT2_8369 00D6: if 0118: actor $4809 dead 004D: jump_if_false @COUNT2_8422 01C2: mark_actor_as_no_longer_needed $4809 00D6: if 0038: $4814 == 0 // $ == int 004D: jump_if_false @COUNT2_8415 0004: $4814 = 1 // $ = int :COUNT2_8415 0002: jump @COUNT2_8455 :COUNT2_8422 00D6: if and 0038: $4814 == 1 // $ == int 001A: 7 > $4812 // int > $ 004D: jump_if_false @COUNT2_8455 01CA: actor $4809 kill_player $PLAYER_CHAR :COUNT2_8455 00D6: if 8118: not actor $4800 dead 004D: jump_if_false @COUNT2_9980 00D6: if 00DF: actor $4800 in_any_car 004D: jump_if_false @COUNT2_8531 00D6: if 050D: actor $4800 leaving_car_to_die 004D: jump_if_false @COUNT2_8517 0004: $4823 = 0 // $ = int 0002: jump @COUNT2_8524 :COUNT2_8517 0004: $4823 = 1 // $ = int :COUNT2_8524 0002: jump @COUNT2_8564 :COUNT2_8531 0004: $4823 = 0 // $ = int 00D6: if 001C: $4828 > $4811 // $ > $ int 004D: jump_if_false @COUNT2_8564 0050: gosub @COUNT2_20994 :COUNT2_8564 00D6: if 0038: $4812 == 1 // $ == int 004D: jump_if_false @COUNT2_8675 00D6: if 0100: actor $4800 near_point_in_car -649.6716 -1590.727 40.0 radius 5.0 5.0 5.0 sphere 0 004D: jump_if_false @COUNT2_8675 00D6: if 8119: not car $4791 wrecked 004D: jump_if_false @COUNT2_8668 04A2: heli $4791 fly_to -664.9825 -1579.252 25.0 speed 15 :COUNT2_8668 0004: $4812 = 2 // $ = int :COUNT2_8675 00D6: if 0038: $4812 == 2 // $ == int 004D: jump_if_false @COUNT2_8786 00D6: if 0100: actor $4800 near_point_in_car -664.9825 -1579.252 25.0 radius 5.0 5.0 5.0 sphere 0 004D: jump_if_false @COUNT2_8786 00D6: if 8119: not car $4791 wrecked 004D: jump_if_false @COUNT2_8779 04A2: heli $4791 fly_to -679.126 -1569.792 17.7605 speed 10 :COUNT2_8779 0004: $4812 = 3 // $ = int :COUNT2_8786 00D6: if 0038: $4812 == 3 // $ == int 004D: jump_if_false @COUNT2_8897 00D6: if 0100: actor $4800 near_point_in_car -679.126 -1569.792 17.7605 radius 5.0 5.0 5.0 sphere 0 004D: jump_if_false @COUNT2_8897 00D6: if 8119: not car $4791 wrecked 004D: jump_if_false @COUNT2_8890 04A2: heli $4791 fly_to -683.1377 -1566.971 11.4 speed 5 :COUNT2_8890 0004: $4812 = 4 // $ = int :COUNT2_8897 00D6: if 0038: $4812 == 4 // $ == int 004D: jump_if_false @COUNT2_9192 00D6: if 8119: not car $4791 wrecked 004D: jump_if_false @COUNT2_9192 00D6: if 00FE: actor $4800 0 -683.1377 -1566.971 11.4 radius 3.0 3.0 3.0 004D: jump_if_false @COUNT2_9192 00D6: if 81F3: not car $4791 airborne 004D: jump_if_false @COUNT2_9192 00D6: if 8119: not car $4788 wrecked 004D: jump_if_false @COUNT2_9122 03E2: actor $4800 leave_any_car 00D6: if 8118: not actor $4797 dead 004D: jump_if_false @COUNT2_9040 01DE: tie_actor $4797 to_actor $4800 :COUNT2_9040 00D6: if 8118: not actor $4798 dead 004D: jump_if_false @COUNT2_9064 01DE: tie_actor $4798 to_actor $4800 :COUNT2_9064 00D6: if 8118: not actor $4799 dead 004D: jump_if_false @COUNT2_9088 01DE: tie_actor $4799 to_actor $4800 :COUNT2_9088 0004: $4812 = 5 // $ = int 00BC: text_highpriority 'CNT2_08' time 5000 1 0164: disable_marker $4852 0002: jump @COUNT2_9192 :COUNT2_9122 00D6: if 8119: not car $4791 wrecked 004D: jump_if_false @COUNT2_9160 04A2: heli $4791 fly_to -679.126 -1569.792 17.7605 speed 60 :COUNT2_9160 0004: $4812 = -1 // $ = int 00D6: if 8038: not $4814 == 1 // $ == int 004D: jump_if_false @COUNT2_9192 0004: $4814 = 1 // $ = int :COUNT2_9192 00D6: if 0038: $4812 == 5 // $ == int 004D: jump_if_false @COUNT2_9336 00D6: if 80DF: not actor $4800 in_any_car 004D: jump_if_false @COUNT2_9336 00D6: if 8119: not car $4788 wrecked 004D: jump_if_false @COUNT2_9264 01D5: actor $4800 go_to_and_drive_car $4788 0004: $4812 = 6 // $ = int 0002: jump @COUNT2_9336 :COUNT2_9264 00D6: if 0038: $2562 == 0 // $ == int 004D: jump_if_false @COUNT2_9305 0004: $2562 = 1 // $ = int 0084: $2587 = $4811 // $ = $ int 0008: $2587 += 6000 // $ += int :COUNT2_9305 00D6: if 8119: not car $4791 wrecked 004D: jump_if_false @COUNT2_9336 01D5: actor $4800 go_to_and_drive_car $4791 0004: $4812 = -1 // $ = int :COUNT2_9336 00D6: if 0038: $4812 == 6 // $ == int 004D: jump_if_false @COUNT2_9377 00D6: if 00DF: actor $4800 in_any_car 004D: jump_if_false @COUNT2_9377 0004: $4812 = 7 // $ = int :COUNT2_9377 00D6: if 0038: $4812 == -1 // $ == int 004D: jump_if_false @COUNT2_9459 00D6: if 8119: not car $4791 wrecked 004D: jump_if_false @COUNT2_9459 00D6: if 00DB: actor $4800 in_car $4791 004D: jump_if_false @COUNT2_9459 04A2: heli $4791 fly_to -664.9825 -1579.252 31.0306 speed 60 0004: $4812 = -2 // $ = int :COUNT2_9459 00D6: if 0038: $4812 == -2 // $ == int 004D: jump_if_false @COUNT2_9585 00D6: if 0100: actor $4800 near_point_in_car -664.9825 -1579.252 31.0306 radius 5.0 5.0 5.0 sphere 0 004D: jump_if_false @COUNT2_9585 00D6: if 8119: not car $4791 wrecked 004D: jump_if_false @COUNT2_9585 04A2: heli $4791 fly_to -649.6716 -1590.727 40.0 speed 60 00BC: text_highpriority 'CNT2_02' time 5000 1 0002: jump @COUNT2_18849 :COUNT2_9585 00D6: if 0038: $4819 == 1 // $ == int 004D: jump_if_false @COUNT2_9700 01E0: clear_leader $4800 00D6: if 8118: not actor $4797 dead 004D: jump_if_false @COUNT2_9629 01E0: clear_leader $4797 :COUNT2_9629 00D6: if 8118: not actor $4798 dead 004D: jump_if_false @COUNT2_9650 01E0: clear_leader $4798 :COUNT2_9650 00D6: if 8118: not actor $4799 dead 004D: jump_if_false @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 0004: $4819 = 2 // $ = int :COUNT2_9700 00D6: if 0038: $4819 == 2 // $ == int 004D: jump_if_false @COUNT2_9785 00D6: if 00ED: actor $4800 0 -973.956 317.3278 radius 1.5 1.5 004D: jump_if_false @COUNT2_9785 0239: actor $4800 run_to -974.5215 266.5887 0411: set_actor $4800 use_pednode_seek 0 0004: $4819 = 3 // $ = int :COUNT2_9785 00D6: if 0038: $4819 == 3 // $ == int 004D: jump_if_false @COUNT2_9870 00D6: if 00ED: actor $4800 0 -974.5215 266.5887 radius 1.5 1.5 004D: jump_if_false @COUNT2_9870 0239: actor $4800 run_to -987.1808 266.6001 0411: set_actor $4800 use_pednode_seek 0 0004: $4819 = 4 // $ = int :COUNT2_9870 00D6: if 0038: $4819 == 4 // $ == int 004D: jump_if_false @COUNT2_9973 00D6: if 00F0: actor $4800 stopped 0 -987.1808 266.6001 radius 1.5 1.5 004D: jump_if_false @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 0173: set_actor $4800 z_angle_to 270.0 0004: $4819 = 5 // $ = int :COUNT2_9973 0002: jump @COUNT2_10234 :COUNT2_9980 00D6: if 0038: $4823 == 1 // $ == int 004D: jump_if_false @COUNT2_10027 00BC: text_highpriority 'CNT2_04' time 5000 1 0002: jump @COUNT2_18849 0002: jump @COUNT2_10234 :COUNT2_10027 00D6: if 84AD: not actor $4800 in_water 004D: jump_if_false @COUNT2_10212 00D6: if 8038: not $4814 == 1 // $ == int 004D: jump_if_false @COUNT2_10068 0004: $4814 = 1 // $ = int :COUNT2_10068 00D6: if 0038: $4834 == 0 // $ == int 004D: jump_if_false @COUNT2_10205 0164: disable_marker $4191 00D6: if 056D: actor $4800 defined 004D: jump_if_false @COUNT2_10128 04A5: get_dead_actor_pickup_coords $4800 store_to $445 $446 $447 0002: jump @COUNT2_10150 :COUNT2_10128 00BC: text_highpriority 'CNT2_04' time 5000 1 0002: jump @COUNT2_18849 :COUNT2_10150 0213: $4792 = create_pickup #BRIEFCASE type 3 at $445 $446 $447 03DC: $4191 = create_marker_above_pickup $4792 00BC: text_highpriority 'CNT2_06' time 5000 1 0004: $4823 = 2 // $ = int 0004: $4834 = 1 // $ = int :COUNT2_10205 0002: jump @COUNT2_10234 :COUNT2_10212 00BC: text_highpriority 'CNT2_11' time 5000 1 0002: jump @COUNT2_18849 :COUNT2_10234 00D6: if 0038: $4823 == 2 // $ == int 004D: jump_if_false @COUNT2_11060 00D6: if 8214: not pickup $4792 picked_up 004D: jump_if_false @COUNT2_11053 00D6: if 0038: $2561 == 0 // $ == int 004D: jump_if_false @COUNT2_10309 0004: $2561 = 1 // $ = int 0084: $2586 = $4811 // $ = $ int 0008: $2586 += 6000 // $ += int :COUNT2_10309 00D6: if 8118: not actor $4797 dead 004D: jump_if_false @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 00D6: if 00ED: actor $4797 0 $445 $446 radius 1.0 1.0 004D: jump_if_false @COUNT2_10550 0164: disable_marker $4191 0215: destroy_pickup $4792 00BC: text_highpriority 'CNT2_07' time 5000 1 0004: $4834 = 0 // $ = int 0084: $4800 = $4797 // $ = $ int 0004: $4797 = -1 // $ = int 0004: $4823 = 0 // $ = int 0004: $4818 = 1 // $ = int 0004: $4819 = 0 // $ = int 0187: $4191 = create_marker_above_actor $4800 00D6: if 8119: not car $4788 wrecked 004D: jump_if_false @COUNT2_10535 00D6: if 0185: car $4788 health >= 400 004D: jump_if_false @COUNT2_10513 01D5: actor $4800 go_to_and_drive_car $4788 0002: jump @COUNT2_10528 :COUNT2_10513 0084: $4869 = $4800 // $ = $ int 0050: gosub @COUNT2_19759 :COUNT2_10528 0002: jump @COUNT2_10550 :COUNT2_10535 0084: $4869 = $4800 // $ = $ int 0050: gosub @COUNT2_19759 :COUNT2_10550 0002: jump @COUNT2_11046 :COUNT2_10557 00D6: if 8118: not actor $4798 dead 004D: jump_if_false @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 00D6: if 00ED: actor $4798 0 $445 $446 radius 1.0 1.0 004D: jump_if_false @COUNT2_10798 0164: disable_marker $4191 0215: destroy_pickup $4792 00BC: text_highpriority 'CNT2_07' time 5000 1 0004: $4834 = 0 // $ = int 0084: $4800 = $4798 // $ = $ int 0004: $4798 = -1 // $ = int 0004: $4823 = 0 // $ = int 0004: $4818 = 1 // $ = int 0004: $4819 = 0 // $ = int 0187: $4191 = create_marker_above_actor $4800 00D6: if 8119: not car $4788 wrecked 004D: jump_if_false @COUNT2_10783 00D6: if 0185: car $4788 health >= 400 004D: jump_if_false @COUNT2_10761 01D5: actor $4800 go_to_and_drive_car $4788 0002: jump @COUNT2_10776 :COUNT2_10761 0084: $4869 = $4800 // $ = $ int 0050: gosub @COUNT2_19759 :COUNT2_10776 0002: jump @COUNT2_10798 :COUNT2_10783 0084: $4869 = $4800 // $ = $ int 0050: gosub @COUNT2_19759 :COUNT2_10798 0002: jump @COUNT2_11046 :COUNT2_10805 00D6: if 8118: not actor $4799 dead 004D: jump_if_false @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 00D6: if 00ED: actor $4799 0 $445 $446 radius 1.0 1.0 004D: jump_if_false @COUNT2_11046 0164: disable_marker $4191 0215: destroy_pickup $4792 00BC: text_highpriority 'CNT2_07' time 5000 1 0004: $4834 = 0 // $ = int 0084: $4800 = $4799 // $ = $ int 0004: $4799 = -1 // $ = int 0004: $4823 = 0 // $ = int 0004: $4818 = 1 // $ = int 0004: $4819 = 0 // $ = int 0187: $4191 = create_marker_above_actor $4800 00D6: if 8119: not car $4788 wrecked 004D: jump_if_false @COUNT2_11031 00D6: if 0185: car $4788 health >= 400 004D: jump_if_false @COUNT2_11009 01D5: actor $4800 go_to_and_drive_car $4788 0002: jump @COUNT2_11024 :COUNT2_11009 0084: $4869 = $4800 // $ = $ int 0050: gosub @COUNT2_19759 :COUNT2_11024 0002: jump @COUNT2_11046 :COUNT2_11031 0084: $4869 = $4800 // $ = $ int 0050: gosub @COUNT2_19759 :COUNT2_11046 0002: jump @COUNT2_11060 :COUNT2_11053 0004: $4823 = 3 // $ = int :COUNT2_11060 00D6: if and 0038: $4818 == 1 // $ == int 0038: $4823 == 1 // $ == int 004D: jump_if_false @COUNT2_11235 00D6: if 8118: not actor $4800 dead 004D: jump_if_false @COUNT2_11235 01C3: mark_car_as_no_longer_needed $4788 0004: $4788 = -1 // $ = int 00D9: $4788 = actor $4800 car // add to mission cleanup 00AD: set_car $4788 max_speed_to 15.0 0007: 5@ = 15.0 // @ = float 00AE: set_vehicle $4788 traffic_behavior_to 2 00D6: if 0038: $4837 == 0 // $ == int 004D: jump_if_false @COUNT2_11193 00A7: car $4788 drive_to -1133.062 -342.2911 9.8989 0002: jump @COUNT2_11213 :COUNT2_11193 02C2: car $4788 drive_to_point -971.6564 322.1157 10.1667 :COUNT2_11213 0004: $4821 = 0 // $ = int 0084: $4830 = $4811 // $ = $ int 0004: $4818 = 0 // $ = int :COUNT2_11235 00D6: if 0038: $4823 == 3 // $ == int 004D: jump_if_false @COUNT2_11313 0164: disable_marker $4191 018C: play_sound 1 at 0.0 0.0 0.0 00BC: text_highpriority 'CNT2_05' time 5000 1 018A: $4191 = create_checkpoint_at $474 $475 $476 0004: $4823 = 4 // $ = int :COUNT2_11313 00D6: if 0038: $4823 == 4 // $ == int 004D: jump_if_false @COUNT2_11380 00D6: if 00F5: player $PLAYER_CHAR 1 $474 $475 $476 radius 1.5 2.0 2.0 004D: jump_if_false @COUNT2_11380 0002: jump @COUNT2_18866 :COUNT2_11380 00D6: if 0018: $4812 > 6 // $ > int 004D: jump_if_false @COUNT2_11626 00D6: if 8118: not actor $4806 dead 004D: jump_if_false @COUNT2_11626 00D6: if 8119: not car $4791 wrecked 004D: jump_if_false @COUNT2_11626 00D6: if 0038: $4842 == 0 // $ == int 004D: jump_if_false @COUNT2_11530 00D6: if 80DC: not player $PLAYER_CHAR in_car $4791 004D: jump_if_false @COUNT2_11530 00D6: if 01AF: car $4791 0 -683.1377 -1566.971 11.4 radius 4.0 4.0 4.0 004D: jump_if_false @COUNT2_11530 01D5: actor $4806 go_to_and_drive_car $4791 0004: $4842 = 1 // $ = int :COUNT2_11530 00D6: if 0038: $4842 == 1 // $ == int 004D: jump_if_false @COUNT2_11626 00D6: if 00DB: actor $4806 in_car $4791 004D: jump_if_false @COUNT2_11626 04A2: heli $4791 fly_to 408.198 -1726.195 84.1376 speed 50 01C3: mark_car_as_no_longer_needed $4791 01C2: mark_actor_as_no_longer_needed $4806 01C2: mark_actor_as_no_longer_needed $4807 01C2: mark_actor_as_no_longer_needed $4808 01C2: mark_actor_as_no_longer_needed $4809 01C2: mark_actor_as_no_longer_needed $4810 0004: $4842 = 2 // $ = int :COUNT2_11626 00D6: if 0038: $2565 == 2 // $ == int 004D: jump_if_false @COUNT2_14221 00D6: if 8119: not car $4788 wrecked 004D: jump_if_false @COUNT2_14199 00AA: store_car $4788 position_to 3@ 4@ $447 00D6: if 0038: $4835 == 1 // $ == int 004D: jump_if_false @COUNT2_12130 00D6: if 0038: $4815 == 1 // $ == int 004D: jump_if_false @COUNT2_11717 0004: $4815 = 2 // $ = int :COUNT2_11717 00D6: if 0038: $4815 == 0 // $ == int 004D: jump_if_false @COUNT2_11955 00D6: if 001C: $4811 > $4844 // $ > $ int 004D: jump_if_false @COUNT2_11955 00D6: if 8118: not actor $4799 dead 004D: jump_if_false @COUNT2_11797 00D6: if 00DB: actor $4799 in_car $4788 004D: jump_if_false @COUNT2_11797 0084: $4801 = $4799 // $ = $ int :COUNT2_11797 00D6: if 8118: not actor $4798 dead 004D: jump_if_false @COUNT2_11840 00D6: if 00DB: actor $4798 in_car $4788 004D: jump_if_false @COUNT2_11840 0084: $4801 = $4798 // $ = $ int :COUNT2_11840 00D6: if 8118: not actor $4797 dead 004D: jump_if_false @COUNT2_11883 00D6: if 00DB: actor $4797 in_car $4788 004D: jump_if_false @COUNT2_11883 0084: $4801 = $4797 // $ = $ int :COUNT2_11883 00D6: if 8118: not actor $4801 dead 004D: jump_if_false @COUNT2_11955 00D6: if 00DB: actor $4801 in_car $4788 004D: jump_if_false @COUNT2_11955 00AA: store_car $4788 position_to $445 $446 $447 0362: put_actor $4801 at $445 $446 -10.0 and_remove_from_car 0004: $4815 = 1 // $ = int :COUNT2_11955 00D6: if 0038: $4815 == 3 // $ == int 004D: jump_if_false @COUNT2_12050 00D6: if 8118: not actor $4801 dead 004D: jump_if_false @COUNT2_12043 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @COUNT2_12028 03C1: $4790 = player $PLAYER_CHAR car_no_save 01D9: actor $4801 destroy_car $4790 0002: jump @COUNT2_12036 :COUNT2_12028 01CA: actor $4801 kill_player $PLAYER_CHAR :COUNT2_12036 0002: jump @COUNT2_12050 :COUNT2_12043 0004: $4835 = 0 // $ = int :COUNT2_12050 00D6: if 0038: $4815 == 2 // $ == int 004D: jump_if_false @COUNT2_12123 00D6: if 8118: not actor $4801 dead 004D: jump_if_false @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 0004: $4815 = 3 // $ = int :COUNT2_12123 0002: jump @COUNT2_12448 :COUNT2_12130 00D6: if 0018: $4815 > 0 // $ > int 004D: jump_if_false @COUNT2_12448 00D6: if 8118: not actor $4801 dead 004D: jump_if_false @COUNT2_12436 0465: remove_actor $4801 from_turret_mode 0004: $4813 = 0 // $ = int :COUNT2_12176 00D6: if 8431: not car $4788 car_passenger_seat_free $4813 004D: jump_if_false @COUNT2_12209 0008: $4813 += 1 // $ += int 0002: jump @COUNT2_12176 :COUNT2_12209 00D6: if 003A: $4801 == $4797 // $ == $ int 004D: jump_if_false @COUNT2_12256 009B: destroy_actor_instantly $4797 01C8: $4797 = create_actor_pedtype 9 model #WFORI in_car $4788 passenger_seat $4813 0084: $4801 = $4797 // $ = $ int :COUNT2_12256 00D6: if 003A: $4801 == $4798 // $ == $ int 004D: jump_if_false @COUNT2_12303 009B: destroy_actor_instantly $4798 01C8: $4798 = create_actor_pedtype 9 model #WFYBU in_car $4788 passenger_seat $4813 0084: $4801 = $4798 // $ = $ int :COUNT2_12303 00D6: if 003A: $4801 == $4799 // $ == $ int 004D: jump_if_false @COUNT2_12350 009B: destroy_actor_instantly $4799 01C8: $4799 = create_actor_pedtype 9 model #WFORI in_car $4788 passenger_seat $4813 0084: $4801 = $4799 // $ = $ int :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 // $ = $ int 0008: $4844 += 500 // $ += int 0004: $4815 = 0 // $ = int 0002: jump @COUNT2_12448 :COUNT2_12436 0465: remove_actor $4801 from_turret_mode 0004: $4815 = 0 // $ = int :COUNT2_12448 00D6: if 8118: not actor $4800 dead 004D: jump_if_false @COUNT2_12508 00D6: if 00DB: actor $4800 in_car $4788 004D: jump_if_false @COUNT2_12508 00D6: if 0038: $4814 == 1 // $ == int 004D: jump_if_false @COUNT2_12508 0004: $4812 = 8 // $ = int :COUNT2_12508 00D6: if 0038: $4812 == 8 // $ == int 004D: jump_if_false @COUNT2_12687 00D6: if or 001C: $4811 > $4824 // $ > $ int 0038: $4814 == 1 // $ == int 004D: jump_if_false @COUNT2_12687 00AD: set_car $4788 max_speed_to 15.0 0007: 5@ = 15.0 // @ = float 00AE: set_vehicle $4788 traffic_behavior_to 2 00D6: if 0038: $4837 == 0 // $ == int 004D: jump_if_false @COUNT2_12629 00A7: car $4788 drive_to -1133.062 -342.2911 9.8989 01C2: mark_actor_as_no_longer_needed $4810 0002: jump @COUNT2_12649 :COUNT2_12629 02C2: car $4788 drive_to_point -971.6564 322.1157 10.1667 :COUNT2_12649 0004: $4821 = 0 // $ = int 0084: $4830 = $4811 // $ = $ int 0084: $4824 = $4811 // $ = $ int 0008: $4824 += 750 // $ += int 0004: $4812 = 9 // $ = int :COUNT2_12687 00D6: if 01FC: player $PLAYER_CHAR near_car $4788 radius 15.0 15.0 0 004D: jump_if_false @COUNT2_12732 02AA: set_car $4788 immune_to_nonplayer 0 0002: jump @COUNT2_12739 :COUNT2_12732 02AA: set_car $4788 immune_to_nonplayer 1 :COUNT2_12739 00D6: if 0038: $4837 == 0 // $ == int 004D: jump_if_false @COUNT2_12822 00D6: if 01AD: car $4788 sphere 0 near_point -1133.062 -342.2911 radius 10.0 10.0 004D: jump_if_false @COUNT2_12822 02C2: car $4788 drive_to_point -971.6564 322.1157 10.1667 0004: $4837 = 1 // $ = int :COUNT2_12822 00D6: if 0018: $4812 > 8 // $ > int 004D: jump_if_false @COUNT2_13136 00D6: if 0038: $4840 == 0 // $ == int 004D: jump_if_false @COUNT2_12903 00D6: if 01AD: car $4788 sphere 0 near_point -971.6564 322.1157 radius 3.0 3.0 004D: jump_if_false @COUNT2_12903 0004: $4840 = 1 // $ = int :COUNT2_12903 00D6: if 0038: $4840 == 0 // $ == int 004D: jump_if_false @COUNT2_13111 00D6: if 8043: not 5@ == 0.0 // @ == float 004D: jump_if_false @COUNT2_13104 0084: $4880 = $4788 // $ = $ int 0084: $4881 = $4821 // $ = $ int 0084: $4882 = $4830 // $ = $ int 0086: $4877 = $4856 // $ = $ float 0086: $4878 = $4857 // $ = $ float 0086: $4879 = $4858 // $ = $ float 0050: gosub @COUNT2_20394 0084: $4821 = $4881 // $ = $ int 0084: $4830 = $4882 // $ = $ int 0086: $4856 = $4877 // $ = $ float 0086: $4857 = $4878 // $ = $ float 0086: $4858 = $4879 // $ = $ float 00D6: if 0018: $4814 > 0 // $ > int 004D: jump_if_false @COUNT2_13104 00D6: if 0038: $4821 == -9 // $ == int 004D: jump_if_false @COUNT2_13104 00D6: if 8118: not actor $4800 dead 004D: jump_if_false @COUNT2_13097 046B: actor $4800 leave_car $4788 and_flee :COUNT2_13097 0004: $4821 = 0 // $ = int :COUNT2_13104 0002: jump @COUNT2_13136 :COUNT2_13111 00D6: if 0038: $4819 == 0 // $ == int 004D: jump_if_false @COUNT2_13136 0004: $4819 = 1 // $ = int :COUNT2_13136 0227: $4826 = car $4788 health 00D6: if 001A: 990 > $4826 // int > $ 004D: jump_if_false @COUNT2_13188 00D6: if 0038: $4814 == 0 // $ == int 004D: jump_if_false @COUNT2_13188 0004: $4814 = 1 // $ = int :COUNT2_13188 00D6: if 0018: $4812 > 8 // $ > int 004D: jump_if_false @COUNT2_14185 00D6: if 001A: 300 > $4826 // int > $ 004D: jump_if_false @COUNT2_13301 00AD: set_car $4788 max_speed_to 0.0 0477: set_car $4788 action 1 time 100 0007: 5@ = 0.0 // @ = float 00D6: if 8118: not actor $4800 dead 004D: jump_if_false @COUNT2_13278 046B: actor $4800 leave_car $4788 and_flee :COUNT2_13278 0084: $4828 = $4811 // $ = $ int 0008: $4828 += 5000 // $ += int 0004: $4814 = 1 // $ = int :COUNT2_13301 00D6: if 0038: $4814 == 0 // $ == int 004D: jump_if_false @COUNT2_13779 00D6: if 8119: not car $4787 wrecked 004D: jump_if_false @COUNT2_13666 0084: $4867 = $4788 // $ = $ int 0084: $4868 = $4787 // $ = $ int 0050: gosub @COUNT2_19492 0089: 5@ = $6962 // @ = $ float 00AA: store_car $4788 position_to 3@ 4@ $447 0088: $6958 = 3@ // $ = @ float 000D: $6958 -= -963.9817 // $ -= float 0088: $6959 = 4@ // $ = @ float 000D: $6959 -= 322.1035 // $ -= float 0069: $6958 *= $6958 // $ *= $ float 0069: $6959 *= $6959 // $ *= $ float 0059: $6958 += $6959 // $ += $ float 01FB: 10@ = square_root $6958 02F8: get_vehicle $4788 Z_angle_sine_to $6976 02F9: get_vehicle $4788 Z_angle_cosine_to $6977 00D6: if 8119: not car $4787 wrecked 004D: jump_if_false @COUNT2_13494 00AA: store_car $4787 position_to 0@ 1@ $447 :COUNT2_13494 00AA: store_car $4788 position_to 3@ 4@ $447 0088: $6958 = 3@ // $ = @ float 0067: $6958 -= 0@ // $ -= @ float 0069: $6976 *= $6958 // $ *= $ float 0088: $6959 = 4@ // $ = @ float 0067: $6959 -= 1@ // $ -= @ float 0069: $6977 *= $6959 // $ *= $ float 0086: $4864 = $6976 // $ = $ float 0059: $4864 += $6977 // $ += $ float 0088: $6979 = 1@ // $ = @ float 000D: $6979 -= 20.0 // $ -= float 00D6: if 0020: $4864 > 0.0 // $ > float 004D: jump_if_false @COUNT2_13659 00D6: if 0027: 4@ > $6979 // @ > $ float 004D: jump_if_false @COUNT2_13659 00AD: set_car $4788 max_speed_to 0.0 0477: set_car $4788 action 1 time 100 0007: 5@ = 0.0 // @ = float :COUNT2_13659 0002: jump @COUNT2_13686 :COUNT2_13666 00AD: set_car $4788 max_speed_to 15.0 0007: 5@ = 15.0 // @ = float :COUNT2_13686 0088: $4866 = 11@ // $ = @ float 0067: $4866 -= 10@ // $ -= @ float 00D6: if 0020: $4866 > 20.0 // $ > float 004D: jump_if_false @COUNT2_13759 00AD: set_car $4788 max_speed_to 0.0 0477: set_car $4788 action 1 time 100 0007: 5@ = 0.0 // @ = float 0002: jump @COUNT2_13779 :COUNT2_13759 00AD: set_car $4788 max_speed_to 15.0 0007: 5@ = 15.0 // @ = float :COUNT2_13779 00D6: if 0038: $4814 == 1 // $ == int 004D: jump_if_false @COUNT2_14171 0086: $4862 = $95 // $ = $ float 0067: $4862 -= 3@ // $ -= @ float 0086: $4863 = $96 // $ = $ float 0067: $4863 -= 4@ // $ -= @ float 0069: $4862 *= $4862 // $ *= $ float 0069: $4863 *= $4863 // $ *= $ float 0086: $4864 = $4862 // $ = $ float 0059: $4864 += $4863 // $ += $ float 01FB: $4864 = square_root $4864 0007: 5@ = 1000.0 // @ = float 0077: 5@ /= $4864 // $ /= @ float 00D6: if 0021: 5@ > 50.0 // @ > float 004D: jump_if_false @COUNT2_13918 0007: 5@ = 50.0 // @ = float :COUNT2_13918 00D6: if 0023: 20.0 > 5@ // float > @ 004D: jump_if_false @COUNT2_13949 0007: 5@ = 20.0 // @ = float :COUNT2_13949 00AD: set_car $4788 max_speed_to 5@ 00D6: if 01FE: player $PLAYER_CHAR near_car_in_car $4788 radius 20.0 20.0 0 004D: jump_if_false @COUNT2_14157 00D6: if 020D: car $4788 flipped 004D: jump_if_false @COUNT2_14143 00D6: if 81C1: not car $4788 stopped 004D: jump_if_false @COUNT2_14129 00D6: if 0021: 5@ > 15.0 // @ > float 004D: jump_if_false @COUNT2_14115 00D6: if and 031E: vehicle $4788 hit_by_weapon 39 8185: not car $4788 health >= $4845 004D: jump_if_false @COUNT2_14081 0004: $4835 = 0 // $ = int 0002: jump @COUNT2_14088 :COUNT2_14081 0004: $4835 = 1 // $ = int :COUNT2_14088 0468: set_vehicle $4788 clear_last_weapon_damage 0227: $4845 = car $4788 health 000C: $4845 -= 25 // $ -= int 0002: jump @COUNT2_14122 :COUNT2_14115 0004: $4835 = 0 // $ = int :COUNT2_14122 0002: jump @COUNT2_14136 :COUNT2_14129 0004: $4835 = 0 // $ = int :COUNT2_14136 0002: jump @COUNT2_14150 :COUNT2_14143 0004: $4835 = 0 // $ = int :COUNT2_14150 0002: jump @COUNT2_14164 :COUNT2_14157 0004: $4835 = 0 // $ = int :COUNT2_14164 0002: jump @COUNT2_14178 :COUNT2_14171 0004: $4835 = 0 // $ = int :COUNT2_14178 0002: jump @COUNT2_14192 :COUNT2_14185 0004: $4835 = 0 // $ = int :COUNT2_14192 0002: 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 0004: $4835 = 0 // $ = int :COUNT2_14221 00D6: if 0038: $2565 == 3 // $ == int 004D: jump_if_false @COUNT2_18006 00D6: if 8118: not actor $4802 dead 004D: jump_if_false @COUNT2_16029 00D6: if 00DF: actor $4802 in_any_car 004D: jump_if_false @COUNT2_15693 01C3: mark_car_as_no_longer_needed $4789 03C0: $4789 = actor $4802 car_no_save 00AA: store_car $4789 position_to 6@ 7@ $447 00D6: if 0038: $4817 == -1 // $ == int 004D: jump_if_false @COUNT2_14330 0006: TIMERB = 0 // @ = int 0004: $4817 = 0 // $ = int :COUNT2_14330 00D6: if 0038: $4812 == 9 // $ == int 004D: jump_if_false @COUNT2_14481 00D6: if 001C: $4811 > $4824 // $ > $ int 004D: jump_if_false @COUNT2_14481 00AD: set_car $4789 max_speed_to 15.0 0007: 8@ = 15.0 // @ = float 00AE: set_vehicle $4789 traffic_behavior_to 2 00D6: if 0038: $4838 == 0 // $ == int 004D: jump_if_false @COUNT2_14439 00A7: car $4789 drive_to -1133.062 -342.2911 9.8989 0002: jump @COUNT2_14459 :COUNT2_14439 02C2: car $4789 drive_to_point -984.1348 322.0096 10.1792 :COUNT2_14459 0004: $4822 = 0 // $ = int 0084: $4831 = $4811 // $ = $ int 0004: $4812 = 10 // $ = int :COUNT2_14481 00D6: if 01FC: player $PLAYER_CHAR near_car $4789 radius 15.0 15.0 0 004D: jump_if_false @COUNT2_14526 02AA: set_car $4789 immune_to_nonplayer 0 0002: jump @COUNT2_14533 :COUNT2_14526 02AA: set_car $4789 immune_to_nonplayer 1 :COUNT2_14533 00D6: if 0038: $4817 == 0 // $ == int 004D: jump_if_false @COUNT2_14786 00D6: if or 0018: $4812 > 4 // $ > int 0038: $4814 == 1 // $ == int 004D: jump_if_false @COUNT2_14786 00D6: if 0019: TIMERB > 2500 // @ > int 004D: jump_if_false @COUNT2_14786 00D6: if 0038: $4814 == 1 // $ == int 004D: jump_if_false @COUNT2_14669 00AD: set_car $4789 max_speed_to 100.0 0007: 8@ = 100.0 // @ = float 00AE: set_vehicle $4789 traffic_behavior_to 2 00AF: set_car $4789 driver_behaviour_to 2 0084: $4831 = $4811 // $ = $ int 0004: $4817 = 1 // $ = int 0002: jump @COUNT2_14786 :COUNT2_14669 00D6: if 0018: $4812 > 9 // $ > int 004D: jump_if_false @COUNT2_14786 00AD: set_car $4789 max_speed_to 15.0 0007: 8@ = 15.0 // @ = float 00AE: set_vehicle $4789 traffic_behavior_to 2 00D6: if 0038: $4838 == 0 // $ == int 004D: jump_if_false @COUNT2_14759 00A7: car $4789 drive_to -1133.062 -342.2911 9.8989 0002: jump @COUNT2_14779 :COUNT2_14759 02C2: car $4789 drive_to_point -984.1348 322.0096 10.1792 :COUNT2_14779 0004: $4817 = 2 // $ = int :COUNT2_14786 00D6: if 0018: $4817 > 0 // $ > int 004D: jump_if_false @COUNT2_15686 00D6: if 00DC: player $PLAYER_CHAR in_car $4789 004D: jump_if_false @COUNT2_14831 01CA: actor $4802 kill_player $PLAYER_CHAR :COUNT2_14831 00D6: if 0018: $4812 > 9 // $ > int 004D: jump_if_false @COUNT2_15211 00D6: if 0038: $4841 == 0 // $ == int 004D: jump_if_false @COUNT2_14912 00D6: if 01AD: car $4789 sphere 0 near_point -984.1348 322.0096 radius 3.0 3.0 004D: jump_if_false @COUNT2_14912 0004: $4841 = 1 // $ = int :COUNT2_14912 00D6: if 0038: $4841 == 0 // $ == int 004D: jump_if_false @COUNT2_15079 00D6: if 8043: not 8@ == 0.0 // @ == float 004D: jump_if_false @COUNT2_15079 0084: $4880 = $4789 // $ = $ int 0084: $4881 = $4822 // $ = $ int 0084: $4882 = $4831 // $ = $ int 0086: $4877 = $4859 // $ = $ float 0086: $4878 = $4860 // $ = $ float 0086: $4879 = $4861 // $ = $ float 0050: gosub @COUNT2_20394 0084: $4822 = $4881 // $ = $ int 0084: $4831 = $4882 // $ = $ int 0086: $4859 = $4877 // $ = $ float 0086: $4860 = $4878 // $ = $ float 0086: $4861 = $4879 // $ = $ float 00D6: if 0038: $4822 == -9 // $ == int 004D: jump_if_false @COUNT2_15079 046B: actor $4802 leave_car $4789 and_flee 0004: $4822 = 0 // $ = int :COUNT2_15079 00D6: if 0038: $4814 == 0 // $ == int 004D: jump_if_false @COUNT2_15211 00D6: if 0038: $4838 == 0 // $ == int 004D: jump_if_false @COUNT2_15180 00D6: if 01AD: car $4789 sphere 0 near_point -1133.062 -342.2911 radius 10.0 10.0 004D: jump_if_false @COUNT2_15180 02C2: car $4789 drive_to_point -984.1348 322.0096 10.1792 0004: $4838 = 1 // $ = int :COUNT2_15180 0084: $4867 = $4789 // $ = $ int 0084: $4868 = $4788 // $ = $ int 0050: gosub @COUNT2_19492 0089: 8@ = $6962 // @ = $ float :COUNT2_15211 0227: $4827 = car $4789 health 00D6: if 0038: $4814 == 1 // $ == int 004D: jump_if_false @COUNT2_15269 00D6: if 0038: $4817 == 2 // $ == int 004D: jump_if_false @COUNT2_15262 0004: $4817 = 0 // $ = int :COUNT2_15262 0002: jump @COUNT2_15480 :COUNT2_15269 02F8: get_vehicle $4789 Z_angle_sine_to $6976 02F9: get_vehicle $4789 Z_angle_cosine_to $6977 00D6: if 8119: not car $4788 wrecked 004D: jump_if_false @COUNT2_15315 00AA: store_car $4788 position_to 3@ 4@ $447 :COUNT2_15315 00AA: store_car $4789 position_to 6@ 7@ $447 0088: $6958 = 6@ // $ = @ float 0067: $6958 -= 3@ // $ -= @ float 0069: $6976 *= $6958 // $ *= $ float 0088: $6959 = 7@ // $ = @ float 0067: $6959 -= 4@ // $ -= @ float 0069: $6977 *= $6959 // $ *= $ float 0086: $4864 = $6976 // $ = $ float 0059: $4864 += $6977 // $ += $ float 0088: $6979 = 4@ // $ = @ float 000D: $6979 -= 20.0 // $ -= float 00D6: if 0020: $4864 > 0.0 // $ > float 004D: jump_if_false @COUNT2_15480 00D6: if 0027: 7@ > $6979 // @ > $ float 004D: jump_if_false @COUNT2_15480 00AD: set_car $4789 max_speed_to 0.0 0477: set_car $4789 action 1 time 100 0007: 8@ = 0.0 // @ = float :COUNT2_15480 00D6: if 001A: 900 > $4827 // int > $ 004D: jump_if_false @COUNT2_15549 00D6: if 0038: $4814 == 0 // $ == int 004D: jump_if_false @COUNT2_15549 00D6: if 0038: $4817 == 2 // $ == int 004D: jump_if_false @COUNT2_15549 0004: $4817 = 0 // $ = int 0004: $4814 = 1 // $ = int :COUNT2_15549 00D6: if 001A: 300 > $4827 // int > $ 004D: jump_if_false @COUNT2_15576 046B: actor $4802 leave_car $4789 and_flee :COUNT2_15576 00D6: if 0038: $4817 == 1 // $ == int 004D: jump_if_false @COUNT2_15679 00D6: if 80E0: not player $PLAYER_CHAR in_any_car 004D: jump_if_false @COUNT2_15679 0084: $4867 = $4789 // $ = $ int 0004: $4868 = -1 // $ = int 0050: gosub @COUNT2_19492 0089: 8@ = $6962 // @ = $ float 00D6: if 01FC: player $PLAYER_CHAR near_car $4789 radius 15.0 15.0 0 004D: jump_if_false @COUNT2_15679 01CA: actor $4802 kill_player $PLAYER_CHAR :COUNT2_15679 0050: gosub @COUNT2_21413 :COUNT2_15686 0002: jump @COUNT2_16022 :COUNT2_15693 0004: $4817 = -1 // $ = int 00D6: if 0018: $4812 > 4 // $ > int 004D: jump_if_false @COUNT2_16022 00D6: if 00E9: player $PLAYER_CHAR 0 $4802 radius 40.0 40.0 004D: jump_if_false @COUNT2_15924 00D6: if 80E0: not player $PLAYER_CHAR in_any_car 004D: jump_if_false @COUNT2_15780 01CA: actor $4802 kill_player $PLAYER_CHAR 0002: jump @COUNT2_15917 :COUNT2_15780 00D6: if 00E9: player $PLAYER_CHAR 0 $4802 radius 25.0 25.0 004D: jump_if_false @COUNT2_15826 01CA: actor $4802 kill_player $PLAYER_CHAR 0002: jump @COUNT2_15917 :COUNT2_15826 0084: $4869 = $4802 // $ = $ int 00D6: if 8119: not car $4789 wrecked 004D: jump_if_false @COUNT2_15910 00D6: if 0202: actor $4802 near_car $4789 radius 20.0 20.0 sphere 0 004D: jump_if_false @COUNT2_15896 01D5: actor $4802 go_to_and_drive_car $4789 0002: jump @COUNT2_15903 :COUNT2_15896 0050: gosub @COUNT2_19759 :COUNT2_15903 0002: jump @COUNT2_15917 :COUNT2_15910 0050: gosub @COUNT2_19759 :COUNT2_15917 0002: jump @COUNT2_16015 :COUNT2_15924 0084: $4869 = $4802 // $ = $ int 00D6: if 8119: not car $4789 wrecked 004D: jump_if_false @COUNT2_16008 00D6: if 0202: actor $4802 near_car $4789 radius 20.0 20.0 sphere 0 004D: jump_if_false @COUNT2_15994 01D5: actor $4802 go_to_and_drive_car $4789 0002: jump @COUNT2_16001 :COUNT2_15994 0050: gosub @COUNT2_19759 :COUNT2_16001 0002: jump @COUNT2_16015 :COUNT2_16008 0050: gosub @COUNT2_19759 :COUNT2_16015 0050: gosub @COUNT2_21413 :COUNT2_16022 0002: jump @COUNT2_16316 :COUNT2_16029 01C2: mark_actor_as_no_longer_needed $4802 00D6: if 8118: not actor $4803 dead 004D: jump_if_false @COUNT2_16174 0084: $4802 = $4803 // $ = $ int 0004: $4803 = -1 // $ = int 00D6: if 8118: not actor $4804 dead 004D: jump_if_false @COUNT2_16116 01DE: tie_actor $4804 to_actor $4802 00D6: if 831F: not actor $4804 in_range_of_actor $4802 004D: jump_if_false @COUNT2_16116 01CC: actor $4804 kill_player $PLAYER_CHAR :COUNT2_16116 00D6: if 8118: not actor $4805 dead 004D: jump_if_false @COUNT2_16167 01DE: tie_actor $4805 to_actor $4802 00D6: if 831F: not actor $4805 in_range_of_actor $4802 004D: jump_if_false @COUNT2_16167 01CC: actor $4805 kill_player $PLAYER_CHAR :COUNT2_16167 0002: jump @COUNT2_16316 :COUNT2_16174 01C2: mark_actor_as_no_longer_needed $4803 00D6: if 8118: not actor $4804 dead 004D: jump_if_false @COUNT2_16268 0084: $4802 = $4804 // $ = $ int 0004: $4804 = -1 // $ = int 00D6: if 8118: not actor $4805 dead 004D: jump_if_false @COUNT2_16261 01DE: tie_actor $4805 to_actor $4802 00D6: if 831F: not actor $4805 in_range_of_actor $4802 004D: jump_if_false @COUNT2_16261 01CC: actor $4805 kill_player $PLAYER_CHAR :COUNT2_16261 0002: jump @COUNT2_16316 :COUNT2_16268 01C2: mark_actor_as_no_longer_needed $4804 00D6: if 8118: not actor $4805 dead 004D: jump_if_false @COUNT2_16311 0084: $4802 = $4805 // $ = $ int 0004: $4805 = -1 // $ = int 0002: jump @COUNT2_16316 :COUNT2_16311 01C2: mark_actor_as_no_longer_needed $4805 :COUNT2_16316 00D6: if 0038: $4837 == 1 // $ == int 004D: jump_if_false @COUNT2_16727 00D6: if 0038: $4850 == 0 // $ == int 004D: jump_if_false @COUNT2_16727 01C2: mark_actor_as_no_longer_needed $4806 009A: $4806 = create_actor_pedtype 9 model #BFYST at -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 01C2: mark_actor_as_no_longer_needed $4807 009A: $4807 = create_actor_pedtype 9 model #BFYST at -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 01C2: mark_actor_as_no_longer_needed $4808 009A: $4808 = create_actor_pedtype 9 model #BFYST at -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 01C2: mark_actor_as_no_longer_needed $4809 009A: $4809 = create_actor_pedtype 9 model #BFYST at -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 0004: $4850 = 1 // $ = int :COUNT2_16727 00D6: if 0038: $4850 == 1 // $ == int 004D: jump_if_false @COUNT2_16912 000B: 12@ += 3.0 // @ += float 00D6: if 0021: 12@ > 90.0 // @ > float 004D: jump_if_false @COUNT2_16786 0007: 12@ = 90.0 // @ = float :COUNT2_16786 0177: set_object $1812 z_angle_to 12@ 000F: 13@ -= 3.0 // @ -= float 00D6: if 0023: 0.0 > 13@ // float > @ 004D: jump_if_false @COUNT2_16835 000B: 13@ += 360.0 // @ += float :COUNT2_16835 00D6: if 0023: 270.0 > 13@ // float > @ 004D: jump_if_false @COUNT2_16866 0007: 13@ = 270.0 // @ = float :COUNT2_16866 0177: set_object $1813 z_angle_to 13@ 00D6: if and 0043: 12@ == 90.0 // @ == float 0043: 13@ == 270.0 // @ == float 004D: jump_if_false @COUNT2_16912 0004: $4850 = 2 // $ = int :COUNT2_16912 00D6: if 0038: $4850 == 2 // $ == int 004D: jump_if_false @COUNT2_18006 00D6: if 8118: not actor $4800 dead 004D: jump_if_false @COUNT2_17198 00D6: if 00A4: actor $4800 0 -991.591 261.036 7.775 -983.0 271.96 11.506 004D: jump_if_false @COUNT2_17198 00D6: if 8057: not player $PLAYER_CHAR 0 -991.591 261.036 7.775 -981.068 271.96 11.506 004D: jump_if_false @COUNT2_17198 000F: 12@ -= 3.0 // @ -= float 00D6: if 0023: 0.0 > 12@ // float > @ 004D: jump_if_false @COUNT2_17083 0007: 12@ = 0.0 // @ = float :COUNT2_17083 0177: set_object $1812 z_angle_to 12@ 000B: 13@ += 3.0 // @ += float 00D6: if 0021: 13@ > 360.0 // @ > float 004D: jump_if_false @COUNT2_17132 0007: 13@ = 0.0 // @ = float :COUNT2_17132 0177: set_object $1813 z_angle_to 13@ 00D6: if and 0043: 12@ == 0.0 // @ == float 0043: 13@ == 0.0 // @ == float 004D: jump_if_false @COUNT2_17198 00BC: text_highpriority 'CNT2_03' time 5000 1 009B: destroy_actor_instantly $4800 0002: jump @COUNT2_18849 :COUNT2_17198 00D6: if 8118: not actor $4806 dead 004D: jump_if_false @COUNT2_17400 00D6: if 0038: $4846 == 0 // $ == int 004D: jump_if_false @COUNT2_17292 0211: actor $4806 walk_to -973.5972 266.4069 00D6: if 00ED: actor $4806 0 -973.5972 266.4069 radius 1.0 1.0 004D: jump_if_false @COUNT2_17292 0004: $4846 = 1 // $ = int :COUNT2_17292 00D6: if 0038: $4846 == 1 // $ == int 004D: jump_if_false @COUNT2_17400 0211: actor $4806 walk_to -974.2487 262.6737 00D6: if 00F0: actor $4806 stopped 0 -974.2487 262.6737 radius 1.0 1.0 004D: jump_if_false @COUNT2_17400 0194: set_actor $4806 objective_to_guard_point -974.2487 262.6737 10.2265 0173: set_actor $4806 z_angle_to 321.3187 0004: $4846 = 2 // $ = int :COUNT2_17400 00D6: if 8118: not actor $4807 dead 004D: jump_if_false @COUNT2_17602 00D6: if 0038: $4847 == 0 // $ == int 004D: jump_if_false @COUNT2_17494 0211: actor $4807 walk_to -973.5972 266.4069 00D6: if 00ED: actor $4807 0 -973.5972 266.4069 radius 1.0 1.0 004D: jump_if_false @COUNT2_17494 0004: $4847 = 1 // $ = int :COUNT2_17494 00D6: if 0038: $4847 == 1 // $ == int 004D: jump_if_false @COUNT2_17602 0211: actor $4807 walk_to -969.084 282.6923 00D6: if 00F0: actor $4807 stopped 0 -969.084 282.6923 radius 1.0 1.0 004D: jump_if_false @COUNT2_17602 0194: set_actor $4807 objective_to_guard_point -969.084 282.6923 10.2265 0173: set_actor $4807 z_angle_to 159.319 0004: $4847 = 2 // $ = int :COUNT2_17602 00D6: if 8118: not actor $4808 dead 004D: jump_if_false @COUNT2_17804 00D6: if 0038: $4848 == 0 // $ == int 004D: jump_if_false @COUNT2_17696 0211: actor $4808 walk_to -973.5972 266.4069 00D6: if 00ED: actor $4808 0 -973.5972 266.4069 radius 1.0 1.0 004D: jump_if_false @COUNT2_17696 0004: $4848 = 1 // $ = int :COUNT2_17696 00D6: if 0038: $4848 == 1 // $ == int 004D: jump_if_false @COUNT2_17804 0211: actor $4808 walk_to -969.8824 263.6498 00D6: if 00F0: actor $4808 stopped 0 -969.8824 263.6498 radius 1.0 1.0 004D: jump_if_false @COUNT2_17804 0194: set_actor $4808 objective_to_guard_point -969.8824 263.6498 10.2265 0173: set_actor $4808 z_angle_to 12.6357 0004: $4848 = 2 // $ = int :COUNT2_17804 00D6: if 8118: not actor $4809 dead 004D: jump_if_false @COUNT2_18006 00D6: if 0038: $4849 == 0 // $ == int 004D: jump_if_false @COUNT2_17898 0211: actor $4809 walk_to -973.5972 266.4069 00D6: if 00ED: actor $4809 0 -973.5972 266.4069 radius 1.0 1.0 004D: jump_if_false @COUNT2_17898 0004: $4849 = 1 // $ = int :COUNT2_17898 00D6: if 0038: $4849 == 1 // $ == int 004D: jump_if_false @COUNT2_18006 0211: actor $4809 walk_to -977.6256 277.8756 00D6: if 00F0: actor $4809 stopped 0 -977.6256 277.8756 radius 1.0 1.0 004D: jump_if_false @COUNT2_18006 0194: set_actor $4809 objective_to_guard_point -977.6256 277.8756 10.2265 0173: set_actor $4809 z_angle_to 3.8761 0004: $4849 = 2 // $ = int :COUNT2_18006 00D6: if 0038: $4814 == 1 // $ == int 004D: jump_if_false @COUNT2_18184 00D6: if 0038: $2560 == 3 // $ == int 004D: jump_if_false @COUNT2_18078 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COUNT2_18078 0004: $2560 = 4 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COUNT2_4074 :COUNT2_18078 00D6: if 0038: $2560 == 2 // $ == int 004D: jump_if_false @COUNT2_18122 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COUNT2_18122 03D1: play_wav 1 0004: $2560 = 3 // $ = int :COUNT2_18122 00D6: if 0038: $2560 == 0 // $ == int 004D: jump_if_false @COUNT2_18184 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COUNT2_18184 03CF: load_wav 'CNT2_1' as 1 0004: $2560 = 2 // $ = int 0004: $2607 = 1 // $ = int :COUNT2_18184 00D6: if 0018: $2561 > 0 // $ > int 004D: jump_if_false @COUNT2_18395 00D6: if 0038: $2561 == 3 // $ == int 004D: jump_if_false @COUNT2_18256 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COUNT2_18256 0004: $2561 = 4 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COUNT2_4074 :COUNT2_18256 00D6: if 0038: $2561 == 2 // $ == int 004D: jump_if_false @COUNT2_18300 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COUNT2_18300 03D1: play_wav 1 0004: $2561 = 3 // $ = int :COUNT2_18300 00D6: if 0038: $2561 == 1 // $ == int 004D: jump_if_false @COUNT2_18395 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COUNT2_18369 03CF: load_wav 'CNT2_2' as 1 0004: $2561 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @COUNT2_18395 :COUNT2_18369 00D6: if 001C: $4811 > $2586 // $ > $ int 004D: jump_if_false @COUNT2_18395 0004: $2561 = 0 // $ = int :COUNT2_18395 00D6: if 0018: $2562 > 0 // $ > int 004D: jump_if_false @COUNT2_18606 00D6: if 0038: $2562 == 3 // $ == int 004D: jump_if_false @COUNT2_18467 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COUNT2_18467 0004: $2562 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COUNT2_4074 :COUNT2_18467 00D6: if 0038: $2562 == 2 // $ == int 004D: jump_if_false @COUNT2_18511 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COUNT2_18511 03D1: play_wav 1 0004: $2562 = 3 // $ = int :COUNT2_18511 00D6: if 0038: $2562 == 1 // $ == int 004D: jump_if_false @COUNT2_18606 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COUNT2_18580 03CF: load_wav 'CNT2_3' as 1 0004: $2562 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @COUNT2_18606 :COUNT2_18580 00D6: if 001C: $4811 > $2587 // $ > $ int 004D: jump_if_false @COUNT2_18606 0004: $2562 = 0 // $ = int :COUNT2_18606 00D6: if 0018: $2563 > 0 // $ > int 004D: jump_if_false @COUNT2_18842 00D6: if 0038: $2563 == 3 // $ == int 004D: jump_if_false @COUNT2_18688 00D6: if 03D2: wav 1 ended 004D: jump_if_false @COUNT2_18688 03D5: remove_text 'CNT2_4' 0004: $2563 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @COUNT2_4074 :COUNT2_18688 00D6: if 0038: $2563 == 2 // $ == int 004D: jump_if_false @COUNT2_18747 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @COUNT2_18747 00BC: text_highpriority 'CNT2_4' time 5000 1 03D1: play_wav 1 0004: $2563 = 3 // $ = int :COUNT2_18747 00D6: if 0038: $2563 == 1 // $ == int 004D: jump_if_false @COUNT2_18842 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @COUNT2_18816 03CF: load_wav 'CNT2_4' as 1 0004: $2563 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @COUNT2_18842 :COUNT2_18816 00D6: if 001C: $4811 > $2588 // $ > $ int 004D: jump_if_false @COUNT2_18842 0004: $2563 = 0 // $ = int :COUNT2_18842 0002: jump @COUNT2_4074 :COUNT2_18849 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :COUNT2_18866 0169: set_fade_color 0 0 1 016A: fade 0 500 ms 01B4: set_player $PLAYER_CHAR can_move 0 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 $551 range 4.0 :COUNT2_18917 00D6: if 016B: fading 004D: jump_if_false @COUNT2_18941 0001: wait 0 ms 0002: jump @COUNT2_18917 :COUNT2_18941 04A6: $637 = create_asset_money_pickup_at $549 $550 $551 money $636 rate $636 02A3: enable_widescreen 1 015F: set_camera_position -1027.339 -281.6154 16.3511 rotation 0.0 0.0 0.0 0160: point_camera -1028.162 -281.0542 16.273 switchstyle 2 0169: set_fade_color 0 0 1 016A: fade 1 500 ms :COUNT2_19031 00D6: if 016B: fading 004D: jump_if_false @COUNT2_19055 0001: wait 0 ms 0002: jump @COUNT2_19031 :COUNT2_19055 0394: play_music 1 0110: clear_player $PLAYER_CHAR wanted_level 00BA: text_styled 'CNT2_09' 5000 ms 6 0001: wait 5000 ms 015F: set_camera_position -1056.369 -273.4923 12.0057 rotation 0.0 0.0 0.0 0160: point_camera -1057.288 -273.828 11.8015 switchstyle 2 01E5: text_1number_highpriority 'CNT2_10' $636 time 6000 1 0001: wait 6000 ms 0169: set_fade_color 0 0 1 016A: fade 0 500 ms :COUNT2_19173 00D6: if 016B: fading 004D: jump_if_false @COUNT2_19197 0001: wait 0 ms 0002: jump @COUNT2_19173 :COUNT2_19197 0395: clear_area 1 at -1059.841 -278.7214 10.4044 range 1.0 0055: put_player $PLAYER_CHAR at -1059.841 -278.7214 10.4044 0171: set_player $PLAYER_CHAR z_angle_to 272.2088 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03F4: set_all_vehicles_apply_damage_rules 1 02A3: enable_widescreen 0 0164: disable_marker $271 04CE: $271 = create_icon_marker_without_sphere $426 at $474 $475 $476 0004: $273 = 1 // $ = int 0008: $1175 += 1 // $ += int 0318: set_latest_mission_passed 'CNT_2' 030C: progress_made += 1 0110: clear_player $PLAYER_CHAR wanted_level 0394: play_music 1 01E3: text_1number_styled 'M_PASS' number 5000 time 2500 style 1 0109: player $PLAYER_CHAR money += 5000 0169: set_fade_color 0 0 1 016A: fade 1 500 ms 0001: wait 0 ms 0051: return :COUNT2_19383 0004: $ONMISSION = 0 // $ = int 0164: disable_marker $4191 0164: disable_marker $4852 0249: release_model #UZI 0249: release_model #SENTINEL 0249: release_model #COLT45 0249: release_model #BRIEFCASE 0249: release_model #MAVERICK 0249: release_model #SNIPER 0249: release_model #TEC9 0249: release_model #HFORI 0249: release_model #HFYBU 0249: release_model #WFYRI 0249: release_model #WFORI 0249: release_model #BFYST 0249: release_model #WFYBU 0249: release_model #CHROMEGUN 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 0177: set_object $1812 z_angle_to 0.0 0177: set_object $1813 z_angle_to 0.0 00D8: mission_cleanup 0051: return :COUNT2_19492 00D6: if 0038: $4868 == -1 // $ == int 004D: jump_if_false @COUNT2_19531 0054: store_player $PLAYER_CHAR position_to $6960 $6961 $6958 0002: jump @COUNT2_19561 :COUNT2_19531 00D6: if 8119: not car $4868 wrecked 004D: jump_if_false @COUNT2_19561 00AA: store_car $4868 position_to $6960 $6961 $6958 :COUNT2_19561 00AA: store_car $4867 position_to $6956 $6957 $6958 0086: $6958 = $6956 // $ = $ float 0061: $6958 -= $6960 // $ -= $ float 0086: $6959 = $6957 // $ = $ float 0061: $6959 -= $6961 // $ -= $ float 0069: $6958 *= $6958 // $ *= $ float 0069: $6959 *= $6959 // $ *= $ float 0059: $6958 += $6959 // $ += $ float 01FB: $6958 = square_root $6958 0086: $6962 = $6958 // $ = $ float 0009: $6962 += 3.0 // $ += float 00D6: if 0020: $6962 > 100.0 // $ > float 004D: jump_if_false @COUNT2_19688 0005: $6962 = 100.0 // $ = float :COUNT2_19688 00D6: if 0022: 0.0 > $6962 // float > $ 004D: jump_if_false @COUNT2_19719 0005: $6962 = 0.0 // $ = float :COUNT2_19719 00AD: set_car $4867 max_speed_to $6962 00D6: if 0042: $6962 == 0.0 // $ == float 004D: jump_if_false @COUNT2_19757 0477: set_car $4867 action 1 time 100 :COUNT2_19757 0051: return :COUNT2_19759 00D6: if 0042: $4886 == 919.9 // $ == float 004D: jump_if_false @COUNT2_19797 00A5: $451 = create_car #SENTINEL at $4872 $4873 $4874 :COUNT2_19797 00A0: store_actor $4869 position_to $4872 $4873 $4874 00D6: if 00E9: player $PLAYER_CHAR 0 $4869 radius 40.0 40.0 004D: jump_if_false @COUNT2_20155 0086: $4875 = $4872 // $ = $ float 0009: $4875 += 20.0 // $ += float 0086: $4876 = $4873 // $ = $ float 0009: $4876 += 20.0 // $ += float 000D: $4872 -= 20.0 // $ -= float 000D: $4873 -= 20.0 // $ -= float 01C3: mark_car_as_no_longer_needed $451 0327: $451 = create_random_car_with_actors -1 in_area $4872 $4873 $4875 $4876 00D6: if 0038: $451 == -1 // $ == int 004D: jump_if_false @COUNT2_19971 00D6: if 8118: not actor $4869 dead 004D: jump_if_false @COUNT2_19964 01CA: actor $4869 kill_player $PLAYER_CHAR :COUNT2_19964 0002: jump @COUNT2_20148 :COUNT2_19971 0441: $4870 = car $451 model 0227: $4871 = car $451 health 00D6: if 0018: $4871 > 300 // $ > int 004D: jump_if_false @COUNT2_20140 00D6: if or 0038: $4870 == 116 // $ == int 0038: $4870 == 106 // $ == int 0038: $4870 == 122 // $ == int 0038: $4870 == 117 // $ == int 0038: $4870 == 97 // $ == int 0038: $4870 == 107 // $ == int 004D: jump_if_false @COUNT2_20090 00D6: if 8118: not actor $4869 dead 004D: jump_if_false @COUNT2_20083 01CA: actor $4869 kill_player $PLAYER_CHAR :COUNT2_20083 0002: jump @COUNT2_20133 :COUNT2_20090 00AD: set_car $451 max_speed_to 0.0 0477: set_car $451 action 1 time 100 00D6: if 8118: not actor $4869 dead 004D: jump_if_false @COUNT2_20133 01D5: actor $4869 go_to_and_drive_car $451 :COUNT2_20133 0002: jump @COUNT2_20148 :COUNT2_20140 01CA: actor $4869 kill_player $PLAYER_CHAR :COUNT2_20148 0002: jump @COUNT2_20392 :COUNT2_20155 03D3: point $4872 $4873 $4874 get_nearby_vector $4872 $4873 $4874 $4886 00D6: if 80C2: not sphere_onscreen $4872 $4873 $4874 3.0 004D: jump_if_false @COUNT2_20392 00D6: if 838A: not car_in_cube $4872 $4873 $4874 3.0 3.0 2.0 004D: jump_if_false @COUNT2_20303 01C3: mark_car_as_no_longer_needed $451 00A5: $451 = create_car #SENTINEL at $4872 $4873 $4874 0175: set_car $451 z_angle_to $4886 00D6: if 8118: not actor $4869 dead 004D: jump_if_false @COUNT2_20296 01D5: actor $4869 go_to_and_drive_car $451 :COUNT2_20296 0002: jump @COUNT2_20392 :COUNT2_20303 00D6: if 8118: not actor $4869 dead 004D: jump_if_false @COUNT2_20392 00D6: if 00FF: actor $4869 0 $4872 $4873 $4874 radius 3.0 3.0 2.0 004D: jump_if_false @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 0051: return :COUNT2_20394 01BD: $4887 = current_time_in_ms 00D6: if 8119: not car $4880 wrecked 004D: jump_if_false @COUNT2_20992 00D6: if and 01F4: car $4880 flipped 01C1: car $4880 stopped 004D: jump_if_false @COUNT2_20590 00D6: if 01FC: player $PLAYER_CHAR near_car $4880 radius 90.0 90.0 0 004D: jump_if_false @COUNT2_20488 03ED: set_car $4880 not_damaged_when_upside_down 0 0004: $4881 = -9 // $ = int 0002: jump @COUNT2_20590 :COUNT2_20488 00D6: if 82CA: not car $4880 bounding_sphere_visible 004D: jump_if_false @COUNT2_20590 00AA: store_car $4880 position_to $4883 $4884 $4885 03D3: point $4883 $4884 $4885 get_nearby_vector $4883 $4884 $4885 $4886 00D6: if 80C2: not sphere_onscreen $4883 $4884 $4885 4.0 004D: jump_if_false @COUNT2_20590 00AB: put_car $4880 at $4883 $4884 $4885 0175: set_car $4880 z_angle_to $4886 :COUNT2_20590 00D6: if 01AF: car $4880 0 $4877 $4878 $4879 radius 4.0 4.0 4.0 004D: jump_if_false @COUNT2_20929 00D6: if 0038: $4881 == 0 // $ == int 004D: jump_if_false @COUNT2_20665 0084: $4882 = $4887 // $ = $ int 0004: $4881 = 1 // $ = int :COUNT2_20665 0060: $4887 -= $4882 // $ -= $ int 00D6: if 0038: $4881 == 1 // $ == int 004D: jump_if_false @COUNT2_20929 00D6: if 0018: $4887 > 8000 // $ > int 004D: jump_if_false @COUNT2_20929 00D6: if 01FC: player $PLAYER_CHAR near_car $4880 radius 90.0 90.0 0 004D: jump_if_false @COUNT2_20770 03ED: set_car $4880 not_damaged_when_upside_down 0 0084: $4882 = $4887 // $ = $ int 0004: $4881 = -9 // $ = int 0002: jump @COUNT2_20929 :COUNT2_20770 00D6: if 82CA: not car $4880 bounding_sphere_visible 004D: jump_if_false @COUNT2_20929 00AA: store_car $4880 position_to $4883 $4884 $4885 03D3: point $4883 $4884 $4885 get_nearby_vector $4883 $4884 $4885 $4886 00D6: if 838A: not car_in_cube $4883 $4884 $4885 4.0 4.0 4.0 004D: jump_if_false @COUNT2_20929 00D6: if 80C2: not sphere_onscreen $4883 $4884 $4885 4.0 004D: jump_if_false @COUNT2_20929 00AB: put_car $4880 at $4883 $4884 $4885 0175: set_car $4880 z_angle_to $4886 0450: car $4880 warp_to_player 0084: $4882 = $4887 // $ = $ int 0004: $4881 = 0 // $ = int :COUNT2_20929 00D6: if 81AF: not car $4880 0 $4877 $4878 $4879 radius 4.0 4.0 4.0 004D: jump_if_false @COUNT2_20992 00AA: store_car $4880 position_to $4877 $4878 $4879 0004: $4881 = 0 // $ = int :COUNT2_20992 0051: return :COUNT2_20994 00D6: if 8118: not actor $4797 dead 004D: jump_if_false @COUNT2_21018 01CA: actor $4797 kill_player $PLAYER_CHAR :COUNT2_21018 00D6: if 8118: not actor $4798 dead 004D: jump_if_false @COUNT2_21042 01CA: actor $4798 kill_player $PLAYER_CHAR :COUNT2_21042 00D6: if 8118: not actor $4799 dead 004D: jump_if_false @COUNT2_21066 01CA: actor $4799 kill_player $PLAYER_CHAR :COUNT2_21066 00D6: if 8118: not actor $4800 dead 004D: jump_if_false @COUNT2_21090 01CA: actor $4800 kill_player $PLAYER_CHAR :COUNT2_21090 0051: return :COUNT2_21092 00D6: if 8118: not actor $4793 dead 004D: jump_if_false @COUNT2_21411 00D6: if 8118: not actor $4794 dead 004D: jump_if_false @COUNT2_21204 00D6: if 831F: not actor $4794 in_range_of_actor $4793 004D: jump_if_false @COUNT2_21197 00D6: if 00F2: actor $4794 near_actor $4793 radius 30.0 30.0 0 004D: jump_if_false @COUNT2_21189 01DE: tie_actor $4794 to_actor $4793 0002: jump @COUNT2_21197 :COUNT2_21189 01CC: actor $4794 kill_player $PLAYER_CHAR :COUNT2_21197 0002: jump @COUNT2_21209 :COUNT2_21204 01C2: mark_actor_as_no_longer_needed $4794 :COUNT2_21209 00D6: if 8118: not actor $4795 dead 004D: jump_if_false @COUNT2_21305 00D6: if 831F: not actor $4795 in_range_of_actor $4793 004D: jump_if_false @COUNT2_21298 00D6: if 00F2: actor $4795 near_actor $4793 radius 30.0 30.0 0 004D: jump_if_false @COUNT2_21290 01DE: tie_actor $4795 to_actor $4793 0002: jump @COUNT2_21298 :COUNT2_21290 01CC: actor $4795 kill_player $PLAYER_CHAR :COUNT2_21298 0002: jump @COUNT2_21310 :COUNT2_21305 01C2: mark_actor_as_no_longer_needed $4795 :COUNT2_21310 00D6: if 8118: not actor $4796 dead 004D: jump_if_false @COUNT2_21406 00D6: if 831F: not actor $4796 in_range_of_actor $4793 004D: jump_if_false @COUNT2_21399 00D6: if 00F2: actor $4796 near_actor $4793 radius 30.0 30.0 0 004D: jump_if_false @COUNT2_21391 01DE: tie_actor $4796 to_actor $4793 0002: jump @COUNT2_21399 :COUNT2_21391 01CC: actor $4796 kill_player $PLAYER_CHAR :COUNT2_21399 0002: jump @COUNT2_21411 :COUNT2_21406 01C2: mark_actor_as_no_longer_needed $4796 :COUNT2_21411 0051: return :COUNT2_21413 00D6: if 8118: not actor $4802 dead 004D: jump_if_false @COUNT2_21732 00D6: if 8118: not actor $4803 dead 004D: jump_if_false @COUNT2_21525 00D6: if 831F: not actor $4803 in_range_of_actor $4802 004D: jump_if_false @COUNT2_21518 00D6: if 00F2: actor $4803 near_actor $4802 radius 30.0 30.0 0 004D: jump_if_false @COUNT2_21510 01DE: tie_actor $4803 to_actor $4802 0002: jump @COUNT2_21518 :COUNT2_21510 01CC: actor $4803 kill_player $PLAYER_CHAR :COUNT2_21518 0002: jump @COUNT2_21530 :COUNT2_21525 01C2: mark_actor_as_no_longer_needed $4803 :COUNT2_21530 00D6: if 8118: not actor $4804 dead 004D: jump_if_false @COUNT2_21626 00D6: if 831F: not actor $4804 in_range_of_actor $4802 004D: jump_if_false @COUNT2_21619 00D6: if 00F2: actor $4804 near_actor $4802 radius 30.0 30.0 0 004D: jump_if_false @COUNT2_21611 01DE: tie_actor $4804 to_actor $4802 0002: jump @COUNT2_21619 :COUNT2_21611 01CC: actor $4804 kill_player $PLAYER_CHAR :COUNT2_21619 0002: jump @COUNT2_21631 :COUNT2_21626 01C2: mark_actor_as_no_longer_needed $4804 :COUNT2_21631 00D6: if 8118: not actor $4805 dead 004D: jump_if_false @COUNT2_21727 00D6: if 831F: not actor $4805 in_range_of_actor $4802 004D: jump_if_false @COUNT2_21720 00D6: if 00F2: actor $4805 near_actor $4802 radius 30.0 30.0 0 004D: jump_if_false @COUNT2_21712 01DE: tie_actor $4805 to_actor $4802 0002: jump @COUNT2_21720 :COUNT2_21712 01CC: actor $4805 kill_player $PLAYER_CHAR :COUNT2_21720 0002: jump @COUNT2_21732 :COUNT2_21727 01C2: mark_actor_as_no_longer_needed $4805 :COUNT2_21732 0051: return //-------------Mission 36--------------- // Originally: Printworks Buy :BUYPRO1 03A4: name_thread 'BUYPRO1' 0004: $ONMISSION = 1 // $ = int 0001: wait 0 ms 0164: disable_marker $271 0164: disable_marker $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 016A: fade 0 500 ms 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: set_all_vehicles_apply_damage_rules 0 :BUYPRO1_170 00D6: if 016B: fading 004D: jump_if_false @BUYPRO1_237 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @BUYPRO1_230 02A7: $271 = create_icon_marker_and_sphere $426 at $474 $475 $476 004F: create_thread @COU1 004E: end_thread :BUYPRO1_230 0002: jump @BUYPRO1_170 :BUYPRO1_237 0395: clear_area 1 at -1059.841 -278.7214 10.4044 range 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 016A: fade 1 500 ms 015F: set_camera_position -1027.339 -281.6154 16.3511 rotation 0.0 0.0 0.0 0160: point_camera -1028.162 -281.0542 16.273 switchstyle 2 :BUYPRO1_361 00D6: if 016B: fading 004D: jump_if_false @BUYPRO1_428 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @BUYPRO1_421 02A7: $271 = create_icon_marker_and_sphere $426 at $474 $475 $476 004F: create_thread @COU1 004E: end_thread :BUYPRO1_421 0002: jump @BUYPRO1_361 :BUYPRO1_428 01E3: text_1number_styled 'CNTBUY1' number $635 time 4000 style 6 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 0001: wait 4000 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @BUYPRO1_515 043C: set_game_sounds_disable_on_fade 1 02A7: $271 = create_icon_marker_and_sphere $426 at $474 $475 $476 004F: create_thread @COU1 004E: end_thread :BUYPRO1_515 0169: set_fade_color 0 0 1 016A: fade 0 500 ms :BUYPRO1_530 00D6: if 016B: fading 004D: jump_if_false @BUYPRO1_601 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @BUYPRO1_594 043C: set_game_sounds_disable_on_fade 1 02A7: $271 = create_icon_marker_and_sphere $426 at $474 $475 $476 004F: create_thread @COU1 004E: end_thread :BUYPRO1_594 0002: jump @BUYPRO1_530 :BUYPRO1_601 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 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 004F: create_thread @COU1 0169: set_fade_color 0 0 1 016A: fade 1 500 ms :BUYPRO1_667 00D6: if 016B: fading 004D: jump_if_false @BUYPRO1_713 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @BUYPRO1_706 043C: set_game_sounds_disable_on_fade 1 004E: end_thread :BUYPRO1_706 0002: jump @BUYPRO1_667 :BUYPRO1_713 043C: set_game_sounds_disable_on_fade 1 004F: create_thread @PSAVE8 0004: $ONMISSION = 0 // $ = int 00D8: mission_cleanup 004E: end_thread 0051: return //-------------Mission 37--------------- // Originally: Sunshine Autos :CARBUY1 0004: $ONMISSION = 1 // $ = int 03A4: name_thread 'CARBUY1' 0001: wait 0 ms 054C: use_GXT_table 'CARBUY' 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSBJ' 02F3: load_object #CUTOBJ01 'HLRYCAR' 0247: request_model #SENTINEL 038B: load_requested_models :CARBUY1_75 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 8248: not model #CUTOBJ01 available 8248: not model #SENTINEL available 004D: jump_if_false @CARBUY1_115 0001: wait 0 ms 0002: jump @CARBUY1_75 :CARBUY1_115 00A5: $4890 = create_car #SENTINEL at -1033.211 -856.8564 12.0452 0175: set_car $4890 z_angle_to 210.278 0249: release_model #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 11.8668 range 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 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :CARBUY1_325 00D6: if 001A: 976 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CARBUY1_360 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CARBUY1_325 :CARBUY1_360 00BC: text_highpriority 'CAR1_1' time 10000 1 :CARBUY1_375 00D6: if 001A: 4506 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CARBUY1_410 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CARBUY1_375 :CARBUY1_410 00BC: text_highpriority 'CAR1_2' time 10000 1 :CARBUY1_425 00D6: if 001A: 6299 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CARBUY1_460 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CARBUY1_425 :CARBUY1_460 00BC: text_highpriority 'CAR1_3' time 10000 1 :CARBUY1_475 00D6: if 001A: 7695 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CARBUY1_510 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CARBUY1_475 :CARBUY1_510 00BC: text_highpriority 'CAR1_4' time 10000 1 :CARBUY1_525 00D6: if 001A: 10390 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CARBUY1_560 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CARBUY1_525 :CARBUY1_560 00BC: text_highpriority 'CAR1_5' time 10000 1 :CARBUY1_575 00D6: if 001A: 13170 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CARBUY1_610 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CARBUY1_575 :CARBUY1_610 00BC: text_highpriority 'CAR1_6' time 10000 1 :CARBUY1_625 00D6: if 001A: 14855 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CARBUY1_660 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CARBUY1_625 :CARBUY1_660 00BC: text_highpriority 'CAR1_7' time 10000 1 :CARBUY1_675 00D6: if 001A: 16114 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CARBUY1_710 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CARBUY1_675 :CARBUY1_710 00BC: text_highpriority 'CAR1_8' time 10000 1 :CARBUY1_725 00D6: if 001A: 18118 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CARBUY1_760 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CARBUY1_725 :CARBUY1_760 00BC: text_highpriority 'CAR1_9' time 10000 1 :CARBUY1_775 00D6: if 001A: 22505 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CARBUY1_810 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CARBUY1_775 :CARBUY1_810 00BC: text_highpriority 'CAR1_10' time 10000 1 :CARBUY1_825 00D6: if 001A: 23989 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CARBUY1_860 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CARBUY1_825 :CARBUY1_860 00BC: text_highpriority 'CAR1_11' time 10000 1 :CARBUY1_875 00D6: if 001A: 26958 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CARBUY1_910 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CARBUY1_875 :CARBUY1_910 00BC: text_highpriority 'CAR1_12' time 10000 1 :CARBUY1_925 00D6: if 001A: 35538 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CARBUY1_962 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CARBUY1_925 :CARBUY1_962 00BC: text_highpriority 'CAR1_13' time 10000 1 :CARBUY1_977 00D6: if 001A: 39241 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CARBUY1_1014 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CARBUY1_977 :CARBUY1_1014 00BC: text_highpriority 'CAR1_14' time 10000 1 :CARBUY1_1029 00D6: if 001A: 43374 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CARBUY1_1066 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CARBUY1_1029 :CARBUY1_1066 00BC: text_highpriority 'CAR1_15' time 10000 1 :CARBUY1_1081 00D6: if 001A: 45142 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CARBUY1_1118 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CARBUY1_1081 :CARBUY1_1118 00BC: text_highpriority 'CAR1_16' time 10000 1 :CARBUY1_1133 00D6: if 001A: 48422 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CARBUY1_1170 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CARBUY1_1133 :CARBUY1_1170 00BC: text_highpriority 'CAR1_17' time 10000 1 :CARBUY1_1185 00D6: if 001A: 50000 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CARBUY1_1222 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CARBUY1_1185 :CARBUY1_1222 00BC: text_highpriority 'CAR1_18' time 10000 1 :CARBUY1_1237 00D6: if 001A: 53504 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CARBUY1_1274 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CARBUY1_1237 :CARBUY1_1274 0169: set_fade_color 0 0 1 016A: fade 0 1500 ms 00BE: text_clear_all :CARBUY1_1291 00D6: if 016B: fading 004D: jump_if_false @CARBUY1_1315 0001: wait 0 ms 0002: jump @CARBUY1_1291 :CARBUY1_1315 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @CARBUY1_1339 0001: wait 0 ms 0002: jump @CARBUY1_1315 :CARBUY1_1339 03AD: set_rubbish 1 00BE: text_clear_all 02EA: end_cutscene 0373: set_camera_directly_behind_player 0249: release_model #CUTOBJ01 0296: unload_special_actor 1 0296: unload_special_actor 2 0001: wait 0 ms 0001: wait 0 ms 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 03F4: set_all_vehicles_apply_damage_rules 0 015F: set_camera_position -1017.024 -922.2878 19.0987 rotation 0.0 0.0 0.0 0160: point_camera -1017.044 -921.3013 18.9361 switchstyle 2 03EA: generate_cars_around_camera 1 0169: set_fade_color 0 0 1 016A: fade 1 1500 ms :CARBUY1_1455 00D6: if 016B: fading 004D: jump_if_false @CARBUY1_1479 0001: wait 0 ms 0002: jump @CARBUY1_1455 :CARBUY1_1479 0394: play_music 1 01E3: text_1number_styled 'CARBUY' number $625 time 7000 style 6 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 0001: wait 5000 ms 0169: set_fade_color 0 0 1 016A: fade 0 1500 ms :CARBUY1_1558 00D6: if 016B: fading 004D: jump_if_false @CARBUY1_1582 0001: wait 0 ms 0002: jump @CARBUY1_1558 :CARBUY1_1582 0189: $4891 = create_checkpoint_and_sphere_at -967.705 -827.3005 5.7702 018B: set_marker $4891 display 1 030C: progress_made += 1 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 0164: disable_marker $624 0570: $624 = create_asset_radar_marker_with_icon 26 at $552 $553 $554 018B: set_marker $624 display 2 029B: $1114 = init_object #LH_IMP_EXP01 at -981.754 -841.278 8.586 01C7: remove_object_from_mission_cleanup_list $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 004F: create_thread @RACES 004F: create_thread @PSAVE3 004F: create_thread @IMPORT1 02FA: garage $687 change_to_type 8 0169: set_fade_color 0 0 1 016A: fade 1 1500 ms 03EA: generate_cars_around_camera 0 02EB: restore_camera_with_jumpcut 0004: $ONMISSION = 0 // $ = int 00D8: mission_cleanup 004E: end_thread //-------------Mission 38--------------- // Originally: Interglobal Films Buy :BUYPRO2 03A4: name_thread 'BUYPRO2' 0004: $ONMISSION = 1 // $ = int 0001: wait 0 ms 0164: disable_marker $256 0164: disable_marker $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 016A: fade 0 500 ms 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: set_all_vehicles_apply_damage_rules 0 :BUYPRO2_170 00D6: if 016B: fading 004D: jump_if_false @BUYPRO2_237 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @BUYPRO2_230 02A7: $256 = create_icon_marker_and_sphere $424 at $471 $472 $473 004F: create_thread @PORN1 004E: end_thread :BUYPRO2_230 0002: jump @BUYPRO2_170 :BUYPRO2_237 0108: destroy_object $FILM_STUDIO_FRONT_GATE_CLOSED 0108: destroy_object $FILM_STUDIO_BACK_GATE_CLOSED 029B: $FILM_STUDIO_FRONT_GATE_OPEN = init_object #CI_GATESOPEN at 10.273 963.308 12.258 01C7: remove_object_from_mission_cleanup_list $FILM_STUDIO_FRONT_GATE_OPEN 029B: $FILM_STUDIO_BACK_GATE_OPEN = init_object #CI_BACKGATEOPEN at -14.381 884.12 13.542 01C7: remove_object_from_mission_cleanup_list $FILM_STUDIO_BACK_GATE_OPEN 0108: destroy_object $1811 029B: $1810 = init_object #CI_JETYGATESOPEN at -115.825 1028.55 11.334 01C7: remove_object_from_mission_cleanup_list $1810 0395: clear_area 1 at 10.1629 963.4605 9.8996 range 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 016A: fade 1 500 ms 015F: set_camera_position 75.8516 976.8268 41.9825 rotation 0.0 0.0 0.0 0160: point_camera 74.8664 976.7122 41.855 switchstyle 2 :BUYPRO2_460 00D6: if 016B: fading 004D: jump_if_false @BUYPRO2_527 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @BUYPRO2_520 02A7: $256 = create_icon_marker_and_sphere $424 at $471 $472 $473 004F: create_thread @PORN1 004E: end_thread :BUYPRO2_520 0002: jump @BUYPRO2_460 :BUYPRO2_527 01E3: text_1number_styled 'PORNBUY' number $630 time 5000 style 6 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 0001: wait 4000 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @BUYPRO2_614 043C: set_game_sounds_disable_on_fade 1 02A7: $256 = create_icon_marker_and_sphere $424 at $471 $472 $473 004F: create_thread @PORN1 004E: end_thread :BUYPRO2_614 0169: set_fade_color 0 0 1 016A: fade 0 500 ms :BUYPRO2_629 00D6: if 016B: fading 004D: jump_if_false @BUYPRO2_700 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @BUYPRO2_693 043C: set_game_sounds_disable_on_fade 1 02A7: $256 = create_icon_marker_and_sphere $424 at $471 $472 $473 004F: create_thread @PORN1 004E: end_thread :BUYPRO2_693 0002: jump @BUYPRO2_629 :BUYPRO2_700 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 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 004F: create_thread @PORN1 0169: set_fade_color 0 0 1 016A: fade 1 500 ms :BUYPRO2_766 00D6: if 016B: fading 004D: jump_if_false @BUYPRO2_812 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @BUYPRO2_805 043C: set_game_sounds_disable_on_fade 1 004E: end_thread :BUYPRO2_805 0002: jump @BUYPRO2_766 :BUYPRO2_812 043C: set_game_sounds_disable_on_fade 1 004F: create_thread @PSAVE9 0004: $ONMISSION = 0 // $ = int 00D8: mission_cleanup 004E: end_thread 0051: return //-------------Mission 39--------------- // Originally: Cherry Popper Icecreams Buy :ICECUT 03A4: name_thread 'ICECUT' 0004: $ONMISSION = 1 // $ = int 0001: wait 0 ms 054C: use_GXT_table 'ICECUT' 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 01B4: set_player $PLAYER_CHAR can_move 0 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 03CB: load_scene -873.5121 -574.0815 10.1528 :ICECUT_121 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 8248: not model #CUTOBJ01 available 004D: jump_if_false @ICECUT_156 0001: wait 0 ms 0002: jump @ICECUT_121 :ICECUT_156 0247: request_model #MRWHOOP :ICECUT_161 00D6: if 8248: not model #MRWHOOP available 004D: jump_if_false @ICECUT_188 0001: wait 0 ms 0002: jump @ICECUT_161 :ICECUT_188 00A5: $4894 = create_car #MRWHOOP at -877.8974 -562.5469 10.2353 0175: set_car $4894 z_angle_to 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: attach_cutscene_object $4893 to_bone $4892 34 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_328 00D6: if 001A: 6929 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ICECUT_363 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ICECUT_328 :ICECUT_363 00BC: text_highpriority 'ICC1_A' time 10000 1 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_383 00D6: if 001A: 8306 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ICECUT_418 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ICECUT_383 :ICECUT_418 00BC: text_highpriority 'ICC1_B' time 10000 1 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_438 00D6: if 001A: 10381 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ICECUT_473 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ICECUT_438 :ICECUT_473 00BC: text_highpriority 'ICC1_C' time 10000 1 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_493 00D6: if 001A: 13633 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ICECUT_528 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ICECUT_493 :ICECUT_528 00BC: text_highpriority 'ICC1_D' time 10000 1 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_548 00D6: if 001A: 14189 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ICECUT_583 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ICECUT_548 :ICECUT_583 00BC: text_highpriority 'ICC1_E' time 10000 1 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_603 00D6: if 001A: 15441 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ICECUT_638 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ICECUT_603 :ICECUT_638 00BC: text_highpriority 'ICC1_F' time 10000 1 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_658 00D6: if 001A: 16881 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ICECUT_693 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ICECUT_658 :ICECUT_693 00BC: text_highpriority 'ICC1_G' time 10000 1 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_713 00D6: if 001A: 20281 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ICECUT_748 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ICECUT_713 :ICECUT_748 00BC: text_highpriority 'ICC1_H' time 10000 1 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_768 00D6: if 001A: 25045 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ICECUT_803 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ICECUT_768 :ICECUT_803 00BC: text_highpriority 'ICC1_I' time 10000 1 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_823 00D6: if 001A: 29698 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ICECUT_858 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ICECUT_823 :ICECUT_858 00BC: text_highpriority 'ICC1_J' time 10000 1 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_878 00D6: if 001A: 32513 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ICECUT_913 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ICECUT_878 :ICECUT_913 00BC: text_highpriority 'ICC1_K' time 10000 1 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_933 00D6: if 001A: 35215 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ICECUT_970 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ICECUT_933 :ICECUT_970 00BC: text_highpriority 'ICC1_L' time 10000 1 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_990 00D6: if 001A: 38544 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ICECUT_1027 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ICECUT_990 :ICECUT_1027 00BC: text_highpriority 'ICC1_M' time 10000 1 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_1047 00D6: if 001A: 40042 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ICECUT_1084 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ICECUT_1047 :ICECUT_1084 00BC: text_highpriority 'ICC1_N' time 10000 1 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_1104 00D6: if 001A: 41685 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ICECUT_1141 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ICECUT_1104 :ICECUT_1141 00BC: text_highpriority 'ICC1_O' time 10000 1 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_1161 00D6: if 001A: 43879 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ICECUT_1198 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ICECUT_1161 :ICECUT_1198 00BC: text_highpriority 'ICC1_P' time 10000 1 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_1218 00D6: if 001A: 48927 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ICECUT_1255 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ICECUT_1218 :ICECUT_1255 00BC: text_highpriority 'ICC1_Q' time 10000 1 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_1275 00D6: if 001A: 51501 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ICECUT_1312 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ICECUT_1275 :ICECUT_1312 00BC: text_highpriority 'ICC1_R' time 10000 1 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_1332 00D6: if 001A: 55814 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ICECUT_1369 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ICECUT_1332 :ICECUT_1369 00BC: text_highpriority 'ICC1_S' time 10000 1 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_1389 00D6: if 001A: 59535 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ICECUT_1426 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ICECUT_1389 :ICECUT_1426 00BC: text_highpriority 'ICC1_T' time 10000 1 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_1446 00D6: if 001A: 60379 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ICECUT_1483 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ICECUT_1446 :ICECUT_1483 00BC: text_highpriority 'ICC1_U' time 10000 1 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_1503 00D6: if 001A: 62496 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ICECUT_1540 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ICECUT_1503 :ICECUT_1540 00BC: text_highpriority 'ICC1_V' time 10000 1 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_1560 00D6: if 001A: 64801 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ICECUT_1597 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ICECUT_1560 :ICECUT_1597 00BC: text_highpriority 'ICC1_W' time 10000 1 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_1617 00D6: if 001A: 68699 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ICECUT_1654 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ICECUT_1617 :ICECUT_1654 00BC: text_highpriority 'ICC1_X' time 10000 1 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_1674 00D6: if 001A: 72778 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ICECUT_1711 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ICECUT_1674 :ICECUT_1711 00BC: text_highpriority 'ICC1_Y' time 10000 1 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_1731 00D6: if 001A: 78390 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ICECUT_1768 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ICECUT_1731 :ICECUT_1768 00BC: text_highpriority 'ICC1_Z' time 10000 1 :ICECUT_1783 00D6: if 001A: 81000 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ICECUT_1820 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ICECUT_1783 :ICECUT_1820 03AD: set_rubbish 1 016A: fade 0 1500 ms 00BE: text_clear_all 0001: wait 1000 ms 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @ICECUT_1870 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @ICECUT_1870 03D1: play_wav 1 :ICECUT_1870 00BE: text_clear_all :ICECUT_1872 00D6: if 016B: fading 004D: jump_if_false @ICECUT_1896 0001: wait 0 ms 0002: jump @ICECUT_1872 :ICECUT_1896 03AD: set_rubbish 1 03CB: load_scene -839.512 -582.021 24.777 0296: unload_special_actor 1 0296: unload_special_actor 2 0249: release_model #CUTOBJ01 01C3: mark_car_as_no_longer_needed $4894 00A6: destroy_car $4894 0004: $338 = 1 // $ = int 0529: add $609 to_money_spent_on_property_stats 014C: set_parked_car_generator $1841 cars_to_generate_to 101 0164: disable_marker $608 0570: $608 = create_asset_radar_marker_with_icon 21 at -878.5 -575.1 11.2 018B: set_marker $608 display 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 004F: create_thread @PSAVE7 0001: wait 1000 ms 016A: fade 1 1500 ms 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 11.194 range 1.0 0055: put_player $PLAYER_CHAR at -874.324 -565.683 11.194 0171: set_player $PLAYER_CHAR z_angle_to 183.398 01C4: mark_object_as_no_longer_needed $1819 015F: set_camera_position -839.512 -582.021 24.777 rotation 0.0 0.0 0.0 0160: point_camera -840.451 -581.759 24.553 switchstyle 2 0394: play_music 1 01E3: text_1number_styled 'ICEBUY' number $609 time 7000 style 6 0001: wait 7000 ms 0004: $ONMISSION = 0 // $ = int 030C: progress_made += 1 02EA: end_cutscene 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player 00D8: mission_cleanup 004E: end_thread 0051: return //-------------Mission 40--------------- // Originally: Kaufman Cabs Buy :TAXCUT 0004: $ONMISSION = 1 // $ = int 0108: destroy_object $1785 03A4: name_thread 'TAXCUT' 0001: wait 0 ms 054C: use_GXT_table 'TAXICUT' 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @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 01B4: set_player $PLAYER_CHAR can_move 0 03AF: set_streaming 0 03AD: set_rubbish 0 0522: disable_cutscene_shadows 0247: request_model #KAUFMAN :TAXCUT_99 00D6: if 8248: not model #KAUFMAN available 004D: jump_if_false @TAXCUT_126 0001: wait 0 ms 0002: jump @TAXCUT_99 :TAXCUT_126 0395: clear_area 1 at -1001.7 198.8 11.4 range 4.0 00A5: 3@ = create_car #KAUFMAN at -1001.7 198.8 11.3 0175: set_car 3@ z_angle_to 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 00D6: 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 004D: jump_if_false @TAXCUT_271 0001: wait 0 ms 0002: 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 10.4 range 1.0 0055: put_player $PLAYER_CHAR at -999.1 193.0 10.4 0171: set_player $PLAYER_CHAR z_angle_to 80.0 0001: wait 700 ms 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :TAXCUT_466 00D6: if 001A: 10228 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @TAXCUT_501 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TAXCUT_466 :TAXCUT_501 00BC: text_highpriority 'TAXC_A' time 10000 1 :TAXCUT_516 00D6: if 001A: 11538 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @TAXCUT_551 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TAXCUT_516 :TAXCUT_551 00BC: text_highpriority 'TAXC_B' time 10000 1 :TAXCUT_566 00D6: if 001A: 15232 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @TAXCUT_601 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TAXCUT_566 :TAXCUT_601 00BC: text_highpriority 'TAXC_C' time 10000 1 :TAXCUT_616 00D6: if 001A: 19887 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @TAXCUT_651 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TAXCUT_616 :TAXCUT_651 00BC: text_highpriority 'TAXC_D' time 10000 1 :TAXCUT_666 00D6: if 001A: 22198 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @TAXCUT_701 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TAXCUT_666 :TAXCUT_701 00BC: text_highpriority 'TAXC_E' time 10000 1 :TAXCUT_716 00D6: if 001A: 27570 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @TAXCUT_751 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TAXCUT_716 :TAXCUT_751 00BC: text_highpriority 'TAXC_F' time 10000 1 :TAXCUT_766 00D6: if 001A: 30477 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @TAXCUT_801 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TAXCUT_766 :TAXCUT_801 00BC: text_highpriority 'TAXC_G' time 10000 1 :TAXCUT_816 00D6: if 001A: 33933 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @TAXCUT_853 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TAXCUT_816 :TAXCUT_853 00BC: text_highpriority 'TAXC_H' time 10000 1 :TAXCUT_868 00D6: if 001A: 36327 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @TAXCUT_905 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TAXCUT_868 :TAXCUT_905 00BC: text_highpriority 'TAXC_I' time 10000 1 :TAXCUT_920 00D6: if 001A: 38262 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @TAXCUT_957 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TAXCUT_920 :TAXCUT_957 00BC: text_highpriority 'TAXC_J' time 10000 1 :TAXCUT_972 00D6: if 001A: 43042 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @TAXCUT_1009 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TAXCUT_972 :TAXCUT_1009 00BC: text_highpriority 'TAXC_K' time 10000 1 :TAXCUT_1024 00D6: if 001A: 45254 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @TAXCUT_1061 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TAXCUT_1024 :TAXCUT_1061 00BC: text_highpriority 'TAXC_L' time 10000 1 :TAXCUT_1076 00D6: if 001A: 46583 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @TAXCUT_1113 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TAXCUT_1076 :TAXCUT_1113 00BC: text_highpriority 'TAXC_M' time 10000 1 :TAXCUT_1128 00D6: if 001A: 48993 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @TAXCUT_1165 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TAXCUT_1128 :TAXCUT_1165 00BC: text_highpriority 'TAXC_N' time 10000 1 :TAXCUT_1180 00D6: if 001A: 51083 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @TAXCUT_1217 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TAXCUT_1180 :TAXCUT_1217 00BC: text_highpriority 'TAXC_O' time 10000 1 :TAXCUT_1232 00D6: if 001A: 52858 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @TAXCUT_1269 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TAXCUT_1232 :TAXCUT_1269 00BC: text_highpriority 'TAXC_P' time 10000 1 :TAXCUT_1284 00D6: if 001A: 55674 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @TAXCUT_1321 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TAXCUT_1284 :TAXCUT_1321 00BC: text_highpriority 'TAXC_Q' time 10000 1 :TAXCUT_1336 00D6: if 001A: 57991 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @TAXCUT_1373 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TAXCUT_1336 :TAXCUT_1373 00BC: text_highpriority 'TAXC_R' time 10000 1 :TAXCUT_1388 00D6: if 001A: 59837 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @TAXCUT_1425 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TAXCUT_1388 :TAXCUT_1425 00BC: text_highpriority 'TAXC_S' time 10000 1 :TAXCUT_1440 00D6: if 001A: 62496 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @TAXCUT_1477 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TAXCUT_1440 :TAXCUT_1477 00BC: text_highpriority 'TAXC_T' time 10000 1 :TAXCUT_1492 00D6: if 001A: 64179 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @TAXCUT_1529 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TAXCUT_1492 :TAXCUT_1529 00BC: text_highpriority 'TAXC_U' time 10000 1 :TAXCUT_1544 00D6: if 001A: 65671 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @TAXCUT_1581 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TAXCUT_1544 :TAXCUT_1581 00BC: text_highpriority 'TAXC_V' time 10000 1 :TAXCUT_1596 00D6: if 001A: 68752 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @TAXCUT_1633 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TAXCUT_1596 :TAXCUT_1633 00BC: text_highpriority 'TAXC_W' time 10000 1 :TAXCUT_1648 00D6: if 001A: 70262 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @TAXCUT_1685 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TAXCUT_1648 :TAXCUT_1685 00BC: text_highpriority 'TAXC_X' time 10000 1 :TAXCUT_1700 00D6: if 001A: 71555 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @TAXCUT_1737 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TAXCUT_1700 :TAXCUT_1737 00BC: text_highpriority 'TAXC_Y' time 10000 1 :TAXCUT_1752 00D6: if 001A: 73865 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @TAXCUT_1789 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TAXCUT_1752 :TAXCUT_1789 00BC: text_highpriority 'TAXC_Z' time 10000 1 :TAXCUT_1804 00D6: if 001A: 76173 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @TAXCUT_1841 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TAXCUT_1804 :TAXCUT_1841 00BC: text_highpriority 'TAXC_A1' time 10000 1 :TAXCUT_1856 00D6: if 001A: 77173 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @TAXCUT_1893 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TAXCUT_1856 :TAXCUT_1893 00D6: if 001A: 81852 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @TAXCUT_1930 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TAXCUT_1893 :TAXCUT_1930 016A: fade 0 1500 ms 00BE: text_clear_all :TAXCUT_1939 00D6: if 016B: fading 004D: jump_if_false @TAXCUT_1963 0001: wait 0 ms 0002: jump @TAXCUT_1939 :TAXCUT_1963 03AD: set_rubbish 1 02EA: end_cutscene 03CB: load_scene -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 0249: release_model #KAUFMAN 0004: $307 = 1 // $ = int 0001: wait 1000 ms 02A3: enable_widescreen 1 016A: fade 1 1500 ms 01B4: set_player $PLAYER_CHAR can_move 0 03CB: load_scene -1017.904 207.165 15.09 015F: set_camera_position -1018.54 207.931 15.185 rotation 0.0 0.0 0.0 0160: point_camera -1017.904 207.165 15.09 switchstyle 2 0394: play_music 1 01E3: text_1number_styled 'TAXIBUY' number $620 time 7000 style 6 0529: add $620 to_money_spent_on_property_stats 0542: add_property 5 to_property_own_stats 0001: wait 7000 ms 0004: $ONMISSION = 0 // $ = int 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 0164: disable_marker $619 0164: disable_marker $306 02A7: $306 = create_icon_marker_and_sphere $432 at $489 $490 $491 004F: create_thread @PSAVE4 030C: progress_made += 1 02EB: restore_camera_with_jumpcut 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 00D8: mission_cleanup 004E: end_thread 0051: return //-------------Mission 41--------------- // Originally: Malibu Club Buy :BUYPRO3 03A4: name_thread 'BUYPRO3' 0004: $ONMISSION = 1 // $ = int 0001: wait 0 ms 0164: disable_marker $247 0164: disable_marker $638 030C: progress_made += 1 0169: set_fade_color 0 0 1 016A: fade 0 500 ms 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: set_all_vehicles_apply_damage_rules 0 :BUYPRO3_68 00D6: if 016B: fading 004D: jump_if_false @BUYPRO3_142 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @BUYPRO3_135 02A7: $247 = create_icon_marker_and_sphere $422 at $468 $469 $470 004F: create_thread @BANK1 0004: $1092 = 1 // $ = int 004E: end_thread :BUYPRO3_135 0002: jump @BUYPRO3_68 :BUYPRO3_142 0395: clear_area 1 at 495.651 -84.2263 8.9929 range 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 016A: fade 1 500 ms 015F: set_camera_position 505.4001 -107.8699 12.9888 rotation 0.0 0.0 0.0 0160: point_camera 504.9025 -107.0028 12.9664 switchstyle 2 :BUYPRO3_266 00D6: if 016B: fading 004D: jump_if_false @BUYPRO3_340 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @BUYPRO3_333 02A7: $247 = create_icon_marker_and_sphere $422 at $468 $469 $470 004F: create_thread @BANK1 0004: $1092 = 1 // $ = int 004E: end_thread :BUYPRO3_333 0002: jump @BUYPRO3_266 :BUYPRO3_340 01E3: text_1number_styled 'BANKBUY' number $639 time 5000 style 6 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 0001: wait 4000 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @BUYPRO3_434 043C: set_game_sounds_disable_on_fade 1 02A7: $247 = create_icon_marker_and_sphere $422 at $468 $469 $470 004F: create_thread @BANK1 0004: $1092 = 1 // $ = int 004E: end_thread :BUYPRO3_434 0169: set_fade_color 0 0 1 016A: fade 0 500 ms :BUYPRO3_449 00D6: if 016B: fading 004D: jump_if_false @BUYPRO3_527 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @BUYPRO3_520 043C: set_game_sounds_disable_on_fade 1 02A7: $247 = create_icon_marker_and_sphere $422 at $468 $469 $470 004F: create_thread @BANK1 0004: $1092 = 1 // $ = int 004E: end_thread :BUYPRO3_520 0002: jump @BUYPRO3_449 :BUYPRO3_527 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 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 004F: create_thread @BANK1 0004: $1092 = 1 // $ = int 0169: set_fade_color 0 0 1 016A: fade 1 500 ms :BUYPRO3_600 00D6: if 016B: fading 004D: jump_if_false @BUYPRO3_646 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @BUYPRO3_639 043C: set_game_sounds_disable_on_fade 1 004E: end_thread :BUYPRO3_639 0002: jump @BUYPRO3_600 :BUYPRO3_646 043C: set_game_sounds_disable_on_fade 1 004F: create_thread @PSAVE10 0004: $ONMISSION = 0 // $ = int 00D8: mission_cleanup 004E: end_thread 0051: return //-------------Mission 42--------------- // Originally: The Boatyard Buy :BOATBY 0004: $ONMISSION = 1 // $ = int 03A4: name_thread 'BOATBY' 0001: wait 0 ms 0108: destroy_object $1786 054C: use_GXT_table 'BOATBUY' 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSDWAYN' 023C: load_special_actor 3 'CSJETRO' 029B: 0@ = init_object #DK_REEF at -651.0 -1481.21 16.647 01C7: remove_object_from_mission_cleanup_list 0@ 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @BOATBY_140 04CE: $603 = create_icon_marker_without_sphere 9 at -664.1 -1476.3 13.8 :BOATBY_140 0001: wait 0 ms 03CB: load_scene -649.7202 -1482.1 14.9076 038B: load_requested_models :BOATBY_163 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 004D: jump_if_false @BOATBY_197 0001: wait 0 ms 0002: jump @BOATBY_163 :BOATBY_197 0569: load_uncompressed_animation 'CSPLAY' 0569: load_uncompressed_animation 'CSDWAYN' 0569: load_uncompressed_animation '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 12.7 range 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 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :BOATBY_405 00D6: if 001A: 142 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BOATBY_440 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BOATBY_405 :BOATBY_440 00BC: text_highpriority 'DRUG_1' time 10000 1 :BOATBY_455 00D6: if 001A: 9838 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BOATBY_490 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BOATBY_455 :BOATBY_490 00BC: text_highpriority 'DRUG_2' time 10000 1 :BOATBY_505 00D6: if 001A: 12335 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BOATBY_540 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BOATBY_505 :BOATBY_540 00BC: text_highpriority 'DRUG_3' time 10000 1 :BOATBY_555 00D6: if 001A: 14831 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BOATBY_590 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BOATBY_555 :BOATBY_590 00BC: text_highpriority 'DRUG_4' time 10000 1 :BOATBY_605 00D6: if 001A: 17624 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BOATBY_640 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BOATBY_605 :BOATBY_640 00BC: text_highpriority 'DRUG_5' time 10000 1 :BOATBY_655 00D6: if 001A: 19626 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BOATBY_690 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BOATBY_655 :BOATBY_690 00BC: text_highpriority 'DRUG_6' time 10000 1 :BOATBY_705 00D6: if 001A: 21916 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BOATBY_740 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BOATBY_705 :BOATBY_740 00BC: text_highpriority 'DRUG_7' time 10000 1 :BOATBY_755 00D6: if 001A: 24845 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BOATBY_790 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BOATBY_755 :BOATBY_790 00BC: text_highpriority 'DRUG_8' time 10000 1 :BOATBY_805 00D6: if 001A: 29051 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BOATBY_840 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BOATBY_805 :BOATBY_840 00BC: text_highpriority 'DRUG_9' time 10000 1 :BOATBY_855 00D6: if 001A: 33053 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BOATBY_892 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BOATBY_855 :BOATBY_892 00BC: text_highpriority 'DRUG_10' time 10000 1 :BOATBY_907 00D6: if 001A: 37627 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BOATBY_944 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BOATBY_907 :BOATBY_944 00BC: text_highpriority 'DRUG_11' time 10000 1 :BOATBY_959 00D6: if 001A: 40309 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BOATBY_996 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BOATBY_959 :BOATBY_996 00BC: text_highpriority 'DRUG_12' time 10000 1 :BOATBY_1011 00D6: if 001A: 44071 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BOATBY_1048 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BOATBY_1011 :BOATBY_1048 00BC: text_highpriority 'DRUG_13' time 10000 1 :BOATBY_1063 00D6: if 001A: 45000 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BOATBY_1100 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BOATBY_1063 :BOATBY_1100 0169: set_fade_color 0 0 1 016A: fade 0 1500 ms :BOATBY_1115 00D6: if 016B: fading 004D: jump_if_false @BOATBY_1139 0001: wait 0 ms 0002: jump @BOATBY_1115 :BOATBY_1139 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @BOATBY_1163 0001: wait 0 ms 0002: jump @BOATBY_1139 :BOATBY_1163 03AD: set_rubbish 1 00BE: text_clear_all 02EA: end_cutscene 0373: set_camera_directly_behind_player 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0247: request_model #JETMAX 0247: request_model #SQUALO 038B: load_requested_models :BOATBY_1207 00D6: if or 8248: not model #JETMAX available 8248: not model #SQUALO available 004D: jump_if_false @BOATBY_1239 0001: wait 0 ms 0002: jump @BOATBY_1207 :BOATBY_1239 00A5: 3@ = create_car #JETMAX at -586.6 -1512.2 5.0 0175: set_car 3@ z_angle_to 253.0 00A5: 4@ = create_car #SQUALO at -581.2 -1503.2 5.0 0175: set_car 4@ z_angle_to 250.0 0001: wait 0 ms 0001: wait 0 ms 0169: set_fade_color 0 0 1 016A: fade 1 1500 ms 02A3: enable_widescreen 1 01B4: set_player $PLAYER_CHAR can_move 0 03CB: load_scene -565.647 -1506.333 8.906 015F: set_camera_position -564.65 -1506.31 8.99 rotation 0.0 0.0 0.0 0160: point_camera -565.647 -1506.333 8.906 switchstyle 2 :BOATBY_1407 00D6: if 016B: fading 004D: jump_if_false @BOATBY_1431 0001: wait 0 ms 0002: jump @BOATBY_1407 :BOATBY_1431 0394: play_music 1 01E3: text_1number_styled 'BOATBUY' number $604 time 7000 style 6 0529: add $604 to_money_spent_on_property_stats 0542: add_property 6 to_property_own_stats 0001: wait 7000 ms 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 0164: disable_marker $603 0570: $603 = create_asset_radar_marker_with_icon 12 at -664.1 -1476.3 13.8 018B: set_marker $603 display 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 004F: create_thread @PSAVE6 004F: create_thread @COKRUN 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player 0001: wait 0 ms 0249: release_model #JETMAX 0249: release_model #SQUALO 0004: $ONMISSION = 0 // $ = int 00D8: mission_cleanup 004E: end_thread //-------------Mission 43--------------- // Originally: Pole Position Club Buy :BUYPRO4 03A4: name_thread 'BUYPRO4' 0004: $ONMISSION = 1 // $ = int 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @BUYPRO4_58 0570: $613 = create_asset_radar_marker_with_icon 20 at $570 $571 $572 018B: set_marker $613 display 2 :BUYPRO4_58 0001: wait 0 ms 0164: disable_marker $613 030C: progress_made += 1 0169: set_fade_color 0 0 1 016A: fade 0 500 ms 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: set_all_vehicles_apply_damage_rules 0 :BUYPRO4_104 00D6: if 016B: fading 004D: jump_if_false @BUYPRO4_176 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @BUYPRO4_169 0570: $613 = create_asset_radar_marker_with_icon 20 at $570 $571 $572 018B: set_marker $613 display 2 0004: $999 = 1 // $ = int 004E: end_thread :BUYPRO4_169 0002: jump @BUYPRO4_104 :BUYPRO4_176 0570: $613 = create_asset_radar_marker_with_icon 20 at $570 $571 $572 018B: set_marker $613 display 2 004F: create_thread @PSAVE5 0004: $999 = 1 // $ = int 055B: $1291 = create_clothes_pickup 9 at 158.3 -1275.9 10.6 0004: $1271 = 1 // $ = int 004F: create_thread @CLOTH7 0395: clear_area 1 at 100.9297 -1470.622 9.3871 range 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 016A: fade 1 500 ms 015F: set_camera_position 112.9674 -1486.218 11.2691 rotation 0.0 0.0 0.0 0160: point_camera 112.1791 -1485.63 11.4509 switchstyle 2 :BUYPRO4_375 00D6: if 016B: fading 004D: jump_if_false @BUYPRO4_417 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @BUYPRO4_410 004E: end_thread :BUYPRO4_410 0002: jump @BUYPRO4_375 :BUYPRO4_417 01E3: text_1number_styled 'STRPBUY' number $614 time 5000 style 6 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 0001: wait 4000 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @BUYPRO4_479 043C: set_game_sounds_disable_on_fade 1 004E: end_thread :BUYPRO4_479 0169: set_fade_color 0 0 1 016A: fade 0 500 ms :BUYPRO4_494 00D6: if 016B: fading 004D: jump_if_false @BUYPRO4_540 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @BUYPRO4_533 043C: set_game_sounds_disable_on_fade 1 004E: end_thread :BUYPRO4_533 0002: jump @BUYPRO4_494 :BUYPRO4_540 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 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 016A: fade 1 500 ms :BUYPRO4_581 00D6: if 016B: fading 004D: jump_if_false @BUYPRO4_605 0001: wait 0 ms 0002: jump @BUYPRO4_581 :BUYPRO4_605 043C: set_game_sounds_disable_on_fade 1 0004: $ONMISSION = 0 // $ = int 00D8: mission_cleanup 004E: end_thread 0051: return //-------------Mission 44--------------- // Originally: El Swanko Casa Buy :BUYPRO5 03A4: name_thread 'BUYPRO5' 0004: $ONMISSION = 1 // $ = int 0001: wait 0 ms 0164: disable_marker $660 030C: progress_made += 1 0169: set_fade_color 0 0 1 016A: fade 0 500 ms 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: set_all_vehicles_apply_damage_rules 0 :BUYPRO5_63 00D6: if 016B: fading 004D: jump_if_false @BUYPRO5_136 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @BUYPRO5_129 0570: $660 = create_asset_radar_marker_with_icon 19 at $573 $574 $575 018B: set_marker $660 display 2 004F: create_thread @SAVE1 004E: end_thread :BUYPRO5_129 0002: jump @BUYPRO5_63 :BUYPRO5_136 0570: $660 = create_asset_radar_marker_with_icon 19 at $573 $574 $575 018B: set_marker $660 display 2 004F: create_thread @SAVE1 0395: clear_area 1 at 428.373 608.9806 11.6898 range 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 016A: fade 1 500 ms 015F: set_camera_position 415.9304 640.0891 12.9833 rotation 0.0 0.0 0.0 0160: point_camera 416.2365 639.1425 13.0847 switchstyle 2 :BUYPRO5_291 00D6: if 016B: fading 004D: jump_if_false @BUYPRO5_333 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @BUYPRO5_326 004E: end_thread :BUYPRO5_326 0002: jump @BUYPRO5_291 :BUYPRO5_333 0004: $1798 = 1 // $ = int 0004: $1303 = 1 // $ = int 01E3: text_1number_styled 'NBMNBUY' number $661 time 5000 style 6 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 0001: wait 2000 ms 00BC: text_highpriority 'BUYSAVE' time 3000 1 0001: wait 3000 ms 015F: set_camera_position 427.813 650.6702 15.3209 rotation 0.0 0.0 0.0 0160: point_camera 428.6758 650.2003 15.1346 switchstyle 2 00BC: text_highpriority 'BUYGARG' time 3000 1 02FA: garage $663 change_to_type 16 0001: wait 3000 ms 0169: set_fade_color 0 0 1 016A: fade 0 500 ms :BUYPRO5_500 00D6: if 016B: fading 004D: jump_if_false @BUYPRO5_546 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @BUYPRO5_539 043C: set_game_sounds_disable_on_fade 1 004E: end_thread :BUYPRO5_539 0002: jump @BUYPRO5_500 :BUYPRO5_546 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 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 016A: fade 1 500 ms 0050: gosub @HELP_2932 043C: set_game_sounds_disable_on_fade 1 0004: $ONMISSION = 0 // $ = int 00D8: mission_cleanup 004E: end_thread 0051: return //-------------Mission 45--------------- // Originally: Links View Apartment Buy :LNKVBUY 03A4: name_thread 'LNKVBUY' 0004: $ONMISSION = 1 // $ = int 0001: wait 0 ms 0164: disable_marker $652 030C: progress_made += 1 0169: set_fade_color 0 0 1 016A: fade 0 500 ms 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: set_all_vehicles_apply_damage_rules 0 :LNKVBUY_63 00D6: if 016B: fading 004D: jump_if_false @LNKVBUY_136 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @LNKVBUY_129 0570: $652 = create_asset_radar_marker_with_icon 19 at $585 $586 $587 018B: set_marker $652 display 2 004F: create_thread @SAVE2 004E: end_thread :LNKVBUY_129 0002: jump @LNKVBUY_63 :LNKVBUY_136 0570: $652 = create_asset_radar_marker_with_icon 19 at $585 $586 $587 018B: set_marker $652 display 2 004F: create_thread @SAVE2 0395: clear_area 1 at 306.5728 376.2928 12.1856 range 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 016A: fade 1 500 ms 015F: set_camera_position 241.4097 420.0691 10.388 rotation 0.0 0.0 0.0 0160: point_camera 242.141 419.4232 10.6071 switchstyle 2 :LNKVBUY_291 00D6: if 016B: fading 004D: jump_if_false @LNKVBUY_333 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @LNKVBUY_326 004E: end_thread :LNKVBUY_326 0002: jump @LNKVBUY_291 :LNKVBUY_333 0004: $1799 = 1 // $ = int 0004: $1304 = 1 // $ = int 01E3: text_1number_styled 'LNKVBUY' number $653 time 5000 style 6 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 0001: wait 2000 ms 00BC: text_highpriority 'BUYSAVE' time 3000 1 0001: wait 3000 ms 015F: set_camera_position 313.6496 390.976 14.5314 rotation 0.0 0.0 0.0 0160: point_camera 313.0024 391.738 14.5534 switchstyle 2 00BC: text_highpriority 'BUYGARG' time 3000 1 02FA: garage $655 change_to_type 26 0001: wait 3000 ms 0169: set_fade_color 0 0 1 016A: fade 0 500 ms :LNKVBUY_500 00D6: if 016B: fading 004D: jump_if_false @LNKVBUY_546 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @LNKVBUY_539 043C: set_game_sounds_disable_on_fade 1 004E: end_thread :LNKVBUY_539 0002: jump @LNKVBUY_500 :LNKVBUY_546 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 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 016A: fade 1 500 ms 0050: gosub @HELP_2932 043C: set_game_sounds_disable_on_fade 1 0004: $ONMISSION = 0 // $ = int 00D8: mission_cleanup 004E: end_thread 0051: return //-------------Mission 46--------------- // Originally: Hyman Condo Buy :HYCOBUY 03A4: name_thread 'HYCOBUY' 0004: $ONMISSION = 1 // $ = int 0001: wait 0 ms 0164: disable_marker $664 030C: progress_made += 1 0169: set_fade_color 0 0 1 016A: fade 0 500 ms 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: set_all_vehicles_apply_damage_rules 0 :HYCOBUY_63 00D6: if 016B: fading 004D: jump_if_false @HYCOBUY_136 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @HYCOBUY_129 0570: $664 = create_asset_radar_marker_with_icon 19 at $588 $589 $590 018B: set_marker $664 display 2 004F: create_thread @SAVE3 004E: end_thread :HYCOBUY_129 0002: jump @HYCOBUY_63 :HYCOBUY_136 0570: $664 = create_asset_radar_marker_with_icon 19 at $588 $589 $590 018B: set_marker $664 display 2 004F: create_thread @SAVE3 0395: clear_area 1 at -833.811 1304.07 10.5131 range 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 016A: fade 1 500 ms 015F: set_camera_position -905.0276 1352.564 50.7682 rotation 0.0 0.0 0.0 0160: point_camera -904.088 1352.261 50.9287 switchstyle 2 :HYCOBUY_291 00D6: if 016B: fading 004D: jump_if_false @HYCOBUY_333 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @HYCOBUY_326 004E: end_thread :HYCOBUY_326 0002: jump @HYCOBUY_291 :HYCOBUY_333 0004: $1795 = 1 // $ = int 055B: $1298 = create_clothes_pickup 1 at -820.2 1364.1 66.4 0004: $1300 = 1 // $ = int 01E3: text_1number_styled 'HYCOBUY' number $665 time 5000 style 6 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 0001: wait 2000 ms 00BC: text_highpriority 'BUYSAVE' time 3000 1 0001: wait 3000 ms 015F: set_camera_position -848.3207 1292.835 11.4866 rotation 0.0 0.0 0.0 0160: point_camera -847.6996 1293.611 11.5998 switchstyle 2 00BC: text_highpriority 'BUYGARS' time 3000 1 02FA: garage $667 change_to_type 17 02FA: garage $668 change_to_type 18 02FA: garage $669 change_to_type 24 0001: wait 3000 ms 0169: set_fade_color 0 0 1 016A: fade 0 500 ms :HYCOBUY_536 00D6: if 016B: fading 004D: jump_if_false @HYCOBUY_582 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @HYCOBUY_575 043C: set_game_sounds_disable_on_fade 1 004E: end_thread :HYCOBUY_575 0002: jump @HYCOBUY_536 :HYCOBUY_582 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 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 016A: fade 1 500 ms 0050: gosub @HELP_2932 043C: set_game_sounds_disable_on_fade 1 0004: $ONMISSION = 0 // $ = int 00D8: mission_cleanup 004E: end_thread 0051: return //-------------Mission 47--------------- // Originally: Ocean Heighs Aprt. Buy :OCHEBUY 03A4: name_thread 'OCHEBUY' 0004: $ONMISSION = 1 // $ = int 0001: wait 0 ms 0164: disable_marker $656 030C: progress_made += 1 0169: set_fade_color 0 0 1 016A: fade 0 500 ms 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: set_all_vehicles_apply_damage_rules 0 :OCHEBUY_63 00D6: if 016B: fading 004D: jump_if_false @OCHEBUY_136 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @OCHEBUY_129 0570: $656 = create_asset_radar_marker_with_icon 19 at $591 $592 $593 018B: set_marker $656 display 2 004F: create_thread @SAVE5 004E: end_thread :OCHEBUY_129 0002: jump @OCHEBUY_63 :OCHEBUY_136 0570: $656 = create_asset_radar_marker_with_icon 19 at $591 $592 $593 018B: set_marker $656 display 2 004F: create_thread @SAVE5 0395: clear_area 1 at 14.4571 -1498.594 12.1974 range 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 016A: fade 1 500 ms 015F: set_camera_position -9.9202 -1467.05 10.114 rotation 0.0 0.0 0.0 0160: point_camera -9.376 -1467.813 10.4639 switchstyle 2 :OCHEBUY_291 00D6: if 016B: fading 004D: jump_if_false @OCHEBUY_333 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @OCHEBUY_326 004E: end_thread :OCHEBUY_326 0002: jump @OCHEBUY_291 :OCHEBUY_333 0004: $1800 = 1 // $ = int 0004: $1305 = 1 // $ = int 01E3: text_1number_styled 'OCHEBUY' number $657 time 5000 style 6 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 0001: wait 2000 ms 00BC: text_highpriority 'BUYSAVE' time 3000 1 0001: wait 3000 ms 015F: set_camera_position 17.7346 -1467.674 18.6329 rotation 0.0 0.0 0.0 0160: point_camera 18.0802 -1468.512 18.2106 switchstyle 2 00BC: text_highpriority 'BUYGARG' time 3000 1 02FA: garage $659 change_to_type 25 0001: wait 3000 ms 0169: set_fade_color 0 0 1 016A: fade 0 500 ms :OCHEBUY_500 00D6: if 016B: fading 004D: jump_if_false @OCHEBUY_546 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @OCHEBUY_539 043C: set_game_sounds_disable_on_fade 1 004E: end_thread :OCHEBUY_539 0002: jump @OCHEBUY_500 :OCHEBUY_546 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 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 016A: fade 1 500 ms 0050: gosub @HELP_2932 043C: set_game_sounds_disable_on_fade 1 0004: $ONMISSION = 0 // $ = int 00D8: mission_cleanup 004E: end_thread 0051: return //-------------Mission 48--------------- // Originally: 1102 Washington Street Buy :WASHBUY 03A4: name_thread 'WASHBUY' 0004: $ONMISSION = 1 // $ = int 0001: wait 0 ms 0164: disable_marker $649 030C: progress_made += 1 0169: set_fade_color 0 0 1 016A: fade 0 500 ms 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: set_all_vehicles_apply_damage_rules 0 :WASHBUY_63 00D6: if 016B: fading 004D: jump_if_false @WASHBUY_136 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @WASHBUY_129 0570: $649 = create_asset_radar_marker_with_icon 19 at $594 $595 $596 018B: set_marker $649 display 2 004F: create_thread @SAVE4 004E: end_thread :WASHBUY_129 0002: jump @WASHBUY_63 :WASHBUY_136 0570: $649 = create_asset_radar_marker_with_icon 19 at $594 $595 $596 018B: set_marker $649 display 2 004F: create_thread @SAVE4 0395: clear_area 1 at 90.781 -806.1213 10.3349 range 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 016A: fade 1 500 ms 015F: set_camera_position 57.5999 -681.8762 10.4095 rotation 0.0 0.0 0.0 0160: point_camera 57.8653 -682.802 10.6787 switchstyle 2 :WASHBUY_291 00D6: if 016B: fading 004D: jump_if_false @WASHBUY_333 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @WASHBUY_326 004E: end_thread :WASHBUY_326 0002: jump @WASHBUY_291 :WASHBUY_333 0004: $1796 = 1 // $ = int 0004: $1301 = 1 // $ = int 01E3: text_1number_styled 'WASHBUY' number $650 time 5000 style 6 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 0001: wait 2000 ms 00BC: text_highpriority 'BUYSAVE' time 3000 1 0001: wait 3000 ms 0169: set_fade_color 0 0 1 016A: fade 0 500 ms :WASHBUY_422 00D6: if 016B: fading 004D: jump_if_false @WASHBUY_468 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @WASHBUY_461 043C: set_game_sounds_disable_on_fade 1 004E: end_thread :WASHBUY_461 0002: jump @WASHBUY_422 :WASHBUY_468 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 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 016A: fade 1 500 ms 0050: gosub @HELP_2932 043C: set_game_sounds_disable_on_fade 1 0004: $ONMISSION = 0 // $ = int 00D8: mission_cleanup 004E: end_thread 0051: return //-------------Mission 49--------------- // Originally: Vice Point Buy :VCPTBUY 03A4: name_thread 'VCPTBUY' 0004: $ONMISSION = 1 // $ = int 0001: wait 0 ms 0164: disable_marker $646 030C: progress_made += 1 0169: set_fade_color 0 0 1 016A: fade 0 500 ms 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: set_all_vehicles_apply_damage_rules 0 :VCPTBUY_63 00D6: if 016B: fading 004D: jump_if_false @VCPTBUY_136 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @VCPTBUY_129 0570: $646 = create_asset_radar_marker_with_icon 19 at $597 $598 $599 018B: set_marker $646 display 2 004F: create_thread @SAVE6 004E: end_thread :VCPTBUY_129 0002: jump @VCPTBUY_63 :VCPTBUY_136 0570: $646 = create_asset_radar_marker_with_icon 19 at $597 $598 $599 018B: set_marker $646 display 2 004F: create_thread @SAVE6 0395: clear_area 1 at 529.6626 1272.155 16.822 range 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 016A: fade 1 500 ms 015F: set_camera_position 468.3571 1259.458 21.8848 rotation 0.0 0.0 0.0 0160: point_camera 469.2978 1259.797 21.8834 switchstyle 2 :VCPTBUY_291 00D6: if 016B: fading 004D: jump_if_false @VCPTBUY_333 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @VCPTBUY_326 004E: end_thread :VCPTBUY_326 0002: jump @VCPTBUY_291 :VCPTBUY_333 0004: $1797 = 1 // $ = int 0004: $1302 = 1 // $ = int 01E3: text_1number_styled 'VCPTBUY' number $647 time 5000 style 6 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 0001: wait 2000 ms 00BC: text_highpriority 'BUYSAVE' time 3000 1 0001: wait 3000 ms 0169: set_fade_color 0 0 1 016A: fade 0 500 ms :VCPTBUY_422 00D6: if 016B: fading 004D: jump_if_false @VCPTBUY_468 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @VCPTBUY_461 043C: set_game_sounds_disable_on_fade 1 004E: end_thread :VCPTBUY_461 0002: jump @VCPTBUY_422 :VCPTBUY_468 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 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 016A: fade 1 500 ms 0050: gosub @HELP_2932 043C: set_game_sounds_disable_on_fade 1 0004: $ONMISSION = 0 // $ = int 00D8: mission_cleanup 004E: end_thread 0051: return //-------------Mission 50--------------- // Originally: Skumole Shack Buy :SKUMBUY 03A4: name_thread 'SKUMBUY' 0004: $ONMISSION = 1 // $ = int 0001: wait 0 ms 0164: disable_marker $643 030C: progress_made += 1 0169: set_fade_color 0 0 1 016A: fade 0 500 ms 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: set_all_vehicles_apply_damage_rules 0 :SKUMBUY_63 00D6: if 016B: fading 004D: jump_if_false @SKUMBUY_136 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @SKUMBUY_129 0570: $643 = create_asset_radar_marker_with_icon 19 at $600 $601 $602 018B: set_marker $643 display 2 004F: create_thread @SAVE7 004E: end_thread :SKUMBUY_129 0002: jump @SKUMBUY_63 :SKUMBUY_136 0570: $643 = create_asset_radar_marker_with_icon 19 at $600 $601 $602 018B: set_marker $643 display 2 004F: create_thread @SAVE7 0395: clear_area 1 at -559.9 705.4 19.8 range 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 016A: fade 1 500 ms 015F: set_camera_position -570.4593 708.1309 24.3593 rotation 0.0 0.0 0.0 0160: point_camera -569.6928 707.5626 24.0599 switchstyle 2 :SKUMBUY_291 00D6: if 016B: fading 004D: jump_if_false @SKUMBUY_333 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @SKUMBUY_326 004E: end_thread :SKUMBUY_326 0002: jump @SKUMBUY_291 :SKUMBUY_333 0004: $1794 = 1 // $ = int 0004: $1299 = 1 // $ = int 01E3: text_1number_styled 'SKUMBUY' number $644 time 5000 style 6 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 0001: wait 2000 ms 00BC: text_highpriority 'BUYSAVE' time 3000 1 0001: wait 3000 ms 0169: set_fade_color 0 0 1 016A: fade 0 500 ms :SKUMBUY_422 00D6: if 016B: fading 004D: jump_if_false @SKUMBUY_468 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @SKUMBUY_461 043C: set_game_sounds_disable_on_fade 1 004E: end_thread :SKUMBUY_461 0002: jump @SKUMBUY_422 :SKUMBUY_468 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 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 016A: fade 1 500 ms 0050: gosub @HELP_2932 043C: set_game_sounds_disable_on_fade 1 0004: $ONMISSION = 0 // $ = int 00D8: mission_cleanup 004E: end_thread 0051: return //-------------Mission 51--------------- // Originally: Cap the Collector :CAP_1 0050: gosub @CAP_1_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @CAP_1_27 0050: gosub @CAP_1_9159 :CAP_1_27 0050: gosub @CAP_1_9281 004E: end_thread :CAP_1_36 0004: $ONMISSION = 1 // $ = int 0317: increment_mission_attempts 03A4: name_thread 'CAP_1' 0001: wait 0 ms 054C: use_GXT_table 'CAP_1' 058E: set_restart_mission_taxi_destination -1045.726 -292.454 9.758 97.607 0004: $4895 = -1 // $ = int 0004: $4896 = -1 // $ = int 0004: $4897 = -1 // $ = int 0004: $4940 = 0 // $ = int 0004: $4941 = 0 // $ = int 0004: $4942 = 0 // $ = int 0004: $4943 = 0 // $ = int 0004: $4944 = 0 // $ = int 0004: $4945 = 0 // $ = int 0005: $4966 = 0.0 // $ = float 0005: $4967 = 0.0 // $ = float 0005: $4968 = 0.0 // $ = float 0005: $4969 = 0.0 // $ = float 0005: $4970 = 0.0 // $ = float 0004: $4898 = -1 // $ = int 0004: $4899 = -1 // $ = int 0004: $4900 = -1 // $ = int 0004: $4946 = 0 // $ = int 0004: $4947 = 0 // $ = int 0004: $4948 = 0 // $ = int 0004: $4949 = 0 // $ = int 0004: $4950 = 0 // $ = int 0004: $4951 = 0 // $ = int 0007: 0@ = 0.0 // @ = float 0007: 1@ = 0.0 // @ = float 0007: 2@ = 0.0 // @ = float 0007: 3@ = 0.0 // @ = float 0007: 4@ = 0.0 // @ = float 0004: $4901 = -1 // $ = int 0004: $4902 = -1 // $ = int 0004: $4903 = -1 // $ = int 0004: $4952 = 0 // $ = int 0004: $4953 = 0 // $ = int 0004: $4954 = 0 // $ = int 0004: $4955 = 0 // $ = int 0004: $4956 = 0 // $ = int 0004: $4957 = 0 // $ = int 0007: 5@ = 0.0 // @ = float 0007: 6@ = 0.0 // @ = float 0007: 7@ = 0.0 // @ = float 0007: 8@ = 0.0 // @ = float 0007: 9@ = 0.0 // @ = float 0004: $4904 = -1 // $ = int 0004: $4905 = -1 // $ = int 0004: $4906 = -1 // $ = int 0004: $4959 = 0 // $ = int 0004: $4960 = 0 // $ = int 0004: $4961 = 0 // $ = int 0004: $4962 = 0 // $ = int 0004: $4963 = 0 // $ = int 0004: $4964 = 0 // $ = int 0007: 10@ = 0.0 // @ = float 0007: 11@ = 0.0 // @ = float 0007: 12@ = 0.0 // @ = float 0007: 13@ = 0.0 // @ = float 0007: 14@ = 0.0 // @ = float 0004: $4916 = 0 // $ = int 0004: $4917 = 0 // $ = int 0004: $4918 = 0 // $ = int 0004: $4919 = 0 // $ = int 0004: $4920 = 0 // $ = int 0004: $4921 = 0 // $ = int 0004: $4922 = 0 // $ = int 0004: $4925 = 0 // $ = int 0004: $4926 = 0 // $ = int 0004: $4927 = 0 // $ = int 0004: $4928 = 0 // $ = int 0004: $4929 = 0 // $ = int 0004: $4930 = 0 // $ = int 0004: $4931 = 0 // $ = int 0004: $4932 = 0 // $ = int 0004: $4933 = 0 // $ = int 0004: $4934 = 0 // $ = int 0004: $4923 = 0 // $ = int 0004: $2607 = 0 // $ = int 0004: $2560 = 0 // $ = int 0004: $2561 = 0 // $ = int 0004: $2562 = 0 // $ = int 0004: $2563 = 0 // $ = int 0004: $2564 = 0 // $ = int 0004: $2567 = 0 // $ = int 0004: $2568 = 0 // $ = int 0004: $2569 = 0 // $ = int 0004: $2570 = 0 // $ = int 0004: $2571 = 0 // $ = int 0004: $2573 = 0 // $ = int 0004: $4935 = 0 // $ = int 0004: $4936 = 0 // $ = int 0004: $4937 = 0 // $ = int 0004: $4938 = 0 // $ = int 0004: $2797 = 0 // $ = int 0005: $4872 = 0.0 // $ = float 0005: $4873 = 0.0 // $ = float 0005: $4874 = 0.0 // $ = float 0004: $2585 = 0 // $ = int 0004: $2586 = 0 // $ = int 0004: $2587 = 0 // $ = int 0004: $2588 = 0 // $ = int 0004: $2589 = 0 // $ = int 0004: $2590 = 0 // $ = int 0004: $2591 = 0 // $ = int 0004: $2592 = 0 // $ = int 0004: $2593 = 0 // $ = int 0004: $2594 = 0 // $ = int 0004: $2596 = 0 // $ = int 0004: $4958 = 0 // $ = int 0004: $4965 = 0 // $ = int 0004: $4924 = 0 // $ = int 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' 04BB: select_interiour 18 // select render area 03CB: load_scene -1071.56 -278.9497 12.3606 038B: load_requested_models :CAP_1_999 00D6: 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 004D: jump_if_false @CAP_1_1041 0001: wait 0 ms 0002: 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 10.4044 range 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 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :CAP_1_1259 00D6: if 001A: 2420 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CAP_1_1294 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAP_1_1259 :CAP_1_1294 00BC: text_highpriority 'CAP_01' time 10000 1 :CAP_1_1309 00D6: if 001A: 5636 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CAP_1_1344 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAP_1_1309 :CAP_1_1344 00BC: text_highpriority 'CAP_02' time 10000 1 :CAP_1_1359 00D6: if 001A: 6065 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CAP_1_1394 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAP_1_1359 :CAP_1_1394 00BC: text_highpriority 'CAP_03' time 10000 1 :CAP_1_1409 00D6: if 001A: 10876 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CAP_1_1444 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAP_1_1409 :CAP_1_1444 00BC: text_highpriority 'CAP_04' time 10000 1 :CAP_1_1459 00D6: if 001A: 14640 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CAP_1_1494 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAP_1_1459 :CAP_1_1494 00BC: text_highpriority 'CAP_05' time 10000 1 :CAP_1_1509 00D6: if 001A: 17053 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CAP_1_1544 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAP_1_1509 :CAP_1_1544 00BC: text_highpriority 'CAP_06' time 10000 1 :CAP_1_1559 00D6: if 001A: 20816 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CAP_1_1594 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAP_1_1559 :CAP_1_1594 00BC: text_highpriority 'CAP_07' time 10000 1 :CAP_1_1609 00D6: if 001A: 22129 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CAP_1_1644 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAP_1_1609 :CAP_1_1644 00BC: text_highpriority 'CAP_08' time 10000 1 :CAP_1_1659 00D6: if 001A: 24218 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CAP_1_1694 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAP_1_1659 :CAP_1_1694 00BC: text_highpriority 'CAP_09' time 10000 1 :CAP_1_1709 00D6: if 001A: 27085 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CAP_1_1744 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAP_1_1709 :CAP_1_1744 00BC: text_highpriority 'CAP_10' time 10000 1 :CAP_1_1759 00D6: if 001A: 27367 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CAP_1_1794 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAP_1_1759 :CAP_1_1794 0169: set_fade_color 0 0 1 016A: fade 0 1500 ms 0001: wait 1000 ms 00BE: text_clear_all :CAP_1_1816 00D6: if 016B: fading 004D: jump_if_false @CAP_1_1840 0001: wait 0 ms 0002: jump @CAP_1_1816 :CAP_1_1840 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @CAP_1_1864 0001: wait 0 ms 0002: jump @CAP_1_1840 :CAP_1_1864 03AD: set_rubbish 1 02EA: end_cutscene 0373: set_camera_directly_behind_player 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 04BB: select_interiour 0 // select render area 03CB: load_scene -1059.841 -278.7214 10.4044 023C: load_special_actor 1 'MBA' 023C: load_special_actor 2 'MBB' 0247: request_model #M4 0247: request_model #CHROMEGUN 0247: request_model #SANCHEZ 038B: load_requested_models :CAP_1_1954 00D6: if or 8248: not model #M4 available 8248: not model #CHROMEGUN available 8248: not model #SANCHEZ available 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 004D: jump_if_false @CAP_1_1999 0001: wait 0 ms 0002: jump @CAP_1_1954 :CAP_1_1999 00D6: if 0038: $642 == 1 // $ == int 004D: jump_if_false @CAP_1_2060 04CE: $4914 = create_icon_marker_without_sphere 13 at 499.791 -63.8411 10.4539 0168: set_marker $4914 size 2 0165: set_marker $4914 color_to 5 0002: jump @CAP_1_2067 :CAP_1_2060 0004: $4916 = 2 // $ = int :CAP_1_2067 00D6: if 0038: $633 == 1 // $ == int 004D: jump_if_false @CAP_1_2119 04CE: $4915 = create_icon_marker_without_sphere 15 at 8.5461 968.7767 9.8996 0108: destroy_object $FILM_STUDIO_FRONT_GATE_CLOSED 0002: jump @CAP_1_2126 :CAP_1_2119 0004: $4919 = 2 // $ = int :CAP_1_2126 00D6: if 0038: $612 == 1 // $ == int 004D: jump_if_false @CAP_1_2173 04CE: $4910 = create_icon_marker_without_sphere 21 at -863.9365 -576.4991 10.0646 0002: jump @CAP_1_2180 :CAP_1_2173 0004: $4920 = 2 // $ = int :CAP_1_2180 00D6: if 0038: $623 == 1 // $ == int 004D: jump_if_false @CAP_1_2227 04CE: $4911 = create_icon_marker_without_sphere 22 at -997.1398 189.8333 10.3916 0002: jump @CAP_1_2234 :CAP_1_2227 0004: $4921 = 2 // $ = int :CAP_1_2234 00D6: if 0038: $607 == 1 // $ == int 004D: jump_if_false @CAP_1_2281 04CE: $4912 = create_icon_marker_without_sphere 12 at -640.8567 -1491.843 12.758 0002: jump @CAP_1_2288 :CAP_1_2281 0004: $4917 = 2 // $ = int :CAP_1_2288 00D6: if 0038: $628 == 1 // $ == int 004D: jump_if_false @CAP_1_2335 04CE: $4913 = create_icon_marker_without_sphere 26 at -1014.468 -833.3465 12.0452 0002: jump @CAP_1_2342 :CAP_1_2335 0004: $4918 = 2 // $ = int :CAP_1_2342 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @CAP_1_2480 04A6: $622 = create_asset_money_pickup_at $445 $446 $447 money $631 rate $631 04A6: $632 = create_asset_money_pickup_at $445 $446 $447 money $631 rate $631 04A6: $641 = create_asset_money_pickup_at $445 $446 $447 money $631 rate $631 04A6: $611 = create_asset_money_pickup_at $445 $446 $447 money $631 rate $631 04A6: $606 = create_asset_money_pickup_at $445 $446 $447 money $631 rate $631 04A6: $627 = create_asset_money_pickup_at $445 $446 $447 money $631 rate $631 :CAP_1_2480 00A5: $4899 = create_car #SANCHEZ at -866.8224 -448.586 9.8801 0175: set_car $4899 z_angle_to 198.0 02AA: set_car $4899 immune_to_nonplayer 1 0466: set_car $4899 stay_in_fast_lane 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 0223: set_actor $4898 health_to 250 0483: set_actor $4898 cease_attack_timer 1150 0291: set_actor $4898 heed_threats 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 0223: set_actor $4900 health_to 250 0291: set_actor $4900 heed_threats 1 0350: set_actor $4900 maintain_position_when_attacked 1 0319: set_actor $4900 running 1 01DE: tie_actor $4900 to_actor $4898 0050: gosub @CAP_1_17812 0089: 0@ = $4966 // @ = $ float 0089: 1@ = $4967 // @ = $ float 0089: 2@ = $4968 // @ = $ float 00D6: if 8119: not car $4899 wrecked 004D: jump_if_false @CAP_1_2773 02C2: car $4899 drive_to_point 0@ 1@ 2@ 00AD: set_car $4899 max_speed_to 100.0 00AE: set_vehicle $4899 traffic_behavior_to 2 :CAP_1_2773 0481: set_enter_car_range_multiplier 10.0 :CAP_1_2780 0001: wait 0 ms 01BD: $4811 = current_time_in_ms 00D6: if 0038: $4923 == 3 // $ == int 004D: jump_if_false @CAP_1_2940 00D6: if 816B: not fading 004D: jump_if_false @CAP_1_2940 01B4: set_player $PLAYER_CHAR can_move 1 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 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 0054: store_player $PLAYER_CHAR position_to $445 $446 $447 03CB: load_scene $445 $446 $447 0169: set_fade_color 0 0 1 016A: fade 1 1500 ms 00D6: if 8118: not actor $4898 dead 004D: jump_if_false @CAP_1_2921 0187: $4907 = create_marker_above_actor $4898 0165: set_marker $4907 color_to 0 :CAP_1_2921 04E3: set_player $PLAYER_CHAR mood 2 duration 60000 0004: $4923 = 4 // $ = int :CAP_1_2940 00D6: if 0038: $4923 == 2 // $ == int 004D: jump_if_false @CAP_1_2999 00D6: if 001C: $4811 > $2797 // $ > $ int 004D: jump_if_false @CAP_1_2999 0169: set_fade_color 0 0 1 016A: fade 0 1500 ms 0004: $4923 = 3 // $ = int :CAP_1_2999 00D6: if 0038: $4923 == 1 // $ == int 004D: jump_if_false @CAP_1_3084 00D6: if 001C: $4811 > $2797 // $ > $ int 004D: jump_if_false @CAP_1_3084 00D6: if 8119: not car $4899 wrecked 004D: jump_if_false @CAP_1_3077 0158: camera_on_vehicle $4899 mode 18 switchstyle 2 0084: $2797 = $4811 // $ = $ int 0008: $2797 += 2000 // $ += int :CAP_1_3077 0004: $4923 = 2 // $ = int :CAP_1_3084 00D6: if 0038: $4923 == 0 // $ == int 004D: jump_if_false @CAP_1_3314 00D6: if 001C: $4811 > $2797 // $ > $ int 004D: jump_if_false @CAP_1_3314 01B4: set_player $PLAYER_CHAR can_move 0 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 015F: set_camera_position -856.1546 -497.3885 10.7677 rotation 0.0 0.0 0.0 00D6: if 8119: not car $4899 wrecked 004D: jump_if_false @CAP_1_3204 0158: camera_on_vehicle $4899 mode 15 switchstyle 2 :CAP_1_3204 00D6: if 8118: not actor $4898 dead 004D: jump_if_false @CAP_1_3234 00A0: store_actor $4898 position_to $445 $446 $447 :CAP_1_3234 03CB: load_scene $445 $446 $447 0084: $2797 = $4811 // $ = $ int 0008: $2797 += 4000 // $ += int 0169: set_fade_color 0 0 1 016A: fade 1 1500 ms 00BC: text_highpriority 'CAP1_B1' time 20000 1 0084: $2547 = $4811 // $ = $ int 0008: $2547 += 20000 // $ += int 0004: $4923 = 1 // $ = int :CAP_1_3314 00D6: if 8118: not actor $4898 dead 004D: jump_if_false @CAP_1_3568 0084: $4895 = $4898 // $ = $ int 0084: $4896 = $4899 // $ = $ int 0084: $4940 = $4946 // $ = $ int 0088: $4966 = 0@ // $ = @ float 0088: $4967 = 1@ // $ = @ float 0088: $4968 = 2@ // $ = @ float 0084: $4941 = $4947 // $ = $ int 0088: $4969 = 3@ // $ = @ float 0088: $4970 = 4@ // $ = @ float 0084: $4942 = $4948 // $ = $ int 0084: $4943 = $4949 // $ = $ int 0084: $4897 = $4900 // $ = $ int 0084: $4944 = $4950 // $ = $ int 0084: $4945 = $4951 // $ = $ int 0050: gosub @CAP_1_9662 0084: $4898 = $4895 // $ = $ int 0084: $4899 = $4896 // $ = $ int 0084: $4946 = $4940 // $ = $ int 0089: 0@ = $4966 // @ = $ float 0089: 1@ = $4967 // @ = $ float 0089: 2@ = $4968 // @ = $ float 0084: $4947 = $4941 // $ = $ int 0089: 3@ = $4969 // @ = $ float 0089: 4@ = $4970 // @ = $ float 0084: $4948 = $4942 // $ = $ int 0084: $4949 = $4943 // $ = $ int 0084: $4900 = $4897 // $ = $ int 0084: $4950 = $4944 // $ = $ int 0084: $4951 = $4945 // $ = $ int 0002: jump @CAP_1_4230 :CAP_1_3568 0164: disable_marker $4907 00D6: if 8118: not actor $4900 dead 004D: jump_if_false @CAP_1_3716 00D6: if 056D: actor $4898 defined 004D: jump_if_false @CAP_1_3619 04A5: get_dead_actor_pickup_coords $4898 store_to $445 $446 $447 :CAP_1_3619 00D6: if 00EC: actor $4900 0 $445 $446 radius 30.0 30.0 004D: jump_if_false @CAP_1_3697 0084: $4898 = $4900 // $ = $ int 0004: $4900 = -1 // $ = int 0004: $4950 = 0 // $ = int 0187: $4907 = create_marker_above_actor $4898 0165: set_marker $4907 color_to 0 0002: jump @CAP_1_3709 :CAP_1_3697 01C2: mark_actor_as_no_longer_needed $4900 0004: $4900 = -1 // $ = int :CAP_1_3709 0002: jump @CAP_1_4230 :CAP_1_3716 00D6: if 8043: not 0@ == 1E09 // @ == float 004D: jump_if_false @CAP_1_4230 00D6: if 0043: 0@ == -852.5533 // @ == float 004D: jump_if_false @CAP_1_3815 00D6: if 0038: $4920 == 1 // $ == int 004D: jump_if_false @CAP_1_3783 0004: $4920 = 0 // $ = int :CAP_1_3783 00D6: if and 0038: $4929 == 0 // $ == int 0038: $4920 == 2 // $ == int 004D: jump_if_false @CAP_1_3815 0004: $4920 = 0 // $ = int :CAP_1_3815 00D6: if 0043: 0@ == -1016.265 // @ == float 004D: jump_if_false @CAP_1_3893 00D6: if 0038: $4921 == 1 // $ == int 004D: jump_if_false @CAP_1_3861 0004: $4921 = 0 // $ = int :CAP_1_3861 00D6: if and 0038: $4930 == 0 // $ == int 0038: $4921 == 2 // $ == int 004D: jump_if_false @CAP_1_3893 0004: $4921 = 0 // $ = int :CAP_1_3893 00D6: if 0043: 0@ == -726.0752 // @ == float 004D: jump_if_false @CAP_1_3971 00D6: if 0038: $4917 == 1 // $ == int 004D: jump_if_false @CAP_1_3939 0004: $4917 = 0 // $ = int :CAP_1_3939 00D6: if and 0038: $4931 == 0 // $ == int 0038: $4917 == 2 // $ == int 004D: jump_if_false @CAP_1_3971 0004: $4917 = 0 // $ = int :CAP_1_3971 00D6: if 0043: 0@ == -1025.169 // @ == float 004D: jump_if_false @CAP_1_4049 00D6: if 0038: $4918 == 1 // $ == int 004D: jump_if_false @CAP_1_4017 0004: $4918 = 0 // $ = int :CAP_1_4017 00D6: if and 0038: $4933 == 0 // $ == int 0038: $4918 == 2 // $ == int 004D: jump_if_false @CAP_1_4049 0004: $4918 = 0 // $ = int :CAP_1_4049 00D6: if 0043: 0@ == 506.2871 // @ == float 004D: jump_if_false @CAP_1_4127 00D6: if 0038: $4916 == 1 // $ == int 004D: jump_if_false @CAP_1_4095 0004: $4916 = 0 // $ = int :CAP_1_4095 00D6: if and 0038: $4932 == 0 // $ == int 0038: $4916 == 2 // $ == int 004D: jump_if_false @CAP_1_4127 0004: $4916 = 0 // $ = int :CAP_1_4127 00D6: if 0043: 0@ == 17.6185 // @ == float 004D: jump_if_false @CAP_1_4205 00D6: if 0038: $4919 == 1 // $ == int 004D: jump_if_false @CAP_1_4173 0004: $4919 = 0 // $ = int :CAP_1_4173 00D6: if and 0038: $4934 == 0 // $ == int 0038: $4919 == 2 // $ == int 004D: jump_if_false @CAP_1_4205 0004: $4919 = 0 // $ = int :CAP_1_4205 0007: 0@ = 1E09 // @ = float 00BC: text_highpriority 'CAP1B10' time 5000 1 :CAP_1_4230 00D6: if 0038: $4958 == 0 // $ == int 004D: jump_if_false @CAP_1_4579 00D6: if 0118: actor $4898 dead 004D: jump_if_false @CAP_1_4579 00A5: $4902 = create_car #SANCHEZ at -830.2028 756.1009 9.8816 0175: set_car $4902 z_angle_to 264.7463 02AA: set_car $4902 immune_to_nonplayer 1 0466: set_car $4902 stay_in_fast_lane 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 0223: set_actor $4901 health_to 250 0483: set_actor $4901 cease_attack_timer 1150 0291: set_actor $4901 heed_threats 1 0350: set_actor $4901 maintain_position_when_attacked 1 0319: set_actor $4901 running 1 0187: $4908 = create_marker_above_actor $4901 0165: set_marker $4908 color_to 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 0223: set_actor $4903 health_to 250 0291: set_actor $4903 heed_threats 1 0350: set_actor $4903 maintain_position_when_attacked 1 0319: set_actor $4903 running 1 01DE: tie_actor $4903 to_actor $4901 0050: gosub @CAP_1_17812 0089: 5@ = $4966 // @ = $ float 0089: 6@ = $4967 // @ = $ float 0089: 7@ = $4968 // @ = $ float 00D6: if 8119: not car $4902 wrecked 004D: jump_if_false @CAP_1_4572 02C2: car $4902 drive_to_point 5@ 6@ 7@ 00AD: set_car $4902 max_speed_to 100.0 00AE: set_vehicle $4902 traffic_behavior_to 2 :CAP_1_4572 0004: $4958 = 1 // $ = int :CAP_1_4579 00D6: if 0118: actor $4898 dead 004D: jump_if_false @CAP_1_5511 00D6: if 8118: not actor $4901 dead 004D: jump_if_false @CAP_1_4849 0084: $4895 = $4901 // $ = $ int 0084: $4896 = $4902 // $ = $ int 0084: $4940 = $4952 // $ = $ int 0088: $4966 = 5@ // $ = @ float 0088: $4967 = 6@ // $ = @ float 0088: $4968 = 7@ // $ = @ float 0084: $4941 = $4953 // $ = $ int 0088: $4969 = 8@ // $ = @ float 0088: $4970 = 9@ // $ = @ float 0084: $4942 = $4954 // $ = $ int 0084: $4943 = $4955 // $ = $ int 0084: $4897 = $4903 // $ = $ int 0084: $4944 = $4956 // $ = $ int 0084: $4945 = $4957 // $ = $ int 0050: gosub @CAP_1_9662 0084: $4901 = $4895 // $ = $ int 0084: $4902 = $4896 // $ = $ int 0084: $4952 = $4940 // $ = $ int 0089: 5@ = $4966 // @ = $ float 0089: 6@ = $4967 // @ = $ float 0089: 7@ = $4968 // @ = $ float 0084: $4953 = $4941 // $ = $ int 0089: 8@ = $4969 // @ = $ float 0089: 9@ = $4970 // @ = $ float 0084: $4954 = $4942 // $ = $ int 0084: $4955 = $4943 // $ = $ int 0084: $4903 = $4897 // $ = $ int 0084: $4956 = $4944 // $ = $ int 0084: $4957 = $4945 // $ = $ int 0002: jump @CAP_1_5511 :CAP_1_4849 0164: disable_marker $4908 00D6: if 8118: not actor $4903 dead 004D: jump_if_false @CAP_1_4997 00D6: if 056D: actor $4901 defined 004D: jump_if_false @CAP_1_4900 04A5: get_dead_actor_pickup_coords $4901 store_to $445 $446 $447 :CAP_1_4900 00D6: if 00EC: actor $4903 0 $445 $446 radius 30.0 30.0 004D: jump_if_false @CAP_1_4978 0084: $4901 = $4903 // $ = $ int 0004: $4903 = -1 // $ = int 0004: $4956 = 0 // $ = int 0187: $4908 = create_marker_above_actor $4901 0165: set_marker $4908 color_to 0 0002: jump @CAP_1_4990 :CAP_1_4978 01C2: mark_actor_as_no_longer_needed $4903 0004: $4903 = -1 // $ = int :CAP_1_4990 0002: jump @CAP_1_5511 :CAP_1_4997 00D6: if 8043: not 5@ == 1E09 // @ == float 004D: jump_if_false @CAP_1_5511 00D6: if 0043: 5@ == -852.5533 // @ == float 004D: jump_if_false @CAP_1_5096 00D6: if 0038: $4920 == 1 // $ == int 004D: jump_if_false @CAP_1_5064 0004: $4920 = 0 // $ = int :CAP_1_5064 00D6: if and 0038: $4929 == 0 // $ == int 0038: $4920 == 2 // $ == int 004D: jump_if_false @CAP_1_5096 0004: $4920 = 0 // $ = int :CAP_1_5096 00D6: if 0043: 5@ == -1016.265 // @ == float 004D: jump_if_false @CAP_1_5174 00D6: if 0038: $4921 == 1 // $ == int 004D: jump_if_false @CAP_1_5142 0004: $4921 = 0 // $ = int :CAP_1_5142 00D6: if and 0038: $4930 == 0 // $ == int 0038: $4921 == 2 // $ == int 004D: jump_if_false @CAP_1_5174 0004: $4921 = 0 // $ = int :CAP_1_5174 00D6: if 0043: 5@ == -726.0752 // @ == float 004D: jump_if_false @CAP_1_5252 00D6: if 0038: $4917 == 1 // $ == int 004D: jump_if_false @CAP_1_5220 0004: $4917 = 0 // $ = int :CAP_1_5220 00D6: if and 0038: $4931 == 0 // $ == int 0038: $4917 == 2 // $ == int 004D: jump_if_false @CAP_1_5252 0004: $4917 = 0 // $ = int :CAP_1_5252 00D6: if 0043: 5@ == -1025.169 // @ == float 004D: jump_if_false @CAP_1_5330 00D6: if 0038: $4918 == 1 // $ == int 004D: jump_if_false @CAP_1_5298 0004: $4918 = 0 // $ = int :CAP_1_5298 00D6: if and 0038: $4933 == 0 // $ == int 0038: $4918 == 2 // $ == int 004D: jump_if_false @CAP_1_5330 0004: $4918 = 0 // $ = int :CAP_1_5330 00D6: if 0043: 5@ == 506.2871 // @ == float 004D: jump_if_false @CAP_1_5408 00D6: if 0038: $4916 == 1 // $ == int 004D: jump_if_false @CAP_1_5376 0004: $4916 = 0 // $ = int :CAP_1_5376 00D6: if and 0038: $4932 == 0 // $ == int 0038: $4916 == 2 // $ == int 004D: jump_if_false @CAP_1_5408 0004: $4916 = 0 // $ = int :CAP_1_5408 00D6: if 0043: 5@ == 17.6185 // @ == float 004D: jump_if_false @CAP_1_5486 00D6: if 0038: $4919 == 1 // $ == int 004D: jump_if_false @CAP_1_5454 0004: $4919 = 0 // $ = int :CAP_1_5454 00D6: if and 0038: $4934 == 0 // $ == int 0038: $4919 == 2 // $ == int 004D: jump_if_false @CAP_1_5486 0004: $4919 = 0 // $ = int :CAP_1_5486 0007: 5@ = 1E09 // @ = float 00BC: text_highpriority 'CAP1B10' time 5000 1 :CAP_1_5511 00D6: if 0038: $4965 == 0 // $ == int 004D: jump_if_false @CAP_1_5865 00D6: if and 0118: actor $4898 dead 0118: actor $4901 dead 004D: jump_if_false @CAP_1_5865 00A5: $4905 = create_car #SANCHEZ at -301.5698 1245.774 9.8718 0175: set_car $4905 z_angle_to 181.6262 02AA: set_car $4905 immune_to_nonplayer 1 0466: set_car $4905 stay_in_fast_lane 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 0223: set_actor $4904 health_to 250 0483: set_actor $4904 cease_attack_timer 1150 0291: set_actor $4904 heed_threats 1 0350: set_actor $4904 maintain_position_when_attacked 1 0319: set_actor $4904 running 1 0187: $4909 = create_marker_above_actor $4904 0165: set_marker $4909 color_to 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 0223: set_actor $4906 health_to 250 0291: set_actor $4906 heed_threats 1 0350: set_actor $4906 maintain_position_when_attacked 1 0319: set_actor $4906 running 1 01DE: tie_actor $4906 to_actor $4904 0050: gosub @CAP_1_17812 0089: 10@ = $4966 // @ = $ float 0089: 11@ = $4967 // @ = $ float 0089: 12@ = $4968 // @ = $ float 00D6: if 8119: not car $4905 wrecked 004D: jump_if_false @CAP_1_5858 02C2: car $4905 drive_to_point 10@ 11@ 12@ 00AD: set_car $4905 max_speed_to 100.0 00AE: set_vehicle $4905 traffic_behavior_to 2 :CAP_1_5858 0004: $4965 = 1 // $ = int :CAP_1_5865 00D6: if and 0118: actor $4898 dead 0118: actor $4901 dead 004D: jump_if_false @CAP_1_6295 00D6: if 8118: not actor $4904 dead 004D: jump_if_false @CAP_1_6140 0084: $4895 = $4904 // $ = $ int 0084: $4896 = $4905 // $ = $ int 0084: $4940 = $4959 // $ = $ int 0088: $4966 = 10@ // $ = @ float 0088: $4967 = 11@ // $ = @ float 0088: $4968 = 12@ // $ = @ float 0084: $4941 = $4960 // $ = $ int 0088: $4969 = 13@ // $ = @ float 0088: $4970 = 14@ // $ = @ float 0084: $4942 = $4961 // $ = $ int 0084: $4943 = $4962 // $ = $ int 0084: $4897 = $4906 // $ = $ int 0084: $4944 = $4963 // $ = $ int 0084: $4945 = $4964 // $ = $ int 0050: gosub @CAP_1_9662 0084: $4904 = $4895 // $ = $ int 0084: $4905 = $4896 // $ = $ int 0084: $4959 = $4940 // $ = $ int 0089: 10@ = $4966 // @ = $ float 0089: 11@ = $4967 // @ = $ float 0089: 12@ = $4968 // @ = $ float 0084: $4960 = $4941 // $ = $ int 0089: 13@ = $4969 // @ = $ float 0089: 14@ = $4970 // @ = $ float 0084: $4961 = $4942 // $ = $ int 0084: $4962 = $4943 // $ = $ int 0084: $4906 = $4897 // $ = $ int 0084: $4963 = $4944 // $ = $ int 0084: $4964 = $4945 // $ = $ int 0002: jump @CAP_1_6295 :CAP_1_6140 0164: disable_marker $4909 00D6: if 8118: not actor $4906 dead 004D: jump_if_false @CAP_1_6288 00D6: if 056D: actor $4904 defined 004D: jump_if_false @CAP_1_6191 04A5: get_dead_actor_pickup_coords $4904 store_to $445 $446 $447 :CAP_1_6191 00D6: if 00EC: actor $4906 0 $445 $446 radius 30.0 30.0 004D: jump_if_false @CAP_1_6269 0084: $4904 = $4906 // $ = $ int 0004: $4906 = -1 // $ = int 0004: $4963 = 0 // $ = int 0187: $4909 = create_marker_above_actor $4904 0165: set_marker $4909 color_to 0 0002: jump @CAP_1_6281 :CAP_1_6269 01C2: mark_actor_as_no_longer_needed $4906 0004: $4906 = -1 // $ = int :CAP_1_6281 0002: jump @CAP_1_6295 :CAP_1_6288 0002: jump @CAP_1_9176 :CAP_1_6295 00D6: if and 0038: $4918 == 2 // $ == int 0038: $4917 == 2 // $ == int 0038: $4920 == 2 // $ == int 0038: $4921 == 2 // $ == int 004D: jump_if_false @CAP_1_6348 0004: $4927 = 1 // $ = int 0002: jump @CAP_1_6355 :CAP_1_6348 0004: $4927 = 0 // $ = int :CAP_1_6355 00D6: if and 0038: $4916 == 2 // $ == int 0038: $4919 == 2 // $ == int 0038: $4940 == 0 // $ == int 004D: jump_if_false @CAP_1_6401 0004: $4928 = 1 // $ = int 0002: jump @CAP_1_6408 :CAP_1_6401 0004: $4928 = 0 // $ = int :CAP_1_6408 00D6: if and 0038: $4927 == 1 // $ == int 0038: $4928 == 1 // $ == int 004D: jump_if_false @CAP_1_6471 00BC: text_highpriority 'CAP1_B8' time 5000 1 0084: $2547 = $4811 // $ = $ int 0008: $2547 += 5000 // $ += int 0002: jump @CAP_1_9159 :CAP_1_6471 00D6: if 0018: $2560 > 0 // $ > int 004D: jump_if_false @CAP_1_6711 00D6: if 0038: $2560 == 3 // $ == int 004D: jump_if_false @CAP_1_6553 00D6: if 03D2: wav 1 ended 004D: jump_if_false @CAP_1_6553 03D5: remove_text 'CAP1_2' 0004: $2560 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @CAP_1_2780 :CAP_1_6553 00D6: if 0038: $2560 == 2 // $ == int 004D: jump_if_false @CAP_1_6616 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @CAP_1_6616 03D1: play_wav 1 00D6: if 001C: $4811 > $2547 // $ > $ int 004D: jump_if_false @CAP_1_6609 :CAP_1_6609 0004: $2560 = 3 // $ = int :CAP_1_6616 00D6: if 0038: $2560 == 1 // $ == int 004D: jump_if_false @CAP_1_6711 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @CAP_1_6685 03CF: load_wav 'CAP1_2' as 1 0004: $2560 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @CAP_1_6711 :CAP_1_6685 00D6: if 001C: $4811 > $2585 // $ > $ int 004D: jump_if_false @CAP_1_6711 0004: $2560 = 0 // $ = int :CAP_1_6711 00D6: if 0018: $2561 > 0 // $ > int 004D: jump_if_false @CAP_1_6951 00D6: if 0038: $2561 == 3 // $ == int 004D: jump_if_false @CAP_1_6793 00D6: if 03D2: wav 1 ended 004D: jump_if_false @CAP_1_6793 03D5: remove_text 'CAP1_3' 0004: $2561 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @CAP_1_2780 :CAP_1_6793 00D6: if 0038: $2561 == 2 // $ == int 004D: jump_if_false @CAP_1_6856 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @CAP_1_6856 03D1: play_wav 1 00D6: if 001C: $4811 > $2547 // $ > $ int 004D: jump_if_false @CAP_1_6849 :CAP_1_6849 0004: $2561 = 3 // $ = int :CAP_1_6856 00D6: if 0038: $2561 == 1 // $ == int 004D: jump_if_false @CAP_1_6951 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @CAP_1_6925 03CF: load_wav 'CAP1_3' as 1 0004: $2561 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @CAP_1_6951 :CAP_1_6925 00D6: if 001C: $4811 > $2586 // $ > $ int 004D: jump_if_false @CAP_1_6951 0004: $2561 = 0 // $ = int :CAP_1_6951 00D6: if 0018: $2562 > 0 // $ > int 004D: jump_if_false @CAP_1_7191 00D6: if 0038: $2562 == 3 // $ == int 004D: jump_if_false @CAP_1_7033 00D6: if 03D2: wav 1 ended 004D: jump_if_false @CAP_1_7033 03D5: remove_text 'CAP1_4' 0004: $2562 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @CAP_1_2780 :CAP_1_7033 00D6: if 0038: $2562 == 2 // $ == int 004D: jump_if_false @CAP_1_7096 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @CAP_1_7096 03D1: play_wav 1 00D6: if 001C: $4811 > $2547 // $ > $ int 004D: jump_if_false @CAP_1_7089 :CAP_1_7089 0004: $2562 = 3 // $ = int :CAP_1_7096 00D6: if 0038: $2562 == 1 // $ == int 004D: jump_if_false @CAP_1_7191 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @CAP_1_7165 03CF: load_wav 'CAP1_4' as 1 0004: $2562 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @CAP_1_7191 :CAP_1_7165 00D6: if 001C: $4811 > $2587 // $ > $ int 004D: jump_if_false @CAP_1_7191 0004: $2562 = 0 // $ = int :CAP_1_7191 00D6: if 0018: $2563 > 0 // $ > int 004D: jump_if_false @CAP_1_7431 00D6: if 0038: $2563 == 3 // $ == int 004D: jump_if_false @CAP_1_7273 00D6: if 03D2: wav 1 ended 004D: jump_if_false @CAP_1_7273 03D5: remove_text 'CAP1_5' 0004: $2563 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @CAP_1_2780 :CAP_1_7273 00D6: if 0038: $2563 == 2 // $ == int 004D: jump_if_false @CAP_1_7336 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @CAP_1_7336 03D1: play_wav 1 00D6: if 001C: $4811 > $2547 // $ > $ int 004D: jump_if_false @CAP_1_7329 :CAP_1_7329 0004: $2563 = 3 // $ = int :CAP_1_7336 00D6: if 0038: $2563 == 1 // $ == int 004D: jump_if_false @CAP_1_7431 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @CAP_1_7405 03CF: load_wav 'CAP1_5' as 1 0004: $2563 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @CAP_1_7431 :CAP_1_7405 00D6: if 001C: $4811 > $2588 // $ > $ int 004D: jump_if_false @CAP_1_7431 0004: $2563 = 0 // $ = int :CAP_1_7431 00D6: if 0018: $2564 > 0 // $ > int 004D: jump_if_false @CAP_1_7712 00D6: if 0038: $2564 == 3 // $ == int 004D: jump_if_false @CAP_1_7513 00D6: if 03D2: wav 1 ended 004D: jump_if_false @CAP_1_7513 03D5: remove_text 'CAP1_6' 0004: $2564 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @CAP_1_2780 :CAP_1_7513 00D6: if 0038: $2564 == 2 // $ == int 004D: jump_if_false @CAP_1_7576 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @CAP_1_7576 03D1: play_wav 1 00D6: if 001C: $4811 > $2547 // $ > $ int 004D: jump_if_false @CAP_1_7569 :CAP_1_7569 0004: $2564 = 3 // $ = int :CAP_1_7576 00D6: if 0038: $2564 == 1 // $ == int 004D: jump_if_false @CAP_1_7671 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @CAP_1_7645 03CF: load_wav 'CAP1_6' as 1 0004: $2564 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @CAP_1_7671 :CAP_1_7645 00D6: if 001C: $4811 > $2589 // $ > $ int 004D: jump_if_false @CAP_1_7671 0004: $2564 = 0 // $ = int :CAP_1_7671 00D6: if 0038: $2564 == 0 // $ == int 004D: jump_if_false @CAP_1_7712 0084: $2589 = $4811 // $ = $ int 0008: $2589 += 6000 // $ += int 0004: $2564 = 1 // $ = int :CAP_1_7712 00D6: if 0018: $2567 > 0 // $ > int 004D: jump_if_false @CAP_1_7952 00D6: if 0038: $2567 == 3 // $ == int 004D: jump_if_false @CAP_1_7794 00D6: if 03D2: wav 1 ended 004D: jump_if_false @CAP_1_7794 03D5: remove_text 'CAP1_7' 0004: $2567 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @CAP_1_2780 :CAP_1_7794 00D6: if 0038: $2567 == 2 // $ == int 004D: jump_if_false @CAP_1_7857 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @CAP_1_7857 03D1: play_wav 1 00D6: if 001C: $4811 > $2547 // $ > $ int 004D: jump_if_false @CAP_1_7850 :CAP_1_7850 0004: $2567 = 3 // $ = int :CAP_1_7857 00D6: if 0038: $2567 == 1 // $ == int 004D: jump_if_false @CAP_1_7952 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @CAP_1_7926 03CF: load_wav 'CAP1_7' as 1 0004: $2567 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @CAP_1_7952 :CAP_1_7926 00D6: if 001C: $4811 > $2590 // $ > $ int 004D: jump_if_false @CAP_1_7952 0004: $2567 = 0 // $ = int :CAP_1_7952 00D6: if 0018: $2568 > 0 // $ > int 004D: jump_if_false @CAP_1_8192 00D6: if 0038: $2568 == 3 // $ == int 004D: jump_if_false @CAP_1_8034 00D6: if 03D2: wav 1 ended 004D: jump_if_false @CAP_1_8034 03D5: remove_text 'CAP1_8' 0004: $2568 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @CAP_1_2780 :CAP_1_8034 00D6: if 0038: $2568 == 2 // $ == int 004D: jump_if_false @CAP_1_8097 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @CAP_1_8097 03D1: play_wav 1 00D6: if 001C: $4811 > $2547 // $ > $ int 004D: jump_if_false @CAP_1_8090 :CAP_1_8090 0004: $2568 = 3 // $ = int :CAP_1_8097 00D6: if 0038: $2568 == 1 // $ == int 004D: jump_if_false @CAP_1_8192 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @CAP_1_8166 03CF: load_wav 'CAP1_8' as 1 0004: $2568 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @CAP_1_8192 :CAP_1_8166 00D6: if 001C: $4811 > $2591 // $ > $ int 004D: jump_if_false @CAP_1_8192 0004: $2568 = 0 // $ = int :CAP_1_8192 00D6: if 0018: $2569 > 0 // $ > int 004D: jump_if_false @CAP_1_8432 00D6: if 0038: $2569 == 3 // $ == int 004D: jump_if_false @CAP_1_8274 00D6: if 03D2: wav 1 ended 004D: jump_if_false @CAP_1_8274 03D5: remove_text 'CAP1_9' 0004: $2569 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @CAP_1_2780 :CAP_1_8274 00D6: if 0038: $2569 == 2 // $ == int 004D: jump_if_false @CAP_1_8337 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @CAP_1_8337 03D1: play_wav 1 00D6: if 001C: $4811 > $2547 // $ > $ int 004D: jump_if_false @CAP_1_8330 :CAP_1_8330 0004: $2569 = 3 // $ = int :CAP_1_8337 00D6: if 0038: $2569 == 1 // $ == int 004D: jump_if_false @CAP_1_8432 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @CAP_1_8406 03CF: load_wav 'CAP1_9' as 1 0004: $2569 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @CAP_1_8432 :CAP_1_8406 00D6: if 001C: $4811 > $2592 // $ > $ int 004D: jump_if_false @CAP_1_8432 0004: $2569 = 0 // $ = int :CAP_1_8432 00D6: if 0018: $2570 > 0 // $ > int 004D: jump_if_false @CAP_1_8672 00D6: if 0038: $2570 == 3 // $ == int 004D: jump_if_false @CAP_1_8514 00D6: if 03D2: wav 1 ended 004D: jump_if_false @CAP_1_8514 03D5: remove_text 'CAP1_10' 0004: $2570 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @CAP_1_2780 :CAP_1_8514 00D6: if 0038: $2570 == 2 // $ == int 004D: jump_if_false @CAP_1_8577 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @CAP_1_8577 03D1: play_wav 1 00D6: if 001C: $4811 > $2547 // $ > $ int 004D: jump_if_false @CAP_1_8570 :CAP_1_8570 0004: $2570 = 3 // $ = int :CAP_1_8577 00D6: if 0038: $2570 == 1 // $ == int 004D: jump_if_false @CAP_1_8672 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @CAP_1_8646 03CF: load_wav 'CAP1_10' as 1 0004: $2570 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @CAP_1_8672 :CAP_1_8646 00D6: if 001C: $4811 > $2593 // $ > $ int 004D: jump_if_false @CAP_1_8672 0004: $2570 = 0 // $ = int :CAP_1_8672 00D6: if 0018: $2571 > 0 // $ > int 004D: jump_if_false @CAP_1_8912 00D6: if 0038: $2571 == 3 // $ == int 004D: jump_if_false @CAP_1_8754 00D6: if 03D2: wav 1 ended 004D: jump_if_false @CAP_1_8754 03D5: remove_text 'CAP1_11' 0004: $2571 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @CAP_1_2780 :CAP_1_8754 00D6: if 0038: $2571 == 2 // $ == int 004D: jump_if_false @CAP_1_8817 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @CAP_1_8817 03D1: play_wav 1 00D6: if 001C: $4811 > $2547 // $ > $ int 004D: jump_if_false @CAP_1_8810 :CAP_1_8810 0004: $2571 = 3 // $ = int :CAP_1_8817 00D6: if 0038: $2571 == 1 // $ == int 004D: jump_if_false @CAP_1_8912 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @CAP_1_8886 03CF: load_wav 'CAP1_11' as 1 0004: $2571 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @CAP_1_8912 :CAP_1_8886 00D6: if 001C: $4811 > $2594 // $ > $ int 004D: jump_if_false @CAP_1_8912 0004: $2571 = 0 // $ = int :CAP_1_8912 00D6: if 0018: $2573 > 0 // $ > int 004D: jump_if_false @CAP_1_9152 00D6: if 0038: $2573 == 3 // $ == int 004D: jump_if_false @CAP_1_8994 00D6: if 03D2: wav 1 ended 004D: jump_if_false @CAP_1_8994 03D5: remove_text 'CAP1_12' 0004: $2573 = 0 // $ = int 0004: $2607 = 0 // $ = int 0002: jump @CAP_1_2780 :CAP_1_8994 00D6: if 0038: $2573 == 2 // $ == int 004D: jump_if_false @CAP_1_9057 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @CAP_1_9057 03D1: play_wav 1 00D6: if 001C: $4811 > $2547 // $ > $ int 004D: jump_if_false @CAP_1_9050 :CAP_1_9050 0004: $2573 = 3 // $ = int :CAP_1_9057 00D6: if 0038: $2573 == 1 // $ == int 004D: jump_if_false @CAP_1_9152 00D6: if 0038: $2607 == 0 // $ == int 004D: jump_if_false @CAP_1_9126 03CF: load_wav 'CAP1_12' as 1 0004: $2573 = 2 // $ = int 0004: $2607 = 1 // $ = int 0002: jump @CAP_1_9152 :CAP_1_9126 00D6: if 001C: $4811 > $2596 // $ > $ int 004D: jump_if_false @CAP_1_9152 0004: $2573 = 0 // $ = int :CAP_1_9152 0002: jump @CAP_1_2780 :CAP_1_9159 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :CAP_1_9176 0004: $269 = 1 // $ = int 01E3: text_1number_styled 'M_PASS' number 30000 time 5000 style 1 0109: player $PLAYER_CHAR money += 30000 0110: clear_player $PLAYER_CHAR wanted_level 0394: play_music 1 0318: set_latest_mission_passed 'CAP_1' 030C: progress_made += 1 0164: disable_marker $271 04CE: $271 = create_icon_marker_without_sphere $426 at $474 $475 $476 0215: destroy_pickup $637 04A6: $637 = create_asset_money_pickup_at $549 $550 $551 money $636 rate $636 0051: return :CAP_1_9281 00D6: if 0038: $4929 == 1 // $ == int 004D: jump_if_false @CAP_1_9324 0215: destroy_pickup $611 04A6: $611 = create_asset_money_pickup_at $558 $559 $560 money $610 rate $610 :CAP_1_9324 00D6: if 0038: $4930 == 1 // $ == int 004D: jump_if_false @CAP_1_9367 0215: destroy_pickup $622 04A6: $622 = create_asset_money_pickup_at $582 $583 $584 money $621 rate $621 :CAP_1_9367 00D6: if 0038: $4931 == 1 // $ == int 004D: jump_if_false @CAP_1_9410 0215: destroy_pickup $606 04A6: $606 = create_asset_money_pickup_at $579 $580 $581 money $605 rate $605 :CAP_1_9410 00D6: if 0038: $4932 == 1 // $ == int 004D: jump_if_false @CAP_1_9453 0215: destroy_pickup $641 04A6: $641 = create_asset_money_pickup_at $564 $565 $566 money $640 rate $640 :CAP_1_9453 00D6: if 0038: $4933 == 1 // $ == int 004D: jump_if_false @CAP_1_9496 0215: destroy_pickup $627 04A6: $627 = create_asset_money_pickup_at $552 $553 $554 money $626 rate $626 :CAP_1_9496 00D6: if 0038: $4934 == 1 // $ == int 004D: jump_if_false @CAP_1_9539 0215: destroy_pickup $632 04A6: $632 = create_asset_money_pickup_at $576 $577 $578 money $631 rate $631 :CAP_1_9539 034F: destroy_actor_with_fade $4898 // The actor fades away like a ghost 034F: destroy_actor_with_fade $4900 // The actor fades away like a ghost 034F: destroy_actor_with_fade $4901 // The actor fades away like a ghost 034F: destroy_actor_with_fade $4903 // The actor fades away like a ghost 034F: destroy_actor_with_fade $4904 // The actor fades away like a ghost 034F: destroy_actor_with_fade $4906 // The actor fades away like a ghost 0296: unload_special_actor 1 0296: unload_special_actor 2 0249: release_model #M4 0249: release_model #CHROMEGUN 0249: release_model #SANCHEZ 0164: disable_marker $4907 0164: disable_marker $4908 0164: disable_marker $4909 0164: disable_marker $4910 0164: disable_marker $4911 0164: disable_marker $4912 0164: disable_marker $4913 0164: disable_marker $4914 0164: disable_marker $4915 03EA: generate_cars_around_camera 0 03CD: car $4899 remove_from_stuck_car_check 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 0004: $ONMISSION = 0 // $ = int 00D8: mission_cleanup 0051: return :CAP_1_9662 00D6: if 0449: actor $4895 sitting_in_any_car 004D: jump_if_false @CAP_1_11593 03C0: $4896 = actor $4895 car_no_save 02AA: set_car $4896 immune_to_nonplayer 1 0466: set_car $4896 stay_in_fast_lane 0 00D6: if and 0038: $4918 == 2 // $ == int 0038: $4917 == 2 // $ == int 0038: $4920 == 2 // $ == int 0038: $4921 == 2 // $ == int 004D: jump_if_false @CAP_1_9753 0004: $4925 = 1 // $ = int 0002: jump @CAP_1_9760 :CAP_1_9753 0004: $4925 = 0 // $ = int :CAP_1_9760 00D6: if and 0038: $4916 == 2 // $ == int 0038: $4919 == 2 // $ == int 0038: $4940 == 0 // $ == int 004D: jump_if_false @CAP_1_9806 0004: $4926 = 1 // $ = int 0002: jump @CAP_1_9813 :CAP_1_9806 0004: $4926 = 0 // $ = int :CAP_1_9813 00D6: if 8118: not actor $4897 dead 004D: jump_if_false @CAP_1_9906 00D6: if 80F2: not actor $4895 near_actor $4897 radius 20.0 20.0 0 004D: jump_if_false @CAP_1_9899 00D6: if 031F: actor $4897 in_range_of_actor $4895 004D: jump_if_false @CAP_1_9899 01E0: clear_leader $4897 01CC: actor $4897 kill_player $PLAYER_CHAR 0483: set_actor $4897 cease_attack_timer 0 :CAP_1_9899 0002: jump @CAP_1_9911 :CAP_1_9906 01C2: mark_actor_as_no_longer_needed $4897 :CAP_1_9911 00D6: if 0038: $4940 == 100 // $ == int 004D: jump_if_false @CAP_1_10344 00D6: if and 0038: $4925 == 1 // $ == int 0038: $4926 == 1 // $ == int 004D: jump_if_false @CAP_1_9966 00A8: set_car $4896 to_psycho_driver 0002: jump @CAP_1_10320 :CAP_1_9966 02C2: car $4896 drive_to_point $4966 $4967 $4968 00D6: if 0042: $4966 == -852.5533 // $ == float 004D: jump_if_false @CAP_1_10032 00BC: text_highpriority 'CAP1_D3' time 5000 1 0084: $2547 = $4811 // $ = $ int 0008: $2547 += 5000 // $ += int :CAP_1_10032 00D6: if 0042: $4966 == -1016.265 // $ == float 004D: jump_if_false @CAP_1_10084 00BC: text_highpriority 'CAP1_D5' time 5000 1 0084: $2547 = $4811 // $ = $ int 0008: $2547 += 5000 // $ += int :CAP_1_10084 00D6: if 0042: $4966 == -726.0752 // $ == float 004D: jump_if_false @CAP_1_10136 00BC: text_highpriority 'CAP1_D2' time 5000 1 0084: $2547 = $4811 // $ = $ int 0008: $2547 += 5000 // $ += int :CAP_1_10136 00D6: if 0042: $4966 == -1025.169 // $ == float 004D: jump_if_false @CAP_1_10188 00BC: text_highpriority 'CAP1_D4' time 5000 1 0084: $2547 = $4811 // $ = $ int 0008: $2547 += 5000 // $ += int :CAP_1_10188 00D6: if 0042: $4966 == 506.2871 // $ == float 004D: jump_if_false @CAP_1_10240 00BC: text_highpriority 'CAP1_D9' time 5000 1 0084: $2547 = $4811 // $ = $ int 0008: $2547 += 5000 // $ += int :CAP_1_10240 00D6: if 0042: $4966 == 17.6185 // $ == float 004D: jump_if_false @CAP_1_10292 00BC: text_highpriority 'CAP1_D0' time 5000 1 0084: $2547 = $4811 // $ = $ int 0008: $2547 += 5000 // $ += int :CAP_1_10292 0050: gosub @CAP_1_17812 00AF: set_car $4896 driver_behaviour_to 8 02C2: car $4896 drive_to_point $4966 $4967 $4968 :CAP_1_10320 00AD: set_car $4896 max_speed_to 100.0 00AE: set_vehicle $4896 traffic_behavior_to 2 0004: $4940 = 0 // $ = int :CAP_1_10344 00D6: if 0038: $4941 == 1 // $ == int 004D: jump_if_false @CAP_1_10430 00D6: if and 0038: $4925 == 1 // $ == int 0038: $4926 == 1 // $ == int 004D: jump_if_false @CAP_1_10399 00A8: set_car $4896 to_psycho_driver 0002: jump @CAP_1_10413 :CAP_1_10399 02C2: car $4896 drive_to_point $4966 $4967 $4968 :CAP_1_10413 00AD: set_car $4896 max_speed_to 100.0 00AE: set_vehicle $4896 traffic_behavior_to 2 :CAP_1_10430 0004: $4941 = 0 // $ = int 00D6: if 00FE: actor $4895 0 $4966 $4967 $4968 radius 35.0 35.0 35.0 004D: jump_if_false @CAP_1_11152 00AD: set_car $4896 max_speed_to 8.0 00D6: if 0038: $4940 == 0 // $ == int 004D: jump_if_false @CAP_1_11145 00D6: if 00FE: actor $4895 0 $4966 $4967 $4968 radius 6.0 6.0 6.0 004D: jump_if_false @CAP_1_10559 0477: set_car $4896 action 1 time 400 :CAP_1_10559 00D6: if 0101: actor $4895 stopped_near_point $4966 $4967 $4968 radius 6.0 6.0 6.0 sphere 0 004D: jump_if_false @CAP_1_11145 0477: set_car $4896 action 1 time 200 00D6: if 0038: $4920 == 1 // $ == int 004D: jump_if_false @CAP_1_10700 00D6: if 0042: $4966 == -852.5533 // $ == float 004D: jump_if_false @CAP_1_10700 00BC: text_highpriority 'CAP1_C3' time 5000 1 0084: $2547 = $4811 // $ = $ int 0008: $2547 += 5000 // $ += int 0004: $4940 = 1 // $ = int 03E2: actor $4895 leave_any_car 0004: $4920 = 2 // $ = int :CAP_1_10700 00D6: if 0038: $4921 == 1 // $ == int 004D: jump_if_false @CAP_1_10789 00D6: if 0042: $4966 == -1016.265 // $ == float 004D: jump_if_false @CAP_1_10789 00BC: text_highpriority 'CAP1_C5' time 5000 1 0084: $2547 = $4811 // $ = $ int 0008: $2547 += 5000 // $ += int 0004: $4940 = 2 // $ = int 03E2: actor $4895 leave_any_car 0004: $4921 = 2 // $ = int :CAP_1_10789 00D6: if 0038: $4917 == 1 // $ == int 004D: jump_if_false @CAP_1_10878 00D6: if 0042: $4966 == -726.0752 // $ == float 004D: jump_if_false @CAP_1_10878 00BC: text_highpriority 'CAP1_C2' time 5000 1 0084: $2547 = $4811 // $ = $ int 0008: $2547 += 5000 // $ += int 0004: $4940 = 3 // $ = int 03E2: actor $4895 leave_any_car 0004: $4917 = 2 // $ = int :CAP_1_10878 00D6: if 0038: $4918 == 1 // $ == int 004D: jump_if_false @CAP_1_10967 00D6: if 0042: $4966 == -1025.169 // $ == float 004D: jump_if_false @CAP_1_10967 00BC: text_highpriority 'CAP1_C4' time 5000 1 0084: $2547 = $4811 // $ = $ int 0008: $2547 += 5000 // $ += int 0004: $4940 = 4 // $ = int 03E2: actor $4895 leave_any_car 0004: $4918 = 2 // $ = int :CAP_1_10967 00D6: if 0038: $4916 == 1 // $ == int 004D: jump_if_false @CAP_1_11056 00D6: if 0042: $4966 == 506.2871 // $ == float 004D: jump_if_false @CAP_1_11056 00BC: text_highpriority 'CAP1_C9' time 5000 1 0084: $2547 = $4811 // $ = $ int 0008: $2547 += 5000 // $ += int 0004: $4940 = 5 // $ = int 03E2: actor $4895 leave_any_car 0004: $4916 = 2 // $ = int :CAP_1_11056 00D6: if 0038: $4919 == 1 // $ == int 004D: jump_if_false @CAP_1_11145 00D6: if 0042: $4966 == 17.6185 // $ == float 004D: jump_if_false @CAP_1_11145 00BC: text_highpriority 'CAP1_C0' time 5000 1 0084: $2547 = $4811 // $ = $ int 0008: $2547 += 5000 // $ += int 0004: $4940 = 6 // $ = int 03E2: actor $4895 leave_any_car 0004: $4919 = 2 // $ = int :CAP_1_11145 0002: jump @CAP_1_11586 :CAP_1_11152 00D6: if 0038: $4940 == 0 // $ == int 004D: jump_if_false @CAP_1_11586 00D6: if 00EC: actor $4895 0 $4969 $4970 radius 4.0 4.0 004D: jump_if_false @CAP_1_11453 00D6: if 001C: $4811 > $4942 // $ > $ int 004D: jump_if_false @CAP_1_11446 00D6: if 82CA: not car $4896 bounding_sphere_visible 004D: jump_if_false @CAP_1_11446 00AA: store_car $4896 position_to $7465 $7466 $7467 02C1: set $7465 $7466 $7467 to_car_path_coords_closest_to $7465 $7466 $7467 00D6: if 838A: not car_in_cube $7465 $7466 $7467 4.0 4.0 3.0 004D: jump_if_false @CAP_1_11446 00D6: if 80C2: not sphere_onscreen $7465 $7466 $7467 4.0 004D: jump_if_false @CAP_1_11446 00AB: put_car $4896 at $7465 $7466 $7467 039F: car $4896 race_to $4966 $4967 00AD: set_car $4896 max_speed_to 100.0 00AE: set_vehicle $4896 traffic_behavior_to 2 0084: $4942 = $4811 // $ = $ int 0008: $4942 += 4000 // $ += int 00D6: if and 0038: $4925 == 1 // $ == int 0038: $4926 == 1 // $ == int 004D: jump_if_false @CAP_1_11432 00A8: set_car $4896 to_psycho_driver 0002: jump @CAP_1_11446 :CAP_1_11432 02C2: car $4896 drive_to_point $4966 $4967 $4968 :CAP_1_11446 0002: jump @CAP_1_11483 :CAP_1_11453 00AA: store_car $4896 position_to $4969 $4970 $447 0084: $4942 = $4811 // $ = $ int 0008: $4942 += 4000 // $ += int :CAP_1_11483 00D6: if 001C: $4811 > $4943 // $ > $ int 004D: jump_if_false @CAP_1_11586 00AD: set_car $4896 max_speed_to 100.0 00AE: set_vehicle $4896 traffic_behavior_to 2 00D6: if and 0038: $4925 == 1 // $ == int 0038: $4926 == 1 // $ == int 004D: jump_if_false @CAP_1_11556 00A8: set_car $4896 to_psycho_driver 0002: jump @CAP_1_11570 :CAP_1_11556 02C2: car $4896 drive_to_point $4966 $4967 $4968 :CAP_1_11570 0084: $4943 = $4811 // $ = $ int 0008: $4943 += 2000 // $ += int :CAP_1_11586 0002: jump @CAP_1_16807 :CAP_1_11593 00D6: if 001C: $4811 > $4924 // $ > $ int 004D: jump_if_false @CAP_1_11633 011C: actor $4895 clear_objective 0084: $4924 = $4811 // $ = $ int 0008: $4924 += 1500 // $ += int :CAP_1_11633 00D6: if or 0038: $4940 == 0 // $ == int 0038: $4940 == 100 // $ == int 004D: jump_if_false @CAP_1_12894 00D6: if 0038: $4941 == 0 // $ == int 004D: jump_if_false @CAP_1_12442 00D6: if and 00FE: actor $4895 0 $4966 $4967 $4968 radius 6.0 6.0 6.0 0038: $4940 == 0 // $ == int 004D: jump_if_false @CAP_1_12236 00D6: if 0038: $4920 == 1 // $ == int 004D: jump_if_false @CAP_1_11809 00D6: if 0042: $4966 == -852.5533 // $ == float 004D: jump_if_false @CAP_1_11809 00BC: text_highpriority 'CAP1_C3' time 5000 1 0084: $2547 = $4811 // $ = $ int 0008: $2547 += 5000 // $ += int 0004: $4940 = 1 // $ = int 0004: $4920 = 2 // $ = int :CAP_1_11809 00D6: if 0038: $4921 == 1 // $ == int 004D: jump_if_false @CAP_1_11893 00D6: if 0042: $4966 == -1016.265 // $ == float 004D: jump_if_false @CAP_1_11893 00BC: text_highpriority 'CAP1_C5' time 5000 1 0084: $2547 = $4811 // $ = $ int 0008: $2547 += 5000 // $ += int 0004: $4940 = 2 // $ = int 0004: $4921 = 2 // $ = int :CAP_1_11893 00D6: if 0038: $4917 == 1 // $ == int 004D: jump_if_false @CAP_1_11977 00D6: if 0042: $4966 == -726.0752 // $ == float 004D: jump_if_false @CAP_1_11977 00BC: text_highpriority 'CAP1_C2' time 5000 1 0084: $2547 = $4811 // $ = $ int 0008: $2547 += 5000 // $ += int 0004: $4940 = 3 // $ = int 0004: $4917 = 2 // $ = int :CAP_1_11977 00D6: if 0038: $4918 == 1 // $ == int 004D: jump_if_false @CAP_1_12061 00D6: if 0042: $4966 == -1025.169 // $ == float 004D: jump_if_false @CAP_1_12061 00BC: text_highpriority 'CAP1_C4' time 5000 1 0084: $2547 = $4811 // $ = $ int 0008: $2547 += 5000 // $ += int 0004: $4940 = 4 // $ = int 0004: $4918 = 2 // $ = int :CAP_1_12061 00D6: if 0038: $4916 == 1 // $ == int 004D: jump_if_false @CAP_1_12145 00D6: if 0042: $4966 == 506.2871 // $ == float 004D: jump_if_false @CAP_1_12145 00BC: text_highpriority 'CAP1_C9' time 5000 1 0084: $2547 = $4811 // $ = $ int 0008: $2547 += 5000 // $ += int 0004: $4940 = 5 // $ = int 0004: $4916 = 2 // $ = int :CAP_1_12145 00D6: if 0038: $4919 == 1 // $ == int 004D: jump_if_false @CAP_1_12229 00D6: if 0042: $4966 == 17.6185 // $ == float 004D: jump_if_false @CAP_1_12229 00BC: text_highpriority 'CAP1_C0' time 5000 1 0084: $2547 = $4811 // $ = $ int 0008: $2547 += 5000 // $ += int 0004: $4940 = 6 // $ = int 0004: $4919 = 2 // $ = int :CAP_1_12229 0002: jump @CAP_1_12442 :CAP_1_12236 00D6: if 80E9: not player $PLAYER_CHAR 0 $4895 radius 30.0 30.0 004D: jump_if_false @CAP_1_12434 00D6: if 8119: not car $4896 wrecked 004D: jump_if_false @CAP_1_12412 00D6: if 82BF: not car $4896 sunk 004D: jump_if_false @CAP_1_12390 00D6: if 0203: actor $4895 near_car_on_foot $4896 radius 30.0 30.0 unknown 0 004D: jump_if_false @CAP_1_12368 01D5: actor $4895 go_to_and_drive_car $4896 0084: $4945 = $4811 // $ = $ int 0008: $4945 += 8000 // $ += int 0004: $4941 = 1 // $ = int 0002: jump @CAP_1_12383 :CAP_1_12368 0084: $4869 = $4895 // $ = $ int 0050: gosub @CAP_1_18163 :CAP_1_12383 0002: jump @CAP_1_12405 :CAP_1_12390 0084: $4869 = $4895 // $ = $ int 0050: gosub @CAP_1_18163 :CAP_1_12405 0002: jump @CAP_1_12427 :CAP_1_12412 0084: $4869 = $4895 // $ = $ int 0050: gosub @CAP_1_18163 :CAP_1_12427 0002: jump @CAP_1_12442 :CAP_1_12434 01CC: actor $4895 kill_player $PLAYER_CHAR :CAP_1_12442 00D6: if 0038: $4941 == 1 // $ == int 004D: jump_if_false @CAP_1_12887 00D6: if 80E9: not player $PLAYER_CHAR 0 $4895 radius 30.0 30.0 004D: jump_if_false @CAP_1_12879 00D6: if 8119: not car $4896 wrecked 004D: jump_if_false @CAP_1_12857 00D6: if 82BF: not car $4896 sunk 004D: jump_if_false @CAP_1_12835 00D6: if 0203: actor $4895 near_car_on_foot $4896 radius 30.0 30.0 unknown 0 004D: jump_if_false @CAP_1_12813 01D5: actor $4895 go_to_and_drive_car $4896 00D6: if 001C: $4811 > $4945 // $ > $ int 004D: jump_if_false @CAP_1_12806 00D6: if 82CA: not car $4896 bounding_sphere_visible 004D: jump_if_false @CAP_1_12806 00D6: if 82CB: not actor $4895 bounding_sphere_visible 004D: jump_if_false @CAP_1_12806 011C: actor $4895 clear_objective 00AA: store_car $4896 position_to $445 $446 $447 0174: $4886 = car $4896 z_angle 00A6: destroy_car $4896 00A5: $4896 = create_car #SANCHEZ at $445 $446 $447 0175: set_car $4896 z_angle_to $4886 02AA: set_car $4896 immune_to_nonplayer 1 0466: set_car $4896 stay_in_fast_lane 0 036A: put_actor $4895 in_car $4896 00D6: if 8118: not actor $4897 dead 004D: jump_if_false @CAP_1_12806 00D6: if 0431: car $4896 car_passenger_seat_free 0 004D: jump_if_false @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 0223: set_actor $4897 health_to 250 0291: set_actor $4897 heed_threats 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 0002: jump @CAP_1_12828 :CAP_1_12813 0084: $4869 = $4895 // $ = $ int 0050: gosub @CAP_1_18163 :CAP_1_12828 0002: jump @CAP_1_12850 :CAP_1_12835 0084: $4869 = $4895 // $ = $ int 0050: gosub @CAP_1_18163 :CAP_1_12850 0002: jump @CAP_1_12872 :CAP_1_12857 0084: $4869 = $4895 // $ = $ int 0050: gosub @CAP_1_18163 :CAP_1_12872 0002: jump @CAP_1_12887 :CAP_1_12879 01CC: actor $4895 kill_player $PLAYER_CHAR :CAP_1_12887 0002: jump @CAP_1_16807 :CAP_1_12894 00D6: if 8119: not car $4896 wrecked 004D: jump_if_false @CAP_1_12919 0477: set_car $4896 action 1 time 17 :CAP_1_12919 00D6: if 0038: $4940 == 1 // $ == int 004D: jump_if_false @CAP_1_12962 0239: actor $4895 run_to $558 $559 0411: set_actor $4895 use_pednode_seek 0 0004: $4940 = 30 // $ = int :CAP_1_12962 00D6: if 0038: $4940 == 30 // $ == int 004D: jump_if_false @CAP_1_13189 00D6: if 0571: actor $4895 stuck 004D: jump_if_false @CAP_1_13043 00D6: if 80E9: not player $PLAYER_CHAR 0 $4895 radius 120.0 120.0 004D: jump_if_false @CAP_1_13043 00A1: put_actor $4895 at $558 $559 10.5 :CAP_1_13043 00D6: if 04FF: actor $4895 no_objective 004D: jump_if_false @CAP_1_13077 0239: actor $4895 run_to $558 $559 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_13077 00D6: if 00ED: actor $4895 0 $558 $559 radius 1.0 1.0 004D: jump_if_false @CAP_1_13189 00BC: text_highpriority 'CAP1_B3' time 5000 1 0084: $2547 = $4811 // $ = $ int 0008: $2547 += 5000 // $ += int 0164: disable_marker $4910 0058: $4944 += $610 // $ += $ int 03FE: set_actor $4895 money $4944 0004: $4929 = 1 // $ = int 0215: destroy_pickup $611 0004: $4941 = 0 // $ = int 0004: $4940 = 100 // $ = int :CAP_1_13189 00D6: if 0038: $4940 == 2 // $ == int 004D: jump_if_false @CAP_1_13252 0239: actor $4895 run_to -1009.286 196.7185 0411: set_actor $4895 use_pednode_seek 0 0084: $2274 = $4811 // $ = $ int 0008: $2274 += 5000 // $ += int 0004: $4940 = 7 // $ = int :CAP_1_13252 00D6: if 0038: $4940 == 7 // $ == int 004D: jump_if_false @CAP_1_13438 00D6: if 0571: actor $4895 stuck 004D: jump_if_false @CAP_1_13337 00D6: if 80E9: not player $PLAYER_CHAR 0 $4895 radius 120.0 120.0 004D: jump_if_false @CAP_1_13337 00A1: put_actor $4895 at -1009.286 196.7185 10.5 :CAP_1_13337 00D6: if 04FF: actor $4895 no_objective 004D: jump_if_false @CAP_1_13375 0239: actor $4895 run_to -1009.286 196.7185 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_13375 00D6: if 00ED: actor $4895 0 -1009.286 196.7185 radius 1.0 1.0 004D: jump_if_false @CAP_1_13438 0239: actor $4895 run_to $582 $583 0411: set_actor $4895 use_pednode_seek 0 0004: $4940 = 8 // $ = int :CAP_1_13438 00D6: if 0038: $4940 == 8 // $ == int 004D: jump_if_false @CAP_1_13610 00D6: if 04FF: actor $4895 no_objective 004D: jump_if_false @CAP_1_13490 0239: actor $4895 run_to $582 $583 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_13490 00D6: if 00ED: actor $4895 0 $582 $583 radius 1.0 1.0 004D: jump_if_false @CAP_1_13610 00BC: text_highpriority 'CAP1_B5' time 5000 1 0084: $2547 = $4811 // $ = $ int 0008: $2547 += 5000 // $ += int 0164: disable_marker $4911 0058: $4944 += $621 // $ += $ int 03FE: set_actor $4895 money $4944 0004: $4930 = 1 // $ = int 0215: destroy_pickup $622 0239: actor $4895 run_to -1009.286 196.7185 0004: $4940 = 9 // $ = int :CAP_1_13610 00D6: if 0038: $4940 == 9 // $ == int 004D: jump_if_false @CAP_1_13718 00D6: if 04FF: actor $4895 no_objective 004D: jump_if_false @CAP_1_13666 0239: actor $4895 run_to -1009.286 196.7185 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_13666 00D6: if 00ED: actor $4895 0 -1009.286 196.7185 radius 1.0 1.0 004D: jump_if_false @CAP_1_13718 0004: $4941 = 0 // $ = int 0004: $4940 = 100 // $ = int :CAP_1_13718 00D6: if 0038: $4940 == 3 // $ == int 004D: jump_if_false @CAP_1_13765 0239: actor $4895 run_to -725.3655 -1501.66 0411: set_actor $4895 use_pednode_seek 0 0004: $4940 = 10 // $ = int :CAP_1_13765 00D6: if 0038: $4940 == 10 // $ == int 004D: jump_if_false @CAP_1_13955 00D6: if 0571: actor $4895 stuck 004D: jump_if_false @CAP_1_13850 00D6: if 80E9: not player $PLAYER_CHAR 0 $4895 radius 120.0 120.0 004D: jump_if_false @CAP_1_13850 00A1: put_actor $4895 at -725.3655 -1501.66 10.8 :CAP_1_13850 00D6: if 04FF: actor $4895 no_objective 004D: jump_if_false @CAP_1_13888 0239: actor $4895 run_to -725.3655 -1501.66 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_13888 00D6: if 00ED: actor $4895 0 -725.3655 -1501.66 radius 1.0 1.0 004D: jump_if_false @CAP_1_13955 0239: actor $4895 run_to -681.0613 -1490.428 0411: set_actor $4895 use_pednode_seek 0 0004: $4940 = 11 // $ = int :CAP_1_13955 00D6: if 0038: $4940 == 11 // $ == int 004D: jump_if_false @CAP_1_14078 00D6: if 04FF: actor $4895 no_objective 004D: jump_if_false @CAP_1_14011 0239: actor $4895 run_to -681.0613 -1490.428 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_14011 00D6: if 00ED: actor $4895 0 -681.0613 -1490.428 radius 1.0 1.0 004D: jump_if_false @CAP_1_14078 0239: actor $4895 run_to -636.2616 -1500.152 0411: set_actor $4895 use_pednode_seek 0 0004: $4940 = 12 // $ = int :CAP_1_14078 00D6: if 0038: $4940 == 12 // $ == int 004D: jump_if_false @CAP_1_14201 00D6: if 04FF: actor $4895 no_objective 004D: jump_if_false @CAP_1_14134 0239: actor $4895 run_to -636.2616 -1500.152 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_14134 00D6: if 00ED: actor $4895 0 -636.2616 -1500.152 radius 1.0 1.0 004D: jump_if_false @CAP_1_14201 0239: actor $4895 run_to -642.8112 -1496.429 0411: set_actor $4895 use_pednode_seek 0 0004: $4940 = 13 // $ = int :CAP_1_14201 00D6: if 0038: $4940 == 13 // $ == int 004D: jump_if_false @CAP_1_14320 00D6: if 04FF: actor $4895 no_objective 004D: jump_if_false @CAP_1_14257 0239: actor $4895 run_to -642.8112 -1496.429 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_14257 00D6: if 00ED: actor $4895 0 -642.8112 -1496.429 radius 1.0 1.0 004D: jump_if_false @CAP_1_14320 0239: actor $4895 run_to $579 $580 0411: set_actor $4895 use_pednode_seek 0 0004: $4940 = 14 // $ = int :CAP_1_14320 00D6: if 0038: $4940 == 14 // $ == int 004D: jump_if_false @CAP_1_14492 00D6: if 04FF: actor $4895 no_objective 004D: jump_if_false @CAP_1_14372 0239: actor $4895 run_to $579 $580 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_14372 00D6: if 00ED: actor $4895 0 $579 $580 radius 1.0 1.0 004D: jump_if_false @CAP_1_14492 0239: actor $4895 run_to -642.8112 -1496.429 00BC: text_highpriority 'CAP1_B2' time 5000 1 0084: $2547 = $4811 // $ = $ int 0008: $2547 += 5000 // $ += int 0215: destroy_pickup $606 0004: $4931 = 1 // $ = int 0058: $4944 += $605 // $ += $ int 03FE: set_actor $4895 money $4944 0164: disable_marker $4912 0004: $4940 = 15 // $ = int :CAP_1_14492 00D6: if 0038: $4940 == 15 // $ == int 004D: jump_if_false @CAP_1_14615 00D6: if 04FF: actor $4895 no_objective 004D: jump_if_false @CAP_1_14548 0239: actor $4895 run_to -642.8112 -1496.429 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_14548 00D6: if 00ED: actor $4895 0 -642.8112 -1496.429 radius 1.0 1.0 004D: jump_if_false @CAP_1_14615 0239: actor $4895 run_to -636.2616 -1500.152 0411: set_actor $4895 use_pednode_seek 0 0004: $4940 = 16 // $ = int :CAP_1_14615 00D6: if 0038: $4940 == 16 // $ == int 004D: jump_if_false @CAP_1_14738 00D6: if 04FF: actor $4895 no_objective 004D: jump_if_false @CAP_1_14671 0239: actor $4895 run_to -636.2616 -1500.152 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_14671 00D6: if 00ED: actor $4895 0 -636.2616 -1500.152 radius 1.0 1.0 004D: jump_if_false @CAP_1_14738 0239: actor $4895 run_to -681.0613 -1490.428 0411: set_actor $4895 use_pednode_seek 0 0004: $4940 = 17 // $ = int :CAP_1_14738 00D6: if 0038: $4940 == 17 // $ == int 004D: jump_if_false @CAP_1_14861 00D6: if 04FF: actor $4895 no_objective 004D: jump_if_false @CAP_1_14794 0239: actor $4895 run_to -681.0613 -1490.428 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_14794 00D6: if 00ED: actor $4895 0 -681.0613 -1490.428 radius 1.0 1.0 004D: jump_if_false @CAP_1_14861 0239: actor $4895 run_to -725.3655 -1501.66 0411: set_actor $4895 use_pednode_seek 0 0004: $4940 = 18 // $ = int :CAP_1_14861 00D6: if 0038: $4940 == 18 // $ == int 004D: jump_if_false @CAP_1_14969 00D6: if 04FF: actor $4895 no_objective 004D: jump_if_false @CAP_1_14917 0239: actor $4895 run_to -725.3655 -1501.66 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_14917 00D6: if 00ED: actor $4895 0 -725.3655 -1501.66 radius 1.0 1.0 004D: jump_if_false @CAP_1_14969 0004: $4941 = 0 // $ = int 0004: $4940 = 100 // $ = int :CAP_1_14969 00D6: if 0038: $4940 == 4 // $ == int 004D: jump_if_false @CAP_1_15016 0239: actor $4895 run_to -1023.79 -901.9847 0411: set_actor $4895 use_pednode_seek 0 0004: $4940 = 40 // $ = int :CAP_1_15016 00D6: if 0038: $4940 == 40 // $ == int 004D: jump_if_false @CAP_1_15202 00D6: if 0571: actor $4895 stuck 004D: jump_if_false @CAP_1_15101 00D6: if 80E9: not player $PLAYER_CHAR 0 $4895 radius 120.0 120.0 004D: jump_if_false @CAP_1_15101 00A1: put_actor $4895 at -1023.79 -901.9847 13.8 :CAP_1_15101 00D6: if 04FF: actor $4895 no_objective 004D: jump_if_false @CAP_1_15139 0239: actor $4895 run_to -1023.79 -901.9847 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_15139 00D6: if 00ED: actor $4895 0 -1023.79 -901.9847 radius 1.0 1.0 004D: jump_if_false @CAP_1_15202 0239: actor $4895 run_to $552 $553 0411: set_actor $4895 use_pednode_seek 0 0004: $4940 = 41 // $ = int :CAP_1_15202 00D6: if 0038: $4940 == 41 // $ == int 004D: jump_if_false @CAP_1_15381 00D6: if 04FF: actor $4895 no_objective 004D: jump_if_false @CAP_1_15254 0239: actor $4895 run_to $552 $553 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_15254 00D6: if 00ED: actor $4895 0 $552 $553 radius 1.0 1.0 004D: jump_if_false @CAP_1_15381 0239: actor $4895 run_to -1023.79 -901.9847 00BC: text_highpriority 'CAP1_B4' time 5000 1 0084: $2547 = $4811 // $ = $ int 0008: $2547 += 5000 // $ += int 0215: destroy_pickup $627 0004: $4933 = 1 // $ = int 0058: $4944 += $626 // $ += $ int 03FE: set_actor $4895 money $4944 0164: disable_marker $4913 0004: $4941 = 0 // $ = int 0004: $4940 = 42 // $ = int :CAP_1_15381 00D6: if 0038: $4940 == 42 // $ == int 004D: jump_if_false @CAP_1_15489 00D6: if 04FF: actor $4895 no_objective 004D: jump_if_false @CAP_1_15437 0239: actor $4895 run_to -1023.79 -901.9847 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_15437 00D6: if 00ED: actor $4895 0 -1023.79 -901.9847 radius 1.0 1.0 004D: jump_if_false @CAP_1_15489 0004: $4941 = 0 // $ = int 0004: $4940 = 100 // $ = int :CAP_1_15489 00D6: if 0038: $4940 == 5 // $ == int 004D: jump_if_false @CAP_1_15552 0239: actor $4895 run_to 501.5787 -81.769 0411: set_actor $4895 use_pednode_seek 0 0084: $2274 = $4811 // $ = $ int 0008: $2274 += 5000 // $ += int 0004: $4940 = 20 // $ = int :CAP_1_15552 00D6: if 0038: $4940 == 20 // $ == int 004D: jump_if_false @CAP_1_15742 00D6: if 0571: actor $4895 stuck 004D: jump_if_false @CAP_1_15637 00D6: if 80E9: not player $PLAYER_CHAR 0 $4895 radius 120.0 120.0 004D: jump_if_false @CAP_1_15637 00A1: put_actor $4895 at 501.5787 -81.769 9.5 :CAP_1_15637 00D6: if 04FF: actor $4895 no_objective 004D: jump_if_false @CAP_1_15675 0239: actor $4895 run_to 501.5787 -81.769 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_15675 00D6: if 00ED: actor $4895 0 501.5787 -81.769 radius 1.0 1.0 004D: jump_if_false @CAP_1_15742 0239: actor $4895 run_to 491.7617 -78.5777 0411: set_actor $4895 use_pednode_seek 0 0004: $4940 = 21 // $ = int :CAP_1_15742 00D6: if 0038: $4940 == 21 // $ == int 004D: jump_if_false @CAP_1_15861 00D6: if 04FF: actor $4895 no_objective 004D: jump_if_false @CAP_1_15798 0239: actor $4895 run_to 491.7617 -78.5777 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_15798 00D6: if 00ED: actor $4895 0 491.7617 -78.5777 radius 1.0 1.0 004D: jump_if_false @CAP_1_15861 0239: actor $4895 run_to $564 $565 0411: set_actor $4895 use_pednode_seek 0 0004: $4940 = 23 // $ = int :CAP_1_15861 00D6: if 0038: $4940 == 23 // $ == int 004D: jump_if_false @CAP_1_16040 00D6: if 04FF: actor $4895 no_objective 004D: jump_if_false @CAP_1_15913 0239: actor $4895 run_to $564 $565 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_15913 00D6: if 00ED: actor $4895 0 $564 $565 radius 1.0 1.0 004D: jump_if_false @CAP_1_16040 00BC: text_highpriority 'CAP1_B9' time 5000 1 0084: $2547 = $4811 // $ = $ int 0008: $2547 += 5000 // $ += int 0164: disable_marker $4914 0215: destroy_pickup $641 0058: $4944 += $640 // $ += $ int 03FE: set_actor $4895 money $4944 0004: $4932 = 1 // $ = int 0239: actor $4895 run_to 491.7617 -78.5777 0411: set_actor $4895 use_pednode_seek 0 0004: $4940 = 25 // $ = int :CAP_1_16040 00D6: if 0038: $4940 == 25 // $ == int 004D: jump_if_false @CAP_1_16163 00D6: if 04FF: actor $4895 no_objective 004D: jump_if_false @CAP_1_16096 0239: actor $4895 run_to 491.7617 -78.5777 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_16096 00D6: if 00ED: actor $4895 0 491.7617 -78.5777 radius 1.0 1.0 004D: jump_if_false @CAP_1_16163 0239: actor $4895 run_to 501.5787 -81.769 0411: set_actor $4895 use_pednode_seek 0 0004: $4940 = 26 // $ = int :CAP_1_16163 00D6: if 0038: $4940 == 26 // $ == int 004D: jump_if_false @CAP_1_16271 00D6: if 04FF: actor $4895 no_objective 004D: jump_if_false @CAP_1_16219 0239: actor $4895 run_to 501.5787 -81.769 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_16219 00D6: if 00ED: actor $4895 0 501.5787 -81.769 radius 1.0 1.0 004D: jump_if_false @CAP_1_16271 0004: $4941 = 0 // $ = int 0004: $4940 = 100 // $ = int :CAP_1_16271 00D6: if 0038: $4940 == 6 // $ == int 004D: jump_if_false @CAP_1_16334 0239: actor $4895 run_to 12.285 963.0108 0411: set_actor $4895 use_pednode_seek 0 0084: $2274 = $4811 // $ = $ int 0008: $2274 += 5000 // $ += int 0004: $4940 = 27 // $ = int :CAP_1_16334 00D6: if 0038: $4940 == 27 // $ == int 004D: jump_if_false @CAP_1_16520 00D6: if 0571: actor $4895 stuck 004D: jump_if_false @CAP_1_16419 00D6: if 80E9: not player $PLAYER_CHAR 0 $4895 radius 120.0 120.0 004D: jump_if_false @CAP_1_16419 00A1: put_actor $4895 at 12.285 963.0108 10.5 :CAP_1_16419 00D6: if 04FF: actor $4895 no_objective 004D: jump_if_false @CAP_1_16457 0239: actor $4895 run_to 12.285 963.0108 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_16457 00D6: if 00ED: actor $4895 0 12.285 963.0108 radius 1.0 1.0 004D: jump_if_false @CAP_1_16520 0239: actor $4895 run_to $576 $577 0411: set_actor $4895 use_pednode_seek 0 0004: $4940 = 28 // $ = int :CAP_1_16520 00D6: if 0038: $4940 == 28 // $ == int 004D: jump_if_false @CAP_1_16699 00D6: if 04FF: actor $4895 no_objective 004D: jump_if_false @CAP_1_16572 0239: actor $4895 run_to $576 $577 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_16572 00D6: if 00ED: actor $4895 0 $576 $577 radius 1.0 1.0 004D: jump_if_false @CAP_1_16699 00BC: text_highpriority 'CAP1_B0' time 5000 1 0084: $2547 = $4811 // $ = $ int 0008: $2547 += 5000 // $ += int 0058: $4944 += $631 // $ += $ int 03FE: set_actor $4895 money $4944 0164: disable_marker $4915 0215: destroy_pickup $632 0004: $4934 = 1 // $ = int 0239: actor $4895 run_to 12.285 963.0108 0411: set_actor $4895 use_pednode_seek 0 0004: $4940 = 29 // $ = int :CAP_1_16699 00D6: if 0038: $4940 == 29 // $ == int 004D: jump_if_false @CAP_1_16807 00D6: if 04FF: actor $4895 no_objective 004D: jump_if_false @CAP_1_16755 0239: actor $4895 run_to 12.285 963.0108 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_16755 00D6: if 00ED: actor $4895 0 12.285 963.0108 radius 1.0 1.0 004D: jump_if_false @CAP_1_16807 0004: $4941 = 0 // $ = int 0004: $4940 = 100 // $ = int :CAP_1_16807 00D6: if 00EA: player $PLAYER_CHAR 0 $4895 radius 40.0 40.0 004D: jump_if_false @CAP_1_17810 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @CAP_1_17037 00D6: if 001C: $4811 > $4935 // $ > $ int 004D: jump_if_false @CAP_1_17037 00D6: if 0038: $4936 == 1 // $ == int 004D: jump_if_false @CAP_1_16955 00D6: if 0038: $2564 == 0 // $ == int 004D: jump_if_false @CAP_1_16932 0004: $2564 = 1 // $ = int 0084: $2589 = $4811 // $ = $ int 0008: $2589 += 6000 // $ += int :CAP_1_16932 0008: $4936 += 1 // $ += int 0084: $4935 = $4811 // $ = $ int 0008: $4935 += 3000 // $ += int :CAP_1_16955 00D6: if 0038: $4936 == 0 // $ == int 004D: jump_if_false @CAP_1_17037 00D6: if 0038: $2563 == 0 // $ == int 004D: jump_if_false @CAP_1_17014 0004: $2563 = 1 // $ = int 0084: $2588 = $4811 // $ = $ int 0008: $2588 += 6000 // $ += int :CAP_1_17014 0008: $4936 += 1 // $ += int 0084: $4935 = $4811 // $ = $ int 0008: $4935 += 3000 // $ += int :CAP_1_17037 00D6: if 02E0: actor $4895 firing_weapon 004D: jump_if_false @CAP_1_17810 00D6: if 001C: $4811 > $4937 // $ > $ int 004D: jump_if_false @CAP_1_17810 00D6: if 0038: $4938 == 8 // $ == int 004D: jump_if_false @CAP_1_17154 00D6: if 0038: $2571 == 0 // $ == int 004D: jump_if_false @CAP_1_17131 0004: $2571 = 1 // $ = int 0084: $2594 = $4811 // $ = $ int 0008: $2594 += 6000 // $ += int :CAP_1_17131 0008: $4938 += 1 // $ += int 0084: $4937 = $4811 // $ = $ int 0008: $4937 += 3000 // $ += int :CAP_1_17154 00D6: if 0038: $4938 == 7 // $ == int 004D: jump_if_false @CAP_1_17236 00D6: if 0038: $2570 == 0 // $ == int 004D: jump_if_false @CAP_1_17213 0004: $2570 = 1 // $ = int 0084: $2593 = $4811 // $ = $ int 0008: $2593 += 6000 // $ += int :CAP_1_17213 0008: $4938 += 1 // $ += int 0084: $4937 = $4811 // $ = $ int 0008: $4937 += 3000 // $ += int :CAP_1_17236 00D6: if 0038: $4938 == 6 // $ == int 004D: jump_if_false @CAP_1_17318 00D6: if 0038: $2567 == 0 // $ == int 004D: jump_if_false @CAP_1_17295 0004: $2567 = 1 // $ = int 0084: $2590 = $4811 // $ = $ int 0008: $2590 += 6000 // $ += int :CAP_1_17295 0008: $4938 += 1 // $ += int 0084: $4937 = $4811 // $ = $ int 0008: $4937 += 3000 // $ += int :CAP_1_17318 00D6: if 0038: $4938 == 5 // $ == int 004D: jump_if_false @CAP_1_17400 00D6: if 0038: $2569 == 0 // $ == int 004D: jump_if_false @CAP_1_17377 0004: $2569 = 1 // $ = int 0084: $2592 = $4811 // $ = $ int 0008: $2592 += 6000 // $ += int :CAP_1_17377 0008: $4938 += 1 // $ += int 0084: $4937 = $4811 // $ = $ int 0008: $4937 += 3000 // $ += int :CAP_1_17400 00D6: if 0038: $4938 == 4 // $ == int 004D: jump_if_false @CAP_1_17482 00D6: if 0038: $2568 == 0 // $ == int 004D: jump_if_false @CAP_1_17459 0004: $2568 = 1 // $ = int 0084: $2591 = $4811 // $ = $ int 0008: $2591 += 6000 // $ += int :CAP_1_17459 0008: $4938 += 1 // $ += int 0084: $4937 = $4811 // $ = $ int 0008: $4937 += 3000 // $ += int :CAP_1_17482 00D6: if 0038: $4938 == 3 // $ == int 004D: jump_if_false @CAP_1_17564 00D6: if 0038: $2561 == 0 // $ == int 004D: jump_if_false @CAP_1_17541 0004: $2561 = 1 // $ = int 0084: $2586 = $4811 // $ = $ int 0008: $2586 += 6000 // $ += int :CAP_1_17541 0008: $4938 += 1 // $ += int 0084: $4937 = $4811 // $ = $ int 0008: $4937 += 3000 // $ += int :CAP_1_17564 00D6: if 0038: $4938 == 2 // $ == int 004D: jump_if_false @CAP_1_17646 00D6: if 0038: $2560 == 0 // $ == int 004D: jump_if_false @CAP_1_17623 0004: $2560 = 1 // $ = int 0084: $2585 = $4811 // $ = $ int 0008: $2585 += 6000 // $ += int :CAP_1_17623 0008: $4938 += 1 // $ += int 0084: $4937 = $4811 // $ = $ int 0008: $4937 += 3000 // $ += int :CAP_1_17646 00D6: if 0038: $4938 == 1 // $ == int 004D: jump_if_false @CAP_1_17728 00D6: if 0038: $2573 == 0 // $ == int 004D: jump_if_false @CAP_1_17705 0004: $2573 = 1 // $ = int 0084: $2596 = $4811 // $ = $ int 0008: $2596 += 6000 // $ += int :CAP_1_17705 0008: $4938 += 1 // $ += int 0084: $4937 = $4811 // $ = $ int 0008: $4937 += 3000 // $ += int :CAP_1_17728 00D6: if 0038: $4938 == 0 // $ == int 004D: jump_if_false @CAP_1_17810 00D6: if 0038: $2562 == 0 // $ == int 004D: jump_if_false @CAP_1_17787 0004: $2562 = 1 // $ = int 0084: $2587 = $4811 // $ = $ int 0008: $2587 += 6000 // $ += int :CAP_1_17787 0008: $4938 += 1 // $ += int 0084: $4937 = $4811 // $ = $ int 0008: $4937 += 3000 // $ += int :CAP_1_17810 0051: return :CAP_1_17812 00D6: if 0038: $4917 == 0 // $ == int 004D: jump_if_false @CAP_1_17869 0005: $4966 = -726.0752 // $ = float 0005: $4967 = -1494.487 // $ = float 0005: $4968 = 10.3799 // $ = float 0004: $4917 = 1 // $ = int 0051: return :CAP_1_17869 00D6: if 0038: $4918 == 0 // $ == int 004D: jump_if_false @CAP_1_17926 0005: $4966 = -1025.169 // $ = float 0005: $4967 = -904.9712 // $ = float 0005: $4968 = 13.2096 // $ = float 0004: $4918 = 1 // $ = int 0051: return :CAP_1_17926 00D6: if 0038: $4916 == 0 // $ == int 004D: jump_if_false @CAP_1_17983 0005: $4966 = 506.2871 // $ = float 0005: $4967 = -82.8296 // $ = float 0005: $4968 = 9.2532 // $ = float 0004: $4916 = 1 // $ = int 0051: return :CAP_1_17983 00D6: if 0038: $4920 == 0 // $ == int 004D: jump_if_false @CAP_1_18040 0005: $4966 = -852.5533 // $ = float 0005: $4967 = -568.4194 // $ = float 0005: $4968 = 10.0567 // $ = float 0004: $4920 = 1 // $ = int 0051: return :CAP_1_18040 00D6: if 0038: $4921 == 0 // $ == int 004D: jump_if_false @CAP_1_18097 0005: $4966 = -1016.265 // $ = float 0005: $4967 = 199.9105 // $ = float 0005: $4968 = 10.2062 // $ = float 0004: $4921 = 1 // $ = int 0051: return :CAP_1_18097 00D6: if 0038: $4919 == 0 // $ == int 004D: jump_if_false @CAP_1_18154 0005: $4966 = 17.6185 // $ = float 0005: $4967 = 962.106 // $ = float 0005: $4968 = 9.727 // $ = float 0004: $4919 = 1 // $ = int 0051: return :CAP_1_18154 0004: $4922 = 5 // $ = int 0051: return :CAP_1_18163 00D6: if 8118: not actor $4869 dead 004D: jump_if_false @CAP_1_18705 00D6: if 0042: $4886 == 919.9 // $ == float 004D: jump_if_false @CAP_1_18217 00A5: $451 = create_car #SANCHEZ at $4872 $4873 $4874 :CAP_1_18217 00A0: store_actor $4869 position_to $4872 $4873 $4874 00D6: if 00E9: player $PLAYER_CHAR 0 $4869 radius 30.0 30.0 004D: jump_if_false @CAP_1_18484 0086: $4875 = $4872 // $ = $ float 0009: $4875 += 40.0 // $ += float 0086: $4876 = $4873 // $ = $ float 0009: $4876 += 40.0 // $ += float 000D: $4872 -= 40.0 // $ -= float 000D: $4873 -= 40.0 // $ -= float 01C3: mark_car_as_no_longer_needed $451 0004: $451 = -1 // $ = int 0327: $451 = create_random_car_with_actors -1 in_area $4872 $4873 $4875 $4876 00D6: if or 0038: $451 == -1 // $ == int 003A: $4899 == $451 // $ == $ int 004D: jump_if_false @CAP_1_18390 01CC: actor $4869 kill_player $PLAYER_CHAR 0002: jump @CAP_1_18477 :CAP_1_18390 00D6: if 0185: car $451 health >= 400 004D: jump_if_false @CAP_1_18457 046D: $6898 = actor $4869 car_free_seats // members_in_group 01EA: $4939 = car $451 max_passengers 020A: set_car $451 door_status_to 1 00AD: set_car $451 max_speed_to 0.0 01D5: actor $4869 go_to_and_drive_car $451 0002: jump @CAP_1_18477 :CAP_1_18457 01CC: actor $4869 kill_player $PLAYER_CHAR 01C3: mark_car_as_no_longer_needed $451 0004: $451 = -1 // $ = int :CAP_1_18477 0002: jump @CAP_1_18705 :CAP_1_18484 03D3: point $4872 $4873 $4874 get_nearby_vector $4872 $4873 $4874 $4886 00D6: if 80C2: not sphere_onscreen $4872 $4873 $4874 3.0 004D: jump_if_false @CAP_1_18705 00D6: if 838A: not car_in_cube $4872 $4873 $4874 3.0 3.0 2.0 004D: jump_if_false @CAP_1_18632 00D6: if 0248: model #SANCHEZ available 004D: jump_if_false @CAP_1_18625 01C3: mark_car_as_no_longer_needed $451 00A5: $451 = create_car #SANCHEZ at $4872 $4873 $4874 0175: set_car $451 z_angle_to $4886 01D5: actor $4869 go_to_and_drive_car $451 :CAP_1_18625 0002: jump @CAP_1_18705 :CAP_1_18632 00D6: if 00FF: actor $4869 0 $4872 $4873 $4874 radius 3.0 3.0 2.0 004D: jump_if_false @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 0051: return //-------------Mission 52--------------- // Originally: Keep your Friends Close... :FIN_1 0050: gosub @FIN_1_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @FIN_1_27 0050: gosub @FIN_1_27117 :FIN_1_27 0050: gosub @FIN_1_27446 004E: end_thread :FIN_1_36 0004: $ONMISSION = 1 // $ = int 0317: increment_mission_attempts 03A4: name_thread 'FIN_1' 0001: wait 0 ms 0108: destroy_object $1788 054C: use_GXT_table 'FINALE' 058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 0005: $5014 = -373.2288 // $ = float 0005: $5015 = -597.0028 // $ = float 0005: $5016 = 24.7818 // $ = float 0004: $5018 = 0 // $ = int 0004: $5019 = -1 // $ = int 0004: $5024 = 0 // $ = int 0004: $5025 = 0 // $ = int 0004: $5027 = -1 // $ = int 0004: $5028 = 0 // $ = int 0004: $5029 = 0 // $ = int 0004: $5030 = 0 // $ = int 0004: $5031 = 0 // $ = int 0005: $5033 = 0.0 // $ = float 0005: $5034 = 0.0 // $ = float 0005: $5035 = 0.0 // $ = float 0004: $5067 = -1 // $ = int 0004: $5068 = 0 // $ = int 0004: $5069 = 0 // $ = int 0004: $5070 = 0 // $ = int 0004: $5072 = -1 // $ = int 0004: $5073 = 0 // $ = int 0004: $5074 = 0 // $ = int 0004: $5075 = 0 // $ = int 0004: $5077 = -1 // $ = int 0004: $5078 = 0 // $ = int 0004: $5079 = 0 // $ = int 0004: $5080 = 0 // $ = int 0004: $5082 = -1 // $ = int 0004: $5083 = 0 // $ = int 0004: $5084 = 0 // $ = int 0004: $5085 = 0 // $ = int 0004: $5087 = -1 // $ = int 0004: $5088 = 0 // $ = int 0004: $5089 = 0 // $ = int 0004: $5090 = 0 // $ = int 0004: $5092 = -1 // $ = int 0004: $5093 = 0 // $ = int 0004: $5094 = 0 // $ = int 0004: $5095 = 0 // $ = int 0004: $5097 = -1 // $ = int 0004: $5098 = 0 // $ = int 0004: $5099 = 0 // $ = int 0004: $5100 = 0 // $ = int 0004: $5102 = -1 // $ = int 0004: $5103 = 0 // $ = int 0004: $5104 = 0 // $ = int 0004: $5105 = 0 // $ = int 0004: $5107 = -1 // $ = int 0004: $5108 = 0 // $ = int 0004: $5109 = 0 // $ = int 0004: $5110 = 0 // $ = int 0004: $4974 = 0 // $ = int 0004: $4983 = 0 // $ = int 0004: $4984 = 0 // $ = int 0004: $4979 = 0 // $ = int 0004: $4975 = 0 // $ = int 0004: $4989 = 0 // $ = int 0004: $4990 = 0 // $ = int 0004: $4991 = 0 // $ = int 0004: $4992 = 0 // $ = int 0004: $5052 = 0 // $ = int 0004: $5054 = 0 // $ = int 0004: $5056 = 0 // $ = int 0004: $5057 = 0 // $ = int 0004: $5058 = 0 // $ = int 0004: $5059 = 0 // $ = int 0004: $5060 = 0 // $ = int 0004: $5062 = 0 // $ = int 0004: $5063 = 0 // $ = int 0004: $5064 = 0 // $ = int 0004: $5065 = 0 // $ = int 0004: $5071 = 0 // $ = int 0004: $5076 = 0 // $ = int 0004: $5081 = 0 // $ = int 0004: $5086 = 0 // $ = int 0004: $5091 = 0 // $ = int 0004: $5096 = 0 // $ = int 0004: $5101 = 0 // $ = int 0004: $5106 = 0 // $ = int 0004: $5111 = 0 // $ = int 0007: 0@ = 0.0 // @ = float 0007: 1@ = 0.0 // @ = float 0007: 2@ = 0.0 // @ = float 0007: 3@ = 0.0 // @ = float 0007: 4@ = 0.0 // @ = float 0007: 5@ = 0.0 // @ = float 0007: 6@ = 0.0 // @ = float 0007: 7@ = 0.0 // @ = float 0007: 8@ = 0.0 // @ = float 0007: 9@ = 0.0 // @ = float 0007: 10@ = 0.0 // @ = float 0007: 11@ = 0.0 // @ = float 0007: 12@ = 0.0 // @ = float 0007: 13@ = 0.0 // @ = float 0007: 14@ = 0.0 // @ = float 0005: $5112 = 0.0 // $ = float 0005: $5113 = 0.0 // $ = float 0005: $5114 = 0.0 // $ = float 0005: $5115 = 0.0 // $ = float 0005: $5116 = 0.0 // $ = float 0005: $5117 = 0.0 // $ = float 0005: $5118 = 0.0 // $ = float 0005: $5119 = 0.0 // $ = float 0005: $5120 = 0.0 // $ = float 0005: $5121 = 0.0 // $ = float 0005: $5122 = 0.0 // $ = float 0005: $5123 = 0.0 // $ = float 0004: $5020 = 0 // $ = int 0004: $4976 = 0 // $ = int 0004: $5039 = 0 // $ = int 0004: $5040 = 0 // $ = int 0004: $5026 = 0 // $ = int 0004: $5021 = 0 // $ = int 0004: $5022 = 0 // $ = int 010B: $4985 = player $PLAYER_CHAR money 04BB: select_interiour 2 // select render area 0004: $991 = 1 // $ = int 022B: create_forbidden_for_peds_cube -522.414 -662.451 -9.357 -222.414 -502.451 90.643 03AD: set_rubbish 0 04F9: set_extra_colors 7 fade 0 03DE: set_pedestrians_density_multiplier_to 0.0 0395: clear_area 0 at -354.419 -569.529 30.0 range 200.0 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSKEN' 023C: load_special_actor 3 'CSBUDDY' 03CB: load_scene -378.466 -596.1799 24.7818 038B: load_requested_models :FIN_1_1140 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 004D: jump_if_false @FIN_1_1174 0001: wait 0 ms 0002: jump @FIN_1_1140 :FIN_1_1174 0569: load_uncompressed_animation 'CSPLAY' 0569: load_uncompressed_animation 'CSKEN' 0569: load_uncompressed_animation '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 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :FIN_1_1328 00D6: if 001A: 1085 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_1363 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_1328 :FIN_1_1363 00BC: text_highpriority 'FIN1_01' time 10000 1 :FIN_1_1378 00D6: if 001A: 1924 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_1413 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_1378 :FIN_1_1413 00BC: text_highpriority 'FIN1_02' time 10000 1 :FIN_1_1428 00D6: if 001A: 5027 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_1463 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_1428 :FIN_1_1463 00BC: text_highpriority 'FIN1_03' time 10000 1 :FIN_1_1478 00D6: if 001A: 7525 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_1513 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_1478 :FIN_1_1513 00BC: text_highpriority 'FIN1_04' time 10000 1 :FIN_1_1528 00D6: if 001A: 10739 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_1563 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_1528 :FIN_1_1563 00BC: text_highpriority 'FIN1_05' time 10000 1 :FIN_1_1578 00D6: if 001A: 13469 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_1613 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_1578 :FIN_1_1613 00BC: text_highpriority 'FIN1_06' time 10000 1 :FIN_1_1628 00D6: if 001A: 19005 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_1663 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_1628 :FIN_1_1663 00BC: text_highpriority 'FIN1_07' time 10000 1 :FIN_1_1678 00D6: if 001A: 24137 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_1713 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_1678 :FIN_1_1713 00BC: text_highpriority 'FIN1_08' time 10000 1 :FIN_1_1728 00D6: if 001A: 26080 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_1763 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_1728 :FIN_1_1763 00BC: text_highpriority 'FIN1_09' time 10000 1 :FIN_1_1778 00D6: if 001A: 30104 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_1813 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_1778 :FIN_1_1813 00BC: text_highpriority 'FIN1_10' time 10000 1 :FIN_1_1828 00D6: if 001A: 32108 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_1863 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_1828 :FIN_1_1863 00BC: text_highpriority 'FIN1_11' time 10000 1 :FIN_1_1878 00D6: if 001A: 34187 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_1915 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_1878 :FIN_1_1915 00BC: text_highpriority 'FIN1_12' time 10000 1 :FIN_1_1930 00D6: if 001A: 39927 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_1967 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_1930 :FIN_1_1967 00BC: text_highpriority 'FIN1_13' time 10000 1 :FIN_1_1982 00D6: if 001A: 45104 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_2019 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_1982 :FIN_1_2019 00BC: text_highpriority 'FIN1_14' time 10000 1 :FIN_1_2034 00D6: if 001A: 52998 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_2071 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_2034 :FIN_1_2071 0169: set_fade_color 0 0 1 016A: fade 0 1500 ms 00BE: text_clear_all :FIN_1_2088 00D6: if 016B: fading 004D: jump_if_false @FIN_1_2112 0001: wait 0 ms 0002: jump @FIN_1_2088 :FIN_1_2112 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @FIN_1_2136 0001: wait 0 ms 0002: 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' 03CB: load_scene -378.466 -596.1799 24.7818 038B: load_requested_models :FIN_1_2258 00D6: 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 004D: jump_if_false @FIN_1_2304 0001: wait 0 ms 0002: jump @FIN_1_2258 :FIN_1_2304 00D6: if or 823D: not special_actor 7 loaded 8248: not model #CUTOBJ01 available 004D: jump_if_false @FIN_1_2335 0001: wait 0 ms 0002: 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 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :FIN_1_2560 00D6: if 001A: 3853 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_2595 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_2560 :FIN_1_2595 00BC: text_highpriority 'FIN2_01' time 10000 1 :FIN_1_2610 00D6: if 001A: 6297 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_2645 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_2610 :FIN_1_2645 00BC: text_highpriority 'FIN2_02' time 10000 1 :FIN_1_2660 00D6: if 001A: 8417 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_2695 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_2660 :FIN_1_2695 00BC: text_highpriority 'FIN2_03' time 10000 1 :FIN_1_2710 00D6: if 001A: 10472 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_2745 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_2710 :FIN_1_2745 00BC: text_highpriority 'FIN2_04' time 10000 1 :FIN_1_2760 00D6: if 001A: 12387 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_2795 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_2760 :FIN_1_2795 00BC: text_highpriority 'FIN2_05' time 10000 1 :FIN_1_2810 00D6: if 001A: 13627 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_2845 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_2810 :FIN_1_2845 00BC: text_highpriority 'FIN2_06' time 10000 1 :FIN_1_2860 00D6: if 001A: 16943 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_2895 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_2860 :FIN_1_2895 00BC: text_highpriority 'FIN2_07' time 10000 1 :FIN_1_2910 00D6: if 001A: 18730 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_2945 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_2910 :FIN_1_2945 00BC: text_highpriority 'FIN2_08' time 10000 1 :FIN_1_2960 00D6: if 001A: 22330 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_2995 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_2960 :FIN_1_2995 00BC: text_highpriority 'FIN2_09' time 10000 1 :FIN_1_3010 00D6: if 001A: 25267 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_3045 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_3010 :FIN_1_3045 00BC: text_highpriority 'FIN2_10' time 10000 1 :FIN_1_3060 00D6: if 001A: 30987 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_3095 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_3060 :FIN_1_3095 00BC: text_highpriority 'FIN2_11' time 10000 1 :FIN_1_3110 00D6: if 001A: 32780 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_3147 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_3110 :FIN_1_3147 00BC: text_highpriority 'FIN2_12' time 10000 1 :FIN_1_3162 00D6: if 001A: 36617 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_3199 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_3162 :FIN_1_3199 00BC: text_highpriority 'FIN2_13' time 10000 1 :FIN_1_3214 00D6: if 001A: 37728 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_3251 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_3214 :FIN_1_3251 00BC: text_highpriority 'FIN2_14' time 10000 1 :FIN_1_3266 00D6: if 001A: 40994 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_3303 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_3266 :FIN_1_3303 00BC: text_highpriority 'FIN2_15' time 10000 1 :FIN_1_3318 00D6: if 001A: 45718 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_3355 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_3318 :FIN_1_3355 00BC: text_highpriority 'FIN2_16' time 10000 1 :FIN_1_3370 00D6: if 001A: 49615 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_3407 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_3370 :FIN_1_3407 00BC: text_highpriority 'FIN2_17' time 10000 1 :FIN_1_3422 00D6: if 001A: 53574 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_3459 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_3422 :FIN_1_3459 00BC: text_highpriority 'FIN2_18' time 10000 1 :FIN_1_3474 00D6: if 001A: 58188 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_3511 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_3474 :FIN_1_3511 00BC: text_highpriority 'FIN2_19' time 10000 1 :FIN_1_3526 00D6: if 001A: 60272 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_3563 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_3526 :FIN_1_3563 00BC: text_highpriority 'FIN2_20' time 10000 1 :FIN_1_3578 00D6: if 001A: 66249 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_3615 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_3578 :FIN_1_3615 00BC: text_highpriority 'FIN2_21' time 10000 1 :FIN_1_3630 00D6: if 001A: 68133 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_3667 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_3630 :FIN_1_3667 00BC: text_highpriority 'FIN2_22' time 10000 1 :FIN_1_3682 00D6: if 001A: 73431 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_3719 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_3682 :FIN_1_3719 00BC: text_highpriority 'FIN2_23' time 10000 1 :FIN_1_3734 00D6: if 001A: 76741 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_3771 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_3734 :FIN_1_3771 00BC: text_highpriority 'FIN2_24' time 10000 1 :FIN_1_3786 00D6: if 001A: 78116 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_3823 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_3786 :FIN_1_3823 00BC: text_highpriority 'FIN2_25' time 10000 1 :FIN_1_3838 00D6: if 001A: 80094 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_3875 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_3838 :FIN_1_3875 00BC: text_highpriority 'FIN2_26' time 10000 1 :FIN_1_3890 00D6: if 001A: 83916 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_3927 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_3890 :FIN_1_3927 00BC: text_highpriority 'FIN2_27' time 10000 1 :FIN_1_3942 00D6: if 001A: 84910 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_3979 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_3942 :FIN_1_3979 00BC: text_highpriority 'FIN2_28' time 10000 1 :FIN_1_3994 00D6: if 001A: 86980 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_4031 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_3994 :FIN_1_4031 0169: set_fade_color 0 0 1 016A: fade 0 1500 ms 00BE: text_clear_all :FIN_1_4048 00D6: if 016B: fading 004D: jump_if_false @FIN_1_4072 0001: wait 0 ms 0002: jump @FIN_1_4048 :FIN_1_4072 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @FIN_1_4096 0001: wait 0 ms 0002: 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 0249: release_model #CUTOBJ01 03DE: set_pedestrians_density_multiplier_to 1.0 0395: clear_area 0 at -354.419 -569.529 30.0 range 200.0 0247: request_model #STRETCH 0247: request_model #RUGER 0247: request_model #TEC9 0247: request_model #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 00D6: if or 8248: not model #STRETCH available 8248: not model #TEC9 available 8248: not model #RUGER available 8248: not model #COLT45 available 004D: jump_if_false @FIN_1_4278 0001: wait 0 ms 0002: jump @FIN_1_4236 :FIN_1_4278 00D6: 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 004D: jump_if_false @FIN_1_4316 0001: wait 0 ms 0002: 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: set_actor $PLAYER_ACTOR can_be_damaged_by_members_of_gang 6 0 04BB: select_interiour 2 // select render area 0004: $991 = 1 // $ = int 03AD: set_rubbish 0 04F9: set_extra_colors 7 fade 0 03CB: load_scene -378.466 -596.1799 24.7818 0482: set_threat_reaction_range_multiplier 2.0 0395: clear_area 1 at -378.466 -596.1799 24.7818 range 1.0 0055: put_player $PLAYER_CHAR at -378.466 -596.1799 24.7818 0171: set_player $PLAYER_CHAR z_angle_to 0.0 0373: set_camera_directly_behind_player 0225: $7451 = player $PLAYER_CHAR health 00D6: if 8018: not $7451 > 100 // $ > int 004D: jump_if_false @FIN_1_4575 0222: set_player $PLAYER_CHAR health_to 100 :FIN_1_4575 035E: set_player $PLAYER_CHAR armour_to 200 00A5: $4971 = create_car #STRETCH at -386.1734 -515.6445 11.7682 0175: set_car $4971 z_angle_to 123.5502 02AA: set_car $4971 immune_to_nonplayer 1 00A5: $4972 = create_car #STRETCH at -375.7929 -514.4023 11.7776 0175: set_car $4972 z_angle_to 75.6302 02AA: set_car $4972 immune_to_nonplayer 1 00A5: $4973 = create_car #STRETCH at -366.1754 -517.2399 11.7561 0175: set_car $4973 z_angle_to 60.5286 02AA: set_car $4973 immune_to_nonplayer 1 00A9: set_car $4971 to_normal_driver 00A9: set_car $4972 to_normal_driver 00A9: set_car $4973 to_normal_driver 00AF: set_car $4971 driver_behaviour_to 11 00AF: set_car $4972 driver_behaviour_to 11 00AF: set_car $4973 driver_behaviour_to 11 0169: set_fade_color 0 0 1 016A: fade 1 1500 ms 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @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 0213: $2061 = create_pickup #HEALTH type 2 at -336.6208 -568.994 11.6022 0213: $4977 = create_pickup #BODYARMOUR type 2 at -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 0213: $4988 = create_pickup #HEALTH type 2 at -336.6208 -568.994 11.6022 0213: $4993 = create_pickup #HEALTH type 2 at -336.6208 -568.994 11.6022 :FIN_1_5216 0215: destroy_pickup $2061 0215: destroy_pickup $4977 0215: destroy_pickup $4978 0215: destroy_pickup $4980 0213: $2061 = create_pickup #HEALTH type 2 at -406.2503 -566.4947 19.5804 0213: $4977 = create_pickup #BODYARMOUR type 2 at -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 // $ = $ int 0008: $5018 += 60000 // $ += int 0084: $5024 = $4811 // $ = $ int 0008: $5024 += 120000 // $ += int :FIN_1_5379 00D6: if 016B: fading 004D: jump_if_false @FIN_1_5403 0001: wait 0 ms 0002: jump @FIN_1_5379 :FIN_1_5403 00BC: text_highpriority 'FIN_B3' time 5000 1 010B: $4985 = player $PLAYER_CHAR money 04E3: set_player $PLAYER_CHAR mood 2 duration 60000 :FIN_1_5438 0001: wait 0 ms 01BD: $4811 = current_time_in_ms 00D6: if 00F5: player $PLAYER_CHAR 0 -354.419 -569.529 30.0 radius 200.0 120.0 30.0 004D: jump_if_false @FIN_1_5534 010D: set_player $PLAYER_CHAR wanted_level_to 0 00D6: if 0038: $4992 == 0 // $ == int 004D: jump_if_false @FIN_1_5527 0004: $4992 = 1 // $ = int :FIN_1_5527 0002: jump @FIN_1_5559 :FIN_1_5534 00D6: if 0038: $4992 == 1 // $ == int 004D: jump_if_false @FIN_1_5559 0004: $4992 = 0 // $ = int :FIN_1_5559 00D6: if 8183: not player $PLAYER_CHAR health > 70 004D: jump_if_false @FIN_1_5703 00D6: if 0038: $4983 == 1 // $ == int 004D: jump_if_false @FIN_1_5696 00BC: text_highpriority 'FIN_B4' time 6000 1 00D6: if 0038: $4979 == 0 // $ == int 004D: jump_if_false @FIN_1_5689 018A: $4986 = create_checkpoint_at -406.2503 -566.4947 19.5804 0165: set_marker $4986 color_to 3 018A: $4982 = create_checkpoint_at -335.625 -571.77 11.0 0165: set_marker $4982 color_to 3 0004: $4979 = 1 // $ = int :FIN_1_5689 0004: $4983 = 0 // $ = int :FIN_1_5696 0002: jump @FIN_1_5728 :FIN_1_5703 00D6: if 0038: $4983 == 0 // $ == int 004D: jump_if_false @FIN_1_5728 0004: $4983 = 1 // $ = int :FIN_1_5728 00D6: if or 0038: $5070 == 2 // $ == int 0038: $5075 == 2 // $ == int 0038: $5080 == 2 // $ == int 0038: $5085 == 2 // $ == int 0038: $5090 == 2 // $ == int 004D: jump_if_false @FIN_1_5788 0004: $4989 = 1 // $ = int 0002: jump @FIN_1_5795 :FIN_1_5788 0004: $4989 = 0 // $ = int :FIN_1_5795 00D6: if or 0038: $5095 == 2 // $ == int 0038: $5100 == 2 // $ == int 0038: $5105 == 2 // $ == int 0038: $5110 == 2 // $ == int 004D: jump_if_false @FIN_1_5848 0004: $4990 = 1 // $ = int 0002: jump @FIN_1_5855 :FIN_1_5848 0004: $4990 = 0 // $ = int :FIN_1_5855 00D6: if or 0038: $4989 == 1 // $ == int 0038: $4990 == 1 // $ == int 004D: jump_if_false @FIN_1_5948 00D6: if 0038: $4984 == 1 // $ == int 004D: jump_if_false @FIN_1_5941 00BC: text_highpriority 'FIN_B5' time 5000 1 018A: $4987 = create_checkpoint_at $5014 $5015 $5016 0165: set_marker $4987 color_to 6 0004: $4984 = 0 // $ = int :FIN_1_5941 0002: jump @FIN_1_5978 :FIN_1_5948 00D6: if 0038: $4984 == 0 // $ == int 004D: jump_if_false @FIN_1_5978 0164: disable_marker $4987 0004: $4984 = 1 // $ = int :FIN_1_5978 00D6: if 0038: $5019 == -1 // $ == int 004D: jump_if_false @FIN_1_6162 00D6: if 001C: $4811 > $5018 // $ > $ int 004D: jump_if_false @FIN_1_6162 00D6: if 00F5: player $PLAYER_CHAR 0 -378.523 -579.67 27.284 radius 6.0 4.0 3.0 004D: jump_if_false @FIN_1_6077 0004: $5019 = 0 // $ = int 0002: jump @FIN_1_6162 :FIN_1_6077 00D6: if 00F5: player $PLAYER_CHAR 0 -378.551 -591.784 28.232 radius 8.114 8.0 3.44 004D: jump_if_false @FIN_1_6147 00BC: text_highpriority 'FIN_B1' time 200 1 0002: jump @FIN_1_6162 :FIN_1_6147 00BC: text_highpriority 'DEFSAFE' time 200 1 :FIN_1_6162 00D6: if 0038: $5019 == 0 // $ == int 004D: jump_if_false @FIN_1_6541 009B: destroy_actor_instantly $5067 009B: destroy_actor_instantly $5072 009B: destroy_actor_instantly $5077 009B: destroy_actor_instantly $5082 009B: destroy_actor_instantly $5087 009B: destroy_actor_instantly $5092 009B: destroy_actor_instantly $5097 009B: destroy_actor_instantly $5102 009B: destroy_actor_instantly $5107 009B: destroy_actor_instantly $5041 009B: destroy_actor_instantly $5042 009B: destroy_actor_instantly $5043 009B: destroy_actor_instantly $5044 009B: destroy_actor_instantly $5045 009B: destroy_actor_instantly $5046 009B: destroy_actor_instantly $5047 009B: destroy_actor_instantly $5048 009B: destroy_actor_instantly $5049 009B: destroy_actor_instantly $5050 009B: destroy_actor_instantly $5051 009A: $5017 = create_actor_pedtype 21 model #SPECIAL01 at -357.6711 -559.5632 26.5411 0050: 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 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 02A3: enable_widescreen 1 03F4: set_all_vehicles_apply_damage_rules 0 0004: $4976 = 1 // $ = int 0395: clear_area 1 at -378.0434 -579.1422 18.5385 range 2.0 0055: put_player $PLAYER_CHAR at -378.0434 -579.1422 18.5385 009A: $4981 = create_actor_pedtype 4 model #NULL at -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 015F: set_camera_position -379.238 -583.7946 26.1261 rotation 0.0 0.0 0.0 0160: point_camera -378.7026 -582.9524 26.0619 switchstyle 2 0004: $5019 = 1 // $ = int :FIN_1_6541 00D6: if 0018: $5019 > 0 // $ > int 004D: jump_if_false @FIN_1_11196 00D6: if 8118: not actor $5017 dead 004D: jump_if_false @FIN_1_11056 00D6: if and 001A: 12 > $5019 // int > $ 0018: $5019 > 4 // $ > int 004D: jump_if_false @FIN_1_6650 00D6: if 001C: $4811 > $5018 // $ > $ int 004D: jump_if_false @FIN_1_6650 00BC: text_highpriority 'FIN_B1' time 5000 1 0084: $5018 = $4811 // $ = $ int 0008: $5018 += 10000 // $ += int :FIN_1_6650 00D6: if 0038: $5019 == 1 // $ == int 004D: jump_if_false @FIN_1_6787 00D6: if 00F0: actor $5017 stopped 0 -362.1062 -559.4869 radius 1.0 1.0 004D: jump_if_false @FIN_1_6787 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @FIN_1_6787 00D6: if 8118: not actor $4981 dead 004D: jump_if_false @FIN_1_6745 04C6: actor $5017 aim_gun_at_actor $4981 :FIN_1_6745 03D1: play_wav 1 00BC: text_highpriority 'FIN_3' time 5000 1 0084: $5018 = $4811 // $ = $ int 0008: $5018 += 500 // $ += int 0004: $5019 = 2 // $ = int :FIN_1_6787 00D6: if 0038: $5019 == 2 // $ == int 004D: jump_if_false @FIN_1_7007 00D6: if 001C: $4811 > $5018 // $ > $ int 004D: jump_if_false @FIN_1_7007 00D6: if 8118: not actor $4981 dead 004D: jump_if_false @FIN_1_6848 0172: $975 = actor $4981 z_angle :FIN_1_6848 0009: $975 += 12.0 // $ += float 00D6: if 0020: $975 > 325.2151 // $ > float 004D: jump_if_false @FIN_1_6970 0005: $975 = 325.2151 // $ = float 00D6: if and 03D2: wav 1 ended 03D0: wav 2 loaded 004D: jump_if_false @FIN_1_6970 03D1: play_wav 2 00BC: text_highpriority 'FIN_1B' time 5000 1 00D6: if 8118: not actor $4981 dead 004D: jump_if_false @FIN_1_6951 04C6: actor $4981 aim_gun_at_actor $5017 :FIN_1_6951 03CF: load_wav 'FIN_2B' as 1 0004: $5019 = 3 // $ = int :FIN_1_6970 00D6: if 8118: not actor $4981 dead 004D: jump_if_false @FIN_1_7007 0173: set_actor $4981 z_angle_to $975 022F: set_actor $4981 stop_looking 022C: set_actor $4981 to_look_at_actor $5017 :FIN_1_7007 00D6: if 0038: $5019 == 3 // $ == int 004D: jump_if_false @FIN_1_7170 00D6: if and 03D2: wav 2 ended 03D0: wav 1 loaded 004D: jump_if_false @FIN_1_7170 015F: set_camera_position -362.8571 -557.6577 28.198 rotation 0.0 0.0 0.0 0160: point_camera -362.9028 -558.6328 27.9812 switchstyle 2 03D1: play_wav 1 00BC: text_highpriority 'FIN_2B' time 5000 1 03CF: load_wav 'FIN_1A' as 2 00D6: if 8118: not actor $4981 dead 004D: jump_if_false @FIN_1_7147 022F: set_actor $4981 stop_looking :FIN_1_7147 0084: $5018 = $4811 // $ = $ int 0008: $5018 += 1100 // $ += int 0004: $5019 = 4 // $ = int :FIN_1_7170 00D6: if 0038: $5019 == 4 // $ == int 004D: jump_if_false @FIN_1_7246 00D6: if 03D2: wav 1 ended 004D: jump_if_false @FIN_1_7246 00D6: if 001C: $4811 > $5018 // $ > $ int 004D: jump_if_false @FIN_1_7246 011C: actor $PLAYER_ACTOR clear_objective 03CF: load_wav 'FIN_4' as 1 0004: $5019 = 5 // $ = int :FIN_1_7246 00D6: if 0038: $5019 == 5 // $ == int 004D: jump_if_false @FIN_1_7562 00D6: if 0038: $5020 == 2 // $ == int 004D: jump_if_false @FIN_1_7419 009B: destroy_actor_instantly $4981 0395: clear_area 1 at -378.4288 -582.1033 24.2735 range 2.0 0055: put_player $PLAYER_CHAR at -378.4288 -582.1033 24.2735 0171: set_player $PLAYER_CHAR z_angle_to $975 01B4: set_player $PLAYER_CHAR can_move 1 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 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 0084: $5026 = $4811 // $ = $ int 0008: $5026 += 400 // $ += int 0004: $4976 = 0 // $ = int 00BC: text_highpriority 'FIN_B1' time 10000 1 :FIN_1_7419 0008: $5020 += 1 // $ += int 00D6: if 0018: $5020 > 2 // $ > int 004D: jump_if_false @FIN_1_7562 00D6: 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 004D: jump_if_false @FIN_1_7535 0502: set_actor $5017 sprint_to -335.4508 -560.4796 0411: set_actor $5017 use_pednode_seek 0 0004: $5019 = 6 // $ = int 0002: jump @FIN_1_7562 :FIN_1_7535 00D6: if 001C: $4811 > $5026 // $ > $ int 004D: jump_if_false @FIN_1_7562 01CA: actor $5017 kill_player $PLAYER_CHAR :FIN_1_7562 00D6: if 0038: $5019 == 6 // $ == int 004D: jump_if_false @FIN_1_7669 00D6: if 00ED: actor $5017 0 -347.6153 -559.3744 radius 2.0 2.0 004D: jump_if_false @FIN_1_7669 009B: destroy_actor_instantly $5017 009A: $5017 = create_actor_pedtype 21 model #SPECIAL01 at -335.4508 -560.4796 26.538 0050: gosub @FIN_1_18539 01CA: actor $5017 kill_player $PLAYER_CHAR 0004: $5019 = 7 // $ = int :FIN_1_7669 00D6: if 0038: $5019 == 7 // $ == int 004D: jump_if_false @FIN_1_7872 00D6: if 02E0: actor $5017 firing_weapon 004D: jump_if_false @FIN_1_7710 0004: $5019 = 8 // $ = int :FIN_1_7710 00D6: 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 004D: jump_if_false @FIN_1_7772 0004: $5019 = 8 // $ = int :FIN_1_7772 00D6: 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 004D: jump_if_false @FIN_1_7872 0004: $5018 = -9999 // $ = int 0004: $5019 = 12 // $ = int :FIN_1_7872 00D6: if 0038: $5019 == 8 // $ == int 004D: jump_if_false @FIN_1_8074 00D6: 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 004D: jump_if_false @FIN_1_7974 0502: set_actor $5017 sprint_to -334.3681 -579.2608 0411: set_actor $5017 use_pednode_seek 0 0004: $5019 = 9 // $ = int :FIN_1_7974 00D6: 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 004D: jump_if_false @FIN_1_8074 0004: $5018 = -9999 // $ = int 0004: $5019 = 12 // $ = int :FIN_1_8074 00D6: if 0038: $5019 == 9 // $ == int 004D: jump_if_false @FIN_1_8181 00D6: if 00ED: actor $5017 0 -336.135 -567.6742 radius 2.0 2.0 004D: jump_if_false @FIN_1_8181 009B: destroy_actor_instantly $5017 009A: $5017 = create_actor_pedtype 21 model #SPECIAL01 at -334.3681 -579.2608 26.5109 0050: gosub @FIN_1_18539 01CA: actor $5017 kill_player $PLAYER_CHAR 0004: $5019 = 10 // $ = int :FIN_1_8181 00D6: if 0038: $5019 == 10 // $ == int 004D: jump_if_false @FIN_1_8384 00D6: if 02E0: actor $5017 firing_weapon 004D: jump_if_false @FIN_1_8222 0004: $5019 = 11 // $ = int :FIN_1_8222 00D6: 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 004D: jump_if_false @FIN_1_8284 0004: $5019 = 11 // $ = int :FIN_1_8284 00D6: 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 004D: jump_if_false @FIN_1_8384 0004: $5018 = -9999 // $ = int 0004: $5019 = 12 // $ = int :FIN_1_8384 00D6: if 0038: $5019 == 11 // $ == int 004D: jump_if_false @FIN_1_8586 00D6: 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 004D: jump_if_false @FIN_1_8486 0502: set_actor $5017 sprint_to -325.5564 -578.9694 0411: set_actor $5017 use_pednode_seek 0 0004: $5019 = 12 // $ = int :FIN_1_8486 00D6: 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 004D: jump_if_false @FIN_1_8586 0004: $5018 = -9999 // $ = int 0004: $5019 = 12 // $ = int :FIN_1_8586 00D6: if 0038: $5019 == 12 // $ == int 004D: jump_if_false @FIN_1_8723 00D6: if or 00ED: actor $5017 0 -330.0031 -578.982 radius 2.0 2.0 0038: $5018 == -9999 // $ == int 004D: jump_if_false @FIN_1_8723 009B: destroy_actor_instantly $5017 009A: $5017 = create_actor_pedtype 21 model #SPECIAL01 at -317.6072 -580.8336 32.5255 0173: set_actor $5017 z_angle_to 80.6458 04EB: actor $5017 crouch 1 999999 ms 0050: gosub @FIN_1_18539 01CA: actor $5017 kill_player $PLAYER_CHAR 0004: $5019 = 13 // $ = int :FIN_1_8723 00D6: if 0038: $5019 == 13 // $ == int 004D: jump_if_false @FIN_1_8928 00D6: 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 004D: jump_if_false @FIN_1_8928 04EB: actor $5017 crouch 0 200 ms 0084: $5018 = $4811 // $ = $ int 000C: $5018 -= 1000 // $ -= int 0004: $5019 = 14 // $ = int 00D6: if 0038: $4991 == 0 // $ == int 004D: jump_if_false @FIN_1_8928 0004: $4991 = 1 // $ = int :FIN_1_8928 00D6: if 0038: $5019 == 14 // $ == int 004D: jump_if_false @FIN_1_9139 00D6: 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 004D: jump_if_false @FIN_1_9139 04EB: actor $5017 crouch 0 200 ms 0502: set_actor $5017 sprint_to -318.4535 -583.2459 0411: set_actor $5017 use_pednode_seek 0 00D6: if 0038: $4991 == 0 // $ == int 004D: jump_if_false @FIN_1_9132 0004: $4991 = 1 // $ = int :FIN_1_9132 0004: $5019 = 15 // $ = int :FIN_1_9139 00D6: if 0038: $5019 == 15 // $ == int 004D: jump_if_false @FIN_1_9224 00D6: if 00ED: actor $5017 0 -318.4535 -583.2459 radius 1.0 1.0 004D: jump_if_false @FIN_1_9224 0502: set_actor $5017 sprint_to -330.377 -582.4593 0411: set_actor $5017 use_pednode_seek 0 0004: $5019 = 16 // $ = int :FIN_1_9224 00D6: if 0038: $5019 == 16 // $ == int 004D: jump_if_false @FIN_1_9309 00D6: if 00ED: actor $5017 0 -330.377 -582.4593 radius 1.0 1.0 004D: jump_if_false @FIN_1_9309 0502: set_actor $5017 sprint_to -330.2176 -576.3726 0411: set_actor $5017 use_pednode_seek 0 0004: $5019 = 17 // $ = int :FIN_1_9309 00D6: if and 0018: $5019 > 4 // $ > int 001A: 18 > $5019 // int > $ 004D: jump_if_false @FIN_1_9384 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 00D6: if 0020: $97 > 35.9013 // $ > float 004D: jump_if_false @FIN_1_9384 0004: $5018 = -9999 // $ = int 0004: $5019 = 17 // $ = int :FIN_1_9384 00D6: if 0038: $5019 == 17 // $ == int 004D: jump_if_false @FIN_1_10426 00D6: if or 00ED: actor $5017 0 -330.2176 -576.3726 radius 2.0 2.0 0038: $5018 == -9999 // $ == int 004D: jump_if_false @FIN_1_10426 009B: destroy_actor_instantly $5041 009B: destroy_actor_instantly $5042 009B: destroy_actor_instantly $5043 009B: destroy_actor_instantly $5044 009B: destroy_actor_instantly $5045 009B: destroy_actor_instantly $5046 009B: destroy_actor_instantly $5047 009B: destroy_actor_instantly $5048 009B: destroy_actor_instantly $5049 009B: destroy_actor_instantly $5050 009B: destroy_actor_instantly $5051 009B: destroy_actor_instantly $5017 009A: $5017 = create_actor_pedtype 21 model #SPECIAL01 at -361.9369 -571.6255 35.9036 0050: gosub @FIN_1_18539 0223: set_actor $5017 health_to 500 01CA: actor $5017 kill_player $PLAYER_CHAR 009A: $5041 = create_actor_pedtype 9 model #SPECIAL03 at -358.986 -573.551 35.9023 0084: $5027 = $5041 // $ = $ int 0050: gosub @FIN_1_18638 0350: set_actor $5041 maintain_position_when_attacked 0 01CA: actor $5041 kill_player $PLAYER_CHAR 009A: $5042 = create_actor_pedtype 9 model #SPECIAL04 at -360.4153 -581.7871 35.9036 0084: $5027 = $5042 // $ = $ int 0050: gosub @FIN_1_18638 01CA: actor $5042 kill_player $PLAYER_CHAR 009A: $5044 = create_actor_pedtype 9 model #SPECIAL04 at -358.8662 -572.5509 35.9024 0084: $5027 = $5044 // $ = $ int 0050: gosub @FIN_1_18638 04EB: actor $5044 crouch 1 99999999 ms 01CA: actor $5044 kill_player $PLAYER_CHAR 009A: $5045 = create_actor_pedtype 9 model #SPECIAL03 at -360.1348 -576.5894 35.9036 0084: $5027 = $5045 // $ = $ int 0050: gosub @FIN_1_18638 01CA: actor $5045 kill_player $PLAYER_CHAR 009A: $5046 = create_actor_pedtype 9 model #SPECIAL04 at -359.1239 -578.4683 35.9022 0084: $5027 = $5046 // $ = $ int 0050: gosub @FIN_1_18638 0350: set_actor $5046 maintain_position_when_attacked 0 01CA: actor $5046 kill_player $PLAYER_CHAR 009A: $5047 = create_actor_pedtype 9 model #SPECIAL03 at -357.0746 -575.2473 35.9037 0084: $5027 = $5047 // $ = $ int 0050: gosub @FIN_1_18638 01CA: actor $5047 kill_player $PLAYER_CHAR 029B: $4994 = init_object #BARREL2 at -359.73 -580.773 36.291 0392: object $4994 toggle_in_moving_list 0 029B: $4995 = init_object #BARREL2 at -358.514 -581.288 36.291 0392: object $4995 toggle_in_moving_list 0 029B: $4996 = init_object #BARREL2 at -358.991 -582.344 36.291 0392: object $4996 toggle_in_moving_list 0 029B: $4997 = init_object #BARREL2 at -360.921 -573.17 37.412 0392: object $4997 toggle_in_moving_list 0 029B: $4998 = init_object #BARREL2 at -361.612 -573.052 36.291 0392: object $4998 toggle_in_moving_list 0 029B: $4999 = init_object #BARREL2 at -360.718 -573.451 36.291 0392: object $4999 toggle_in_moving_list 0 029B: $5000 = init_object #BARREL2 at -361.612 -573.947 36.291 0392: object $5000 toggle_in_moving_list 0 029B: $5001 = init_object #BARREL2 at -360.917 -572.457 36.291 0392: object $5001 toggle_in_moving_list 0 029B: $5002 = init_object #BARREL2 at -360.024 -571.964 36.291 0392: object $5002 toggle_in_moving_list 0 029B: $5003 = init_object #BARREL2 at -360.917 -571.564 36.291 0392: object $5003 toggle_in_moving_list 0 029B: $5004 = init_object #BARREL4 at -365.268 -581.761 36.281 0392: object $5004 toggle_in_moving_list 0 035D: make_object $5004 targetable 029B: $5007 = init_object #BARREL2 at -344.03 -574.41 36.291 0392: object $5007 toggle_in_moving_list 0 029B: $5008 = init_object #BARREL2 at -344.646 -575.077 36.291 0392: object $5008 toggle_in_moving_list 0 029B: $5009 = init_object #BARREL2 at -344.081 -575.753 36.291 0392: object $5009 toggle_in_moving_list 0 029B: $5010 = init_object #BARREL2 at -343.878 -576.62 36.291 0392: object $5010 toggle_in_moving_list 0 029B: $5011 = init_object #BARREL2 at -344.491 -577.278 36.291 0392: object $5011 toggle_in_moving_list 0 029B: $5012 = init_object #BARREL2 at -344.317 -576.168 37.412 0392: object $5012 toggle_in_moving_list 0 029B: $5013 = init_object #BARREL2 at -344.691 -576.371 36.291 0392: object $5013 toggle_in_moving_list 0 0215: destroy_pickup $4993 0213: $4993 = create_pickup #HEALTH type 2 at -408.2314 -586.6186 38.5 0004: $5019 = 18 // $ = int :FIN_1_10426 00D6: if 0038: $5019 == 18 // $ == int 004D: jump_if_false @FIN_1_10487 00D6: if 031D: actor $5017 hit_by_weapon 47 004D: jump_if_false @FIN_1_10487 00D6: if 0038: $4991 == 3 // $ == int 004D: jump_if_false @FIN_1_10487 0004: $4991 = 4 // $ = int :FIN_1_10487 00D6: if 0018: $5019 > 17 // $ > int 004D: jump_if_false @FIN_1_10526 00D6: if 0118: actor $5041 dead 004D: jump_if_false @FIN_1_10526 01C2: mark_actor_as_no_longer_needed $5041 :FIN_1_10526 00D6: if 0018: $5019 > 17 // $ > int 004D: jump_if_false @FIN_1_10565 00D6: if 0118: actor $5042 dead 004D: jump_if_false @FIN_1_10565 01C2: mark_actor_as_no_longer_needed $5042 :FIN_1_10565 00D6: if 0018: $5019 > 17 // $ > int 004D: jump_if_false @FIN_1_10604 00D6: if 0118: actor $5043 dead 004D: jump_if_false @FIN_1_10604 01C2: mark_actor_as_no_longer_needed $5043 :FIN_1_10604 00D6: if 0018: $5019 > 17 // $ > int 004D: jump_if_false @FIN_1_10643 00D6: if 0118: actor $5044 dead 004D: jump_if_false @FIN_1_10643 01C2: mark_actor_as_no_longer_needed $5044 :FIN_1_10643 00D6: if 0018: $5019 > 17 // $ > int 004D: jump_if_false @FIN_1_10682 00D6: if 0118: actor $5045 dead 004D: jump_if_false @FIN_1_10682 01C2: mark_actor_as_no_longer_needed $5045 :FIN_1_10682 00D6: if 0018: $5019 > 17 // $ > int 004D: jump_if_false @FIN_1_10721 00D6: if 0118: actor $5046 dead 004D: jump_if_false @FIN_1_10721 01C2: mark_actor_as_no_longer_needed $5046 :FIN_1_10721 00D6: if 0018: $5019 > 17 // $ > int 004D: jump_if_false @FIN_1_10760 00D6: if 0118: actor $5047 dead 004D: jump_if_false @FIN_1_10760 01C2: mark_actor_as_no_longer_needed $5047 :FIN_1_10760 00D6: if 0038: $4991 == 1 // $ == int 004D: jump_if_false @FIN_1_10819 00D6: if 03D0: wav 2 loaded 004D: jump_if_false @FIN_1_10819 03D1: play_wav 2 00BC: text_highpriority 'FIN_1A' time 5000 1 0004: $4991 = 2 // $ = int :FIN_1_10819 00D6: if 0038: $4991 == 2 // $ == int 004D: jump_if_false @FIN_1_10894 00D6: if and 03D2: wav 2 ended 03D0: wav 1 loaded 004D: jump_if_false @FIN_1_10894 03D1: play_wav 1 00BC: text_highpriority 'FIN_4' time 5000 1 03CF: load_wav 'FIN_1C' as 2 0004: $4991 = 3 // $ = int :FIN_1_10894 00D6: if 0038: $4991 == 4 // $ == int 004D: jump_if_false @FIN_1_10969 00D6: if and 03D2: wav 1 ended 03D0: wav 2 loaded 004D: jump_if_false @FIN_1_10969 03D1: play_wav 2 00BC: text_highpriority 'FIN_1C' time 5000 1 03CF: load_wav 'FIN_2C' as 1 0004: $4991 = 5 // $ = int :FIN_1_10969 00D6: if 0038: $4991 == 5 // $ == int 004D: jump_if_false @FIN_1_11044 00D6: if and 03D2: wav 2 ended 03D0: wav 1 loaded 004D: jump_if_false @FIN_1_11044 03D1: play_wav 1 00BC: text_highpriority 'FIN_2C' time 5000 1 03CF: load_wav 'FIN_5' as 2 0004: $4991 = 6 // $ = int :FIN_1_11044 0467: set_actor $5017 clear_last_weapon_damage 0002: jump @FIN_1_11196 :FIN_1_11056 00D6: if 8038: not $5019 == -11 // $ == int 004D: jump_if_false @FIN_1_11196 00D6: if 0038: $4991 == 6 // $ == int 004D: jump_if_false @FIN_1_11133 00D6: if 03D0: wav 2 loaded 004D: jump_if_false @FIN_1_11133 03D1: play_wav 2 00BC: text_highpriority 'FIN_5' time 5000 1 0004: $4991 = 7 // $ = int :FIN_1_11133 01C2: mark_actor_as_no_longer_needed $5017 01C2: mark_actor_as_no_longer_needed $5041 01C2: mark_actor_as_no_longer_needed $5042 01C2: mark_actor_as_no_longer_needed $5043 01C2: mark_actor_as_no_longer_needed $5044 01C2: mark_actor_as_no_longer_needed $5045 01C2: mark_actor_as_no_longer_needed $5046 01C2: mark_actor_as_no_longer_needed $5047 0084: $5018 = $4811 // $ = $ int 0008: $5018 += 3000 // $ += int 0004: $5019 = -11 // $ = int :FIN_1_11196 00D6: if or 0018: $5060 > 1 // $ > int 0038: $5060 == -1 // $ == int 004D: jump_if_false @FIN_1_11490 00D6: if 0038: $5062 == 0 // $ == int 004D: jump_if_false @FIN_1_11342 009A: $5048 = create_actor_pedtype 9 model #SPECIAL03 at -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 heed_threats 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 0004: $5062 = 1 // $ = int :FIN_1_11342 00D6: if 8118: not actor $5048 dead 004D: jump_if_false @FIN_1_11478 00D6: if 0038: $5062 == 1 // $ == int 004D: jump_if_false @FIN_1_11445 00D6: if 00F0: actor $5048 stopped 0 -365.2909 -557.8369 radius 1.0 1.0 004D: jump_if_false @FIN_1_11445 00D6: if 8118: not actor $4981 dead 004D: jump_if_false @FIN_1_11438 04C6: actor $5048 aim_gun_at_actor $4981 :FIN_1_11438 0004: $5062 = 2 // $ = int :FIN_1_11445 00D6: if 0038: $5062 == 10 // $ == int 004D: jump_if_false @FIN_1_11471 01CA: actor $5048 kill_player $PLAYER_CHAR :FIN_1_11471 0002: jump @FIN_1_11490 :FIN_1_11478 01C2: mark_actor_as_no_longer_needed $5048 0004: $5062 = -1 // $ = int :FIN_1_11490 00D6: if or 0018: $5060 > 1 // $ > int 0038: $5060 == -1 // $ == int 004D: jump_if_false @FIN_1_11784 00D6: if 0038: $5063 == 0 // $ == int 004D: jump_if_false @FIN_1_11636 009A: $5049 = create_actor_pedtype 9 model #SPECIAL04 at -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 heed_threats 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 0004: $5063 = 1 // $ = int :FIN_1_11636 00D6: if 8118: not actor $5049 dead 004D: jump_if_false @FIN_1_11772 00D6: if 0038: $5063 == 1 // $ == int 004D: jump_if_false @FIN_1_11739 00D6: if 00F0: actor $5049 stopped 0 -380.1727 -560.6678 radius 1.0 1.0 004D: jump_if_false @FIN_1_11739 00D6: if 8118: not actor $4981 dead 004D: jump_if_false @FIN_1_11732 04C6: actor $5049 aim_gun_at_actor $4981 :FIN_1_11732 0004: $5063 = 2 // $ = int :FIN_1_11739 00D6: if 0038: $5063 == 10 // $ == int 004D: jump_if_false @FIN_1_11765 01CA: actor $5049 kill_player $PLAYER_CHAR :FIN_1_11765 0002: jump @FIN_1_11784 :FIN_1_11772 01C2: mark_actor_as_no_longer_needed $5049 0004: $5063 = -1 // $ = int :FIN_1_11784 00D6: if or 0018: $5063 > 0 // $ > int 0038: $5063 == -1 // $ == int 004D: jump_if_false @FIN_1_12139 00D6: if 0038: $5064 == 0 // $ == int 004D: jump_if_false @FIN_1_11973 00D6: if 838A: not car_in_cube -358.561 -560.1335 26.5396 1.0 1.0 2.0 004D: jump_if_false @FIN_1_11973 009A: $5050 = create_actor_pedtype 9 model #SPECIAL03 at -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 heed_threats 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 0004: $5064 = 1 // $ = int :FIN_1_11973 00D6: if 0018: $5064 > 0 // $ > int 004D: jump_if_false @FIN_1_12139 00D6: if 8118: not actor $5050 dead 004D: jump_if_false @FIN_1_12127 00D6: if 0038: $5064 == 1 // $ == int 004D: jump_if_false @FIN_1_12094 00D6: if 00F0: actor $5050 stopped 0 -375.5527 -560.7495 radius 1.0 1.0 004D: jump_if_false @FIN_1_12094 00D6: if 8118: not actor $4981 dead 004D: jump_if_false @FIN_1_12087 04C6: actor $5050 aim_gun_at_actor $4981 :FIN_1_12087 0004: $5064 = 2 // $ = int :FIN_1_12094 00D6: if 0038: $5064 == 10 // $ == int 004D: jump_if_false @FIN_1_12120 01CA: actor $5050 kill_player $PLAYER_CHAR :FIN_1_12120 0002: jump @FIN_1_12139 :FIN_1_12127 01C2: mark_actor_as_no_longer_needed $5050 0004: $5064 = -1 // $ = int :FIN_1_12139 00D6: if or 0018: $5064 > 1 // $ > int 0038: $5064 == -1 // $ == int 004D: jump_if_false @FIN_1_12503 00D6: if 0038: $5065 == 0 // $ == int 004D: jump_if_false @FIN_1_12285 009A: $5051 = create_actor_pedtype 9 model #SPECIAL04 at -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 heed_threats 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 0004: $5065 = 1 // $ = int :FIN_1_12285 00D6: if 8118: not actor $5051 dead 004D: jump_if_false @FIN_1_12491 00D6: if 0038: $5065 == 1 // $ == int 004D: jump_if_false @FIN_1_12390 00D6: if 00F0: actor $5051 stopped 0 -365.4941 -560.3325 radius 1.0 1.0 004D: jump_if_false @FIN_1_12390 04EB: actor $5051 crouch 1 15000 ms 0084: $5066 = $4811 // $ = $ int 0008: $5066 += 800 // $ += int 0004: $5065 = 2 // $ = int :FIN_1_12390 00D6: if 0038: $5065 == 2 // $ == int 004D: jump_if_false @FIN_1_12458 00D6: if 001C: $4811 > $5066 // $ > $ int 004D: jump_if_false @FIN_1_12458 00D6: if 8118: not actor $4981 dead 004D: jump_if_false @FIN_1_12451 04C6: actor $5051 aim_gun_at_actor $4981 :FIN_1_12451 0004: $5065 = 3 // $ = int :FIN_1_12458 00D6: if 0038: $5065 == 10 // $ == int 004D: jump_if_false @FIN_1_12484 01CA: actor $5051 kill_player $PLAYER_CHAR :FIN_1_12484 0002: jump @FIN_1_12503 :FIN_1_12491 01C2: mark_actor_as_no_longer_needed $5051 0004: $5065 = -1 // $ = int :FIN_1_12503 00D6: if and 0038: $5025 == 0 // $ == int 0038: $5019 == -11 // $ == int 004D: jump_if_false @FIN_1_13387 00D6: if 001C: $4811 > $5024 // $ > $ int 004D: jump_if_false @FIN_1_13387 00D6: if 00F5: player $PLAYER_CHAR 0 -378.671 -588.595 28.17 radius 8.5 13.0 4.0 004D: jump_if_false @FIN_1_13387 009B: destroy_actor_instantly $5067 009B: destroy_actor_instantly $5072 009B: destroy_actor_instantly $5077 009B: destroy_actor_instantly $5082 009B: destroy_actor_instantly $5087 009B: destroy_actor_instantly $5092 009B: destroy_actor_instantly $5097 009B: destroy_actor_instantly $5102 009B: destroy_actor_instantly $5107 009B: destroy_actor_instantly $5041 009B: destroy_actor_instantly $5042 009B: destroy_actor_instantly $5043 009B: destroy_actor_instantly $5044 009B: destroy_actor_instantly $5045 009B: destroy_actor_instantly $5046 009B: destroy_actor_instantly $5047 009B: destroy_actor_instantly $5048 009B: destroy_actor_instantly $5049 009B: destroy_actor_instantly $5050 009B: destroy_actor_instantly $5051 0004: $4976 = 1 // $ = int 009A: $5023 = create_actor_pedtype 21 model #SPECIAL02 at -378.4445 -556.8553 18.5385 0173: set_actor $5023 z_angle_to 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 0223: set_actor $5023 health_to 1000 02E2: set_actor $5023 weapon_accuracy_to 100 02A9: set_actor $5023 immune_to_nonplayer 1 0291: set_actor $5023 heed_threats 1 04F5: set_actor $5023 as_player_friend $PLAYER_CHAR flag 1 0446: set_actor $5023 dismemberment_possible 0 054A: set_actor $5023 can_be_shot_in_a_car 0 0514: set_actor $5023 can_be_damaged_by_members_of_gang 6 0 0514: set_actor $5023 can_be_damaged_by_members_of_gang 2 0 03CF: load_wav 'FIN_11A' as 1 03CF: load_wav 'FIN_11B' as 2 01B4: set_player $PLAYER_CHAR can_move 0 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 30.0 range 200.0 0395: clear_area 1 at -378.0434 -579.1422 18.5385 range 2.0 0055: put_player $PLAYER_CHAR at -378.0434 -579.1422 18.5385 009A: $4981 = create_actor_pedtype 4 model #NULL at -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 009A: $5041 = create_actor_pedtype 9 model #SPECIAL03 at -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 heed_threats 1 0243: set_actor $5041 ped_stats_to 16 04C6: actor $5041 aim_gun_at_actor $4981 009A: $5042 = create_actor_pedtype 9 model #SPECIAL04 at -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 heed_threats 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 aim_gun_at_actor $4981 015F: set_camera_position -380.8234 -580.5767 26.8352 rotation 0.0 0.0 0.0 0160: point_camera -380.5664 -579.6381 26.6052 switchstyle 2 0004: $5052 = 1 // $ = int 0084: $5053 = $4811 // $ = $ int 0008: $5053 += 1500 // $ += int 0004: $5054 = 1 // $ = int 0084: $5055 = $4811 // $ = $ int 0008: $5055 += 2000 // $ += int 0004: $5056 = 0 // $ = int 0004: $5057 = 0 // $ = int 0004: $5058 = 0 // $ = int 0004: $5059 = 0 // $ = int 0004: $5060 = 0 // $ = int 0004: $5062 = 0 // $ = int 0004: $5063 = 0 // $ = int 0004: $5064 = 0 // $ = int 0004: $5065 = 0 // $ = int 01CA: actor $5023 kill_player $PLAYER_CHAR 0004: $5025 = 1 // $ = int :FIN_1_13387 00D6: if 0018: $5025 > 0 // $ > int 004D: jump_if_false @FIN_1_14836 00D6: if 8118: not actor $5023 dead 004D: jump_if_false @FIN_1_14735 00D6: if 0038: $5025 == 1 // $ == int 004D: jump_if_false @FIN_1_13500 00D6: if 8118: not actor $4981 dead 004D: jump_if_false @FIN_1_13500 00D6: if 00ED: actor $4981 0 -378.7615 -578.0532 radius 1.0 1.0 004D: jump_if_false @FIN_1_13500 0004: $5025 = 2 // $ = int :FIN_1_13500 00D6: if 0038: $5025 == 2 // $ == int 004D: jump_if_false @FIN_1_13559 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @FIN_1_13559 03D1: play_wav 1 00BC: text_highpriority 'FIN_11A' time 5000 1 0004: $5025 = 3 // $ = int :FIN_1_13559 00D6: if 0038: $5025 == 3 // $ == int 004D: jump_if_false @FIN_1_13658 00D6: if and 03D0: wav 2 loaded 03D2: wav 1 ended 004D: jump_if_false @FIN_1_13658 03D1: play_wav 2 00BC: text_highpriority 'FIN_11B' time 5000 1 00D6: if 8118: not actor $4981 dead 004D: jump_if_false @FIN_1_13639 04C6: actor $4981 aim_gun_at_actor $5023 :FIN_1_13639 03CF: load_wav 'FIN_12A' as 1 0004: $5025 = 4 // $ = int :FIN_1_13658 00D6: if 0038: $5025 == 4 // $ == int 004D: jump_if_false @FIN_1_13799 00D6: if and 03D0: wav 1 loaded 03D2: wav 2 ended 004D: jump_if_false @FIN_1_13799 015F: set_camera_position -382.2642 -559.3823 20.6255 rotation 0.0 0.0 0.0 0160: point_camera -381.31 -559.3243 20.3318 switchstyle 2 0211: actor $5023 walk_to -378.5504 -558.9965 03D1: play_wav 1 00BC: text_highpriority 'FIN_12A' time 5000 1 03CF: load_wav 'FIN_12B' as 2 0004: $5025 = 5 // $ = int :FIN_1_13799 00D6: if 0038: $5025 == 5 // $ == int 004D: jump_if_false @FIN_1_13874 00D6: if and 03D0: wav 2 loaded 03D2: wav 1 ended 004D: jump_if_false @FIN_1_13874 03D1: play_wav 2 00BC: text_highpriority 'FIN_12B' time 5000 1 03CF: load_wav 'FIN_12C' as 1 0004: $5025 = 6 // $ = int :FIN_1_13874 00D6: if 0038: $5025 == 6 // $ == int 004D: jump_if_false @FIN_1_14015 00D6: if and 03D0: wav 1 loaded 03D2: wav 2 ended 004D: jump_if_false @FIN_1_14015 0211: actor $5023 walk_to -378.5504 -558.9965 03D1: play_wav 1 015F: set_camera_position -381.7876 -555.27 20.6022 rotation 0.0 0.0 0.0 0160: point_camera -381.1512 -556.0339 20.4956 switchstyle 2 00BC: text_highpriority 'FIN_12C' time 5000 1 03CF: load_wav 'FIN_13' as 2 0004: $5025 = 7 // $ = int :FIN_1_14015 00D6: if 0038: $5025 == 7 // $ == int 004D: jump_if_false @FIN_1_14085 00D6: if and 03D0: wav 2 loaded 03D2: wav 1 ended 004D: jump_if_false @FIN_1_14085 0084: $5024 = $4811 // $ = $ int 0008: $5024 += 2000 // $ += int 0372: set_actor $5023 anim 3 wait_state_time 2000 ms 0004: $5025 = 8 // $ = int :FIN_1_14085 00D6: if 0038: $5025 == 8 // $ == int 004D: jump_if_false @FIN_1_14599 00D6: if 001C: $4811 > $5024 // $ > $ int 004D: jump_if_false @FIN_1_14599 03D1: play_wav 2 00BC: text_highpriority 'FIN_13' time 5000 1 03CF: load_wav 'FINKILL' as 1 0084: $5026 = $4811 // $ = $ int 0008: $5026 += 500 // $ += int 009B: destroy_actor_instantly $4981 0395: clear_area 1 at -378.7374 -578.8705 24.2774 range 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 01B4: set_player $PLAYER_CHAR can_move 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 02A3: enable_widescreen 0 03F4: set_all_vehicles_apply_damage_rules 1 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 00D6: if 8118: not actor $5041 dead 004D: jump_if_false @FIN_1_14298 011C: actor $5041 clear_objective :FIN_1_14298 00D6: if 8118: not actor $5042 dead 004D: jump_if_false @FIN_1_14319 011C: actor $5042 clear_objective :FIN_1_14319 00D6: if 8118: not actor $5043 dead 004D: jump_if_false @FIN_1_14340 011C: actor $5043 clear_objective :FIN_1_14340 00D6: if 8118: not actor $5044 dead 004D: jump_if_false @FIN_1_14361 011C: actor $5044 clear_objective :FIN_1_14361 00D6: if 8118: not actor $5045 dead 004D: jump_if_false @FIN_1_14382 011C: actor $5045 clear_objective :FIN_1_14382 00D6: if 8118: not actor $5046 dead 004D: jump_if_false @FIN_1_14403 011C: actor $5046 clear_objective :FIN_1_14403 00D6: if 8118: not actor $5047 dead 004D: jump_if_false @FIN_1_14424 011C: actor $5047 clear_objective :FIN_1_14424 00D6: if 8118: not actor $5048 dead 004D: jump_if_false @FIN_1_14445 011C: actor $5048 clear_objective :FIN_1_14445 00D6: if 8118: not actor $5049 dead 004D: jump_if_false @FIN_1_14466 011C: actor $5049 clear_objective :FIN_1_14466 00D6: if 8118: not actor $5050 dead 004D: jump_if_false @FIN_1_14487 011C: actor $5050 clear_objective :FIN_1_14487 00D6: if 8118: not actor $5051 dead 004D: jump_if_false @FIN_1_14508 011C: actor $5051 clear_objective :FIN_1_14508 0004: $4976 = 0 // $ = int 0215: destroy_pickup $4988 0213: $4988 = create_pickup #HEALTH type 2 at -378.568 -598.7501 25.4 0215: destroy_pickup $4980 032B: $4980 = create_weapon_pickup #SHOTGSPA 3 ammo 400 at -374.4366 -587.5957 25.3355 00BB: text_lowpriority 'FIN_B2' time 5000 1 0004: $5025 = 9 // $ = int :FIN_1_14599 00D6: if 0038: $5025 == 9 // $ == int 004D: jump_if_false @FIN_1_14728 00D6: if 001C: $4811 > $5026 // $ > $ int 004D: jump_if_false @FIN_1_14728 0004: $5052 = 10 // $ = int 0004: $5054 = 10 // $ = int 0004: $5056 = 10 // $ = int 0004: $5057 = 10 // $ = int 0004: $5058 = 10 // $ = int 0004: $5059 = 10 // $ = int 0004: $5060 = 10 // $ = int 0004: $5062 = 10 // $ = int 0004: $5063 = 10 // $ = int 0004: $5064 = 10 // $ = int 0004: $5065 = 10 // $ = int 01CA: actor $5023 kill_player $PLAYER_CHAR 0004: $5025 = 10 // $ = int :FIN_1_14728 0002: jump @FIN_1_14836 :FIN_1_14735 00D6: if 8038: not $5025 == -11 // $ == int 004D: jump_if_false @FIN_1_14836 01C2: mark_actor_as_no_longer_needed $5023 01C2: mark_actor_as_no_longer_needed $5041 01C2: mark_actor_as_no_longer_needed $5042 01C2: mark_actor_as_no_longer_needed $5043 01C2: mark_actor_as_no_longer_needed $5044 01C2: mark_actor_as_no_longer_needed $5045 01C2: mark_actor_as_no_longer_needed $5046 01C2: mark_actor_as_no_longer_needed $5047 01C2: mark_actor_as_no_longer_needed $5048 01C2: mark_actor_as_no_longer_needed $5049 01C2: mark_actor_as_no_longer_needed $5050 01C2: mark_actor_as_no_longer_needed $5051 0084: $5024 = $4811 // $ = $ int 0008: $5024 += 3000 // $ += int 0004: $5025 = -11 // $ = int :FIN_1_14836 00D6: if 8118: not actor $5041 dead 004D: jump_if_false @FIN_1_15108 00D6: if 0038: $5052 == 1 // $ == int 004D: jump_if_false @FIN_1_14918 00D6: if 001C: $4811 > $5053 // $ > $ int 004D: jump_if_false @FIN_1_14918 0239: actor $5041 run_to -376.9825 -559.1848 0411: set_actor $5041 use_pednode_seek 0 0004: $5052 = 2 // $ = int :FIN_1_14918 00D6: if 0038: $5052 == 2 // $ == int 004D: jump_if_false @FIN_1_15007 00D6: if 00F0: actor $5041 stopped 0 -376.9825 -559.1848 radius 1.0 1.0 004D: jump_if_false @FIN_1_15007 04EB: actor $5041 crouch 1 15000 ms 0084: $5053 = $4811 // $ = $ int 0008: $5053 += 800 // $ += int 0004: $5052 = 3 // $ = int :FIN_1_15007 00D6: if 0038: $5052 == 3 // $ == int 004D: jump_if_false @FIN_1_15075 00D6: if 001C: $4811 > $5053 // $ > $ int 004D: jump_if_false @FIN_1_15075 00D6: if 8118: not actor $4981 dead 004D: jump_if_false @FIN_1_15068 04C6: actor $5041 aim_gun_at_actor $4981 :FIN_1_15068 0004: $5052 = 4 // $ = int :FIN_1_15075 00D6: if 0038: $5052 == 10 // $ == int 004D: jump_if_false @FIN_1_15101 01CA: actor $5041 kill_player $PLAYER_CHAR :FIN_1_15101 0002: jump @FIN_1_15120 :FIN_1_15108 01C2: mark_actor_as_no_longer_needed $5041 0004: $5052 = -1 // $ = int :FIN_1_15120 00D6: if 8118: not actor $5042 dead 004D: jump_if_false @FIN_1_15322 00D6: if 0038: $5054 == 1 // $ == int 004D: jump_if_false @FIN_1_15202 00D6: if 001C: $4811 > $5055 // $ > $ int 004D: jump_if_false @FIN_1_15202 0239: actor $5042 run_to -382.3959 -563.701 0411: set_actor $5042 use_pednode_seek 0 0004: $5054 = 2 // $ = int :FIN_1_15202 00D6: if 0038: $5054 == 2 // $ == int 004D: jump_if_false @FIN_1_15289 00D6: if 00F0: actor $5042 stopped 0 -382.3959 -563.701 radius 1.0 1.0 004D: jump_if_false @FIN_1_15289 00D6: if 8118: not actor $4981 dead 004D: jump_if_false @FIN_1_15282 04C6: actor $5042 aim_gun_at_actor $4981 :FIN_1_15282 0004: $5054 = 3 // $ = int :FIN_1_15289 00D6: if 0038: $5054 == 10 // $ == int 004D: jump_if_false @FIN_1_15315 01CA: actor $5042 kill_player $PLAYER_CHAR :FIN_1_15315 0002: jump @FIN_1_15334 :FIN_1_15322 01C2: mark_actor_as_no_longer_needed $5042 0004: $5054 = -1 // $ = int :FIN_1_15334 00D6: if or 0018: $5054 > 1 // $ > int 0038: $5054 == -1 // $ == int 004D: jump_if_false @FIN_1_15798 00D6: if 0038: $5056 == 0 // $ == int 004D: jump_if_false @FIN_1_15480 009A: $5043 = create_actor_pedtype 9 model #SPECIAL04 at -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 heed_threats 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 0004: $5056 = 1 // $ = int :FIN_1_15480 00D6: if 8118: not actor $5043 dead 004D: jump_if_false @FIN_1_15786 00D6: if 0038: $5056 == 1 // $ == int 004D: jump_if_false @FIN_1_15581 00D6: if 00ED: actor $5043 0 -379.5186 -553.2346 radius 1.0 1.0 004D: jump_if_false @FIN_1_15581 0239: actor $5043 run_to -379.5223 -556.0323 0411: set_actor $5043 use_pednode_seek 0 0004: $5056 = 2 // $ = int :FIN_1_15581 00D6: if 0038: $5056 == 2 // $ == int 004D: jump_if_false @FIN_1_15666 00D6: if 00ED: actor $5043 0 -379.5223 -556.0323 radius 1.0 1.0 004D: jump_if_false @FIN_1_15666 0239: actor $5043 run_to -383.4772 -558.1151 0411: set_actor $5043 use_pednode_seek 0 0004: $5056 = 3 // $ = int :FIN_1_15666 00D6: if 0038: $5056 == 3 // $ == int 004D: jump_if_false @FIN_1_15753 00D6: if 00F0: actor $5043 stopped 0 -383.4772 -558.1151 radius 1.0 1.0 004D: jump_if_false @FIN_1_15753 00D6: if 8118: not actor $4981 dead 004D: jump_if_false @FIN_1_15746 04C6: actor $5043 aim_gun_at_actor $4981 :FIN_1_15746 0004: $5056 = 4 // $ = int :FIN_1_15753 00D6: if 0038: $5056 == 10 // $ == int 004D: jump_if_false @FIN_1_15779 01CA: actor $5043 kill_player $PLAYER_CHAR :FIN_1_15779 0002: jump @FIN_1_15798 :FIN_1_15786 01C2: mark_actor_as_no_longer_needed $5043 0004: $5056 = -1 // $ = int :FIN_1_15798 00D6: if or 0018: $5052 > 1 // $ > int 0038: $5052 == -1 // $ == int 004D: jump_if_false @FIN_1_16262 00D6: if 0038: $5057 == 0 // $ == int 004D: jump_if_false @FIN_1_15944 009A: $5044 = create_actor_pedtype 9 model #SPECIAL03 at -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 heed_threats 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 0004: $5057 = 1 // $ = int :FIN_1_15944 00D6: if 8118: not actor $5044 dead 004D: jump_if_false @FIN_1_16250 00D6: if 0038: $5057 == 1 // $ == int 004D: jump_if_false @FIN_1_16045 00D6: if 00ED: actor $5044 0 -377.2835 -553.6105 radius 1.0 1.0 004D: jump_if_false @FIN_1_16045 0239: actor $5044 run_to -377.4021 -556.0059 0411: set_actor $5044 use_pednode_seek 0 0004: $5057 = 2 // $ = int :FIN_1_16045 00D6: if 0038: $5057 == 2 // $ == int 004D: jump_if_false @FIN_1_16130 00D6: if 00ED: actor $5044 0 -377.4021 -556.0059 radius 1.0 1.0 004D: jump_if_false @FIN_1_16130 0239: actor $5044 run_to -373.7734 -558.1152 0411: set_actor $5044 use_pednode_seek 0 0004: $5057 = 3 // $ = int :FIN_1_16130 00D6: if 0038: $5057 == 3 // $ == int 004D: jump_if_false @FIN_1_16217 00D6: if 00F0: actor $5044 stopped 0 -373.7734 -558.1152 radius 1.0 1.0 004D: jump_if_false @FIN_1_16217 00D6: if 8118: not actor $4981 dead 004D: jump_if_false @FIN_1_16210 04C6: actor $5044 aim_gun_at_actor $4981 :FIN_1_16210 0004: $5057 = 4 // $ = int :FIN_1_16217 00D6: if 0038: $5057 == 10 // $ == int 004D: jump_if_false @FIN_1_16243 01CA: actor $5044 kill_player $PLAYER_CHAR :FIN_1_16243 0002: jump @FIN_1_16262 :FIN_1_16250 01C2: mark_actor_as_no_longer_needed $5044 0004: $5057 = -1 // $ = int :FIN_1_16262 00D6: if or 0018: $5057 > 1 // $ > int 0038: $5057 == -1 // $ == int 004D: jump_if_false @FIN_1_16641 00D6: if 0038: $5058 == 0 // $ == int 004D: jump_if_false @FIN_1_16408 009A: $5045 = create_actor_pedtype 9 model #SPECIAL04 at -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 heed_threats 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 0004: $5058 = 1 // $ = int :FIN_1_16408 00D6: if 8118: not actor $5045 dead 004D: jump_if_false @FIN_1_16629 00D6: if 0038: $5058 == 1 // $ == int 004D: jump_if_false @FIN_1_16509 00D6: if 00ED: actor $5045 0 -377.2835 -553.6105 radius 1.0 1.0 004D: jump_if_false @FIN_1_16509 0239: actor $5045 run_to -377.4021 -556.0059 0411: set_actor $5045 use_pednode_seek 0 0004: $5058 = 2 // $ = int :FIN_1_16509 00D6: if 0038: $5058 == 2 // $ == int 004D: jump_if_false @FIN_1_16596 00D6: if 00F0: actor $5045 stopped 0 -377.4021 -556.0059 radius 1.0 1.0 004D: jump_if_false @FIN_1_16596 00D6: if 8118: not actor $4981 dead 004D: jump_if_false @FIN_1_16589 04C6: actor $5045 aim_gun_at_actor $4981 :FIN_1_16589 0004: $5058 = 3 // $ = int :FIN_1_16596 00D6: if 0038: $5058 == 10 // $ == int 004D: jump_if_false @FIN_1_16622 01CA: actor $5045 kill_player $PLAYER_CHAR :FIN_1_16622 0002: jump @FIN_1_16641 :FIN_1_16629 01C2: mark_actor_as_no_longer_needed $5045 0004: $5058 = -1 // $ = int :FIN_1_16641 00D6: if or 0018: $5056 > 1 // $ > int 0038: $5056 == -1 // $ == int 004D: jump_if_false @FIN_1_17020 00D6: if 0038: $5059 == 0 // $ == int 004D: jump_if_false @FIN_1_16787 009A: $5046 = create_actor_pedtype 9 model #SPECIAL04 at -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 heed_threats 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 0004: $5059 = 1 // $ = int :FIN_1_16787 00D6: if 8118: not actor $5046 dead 004D: jump_if_false @FIN_1_17008 00D6: if 0038: $5059 == 1 // $ == int 004D: jump_if_false @FIN_1_16888 00D6: if 00ED: actor $5046 0 -379.5186 -553.2346 radius 1.0 1.0 004D: jump_if_false @FIN_1_16888 0239: actor $5046 run_to -379.5223 -556.0323 0411: set_actor $5046 use_pednode_seek 0 0004: $5059 = 2 // $ = int :FIN_1_16888 00D6: if 0038: $5059 == 2 // $ == int 004D: jump_if_false @FIN_1_16975 00D6: if 00F0: actor $5046 stopped 0 -379.5223 -556.0323 radius 1.0 1.0 004D: jump_if_false @FIN_1_16975 00D6: if 8118: not actor $4981 dead 004D: jump_if_false @FIN_1_16968 04C6: actor $5046 aim_gun_at_actor $4981 :FIN_1_16968 0004: $5059 = 3 // $ = int :FIN_1_16975 00D6: if 0038: $5059 == 10 // $ == int 004D: jump_if_false @FIN_1_17001 01CA: actor $5046 kill_player $PLAYER_CHAR :FIN_1_17001 0002: jump @FIN_1_17020 :FIN_1_17008 01C2: mark_actor_as_no_longer_needed $5046 0004: $5059 = -1 // $ = int :FIN_1_17020 00D6: if or 0018: $5057 > 2 // $ > int 0038: $5057 == -1 // $ == int 004D: jump_if_false @FIN_1_17384 00D6: if 0038: $5060 == 0 // $ == int 004D: jump_if_false @FIN_1_17166 009A: $5047 = create_actor_pedtype 9 model #SPECIAL03 at -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 heed_threats 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 0004: $5060 = 1 // $ = int :FIN_1_17166 00D6: if 8118: not actor $5047 dead 004D: jump_if_false @FIN_1_17372 00D6: if 0038: $5060 == 1 // $ == int 004D: jump_if_false @FIN_1_17271 00D6: if 00F0: actor $5047 stopped 0 -370.8983 -561.2952 radius 1.0 1.0 004D: jump_if_false @FIN_1_17271 04EB: actor $5047 crouch 1 15000 ms 0084: $5061 = $4811 // $ = $ int 0008: $5061 += 800 // $ += int 0004: $5060 = 2 // $ = int :FIN_1_17271 00D6: if 0038: $5060 == 2 // $ == int 004D: jump_if_false @FIN_1_17339 00D6: if 001C: $4811 > $5061 // $ > $ int 004D: jump_if_false @FIN_1_17339 00D6: if 8118: not actor $4981 dead 004D: jump_if_false @FIN_1_17332 04C6: actor $5047 aim_gun_at_actor $4981 :FIN_1_17332 0004: $5060 = 3 // $ = int :FIN_1_17339 00D6: if 0038: $5060 == 10 // $ == int 004D: jump_if_false @FIN_1_17365 01CA: actor $5047 kill_player $PLAYER_CHAR :FIN_1_17365 0002: jump @FIN_1_17384 :FIN_1_17372 01C2: mark_actor_as_no_longer_needed $5047 0004: $5060 = -1 // $ = int :FIN_1_17384 00D6: if and 0038: $5025 == -11 // $ == int 0038: $5019 == -11 // $ == int 004D: jump_if_false @FIN_1_17443 00D6: if and 001C: $4811 > $5024 // $ > $ int 001C: $4811 > $5018 // $ > $ int 004D: jump_if_false @FIN_1_17443 0002: jump @FIN_1_22886 :FIN_1_17443 00D6: if 0038: $4976 == 0 // $ == int 004D: jump_if_false @FIN_1_18532 00D6: if 8118: not actor $5067 dead 004D: jump_if_false @FIN_1_17524 0084: $5027 = $5067 // $ = $ int 0050: gosub @FIN_1_20345 00D6: if 0038: $4975 == 1 // $ == int 004D: jump_if_false @FIN_1_17517 0002: jump @FIN_1_27117 :FIN_1_17517 0002: jump @FIN_1_17580 :FIN_1_17524 01C2: mark_actor_as_no_longer_needed $5067 0004: $5067 = -1 // $ = int 0004: $5068 = 0 // $ = int 0004: $5069 = 0 // $ = int 0004: $5070 = 0 // $ = int 0084: $5027 = $5067 // $ = $ int 0050: gosub @FIN_1_18691 0084: $5067 = $5027 // $ = $ int :FIN_1_17580 00D6: if 8118: not actor $5072 dead 004D: jump_if_false @FIN_1_17643 0084: $5027 = $5072 // $ = $ int 0050: gosub @FIN_1_20345 00D6: if 0038: $4975 == 1 // $ == int 004D: jump_if_false @FIN_1_17636 0002: jump @FIN_1_27117 :FIN_1_17636 0002: jump @FIN_1_17699 :FIN_1_17643 01C2: mark_actor_as_no_longer_needed $5072 0004: $5072 = -1 // $ = int 0004: $5073 = 0 // $ = int 0004: $5074 = 0 // $ = int 0004: $5075 = 0 // $ = int 0084: $5027 = $5072 // $ = $ int 0050: gosub @FIN_1_18691 0084: $5072 = $5027 // $ = $ int :FIN_1_17699 00D6: if 8118: not actor $5077 dead 004D: jump_if_false @FIN_1_17762 0084: $5027 = $5077 // $ = $ int 0050: gosub @FIN_1_20345 00D6: if 0038: $4975 == 1 // $ == int 004D: jump_if_false @FIN_1_17755 0002: jump @FIN_1_27117 :FIN_1_17755 0002: jump @FIN_1_17818 :FIN_1_17762 01C2: mark_actor_as_no_longer_needed $5077 0004: $5077 = -1 // $ = int 0004: $5078 = 0 // $ = int 0004: $5079 = 0 // $ = int 0004: $5080 = 0 // $ = int 0084: $5027 = $5077 // $ = $ int 0050: gosub @FIN_1_18691 0084: $5077 = $5027 // $ = $ int :FIN_1_17818 00D6: if 8118: not actor $5082 dead 004D: jump_if_false @FIN_1_17881 0084: $5027 = $5082 // $ = $ int 0050: gosub @FIN_1_20345 00D6: if 0038: $4975 == 1 // $ == int 004D: jump_if_false @FIN_1_17874 0002: jump @FIN_1_27117 :FIN_1_17874 0002: jump @FIN_1_17937 :FIN_1_17881 01C2: mark_actor_as_no_longer_needed $5082 0004: $5082 = -1 // $ = int 0004: $5083 = 0 // $ = int 0004: $5084 = 0 // $ = int 0004: $5085 = 0 // $ = int 0084: $5027 = $5082 // $ = $ int 0050: gosub @FIN_1_18691 0084: $5082 = $5027 // $ = $ int :FIN_1_17937 00D6: if 8118: not actor $5087 dead 004D: jump_if_false @FIN_1_18000 0084: $5027 = $5087 // $ = $ int 0050: gosub @FIN_1_20345 00D6: if 0038: $4975 == 1 // $ == int 004D: jump_if_false @FIN_1_17993 0002: jump @FIN_1_27117 :FIN_1_17993 0002: jump @FIN_1_18056 :FIN_1_18000 01C2: mark_actor_as_no_longer_needed $5087 0004: $5087 = -1 // $ = int 0004: $5088 = 0 // $ = int 0004: $5089 = 0 // $ = int 0004: $5090 = 0 // $ = int 0084: $5027 = $5087 // $ = $ int 0050: gosub @FIN_1_18691 0084: $5087 = $5027 // $ = $ int :FIN_1_18056 00D6: if 8118: not actor $5092 dead 004D: jump_if_false @FIN_1_18119 0084: $5027 = $5092 // $ = $ int 0050: gosub @FIN_1_20345 00D6: if 0038: $4975 == 1 // $ == int 004D: jump_if_false @FIN_1_18112 0002: jump @FIN_1_27117 :FIN_1_18112 0002: jump @FIN_1_18175 :FIN_1_18119 01C2: mark_actor_as_no_longer_needed $5092 0004: $5092 = -1 // $ = int 0004: $5093 = 0 // $ = int 0004: $5094 = 0 // $ = int 0004: $5095 = 0 // $ = int 0084: $5027 = $5092 // $ = $ int 0050: gosub @FIN_1_18691 0084: $5092 = $5027 // $ = $ int :FIN_1_18175 00D6: if 8118: not actor $5097 dead 004D: jump_if_false @FIN_1_18238 0084: $5027 = $5097 // $ = $ int 0050: gosub @FIN_1_20345 00D6: if 0038: $4975 == 1 // $ == int 004D: jump_if_false @FIN_1_18231 0002: jump @FIN_1_27117 :FIN_1_18231 0002: jump @FIN_1_18294 :FIN_1_18238 01C2: mark_actor_as_no_longer_needed $5097 0004: $5097 = -1 // $ = int 0004: $5098 = 0 // $ = int 0004: $5099 = 0 // $ = int 0004: $5100 = 0 // $ = int 0084: $5027 = $5097 // $ = $ int 0050: gosub @FIN_1_18691 0084: $5097 = $5027 // $ = $ int :FIN_1_18294 00D6: if 8118: not actor $5102 dead 004D: jump_if_false @FIN_1_18357 0084: $5027 = $5102 // $ = $ int 0050: gosub @FIN_1_20345 00D6: if 0038: $4975 == 1 // $ == int 004D: jump_if_false @FIN_1_18350 0002: jump @FIN_1_27117 :FIN_1_18350 0002: jump @FIN_1_18413 :FIN_1_18357 01C2: mark_actor_as_no_longer_needed $5102 0004: $5102 = -1 // $ = int 0004: $5103 = 0 // $ = int 0004: $5104 = 0 // $ = int 0004: $5105 = 0 // $ = int 0084: $5027 = $5102 // $ = $ int 0050: gosub @FIN_1_18691 0084: $5102 = $5027 // $ = $ int :FIN_1_18413 00D6: if 8118: not actor $5107 dead 004D: jump_if_false @FIN_1_18476 0084: $5027 = $5107 // $ = $ int 0050: gosub @FIN_1_20345 00D6: if 0038: $4975 == 1 // $ == int 004D: jump_if_false @FIN_1_18469 0002: jump @FIN_1_27117 :FIN_1_18469 0002: jump @FIN_1_18532 :FIN_1_18476 01C2: mark_actor_as_no_longer_needed $5107 0004: $5107 = -1 // $ = int 0004: $5108 = 0 // $ = int 0004: $5109 = 0 // $ = int 0004: $5110 = 0 // $ = int 0084: $5027 = $5107 // $ = $ int 0050: gosub @FIN_1_18691 0084: $5107 = $5027 // $ = $ int :FIN_1_18532 0002: 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 0223: set_actor $5017 health_to 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: set_actor $5017 can_be_damaged_by_members_of_gang 6 0 0514: set_actor $5017 can_be_damaged_by_members_of_gang 2 0 0446: set_actor $5017 dismemberment_possible 0 054A: set_actor $5017 can_be_shot_in_a_car 0 0051: 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 heed_threats 1 0243: set_actor $5027 ped_stats_to 16 020E: actor $5027 look_at_actor $PLAYER_ACTOR 0051: return :FIN_1_18691 0209: $5031 = random_int_in_ranges 0 11 00D6: if 0038: $5031 == 0 // $ == int 004D: jump_if_false @FIN_1_18841 00D6: if 8119: not car $4971 wrecked 004D: jump_if_false @FIN_1_18839 00D6: if 0431: car $4971 car_passenger_seat_free 1 004D: jump_if_false @FIN_1_18830 00AA: store_car $4971 position_to $445 $446 $447 00D6: if 80C2: not sphere_onscreen $445 $446 $447 4.0 004D: jump_if_false @FIN_1_18821 01C8: $5027 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 0004: $5031 = -1 // $ = int 0002: jump @FIN_1_18823 :FIN_1_18821 0051: return :FIN_1_18823 0002: jump @FIN_1_18832 :FIN_1_18830 0051: return :FIN_1_18832 0002: jump @FIN_1_18841 :FIN_1_18839 0051: return :FIN_1_18841 00D6: if 0038: $5031 == 1 // $ == int 004D: jump_if_false @FIN_1_18982 00D6: if 8119: not car $4972 wrecked 004D: jump_if_false @FIN_1_18980 00D6: if 0431: car $4972 car_passenger_seat_free 1 004D: jump_if_false @FIN_1_18971 00AA: store_car $4972 position_to $445 $446 $447 00D6: if 80C2: not sphere_onscreen $445 $446 $447 4.0 004D: jump_if_false @FIN_1_18962 01C8: $5027 = create_actor_pedtype 9 model #SPECIAL04 in_car $4972 passenger_seat 1 0004: $5031 = -1 // $ = int 0002: jump @FIN_1_18964 :FIN_1_18962 0051: return :FIN_1_18964 0002: jump @FIN_1_18973 :FIN_1_18971 0051: return :FIN_1_18973 0002: jump @FIN_1_18982 :FIN_1_18980 0051: return :FIN_1_18982 00D6: if 0038: $5031 == 2 // $ == int 004D: jump_if_false @FIN_1_19123 00D6: if 8119: not car $4973 wrecked 004D: jump_if_false @FIN_1_19121 00D6: if 0431: car $4973 car_passenger_seat_free 1 004D: jump_if_false @FIN_1_19112 00AA: store_car $4973 position_to $445 $446 $447 00D6: if 80C2: not sphere_onscreen $445 $446 $447 4.0 004D: jump_if_false @FIN_1_19103 01C8: $5027 = create_actor_pedtype 9 model #SPECIAL03 in_car $4973 passenger_seat 1 0004: $5031 = -1 // $ = int 0002: jump @FIN_1_19105 :FIN_1_19103 0051: return :FIN_1_19105 0002: jump @FIN_1_19114 :FIN_1_19112 0051: return :FIN_1_19114 0002: jump @FIN_1_19123 :FIN_1_19121 0051: return :FIN_1_19123 00D6: if 0038: $5031 == 3 // $ == int 004D: jump_if_false @FIN_1_19266 00D6: if 838A: not car_in_cube -354.0382 -527.9669 11.7155 1.0 1.0 2.0 004D: jump_if_false @FIN_1_19264 00D6: if 80C2: not sphere_onscreen -354.0382 -527.9669 11.7155 2.0 004D: jump_if_false @FIN_1_19255 009A: $5027 = create_actor_pedtype 9 model #SPECIAL04 at -354.0382 -527.9669 11.7155 0004: $5031 = -1 // $ = int 0002: jump @FIN_1_19257 :FIN_1_19255 0051: return :FIN_1_19257 0002: jump @FIN_1_19266 :FIN_1_19264 0051: return :FIN_1_19266 00D6: if 0038: $5031 == 4 // $ == int 004D: jump_if_false @FIN_1_19409 00D6: if 838A: not car_in_cube -390.1438 -541.0243 16.2431 1.0 1.0 2.0 004D: jump_if_false @FIN_1_19407 00D6: if 80C2: not sphere_onscreen -390.1438 -541.0243 16.2431 2.0 004D: jump_if_false @FIN_1_19398 009A: $5027 = create_actor_pedtype 9 model #SPECIAL03 at -390.1438 -541.0243 16.2431 0004: $5031 = -1 // $ = int 0002: jump @FIN_1_19400 :FIN_1_19398 0051: return :FIN_1_19400 0002: jump @FIN_1_19409 :FIN_1_19407 0051: return :FIN_1_19409 00D6: if 0038: $5031 == 5 // $ == int 004D: jump_if_false @FIN_1_19552 00D6: if 838A: not car_in_cube -458.3071 -606.5378 11.7988 1.0 1.0 2.0 004D: jump_if_false @FIN_1_19550 00D6: if 80C2: not sphere_onscreen -458.3071 -606.5378 11.7988 2.0 004D: jump_if_false @FIN_1_19541 009A: $5027 = create_actor_pedtype 9 model #SPECIAL04 at -458.3071 -606.5378 11.7988 0004: $5031 = -1 // $ = int 0002: jump @FIN_1_19543 :FIN_1_19541 0051: return :FIN_1_19543 0002: jump @FIN_1_19552 :FIN_1_19550 0051: return :FIN_1_19552 00D6: if 0038: $5031 == 6 // $ == int 004D: jump_if_false @FIN_1_19695 00D6: if 838A: not car_in_cube -455.4113 -561.619 11.762 1.0 1.0 2.0 004D: jump_if_false @FIN_1_19693 00D6: if 80C2: not sphere_onscreen -455.4113 -561.619 11.762 2.0 004D: jump_if_false @FIN_1_19684 009A: $5027 = create_actor_pedtype 9 model #SPECIAL03 at -455.4113 -561.619 11.762 0004: $5031 = -1 // $ = int 0002: jump @FIN_1_19686 :FIN_1_19684 0051: return :FIN_1_19686 0002: jump @FIN_1_19695 :FIN_1_19693 0051: return :FIN_1_19695 00D6: if 0038: $5031 == 7 // $ == int 004D: jump_if_false @FIN_1_19838 00D6: if 838A: not car_in_cube -412.1893 -605.7213 16.2433 1.0 1.0 2.0 004D: jump_if_false @FIN_1_19836 00D6: if 80C2: not sphere_onscreen -412.1893 -605.7213 16.2433 2.0 004D: jump_if_false @FIN_1_19827 009A: $5027 = create_actor_pedtype 9 model #SPECIAL04 at -412.1893 -605.7213 16.2433 0004: $5031 = -1 // $ = int 0002: jump @FIN_1_19829 :FIN_1_19827 0051: return :FIN_1_19829 0002: jump @FIN_1_19838 :FIN_1_19836 0051: return :FIN_1_19838 00D6: if 0038: $5031 == 8 // $ == int 004D: jump_if_false @FIN_1_19981 00D6: if 838A: not car_in_cube -370.0882 -615.1937 9.3386 1.0 1.0 2.0 004D: jump_if_false @FIN_1_19979 00D6: if 80C2: not sphere_onscreen -370.0882 -615.1937 9.3386 2.0 004D: jump_if_false @FIN_1_19970 009A: $5027 = create_actor_pedtype 9 model #SPECIAL03 at -370.0882 -615.1937 9.3386 0004: $5031 = -1 // $ = int 0002: jump @FIN_1_19972 :FIN_1_19970 0051: return :FIN_1_19972 0002: jump @FIN_1_19981 :FIN_1_19979 0051: return :FIN_1_19981 00D6: if 0038: $5031 == 9 // $ == int 004D: jump_if_false @FIN_1_20124 00D6: if 838A: not car_in_cube -335.9248 -579.002 18.5231 1.0 1.0 2.0 004D: jump_if_false @FIN_1_20122 00D6: if 80C2: not sphere_onscreen -335.9248 -579.002 18.5231 2.0 004D: jump_if_false @FIN_1_20113 009A: $5027 = create_actor_pedtype 9 model #SPECIAL03 at -335.9248 -579.002 18.5231 0004: $5031 = -1 // $ = int 0002: jump @FIN_1_20115 :FIN_1_20113 0051: return :FIN_1_20115 0002: jump @FIN_1_20124 :FIN_1_20122 0051: return :FIN_1_20124 00D6: if 0038: $5031 == 10 // $ == int 004D: jump_if_false @FIN_1_20267 00D6: if 838A: not car_in_cube -329.9831 -582.3398 34.5103 1.0 1.0 2.0 004D: jump_if_false @FIN_1_20265 00D6: if 80C2: not sphere_onscreen -329.9831 -582.3398 34.5103 2.0 004D: jump_if_false @FIN_1_20256 009A: $5027 = create_actor_pedtype 9 model #SPECIAL04 at -329.9831 -582.3398 34.5103 0004: $5031 = -1 // $ = int 0002: jump @FIN_1_20258 :FIN_1_20256 0051: return :FIN_1_20258 0002: jump @FIN_1_20267 :FIN_1_20265 0051: return :FIN_1_20267 00D6: if 0038: $5031 == -1 // $ == int 004D: jump_if_false @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: set_actor $5027 cease_attack_timer 1500 0291: set_actor $5027 heed_threats 1 0243: set_actor $5027 ped_stats_to 16 02E2: set_actor $5027 weapon_accuracy_to 75 :FIN_1_20343 0051: return :FIN_1_20345 00D6: if 003A: $5027 == $5067 // $ == $ int 004D: jump_if_false @FIN_1_20450 0084: $5029 = $5068 // $ = $ int 0084: $5030 = $5069 // $ = $ int 0084: $5028 = $5070 // $ = $ int 0005: $5033 = -373.7542 // $ = float 0005: $5034 = -590.6248 // $ = float 0005: $5035 = 24.2896 // $ = float 0084: $5032 = $5071 // $ = $ int 0088: $5036 = 0@ // $ = @ float 0088: $5037 = 1@ // $ = @ float 0088: $5038 = 2@ // $ = @ float :FIN_1_20450 00D6: if 003A: $5027 == $5072 // $ == $ int 004D: jump_if_false @FIN_1_20555 0084: $5029 = $5073 // $ = $ int 0084: $5030 = $5074 // $ = $ int 0084: $5028 = $5075 // $ = $ int 0005: $5033 = -381.0802 // $ = float 0005: $5034 = -595.4677 // $ = float 0005: $5035 = 24.7818 // $ = float 0084: $5032 = $5076 // $ = $ int 0088: $5036 = 3@ // $ = @ float 0088: $5037 = 4@ // $ = @ float 0088: $5038 = 5@ // $ = @ float :FIN_1_20555 00D6: if 003A: $5027 == $5077 // $ == $ int 004D: jump_if_false @FIN_1_20660 0084: $5029 = $5078 // $ = $ int 0084: $5030 = $5079 // $ = $ int 0084: $5028 = $5080 // $ = $ int 0005: $5033 = -378.687 // $ = float 0005: $5034 = -597.9142 // $ = float 0005: $5035 = 24.7818 // $ = float 0084: $5032 = $5081 // $ = $ int 0088: $5036 = 6@ // $ = @ float 0088: $5037 = 7@ // $ = @ float 0088: $5038 = 8@ // $ = @ float :FIN_1_20660 00D6: if 003A: $5027 == $5082 // $ == $ int 004D: jump_if_false @FIN_1_20765 0084: $5029 = $5083 // $ = $ int 0084: $5030 = $5084 // $ = $ int 0084: $5028 = $5085 // $ = $ int 0005: $5033 = -382.3163 // $ = float 0005: $5034 = -589.9626 // $ = float 0005: $5035 = 24.2934 // $ = float 0084: $5032 = $5086 // $ = $ int 0088: $5036 = 9@ // $ = @ float 0088: $5037 = 10@ // $ = @ float 0088: $5038 = 11@ // $ = @ float :FIN_1_20765 00D6: if 003A: $5027 == $5087 // $ == $ int 004D: jump_if_false @FIN_1_20870 0084: $5029 = $5088 // $ = $ int 0084: $5030 = $5089 // $ = $ int 0084: $5028 = $5090 // $ = $ int 0005: $5033 = -379.9821 // $ = float 0005: $5034 = -591.7104 // $ = float 0005: $5035 = 24.5318 // $ = float 0084: $5032 = $5091 // $ = $ int 0088: $5036 = 12@ // $ = @ float 0088: $5037 = 13@ // $ = @ float 0088: $5038 = 14@ // $ = @ float :FIN_1_20870 00D6: if 003A: $5027 == $5092 // $ == $ int 004D: jump_if_false @FIN_1_20975 0084: $5029 = $5093 // $ = $ int 0084: $5030 = $5094 // $ = $ int 0084: $5028 = $5095 // $ = $ int 0005: $5033 = -380.1006 // $ = float 0005: $5034 = -586.4345 // $ = float 0005: $5035 = 24.2804 // $ = float 0084: $5032 = $5096 // $ = $ int 0086: $5036 = $5112 // $ = $ float 0086: $5037 = $5113 // $ = $ float 0086: $5038 = $5114 // $ = $ float :FIN_1_20975 00D6: if 003A: $5027 == $5097 // $ == $ int 004D: jump_if_false @FIN_1_21080 0084: $5029 = $5098 // $ = $ int 0084: $5030 = $5099 // $ = $ int 0084: $5028 = $5100 // $ = $ int 0005: $5033 = -374.6616 // $ = float 0005: $5034 = -586.1156 // $ = float 0005: $5035 = 24.2952 // $ = float 0084: $5032 = $5101 // $ = $ int 0086: $5036 = $5115 // $ = $ float 0086: $5037 = $5116 // $ = $ float 0086: $5038 = $5117 // $ = $ float :FIN_1_21080 00D6: if 003A: $5027 == $5102 // $ == $ int 004D: jump_if_false @FIN_1_21185 0084: $5029 = $5103 // $ = $ int 0084: $5030 = $5104 // $ = $ int 0084: $5028 = $5105 // $ = $ int 0005: $5033 = -376.7446 // $ = float 0005: $5034 = -586.6362 // $ = float 0005: $5035 = 24.2921 // $ = float 0084: $5032 = $5106 // $ = $ int 0086: $5036 = $5118 // $ = $ float 0086: $5037 = $5119 // $ = $ float 0086: $5038 = $5120 // $ = $ float :FIN_1_21185 00D6: if 003A: $5027 == $5107 // $ == $ int 004D: jump_if_false @FIN_1_21290 0084: $5029 = $5108 // $ = $ int 0084: $5030 = $5109 // $ = $ int 0084: $5028 = $5110 // $ = $ int 0005: $5033 = -378.8374 // $ = float 0005: $5034 = -591.7079 // $ = float 0005: $5035 = 24.5318 // $ = float 0084: $5032 = $5111 // $ = $ int 0086: $5036 = $5121 // $ = $ float 0086: $5037 = $5122 // $ = $ float 0086: $5038 = $5123 // $ = $ float :FIN_1_21290 00D6: if 0038: $5028 == 0 // $ == int 004D: jump_if_false @FIN_1_21434 00D6: if 00FF: actor $5027 0 $5014 $5015 $5016 radius 1.0 1.0 2.0 004D: jump_if_false @FIN_1_21434 00D6: if 04FF: actor $5027 no_objective 004D: jump_if_false @FIN_1_21434 0173: set_actor $5027 z_angle_to 226.1973 03FE: set_actor $5027 money $5030 0549: clear_actor $5027 follow_path 009F: set_actor $5027 idle 011C: actor $5027 clear_objective 04EB: actor $5027 crouch 1 999999999 ms 0084: $5022 = $4811 // $ = $ int 0008: $5022 += 1000 // $ += int 0004: $5028 = 2 // $ = int :FIN_1_21434 00D6: if 0038: $5028 == 0 // $ == int 004D: jump_if_false @FIN_1_21872 00D6: if 001C: $4811 > $5029 // $ > $ int 004D: jump_if_false @FIN_1_21688 00D6: if 80DF: not actor $5027 in_any_car 004D: jump_if_false @FIN_1_21683 0004: $5021 = 0 // $ = int 00D6: if or 0038: $5070 == 2 // $ == int 0038: $5075 == 2 // $ == int 0038: $5080 == 2 // $ == int 0038: $5085 == 2 // $ == int 0038: $5090 == 2 // $ == int 004D: jump_if_false @FIN_1_21547 0004: $5021 = 1 // $ = int :FIN_1_21547 00D6: if or 0038: $5095 == 2 // $ == int 0038: $5100 == 2 // $ == int 0038: $5105 == 2 // $ == int 0038: $5110 == 2 // $ == int 004D: jump_if_false @FIN_1_21593 0004: $5021 = 1 // $ = int :FIN_1_21593 00D6: if 0038: $5021 == 0 // $ == int 004D: jump_if_false @FIN_1_21639 009E: set_actor $5027 path $5014 $5015 $5016 unknown 4.0 1 0002: 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 // $ = $ int 0008: $5029 += 1000 // $ += int 0002: jump @FIN_1_21688 :FIN_1_21683 03E2: actor $5027 leave_any_car :FIN_1_21688 00D6: if 8042: not $5033 == 0.0 // $ == float 004D: jump_if_false @FIN_1_21872 00D6: if 00FF: actor $5027 0 $5033 $5034 $5035 radius 1.0 1.0 2.0 004D: jump_if_false @FIN_1_21872 011C: actor $5027 clear_objective 0549: clear_actor $5027 follow_path 009F: set_actor $5027 idle 00D6: if 8057: not player $PLAYER_CHAR 0 -386.123 -599.355 24.786 -370.926 -584.437 31.667 004D: jump_if_false @FIN_1_21841 01BE: set_actor $5027 to_look_at_spot -378.4397 -582.1611 24.2722 0002: jump @FIN_1_21849 :FIN_1_21841 01CA: actor $5027 kill_player $PLAYER_CHAR :FIN_1_21849 0084: $5029 = $4811 // $ = $ int 0008: $5029 += 3000 // $ += int 0004: $5028 = 3 // $ = int :FIN_1_21872 00D6: if 0038: $5028 == 2 // $ == int 004D: jump_if_false @FIN_1_22058 00D6: if 00FF: actor $5027 0 $5014 $5015 $5016 radius 1.0 1.0 2.0 004D: jump_if_false @FIN_1_22051 00D6: if 04FF: actor $5027 no_objective 004D: jump_if_false @FIN_1_22051 00D6: if 001C: $4811 > $5022 // $ > $ int 004D: jump_if_false @FIN_1_21979 04EB: actor $5027 crouch 1 999999999 ms :FIN_1_21979 010B: $4974 = player $PLAYER_CHAR money 00D6: if 001A: 1 > $4974 // int > $ 004D: jump_if_false @FIN_1_22029 00BC: text_highpriority 'FIN_B7' time 5000 1 0004: $4975 = 1 // $ = int 0051: return :FIN_1_22029 0109: player $PLAYER_CHAR money += -1 0008: $5030 += 1 // $ += int 03FE: set_actor $5027 money $5030 :FIN_1_22051 0002: jump @FIN_1_22209 :FIN_1_22058 00D6: if 80A4: not actor $5027 0 -386.507 -600.089 24.286 -370.542 -583.413 31.667 004D: jump_if_false @FIN_1_22209 00D6: if 00FF: actor $5027 0 $5036 $5037 $5038 radius 2.0 2.0 2.0 004D: jump_if_false @FIN_1_22179 00D6: if 001C: $5032 > $4811 // $ > $ int 004D: jump_if_false @FIN_1_22172 01C2: mark_actor_as_no_longer_needed $5027 :FIN_1_22172 0002: jump @FIN_1_22209 :FIN_1_22179 0084: $5032 = $4811 // $ = $ int 0008: $5032 += 5000 // $ += int 00A0: store_actor $5027 position_to $5036 $5037 $5038 :FIN_1_22209 00D6: if 003A: $5027 == $5067 // $ == $ int 004D: jump_if_false @FIN_1_22284 0084: $5068 = $5029 // $ = $ int 0084: $5069 = $5030 // $ = $ int 0084: $5070 = $5028 // $ = $ int 0084: $5071 = $5032 // $ = $ int 0089: 0@ = $5036 // @ = $ float 0089: 1@ = $5037 // @ = $ float 0089: 2@ = $5038 // @ = $ float :FIN_1_22284 00D6: if 003A: $5027 == $5072 // $ == $ int 004D: jump_if_false @FIN_1_22359 0084: $5073 = $5029 // $ = $ int 0084: $5074 = $5030 // $ = $ int 0084: $5075 = $5028 // $ = $ int 0084: $5076 = $5032 // $ = $ int 0089: 3@ = $5036 // @ = $ float 0089: 4@ = $5037 // @ = $ float 0089: 5@ = $5038 // @ = $ float :FIN_1_22359 00D6: if 003A: $5027 == $5077 // $ == $ int 004D: jump_if_false @FIN_1_22434 0084: $5078 = $5029 // $ = $ int 0084: $5079 = $5030 // $ = $ int 0084: $5080 = $5028 // $ = $ int 0084: $5081 = $5032 // $ = $ int 0089: 6@ = $5036 // @ = $ float 0089: 7@ = $5037 // @ = $ float 0089: 8@ = $5038 // @ = $ float :FIN_1_22434 00D6: if 003A: $5027 == $5082 // $ == $ int 004D: jump_if_false @FIN_1_22509 0084: $5083 = $5029 // $ = $ int 0084: $5084 = $5030 // $ = $ int 0084: $5085 = $5028 // $ = $ int 0084: $5086 = $5032 // $ = $ int 0089: 9@ = $5036 // @ = $ float 0089: 10@ = $5037 // @ = $ float 0089: 11@ = $5038 // @ = $ float :FIN_1_22509 00D6: if 003A: $5027 == $5087 // $ == $ int 004D: jump_if_false @FIN_1_22584 0084: $5088 = $5029 // $ = $ int 0084: $5089 = $5030 // $ = $ int 0084: $5090 = $5028 // $ = $ int 0084: $5091 = $5032 // $ = $ int 0089: 12@ = $5036 // @ = $ float 0089: 13@ = $5037 // @ = $ float 0089: 14@ = $5038 // @ = $ float :FIN_1_22584 00D6: if 003A: $5027 == $5092 // $ == $ int 004D: jump_if_false @FIN_1_22659 0084: $5093 = $5029 // $ = $ int 0084: $5094 = $5030 // $ = $ int 0084: $5095 = $5028 // $ = $ int 0084: $5096 = $5032 // $ = $ int 0086: $5112 = $5036 // $ = $ float 0086: $5113 = $5037 // $ = $ float 0086: $5114 = $5038 // $ = $ float :FIN_1_22659 00D6: if 003A: $5027 == $5097 // $ == $ int 004D: jump_if_false @FIN_1_22734 0084: $5098 = $5029 // $ = $ int 0084: $5099 = $5030 // $ = $ int 0084: $5100 = $5028 // $ = $ int 0084: $5101 = $5032 // $ = $ int 0086: $5115 = $5036 // $ = $ float 0086: $5116 = $5037 // $ = $ float 0086: $5117 = $5038 // $ = $ float :FIN_1_22734 00D6: if 003A: $5027 == $5102 // $ == $ int 004D: jump_if_false @FIN_1_22809 0084: $5103 = $5029 // $ = $ int 0084: $5104 = $5030 // $ = $ int 0084: $5105 = $5028 // $ = $ int 0084: $5106 = $5032 // $ = $ int 0086: $5118 = $5036 // $ = $ float 0086: $5119 = $5037 // $ = $ float 0086: $5120 = $5038 // $ = $ float :FIN_1_22809 00D6: if 003A: $5027 == $5107 // $ == $ int 004D: jump_if_false @FIN_1_22884 0084: $5108 = $5029 // $ = $ int 0084: $5109 = $5030 // $ = $ int 0084: $5110 = $5028 // $ = $ int 0084: $5111 = $5032 // $ = $ int 0086: $5121 = $5036 // $ = $ float 0086: $5122 = $5037 // $ = $ float 0086: $5123 = $5038 // $ = $ float :FIN_1_22884 0051: return :FIN_1_22886 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 1 016A: fade 0 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 0 :FIN_1_22914 00D6: if 016B: fading 004D: jump_if_false @FIN_1_22938 0001: wait 0 ms 0002: jump @FIN_1_22914 :FIN_1_22938 03DE: set_pedestrians_density_multiplier_to 0.0 0395: clear_area 0 at -354.419 -569.529 30.0 range 200.0 009B: destroy_actor_instantly $5067 009B: destroy_actor_instantly $5072 009B: destroy_actor_instantly $5077 009B: destroy_actor_instantly $5082 009B: destroy_actor_instantly $5087 009B: destroy_actor_instantly $5092 009B: destroy_actor_instantly $5097 009B: destroy_actor_instantly $5102 009B: destroy_actor_instantly $5107 009B: destroy_actor_instantly $5023 009B: destroy_actor_instantly $5017 009B: destroy_actor_instantly $5041 009B: destroy_actor_instantly $5042 009B: destroy_actor_instantly $5043 009B: destroy_actor_instantly $5044 009B: destroy_actor_instantly $5045 009B: destroy_actor_instantly $5046 009B: destroy_actor_instantly $5047 009B: destroy_actor_instantly $5048 009B: destroy_actor_instantly $5049 009B: destroy_actor_instantly $5050 009B: destroy_actor_instantly $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 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 8248: not model #CUTOBJ01 available 004D: jump_if_false @FIN_1_23169 0001: wait 0 ms 0002: 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 04BB: select_interiour 2 // select render area 0004: $991 = 1 // $ = int 03AD: set_rubbish 0 04F9: set_extra_colors 7 fade 0 03CB: load_scene -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 016A: fade 1 1500 ms 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 00D6: if 001A: 12797 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_23385 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_23350 :FIN_1_23385 00BC: text_highpriority 'FIN3_01' time 10000 1 :FIN_1_23400 00D6: if 001A: 14715 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_23435 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_23400 :FIN_1_23435 00BC: text_highpriority 'FIN3_02' time 10000 1 :FIN_1_23450 00D6: if 001A: 17875 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_23485 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_23450 :FIN_1_23485 00BC: text_highpriority 'FIN3_03' time 10000 1 :FIN_1_23500 00D6: if 001A: 19401 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_23535 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_23500 :FIN_1_23535 00BC: text_highpriority 'FIN3_04' time 10000 1 :FIN_1_23550 00D6: if 001A: 21176 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_23585 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_23550 :FIN_1_23585 00BC: text_highpriority 'FIN3_05' time 10000 1 :FIN_1_23600 00D6: if 001A: 26212 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_23635 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_23600 :FIN_1_23635 00BC: text_highpriority 'FIN3_06' time 10000 1 :FIN_1_23650 00D6: if 001A: 29463 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_23685 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_23650 :FIN_1_23685 00BC: text_highpriority 'FIN3_07' time 10000 1 :FIN_1_23700 00D6: if 001A: 32477 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_23735 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_23700 :FIN_1_23735 00BC: text_highpriority 'FIN3_08' time 10000 1 :FIN_1_23750 00D6: if 001A: 36719 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_23787 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_23750 :FIN_1_23787 00BC: text_highpriority 'FIN3_09' time 10000 1 :FIN_1_23802 00D6: if 001A: 39025 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_23839 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_23802 :FIN_1_23839 00BC: text_highpriority 'FIN3_10' time 10000 1 :FIN_1_23854 00D6: if 001A: 41031 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_23891 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_23854 :FIN_1_23891 00BC: text_highpriority 'FIN3_11' time 10000 1 :FIN_1_23906 00D6: if 001A: 43337 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_23943 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_23906 :FIN_1_23943 00BC: text_highpriority 'FIN3_12' time 10000 1 :FIN_1_23958 00D6: if 001A: 47738 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_23995 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_23958 :FIN_1_23995 00BC: text_highpriority 'FIN3_13' time 10000 1 :FIN_1_24010 00D6: if 001A: 49016 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_24047 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_24010 :FIN_1_24047 00BC: text_highpriority 'FIN3_14' time 10000 1 :FIN_1_24062 00D6: if 001A: 54048 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_24099 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_24062 :FIN_1_24099 00BC: text_highpriority 'FIN3_15' time 10000 1 :FIN_1_24114 00D6: if 001A: 57610 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_24151 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_24114 :FIN_1_24151 00BC: text_highpriority 'FIN3_16' time 10000 1 :FIN_1_24166 00D6: if 001A: 59960 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_24203 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_24166 :FIN_1_24203 00BC: text_highpriority 'FIN3_17' time 10000 1 :FIN_1_24218 00D6: if 001A: 62722 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_24255 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_24218 :FIN_1_24255 00BC: text_highpriority 'FIN3_18' time 10000 1 :FIN_1_24270 00D6: if 001A: 64406 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_24307 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_24270 :FIN_1_24307 00BC: text_highpriority 'FIN3_19' time 10000 1 :FIN_1_24322 00D6: if 001A: 69535 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_24359 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_24322 :FIN_1_24359 00BC: text_highpriority 'FIN3_20' time 10000 1 :FIN_1_24374 00D6: if 001A: 74550 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_24411 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_24374 :FIN_1_24411 00BC: text_highpriority 'FIN3_21' time 10000 1 :FIN_1_24426 00D6: if 001A: 77761 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_24463 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_24426 :FIN_1_24463 00BC: text_highpriority 'FIN3_22' time 10000 1 :FIN_1_24478 00D6: if 001A: 81486 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_24515 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_24478 :FIN_1_24515 00BC: text_highpriority 'FIN3_23' time 10000 1 :FIN_1_24530 00D6: if 001A: 86784 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @FIN_1_24567 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FIN_1_24530 :FIN_1_24567 0169: set_fade_color 0 0 1 016A: fade 0 1500 ms 00BE: text_clear_all :FIN_1_24584 00D6: if 016B: fading 004D: jump_if_false @FIN_1_24608 0001: wait 0 ms 0002: jump @FIN_1_24584 :FIN_1_24608 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @FIN_1_24632 0001: wait 0 ms 0002: jump @FIN_1_24608 :FIN_1_24632 03AD: set_rubbish 1 02EA: end_cutscene 0373: set_camera_directly_behind_player 0296: unload_special_actor 1 0296: unload_special_actor 2 0249: release_model #CUTOBJ01 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: set_all_vehicles_apply_damage_rules 0 04BB: select_interiour 0 // select render area 0004: $991 = 0 // $ = int 03AD: set_rubbish 1 04FA: clear_extra_colors_with_fade 0 0055: put_player $PLAYER_CHAR at 198.4252 -434.6284 9.5332 0434: show_credits 0004: $61 = 0 // $ = int 03EA: generate_cars_around_camera 1 01BD: $4811 = current_time_in_ms 0001: wait 0 ms 0001: wait 0 ms 02A3: enable_widescreen 1 01BD: $4811 = current_time_in_ms 0084: $5040 = $4811 // $ = $ int 01B6: set_weather 0 :FIN_1_24761 00D6: if 8436: not reached_end_of_credits 004D: jump_if_false @FIN_1_26913 0001: wait 0 ms 01BD: $4811 = current_time_in_ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @FIN_1_24827 00D6: if 0038: $61 == 1 // $ == int 004D: jump_if_false @FIN_1_24820 0435: end_credits :FIN_1_24820 0002: jump @FIN_1_24834 :FIN_1_24827 0004: $61 = 1 // $ = int :FIN_1_24834 00D6: if 0038: $5039 == 0 // $ == int 004D: jump_if_false @FIN_1_24980 00D6: if 001C: $4811 > $5040 // $ > $ int 004D: jump_if_false @FIN_1_24980 015F: set_camera_position 315.4413 -606.3295 10.9994 rotation 0.0 0.0 0.0 0160: point_camera 315.8044 -605.4032 11.1004 switchstyle 2 00C0: set_current_time 18 0 009B: destroy_actor_instantly $5027 009A: $5027 = create_actor_pedtype 4 model #MALE01 at 315.4413 -606.3295 10.9994 0084: $5040 = $4811 // $ = $ int 0008: $5040 += 20000 // $ += int 0008: $5039 += 1 // $ += int :FIN_1_24980 00D6: if 0038: $5039 == 1 // $ == int 004D: jump_if_false @FIN_1_25055 00D6: if 001C: $4811 > $5040 // $ > $ int 004D: jump_if_false @FIN_1_25055 0169: set_fade_color 0 0 1 016A: fade 1 3000 ms 0084: $5040 = $4811 // $ = $ int 0008: $5040 += 20000 // $ += int 0008: $5039 += 1 // $ += int :FIN_1_25055 00D6: if 0038: $5039 == 2 // $ == int 004D: jump_if_false @FIN_1_25130 00D6: if 001C: $4811 > $5040 // $ > $ int 004D: jump_if_false @FIN_1_25130 0169: set_fade_color 0 0 1 016A: fade 0 3000 ms 0084: $5040 = $4811 // $ = $ int 0008: $5040 += 3500 // $ += int 0008: $5039 += 1 // $ += int :FIN_1_25130 00D6: if 0038: $5039 == 3 // $ == int 004D: jump_if_false @FIN_1_25276 00D6: if 001C: $4811 > $5040 // $ > $ int 004D: jump_if_false @FIN_1_25276 015F: set_camera_position -57.009 -1579.473 11.6604 rotation 0.0 0.0 0.0 0160: point_camera -57.1214 -1578.485 11.765 switchstyle 2 00C0: set_current_time 14 0 009B: destroy_actor_instantly $5027 009A: $5027 = create_actor_pedtype 4 model #MALE01 at -57.009 -1579.473 11.6604 0084: $5040 = $4811 // $ = $ int 0008: $5040 += 20000 // $ += int 0008: $5039 += 1 // $ += int :FIN_1_25276 00D6: if 0038: $5039 == 4 // $ == int 004D: jump_if_false @FIN_1_25351 00D6: if 001C: $4811 > $5040 // $ > $ int 004D: jump_if_false @FIN_1_25351 0169: set_fade_color 0 0 1 016A: fade 1 3000 ms 0084: $5040 = $4811 // $ = $ int 0008: $5040 += 20000 // $ += int 0008: $5039 += 1 // $ += int :FIN_1_25351 00D6: if 0038: $5039 == 5 // $ == int 004D: jump_if_false @FIN_1_25426 00D6: if 001C: $4811 > $5040 // $ > $ int 004D: jump_if_false @FIN_1_25426 0169: set_fade_color 0 0 1 016A: fade 0 3000 ms 0084: $5040 = $4811 // $ = $ int 0008: $5040 += 3500 // $ += int 0008: $5039 += 1 // $ += int :FIN_1_25426 00D6: if 0038: $5039 == 6 // $ == int 004D: jump_if_false @FIN_1_25572 00D6: if 001C: $4811 > $5040 // $ > $ int 004D: jump_if_false @FIN_1_25572 015F: set_camera_position -31.4477 -942.5128 11.2897 rotation 0.0 0.0 0.0 0160: point_camera -30.4814 -942.2845 11.4088 switchstyle 2 00C0: set_current_time 15 0 009B: destroy_actor_instantly $5027 009A: $5027 = create_actor_pedtype 4 model #MALE01 at -31.4477 -942.5128 11.2897 0084: $5040 = $4811 // $ = $ int 0008: $5040 += 20000 // $ += int 0008: $5039 += 1 // $ += int :FIN_1_25572 00D6: if 0038: $5039 == 7 // $ == int 004D: jump_if_false @FIN_1_25647 00D6: if 001C: $4811 > $5040 // $ > $ int 004D: jump_if_false @FIN_1_25647 0169: set_fade_color 0 0 1 016A: fade 1 3000 ms 0084: $5040 = $4811 // $ = $ int 0008: $5040 += 20000 // $ += int 0008: $5039 += 1 // $ += int :FIN_1_25647 00D6: if 0038: $5039 == 8 // $ == int 004D: jump_if_false @FIN_1_25722 00D6: if 001C: $4811 > $5040 // $ > $ int 004D: jump_if_false @FIN_1_25722 0169: set_fade_color 0 0 1 016A: fade 0 3000 ms 0084: $5040 = $4811 // $ = $ int 0008: $5040 += 3500 // $ += int 0008: $5039 += 1 // $ += int :FIN_1_25722 00D6: if 0038: $5039 == 9 // $ == int 004D: jump_if_false @FIN_1_25868 00D6: if 001C: $4811 > $5040 // $ > $ int 004D: jump_if_false @FIN_1_25868 015F: set_camera_position 527.1948 -1101.658 12.3979 rotation 0.0 0.0 0.0 0160: point_camera 526.1959 -1101.612 12.4088 switchstyle 2 00C0: set_current_time 12 0 009B: destroy_actor_instantly $5027 009A: $5027 = create_actor_pedtype 4 model #MALE01 at 527.1948 -1101.658 12.3979 0084: $5040 = $4811 // $ = $ int 0008: $5040 += 20000 // $ += int 0008: $5039 += 1 // $ += int :FIN_1_25868 00D6: if 0038: $5039 == 10 // $ == int 004D: jump_if_false @FIN_1_25943 00D6: if 001C: $4811 > $5040 // $ > $ int 004D: jump_if_false @FIN_1_25943 0169: set_fade_color 0 0 1 016A: fade 1 3000 ms 0084: $5040 = $4811 // $ = $ int 0008: $5040 += 20000 // $ += int 0008: $5039 += 1 // $ += int :FIN_1_25943 00D6: if 0038: $5039 == 11 // $ == int 004D: jump_if_false @FIN_1_26018 00D6: if 001C: $4811 > $5040 // $ > $ int 004D: jump_if_false @FIN_1_26018 0169: set_fade_color 0 0 1 016A: fade 0 3000 ms 0084: $5040 = $4811 // $ = $ int 0008: $5040 += 3500 // $ += int 0008: $5039 += 1 // $ += int :FIN_1_26018 00D6: if 0038: $5039 == 12 // $ == int 004D: jump_if_false @FIN_1_26164 00D6: if 001C: $4811 > $5040 // $ > $ int 004D: jump_if_false @FIN_1_26164 015F: set_camera_position 329.8244 -1123.419 29.418 rotation 0.0 0.0 0.0 0160: point_camera 329.5483 -1122.458 29.4027 switchstyle 2 00C0: set_current_time 2 0 009B: destroy_actor_instantly $5027 009A: $5027 = create_actor_pedtype 4 model #MALE01 at 329.8244 -1123.419 29.418 0084: $5040 = $4811 // $ = $ int 0008: $5040 += 20000 // $ += int 0008: $5039 += 1 // $ += int :FIN_1_26164 00D6: if 0038: $5039 == 13 // $ == int 004D: jump_if_false @FIN_1_26239 00D6: if 001C: $4811 > $5040 // $ > $ int 004D: jump_if_false @FIN_1_26239 0169: set_fade_color 0 0 1 016A: fade 1 3000 ms 0084: $5040 = $4811 // $ = $ int 0008: $5040 += 20000 // $ += int 0008: $5039 += 1 // $ += int :FIN_1_26239 00D6: if 0038: $5039 == 14 // $ == int 004D: jump_if_false @FIN_1_26314 00D6: if 001C: $4811 > $5040 // $ > $ int 004D: jump_if_false @FIN_1_26314 0169: set_fade_color 0 0 1 016A: fade 0 3000 ms 0084: $5040 = $4811 // $ = $ int 0008: $5040 += 3500 // $ += int 0008: $5039 += 1 // $ += int :FIN_1_26314 00D6: if 0038: $5039 == 15 // $ == int 004D: jump_if_false @FIN_1_26460 00D6: if 001C: $4811 > $5040 // $ > $ int 004D: jump_if_false @FIN_1_26460 015F: set_camera_position 420.3749 -179.7319 12.2077 rotation 0.0 0.0 0.0 0160: point_camera 420.3214 -178.7335 12.193 switchstyle 2 00C0: set_current_time 11 0 009B: destroy_actor_instantly $5027 009A: $5027 = create_actor_pedtype 4 model #MALE01 at 420.3749 -179.7319 12.2077 0084: $5040 = $4811 // $ = $ int 0008: $5040 += 20000 // $ += int 0008: $5039 += 1 // $ += int :FIN_1_26460 00D6: if 0038: $5039 == 16 // $ == int 004D: jump_if_false @FIN_1_26535 00D6: if 001C: $4811 > $5040 // $ > $ int 004D: jump_if_false @FIN_1_26535 0169: set_fade_color 0 0 1 016A: fade 1 3000 ms 0084: $5040 = $4811 // $ = $ int 0008: $5040 += 20000 // $ += int 0008: $5039 += 1 // $ += int :FIN_1_26535 00D6: if 0038: $5039 == 17 // $ == int 004D: jump_if_false @FIN_1_26610 00D6: if 001C: $4811 > $5040 // $ > $ int 004D: jump_if_false @FIN_1_26610 0169: set_fade_color 0 0 1 016A: fade 0 3000 ms 0084: $5040 = $4811 // $ = $ int 0008: $5040 += 3500 // $ += int 0008: $5039 += 1 // $ += int :FIN_1_26610 00D6: if 0038: $5039 == 18 // $ == int 004D: jump_if_false @FIN_1_26756 00D6: if 001C: $4811 > $5040 // $ > $ int 004D: jump_if_false @FIN_1_26756 015F: set_camera_position -397.3825 22.9746 47.9553 rotation 0.0 0.0 0.0 0160: point_camera -396.5451 23.4814 47.7505 switchstyle 2 00C0: set_current_time 5 45 009B: destroy_actor_instantly $5027 009A: $5027 = create_actor_pedtype 4 model #MALE01 at -391.2471 26.5135 25.2721 0084: $5040 = $4811 // $ = $ int 0008: $5040 += 20000 // $ += int 0008: $5039 += 1 // $ += int :FIN_1_26756 00D6: if 0038: $5039 == 19 // $ == int 004D: jump_if_false @FIN_1_26831 00D6: if 001C: $4811 > $5040 // $ > $ int 004D: jump_if_false @FIN_1_26831 0169: set_fade_color 0 0 1 016A: fade 1 3000 ms 0084: $5040 = $4811 // $ = $ int 0008: $5040 += 20000 // $ += int 0008: $5039 += 1 // $ += int :FIN_1_26831 00D6: if 0038: $5039 == 20 // $ == int 004D: jump_if_false @FIN_1_26906 00D6: if 001C: $4811 > $5040 // $ > $ int 004D: jump_if_false @FIN_1_26906 0169: set_fade_color 0 0 1 016A: fade 0 3000 ms 0084: $5040 = $4811 // $ = $ int 0008: $5040 += 3500 // $ += int 0004: $5039 = 21 // $ = int :FIN_1_26906 0002: jump @FIN_1_24761 :FIN_1_26913 043C: set_game_sounds_disable_on_fade 1 0440: stop_cutscene_music 009B: destroy_actor_instantly $5027 02A3: enable_widescreen 0 03EA: generate_cars_around_camera 0 01B7: release_weather 0395: clear_area 1 at -379.2 -536.4 16.2 range 1.0 0055: put_player $PLAYER_CHAR at -379.2 -536.4 16.2 0171: set_player $PLAYER_CHAR z_angle_to 0.0 0373: set_camera_directly_behind_player 04BB: select_interiour 0 // select render area 0004: $991 = 0 // $ = int 03AD: set_rubbish 1 04FA: clear_extra_colors_with_fade 0 03CB: load_scene -379.2 -536.4 16.2 0169: set_fade_color 0 0 1 016A: fade 1 1500 ms 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03F4: set_all_vehicles_apply_damage_rules 1 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 03DE: set_pedestrians_density_multiplier_to 1.0 0395: clear_area 0 at -354.419 -569.529 30.0 range 200.0 04E3: set_player $PLAYER_CHAR mood 0 duration 60000 0002: jump @FIN_1_27218 :FIN_1_27117 00BA: text_styled 'M_FAIL' 5000 ms 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 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: set_actor $PLAYER_ACTOR can_be_damaged_by_members_of_gang 6 1 010B: $4974 = player $PLAYER_CHAR money 0010: $4974 *= -1 // $ *= int 0109: player $PLAYER_CHAR money += $4974 0109: player $PLAYER_CHAR money += $4985 0051: return :FIN_1_27218 0004: $270 = 1 // $ = int 01E3: text_1number_styled 'M_PASS' number 30000 time 5000 style 1 0109: player $PLAYER_CHAR money += 30000 0110: clear_player $PLAYER_CHAR wanted_level 0394: play_music 1 0318: set_latest_mission_passed 'FIN_1' 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: set_actor $PLAYER_ACTOR can_be_damaged_by_members_of_gang 6 1 004F: create_thread @GANGMEM 057C: set_allow_hurricanes 1 0164: disable_marker $234 0164: disable_marker $265 04CE: $265 = create_icon_marker_without_sphere 29 at -378.3 -579.8 24.5 03DE: set_pedestrians_density_multiplier_to 1.0 00D6: if 0038: $2097 == 0 // $ == int 004D: jump_if_false @FIN_1_27427 03E5: text_box 'PICK10' 014C: set_parked_car_generator $1979 cars_to_generate_to 101 0004: $2097 = 1 // $ = int 0002: jump @FIN_1_27444 :FIN_1_27427 03E5: text_box 'APACHE' 014C: set_parked_car_generator $2098 cars_to_generate_to 101 :FIN_1_27444 0051: return :FIN_1_27446 0164: disable_marker $4986 0164: disable_marker $4987 0164: disable_marker $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 0249: release_model #STRETCH 0249: release_model #COLT45 0249: release_model #RUGER 0249: release_model #TEC9 034F: destroy_actor_with_fade $5067 // The actor fades away like a ghost 034F: destroy_actor_with_fade $5072 // The actor fades away like a ghost 034F: destroy_actor_with_fade $5077 // The actor fades away like a ghost 034F: destroy_actor_with_fade $5082 // The actor fades away like a ghost 034F: destroy_actor_with_fade $5087 // The actor fades away like a ghost 034F: destroy_actor_with_fade $5092 // The actor fades away like a ghost 034F: destroy_actor_with_fade $5097 // The actor fades away like a ghost 034F: destroy_actor_with_fade $5102 // The actor fades away like a ghost 034F: destroy_actor_with_fade $5107 // The actor fades away like a ghost 034F: destroy_actor_with_fade $5023 // The actor fades away like a ghost 034F: destroy_actor_with_fade $5017 // The actor fades away like a ghost 034F: destroy_actor_with_fade $5041 // The actor fades away like a ghost 034F: destroy_actor_with_fade $5042 // The actor fades away like a ghost 034F: destroy_actor_with_fade $5043 // The actor fades away like a ghost 034F: destroy_actor_with_fade $5044 // The actor fades away like a ghost 034F: destroy_actor_with_fade $5045 // The actor fades away like a ghost 034F: destroy_actor_with_fade $5046 // The actor fades away like a ghost 034F: destroy_actor_with_fade $5047 // The actor fades away like a ghost 034F: destroy_actor_with_fade $5048 // The actor fades away like a ghost 034F: destroy_actor_with_fade $5049 // The actor fades away like a ghost 034F: destroy_actor_with_fade $5050 // The actor fades away like a ghost 034F: destroy_actor_with_fade $5051 // The actor fades away like a ghost 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 0215: destroy_pickup $4993 0215: destroy_pickup $4988 0215: destroy_pickup $4980 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 0004: $ONMISSION = 0 // $ = int 00D8: mission_cleanup 0051: return //-------------Mission 53--------------- // Originally: Alloy Wheels of Steel :BIKE1 03A4: name_thread 'BIKE1' 0050: gosub @BIKE1_74 00D6: if 0112: wasted_or_busted 004D: jump_if_false @BIKE1_37 0050: gosub @BIKE1_6983 :BIKE1_37 0050: gosub @BIKE1_7359 004E: end_thread 0004: $5271 = 0 // $ = int 0004: $5272 = 0 // $ = int 0004: $5273 = 0 // $ = int 0004: $5274 = 0 // $ = int :BIKE1_74 0317: increment_mission_attempts 0004: $ONMISSION = 1 // $ = int 0004: $5134 = 0 // $ = int 0004: $5145 = 0 // $ = int 0005: $5137 = 7.0 // $ = float 0004: $5136 = 100 // $ = int 0004: $5157 = 0 // $ = int 0005: $5149 = 7.0 // $ = float 0004: $5148 = 100 // $ = int 0004: $5170 = 0 // $ = int 0005: $5162 = 7.0 // $ = float 0004: $5161 = 100 // $ = int 0004: $5251 = 0 // $ = int 0004: $5255 = 0 // $ = int 0004: $5263 = 100 // $ = int 0005: $5260 = 0.0 // $ = float 0005: $5261 = 0.0 // $ = float 0005: $5257 = 0.0 // $ = float 0005: $5258 = 0.0 // $ = float 0005: $5259 = 0.0 // $ = float 0004: $5262 = 0 // $ = int 0004: $5264 = 0 // $ = int 0004: $5265 = 0 // $ = int 0004: $5266 = 0 // $ = int 0004: $5267 = 0 // $ = int 0004: $5268 = 0 // $ = int 0004: $5253 = 0 // $ = int 0004: $5270 = 0 // $ = int 0001: wait 0 ms 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' 0247: request_model #BKA 0247: request_model #BKB 02F3: load_object #CUTOBJ01 'POOLQ' 02F3: load_object #CUTOBJ02 'POLBALS' 04BB: select_interiour 11 // select render area 03CB: load_scene -597.02 642.46 11.0 04F9: set_extra_colors 15 fade 0 038B: load_requested_models :BIKE1_424 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 8248: not model #BKA available 8248: not model #BKB available 004D: jump_if_false @BIKE1_466 0001: wait 0 ms 0002: jump @BIKE1_424 :BIKE1_466 00D6: if or 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 004D: jump_if_false @BIKE1_498 0001: wait 0 ms 0002: 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 10.06 range 1.0 0055: put_player $PLAYER_CHAR at -597.25 655.87 10.06 0171: set_player $PLAYER_CHAR z_angle_to 0.0 016A: fade 1 2000 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :BIKE1_771 00D6: if 001A: 5467 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE1_806 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE1_771 :BIKE1_806 00BC: text_highpriority 'BM1_A' time 10000 1 :BIKE1_821 00D6: if 001A: 11136 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE1_856 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE1_821 :BIKE1_856 00BC: text_highpriority 'BM1_B' time 10000 1 :BIKE1_871 00D6: if 001A: 13361 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE1_906 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE1_871 :BIKE1_906 00BC: text_highpriority 'BM1_C' time 10000 1 :BIKE1_921 00D6: if 001A: 14457 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE1_956 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE1_921 :BIKE1_956 00BC: text_highpriority 'BM1_D' time 10000 1 :BIKE1_971 00D6: if 001A: 16423 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE1_1006 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE1_971 :BIKE1_1006 00BC: text_highpriority 'BM1_E' time 10000 1 :BIKE1_1021 00D6: if 001A: 18634 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE1_1056 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE1_1021 :BIKE1_1056 00BC: text_highpriority 'BM1_F' time 10000 1 :BIKE1_1071 00D6: if 001A: 21688 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE1_1106 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE1_1071 :BIKE1_1106 00BC: text_highpriority 'BM1_G' time 10000 1 :BIKE1_1121 00D6: if 001A: 22905 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE1_1156 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE1_1121 :BIKE1_1156 00BC: text_highpriority 'BM1_H' time 10000 1 :BIKE1_1171 00D6: if 001A: 26588 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE1_1206 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE1_1171 :BIKE1_1206 00BC: text_highpriority 'BM1_I' time 10000 1 :BIKE1_1221 00D6: if 001A: 30208 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE1_1256 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE1_1221 :BIKE1_1256 00BC: text_highpriority 'BM1_J' time 10000 1 :BIKE1_1271 00D6: if 001A: 34442 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE1_1308 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE1_1271 :BIKE1_1308 00BC: text_highpriority 'BM1_K' time 10000 1 :BIKE1_1323 00D6: if 001A: 36593 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE1_1360 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE1_1323 :BIKE1_1360 00BC: text_highpriority 'BM1_L' time 10000 1 :BIKE1_1375 00D6: if 001A: 39183 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE1_1412 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE1_1375 :BIKE1_1412 00BC: text_highpriority 'BM1_M' time 10000 1 :BIKE1_1427 00D6: if 001A: 41838 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE1_1464 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE1_1427 :BIKE1_1464 00BC: text_highpriority 'BM1_N' time 10000 1 :BIKE1_1479 00D6: if 001A: 45261 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE1_1516 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE1_1479 :BIKE1_1516 00BC: text_highpriority 'BM1_O' time 10000 1 :BIKE1_1531 00D6: if 001A: 47270 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE1_1568 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE1_1531 :BIKE1_1568 00BC: text_highpriority 'BM1_P' time 10000 1 :BIKE1_1583 00D6: if 001A: 51712 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE1_1620 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE1_1583 :BIKE1_1620 00BE: text_clear_all :BIKE1_1622 00D6: if 001A: 55482 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE1_1659 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE1_1622 :BIKE1_1659 016A: fade 0 2000 ms :BIKE1_1666 00D6: if 016B: fading 004D: jump_if_false @BIKE1_1690 0001: wait 0 ms 0002: jump @BIKE1_1666 :BIKE1_1690 03AD: set_rubbish 1 02EA: end_cutscene 0373: set_camera_directly_behind_player 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0249: release_model #BKA 0249: release_model #BKB 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 04FA: clear_extra_colors_with_fade 0 04BB: select_interiour 0 // select render area 03CB: load_scene -597.25 655.87 10.06 04E3: set_player $PLAYER_CHAR mood 1 duration 60000 0481: set_enter_car_range_multiplier 6.0 041E: set_radio_station 4 -1 0004: $5254 = 18 // $ = int 0005: $5131 = -592.65 // $ = float 0005: $5132 = 667.08 // $ = float 0005: $5133 = 9.91 // $ = float 0005: $5187 = -537.77 // $ = float 0005: $5188 = 674.27 // $ = float 0005: $5189 = 9.9 // $ = float 0005: $5190 = -478.51 // $ = float 0005: $5191 = 803.08 // $ = float 0005: $5192 = 9.91 // $ = float 0005: $5193 = -387.36 // $ = float 0005: $5194 = 1017.69 // $ = float 0005: $5195 = 8.46 // $ = float 0005: $5196 = -300.36 // $ = float 0005: $5197 = 1285.44 // $ = float 0005: $5198 = 10.59 // $ = float 0005: $5199 = -487.11 // $ = float 0005: $5200 = 1337.11 // $ = float 0005: $5201 = 10.59 // $ = float 0005: $5202 = -735.62 // $ = float 0005: $5203 = 1314.6 // $ = float 0005: $5204 = 10.59 // $ = float 0005: $5205 = -817.54 // $ = float 0005: $5206 = 1374.86 // $ = float 0005: $5207 = 10.41 // $ = float 0005: $5208 = -880.23 // $ = float 0005: $5209 = 1441.79 // $ = float 0005: $5210 = 10.74 // $ = float 0005: $5211 = -683.27 // $ = float 0005: $5212 = 1465.76 // $ = float 0005: $5213 = 10.92 // $ = float 0005: $5214 = -776.75 // $ = float 0005: $5215 = 1383.71 // $ = float 0005: $5216 = 10.86 // $ = float 0005: $5217 = -873.98 // $ = float 0005: $5218 = 1328.55 // $ = float 0005: $5219 = 10.29 // $ = float 0005: $5220 = -869.53 // $ = float 0005: $5221 = 1107.01 // $ = float 0005: $5222 = 9.9 // $ = float 0005: $5223 = -873.4 // $ = float 0005: $5224 = 953.7 // $ = float 0005: $5225 = 9.9 // $ = float 0005: $5226 = -871.27 // $ = float 0005: $5227 = 775.91 // $ = float 0005: $5228 = 9.9 // $ = float 0005: $5229 = -726.25 // $ = float 0005: $5230 = 749.28 // $ = float 0005: $5231 = 9.92 // $ = float 0005: $5232 = -623.68 // $ = float 0005: $5233 = 743.44 // $ = float 0005: $5234 = 9.42 // $ = float 0005: $5235 = -516.6 // $ = float 0005: $5236 = 733.58 // $ = float 0005: $5237 = 9.65 // $ = float 0005: $5238 = -596.92 // $ = float 0005: $5239 = 666.82 // $ = float 0005: $5240 = 9.91 // $ = float 0005: $5138 = -592.65 // $ = float 0005: $5139 = 665.35 // $ = float 0005: $5140 = 9.91 // $ = float 0005: $5150 = -592.65 // $ = float 0005: $5151 = 663.15 // $ = float 0005: $5152 = 9.91 // $ = float 0005: $5163 = -592.65 // $ = float 0005: $5164 = 661.26 // $ = float 0005: $5165 = 9.91 // $ = float 0005: $5176 = 270.0 // $ = float 0005: $5181 = -648.52 // $ = float 0005: $5182 = 629.85 // $ = float 0005: $5183 = 8.0 // $ = float 0005: $5184 = -499.21 // $ = float 0005: $5185 = 702.38 // $ = float 0005: $5186 = 15.0 // $ = float 0004: $5269 = 0 // $ = int 0247: request_model #BKA 0247: request_model #BKB 0247: request_model #ANGEL 0247: request_model #UZI 03CF: load_wav 'BIKEREV' as 1 03CF: load_wav 'BIKE1_1' as 2 :BIKE1_2564 00D6: if or 8248: not model #BKA available 8248: not model #BKB available 8248: not model #ANGEL available 8248: not model #UZI available 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @BIKE1_2612 0001: wait 0 ms 0002: 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 00A5: $5144 = create_car #ANGEL at $5138 $5139 $5140 0423: car $5144 improve_handling 2.0 0175: set_car $5144 z_angle_to $5176 00AE: set_vehicle $5144 traffic_behavior_to 2 00AD: set_car $5144 max_speed_to 63.0 02AA: set_car $5144 immune_to_nonplayer 1 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 00A9: set_car $5144 to_normal_driver 00A5: $5156 = create_car #ANGEL at $5150 $5151 $5152 0423: car $5156 improve_handling 2.0 0175: set_car $5156 z_angle_to $5176 00AE: set_vehicle $5156 traffic_behavior_to 2 00AD: set_car $5156 max_speed_to 63.0 02AA: set_car $5156 immune_to_nonplayer 1 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 00A9: set_car $5156 to_normal_driver 00A5: $5169 = create_car #ANGEL at $5163 $5164 $5165 0423: car $5169 improve_handling 2.0 0175: set_car $5169 z_angle_to $5176 00AE: set_vehicle $5169 traffic_behavior_to 2 00AD: set_car $5169 max_speed_to 63.0 02AA: set_car $5169 immune_to_nonplayer 1 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 00A9: set_car $5169 to_normal_driver 01B4: set_player $PLAYER_CHAR can_move 1 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 02EB: restore_camera_with_jumpcut 0169: set_fade_color 0 0 0 0001: wait 500 ms 016A: fade 1 1500 ms 018A: $5247 = create_checkpoint_at $5131 $5132 $5133 00BC: text_highpriority 'BM1_1' time 5000 1 :BIKE1_3060 00D6: if or 80F8: not player $PLAYER_CHAR stopped 1 $5131 $5132 $5133 radius 2.0 2.0 2.0 0038: $5269 == 0 // $ == int 004D: jump_if_false @BIKE1_4023 0001: wait 0 ms 00D6: if or 00DE: player $PLAYER_CHAR driving_vehicle_type #FREEWAY 00DE: player $PLAYER_CHAR driving_vehicle_type #ANGEL 004D: jump_if_false @BIKE1_3154 0004: $5269 = 1 // $ = int 0002: jump @BIKE1_3161 :BIKE1_3154 0004: $5269 = 0 // $ = int :BIKE1_3161 00D6: if 00F8: player $PLAYER_CHAR stopped 1 $5131 $5132 $5133 radius 2.0 2.0 2.0 004D: jump_if_false @BIKE1_3277 00D6: if and 80DE: not player $PLAYER_CHAR driving_vehicle_type #FREEWAY 80DE: not player $PLAYER_CHAR driving_vehicle_type #ANGEL 004D: jump_if_false @BIKE1_3270 00D6: if 0038: $5265 == 0 // $ == int 004D: jump_if_false @BIKE1_3270 00BC: text_highpriority 'BM1_2' time 5000 1 0004: $5265 = 1 // $ = int :BIKE1_3270 0002: jump @BIKE1_3284 :BIKE1_3277 0004: $5265 = 0 // $ = int :BIKE1_3284 00D6: if 0119: car $5144 wrecked 004D: jump_if_false @BIKE1_3329 00BC: text_highpriority 'BM1_3' time 5000 1 0002: jump @BIKE1_6983 0002: jump @BIKE1_3362 :BIKE1_3329 00D6: if 0546: player $PLAYER_CHAR touching_car $5144 004D: jump_if_false @BIKE1_3362 0004: $5262 = 1 // $ = int 0002: jump @BIKE1_4023 :BIKE1_3362 00D6: if 0119: car $5156 wrecked 004D: jump_if_false @BIKE1_3407 00BC: text_highpriority 'BM1_3' time 5000 1 0002: jump @BIKE1_6983 0002: jump @BIKE1_3440 :BIKE1_3407 00D6: if 0546: player $PLAYER_CHAR touching_car $5156 004D: jump_if_false @BIKE1_3440 0004: $5262 = 1 // $ = int 0002: jump @BIKE1_4023 :BIKE1_3440 00D6: if 0119: car $5169 wrecked 004D: jump_if_false @BIKE1_3485 00BC: text_highpriority 'BM1_3' time 5000 1 0002: jump @BIKE1_6983 0002: jump @BIKE1_3518 :BIKE1_3485 00D6: if 0546: player $PLAYER_CHAR touching_car $5169 004D: jump_if_false @BIKE1_3518 0004: $5262 = 1 // $ = int 0002: jump @BIKE1_4023 :BIKE1_3518 0227: $5249 = car $5144 health 00D6: if or 002A: 999 >= $5249 // int >= $ 0496: vehicle $5144 tire 4 deflated 004D: jump_if_false @BIKE1_3566 0004: $5249 = 9 // $ = int 0002: jump @BIKE1_4023 :BIKE1_3566 00D6: if 8118: not actor $5135 dead 004D: jump_if_false @BIKE1_3662 0226: $5136 = actor $5135 health 00D6: if 002A: 99 >= $5136 // int >= $ 004D: jump_if_false @BIKE1_3622 0004: $5262 = 1 // $ = int 0002: jump @BIKE1_4023 :BIKE1_3622 00D6: if 80DB: not actor $5135 in_car $5144 004D: jump_if_false @BIKE1_3655 0004: $5262 = 1 // $ = int 0002: jump @BIKE1_4023 :BIKE1_3655 0002: jump @BIKE1_3684 :BIKE1_3662 00BC: text_highpriority 'BM1_3' time 5000 1 0002: jump @BIKE1_6983 :BIKE1_3684 0227: $5159 = car $5156 health 00D6: if or 002A: 999 >= $5159 // int >= $ 0496: vehicle $5156 tire 4 deflated 004D: jump_if_false @BIKE1_3732 0004: $5159 = 9 // $ = int 0002: jump @BIKE1_4023 :BIKE1_3732 00D6: if 8118: not actor $5147 dead 004D: jump_if_false @BIKE1_3828 0226: $5148 = actor $5147 health 00D6: if 002A: 99 >= $5148 // int >= $ 004D: jump_if_false @BIKE1_3788 0004: $5262 = 1 // $ = int 0002: jump @BIKE1_4023 :BIKE1_3788 00D6: if 80DB: not actor $5147 in_car $5156 004D: jump_if_false @BIKE1_3821 0004: $5262 = 1 // $ = int 0002: jump @BIKE1_4023 :BIKE1_3821 0002: jump @BIKE1_3850 :BIKE1_3828 00BC: text_highpriority 'BM1_3' time 5000 1 0002: jump @BIKE1_6983 :BIKE1_3850 0227: $5172 = car $5169 health 00D6: if or 002A: 999 >= $5172 // int >= $ 0496: vehicle $5169 tire 4 deflated 004D: jump_if_false @BIKE1_3898 0004: $5172 = 9 // $ = int 0002: jump @BIKE1_4023 :BIKE1_3898 00D6: if 8118: not actor $5160 dead 004D: jump_if_false @BIKE1_3994 0226: $5161 = actor $5160 health 00D6: if 002A: 99 >= $5161 // int >= $ 004D: jump_if_false @BIKE1_3954 0004: $5262 = 1 // $ = int 0002: jump @BIKE1_4023 :BIKE1_3954 00D6: if 80DB: not actor $5160 in_car $5169 004D: jump_if_false @BIKE1_3987 0004: $5262 = 1 // $ = int 0002: jump @BIKE1_4023 :BIKE1_3987 0002: jump @BIKE1_4016 :BIKE1_3994 00BC: text_highpriority 'BM1_3' time 5000 1 0002: jump @BIKE1_6983 :BIKE1_4016 0002: jump @BIKE1_3060 :BIKE1_4023 03D1: play_wav 1 03D1: play_wav 2 00BC: text_highpriority 'BIKE1_1' time 5000 1 00D6: if or 0038: $5249 == 9 // $ == int 0038: $5262 == 1 // $ == int 0038: $5159 == 9 // $ == int 0038: $5172 == 9 // $ == int 004D: jump_if_false @BIKE1_4107 00BA: text_styled 'RACE1' 1200 ms 4 0002: jump @BIKE1_4369 :BIKE1_4107 01B4: set_player $PLAYER_CHAR can_move 0 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 018C: play_sound 7 at 0.0 0.0 0.0 0001: wait 1000 ms 00BA: text_styled 'RACE3' 1100 ms 4 018C: play_sound 8 at 0.0 0.0 0.0 00D6: if 03D2: wav 2 ended 004D: jump_if_false @BIKE1_4223 03D5: remove_text 'BIKE1_1' :BIKE1_4223 0001: wait 1000 ms 00BA: text_styled 'RACE4' 1100 ms 4 018C: play_sound 9 at 0.0 0.0 0.0 00D6: if 03D2: wav 2 ended 004D: jump_if_false @BIKE1_4287 03D5: remove_text 'BIKE1_1' :BIKE1_4287 0001: wait 1000 ms 00BA: text_styled 'RACE5' 800 ms 4 018C: play_sound 10 at 0.0 0.0 0.0 00D6: if 03D2: wav 2 ended 004D: jump_if_false @BIKE1_4351 03D5: remove_text 'BIKE1_1' :BIKE1_4351 01B4: set_player $PLAYER_CHAR can_move 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03F4: set_all_vehicles_apply_damage_rules 1 :BIKE1_4369 00D6: if 03D2: wav 2 ended 004D: jump_if_false @BIKE1_4394 03D5: remove_text 'BIKE1_1' :BIKE1_4394 00D6: if 0119: car $5144 wrecked 004D: jump_if_false @BIKE1_4439 00BC: text_highpriority 'BM1_3' time 5000 1 0002: jump @BIKE1_6983 0002: jump @BIKE1_4452 :BIKE1_4439 03CC: add_stuck_car_check $5144 distance 1.0 time 2000 :BIKE1_4452 00D6: if 8118: not actor $5135 dead 004D: jump_if_false @BIKE1_4482 0489: set_actor $5135 muted 0 0002: jump @BIKE1_4504 :BIKE1_4482 00BC: text_highpriority 'BM1_3' time 5000 1 0002: jump @BIKE1_6983 :BIKE1_4504 00D6: if 0119: car $5156 wrecked 004D: jump_if_false @BIKE1_4549 00BC: text_highpriority 'BM1_3' time 5000 1 0002: jump @BIKE1_6983 0002: jump @BIKE1_4562 :BIKE1_4549 03CC: add_stuck_car_check $5156 distance 1.0 time 2000 :BIKE1_4562 00D6: if 8118: not actor $5147 dead 004D: jump_if_false @BIKE1_4592 0489: set_actor $5147 muted 0 0002: jump @BIKE1_4614 :BIKE1_4592 00BC: text_highpriority 'BM1_3' time 5000 1 0002: jump @BIKE1_6983 :BIKE1_4614 00D6: if 0119: car $5169 wrecked 004D: jump_if_false @BIKE1_4659 00BC: text_highpriority 'BM1_3' time 5000 1 0002: jump @BIKE1_6983 0002: jump @BIKE1_4672 :BIKE1_4659 03CC: add_stuck_car_check $5169 distance 1.0 time 2000 :BIKE1_4672 00D6: if 8118: not actor $5160 dead 004D: jump_if_false @BIKE1_4702 0489: set_actor $5160 muted 0 0002: jump @BIKE1_4724 :BIKE1_4702 00BC: text_highpriority 'BM1_3' time 5000 1 0002: jump @BIKE1_6983 :BIKE1_4724 0164: disable_marker $5247 0162: $5146 = create_marker_above_actor $5135 color 1 display 1 0162: $5158 = create_marker_above_actor $5147 color 1 display 1 0162: $5171 = create_marker_above_actor $5160 color 1 display 1 0050: gosub @BIKE1_7450 0086: $5125 = $5241 // $ = $ float 0086: $5126 = $5242 // $ = $ float 0086: $5127 = $5243 // $ = $ float 0086: $5128 = $5244 // $ = $ float 0086: $5129 = $5245 // $ = $ float 0086: $5130 = $5246 // $ = $ float 0086: $5141 = $5241 // $ = $ float 0086: $5142 = $5242 // $ = $ float 0086: $5143 = $5243 // $ = $ float 0086: $5153 = $5241 // $ = $ float 0086: $5154 = $5242 // $ = $ float 0086: $5155 = $5243 // $ = $ float 0086: $5166 = $5241 // $ = $ float 0086: $5167 = $5242 // $ = $ float 0086: $5168 = $5243 // $ = $ float 018A: $5247 = create_checkpoint_at $5125 $5126 $5127 0167: $5248 = create_marker_at $5128 $5129 $5130 color 5 display 2 0168: set_marker $5248 size 2 0166: set_marker $5248 brightness_to 1 00D6: if 8118: not actor $5135 dead 004D: jump_if_false @BIKE1_5010 00D6: if 8119: not car $5144 wrecked 004D: jump_if_false @BIKE1_5003 00D6: if 00DB: actor $5135 in_car $5144 004D: jump_if_false @BIKE1_5003 00A7: car $5144 drive_to $5141 $5142 $5143 :BIKE1_5003 0002: jump @BIKE1_5032 :BIKE1_5010 00BC: text_highpriority 'BM1_3' time 5000 1 0002: jump @BIKE1_6983 :BIKE1_5032 0001: wait 70 ms 00D6: if 8118: not actor $5147 dead 004D: jump_if_false @BIKE1_5108 00D6: if 8119: not car $5156 wrecked 004D: jump_if_false @BIKE1_5101 00D6: if 00DB: actor $5147 in_car $5156 004D: jump_if_false @BIKE1_5101 00A7: car $5156 drive_to $5153 $5154 $5155 :BIKE1_5101 0002: jump @BIKE1_5130 :BIKE1_5108 00BC: text_highpriority 'BM1_3' time 5000 1 0002: jump @BIKE1_6983 :BIKE1_5130 0001: wait 90 ms 00D6: if 8118: not actor $5160 dead 004D: jump_if_false @BIKE1_5206 00D6: if 8119: not car $5169 wrecked 004D: jump_if_false @BIKE1_5199 00D6: if 00DB: actor $5160 in_car $5169 004D: jump_if_false @BIKE1_5199 00A7: car $5169 drive_to $5166 $5167 $5168 :BIKE1_5199 0002: jump @BIKE1_5228 :BIKE1_5206 00BC: text_highpriority 'BM1_3' time 5000 1 0002: jump @BIKE1_6983 :BIKE1_5228 03C3: set_timer_with_text_to $5253 type 0 text 'R_TIME' :BIKE1_5243 00D6: if 001C: $5254 > $5134 // $ > $ int 004D: jump_if_false @BIKE1_6956 0001: wait 0 ms 0004: $5252 = 0 // $ = int 00D6: if 00F5: player $PLAYER_CHAR 0 $5125 $5126 $5127 radius 6.0 6.0 6.0 004D: jump_if_false @BIKE1_5531 00D6: if or 00DE: player $PLAYER_CHAR driving_vehicle_type #FREEWAY 00DE: player $PLAYER_CHAR driving_vehicle_type #ANGEL 004D: jump_if_false @BIKE1_5531 018C: play_sound 1 at 0.0 0.0 0.0 0008: $5134 += 1 // $ += int 0164: disable_marker $5247 0164: disable_marker $5248 0084: $5251 = $5134 // $ = $ int 0050: gosub @BIKE1_7450 0086: $5125 = $5241 // $ = $ float 0086: $5126 = $5242 // $ = $ float 0086: $5127 = $5243 // $ = $ float 0086: $5128 = $5244 // $ = $ float 0086: $5129 = $5245 // $ = $ float 0086: $5130 = $5246 // $ = $ float 00D6: if 003A: $5134 == $5254 // $ == $ int 004D: jump_if_false @BIKE1_5467 0002: jump @BIKE1_7000 :BIKE1_5467 018A: $5247 = create_checkpoint_at $5125 $5126 $5127 00D6: if 001A: 17 > $5134 // int > $ 004D: jump_if_false @BIKE1_5531 0167: $5248 = create_marker_at $5128 $5129 $5130 color 5 display 2 0166: set_marker $5248 brightness_to 1 0168: set_marker $5248 size 2 :BIKE1_5531 00D6: if 8118: not actor $5135 dead 004D: jump_if_false @BIKE1_5912 00D6: if 8119: not car $5144 wrecked 004D: jump_if_false @BIKE1_5905 0084: $5250 = $5144 // $ = $ int 0084: $5251 = $5145 // $ = $ int 0084: $5256 = $5135 // $ = $ int 0086: $5241 = $5141 // $ = $ float 0086: $5242 = $5142 // $ = $ float 0086: $5243 = $5143 // $ = $ float 0084: $5271 = $5272 // $ = $ int 0050: gosub @BIKE1_10522 0050: gosub @BIKE1_8640 0050: gosub @BIKE1_10774 0050: gosub @BIKE1_9482 0084: $5135 = $5256 // $ = $ int 0084: $5144 = $5250 // $ = $ int 0084: $5272 = $5271 // $ = $ int 00D6: if and 00FE: actor $5135 0 $5141 $5142 $5143 radius $5137 $5137 $5137 00DD: actor $5135 driving_vehicle_type #ANGEL 004D: jump_if_false @BIKE1_5905 0008: $5145 += 1 // $ += int 0084: $5251 = $5145 // $ = $ int 0050: gosub @BIKE1_7450 0086: $5141 = $5241 // $ = $ float 0086: $5142 = $5242 // $ = $ float 0086: $5143 = $5243 // $ = $ float 00D6: if 0038: $5145 == 17 // $ == int 004D: jump_if_false @BIKE1_5789 0005: $5137 = 6.0 // $ = float :BIKE1_5789 00D6: if 003A: $5145 == $5254 // $ == $ int 004D: jump_if_false @BIKE1_5830 00BC: text_highpriority 'RACEFA' time 5000 1 0002: jump @BIKE1_6983 :BIKE1_5830 00D6: if 00DB: actor $5135 in_car $5144 004D: jump_if_false @BIKE1_5905 00D6: if 0042: $5137 == 7.0 // $ == float 004D: jump_if_false @BIKE1_5891 00A7: car $5144 drive_to $5141 $5142 $5143 0002: jump @BIKE1_5905 :BIKE1_5891 02C2: car $5144 drive_to_point $5141 $5142 $5143 :BIKE1_5905 0002: jump @BIKE1_5934 :BIKE1_5912 00BC: text_highpriority 'BM1_3' time 5000 1 0002: jump @BIKE1_6983 :BIKE1_5934 00D6: if 8118: not actor $5147 dead 004D: jump_if_false @BIKE1_6315 00D6: if 8119: not car $5156 wrecked 004D: jump_if_false @BIKE1_6308 0084: $5250 = $5156 // $ = $ int 0084: $5251 = $5157 // $ = $ int 0084: $5256 = $5147 // $ = $ int 0086: $5241 = $5153 // $ = $ float 0086: $5242 = $5154 // $ = $ float 0086: $5243 = $5155 // $ = $ float 0084: $5271 = $5273 // $ = $ int 0050: gosub @BIKE1_10522 0050: gosub @BIKE1_8640 0050: gosub @BIKE1_10774 0050: gosub @BIKE1_9482 0084: $5147 = $5256 // $ = $ int 0084: $5156 = $5250 // $ = $ int 0084: $5273 = $5271 // $ = $ int 00D6: if and 00FE: actor $5147 0 $5153 $5154 $5155 radius $5149 $5149 $5149 00DD: actor $5147 driving_vehicle_type #ANGEL 004D: jump_if_false @BIKE1_6308 0008: $5157 += 1 // $ += int 0084: $5251 = $5157 // $ = $ int 0050: gosub @BIKE1_7450 0086: $5153 = $5241 // $ = $ float 0086: $5154 = $5242 // $ = $ float 0086: $5155 = $5243 // $ = $ float 00D6: if 0038: $5157 == 17 // $ == int 004D: jump_if_false @BIKE1_6192 0005: $5149 = 6.0 // $ = float :BIKE1_6192 00D6: if 003A: $5157 == $5254 // $ == $ int 004D: jump_if_false @BIKE1_6233 00BC: text_highpriority 'RACEFA' time 5000 1 0002: jump @BIKE1_6983 :BIKE1_6233 00D6: if 00DB: actor $5147 in_car $5156 004D: jump_if_false @BIKE1_6308 00D6: if 0042: $5149 == 7.0 // $ == float 004D: jump_if_false @BIKE1_6294 00A7: car $5156 drive_to $5153 $5154 $5155 0002: jump @BIKE1_6308 :BIKE1_6294 02C2: car $5156 drive_to_point $5153 $5154 $5155 :BIKE1_6308 0002: jump @BIKE1_6337 :BIKE1_6315 00BC: text_highpriority 'BM1_3' time 5000 1 0002: jump @BIKE1_6983 :BIKE1_6337 00D6: if 8118: not actor $5160 dead 004D: jump_if_false @BIKE1_6718 00D6: if 8119: not car $5169 wrecked 004D: jump_if_false @BIKE1_6711 0084: $5250 = $5169 // $ = $ int 0084: $5251 = $5170 // $ = $ int 0084: $5256 = $5160 // $ = $ int 0086: $5241 = $5166 // $ = $ float 0086: $5242 = $5167 // $ = $ float 0086: $5243 = $5168 // $ = $ float 0084: $5271 = $5274 // $ = $ int 0050: gosub @BIKE1_10522 0050: gosub @BIKE1_8640 0050: gosub @BIKE1_10774 0050: gosub @BIKE1_9482 0084: $5160 = $5256 // $ = $ int 0084: $5169 = $5250 // $ = $ int 0084: $5274 = $5271 // $ = $ int 00D6: if and 00FE: actor $5160 0 $5166 $5167 $5168 radius $5162 $5162 $5162 00DD: actor $5160 driving_vehicle_type #ANGEL 004D: jump_if_false @BIKE1_6711 0008: $5170 += 1 // $ += int 0084: $5251 = $5170 // $ = $ int 0050: gosub @BIKE1_7450 0086: $5166 = $5241 // $ = $ float 0086: $5167 = $5242 // $ = $ float 0086: $5168 = $5243 // $ = $ float 00D6: if 0038: $5170 == 17 // $ == int 004D: jump_if_false @BIKE1_6595 0005: $5162 = 6.0 // $ = float :BIKE1_6595 00D6: if 003A: $5170 == $5254 // $ == $ int 004D: jump_if_false @BIKE1_6636 00BC: text_highpriority 'RACEFA' time 5000 1 0002: jump @BIKE1_6983 :BIKE1_6636 00D6: if 00DB: actor $5160 in_car $5169 004D: jump_if_false @BIKE1_6711 00D6: if 0042: $5162 == 7.0 // $ == float 004D: jump_if_false @BIKE1_6697 00A7: car $5169 drive_to $5166 $5167 $5168 0002: jump @BIKE1_6711 :BIKE1_6697 02C2: car $5169 drive_to_point $5166 $5167 $5168 :BIKE1_6711 0002: jump @BIKE1_6740 :BIKE1_6718 00BC: text_highpriority 'BM1_3' time 5000 1 0002: jump @BIKE1_6983 :BIKE1_6740 00D6: if 0038: $5252 == 0 // $ == int 004D: jump_if_false @BIKE1_6772 00BC: text_highpriority 'FIRST' time 100 1 :BIKE1_6772 00D6: if 0038: $5252 == 1 // $ == int 004D: jump_if_false @BIKE1_6804 00BC: text_highpriority 'SECOND' time 100 1 :BIKE1_6804 00D6: if 0038: $5252 == 2 // $ == int 004D: jump_if_false @BIKE1_6836 00BC: text_highpriority 'THIRD' time 100 1 :BIKE1_6836 00D6: if 0038: $5252 == 3 // $ == int 004D: jump_if_false @BIKE1_6868 00BC: text_highpriority 'FOURTH' time 100 1 :BIKE1_6868 00D6: if 0038: $5134 == 17 // $ == int 004D: jump_if_false @BIKE1_6920 024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 0 0 at $5125 $5126 $5127 0002: 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 0002: 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 0002: jump @BIKE1_7000 :BIKE1_6983 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :BIKE1_7000 0004: $275 = 1 // $ = int 0318: set_latest_mission_passed 'BIKE_1' 030C: progress_made += 1 0394: play_music 1 0110: clear_player $PLAYER_CHAR wanted_level 00D6: if 0038: $1559 == 1 // $ == int 004D: jump_if_false @BIKE1_7060 018E: stop_sound $1556 0004: $1559 = 0 // $ = int :BIKE1_7060 00D6: if 0038: $1560 == 1 // $ == int 004D: jump_if_false @BIKE1_7090 018E: stop_sound $1557 0004: $1560 = 0 // $ = int :BIKE1_7090 00D6: if 0038: $1561 == 1 // $ == int 004D: jump_if_false @BIKE1_7120 018E: stop_sound $1558 0004: $1561 = 0 // $ = int :BIKE1_7120 00D6: if 0038: $1560 == 0 // $ == int 004D: jump_if_false @BIKE1_7167 018D: $1557 = create_sound 37 at -596.018 640.916 12.0 0004: $1560 = 1 // $ = int :BIKE1_7167 0084: $5267 = $5253 // $ = $ int 0014: $5267 /= 1000 // $ /= int 042E: register_lowest_int_stat 0 to $5267 0084: $5266 = $5267 // $ = $ int 0014: $5266 /= 60 // $ /= int 0084: $5268 = $5266 // $ = $ int 0010: $5268 *= 60 // $ *= int 0060: $5267 -= $5268 // $ -= $ int 01E3: text_1number_styled 'M_PASS' number 1000 time 5000 style 1 0109: player $PLAYER_CHAR money += 1000 00D6: if 0028: $5267 >= 10 // $ >= int 004D: jump_if_false @BIKE1_7300 02FD: text_2numbers_highpriority 'RACETM' $5266 $5267 time 5000 1 0002: jump @BIKE1_7321 :BIKE1_7300 02FD: text_2numbers_highpriority 'RACETM2' $5266 $5267 time 5000 1 :BIKE1_7321 00D6: if 040C: german_game 004D: jump_if_false @BIKE1_7349 004F: create_thread @BIK3 0002: jump @BIKE1_7357 :BIKE1_7349 004F: create_thread @BIK2 :BIKE1_7357 0051: return :BIKE1_7359 0004: $ONMISSION = 0 // $ = int 01EB: set_traffic_density_multiplier_to 1.0 01E7: remove_forbidden_for_cars_cube $5181 $5182 $5183 $5184 $5185 $5186 0164: disable_marker $5247 0164: disable_marker $5248 0164: disable_marker $5146 0164: disable_marker $5158 0164: disable_marker $5171 0249: release_model #BKA 0249: release_model #BKB 0249: release_model #ANGEL 0249: release_model #UZI 014F: stop_timer $5253 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 00D8: mission_cleanup 0051: return :BIKE1_7450 00D6: if 0038: $5251 == 0 // $ == int 004D: jump_if_false @BIKE1_7516 0086: $5241 = $5187 // $ = $ float 0086: $5242 = $5188 // $ = $ float 0086: $5243 = $5189 // $ = $ float 0086: $5244 = $5190 // $ = $ float 0086: $5245 = $5191 // $ = $ float 0086: $5246 = $5192 // $ = $ float :BIKE1_7516 00D6: if 0038: $5251 == 1 // $ == int 004D: jump_if_false @BIKE1_7582 0086: $5241 = $5190 // $ = $ float 0086: $5242 = $5191 // $ = $ float 0086: $5243 = $5192 // $ = $ float 0086: $5244 = $5193 // $ = $ float 0086: $5245 = $5194 // $ = $ float 0086: $5246 = $5195 // $ = $ float :BIKE1_7582 00D6: if 0038: $5251 == 2 // $ == int 004D: jump_if_false @BIKE1_7648 0086: $5241 = $5193 // $ = $ float 0086: $5242 = $5194 // $ = $ float 0086: $5243 = $5195 // $ = $ float 0086: $5244 = $5196 // $ = $ float 0086: $5245 = $5197 // $ = $ float 0086: $5246 = $5198 // $ = $ float :BIKE1_7648 00D6: if 0038: $5251 == 3 // $ == int 004D: jump_if_false @BIKE1_7714 0086: $5241 = $5196 // $ = $ float 0086: $5242 = $5197 // $ = $ float 0086: $5243 = $5198 // $ = $ float 0086: $5244 = $5199 // $ = $ float 0086: $5245 = $5200 // $ = $ float 0086: $5246 = $5201 // $ = $ float :BIKE1_7714 00D6: if 0038: $5251 == 4 // $ == int 004D: jump_if_false @BIKE1_7780 0086: $5241 = $5199 // $ = $ float 0086: $5242 = $5200 // $ = $ float 0086: $5243 = $5201 // $ = $ float 0086: $5244 = $5202 // $ = $ float 0086: $5245 = $5203 // $ = $ float 0086: $5246 = $5204 // $ = $ float :BIKE1_7780 00D6: if 0038: $5251 == 5 // $ == int 004D: jump_if_false @BIKE1_7846 0086: $5241 = $5202 // $ = $ float 0086: $5242 = $5203 // $ = $ float 0086: $5243 = $5204 // $ = $ float 0086: $5244 = $5205 // $ = $ float 0086: $5245 = $5206 // $ = $ float 0086: $5246 = $5207 // $ = $ float :BIKE1_7846 00D6: if 0038: $5251 == 6 // $ == int 004D: jump_if_false @BIKE1_7912 0086: $5241 = $5205 // $ = $ float 0086: $5242 = $5206 // $ = $ float 0086: $5243 = $5207 // $ = $ float 0086: $5244 = $5208 // $ = $ float 0086: $5245 = $5209 // $ = $ float 0086: $5246 = $5210 // $ = $ float :BIKE1_7912 00D6: if 0038: $5251 == 7 // $ == int 004D: jump_if_false @BIKE1_7978 0086: $5241 = $5208 // $ = $ float 0086: $5242 = $5209 // $ = $ float 0086: $5243 = $5210 // $ = $ float 0086: $5244 = $5211 // $ = $ float 0086: $5245 = $5212 // $ = $ float 0086: $5246 = $5213 // $ = $ float :BIKE1_7978 00D6: if 0038: $5251 == 8 // $ == int 004D: jump_if_false @BIKE1_8044 0086: $5241 = $5211 // $ = $ float 0086: $5242 = $5212 // $ = $ float 0086: $5243 = $5213 // $ = $ float 0086: $5244 = $5214 // $ = $ float 0086: $5245 = $5215 // $ = $ float 0086: $5246 = $5216 // $ = $ float :BIKE1_8044 00D6: if 0038: $5251 == 9 // $ == int 004D: jump_if_false @BIKE1_8110 0086: $5241 = $5214 // $ = $ float 0086: $5242 = $5215 // $ = $ float 0086: $5243 = $5216 // $ = $ float 0086: $5244 = $5217 // $ = $ float 0086: $5245 = $5218 // $ = $ float 0086: $5246 = $5219 // $ = $ float :BIKE1_8110 00D6: if 0038: $5251 == 10 // $ == int 004D: jump_if_false @BIKE1_8176 0086: $5241 = $5217 // $ = $ float 0086: $5242 = $5218 // $ = $ float 0086: $5243 = $5219 // $ = $ float 0086: $5244 = $5220 // $ = $ float 0086: $5245 = $5221 // $ = $ float 0086: $5246 = $5222 // $ = $ float :BIKE1_8176 00D6: if 0038: $5251 == 11 // $ == int 004D: jump_if_false @BIKE1_8242 0086: $5241 = $5220 // $ = $ float 0086: $5242 = $5221 // $ = $ float 0086: $5243 = $5222 // $ = $ float 0086: $5244 = $5223 // $ = $ float 0086: $5245 = $5224 // $ = $ float 0086: $5246 = $5225 // $ = $ float :BIKE1_8242 00D6: if 0038: $5251 == 12 // $ == int 004D: jump_if_false @BIKE1_8308 0086: $5241 = $5223 // $ = $ float 0086: $5242 = $5224 // $ = $ float 0086: $5243 = $5225 // $ = $ float 0086: $5244 = $5226 // $ = $ float 0086: $5245 = $5227 // $ = $ float 0086: $5246 = $5228 // $ = $ float :BIKE1_8308 00D6: if 0038: $5251 == 13 // $ == int 004D: jump_if_false @BIKE1_8374 0086: $5241 = $5226 // $ = $ float 0086: $5242 = $5227 // $ = $ float 0086: $5243 = $5228 // $ = $ float 0086: $5244 = $5229 // $ = $ float 0086: $5245 = $5230 // $ = $ float 0086: $5246 = $5231 // $ = $ float :BIKE1_8374 00D6: if 0038: $5251 == 14 // $ == int 004D: jump_if_false @BIKE1_8440 0086: $5241 = $5229 // $ = $ float 0086: $5242 = $5230 // $ = $ float 0086: $5243 = $5231 // $ = $ float 0086: $5244 = $5232 // $ = $ float 0086: $5245 = $5233 // $ = $ float 0086: $5246 = $5234 // $ = $ float :BIKE1_8440 00D6: if 0038: $5251 == 15 // $ == int 004D: jump_if_false @BIKE1_8506 0086: $5241 = $5232 // $ = $ float 0086: $5242 = $5233 // $ = $ float 0086: $5243 = $5234 // $ = $ float 0086: $5244 = $5235 // $ = $ float 0086: $5245 = $5236 // $ = $ float 0086: $5246 = $5237 // $ = $ float :BIKE1_8506 00D6: if 0038: $5251 == 16 // $ == int 004D: jump_if_false @BIKE1_8572 0086: $5241 = $5235 // $ = $ float 0086: $5242 = $5236 // $ = $ float 0086: $5243 = $5237 // $ = $ float 0086: $5244 = $5238 // $ = $ float 0086: $5245 = $5239 // $ = $ float 0086: $5246 = $5240 // $ = $ float :BIKE1_8572 00D6: if 0038: $5251 == 17 // $ == int 004D: jump_if_false @BIKE1_8638 0086: $5241 = $5238 // $ = $ float 0086: $5242 = $5239 // $ = $ float 0086: $5243 = $5240 // $ = $ float 0086: $5244 = $5238 // $ = $ float 0086: $5245 = $5239 // $ = $ float 0086: $5246 = $5240 // $ = $ float :BIKE1_8638 0051: return :BIKE1_8640 0227: $5249 = car $5250 health 00D6: if 001A: 500 > $5249 // int > $ 004D: jump_if_false @BIKE1_8675 0224: set_car $5250 health_to 1000 :BIKE1_8675 00D6: if 00DB: actor $5256 in_car $5250 004D: jump_if_false @BIKE1_9280 00D6: if 8118: not actor $5256 dead 004D: jump_if_false @BIKE1_9280 00D6: if 03CE: car $5250 stuck 004D: jump_if_false @BIKE1_9280 00D6: if and 82CA: not car $5250 bounding_sphere_visible 80FB: not player $PLAYER_CHAR 0 $5256 radius 30.0 30.0 30.0 004D: jump_if_false @BIKE1_9280 00AA: store_car $5250 position_to $5173 $5174 $5175 02C1: set $5173 $5174 $5175 to_car_path_coords_closest_to $5173 $5174 $5175 00D6: if 838A: not car_in_cube $5173 $5174 $5175 4.0 4.0 3.0 004D: jump_if_false @BIKE1_9033 00D6: if 80C2: not sphere_onscreen $5173 $5174 $5175 4.0 004D: jump_if_false @BIKE1_9026 00AB: put_car $5250 at $5173 $5174 $5175 039F: car $5250 race_to $5241 $5242 00D6: if 00DB: actor $5256 in_car $5250 004D: jump_if_false @BIKE1_9019 00D6: if or 0042: $5137 == 7.0 // $ == float 0042: $5149 == 7.0 // $ == float 0042: $5162 == 7.0 // $ == float 004D: jump_if_false @BIKE1_8988 00AE: set_vehicle $5250 traffic_behavior_to 2 00AD: set_car $5250 max_speed_to 63.0 00A7: car $5250 drive_to $5241 $5242 $5243 0002: jump @BIKE1_9019 :BIKE1_8988 00AE: set_vehicle $5250 traffic_behavior_to 2 00AD: set_car $5250 max_speed_to 63.0 02C2: car $5250 drive_to_point $5241 $5242 $5243 :BIKE1_9019 0004: $5255 = 0 // $ = int :BIKE1_9026 0002: jump @BIKE1_9280 :BIKE1_9033 04D3: get_nearest_car_path_coords_from $5173 $5174 $5175 type 2 store_to $5173 $5174 $5175 00D6: if 838A: not car_in_cube $5173 $5174 $5175 4.0 4.0 3.0 004D: jump_if_false @BIKE1_9280 00D6: if 80C2: not sphere_onscreen $5173 $5174 $5175 4.0 004D: jump_if_false @BIKE1_9280 00AB: put_car $5250 at $5173 $5174 $5175 039F: car $5250 race_to $5241 $5242 00D6: if 00DB: actor $5256 in_car $5250 004D: jump_if_false @BIKE1_9273 00D6: if or 0042: $5137 == 7.0 // $ == float 0042: $5149 == 7.0 // $ == float 0042: $5162 == 7.0 // $ == float 004D: jump_if_false @BIKE1_9242 00AE: set_vehicle $5250 traffic_behavior_to 2 00AD: set_car $5250 max_speed_to 63.0 00A7: car $5250 drive_to $5241 $5242 $5243 0002: jump @BIKE1_9273 :BIKE1_9242 00AE: set_vehicle $5250 traffic_behavior_to 2 00AD: set_car $5250 max_speed_to 63.0 02C2: car $5250 drive_to_point $5241 $5242 $5243 :BIKE1_9273 0004: $5255 = 0 // $ = int :BIKE1_9280 0084: $5270 = $5134 // $ = $ int 000C: $5270 -= 2 // $ -= int 00D6: if 001C: $5270 > $5251 // $ > $ int 004D: jump_if_false @BIKE1_9480 00D6: if 8119: not car $5250 wrecked 004D: jump_if_false @BIKE1_9480 00D6: if 8118: not actor $5256 dead 004D: jump_if_false @BIKE1_9480 00D6: if 00DB: actor $5256 in_car $5250 004D: jump_if_false @BIKE1_9480 00D6: if 82CA: not car $5250 bounding_sphere_visible 004D: jump_if_false @BIKE1_9480 00D6: if 838A: not car_in_cube $5241 $5242 $5243 4.0 4.0 3.0 004D: jump_if_false @BIKE1_9480 00D6: if 80C2: not sphere_onscreen $5241 $5242 $5243 4.0 004D: jump_if_false @BIKE1_9480 00AB: put_car $5250 at $5241 $5242 $5243 039F: car $5250 race_to $5125 $5126 04BA: set_car $5250 speed_instantly 30.0 :BIKE1_9480 0051: return :BIKE1_9482 00D6: if 8118: not actor $5256 dead 004D: jump_if_false @BIKE1_10520 0226: $5263 = actor $5256 health 00D6: if 80DF: not actor $5256 in_any_car 004D: jump_if_false @BIKE1_10359 0004: $5271 = 1 // $ = int 00D6: if 82CB: not actor $5256 bounding_sphere_visible 004D: jump_if_false @BIKE1_10165 00D6: if 80FB: not player $PLAYER_CHAR 0 $5256 radius 20.0 20.0 10.0 004D: jump_if_false @BIKE1_10158 00A0: store_actor $5256 position_to $5257 $5258 $5259 02C1: set $5173 $5174 $5175 to_car_path_coords_closest_to $5257 $5258 $5259 00D6: if 838A: not car_in_cube $5173 $5174 $5175 4.0 4.0 3.0 004D: jump_if_false @BIKE1_10158 00D6: if 80C2: not sphere_onscreen $5173 $5174 $5175 4.0 004D: jump_if_false @BIKE1_9879 03CD: car $5250 remove_from_stuck_car_check 01C3: mark_car_as_no_longer_needed $5250 00A5: $5250 = create_car #ANGEL at $5173 $5174 $5175 03CC: add_stuck_car_check $5250 distance 1.0 time 2000 011C: actor $5256 clear_objective 036A: put_actor $5256 in_car $5250 039F: car $5250 race_to $5241 $5242 00D6: if 00DB: actor $5256 in_car $5250 004D: jump_if_false @BIKE1_9872 00D6: if or 0042: $5137 == 7.0 // $ == float 0042: $5149 == 7.0 // $ == float 0042: $5162 == 7.0 // $ == float 004D: jump_if_false @BIKE1_9841 00AE: set_vehicle $5250 traffic_behavior_to 2 00AD: set_car $5250 max_speed_to 63.0 00A7: car $5250 drive_to $5241 $5242 $5243 0002: jump @BIKE1_9872 :BIKE1_9841 00AE: set_vehicle $5250 traffic_behavior_to 2 00AD: set_car $5250 max_speed_to 63.0 02C2: car $5250 drive_to_point $5241 $5242 $5243 :BIKE1_9872 0002: jump @BIKE1_10158 :BIKE1_9879 04D3: get_nearest_car_path_coords_from $5173 $5174 $5175 type 2 store_to $5173 $5174 $5175 00D6: if 838A: not car_in_cube $5173 $5174 $5175 4.0 4.0 3.0 004D: jump_if_false @BIKE1_10158 00D6: if 80C2: not sphere_onscreen $5173 $5174 $5175 4.0 004D: jump_if_false @BIKE1_10158 03CD: car $5250 remove_from_stuck_car_check 01C3: mark_car_as_no_longer_needed $5250 00A5: $5250 = create_car #ANGEL at $5173 $5174 $5175 03CC: add_stuck_car_check $5250 distance 1.0 time 2000 011C: actor $5256 clear_objective 036A: put_actor $5256 in_car $5250 039F: car $5250 race_to $5241 $5242 00D6: if 00DB: actor $5256 in_car $5250 004D: jump_if_false @BIKE1_10158 00D6: if or 0042: $5137 == 7.0 // $ == float 0042: $5149 == 7.0 // $ == float 0042: $5162 == 7.0 // $ == float 004D: jump_if_false @BIKE1_10127 00AE: set_vehicle $5250 traffic_behavior_to 2 00AD: set_car $5250 max_speed_to 63.0 00A7: car $5250 drive_to $5241 $5242 $5243 0002: jump @BIKE1_10158 :BIKE1_10127 00AE: set_vehicle $5250 traffic_behavior_to 2 00AD: set_car $5250 max_speed_to 63.0 02C2: car $5250 drive_to_point $5241 $5242 $5243 :BIKE1_10158 0002: jump @BIKE1_10352 :BIKE1_10165 00D6: if 8119: not car $5250 wrecked 004D: jump_if_false @BIKE1_10332 0319: set_actor $5256 running 1 01D5: actor $5256 go_to_and_drive_car $5250 00D6: if 00DB: actor $5256 in_car $5250 004D: jump_if_false @BIKE1_10325 00D6: if or 0042: $5137 == 7.0 // $ == float 0042: $5149 == 7.0 // $ == float 0042: $5162 == 7.0 // $ == float 004D: jump_if_false @BIKE1_10294 00AE: set_vehicle $5250 traffic_behavior_to 2 00AD: set_car $5250 max_speed_to 63.0 00A7: car $5250 drive_to $5241 $5242 $5243 0002: jump @BIKE1_10325 :BIKE1_10294 00AE: set_vehicle $5250 traffic_behavior_to 2 00AD: set_car $5250 max_speed_to 63.0 02C2: car $5250 drive_to_point $5241 $5242 $5243 :BIKE1_10325 0002: 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 0002: jump @BIKE1_10520 :BIKE1_10359 00D6: if 0038: $5271 == 1 // $ == int 004D: jump_if_false @BIKE1_10520 00D6: if 00DB: actor $5256 in_car $5250 004D: jump_if_false @BIKE1_10520 00D6: if or 0042: $5137 == 7.0 // $ == float 0042: $5149 == 7.0 // $ == float 0042: $5162 == 7.0 // $ == float 004D: jump_if_false @BIKE1_10482 00AE: set_vehicle $5250 traffic_behavior_to 2 00AD: set_car $5250 max_speed_to 63.0 00A7: car $5250 drive_to $5241 $5242 $5243 0004: $5271 = 0 // $ = int 0002: jump @BIKE1_10520 :BIKE1_10482 00AE: set_vehicle $5250 traffic_behavior_to 2 00AD: set_car $5250 max_speed_to 63.0 02C2: car $5250 drive_to_point $5241 $5242 $5243 0004: $5271 = 0 // $ = int :BIKE1_10520 0051: return :BIKE1_10522 00D6: if 003A: $5134 == $5251 // $ == $ int 004D: jump_if_false @BIKE1_10746 00A0: store_actor $5256 position_to $5173 $5174 $5175 0086: $5177 = $5173 // $ = $ float 0061: $5177 -= $5125 // $ -= $ float 0086: $5178 = $5174 // $ = $ float 0061: $5178 -= $5126 // $ -= $ float 0069: $5177 *= $5177 // $ *= $ float 0069: $5178 *= $5178 // $ *= $ float 0086: $5179 = $5177 // $ = $ float 0059: $5179 += $5178 // $ += $ float 01FB: $5180 = square_root $5179 0054: store_player $PLAYER_CHAR position_to $5173 $5174 $5175 0086: $5177 = $5173 // $ = $ float 0061: $5177 -= $5125 // $ -= $ float 0086: $5178 = $5174 // $ = $ float 0061: $5178 -= $5126 // $ -= $ float 0069: $5177 *= $5177 // $ *= $ float 0069: $5178 *= $5178 // $ *= $ float 0086: $5179 = $5177 // $ = $ float 0059: $5179 += $5178 // $ += $ float 01FB: $5124 = square_root $5179 00D6: if 0024: $5124 > $5180 // $ > $ float 004D: jump_if_false @BIKE1_10739 0008: $5252 += 1 // $ += int :BIKE1_10739 0002: jump @BIKE1_10772 :BIKE1_10746 00D6: if 001C: $5251 > $5134 // $ > $ int 004D: jump_if_false @BIKE1_10772 0008: $5252 += 1 // $ += int :BIKE1_10772 0051: return :BIKE1_10774 00D6: if 8118: not actor $5256 dead 004D: jump_if_false @BIKE1_11532 00D6: if 04AD: actor $5256 in_water 004D: jump_if_false @BIKE1_11525 00D6: if 82CB: not actor $5256 bounding_sphere_visible 004D: jump_if_false @BIKE1_11525 00D6: if 80FB: not player $PLAYER_CHAR 0 $5256 radius 10.0 10.0 10.0 004D: jump_if_false @BIKE1_11525 00A0: store_actor $5256 position_to $5257 $5258 $5259 02C1: set $5173 $5174 $5175 to_car_path_coords_closest_to $5257 $5258 $5259 00D6: if 838A: not car_in_cube $5173 $5174 $5175 4.0 4.0 3.0 004D: jump_if_false @BIKE1_11201 00D6: if 8118: not actor $5256 dead 004D: jump_if_false @BIKE1_11172 00D6: if 80C2: not sphere_onscreen $5173 $5174 $5175 4.0 004D: jump_if_false @BIKE1_11165 03CD: car $5250 remove_from_stuck_car_check 01C3: mark_car_as_no_longer_needed $5250 00A5: $5250 = create_car #ANGEL at $5173 $5174 $5175 03CC: add_stuck_car_check $5250 distance 1.0 time 2000 011C: actor $5256 clear_objective 036A: put_actor $5256 in_car $5250 039F: car $5250 race_to $5241 $5242 00D6: if 00DB: actor $5256 in_car $5250 004D: jump_if_false @BIKE1_11165 00D6: if or 0042: $5137 == 7.0 // $ == float 0042: $5149 == 7.0 // $ == float 0042: $5162 == 7.0 // $ == float 004D: jump_if_false @BIKE1_11134 00AE: set_vehicle $5250 traffic_behavior_to 2 00AD: set_car $5250 max_speed_to 63.0 00A7: car $5250 drive_to $5241 $5242 $5243 0002: jump @BIKE1_11165 :BIKE1_11134 00AE: set_vehicle $5250 traffic_behavior_to 2 00AD: set_car $5250 max_speed_to 63.0 02C2: car $5250 drive_to_point $5241 $5242 $5243 :BIKE1_11165 0002: jump @BIKE1_11194 :BIKE1_11172 00BC: text_highpriority 'BM1_3' time 5000 1 0002: jump @BIKE1_6983 :BIKE1_11194 0002: jump @BIKE1_11525 :BIKE1_11201 04D3: get_nearest_car_path_coords_from $5173 $5174 $5175 type 2 store_to $5173 $5174 $5175 00D6: if 838A: not car_in_cube $5173 $5174 $5175 4.0 4.0 3.0 004D: jump_if_false @BIKE1_11525 00D6: if 8118: not actor $5256 dead 004D: jump_if_false @BIKE1_11503 00D6: if 80C2: not sphere_onscreen $5173 $5174 $5175 4.0 004D: jump_if_false @BIKE1_11496 03CD: car $5250 remove_from_stuck_car_check 01C3: mark_car_as_no_longer_needed $5250 00A5: $5250 = create_car #ANGEL at $5173 $5174 $5175 03CC: add_stuck_car_check $5250 distance 1.0 time 2000 011C: actor $5256 clear_objective 036A: put_actor $5256 in_car $5250 039F: car $5250 race_to $5241 $5242 00D6: if 00DB: actor $5256 in_car $5250 004D: jump_if_false @BIKE1_11496 00D6: if or 0042: $5137 == 7.0 // $ == float 0042: $5149 == 7.0 // $ == float 0042: $5162 == 7.0 // $ == float 004D: jump_if_false @BIKE1_11465 00AE: set_vehicle $5250 traffic_behavior_to 2 00AD: set_car $5250 max_speed_to 63.0 00A7: car $5250 drive_to $5241 $5242 $5243 0002: jump @BIKE1_11496 :BIKE1_11465 00AE: set_vehicle $5250 traffic_behavior_to 2 00AD: set_car $5250 max_speed_to 63.0 02C2: car $5250 drive_to_point $5241 $5242 $5243 :BIKE1_11496 0002: jump @BIKE1_11525 :BIKE1_11503 00BC: text_highpriority 'BM1_3' time 5000 1 0002: jump @BIKE1_6983 :BIKE1_11525 0002: jump @BIKE1_11554 :BIKE1_11532 00BC: text_highpriority 'BM1_3' time 5000 1 0002: jump @BIKE1_6983 :BIKE1_11554 0051: return //-------------Mission 54--------------- // Originally: Messing with the Man :BIKE2 03A4: name_thread 'BIKE2' 0050: gosub @BIKE2_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @BIKE2_37 0050: gosub @BIKE2_1894 :BIKE2_37 0050: gosub @BIKE2_2109 004E: end_thread :BIKE2_46 0004: $ONMISSION = 1 // $ = int 0317: increment_mission_attempts 0004: $5275 = 0 // $ = int 0004: $5276 = 0 // $ = int 0004: $5277 = 0 // $ = int 0004: $5278 = 0 // $ = int 0004: $5279 = 0 // $ = int 0004: $5280 = 0 // $ = int 0004: $5281 = 121000 // $ = int 0001: wait 0 ms 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' 04BB: select_interiour 11 // select render area 03CB: load_scene -597.02 642.46 11.0 04F9: set_extra_colors 15 fade 0 038B: load_requested_models :BIKE2_220 00D6: 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 004D: jump_if_false @BIKE2_258 0001: wait 0 ms 0002: 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 10.06 range 1.0 0055: put_player $PLAYER_CHAR at -597.25 655.87 10.06 0171: set_player $PLAYER_CHAR z_angle_to 0.0 016A: fade 1 2000 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :BIKE2_448 00D6: if 001A: 3004 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE2_483 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE2_448 :BIKE2_483 00BC: text_highpriority 'BM2_A' time 10000 1 :BIKE2_498 00D6: if 001A: 5135 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE2_533 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE2_498 :BIKE2_533 00BC: text_highpriority 'BM2_B' time 10000 1 :BIKE2_548 00D6: if 001A: 6423 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE2_583 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE2_548 :BIKE2_583 00BC: text_highpriority 'BM2_C' time 10000 1 :BIKE2_598 00D6: if 001A: 8568 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE2_633 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE2_598 :BIKE2_633 00BC: text_highpriority 'BM2_D' time 10000 1 :BIKE2_648 00D6: if 001A: 10974 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE2_683 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE2_648 :BIKE2_683 00BC: text_highpriority 'BM2_E' time 10000 1 :BIKE2_698 00D6: if 001A: 12703 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE2_733 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE2_698 :BIKE2_733 00BC: text_highpriority 'BM2_F' time 10000 1 :BIKE2_748 00D6: if 001A: 14662 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE2_783 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE2_748 :BIKE2_783 00BC: text_highpriority 'BM2_G' time 10000 1 :BIKE2_798 00D6: if 001A: 18829 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE2_833 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE2_798 :BIKE2_833 00BC: text_highpriority 'BM2_H' time 10000 1 :BIKE2_848 00D6: if 001A: 21584 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE2_883 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE2_848 :BIKE2_883 00BC: text_highpriority 'BM2_I' time 10000 1 :BIKE2_898 00D6: if 001A: 24017 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE2_933 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE2_898 :BIKE2_933 00BC: text_highpriority 'BM2_J' time 10000 1 :BIKE2_948 00D6: if 001A: 28016 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE2_983 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE2_948 :BIKE2_983 00BC: text_highpriority 'BM2_K' time 10000 1 :BIKE2_998 00D6: if 001A: 30132 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE2_1033 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE2_998 :BIKE2_1033 00BC: text_highpriority 'BM2_L' time 10000 1 :BIKE2_1048 00D6: if 001A: 34034 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE2_1085 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE2_1048 :BIKE2_1085 00BC: text_highpriority 'BM2_M' time 10000 1 :BIKE2_1100 00D6: if 001A: 36593 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE2_1137 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE2_1100 :BIKE2_1137 00BC: text_highpriority 'BM2_N' time 10000 1 :BIKE2_1152 00D6: if 001A: 38862 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE2_1189 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE2_1152 :BIKE2_1189 00BC: text_highpriority 'BM2_O' time 10000 1 :BIKE2_1204 00D6: if 001A: 41401 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE2_1241 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE2_1204 :BIKE2_1241 00BC: text_highpriority 'BM2_P' time 10000 1 :BIKE2_1256 00D6: if 001A: 44782 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE2_1293 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE2_1256 :BIKE2_1293 00BC: text_highpriority 'BM2_Q' time 10000 1 :BIKE2_1308 00D6: if 001A: 49441 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE2_1345 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE2_1308 :BIKE2_1345 00BC: text_highpriority 'BM2_R' time 10000 1 :BIKE2_1360 00D6: if 001A: 50560 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE2_1397 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE2_1360 :BIKE2_1397 00BE: text_clear_all 016A: fade 0 2000 ms 00BE: text_clear_all :BIKE2_1408 00D6: if 016B: fading 004D: jump_if_false @BIKE2_1432 0001: wait 0 ms 0002: jump @BIKE2_1408 :BIKE2_1432 03AD: set_rubbish 1 02EA: end_cutscene 0373: set_camera_directly_behind_player 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 04BB: select_interiour 0 // select render area 04FA: clear_extra_colors_with_fade 0 03CB: load_scene -597.25 655.87 10.06 04E3: set_player $PLAYER_CHAR mood 2 duration 60000 0169: set_fade_color 0 0 0 0001: wait 500 ms 016A: fade 1 1500 ms 00BC: text_highpriority 'BM2_2' time 5000 1 03C4: set_status_text_to $5275 1 'BM2_1' 03C7: set_sensitivity_to_crime_to 3.0 0006: TIMERA = 0 // @ = int 014E: start_timer_at $5281 count_in_direction 1 :BIKE2_1564 00D6: if 0038: $5276 == 0 // $ == int 004D: jump_if_false @BIKE2_1887 0001: wait 0 ms 00D6: if 0038: $5281 == 0 // $ == int 004D: jump_if_false @BIKE2_1626 00BC: text_highpriority 'BM2_4' time 5000 1 0002: jump @BIKE2_1894 :BIKE2_1626 00D6: if 0038: $5280 == 0 // $ == int 004D: jump_if_false @BIKE2_1676 00D6: if 010F: player $PLAYER_CHAR wanted_level > 2 004D: jump_if_false @BIKE2_1676 03C7: set_sensitivity_to_crime_to 1.0 0004: $5280 = 1 // $ = int :BIKE2_1676 00D6: if 0038: $5275 == 100 // $ == int 004D: jump_if_false @BIKE2_1701 0004: $5276 = 1 // $ = int :BIKE2_1701 04BF: $5277 = player $PLAYER_CHAR chaos_level 00D6: if 0028: $5277 >= 25 // $ >= int 004D: jump_if_false @BIKE2_1880 00D6: if 0038: $5278 == 0 // $ == int 004D: jump_if_false @BIKE2_1850 00D6: if 002A: 99 >= $5275 // int >= $ 004D: jump_if_false @BIKE2_1796 0008: $5275 += 5 // $ += int 018C: play_sound 1 at 0.0 0.0 0.0 0002: jump @BIKE2_1803 :BIKE2_1796 0004: $5275 = 100 // $ = int :BIKE2_1803 00D6: if 0038: $5279 == 0 // $ == int 004D: jump_if_false @BIKE2_1843 00BC: text_highpriority 'BM2_3' time 5000 1 0004: $5279 = 1 // $ = int :BIKE2_1843 0004: $5278 = 1 // $ = int :BIKE2_1850 00D6: if 0038: $5278 == 1 // $ == int 004D: jump_if_false @BIKE2_1880 04BE: reset_player $PLAYER_CHAR chaos_level 0004: $5278 = 0 // $ = int :BIKE2_1880 0002: jump @BIKE2_1564 :BIKE2_1887 0002: jump @BIKE2_1911 :BIKE2_1894 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :BIKE2_1911 0004: $276 = 1 // $ = int 0318: set_latest_mission_passed 'BIKE_2' 030C: progress_made += 1 0394: play_music 1 00D6: if 0038: $1559 == 1 // $ == int 004D: jump_if_false @BIKE2_1966 018E: stop_sound $1556 0004: $1559 = 0 // $ = int :BIKE2_1966 00D6: if 0038: $1560 == 1 // $ == int 004D: jump_if_false @BIKE2_1996 018E: stop_sound $1557 0004: $1560 = 0 // $ = int :BIKE2_1996 00D6: if 0038: $1561 == 1 // $ == int 004D: jump_if_false @BIKE2_2026 018E: stop_sound $1558 0004: $1561 = 0 // $ = int :BIKE2_2026 00D6: if 0038: $1561 == 0 // $ == int 004D: jump_if_false @BIKE2_2073 018D: $1558 = create_sound 38 at -596.018 640.916 12.0 0004: $1561 = 1 // $ = int :BIKE2_2073 01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1 0109: player $PLAYER_CHAR money += 2000 004F: create_thread @BIK3 0051: return :BIKE2_2109 0004: $ONMISSION = 0 // $ = int 014F: stop_timer $5281 0151: remove_status_text $5275 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 00D8: mission_cleanup 0051: return //-------------Mission 55--------------- // Originally: Hog Tied :BIKE3 03A4: name_thread 'BIKE3' 0050: gosub @BIKE3_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @BIKE3_37 0050: gosub @BIKE3_4985 :BIKE3_37 0050: gosub @BIKE3_5065 004E: end_thread :BIKE3_46 0317: increment_mission_attempts 0004: $ONMISSION = 1 // $ = int 0004: $5291 = 0 // $ = int 0004: $5291 = 0 // $ = int 0004: $5292 = 0 // $ = int 0004: $5293 = 0 // $ = int 0004: $5294 = 0 // $ = int 0004: $5295 = 0 // $ = int 0004: $5296 = 0 // $ = int 0004: $5297 = 0 // $ = int 0004: $5298 = 0 // $ = int 0004: $5299 = 0 // $ = int 0004: $5300 = 0 // $ = int 0004: $5301 = 0 // $ = int 0004: $5302 = 0 // $ = int 0004: $5310 = 0 // $ = int 0004: $5312 = 0 // $ = int 0004: $5314 = 0 // $ = int 0004: $5316 = 0 // $ = int 0004: $5318 = 0 // $ = int 0004: $5320 = 0 // $ = int 0004: $5322 = 0 // $ = int 0004: $5324 = 0 // $ = int 0004: $5326 = 0 // $ = int 0004: $5328 = 0 // $ = int 0004: $5330 = 0 // $ = int 0004: $5332 = 0 // $ = int 0004: $5334 = 0 // $ = int 0004: $5336 = 0 // $ = int 0004: $5338 = 0 // $ = int 0004: $5340 = 0 // $ = int 0004: $5305 = 0 // $ = int 0004: $5307 = 0 // $ = int 0004: $5308 = 0 // $ = int 0004: $5341 = 0 // $ = int 0005: $5342 = 0.0 // $ = float 0005: $5343 = 0.0 // $ = float 0005: $5344 = 0.0 // $ = float 0004: $5354 = 0 // $ = int 0004: $5355 = 0 // $ = int 0004: $5360 = 0 // $ = int 0004: $5362 = 0 // $ = int 0004: $5363 = 0 // $ = int 0004: $5364 = 0 // $ = int 0004: $5365 = 0 // $ = int 0004: $5366 = 0 // $ = int 0004: $5367 = 0 // $ = int 0004: $5368 = 0 // $ = int 0004: $5369 = 0 // $ = int 0004: $5370 = 0 // $ = int 0004: $5371 = 0 // $ = int 0004: $5372 = 0 // $ = int 0004: $5373 = 0 // $ = int 0001: wait 0 ms 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' 04BB: select_interiour 11 // select render area 03CB: load_scene -597.02 642.46 11.0 04F9: set_extra_colors 15 fade 0 038B: load_requested_models :BIKE3_522 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 004D: jump_if_false @BIKE3_556 0001: wait 0 ms 0002: 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 10.06 range 1.0 0055: put_player $PLAYER_CHAR at -597.25 655.87 10.06 0171: set_player $PLAYER_CHAR z_angle_to 0.0 016A: fade 1 2000 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :BIKE3_726 00D6: if 001A: 4538 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE3_761 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE3_726 :BIKE3_761 00BC: text_highpriority 'BM3_A' time 10000 1 :BIKE3_776 00D6: if 001A: 6581 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE3_811 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE3_776 :BIKE3_811 00BC: text_highpriority 'BM3_B' time 10000 1 :BIKE3_826 00D6: if 001A: 8775 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE3_861 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE3_826 :BIKE3_861 00BC: text_highpriority 'BM3_C' time 10000 1 :BIKE3_876 00D6: if 001A: 11662 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE3_911 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE3_876 :BIKE3_911 00BC: text_highpriority 'BM3_D' time 10000 1 :BIKE3_926 00D6: if 001A: 14895 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE3_961 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE3_926 :BIKE3_961 00BC: text_highpriority 'BM3_E' time 10000 1 :BIKE3_976 00D6: if 001A: 17616 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE3_1011 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE3_976 :BIKE3_1011 00BC: text_highpriority 'BM3_F' time 10000 1 :BIKE3_1026 00D6: if 001A: 22783 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE3_1061 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE3_1026 :BIKE3_1061 00BC: text_highpriority 'BM3_G' time 10000 1 :BIKE3_1076 00D6: if 001A: 24681 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE3_1111 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE3_1076 :BIKE3_1111 00BC: text_highpriority 'BM3_H' time 10000 1 :BIKE3_1126 00D6: if 001A: 28415 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE3_1161 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE3_1126 :BIKE3_1161 00BC: text_highpriority 'BM3_I' time 10000 1 :BIKE3_1176 00D6: if 001A: 32256 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE3_1211 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE3_1176 :BIKE3_1211 00BE: text_clear_all :BIKE3_1213 00D6: if 001A: 37916 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @BIKE3_1250 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @BIKE3_1213 :BIKE3_1250 016A: fade 0 2000 ms 00BE: text_clear_all :BIKE3_1259 00D6: if 016B: fading 004D: jump_if_false @BIKE3_1283 0001: wait 0 ms 0002: jump @BIKE3_1259 :BIKE3_1283 03AD: set_rubbish 1 02EA: end_cutscene 0373: set_camera_directly_behind_player 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 04BB: select_interiour 0 // select render area 04FA: clear_extra_colors_with_fade 0 03CB: load_scene -597.25 655.87 10.06 04E3: set_player $PLAYER_CHAR mood 1 duration 60000 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 0247: request_model #DOONTOON50 0247: request_model #ROAD_DOWNTOWN_NEW2 0247: request_model #ROAD_DOWNTOWN02 0247: request_model #AMMUNATION_DT 0247: request_model #DOONTOON19 0247: request_model #DT_COMPOUND_ROOF 0247: request_model #DOONTOON51 0247: request_model #LODNTOON28 0247: request_model #AMMU_WINDOWS1 :BIKE3_1406 00D6: if or 8248: not model #DOONTOON50 available 8248: not model #ROAD_DOWNTOWN_NEW2 available 8248: not model #ROAD_DOWNTOWN02 available 8248: not model #AMMUNATION_DT available 8248: not model #DOONTOON19 available 8248: not model #DT_COMPOUND_ROOF available 004D: jump_if_false @BIKE3_1458 0001: wait 0 ms 0002: jump @BIKE3_1406 :BIKE3_1458 00D6: if or 8248: not model #DOONTOON51 available 8248: not model #LODNTOON28 available 8248: not model #AMMU_WINDOWS1 available 004D: jump_if_false @BIKE3_1495 0001: wait 0 ms 0002: jump @BIKE3_1458 :BIKE3_1495 0169: set_fade_color 0 0 0 02A3: enable_widescreen 1 0001: wait 1000 ms 016A: fade 1 1500 ms 00BC: text_highpriority 'BM3_1' time 4000 1 0006: TIMERA = 0 // @ = int :BIKE3_1541 00D6: if 001B: 3500 > TIMERA // int > @ 004D: jump_if_false @BIKE3_1601 0001: wait 0 ms 00D6: if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 004D: jump_if_false @BIKE3_1594 0002: jump @BIKE3_2101 :BIKE3_1594 0002: jump @BIKE3_1541 :BIKE3_1601 00BC: text_highpriority 'BM3_6' time 6000 1 0006: TIMERA = 0 // @ = int :BIKE3_1623 00D6: if 001B: 5500 > TIMERA // int > @ 004D: jump_if_false @BIKE3_1763 0001: wait 0 ms 00D6: if 0029: TIMERA >= 4000 // @ >= int 004D: jump_if_false @BIKE3_1707 00D6: if 0038: $5373 == 0 // $ == int 004D: jump_if_false @BIKE3_1707 016A: fade 0 1500 ms 03D5: remove_text 'BM3_6' 0004: $5373 = 1 // $ = int :BIKE3_1707 00D6: if 001B: 4000 > TIMERA // int > @ 004D: jump_if_false @BIKE3_1756 00D6: if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 004D: jump_if_false @BIKE3_1756 0002: jump @BIKE3_2101 :BIKE3_1756 0002: jump @BIKE3_1623 :BIKE3_1763 00D6: if 016B: fading 004D: jump_if_false @BIKE3_1787 0001: wait 0 ms 0002: jump @BIKE3_1763 :BIKE3_1787 03CB: load_scene -675.93 1116.28 14.35 015F: set_camera_position -675.93 1116.28 14.35 rotation 0.0 0.0 0.0 0160: point_camera -675.81 1117.19 14.4 switchstyle 2 016A: fade 1 2000 ms :BIKE3_1862 00D6: if 016B: fading 004D: jump_if_false @BIKE3_1886 0001: wait 0 ms 0002: jump @BIKE3_1862 :BIKE3_1886 00BC: text_highpriority 'BM3_7' time 5000 1 0006: TIMERB = 0 // @ = int :BIKE3_1908 00D6: if 001B: 4000 > TIMERB // int > @ 004D: jump_if_false @BIKE3_1968 0001: wait 0 ms 00D6: if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 004D: jump_if_false @BIKE3_1961 0002: jump @BIKE3_2101 :BIKE3_1961 0002: jump @BIKE3_1908 :BIKE3_1968 015F: set_camera_position -678.97 1147.28 25.48 rotation 0.0 0.0 0.0 0160: point_camera -678.65 1148.22 25.44 switchstyle 2 00BC: text_highpriority 'BM3_8' time 5000 1 0006: TIMERA = 0 // @ = int :BIKE3_2041 00D6: if 001B: 4000 > TIMERA // int > @ 004D: jump_if_false @BIKE3_2101 0001: wait 0 ms 00D6: if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 004D: jump_if_false @BIKE3_2094 0002: jump @BIKE3_2101 :BIKE3_2094 0002: jump @BIKE3_2041 :BIKE3_2101 00BE: text_clear_all 016A: fade 0 1500 ms :BIKE3_2110 00D6: if 016B: fading 004D: jump_if_false @BIKE3_2134 0001: wait 0 ms 0002: jump @BIKE3_2110 :BIKE3_2134 03CB: load_scene -597.25 655.87 10.06 02A3: enable_widescreen 0 01B4: set_player $PLAYER_CHAR can_move 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 02EB: restore_camera_with_jumpcut 03D5: remove_text 'BM3_8' 0249: release_model #DOONTOON50 0249: release_model #ROAD_DOWNTOWN_NEW2 0249: release_model #ROAD_DOWNTOWN02 0249: release_model #AMMUNATION_DT 0249: release_model #DOONTOON19 0249: release_model #DT_COMPOUND_ROOF 0249: release_model #DOONTOON51 0249: release_model #LODNTOON28 0249: release_model #AMMU_WINDOWS1 0247: request_model #SGA 0247: request_model #SGB 0247: request_model #BKA 0247: request_model #ANGEL 0247: request_model #TEC9 0247: request_model #M4 0247: request_model #GANGBUR :BIKE3_2265 00D6: if or 8248: not model #SGA available 8248: not model #SGB available 8248: not model #ANGEL available 8248: not model #TEC9 available 8248: not model #M4 available 8248: not model #BKA available 004D: jump_if_false @BIKE3_2314 0001: wait 0 ms 0002: jump @BIKE3_2265 :BIKE3_2314 00D6: if 8248: not model #GANGBUR available 004D: jump_if_false @BIKE3_2341 0001: wait 0 ms 0002: jump @BIKE3_2314 :BIKE3_2341 018D: $5306 = create_sound 0 at -702.16 1215.37 23.17 018E: stop_sound $5306 00A5: $5356 = create_car #GANGBUR at -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 009B: destroy_actor_instantly $5346 009B: destroy_actor_instantly $5350 00A6: destroy_car $5356 00A5: $5357 = create_car #GANGBUR at -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 009B: destroy_actor_instantly $5347 009B: destroy_actor_instantly $5351 00A6: destroy_car $5357 00A5: $5358 = create_car #GANGBUR at -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 009B: destroy_actor_instantly $5348 009B: destroy_actor_instantly $5352 00A6: destroy_car $5358 00A5: $5359 = create_car #GANGBUR at -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 009B: destroy_actor_instantly $5349 009B: destroy_actor_instantly $5353 00A6: destroy_car $5359 0169: set_fade_color 0 0 0 0001: wait 1000 ms 016A: fade 1 2000 ms 018A: $5361 = create_checkpoint_at -674.59 1128.49 10.08 0004: $5362 = 1 // $ = int 0005: $98 = 0.0 // $ = float 00A5: $5282 = create_car #ANGEL at -700.08 1300.14 10.76 0294: set_vehicle $5282 sprayable 0 0175: set_car $5282 z_angle_to 180.0 009A: $5285 = create_actor_pedtype 9 model #SGA at -750.93 1235.44 23.73 01ED: clear_actor $5285 threat_search 0008: $5299 += 1 // $ += int 0008: $5341 += 1 // $ += int 009A: $5286 = create_actor_pedtype 9 model #SGA at -659.81 1257.07 23.17 01ED: clear_actor $5286 threat_search 0008: $5299 += 1 // $ += int 0008: $5341 += 1 // $ += int 009A: $5287 = create_actor_pedtype 9 model #SGA at -692.32 1250.27 10.2 01ED: clear_actor $5287 threat_search 0008: $5299 += 1 // $ += int 0008: $5341 += 1 // $ += int 009A: $5288 = create_actor_pedtype 9 model #SGB at -757.7 1214.37 10.07 01ED: clear_actor $5288 threat_search 0008: $5299 += 1 // $ += int 0008: $5341 += 1 // $ += int 009A: $5289 = create_actor_pedtype 9 model #SGA at -699.21 1300.28 10.76 01ED: clear_actor $5289 threat_search 0008: $5299 += 1 // $ += int 0008: $5341 += 1 // $ += int 009A: $5290 = create_actor_pedtype 9 model #SGB at -701.04 1300.24 10.76 01ED: clear_actor $5290 threat_search 0008: $5299 += 1 // $ += int 0008: $5341 += 1 // $ += int 0004: $123 = 0 // $ = int :BIKE3_2986 00D6: if 81B0: not car $5282 stopped $123 -596.63 658.2 10.06 radius 4.0 4.0 4.0 004D: jump_if_false @BIKE3_4138 0001: wait 0 ms 0008: $5372 += 1 // $ += int 00D6: if 0018: $5372 > 20 // $ > int 004D: jump_if_false @BIKE3_3071 0004: $5372 = 0 // $ = int :BIKE3_3071 00D6: if 001A: 6 > $5370 // int > $ 004D: jump_if_false @BIKE3_3096 0050: gosub @BIKE3_11705 :BIKE3_3096 00D6: 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 004D: jump_if_false @BIKE3_3378 0110: clear_player $PLAYER_CHAR wanted_level 00D6: if 0038: $5362 == 1 // $ == int 004D: jump_if_false @BIKE3_3253 0164: disable_marker $5361 0004: $5362 = 0 // $ = int :BIKE3_3253 00D6: if 0038: $5355 == 0 // $ == int 004D: jump_if_false @BIKE3_3364 00D6: if 0038: $5363 == 0 // $ == int 004D: jump_if_false @BIKE3_3364 00D6: if 8119: not car $5282 wrecked 004D: jump_if_false @BIKE3_3342 00BC: text_highpriority 'BM3_9' time 5000 1 0186: $5284 = create_marker_above_car $5282 0004: $5363 = 1 // $ = int 0002: jump @BIKE3_3364 :BIKE3_3342 00BC: text_highpriority 'BM3_2' time 5000 1 0002: jump @BIKE3_4985 :BIKE3_3364 0004: $5360 = 1 // $ = int 0002: jump @BIKE3_3496 :BIKE3_3378 00D6: if 0038: $5355 == 0 // $ == int 004D: jump_if_false @BIKE3_3426 00D6: if 0038: $5363 == 1 // $ == int 004D: jump_if_false @BIKE3_3426 0164: disable_marker $5284 0004: $5363 = 0 // $ = int :BIKE3_3426 00D6: if 0038: $5355 == 0 // $ == int 004D: jump_if_false @BIKE3_3489 00D6: if 0038: $5362 == 0 // $ == int 004D: jump_if_false @BIKE3_3489 018A: $5361 = create_checkpoint_at -674.59 1128.49 10.08 0004: $5362 = 1 // $ = int :BIKE3_3489 0004: $5360 = 0 // $ = int :BIKE3_3496 00D6: if 0038: $5354 == 0 // $ == int 004D: jump_if_false @BIKE3_3557 00D6: if 0038: $5355 == 1 // $ == int 004D: jump_if_false @BIKE3_3557 00D6: if 0038: $5360 == 0 // $ == int 004D: jump_if_false @BIKE3_3557 0050: gosub @BIKE3_11122 :BIKE3_3557 00D6: if 0038: $5354 == 1 // $ == int 004D: jump_if_false @BIKE3_3767 00D6: if 8118: not actor $5346 dead 004D: jump_if_false @BIKE3_3599 01CC: actor $5346 kill_player $PLAYER_CHAR :BIKE3_3599 00D6: if 8118: not actor $5347 dead 004D: jump_if_false @BIKE3_3623 01CC: actor $5347 kill_player $PLAYER_CHAR :BIKE3_3623 00D6: if 8118: not actor $5348 dead 004D: jump_if_false @BIKE3_3647 01CC: actor $5348 kill_player $PLAYER_CHAR :BIKE3_3647 00D6: if 8118: not actor $5349 dead 004D: jump_if_false @BIKE3_3671 01CC: actor $5349 kill_player $PLAYER_CHAR :BIKE3_3671 00D6: if 8118: not actor $5350 dead 004D: jump_if_false @BIKE3_3695 01CC: actor $5350 kill_player $PLAYER_CHAR :BIKE3_3695 00D6: if 8118: not actor $5351 dead 004D: jump_if_false @BIKE3_3719 01CC: actor $5351 kill_player $PLAYER_CHAR :BIKE3_3719 00D6: if 8118: not actor $5352 dead 004D: jump_if_false @BIKE3_3743 01CC: actor $5352 kill_player $PLAYER_CHAR :BIKE3_3743 00D6: if 8118: not actor $5353 dead 004D: jump_if_false @BIKE3_3767 01CC: actor $5353 kill_player $PLAYER_CHAR :BIKE3_3767 0054: store_player $PLAYER_CHAR position_to $5342 $5343 $5344 0050: gosub @BIKE3_5194 00D6: if 0119: car $5282 wrecked 004D: jump_if_false @BIKE3_3833 00BC: text_highpriority 'BM3_2' time 5000 1 0002: jump @BIKE3_4985 0002: jump @BIKE3_4053 :BIKE3_3833 00D6: if 00DC: player $PLAYER_CHAR in_car $5282 004D: jump_if_false @BIKE3_3993 00D6: if 0038: $5291 == 0 // $ == int 004D: jump_if_false @BIKE3_3986 0004: $123 = 1 // $ = int 0004: $5298 = 1 // $ = int 00D6: if 0038: $5355 == 0 // $ == int 004D: jump_if_false @BIKE3_3932 00D6: if 0038: $5363 == 1 // $ == int 004D: jump_if_false @BIKE3_3932 0164: disable_marker $5284 0004: $5363 = 2 // $ = int :BIKE3_3932 0164: disable_marker $5284 018A: $5283 = create_checkpoint_at -596.63 658.2 10.06 00BC: text_highpriority 'BM3_3' time 5000 1 0004: $5355 = 1 // $ = int 0004: $5291 = 1 // $ = int :BIKE3_3986 0002: jump @BIKE3_4053 :BIKE3_3993 00D6: if 0038: $5291 == 1 // $ == int 004D: jump_if_false @BIKE3_4053 0004: $123 = 0 // $ = int 0164: disable_marker $5283 0186: $5284 = create_marker_above_car $5282 00BC: text_highpriority 'BM3_4' time 5000 1 0004: $5291 = 0 // $ = int :BIKE3_4053 00D6: if 0038: $5298 == 1 // $ == int 004D: jump_if_false @BIKE3_4131 00D6: if 0038: $5302 == 0 // $ == int 004D: jump_if_false @BIKE3_4110 0006: TIMERB = 0 // @ = int 0006: TIMERA = 0 // @ = int 0004: $5302 = 1 // $ = int :BIKE3_4110 0050: gosub @BIKE3_6788 0050: gosub @BIKE3_8782 0050: gosub @BIKE3_9154 :BIKE3_4131 0002: jump @BIKE3_2986 :BIKE3_4138 0004: $123 = 1 // $ = int 0164: disable_marker $5284 0164: disable_marker $5283 02A3: enable_widescreen 1 0110: clear_player $PLAYER_CHAR wanted_level 01B4: set_player $PLAYER_CHAR can_move 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 015F: set_camera_position -607.076 666.146 13.891 rotation 0.0 0.0 0.0 0395: clear_area 0 at -596.63 658.2 10.06 range 1.0 0160: point_camera -606.531 665.364 13.589 switchstyle 2 01D3: actor $PLAYER_ACTOR leave_car $5282 :BIKE3_4268 00D6: if 00DB: actor $PLAYER_ACTOR in_car $5282 004D: jump_if_false @BIKE3_4336 0001: wait 0 ms 00D6: if 0119: car $5282 wrecked 004D: jump_if_false @BIKE3_4329 00BC: text_highpriority 'BM3_2' time 5000 1 0002: jump @BIKE3_4985 :BIKE3_4329 0002: jump @BIKE3_4268 :BIKE3_4336 0211: actor $PLAYER_ACTOR walk_to -594.99 654.58 0006: TIMERA = 0 // @ = int :BIKE3_4358 00D6: if 80ED: not actor $PLAYER_ACTOR 0 -594.99 654.58 radius 1.0 1.0 004D: jump_if_false @BIKE3_4509 0001: wait 0 ms 00D6: if 0019: TIMERA > 6000 // @ > int 004D: jump_if_false @BIKE3_4464 00D6: if 80ED: not actor $PLAYER_ACTOR 0 -594.99 654.58 radius 1.0 1.0 004D: jump_if_false @BIKE3_4464 0002: jump @BIKE3_4509 :BIKE3_4464 00D6: if 0119: car $5282 wrecked 004D: jump_if_false @BIKE3_4502 00BC: text_highpriority 'BM3_2' time 5000 1 0002: jump @BIKE3_4985 :BIKE3_4502 0002: jump @BIKE3_4358 :BIKE3_4509 011C: actor $PLAYER_ACTOR clear_objective 009A: $5345 = create_actor_pedtype 12 model #BKA at -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 00D6: if 8119: not car $5282 wrecked 004D: jump_if_false @BIKE3_4589 01D5: actor $5345 go_to_and_drive_car $5282 0002: jump @BIKE3_4611 :BIKE3_4589 00BC: text_highpriority 'BM3_2' time 5000 1 0002: jump @BIKE3_4985 :BIKE3_4611 0006: TIMERA = 0 // @ = int :BIKE3_4618 00D6: if 80DF: not actor $5345 in_any_car 004D: jump_if_false @BIKE3_4752 0001: wait 0 ms 00D6: if 0119: car $5282 wrecked 004D: jump_if_false @BIKE3_4676 00BC: text_highpriority 'BM3_2' time 5000 1 0002: jump @BIKE3_4985 :BIKE3_4676 00D6: if 0118: actor $5345 dead 004D: jump_if_false @BIKE3_4699 0002: jump @BIKE3_4985 :BIKE3_4699 00D6: if 0019: TIMERA > 20000 // @ > int 004D: jump_if_false @BIKE3_4745 00D6: if 80DB: not actor $5345 in_car $5282 004D: jump_if_false @BIKE3_4745 036A: put_actor $5345 in_car $5282 :BIKE3_4745 0002: jump @BIKE3_4618 :BIKE3_4752 00D6: if 8119: not car $5282 wrecked 004D: jump_if_false @BIKE3_4797 00AD: set_car $5282 max_speed_to 30.0 00AE: set_vehicle $5282 traffic_behavior_to 2 00A8: set_car $5282 to_psycho_driver 0002: jump @BIKE3_4819 :BIKE3_4797 00BC: text_highpriority 'BM3_2' time 5000 1 0002: jump @BIKE3_4985 :BIKE3_4819 00D6: if and 02CA: car $5282 bounding_sphere_visible 001B: 4000 > TIMERA // int > @ 004D: jump_if_false @BIKE3_4915 0001: wait 0 ms 00D6: if 0119: car $5282 wrecked 004D: jump_if_false @BIKE3_4885 00BC: text_highpriority 'BM3_2' time 5000 1 0002: jump @BIKE3_4985 :BIKE3_4885 00D6: if 0118: actor $5345 dead 004D: jump_if_false @BIKE3_4908 0002: jump @BIKE3_4985 :BIKE3_4908 0002: jump @BIKE3_4819 :BIKE3_4915 0001: wait 3000 ms 00D6: if 8119: not car $5282 wrecked 004D: jump_if_false @BIKE3_4941 00A9: set_car $5282 to_normal_driver :BIKE3_4941 009B: destroy_actor_instantly $5345 00A6: destroy_car $5282 02A3: enable_widescreen 0 01B4: set_player $PLAYER_CHAR can_move 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 02EB: restore_camera_with_jumpcut 0002: jump @BIKE3_5002 :BIKE3_4985 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :BIKE3_5002 0004: $277 = 1 // $ = int 0318: set_latest_mission_passed 'BIKE_3' 030C: progress_made += 1 0394: play_music 1 0110: clear_player $PLAYER_CHAR wanted_level 01E3: text_1number_styled 'M_PASS' number 4000 time 5000 style 1 0109: player $PLAYER_CHAR money += 4000 0164: disable_marker $274 0051: return :BIKE3_5065 0004: $ONMISSION = 0 // $ = int 0249: release_model #DOONTOON50 0249: release_model #ROAD_DOWNTOWN_NEW2 0249: release_model #ROAD_DOWNTOWN02 0249: release_model #AMMUNATION_DT 0249: release_model #DOONTOON19 0249: release_model #DT_COMPOUND_ROOF 0249: release_model #DOONTOON51 0249: release_model #LODNTOON28 0249: release_model #AMMU_WINDOWS1 03AC: clear_route 0 03AC: clear_route 1 03AC: clear_route 2 03AC: clear_route 3 018E: stop_sound $5306 0249: release_model #SGA 0249: release_model #SGB 0249: release_model #ANGEL 0249: release_model #BKA 0249: release_model #TEC9 0249: release_model #M4 0249: release_model #GANGBUR 0164: disable_marker $5361 0164: disable_marker $5284 0164: disable_marker $5283 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 00D8: mission_cleanup 0051: return :BIKE3_5194 00D6: if 0038: $5360 == 1 // $ == int 004D: jump_if_false @BIKE3_6713 00D6: if 0038: $5372 == 0 // $ == int 004D: jump_if_false @BIKE3_5594 00D6: if 0038: $5292 == 0 // $ == int 004D: jump_if_false @BIKE3_5594 00D6: if 0118: actor $5285 dead 004D: jump_if_false @BIKE3_5310 000C: $5299 -= 1 // $ -= int 00D6: if 0038: $5307 == 1 // $ == int 004D: jump_if_false @BIKE3_5296 0004: $5298 = 1 // $ = int :BIKE3_5296 0004: $5292 = 1 // $ = int 0002: jump @BIKE3_5594 :BIKE3_5310 00D6: if 0038: $5305 == 0 // $ == int 004D: jump_if_false @BIKE3_5409 00D6: if 0038: $5307 == 0 // $ == int 004D: jump_if_false @BIKE3_5409 00D6: if or 0123: actor $5285 spotted_player $PLAYER_CHAR 0038: $5293 == 1 // $ == int 004D: jump_if_false @BIKE3_5409 00BB: text_lowpriority 'INTRUDE' time 5000 1 0239: actor $5285 run_to -693.58 1213.18 0004: $5307 = 1 // $ = int :BIKE3_5409 00D6: if 0038: $5305 == 0 // $ == int 004D: jump_if_false @BIKE3_5565 00D6: if 0038: $5307 == 1 // $ == int 004D: jump_if_false @BIKE3_5558 00D6: if 0102: actor $5285 stopped_near_point_on_foot -693.58 1213.18 23.16 radius 1.0 1.0 2.0 sphere 0 004D: jump_if_false @BIKE3_5558 018D: $5306 = create_sound 0 at -693.58 1213.18 23.16 0004: $5298 = 1 // $ = int 009E: set_actor $5285 path $5342 $5343 $5344 unknown 1.0 1 01CA: actor $5285 kill_player $PLAYER_CHAR 0004: $5305 = 1 // $ = int :BIKE3_5558 0002: 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 00D6: if 0038: $5372 == 1 // $ == int 004D: jump_if_false @BIKE3_5976 00D6: if 0038: $5293 == 0 // $ == int 004D: jump_if_false @BIKE3_5976 00D6: if 0118: actor $5286 dead 004D: jump_if_false @BIKE3_5692 00D6: if 0038: $5308 == 1 // $ == int 004D: jump_if_false @BIKE3_5671 0004: $5298 = 1 // $ = int :BIKE3_5671 000C: $5299 -= 1 // $ -= int 0004: $5293 = 1 // $ = int 0002: jump @BIKE3_5976 :BIKE3_5692 00D6: if 0038: $5305 == 0 // $ == int 004D: jump_if_false @BIKE3_5791 00D6: if 0038: $5308 == 0 // $ == int 004D: jump_if_false @BIKE3_5791 00D6: if or 0123: actor $5286 spotted_player $PLAYER_CHAR 0038: $5292 == 1 // $ == int 004D: jump_if_false @BIKE3_5791 00BB: text_lowpriority 'INTRUDE' time 5000 1 0239: actor $5286 run_to -693.58 1213.18 0004: $5308 = 1 // $ = int :BIKE3_5791 00D6: if 0038: $5305 == 0 // $ == int 004D: jump_if_false @BIKE3_5947 00D6: if 0038: $5308 == 1 // $ == int 004D: jump_if_false @BIKE3_5940 00D6: if 0102: actor $5286 stopped_near_point_on_foot -693.58 1213.18 23.16 radius 1.0 1.0 2.0 sphere 0 004D: jump_if_false @BIKE3_5940 018D: $5306 = create_sound 0 at -693.58 1213.18 23.16 0004: $5298 = 1 // $ = int 009E: set_actor $5286 path $5342 $5343 $5344 unknown 0.5 1 01CA: actor $5286 kill_player $PLAYER_CHAR 0004: $5305 = 1 // $ = int :BIKE3_5940 0002: 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 00D6: if 0038: $5372 == 2 // $ == int 004D: jump_if_false @BIKE3_6155 00D6: if 0038: $5294 == 0 // $ == int 004D: jump_if_false @BIKE3_6155 00D6: if 0118: actor $5287 dead 004D: jump_if_false @BIKE3_6049 000C: $5299 -= 1 // $ -= int 0004: $5294 = 1 // $ = int 0002: jump @BIKE3_6155 :BIKE3_6049 00D6: if 0038: $5298 == 0 // $ == int 004D: jump_if_false @BIKE3_6108 00D6: if 0123: actor $5287 spotted_player $PLAYER_CHAR 004D: jump_if_false @BIKE3_6108 00BB: text_lowpriority 'INTRUDE' time 5000 1 0004: $5298 = 1 // $ = int :BIKE3_6108 00D6: if 0038: $5298 == 1 // $ == int 004D: jump_if_false @BIKE3_6155 009E: set_actor $5287 path $5342 $5343 $5344 unknown 0.5 1 01CA: actor $5287 kill_player $PLAYER_CHAR :BIKE3_6155 00D6: if 0038: $5372 == 3 // $ == int 004D: jump_if_false @BIKE3_6334 00D6: if 0038: $5295 == 0 // $ == int 004D: jump_if_false @BIKE3_6334 00D6: if 0118: actor $5288 dead 004D: jump_if_false @BIKE3_6228 000C: $5299 -= 1 // $ -= int 0004: $5295 = 1 // $ = int 0002: jump @BIKE3_6334 :BIKE3_6228 00D6: if 0038: $5298 == 0 // $ == int 004D: jump_if_false @BIKE3_6287 00D6: if 0123: actor $5288 spotted_player $PLAYER_CHAR 004D: jump_if_false @BIKE3_6287 00BB: text_lowpriority 'INTRUDE' time 5000 1 0004: $5298 = 1 // $ = int :BIKE3_6287 00D6: if 0038: $5298 == 1 // $ == int 004D: jump_if_false @BIKE3_6334 009E: set_actor $5288 path $5342 $5343 $5344 unknown 0.5 1 01CA: actor $5288 kill_player $PLAYER_CHAR :BIKE3_6334 00D6: if 0038: $5372 == 4 // $ == int 004D: jump_if_false @BIKE3_6520 00D6: if 0038: $5296 == 0 // $ == int 004D: jump_if_false @BIKE3_6520 00D6: if 0118: actor $5289 dead 004D: jump_if_false @BIKE3_6407 000C: $5299 -= 1 // $ -= int 0004: $5296 = 1 // $ = int 0002: jump @BIKE3_6520 :BIKE3_6407 00D6: if 0038: $5298 == 0 // $ == int 004D: jump_if_false @BIKE3_6466 00D6: if 0123: actor $5289 spotted_player $PLAYER_CHAR 004D: jump_if_false @BIKE3_6466 00BB: text_lowpriority 'INTRUDE' time 5000 1 0004: $5298 = 1 // $ = int :BIKE3_6466 00D6: if or 0038: $5298 == 1 // $ == int 0038: $5297 == 1 // $ == int 004D: jump_if_false @BIKE3_6520 009E: set_actor $5289 path $5342 $5343 $5344 unknown 0.5 1 01CA: actor $5289 kill_player $PLAYER_CHAR :BIKE3_6520 00D6: if 0038: $5372 == 5 // $ == int 004D: jump_if_false @BIKE3_6706 00D6: if 0038: $5297 == 0 // $ == int 004D: jump_if_false @BIKE3_6706 00D6: if 0118: actor $5290 dead 004D: jump_if_false @BIKE3_6593 000C: $5299 -= 1 // $ -= int 0004: $5297 = 1 // $ = int 0002: jump @BIKE3_6706 :BIKE3_6593 00D6: if 0038: $5298 == 0 // $ == int 004D: jump_if_false @BIKE3_6652 00D6: if 0123: actor $5290 spotted_player $PLAYER_CHAR 004D: jump_if_false @BIKE3_6652 00BB: text_lowpriority 'INTRUDE' time 5000 1 0004: $5298 = 1 // $ = int :BIKE3_6652 00D6: if or 0038: $5298 == 1 // $ == int 0038: $5296 == 1 // $ == int 004D: jump_if_false @BIKE3_6706 009E: set_actor $5290 path $5342 $5343 $5344 unknown 0.5 1 01CA: actor $5290 kill_player $PLAYER_CHAR :BIKE3_6706 0002: jump @BIKE3_6761 :BIKE3_6713 00D6: if 0038: $5355 == 1 // $ == int 004D: jump_if_false @BIKE3_6761 01C2: mark_actor_as_no_longer_needed $5285 01C2: mark_actor_as_no_longer_needed $5286 01C2: mark_actor_as_no_longer_needed $5287 01C2: mark_actor_as_no_longer_needed $5288 01C2: mark_actor_as_no_longer_needed $5289 01C2: mark_actor_as_no_longer_needed $5290 :BIKE3_6761 00D6: if 0038: $5371 == 2 // $ == int 004D: jump_if_false @BIKE3_6786 0004: $5371 = 0 // $ = int :BIKE3_6786 0051: return :BIKE3_6788 00D6: if 0038: $5360 == 1 // $ == int 004D: jump_if_false @BIKE3_8780 00D6: if 002A: 29 >= $5341 // int >= $ 004D: jump_if_false @BIKE3_8780 00D6: if 001A: 8 > $5299 // int > $ 004D: jump_if_false @BIKE3_8780 00D6: if 0038: $5300 == 2 // $ == int 004D: jump_if_false @BIKE3_6874 0006: TIMERB = 0 // @ = int 0004: $5300 = 0 // $ = int :BIKE3_6874 00D6: if 0038: $5301 == 2 // $ == int 004D: jump_if_false @BIKE3_6906 0006: TIMERA = 0 // @ = int 0004: $5301 = 0 // $ = int :BIKE3_6906 00D6: 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 004D: jump_if_false @BIKE3_7843 00D6: if 0029: TIMERB >= 4000 // @ >= int 004D: jump_if_false @BIKE3_7843 00D6: if 0038: $5300 == 0 // $ == int 004D: jump_if_false @BIKE3_7843 0004: $5303 = -1 // $ = int 00D6: if or 0038: $5310 == 0 // $ == int 0038: $5310 == 2 // $ == int 004D: jump_if_false @BIKE3_7098 0395: clear_area 0 at -690.84 1298.62 10.76 range 4.0 009A: $5309 = create_actor_pedtype 9 model #SGA at -690.84 1298.62 10.76 0084: $5303 = $5309 // $ = $ int 0004: $5310 = 1 // $ = int 0002: jump @BIKE3_7756 :BIKE3_7098 00D6: if or 0038: $5312 == 0 // $ == int 0038: $5312 == 2 // $ == int 004D: jump_if_false @BIKE3_7193 0395: clear_area 0 at -690.84 1298.62 10.76 range 4.0 009A: $5311 = create_actor_pedtype 9 model #SGA at -690.84 1298.62 10.76 0084: $5303 = $5311 // $ = $ int 0004: $5312 = 1 // $ = int 0002: jump @BIKE3_7756 :BIKE3_7193 00D6: if or 0038: $5314 == 0 // $ == int 0038: $5314 == 2 // $ == int 004D: jump_if_false @BIKE3_7288 0395: clear_area 0 at -690.84 1298.62 10.76 range 4.0 009A: $5313 = create_actor_pedtype 9 model #SGA at -690.84 1298.62 10.76 0084: $5303 = $5313 // $ = $ int 0004: $5314 = 1 // $ = int 0002: jump @BIKE3_7756 :BIKE3_7288 00D6: if or 0038: $5316 == 0 // $ == int 0038: $5316 == 2 // $ == int 004D: jump_if_false @BIKE3_7383 0395: clear_area 0 at -690.84 1298.62 10.76 range 4.0 009A: $5315 = create_actor_pedtype 9 model #SGA at -690.84 1298.62 10.76 0084: $5303 = $5315 // $ = $ int 0004: $5316 = 1 // $ = int 0002: jump @BIKE3_7756 :BIKE3_7383 00D6: if or 0038: $5318 == 0 // $ == int 0038: $5318 == 2 // $ == int 004D: jump_if_false @BIKE3_7478 0395: clear_area 0 at -690.84 1298.62 10.76 range 4.0 009A: $5317 = create_actor_pedtype 9 model #SGA at -690.84 1298.62 10.76 0084: $5303 = $5317 // $ = $ int 0004: $5318 = 1 // $ = int 0002: jump @BIKE3_7756 :BIKE3_7478 00D6: if or 0038: $5320 == 0 // $ == int 0038: $5320 == 2 // $ == int 004D: jump_if_false @BIKE3_7573 0395: clear_area 0 at -690.84 1298.62 10.76 range 4.0 009A: $5319 = create_actor_pedtype 9 model #SGA at -690.84 1298.62 10.76 0084: $5303 = $5319 // $ = $ int 0004: $5320 = 1 // $ = int 0002: jump @BIKE3_7756 :BIKE3_7573 00D6: if or 0038: $5322 == 0 // $ == int 0038: $5322 == 2 // $ == int 004D: jump_if_false @BIKE3_7668 0395: clear_area 0 at -690.84 1298.62 10.76 range 4.0 009A: $5321 = create_actor_pedtype 9 model #SGA at -690.84 1298.62 10.76 0084: $5303 = $5321 // $ = $ int 0004: $5322 = 1 // $ = int 0002: jump @BIKE3_7756 :BIKE3_7668 00D6: if or 0038: $5324 == 0 // $ == int 0038: $5324 == 2 // $ == int 004D: jump_if_false @BIKE3_7756 0395: clear_area 0 at -690.84 1298.62 10.76 range 4.0 009A: $5323 = create_actor_pedtype 9 model #SGA at -690.84 1298.62 10.76 0084: $5303 = $5323 // $ = $ int 0004: $5324 = 1 // $ = int :BIKE3_7756 00D6: if 8118: not actor $5303 dead 004D: jump_if_false @BIKE3_7843 00D6: if 8038: not $5303 == -1 // $ == int 004D: jump_if_false @BIKE3_7843 0243: set_actor $5303 ped_stats_to 16 0173: set_actor $5303 z_angle_to 174.08 0239: actor $5303 run_to -691.25 1294.99 0008: $5299 += 1 // $ += int 0008: $5341 += 1 // $ += int 0004: $5300 = 1 // $ = int :BIKE3_7843 00D6: 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 004D: jump_if_false @BIKE3_8780 00D6: if 0029: TIMERA >= 7000 // @ >= int 004D: jump_if_false @BIKE3_8780 00D6: if 0038: $5301 == 0 // $ == int 004D: jump_if_false @BIKE3_8780 0004: $5304 = -1 // $ = int 00D6: if or 0038: $5326 == 0 // $ == int 0038: $5326 == 2 // $ == int 004D: jump_if_false @BIKE3_8035 0395: clear_area 0 at -733.7 1263.0 10.8 range 4.0 009A: $5325 = create_actor_pedtype 9 model #SGB at -733.7 1263.0 10.8 0084: $5304 = $5325 // $ = $ int 0004: $5326 = 1 // $ = int 0002: jump @BIKE3_8693 :BIKE3_8035 00D6: if or 0038: $5328 == 0 // $ == int 0038: $5328 == 2 // $ == int 004D: jump_if_false @BIKE3_8130 0395: clear_area 0 at -733.7 1263.0 10.8 range 4.0 009A: $5327 = create_actor_pedtype 9 model #SGB at -733.7 1263.0 10.8 0084: $5304 = $5327 // $ = $ int 0004: $5328 = 1 // $ = int 0002: jump @BIKE3_8693 :BIKE3_8130 00D6: if or 0038: $5330 == 0 // $ == int 0038: $5330 == 2 // $ == int 004D: jump_if_false @BIKE3_8225 0395: clear_area 0 at -733.7 1263.0 10.8 range 4.0 009A: $5329 = create_actor_pedtype 9 model #SGB at -733.7 1263.0 10.8 0084: $5304 = $5329 // $ = $ int 0004: $5330 = 1 // $ = int 0002: jump @BIKE3_8693 :BIKE3_8225 00D6: if or 0038: $5332 == 0 // $ == int 0038: $5332 == 2 // $ == int 004D: jump_if_false @BIKE3_8320 0395: clear_area 0 at -733.7 1263.0 10.8 range 4.0 009A: $5331 = create_actor_pedtype 9 model #SGB at -733.7 1263.0 10.8 0084: $5304 = $5331 // $ = $ int 0004: $5332 = 1 // $ = int 0002: jump @BIKE3_8693 :BIKE3_8320 00D6: if or 0038: $5334 == 0 // $ == int 0038: $5334 == 2 // $ == int 004D: jump_if_false @BIKE3_8415 0395: clear_area 0 at -733.7 1263.0 10.8 range 4.0 009A: $5333 = create_actor_pedtype 9 model #SGB at -733.7 1263.0 10.8 0084: $5304 = $5333 // $ = $ int 0004: $5334 = 1 // $ = int 0002: jump @BIKE3_8693 :BIKE3_8415 00D6: if or 0038: $5336 == 0 // $ == int 0038: $5336 == 2 // $ == int 004D: jump_if_false @BIKE3_8510 0395: clear_area 0 at -733.7 1263.0 10.8 range 4.0 009A: $5335 = create_actor_pedtype 9 model #SGB at -733.7 1263.0 10.8 0084: $5304 = $5335 // $ = $ int 0004: $5336 = 1 // $ = int 0002: jump @BIKE3_8693 :BIKE3_8510 00D6: if or 0038: $5338 == 0 // $ == int 0038: $5338 == 2 // $ == int 004D: jump_if_false @BIKE3_8605 0395: clear_area 0 at -733.7 1263.0 10.8 range 4.0 009A: $5337 = create_actor_pedtype 9 model #SGB at -733.7 1263.0 10.8 0084: $5304 = $5337 // $ = $ int 0004: $5338 = 1 // $ = int 0002: jump @BIKE3_8693 :BIKE3_8605 00D6: if or 0038: $5340 == 0 // $ == int 0038: $5340 == 2 // $ == int 004D: jump_if_false @BIKE3_8693 0395: clear_area 0 at -733.7 1263.0 10.8 range 4.0 009A: $5339 = create_actor_pedtype 9 model #SGB at -733.7 1263.0 10.8 0084: $5304 = $5339 // $ = $ int 0004: $5340 = 1 // $ = int :BIKE3_8693 00D6: if 8118: not actor $5304 dead 004D: jump_if_false @BIKE3_8780 00D6: if 8038: not $5304 == -1 // $ == int 004D: jump_if_false @BIKE3_8780 0243: set_actor $5304 ped_stats_to 16 0173: set_actor $5304 z_angle_to 174.08 0239: actor $5304 run_to -730.6 1262.8 0008: $5299 += 1 // $ += int 0008: $5341 += 1 // $ += int 0004: $5301 = 1 // $ = int :BIKE3_8780 0051: return :BIKE3_8782 00D6: if 0038: $5300 == 1 // $ == int 004D: jump_if_false @BIKE3_8967 00D6: if 8118: not actor $5303 dead 004D: jump_if_false @BIKE3_8960 00D6: if 00FF: actor $5303 0 -691.25 1294.99 10.76 radius 1.0 1.0 2.0 004D: jump_if_false @BIKE3_8953 00D6: if 0018: $5341 > 29 // $ > int 004D: jump_if_false @BIKE3_8907 0223: set_actor $5303 health_to 200 01B2: give_actor $5303 weapon 26 ammo 30000 // Load the weapon model before using this 0002: 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 0004: $5300 = 2 // $ = int :BIKE3_8953 0002: jump @BIKE3_8967 :BIKE3_8960 0004: $5300 = 2 // $ = int :BIKE3_8967 00D6: if 0038: $5301 == 1 // $ == int 004D: jump_if_false @BIKE3_9152 00D6: if 8118: not actor $5304 dead 004D: jump_if_false @BIKE3_9145 00D6: if 00FF: actor $5304 0 -730.6 1262.8 10.8 radius 1.0 1.0 2.0 004D: jump_if_false @BIKE3_9138 00D6: if 0018: $5341 > 29 // $ > int 004D: jump_if_false @BIKE3_9092 0223: set_actor $5304 health_to 200 01B2: give_actor $5304 weapon 26 ammo 30000 // Load the weapon model before using this 0002: 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 0004: $5301 = 2 // $ = int :BIKE3_9138 0002: jump @BIKE3_9152 :BIKE3_9145 0004: $5301 = 2 // $ = int :BIKE3_9152 0051: return :BIKE3_9154 00D6: if 0038: $5360 == 1 // $ == int 004D: jump_if_false @BIKE3_10784 00D6: if 0038: $5372 == 6 // $ == int 004D: jump_if_false @BIKE3_9279 00D6: if 0038: $5310 == 1 // $ == int 004D: jump_if_false @BIKE3_9279 00D6: if 0118: actor $5309 dead 004D: jump_if_false @BIKE3_9250 034F: destroy_actor_with_fade $5309 // The actor fades away like a ghost 000C: $5299 -= 1 // $ -= int 0004: $5310 = 2 // $ = int 0002: 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 00D6: if 0038: $5372 == 7 // $ == int 004D: jump_if_false @BIKE3_9386 00D6: if 0038: $5312 == 1 // $ == int 004D: jump_if_false @BIKE3_9386 00D6: if 0118: actor $5311 dead 004D: jump_if_false @BIKE3_9357 034F: destroy_actor_with_fade $5311 // The actor fades away like a ghost 000C: $5299 -= 1 // $ -= int 0004: $5312 = 2 // $ = int 0002: 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 00D6: if 0038: $5372 == 8 // $ == int 004D: jump_if_false @BIKE3_9493 00D6: if 0038: $5314 == 1 // $ == int 004D: jump_if_false @BIKE3_9493 00D6: if 0118: actor $5313 dead 004D: jump_if_false @BIKE3_9464 034F: destroy_actor_with_fade $5313 // The actor fades away like a ghost 000C: $5299 -= 1 // $ -= int 0004: $5314 = 2 // $ = int 0002: 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 00D6: if 0038: $5372 == 9 // $ == int 004D: jump_if_false @BIKE3_9600 00D6: if 0038: $5316 == 1 // $ == int 004D: jump_if_false @BIKE3_9600 00D6: if 0118: actor $5315 dead 004D: jump_if_false @BIKE3_9571 034F: destroy_actor_with_fade $5315 // The actor fades away like a ghost 000C: $5299 -= 1 // $ -= int 0004: $5316 = 2 // $ = int 0002: 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 00D6: if 0038: $5372 == 10 // $ == int 004D: jump_if_false @BIKE3_9707 00D6: if 0038: $5318 == 1 // $ == int 004D: jump_if_false @BIKE3_9707 00D6: if 0118: actor $5317 dead 004D: jump_if_false @BIKE3_9678 034F: destroy_actor_with_fade $5317 // The actor fades away like a ghost 000C: $5299 -= 1 // $ -= int 0004: $5318 = 2 // $ = int 0002: 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 00D6: if 0038: $5372 == 11 // $ == int 004D: jump_if_false @BIKE3_9814 00D6: if 0038: $5322 == 1 // $ == int 004D: jump_if_false @BIKE3_9814 00D6: if 0118: actor $5321 dead 004D: jump_if_false @BIKE3_9785 034F: destroy_actor_with_fade $5321 // The actor fades away like a ghost 000C: $5299 -= 1 // $ -= int 0004: $5322 = 2 // $ = int 0002: 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 00D6: if 0038: $5372 == 12 // $ == int 004D: jump_if_false @BIKE3_9921 00D6: if 0038: $5324 == 1 // $ == int 004D: jump_if_false @BIKE3_9921 00D6: if 0118: actor $5323 dead 004D: jump_if_false @BIKE3_9892 034F: destroy_actor_with_fade $5323 // The actor fades away like a ghost 000C: $5299 -= 1 // $ -= int 0004: $5324 = 2 // $ = int 0002: 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 00D6: if 0038: $5372 == 13 // $ == int 004D: jump_if_false @BIKE3_10028 00D6: if 0038: $5326 == 1 // $ == int 004D: jump_if_false @BIKE3_10028 00D6: if 0118: actor $5325 dead 004D: jump_if_false @BIKE3_9999 034F: destroy_actor_with_fade $5325 // The actor fades away like a ghost 000C: $5299 -= 1 // $ -= int 0004: $5326 = 2 // $ = int 0002: 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 00D6: if 0038: $5372 == 14 // $ == int 004D: jump_if_false @BIKE3_10135 00D6: if 0038: $5328 == 1 // $ == int 004D: jump_if_false @BIKE3_10135 00D6: if 0118: actor $5327 dead 004D: jump_if_false @BIKE3_10106 034F: destroy_actor_with_fade $5327 // The actor fades away like a ghost 000C: $5299 -= 1 // $ -= int 0004: $5328 = 2 // $ = int 0002: 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 00D6: if 0038: $5372 == 15 // $ == int 004D: jump_if_false @BIKE3_10242 00D6: if 0038: $5330 == 1 // $ == int 004D: jump_if_false @BIKE3_10242 00D6: if 0118: actor $5329 dead 004D: jump_if_false @BIKE3_10213 034F: destroy_actor_with_fade $5329 // The actor fades away like a ghost 000C: $5299 -= 1 // $ -= int 0004: $5330 = 2 // $ = int 0002: 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 00D6: if 0038: $5372 == 16 // $ == int 004D: jump_if_false @BIKE3_10349 00D6: if 0038: $5332 == 1 // $ == int 004D: jump_if_false @BIKE3_10349 00D6: if 0118: actor $5331 dead 004D: jump_if_false @BIKE3_10320 034F: destroy_actor_with_fade $5331 // The actor fades away like a ghost 000C: $5299 -= 1 // $ -= int 0004: $5332 = 2 // $ = int 0002: 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 00D6: if 0038: $5372 == 17 // $ == int 004D: jump_if_false @BIKE3_10456 00D6: if 0038: $5334 == 1 // $ == int 004D: jump_if_false @BIKE3_10456 00D6: if 0118: actor $5333 dead 004D: jump_if_false @BIKE3_10427 034F: destroy_actor_with_fade $5333 // The actor fades away like a ghost 000C: $5299 -= 1 // $ -= int 0004: $5334 = 2 // $ = int 0002: 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 00D6: if 0038: $5372 == 18 // $ == int 004D: jump_if_false @BIKE3_10563 00D6: if 0038: $5336 == 1 // $ == int 004D: jump_if_false @BIKE3_10563 00D6: if 0118: actor $5335 dead 004D: jump_if_false @BIKE3_10534 034F: destroy_actor_with_fade $5335 // The actor fades away like a ghost 000C: $5299 -= 1 // $ -= int 0004: $5336 = 2 // $ = int 0002: 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 00D6: if 0038: $5372 == 19 // $ == int 004D: jump_if_false @BIKE3_10670 00D6: if 0038: $5338 == 1 // $ == int 004D: jump_if_false @BIKE3_10670 00D6: if 0118: actor $5337 dead 004D: jump_if_false @BIKE3_10641 034F: destroy_actor_with_fade $5337 // The actor fades away like a ghost 000C: $5299 -= 1 // $ -= int 0004: $5338 = 2 // $ = int 0002: 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 00D6: if 0038: $5372 == 20 // $ == int 004D: jump_if_false @BIKE3_10777 00D6: if 0038: $5340 == 1 // $ == int 004D: jump_if_false @BIKE3_10777 00D6: if 0118: actor $5339 dead 004D: jump_if_false @BIKE3_10748 034F: destroy_actor_with_fade $5339 // The actor fades away like a ghost 000C: $5299 -= 1 // $ -= int 0004: $5340 = 2 // $ = int 0002: 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 0002: jump @BIKE3_11120 :BIKE3_10784 00D6: if 8118: not actor $5309 dead 004D: jump_if_false @BIKE3_10805 01C2: mark_actor_as_no_longer_needed $5309 :BIKE3_10805 00D6: if 8118: not actor $5311 dead 004D: jump_if_false @BIKE3_10826 01C2: mark_actor_as_no_longer_needed $5311 :BIKE3_10826 00D6: if 8118: not actor $5313 dead 004D: jump_if_false @BIKE3_10847 01C2: mark_actor_as_no_longer_needed $5313 :BIKE3_10847 00D6: if 8118: not actor $5315 dead 004D: jump_if_false @BIKE3_10868 01C2: mark_actor_as_no_longer_needed $5315 :BIKE3_10868 00D6: if 8118: not actor $5317 dead 004D: jump_if_false @BIKE3_10889 01C2: mark_actor_as_no_longer_needed $5317 :BIKE3_10889 00D6: if 8118: not actor $5319 dead 004D: jump_if_false @BIKE3_10910 01C2: mark_actor_as_no_longer_needed $5319 :BIKE3_10910 00D6: if 8118: not actor $5321 dead 004D: jump_if_false @BIKE3_10931 01C2: mark_actor_as_no_longer_needed $5321 :BIKE3_10931 00D6: if 8118: not actor $5323 dead 004D: jump_if_false @BIKE3_10952 01C2: mark_actor_as_no_longer_needed $5323 :BIKE3_10952 00D6: if 8118: not actor $5325 dead 004D: jump_if_false @BIKE3_10973 01C2: mark_actor_as_no_longer_needed $5325 :BIKE3_10973 00D6: if 8118: not actor $5327 dead 004D: jump_if_false @BIKE3_10994 01C2: mark_actor_as_no_longer_needed $5327 :BIKE3_10994 00D6: if 8118: not actor $5329 dead 004D: jump_if_false @BIKE3_11015 01C2: mark_actor_as_no_longer_needed $5329 :BIKE3_11015 00D6: if 8118: not actor $5331 dead 004D: jump_if_false @BIKE3_11036 01C2: mark_actor_as_no_longer_needed $5331 :BIKE3_11036 00D6: if 8118: not actor $5333 dead 004D: jump_if_false @BIKE3_11057 01C2: mark_actor_as_no_longer_needed $5333 :BIKE3_11057 00D6: if 8118: not actor $5335 dead 004D: jump_if_false @BIKE3_11078 01C2: mark_actor_as_no_longer_needed $5335 :BIKE3_11078 00D6: if 8118: not actor $5337 dead 004D: jump_if_false @BIKE3_11099 01C2: mark_actor_as_no_longer_needed $5337 :BIKE3_11099 00D6: if 8118: not actor $5339 dead 004D: jump_if_false @BIKE3_11120 01C2: mark_actor_as_no_longer_needed $5339 :BIKE3_11120 0051: return :BIKE3_11122 00D6: if 0038: $5354 == 0 // $ == int 004D: jump_if_false @BIKE3_11703 00A5: $5356 = create_car #GANGBUR at -783.346 1367.562 10.603 0175: set_car $5356 z_angle_to 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 00AD: set_car $5356 max_speed_to 40.0 00A5: $5357 = create_car #GANGBUR at -791.841 1376.64 10.422 0175: set_car $5357 z_angle_to 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 00AD: set_car $5357 max_speed_to 40.0 00A5: $5358 = create_car #GANGBUR at -295.967 1255.681 10.142 0175: set_car $5358 z_angle_to 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 00AD: set_car $5358 max_speed_to 40.0 00A5: $5359 = create_car #GANGBUR at -585.145 666.533 9.917 0175: set_car $5359 z_angle_to 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 00AD: set_car $5359 max_speed_to 40.0 0004: $5354 = 1 // $ = int :BIKE3_11703 0051: return :BIKE3_11705 00D6: if 001A: 6 > $5370 // int > $ 004D: jump_if_false @BIKE3_13010 00D6: if 0038: $5364 == 0 // $ == int 004D: jump_if_false @BIKE3_12046 00D6: if 8118: not actor $5285 dead 004D: jump_if_false @BIKE3_12046 00D6: if 84F0: not is_actor_waiting_for_world_collision $5285 004D: jump_if_false @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 0008: $5370 += 1 // $ += int 0004: $5364 = 1 // $ = int :BIKE3_12046 00D6: if 0038: $5365 == 0 // $ == int 004D: jump_if_false @BIKE3_12369 00D6: if 8118: not actor $5286 dead 004D: jump_if_false @BIKE3_12369 00D6: if 84F0: not is_actor_waiting_for_world_collision $5286 004D: jump_if_false @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 0008: $5370 += 1 // $ += int 0004: $5365 = 1 // $ = int :BIKE3_12369 00D6: if 0038: $5366 == 0 // $ == int 004D: jump_if_false @BIKE3_12540 00D6: if 8118: not actor $5287 dead 004D: jump_if_false @BIKE3_12540 00D6: if 84F0: not is_actor_waiting_for_world_collision $5287 004D: jump_if_false @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 0008: $5370 += 1 // $ += int 0004: $5366 = 1 // $ = int :BIKE3_12540 00D6: if 0038: $5367 == 0 // $ == int 004D: jump_if_false @BIKE3_12825 00D6: if 8118: not actor $5288 dead 004D: jump_if_false @BIKE3_12825 00D6: if 84F0: not is_actor_waiting_for_world_collision $5288 004D: jump_if_false @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 0008: $5370 += 1 // $ += int 0004: $5367 = 1 // $ = int :BIKE3_12825 00D6: if 0038: $5368 == 0 // $ == int 004D: jump_if_false @BIKE3_12911 00D6: if 8118: not actor $5289 dead 004D: jump_if_false @BIKE3_12911 00D6: if 84F0: not is_actor_waiting_for_world_collision $5289 004D: jump_if_false @BIKE3_12911 01ED: clear_actor $5289 threat_search 011A: set_actor $5289 search_threat 1 0173: set_actor $5289 z_angle_to 66.98 0008: $5370 += 1 // $ += int 0004: $5368 = 1 // $ = int :BIKE3_12911 00D6: if 0038: $5369 == 0 // $ == int 004D: jump_if_false @BIKE3_13010 00D6: if 8118: not actor $5290 dead 004D: jump_if_false @BIKE3_13010 00D6: if 84F0: not is_actor_waiting_for_world_collision $5290 004D: jump_if_false @BIKE3_13010 01ED: clear_actor $5290 threat_search 011A: set_actor $5290 search_threat 1 0173: set_actor $5290 z_angle_to 283.89 03F9: make_actors $5289 $5290 converse_in 1000000 ms 0008: $5370 += 1 // $ += int 0004: $5369 = 1 // $ = int :BIKE3_13010 0051: return //-------------Mission 56--------------- // Originally: Stunt Boat Challenge :CUBAN1 03A4: name_thread 'CUBAN1' 0050: gosub @CUBAN1_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @CUBAN1_37 0050: gosub @CUBAN1_10663 :CUBAN1_37 0050: gosub @CUBAN1_10748 004E: end_thread :CUBAN1_46 03D5: remove_text 'M_FAIL' 0004: $ONMISSION = 1 // $ = int 0317: increment_mission_attempts 0001: wait 0 ms 054C: use_GXT_table 'CUBAN1' 058E: set_restart_mission_taxi_destination -1173.5 -599.6 10.2 277.1 0005: $5484 = 0.0 // $ = float 0005: $5485 = 0.0 // $ = float 0005: $5486 = 0.0 // $ = float 0005: $5487 = 0.0 // $ = float 0005: $5488 = 0.0 // $ = float 0005: $5489 = 0.0 // $ = float 0004: $5389 = 181000 // $ = int 0004: $5390 = 0 // $ = int 0004: $5391 = 0 // $ = int 0004: $5392 = 0 // $ = int 0004: $5393 = 0 // $ = int 0005: $5395 = 0.0 // $ = float 0004: $5394 = 0 // $ = int 0004: $5396 = 0 // $ = int 0004: $5397 = 0 // $ = int 0004: $5398 = 27 // $ = int 0004: $5399 = 0 // $ = int 0004: $5400 = 0 // $ = int 0004: $5401 = 0 // $ = int 0004: $5402 = 0 // $ = int 0005: $5403 = -102.9375 // $ = float 0005: $5404 = 171.7835 // $ = float 0005: $5405 = 5.6727 // $ = float 0005: $5406 = -64.7472 // $ = float 0005: $5407 = 368.7051 // $ = float 0005: $5408 = 5.505 // $ = float 0005: $5409 = -27.916 // $ = float 0005: $5410 = 482.466 // $ = float 0005: $5411 = 16.0159 // $ = float 0005: $5412 = 183.4692 // $ = float 0005: $5413 = 614.9838 // $ = float 0005: $5414 = 5.7676 // $ = float 0005: $5415 = 239.9839 // $ = float 0005: $5416 = 422.9632 // $ = float 0005: $5417 = 5.9437 // $ = float 0005: $5418 = 196.5818 // $ = float 0005: $5419 = 227.5221 // $ = float 0005: $5420 = 5.9738 // $ = float 0005: $5421 = 336.4845 // $ = float 0005: $5422 = 83.632 // $ = float 0005: $5423 = 16.0888 // $ = float 0005: $5424 = 417.2411 // $ = float 0005: $5425 = -100.5402 // $ = float 0005: $5426 = 15.9255 // $ = float 0005: $5427 = 402.8727 // $ = float 0005: $5428 = -300.6653 // $ = float 0005: $5429 = 5.7619 // $ = float 0005: $5430 = 290.0335 // $ = float 0005: $5431 = -460.3196 // $ = float 0005: $5432 = 5.9769 // $ = float 0005: $5433 = 181.6709 // $ = float 0005: $5434 = -617.7477 // $ = float 0005: $5435 = 5.9921 // $ = float 0005: $5436 = -4.6467 // $ = float 0005: $5437 = -694.4938 // $ = float 0005: $5438 = 5.8744 // $ = float 0005: $5439 = -191.9626 // $ = float 0005: $5440 = -772.1127 // $ = float 0005: $5441 = 5.8744 // $ = float 0005: $5442 = -335.464 // $ = float 0005: $5443 = -910.51 // $ = float 0005: $5444 = 5.4899 // $ = float 0005: $5445 = -304.464 // $ = float 0005: $5446 = -988.51 // $ = float 0005: $5447 = 5.4899 // $ = float 0005: $5448 = -244.464 // $ = float 0005: $5449 = -922.51 // $ = float 0005: $5450 = 5.4899 // $ = float 0005: $5451 = -144.779 // $ = float 0005: $5452 = -845.288 // $ = float 0005: $5453 = 6.0213 // $ = float 0005: $5454 = 26.0794 // $ = float 0005: $5455 = -739.893 // $ = float 0005: $5456 = 6.0163 // $ = float 0005: $5457 = 154.4145 // $ = float 0005: $5458 = -640.624 // $ = float 0005: $5459 = 5.3606 // $ = float 0005: $5460 = 304.531 // $ = float 0005: $5461 = -431.591 // $ = float 0005: $5462 = 16.0599 // $ = float 0005: $5463 = 413.1744 // $ = float 0005: $5464 = -280.507 // $ = float 0005: $5465 = 5.9702 // $ = float 0005: $5466 = 423.1779 // $ = float 0005: $5467 = -89.6841 // $ = float 0005: $5468 = 15.8592 // $ = float 0005: $5469 = 339.5622 // $ = float 0005: $5470 = 73.0977 // $ = float 0005: $5471 = 6.0374 // $ = float 0005: $5472 = 198.6796 // $ = float 0005: $5473 = 243.2925 // $ = float 0005: $5474 = 5.5461 // $ = float 0005: $5475 = 75.6552 // $ = float 0005: $5476 = 401.3978 // $ = float 0005: $5477 = 5.6628 // $ = float 0005: $5478 = -95.1011 // $ = float 0005: $5479 = 295.7863 // $ = float 0005: $5480 = 5.8772 // $ = float 0005: $5481 = -86.3112 // $ = float 0005: $5482 = 95.7909 // $ = float 0005: $5483 = 5.6436 // $ = float 0005: $5490 = -4.56 // $ = float 0005: $5491 = 456.21 // $ = float 0005: $5492 = 11.51 // $ = float 0005: $5493 = -42.74 // $ = float 0005: $5494 = 460.99 // $ = float 0005: $5495 = -20.19 // $ = float 0005: $5496 = 464.61 // $ = float 04BB: select_interiour 7 // select render area 04E3: set_player $PLAYER_CHAR mood 0 duration 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' 03CB: load_scene -1169.0 -620.0 10.791 038B: load_requested_models :CUBAN1_1325 00D6: 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 004D: jump_if_false @CUBAN1_1367 0001: wait 0 ms 0002: jump @CUBAN1_1325 :CUBAN1_1367 00D6: if or 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 004D: jump_if_false @CUBAN1_1399 0001: wait 0 ms 0002: 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: set_cutscene_anim 'CCFAN' to_loop 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 10.6 range 1.0 0055: put_player $PLAYER_CHAR at -1170.9 -603.7 10.6 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :CUBAN1_1672 00D6: if 001A: 2145 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN1_1707 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN1_1672 :CUBAN1_1707 00BC: text_highpriority 'CUB1_A' time 10000 1 :CUBAN1_1722 00D6: if 001A: 3036 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN1_1757 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN1_1722 :CUBAN1_1757 00BC: text_highpriority 'CUB1_B' time 10000 1 :CUBAN1_1772 00D6: if 001A: 10501 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN1_1807 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN1_1772 :CUBAN1_1807 00BC: text_highpriority 'CUB1_C' time 10000 1 :CUBAN1_1822 00D6: if 001A: 14480 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN1_1857 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN1_1822 :CUBAN1_1857 00BC: text_highpriority 'CUB1_D' time 10000 1 :CUBAN1_1872 00D6: if 001A: 16593 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN1_1907 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN1_1872 :CUBAN1_1907 00BC: text_highpriority 'CUB1_E' time 10000 1 :CUBAN1_1922 00D6: if 001A: 19202 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN1_1957 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN1_1922 :CUBAN1_1957 00BC: text_highpriority 'CUB1_F' time 10000 1 :CUBAN1_1972 00D6: if 001A: 20637 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN1_2007 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN1_1972 :CUBAN1_2007 00BC: text_highpriority 'CUB1_G' time 10000 1 :CUBAN1_2022 00D6: if 001A: 22441 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN1_2057 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN1_2022 :CUBAN1_2057 00BC: text_highpriority 'CUB1_H' time 10000 1 :CUBAN1_2072 00D6: if 001A: 24775 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN1_2107 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN1_2072 :CUBAN1_2107 00BC: text_highpriority 'CUB1_I' time 10000 1 :CUBAN1_2122 00D6: if 001A: 27472 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN1_2157 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN1_2122 :CUBAN1_2157 00BC: text_highpriority 'CUB1_J' time 10000 1 :CUBAN1_2172 00D6: if 001A: 30348 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN1_2207 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN1_2172 :CUBAN1_2207 00BC: text_highpriority 'CUB1_K' time 10000 1 :CUBAN1_2222 00D6: if 001A: 33133 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN1_2259 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN1_2222 :CUBAN1_2259 00BC: text_highpriority 'CUB1_L' time 10000 1 :CUBAN1_2274 00D6: if 001A: 35329 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN1_2311 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN1_2274 :CUBAN1_2311 00BC: text_highpriority 'CUB1_M' time 10000 1 :CUBAN1_2326 00D6: if 001A: 38022 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN1_2363 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN1_2326 :CUBAN1_2363 00BC: text_highpriority 'CUB1_N' time 10000 1 :CUBAN1_2378 00D6: if 001A: 40251 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN1_2415 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN1_2378 :CUBAN1_2415 00BC: text_highpriority 'CUB1_O' time 10000 1 :CUBAN1_2430 00D6: if 001A: 42742 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN1_2467 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN1_2430 :CUBAN1_2467 00BC: text_highpriority 'CUB1_P' time 10000 1 :CUBAN1_2482 00D6: if 001A: 46831 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN1_2519 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN1_2482 :CUBAN1_2519 00BC: text_highpriority 'CUB1_Q' time 10000 1 :CUBAN1_2534 00D6: if 001A: 51281 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN1_2571 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN1_2534 :CUBAN1_2571 00BC: text_highpriority 'CUB1_R' time 10000 1 :CUBAN1_2586 00D6: if 001A: 53403 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN1_2623 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN1_2586 :CUBAN1_2623 00BC: text_highpriority 'CUB1_S' time 10000 1 :CUBAN1_2638 00D6: if 001A: 57539 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN1_2675 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN1_2638 :CUBAN1_2675 00BC: text_highpriority 'CUB1_T' time 10000 1 :CUBAN1_2690 00D6: if 001A: 62464 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN1_2727 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN1_2690 :CUBAN1_2727 00BC: text_highpriority 'CUB1_U' time 10000 1 :CUBAN1_2742 00D6: if 001A: 65377 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN1_2779 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN1_2742 :CUBAN1_2779 00BC: text_highpriority 'CUB1_V' time 10000 1 :CUBAN1_2794 00D6: if 001A: 68974 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN1_2831 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN1_2794 :CUBAN1_2831 00BC: text_highpriority 'CUB1_W' time 10000 1 :CUBAN1_2846 00D6: if 001A: 71656 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN1_2883 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN1_2846 :CUBAN1_2883 00BC: text_highpriority 'CUB1_X' time 10000 1 :CUBAN1_2898 00D6: if 001A: 75392 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN1_2935 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN1_2898 :CUBAN1_2935 016A: fade 0 1500 ms 00BE: text_clear_all :CUBAN1_2944 00D6: if 016B: fading 004D: jump_if_false @CUBAN1_2968 0001: wait 0 ms 0002: 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 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 04BB: select_interiour 0 // select render area 0004: $989 = 0 // $ = int 01EB: set_traffic_density_multiplier_to 1.0 03DE: set_pedestrians_density_multiplier_to 1.0 0169: set_fade_color 0 0 0 0001: wait 500 ms 00C0: set_current_time 10 0 0247: request_model #SPEEDER 0247: request_model #CBB 0247: request_model #CADDY 0247: request_model #WMYGO 0247: request_model #WFOGO 0247: request_model #REEFER :CUBAN1_3080 00D6: if or 8248: not model #SPEEDER available 8248: not model #CBB available 8248: not model #CADDY available 8248: not model #WMYGO available 8248: not model #WFOGO available 8248: not model #REEFER available 004D: jump_if_false @CUBAN1_3129 0001: wait 0 ms 0002: jump @CUBAN1_3080 :CUBAN1_3129 03CF: load_wav 'CUB1_9' as 1 03CF: load_wav 'COL3_2B' as 2 :CUBAN1_3153 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @CUBAN1_3183 0001: wait 0 ms 0002: jump @CUBAN1_3153 :CUBAN1_3183 01B6: set_weather 4 01E8: create_forbidden_for_cars_cube 130.4 368.4 50.7 -228.4 724.5 0.0 03CB: load_scene -74.17 90.2 9.67 04E4: request_collision_at -67.7 91.2 0055: put_player $PLAYER_CHAR at -67.7 91.2 9.5 009A: $5375 = create_actor_pedtype 7 model #CBB at -74.17 90.2 8.6 04F5: set_actor $5375 as_player_friend $PLAYER_CHAR flag 1 0173: set_actor $5375 z_angle_to 40.2 00A5: $5382 = create_car #CADDY at -31.7 484.9 7.3 0175: set_car $5382 z_angle_to 205.8 009A: $5383 = create_actor_pedtype 4 model #WMYGO at -29.5 483.6 7.7 0173: set_actor $5383 z_angle_to 11.0 0223: set_actor $5383 health_to 10 009A: $5384 = create_actor_pedtype 4 model #WMYGO at -27.2 484.1 7.7 0173: set_actor $5384 z_angle_to 77.0 0223: set_actor $5384 health_to 10 009A: $5385 = create_actor_pedtype 5 model #WFOGO at -29.9 484.4 7.7 0173: set_actor $5385 z_angle_to 282.0 0223: set_actor $5385 health_to 10 009A: $5386 = create_actor_pedtype 5 model #WFOGO at -28.4 486.3 7.7 0173: set_actor $5386 z_angle_to 176.0 0223: set_actor $5386 health_to 10 03F9: make_actors $5383 $5384 converse_in 86400000 ms 03F9: make_actors $5385 $5386 converse_in 86400000 ms 016A: fade 1 1500 ms 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 015F: set_camera_position -67.34 85.31 10.02 rotation 0.0 0.0 0.0 0160: point_camera -86.4 117.01 13.04 switchstyle 2 0001: wait 1000 ms 00D6: if 8118: not actor $5375 dead 004D: jump_if_false @CUBAN1_3633 01D1: actor $PLAYER_ACTOR follow_actor $5375 :CUBAN1_3633 0001: wait 2000 ms 00BC: text_highpriority 'CUB1_01' time 4000 1 03D1: play_wav 1 :CUBAN1_3657 00D6: if and 83D2: not wav 1 ended 8118: not actor $5375 dead 004D: jump_if_false @CUBAN1_3769 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @CUBAN1_3737 00D6: if 0038: $61 == 1 // $ == int 004D: jump_if_false @CUBAN1_3730 0004: $61 = 0 // $ = int 0002: jump @CUBAN1_4106 :CUBAN1_3730 0002: jump @CUBAN1_3762 :CUBAN1_3737 00D6: if 0038: $61 == 0 // $ == int 004D: jump_if_false @CUBAN1_3762 0004: $61 = 1 // $ = int :CUBAN1_3762 0002: jump @CUBAN1_3657 :CUBAN1_3769 040D: unload_wav 1 03D5: remove_text 'CUB1_01' 00BC: text_highpriority 'GEN3_4' time 4000 1 03D1: play_wav 2 :CUBAN1_3802 00D6: if 83D2: not wav 2 ended 004D: jump_if_false @CUBAN1_3909 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @CUBAN1_3877 00D6: if 0038: $61 == 1 // $ == int 004D: jump_if_false @CUBAN1_3870 0004: $61 = 0 // $ = int 0002: jump @CUBAN1_4106 :CUBAN1_3870 0002: jump @CUBAN1_3902 :CUBAN1_3877 00D6: if 0038: $61 == 0 // $ == int 004D: jump_if_false @CUBAN1_3902 0004: $61 = 1 // $ = int :CUBAN1_3902 0002: jump @CUBAN1_3802 :CUBAN1_3909 040D: unload_wav 2 03D5: remove_text 'GEN3_4' 03CF: load_wav 'CUB1_10' as 1 :CUBAN1_3935 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @CUBAN1_3961 0001: wait 0 ms 0002: jump @CUBAN1_3935 :CUBAN1_3961 00BC: text_highpriority 'CUB1_02' time 4000 1 03D1: play_wav 1 :CUBAN1_3980 00D6: if and 83D2: not wav 1 ended 8118: not actor $5375 dead 004D: jump_if_false @CUBAN1_4092 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @CUBAN1_4060 00D6: if 0038: $61 == 1 // $ == int 004D: jump_if_false @CUBAN1_4053 0004: $61 = 0 // $ = int 0002: jump @CUBAN1_4106 :CUBAN1_4053 0002: jump @CUBAN1_4085 :CUBAN1_4060 00D6: if 0038: $61 == 0 // $ == int 004D: jump_if_false @CUBAN1_4085 0004: $61 = 1 // $ = int :CUBAN1_4085 0002: jump @CUBAN1_3980 :CUBAN1_4092 040D: unload_wav 1 03D5: remove_text 'CUB1_02' :CUBAN1_4106 040D: unload_wav 1 040D: unload_wav 2 03EB: clear_small_messages_only 02EB: restore_camera_with_jumpcut 02A3: enable_widescreen 0 0169: set_fade_color 1 1 1 016A: fade 0 1500 ms :CUBAN1_4137 00D6: if 016B: fading 004D: jump_if_false @CUBAN1_4161 0001: wait 0 ms 0002: jump @CUBAN1_4137 :CUBAN1_4161 00A5: $5374 = create_car #SPEEDER at -90.9 105.1 5.0 0175: set_car $5374 z_angle_to 9.2 0323: enable_boat $5374 anchor 1 00D6: if 8119: not car $5374 wrecked 004D: jump_if_false @CUBAN1_4324 0369: put_player $PLAYER_CHAR in_car $5374 00D6: if 8118: not actor $5375 dead 004D: jump_if_false @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 0002: jump @CUBAN1_4317 :CUBAN1_4288 00BC: text_highpriority 'CUB1_11' time 5000 1 016A: fade 1 1500 ms 0002: jump @CUBAN1_10663 :CUBAN1_4317 0002: jump @CUBAN1_4353 :CUBAN1_4324 00BC: text_highpriority 'CUB1_11' time 5000 1 016A: fade 1 1500 ms 0002: jump @CUBAN1_10663 :CUBAN1_4353 0373: set_camera_directly_behind_player 01B4: set_player $PLAYER_CHAR can_move 1 0086: $5484 = $5403 // $ = $ float 0086: $5485 = $5404 // $ = $ float 0086: $5486 = $5405 // $ = $ float 0086: $5487 = $5406 // $ = $ float 0086: $5488 = $5407 // $ = $ float 0086: $5489 = $5408 // $ = $ float 018A: $5387 = create_checkpoint_at $5484 $5485 $5486 0165: set_marker $5387 color_to 4 018A: $5388 = create_checkpoint_at $5487 $5488 $5489 0165: set_marker $5388 color_to 4 0168: set_marker $5388 size 2 0166: set_marker $5388 brightness_to 1 0107: $5376 = create_object #WATERJUMPX2 at -34.26 455.9 5.5 0177: set_object $5376 z_angle_to 343.6 0382: set_object $5376 collision_detection 1 0107: $5377 = create_object #WATERJUMPX2 at 312.2 107.669 5.5 0177: set_object $5377 z_angle_to 230.88 0382: set_object $5377 collision_detection 1 0107: $5378 = create_object #WATERJUMPX2 at 414.5 -79.8 5.5 0177: set_object $5378 z_angle_to 184.9 0382: set_object $5378 collision_detection 1 016A: fade 1 1500 ms 00BC: text_highpriority 'CUB1_12' time 5000 1 00BB: text_lowpriority 'CUB1_13' time 5000 1 :CUBAN1_4623 0001: wait 0 ms 03BA: clear_cars_from_cube -185.35 -738.31 0.0 -150.63 -785.11 15.0 00D6: if 001A: 4 > $5390 // int > $ 004D: jump_if_false @CUBAN1_4761 00D6: if 0038: $5399 == 0 // $ == int 004D: jump_if_false @CUBAN1_4761 00D6: if 0118: actor $5383 dead 004D: jump_if_false @CUBAN1_4761 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 018C: play_sound 1 at 0.0 0.0 0.0 0109: player $PLAYER_CHAR money += 100 0004: $5399 = 1 // $ = int :CUBAN1_4761 00D6: if 0038: $5390 == 4 // $ == int 004D: jump_if_false @CUBAN1_4871 00D6: if 8118: not actor $5383 dead 004D: jump_if_false @CUBAN1_4802 0350: set_actor $5383 maintain_position_when_attacked 1 :CUBAN1_4802 00D6: if 8118: not actor $5384 dead 004D: jump_if_false @CUBAN1_4825 0350: set_actor $5384 maintain_position_when_attacked 1 :CUBAN1_4825 00D6: if 8118: not actor $5385 dead 004D: jump_if_false @CUBAN1_4848 0350: set_actor $5385 maintain_position_when_attacked 1 :CUBAN1_4848 00D6: if 8118: not actor $5386 dead 004D: jump_if_false @CUBAN1_4871 0350: set_actor $5386 maintain_position_when_attacked 1 :CUBAN1_4871 00D6: if 8119: not car $5374 wrecked 004D: jump_if_false @CUBAN1_6141 00D6: if 0056: player $PLAYER_CHAR 0 $5493 $5494 $5495 $5496 004D: jump_if_false @CUBAN1_6141 00D6: if 0038: $5390 == 2 // $ == int 004D: jump_if_false @CUBAN1_5019 00D6: if 8118: not actor $5383 dead 004D: jump_if_false @CUBAN1_4956 0193: set_actor $5383 objective_to_act_like_ped :CUBAN1_4956 00D6: if 8118: not actor $5384 dead 004D: jump_if_false @CUBAN1_4977 0193: set_actor $5384 objective_to_act_like_ped :CUBAN1_4977 00D6: if 8118: not actor $5385 dead 004D: jump_if_false @CUBAN1_4998 0193: set_actor $5385 objective_to_act_like_ped :CUBAN1_4998 00D6: if 8118: not actor $5386 dead 004D: jump_if_false @CUBAN1_5019 0193: set_actor $5386 objective_to_act_like_ped :CUBAN1_5019 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @CUBAN1_6141 03C1: $5381 = player $PLAYER_CHAR car_no_save 02E3: $5395 = car $5381 speed 00D6: if 82BF: not car $5381 sunk 004D: jump_if_false @CUBAN1_5095 00D6: if 0020: $5395 > 15.0 // $ > float 004D: jump_if_false @CUBAN1_5095 0004: $5392 = 1 // $ = int :CUBAN1_5095 00D6: if 0038: $5392 == 1 // $ == int 004D: jump_if_false @CUBAN1_6141 015D: set_gamespeed 0.3 015F: set_camera_position $5490 $5491 $5492 rotation 0.0 0.0 0.0 0158: camera_on_vehicle $5381 mode 15 switchstyle 2 :CUBAN1_5155 00D6: if 82BF: not car $5381 sunk 004D: jump_if_false @CUBAN1_6111 0001: wait 0 ms 0008: $5394 += 1 // $ += int 024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 00D6: if 0038: $5393 == 0 // $ == int 004D: jump_if_false @CUBAN1_5986 00D6: if 00F5: player $PLAYER_CHAR 0 $5484 $5485 $5486 radius 7.0 7.0 7.0 004D: jump_if_false @CUBAN1_5986 0164: disable_marker $5387 0164: disable_marker $5388 0008: $5390 += 1 // $ += int 000C: $5398 -= 1 // $ -= int 018C: play_sound 1 at 0.0 0.0 0.0 00D6: if 0038: $5390 == 3 // $ == int 004D: jump_if_false @CUBAN1_5449 0005: $5490 = 369.99 // $ = float 0005: $5491 = 74.3 // $ = float 0005: $5492 = 8.66 // $ = float 0005: $5493 = 308.57 // $ = float 0005: $5494 = 99.09 // $ = float 0005: $5495 = 340.835 // $ = float 0005: $5496 = 107.66 // $ = float 0086: $5484 = $5412 // $ = $ float 0086: $5485 = $5413 // $ = $ float 0086: $5486 = $5414 // $ = $ float 0086: $5487 = $5415 // $ = $ float 0086: $5488 = $5416 // $ = $ float 0086: $5489 = $5417 // $ = $ float :CUBAN1_5449 00D6: if 0038: $5390 == 7 // $ == int 004D: jump_if_false @CUBAN1_5585 0005: $5490 = 396.14 // $ = float 0005: $5491 = -90.01 // $ = float 0005: $5492 = 11.48 // $ = float 0005: $5493 = 421.73 // $ = float 0005: $5494 = -83.21 // $ = float 0005: $5495 = 403.83 // $ = float 0005: $5496 = -91.97 // $ = float 0086: $5484 = $5424 // $ = $ float 0086: $5485 = $5425 // $ = $ float 0086: $5486 = $5426 // $ = $ float 0086: $5487 = $5427 // $ = $ float 0086: $5488 = $5428 // $ = $ float 0086: $5489 = $5429 // $ = $ float :CUBAN1_5585 00D6: if 0038: $5390 == 8 // $ == int 004D: jump_if_false @CUBAN1_5721 0005: $5490 = -194.5 // $ = float 0005: $5491 = -783.5 // $ = float 0005: $5492 = 9.2 // $ = float 0005: $5493 = -183.166 // $ = float 0005: $5494 = -756.844 // $ = float 0005: $5495 = -181.8 // $ = float 0005: $5496 = -780.26 // $ = float 0086: $5484 = $5427 // $ = $ float 0086: $5485 = $5428 // $ = $ float 0086: $5486 = $5429 // $ = $ float 0086: $5487 = $5430 // $ = $ float 0086: $5488 = $5431 // $ = $ float 0086: $5489 = $5432 // $ = $ float :CUBAN1_5721 00D6: if 0038: $5390 == 20 // $ == int 004D: jump_if_false @CUBAN1_5857 0005: $5490 = 435.65 // $ = float 0005: $5491 = -98.08 // $ = float 0005: $5492 = 11.97 // $ = float 0005: $5493 = 409.8 // $ = float 0005: $5494 = -109.11 // $ = float 0005: $5495 = 433.46 // $ = float 0005: $5496 = -100.21 // $ = float 0086: $5484 = $5463 // $ = $ float 0086: $5485 = $5464 // $ = $ float 0086: $5486 = $5465 // $ = $ float 0086: $5487 = $5466 // $ = $ float 0086: $5488 = $5467 // $ = $ float 0086: $5489 = $5468 // $ = $ float :CUBAN1_5857 00D6: if 0038: $5390 == 22 // $ == int 004D: jump_if_false @CUBAN1_5923 0086: $5484 = $5469 // $ = $ float 0086: $5485 = $5470 // $ = $ float 0086: $5486 = $5471 // $ = $ float 0086: $5487 = $5472 // $ = $ float 0086: $5488 = $5473 // $ = $ float 0086: $5489 = $5474 // $ = $ float :CUBAN1_5923 018A: $5387 = create_checkpoint_at $5484 $5485 $5486 0165: set_marker $5387 color_to 4 018A: $5388 = create_checkpoint_at $5487 $5488 $5489 0165: set_marker $5388 color_to 4 0168: set_marker $5388 size 2 0166: set_marker $5388 brightness_to 1 0004: $5393 = 1 // $ = int :CUBAN1_5986 00D6: if 0119: car $5381 wrecked 004D: jump_if_false @CUBAN1_6009 0002: jump @CUBAN1_6111 :CUBAN1_6009 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @CUBAN1_6032 0002: jump @CUBAN1_6111 :CUBAN1_6032 00D6: if 80E0: not player $PLAYER_CHAR in_any_car 004D: jump_if_false @CUBAN1_6055 0002: jump @CUBAN1_6111 :CUBAN1_6055 00D6: if 01C1: car $5381 stopped 004D: jump_if_false @CUBAN1_6078 0002: jump @CUBAN1_6111 :CUBAN1_6078 00D6: if 0018: $5394 > 1000 // $ > int 004D: jump_if_false @CUBAN1_6104 0002: jump @CUBAN1_6111 :CUBAN1_6104 0002: jump @CUBAN1_5155 :CUBAN1_6111 015D: set_gamespeed 1.0 02EB: restore_camera_with_jumpcut 0004: $5392 = 0 // $ = int 0004: $5393 = 0 // $ = int 0004: $5394 = 0 // $ = int :CUBAN1_6141 00D6: if 0038: $5390 == 26 // $ == int 004D: jump_if_false @CUBAN1_6193 024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 255 0 0 at $5484 $5485 $5486 0002: 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 00D6: if 0038: $5390 == 1 // $ == int 004D: jump_if_false @CUBAN1_6294 00D6: if 0038: $5396 == 0 // $ == int 004D: jump_if_false @CUBAN1_6294 03C3: set_timer_with_text_to $5389 type 1 text 'RACES' 03C4: set_status_text_to $5398 0 'KICK1_9' 0004: $5396 = 1 // $ = int :CUBAN1_6294 00D6: if 8119: not car $5374 wrecked 004D: jump_if_false @CUBAN1_7593 00D6: if 00DC: player $PLAYER_CHAR in_car $5374 004D: jump_if_false @CUBAN1_7593 00D6: if 0038: $5397 == 0 // $ == int 004D: jump_if_false @CUBAN1_6581 00D6: if 0018: $5390 > 1 // $ > int 004D: jump_if_false @CUBAN1_6581 03CF: load_wav 'CUB1_3' as 1 :CUBAN1_6377 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @CUBAN1_6431 0001: wait 0 ms 024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 0002: jump @CUBAN1_6377 :CUBAN1_6431 00BC: text_highpriority 'CUB1_05' time 4000 1 00D6: if 8118: not actor $5375 dead 004D: jump_if_false @CUBAN1_6472 0372: set_actor $5375 anim 19 wait_state_time 10000 ms :CUBAN1_6472 03D1: play_wav 1 :CUBAN1_6476 00D6: if and 83D2: not wav 1 ended 8118: not actor $5375 dead 004D: jump_if_false @CUBAN1_6535 0001: wait 0 ms 024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 0002: jump @CUBAN1_6476 :CUBAN1_6535 040D: unload_wav 1 00D6: if 8118: not actor $5375 dead 004D: jump_if_false @CUBAN1_6564 0372: set_actor $5375 anim 0 wait_state_time 100 ms :CUBAN1_6564 03D5: remove_text 'CUB1_05' 0004: $5397 = 1 // $ = int :CUBAN1_6581 00D6: if 0038: $5397 == 1 // $ == int 004D: jump_if_false @CUBAN1_6833 00D6: if 0018: $5390 > 4 // $ > int 004D: jump_if_false @CUBAN1_6833 03CF: load_wav 'CUB1_4' as 1 :CUBAN1_6629 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @CUBAN1_6683 0001: wait 0 ms 024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 0002: jump @CUBAN1_6629 :CUBAN1_6683 00BC: text_highpriority 'CUB1_06' time 4000 1 00D6: if 8118: not actor $5375 dead 004D: jump_if_false @CUBAN1_6724 0372: set_actor $5375 anim 19 wait_state_time 10000 ms :CUBAN1_6724 03D1: play_wav 1 :CUBAN1_6728 00D6: if and 83D2: not wav 1 ended 8118: not actor $5375 dead 004D: jump_if_false @CUBAN1_6787 0001: wait 0 ms 024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 0002: jump @CUBAN1_6728 :CUBAN1_6787 040D: unload_wav 1 00D6: if 8118: not actor $5375 dead 004D: jump_if_false @CUBAN1_6816 0372: set_actor $5375 anim 0 wait_state_time 100 ms :CUBAN1_6816 03D5: remove_text 'CUB1_06' 0004: $5397 = 2 // $ = int :CUBAN1_6833 00D6: if 0038: $5397 == 2 // $ == int 004D: jump_if_false @CUBAN1_7085 00D6: if 0018: $5390 > 9 // $ > int 004D: jump_if_false @CUBAN1_7085 03CF: load_wav 'CUB1_5' as 1 :CUBAN1_6881 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @CUBAN1_6935 0001: wait 0 ms 024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 0002: jump @CUBAN1_6881 :CUBAN1_6935 00BC: text_highpriority 'CUB1_07' time 4000 1 00D6: if 8118: not actor $5375 dead 004D: jump_if_false @CUBAN1_6976 0372: set_actor $5375 anim 19 wait_state_time 10000 ms :CUBAN1_6976 03D1: play_wav 1 :CUBAN1_6980 00D6: if and 83D2: not wav 1 ended 8118: not actor $5375 dead 004D: jump_if_false @CUBAN1_7039 0001: wait 0 ms 024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 0002: jump @CUBAN1_6980 :CUBAN1_7039 040D: unload_wav 1 00D6: if 8118: not actor $5375 dead 004D: jump_if_false @CUBAN1_7068 0372: set_actor $5375 anim 0 wait_state_time 100 ms :CUBAN1_7068 03D5: remove_text 'CUB1_07' 0004: $5397 = 3 // $ = int :CUBAN1_7085 00D6: if 0038: $5397 == 3 // $ == int 004D: jump_if_false @CUBAN1_7337 00D6: if 0018: $5390 > 15 // $ > int 004D: jump_if_false @CUBAN1_7337 03CF: load_wav 'CUB1_1' as 1 :CUBAN1_7133 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @CUBAN1_7187 0001: wait 0 ms 024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 0002: jump @CUBAN1_7133 :CUBAN1_7187 00BC: text_highpriority 'CUB1_03' time 4000 1 00D6: if 8118: not actor $5375 dead 004D: jump_if_false @CUBAN1_7228 0372: set_actor $5375 anim 19 wait_state_time 10000 ms :CUBAN1_7228 03D1: play_wav 1 :CUBAN1_7232 00D6: if and 83D2: not wav 1 ended 8118: not actor $5375 dead 004D: jump_if_false @CUBAN1_7291 0001: wait 0 ms 024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 0002: jump @CUBAN1_7232 :CUBAN1_7291 040D: unload_wav 1 00D6: if 8118: not actor $5375 dead 004D: jump_if_false @CUBAN1_7320 0372: set_actor $5375 anim 0 wait_state_time 100 ms :CUBAN1_7320 03D5: remove_text 'CUB1_03' 0004: $5397 = 4 // $ = int :CUBAN1_7337 00D6: if 0038: $5397 == 4 // $ == int 004D: jump_if_false @CUBAN1_7465 00D6: if 0018: $5390 > 22 // $ > int 004D: jump_if_false @CUBAN1_7465 03CF: load_wav 'CUB1_7' as 1 :CUBAN1_7385 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @CUBAN1_7439 0001: wait 0 ms 024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 0002: jump @CUBAN1_7385 :CUBAN1_7439 00BC: text_highpriority 'CUB1_09' time 4000 1 03D1: play_wav 1 0004: $5397 = 5 // $ = int :CUBAN1_7465 00D6: if 0038: $5397 == 5 // $ == int 004D: jump_if_false @CUBAN1_7593 00D6: if 0018: $5390 > 23 // $ > int 004D: jump_if_false @CUBAN1_7593 03CF: load_wav 'CUB1_8' as 1 :CUBAN1_7513 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @CUBAN1_7567 0001: wait 0 ms 024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 0002: jump @CUBAN1_7513 :CUBAN1_7567 00BC: text_highpriority 'CUB1_10' time 4000 1 03D1: play_wav 1 0004: $5397 = 6 // $ = int :CUBAN1_7593 00D6: if 8119: not car $5374 wrecked 004D: jump_if_false @CUBAN1_10360 00D6: if 8118: not actor $5375 dead 004D: jump_if_false @CUBAN1_10326 00D6: if 00DC: player $PLAYER_CHAR in_car $5374 004D: jump_if_false @CUBAN1_10304 03D5: remove_text 'CUB1_14' 00D6: if 00F5: player $PLAYER_CHAR 0 $5484 $5485 $5486 radius 7.0 7.0 7.0 004D: jump_if_false @CUBAN1_10297 0008: $5390 += 1 // $ += int 000C: $5398 -= 1 // $ -= int 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $5387 0164: disable_marker $5388 00D6: if 0038: $5390 == 1 // $ == int 004D: jump_if_false @CUBAN1_7805 0086: $5484 = $5406 // $ = $ float 0086: $5485 = $5407 // $ = $ float 0086: $5486 = $5408 // $ = $ float 0086: $5487 = $5409 // $ = $ float 0086: $5488 = $5410 // $ = $ float 0086: $5489 = $5411 // $ = $ float :CUBAN1_7805 00D6: if 0038: $5390 == 2 // $ == int 004D: jump_if_false @CUBAN1_7871 0086: $5484 = $5409 // $ = $ float 0086: $5485 = $5410 // $ = $ float 0086: $5486 = $5411 // $ = $ float 0086: $5487 = $5412 // $ = $ float 0086: $5488 = $5413 // $ = $ float 0086: $5489 = $5414 // $ = $ float :CUBAN1_7871 00D6: if 0038: $5390 == 3 // $ == int 004D: jump_if_false @CUBAN1_8007 0005: $5490 = 369.99 // $ = float 0005: $5491 = 74.3 // $ = float 0005: $5492 = 8.66 // $ = float 0005: $5493 = 308.57 // $ = float 0005: $5494 = 99.09 // $ = float 0005: $5495 = 340.835 // $ = float 0005: $5496 = 107.66 // $ = float 0086: $5484 = $5412 // $ = $ float 0086: $5485 = $5413 // $ = $ float 0086: $5486 = $5414 // $ = $ float 0086: $5487 = $5415 // $ = $ float 0086: $5488 = $5416 // $ = $ float 0086: $5489 = $5417 // $ = $ float :CUBAN1_8007 00D6: if 0038: $5390 == 4 // $ == int 004D: jump_if_false @CUBAN1_8098 01C3: mark_car_as_no_longer_needed $5382 01C2: mark_actor_as_no_longer_needed $5383 01C2: mark_actor_as_no_longer_needed $5384 01C2: mark_actor_as_no_longer_needed $5385 01C2: mark_actor_as_no_longer_needed $5386 0086: $5484 = $5415 // $ = $ float 0086: $5485 = $5416 // $ = $ float 0086: $5486 = $5417 // $ = $ float 0086: $5487 = $5418 // $ = $ float 0086: $5488 = $5419 // $ = $ float 0086: $5489 = $5420 // $ = $ float :CUBAN1_8098 00D6: if 0038: $5390 == 5 // $ == int 004D: jump_if_false @CUBAN1_8164 0086: $5484 = $5418 // $ = $ float 0086: $5485 = $5419 // $ = $ float 0086: $5486 = $5420 // $ = $ float 0086: $5487 = $5421 // $ = $ float 0086: $5488 = $5422 // $ = $ float 0086: $5489 = $5423 // $ = $ float :CUBAN1_8164 00D6: if 0038: $5390 == 6 // $ == int 004D: jump_if_false @CUBAN1_8230 0086: $5484 = $5421 // $ = $ float 0086: $5485 = $5422 // $ = $ float 0086: $5486 = $5423 // $ = $ float 0086: $5487 = $5424 // $ = $ float 0086: $5488 = $5425 // $ = $ float 0086: $5489 = $5426 // $ = $ float :CUBAN1_8230 00D6: if 0038: $5390 == 7 // $ == int 004D: jump_if_false @CUBAN1_8366 0005: $5490 = 396.14 // $ = float 0005: $5491 = -90.01 // $ = float 0005: $5492 = 11.48 // $ = float 0005: $5493 = 421.73 // $ = float 0005: $5494 = -83.21 // $ = float 0005: $5495 = 403.83 // $ = float 0005: $5496 = -91.97 // $ = float 0086: $5484 = $5424 // $ = $ float 0086: $5485 = $5425 // $ = $ float 0086: $5486 = $5426 // $ = $ float 0086: $5487 = $5427 // $ = $ float 0086: $5488 = $5428 // $ = $ float 0086: $5489 = $5429 // $ = $ float :CUBAN1_8366 00D6: if 0038: $5390 == 8 // $ == int 004D: jump_if_false @CUBAN1_8502 0005: $5490 = -194.5 // $ = float 0005: $5491 = -783.5 // $ = float 0005: $5492 = 9.2 // $ = float 0005: $5493 = -183.166 // $ = float 0005: $5494 = -756.844 // $ = float 0005: $5495 = -181.8 // $ = float 0005: $5496 = -780.26 // $ = float 0086: $5484 = $5427 // $ = $ float 0086: $5485 = $5428 // $ = $ float 0086: $5486 = $5429 // $ = $ float 0086: $5487 = $5430 // $ = $ float 0086: $5488 = $5431 // $ = $ float 0086: $5489 = $5432 // $ = $ float :CUBAN1_8502 00D6: if 0038: $5390 == 9 // $ == int 004D: jump_if_false @CUBAN1_8568 0086: $5484 = $5430 // $ = $ float 0086: $5485 = $5431 // $ = $ float 0086: $5486 = $5432 // $ = $ float 0086: $5487 = $5433 // $ = $ float 0086: $5488 = $5434 // $ = $ float 0086: $5489 = $5435 // $ = $ float :CUBAN1_8568 00D6: if 0038: $5390 == 10 // $ == int 004D: jump_if_false @CUBAN1_8634 0086: $5484 = $5433 // $ = $ float 0086: $5485 = $5434 // $ = $ float 0086: $5486 = $5435 // $ = $ float 0086: $5487 = $5436 // $ = $ float 0086: $5488 = $5437 // $ = $ float 0086: $5489 = $5438 // $ = $ float :CUBAN1_8634 00D6: if 0038: $5390 == 11 // $ == int 004D: jump_if_false @CUBAN1_8700 0086: $5484 = $5436 // $ = $ float 0086: $5485 = $5437 // $ = $ float 0086: $5486 = $5438 // $ = $ float 0086: $5487 = $5439 // $ = $ float 0086: $5488 = $5440 // $ = $ float 0086: $5489 = $5441 // $ = $ float :CUBAN1_8700 00D6: if 0038: $5390 == 12 // $ == int 004D: jump_if_false @CUBAN1_8766 0086: $5484 = $5439 // $ = $ float 0086: $5485 = $5440 // $ = $ float 0086: $5486 = $5441 // $ = $ float 0086: $5487 = $5442 // $ = $ float 0086: $5488 = $5443 // $ = $ float 0086: $5489 = $5444 // $ = $ float :CUBAN1_8766 00D6: if 0038: $5390 == 13 // $ == int 004D: jump_if_false @CUBAN1_8832 0086: $5484 = $5442 // $ = $ float 0086: $5485 = $5443 // $ = $ float 0086: $5486 = $5444 // $ = $ float 0086: $5487 = $5445 // $ = $ float 0086: $5488 = $5446 // $ = $ float 0086: $5489 = $5447 // $ = $ float :CUBAN1_8832 00D6: if 0038: $5390 == 14 // $ == int 004D: jump_if_false @CUBAN1_9018 00D6: if 0038: $5391 == 0 // $ == int 004D: jump_if_false @CUBAN1_8970 0108: destroy_object $5376 0108: destroy_object $5377 0108: destroy_object $5378 0107: $5376 = create_object #WATERJUMP1 at 295.2 -446.2 5.5 0177: set_object $5376 z_angle_to 326.5 0382: set_object $5376 collision_detection 1 0107: $5377 = create_object #WATERJUMPX2 at 421.2 -112.669 5.5 0177: set_object $5377 z_angle_to 356.88 0382: set_object $5377 collision_detection 1 0004: $5391 = 1 // $ = int :CUBAN1_8970 0086: $5484 = $5445 // $ = $ float 0086: $5485 = $5446 // $ = $ float 0086: $5486 = $5447 // $ = $ float 0086: $5487 = $5448 // $ = $ float 0086: $5488 = $5449 // $ = $ float 0086: $5489 = $5450 // $ = $ float :CUBAN1_9018 00D6: if 0038: $5390 == 15 // $ == int 004D: jump_if_false @CUBAN1_9084 0086: $5484 = $5448 // $ = $ float 0086: $5485 = $5449 // $ = $ float 0086: $5486 = $5450 // $ = $ float 0086: $5487 = $5451 // $ = $ float 0086: $5488 = $5452 // $ = $ float 0086: $5489 = $5453 // $ = $ float :CUBAN1_9084 00D6: if 0038: $5390 == 16 // $ == int 004D: jump_if_false @CUBAN1_9150 0086: $5484 = $5451 // $ = $ float 0086: $5485 = $5452 // $ = $ float 0086: $5486 = $5453 // $ = $ float 0086: $5487 = $5454 // $ = $ float 0086: $5488 = $5455 // $ = $ float 0086: $5489 = $5456 // $ = $ float :CUBAN1_9150 00D6: if 0038: $5390 == 17 // $ == int 004D: jump_if_false @CUBAN1_9216 0086: $5484 = $5454 // $ = $ float 0086: $5485 = $5455 // $ = $ float 0086: $5486 = $5456 // $ = $ float 0086: $5487 = $5457 // $ = $ float 0086: $5488 = $5458 // $ = $ float 0086: $5489 = $5459 // $ = $ float :CUBAN1_9216 00D6: if 0038: $5390 == 18 // $ == int 004D: jump_if_false @CUBAN1_9282 0086: $5484 = $5457 // $ = $ float 0086: $5485 = $5458 // $ = $ float 0086: $5486 = $5459 // $ = $ float 0086: $5487 = $5460 // $ = $ float 0086: $5488 = $5461 // $ = $ float 0086: $5489 = $5462 // $ = $ float :CUBAN1_9282 00D6: if 0038: $5390 == 19 // $ == int 004D: jump_if_false @CUBAN1_9348 0086: $5484 = $5460 // $ = $ float 0086: $5485 = $5461 // $ = $ float 0086: $5486 = $5462 // $ = $ float 0086: $5487 = $5463 // $ = $ float 0086: $5488 = $5464 // $ = $ float 0086: $5489 = $5465 // $ = $ float :CUBAN1_9348 00D6: if 0038: $5390 == 20 // $ == int 004D: jump_if_false @CUBAN1_9414 0086: $5484 = $5463 // $ = $ float 0086: $5485 = $5464 // $ = $ float 0086: $5486 = $5465 // $ = $ float 0086: $5487 = $5466 // $ = $ float 0086: $5488 = $5467 // $ = $ float 0086: $5489 = $5468 // $ = $ float :CUBAN1_9414 00D6: if 0038: $5390 == 21 // $ == int 004D: jump_if_false @CUBAN1_9480 0086: $5484 = $5466 // $ = $ float 0086: $5485 = $5467 // $ = $ float 0086: $5486 = $5468 // $ = $ float 0086: $5487 = $5469 // $ = $ float 0086: $5488 = $5470 // $ = $ float 0086: $5489 = $5471 // $ = $ float :CUBAN1_9480 00D6: if 0038: $5390 == 22 // $ == int 004D: jump_if_false @CUBAN1_9546 0086: $5484 = $5469 // $ = $ float 0086: $5485 = $5470 // $ = $ float 0086: $5486 = $5471 // $ = $ float 0086: $5487 = $5472 // $ = $ float 0086: $5488 = $5473 // $ = $ float 0086: $5489 = $5474 // $ = $ float :CUBAN1_9546 00D6: if 0038: $5390 == 23 // $ == int 004D: jump_if_false @CUBAN1_9612 0086: $5484 = $5472 // $ = $ float 0086: $5485 = $5473 // $ = $ float 0086: $5486 = $5474 // $ = $ float 0086: $5487 = $5475 // $ = $ float 0086: $5488 = $5476 // $ = $ float 0086: $5489 = $5477 // $ = $ float :CUBAN1_9612 00D6: if 0038: $5390 == 24 // $ == int 004D: jump_if_false @CUBAN1_9678 0086: $5484 = $5475 // $ = $ float 0086: $5485 = $5476 // $ = $ float 0086: $5486 = $5477 // $ = $ float 0086: $5487 = $5478 // $ = $ float 0086: $5488 = $5479 // $ = $ float 0086: $5489 = $5480 // $ = $ float :CUBAN1_9678 00D6: if 0038: $5390 == 25 // $ == int 004D: jump_if_false @CUBAN1_9744 0086: $5484 = $5478 // $ = $ float 0086: $5485 = $5479 // $ = $ float 0086: $5486 = $5480 // $ = $ float 0086: $5487 = $5481 // $ = $ float 0086: $5488 = $5482 // $ = $ float 0086: $5489 = $5483 // $ = $ float :CUBAN1_9744 00D6: if 0038: $5390 == 26 // $ == int 004D: jump_if_false @CUBAN1_9786 0086: $5484 = $5481 // $ = $ float 0086: $5485 = $5482 // $ = $ float 0086: $5486 = $5483 // $ = $ float :CUBAN1_9786 00D6: if 0038: $5390 == 27 // $ == int 004D: jump_if_false @CUBAN1_10241 01B4: set_player $PLAYER_CHAR can_move 0 00D6: if 8119: not car $5374 wrecked 004D: jump_if_false @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 016A: fade 0 1500 ms :CUBAN1_9869 00D6: if 016B: fading 004D: jump_if_false @CUBAN1_9893 0001: wait 0 ms 0002: jump @CUBAN1_9869 :CUBAN1_9893 014F: stop_timer $5389 0001: wait 1000 ms 00D6: if 8119: not car $5374 wrecked 004D: jump_if_false @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 00D6: if 8118: not actor $5375 dead 004D: jump_if_false @CUBAN1_10017 0465: remove_actor $5375 from_turret_mode 009B: destroy_actor_instantly $5375 00AB: put_car $5374 at -84.5 82.7 5.1 0175: set_car $5374 z_angle_to 180.0 0129: $5375 = create_actor 7 #CBB in_car $5374 driverseat :CUBAN1_10017 016A: fade 1 1500 ms 02A3: enable_widescreen 1 015F: set_camera_position -75.82 83.66 11.59 rotation 0.0 0.0 0.0 0160: point_camera -80.32 82.6 9.96 switchstyle 2 0001: wait 1000 ms 03CF: load_wav 'CUB1_2' as 1 :CUBAN1_10096 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @CUBAN1_10122 0001: wait 0 ms 0002: jump @CUBAN1_10096 :CUBAN1_10122 00BC: text_highpriority 'CUB1_04' time 4000 1 03D1: play_wav 1 :CUBAN1_10141 00D6: if and 83D2: not wav 1 ended 8118: not actor $5375 dead 004D: jump_if_false @CUBAN1_10172 0001: wait 0 ms 0002: jump @CUBAN1_10141 :CUBAN1_10172 040D: unload_wav 1 03D5: remove_text 'CUB1_04' 00D6: if 8119: not car $5374 wrecked 004D: jump_if_false @CUBAN1_10212 04BA: set_car $5374 speed_instantly 40.0 :CUBAN1_10212 0249: release_model #SPEEDER 0249: release_model #CBB 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 0002: jump @CUBAN1_10680 :CUBAN1_10241 018A: $5387 = create_checkpoint_at $5484 $5485 $5486 0165: set_marker $5387 color_to 4 018A: $5388 = create_checkpoint_at $5487 $5488 $5489 0165: set_marker $5388 color_to 4 0168: set_marker $5388 size 2 0166: set_marker $5388 brightness_to 1 :CUBAN1_10297 0002: jump @CUBAN1_10319 :CUBAN1_10304 00BC: text_highpriority 'CUB1_14' time 5000 1 :CUBAN1_10319 0002: jump @CUBAN1_10353 :CUBAN1_10326 00BC: text_highpriority 'CUB1_11' time 5000 1 009B: destroy_actor_instantly $5375 0002: jump @CUBAN1_10663 :CUBAN1_10353 0002: jump @CUBAN1_10387 :CUBAN1_10360 00BC: text_highpriority 'CUB1_11' time 5000 1 009B: destroy_actor_instantly $5375 0002: jump @CUBAN1_10663 :CUBAN1_10387 00D6: if 0038: $5389 == 0 // $ == int 004D: jump_if_false @CUBAN1_10566 00D6: if 8119: not car $5374 wrecked 004D: jump_if_false @CUBAN1_10566 03CF: load_wav 'CUB1_6' as 1 :CUBAN1_10433 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @CUBAN1_10459 0001: wait 0 ms 0002: jump @CUBAN1_10433 :CUBAN1_10459 00BC: text_highpriority 'CUB1_08' time 4000 1 03D1: play_wav 1 :CUBAN1_10478 00D6: if and 83D2: not wav 1 ended 8118: not actor $5375 dead 004D: jump_if_false @CUBAN1_10509 0001: wait 0 ms 0002: jump @CUBAN1_10478 :CUBAN1_10509 040D: unload_wav 1 03D5: remove_text 'CUB1_08' 00D6: if 8118: not actor $5375 dead 004D: jump_if_false @CUBAN1_10544 034F: destroy_actor_with_fade $5375 // The actor fades away like a ghost :CUBAN1_10544 00BC: text_highpriority 'CUB1_15' time 5000 1 0002: jump @CUBAN1_10663 :CUBAN1_10566 00D6: if 8119: not car $5374 wrecked 004D: jump_if_false @CUBAN1_10656 00D6: if 81FC: not player $PLAYER_CHAR near_car $5374 radius 15.0 15.0 0 004D: jump_if_false @CUBAN1_10656 00D6: if 8118: not actor $5375 dead 004D: jump_if_false @CUBAN1_10634 034F: destroy_actor_with_fade $5375 // The actor fades away like a ghost :CUBAN1_10634 00BC: text_highpriority 'T4X4_F' time 5000 1 0002: jump @CUBAN1_10663 :CUBAN1_10656 0002: jump @CUBAN1_4623 :CUBAN1_10663 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :CUBAN1_10680 00BE: text_clear_all 01E3: text_1number_styled 'M_PASS' number 1000 time 5000 style 1 0394: play_music 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 1000 030C: progress_made += 1 0318: set_latest_mission_passed 'CUB_1' 004F: create_thread @CUB2 0004: $279 = 1 // $ = int 0051: return :CUBAN1_10748 0004: $ONMISSION = 0 // $ = int 01E7: remove_forbidden_for_cars_cube 130.4 368.4 50.7 -228.4 724.5 0.0 01B4: set_player $PLAYER_CHAR can_move 1 0108: destroy_object $5376 0108: destroy_object $5377 0108: destroy_object $5378 0249: release_model #SPEEDER 0249: release_model #CBB 0249: release_model #CADDY 0249: release_model #WMYGO 0249: release_model #WFOGO 0249: release_model #REEFER 0164: disable_marker $5387 0164: disable_marker $5388 014F: stop_timer $5389 0151: remove_status_text $5398 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 01B7: release_weather 00D8: mission_cleanup 0051: return //-------------Mission 57--------------- // Originally: Cannon Fodder :CUBAN2 03A4: name_thread 'CUBAN2' 0050: gosub @CUBAN2_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @CUBAN2_37 0050: gosub @CUBAN2_16545 :CUBAN2_37 0050: gosub @CUBAN2_16630 004E: end_thread :CUBAN2_46 03D5: remove_text 'M_FAIL' 0004: $ONMISSION = 1 // $ = int 0317: increment_mission_attempts 0001: wait 0 ms 054C: use_GXT_table 'CUBAN2' 058E: set_restart_mission_taxi_destination -1173.5 -599.6 10.2 277.1 0004: $5539 = 0 // $ = int 0004: $5540 = 0 // $ = int 0004: $5541 = 0 // $ = int 0004: $5542 = 0 // $ = int 0004: $5543 = 0 // $ = int 0004: $5544 = 0 // $ = int 0004: $5545 = 0 // $ = int 0004: $5546 = 0 // $ = int 0004: $5547 = 0 // $ = int 0004: $5548 = 0 // $ = int 0004: $5549 = 0 // $ = int 0004: $5550 = 0 // $ = int 0004: $5551 = 0 // $ = int 0004: $5552 = 0 // $ = int 0004: $5553 = 0 // $ = int 0004: $5554 = 0 // $ = int 0004: $5555 = 0 // $ = int 0004: $5556 = 0 // $ = int 0004: $5557 = 0 // $ = int 0004: $123 = 0 // $ = int 0004: $5567 = 0 // $ = int 0004: $5568 = 0 // $ = int 0004: $5569 = 0 // $ = int 0004: $5570 = 0 // $ = int 0004: $5571 = 0 // $ = int 0004: $5572 = 0 // $ = int 0004: $5575 = 0 // $ = int 0004: $5558 = 0 // $ = int 0004: $5559 = 0 // $ = int 0004: $5560 = 0 // $ = int 0004: $5563 = 1 // $ = int 0005: $5576 = -1115.8 // $ = float 0005: $5577 = 61.7 // $ = float 0005: $5578 = -1115.7 // $ = float 0005: $5579 = 61.7 // $ = float 0005: $5580 = -1115.8 // $ = float 0005: $5581 = 77.2 // $ = float 0005: $5582 = -1139.3 // $ = float 0005: $5583 = 74.6 // $ = float 0005: $5584 = -1139.3 // $ = float 0005: $5585 = 67.0 // $ = float 0005: $5586 = 10.1 // $ = float 0005: $5587 = 270.0 // $ = float 0005: $5588 = 272.0 // $ = float 0005: $5589 = 272.2 // $ = float 0005: $5590 = 298.0 // $ = float 0005: $5591 = 263.6 // $ = float 0004: $5561 = 0 // $ = int 0004: $5562 = 0 // $ = int 0004: $5564 = 0 // $ = int 0004: $5565 = 0 // $ = int 0004: $5566 = 0 // $ = int 0004: $5573 = 0 // $ = int 0004: $5574 = 0 // $ = int 04BB: select_interiour 7 // select render area 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' 03CB: load_scene -1169.0 -620.0 10.791 0395: clear_area 1 at -1170.708 -608.327 10.791 range 5.0 038B: load_requested_models :CUBAN2_693 00D6: 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 004D: jump_if_false @CUBAN2_735 0001: wait 0 ms 0002: jump @CUBAN2_693 :CUBAN2_735 00D6: if 8248: not model #CUTOBJ01 available 004D: jump_if_false @CUBAN2_762 0001: wait 0 ms 0002: 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: set_cutscene_anim 'CCFAN' to_loop 02E6: set_cutscene_anim $218 'CCFAN' 0395: clear_area 1 at -1170.9 -603.7 10.6 range 1.0 0055: put_player $PLAYER_CHAR at -1170.9 -603.7 10.6 0171: set_player $PLAYER_CHAR z_angle_to 15.3 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :CUBAN2_1003 00D6: if 001A: 33 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN2_1037 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN2_1003 :CUBAN2_1037 00BC: text_highpriority 'CUB2_A' time 10000 1 :CUBAN2_1052 00D6: if 001A: 1457 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN2_1087 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN2_1052 :CUBAN2_1087 00BC: text_highpriority 'CUB2_N' time 10000 1 :CUBAN2_1102 00D6: if 001A: 2467 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN2_1137 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN2_1102 :CUBAN2_1137 00BC: text_highpriority 'CUB2_B' time 10000 1 :CUBAN2_1152 00D6: if 001A: 4466 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN2_1187 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN2_1152 :CUBAN2_1187 00BC: text_highpriority 'CUB2_O' time 10000 1 :CUBAN2_1202 00D6: if 001A: 5642 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN2_1237 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN2_1202 :CUBAN2_1237 00BC: text_highpriority 'CUB2_C' time 10000 1 :CUBAN2_1252 00D6: if 001A: 9437 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN2_1287 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN2_1252 :CUBAN2_1287 00BC: text_highpriority 'CUB2_D' time 10000 1 :CUBAN2_1302 00D6: if 001A: 11602 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN2_1337 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN2_1302 :CUBAN2_1337 00BC: text_highpriority 'CUB2_E' time 10000 1 :CUBAN2_1352 00D6: if 001A: 13786 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN2_1387 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN2_1352 :CUBAN2_1387 00BC: text_highpriority 'CUB2_F' time 10000 1 :CUBAN2_1402 00D6: if 001A: 15750 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN2_1437 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN2_1402 :CUBAN2_1437 00BC: text_highpriority 'CUB2_G' time 10000 1 :CUBAN2_1452 00D6: if 001A: 18171 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN2_1487 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN2_1452 :CUBAN2_1487 00BC: text_highpriority 'CUB2_H' time 10000 1 :CUBAN2_1502 00D6: if 001A: 19840 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN2_1537 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN2_1502 :CUBAN2_1537 00BC: text_highpriority 'CUB2_I' time 10000 1 :CUBAN2_1552 00D6: if 001A: 21118 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN2_1587 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN2_1552 :CUBAN2_1587 00BC: text_highpriority 'CUB2_J' time 10000 1 :CUBAN2_1602 00D6: if 001A: 22511 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN2_1637 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN2_1602 :CUBAN2_1637 00BC: text_highpriority 'CUB2_K' time 10000 1 :CUBAN2_1652 00D6: if 001A: 24770 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN2_1687 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN2_1652 :CUBAN2_1687 00BC: text_highpriority 'CUB2_L' time 10000 1 :CUBAN2_1702 00D6: if 001A: 27856 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN2_1737 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN2_1702 :CUBAN2_1737 00BC: text_highpriority 'CUB2_M' time 10000 1 :CUBAN2_1752 00D6: if 001A: 32000 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN2_1787 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN2_1752 :CUBAN2_1787 016A: fade 0 1500 ms 00BE: text_clear_all :CUBAN2_1796 00D6: if 016B: fading 004D: jump_if_false @CUBAN2_1820 0001: wait 0 ms 0002: 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 0249: release_model #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 04BB: select_interiour 0 // select render area 0004: $989 = 0 // $ = int 0169: set_fade_color 0 0 0 0001: wait 500 ms 0373: set_camera_directly_behind_player 04E3: set_player $PLAYER_CHAR mood 1 duration 60000 03C7: set_sensitivity_to_crime_to 0.2 03F1: pedtype 8 add_threat 1 0247: request_model #CBA 0247: request_model #HNA 0247: request_model #CBB 0247: request_model #HNB 0247: request_model #WMOCA 0247: request_model #CELLPHONE 0247: request_model #STINGER 0247: request_model #UZI 0247: request_model #PONY 0247: request_model #SNIPER 0247: request_model #M4 0247: request_model #TAXI :CUBAN2_1998 00D6: if or 8248: not model #CBA available 8248: not model #HNA available 8248: not model #CBB available 8248: not model #HNB available 8248: not model #WMOCA available 8248: not model #CELLPHONE available 004D: jump_if_false @CUBAN2_2045 0001: wait 0 ms 0002: jump @CUBAN2_1998 :CUBAN2_2045 00D6: if or 8248: not model #STINGER available 8248: not model #UZI available 8248: not model #PONY available 8248: not model #SNIPER available 8248: not model #M4 available 8248: not model #TAXI available 004D: jump_if_false @CUBAN2_2097 0001: wait 0 ms 0002: jump @CUBAN2_2045 :CUBAN2_2097 03CF: load_wav 'CUB2_1' as 1 03CF: load_wav 'CUB2_2' as 2 :CUBAN2_2121 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @CUBAN2_2151 0001: wait 0 ms 0002: jump @CUBAN2_2121 :CUBAN2_2151 016A: fade 1 1500 ms 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @CUBAN2_2372 009A: $5498 = create_actor_pedtype 8 model #HNA at $5576 $5577 $5586 009A: $5499 = create_actor_pedtype 8 model #HNA at $5578 $5579 $5586 009A: $5500 = create_actor_pedtype 8 model #HNA at $5580 $5581 $5586 009A: $5501 = create_actor_pedtype 8 model #HNA at $5582 $5583 $5586 009A: $5502 = create_actor_pedtype 8 model #HNA at $5584 $5585 $5586 009A: $5503 = create_actor_pedtype 8 model #HNA at $5584 $5585 $5586 009A: $5504 = create_actor_pedtype 8 model #HNA at $5584 $5585 $5586 009A: $5505 = create_actor_pedtype 8 model #HNA at $5584 $5585 $5586 009A: $5506 = create_actor_pedtype 8 model #HNA at $5584 $5585 $5586 009A: $5507 = create_actor_pedtype 8 model #HNA at $5584 $5585 $5586 00DA: $5514 = player $PLAYER_CHAR car 0186: $5530 = create_marker_above_car $5514 :CUBAN2_2372 00D6: if 834E: not move_object $1791 to -1114.5 73.0 10.1 speed 10.0 10.0 0.0 collision_check 0 004D: jump_if_false @CUBAN2_2431 0001: wait 0 ms 0002: jump @CUBAN2_2372 :CUBAN2_2431 00BC: text_highpriority 'CUB2_03' time 5000 1 009A: $5511 = create_actor_pedtype 7 model #CBA at -1171.2 -608.7 10.8 0173: set_actor $5511 z_angle_to 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: set_actor $5511 stop_shoot_dont_seek_entity 1 02A9: set_actor $5511 immune_to_nonplayer 1 039E: set_actor $5511 locked_while_in_vehicle 1 04F5: set_actor $5511 as_player_friend $PLAYER_CHAR flag 1 0526: set_actor $5511 stay_in_car_when_jacked 1 0291: set_actor $5511 heed_threats 1 0568: set_actor $5511 untargetable 1 009A: $5512 = create_actor_pedtype 7 model #CBA at -1169.9 -609.0 10.8 0173: set_actor $5512 z_angle_to 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: set_actor $5512 stop_shoot_dont_seek_entity 1 02A9: set_actor $5512 immune_to_nonplayer 1 039E: set_actor $5512 locked_while_in_vehicle 1 04F5: set_actor $5512 as_player_friend $PLAYER_CHAR flag 1 0526: set_actor $5512 stay_in_car_when_jacked 1 0291: set_actor $5512 heed_threats 1 0568: set_actor $5512 untargetable 1 009A: $5513 = create_actor_pedtype 7 model #CBA at -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: set_actor $5513 stop_shoot_dont_seek_entity 1 02A9: set_actor $5513 immune_to_nonplayer 1 039E: set_actor $5513 locked_while_in_vehicle 1 04F5: set_actor $5513 as_player_friend $PLAYER_CHAR flag 1 0526: set_actor $5513 stay_in_car_when_jacked 1 0291: set_actor $5513 heed_threats 1 0568: set_actor $5513 untargetable 1 03F9: make_actors $5512 $5513 converse_in 86400000 ms 00A5: $5527 = create_car #PONY at -1071.3 -608.4 9.7 018A: $5528 = create_checkpoint_at -1168.5 -599.6 10.6 0006: TIMERA = 0 // @ = int :CUBAN2_2823 0001: wait 0 ms :CUBAN2_2827 00D6: 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 sitting_in_any_car 004D: jump_if_false @CUBAN2_3045 0001: wait 0 ms 00D6: if or 0118: actor $5511 dead 0118: actor $5512 dead 0118: actor $5513 dead 004D: jump_if_false @CUBAN2_2939 0050: gosub @CUBAN2_22718 00BC: text_highpriority 'CUB2_10' time 5000 1 0002: jump @CUBAN2_16545 :CUBAN2_2939 00D6: if 0019: TIMERA > 6000 // @ > int 004D: jump_if_false @CUBAN2_3038 00D6: if 00F6: player $PLAYER_CHAR 0 -1168.5 -599.6 10.6 radius 5.0 5.0 10.0 004D: jump_if_false @CUBAN2_3028 00BC: text_highpriority 'CUB2_18' time 5000 1 0002: jump @CUBAN2_3038 :CUBAN2_3028 03D5: remove_text 'CUB2_18' :CUBAN2_3038 0002: jump @CUBAN2_2827 :CUBAN2_3045 01C3: mark_car_as_no_longer_needed $5527 00DA: $5514 = player $PLAYER_CHAR car 00D6: if 003A: $5514 == $5561 // $ == $ int 004D: jump_if_false @CUBAN2_3091 0004: $5562 = 0 // $ = int 0002: jump @CUBAN2_3098 :CUBAN2_3091 0004: $5562 = 1 // $ = int :CUBAN2_3098 0084: $5561 = $5514 // $ = $ int 01EA: $5539 = car $5514 max_passengers 00D6: if 8018: not $5539 > 2 // $ > int 004D: jump_if_false @CUBAN2_3311 00BC: text_highpriority 'CUB2_01' time 5000 1 00D6: if 8118: not actor $5512 dead 004D: jump_if_false @CUBAN2_3173 0173: set_actor $5512 z_angle_to 0.0 :CUBAN2_3173 00D6: if 0038: $5562 == 1 // $ == int 004D: jump_if_false @CUBAN2_3278 03CF: load_wav 'CUB2_1' as 1 :CUBAN2_3203 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @CUBAN2_3229 0001: wait 0 ms 0002: jump @CUBAN2_3203 :CUBAN2_3229 03D1: play_wav 1 :CUBAN2_3233 00D6: if and 83D2: not wav 1 ended 8118: not actor $5512 dead 004D: jump_if_false @CUBAN2_3264 0001: wait 0 ms 0002: jump @CUBAN2_3233 :CUBAN2_3264 040D: unload_wav 1 03D5: remove_text 'CUB2_01' :CUBAN2_3278 00D6: if 8118: not actor $5512 dead 004D: jump_if_false @CUBAN2_3304 0173: set_actor $5512 z_angle_to 181.0 :CUBAN2_3304 0002: jump @CUBAN2_2823 :CUBAN2_3311 0164: disable_marker $5528 00D6: if 8119: not car $5514 wrecked 004D: jump_if_false @CUBAN2_3339 020A: set_car $5514 door_status_to 4 :CUBAN2_3339 0001: wait 500 ms 01B4: set_player $PLAYER_CHAR can_move 0 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 015F: set_camera_position -1175.9 -608.1 11.4 rotation 0.0 0.0 0.0 0160: point_camera -1147.9 -583.11 16.1 switchstyle 2 0006: TIMERB = 0 // @ = int 00D6: if 8119: not car $5514 wrecked 004D: jump_if_false @CUBAN2_3450 020A: set_car $5514 door_status_to 1 :CUBAN2_3450 00D6: if 8038: not $5540 == 3 // $ == int 004D: jump_if_false @CUBAN2_4463 0001: wait 0 ms 00D6: if 8119: not car $5514 wrecked 004D: jump_if_false @CUBAN2_3615 00D6: if 8118: not actor $5511 dead 004D: jump_if_false @CUBAN2_3615 00D6: if 0038: $5544 == 0 // $ == int 004D: jump_if_false @CUBAN2_3549 00A1: put_actor $5511 at -1169.9 -608.0 10.8 0004: $5544 = 1 // $ = int :CUBAN2_3549 01D4: actor $5511 go_to_car $5514 and_enter_it_as_a_passenger 0319: set_actor $5511 running 1 00D6: if 0038: $5544 == 1 // $ == int 004D: jump_if_false @CUBAN2_3615 00D6: if 00DB: actor $5511 in_car $5514 004D: jump_if_false @CUBAN2_3615 0008: $5540 += 1 // $ += int 0004: $5544 = 2 // $ = int :CUBAN2_3615 0001: wait 800 ms 00D6: if 8119: not car $5514 wrecked 004D: jump_if_false @CUBAN2_3763 00D6: if 8118: not actor $5512 dead 004D: jump_if_false @CUBAN2_3763 00D6: if 0038: $5545 == 0 // $ == int 004D: jump_if_false @CUBAN2_3697 00A1: put_actor $5512 at -1169.9 -608.0 10.8 0004: $5545 = 1 // $ = int :CUBAN2_3697 01D4: actor $5512 go_to_car $5514 and_enter_it_as_a_passenger 0319: set_actor $5512 running 1 00D6: if 0038: $5545 == 1 // $ == int 004D: jump_if_false @CUBAN2_3763 00D6: if 00DB: actor $5512 in_car $5514 004D: jump_if_false @CUBAN2_3763 0008: $5540 += 1 // $ += int 0004: $5545 = 2 // $ = int :CUBAN2_3763 0001: wait 800 ms 00D6: if 8119: not car $5514 wrecked 004D: jump_if_false @CUBAN2_3911 00D6: if 8118: not actor $5513 dead 004D: jump_if_false @CUBAN2_3911 00D6: if 0038: $5546 == 0 // $ == int 004D: jump_if_false @CUBAN2_3845 00A1: put_actor $5513 at -1169.9 -608.0 10.8 0004: $5546 = 1 // $ = int :CUBAN2_3845 01D4: actor $5513 go_to_car $5514 and_enter_it_as_a_passenger 0319: set_actor $5513 running 1 00D6: if 0038: $5546 == 1 // $ == int 004D: jump_if_false @CUBAN2_3911 00D6: if 00DB: actor $5513 in_car $5514 004D: jump_if_false @CUBAN2_3911 0008: $5540 += 1 // $ += int 0004: $5546 = 2 // $ = int :CUBAN2_3911 00D6: if 0019: TIMERB > 2000 // @ > int 004D: jump_if_false @CUBAN2_4456 00D6: if 8119: not car $5514 wrecked 004D: jump_if_false @CUBAN2_4449 00D6: if 8118: not actor $5511 dead 004D: jump_if_false @CUBAN2_4038 00D6: if 00DB: actor $5511 in_car $5514 004D: jump_if_false @CUBAN2_4013 0362: put_actor $5511 at -862.0 -607.4 11.1 and_remove_from_car 01C2: mark_actor_as_no_longer_needed $5511 0002: jump @CUBAN2_4038 :CUBAN2_4013 00A1: put_actor $5511 at -862.0 -607.7 11.1 01C2: mark_actor_as_no_longer_needed $5511 :CUBAN2_4038 00D6: if 8118: not actor $5512 dead 004D: jump_if_false @CUBAN2_4130 00D6: if 00DB: actor $5512 in_car $5514 004D: jump_if_false @CUBAN2_4105 0362: put_actor $5512 at -862.0 -604.4 11.1 and_remove_from_car 01C2: mark_actor_as_no_longer_needed $5512 0002: jump @CUBAN2_4130 :CUBAN2_4105 00A1: put_actor $5512 at -862.0 -604.4 11.1 01C2: mark_actor_as_no_longer_needed $5512 :CUBAN2_4130 00D6: if 8118: not actor $5513 dead 004D: jump_if_false @CUBAN2_4222 00D6: if 00DB: actor $5513 in_car $5514 004D: jump_if_false @CUBAN2_4197 0362: put_actor $5513 at -862.0 -601.4 11.1 and_remove_from_car 01C2: mark_actor_as_no_longer_needed $5513 0002: jump @CUBAN2_4222 :CUBAN2_4197 00A1: put_actor $5513 at -862.0 -601.4 11.1 01C2: mark_actor_as_no_longer_needed $5513 :CUBAN2_4222 01C8: $5511 = create_actor_pedtype 7 model #CBA in_car $5514 passenger_seat 0 04F5: set_actor $5511 as_player_friend $PLAYER_CHAR flag 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 heed_threats 1 0568: set_actor $5511 untargetable 1 01C8: $5512 = create_actor_pedtype 7 model #CBA in_car $5514 passenger_seat 1 04F5: set_actor $5512 as_player_friend $PLAYER_CHAR flag 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 heed_threats 1 0568: set_actor $5512 untargetable 1 01C8: $5513 = create_actor_pedtype 7 model #CBA in_car $5514 passenger_seat 2 04F5: set_actor $5513 as_player_friend $PLAYER_CHAR flag 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 heed_threats 1 0568: set_actor $5513 untargetable 1 0508: vehicle $5514 close_all_doors :CUBAN2_4449 0004: $5540 = 3 // $ = int :CUBAN2_4456 0002: jump @CUBAN2_3450 :CUBAN2_4463 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 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' time 5000 1 03D1: play_wav 2 :CUBAN2_4529 00D6: if and 83D2: not wav 2 ended 8118: not actor $5511 dead 004D: jump_if_false @CUBAN2_4560 0001: wait 0 ms 0002: jump @CUBAN2_4529 :CUBAN2_4560 040D: unload_wav 2 03D5: remove_text 'CUB2_19' 00BB: text_lowpriority 'CUB2_04' time 5000 1 00BB: text_lowpriority 'CUB2_23' time 5000 1 03CF: load_wav 'CUB2_3A' as 1 03CF: load_wav 'CUB2_3B' as 2 :CUBAN2_4628 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @CUBAN2_4658 0001: wait 0 ms 0002: jump @CUBAN2_4628 :CUBAN2_4658 0001: wait 0 ms 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -1072.6 70.3 11.2 radius 180.0 180.0 180.0 004D: jump_if_false @CUBAN2_5122 00D6: if 0038: $5551 == 0 // $ == int 004D: jump_if_false @CUBAN2_5122 0050: gosub @CUBAN2_16854 0482: set_threat_reaction_range_multiplier 3.0 009A: $5508 = create_actor_pedtype 7 model #CBA at -1079.5 72.6 10.2 04F5: set_actor $5508 as_player_friend $PLAYER_CHAR flag 1 0173: set_actor $5508 z_angle_to 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: set_actor $5508 as_player_friend $PLAYER_CHAR flag 1 0291: set_actor $5508 heed_threats 1 0573: set_actor $5508 stop_shoot_dont_seek_entity 1 0568: set_actor $5508 untargetable 1 009A: $5509 = create_actor_pedtype 7 model #CBB at -1079.6 73.9 10.2 04F5: set_actor $5509 as_player_friend $PLAYER_CHAR flag 1 0173: set_actor $5509 z_angle_to 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: set_actor $5509 stop_shoot_dont_seek_entity 1 04F5: set_actor $5509 as_player_friend $PLAYER_CHAR flag 1 0291: set_actor $5509 heed_threats 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 009A: $5510 = create_actor_pedtype 7 model #CBA at -1079.3 68.6 10.2 04F5: set_actor $5510 as_player_friend $PLAYER_CHAR flag 1 0173: set_actor $5510 z_angle_to 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: set_actor $5510 as_player_friend $PLAYER_CHAR flag 1 0291: set_actor $5510 heed_threats 1 0573: set_actor $5510 stop_shoot_dont_seek_entity 1 0568: set_actor $5510 untargetable 1 0002: jump @CUBAN2_5243 :CUBAN2_5122 00D6: if or 0118: actor $5511 dead 0118: actor $5512 dead 0118: actor $5513 dead 004D: jump_if_false @CUBAN2_5177 0050: gosub @CUBAN2_22718 00BC: text_highpriority 'CUB2_10' time 5000 1 0002: jump @CUBAN2_16545 :CUBAN2_5177 00D6: if 8119: not car $5514 wrecked 004D: jump_if_false @CUBAN2_5207 0050: gosub @CUBAN2_20352 0002: jump @CUBAN2_5236 :CUBAN2_5207 0050: gosub @CUBAN2_22718 00BC: text_highpriority 'CUB2_10' time 5000 1 0002: jump @CUBAN2_16545 :CUBAN2_5236 0002: jump @CUBAN2_4658 :CUBAN2_5243 0001: wait 0 ms 00D6: if 8119: not car $5514 wrecked 004D: jump_if_false @CUBAN2_5374 00D6: if 80F7: not player $PLAYER_CHAR sphere 1 near_point_in_car -1072.6 70.3 10.2 radius 4.0 4.0 4.0 004D: jump_if_false @CUBAN2_5325 0050: gosub @CUBAN2_20352 0002: jump @CUBAN2_5367 :CUBAN2_5325 00D6: if 8119: not car $5514 wrecked 004D: jump_if_false @CUBAN2_5367 00D6: if 00DC: player $PLAYER_CHAR in_car $5514 004D: jump_if_false @CUBAN2_5367 0002: jump @CUBAN2_5486 :CUBAN2_5367 0002: jump @CUBAN2_5403 :CUBAN2_5374 0050: gosub @CUBAN2_22718 00BC: text_highpriority 'CUB2_10' time 5000 1 0002: jump @CUBAN2_16545 :CUBAN2_5403 00D6: if or 0118: actor $5508 dead 0118: actor $5509 dead 0118: actor $5510 dead 004D: jump_if_false @CUBAN2_5458 0050: gosub @CUBAN2_22718 00BC: text_highpriority 'CUB2_10' time 5000 1 0002: jump @CUBAN2_16545 :CUBAN2_5458 0050: gosub @CUBAN2_18594 0050: gosub @CUBAN2_16854 0050: gosub @CUBAN2_20526 0002: jump @CUBAN2_5243 :CUBAN2_5486 0164: disable_marker $5529 0164: disable_marker $5530 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 0395: clear_area 1 at -1079.6 73.9 10.2 range 50.0 01EB: set_traffic_density_multiplier_to 0.0 00A5: $5497 = create_car #STINGER at -1113.2 70.2 10.0 0175: set_car $5497 z_angle_to 358.19 02AA: set_car $5497 immune_to_nonplayer 1 015F: set_camera_position -1064.5 64.8 15.7 rotation 0.0 0.0 0.0 0158: camera_on_vehicle $5514 mode 15 switchstyle 2 0477: set_car $5514 action 5 time 10000 00D6: if 8119: not car $5514 wrecked 004D: jump_if_false @CUBAN2_5688 :CUBAN2_5645 00D6: if 81C1: not car $5514 stopped 004D: jump_if_false @CUBAN2_5688 0001: wait 0 ms 00D6: if 8119: not car $5514 wrecked 004D: jump_if_false @CUBAN2_5681 :CUBAN2_5681 0002: jump @CUBAN2_5645 :CUBAN2_5688 00D6: if 8119: not car $5514 wrecked 004D: jump_if_false @CUBAN2_5842 00D6: if 8118: not actor $5511 dead 004D: jump_if_false @CUBAN2_5750 0243: set_actor $5511 ped_stats_to 16 01D3: actor $5511 leave_car $5514 0239: actor $5511 run_to -1075.8 71.4 :CUBAN2_5750 00D6: if 8118: not actor $5512 dead 004D: jump_if_false @CUBAN2_5796 0243: set_actor $5512 ped_stats_to 16 01D3: actor $5512 leave_car $5514 0239: actor $5512 run_to -1075.6 70.0 :CUBAN2_5796 00D6: if 8118: not actor $5513 dead 004D: jump_if_false @CUBAN2_5842 0243: set_actor $5513 ped_stats_to 16 01D3: actor $5513 leave_car $5514 0239: actor $5513 run_to -1075.8 68.6 :CUBAN2_5842 01D3: actor $PLAYER_ACTOR leave_car $5514 0239: actor $PLAYER_ACTOR run_to -1077.2 73.3 01C3: mark_car_as_no_longer_needed $5514 0001: wait 2000 ms 00D6: if 0038: $5554 == 0 // $ == int 004D: jump_if_false @CUBAN2_5926 00D6: if 8118: not actor $5509 dead 004D: jump_if_false @CUBAN2_5926 0372: set_actor $5509 anim 16 wait_state_time 800 ms 0004: $5554 = 1 // $ = int :CUBAN2_5926 015F: set_camera_position -1073.46 72.77 12.32 rotation 0.0 0.0 0.0 0160: point_camera -1074.44 72.62 12.21 switchstyle 2 0001: wait 900 ms 00D6: if 8118: not actor $5511 dead 004D: jump_if_false @CUBAN2_6040 0173: set_actor $5511 z_angle_to 91.5 0573: set_actor $5511 stop_shoot_dont_seek_entity 1 011A: set_actor $5511 search_threat 256 011A: set_actor $5511 search_threat 64 011A: set_actor $5511 search_threat 65536 :CUBAN2_6040 00D6: if 8118: not actor $5512 dead 004D: jump_if_false @CUBAN2_6098 0173: set_actor $5512 z_angle_to 89.5 0573: set_actor $5512 stop_shoot_dont_seek_entity 1 011A: set_actor $5512 search_threat 256 011A: set_actor $5512 search_threat 64 011A: set_actor $5512 search_threat 65536 :CUBAN2_6098 00D6: if 8118: not actor $5513 dead 004D: jump_if_false @CUBAN2_6156 0173: set_actor $5513 z_angle_to 90.5 0573: set_actor $5513 stop_shoot_dont_seek_entity 1 011A: set_actor $5513 search_threat 256 011A: set_actor $5513 search_threat 64 011A: set_actor $5513 search_threat 65536 :CUBAN2_6156 0006: TIMERA = 0 // @ = int :CUBAN2_6163 00D6: if 8126: not actor $PLAYER_ACTOR objective_passed 004D: jump_if_false @CUBAN2_6216 0001: wait 0 ms 00D6: if 0019: TIMERA > 5000 // @ > int 004D: jump_if_false @CUBAN2_6209 0002: jump @CUBAN2_6216 :CUBAN2_6209 0002: jump @CUBAN2_6163 :CUBAN2_6216 00D6: if 8118: not actor $5509 dead 004D: jump_if_false @CUBAN2_6257 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_6257 00D6: if 8118: not actor $5509 dead 004D: jump_if_false @CUBAN2_6283 0372: set_actor $5509 anim 19 wait_state_time 10000 ms :CUBAN2_6283 00BC: text_highpriority 'CUB2_12' time 3000 1 03D1: play_wav 1 :CUBAN2_6302 00D6: if and 83D2: not wav 1 ended 8118: not actor $5509 dead 004D: jump_if_false @CUBAN2_6333 0001: wait 0 ms 0002: jump @CUBAN2_6302 :CUBAN2_6333 040D: unload_wav 1 03D5: remove_text 'CUB2_12' 00D6: if 8118: not actor $5509 dead 004D: jump_if_false @CUBAN2_6373 0372: set_actor $5509 anim 19 wait_state_time 10000 ms :CUBAN2_6373 00BC: text_highpriority 'CUB2_13' time 4000 1 03D1: play_wav 2 :CUBAN2_6392 00D6: if and 83D2: not wav 2 ended 8118: not actor $5509 dead 004D: jump_if_false @CUBAN2_6423 0001: wait 0 ms 0002: jump @CUBAN2_6392 :CUBAN2_6423 040D: unload_wav 2 03D5: remove_text 'CUB2_13' 03CF: load_wav 'CUB2_3C' as 1 03CF: load_wav 'CUB2_9' as 2 :CUBAN2_6461 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @CUBAN2_6491 0001: wait 0 ms 0002: jump @CUBAN2_6461 :CUBAN2_6491 00D6: if 8118: not actor $5509 dead 004D: jump_if_false @CUBAN2_6516 0372: set_actor $5509 anim 0 wait_state_time 100 ms :CUBAN2_6516 00D6: if 8118: not actor $5511 dead 004D: jump_if_false @CUBAN2_6539 02A9: set_actor $5511 immune_to_nonplayer 0 :CUBAN2_6539 00D6: if 8118: not actor $5512 dead 004D: jump_if_false @CUBAN2_6562 02A9: set_actor $5512 immune_to_nonplayer 0 :CUBAN2_6562 00D6: if 8118: not actor $5513 dead 004D: jump_if_false @CUBAN2_6585 02A9: set_actor $5513 immune_to_nonplayer 0 :CUBAN2_6585 0004: $5552 = 0 // $ = int 0230: set_player $PLAYER_CHAR stop_looking 00D6: if 8118: not actor $5509 dead 004D: jump_if_false @CUBAN2_6655 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_6655 01EB: set_traffic_density_multiplier_to 1.0 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 00BC: text_highpriority 'CUB2_14' time 5000 1 03D1: play_wav 1 :CUBAN2_6694 00D6: if and 83D2: not wav 1 ended 8118: not actor $5509 dead 004D: jump_if_false @CUBAN2_6725 0001: wait 0 ms 0002: jump @CUBAN2_6694 :CUBAN2_6725 040D: unload_wav 1 03D5: remove_text 'CUB2_14' 00BB: text_lowpriority 'CUB2_25' time 5000 1 00D6: if 8118: not actor $5498 dead 004D: jump_if_false @CUBAN2_6778 0187: $5533 = create_marker_above_actor $5498 :CUBAN2_6778 00D6: if 8118: not actor $5499 dead 004D: jump_if_false @CUBAN2_6802 0187: $5534 = create_marker_above_actor $5499 :CUBAN2_6802 00D6: if 8118: not actor $5500 dead 004D: jump_if_false @CUBAN2_6826 0187: $5535 = create_marker_above_actor $5500 :CUBAN2_6826 00D6: if 8118: not actor $5501 dead 004D: jump_if_false @CUBAN2_6850 0187: $5536 = create_marker_above_actor $5501 :CUBAN2_6850 00D6: if 8118: not actor $5502 dead 004D: jump_if_false @CUBAN2_6874 0187: $5537 = create_marker_above_actor $5502 :CUBAN2_6874 0004: $5563 = 0 // $ = int 0297: clear_rampage_kills :CUBAN2_6883 0001: wait 0 ms 00D6: if or 0118: actor $5508 dead 0118: actor $5509 dead 0118: actor $5510 dead 0038: $5566 == 1 // $ == int 004D: jump_if_false @CUBAN2_6949 0050: gosub @CUBAN2_22718 00BC: text_highpriority 'CUB2_10' time 5000 1 0002: jump @CUBAN2_16545 :CUBAN2_6949 0050: gosub @CUBAN2_18594 0050: gosub @CUBAN2_19641 0050: gosub @CUBAN2_20526 0050: gosub @CUBAN2_22686 00D6: if or 0119: car $5497 wrecked 0018: $5552 > 9 // $ > int 0056: player $PLAYER_CHAR 0 -1114.3 61.6 -1131.2 95.9 004D: jump_if_false @CUBAN2_7034 0004: $5553 = 1 // $ = int :CUBAN2_7034 00D6: if 0118: actor $5498 dead 004D: jump_if_false @CUBAN2_7055 0164: disable_marker $5533 :CUBAN2_7055 00D6: if 0118: actor $5499 dead 004D: jump_if_false @CUBAN2_7076 0164: disable_marker $5534 :CUBAN2_7076 00D6: if 0118: actor $5500 dead 004D: jump_if_false @CUBAN2_7097 0164: disable_marker $5535 :CUBAN2_7097 00D6: if 0118: actor $5501 dead 004D: jump_if_false @CUBAN2_7118 0164: disable_marker $5536 :CUBAN2_7118 00D6: if 0118: actor $5502 dead 004D: jump_if_false @CUBAN2_7139 0164: disable_marker $5537 :CUBAN2_7139 00D6: if 0038: $5553 == 0 // $ == int 004D: jump_if_false @CUBAN2_7171 0050: gosub @CUBAN2_16854 0002: jump @CUBAN2_7297 :CUBAN2_7171 00D6: if 0118: actor $5498 dead 004D: jump_if_false @CUBAN2_7297 00D6: if 0118: actor $5499 dead 004D: jump_if_false @CUBAN2_7297 00D6: if 0118: actor $5500 dead 004D: jump_if_false @CUBAN2_7297 00D6: if 0118: actor $5501 dead 004D: jump_if_false @CUBAN2_7297 00D6: if 0118: actor $5502 dead 004D: jump_if_false @CUBAN2_7297 0482: set_threat_reaction_range_multiplier 1.0 0164: disable_marker $5533 0164: disable_marker $5534 0164: disable_marker $5535 0164: disable_marker $5536 0164: disable_marker $5537 0004: $5563 = 1 // $ = int 0002: jump @CUBAN2_7304 :CUBAN2_7297 0002: jump @CUBAN2_6883 :CUBAN2_7304 0001: wait 1000 ms 0395: clear_area 1 at -1079.6 73.9 10.2 range 25.0 01EB: set_traffic_density_multiplier_to 0.0 03DE: set_pedestrians_density_multiplier_to 0.0 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 00BC: text_highpriority 'CUB2_15' time 5000 1 03D1: play_wav 2 :CUBAN2_7377 00D6: if and 83D2: not wav 2 ended 8118: not actor $5509 dead 004D: jump_if_false @CUBAN2_7408 0001: wait 0 ms 0002: jump @CUBAN2_7377 :CUBAN2_7408 040D: unload_wav 2 03D5: remove_text 'CUB2_15' 00A5: $5514 = create_car #TAXI at -1037.2 24.6 9.9 0129: $5522 = create_actor 4 #WMOCA in_car $5514 driverseat 00AD: set_car $5514 max_speed_to 0.0 01C8: $5517 = create_actor_pedtype 7 model #CBA in_car $5514 passenger_seat 0 04F5: set_actor $5517 as_player_friend $PLAYER_CHAR flag 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: set_actor $5517 as_player_friend $PLAYER_CHAR flag 1 0291: set_actor $5517 heed_threats 1 0568: set_actor $5517 untargetable 1 01C8: $5518 = create_actor_pedtype 7 model #CBA in_car $5514 passenger_seat 1 04F5: set_actor $5518 as_player_friend $PLAYER_CHAR flag 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: set_actor $5518 as_player_friend $PLAYER_CHAR flag 1 0291: set_actor $5518 heed_threats 1 0568: set_actor $5518 untargetable 1 01C8: $5519 = create_actor_pedtype 7 model #CBA in_car $5514 passenger_seat 2 04F5: set_actor $5519 as_player_friend $PLAYER_CHAR flag 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: set_actor $5519 as_player_friend $PLAYER_CHAR flag 1 0291: set_actor $5519 heed_threats 1 0568: set_actor $5519 untargetable 1 03BA: clear_cars_from_cube -1108.2 65.2 5.0 -1118.2 75.2 15.0 00A6: destroy_car $5497 0005: $5576 = -1137.8 // $ = float 0005: $5577 = 66.7 // $ = float 0005: $5587 = 5.2 // $ = float 0005: $5578 = -1138.2 // $ = float 0005: $5579 = 75.5 // $ = float 0005: $5588 = 175.4 // $ = float 0005: $5580 = -1158.2 // $ = float 0005: $5581 = 67.2 // $ = float 0005: $5589 = 5.2 // $ = float 0005: $5582 = -1158.1 // $ = float 0005: $5583 = 75.6 // $ = float 0005: $5590 = 175.4 // $ = float 0005: $5584 = -1163.5 // $ = float 0005: $5585 = 75.8 // $ = float 0005: $5591 = 226.7 // $ = float 0005: $5586 = 10.1 // $ = float 0050: gosub @CUBAN2_16854 0239: actor $PLAYER_ACTOR run_to -1103.1 71.9 009A: $5516 = create_actor_pedtype 8 model #HNB at -1189.8 69.2 23.9 0489: set_actor $5516 muted 1 0173: set_actor $5516 z_angle_to 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 015F: set_camera_position -1074.47 70.88 14.36 rotation 0.0 0.0 0.0 0160: point_camera -1075.44 70.9 14.11 switchstyle 2 00D6: if 8118: not actor $5510 dead 004D: jump_if_false @CUBAN2_8132 01ED: clear_actor $5510 threat_search 0239: actor $5510 run_to -1117.2 68.5 :CUBAN2_8132 00D6: if 8118: not actor $5511 dead 004D: jump_if_false @CUBAN2_8168 01ED: clear_actor $5511 threat_search 0239: actor $5511 run_to -1130.2 70.5 :CUBAN2_8168 00D6: if 8118: not actor $5512 dead 004D: jump_if_false @CUBAN2_8204 01ED: clear_actor $5512 threat_search 0239: actor $5512 run_to -1130.2 70.5 :CUBAN2_8204 0001: wait 2000 ms 015F: set_camera_position -1105.68 70.95 13.95 rotation 0.0 0.0 0.0 0160: point_camera -1106.66 70.91 13.74 switchstyle 2 011C: actor $PLAYER_ACTOR clear_objective 0055: put_player $PLAYER_CHAR at -1103.1 71.9 10.27 00D6: if 8118: not actor $5510 dead 004D: jump_if_false @CUBAN2_8336 00A1: put_actor $5510 at -1106.7 69.9 10.4 0239: actor $5510 run_to -1117.2 68.5 :CUBAN2_8336 00D6: if 8118: not actor $5511 dead 004D: jump_if_false @CUBAN2_8387 00A1: put_actor $5511 at -1106.7 70.9 10.4 0239: actor $5511 run_to -1130.2 70.5 :CUBAN2_8387 00D6: if 8118: not actor $5512 dead 004D: jump_if_false @CUBAN2_8438 00A1: put_actor $5512 at -1106.7 71.9 10.4 0239: actor $5512 run_to -1130.2 70.5 :CUBAN2_8438 0006: TIMERA = 0 // @ = int 03CF: load_wav 'SNIPSH' as 2 :CUBAN2_8457 00D6: if 83D0: not wav 2 loaded 004D: jump_if_false @CUBAN2_8483 0001: wait 0 ms 0002: jump @CUBAN2_8457 :CUBAN2_8483 03CF: load_wav 'SNIPSH' as 1 :CUBAN2_8495 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @CUBAN2_8521 0001: wait 0 ms 0002: jump @CUBAN2_8495 :CUBAN2_8521 0001: wait 0 ms 00D6: if 8118: not actor $5510 dead 004D: jump_if_false @CUBAN2_8693 00D6: if 00A3: actor $5510 0 -1130.4 59.9 -1114.1 82.1 004D: jump_if_false @CUBAN2_8693 00D6: if 0018: $5574 > 0 // $ > int 004D: jump_if_false @CUBAN2_8635 03CF: load_wav 'SNIPER' as 1 :CUBAN2_8609 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @CUBAN2_8635 0001: wait 0 ms 0002: jump @CUBAN2_8609 :CUBAN2_8635 03D1: play_wav 1 0004: $5574 = 1 // $ = int 00D6: if 8118: not actor $5510 dead 004D: jump_if_false @CUBAN2_8667 0321: kill_actor $5510 :CUBAN2_8667 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @CUBAN2_8693 0001: wait 0 ms 0002: jump @CUBAN2_8667 :CUBAN2_8693 00D6: if 8118: not actor $5511 dead 004D: jump_if_false @CUBAN2_8798 00D6: if 00A3: actor $5511 0 -1130.4 59.9 -1119.1 82.1 004D: jump_if_false @CUBAN2_8798 03D1: play_wav 2 00D6: if 8118: not actor $5511 dead 004D: jump_if_false @CUBAN2_8772 0321: kill_actor $5511 :CUBAN2_8772 00D6: if 83D2: not wav 2 ended 004D: jump_if_false @CUBAN2_8798 0001: wait 0 ms 0002: jump @CUBAN2_8772 :CUBAN2_8798 00D6: if 8118: not actor $5512 dead 004D: jump_if_false @CUBAN2_8966 00D6: if 00A3: actor $5512 0 -1130.4 59.9 -1125.1 82.1 004D: jump_if_false @CUBAN2_8966 00D6: if 0018: $5574 > 0 // $ > int 004D: jump_if_false @CUBAN2_8908 03CF: load_wav 'SNIPER' as 1 :CUBAN2_8882 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @CUBAN2_8908 0001: wait 0 ms 0002: jump @CUBAN2_8882 :CUBAN2_8908 03D1: play_wav 1 0004: $5574 = 1 // $ = int 00D6: if 8118: not actor $5512 dead 004D: jump_if_false @CUBAN2_8940 0321: kill_actor $5512 :CUBAN2_8940 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @CUBAN2_8966 0001: wait 0 ms 0002: jump @CUBAN2_8940 :CUBAN2_8966 00D6: if 0019: TIMERA > 12000 // @ > int 004D: jump_if_false @CUBAN2_8992 0002: jump @CUBAN2_9069 :CUBAN2_8992 00D6: if 0118: actor $5510 dead 004D: jump_if_false @CUBAN2_9062 00D6: if 0118: actor $5511 dead 004D: jump_if_false @CUBAN2_9062 00D6: if 0118: actor $5512 dead 004D: jump_if_false @CUBAN2_9062 01C2: mark_actor_as_no_longer_needed $5510 01C2: mark_actor_as_no_longer_needed $5512 01C2: mark_actor_as_no_longer_needed $5511 0002: jump @CUBAN2_9069 :CUBAN2_9062 0002: jump @CUBAN2_8521 :CUBAN2_9069 00D6: if 8118: not actor $5516 dead 004D: jump_if_false @CUBAN2_9113 00A1: put_actor $5516 at -1173.4 71.3 23.0 04C6: actor $5516 aim_gun_at_actor $PLAYER_ACTOR :CUBAN2_9113 03CF: load_wav 'CUB2_5' as 1 03CF: load_wav 'CUB2_6' as 2 :CUBAN2_9137 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @CUBAN2_9167 0001: wait 0 ms 0002: jump @CUBAN2_9137 :CUBAN2_9167 0001: wait 1000 ms 015F: set_camera_position -1175.9 70.3 24.3 rotation 0.0 0.0 0.0 0160: point_camera -1135.9 66.3 18.6 switchstyle 2 00BC: text_highpriority 'CUB2_09' time 4000 1 03D1: play_wav 1 :CUBAN2_9242 00D6: if and 83D2: not wav 1 ended 8118: not actor $5509 dead 004D: jump_if_false @CUBAN2_9273 0001: wait 0 ms 0002: jump @CUBAN2_9242 :CUBAN2_9273 040D: unload_wav 1 03D5: remove_text 'CUB2_09' 00BC: text_highpriority 'CUB2_07' time 4000 1 03D1: play_wav 2 :CUBAN2_9306 00D6: if and 83D2: not wav 2 ended 8118: not actor $5509 dead 004D: jump_if_false @CUBAN2_9337 0001: wait 0 ms 0002: jump @CUBAN2_9306 :CUBAN2_9337 040D: unload_wav 2 03D5: remove_text 'CUB2_07' 03CF: load_wav 'CUB2_7' as 1 :CUBAN2_9363 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @CUBAN2_9389 0001: wait 0 ms 0002: jump @CUBAN2_9363 :CUBAN2_9389 00D6: if 8118: not actor $5509 dead 004D: jump_if_false @CUBAN2_9430 01ED: clear_actor $5509 threat_search 00A1: put_actor $5509 at -1112.98 66.92 10.4 :CUBAN2_9430 00D6: if 8118: not actor $5508 dead 004D: jump_if_false @CUBAN2_9481 01ED: clear_actor $5508 threat_search 00A1: put_actor $5508 at -1112.2 74.5 10.4 0173: set_actor $5508 z_angle_to 302.4 :CUBAN2_9481 00D6: if 8118: not actor $5513 dead 004D: jump_if_false @CUBAN2_9532 01ED: clear_actor $5513 threat_search 00A1: put_actor $5513 at -1112.5 65.2 10.4 0173: set_actor $5513 z_angle_to 357.4 :CUBAN2_9532 00A1: put_actor $PLAYER_ACTOR at -1110.95 67.38 10.4 00D6: if 8118: not actor $5509 dead 004D: jump_if_false @CUBAN2_9589 020F: actor $5509 look_at_player $PLAYER_CHAR 0210: player $PLAYER_CHAR look_at_actor $5509 048F: actor $5509 remove_weapons :CUBAN2_9589 0001: wait 1000 ms 015F: set_camera_position -1110.3 64.24 11.6 rotation 0.0 0.0 0.0 0160: point_camera -1114.0 71.1 10.25 switchstyle 2 00D6: if 8118: not actor $5509 dead 004D: jump_if_false @CUBAN2_9668 052B: actor $5509 hold_cellphone 1 :CUBAN2_9668 0001: wait 1000 ms 00BC: text_highpriority 'CUB2_02' time 4000 1 03D1: play_wav 1 :CUBAN2_9692 00D6: if and 83D2: not wav 1 ended 8118: not actor $5509 dead 004D: jump_if_false @CUBAN2_9723 0001: wait 0 ms 0002: jump @CUBAN2_9692 :CUBAN2_9723 040D: unload_wav 1 03D5: remove_text 'CUB2_02' 03CF: load_wav 'CUB2_8' as 1 03CF: load_wav 'CUB2_4A' as 2 :CUBAN2_9761 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @CUBAN2_9791 0001: wait 0 ms 0002: jump @CUBAN2_9761 :CUBAN2_9791 00D6: if 8118: not actor $5509 dead 004D: jump_if_false @CUBAN2_9814 052B: actor $5509 hold_cellphone 0 :CUBAN2_9814 0001: wait 1000 ms 03BA: clear_cars_from_cube -1063.6 11.9 0.6 -1080.9 102.8 20.4 015F: set_camera_position -1079.0 73.4 14.0 rotation 0.0 0.0 0.0 00D6: if 8119: not car $5514 wrecked 004D: jump_if_false @CUBAN2_9948 0158: camera_on_vehicle $5514 mode 15 switchstyle 2 04BA: set_car $5514 speed_instantly 40.0 00AD: set_car $5514 max_speed_to 40.0 00A7: car $5514 drive_to -1068.1 77.11 10.5 :CUBAN2_9948 00D6: if 81AD: not car $5514 sphere 0 near_point -1068.1 77.11 radius 10.0 10.0 004D: jump_if_false @CUBAN2_10013 0001: wait 0 ms 00D6: if 8119: not car $5514 wrecked 004D: jump_if_false @CUBAN2_10006 :CUBAN2_10006 0002: jump @CUBAN2_9948 :CUBAN2_10013 00D6: if 8119: not car $5514 wrecked 004D: jump_if_false @CUBAN2_10039 0477: set_car $5514 action 3 time 10000 :CUBAN2_10039 00D6: if 8118: not actor $5517 dead 004D: jump_if_false @CUBAN2_10063 01D3: actor $5517 leave_car $5514 :CUBAN2_10063 00D6: if 8118: not actor $5518 dead 004D: jump_if_false @CUBAN2_10087 01D3: actor $5518 leave_car $5514 :CUBAN2_10087 00D6: if 8118: not actor $5519 dead 004D: jump_if_false @CUBAN2_10111 01D3: actor $5519 leave_car $5514 :CUBAN2_10111 0004: $5558 = 2 // $ = int 0004: $5559 = 2 // $ = int 0004: $5560 = 2 // $ = int :CUBAN2_10132 0001: wait 0 ms 00D6: if 8119: not car $5514 wrecked 004D: jump_if_false @CUBAN2_10355 01E9: $5555 = car $5514 num_passengers 00D6: if 0038: $5555 == 0 // $ == int 004D: jump_if_false @CUBAN2_10348 00D6: if 8118: not actor $5517 dead 004D: jump_if_false @CUBAN2_10230 00D6: if 80DF: not actor $5517 in_any_car 004D: jump_if_false @CUBAN2_10230 011C: actor $5517 clear_objective 0239: actor $5517 run_to -1079.8 70.0 :CUBAN2_10230 00D6: if 8118: not actor $5518 dead 004D: jump_if_false @CUBAN2_10282 00D6: if 80DF: not actor $5518 in_any_car 004D: jump_if_false @CUBAN2_10282 011C: actor $5518 clear_objective 0239: actor $5518 run_to -1078.8 70.0 :CUBAN2_10282 00D6: if 8118: not actor $5519 dead 004D: jump_if_false @CUBAN2_10334 00D6: if 80DF: not actor $5519 in_any_car 004D: jump_if_false @CUBAN2_10334 011C: actor $5519 clear_objective 0239: actor $5519 run_to -1077.8 70.0 :CUBAN2_10334 0002: jump @CUBAN2_10362 0002: jump @CUBAN2_10355 :CUBAN2_10348 0002: jump @CUBAN2_10132 :CUBAN2_10355 0002: jump @CUBAN2_10132 :CUBAN2_10362 015F: set_camera_position -1070.4 69.9 15.7 rotation 0.0 0.0 0.0 0160: point_camera -1086.4 69.7 9.76 switchstyle 2 :CUBAN2_10413 00D6: if 80FF: not actor $5519 0 -1112.9 66.7 10.4 radius 2.0 2.0 2.0 004D: jump_if_false @CUBAN2_11171 0001: wait 0 ms 00D6: if 8118: not actor $5517 dead 004D: jump_if_false @CUBAN2_10698 00D6: if 0038: $5558 == 2 // $ == int 004D: jump_if_false @CUBAN2_10588 00D6: if 80FF: not actor $5517 0 -1079.8 71.0 10.4 radius 1.0 1.0 1.0 004D: jump_if_false @CUBAN2_10569 0239: actor $5517 run_to -1079.8 71.0 0002: jump @CUBAN2_10581 :CUBAN2_10569 0004: $5558 = 0 // $ = int 011C: actor $5517 clear_objective :CUBAN2_10581 0002: jump @CUBAN2_10698 :CUBAN2_10588 00D6: if 00FF: actor $5517 0 -1112.0 73.0 10.4 radius 1.0 1.0 1.0 004D: jump_if_false @CUBAN2_10665 011C: actor $5517 clear_objective 0173: set_actor $5517 z_angle_to 78.5 0004: $5558 = 1 // $ = int 0002: jump @CUBAN2_10698 :CUBAN2_10665 00D6: if 0038: $5558 == 0 // $ == int 004D: jump_if_false @CUBAN2_10698 0239: actor $5517 run_to -1112.0 73.0 :CUBAN2_10698 00D6: if 8118: not actor $5518 dead 004D: jump_if_false @CUBAN2_10931 00D6: if 0038: $5559 == 2 // $ == int 004D: jump_if_false @CUBAN2_10821 00D6: if 80FF: not actor $5518 0 -1078.8 70.0 10.4 radius 1.0 1.0 1.0 004D: jump_if_false @CUBAN2_10802 0239: actor $5518 run_to -1078.8 70.0 0002: jump @CUBAN2_10814 :CUBAN2_10802 0004: $5559 = 0 // $ = int 011C: actor $5518 clear_objective :CUBAN2_10814 0002: jump @CUBAN2_10931 :CUBAN2_10821 00D6: if 00FF: actor $5518 0 -1112.9 73.3 10.4 radius 1.0 1.0 1.0 004D: jump_if_false @CUBAN2_10898 011C: actor $5518 clear_objective 0173: set_actor $5518 z_angle_to 274.5 0004: $5559 = 1 // $ = int 0002: jump @CUBAN2_10931 :CUBAN2_10898 00D6: if 0038: $5559 == 0 // $ == int 004D: jump_if_false @CUBAN2_10931 0239: actor $5518 run_to -1112.9 73.3 :CUBAN2_10931 00D6: if 8118: not actor $5519 dead 004D: jump_if_false @CUBAN2_11164 00D6: if 0038: $5560 == 2 // $ == int 004D: jump_if_false @CUBAN2_11054 00D6: if 80FF: not actor $5519 0 -1077.8 69.0 10.4 radius 1.0 1.0 1.0 004D: jump_if_false @CUBAN2_11035 0239: actor $5519 run_to -1077.8 69.0 0002: jump @CUBAN2_11047 :CUBAN2_11035 0004: $5560 = 0 // $ = int 011C: actor $5519 clear_objective :CUBAN2_11047 0002: jump @CUBAN2_11164 :CUBAN2_11054 00D6: if 00FF: actor $5519 0 -1112.9 66.7 10.4 radius 1.0 1.0 1.0 004D: jump_if_false @CUBAN2_11131 011C: actor $5519 clear_objective 0173: set_actor $5519 z_angle_to 27.6 0004: $5560 = 1 // $ = int 0002: jump @CUBAN2_11164 :CUBAN2_11131 00D6: if 0038: $5560 == 0 // $ == int 004D: jump_if_false @CUBAN2_11164 0239: actor $5519 run_to -1112.9 66.7 :CUBAN2_11164 0002: jump @CUBAN2_10413 :CUBAN2_11171 015F: set_camera_position -1110.3 64.24 11.6 rotation 0.0 0.0 0.0 0160: point_camera -1114.0 71.1 10.25 switchstyle 2 0001: wait 1000 ms 00D6: if 8118: not actor $5509 dead 004D: jump_if_false @CUBAN2_11253 0372: set_actor $5509 anim 19 wait_state_time 10000 ms :CUBAN2_11253 00BC: text_highpriority 'CUB2_05' time 5000 1 03D1: play_wav 1 :CUBAN2_11272 00D6: if and 83D2: not wav 1 ended 8118: not actor $5509 dead 004D: jump_if_false @CUBAN2_11303 0001: wait 0 ms 0002: jump @CUBAN2_11272 :CUBAN2_11303 040D: unload_wav 1 03D5: remove_text 'CUB2_05' 00D6: if 8118: not actor $5509 dead 004D: jump_if_false @CUBAN2_11342 0372: set_actor $5509 anim 0 wait_state_time 100 ms :CUBAN2_11342 0482: set_threat_reaction_range_multiplier 3.0 00D6: if 8118: not actor $5517 dead 004D: jump_if_false @CUBAN2_11394 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_11394 00D6: if 8118: not actor $5518 dead 004D: jump_if_false @CUBAN2_11439 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_11439 00D6: if 8118: not actor $5519 dead 004D: jump_if_false @CUBAN2_11484 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_11484 00D6: if 8118: not actor $5516 dead 004D: jump_if_false @CUBAN2_11508 0187: $5538 = create_marker_above_actor $5516 :CUBAN2_11508 00D6: if 8118: not actor $5509 dead 004D: jump_if_false @CUBAN2_11575 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_11575 00D6: if 8118: not actor $5508 dead 004D: jump_if_false @CUBAN2_11616 011A: set_actor $5508 search_threat 256 011A: set_actor $5508 search_threat 64 011A: set_actor $5508 search_threat 65536 :CUBAN2_11616 00D6: if 8118: not actor $5513 dead 004D: jump_if_false @CUBAN2_11657 011A: set_actor $5513 search_threat 256 011A: set_actor $5513 search_threat 64 011A: set_actor $5513 search_threat 65536 :CUBAN2_11657 00D6: if 8118: not actor $5509 dead 004D: jump_if_false @CUBAN2_11678 022F: set_actor $5509 stop_looking :CUBAN2_11678 00D6: if 8118: not actor $5508 dead 004D: jump_if_false @CUBAN2_11709 0239: actor $5508 run_to -1120.0 68.0 :CUBAN2_11709 00D6: if 8118: not actor $5509 dead 004D: jump_if_false @CUBAN2_11740 0239: actor $5509 run_to -1119.0 74.0 :CUBAN2_11740 01EB: set_traffic_density_multiplier_to 1.0 03DE: set_pedestrians_density_multiplier_to 1.0 0006: TIMERB = 0 // @ = int 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 :CUBAN2_11774 0001: wait 0 ms 00D6: if 0038: $5573 == 0 // $ == int 004D: jump_if_false @CUBAN2_11946 00D6: if 0019: TIMERB > 7000 // @ > int 004D: jump_if_false @CUBAN2_11946 00D6: if 8118: not actor $5513 dead 004D: jump_if_false @CUBAN2_11846 0239: actor $5513 run_to -1138.0 71.0 :CUBAN2_11846 00D6: if 8118: not actor $5517 dead 004D: jump_if_false @CUBAN2_11877 0239: actor $5517 run_to -1138.0 71.0 :CUBAN2_11877 00D6: if 8118: not actor $5518 dead 004D: jump_if_false @CUBAN2_11908 0239: actor $5518 run_to -1138.0 71.0 :CUBAN2_11908 00D6: if 8118: not actor $5519 dead 004D: jump_if_false @CUBAN2_11939 0239: actor $5519 run_to -1138.0 71.0 :CUBAN2_11939 0004: $5573 = 1 // $ = int :CUBAN2_11946 00D6: if or 0118: actor $5508 dead 0118: actor $5509 dead 0038: $5566 == 1 // $ == int 004D: jump_if_false @CUBAN2_12003 0050: gosub @CUBAN2_22718 00BC: text_highpriority 'CUB2_10' time 5000 1 0002: jump @CUBAN2_16545 :CUBAN2_12003 00D6: if 0038: $5575 == 0 // $ == int 004D: jump_if_false @CUBAN2_12122 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @CUBAN2_12115 00D6: if 0057: player $PLAYER_CHAR 0 -1095.2 57.9 17.8 -1122.8 90.7 7.0 004D: jump_if_false @CUBAN2_12108 00DA: $5515 = player $PLAYER_CHAR car 0224: set_car $5515 health_to 250 0004: $5575 = 1 // $ = int :CUBAN2_12108 0002: jump @CUBAN2_12122 :CUBAN2_12115 0004: $5575 = 0 // $ = int :CUBAN2_12122 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @CUBAN2_12199 00D6: if 0057: player $PLAYER_CHAR 0 -1137.0 84.5 5.8 -1179.9 60.7 15.0 004D: jump_if_false @CUBAN2_12199 00DA: $5515 = player $PLAYER_CHAR car 020B: explode_car $5515 :CUBAN2_12199 0050: gosub @CUBAN2_21233 0050: gosub @CUBAN2_22686 00D6: if 8118: not actor $5516 dead 004D: jump_if_false @CUBAN2_12942 00D6: if 80E0: not player $PLAYER_CHAR in_any_car 004D: jump_if_false @CUBAN2_12356 00D6: if 0056: player $PLAYER_CHAR 0 -1136.4 61.1 -1158.1 78.6 004D: jump_if_false @CUBAN2_12356 03CF: load_wav 'SNIPER' as 2 :CUBAN2_12295 00D6: if 83D0: not wav 2 loaded 004D: jump_if_false @CUBAN2_12321 0001: wait 0 ms 0002: jump @CUBAN2_12295 :CUBAN2_12321 03D1: play_wav 2 0322: kill_player $PLAYER_CHAR :CUBAN2_12330 00D6: if 83D2: not wav 2 ended 004D: jump_if_false @CUBAN2_12356 0001: wait 0 ms 0002: jump @CUBAN2_12330 :CUBAN2_12356 00D6: if 8118: not actor $5513 dead 004D: jump_if_false @CUBAN2_12499 00D6: if 00A3: actor $5513 0 -1131.4 59.9 -1158.1 78.6 004D: jump_if_false @CUBAN2_12499 03CF: load_wav 'SNIPER' as 1 :CUBAN2_12422 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @CUBAN2_12448 0001: wait 0 ms 0002: jump @CUBAN2_12422 :CUBAN2_12448 03D1: play_wav 1 00D6: if 8118: not actor $5513 dead 004D: jump_if_false @CUBAN2_12473 0321: kill_actor $5513 :CUBAN2_12473 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @CUBAN2_12499 0001: wait 0 ms 0002: jump @CUBAN2_12473 :CUBAN2_12499 00D6: if 8118: not actor $5517 dead 004D: jump_if_false @CUBAN2_12642 00D6: if 00A3: actor $5517 0 -1133.4 59.9 -1158.1 78.6 004D: jump_if_false @CUBAN2_12642 03CF: load_wav 'SNIPER' as 1 :CUBAN2_12565 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @CUBAN2_12591 0001: wait 0 ms 0002: jump @CUBAN2_12565 :CUBAN2_12591 03D1: play_wav 1 00D6: if 8118: not actor $5517 dead 004D: jump_if_false @CUBAN2_12616 0321: kill_actor $5517 :CUBAN2_12616 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @CUBAN2_12642 0001: wait 0 ms 0002: jump @CUBAN2_12616 :CUBAN2_12642 00D6: if 8118: not actor $5518 dead 004D: jump_if_false @CUBAN2_12785 00D6: if 00A3: actor $5518 0 -1135.4 59.9 -1158.1 78.6 004D: jump_if_false @CUBAN2_12785 03CF: load_wav 'SNIPER' as 1 :CUBAN2_12708 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @CUBAN2_12734 0001: wait 0 ms 0002: jump @CUBAN2_12708 :CUBAN2_12734 03D1: play_wav 1 00D6: if 8118: not actor $5518 dead 004D: jump_if_false @CUBAN2_12759 0321: kill_actor $5518 :CUBAN2_12759 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @CUBAN2_12785 0001: wait 0 ms 0002: jump @CUBAN2_12759 :CUBAN2_12785 00D6: if 8118: not actor $5519 dead 004D: jump_if_false @CUBAN2_12928 00D6: if 00A3: actor $5519 0 -1137.4 59.9 -1158.1 78.6 004D: jump_if_false @CUBAN2_12928 03CF: load_wav 'SNIPER' as 1 :CUBAN2_12851 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @CUBAN2_12877 0001: wait 0 ms 0002: jump @CUBAN2_12851 :CUBAN2_12877 03D1: play_wav 1 00D6: if 8118: not actor $5519 dead 004D: jump_if_false @CUBAN2_12902 0321: kill_actor $5519 :CUBAN2_12902 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @CUBAN2_12928 0001: wait 0 ms 0002: jump @CUBAN2_12902 :CUBAN2_12928 0050: gosub @CUBAN2_16854 0002: jump @CUBAN2_13226 :CUBAN2_12942 00D6: if 0038: $5563 == 1 // $ == int 004D: jump_if_false @CUBAN2_13102 00BC: text_highpriority 'CUB2_22' time 5000 1 00D6: if 8118: not actor $5498 dead 004D: jump_if_false @CUBAN2_12999 0187: $5533 = create_marker_above_actor $5498 :CUBAN2_12999 00D6: if 8118: not actor $5499 dead 004D: jump_if_false @CUBAN2_13023 0187: $5534 = create_marker_above_actor $5499 :CUBAN2_13023 00D6: if 8118: not actor $5500 dead 004D: jump_if_false @CUBAN2_13047 0187: $5535 = create_marker_above_actor $5500 :CUBAN2_13047 00D6: if 8118: not actor $5501 dead 004D: jump_if_false @CUBAN2_13071 0187: $5536 = create_marker_above_actor $5501 :CUBAN2_13071 00D6: if 8118: not actor $5502 dead 004D: jump_if_false @CUBAN2_13095 0187: $5537 = create_marker_above_actor $5502 :CUBAN2_13095 0004: $5563 = 2 // $ = int :CUBAN2_13102 0164: disable_marker $5538 00D6: if 0118: actor $5498 dead 004D: jump_if_false @CUBAN2_13226 00D6: if 0118: actor $5499 dead 004D: jump_if_false @CUBAN2_13226 00D6: if 0118: actor $5500 dead 004D: jump_if_false @CUBAN2_13226 00D6: if 0118: actor $5501 dead 004D: jump_if_false @CUBAN2_13226 00D6: if 0118: actor $5502 dead 004D: jump_if_false @CUBAN2_13226 0164: disable_marker $5533 0164: disable_marker $5534 0164: disable_marker $5535 0164: disable_marker $5536 0164: disable_marker $5537 00BE: text_clear_all 0001: wait 1000 ms 0002: jump @CUBAN2_13338 :CUBAN2_13226 00D6: if 0118: actor $5498 dead 004D: jump_if_false @CUBAN2_13247 0164: disable_marker $5533 :CUBAN2_13247 00D6: if 0118: actor $5499 dead 004D: jump_if_false @CUBAN2_13268 0164: disable_marker $5534 :CUBAN2_13268 00D6: if 0118: actor $5500 dead 004D: jump_if_false @CUBAN2_13289 0164: disable_marker $5535 :CUBAN2_13289 00D6: if 0118: actor $5501 dead 004D: jump_if_false @CUBAN2_13310 0164: disable_marker $5536 :CUBAN2_13310 00D6: if 0118: actor $5502 dead 004D: jump_if_false @CUBAN2_13331 0164: disable_marker $5537 :CUBAN2_13331 0002: jump @CUBAN2_11774 :CUBAN2_13338 0004: $5550 = 1 // $ = int 01C2: mark_actor_as_no_longer_needed $5516 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 015F: set_camera_position -1161.2 71.5 12.6 rotation 0.0 0.0 0.0 0160: point_camera -1152.3 71.9 10.8 switchstyle 2 00A5: $5521 = create_car #PONY at -1161.5 76.5 10.2 0224: set_car $5521 health_to 1500 0175: set_car $5521 z_angle_to 90.7 02AA: set_car $5521 immune_to_nonplayer 1 0107: $5520 = create_object #GUNBOX at -1161.5 76.5 11.2 0382: set_object $5520 collision_detection 0 035C: place_object $5520 relative_to_car $5521 offset 0.0 -1.0 -0.8 0005: $5576 = -1183.9 // $ = float 0005: $5577 = 101.7 // $ = float 0005: $5587 = 230.8 // $ = float 0005: $5578 = -1182.1 // $ = float 0005: $5579 = 103.2 // $ = float 0005: $5588 = 215.1 // $ = float 0005: $5580 = -1180.8 // $ = float 0005: $5581 = 105.9 // $ = float 0005: $5589 = 215.1 // $ = float 0005: $5582 = -1182.3 // $ = float 0005: $5583 = 106.9 // $ = float 0005: $5590 = 215.1 // $ = float 0005: $5584 = -1184.9 // $ = float 0005: $5585 = 104.5 // $ = float 0005: $5591 = 227.6 // $ = float 0005: $5586 = 10.1 // $ = float 0050: gosub @CUBAN2_16854 0004: $5550 = 2 // $ = int 0050: gosub @CUBAN2_16854 0001: wait 2000 ms 00D6: if 80E0: not player $PLAYER_CHAR in_any_car 004D: jump_if_false @CUBAN2_13742 0055: put_player $PLAYER_CHAR at -1149.2 71.3 11.2 0002: jump @CUBAN2_13762 :CUBAN2_13742 012A: put_player $PLAYER_CHAR at -1149.2 71.3 11.2 and_remove_from_car :CUBAN2_13762 015F: set_camera_position -1149.2 71.3 13.7 rotation 0.0 0.0 0.0 0160: point_camera -1163.7 73.3 10.7 switchstyle 2 00D6: if 8118: not actor $5508 dead 004D: jump_if_false @CUBAN2_13849 00A1: put_actor $5508 at -1149.2 72.3 10.2 :CUBAN2_13849 00D6: if 8118: not actor $5509 dead 004D: jump_if_false @CUBAN2_13885 00A1: put_actor $5509 at -1149.2 73.3 10.2 :CUBAN2_13885 00D6: if 8118: not actor $5513 dead 004D: jump_if_false @CUBAN2_13921 00A1: put_actor $5513 at -1151.2 73.3 10.2 :CUBAN2_13921 00D6: if 8118: not actor $5517 dead 004D: jump_if_false @CUBAN2_13957 00A1: put_actor $5517 at -1151.2 72.3 10.2 :CUBAN2_13957 00D6: if 8118: not actor $5518 dead 004D: jump_if_false @CUBAN2_13993 00A1: put_actor $5518 at -1153.2 73.3 10.2 :CUBAN2_13993 00D6: if 8118: not actor $5519 dead 004D: jump_if_false @CUBAN2_14029 00A1: put_actor $5519 at -1153.2 72.3 10.2 :CUBAN2_14029 00BC: text_highpriority 'CUB2_21' time 5000 1 03D1: play_wav 2 :CUBAN2_14048 00D6: if and 83D2: not wav 2 ended 8118: not actor $5509 dead 004D: jump_if_false @CUBAN2_14079 0001: wait 0 ms 0002: jump @CUBAN2_14048 :CUBAN2_14079 040D: unload_wav 2 03D5: remove_text 'CUB2_21' 03CF: load_wav 'CUB2_10' as 1 03CF: load_wav 'CUB2_11' as 2 :CUBAN2_14117 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @CUBAN2_14147 0001: wait 0 ms 0002: jump @CUBAN2_14117 :CUBAN2_14147 00D6: if 8118: not actor $5509 dead 004D: jump_if_false @CUBAN2_14202 0291: set_actor $5509 heed_threats 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_14202 0001: wait 300 ms 00D6: if 8118: not actor $5508 dead 004D: jump_if_false @CUBAN2_14255 0291: set_actor $5508 heed_threats 0 011C: actor $5508 clear_objective 01ED: clear_actor $5508 threat_search 0239: actor $5508 run_to -1165.1 68.0 :CUBAN2_14255 0001: wait 300 ms 00D6: if 8118: not actor $5513 dead 004D: jump_if_false @CUBAN2_14308 0291: set_actor $5513 heed_threats 0 011C: actor $5513 clear_objective 01ED: clear_actor $5513 threat_search 0239: actor $5513 run_to -1166.7 73.3 :CUBAN2_14308 0001: wait 300 ms 00D6: if 8118: not actor $5517 dead 004D: jump_if_false @CUBAN2_14361 0291: set_actor $5517 heed_threats 0 011C: actor $5517 clear_objective 01ED: clear_actor $5517 threat_search 0239: actor $5517 run_to -1165.7 73.3 :CUBAN2_14361 0001: wait 300 ms 00D6: if 8118: not actor $5518 dead 004D: jump_if_false @CUBAN2_14414 0291: set_actor $5518 heed_threats 0 011C: actor $5518 clear_objective 01ED: clear_actor $5518 threat_search 0239: actor $5518 run_to -1164.7 73.3 :CUBAN2_14414 0001: wait 300 ms 00D6: if 8118: not actor $5519 dead 004D: jump_if_false @CUBAN2_14467 0291: set_actor $5519 heed_threats 0 011C: actor $5519 clear_objective 01ED: clear_actor $5519 threat_search 0239: actor $5519 run_to -1164.7 70.3 :CUBAN2_14467 0001: wait 300 ms 00D6: if 8118: not actor $5508 dead 004D: jump_if_false @CUBAN2_14508 01BE: set_actor $5508 to_look_at_spot -1173.8 102.5 11.2 :CUBAN2_14508 00D6: if 8118: not actor $5509 dead 004D: jump_if_false @CUBAN2_14544 01BE: set_actor $5509 to_look_at_spot -1173.8 102.5 11.2 :CUBAN2_14544 00D6: if 8118: not actor $5513 dead 004D: jump_if_false @CUBAN2_14580 01BE: set_actor $5513 to_look_at_spot -1173.8 102.5 11.2 :CUBAN2_14580 00D6: if 8118: not actor $5517 dead 004D: jump_if_false @CUBAN2_14616 01BE: set_actor $5517 to_look_at_spot -1173.8 102.5 11.2 :CUBAN2_14616 00D6: if 8118: not actor $5518 dead 004D: jump_if_false @CUBAN2_14652 01BE: set_actor $5518 to_look_at_spot -1173.8 102.5 11.2 :CUBAN2_14652 00D6: if 8118: not actor $5519 dead 004D: jump_if_false @CUBAN2_14688 01BE: set_actor $5519 to_look_at_spot -1173.8 102.5 11.2 :CUBAN2_14688 0239: actor $PLAYER_ACTOR run_to -1161.7 73.3 0001: wait 2000 ms 0006: TIMERA = 0 // @ = int :CUBAN2_14715 0001: wait 0 ms 00D6: if 8118: not actor $5509 dead 004D: jump_if_false @CUBAN2_15145 00D6: if or 00EC: actor $5509 0 -1167.7 73.3 radius 4.0 4.0 0019: TIMERA > 5000 // @ > int 004D: jump_if_false @CUBAN2_15138 015F: set_camera_position -1163.2 64.2 16.5 rotation 0.0 0.0 0.0 0160: point_camera -1163.7 73.3 12.2 switchstyle 2 00D6: if 8118: not actor $5508 dead 004D: jump_if_false @CUBAN2_14880 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 heed_threats 1 :CUBAN2_14880 00D6: if 8118: not actor $5513 dead 004D: jump_if_false @CUBAN2_14928 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 heed_threats 1 :CUBAN2_14928 00D6: if 8118: not actor $5517 dead 004D: jump_if_false @CUBAN2_14976 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 heed_threats 1 :CUBAN2_14976 00D6: if 8118: not actor $5518 dead 004D: jump_if_false @CUBAN2_15024 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 heed_threats 1 :CUBAN2_15024 00D6: if 8118: not actor $5519 dead 004D: jump_if_false @CUBAN2_15072 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 heed_threats 1 :CUBAN2_15072 0001: wait 2000 ms 00D6: if 8118: not actor $5509 dead 004D: jump_if_false @CUBAN2_15124 00D6: if 8119: not car $5521 wrecked 004D: jump_if_false @CUBAN2_15124 01D4: actor $5509 go_to_car $5521 and_enter_it_as_a_passenger 039E: set_actor $5509 locked_while_in_vehicle 1 :CUBAN2_15124 0002: jump @CUBAN2_15145 0002: jump @CUBAN2_15145 :CUBAN2_15138 0002: jump @CUBAN2_14715 :CUBAN2_15145 009A: $5524 = create_actor_pedtype 8 model #HNA at -1115.6 69.6 10.1 0173: set_actor $5524 z_angle_to 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: set_actor $5524 stop_shoot_dont_seek_entity 1 0291: set_actor $5524 heed_threats 1 009A: $5525 = create_actor_pedtype 8 model #HNA at -1115.6 73.7 10.1 0173: set_actor $5525 z_angle_to 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: set_actor $5525 stop_shoot_dont_seek_entity 1 0291: set_actor $5525 heed_threats 1 009A: $5526 = create_actor_pedtype 8 model #HNB at -1115.6 71.0 10.1 0173: set_actor $5526 z_angle_to 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: set_actor $5526 stop_shoot_dont_seek_entity 1 0291: set_actor $5526 heed_threats 1 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 0006: TIMERA = 0 // @ = int 00BB: text_lowpriority 'CUB2_16' time 5000 1 00D6: if 8118: not actor $5509 dead 004D: jump_if_false @CUBAN2_15557 03D1: play_wav 1 :CUBAN2_15476 00D6: if and 83D2: not wav 1 ended 8118: not actor $5509 dead 004D: jump_if_false @CUBAN2_15546 0001: wait 0 ms 00D6: if 8119: not car $5521 wrecked 004D: jump_if_false @CUBAN2_15539 035C: place_object $5520 relative_to_car $5521 offset 0.0 -1.0 -0.8 :CUBAN2_15539 0002: jump @CUBAN2_15476 :CUBAN2_15546 040D: unload_wav 1 0002: jump @CUBAN2_15561 :CUBAN2_15557 040D: unload_wav 1 :CUBAN2_15561 03D5: remove_text 'CUB2_16' 00BB: text_lowpriority 'CUB2_17' time 10000 1 00D6: if 8118: not actor $5509 dead 004D: jump_if_false @CUBAN2_15687 03D1: play_wav 2 :CUBAN2_15606 00D6: if and 83D2: not wav 2 ended 8118: not actor $5509 dead 004D: jump_if_false @CUBAN2_15676 0001: wait 0 ms 00D6: if 8119: not car $5521 wrecked 004D: jump_if_false @CUBAN2_15669 035C: place_object $5520 relative_to_car $5521 offset 0.0 -1.0 -0.8 :CUBAN2_15669 0002: jump @CUBAN2_15606 :CUBAN2_15676 040D: unload_wav 2 0002: jump @CUBAN2_15691 :CUBAN2_15687 040D: unload_wav 2 :CUBAN2_15691 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 :CUBAN2_15698 0001: wait 0 ms 00D6: if 8119: not car $5521 wrecked 004D: jump_if_false @CUBAN2_15913 035C: place_object $5520 relative_to_car $5521 offset 0.0 -1.0 -0.8 00D6: if 0038: $123 == 0 // $ == int 004D: jump_if_false @CUBAN2_15774 0186: $5531 = create_marker_above_car $5521 0004: $123 = 1 // $ = int :CUBAN2_15774 00D6: if 00DC: player $PLAYER_CHAR in_car $5521 004D: jump_if_false @CUBAN2_15906 00D6: if 001B: 15000 > TIMERA // int > @ 004D: jump_if_false @CUBAN2_15829 00BE: text_clear_all 00BB: text_lowpriority 'CUB2_16' time 5000 1 :CUBAN2_15829 0164: disable_marker $5531 018A: $5532 = create_checkpoint_at -1160.0 -605.9 10.7 0004: $123 = 0 // $ = int 00BC: text_highpriority 'CUB2_24' time 5000 1 00D6: if 8119: not car $5521 wrecked 004D: jump_if_false @CUBAN2_15899 02AA: set_car $5521 immune_to_nonplayer 0 :CUBAN2_15899 0002: jump @CUBAN2_16099 :CUBAN2_15906 0002: jump @CUBAN2_15935 :CUBAN2_15913 00BC: text_highpriority 'CUB2_11' time 5000 1 0002: jump @CUBAN2_16545 :CUBAN2_15935 0005: $5576 = -1198.9 // $ = float 0005: $5577 = 96.7 // $ = float 0005: $5587 = 255.8 // $ = float 0005: $5578 = -1198.9 // $ = float 0005: $5579 = 96.7 // $ = float 0005: $5588 = 255.8 // $ = float 0005: $5580 = -1198.9 // $ = float 0005: $5581 = 96.7 // $ = float 0005: $5589 = 255.8 // $ = float 0005: $5582 = -1198.9 // $ = float 0005: $5583 = 96.7 // $ = float 0005: $5590 = 255.8 // $ = float 0005: $5584 = -1198.9 // $ = float 0005: $5585 = 96.7 // $ = float 0005: $5591 = 255.8 // $ = float 0050: gosub @CUBAN2_16854 0002: jump @CUBAN2_15698 :CUBAN2_16099 0001: wait 0 ms 00D6: if 8119: not car $5521 wrecked 004D: jump_if_false @CUBAN2_16358 035C: place_object $5520 relative_to_car $5521 offset 0.0 -1.0 -0.8 00D6: if 00DC: player $PLAYER_CHAR in_car $5521 004D: jump_if_false @CUBAN2_16293 00D6: if 00FA: player $PLAYER_CHAR stopped 1 -1160.0 -605.9 10.7 radius 10.0 10.0 10.0 004D: jump_if_false @CUBAN2_16231 01D3: actor $PLAYER_ACTOR leave_car $5521 020A: set_car $5521 door_status_to 3 0002: jump @CUBAN2_16562 :CUBAN2_16231 00D6: if 0038: $123 == 0 // $ == int 004D: jump_if_false @CUBAN2_16286 0164: disable_marker $5532 0164: disable_marker $5531 018A: $5532 = create_checkpoint_at -1160.0 -605.9 10.7 0004: $123 = 1 // $ = int :CUBAN2_16286 0002: jump @CUBAN2_16351 :CUBAN2_16293 00D6: if 0038: $123 == 1 // $ == int 004D: jump_if_false @CUBAN2_16351 00BC: text_highpriority 'IN_VEH' time 5000 1 0164: disable_marker $5532 0164: disable_marker $5531 0186: $5531 = create_marker_above_car $5521 0004: $123 = 0 // $ = int :CUBAN2_16351 0002: jump @CUBAN2_16380 :CUBAN2_16358 00BC: text_highpriority 'CUB2_11' time 5000 1 0002: jump @CUBAN2_16545 :CUBAN2_16380 0050: gosub @CUBAN2_16854 00D6: if 0118: actor $5509 dead 004D: jump_if_false @CUBAN2_16408 01C2: mark_actor_as_no_longer_needed $5509 :CUBAN2_16408 00D6: if 0118: actor $5508 dead 004D: jump_if_false @CUBAN2_16429 01C2: mark_actor_as_no_longer_needed $5508 :CUBAN2_16429 00D6: if 0118: actor $5513 dead 004D: jump_if_false @CUBAN2_16450 01C2: mark_actor_as_no_longer_needed $5513 :CUBAN2_16450 00D6: if 0118: actor $5517 dead 004D: jump_if_false @CUBAN2_16471 01C2: mark_actor_as_no_longer_needed $5517 :CUBAN2_16471 00D6: if 0118: actor $5518 dead 004D: jump_if_false @CUBAN2_16492 01C2: mark_actor_as_no_longer_needed $5518 :CUBAN2_16492 00D6: if 0118: actor $5519 dead 004D: jump_if_false @CUBAN2_16513 01C2: mark_actor_as_no_longer_needed $5519 :CUBAN2_16513 00D6: if 0038: $5566 == 1 // $ == int 004D: jump_if_false @CUBAN2_16538 0050: gosub @CUBAN2_22718 :CUBAN2_16538 0002: jump @CUBAN2_16099 :CUBAN2_16545 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :CUBAN2_16562 00BE: text_clear_all 01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1 0394: play_music 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 2000 030C: progress_made += 1 0318: set_latest_mission_passed 'CUB_2' 004F: create_thread @CUB3 0004: $280 = 1 // $ = int 0051: return :CUBAN2_16630 0004: $ONMISSION = 0 // $ = int 03F2: pedtype 8 remove_threat 1 01B4: set_player $PLAYER_CHAR can_move 1 :CUBAN2_16650 00D6: if 834E: not move_object $1791 to -1114.5 67.0 10.1 speed 10.0 10.0 0.0 collision_check 0 004D: jump_if_false @CUBAN2_16709 0001: wait 0 ms 0002: jump @CUBAN2_16650 :CUBAN2_16709 0249: release_model #CBA 0249: release_model #STINGER 0249: release_model #PONY 0249: release_model #UZI 0249: release_model #SNIPER 0249: release_model #HNA 0249: release_model #CBB 0249: release_model #HNB 0249: release_model #M4 0249: release_model #TAXI 0249: release_model #WMOCA 0249: release_model #CELLPHONE 00D6: if 8214: not pickup $5523 picked_up 004D: jump_if_false @CUBAN2_16785 0215: destroy_pickup $5523 :CUBAN2_16785 0108: destroy_object $5520 0164: disable_marker $5528 0164: disable_marker $5529 0164: disable_marker $5530 0164: disable_marker $5531 0164: disable_marker $5532 0164: disable_marker $5533 0164: disable_marker $5534 0164: disable_marker $5535 0164: disable_marker $5536 0164: disable_marker $5537 0164: disable_marker $5538 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 00D8: mission_cleanup 0051: return :CUBAN2_16854 00D6: if 0118: actor $5498 dead 004D: jump_if_false @CUBAN2_16996 01C2: mark_actor_as_no_longer_needed $5498 009A: $5498 = create_actor_pedtype 8 model #HNA at $5576 $5577 $5586 0173: set_actor $5498 z_angle_to $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: set_actor $5498 stop_shoot_dont_seek_entity 1 0291: set_actor $5498 heed_threats 1 00D6: if 0038: $5563 == 0 // $ == int 004D: jump_if_false @CUBAN2_16982 0164: disable_marker $5533 0187: $5533 = create_marker_above_actor $5498 02E2: set_actor $5498 weapon_accuracy_to 80 :CUBAN2_16982 0008: $5552 += 1 // $ += int 0002: jump @CUBAN2_17029 :CUBAN2_16996 00D6: if 8038: not $5550 == 0 // $ == int 004D: jump_if_false @CUBAN2_17029 0573: set_actor $5498 stop_shoot_dont_seek_entity 0 01CA: actor $5498 kill_player $PLAYER_CHAR :CUBAN2_17029 00D6: if 0118: actor $5499 dead 004D: jump_if_false @CUBAN2_17186 01C2: mark_actor_as_no_longer_needed $5499 009A: $5499 = create_actor_pedtype 8 model #HNA at $5578 $5579 $5586 0173: set_actor $5499 z_angle_to $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: set_actor $5499 stop_shoot_dont_seek_entity 1 0291: set_actor $5499 heed_threats 1 00D6: if 0038: $5563 == 0 // $ == int 004D: jump_if_false @CUBAN2_17172 0164: disable_marker $5534 0187: $5534 = create_marker_above_actor $5499 02E2: set_actor $5499 weapon_accuracy_to 80 :CUBAN2_17172 0008: $5552 += 1 // $ += int 0002: jump @CUBAN2_17212 :CUBAN2_17186 00D6: if 8038: not $5550 == 0 // $ == int 004D: jump_if_false @CUBAN2_17212 01CA: actor $5499 kill_player $PLAYER_CHAR :CUBAN2_17212 00D6: if 0118: actor $5500 dead 004D: jump_if_false @CUBAN2_17362 01C2: mark_actor_as_no_longer_needed $5500 009A: $5500 = create_actor_pedtype 8 model #HNA at $5580 $5581 $5586 0173: set_actor $5500 z_angle_to $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: set_actor $5500 stop_shoot_dont_seek_entity 1 0291: set_actor $5500 heed_threats 1 00D6: if 0038: $5563 == 0 // $ == int 004D: jump_if_false @CUBAN2_17348 0164: disable_marker $5535 0187: $5535 = create_marker_above_actor $5500 :CUBAN2_17348 0008: $5552 += 1 // $ += int 0002: jump @CUBAN2_17402 :CUBAN2_17362 00D6: if 8038: not $5550 == 0 // $ == int 004D: jump_if_false @CUBAN2_17402 0239: actor $5500 run_to -1173.1 79.6 02E2: set_actor $5500 weapon_accuracy_to 80 :CUBAN2_17402 00D6: if 0118: actor $5501 dead 004D: jump_if_false @CUBAN2_17559 01C2: mark_actor_as_no_longer_needed $5501 009A: $5501 = create_actor_pedtype 8 model #HNA at $5582 $5583 $5586 0173: set_actor $5501 z_angle_to $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: set_actor $5501 stop_shoot_dont_seek_entity 1 0291: set_actor $5501 heed_threats 1 00D6: if 0038: $5563 == 0 // $ == int 004D: jump_if_false @CUBAN2_17545 0164: disable_marker $5536 0187: $5536 = create_marker_above_actor $5501 02E2: set_actor $5501 weapon_accuracy_to 80 :CUBAN2_17545 0008: $5552 += 1 // $ += int 0002: jump @CUBAN2_17585 :CUBAN2_17559 00D6: if 8038: not $5550 == 0 // $ == int 004D: jump_if_false @CUBAN2_17585 01CA: actor $5501 kill_player $PLAYER_CHAR :CUBAN2_17585 00D6: if 0118: actor $5502 dead 004D: jump_if_false @CUBAN2_17751 01C2: mark_actor_as_no_longer_needed $5502 009A: $5502 = create_actor_pedtype 8 model #HNA at $5584 $5585 $5586 0173: set_actor $5502 z_angle_to $5591 01ED: clear_actor $5502 threat_search 0243: set_actor $5502 ped_stats_to 16 011A: set_actor $5502 search_threat 1 0573: set_actor $5502 stop_shoot_dont_seek_entity 1 0291: set_actor $5502 heed_threats 1 02E2: set_actor $5502 weapon_accuracy_to 80 00D6: if 0038: $5563 == 0 // $ == int 004D: jump_if_false @CUBAN2_17720 0164: disable_marker $5537 0187: $5537 = create_marker_above_actor $5502 01B2: give_actor $5502 weapon 23 ammo 30000 // Load the weapon model before using this 0002: jump @CUBAN2_17737 :CUBAN2_17720 01B2: give_actor $5502 weapon 26 ammo 30000 // Load the weapon model before using this 035F: set_actor $5502 armour_to 100 :CUBAN2_17737 0008: $5552 += 1 // $ += int 0002: jump @CUBAN2_17784 :CUBAN2_17751 00D6: if 8038: not $5550 == 0 // $ == int 004D: jump_if_false @CUBAN2_17784 0239: actor $5502 run_to -1172.6 91.6 :CUBAN2_17784 00D6: if 8038: not $5550 == 0 // $ == int 004D: jump_if_false @CUBAN2_18592 00D6: if 0118: actor $5503 dead 004D: jump_if_false @CUBAN2_17960 00D6: if 0038: $5550 == 1 // $ == int 004D: jump_if_false @CUBAN2_17867 009A: $5503 = create_actor_pedtype 8 model #HNA at -1166.5 104.2 10.2 0002: jump @CUBAN2_17891 :CUBAN2_17867 009A: $5503 = create_actor_pedtype 8 model #HNA at -1186.5 104.0 10.2 :CUBAN2_17891 0173: set_actor $5503 z_angle_to 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 heed_threats 1 :CUBAN2_17960 00D6: if 0118: actor $5504 dead 004D: jump_if_false @CUBAN2_18118 00D6: if 0038: $5550 == 1 // $ == int 004D: jump_if_false @CUBAN2_18025 009A: $5504 = create_actor_pedtype 8 model #HNA at -1169.0 103.5 10.2 0002: jump @CUBAN2_18049 :CUBAN2_18025 009A: $5504 = create_actor_pedtype 8 model #HNA at -1186.5 104.0 10.2 :CUBAN2_18049 0173: set_actor $5504 z_angle_to 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 heed_threats 1 :CUBAN2_18118 00D6: if 0118: actor $5505 dead 004D: jump_if_false @CUBAN2_18276 00D6: if 0038: $5550 == 1 // $ == int 004D: jump_if_false @CUBAN2_18183 009A: $5505 = create_actor_pedtype 8 model #HNA at -1170.5 103.2 10.2 0002: jump @CUBAN2_18207 :CUBAN2_18183 009A: $5505 = create_actor_pedtype 8 model #HNA at -1186.5 104.0 10.2 :CUBAN2_18207 0173: set_actor $5505 z_angle_to 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 heed_threats 1 :CUBAN2_18276 00D6: if 0118: actor $5506 dead 004D: jump_if_false @CUBAN2_18434 00D6: if 0038: $5550 == 1 // $ == int 004D: jump_if_false @CUBAN2_18341 009A: $5506 = create_actor_pedtype 8 model #HNA at -1164.5 106.2 10.2 0002: jump @CUBAN2_18365 :CUBAN2_18341 009A: $5506 = create_actor_pedtype 8 model #HNA at -1186.5 104.0 10.2 :CUBAN2_18365 0173: set_actor $5506 z_angle_to 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 heed_threats 1 :CUBAN2_18434 00D6: if 0118: actor $5507 dead 004D: jump_if_false @CUBAN2_18592 00D6: if 0038: $5550 == 1 // $ == int 004D: jump_if_false @CUBAN2_18499 009A: $5507 = create_actor_pedtype 8 model #HNA at -1168.5 106.2 10.2 0002: jump @CUBAN2_18523 :CUBAN2_18499 009A: $5507 = create_actor_pedtype 8 model #HNA at -1186.5 104.0 10.2 :CUBAN2_18523 0173: set_actor $5507 z_angle_to 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 heed_threats 1 :CUBAN2_18592 0051: return :CUBAN2_18594 00D6: if 8118: not actor $5508 dead 004D: jump_if_false @CUBAN2_19443 00D6: if 8118: not actor $5509 dead 004D: jump_if_false @CUBAN2_19443 00D6: if 8118: not actor $5510 dead 004D: jump_if_false @CUBAN2_19443 00D6: if 0057: player $PLAYER_CHAR 0 -1086.0 74.6 17.8 -1112.8 64.7 7.0 004D: jump_if_false @CUBAN2_19114 00D6: if 0038: $5567 == 0 // $ == int 004D: jump_if_false @CUBAN2_18722 03DE: set_pedestrians_density_multiplier_to 0.0 0004: $5567 = 1 // $ = int :CUBAN2_18722 00D6: if 80ED: not actor $5508 0 -1096.3 67.8 radius 2.0 2.0 004D: jump_if_false @CUBAN2_18798 04EB: actor $5508 crouch 0 1 ms 0004: $5556 = 0 // $ = int 0239: actor $5508 run_to -1096.3 67.8 0002: jump @CUBAN2_18868 :CUBAN2_18798 00D6: if 0126: actor $5508 objective_passed 004D: jump_if_false @CUBAN2_18868 0173: set_actor $5508 z_angle_to 91.5 00D6: if 0038: $5556 == 0 // $ == int 004D: jump_if_false @CUBAN2_18861 04EB: actor $5508 crouch 1 86400000 ms 0004: $5556 = 1 // $ = int :CUBAN2_18861 0573: set_actor $5508 stop_shoot_dont_seek_entity 1 :CUBAN2_18868 00D6: if 80ED: not actor $5509 0 -1081.2 69.9 radius 2.0 2.0 004D: jump_if_false @CUBAN2_18928 0239: actor $5509 run_to -1079.3 69.9 0002: jump @CUBAN2_18961 :CUBAN2_18928 00D6: if 0126: actor $5509 objective_passed 004D: jump_if_false @CUBAN2_18961 0573: set_actor $5509 stop_shoot_dont_seek_entity 1 0173: set_actor $5509 z_angle_to 89.9 :CUBAN2_18961 00D6: if 80ED: not actor $5510 0 -1096.8 72.6 radius 2.0 2.0 004D: jump_if_false @CUBAN2_19037 04EB: actor $5510 crouch 0 1 ms 0004: $5557 = 0 // $ = int 0239: actor $5510 run_to -1096.8 72.6 0002: jump @CUBAN2_19107 :CUBAN2_19037 00D6: if 0126: actor $5510 objective_passed 004D: jump_if_false @CUBAN2_19107 0173: set_actor $5510 z_angle_to 91.5 00D6: if 0038: $5557 == 0 // $ == int 004D: jump_if_false @CUBAN2_19100 04EB: actor $5510 crouch 1 86400000 ms 0004: $5557 = 1 // $ = int :CUBAN2_19100 0573: set_actor $5510 stop_shoot_dont_seek_entity 1 :CUBAN2_19107 0002: jump @CUBAN2_19443 :CUBAN2_19114 00D6: if 0038: $5567 == 1 // $ == int 004D: jump_if_false @CUBAN2_19146 03DE: set_pedestrians_density_multiplier_to 1.0 0004: $5567 = 0 // $ = int :CUBAN2_19146 00D6: if 80ED: not actor $5508 0 -1079.5 72.6 radius 2.0 2.0 004D: jump_if_false @CUBAN2_19215 04EB: actor $5508 crouch 0 1 ms 0239: actor $5508 run_to -1079.5 72.6 0002: jump @CUBAN2_19248 :CUBAN2_19215 00D6: if 0126: actor $5508 objective_passed 004D: jump_if_false @CUBAN2_19248 0573: set_actor $5508 stop_shoot_dont_seek_entity 1 0173: set_actor $5508 z_angle_to 91.5 :CUBAN2_19248 00D6: if 80ED: not actor $5509 0 -1079.6 73.9 radius 2.0 2.0 004D: jump_if_false @CUBAN2_19308 0239: actor $5509 run_to -1079.6 73.9 0002: jump @CUBAN2_19341 :CUBAN2_19308 00D6: if 0126: actor $5509 objective_passed 004D: jump_if_false @CUBAN2_19341 0573: set_actor $5509 stop_shoot_dont_seek_entity 1 0173: set_actor $5509 z_angle_to 270.9 :CUBAN2_19341 00D6: if 80ED: not actor $5510 0 -1079.3 68.6 radius 2.0 2.0 004D: jump_if_false @CUBAN2_19410 04EB: actor $5510 crouch 0 1 ms 0239: actor $5510 run_to -1079.3 68.6 0002: jump @CUBAN2_19443 :CUBAN2_19410 00D6: if 0126: actor $5510 objective_passed 004D: jump_if_false @CUBAN2_19443 0573: set_actor $5510 stop_shoot_dont_seek_entity 1 0173: set_actor $5510 z_angle_to 82.1 :CUBAN2_19443 00D6: if 0038: $5575 == 0 // $ == int 004D: jump_if_false @CUBAN2_19562 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @CUBAN2_19555 00D6: if 0057: player $PLAYER_CHAR 0 -1095.2 57.9 17.8 -1122.8 90.7 7.0 004D: jump_if_false @CUBAN2_19548 00DA: $5515 = player $PLAYER_CHAR car 0224: set_car $5515 health_to 250 0004: $5575 = 1 // $ = int :CUBAN2_19548 0002: jump @CUBAN2_19562 :CUBAN2_19555 0004: $5575 = 0 // $ = int :CUBAN2_19562 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @CUBAN2_19639 00D6: if 0057: player $PLAYER_CHAR 0 -1113.0 57.9 17.8 -1122.8 90.7 7.0 004D: jump_if_false @CUBAN2_19639 00DA: $5515 = player $PLAYER_CHAR car 020B: explode_car $5515 :CUBAN2_19639 0051: return :CUBAN2_19641 00D6: if 0057: player $PLAYER_CHAR 0 -1086.0 74.6 17.8 -1112.8 64.7 7.0 004D: jump_if_false @CUBAN2_20023 00D6: if 8118: not actor $5511 dead 004D: jump_if_false @CUBAN2_19798 00D6: if 80ED: not actor $5511 0 -1089.9 68.1 radius 2.0 2.0 004D: jump_if_false @CUBAN2_19765 0239: actor $5511 run_to -1089.9 68.1 0002: jump @CUBAN2_19798 :CUBAN2_19765 00D6: if 0126: actor $5511 objective_passed 004D: jump_if_false @CUBAN2_19798 0573: set_actor $5511 stop_shoot_dont_seek_entity 1 0173: set_actor $5511 z_angle_to 89.9 :CUBAN2_19798 00D6: if 8118: not actor $5512 dead 004D: jump_if_false @CUBAN2_19907 00D6: if 80ED: not actor $5512 0 -1090.2 72.6 radius 2.0 2.0 004D: jump_if_false @CUBAN2_19874 0239: actor $5512 run_to -1090.2 72.6 0002: jump @CUBAN2_19907 :CUBAN2_19874 00D6: if 0126: actor $5512 objective_passed 004D: jump_if_false @CUBAN2_19907 0573: set_actor $5512 stop_shoot_dont_seek_entity 1 0173: set_actor $5512 z_angle_to 89.9 :CUBAN2_19907 00D6: if 8118: not actor $5513 dead 004D: jump_if_false @CUBAN2_20016 00D6: if 80ED: not actor $5513 0 -1089.6 69.1 radius 2.0 2.0 004D: jump_if_false @CUBAN2_19983 0239: actor $5513 run_to -1089.6 69.1 0002: jump @CUBAN2_20016 :CUBAN2_19983 00D6: if 0126: actor $5513 objective_passed 004D: jump_if_false @CUBAN2_20016 0573: set_actor $5513 stop_shoot_dont_seek_entity 1 0173: set_actor $5513 z_angle_to 89.9 :CUBAN2_20016 0002: jump @CUBAN2_20350 :CUBAN2_20023 00D6: if 8118: not actor $5511 dead 004D: jump_if_false @CUBAN2_20132 00D6: if 80ED: not actor $5511 0 -1076.5 69.8 radius 2.0 2.0 004D: jump_if_false @CUBAN2_20099 0239: actor $5511 run_to -1076.5 69.8 0002: jump @CUBAN2_20132 :CUBAN2_20099 00D6: if 0126: actor $5511 objective_passed 004D: jump_if_false @CUBAN2_20132 0573: set_actor $5511 stop_shoot_dont_seek_entity 1 0173: set_actor $5511 z_angle_to 91.5 :CUBAN2_20132 00D6: if 8118: not actor $5512 dead 004D: jump_if_false @CUBAN2_20241 00D6: if 80ED: not actor $5512 0 -1075.2 71.0 radius 2.0 2.0 004D: jump_if_false @CUBAN2_20208 0239: actor $5512 run_to -1075.2 71.0 0002: jump @CUBAN2_20241 :CUBAN2_20208 00D6: if 0126: actor $5512 objective_passed 004D: jump_if_false @CUBAN2_20241 0573: set_actor $5512 stop_shoot_dont_seek_entity 1 0173: set_actor $5512 z_angle_to 91.5 :CUBAN2_20241 00D6: if 8118: not actor $5513 dead 004D: jump_if_false @CUBAN2_20350 00D6: if 80ED: not actor $5513 0 -1075.2 67.5 radius 2.0 2.0 004D: jump_if_false @CUBAN2_20317 0239: actor $5513 run_to -1075.2 67.5 0002: jump @CUBAN2_20350 :CUBAN2_20317 00D6: if 0126: actor $5513 objective_passed 004D: jump_if_false @CUBAN2_20350 0573: set_actor $5513 stop_shoot_dont_seek_entity 1 0173: set_actor $5513 z_angle_to 91.5 :CUBAN2_20350 0051: return :CUBAN2_20352 00D6: if 8119: not car $5514 wrecked 004D: jump_if_false @CUBAN2_20524 00D6: if and 01F4: car $5514 flipped 01C1: car $5514 stopped 004D: jump_if_false @CUBAN2_20396 0004: $5543 = 1 // $ = int :CUBAN2_20396 00D6: if and 80DC: not player $PLAYER_CHAR in_car $5514 0038: $5542 == 0 // $ == int 0038: $5543 == 0 // $ == int 004D: jump_if_false @CUBAN2_20464 00BC: text_highpriority 'IN_VEH' time 5000 1 0164: disable_marker $5529 0186: $5530 = create_marker_above_car $5514 0004: $5542 = 1 // $ = int :CUBAN2_20464 00D6: if and 00DC: player $PLAYER_CHAR in_car $5514 0038: $5542 == 1 // $ == int 004D: jump_if_false @CUBAN2_20524 0164: disable_marker $5530 018A: $5529 = create_checkpoint_at -1072.6 70.3 11.2 00BE: text_clear_all 0004: $5542 = 0 // $ = int :CUBAN2_20524 0051: return :CUBAN2_20526 00D6: if 8118: not actor $5498 dead 004D: jump_if_false @CUBAN2_20667 00D6: if 80ED: not actor $5498 0 -1115.8 67.7 radius 1.0 1.0 004D: jump_if_false @CUBAN2_20609 0239: actor $5498 run_to -1115.8 67.7 0004: $5568 = 0 // $ = int 0002: jump @CUBAN2_20667 :CUBAN2_20609 00D6: if 0038: $5568 == 0 // $ == int 004D: jump_if_false @CUBAN2_20667 00D6: if 0126: actor $5498 objective_passed 004D: jump_if_false @CUBAN2_20667 0173: set_actor $5498 z_angle_to 272.8 0573: set_actor $5498 stop_shoot_dont_seek_entity 1 0004: $5568 = 1 // $ = int :CUBAN2_20667 00D6: if 8118: not actor $5499 dead 004D: jump_if_false @CUBAN2_20808 00D6: if 80ED: not actor $5499 0 -1115.8 69.7 radius 1.0 1.0 004D: jump_if_false @CUBAN2_20750 0239: actor $5499 run_to -1115.8 69.7 0004: $5569 = 0 // $ = int 0002: jump @CUBAN2_20808 :CUBAN2_20750 00D6: if 0038: $5569 == 0 // $ == int 004D: jump_if_false @CUBAN2_20808 00D6: if 0126: actor $5499 objective_passed 004D: jump_if_false @CUBAN2_20808 0573: set_actor $5499 stop_shoot_dont_seek_entity 1 0173: set_actor $5499 z_angle_to 257.4 0004: $5569 = 1 // $ = int :CUBAN2_20808 00D6: if 8118: not actor $5500 dead 004D: jump_if_false @CUBAN2_20949 00D6: if 80ED: not actor $5500 0 -1115.8 71.7 radius 1.0 1.0 004D: jump_if_false @CUBAN2_20891 0239: actor $5500 run_to -1115.8 71.7 0004: $5570 = 0 // $ = int 0002: jump @CUBAN2_20949 :CUBAN2_20891 00D6: if 0038: $5570 == 0 // $ == int 004D: jump_if_false @CUBAN2_20949 00D6: if 0126: actor $5500 objective_passed 004D: jump_if_false @CUBAN2_20949 0573: set_actor $5500 stop_shoot_dont_seek_entity 1 0173: set_actor $5500 z_angle_to 285.1 0004: $5570 = 1 // $ = int :CUBAN2_20949 00D6: if 8118: not actor $5501 dead 004D: jump_if_false @CUBAN2_21090 00D6: if 80ED: not actor $5501 0 -1128.9 67.6 radius 1.0 1.0 004D: jump_if_false @CUBAN2_21032 0239: actor $5501 run_to -1128.9 67.6 0004: $5571 = 0 // $ = int 0002: jump @CUBAN2_21090 :CUBAN2_21032 00D6: if 0038: $5571 == 0 // $ == int 004D: jump_if_false @CUBAN2_21090 00D6: if 0126: actor $5501 objective_passed 004D: jump_if_false @CUBAN2_21090 0573: set_actor $5501 stop_shoot_dont_seek_entity 1 0173: set_actor $5501 z_angle_to 257.5 0004: $5571 = 1 // $ = int :CUBAN2_21090 00D6: if 8118: not actor $5502 dead 004D: jump_if_false @CUBAN2_21231 00D6: if 80ED: not actor $5502 0 -1128.9 74.1 radius 1.0 1.0 004D: jump_if_false @CUBAN2_21173 0239: actor $5502 run_to -1128.9 74.1 0004: $5572 = 0 // $ = int 0002: jump @CUBAN2_21231 :CUBAN2_21173 00D6: if 0038: $5572 == 0 // $ == int 004D: jump_if_false @CUBAN2_21231 00D6: if 0126: actor $5502 objective_passed 004D: jump_if_false @CUBAN2_21231 0573: set_actor $5502 stop_shoot_dont_seek_entity 1 0173: set_actor $5502 z_angle_to 274.5 0004: $5572 = 1 // $ = int :CUBAN2_21231 0051: return :CUBAN2_21233 00D6: if 0057: player $PLAYER_CHAR 0 -1118.5 92.1 5.8 -1179.9 53.3 15.0 004D: jump_if_false @CUBAN2_21979 00D6: if 8118: not actor $5498 dead 004D: jump_if_false @CUBAN2_21415 00D6: if 80ED: not actor $5498 0 -1138.1 68.6 radius 1.0 1.0 004D: jump_if_false @CUBAN2_21364 0239: actor $5498 run_to -1138.1 68.6 0004: $5568 = 0 // $ = int 0002: jump @CUBAN2_21415 :CUBAN2_21364 00D6: if 0038: $5568 == 0 // $ == int 004D: jump_if_false @CUBAN2_21415 00D6: if 0126: actor $5498 objective_passed 004D: jump_if_false @CUBAN2_21415 0173: set_actor $5498 z_angle_to 272.8 0004: $5568 = 1 // $ = int :CUBAN2_21415 00D6: if 8118: not actor $5499 dead 004D: jump_if_false @CUBAN2_21549 00D6: if 80ED: not actor $5499 0 -1138.1 72.9 radius 1.0 1.0 004D: jump_if_false @CUBAN2_21498 0239: actor $5499 run_to -1138.1 72.9 0004: $5569 = 0 // $ = int 0002: jump @CUBAN2_21549 :CUBAN2_21498 00D6: if 0038: $5569 == 0 // $ == int 004D: jump_if_false @CUBAN2_21549 00D6: if 0126: actor $5499 objective_passed 004D: jump_if_false @CUBAN2_21549 0173: set_actor $5499 z_angle_to 257.4 0004: $5569 = 1 // $ = int :CUBAN2_21549 00D6: if 8118: not actor $5500 dead 004D: jump_if_false @CUBAN2_21690 00D6: if 80ED: not actor $5500 0 -1158.3 68.9 radius 1.0 1.0 004D: jump_if_false @CUBAN2_21632 0239: actor $5500 run_to -1158.3 68.9 0004: $5570 = 0 // $ = int 0002: jump @CUBAN2_21690 :CUBAN2_21632 00D6: if 0038: $5570 == 0 // $ == int 004D: jump_if_false @CUBAN2_21690 00D6: if 0126: actor $5500 objective_passed 004D: jump_if_false @CUBAN2_21690 0573: set_actor $5500 stop_shoot_dont_seek_entity 1 0173: set_actor $5500 z_angle_to 285.1 0004: $5570 = 1 // $ = int :CUBAN2_21690 00D6: if 8118: not actor $5501 dead 004D: jump_if_false @CUBAN2_21831 00D6: if 80ED: not actor $5501 0 -1158.4 72.5 radius 1.0 1.0 004D: jump_if_false @CUBAN2_21773 0239: actor $5501 run_to -1158.4 72.5 0004: $5571 = 0 // $ = int 0002: jump @CUBAN2_21831 :CUBAN2_21773 00D6: if 0038: $5571 == 0 // $ == int 004D: jump_if_false @CUBAN2_21831 00D6: if 0126: actor $5501 objective_passed 004D: jump_if_false @CUBAN2_21831 0573: set_actor $5501 stop_shoot_dont_seek_entity 1 0173: set_actor $5501 z_angle_to 257.5 0004: $5571 = 1 // $ = int :CUBAN2_21831 00D6: if 8118: not actor $5502 dead 004D: jump_if_false @CUBAN2_21972 00D6: if 80ED: not actor $5502 0 -1161.2 71.4 radius 1.0 1.0 004D: jump_if_false @CUBAN2_21914 0239: actor $5502 run_to -1161.2 71.4 0004: $5572 = 0 // $ = int 0002: jump @CUBAN2_21972 :CUBAN2_21914 00D6: if 0038: $5572 == 0 // $ == int 004D: jump_if_false @CUBAN2_21972 00D6: if 0126: actor $5502 objective_passed 004D: jump_if_false @CUBAN2_21972 0573: set_actor $5502 stop_shoot_dont_seek_entity 1 0173: set_actor $5502 z_angle_to 274.5 0004: $5572 = 1 // $ = int :CUBAN2_21972 0002: jump @CUBAN2_22684 :CUBAN2_21979 00D6: if 8118: not actor $5498 dead 004D: jump_if_false @CUBAN2_22120 00D6: if 80ED: not actor $5498 0 -1137.8 66.7 radius 1.0 1.0 004D: jump_if_false @CUBAN2_22062 0239: actor $5498 run_to -1137.8 66.7 0004: $5568 = 0 // $ = int 0002: jump @CUBAN2_22120 :CUBAN2_22062 00D6: if 0038: $5568 == 0 // $ == int 004D: jump_if_false @CUBAN2_22120 00D6: if 0126: actor $5498 objective_passed 004D: jump_if_false @CUBAN2_22120 0573: set_actor $5498 stop_shoot_dont_seek_entity 1 0173: set_actor $5498 z_angle_to 5.2 0004: $5568 = 1 // $ = int :CUBAN2_22120 00D6: if 8118: not actor $5499 dead 004D: jump_if_false @CUBAN2_22261 00D6: if 80ED: not actor $5499 0 -1138.2 75.5 radius 1.0 1.0 004D: jump_if_false @CUBAN2_22203 0239: actor $5499 run_to -1138.2 75.5 0004: $5569 = 0 // $ = int 0002: jump @CUBAN2_22261 :CUBAN2_22203 00D6: if 0038: $5569 == 0 // $ == int 004D: jump_if_false @CUBAN2_22261 00D6: if 0126: actor $5499 objective_passed 004D: jump_if_false @CUBAN2_22261 0573: set_actor $5499 stop_shoot_dont_seek_entity 1 0173: set_actor $5499 z_angle_to 175.4 0004: $5569 = 1 // $ = int :CUBAN2_22261 00D6: if 8118: not actor $5500 dead 004D: jump_if_false @CUBAN2_22402 00D6: if 80ED: not actor $5500 0 -1158.2 67.2 radius 1.0 1.0 004D: jump_if_false @CUBAN2_22344 0239: actor $5500 run_to -1158.2 67.2 0004: $5570 = 0 // $ = int 0002: jump @CUBAN2_22402 :CUBAN2_22344 00D6: if 0038: $5570 == 0 // $ == int 004D: jump_if_false @CUBAN2_22402 00D6: if 0126: actor $5500 objective_passed 004D: jump_if_false @CUBAN2_22402 0573: set_actor $5500 stop_shoot_dont_seek_entity 1 0173: set_actor $5500 z_angle_to 5.2 0004: $5570 = 1 // $ = int :CUBAN2_22402 00D6: if 8118: not actor $5501 dead 004D: jump_if_false @CUBAN2_22543 00D6: if 80ED: not actor $5501 0 -1158.1 75.6 radius 1.0 1.0 004D: jump_if_false @CUBAN2_22485 0239: actor $5501 run_to -1158.1 75.6 0004: $5571 = 0 // $ = int 0002: jump @CUBAN2_22543 :CUBAN2_22485 00D6: if 0038: $5571 == 0 // $ == int 004D: jump_if_false @CUBAN2_22543 00D6: if 0126: actor $5501 objective_passed 004D: jump_if_false @CUBAN2_22543 0573: set_actor $5501 stop_shoot_dont_seek_entity 1 0173: set_actor $5501 z_angle_to 175.4 0004: $5571 = 1 // $ = int :CUBAN2_22543 00D6: if 8118: not actor $5502 dead 004D: jump_if_false @CUBAN2_22684 00D6: if 80ED: not actor $5502 0 -1163.5 75.8 radius 1.0 1.0 004D: jump_if_false @CUBAN2_22626 0239: actor $5502 run_to -1163.5 75.8 0004: $5572 = 0 // $ = int 0002: jump @CUBAN2_22684 :CUBAN2_22626 00D6: if 0038: $5572 == 0 // $ == int 004D: jump_if_false @CUBAN2_22684 00D6: if 0126: actor $5502 objective_passed 004D: jump_if_false @CUBAN2_22684 0573: set_actor $5502 stop_shoot_dont_seek_entity 1 0173: set_actor $5502 z_angle_to 226.7 0004: $5572 = 1 // $ = int :CUBAN2_22684 0051: return :CUBAN2_22686 0298: $5564 = rampage_kills 83 0298: $5565 = rampage_kills 84 0084: $5566 = $5564 // $ = $ int 0058: $5566 += $5565 // $ += $ int 0051: return :CUBAN2_22718 00D6: if 8118: not actor $5511 dead 004D: jump_if_false @CUBAN2_22747 01C2: mark_actor_as_no_longer_needed $5511 01CA: actor $5511 kill_player $PLAYER_CHAR :CUBAN2_22747 00D6: if 8118: not actor $5512 dead 004D: jump_if_false @CUBAN2_22776 01C2: mark_actor_as_no_longer_needed $5512 01CA: actor $5512 kill_player $PLAYER_CHAR :CUBAN2_22776 00D6: if 8118: not actor $5513 dead 004D: jump_if_false @CUBAN2_22805 01C2: mark_actor_as_no_longer_needed $5513 01CA: actor $5513 kill_player $PLAYER_CHAR :CUBAN2_22805 00D6: if 8118: not actor $5517 dead 004D: jump_if_false @CUBAN2_22834 01C2: mark_actor_as_no_longer_needed $5517 01CA: actor $5517 kill_player $PLAYER_CHAR :CUBAN2_22834 00D6: if 8118: not actor $5518 dead 004D: jump_if_false @CUBAN2_22863 01C2: mark_actor_as_no_longer_needed $5518 01CA: actor $5518 kill_player $PLAYER_CHAR :CUBAN2_22863 00D6: if 8118: not actor $5519 dead 004D: jump_if_false @CUBAN2_22892 01C2: mark_actor_as_no_longer_needed $5519 01CA: actor $5519 kill_player $PLAYER_CHAR :CUBAN2_22892 00D6: if 8118: not actor $5508 dead 004D: jump_if_false @CUBAN2_22921 01C2: mark_actor_as_no_longer_needed $5508 01CA: actor $5508 kill_player $PLAYER_CHAR :CUBAN2_22921 00D6: if 8118: not actor $5509 dead 004D: jump_if_false @CUBAN2_22950 01C2: mark_actor_as_no_longer_needed $5509 01CA: actor $5509 kill_player $PLAYER_CHAR :CUBAN2_22950 00D6: if 8118: not actor $5510 dead 004D: jump_if_false @CUBAN2_22979 01C2: mark_actor_as_no_longer_needed $5510 01CA: actor $5510 kill_player $PLAYER_CHAR :CUBAN2_22979 0051: return //-------------Mission 58--------------- // Originally: Naval Engagement :CUBAN3 03A4: name_thread 'CUBAN3' 0050: gosub @CUBAN3_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @CUBAN3_37 0050: gosub @CUBAN3_11496 :CUBAN3_37 0050: gosub @CUBAN3_11581 004E: end_thread :CUBAN3_46 03D5: remove_text 'M_FAIL' 0004: $ONMISSION = 1 // $ = int 0317: increment_mission_attempts 0001: wait 0 ms 054C: use_GXT_table 'CUBAN3' 058E: set_restart_mission_taxi_destination -1173.5 -599.6 10.2 277.1 0004: $5625 = 0 // $ = int 0004: $5626 = 0 // $ = int 0004: $5627 = 0 // $ = int 0004: $5628 = 0 // $ = int 0004: $5629 = 0 // $ = int 0004: $5630 = 0 // $ = int 0004: $61 = 0 // $ = int 0004: $5631 = 0 // $ = int 0004: $5632 = 6 // $ = int 0004: $5633 = 0 // $ = int 0004: $5634 = 0 // $ = int 0004: $5635 = 0 // $ = int 0004: $5636 = 0 // $ = int 0004: $5637 = 0 // $ = int 0004: $5638 = 0 // $ = int 0004: $5639 = 0 // $ = int 0004: $5640 = 0 // $ = int 0004: $5641 = 0 // $ = int 0005: $5642 = 0.0 // $ = float 0005: $5643 = 0.0 // $ = float 0005: $5644 = 0.0 // $ = float 0005: $95 = 0.0 // $ = float 0005: $96 = 0.0 // $ = float 0005: $97 = 0.0 // $ = float 0005: $5645 = 0.0 // $ = float 0005: $5646 = 0.0 // $ = float 0005: $5647 = 0.0 // $ = float 0005: $5648 = 0.0 // $ = float 0005: $5649 = 0.0 // $ = float 0005: $5650 = 0.0 // $ = float 04BB: select_interiour 7 // select render area 0522: disable_cutscene_shadows 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' 03CB: load_scene -1169.0 -620.0 10.791 038B: load_requested_models :CUBAN3_478 00D6: 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 004D: jump_if_false @CUBAN3_520 0001: wait 0 ms 0002: 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 10.6 range 1.0 0055: put_player $PLAYER_CHAR at -1170.9 -603.7 10.6 0171: set_player $PLAYER_CHAR z_angle_to 15.3 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :CUBAN3_730 00D6: if 001A: 876 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN3_765 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN3_730 :CUBAN3_765 00BC: text_highpriority 'CUB3_A' time 10000 1 :CUBAN3_780 00D6: if 001A: 2635 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN3_815 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN3_780 :CUBAN3_815 00BC: text_highpriority 'CUB3_B' time 10000 1 :CUBAN3_830 00D6: if 001A: 5749 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN3_865 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN3_830 :CUBAN3_865 00BC: text_highpriority 'CUB3_C' time 10000 1 :CUBAN3_880 00D6: if 001A: 7227 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN3_915 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN3_880 :CUBAN3_915 00BC: text_highpriority 'CUB3_D' time 10000 1 :CUBAN3_930 00D6: if 001A: 10024 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN3_965 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN3_930 :CUBAN3_965 00BC: text_highpriority 'CUB3_E' time 10000 1 :CUBAN3_980 00D6: if 001A: 12109 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN3_1015 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN3_980 :CUBAN3_1015 00BC: text_highpriority 'CUB3_F' time 10000 1 :CUBAN3_1030 00D6: if 001A: 13963 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN3_1065 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN3_1030 :CUBAN3_1065 00BC: text_highpriority 'CUB3_G' time 10000 1 :CUBAN3_1080 00D6: if 001A: 16044 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN3_1115 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN3_1080 :CUBAN3_1115 00BC: text_highpriority 'CUB3_H' time 10000 1 :CUBAN3_1130 00D6: if 001A: 18802 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN3_1165 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN3_1130 :CUBAN3_1165 00BC: text_highpriority 'CUB3_I' time 10000 1 :CUBAN3_1180 00D6: if 001A: 21689 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN3_1215 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN3_1180 :CUBAN3_1215 00BC: text_highpriority 'CUB3_J' time 10000 1 :CUBAN3_1230 00D6: if 001A: 23629 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN3_1265 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN3_1230 :CUBAN3_1265 00BC: text_highpriority 'CUB3_K' time 10000 1 :CUBAN3_1280 00D6: if 001A: 24851 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN3_1315 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN3_1280 :CUBAN3_1315 00BC: text_highpriority 'CUB3_L' time 10000 1 :CUBAN3_1330 00D6: if 001A: 26958 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN3_1365 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN3_1330 :CUBAN3_1365 00BC: text_highpriority 'CUB3_M' time 10000 1 :CUBAN3_1380 00D6: if 001A: 29060 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN3_1415 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN3_1380 :CUBAN3_1415 00BC: text_highpriority 'CUB3_N' time 10000 1 :CUBAN3_1430 00D6: if 001A: 33831 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN3_1467 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN3_1430 :CUBAN3_1467 00BC: text_highpriority 'CUB3_O' time 10000 1 :CUBAN3_1482 00D6: if 001A: 39459 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN3_1519 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN3_1482 :CUBAN3_1519 00BC: text_highpriority 'CUB3_P' time 10000 1 :CUBAN3_1534 00D6: if 001A: 42056 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN3_1571 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN3_1534 :CUBAN3_1571 00BC: text_highpriority 'CUB3_Q' time 10000 1 :CUBAN3_1586 00D6: if 001A: 47769 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN3_1623 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN3_1586 :CUBAN3_1623 00BC: text_highpriority 'CUB3_R' time 10000 1 :CUBAN3_1638 00D6: if 001A: 51904 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN3_1675 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN3_1638 :CUBAN3_1675 016A: fade 0 1500 ms 00BE: text_clear_all :CUBAN3_1684 00D6: if 016B: fading 004D: jump_if_false @CUBAN3_1708 0001: wait 0 ms 0002: 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 04BB: select_interiour 0 // select render area 0004: $989 = 0 // $ = int 01EB: set_traffic_density_multiplier_to 1.0 03DE: set_pedestrians_density_multiplier_to 1.0 0169: set_fade_color 0 0 0 0001: wait 500 ms 0373: set_camera_directly_behind_player 04E3: set_player $PLAYER_CHAR mood 1 duration 60000 03F1: pedtype 8 add_threat 1 0247: request_model #TROPIC 0247: request_model #HNA 0247: request_model #HNB 0247: request_model #JETMAX 0247: request_model #UZI 0247: request_model #SGA 0247: request_model #GRENADE 0247: request_model #DINGHY 0247: request_model #SGB 0247: request_model #CBB 0247: request_model #BRIEFCASE 0247: request_model #RUGER 0247: request_model #BUDDYSHOT :CUBAN3_1851 00D6: if or 8248: not model #TROPIC available 8248: not model #HNA available 8248: not model #HNB available 8248: not model #JETMAX available 004D: jump_if_false @CUBAN3_1891 0001: wait 0 ms 0002: jump @CUBAN3_1851 :CUBAN3_1891 00D6: if or 8248: not model #SGA available 8248: not model #UZI available 8248: not model #GRENADE available 8248: not model #DINGHY available 004D: jump_if_false @CUBAN3_1932 0001: wait 0 ms 0002: jump @CUBAN3_1891 :CUBAN3_1932 00D6: if or 8248: not model #SGB available 8248: not model #CBB available 8248: not model #BRIEFCASE available 8248: not model #RUGER available 8248: not model #BUDDYSHOT available 004D: jump_if_false @CUBAN3_1976 0001: wait 0 ms 0002: jump @CUBAN3_1932 :CUBAN3_1976 03CF: load_wav 'CUB3_2' as 1 03CF: load_wav 'CUB3_3' as 2 :CUBAN3_2000 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @CUBAN3_2030 0001: wait 0 ms 0002: jump @CUBAN3_2000 :CUBAN3_2030 018A: $5620 = create_checkpoint_at -725.4 -1166.8 9.7 009A: $5593 = create_actor_pedtype 7 model #CBB at -724.3 -1166.5 9.7 04F5: set_actor $5593 as_player_friend $PLAYER_CHAR flag 1 0173: set_actor $5593 z_angle_to 103.3 016A: fade 1 1500 ms 00BC: text_highpriority 'CUB3_07' time 11000 1 :CUBAN3_2116 00D6: if 80F6: not player $PLAYER_CHAR 1 -725.4 -1166.8 9.7 radius 1.0 1.0 2.0 004D: jump_if_false @CUBAN3_2213 0001: wait 0 ms 00D6: if 0118: actor $5593 dead 004D: jump_if_false @CUBAN3_2206 00BC: text_highpriority 'CUB2_10' time 5000 1 0002: jump @CUBAN3_11496 :CUBAN3_2206 0002: jump @CUBAN3_2116 :CUBAN3_2213 0395: clear_area 1 at -725.4 -1166.8 9.7 range 5.0 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 041E: set_radio_station 6 -1 00A5: $5592 = create_car #JETMAX at -722.6 -1163.7 5.0 0175: set_car $5592 z_angle_to 32.0 0323: enable_boat $5592 anchor 1 015F: set_camera_position -723.1 -1169.5 10.2 rotation 0.0 0.0 0.0 0160: point_camera -726.4 -1164.6 11.2 switchstyle 2 00D6: if 8118: not actor $5593 dead 004D: jump_if_false @CUBAN3_2389 011C: actor $PLAYER_ACTOR clear_objective 020E: actor $PLAYER_ACTOR look_at_actor $5593 020F: actor $5593 look_at_player $PLAYER_CHAR 0002: jump @CUBAN3_2411 :CUBAN3_2389 00BC: text_highpriority 'CUB2_10' time 5000 1 0002: jump @CUBAN3_11496 :CUBAN3_2411 0001: wait 1000 ms 0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 00BC: text_highpriority 'CUB3_01' time 4000 1 03D1: play_wav 1 :CUBAN3_2445 00D6: if and 83D2: not wav 1 ended 8118: not actor $5593 dead 004D: jump_if_false @CUBAN3_2557 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @CUBAN3_2525 00D6: if 0038: $61 == 1 // $ == int 004D: jump_if_false @CUBAN3_2518 0004: $61 = 0 // $ = int 0002: jump @CUBAN3_3068 :CUBAN3_2518 0002: jump @CUBAN3_2550 :CUBAN3_2525 00D6: if 0038: $61 == 0 // $ == int 004D: jump_if_false @CUBAN3_2550 0004: $61 = 1 // $ = int :CUBAN3_2550 0002: jump @CUBAN3_2445 :CUBAN3_2557 040D: unload_wav 1 03D5: remove_text 'CUB3_01' 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 00D6: if 8118: not actor $5593 dead 004D: jump_if_false @CUBAN3_2613 0372: set_actor $5593 anim 19 wait_state_time 10000 ms 0002: jump @CUBAN3_2635 :CUBAN3_2613 00BC: text_highpriority 'CUB2_10' time 5000 1 0002: jump @CUBAN3_11496 :CUBAN3_2635 00BC: text_highpriority 'CUB3_05' time 4000 1 03D1: play_wav 2 :CUBAN3_2654 00D6: if and 83D2: not wav 2 ended 8118: not actor $5593 dead 004D: jump_if_false @CUBAN3_2766 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @CUBAN3_2734 00D6: if 0038: $61 == 1 // $ == int 004D: jump_if_false @CUBAN3_2727 0004: $61 = 0 // $ = int 0002: jump @CUBAN3_3068 :CUBAN3_2727 0002: jump @CUBAN3_2759 :CUBAN3_2734 00D6: if 0038: $61 == 0 // $ == int 004D: jump_if_false @CUBAN3_2759 0004: $61 = 1 // $ = int :CUBAN3_2759 0002: jump @CUBAN3_2654 :CUBAN3_2766 040D: unload_wav 2 03D5: remove_text 'CUB3_05' 015F: set_camera_position -709.8 -1161.3 11.0 rotation 0.0 0.0 0.0 0160: point_camera -724.3 -1166.5 9.7 switchstyle 2 03CF: load_wav 'CUB3_4' as 2 :CUBAN3_2843 00D6: if 83D0: not wav 2 loaded 004D: jump_if_false @CUBAN3_2869 0001: wait 0 ms 0002: jump @CUBAN3_2843 :CUBAN3_2869 00BC: text_highpriority 'CUB3_06' time 4000 1 03D1: play_wav 2 :CUBAN3_2888 00D6: if and 83D2: not wav 2 ended 8118: not actor $5593 dead 004D: jump_if_false @CUBAN3_3000 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @CUBAN3_2968 00D6: if 0038: $61 == 1 // $ == int 004D: jump_if_false @CUBAN3_2961 0004: $61 = 0 // $ = int 0002: jump @CUBAN3_3068 :CUBAN3_2961 0002: jump @CUBAN3_2993 :CUBAN3_2968 00D6: if 0038: $61 == 0 // $ == int 004D: jump_if_false @CUBAN3_2993 0004: $61 = 1 // $ = int :CUBAN3_2993 0002: jump @CUBAN3_2888 :CUBAN3_3000 040D: unload_wav 2 03D5: remove_text 'CUB3_06' 00D6: if 8118: not actor $5593 dead 004D: jump_if_false @CUBAN3_3046 0372: set_actor $5593 anim 0 wait_state_time 100 ms 0002: jump @CUBAN3_3068 :CUBAN3_3046 00BC: text_highpriority 'CUB2_10' time 5000 1 0002: jump @CUBAN3_11496 :CUBAN3_3068 040D: unload_wav 1 040D: unload_wav 2 03EB: clear_small_messages_only 00D6: if 8118: not actor $5593 dead 004D: jump_if_false @CUBAN3_3110 0372: set_actor $5593 anim 0 wait_state_time 100 ms 0002: jump @CUBAN3_3132 :CUBAN3_3110 00BC: text_highpriority 'CUB2_10' time 5000 1 0002: jump @CUBAN3_11496 :CUBAN3_3132 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 0169: set_fade_color 1 1 1 016A: fade 0 1500 ms 00D6: 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 004D: jump_if_false @CUBAN3_3210 01B1: give_player $PLAYER_CHAR weapon 27 ammo 30 // Load the weapon model before using this :CUBAN3_3210 00D6: if 016B: fading 004D: jump_if_false @CUBAN3_3234 0001: wait 0 ms 0002: jump @CUBAN3_3210 :CUBAN3_3234 009B: destroy_actor_instantly $5593 00D6: if 8119: not car $5592 wrecked 004D: jump_if_false @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: set_actor $5593 as_player_friend $PLAYER_CHAR flag 1 02D3: boat $5592 drive_to -754.0 -425.7 6.6 02A9: set_actor $5593 immune_to_nonplayer 1 0002: jump @CUBAN3_3365 :CUBAN3_3343 00BC: text_highpriority 'CUB2_10' time 5000 1 0002: jump @CUBAN3_11496 :CUBAN3_3365 0164: disable_marker $5620 00A5: $5595 = create_car #TROPIC at -660.0 -269.1 5.0 0175: set_car $5595 z_angle_to 134.0 0323: enable_boat $5595 anchor 1 009A: $5599 = create_actor_pedtype 8 model #HNA at -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 0173: set_actor $5599 z_angle_to 227.4 01ED: clear_actor $5599 threat_search 0243: set_actor $5599 ped_stats_to 16 0291: set_actor $5599 heed_threats 1 009A: $5600 = create_actor_pedtype 8 model #HNA at -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 0173: set_actor $5600 z_angle_to 140.4 01ED: clear_actor $5600 threat_search 0243: set_actor $5600 ped_stats_to 16 0291: set_actor $5600 heed_threats 1 009A: $5601 = create_actor_pedtype 8 model #HNA at -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 0173: set_actor $5601 z_angle_to 140.4 01ED: clear_actor $5601 threat_search 0243: set_actor $5601 ped_stats_to 16 0291: set_actor $5601 heed_threats 1 00A5: $5594 = create_car #TROPIC at -647.0 -256.7 5.0 0175: set_car $5594 z_angle_to 317.0 0323: enable_boat $5594 anchor 1 009A: $5596 = create_actor_pedtype 8 model #HNA at -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 0173: set_actor $5596 z_angle_to 102.4 01ED: clear_actor $5596 threat_search 0243: set_actor $5596 ped_stats_to 16 0291: set_actor $5596 heed_threats 1 009A: $5597 = create_actor_pedtype 8 model #HNA at -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 heed_threats 1 009A: $5598 = create_actor_pedtype 8 model #HNA at -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 0173: set_actor $5598 z_angle_to 322.4 01ED: clear_actor $5598 threat_search 0243: set_actor $5598 ped_stats_to 16 0291: set_actor $5598 heed_threats 1 009A: $5602 = create_actor_pedtype 8 model #HNB at -649.9 -269.6 8.5 0173: set_actor $5602 z_angle_to 229.2 01ED: clear_actor $5602 threat_search 0243: set_actor $5602 ped_stats_to 16 0291: set_actor $5602 heed_threats 1 0350: set_actor $5602 maintain_position_when_attacked 1 009A: $5612 = create_actor_pedtype 8 model #HNA at -650.1 -267.7 8.5 0173: set_actor $5612 z_angle_to 60.6 01ED: clear_actor $5612 threat_search 0243: set_actor $5612 ped_stats_to 16 0291: set_actor $5612 heed_threats 1 0350: set_actor $5612 maintain_position_when_attacked 1 009A: $5613 = create_actor_pedtype 8 model #HNA at -651.6 -269.0 8.5 0173: set_actor $5613 z_angle_to 222.9 01ED: clear_actor $5613 threat_search 0243: set_actor $5613 ped_stats_to 16 0291: set_actor $5613 heed_threats 1 0350: set_actor $5613 maintain_position_when_attacked 1 009A: $5603 = create_actor_pedtype 9 model #SGB at -648.8 -270.8 8.5 0173: set_actor $5603 z_angle_to 49.2 01ED: clear_actor $5603 threat_search 0243: set_actor $5603 ped_stats_to 16 0291: set_actor $5603 heed_threats 1 0350: set_actor $5603 maintain_position_when_attacked 1 009A: $5604 = create_actor_pedtype 9 model #SGA at -647.4 -270.8 8.5 0173: set_actor $5604 z_angle_to 34.2 01ED: clear_actor $5604 threat_search 0243: set_actor $5604 ped_stats_to 16 0291: set_actor $5604 heed_threats 1 0350: set_actor $5604 maintain_position_when_attacked 1 009A: $5605 = create_actor_pedtype 9 model #SGA at -649.3 -272.5 8.5 0173: set_actor $5605 z_angle_to 33.0 01ED: clear_actor $5605 threat_search 0243: set_actor $5605 ped_stats_to 16 0291: set_actor $5605 heed_threats 1 0350: set_actor $5605 maintain_position_when_attacked 1 009A: $5606 = create_actor_pedtype 9 model #SGA at -621.9 -307.8 25.9 0173: set_actor $5606 z_angle_to 35.4 01ED: clear_actor $5606 threat_search 0243: set_actor $5606 ped_stats_to 16 0291: set_actor $5606 heed_threats 1 0350: set_actor $5606 maintain_position_when_attacked 1 03F9: make_actors $5602 $5603 converse_in 5000000 ms 00AB: put_car $5592 at -754.0 -425.7 5.5 016A: fade 1 1500 ms 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 015F: set_camera_position -743.5 -318.2 11.0 rotation 0.0 0.0 0.0 0158: camera_on_vehicle $5592 mode 15 switchstyle 2 0006: TIMERA = 0 // @ = int :CUBAN3_4469 0001: wait 0 ms 03BA: clear_cars_from_cube -530.2 -186.3 10.0 -791.8 -447.8 0.0 00D6: if 8119: not car $5592 wrecked 004D: jump_if_false @CUBAN3_5177 00D6: if 0038: $5625 == 0 // $ == int 004D: jump_if_false @CUBAN3_4652 00D6: if 01AD: car $5592 sphere 0 near_point -754.0 -425.7 radius 10.0 10.0 004D: jump_if_false @CUBAN3_4587 02DB: set_boat $5592 speed_to 20.0 :CUBAN3_4587 00D6: if 01AD: car $5592 sphere 0 near_point -754.0 -425.7 radius 5.0 5.0 004D: jump_if_false @CUBAN3_4652 02D3: boat $5592 drive_to -705.8 -304.5 6.6 0004: $5625 = 1 // $ = int :CUBAN3_4652 00D6: if 0038: $5625 == 1 // $ == int 004D: jump_if_false @CUBAN3_4850 00D6: if 01AD: car $5592 sphere 0 near_point -705.8 -304.5 radius 10.0 10.0 004D: jump_if_false @CUBAN3_4718 02DB: set_boat $5592 speed_to 12.0 :CUBAN3_4718 00D6: if 01AD: car $5592 sphere 0 near_point -705.8 -304.5 radius 5.0 5.0 004D: jump_if_false @CUBAN3_4850 00D6: if 8119: not car $5595 wrecked 004D: jump_if_false @CUBAN3_4823 015F: set_camera_position -645.2 -269.7 11.0 rotation 0.0 0.0 0.0 0160: point_camera -650.9 -269.9 9.2 switchstyle 2 :CUBAN3_4823 02D3: boat $5592 drive_to -670.8 -263.8 6.6 0004: $5625 = 2 // $ = int :CUBAN3_4850 00D6: if 0038: $5625 == 2 // $ == int 004D: jump_if_false @CUBAN3_4933 00D6: if 01AD: car $5592 sphere 0 near_point -670.8 -263.8 radius 10.0 10.0 004D: jump_if_false @CUBAN3_4933 02D3: boat $5592 drive_to -666.3 -258.5 6.6 0004: $5625 = 3 // $ = int :CUBAN3_4933 00D6: if 0038: $5625 == 3 // $ == int 004D: jump_if_false @CUBAN3_5008 00D6: if 01AD: car $5592 sphere 0 near_point -666.3 -258.5 radius 10.0 10.0 004D: jump_if_false @CUBAN3_5008 02D4: car $5592 turn_off_engine 0323: enable_boat $5592 anchor 1 0004: $5625 = 4 // $ = int :CUBAN3_5008 00D6: if 0038: $5625 == 4 // $ == int 004D: jump_if_false @CUBAN3_5177 00D6: if 01AD: car $5592 sphere 0 near_point -666.3 -258.5 radius 2.0 2.0 004D: jump_if_false @CUBAN3_5177 02D4: car $5592 turn_off_engine 0323: enable_boat $5592 anchor 1 0465: remove_actor $PLAYER_ACTOR from_turret_mode 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 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 0001: wait 0 ms 0373: set_camera_directly_behind_player 00BC: text_highpriority 'CUB3_02' time 5000 1 0002: jump @CUBAN3_5227 :CUBAN3_5177 00D6: if or 0119: car $5592 wrecked 0118: actor $5593 dead 004D: jump_if_false @CUBAN3_5220 00BC: text_highpriority 'CUB2_10' time 5000 1 0002: jump @CUBAN3_11496 :CUBAN3_5220 0002: jump @CUBAN3_4469 :CUBAN3_5227 0001: wait 0 ms 03BA: clear_cars_from_cube -530.2 -186.3 10.0 -791.8 -447.8 0.0 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @CUBAN3_5826 0482: set_threat_reaction_range_multiplier 5.0 00D6: if 8118: not actor $5603 dead 004D: jump_if_false @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 00D6: if 8118: not actor $5604 dead 004D: jump_if_false @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 00D6: if 8118: not actor $5605 dead 004D: jump_if_false @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 00D6: if 8118: not actor $5606 dead 004D: jump_if_false @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 00D6: if 8118: not actor $5602 dead 004D: jump_if_false @CUBAN3_5452 0350: set_actor $5602 maintain_position_when_attacked 0 :CUBAN3_5452 00D6: if 8118: not actor $5612 dead 004D: jump_if_false @CUBAN3_5490 0350: set_actor $5612 maintain_position_when_attacked 0 0211: actor $5612 walk_to -645.4 -278.9 :CUBAN3_5490 00D6: if 8118: not actor $5613 dead 004D: jump_if_false @CUBAN3_5513 0350: set_actor $5613 maintain_position_when_attacked 0 :CUBAN3_5513 00D6: if 8118: not actor $5596 dead 004D: jump_if_false @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 00D6: if 8118: not actor $5597 dead 004D: jump_if_false @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 00D6: if 8118: not actor $5598 dead 004D: jump_if_false @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 00D6: if 8118: not actor $5599 dead 004D: jump_if_false @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 00D6: if 8118: not actor $5600 dead 004D: jump_if_false @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 00D6: if 8118: not actor $5601 dead 004D: jump_if_false @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 0002: jump @CUBAN3_5876 :CUBAN3_5826 00D6: if or 0119: car $5592 wrecked 0118: actor $5593 dead 004D: jump_if_false @CUBAN3_5869 00BC: text_highpriority 'CUB2_10' time 5000 1 0002: jump @CUBAN3_11496 :CUBAN3_5869 0002: jump @CUBAN3_5227 :CUBAN3_5876 0001: wait 0 ms 00D6: if 0038: $5631 == 0 // $ == int 004D: jump_if_false @CUBAN3_6002 03CF: load_wav 'CUB3_1' as 1 :CUBAN3_5910 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @CUBAN3_5936 0001: wait 0 ms 0002: jump @CUBAN3_5910 :CUBAN3_5936 00BC: text_highpriority 'CUB3_08' time 4000 1 03D1: play_wav 1 :CUBAN3_5955 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @CUBAN3_5981 0001: wait 0 ms 0002: jump @CUBAN3_5955 :CUBAN3_5981 040D: unload_wav 1 03D5: remove_text 'CUB3_08' 0004: $5631 = 1 // $ = int :CUBAN3_6002 00D6: if 0118: actor $5602 dead 004D: jump_if_false @CUBAN3_7609 00D6: if 0038: $5627 == 0 // $ == int 004D: jump_if_false @CUBAN3_6085 0213: $5614 = create_pickup #BRIEFCASE type 3 at -650.4 -268.5 9.0 018A: $5621 = create_checkpoint_at -650.4 -268.5 $5644 0004: $5627 = 1 // $ = int :CUBAN3_6085 00D6: if 0118: actor $5612 dead 004D: jump_if_false @CUBAN3_7609 00D6: if 0118: actor $5613 dead 004D: jump_if_false @CUBAN3_7609 00D6: if 0118: actor $5596 dead 004D: jump_if_false @CUBAN3_6220 00D6: if 0118: actor $5597 dead 004D: jump_if_false @CUBAN3_6220 00D6: if 0118: actor $5598 dead 004D: jump_if_false @CUBAN3_6220 00D6: if 0118: actor $5599 dead 004D: jump_if_false @CUBAN3_6220 00D6: if 0118: actor $5600 dead 004D: jump_if_false @CUBAN3_6220 00D6: if 0118: actor $5601 dead 004D: jump_if_false @CUBAN3_6220 0002: jump @CUBAN3_7913 :CUBAN3_6220 00D6: if 8118: not actor $5603 dead 004D: jump_if_false @CUBAN3_6683 01ED: clear_actor $5603 threat_search 0350: set_actor $5603 maintain_position_when_attacked 0 0319: set_actor $5603 running 1 00D6: if 0038: $5626 == 0 // $ == int 004D: jump_if_false @CUBAN3_6295 0211: actor $5603 walk_to -645.4 -278.9 0004: $5626 = 1 // $ = int :CUBAN3_6295 00D6: if 0038: $5626 == 1 // $ == int 004D: jump_if_false @CUBAN3_6395 00D6: if 00EC: actor $5603 0 -645.4 -278.9 radius 2.0 2.0 004D: jump_if_false @CUBAN3_6380 0211: actor $5603 walk_to -648.7 -285.6 0004: $5626 = 2 // $ = int 0002: jump @CUBAN3_6395 :CUBAN3_6380 0211: actor $5603 walk_to -645.4 -278.9 :CUBAN3_6395 00D6: if 0038: $5626 == 2 // $ == int 004D: jump_if_false @CUBAN3_6495 00D6: if 00EC: actor $5603 0 -648.7 -285.6 radius 2.0 2.0 004D: jump_if_false @CUBAN3_6480 0211: actor $5603 walk_to -634.7 -303.2 0004: $5626 = 3 // $ = int 0002: jump @CUBAN3_6495 :CUBAN3_6480 0211: actor $5603 walk_to -648.7 -285.6 :CUBAN3_6495 00D6: if 0038: $5626 == 3 // $ == int 004D: jump_if_false @CUBAN3_6595 00D6: if 00EC: actor $5603 0 -634.7 -303.2 radius 2.0 2.0 004D: jump_if_false @CUBAN3_6580 0211: actor $5603 walk_to -641.0 -309.0 0004: $5626 = 4 // $ = int 0002: jump @CUBAN3_6595 :CUBAN3_6580 0211: actor $5603 walk_to -634.7 -303.2 :CUBAN3_6595 00D6: if 0038: $5626 == 4 // $ == int 004D: jump_if_false @CUBAN3_6683 00D6: if 00EC: actor $5603 0 -641.0 -309.0 radius 2.0 2.0 004D: jump_if_false @CUBAN3_6683 011C: actor $5603 clear_objective 01BE: set_actor $5603 to_look_at_spot -650.0 -269.1 9.0 0004: $5626 = 5 // $ = int :CUBAN3_6683 00D6: if 8118: not actor $5604 dead 004D: jump_if_false @CUBAN3_7146 01ED: clear_actor $5604 threat_search 0350: set_actor $5604 maintain_position_when_attacked 0 0319: set_actor $5604 running 1 00D6: if 0038: $5629 == 0 // $ == int 004D: jump_if_false @CUBAN3_6758 0211: actor $5604 walk_to -645.4 -278.9 0004: $5629 = 1 // $ = int :CUBAN3_6758 00D6: if 0038: $5629 == 1 // $ == int 004D: jump_if_false @CUBAN3_6858 00D6: if 00EC: actor $5604 0 -645.4 -278.9 radius 2.0 2.0 004D: jump_if_false @CUBAN3_6843 0211: actor $5604 walk_to -648.7 -285.6 0004: $5629 = 2 // $ = int 0002: jump @CUBAN3_6858 :CUBAN3_6843 0211: actor $5604 walk_to -645.4 -278.9 :CUBAN3_6858 00D6: if 0038: $5629 == 2 // $ == int 004D: jump_if_false @CUBAN3_6958 00D6: if 00EC: actor $5604 0 -648.7 -285.6 radius 2.0 2.0 004D: jump_if_false @CUBAN3_6943 0211: actor $5604 walk_to -646.9 -289.4 0004: $5629 = 3 // $ = int 0002: jump @CUBAN3_6958 :CUBAN3_6943 0211: actor $5604 walk_to -648.7 -285.6 :CUBAN3_6958 00D6: if 0038: $5629 == 3 // $ == int 004D: jump_if_false @CUBAN3_7058 00D6: if 00EC: actor $5604 0 -646.9 -289.4 radius 2.0 2.0 004D: jump_if_false @CUBAN3_7043 0211: actor $5604 walk_to -656.5 -290.5 0004: $5629 = 4 // $ = int 0002: jump @CUBAN3_7058 :CUBAN3_7043 0211: actor $5604 walk_to -646.9 -289.4 :CUBAN3_7058 00D6: if 0038: $5629 == 4 // $ == int 004D: jump_if_false @CUBAN3_7146 00D6: if 00EC: actor $5604 0 -656.5 -290.5 radius 2.0 2.0 004D: jump_if_false @CUBAN3_7146 011C: actor $5604 clear_objective 01BE: set_actor $5604 to_look_at_spot -650.0 -269.1 9.0 0004: $5629 = 5 // $ = int :CUBAN3_7146 00D6: if 8118: not actor $5605 dead 004D: jump_if_false @CUBAN3_7609 01ED: clear_actor $5605 threat_search 0350: set_actor $5605 maintain_position_when_attacked 0 0319: set_actor $5605 running 1 00D6: if 0038: $5630 == 0 // $ == int 004D: jump_if_false @CUBAN3_7221 0211: actor $5605 walk_to -645.4 -278.9 0004: $5630 = 1 // $ = int :CUBAN3_7221 00D6: if 0038: $5630 == 1 // $ == int 004D: jump_if_false @CUBAN3_7321 00D6: if 00EC: actor $5605 0 -645.4 -278.9 radius 2.0 2.0 004D: jump_if_false @CUBAN3_7306 0211: actor $5605 walk_to -648.7 -285.6 0004: $5630 = 2 // $ = int 0002: jump @CUBAN3_7321 :CUBAN3_7306 0211: actor $5605 walk_to -645.4 -278.9 :CUBAN3_7321 00D6: if 0038: $5630 == 2 // $ == int 004D: jump_if_false @CUBAN3_7421 00D6: if 00EC: actor $5605 0 -648.7 -285.6 radius 2.0 2.0 004D: jump_if_false @CUBAN3_7406 0211: actor $5605 walk_to -646.9 -289.4 0004: $5630 = 3 // $ = int 0002: jump @CUBAN3_7421 :CUBAN3_7406 0211: actor $5605 walk_to -648.7 -285.6 :CUBAN3_7421 00D6: if 0038: $5630 == 3 // $ == int 004D: jump_if_false @CUBAN3_7521 00D6: if 00EC: actor $5605 0 -646.9 -289.4 radius 2.0 2.0 004D: jump_if_false @CUBAN3_7506 0211: actor $5605 walk_to -643.5 -283.1 0004: $5630 = 4 // $ = int 0002: jump @CUBAN3_7521 :CUBAN3_7506 0211: actor $5605 walk_to -646.9 -289.4 :CUBAN3_7521 00D6: if 0038: $5630 == 4 // $ == int 004D: jump_if_false @CUBAN3_7609 00D6: if 00EC: actor $5605 0 -643.5 -283.1 radius 2.0 2.0 004D: jump_if_false @CUBAN3_7609 011C: actor $5605 clear_objective 01BE: set_actor $5605 to_look_at_spot -650.0 -269.1 9.0 0004: $5630 = 5 // $ = int :CUBAN3_7609 00D6: if 0118: actor $5593 dead 004D: jump_if_false @CUBAN3_7647 00BC: text_highpriority 'CUB2_10' time 5000 1 0002: jump @CUBAN3_11496 :CUBAN3_7647 00D6: if 0119: car $5592 wrecked 004D: jump_if_false @CUBAN3_7675 0322: kill_player $PLAYER_CHAR 0002: jump @CUBAN3_11496 :CUBAN3_7675 00D6: if 0118: actor $5612 dead 004D: jump_if_false @CUBAN3_7696 01C2: mark_actor_as_no_longer_needed $5612 :CUBAN3_7696 00D6: if 0118: actor $5613 dead 004D: jump_if_false @CUBAN3_7717 01C2: mark_actor_as_no_longer_needed $5613 :CUBAN3_7717 00D6: if 0118: actor $5596 dead 004D: jump_if_false @CUBAN3_7738 01C2: mark_actor_as_no_longer_needed $5596 :CUBAN3_7738 00D6: if 0118: actor $5597 dead 004D: jump_if_false @CUBAN3_7759 01C2: mark_actor_as_no_longer_needed $5597 :CUBAN3_7759 00D6: if 0118: actor $5598 dead 004D: jump_if_false @CUBAN3_7780 01C2: mark_actor_as_no_longer_needed $5598 :CUBAN3_7780 00D6: if 0118: actor $5599 dead 004D: jump_if_false @CUBAN3_7801 01C2: mark_actor_as_no_longer_needed $5599 :CUBAN3_7801 00D6: if 0118: actor $5600 dead 004D: jump_if_false @CUBAN3_7822 01C2: mark_actor_as_no_longer_needed $5600 :CUBAN3_7822 00D6: if 0118: actor $5601 dead 004D: jump_if_false @CUBAN3_7843 01C2: mark_actor_as_no_longer_needed $5601 :CUBAN3_7843 00D6: if 0118: actor $5603 dead 004D: jump_if_false @CUBAN3_7864 01C2: mark_actor_as_no_longer_needed $5603 :CUBAN3_7864 00D6: if 0118: actor $5604 dead 004D: jump_if_false @CUBAN3_7885 01C2: mark_actor_as_no_longer_needed $5604 :CUBAN3_7885 00D6: if 0118: actor $5605 dead 004D: jump_if_false @CUBAN3_7906 01C2: mark_actor_as_no_longer_needed $5605 :CUBAN3_7906 0002: jump @CUBAN3_5876 :CUBAN3_7913 0001: wait 1000 ms 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 015F: set_camera_position -642.3 -241.4 10.0 rotation 0.0 0.0 0.0 0160: point_camera -630.5 -261.4 7.0 switchstyle 2 03BA: clear_cars_from_cube -530.2 -186.3 10.0 -791.8 -447.8 0.0 041E: set_radio_station 6 -1 00D6: if 8119: not car $5592 wrecked 004D: jump_if_false @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 00AB: put_car $5592 at -642.3 -230.4 6.0 0175: set_car $5592 z_angle_to 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 0002: jump @CUBAN3_8162 :CUBAN3_8140 00BC: text_highpriority 'CUB2_10' time 5000 1 0002: jump @CUBAN3_11496 :CUBAN3_8162 00D6: if 8118: not actor $5603 dead 004D: jump_if_false @CUBAN3_8268 00D6: if 80EC: not actor $5603 0 -641.0 -309.0 radius 2.0 2.0 004D: jump_if_false @CUBAN3_8261 011C: actor $5603 clear_objective 00A1: put_actor $5603 at -641.0 -309.0 11.5 01BE: set_actor $5603 to_look_at_spot -650.0 -269.1 9.0 :CUBAN3_8261 0002: jump @CUBAN3_8273 :CUBAN3_8268 01C2: mark_actor_as_no_longer_needed $5603 :CUBAN3_8273 00D6: if 8118: not actor $5604 dead 004D: jump_if_false @CUBAN3_8379 00D6: if 80EC: not actor $5604 0 -656.5 -290.5 radius 2.0 2.0 004D: jump_if_false @CUBAN3_8372 011C: actor $5604 clear_objective 00A1: put_actor $5604 at -656.5 -290.5 9.0 01BE: set_actor $5604 to_look_at_spot -650.0 -269.1 9.0 :CUBAN3_8372 0002: jump @CUBAN3_8384 :CUBAN3_8379 01C2: mark_actor_as_no_longer_needed $5604 :CUBAN3_8384 00D6: if 8118: not actor $5605 dead 004D: jump_if_false @CUBAN3_8490 00D6: if 80EC: not actor $5605 0 -643.5 -283.1 radius 2.0 2.0 004D: jump_if_false @CUBAN3_8483 011C: actor $5605 clear_objective 00A1: put_actor $5605 at -643.5 -283.1 9.0 01BE: set_actor $5605 to_look_at_spot -650.0 -269.1 9.0 :CUBAN3_8483 0002: jump @CUBAN3_8495 :CUBAN3_8490 01C2: mark_actor_as_no_longer_needed $5605 :CUBAN3_8495 0001: wait 1000 ms :CUBAN3_8500 0001: wait 0 ms 03BA: clear_cars_from_cube -530.2 -186.3 10.0 -791.8 -447.8 0.0 00D6: if 8119: not car $5592 wrecked 004D: jump_if_false @CUBAN3_9416 00D6: if 01AD: car $5592 sphere 0 near_point -632.1 -251.0 radius 5.0 5.0 004D: jump_if_false @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 016A: fade 0 500 ms 0001: wait 600 ms 0055: put_player $PLAYER_CHAR at -633.2 -263.6 8.7 0171: set_player $PLAYER_CHAR z_angle_to 143.3 00D6: if 8119: not car $5592 wrecked 004D: jump_if_false @CUBAN3_8703 00AB: put_car $5592 at -633.3 -256.2 5.5 0175: set_car $5592 z_angle_to 213.0 :CUBAN3_8703 00D6: if 8118: not actor $5603 dead 004D: jump_if_false @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 00D6: if 8118: not actor $5604 dead 004D: jump_if_false @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 00D6: if 8118: not actor $5605 dead 004D: jump_if_false @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 009A: $5618 = create_actor_pedtype 9 model #SGB at -629.9 -300.4 11.0 0173: set_actor $5618 z_angle_to 66.4 01ED: clear_actor $5618 threat_search 0243: set_actor $5618 ped_stats_to 16 0291: set_actor $5618 heed_threats 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 009A: $5607 = create_actor_pedtype 9 model #SGA at -627.3 -310.8 12.1 0173: set_actor $5607 z_angle_to 69.4 01ED: clear_actor $5607 threat_search 0243: set_actor $5607 ped_stats_to 16 0291: set_actor $5607 heed_threats 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 009A: $5608 = create_actor_pedtype 9 model #SGA at -631.1 -313.0 12.1 0173: set_actor $5608 z_angle_to 49.2 01ED: clear_actor $5608 threat_search 0243: set_actor $5608 ped_stats_to 16 0291: set_actor $5608 heed_threats 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 009A: $5609 = create_actor_pedtype 9 model #SGA at -648.6 -326.2 11.0 0173: set_actor $5609 z_angle_to 2.7 01ED: clear_actor $5609 threat_search 0243: set_actor $5609 ped_stats_to 16 0291: set_actor $5609 heed_threats 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 009A: $5610 = create_actor_pedtype 9 model #SGA at -608.5 -294.6 11.0 0173: set_actor $5610 z_angle_to 46.2 01ED: clear_actor $5610 threat_search 0243: set_actor $5610 ped_stats_to 16 0291: set_actor $5610 heed_threats 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 009A: $5611 = create_actor_pedtype 9 model #SGA at -592.6 -255.9 9.5 0173: set_actor $5611 z_angle_to 10.7 01ED: clear_actor $5611 threat_search 0243: set_actor $5611 ped_stats_to 16 0291: set_actor $5611 heed_threats 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 00D6: if 0038: $5628 == 0 // $ == int 004D: jump_if_false @CUBAN3_9395 018A: $5622 = create_checkpoint_at -641.0 -309.0 11.5 :CUBAN3_9395 0004: $5625 = 0 // $ = int 0002: jump @CUBAN3_9483 :CUBAN3_9409 0002: jump @CUBAN3_9438 :CUBAN3_9416 00BC: text_highpriority 'CUB2_10' time 5000 1 0002: jump @CUBAN3_11496 :CUBAN3_9438 0002: jump @CUBAN3_8500 00D6: if 0118: actor $5593 dead 004D: jump_if_false @CUBAN3_9483 00BC: text_highpriority 'CUB2_10' time 5000 1 0002: jump @CUBAN3_11496 :CUBAN3_9483 0001: wait 600 ms 016A: fade 1 1500 ms 0001: wait 1600 ms 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 00BC: text_highpriority 'CUB3_03' time 7000 1 :CUBAN3_9528 0001: wait 0 ms 00D6: if or 0118: actor $5593 dead 0119: car $5592 wrecked 004D: jump_if_false @CUBAN3_9575 00BC: text_highpriority 'CUB2_10' time 5000 1 0002: jump @CUBAN3_11496 :CUBAN3_9575 00D6: if 0118: actor $5618 dead 004D: jump_if_false @CUBAN3_9742 01C2: mark_actor_as_no_longer_needed $5618 00D6: if 0038: $5628 == 0 // $ == int 004D: jump_if_false @CUBAN3_9668 000D: $5643 -= 1.0 // $ -= float 0213: $5615 = create_pickup #BRIEFCASE type 3 at $5642 $5643 $5644 0164: disable_marker $5622 018A: $5622 = create_checkpoint_at $5642 $5643 $5644 0004: $5628 = 1 // $ = int :CUBAN3_9668 00D6: if 0038: $5628 == 1 // $ == int 004D: jump_if_false @CUBAN3_9735 0009: $5643 += 2.0 // $ += float 0213: $5616 = create_pickup #BRIEFCASE type 3 at $5642 $5643 $5644 018A: $5623 = create_checkpoint_at $5642 $5643 $5644 0004: $5628 = 2 // $ = int :CUBAN3_9735 0002: jump @CUBAN3_9756 :CUBAN3_9742 00A0: store_actor $5618 position_to $5642 $5643 $5644 :CUBAN3_9756 00D6: if 0214: pickup $5614 picked_up 004D: jump_if_false @CUBAN3_9784 0008: $5625 += 1 // $ += int 0164: disable_marker $5621 :CUBAN3_9784 00D6: if 0038: $5628 == 2 // $ == int 004D: jump_if_false @CUBAN3_9858 00D6: if 0214: pickup $5615 picked_up 004D: jump_if_false @CUBAN3_9830 0008: $5625 += 1 // $ += int 0164: disable_marker $5622 :CUBAN3_9830 00D6: if 0214: pickup $5616 picked_up 004D: jump_if_false @CUBAN3_9858 0008: $5625 += 1 // $ += int 0164: disable_marker $5623 :CUBAN3_9858 00D6: if 0118: actor $5603 dead 004D: jump_if_false @CUBAN3_9879 01C2: mark_actor_as_no_longer_needed $5603 :CUBAN3_9879 00D6: if 0118: actor $5604 dead 004D: jump_if_false @CUBAN3_9900 01C2: mark_actor_as_no_longer_needed $5604 :CUBAN3_9900 00D6: if 0118: actor $5605 dead 004D: jump_if_false @CUBAN3_9921 01C2: mark_actor_as_no_longer_needed $5605 :CUBAN3_9921 00D6: if 0118: actor $5607 dead 004D: jump_if_false @CUBAN3_9942 01C2: mark_actor_as_no_longer_needed $5607 :CUBAN3_9942 00D6: if 0118: actor $5608 dead 004D: jump_if_false @CUBAN3_9963 01C2: mark_actor_as_no_longer_needed $5608 :CUBAN3_9963 00D6: if 0118: actor $5609 dead 004D: jump_if_false @CUBAN3_9984 01C2: mark_actor_as_no_longer_needed $5609 :CUBAN3_9984 00D6: if 0118: actor $5610 dead 004D: jump_if_false @CUBAN3_10005 01C2: mark_actor_as_no_longer_needed $5610 :CUBAN3_10005 00D6: if 0118: actor $5611 dead 004D: jump_if_false @CUBAN3_10026 01C2: mark_actor_as_no_longer_needed $5611 :CUBAN3_10026 00D6: if 0038: $5625 == 3 // $ == int 004D: jump_if_false @CUBAN3_10975 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 009B: destroy_actor_instantly $5596 009B: destroy_actor_instantly $5597 00A5: $5617 = create_car #DINGHY at -635.5 -237.7 5.5 0175: set_car $5617 z_angle_to 159.0 0323: enable_boat $5617 anchor 1 009A: $5596 = create_actor_pedtype 8 model #HNA at -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 009A: $5597 = create_actor_pedtype 8 model #HNA at -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 00D6: if 8118: not actor $5593 dead 004D: jump_if_false @CUBAN3_10282 02A9: set_actor $5593 immune_to_nonplayer 0 :CUBAN3_10282 015F: set_camera_position -627.6 -268.3 12.0 rotation 0.0 0.0 0.0 0158: camera_on_vehicle $5617 mode 15 switchstyle 2 03BA: clear_cars_from_cube -530.2 -186.3 10.0 -791.8 -447.8 0.0 :CUBAN3_10355 00D6: if 81AD: not car $5617 sphere 0 near_point -637.0 -239.0 radius 2.0 2.0 004D: jump_if_false @CUBAN3_10420 0001: wait 0 ms 00D6: if 8119: not car $5617 wrecked 004D: jump_if_false @CUBAN3_10413 :CUBAN3_10413 0002: jump @CUBAN3_10355 :CUBAN3_10420 00D6: if 8119: not car $5617 wrecked 004D: jump_if_false @CUBAN3_10455 02D4: car $5617 turn_off_engine 0323: enable_boat $5617 anchor 1 0002: jump @CUBAN3_10477 :CUBAN3_10455 00BC: text_highpriority 'CUB2_10' time 5000 1 0002: jump @CUBAN3_11496 :CUBAN3_10477 0001: wait 2000 ms 00D6: if 8119: not car $5592 wrecked 004D: jump_if_false @CUBAN3_10522 00D6: if 8118: not actor $5596 dead 004D: jump_if_false @CUBAN3_10522 01D9: actor $5596 destroy_car $5592 :CUBAN3_10522 0001: wait 2000 ms 00D6: if 8119: not car $5592 wrecked 004D: jump_if_false @CUBAN3_10663 03F5: set_vehicle $5592 apply_damage_rules 1 00AA: store_car $5592 position_to $95 $96 $97 020B: explode_car $5592 020C: create_explosion 2 at $95 $96 $97 020C: create_explosion 11 at $95 $96 $97 020C: create_explosion 1 at $95 $96 $97 020C: create_explosion 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 0001: wait 2000 ms 00D6: if 8118: not actor $5596 dead 004D: jump_if_false @CUBAN3_10763 0465: remove_actor $5596 from_turret_mode 00A1: put_actor $5596 at -632.2 -264.0 8.7 0173: set_actor $5596 z_angle_to 183.0 01ED: clear_actor $5596 threat_search 0243: set_actor $5596 ped_stats_to 16 0291: set_actor $5596 heed_threats 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 00D6: if 8118: not actor $5597 dead 004D: jump_if_false @CUBAN3_10867 0372: set_actor $5597 anim 0 wait_state_time 100 ms 0465: remove_actor $5597 from_turret_mode 00A1: put_actor $5597 at -639.2 -272.0 8.7 0173: set_actor $5597 z_angle_to 183.0 01ED: clear_actor $5597 threat_search 0243: set_actor $5597 ped_stats_to 16 0291: set_actor $5597 heed_threats 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 00D6: if 8119: not car $5617 wrecked 004D: jump_if_false @CUBAN3_10913 00AB: put_car $5617 at -624.0 -257.7 6.0 0175: set_car $5617 z_angle_to 335.0 :CUBAN3_10913 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 018A: $5624 = create_checkpoint_at -1170.0 -603.4 11.6 00BC: text_highpriority 'CUB3_04' time 7000 1 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 4 0002: jump @CUBAN3_10982 :CUBAN3_10975 0002: jump @CUBAN3_9528 :CUBAN3_10982 0001: wait 0 ms 00D6: if 00F6: player $PLAYER_CHAR 1 -1169.9 -607.8 10.6 radius 2.0 2.0 2.0 004D: jump_if_false @CUBAN3_11321 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 015F: set_camera_position -1171.0 -595.6 14.2 rotation 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 009A: $5619 = create_actor_pedtype 4 model #NULL at -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 00D6: if 8118: not actor $5619 dead 004D: jump_if_false @CUBAN3_11181 :CUBAN3_11181 00D6: if 80ED: not actor $5619 0 -1169.7 -630.9 radius 2.0 2.0 004D: jump_if_false @CUBAN3_11246 0001: wait 0 ms 00D6: if 8118: not actor $5619 dead 004D: jump_if_false @CUBAN3_11239 :CUBAN3_11239 0002: jump @CUBAN3_11181 :CUBAN3_11246 00D6: if 8118: not actor $5619 dead 004D: jump_if_false @CUBAN3_11267 011C: actor $5619 clear_objective :CUBAN3_11267 0001: wait 1000 ms 009B: destroy_actor_instantly $5619 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 0395: clear_area 1 at -1170.2 -603.9 10.6 range 20.0 0002: jump @CUBAN3_11513 :CUBAN3_11321 00D6: if 0118: actor $5603 dead 004D: jump_if_false @CUBAN3_11342 01C2: mark_actor_as_no_longer_needed $5603 :CUBAN3_11342 00D6: if 0118: actor $5604 dead 004D: jump_if_false @CUBAN3_11363 01C2: mark_actor_as_no_longer_needed $5604 :CUBAN3_11363 00D6: if 0118: actor $5605 dead 004D: jump_if_false @CUBAN3_11384 01C2: mark_actor_as_no_longer_needed $5605 :CUBAN3_11384 00D6: if 0118: actor $5607 dead 004D: jump_if_false @CUBAN3_11405 01C2: mark_actor_as_no_longer_needed $5607 :CUBAN3_11405 00D6: if 0118: actor $5608 dead 004D: jump_if_false @CUBAN3_11426 01C2: mark_actor_as_no_longer_needed $5608 :CUBAN3_11426 00D6: if 0118: actor $5609 dead 004D: jump_if_false @CUBAN3_11447 01C2: mark_actor_as_no_longer_needed $5609 :CUBAN3_11447 00D6: if 0118: actor $5610 dead 004D: jump_if_false @CUBAN3_11468 01C2: mark_actor_as_no_longer_needed $5610 :CUBAN3_11468 00D6: if 0118: actor $5611 dead 004D: jump_if_false @CUBAN3_11489 01C2: mark_actor_as_no_longer_needed $5611 :CUBAN3_11489 0002: jump @CUBAN3_10982 :CUBAN3_11496 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :CUBAN3_11513 00BE: text_clear_all 01E3: text_1number_styled 'M_PASS' number 4000 time 5000 style 1 0394: play_music 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 4000 030C: progress_made += 1 0318: set_latest_mission_passed 'CUB_3' 004F: create_thread @CUB4 0004: $281 = 1 // $ = int 0051: return :CUBAN3_11581 0004: $ONMISSION = 0 // $ = int 01B4: set_player $PLAYER_CHAR can_move 1 03F2: pedtype 8 remove_threat 1 0249: release_model #TROPIC 0249: release_model #HNA 0249: release_model #HNB 0249: release_model #JETMAX 0249: release_model #SGA 0249: release_model #GRENADE 0249: release_model #DINGHY 0249: release_model #SGB 0249: release_model #CBB 0249: release_model #BRIEFCASE 0249: release_model #RUGER 0249: release_model #BUDDYSHOT 0249: release_model #UZI 0164: disable_marker $5620 0164: disable_marker $5621 0164: disable_marker $5622 0164: disable_marker $5623 0164: disable_marker $5624 0215: destroy_pickup $5614 0215: destroy_pickup $5615 0215: destroy_pickup $5616 0465: remove_actor $PLAYER_ACTOR from_turret_mode 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 00D8: mission_cleanup 0051: return //-------------Mission 59--------------- // Originally: Trojan Voodoo :CUBAN4 03A4: name_thread 'CUBAN4' 0050: gosub @CUBAN4_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @CUBAN4_37 0050: gosub @CUBAN4_20102 :CUBAN4_37 0050: gosub @CUBAN4_20581 004E: end_thread :CUBAN4_46 03D5: remove_text 'M_FAIL' 0004: $ONMISSION = 1 // $ = int 0317: increment_mission_attempts 0001: wait 0 ms 054C: use_GXT_table 'CUBAN4' 058E: set_restart_mission_taxi_destination -1173.5 -599.6 10.2 277.1 0004: $5685 = 0 // $ = int 0004: $5686 = 1 // $ = int 0004: $5687 = 0 // $ = int 0004: $5688 = 0 // $ = int 0004: $5689 = 0 // $ = int 0004: $5690 = 0 // $ = int 0004: $5691 = 0 // $ = int 0004: $5692 = 0 // $ = int 0004: $5693 = 0 // $ = int 0004: $5694 = 0 // $ = int 0004: $5695 = 0 // $ = int 0004: $5696 = 0 // $ = int 0004: $5697 = 0 // $ = int 0004: $5698 = 0 // $ = int 0004: $5699 = 0 // $ = int 0004: $5700 = 46000 // $ = int 0004: $5701 = 0 // $ = int 0004: $5702 = 2 // $ = int 0004: $5703 = 0 // $ = int 0004: $5704 = 0 // $ = int 0004: $5705 = 0 // $ = int 0004: $5706 = 0 // $ = int 0004: $5707 = 0 // $ = int 0004: $5708 = 0 // $ = int 0004: $5709 = 0 // $ = int 0004: $5710 = 0 // $ = int 0004: $5663 = 0 // $ = int 0004: $5664 = 0 // $ = int 0004: $5711 = 0 // $ = int 0004: $5712 = 0 // $ = int 0004: $5713 = 0 // $ = int 0004: $5714 = 0 // $ = int 0004: $5715 = 0 // $ = int 0004: $5716 = 0 // $ = int 0004: $5717 = 0 // $ = int 04BB: select_interiour 7 // select render area 0522: disable_cutscene_shadows 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' 03CB: load_scene -1169.0 -620.0 10.791 038B: load_requested_models :CUBAN4_518 00D6: 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 004D: jump_if_false @CUBAN4_560 0001: wait 0 ms 0002: jump @CUBAN4_518 :CUBAN4_560 00D6: if or 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 004D: jump_if_false @CUBAN4_592 0001: wait 0 ms 0002: 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: set_cutscene_anim 'CCFAN' to_loop 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 10.6 range 1.0 0055: put_player $PLAYER_CHAR at -1170.9 -603.7 10.6 0171: set_player $PLAYER_CHAR z_angle_to 15.3 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :CUBAN4_854 00D6: if 001A: 1888 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN4_889 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN4_854 :CUBAN4_889 00BC: text_highpriority 'CUB4_A' time 10000 1 :CUBAN4_904 00D6: if 001A: 5073 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN4_939 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN4_904 :CUBAN4_939 00BC: text_highpriority 'CUB4_B' time 10000 1 :CUBAN4_954 00D6: if 001A: 7958 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN4_989 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN4_954 :CUBAN4_989 00BC: text_highpriority 'CUB4_C' time 10000 1 :CUBAN4_1004 00D6: if 001A: 9915 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN4_1039 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN4_1004 :CUBAN4_1039 00BC: text_highpriority 'CUB4_D' time 10000 1 :CUBAN4_1054 00D6: if 001A: 15514 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN4_1089 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN4_1054 :CUBAN4_1089 00BC: text_highpriority 'CUB4_E' time 10000 1 :CUBAN4_1104 00D6: if 001A: 17098 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN4_1139 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN4_1104 :CUBAN4_1139 00BC: text_highpriority 'CUB4_F' time 10000 1 :CUBAN4_1154 00D6: if 001A: 17491 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN4_1189 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN4_1154 :CUBAN4_1189 00BC: text_highpriority 'CUB4_G' time 10000 1 :CUBAN4_1204 00D6: if 001A: 21119 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN4_1239 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN4_1204 :CUBAN4_1239 00BC: text_highpriority 'CUB4_H' time 10000 1 :CUBAN4_1254 00D6: if 001A: 26363 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN4_1289 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN4_1254 :CUBAN4_1289 00BC: text_highpriority 'CUB4_I' time 10000 1 :CUBAN4_1304 00D6: if 001A: 31119 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN4_1339 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN4_1304 :CUBAN4_1339 00BC: text_highpriority 'CUB4_J' time 10000 1 :CUBAN4_1354 00D6: if 001A: 32804 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN4_1391 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN4_1354 :CUBAN4_1391 00BC: text_highpriority 'CUB4_K' time 10000 1 :CUBAN4_1406 00D6: if 001A: 36208 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN4_1443 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN4_1406 :CUBAN4_1443 00BC: text_highpriority 'CUB4_L' time 10000 1 :CUBAN4_1458 00D6: if 001A: 38251 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN4_1495 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN4_1458 :CUBAN4_1495 00BC: text_highpriority 'CUB4_M' time 10000 1 :CUBAN4_1510 00D6: if 001A: 41602 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN4_1547 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN4_1510 :CUBAN4_1547 00BC: text_highpriority 'CUB4_N' time 10000 1 :CUBAN4_1562 00D6: if 001A: 43148 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN4_1599 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN4_1562 :CUBAN4_1599 00BC: text_highpriority 'CUB4_O' time 10000 1 :CUBAN4_1614 00D6: if 001A: 44248 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN4_1651 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN4_1614 :CUBAN4_1651 00BC: text_highpriority 'CUB4_P' time 10000 1 :CUBAN4_1666 00D6: if 001A: 46776 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN4_1703 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN4_1666 :CUBAN4_1703 00BC: text_highpriority 'CUB4_Q' time 10000 1 :CUBAN4_1718 00D6: if 001A: 49338 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN4_1755 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN4_1718 :CUBAN4_1755 00BC: text_highpriority 'CUB4_R' time 10000 1 :CUBAN4_1770 00D6: if 001A: 53344 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN4_1807 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN4_1770 :CUBAN4_1807 00BC: text_highpriority 'CUB4_S' time 10000 1 :CUBAN4_1822 00D6: if 001A: 59927 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN4_1859 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN4_1822 :CUBAN4_1859 00BC: text_highpriority 'CUB4_T' time 10000 1 :CUBAN4_1874 00D6: if 001A: 62394 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN4_1911 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN4_1874 :CUBAN4_1911 00BC: text_highpriority 'CUB4_U' time 10000 1 :CUBAN4_1926 00D6: if 001A: 64830 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN4_1963 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN4_1926 :CUBAN4_1963 00BC: text_highpriority 'CUB4_V' time 10000 1 :CUBAN4_1978 00D6: if 001A: 68153 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN4_2015 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN4_1978 :CUBAN4_2015 00BC: text_highpriority 'CUB4_W' time 10000 1 :CUBAN4_2030 00D6: if 001A: 69153 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN4_2067 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN4_2030 :CUBAN4_2067 00BE: text_clear_all :CUBAN4_2069 00D6: if 001A: 71424 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @CUBAN4_2106 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CUBAN4_2069 :CUBAN4_2106 016A: fade 0 1500 ms 00BE: text_clear_all 0001: wait 1000 ms 00D6: if 856A: not has_cutscene_been_interrupted 004D: jump_if_false @CUBAN4_2152 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @CUBAN4_2152 03D1: play_wav 1 :CUBAN4_2152 00D6: if 016B: fading 004D: jump_if_false @CUBAN4_2176 0001: wait 0 ms 0002: jump @CUBAN4_2152 :CUBAN4_2176 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 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 04BB: select_interiour 0 // select render area 0004: $989 = 0 // $ = int 01EB: set_traffic_density_multiplier_to 1.0 03DE: set_pedestrians_density_multiplier_to 1.0 0169: set_fade_color 0 0 0 0001: wait 500 ms 0373: set_camera_directly_behind_player 04E3: set_player $PLAYER_CHAR mood 1 duration 60000 03F1: pedtype 8 add_threat 1 0247: request_model #HNA 0247: request_model #HNB 0247: request_model #CBB 0247: request_model #CBA 0247: request_model #SNIPER 0247: request_model #TEC9 0247: request_model #VOODOO 0247: request_model #DYNAMITE :CUBAN4_2305 00D6: if or 8248: not model #CBA available 8248: not model #CBB available 8248: not model #HNA available 8248: not model #HNB available 004D: jump_if_false @CUBAN4_2343 0001: wait 0 ms 0002: jump @CUBAN4_2305 :CUBAN4_2343 00D6: if or 8248: not model #SNIPER available 8248: not model #TEC9 available 8248: not model #VOODOO available 8248: not model #DYNAMITE available 004D: jump_if_false @CUBAN4_2384 0001: wait 0 ms 0002: jump @CUBAN4_2343 :CUBAN4_2384 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @CUBAN4_2594 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 009A: $5675 = create_actor_pedtype 8 model #HNA at -1197.9 82.5 10.1 009A: $5676 = create_actor_pedtype 8 model #HNA at -1189.0 83.6 10.1 009A: $5677 = create_actor_pedtype 8 model #HNA at -1190.5 68.5 10.1 :CUBAN4_2594 00D6: if 834E: not move_object $1791 to -1114.5 67.0 10.1 speed 10.0 10.0 0.0 collision_check 0 004D: jump_if_false @CUBAN4_2653 0001: wait 0 ms 0002: jump @CUBAN4_2594 :CUBAN4_2653 00A5: $5718 = create_car #VOODOO at -1071.3 -608.4 9.7 009A: $5652 = create_actor_pedtype 14 model #CBB at -1170.0 -607.0 10.6 04F5: set_actor $5652 as_player_friend $PLAYER_CHAR flag 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 heed_threats 1 0319: set_actor $5652 running 1 0568: set_actor $5652 untargetable 1 016A: fade 1 1500 ms 009A: $5659 = create_actor_pedtype 8 model #HNA at -1116.8 74.3 10.1 0173: set_actor $5659 z_angle_to 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 heed_threats 1 0350: set_actor $5659 maintain_position_when_attacked 1 009A: $5660 = create_actor_pedtype 8 model #HNB at -1179.4 71.2 23.9 0173: set_actor $5660 z_angle_to 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 heed_threats 1 0350: set_actor $5660 maintain_position_when_attacked 1 00A5: $5653 = create_car #VOODOO at -1044.5 172.7 9.8 0175: set_car $5653 z_angle_to 180.8 02AA: set_car $5653 immune_to_nonplayer 1 00AD: set_car $5653 max_speed_to 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: set_actor $5655 as_player_friend $PLAYER_CHAR flag 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: set_actor $5656 as_player_friend $PLAYER_CHAR flag 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 00A5: $5654 = create_car #VOODOO at -1040.4 173.4 9.9 0175: set_car $5654 z_angle_to 177.1 02AA: set_car $5654 immune_to_nonplayer 1 00AD: set_car $5654 max_speed_to 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: set_actor $5657 as_player_friend $PLAYER_CHAR flag 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: set_actor $5658 as_player_friend $PLAYER_CHAR flag 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 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 0006: TIMERA = 0 // @ = int 0006: TIMERB = 0 // @ = int 00BC: text_highpriority 'CUB4_26' time 5000 1 :CUBAN4_3317 0001: wait 0 ms 00D6: if 0038: $5709 == 0 // $ == int 004D: jump_if_false @CUBAN4_3705 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @CUBAN4_3705 00DA: $5651 = player $PLAYER_CHAR car 00D6: if 8119: not car $5651 wrecked 004D: jump_if_false @CUBAN4_3705 00D6: if 0137: car $5651 id == #VOODOO 004D: jump_if_false @CUBAN4_3687 03F2: pedtype 8 remove_threat 1 0164: disable_marker $5678 0164: disable_marker $5679 00D6: if 8118: not actor $5652 dead 004D: jump_if_false @CUBAN4_3680 00D6: if 00FB: player $PLAYER_CHAR 0 $5652 radius 8.0 8.0 8.0 004D: jump_if_false @CUBAN4_3680 03CF: load_wav 'CUB4_6' as 1 :CUBAN4_3478 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @CUBAN4_3504 0001: wait 0 ms 0002: jump @CUBAN4_3478 :CUBAN4_3504 00BC: text_highpriority 'CUB4_13' time 5000 1 03D1: play_wav 1 :CUBAN4_3523 00D6: if and 83D2: not wav 1 ended 8118: not actor $5652 dead 004D: jump_if_false @CUBAN4_3554 0001: wait 0 ms 0002: jump @CUBAN4_3523 :CUBAN4_3554 040D: unload_wav 1 03D5: remove_text 'CUB4_13' 00D6: if 0038: $5710 == 0 // $ == int 004D: jump_if_false @CUBAN4_3613 018A: $5678 = create_checkpoint_at -1037.4 172.3 10.0 0002: jump @CUBAN4_3633 :CUBAN4_3613 018A: $5679 = create_checkpoint_at -1084.1 70.2 10.8 :CUBAN4_3633 00D6: if 0038: $5703 == 0 // $ == int 004D: jump_if_false @CUBAN4_3673 00BC: text_highpriority 'CUB4_27' time 5000 1 0004: $5703 = 1 // $ = int :CUBAN4_3673 0004: $5709 = 1 // $ = int :CUBAN4_3680 0002: jump @CUBAN4_3705 :CUBAN4_3687 03F1: pedtype 8 add_threat 1 01C3: mark_car_as_no_longer_needed $5651 0004: $5709 = 0 // $ = int :CUBAN4_3705 00D6: if 0038: $5709 == 1 // $ == int 004D: jump_if_false @CUBAN4_5039 00D6: if 8119: not car $5651 wrecked 004D: jump_if_false @CUBAN4_5039 00D6: if 00DC: player $PLAYER_CHAR in_car $5651 004D: jump_if_false @CUBAN4_4895 00D6: if 0038: $5710 == 0 // $ == int 004D: jump_if_false @CUBAN4_4828 00D6: if 8118: not actor $5652 dead 004D: jump_if_false @CUBAN4_4821 00D6: if 0320: actor $5652 in_range_of_player $PLAYER_CHAR 004D: jump_if_false @CUBAN4_4821 00D6: if 00FA: player $PLAYER_CHAR stopped 1 -1037.4 172.3 10.0 radius 3.0 3.0 10.0 004D: jump_if_false @CUBAN4_4814 0164: disable_marker $5678 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 03BA: clear_cars_from_cube -1072.2 70.7 10.2 -1011.2 200.7 15.2 015F: set_camera_position -1029.6 169.7 13.1 rotation 0.0 0.0 0.0 0160: point_camera -1030.5 170.0 12.9 switchstyle 2 00D6: if 8119: not car $5653 wrecked 004D: jump_if_false @CUBAN4_4004 00D6: if 8119: not car $5654 wrecked 004D: jump_if_false @CUBAN4_4004 00AE: set_vehicle $5653 traffic_behavior_to 3 00AE: set_vehicle $5654 traffic_behavior_to 3 :CUBAN4_4004 03CF: load_wav 'CUB4_2' as 1 03CF: load_wav 'CUB4_1' as 2 :CUBAN4_4028 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @CUBAN4_4058 0001: wait 0 ms 0002: jump @CUBAN4_4028 :CUBAN4_4058 00BC: text_highpriority 'CUB4_08' time 4000 1 03D1: play_wav 1 :CUBAN4_4077 00D6: if and 83D2: not wav 1 ended 8118: not actor $5652 dead 004D: jump_if_false @CUBAN4_4108 0001: wait 0 ms 0002: jump @CUBAN4_4077 :CUBAN4_4108 040D: unload_wav 1 03D5: remove_text 'CUB4_08' 00BC: text_highpriority 'CUB4_07' time 4000 1 03D1: play_wav 2 :CUBAN4_4141 00D6: if and 83D2: not wav 2 ended 8118: not actor $5652 dead 004D: jump_if_false @CUBAN4_4172 0001: wait 0 ms 0002: jump @CUBAN4_4141 :CUBAN4_4172 040D: unload_wav 2 03D5: remove_text 'CUB4_07' 03CF: load_wav 'CUB4_3' as 1 03CF: load_wav 'CUB4_4' as 2 :CUBAN4_4210 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @CUBAN4_4240 0001: wait 0 ms 0002: jump @CUBAN4_4210 :CUBAN4_4240 00BC: text_highpriority 'CUB4_09' time 4000 1 03D1: play_wav 1 :CUBAN4_4259 00D6: if and 83D2: not wav 1 ended 8118: not actor $5652 dead 004D: jump_if_false @CUBAN4_4290 0001: wait 0 ms 0002: jump @CUBAN4_4259 :CUBAN4_4290 040D: unload_wav 1 03D5: remove_text 'CUB4_09' 00D6: if 8119: not car $5653 wrecked 004D: jump_if_false @CUBAN4_4350 00AD: set_car $5653 max_speed_to 10.0 00A7: car $5653 drive_to -1072.2 70.7 11.2 :CUBAN4_4350 00BC: text_highpriority 'CUB4_10' time 4000 1 03D1: play_wav 2 :CUBAN4_4369 00D6: if and 83D2: not wav 2 ended 8118: not actor $5652 dead 004D: jump_if_false @CUBAN4_4400 0001: wait 0 ms 0002: jump @CUBAN4_4369 :CUBAN4_4400 040D: unload_wav 2 03D5: remove_text 'CUB4_10' 03CF: load_wav 'CUB4_5' as 1 03CF: load_wav 'CUB4_7' as 2 :CUBAN4_4438 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @CUBAN4_4468 0001: wait 0 ms 0002: jump @CUBAN4_4438 :CUBAN4_4468 00BC: text_highpriority 'CUB4_11' time 4000 1 03D1: play_wav 1 :CUBAN4_4487 00D6: if and 83D2: not wav 1 ended 8118: not actor $5652 dead 004D: jump_if_false @CUBAN4_4518 0001: wait 0 ms 0002: jump @CUBAN4_4487 :CUBAN4_4518 040D: unload_wav 1 03D5: remove_text 'CUB4_11' 00D6: if 8119: not car $5654 wrecked 004D: jump_if_false @CUBAN4_4578 00AD: set_car $5654 max_speed_to 10.0 00A7: car $5654 drive_to -1072.2 70.7 11.2 :CUBAN4_4578 00BC: text_highpriority 'CUB4_14' time 4000 1 03D1: play_wav 2 :CUBAN4_4597 00D6: if and 83D2: not wav 2 ended 8118: not actor $5652 dead 004D: jump_if_false @CUBAN4_4628 0001: wait 0 ms 0002: jump @CUBAN4_4597 :CUBAN4_4628 040D: unload_wav 2 03D5: remove_text 'CUB4_14' 0001: wait 3000 ms 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 00D6: if 8119: not car $5653 wrecked 004D: jump_if_false @CUBAN4_4716 00AD: set_car $5653 max_speed_to 0.0 00AB: put_car $5653 at -1101.2 70.0 10.8 0175: set_car $5653 z_angle_to 87.8 :CUBAN4_4716 00D6: if 8119: not car $5654 wrecked 004D: jump_if_false @CUBAN4_4772 00AD: set_car $5654 max_speed_to 0.0 00AB: put_car $5654 at -1093.0 70.6 10.8 0175: set_car $5654 z_angle_to 90.6 :CUBAN4_4772 018A: $5679 = create_checkpoint_at -1084.1 70.2 10.8 00BC: text_highpriority 'CUB4_28' time 5000 1 0004: $5710 = 1 // $ = int :CUBAN4_4814 0004: $5702 = 0 // $ = int :CUBAN4_4821 0002: jump @CUBAN4_4888 :CUBAN4_4828 00D6: if 00FA: player $PLAYER_CHAR stopped 1 -1084.1 70.2 10.8 radius 5.0 5.0 10.0 004D: jump_if_false @CUBAN4_4888 0164: disable_marker $5679 0002: jump @CUBAN4_8143 :CUBAN4_4888 0002: jump @CUBAN4_5039 :CUBAN4_4895 00D6: if 0038: $5702 == 0 // $ == int 004D: jump_if_false @CUBAN4_5022 03CF: load_wav 'CUB4_5A' as 1 :CUBAN4_4925 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @CUBAN4_4951 0001: wait 0 ms 0002: jump @CUBAN4_4925 :CUBAN4_4951 00BC: text_highpriority 'CUB4_12' time 5000 1 03D1: play_wav 1 :CUBAN4_4970 00D6: if and 83D2: not wav 1 ended 8118: not actor $5652 dead 004D: jump_if_false @CUBAN4_5001 0001: wait 0 ms 0002: jump @CUBAN4_4970 :CUBAN4_5001 040D: unload_wav 1 03D5: remove_text 'CUB4_12' 0004: $5702 = 1 // $ = int :CUBAN4_5022 0164: disable_marker $5678 0164: disable_marker $5679 0004: $5709 = 0 // $ = int :CUBAN4_5039 00D6: if 0019: TIMERB > 5000 // @ > int 004D: jump_if_false @CUBAN4_5680 00D6: if 8118: not actor $5652 dead 004D: jump_if_false @CUBAN4_5651 00D6: if 0038: $5686 == 1 // $ == int 004D: jump_if_false @CUBAN4_5151 00D6: if 8320: not actor $5652 in_range_of_player $PLAYER_CHAR 004D: jump_if_false @CUBAN4_5151 00BC: text_highpriority 'CUB4_24' time 5000 1 0164: disable_marker $5678 0164: disable_marker $5679 0187: $5680 = create_marker_above_actor $5652 0004: $5686 = 0 // $ = int :CUBAN4_5151 00D6: if 0038: $5686 == 0 // $ == int 004D: jump_if_false @CUBAN4_5644 00D6: if 00FB: player $PLAYER_CHAR 0 $5652 radius 8.0 8.0 8.0 004D: jump_if_false @CUBAN4_5644 01DF: tie_actor $5652 to_player $PLAYER_CHAR 0164: disable_marker $5680 0164: disable_marker $5678 0164: disable_marker $5679 00D6: if 80DE: not player $PLAYER_CHAR driving_vehicle_type #VOODOO 004D: jump_if_false @CUBAN4_5381 00D6: if 0038: $5702 == 0 // $ == int 004D: jump_if_false @CUBAN4_5374 03CF: load_wav 'CUB4_5A' as 1 :CUBAN4_5277 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @CUBAN4_5303 0001: wait 0 ms 0002: jump @CUBAN4_5277 :CUBAN4_5303 00BC: text_highpriority 'CUB4_12' time 5000 1 03D1: play_wav 1 :CUBAN4_5322 00D6: if and 83D2: not wav 1 ended 8118: not actor $5652 dead 004D: jump_if_false @CUBAN4_5353 0001: wait 0 ms 0002: jump @CUBAN4_5322 :CUBAN4_5353 040D: unload_wav 1 03D5: remove_text 'CUB4_12' 0004: $5702 = 1 // $ = int :CUBAN4_5374 0002: jump @CUBAN4_5483 :CUBAN4_5381 03CF: load_wav 'CUB4_6' as 1 :CUBAN4_5393 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @CUBAN4_5419 0001: wait 0 ms 0002: jump @CUBAN4_5393 :CUBAN4_5419 00BC: text_highpriority 'CUB4_13' time 5000 1 03D1: play_wav 1 :CUBAN4_5438 00D6: if and 83D2: not wav 1 ended 8118: not actor $5652 dead 004D: jump_if_false @CUBAN4_5469 0001: wait 0 ms 0002: jump @CUBAN4_5438 :CUBAN4_5469 040D: unload_wav 1 03D5: remove_text 'CUB4_13' :CUBAN4_5483 00D6: if 8118: not actor $5652 dead 004D: jump_if_false @CUBAN4_5637 00D6: if 0320: actor $5652 in_range_of_player $PLAYER_CHAR 004D: jump_if_false @CUBAN4_5637 00D6: if 8119: not car $5651 wrecked 004D: jump_if_false @CUBAN4_5637 00D6: if 0137: car $5651 id == #VOODOO 004D: jump_if_false @CUBAN4_5637 00D6: if 00DC: player $PLAYER_CHAR in_car $5651 004D: jump_if_false @CUBAN4_5637 00D6: if 0038: $5710 == 0 // $ == int 004D: jump_if_false @CUBAN4_5617 018A: $5678 = create_checkpoint_at -1037.4 172.3 10.0 0002: jump @CUBAN4_5637 :CUBAN4_5617 018A: $5679 = create_checkpoint_at -1084.1 70.2 10.8 :CUBAN4_5637 0004: $5686 = 1 // $ = int :CUBAN4_5644 0002: jump @CUBAN4_5673 :CUBAN4_5651 00BC: text_highpriority 'CUB2_10' time 5000 1 0002: jump @CUBAN4_20102 :CUBAN4_5673 0004: $5702 = 0 // $ = int :CUBAN4_5680 00D6: if 0019: TIMERA > 5000 // @ > int 004D: jump_if_false @CUBAN4_7911 00D6: if 8118: not actor $5652 dead 004D: jump_if_false @CUBAN4_7911 00D6: if 0320: actor $5652 in_range_of_player $PLAYER_CHAR 004D: jump_if_false @CUBAN4_7911 00D6: if 00FB: player $PLAYER_CHAR 0 $5652 radius 8.0 8.0 8.0 004D: jump_if_false @CUBAN4_7911 00D6: if 0038: $5712 == 0 // $ == int 004D: jump_if_false @CUBAN4_6073 00D6: if 0056: player $PLAYER_CHAR 0 -1222.1 -346.7 -996.3 -365.2 004D: jump_if_false @CUBAN4_6073 03CF: load_wav 'CUB4_11' as 1 :CUBAN4_5838 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @CUBAN4_5933 0001: wait 0 ms 00D6: if 0038: $5710 == 0 // $ == int 004D: jump_if_false @CUBAN4_5904 03A1: draw_sphere -1037.4 172.3 10.0 radius 3.0 0002: jump @CUBAN4_5926 :CUBAN4_5904 03A1: draw_sphere -1084.1 70.2 10.8 radius 5.0 :CUBAN4_5926 0002: jump @CUBAN4_5838 :CUBAN4_5933 00BC: text_highpriority 'CUB4_18' time 5000 1 03D1: play_wav 1 :CUBAN4_5952 00D6: if and 83D2: not wav 1 ended 8118: not actor $5652 dead 004D: jump_if_false @CUBAN4_6052 0001: wait 0 ms 00D6: if 0038: $5710 == 0 // $ == int 004D: jump_if_false @CUBAN4_6023 03A1: draw_sphere -1037.4 172.3 10.0 radius 3.0 0002: jump @CUBAN4_6045 :CUBAN4_6023 03A1: draw_sphere -1084.1 70.2 10.8 radius 5.0 :CUBAN4_6045 0002: jump @CUBAN4_5952 :CUBAN4_6052 040D: unload_wav 1 03D5: remove_text 'CUB4_18' 0004: $5712 = 1 // $ = int :CUBAN4_6073 00D6: if 0038: $5713 == 0 // $ == int 004D: jump_if_false @CUBAN4_6376 00D6: if 0056: player $PLAYER_CHAR 0 -989.3 -436.5 -1011.2 -500.6 004D: jump_if_false @CUBAN4_6376 03CF: load_wav 'CUB4_13' as 1 :CUBAN4_6141 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @CUBAN4_6236 0001: wait 0 ms 00D6: if 0038: $5710 == 0 // $ == int 004D: jump_if_false @CUBAN4_6207 03A1: draw_sphere -1037.4 172.3 10.0 radius 3.0 0002: jump @CUBAN4_6229 :CUBAN4_6207 03A1: draw_sphere -1084.1 70.2 10.8 radius 5.0 :CUBAN4_6229 0002: jump @CUBAN4_6141 :CUBAN4_6236 00BC: text_highpriority 'CUB4_20' time 5000 1 03D1: play_wav 1 :CUBAN4_6255 00D6: if and 83D2: not wav 1 ended 8118: not actor $5652 dead 004D: jump_if_false @CUBAN4_6355 0001: wait 0 ms 00D6: if 0038: $5710 == 0 // $ == int 004D: jump_if_false @CUBAN4_6326 03A1: draw_sphere -1037.4 172.3 10.0 radius 3.0 0002: jump @CUBAN4_6348 :CUBAN4_6326 03A1: draw_sphere -1084.1 70.2 10.8 radius 5.0 :CUBAN4_6348 0002: jump @CUBAN4_6255 :CUBAN4_6355 040D: unload_wav 1 03D5: remove_text 'CUB4_20' 0004: $5713 = 1 // $ = int :CUBAN4_6376 00D6: if 0038: $5714 == 0 // $ == int 004D: jump_if_false @CUBAN4_6679 00D6: if 0056: player $PLAYER_CHAR 0 -1186.1 -95.5 -1054.3 -51.6 004D: jump_if_false @CUBAN4_6679 03CF: load_wav 'CUB4_12' as 1 :CUBAN4_6444 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @CUBAN4_6539 0001: wait 0 ms 00D6: if 0038: $5710 == 0 // $ == int 004D: jump_if_false @CUBAN4_6510 03A1: draw_sphere -1037.4 172.3 10.0 radius 3.0 0002: jump @CUBAN4_6532 :CUBAN4_6510 03A1: draw_sphere -1084.1 70.2 10.8 radius 5.0 :CUBAN4_6532 0002: jump @CUBAN4_6444 :CUBAN4_6539 00BC: text_highpriority 'CUB4_19' time 5000 1 03D1: play_wav 1 :CUBAN4_6558 00D6: if and 83D2: not wav 1 ended 8118: not actor $5652 dead 004D: jump_if_false @CUBAN4_6658 0001: wait 0 ms 00D6: if 0038: $5710 == 0 // $ == int 004D: jump_if_false @CUBAN4_6629 03A1: draw_sphere -1037.4 172.3 10.0 radius 3.0 0002: jump @CUBAN4_6651 :CUBAN4_6629 03A1: draw_sphere -1084.1 70.2 10.8 radius 5.0 :CUBAN4_6651 0002: jump @CUBAN4_6558 :CUBAN4_6658 040D: unload_wav 1 03D5: remove_text 'CUB4_19' 0004: $5714 = 1 // $ = int :CUBAN4_6679 00D6: if 0038: $5715 == 0 // $ == int 004D: jump_if_false @CUBAN4_7090 00D6: if 0056: player $PLAYER_CHAR 0 -1063.6 101.9 -1078.9 67.0 004D: jump_if_false @CUBAN4_7090 03CF: load_wav 'CUB4_14' as 1 :CUBAN4_6747 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @CUBAN4_6896 0001: wait 0 ms 00D6: if 8119: not car $5651 wrecked 004D: jump_if_false @CUBAN4_6889 00D6: if 0137: car $5651 id == #VOODOO 004D: jump_if_false @CUBAN4_6889 00D6: if 00DC: player $PLAYER_CHAR in_car $5651 004D: jump_if_false @CUBAN4_6889 00D6: if 0038: $5710 == 0 // $ == int 004D: jump_if_false @CUBAN4_6867 03A1: draw_sphere -1037.4 172.3 10.0 radius 3.0 0002: jump @CUBAN4_6889 :CUBAN4_6867 03A1: draw_sphere -1084.1 70.2 10.8 radius 5.0 :CUBAN4_6889 0002: jump @CUBAN4_6747 :CUBAN4_6896 00BC: text_highpriority 'CUB4_21' time 5000 1 03D1: play_wav 1 :CUBAN4_6915 00D6: if and 83D2: not wav 1 ended 8118: not actor $5652 dead 004D: jump_if_false @CUBAN4_7069 0001: wait 0 ms 00D6: if 8119: not car $5651 wrecked 004D: jump_if_false @CUBAN4_7062 00D6: if 0137: car $5651 id == #VOODOO 004D: jump_if_false @CUBAN4_7062 00D6: if 00DC: player $PLAYER_CHAR in_car $5651 004D: jump_if_false @CUBAN4_7062 00D6: if 0038: $5710 == 0 // $ == int 004D: jump_if_false @CUBAN4_7040 03A1: draw_sphere -1037.4 172.3 10.0 radius 3.0 0002: jump @CUBAN4_7062 :CUBAN4_7040 03A1: draw_sphere -1084.1 70.2 10.8 radius 5.0 :CUBAN4_7062 0002: jump @CUBAN4_6915 :CUBAN4_7069 040D: unload_wav 1 03D5: remove_text 'CUB4_21' 0004: $5715 = 1 // $ = int :CUBAN4_7090 00D6: if 0038: $5716 == 0 // $ == int 004D: jump_if_false @CUBAN4_7484 00D6: if 0019: TIMERA > 60000 // @ > int 004D: jump_if_false @CUBAN4_7484 03CF: load_wav 'CUB4_16' as 1 :CUBAN4_7141 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @CUBAN4_7290 0001: wait 0 ms 00D6: if 8119: not car $5651 wrecked 004D: jump_if_false @CUBAN4_7283 00D6: if 0137: car $5651 id == #VOODOO 004D: jump_if_false @CUBAN4_7283 00D6: if 00DC: player $PLAYER_CHAR in_car $5651 004D: jump_if_false @CUBAN4_7283 00D6: if 0038: $5710 == 0 // $ == int 004D: jump_if_false @CUBAN4_7261 03A1: draw_sphere -1037.4 172.3 10.0 radius 3.0 0002: jump @CUBAN4_7283 :CUBAN4_7261 03A1: draw_sphere -1084.1 70.2 10.8 radius 5.0 :CUBAN4_7283 0002: jump @CUBAN4_7141 :CUBAN4_7290 00BC: text_highpriority 'CUB4_23' time 5000 1 03D1: play_wav 1 :CUBAN4_7309 00D6: if and 83D2: not wav 1 ended 8118: not actor $5652 dead 004D: jump_if_false @CUBAN4_7463 0001: wait 0 ms 00D6: if 8119: not car $5651 wrecked 004D: jump_if_false @CUBAN4_7456 00D6: if 0137: car $5651 id == #VOODOO 004D: jump_if_false @CUBAN4_7456 00D6: if 00DC: player $PLAYER_CHAR in_car $5651 004D: jump_if_false @CUBAN4_7456 00D6: if 0038: $5710 == 0 // $ == int 004D: jump_if_false @CUBAN4_7434 03A1: draw_sphere -1037.4 172.3 10.0 radius 3.0 0002: jump @CUBAN4_7456 :CUBAN4_7434 03A1: draw_sphere -1084.1 70.2 10.8 radius 5.0 :CUBAN4_7456 0002: jump @CUBAN4_7309 :CUBAN4_7463 040D: unload_wav 1 03D5: remove_text 'CUB4_23' 0004: $5716 = 1 // $ = int :CUBAN4_7484 00D6: if 0038: $5717 == 0 // $ == int 004D: jump_if_false @CUBAN4_7911 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @CUBAN4_7911 00D6: if 0056: player $PLAYER_CHAR 0 -1045.9 138.2 -1012.2 198.7 004D: jump_if_false @CUBAN4_7911 03CF: load_wav 'CUB4_15' as 1 :CUBAN4_7568 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @CUBAN4_7717 0001: wait 0 ms 00D6: if 8119: not car $5651 wrecked 004D: jump_if_false @CUBAN4_7710 00D6: if 0137: car $5651 id == #VOODOO 004D: jump_if_false @CUBAN4_7710 00D6: if 00DC: player $PLAYER_CHAR in_car $5651 004D: jump_if_false @CUBAN4_7710 00D6: if 0038: $5710 == 0 // $ == int 004D: jump_if_false @CUBAN4_7688 03A1: draw_sphere -1037.4 172.3 10.0 radius 3.0 0002: jump @CUBAN4_7710 :CUBAN4_7688 03A1: draw_sphere -1084.1 70.2 10.8 radius 5.0 :CUBAN4_7710 0002: jump @CUBAN4_7568 :CUBAN4_7717 00BC: text_highpriority 'CUB4_22' time 5000 1 03D1: play_wav 1 :CUBAN4_7736 00D6: if and 83D2: not wav 1 ended 8118: not actor $5652 dead 004D: jump_if_false @CUBAN4_7890 0001: wait 0 ms 00D6: if 8119: not car $5651 wrecked 004D: jump_if_false @CUBAN4_7883 00D6: if 0137: car $5651 id == #VOODOO 004D: jump_if_false @CUBAN4_7883 00D6: if 00DC: player $PLAYER_CHAR in_car $5651 004D: jump_if_false @CUBAN4_7883 00D6: if 0038: $5710 == 0 // $ == int 004D: jump_if_false @CUBAN4_7861 03A1: draw_sphere -1037.4 172.3 10.0 radius 3.0 0002: jump @CUBAN4_7883 :CUBAN4_7861 03A1: draw_sphere -1084.1 70.2 10.8 radius 5.0 :CUBAN4_7883 0002: jump @CUBAN4_7736 :CUBAN4_7890 040D: unload_wav 1 03D5: remove_text 'CUB4_22' 0004: $5717 = 1 // $ = int :CUBAN4_7911 00D6: if 02D5: player $PLAYER_CHAR shooting_in_area -1208.7 42.5 -1077.4 126.0 0 004D: jump_if_false @CUBAN4_8002 00D6: if 8118: not actor $5659 dead 004D: jump_if_false @CUBAN4_7980 0239: actor $5659 run_to -1170.9 87.6 :CUBAN4_7980 00BC: text_highpriority 'CUB4_04' time 5000 1 0002: jump @CUBAN4_20102 :CUBAN4_8002 00D6: if or 0118: actor $5655 dead 0118: actor $5656 dead 0118: actor $5657 dead 0118: actor $5658 dead 004D: jump_if_false @CUBAN4_8055 00BC: text_highpriority 'CUB2_10' time 5000 1 0002: jump @CUBAN4_20102 :CUBAN4_8055 00D6: if or 0119: car $5653 wrecked 0119: car $5654 wrecked 004D: jump_if_false @CUBAN4_8098 00BC: text_highpriority 'CUB2_10' time 5000 1 0002: jump @CUBAN4_20102 :CUBAN4_8098 00D6: if 0118: actor $5659 dead 004D: jump_if_false @CUBAN4_8136 00BC: text_highpriority 'CUB4_04' time 5000 1 0002: jump @CUBAN4_20102 :CUBAN4_8136 0002: jump @CUBAN4_3317 :CUBAN4_8143 00BC: text_highpriority 'CUB4_03' time 5000 1 00D6: if 8119: not car $5653 wrecked 004D: jump_if_false @CUBAN4_8204 02C2: car $5653 drive_to_point -1108.8 69.8 10.8 00AD: set_car $5653 max_speed_to 2.0 :CUBAN4_8204 0001: wait 0 ms 00D6: if 8119: not car $5653 wrecked 004D: jump_if_false @CUBAN4_8276 00D6: if 01AD: car $5653 sphere 0 near_point -1108.8 69.8 radius 3.0 3.0 004D: jump_if_false @CUBAN4_8269 0002: jump @CUBAN4_8558 :CUBAN4_8269 0002: jump @CUBAN4_8298 :CUBAN4_8276 00BC: text_highpriority 'CUB2_10' time 5000 1 0002: jump @CUBAN4_20102 :CUBAN4_8298 00D6: if 8119: not car $5651 wrecked 004D: jump_if_false @CUBAN4_8355 00D6: if 80DC: not player $PLAYER_CHAR in_car $5651 004D: jump_if_false @CUBAN4_8355 00BC: text_highpriority 'CUB4_10' time 5000 1 0002: jump @CUBAN4_20102 :CUBAN4_8355 00D6: if 02D5: player $PLAYER_CHAR shooting_in_area -1208.7 42.5 -1077.4 126.0 0 004D: jump_if_false @CUBAN4_8470 00D6: if 8118: not actor $5660 dead 004D: jump_if_false @CUBAN4_8417 01CC: actor $5660 kill_player $PLAYER_CHAR :CUBAN4_8417 00D6: if 8118: not actor $5659 dead 004D: jump_if_false @CUBAN4_8448 0239: actor $5659 run_to -1170.9 87.6 :CUBAN4_8448 00BC: text_highpriority 'CUB4_09' time 5000 1 0002: jump @CUBAN4_20102 :CUBAN4_8470 00D6: if 0118: actor $5659 dead 004D: jump_if_false @CUBAN4_8508 00BC: text_highpriority 'CUB4_09' time 5000 1 0002: jump @CUBAN4_20102 :CUBAN4_8508 00D6: if or 0118: actor $5652 dead 0119: car $5654 wrecked 004D: jump_if_false @CUBAN4_8551 00BC: text_highpriority 'CUB2_10' time 5000 1 0002: jump @CUBAN4_20102 :CUBAN4_8551 0002: jump @CUBAN4_8204 :CUBAN4_8558 0001: wait 0 ms 00D6: if 0038: $5687 == 0 // $ == int 004D: jump_if_false @CUBAN4_8844 00D6: if 8118: not actor $5659 dead 004D: jump_if_false @CUBAN4_8822 00D6: if 80ED: not actor $5659 0 -1115.6 71.6 radius 2.0 2.0 004D: jump_if_false @CUBAN4_8663 0350: set_actor $5659 maintain_position_when_attacked 0 0211: actor $5659 walk_to -1115.6 71.6 0002: jump @CUBAN4_8815 :CUBAN4_8663 00D6: if 0126: actor $5659 objective_passed 004D: jump_if_false @CUBAN4_8815 0350: set_actor $5659 maintain_position_when_attacked 1 0173: set_actor $5659 z_angle_to 261.1 0372: set_actor $5659 anim 16 wait_state_time 1000 ms 03CF: load_wav 'CUB4_8' as 1 :CUBAN4_8718 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @CUBAN4_8744 0001: wait 0 ms 0002: jump @CUBAN4_8718 :CUBAN4_8744 00BC: text_highpriority 'CUB4_15' time 4000 1 03D1: play_wav 1 :CUBAN4_8763 00D6: if and 83D2: not wav 1 ended 8118: not actor $5659 dead 004D: jump_if_false @CUBAN4_8794 0001: wait 0 ms 0002: jump @CUBAN4_8763 :CUBAN4_8794 040D: unload_wav 1 03D5: remove_text 'CUB4_15' 0004: $5687 = 1 // $ = int :CUBAN4_8815 0002: jump @CUBAN4_8844 :CUBAN4_8822 00BC: text_highpriority 'CUB4_09' time 5000 1 0002: jump @CUBAN4_20102 :CUBAN4_8844 00D6: if 0038: $5687 == 1 // $ == int 004D: jump_if_false @CUBAN4_9119 00D6: if 8118: not actor $5659 dead 004D: jump_if_false @CUBAN4_9097 00D6: if 80ED: not actor $5659 0 -1116.8 74.3 radius 2.0 2.0 004D: jump_if_false @CUBAN4_8945 0350: set_actor $5659 maintain_position_when_attacked 0 0211: actor $5659 walk_to -1116.8 74.3 0002: jump @CUBAN4_9090 :CUBAN4_8945 00D6: if 0126: actor $5659 objective_passed 004D: jump_if_false @CUBAN4_9090 0350: set_actor $5659 maintain_position_when_attacked 1 0173: set_actor $5659 z_angle_to 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_9019 00D6: if 834E: not move_object $1791 to -1114.5 73.0 10.1 speed 0.1 0.1 0.0 collision_check 0 004D: jump_if_false @CUBAN4_9078 0001: wait 0 ms 0002: jump @CUBAN4_9019 :CUBAN4_9078 018E: stop_sound $12 0004: $5687 = 2 // $ = int :CUBAN4_9090 0002: jump @CUBAN4_9119 :CUBAN4_9097 00BC: text_highpriority 'CUB4_09' time 5000 1 0002: jump @CUBAN4_20102 :CUBAN4_9119 00D6: if 8119: not car $5653 wrecked 004D: jump_if_false @CUBAN4_9252 00D6: if 8119: not car $5654 wrecked 004D: jump_if_false @CUBAN4_9223 00D6: if 0038: $5687 == 2 // $ == int 004D: jump_if_false @CUBAN4_9216 02C2: car $5653 drive_to_point -1126.1 70.5 10.8 02C2: car $5654 drive_to_point -1126.1 70.5 10.8 0002: jump @CUBAN4_9587 :CUBAN4_9216 0002: jump @CUBAN4_9245 :CUBAN4_9223 00BC: text_highpriority 'CUB2_10' time 5000 1 0002: jump @CUBAN4_20102 :CUBAN4_9245 0002: jump @CUBAN4_9274 :CUBAN4_9252 00BC: text_highpriority 'CUB2_10' time 5000 1 0002: jump @CUBAN4_20102 :CUBAN4_9274 00D6: if 02D5: player $PLAYER_CHAR shooting_in_area -1208.7 42.5 -1077.4 126.0 0 004D: jump_if_false @CUBAN4_9389 00D6: if 8118: not actor $5660 dead 004D: jump_if_false @CUBAN4_9336 01CC: actor $5660 kill_player $PLAYER_CHAR :CUBAN4_9336 00D6: if 8118: not actor $5659 dead 004D: jump_if_false @CUBAN4_9367 0239: actor $5659 run_to -1170.9 87.6 :CUBAN4_9367 00BC: text_highpriority 'CUB4_09' time 5000 1 0002: jump @CUBAN4_20102 :CUBAN4_9389 00D6: if 8119: not car $5651 wrecked 004D: jump_if_false @CUBAN4_9446 00D6: if 80DC: not player $PLAYER_CHAR in_car $5651 004D: jump_if_false @CUBAN4_9446 00BC: text_highpriority 'CUB4_10' time 5000 1 0002: jump @CUBAN4_20102 :CUBAN4_9446 00D6: if or 0118: actor $5652 dead 0119: car $5654 wrecked 004D: jump_if_false @CUBAN4_9489 00BC: text_highpriority 'CUB2_10' time 5000 1 0002: jump @CUBAN4_20102 :CUBAN4_9489 00D6: if or 0118: actor $5655 dead 0118: actor $5656 dead 0118: actor $5657 dead 0118: actor $5658 dead 004D: jump_if_false @CUBAN4_9542 00BC: text_highpriority 'CUB2_10' time 5000 1 0002: jump @CUBAN4_20102 :CUBAN4_9542 00D6: if 0118: actor $5659 dead 004D: jump_if_false @CUBAN4_9580 00BC: text_highpriority 'CUB4_04' time 5000 1 0002: jump @CUBAN4_20102 :CUBAN4_9580 0002: jump @CUBAN4_8558 :CUBAN4_9587 0001: wait 0 ms 00D6: if 8119: not car $5653 wrecked 004D: jump_if_false @CUBAN4_10313 00D6: if 01AD: car $5653 sphere 0 near_point -1126.1 70.5 radius 3.0 3.0 004D: jump_if_false @CUBAN4_9935 00D6: if 0038: $5705 == 0 // $ == int 004D: jump_if_false @CUBAN4_9935 009A: $5661 = create_actor_pedtype 8 model #HNA at -1143.4 84.5 11.1 0173: set_actor $5661 z_angle_to 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 heed_threats 1 009A: $5662 = create_actor_pedtype 8 model #HNA at -1143.4 83.3 11.1 0173: set_actor $5662 z_angle_to 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 heed_threats 1 009A: $5665 = create_actor_pedtype 8 model #HNA at -1168.2 106.7 10.1 0173: set_actor $5665 z_angle_to 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 heed_threats 1 009A: $5666 = create_actor_pedtype 8 model #HNA at -1166.0 107.1 10.1 0173: set_actor $5666 z_angle_to 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 heed_threats 1 03F9: make_actors $5665 $5666 converse_in 100000 ms 0004: $5705 = 1 // $ = int :CUBAN4_9935 00D6: if 8118: not actor $5661 dead 004D: jump_if_false @CUBAN4_10313 00D6: if 8118: not actor $5662 dead 004D: jump_if_false @CUBAN4_10313 00D6: if 00B0: car $5653 0 -1135.2 73.2 -1130.8 67.9 004D: jump_if_false @CUBAN4_10060 00D6: if 0038: $5663 == 0 // $ == int 004D: jump_if_false @CUBAN4_10060 0211: actor $5661 walk_to -1141.5 73.5 0211: actor $5662 walk_to -1141.5 64.3 0004: $5663 = 1 // $ = int :CUBAN4_10060 00D6: if 00EC: actor $5661 0 -1141.5 73.5 radius 2.0 2.0 004D: jump_if_false @CUBAN4_10313 00D6: if 0038: $5708 == 0 // $ == int 004D: jump_if_false @CUBAN4_10130 0006: TIMERB = 0 // @ = int 0004: $5708 = 1 // $ = int :CUBAN4_10130 00D6: if 0056: player $PLAYER_CHAR 0 -1135.2 68.2 -1140.8 73.9 004D: jump_if_false @CUBAN4_10210 00D6: if 0038: $5664 == 0 // $ == int 004D: jump_if_false @CUBAN4_10210 0372: set_actor $5661 anim 16 wait_state_time 800 ms 0006: TIMERB = 0 // @ = int 0004: $5664 = 1 // $ = int :CUBAN4_10210 00D6: if 0019: TIMERB > 5000 // @ > int 004D: jump_if_false @CUBAN4_10236 0004: $5664 = 1 // $ = int :CUBAN4_10236 00D6: if 0038: $5664 == 1 // $ == int 004D: jump_if_false @CUBAN4_10313 00D6: if 0038: $5663 == 1 // $ == int 004D: jump_if_false @CUBAN4_10313 00D6: if 0019: TIMERB > 800 // @ > int 004D: jump_if_false @CUBAN4_10313 0211: actor $5661 walk_to -1141.5 61.9 0004: $5663 = 2 // $ = int :CUBAN4_10313 00D6: if 0038: $5688 == 0 // $ == int 004D: jump_if_false @CUBAN4_10447 00D6: if 8119: not car $5651 wrecked 004D: jump_if_false @CUBAN4_10425 00D6: if 8118: not actor $5659 dead 004D: jump_if_false @CUBAN4_10418 00D6: if 01AD: car $5651 sphere 0 near_point -1114.6 70.5 radius 5.0 5.0 004D: jump_if_false @CUBAN4_10418 0372: set_actor $5659 anim 16 wait_state_time 800 ms 0004: $5688 = 1 // $ = int :CUBAN4_10418 0002: jump @CUBAN4_10447 :CUBAN4_10425 00BC: text_highpriority 'CUB2_10' time 5000 1 0002: jump @CUBAN4_20102 :CUBAN4_10447 00D6: if 8119: not car $5651 wrecked 004D: jump_if_false @CUBAN4_11469 00D6: if 8119: not car $5653 wrecked 004D: jump_if_false @CUBAN4_11469 00D6: if 8119: not car $5654 wrecked 004D: jump_if_false @CUBAN4_11469 00D6: if 0038: $5689 == 0 // $ == int 004D: jump_if_false @CUBAN4_10595 00D6: if 81AD: not car $5653 sphere 0 near_point -1126.1 70.5 radius 3.0 3.0 004D: jump_if_false @CUBAN4_10588 02C2: car $5653 drive_to_point -1126.1 70.5 10.8 00AD: set_car $5653 max_speed_to 5.0 0002: jump @CUBAN4_10595 :CUBAN4_10588 0004: $5689 = 1 // $ = int :CUBAN4_10595 00D6: if 0038: $5689 == 1 // $ == int 004D: jump_if_false @CUBAN4_10695 00D6: if 81AD: not car $5653 sphere 0 near_point -1140.9 71.2 radius 3.0 3.0 004D: jump_if_false @CUBAN4_10688 02C2: car $5653 drive_to_point -1140.9 71.2 10.8 00AD: set_car $5653 max_speed_to 5.0 0002: jump @CUBAN4_10695 :CUBAN4_10688 0004: $5689 = 2 // $ = int :CUBAN4_10695 00D6: if 0038: $5689 == 2 // $ == int 004D: jump_if_false @CUBAN4_10795 00D6: if 81AD: not car $5653 sphere 0 near_point -1160.0 70.7 radius 3.0 3.0 004D: jump_if_false @CUBAN4_10788 02C2: car $5653 drive_to_point -1160.0 70.7 11.3 00AD: set_car $5653 max_speed_to 5.0 0002: jump @CUBAN4_10795 :CUBAN4_10788 0004: $5689 = 3 // $ = int :CUBAN4_10795 00D6: if 0038: $5689 == 3 // $ == int 004D: jump_if_false @CUBAN4_10955 00D6: if 81AD: not car $5653 sphere 0 near_point -1180.2 92.9 radius 3.0 3.0 004D: jump_if_false @CUBAN4_10888 02C2: car $5653 drive_to_point -1180.2 92.9 11.3 00AD: set_car $5653 max_speed_to 20.0 0002: jump @CUBAN4_10955 :CUBAN4_10888 0477: set_car $5653 action 5 time 10000 00AD: set_car $5653 max_speed_to 0.0 0164: disable_marker $5684 018A: $5684 = create_checkpoint_at -1181.2 83.8 11.3 00BC: text_highpriority 'CUB4_32' time 5000 1 0004: $5689 = 4 // $ = int :CUBAN4_10955 00D6: if 0038: $5690 == 0 // $ == int 004D: jump_if_false @CUBAN4_11055 00D6: if 81AD: not car $5654 sphere 0 near_point -1126.1 70.5 radius 3.0 3.0 004D: jump_if_false @CUBAN4_11048 02C2: car $5654 drive_to_point -1126.1 70.5 10.8 00AD: set_car $5654 max_speed_to 5.0 0002: jump @CUBAN4_11055 :CUBAN4_11048 0004: $5690 = 1 // $ = int :CUBAN4_11055 00D6: if 0038: $5690 == 1 // $ == int 004D: jump_if_false @CUBAN4_11155 00D6: if 81AD: not car $5654 sphere 0 near_point -1140.9 71.2 radius 3.0 3.0 004D: jump_if_false @CUBAN4_11148 02C2: car $5654 drive_to_point -1140.9 71.2 10.8 00AD: set_car $5654 max_speed_to 5.0 0002: jump @CUBAN4_11155 :CUBAN4_11148 0004: $5690 = 2 // $ = int :CUBAN4_11155 00D6: if 0038: $5690 == 2 // $ == int 004D: jump_if_false @CUBAN4_11255 00D6: if 81AD: not car $5654 sphere 0 near_point -1160.0 70.7 radius 3.0 3.0 004D: jump_if_false @CUBAN4_11248 02C2: car $5654 drive_to_point -1160.0 70.7 10.8 00AD: set_car $5654 max_speed_to 5.0 0002: jump @CUBAN4_11255 :CUBAN4_11248 0004: $5690 = 3 // $ = int :CUBAN4_11255 00D6: if 0038: $5690 == 3 // $ == int 004D: jump_if_false @CUBAN4_11375 00D6: if 81AD: not car $5654 sphere 0 near_point -1166.2 85.1 radius 3.0 3.0 004D: jump_if_false @CUBAN4_11348 02C2: car $5654 drive_to_point -1166.2 85.1 10.8 00AD: set_car $5654 max_speed_to 20.0 0002: jump @CUBAN4_11375 :CUBAN4_11348 0477: set_car $5654 action 4 time 10000 00AD: set_car $5654 max_speed_to 0.0 0004: $5690 = 4 // $ = int :CUBAN4_11375 00D6: if 0038: $5689 == 4 // $ == int 004D: jump_if_false @CUBAN4_11469 00D6: if 81AF: not car $5651 1 -1181.2 83.8 11.3 radius 5.0 5.0 5.0 004D: jump_if_false @CUBAN4_11455 0004: $5689 = 4 // $ = int 0002: jump @CUBAN4_11469 :CUBAN4_11455 0050: gosub @CUBAN4_20686 0002: jump @CUBAN4_11835 :CUBAN4_11469 00D6: if or 0118: actor $5652 dead 0119: car $5653 wrecked 0119: car $5654 wrecked 004D: jump_if_false @CUBAN4_11517 00BC: text_highpriority 'CUB2_10' time 5000 1 0002: jump @CUBAN4_20102 :CUBAN4_11517 00D6: if or 0118: actor $5655 dead 0118: actor $5656 dead 0118: actor $5657 dead 0118: actor $5658 dead 004D: jump_if_false @CUBAN4_11570 00BC: text_highpriority 'CUB2_10' time 5000 1 0002: jump @CUBAN4_20102 :CUBAN4_11570 00D6: if 0038: $5688 == 0 // $ == int 004D: jump_if_false @CUBAN4_11681 00D6: if 02D5: player $PLAYER_CHAR shooting_in_area -1208.7 42.5 -1077.4 126.0 0 004D: jump_if_false @CUBAN4_11681 00D6: if 8118: not actor $5660 dead 004D: jump_if_false @CUBAN4_11650 01CC: actor $5660 kill_player $PLAYER_CHAR :CUBAN4_11650 00D6: if 8118: not actor $5659 dead 004D: jump_if_false @CUBAN4_11681 0239: actor $5659 run_to -1170.9 87.6 :CUBAN4_11681 00D6: if 8119: not car $5651 wrecked 004D: jump_if_false @CUBAN4_11768 00D6: if 0056: player $PLAYER_CHAR 0 -1158.0 61.1 -1199.6 109.2 004D: jump_if_false @CUBAN4_11768 00D6: if 80DC: not player $PLAYER_CHAR in_car $5651 004D: jump_if_false @CUBAN4_11768 0050: gosub @CUBAN4_20686 0002: jump @CUBAN4_11835 :CUBAN4_11768 0002: jump @CUBAN4_9587 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_11835 0001: wait 0 ms 00D6: if 0038: $5685 == 0 // $ == int 004D: jump_if_false @CUBAN4_13979 00D6: if 0038: $5702 == 0 // $ == int 004D: jump_if_false @CUBAN4_11927 00BC: text_highpriority 'CUB4_29' time 5000 1 00BB: text_lowpriority 'CUB4_02' time 5000 1 00BB: text_lowpriority 'CUB4_30' time 5000 1 0004: $5702 = 1 // $ = int :CUBAN4_11927 00D6: if 0038: $5694 == 3 // $ == int 004D: jump_if_false @CUBAN4_12195 03CF: load_wav 'CUB4_10' as 1 :CUBAN4_11957 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @CUBAN4_11983 0001: wait 0 ms 0002: jump @CUBAN4_11957 :CUBAN4_11983 00BC: text_highpriority 'CUB4_17' time 5000 1 00BB: text_lowpriority 'CUB4_31' time 5000 1 03D1: play_wav 1 :CUBAN4_12017 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @CUBAN4_12043 0001: wait 0 ms 0002: jump @CUBAN4_12017 :CUBAN4_12043 040D: unload_wav 1 03D5: remove_text 'CUB4_17' 00D6: if 8118: not actor $5655 dead 004D: jump_if_false @CUBAN4_12088 0350: set_actor $5655 maintain_position_when_attacked 0 01DF: tie_actor $5655 to_player $PLAYER_CHAR :CUBAN4_12088 00D6: if 8118: not actor $5656 dead 004D: jump_if_false @CUBAN4_12119 0350: set_actor $5656 maintain_position_when_attacked 0 01DF: tie_actor $5656 to_player $PLAYER_CHAR :CUBAN4_12119 00D6: if 8118: not actor $5657 dead 004D: jump_if_false @CUBAN4_12150 0350: set_actor $5657 maintain_position_when_attacked 0 01DF: tie_actor $5657 to_player $PLAYER_CHAR :CUBAN4_12150 00D6: if 8118: not actor $5658 dead 004D: jump_if_false @CUBAN4_12181 0350: set_actor $5658 maintain_position_when_attacked 0 01DF: tie_actor $5658 to_player $PLAYER_CHAR :CUBAN4_12181 0004: $5685 = 1 // $ = int 0002: jump @CUBAN4_13139 :CUBAN4_12195 00D6: if 0038: $5695 == 0 // $ == int 004D: jump_if_false @CUBAN4_12493 00D6: if 00F9: player $PLAYER_CHAR stopped 1 -1187.2 103.0 10.1 radius 1.0 1.0 2.0 004D: jump_if_false @CUBAN4_12493 00D6: if 0038: $5693 == 0 // $ == int 004D: jump_if_false @CUBAN4_12293 0006: TIMERA = 0 // @ = int 0004: $5693 = 1 // $ = int :CUBAN4_12293 0001: wait 0 ms 00D6: if 001B: 2100 > TIMERA // int > @ 004D: jump_if_false @CUBAN4_12391 00D6: if 0038: $5698 == 0 // $ == int 004D: jump_if_false @CUBAN4_12377 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 0173: set_actor $PLAYER_ACTOR z_angle_to 344.6 0373: set_camera_directly_behind_player 0372: set_actor $PLAYER_ACTOR anim 31 wait_state_time 2000 ms 0004: $5698 = 1 // $ = int :CUBAN4_12377 0002: jump @CUBAN4_12293 0002: jump @CUBAN4_12493 :CUBAN4_12391 018C: play_sound 16 at -1187.2 104.2 11.2 0107: $5672 = create_object #DYNAMITE at -1187.2 104.2 11.2 0382: set_object $5672 collision_detection 0 0392: object $5672 toggle_in_moving_list 0 01B4: set_player $PLAYER_CHAR can_move 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 0004: $5698 = 0 // $ = int 0004: $5693 = 0 // $ = int 0004: $5695 = 1 // $ = int 0164: disable_marker $5681 0008: $5694 += 1 // $ += int :CUBAN4_12493 00D6: if 0038: $5696 == 0 // $ == int 004D: jump_if_false @CUBAN4_12791 00D6: if 00F9: player $PLAYER_CHAR stopped 1 -1180.2 81.2 10.1 radius 1.0 1.0 2.0 004D: jump_if_false @CUBAN4_12791 00D6: if 0038: $5693 == 0 // $ == int 004D: jump_if_false @CUBAN4_12591 0006: TIMERA = 0 // @ = int 0004: $5693 = 1 // $ = int :CUBAN4_12591 0001: wait 0 ms 00D6: if 001B: 2100 > TIMERA // int > @ 004D: jump_if_false @CUBAN4_12689 00D6: if 0038: $5698 == 0 // $ == int 004D: jump_if_false @CUBAN4_12675 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 0173: set_actor $PLAYER_ACTOR z_angle_to 25.0 0373: set_camera_directly_behind_player 0372: set_actor $PLAYER_ACTOR anim 31 wait_state_time 2000 ms 0004: $5698 = 1 // $ = int :CUBAN4_12675 0002: jump @CUBAN4_12591 0002: jump @CUBAN4_12791 :CUBAN4_12689 018C: play_sound 16 at -1181.5 82.1 11.2 0107: $5673 = create_object #DYNAMITE at -1181.5 82.1 11.2 0382: set_object $5673 collision_detection 0 0392: object $5673 toggle_in_moving_list 0 01B4: set_player $PLAYER_CHAR can_move 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 0004: $5698 = 0 // $ = int 0004: $5693 = 0 // $ = int 0004: $5696 = 1 // $ = int 0164: disable_marker $5682 0008: $5694 += 1 // $ += int :CUBAN4_12791 00D6: if 0038: $5697 == 0 // $ == int 004D: jump_if_false @CUBAN4_13089 00D6: if 00F9: player $PLAYER_CHAR stopped 1 -1173.6 70.2 16.9 radius 1.0 1.0 2.0 004D: jump_if_false @CUBAN4_13089 00D6: if 0038: $5693 == 0 // $ == int 004D: jump_if_false @CUBAN4_12889 0006: TIMERA = 0 // @ = int 0004: $5693 = 1 // $ = int :CUBAN4_12889 0001: wait 0 ms 00D6: if 001B: 2100 > TIMERA // int > @ 004D: jump_if_false @CUBAN4_12987 00D6: if 0038: $5698 == 0 // $ == int 004D: jump_if_false @CUBAN4_12973 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 0173: set_actor $PLAYER_ACTOR z_angle_to 7.5 0373: set_camera_directly_behind_player 0372: set_actor $PLAYER_ACTOR anim 31 wait_state_time 2000 ms 0004: $5698 = 1 // $ = int :CUBAN4_12973 0002: jump @CUBAN4_12889 0002: jump @CUBAN4_13089 :CUBAN4_12987 018C: play_sound 16 at -1174.0 71.1 18.0 0107: $5674 = create_object #DYNAMITE at -1174.0 71.1 18.0 0382: set_object $5674 collision_detection 0 0392: object $5674 toggle_in_moving_list 0 01B4: set_player $PLAYER_CHAR can_move 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 0004: $5698 = 0 // $ = int 0004: $5693 = 0 // $ = int 0004: $5697 = 1 // $ = int 0164: disable_marker $5683 0008: $5694 += 1 // $ += int :CUBAN4_13089 00D6: if 0038: $5694 == 1 // $ == int 004D: jump_if_false @CUBAN4_13139 00D6: if 0038: $5699 == 0 // $ == int 004D: jump_if_false @CUBAN4_13139 014E: start_timer_at $5700 count_in_direction 1 0004: $5699 = 1 // $ = int :CUBAN4_13139 00D6: if 0038: $5711 == 0 // $ == int 004D: jump_if_false @CUBAN4_13515 00D6: if 8119: not car $5653 wrecked 004D: jump_if_false @CUBAN4_13329 020A: set_car $5653 door_status_to 1 02AA: set_car $5653 immune_to_nonplayer 0 00D6: if 8118: not actor $5655 dead 004D: jump_if_false @CUBAN4_13258 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_13258 00D6: if 8118: not actor $5656 dead 004D: jump_if_false @CUBAN4_13329 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_13329 00D6: if 8119: not car $5654 wrecked 004D: jump_if_false @CUBAN4_13501 020A: set_car $5654 door_status_to 1 02AA: set_car $5654 immune_to_nonplayer 0 00D6: if 8118: not actor $5657 dead 004D: jump_if_false @CUBAN4_13430 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_13430 00D6: if 8118: not actor $5658 dead 004D: jump_if_false @CUBAN4_13501 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_13501 0004: $5711 = 1 // $ = int 0002: jump @CUBAN4_13979 :CUBAN4_13515 00D6: if 8118: not actor $5655 dead 004D: jump_if_false @CUBAN4_13631 00D6: if 80ED: not actor $5655 0 -1184.6 92.3 radius 1.0 1.0 004D: jump_if_false @CUBAN4_13598 0350: set_actor $5655 maintain_position_when_attacked 0 0239: actor $5655 run_to -1184.6 92.3 0002: jump @CUBAN4_13631 :CUBAN4_13598 00D6: if 0126: actor $5655 objective_passed 004D: jump_if_false @CUBAN4_13631 0350: set_actor $5655 maintain_position_when_attacked 1 0173: set_actor $5655 z_angle_to 256.8 :CUBAN4_13631 00D6: if 8118: not actor $5656 dead 004D: jump_if_false @CUBAN4_13747 00D6: if 80ED: not actor $5656 0 -1184.9 100.2 radius 1.0 1.0 004D: jump_if_false @CUBAN4_13714 0350: set_actor $5656 maintain_position_when_attacked 0 0239: actor $5656 run_to -1184.9 100.2 0002: jump @CUBAN4_13747 :CUBAN4_13714 00D6: if 0126: actor $5656 objective_passed 004D: jump_if_false @CUBAN4_13747 0350: set_actor $5656 maintain_position_when_attacked 1 0173: set_actor $5656 z_angle_to 257.4 :CUBAN4_13747 00D6: if 8118: not actor $5657 dead 004D: jump_if_false @CUBAN4_13863 00D6: if 80ED: not actor $5657 0 -1157.7 73.5 radius 1.0 1.0 004D: jump_if_false @CUBAN4_13830 0350: set_actor $5657 maintain_position_when_attacked 0 0239: actor $5657 run_to -1157.7 73.5 0002: jump @CUBAN4_13863 :CUBAN4_13830 00D6: if 0126: actor $5657 objective_passed 004D: jump_if_false @CUBAN4_13863 0350: set_actor $5657 maintain_position_when_attacked 1 0173: set_actor $5657 z_angle_to 256.8 :CUBAN4_13863 00D6: if 8118: not actor $5658 dead 004D: jump_if_false @CUBAN4_13979 00D6: if 80ED: not actor $5658 0 -1157.5 69.5 radius 1.0 1.0 004D: jump_if_false @CUBAN4_13946 0350: set_actor $5658 maintain_position_when_attacked 0 0239: actor $5658 run_to -1157.5 69.5 0002: jump @CUBAN4_13979 :CUBAN4_13946 00D6: if 0126: actor $5658 objective_passed 004D: jump_if_false @CUBAN4_13979 0350: set_actor $5658 maintain_position_when_attacked 1 0173: set_actor $5658 z_angle_to 257.4 :CUBAN4_13979 00D6: if 0038: $5699 == 1 // $ == int 004D: jump_if_false @CUBAN4_14037 00D6: if 0038: $5700 == 0 // $ == int 004D: jump_if_false @CUBAN4_14037 00BC: text_highpriority 'CUB4_06' time 5000 1 0002: jump @CUBAN4_20102 :CUBAN4_14037 00D6: if 0038: $5685 == 1 // $ == int 004D: jump_if_false @CUBAN4_20017 00D6: if 0056: player $PLAYER_CHAR 0 -1077.4 125.9 -1200.0 47.9 004D: jump_if_false @CUBAN4_14107 0004: $5685 = 1 // $ = int 0002: jump @CUBAN4_20017 :CUBAN4_14107 0395: clear_area 1 at -1191.1 84.8 11.1 range 50.0 014F: stop_timer $5700 00D6: if 8118: not actor $5661 dead 004D: jump_if_false @CUBAN4_14157 01C2: mark_actor_as_no_longer_needed $5661 :CUBAN4_14157 00D6: if 8118: not actor $5662 dead 004D: jump_if_false @CUBAN4_14178 01C2: mark_actor_as_no_longer_needed $5662 :CUBAN4_14178 00D6: if 8118: not actor $5665 dead 004D: jump_if_false @CUBAN4_14199 01C2: mark_actor_as_no_longer_needed $5665 :CUBAN4_14199 00D6: if 8118: not actor $5666 dead 004D: jump_if_false @CUBAN4_14220 01C2: mark_actor_as_no_longer_needed $5666 :CUBAN4_14220 00D6: if 8118: not actor $5675 dead 004D: jump_if_false @CUBAN4_14241 01C2: mark_actor_as_no_longer_needed $5675 :CUBAN4_14241 00D6: if 8118: not actor $5676 dead 004D: jump_if_false @CUBAN4_14262 01C2: mark_actor_as_no_longer_needed $5676 :CUBAN4_14262 00D6: if 8118: not actor $5677 dead 004D: jump_if_false @CUBAN4_14283 01C2: mark_actor_as_no_longer_needed $5677 :CUBAN4_14283 00D6: if 8119: not car $5653 wrecked 004D: jump_if_false @CUBAN4_14304 01C3: mark_car_as_no_longer_needed $5653 :CUBAN4_14304 009A: $5661 = create_actor_pedtype 8 model #HNA at -1180.2 81.2 10.1 0173: set_actor $5661 z_angle_to 25.0 0372: set_actor $5661 anim 25 wait_state_time 999999 ms 009A: $5662 = create_actor_pedtype 8 model #HNA at -1197.1 70.3 10.1 0245: set_actor $5662 walk_style_to 50 0239: actor $5662 run_to -1169.6 109.2 009A: $5665 = create_actor_pedtype 8 model #HNA at -1197.4 74.9 10.1 0245: set_actor $5665 walk_style_to 50 0239: actor $5665 run_to -1169.6 109.2 009A: $5666 = create_actor_pedtype 8 model #HNA at -1189.8 81.2 10.1 0245: set_actor $5666 walk_style_to 50 0239: actor $5666 run_to -1169.6 109.2 009A: $5675 = create_actor_pedtype 8 model #HNA at -1189.0 83.6 10.1 0245: set_actor $5675 walk_style_to 50 0239: actor $5675 run_to -1169.6 109.2 009A: $5676 = create_actor_pedtype 8 model #HNA at -1190.5 68.5 10.1 0245: set_actor $5676 walk_style_to 50 0239: actor $5676 run_to -1169.6 109.2 00A5: $5653 = create_car #VOODOO at -1166.2 85.1 9.8 0175: set_car $5653 z_angle_to 112.8 0001: wait 1000 ms 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 0336: set_player $PLAYER_CHAR visible 0 015F: set_camera_position -1198.59 75.79 13.74 rotation 0.0 0.0 0.0 0160: point_camera -1184.6 74.4 15.3 switchstyle 2 0001: wait 2000 ms 020C: create_explosion 2 at -1182.8 76.7 10.1 020C: create_explosion 11 at -1182.8 76.7 10.1 020C: create_explosion 1 at -1182.8 76.7 10.1 020C: create_explosion 6 at -1182.8 76.7 10.1 020C: create_explosion 2 at -1175.8 70.6 16.9 020C: create_explosion 11 at -1175.8 70.6 16.9 020C: create_explosion 1 at -1175.8 70.6 16.9 020C: create_explosion 6 at -1175.8 70.6 16.9 0003: shake_camera 900 0001: wait 1000 ms 015F: set_camera_position -1196.61 68.74 18.19 rotation 0.0 0.0 0.0 0160: point_camera -1187.74 83.15 14.59 switchstyle 2 0001: wait 500 ms 020C: create_explosion 2 at -1182.8 76.7 10.1 020C: create_explosion 11 at -1182.8 76.7 10.1 020C: create_explosion 1 at -1182.8 76.7 10.1 020C: create_explosion 6 at -1182.8 76.7 10.1 020C: create_explosion 2 at -1196.4 101.8 10.1 020C: create_explosion 11 at -1196.4 101.8 10.1 020C: create_explosion 1 at -1196.4 101.8 10.1 020C: create_explosion 6 at -1196.4 101.8 10.1 0003: shake_camera 900 0001: wait 1000 ms 020C: create_explosion 2 at -1182.8 76.7 10.1 020C: create_explosion 11 at -1182.8 76.7 10.1 020C: create_explosion 1 at -1182.8 76.7 10.1 020C: create_explosion 6 at -1182.8 76.7 10.1 020C: create_explosion 2 at -1196.4 101.8 10.1 020C: create_explosion 11 at -1196.4 101.8 10.1 020C: create_explosion 1 at -1196.4 101.8 10.1 020C: create_explosion 6 at -1196.4 101.8 10.1 020C: create_explosion 2 at -1181.4 76.8 17.3 020C: create_explosion 11 at -1181.4 76.8 17.3 020C: create_explosion 1 at -1181.4 76.8 17.3 020C: create_explosion 6 at -1181.4 76.8 17.3 020C: create_explosion 2 at -1187.69 102.0 17.2 020C: create_explosion 11 at -1187.69 102.0 17.2 020C: create_explosion 1 at -1187.69 102.0 17.2 020C: create_explosion 6 at -1187.69 102.0 17.2 0003: shake_camera 900 0001: wait 1000 ms 020C: create_explosion 2 at -1182.8 76.7 10.1 020C: create_explosion 11 at -1182.8 76.7 10.1 020C: create_explosion 1 at -1182.8 76.7 10.1 020C: create_explosion 6 at -1182.8 76.7 10.1 020C: create_explosion 2 at -1196.4 101.8 10.1 020C: create_explosion 11 at -1196.4 101.8 10.1 020C: create_explosion 1 at -1196.4 101.8 10.1 020C: create_explosion 6 at -1196.4 101.8 10.1 020C: create_explosion 2 at -1181.4 76.8 17.3 020C: create_explosion 11 at -1181.4 76.8 17.3 020C: create_explosion 1 at -1181.4 76.8 17.3 020C: create_explosion 6 at -1181.4 76.8 17.3 0003: shake_camera 300 0001: wait 300 ms 020C: create_explosion 2 at -1187.69 102.0 17.2 020C: create_explosion 11 at -1187.69 102.0 17.2 020C: create_explosion 1 at -1187.69 102.0 17.2 020C: create_explosion 6 at -1187.69 102.0 17.2 020C: create_explosion 2 at -1198.1 103.2 17.1 020C: create_explosion 11 at -1198.1 103.2 17.1 020C: create_explosion 1 at -1198.1 103.2 17.1 020C: create_explosion 6 at -1198.1 103.2 17.1 020C: create_explosion 2 at -1198.1 103.2 10.1 020C: create_explosion 11 at -1198.1 103.2 10.1 020C: create_explosion 1 at -1198.1 103.2 10.1 020C: create_explosion 6 at -1198.1 103.2 10.1 0003: shake_camera 900 0001: wait 1000 ms 020C: create_explosion 2 at -1182.8 76.7 10.1 020C: create_explosion 11 at -1182.8 76.7 10.1 020C: create_explosion 1 at -1182.8 76.7 10.1 020C: create_explosion 6 at -1182.8 76.7 10.1 020C: create_explosion 2 at -1196.4 101.8 10.1 020C: create_explosion 11 at -1196.4 101.8 10.1 020C: create_explosion 1 at -1196.4 101.8 10.1 020C: create_explosion 6 at -1196.4 101.8 10.1 020C: create_explosion 2 at -1181.4 76.8 17.3 020C: create_explosion 11 at -1181.4 76.8 17.3 020C: create_explosion 1 at -1181.4 76.8 17.3 020C: create_explosion 6 at -1181.4 76.8 17.3 0003: shake_camera 200 0001: wait 200 ms 020C: create_explosion 2 at -1187.69 102.0 17.2 020C: create_explosion 11 at -1187.69 102.0 17.2 020C: create_explosion 1 at -1187.69 102.0 17.2 020C: create_explosion 6 at -1187.69 102.0 17.2 020C: create_explosion 2 at -1198.1 103.2 17.1 020C: create_explosion 11 at -1198.1 103.2 17.1 020C: create_explosion 1 at -1198.1 103.2 17.1 020C: create_explosion 6 at -1198.1 103.2 17.1 020C: create_explosion 2 at -1198.1 103.2 10.1 020C: create_explosion 11 at -1198.1 103.2 10.1 020C: create_explosion 1 at -1198.1 103.2 10.1 020C: create_explosion 6 at -1198.1 103.2 10.1 0003: shake_camera 100 0001: wait 100 ms 020C: create_explosion 2 at -1189.7 83.6 17.1 020C: create_explosion 11 at -1189.7 83.6 17.1 020C: create_explosion 1 at -1189.7 83.6 17.1 020C: create_explosion 6 at -1189.7 83.6 17.1 020C: create_explosion 2 at -1189.7 83.6 10.1 020C: create_explosion 11 at -1189.7 83.6 10.1 020C: create_explosion 1 at -1189.7 83.6 10.1 020C: create_explosion 6 at -1189.7 83.6 10.1 0003: shake_camera 1400 0001: wait 1500 ms 020C: create_explosion 2 at -1182.8 76.7 10.1 020C: create_explosion 11 at -1182.8 76.7 10.1 020C: create_explosion 1 at -1182.8 76.7 10.1 020C: create_explosion 6 at -1182.8 76.7 10.1 020C: create_explosion 2 at -1196.4 101.8 10.1 020C: create_explosion 11 at -1196.4 101.8 10.1 020C: create_explosion 1 at -1196.4 101.8 10.1 020C: create_explosion 6 at -1196.4 101.8 10.1 0003: shake_camera 400 0001: wait 400 ms 020C: create_explosion 2 at -1181.4 76.8 17.3 020C: create_explosion 11 at -1181.4 76.8 17.3 020C: create_explosion 1 at -1181.4 76.8 17.3 020C: create_explosion 6 at -1181.4 76.8 17.3 020C: create_explosion 2 at -1187.69 102.0 17.2 020C: create_explosion 11 at -1187.69 102.0 17.2 020C: create_explosion 1 at -1187.69 102.0 17.2 020C: create_explosion 6 at -1187.69 102.0 17.2 020C: create_explosion 2 at -1198.1 103.2 17.1 020C: create_explosion 11 at -1198.1 103.2 17.1 020C: create_explosion 1 at -1198.1 103.2 17.1 020C: create_explosion 6 at -1198.1 103.2 17.1 020C: create_explosion 2 at -1198.1 103.2 10.1 020C: create_explosion 11 at -1198.1 103.2 10.1 020C: create_explosion 1 at -1198.1 103.2 10.1 020C: create_explosion 6 at -1198.1 103.2 10.1 0003: shake_camera 300 0001: wait 300 ms 020C: create_explosion 2 at -1189.7 83.6 17.1 020C: create_explosion 11 at -1189.7 83.6 17.1 020C: create_explosion 1 at -1189.7 83.6 17.1 020C: create_explosion 6 at -1189.7 83.6 17.1 020C: create_explosion 2 at -1189.7 83.6 10.1 020C: create_explosion 11 at -1189.7 83.6 10.1 020C: create_explosion 1 at -1189.7 83.6 10.1 020C: create_explosion 6 at -1189.7 83.6 10.1 0003: shake_camera 1400 0001: wait 1500 ms 020C: create_explosion 2 at -1182.8 76.7 10.1 020C: create_explosion 11 at -1182.8 76.7 10.1 020C: create_explosion 1 at -1182.8 76.7 10.1 020C: create_explosion 6 at -1182.8 76.7 10.1 020C: create_explosion 2 at -1196.4 101.8 10.1 020C: create_explosion 11 at -1196.4 101.8 10.1 020C: create_explosion 1 at -1196.4 101.8 10.1 020C: create_explosion 6 at -1196.4 101.8 10.1 0003: shake_camera 200 0001: wait 200 ms 020C: create_explosion 2 at -1181.4 76.8 17.3 020C: create_explosion 11 at -1181.4 76.8 17.3 020C: create_explosion 1 at -1181.4 76.8 17.3 020C: create_explosion 6 at -1181.4 76.8 17.3 020C: create_explosion 2 at -1187.69 102.0 17.2 020C: create_explosion 11 at -1187.69 102.0 17.2 020C: create_explosion 1 at -1187.69 102.0 17.2 020C: create_explosion 6 at -1187.69 102.0 17.2 020C: create_explosion 2 at -1198.1 103.2 17.1 020C: create_explosion 11 at -1198.1 103.2 17.1 020C: create_explosion 1 at -1198.1 103.2 17.1 020C: create_explosion 6 at -1198.1 103.2 17.1 020C: create_explosion 2 at -1198.1 103.2 10.1 020C: create_explosion 11 at -1198.1 103.2 10.1 020C: create_explosion 1 at -1198.1 103.2 10.1 020C: create_explosion 6 at -1198.1 103.2 10.1 0003: shake_camera 100 0001: wait 100 ms 020C: create_explosion 2 at -1189.7 83.6 17.1 020C: create_explosion 11 at -1189.7 83.6 17.1 020C: create_explosion 1 at -1189.7 83.6 17.1 020C: create_explosion 6 at -1189.7 83.6 17.1 020C: create_explosion 2 at -1189.7 83.6 10.1 020C: create_explosion 11 at -1189.7 83.6 10.1 020C: create_explosion 1 at -1189.7 83.6 10.1 020C: create_explosion 6 at -1189.7 83.6 10.1 0003: shake_camera 900 0001: wait 1000 ms 015F: set_camera_position -1159.03 108.49 15.35 rotation 0.0 0.0 0.0 0160: point_camera -1180.11 90.65 16.05 switchstyle 2 020C: create_explosion 2 at -1182.8 76.7 10.1 020C: create_explosion 11 at -1182.8 76.7 10.1 020C: create_explosion 1 at -1182.8 76.7 10.1 020C: create_explosion 6 at -1182.8 76.7 10.1 020C: create_explosion 2 at -1196.4 101.8 10.1 020C: create_explosion 11 at -1196.4 101.8 10.1 020C: create_explosion 1 at -1196.4 101.8 10.1 020C: create_explosion 6 at -1196.4 101.8 10.1 020C: create_explosion 2 at -1181.4 76.8 17.3 020C: create_explosion 11 at -1181.4 76.8 17.3 020C: create_explosion 1 at -1181.4 76.8 17.3 020C: create_explosion 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 0003: shake_camera 600 0001: wait 600 ms 020C: create_explosion 2 at -1187.69 102.0 17.2 020C: create_explosion 11 at -1187.69 102.0 17.2 020C: create_explosion 1 at -1187.69 102.0 17.2 020C: create_explosion 6 at -1187.69 102.0 17.2 020C: create_explosion 2 at -1198.1 103.2 17.1 020C: create_explosion 11 at -1198.1 103.2 17.1 020C: create_explosion 1 at -1198.1 103.2 17.1 020C: create_explosion 6 at -1198.1 103.2 17.1 020C: create_explosion 2 at -1198.1 103.2 10.1 020C: create_explosion 11 at -1198.1 103.2 10.1 020C: create_explosion 1 at -1198.1 103.2 10.1 020C: create_explosion 6 at -1198.1 103.2 10.1 020C: create_explosion 2 at -1189.7 83.6 17.1 020C: create_explosion 11 at -1189.7 83.6 17.1 020C: create_explosion 1 at -1189.7 83.6 17.1 020C: create_explosion 6 at -1189.7 83.6 17.1 020C: create_explosion 2 at -1189.7 83.6 10.1 020C: create_explosion 11 at -1189.7 83.6 10.1 020C: create_explosion 1 at -1189.7 83.6 10.1 020C: create_explosion 6 at -1189.7 83.6 10.1 0003: shake_camera 200 0001: wait 200 ms 020C: create_explosion 2 at -1197.0 89.5 17.1 020C: create_explosion 11 at -1197.0 89.5 17.1 020C: create_explosion 1 at -1197.0 89.5 17.1 020C: create_explosion 6 at -1197.0 89.5 17.1 020C: create_explosion 2 at -1197.0 89.5 10.1 020C: create_explosion 11 at -1197.0 89.5 10.1 020C: create_explosion 1 at -1197.0 89.5 10.1 020C: create_explosion 6 at -1197.0 89.5 10.1 020C: create_explosion 2 at -1196.61 68.74 18.19 020C: create_explosion 11 at -1196.61 68.74 18.19 020C: create_explosion 1 at -1196.61 68.74 18.19 020C: create_explosion 6 at -1196.61 68.74 18.19 0003: shake_camera 1000 0001: wait 1000 ms 020C: create_explosion 2 at -1171.06 68.74 20.34 020C: create_explosion 11 at -1171.06 68.74 20.34 020C: create_explosion 1 at -1171.06 68.74 20.34 020C: create_explosion 6 at -1171.06 68.74 20.34 020C: create_explosion 2 at -1171.06 74.74 20.34 020C: create_explosion 11 at -1171.06 74.74 20.34 020C: create_explosion 1 at -1171.06 74.74 20.34 020C: create_explosion 6 at -1171.06 74.74 20.34 0003: shake_camera 100 0001: wait 100 ms 020C: create_explosion 2 at -1171.06 79.74 20.34 020C: create_explosion 11 at -1171.06 79.74 20.34 020C: create_explosion 1 at -1171.06 79.74 20.34 020C: create_explosion 6 at -1171.06 79.74 20.34 020C: create_explosion 2 at -1171.06 85.74 20.34 020C: create_explosion 11 at -1171.06 85.74 20.34 020C: create_explosion 1 at -1171.06 85.74 20.34 020C: create_explosion 6 at -1171.06 85.74 20.34 0003: shake_camera 100 0001: wait 100 ms 020C: create_explosion 2 at -1171.06 90.74 20.34 020C: create_explosion 11 at -1171.06 90.74 20.34 020C: create_explosion 1 at -1171.06 90.74 20.34 020C: create_explosion 6 at -1171.06 90.74 20.34 020C: create_explosion 2 at -1171.06 96.74 20.34 020C: create_explosion 11 at -1171.06 96.74 20.34 020C: create_explosion 1 at -1171.06 96.74 20.34 020C: create_explosion 6 at -1171.06 96.74 20.34 0003: shake_camera 100 0001: wait 100 ms 020C: create_explosion 2 at -1171.06 103.74 20.34 020C: create_explosion 11 at -1171.06 103.74 20.34 020C: create_explosion 1 at -1171.06 103.74 20.34 020C: create_explosion 6 at -1171.06 103.74 20.34 020C: create_explosion 2 at -1179.06 105.74 20.34 020C: create_explosion 11 at -1179.06 105.74 20.34 020C: create_explosion 1 at -1179.06 105.74 20.34 020C: create_explosion 6 at -1179.06 105.74 20.34 0003: shake_camera 100 0001: wait 100 ms 020C: create_explosion 2 at -1188.06 105.74 20.34 020C: create_explosion 11 at -1188.06 105.74 20.34 020C: create_explosion 1 at -1188.06 105.74 20.34 020C: create_explosion 6 at -1188.06 105.74 20.34 00D6: if 8119: not car $5653 wrecked 004D: jump_if_false @CUBAN4_19692 00D6: if 80DC: not player $PLAYER_CHAR in_car $5653 004D: jump_if_false @CUBAN4_19692 03F5: set_vehicle $5653 apply_damage_rules 1 020B: explode_car $5653 :CUBAN4_19692 00D6: if 8119: not car $5654 wrecked 004D: jump_if_false @CUBAN4_19739 00D6: if 80DC: not player $PLAYER_CHAR in_car $5654 004D: jump_if_false @CUBAN4_19739 03F5: set_vehicle $5654 apply_damage_rules 1 020B: explode_car $5654 :CUBAN4_19739 0169: set_fade_color 255 255 255 016A: fade 0 400 ms 020C: create_explosion 6 at -1159.03 108.49 10.35 :CUBAN4_19776 00D6: if 016B: fading 004D: jump_if_false @CUBAN4_19800 0001: wait 0 ms 0002: jump @CUBAN4_19776 :CUBAN4_19800 00D6: if 8117: not player $PLAYER_CHAR wasted 004D: jump_if_false @CUBAN4_19844 03B6: replace_model_at -1165.346 85.534 17.783 radius 80.0 from #BUILD1 to #BUILDBLOWN :CUBAN4_19844 00D6: if 8117: not player $PLAYER_CHAR wasted 004D: jump_if_false @CUBAN4_19888 03B6: replace_model_at -1165.346 85.534 17.783 radius 80.0 from #HDRUGFACTORYINT to #HDRUGFACTORYPOL :CUBAN4_19888 00D6: if 8117: not player $PLAYER_CHAR wasted 004D: jump_if_false @CUBAN4_19932 03B6: replace_model_at -1165.346 85.534 17.783 radius 80.0 from #LODLD1 to #LODLDBLOWN :CUBAN4_19932 0108: destroy_object $5672 0108: destroy_object $5673 0108: destroy_object $5674 0004: $5700 = 0 // $ = int 020C: create_explosion 6 at -1159.03 108.49 10.35 016A: fade 1 1600 ms 0001: wait 5000 ms 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 03CB: load_scene $95 $96 $97 0002: jump @CUBAN4_20119 :CUBAN4_20017 00D6: if 8038: not $5694 == 3 // $ == int 004D: jump_if_false @CUBAN4_20095 00D6: if 8056: not player $PLAYER_CHAR 0 -1111.6 125.9 -1200.0 47.9 004D: jump_if_false @CUBAN4_20095 00BC: text_highpriority 'CUB4_06' time 5000 1 0002: jump @CUBAN4_20102 :CUBAN4_20095 0002: jump @CUBAN4_11835 :CUBAN4_20102 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :CUBAN4_20119 00BE: text_clear_all 01E3: text_1number_styled 'M_PASS' number 10000 time 5000 style 1 0394: play_music 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 10000 030C: progress_made += 1 :CUBAN4_20160 00D6: if 834E: not move_object $1791 to -1114.5 73.0 10.1 speed 10.0 10.0 0.0 collision_check 0 004D: jump_if_false @CUBAN4_20219 0001: wait 0 ms 0002: jump @CUBAN4_20160 :CUBAN4_20219 0318: set_latest_mission_passed 'CUB_4' 0164: disable_marker $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 00D6: if 0038: $5700 == 0 // $ == int 004D: jump_if_false @CUBAN4_20572 032B: $5671 = create_weapon_pickup #MINIGUN 15 ammo 100 at -1184.17 102.62 17.5 0004: $5700 = 1 // $ = int :CUBAN4_20572 0004: $282 = 1 // $ = int 0051: return :CUBAN4_20581 0004: $ONMISSION = 0 // $ = int 01B4: set_player $PLAYER_CHAR can_move 1 03F2: pedtype 8 remove_threat 16384 0249: release_model #HNA 0249: release_model #HNB 0249: release_model #CBA 0249: release_model #CBB 0249: release_model #SNIPER 0249: release_model #TEC9 0249: release_model #VOODOO 0249: release_model #DYNAMITE 014F: stop_timer $5700 0164: disable_marker $5678 0164: disable_marker $5679 0164: disable_marker $5680 0164: disable_marker $5681 0164: disable_marker $5682 0164: disable_marker $5683 0164: disable_marker $5684 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 00D8: mission_cleanup 0051: return :CUBAN4_20686 0164: disable_marker $5684 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $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 00D6: if 8118: not actor $5652 dead 004D: jump_if_false @CUBAN4_20797 011A: set_actor $5652 search_threat 256 011A: set_actor $5652 search_threat 64 02A9: set_actor $5652 immune_to_nonplayer 0 :CUBAN4_20797 00D6: if 8118: not actor $5661 dead 004D: jump_if_false @CUBAN4_20853 011A: set_actor $5661 search_threat 128 011A: set_actor $5661 search_threat 1 011A: set_actor $5661 search_threat 64 0173: set_actor $5661 z_angle_to 4.7 01CC: actor $5661 kill_player $PLAYER_CHAR :CUBAN4_20853 00D6: if 8118: not actor $5662 dead 004D: jump_if_false @CUBAN4_20909 011A: set_actor $5662 search_threat 128 011A: set_actor $5662 search_threat 1 011A: set_actor $5662 search_threat 64 0173: set_actor $5662 z_angle_to 4.7 01CC: actor $5662 kill_player $PLAYER_CHAR :CUBAN4_20909 00D6: if 8118: not actor $5665 dead 004D: jump_if_false @CUBAN4_20976 011A: set_actor $5665 search_threat 128 011A: set_actor $5665 search_threat 1 011A: set_actor $5665 search_threat 64 00D6: if 8118: not actor $5666 dead 004D: jump_if_false @CUBAN4_20976 03F9: make_actors $5665 $5666 converse_in 100000 ms :CUBAN4_20976 00D6: if 8118: not actor $5666 dead 004D: jump_if_false @CUBAN4_21014 011A: set_actor $5666 search_threat 128 011A: set_actor $5666 search_threat 1 011A: set_actor $5666 search_threat 64 :CUBAN4_21014 00D6: if 8118: not actor $5659 dead 004D: jump_if_false @CUBAN4_21069 011A: set_actor $5659 search_threat 128 011A: set_actor $5659 search_threat 1 011A: set_actor $5659 search_threat 64 0173: set_actor $5659 z_angle_to 109.6 0350: set_actor $5659 maintain_position_when_attacked 1 :CUBAN4_21069 009A: $5670 = create_actor_pedtype 8 model #HNA at -1115.2 67.0 10.1 0173: set_actor $5670 z_angle_to 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 heed_threats 1 0350: set_actor $5670 maintain_position_when_attacked 1 009A: $5667 = create_actor_pedtype 8 model #HNA at -1182.3 80.5 10.1 0173: set_actor $5667 z_angle_to 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 heed_threats 1 0350: set_actor $5667 maintain_position_when_attacked 1 009A: $5668 = create_actor_pedtype 8 model #HNA at -1192.2 102.7 10.1 0173: set_actor $5668 z_angle_to 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 heed_threats 1 0350: set_actor $5668 maintain_position_when_attacked 1 009A: $5669 = create_actor_pedtype 8 model #HNA at -1183.4 67.0 16.9 0173: set_actor $5669 z_angle_to 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 heed_threats 1 0350: set_actor $5669 maintain_position_when_attacked 1 009A: $5675 = create_actor_pedtype 8 model #HNA at -1197.9 82.5 10.1 0173: set_actor $5675 z_angle_to 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 heed_threats 1 0350: set_actor $5675 maintain_position_when_attacked 1 009A: $5676 = create_actor_pedtype 8 model #HNA at -1189.0 83.6 10.1 0173: set_actor $5676 z_angle_to 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 heed_threats 1 0350: set_actor $5676 maintain_position_when_attacked 1 009A: $5677 = create_actor_pedtype 8 model #HNA at -1190.5 68.5 10.1 0173: set_actor $5677 z_angle_to 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 heed_threats 1 0350: set_actor $5677 maintain_position_when_attacked 1 00D6: if 8119: not car $5653 wrecked 004D: jump_if_false @CUBAN4_21736 02AA: set_car $5653 immune_to_nonplayer 1 :CUBAN4_21736 00D6: if 8119: not car $5654 wrecked 004D: jump_if_false @CUBAN4_21759 02AA: set_car $5654 immune_to_nonplayer 1 :CUBAN4_21759 03F1: pedtype 8 add_threat 1 03F1: pedtype 8 add_threat 16384 03CF: load_wav 'CUB4_9' as 1 :CUBAN4_21784 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @CUBAN4_21810 0001: wait 0 ms 0002: jump @CUBAN4_21784 :CUBAN4_21810 00BC: text_highpriority 'CUB4_16' time 4000 1 03D1: play_wav 1 :CUBAN4_21829 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @CUBAN4_21855 0001: wait 0 ms 0002: jump @CUBAN4_21829 :CUBAN4_21855 040D: unload_wav 1 03D5: remove_text 'CUB4_16' :CUBAN4_21869 00D6: if 834E: not move_object $1791 to -1114.5 67.0 10.1 speed 10.0 10.0 0.0 collision_check 0 004D: jump_if_false @CUBAN4_21928 0001: wait 0 ms 0002: jump @CUBAN4_21869 :CUBAN4_21928 0051: return //-------------Mission 60--------------- // Originally: Juju Scramble :HAIT1 03A4: name_thread 'HAIT1' 0050: gosub @HAIT1_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @HAIT1_37 0050: gosub @HAIT1_5502 :HAIT1_37 0050: gosub @HAIT1_5585 004E: end_thread :HAIT1_46 0317: increment_mission_attempts 0004: $ONMISSION = 1 // $ = int 0004: $5721 = 0 // $ = int 0004: $5722 = 0 // $ = int 0005: $5723 = -1162.82 // $ = float 0005: $5724 = -19.06 // $ = float 0005: $5725 = 16.14 // $ = float 0004: $5726 = 0 // $ = int 0005: $5728 = -1154.48 // $ = float 0005: $5729 = -30.59 // $ = float 0005: $5730 = 19.08 // $ = float 0005: $5731 = 12.22 // $ = float 0005: $5733 = -1160.49 // $ = float 0005: $5734 = -30.37 // $ = float 0005: $5735 = 19.08 // $ = float 0005: $5736 = 12.22 // $ = float 0005: $5738 = -1142.84 // $ = float 0005: $5739 = -6.34 // $ = float 0005: $5740 = 22.97 // $ = float 0005: $5741 = 84.66 // $ = float 0005: $5743 = -1143.56 // $ = float 0005: $5744 = -16.69 // $ = float 0005: $5745 = 22.9 // $ = float 0005: $5746 = 84.66 // $ = float 0004: $5749 = 0 // $ = int 0004: $5750 = 0 // $ = int 0005: $5752 = -995.87 // $ = float 0005: $5753 = -32.49 // $ = float 0005: $5754 = 10.89 // $ = float 0004: $5751 = 61000 // $ = int 0004: $5835 = 0 // $ = int 0004: $5836 = 0 // $ = int 0004: $5755 = 0 // $ = int 0004: $5756 = 0 // $ = int 0004: $5757 = 0 // $ = int 0004: $5760 = 0 // $ = int 0005: $5761 = -966.67 // $ = float 0005: $5762 = -36.7 // $ = float 0005: $5763 = -100.0 // $ = float 0005: $5764 = 90.0 // $ = float 0004: $5765 = 100 // $ = int 0004: $5805 = 0 // $ = int 0004: $5767 = 0 // $ = int 0005: $5768 = -969.82 // $ = float 0005: $5769 = -46.22 // $ = float 0005: $5770 = 9.91 // $ = float 0005: $5771 = 0.0 // $ = float 0004: $5772 = 100 // $ = int 0004: $5774 = 0 // $ = int 0004: $5775 = 0 // $ = int 0004: $5777 = 0 // $ = int 0005: $5778 = -968.1 // $ = float 0005: $5779 = -28.41 // $ = float 0005: $5780 = 9.94 // $ = float 0005: $5781 = 0.0 // $ = float 0004: $5782 = 100 // $ = int 0004: $5783 = 0 // $ = int 0004: $5785 = 0 // $ = int 0004: $5788 = 0 // $ = int 0004: $5789 = 0 // $ = int 0005: $5791 = -914.55 // $ = float 0005: $5792 = 344.73 // $ = float 0005: $5793 = -100.0 // $ = float 0004: $5790 = 61000 // $ = int 0004: $5809 = 0 // $ = int 0004: $5794 = 0 // $ = int 0004: $5795 = 0 // $ = int 0004: $5795 = 0 // $ = int 0004: $5797 = 0 // $ = int 0004: $5799 = 0 // $ = int 0005: $5800 = -904.85 // $ = float 0005: $5801 = 299.418 // $ = float 0005: $5802 = 10.26 // $ = float 0005: $5803 = 0.0 // $ = float 0004: $5804 = 100 // $ = int 0004: $5806 = 0 // $ = int 0004: $5810 = 0 // $ = int 0005: $5811 = -903.07 // $ = float 0005: $5812 = 299.196 // $ = float 0005: $5813 = 10.26 // $ = float 0005: $5814 = 0.0 // $ = float 0005: $5815 = -914.55 // $ = float 0005: $5816 = 344.73 // $ = float 0005: $5817 = 10.26 // $ = float 0004: $5818 = 100 // $ = int 0004: $5824 = 0 // $ = int 0004: $5826 = 0 // $ = int 0005: $5827 = -957.891 // $ = float 0005: $5828 = 139.084 // $ = float 0005: $5829 = 8.26 // $ = float 0004: $5830 = 0 // $ = int 0004: $5831 = 0 // $ = int 0004: $5832 = 0 // $ = int 0004: $5833 = 0 // $ = int 0004: $5834 = 0 // $ = int 0004: $5819 = 0 // $ = int 0004: $5820 = 0 // $ = int 0004: $5821 = 0 // $ = int 0005: $5839 = 0.0 // $ = float 0005: $5840 = 0.0 // $ = float 0005: $5841 = 0.0 // $ = float 0004: $5843 = 0 // $ = int 0005: $5847 = -990.11 // $ = float 0005: $5848 = -34.5 // $ = float 0005: $5849 = 9.72 // $ = float 0004: $5850 = 0 // $ = int 0004: $5851 = 0 // $ = int 0005: $5852 = -913.827 // $ = float 0005: $5853 = 325.343 // $ = float 0005: $5854 = 10.249 // $ = float 0004: $5855 = 0 // $ = int 0004: $5856 = 0 // $ = int 0004: $5857 = 0 // $ = int 0004: $5858 = 0 // $ = int 0004: $5859 = 0 // $ = int 0004: $5860 = 0 // $ = int 0004: $5861 = 0 // $ = int 0004: $5862 = 0 // $ = int 0001: wait 0 ms 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' 03CB: load_scene -962.697 149.793 10.21 04BB: select_interiour 12 // select render area 04F9: set_extra_colors 13 fade 0 038B: load_requested_models :HAIT1_1168 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 004D: jump_if_false @HAIT1_1208 0001: wait 0 ms 0002: 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 8.25 range 2.0 0055: put_player $PLAYER_CHAR at -962.53 141.69 8.25 0171: set_player $PLAYER_CHAR z_angle_to 183.42 016A: fade 1 2000 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :HAIT1_1400 00D6: if 001A: 2089 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT1_1435 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT1_1400 :HAIT1_1435 00BC: text_highpriority 'HAM1_A' time 10000 1 :HAIT1_1450 00D6: if 001A: 6844 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT1_1485 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT1_1450 :HAIT1_1485 00BC: text_highpriority 'HAM1_B' time 10000 1 :HAIT1_1500 00D6: if 001A: 9955 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT1_1535 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT1_1500 :HAIT1_1535 00BC: text_highpriority 'HAM1_C' time 10000 1 :HAIT1_1550 00D6: if 001A: 13943 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT1_1585 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT1_1550 :HAIT1_1585 00BC: text_highpriority 'HAM1_D' time 10000 1 :HAIT1_1600 00D6: if 001A: 16609 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT1_1635 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT1_1600 :HAIT1_1635 00BC: text_highpriority 'HAM1_E' time 10000 1 :HAIT1_1650 00D6: if 001A: 19208 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT1_1685 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT1_1650 :HAIT1_1685 00BC: text_highpriority 'HAM1_F' time 10000 1 :HAIT1_1700 00D6: if 001A: 21822 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT1_1735 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT1_1700 :HAIT1_1735 00BC: text_highpriority 'HAM1_G' time 10000 1 :HAIT1_1750 00D6: if 001A: 24520 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT1_1785 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT1_1750 :HAIT1_1785 00BC: text_highpriority 'HAM1_H' time 10000 1 :HAIT1_1800 00D6: if 001A: 26563 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT1_1835 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT1_1800 :HAIT1_1835 00BC: text_highpriority 'HAM1_I' time 10000 1 :HAIT1_1850 00D6: if 001A: 28200 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT1_1885 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT1_1850 :HAIT1_1885 00BC: text_highpriority 'HAM1_J' time 10000 1 :HAIT1_1900 00D6: if 001A: 32697 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT1_1935 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT1_1900 :HAIT1_1935 00BC: text_highpriority 'HAM1_K' time 10000 1 :HAIT1_1950 00D6: if 001A: 35049 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT1_1987 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT1_1950 :HAIT1_1987 00BC: text_highpriority 'HAM1_L' time 10000 1 :HAIT1_2002 00D6: if 001A: 39949 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT1_2039 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT1_2002 :HAIT1_2039 00BC: text_highpriority 'HAM1_M' time 10000 1 :HAIT1_2054 00D6: if 001A: 43624 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT1_2091 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT1_2054 :HAIT1_2091 00BC: text_highpriority 'HAM1_N' time 10000 1 :HAIT1_2106 00D6: if 001A: 47531 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT1_2143 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT1_2106 :HAIT1_2143 00BC: text_highpriority 'HAM1_O' time 10000 1 :HAIT1_2158 00D6: if 001A: 49412 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT1_2195 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT1_2158 :HAIT1_2195 00BC: text_highpriority 'HAM1_P' time 10000 1 :HAIT1_2210 00D6: if 001A: 53234 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT1_2247 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT1_2210 :HAIT1_2247 00BC: text_highpriority 'HAM1_Q' time 10000 1 :HAIT1_2262 00D6: if 001A: 57817 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT1_2299 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT1_2262 :HAIT1_2299 00BC: text_highpriority 'HAM1_R' time 10000 1 :HAIT1_2314 00D6: if 001A: 61451 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT1_2351 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT1_2314 :HAIT1_2351 00BC: text_highpriority 'HAM1_S' time 10000 1 :HAIT1_2366 00D6: if 001A: 64655 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT1_2403 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT1_2366 :HAIT1_2403 00BC: text_highpriority 'HAM1_T' time 10000 1 :HAIT1_2418 00D6: if 001A: 68336 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT1_2455 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT1_2418 :HAIT1_2455 00BC: text_highpriority 'HAM1_U' time 10000 1 :HAIT1_2470 00D6: if 001A: 74373 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT1_2507 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT1_2470 :HAIT1_2507 00BC: text_highpriority 'HAM1_V' time 10000 1 :HAIT1_2522 00D6: if 001A: 77824 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT1_2559 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT1_2522 :HAIT1_2559 00BE: text_clear_all :HAIT1_2561 00D6: if 001A: 80912 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT1_2598 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT1_2561 :HAIT1_2598 016A: fade 0 2000 ms 00BE: text_clear_all :HAIT1_2607 00D6: if 016B: fading 004D: jump_if_false @HAIT1_2631 0001: wait 0 ms 0002: jump @HAIT1_2607 :HAIT1_2631 04FA: clear_extra_colors_with_fade 0 04BB: select_interiour 0 // select render area 03AD: set_rubbish 1 02EA: end_cutscene 0373: set_camera_directly_behind_player 0296: unload_special_actor 1 0296: unload_special_actor 2 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 03CB: load_scene -962.53 141.69 8.25 04E3: set_player $PLAYER_CHAR mood 0 duration 60000 0247: request_model #SWAT 0247: request_model #MP5LNG 0247: request_model #SNIPER 0247: request_model #NITESTICK 03CF: load_wav 'HAT_1A' as 1 :HAIT1_2725 00D6: if or 8248: not model #SWAT available 8248: not model #MP5LNG available 8248: not model #SNIPER available 8248: not model #NITESTICK available 004D: jump_if_false @HAIT1_2766 0001: wait 0 ms 0002: jump @HAIT1_2725 :HAIT1_2766 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @HAIT1_2792 0001: wait 0 ms 0002: jump @HAIT1_2766 :HAIT1_2792 009A: $5766 = create_actor_pedtype 4 model #SWAT at $5768 $5769 $5770 0187: $5773 = create_marker_above_actor $5766 0164: disable_marker $5773 009B: destroy_actor_instantly $5766 009A: $5776 = create_actor_pedtype 4 model #SWAT at $5778 $5779 $5780 0187: $5784 = create_marker_above_actor $5776 0164: disable_marker $5784 009B: destroy_actor_instantly $5776 0213: $5747 = create_pickup #BRIEFCASE type 3 at $5752 $5753 $5754 03DC: $5758 = create_marker_above_pickup $5747 0164: disable_marker $5758 0215: destroy_pickup $5747 009A: $5808 = create_actor_pedtype 4 model #SWAT at $5811 $5812 $5813 0187: $5823 = create_marker_above_actor $5808 0164: disable_marker $5823 009B: destroy_actor_instantly $5808 009A: $5798 = create_actor_pedtype 4 model #SWAT at $5800 $5801 $5802 0187: $5807 = create_marker_above_actor $5798 0164: disable_marker $5807 009B: destroy_actor_instantly $5798 0213: $5786 = create_pickup #BRIEFCASE type 3 at $5791 $5792 $5793 03DC: $5796 = create_marker_above_pickup $5786 0164: disable_marker $5796 0215: destroy_pickup $5786 009A: $5727 = create_actor_pedtype 4 model #SWAT at $5728 $5729 $5730 009B: destroy_actor_instantly $5727 009A: $5732 = create_actor_pedtype 4 model #SWAT at $5733 $5734 $5735 009B: destroy_actor_instantly $5732 009A: $5737 = create_actor_pedtype 4 model #SWAT at $5738 $5739 $5740 009B: destroy_actor_instantly $5737 009A: $5742 = create_actor_pedtype 4 model #SWAT at $5743 $5744 $5745 009B: destroy_actor_instantly $5742 009A: $5842 = create_actor_pedtype 6 model #SWAT at -1168.36 -8.738 15.72 009B: destroy_actor_instantly $5842 0169: set_fade_color 0 0 0 0001: wait 500 ms 016A: fade 1 1500 ms 0213: $5719 = create_pickup #BRIEFCASE type 3 at $5723 $5724 $5725 03DC: $5720 = create_marker_above_pickup $5719 0004: $5721 = 1 // $ = int 00BC: text_highpriority 'HAM1_1' time 5000 1 0004: $123 = 0 // $ = int :HAIT1_3204 00D6: if 0038: $5826 == 0 // $ == int 004D: jump_if_false @HAIT1_5158 0001: wait 0 ms 00D6: if 0038: $5831 == 1 // $ == int 004D: jump_if_false @HAIT1_3320 00D6: if 0038: $5861 == 0 // $ == int 004D: jump_if_false @HAIT1_3276 0006: TIMERA = 0 // @ = int 0004: $5861 = 1 // $ = int :HAIT1_3276 00D6: if 0038: $5861 == 1 // $ == int 004D: jump_if_false @HAIT1_3320 00D6: if 0029: TIMERA >= 1000 // @ >= int 004D: jump_if_false @HAIT1_3320 0004: $5861 = 2 // $ = int :HAIT1_3320 00D6: if 0038: $5819 == 1 // $ == int 004D: jump_if_false @HAIT1_3414 00D6: if 0038: $5862 == 0 // $ == int 004D: jump_if_false @HAIT1_3370 0006: TIMERA = 0 // @ = int 0004: $5862 = 1 // $ = int :HAIT1_3370 00D6: if 0038: $5862 == 1 // $ == int 004D: jump_if_false @HAIT1_3414 00D6: if 0029: TIMERA >= 1000 // @ >= int 004D: jump_if_false @HAIT1_3414 0004: $5862 = 2 // $ = int :HAIT1_3414 00D6: if 0038: $5722 == 0 // $ == int 004D: jump_if_false @HAIT1_3457 00D6: if 0038: $5721 == 1 // $ == int 004D: jump_if_false @HAIT1_3457 0050: gosub @HAIT1_5902 :HAIT1_3457 00D6: if 0038: $5722 == 1 // $ == int 004D: jump_if_false @HAIT1_3500 00D6: if 0038: $5726 == 0 // $ == int 004D: jump_if_false @HAIT1_3500 0050: gosub @HAIT1_6536 :HAIT1_3500 00D6: if 0038: $5722 == 1 // $ == int 004D: jump_if_false @HAIT1_3856 00D6: if 0038: $5726 == 1 // $ == int 004D: jump_if_false @HAIT1_3856 00D6: if 0038: $5749 == 0 // $ == int 004D: jump_if_false @HAIT1_3856 0395: clear_area 0 at $5752 $5753 $5754 range 1.0 0213: $5747 = create_pickup #BRIEFCASE type 3 at $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 $5763 range 1.0 009A: $5759 = create_actor_pedtype 4 model #SWAT at $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 $5770 range 1.0 009A: $5766 = create_actor_pedtype 4 model #SWAT at $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 heed_threats 1 0173: set_actor $5766 z_angle_to 90.0 0395: clear_area 0 at $5778 $5779 $5780 range 1.0 009A: $5776 = create_actor_pedtype 4 model #SWAT at $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 heed_threats 1 0173: set_actor $5776 z_angle_to 90.0 0004: $5749 = 1 // $ = int :HAIT1_3856 00D6: if 0038: $5726 == 1 // $ == int 004D: jump_if_false @HAIT1_4042 00D6: if or 80E4: not player $PLAYER_CHAR 0 $5839 $5840 radius 3.0 3.0 02DF: player $PLAYER_CHAR aggressive 0118: actor $5842 dead 004D: jump_if_false @HAIT1_4042 00D6: if 8118: not actor $5727 dead 004D: jump_if_false @HAIT1_3949 0350: set_actor $5727 maintain_position_when_attacked 1 01CA: actor $5727 kill_player $PLAYER_CHAR :HAIT1_3949 00D6: if 8118: not actor $5732 dead 004D: jump_if_false @HAIT1_3980 0350: set_actor $5732 maintain_position_when_attacked 1 01CA: actor $5732 kill_player $PLAYER_CHAR :HAIT1_3980 00D6: if 8118: not actor $5737 dead 004D: jump_if_false @HAIT1_4011 0350: set_actor $5737 maintain_position_when_attacked 1 01CA: actor $5737 kill_player $PLAYER_CHAR :HAIT1_4011 00D6: if 8118: not actor $5742 dead 004D: jump_if_false @HAIT1_4042 0350: set_actor $5742 maintain_position_when_attacked 1 01CA: actor $5742 kill_player $PLAYER_CHAR :HAIT1_4042 00D6: if 0038: $5749 == 1 // $ == int 004D: jump_if_false @HAIT1_4067 0050: gosub @HAIT1_7316 :HAIT1_4067 00D6: if 0038: $5756 == 1 // $ == int 004D: jump_if_false @HAIT1_4092 0050: gosub @HAIT1_6163 :HAIT1_4092 00D6: if 0038: $5750 == 0 // $ == int 004D: jump_if_false @HAIT1_4135 00D6: if 0038: $5749 == 1 // $ == int 004D: jump_if_false @HAIT1_4135 0050: gosub @HAIT1_5994 :HAIT1_4135 00D6: if 0038: $5750 == 0 // $ == int 004D: jump_if_false @HAIT1_4196 00D6: if 0038: $5749 == 1 // $ == int 004D: jump_if_false @HAIT1_4196 00D6: if 0038: $5751 == 0 // $ == int 004D: jump_if_false @HAIT1_4196 0004: $5831 = 1 // $ = int :HAIT1_4196 00D6: if 0038: $5832 == 1 // $ == int 004D: jump_if_false @HAIT1_4420 00D6: if 0038: $5774 == 1 // $ == int 004D: jump_if_false @HAIT1_4317 00D6: if 8118: not actor $5766 dead 004D: jump_if_false @HAIT1_4317 00D6: if 82CB: not actor $5766 bounding_sphere_visible 004D: jump_if_false @HAIT1_4317 00D6: if 80E9: not player $PLAYER_CHAR 0 $5766 radius 120.0 120.0 004D: jump_if_false @HAIT1_4317 00BC: text_highpriority 'HAM1_2' time 5000 1 0002: jump @HAIT1_5502 :HAIT1_4317 00D6: if 0038: $5785 == 1 // $ == int 004D: jump_if_false @HAIT1_4420 00D6: if 8118: not actor $5776 dead 004D: jump_if_false @HAIT1_4420 00D6: if 82CB: not actor $5776 bounding_sphere_visible 004D: jump_if_false @HAIT1_4420 00D6: if 80E9: not player $PLAYER_CHAR 0 $5776 radius 120.0 120.0 004D: jump_if_false @HAIT1_4420 00BC: text_highpriority 'HAM1_2' time 5000 1 0002: jump @HAIT1_5502 :HAIT1_4420 00D6: if 0038: $5757 == 1 // $ == int 004D: jump_if_false @HAIT1_4460 00BC: text_highpriority 'HAM1_6' time 5000 1 0002: jump @HAIT1_5502 :HAIT1_4460 00D6: if or 0038: $5750 == 1 // $ == int 0038: $5755 == 1 // $ == int 004D: jump_if_false @HAIT1_4561 00D6: if 0038: $5788 == 0 // $ == int 004D: jump_if_false @HAIT1_4561 0395: clear_area 0 at $5791 $5792 $5793 range 1.0 0213: $5786 = create_pickup #BRIEFCASE type 3 at $5791 $5792 $5793 03DC: $5787 = create_marker_above_pickup $5786 014E: start_timer_at $5790 count_in_direction 1 0004: $5788 = 1 // $ = int :HAIT1_4561 00D6: if 0038: $5789 == 0 // $ == int 004D: jump_if_false @HAIT1_4604 00D6: if 0038: $5788 == 1 // $ == int 004D: jump_if_false @HAIT1_4604 0050: gosub @HAIT1_6291 :HAIT1_4604 00D6: if 0038: $5820 == 1 // $ == int 004D: jump_if_false @HAIT1_4828 00D6: if 0038: $5805 == 1 // $ == int 004D: jump_if_false @HAIT1_4725 00D6: if 8118: not actor $5798 dead 004D: jump_if_false @HAIT1_4725 00D6: if 82CB: not actor $5798 bounding_sphere_visible 004D: jump_if_false @HAIT1_4725 00D6: if 80E9: not player $PLAYER_CHAR 0 $5798 radius 120.0 120.0 004D: jump_if_false @HAIT1_4725 00BC: text_highpriority 'HAM1_2' time 5000 1 0002: jump @HAIT1_5502 :HAIT1_4725 00D6: if 0038: $5822 == 1 // $ == int 004D: jump_if_false @HAIT1_4828 00D6: if 8118: not actor $5808 dead 004D: jump_if_false @HAIT1_4828 00D6: if 82CB: not actor $5808 bounding_sphere_visible 004D: jump_if_false @HAIT1_4828 00D6: if 80E9: not player $PLAYER_CHAR 0 $5808 radius 120.0 120.0 004D: jump_if_false @HAIT1_4828 00BC: text_highpriority 'HAM1_2' time 5000 1 0002: jump @HAIT1_5502 :HAIT1_4828 00D6: if 0038: $5794 == 1 // $ == int 004D: jump_if_false @HAIT1_4868 00BC: text_highpriority 'HAM1_6' time 5000 1 0002: jump @HAIT1_5502 :HAIT1_4868 00D6: if 0038: $5789 == 0 // $ == int 004D: jump_if_false @HAIT1_4929 00D6: if 0038: $5788 == 1 // $ == int 004D: jump_if_false @HAIT1_4929 00D6: if 0038: $5790 == 0 // $ == int 004D: jump_if_false @HAIT1_4929 0004: $5819 = 1 // $ = int :HAIT1_4929 00D6: if or 0038: $5750 == 1 // $ == int 0038: $5755 == 1 // $ == int 004D: jump_if_false @HAIT1_4979 00D6: if 0038: $5833 == 0 // $ == int 004D: jump_if_false @HAIT1_4979 0050: gosub @HAIT1_9209 :HAIT1_4979 00D6: if 0038: $5833 == 1 // $ == int 004D: jump_if_false @HAIT1_5004 0050: gosub @HAIT1_9437 :HAIT1_5004 00D6: if 0038: $5824 == 3 // $ == int 004D: jump_if_false @HAIT1_5151 00D6: if 0038: $5830 == 0 // $ == int 004D: jump_if_false @HAIT1_5083 00BC: text_highpriority 'HAM1_3' time 5000 1 018A: $5825 = create_checkpoint_at $5827 $5828 $5829 0004: $123 = 1 // $ = int 0004: $5830 = 1 // $ = int :HAIT1_5083 00D6: if 00F5: player $PLAYER_CHAR $123 $5827 $5828 $5829 radius 2.0 2.0 2.0 004D: jump_if_false @HAIT1_5151 00D6: if 0038: $5826 == 0 // $ == int 004D: jump_if_false @HAIT1_5151 0004: $5826 = 1 // $ = int :HAIT1_5151 0002: jump @HAIT1_3204 :HAIT1_5158 02A3: enable_widescreen 1 01B4: set_player $PLAYER_CHAR can_move 0 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 01C2: mark_actor_as_no_longer_needed $5798 01C2: mark_actor_as_no_longer_needed $5808 0395: clear_area 0 at -964.776 145.189 9.52 range 1.0 015F: set_camera_position -964.776 145.189 9.52 rotation 0.0 0.0 0.0 0160: point_camera -964.032 144.523 9.479 switchstyle 2 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @HAIT1_5355 00DA: $5844 = player $PLAYER_CHAR car 01D3: actor $PLAYER_ACTOR leave_car $5844 :HAIT1_5305 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @HAIT1_5355 0001: wait 0 ms 00D6: if 0119: car $5844 wrecked 004D: jump_if_false @HAIT1_5348 0002: jump @HAIT1_5502 :HAIT1_5348 0002: jump @HAIT1_5305 :HAIT1_5355 0211: actor $PLAYER_ACTOR walk_to -962.708 145.443 0006: TIMERA = 0 // @ = int :HAIT1_5377 00D6: if 001B: 4500 > TIMERA // int > @ 004D: jump_if_false @HAIT1_5407 0001: wait 0 ms 0002: jump @HAIT1_5377 :HAIT1_5407 011C: actor $PLAYER_ACTOR clear_objective 0395: clear_area 0 at -965.265 142.855 8.23 range 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 02EB: restore_camera_with_jumpcut 02A3: enable_widescreen 0 01B4: set_player $PLAYER_CHAR can_move 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 0002: jump @HAIT1_5519 :HAIT1_5502 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :HAIT1_5519 0004: $PASSED_HAT1_JUJU_SCRAMBLE = 1 // $ = int 0394: play_music 1 0318: set_latest_mission_passed 'HAT_1' 030C: progress_made += 1 01E3: text_1number_styled 'M_PASS' number 1000 time 5000 style 1 0109: player $PLAYER_CHAR money += 1000 0110: clear_player $PLAYER_CHAR wanted_level 004F: create_thread @HAT2 0051: return :HAIT1_5585 0004: $ONMISSION = 0 // $ = int 0249: release_model #SWAT 0249: release_model #MP5LNG 0249: release_model #SNIPER 0249: release_model #NITESTICK 0164: disable_marker $5720 0164: disable_marker $5748 0164: disable_marker $5758 0164: disable_marker $5787 0164: disable_marker $5796 0164: disable_marker $5825 0164: disable_marker $5773 0164: disable_marker $5784 0164: disable_marker $5807 0164: disable_marker $5823 014F: stop_timer $5751 014F: stop_timer $5790 00D6: if 0038: $5721 == 1 // $ == int 004D: jump_if_false @HAIT1_5712 00D6: if 0038: $5722 == 0 // $ == int 004D: jump_if_false @HAIT1_5712 0215: destroy_pickup $5719 :HAIT1_5712 00D6: if 0038: $5749 == 1 // $ == int 004D: jump_if_false @HAIT1_5760 00D6: if or 0038: $5750 == 0 // $ == int 0038: $5832 == 0 // $ == int 004D: jump_if_false @HAIT1_5760 0215: destroy_pickup $5747 :HAIT1_5760 00D6: if 0038: $5755 == 0 // $ == int 004D: jump_if_false @HAIT1_5806 00D6: if 0038: $5756 == 1 // $ == int 004D: jump_if_false @HAIT1_5806 0164: disable_marker $5758 0215: destroy_pickup $5747 :HAIT1_5806 00D6: if 0038: $5788 == 1 // $ == int 004D: jump_if_false @HAIT1_5847 00D6: if 0038: $5789 == 0 // $ == int 004D: jump_if_false @HAIT1_5847 0215: destroy_pickup $5786 :HAIT1_5847 00D6: if 0038: $5797 == 0 // $ == int 004D: jump_if_false @HAIT1_5893 00D6: if 0038: $5795 == 1 // $ == int 004D: jump_if_false @HAIT1_5893 0164: disable_marker $5796 0215: destroy_pickup $5786 :HAIT1_5893 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 00D8: mission_cleanup 0051: return :HAIT1_5902 00D6: if 0038: $5722 == 0 // $ == int 004D: jump_if_false @HAIT1_5992 00D6: if 0038: $5721 == 1 // $ == int 004D: jump_if_false @HAIT1_5992 00D6: if 0214: pickup $5719 picked_up 004D: jump_if_false @HAIT1_5992 0164: disable_marker $5720 018C: play_sound 1 at 0.0 0.0 0.0 0008: $5824 += 1 // $ += int 0004: $5722 = 1 // $ = int :HAIT1_5992 0051: return :HAIT1_5994 00D6: if 0038: $5750 == 0 // $ == int 004D: jump_if_false @HAIT1_6161 00D6: if 0038: $5749 == 1 // $ == int 004D: jump_if_false @HAIT1_6161 00D6: if 0038: $5832 == 0 // $ == int 004D: jump_if_false @HAIT1_6161 00D6: if 0214: pickup $5747 picked_up 004D: jump_if_false @HAIT1_6161 01C2: mark_actor_as_no_longer_needed $5727 01C2: mark_actor_as_no_longer_needed $5732 01C2: mark_actor_as_no_longer_needed $5737 01C2: mark_actor_as_no_longer_needed $5742 01C2: mark_actor_as_no_longer_needed $5842 0164: disable_marker $5748 018C: play_sound 1 at 0.0 0.0 0.0 014F: stop_timer $5751 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 4 00BC: text_highpriority 'HAM1_4' time 5000 1 0008: $5824 += 1 // $ += int 0004: $5834 = 1 // $ = int 0004: $5750 = 1 // $ = int :HAIT1_6161 0051: return :HAIT1_6163 00D6: if 0038: $5755 == 0 // $ == int 004D: jump_if_false @HAIT1_6289 00D6: if 0214: pickup $5747 picked_up 004D: jump_if_false @HAIT1_6289 01C2: mark_actor_as_no_longer_needed $5727 01C2: mark_actor_as_no_longer_needed $5732 01C2: mark_actor_as_no_longer_needed $5737 01C2: mark_actor_as_no_longer_needed $5742 01C2: mark_actor_as_no_longer_needed $5842 0164: disable_marker $5758 018C: play_sound 1 at 0.0 0.0 0.0 00BC: text_highpriority 'HAM1_4' time 5000 1 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 4 0008: $5824 += 1 // $ += int 0004: $5834 = 1 // $ = int 0004: $5755 = 1 // $ = int :HAIT1_6289 0051: return :HAIT1_6291 00D6: if 0038: $5789 == 0 // $ == int 004D: jump_if_false @HAIT1_6433 00D6: if 0038: $5788 == 1 // $ == int 004D: jump_if_false @HAIT1_6433 00D6: if 0038: $5820 == 0 // $ == int 004D: jump_if_false @HAIT1_6433 00D6: if 0214: pickup $5786 picked_up 004D: jump_if_false @HAIT1_6433 01C2: mark_actor_as_no_longer_needed $5759 01C2: mark_actor_as_no_longer_needed $5766 01C2: mark_actor_as_no_longer_needed $5776 0164: disable_marker $5787 018C: play_sound 1 at 0.0 0.0 0.0 014F: stop_timer $5790 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 5 0008: $5824 += 1 // $ += int 0004: $5821 = 1 // $ = int 0004: $5789 = 1 // $ = int :HAIT1_6433 00D6: if 0038: $5797 == 0 // $ == int 004D: jump_if_false @HAIT1_6534 00D6: if 0214: pickup $5786 picked_up 004D: jump_if_false @HAIT1_6534 01C2: mark_actor_as_no_longer_needed $5759 01C2: mark_actor_as_no_longer_needed $5766 01C2: mark_actor_as_no_longer_needed $5776 0164: disable_marker $5796 018C: play_sound 1 at 0.0 0.0 0.0 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 5 0008: $5824 += 1 // $ += int 0004: $5821 = 1 // $ = int 0004: $5797 = 1 // $ = int :HAIT1_6534 0051: return :HAIT1_6536 00D6: if 0038: $5726 == 0 // $ == int 004D: jump_if_false @HAIT1_7314 02A3: enable_widescreen 1 01B4: set_player $PLAYER_CHAR can_move 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 0054: store_player $PLAYER_CHAR position_to $5839 $5840 $5841 0395: clear_area 0 at $5728 $5729 $5730 range 1.0 009A: $5727 = create_actor_pedtype 4 model #SWAT at $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 aim_gun_at_actor $PLAYER_ACTOR 0337: set_actor $5727 visibility 0 02AB: set_actor $5727 immunities BP 1 FP 1 EP 1 CP 1 MP 1 0001: wait 500 ms 03CB: load_scene $5728 $5729 $5730 015F: set_camera_position -1153.551 -32.372 21.675 rotation 0.0 0.0 0.0 0160: point_camera -1153.833 -31.475 21.334 switchstyle 2 009A: $5842 = create_actor_pedtype 6 model #SWAT at -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 00D6: if 8118: not actor $5727 dead 004D: jump_if_false @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' time 5000 1 0372: set_actor $PLAYER_ACTOR anim 17 wait_state_time 1000000 ms 0006: TIMERA = 0 // @ = int :HAIT1_6909 00D6: if 001B: 4000 > TIMERA // int > @ 004D: jump_if_false @HAIT1_6988 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @HAIT1_6956 0002: jump @HAIT1_6988 :HAIT1_6956 00D6: if 03D2: wav 1 ended 004D: jump_if_false @HAIT1_6981 03D5: remove_text 'HAT_1A' :HAIT1_6981 0002: jump @HAIT1_6909 :HAIT1_6988 0395: clear_area 0 at $5733 $5734 $5735 range 1.0 009A: $5732 = create_actor_pedtype 4 model #SWAT at $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 aim_gun_at_actor $PLAYER_ACTOR 0395: clear_area 0 at $5738 $5739 $5740 range 1.0 009A: $5737 = create_actor_pedtype 4 model #SWAT at $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 aim_gun_at_actor $PLAYER_ACTOR 0395: clear_area 0 at $5743 $5744 $5745 range 1.0 009A: $5742 = create_actor_pedtype 4 model #SWAT at $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 aim_gun_at_actor $PLAYER_ACTOR 00D6: if 03D2: wav 1 ended 004D: jump_if_false @HAIT1_7244 03D5: remove_text 'HAT_1A' :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 01B4: set_player $PLAYER_CHAR can_move 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 02EB: restore_camera_with_jumpcut 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 00BC: text_highpriority 'HAM1_4' time 5000 1 0004: $5726 = 1 // $ = int :HAIT1_7314 0051: return :HAIT1_7316 00D6: if 0038: $5760 == 0 // $ == int 004D: jump_if_false @HAIT1_7404 00D6: if 0118: actor $5759 dead 004D: jump_if_false @HAIT1_7364 0004: $5760 = 1 // $ = int 0002: jump @HAIT1_7404 :HAIT1_7364 0226: $5765 = actor $5759 health 00D6: if 002A: 90 >= $5765 // int >= $ 004D: jump_if_false @HAIT1_7404 0004: $5834 = 1 // $ = int 0004: $5831 = 1 // $ = int :HAIT1_7404 00D6: if 0038: $5767 == 0 // $ == int 004D: jump_if_false @HAIT1_8293 00D6: if 0118: actor $5766 dead 004D: jump_if_false @HAIT1_7634 00D6: if 0038: $5832 == 1 // $ == int 004D: jump_if_false @HAIT1_7606 00D6: if 0038: $5774 == 1 // $ == int 004D: jump_if_false @HAIT1_7606 00D6: if 0038: $5775 == 1 // $ == int 004D: jump_if_false @HAIT1_7506 0004: $5757 = 1 // $ = int 0002: jump @HAIT1_7606 :HAIT1_7506 00D6: if 056D: actor $5766 defined 004D: jump_if_false @HAIT1_7599 00D6: if 0038: $5756 == 0 // $ == int 004D: jump_if_false @HAIT1_7592 0164: disable_marker $5773 04A5: get_dead_actor_pickup_coords $5766 store_to $5752 $5753 $5754 0213: $5747 = create_pickup #BRIEFCASE type 3 at $5752 $5753 $5754 03DC: $5758 = create_marker_above_pickup $5747 0004: $5756 = 1 // $ = int :HAIT1_7592 0002: jump @HAIT1_7606 :HAIT1_7599 0004: $5757 = 1 // $ = int :HAIT1_7606 0004: $5831 = 1 // $ = int 0004: $5834 = 1 // $ = int 0004: $5767 = 1 // $ = int 0002: jump @HAIT1_8293 :HAIT1_7634 0226: $5772 = actor $5766 health 00D6: if 0038: $5832 == 1 // $ == int 004D: jump_if_false @HAIT1_7667 0050: gosub @HAIT1_11287 :HAIT1_7667 00D6: if 002A: 90 >= $5772 // int >= $ 004D: jump_if_false @HAIT1_7699 0004: $5834 = 1 // $ = int 0004: $5831 = 1 // $ = int :HAIT1_7699 00D6: if or 0038: $5750 == 1 // $ == int 0038: $5834 == 1 // $ == int 004D: jump_if_false @HAIT1_8293 00D6: if 0038: $5777 == 0 // $ == int 004D: jump_if_false @HAIT1_7764 011A: set_actor $5766 search_threat 1 01CA: actor $5766 kill_player $PLAYER_CHAR 0002: jump @HAIT1_8293 :HAIT1_7764 00D6: if 0038: $5750 == 0 // $ == int 004D: jump_if_false @HAIT1_8293 00D6: if 0038: $5832 == 0 // $ == int 004D: jump_if_false @HAIT1_8293 00D6: if 0038: $5831 == 1 // $ == int 004D: jump_if_false @HAIT1_8155 00D6: if 0038: $5850 == 0 // $ == int 004D: jump_if_false @HAIT1_7880 0291: set_actor $5766 heed_threats 0 01ED: clear_actor $5766 threat_search 011C: actor $5766 clear_objective 00BC: text_highpriority 'HAM1_8' time 5000 1 014F: stop_timer $5751 0004: $5850 = 1 // $ = int :HAIT1_7880 00D6: if 0038: $5850 == 1 // $ == int 004D: jump_if_false @HAIT1_8045 00D6: if 8510: not actor $5766 path_is_clear $5847 $5848 $5849 radius 4.0 004D: jump_if_false @HAIT1_8020 00D6: if 0038: $5857 == 0 // $ == int 004D: jump_if_false @HAIT1_7974 009E: set_actor $5766 path $5847 $5848 $5849 unknown 0.1 1 0004: $5857 = 1 // $ = int :HAIT1_7974 00D6: if 0038: $5861 == 2 // $ == int 004D: jump_if_false @HAIT1_8013 009E: set_actor $5766 path $5847 $5848 $5849 unknown 0.1 1 :HAIT1_8013 0002: jump @HAIT1_8045 :HAIT1_8020 0319: set_actor $5766 running 1 0239: actor $5766 run_to $5752 $5753 0004: $5850 = 3 // $ = int :HAIT1_8045 00D6: if 0038: $5850 == 1 // $ == int 004D: jump_if_false @HAIT1_8155 00D6: if 00FF: actor $5766 0 $5847 $5848 $5849 radius 2.5 2.5 2.5 004D: jump_if_false @HAIT1_8112 0004: $5850 = 2 // $ = int :HAIT1_8112 00D6: if 0038: $5850 == 2 // $ == int 004D: jump_if_false @HAIT1_8155 0319: set_actor $5766 running 1 0239: actor $5766 run_to $5752 $5753 0004: $5850 = 3 // $ = int :HAIT1_8155 00D6: if 8118: not actor $5766 dead 004D: jump_if_false @HAIT1_8293 00D6: if 0038: $5850 == 3 // $ == int 004D: jump_if_false @HAIT1_8293 00D6: if 00ED: actor $5766 0 $5752 $5753 radius 1.5 1.5 004D: jump_if_false @HAIT1_8293 00D6: if 0038: $5750 == 0 // $ == int 004D: jump_if_false @HAIT1_8293 0164: disable_marker $5748 014F: stop_timer $5751 0215: destroy_pickup $5747 0187: $5773 = create_marker_above_actor $5766 00BC: text_highpriority 'HAM1_7' time 5000 1 0004: $5774 = 1 // $ = int 0004: $5832 = 1 // $ = int :HAIT1_8293 00D6: if 0038: $5777 == 0 // $ == int 004D: jump_if_false @HAIT1_9182 00D6: if 0118: actor $5776 dead 004D: jump_if_false @HAIT1_8523 00D6: if 0038: $5832 == 1 // $ == int 004D: jump_if_false @HAIT1_8495 00D6: if 0038: $5785 == 1 // $ == int 004D: jump_if_false @HAIT1_8495 00D6: if 0038: $5783 == 1 // $ == int 004D: jump_if_false @HAIT1_8395 0004: $5757 = 1 // $ = int 0002: jump @HAIT1_8495 :HAIT1_8395 00D6: if 056D: actor $5776 defined 004D: jump_if_false @HAIT1_8488 00D6: if 0038: $5756 == 0 // $ == int 004D: jump_if_false @HAIT1_8481 0164: disable_marker $5784 04A5: get_dead_actor_pickup_coords $5776 store_to $5752 $5753 $5754 0213: $5747 = create_pickup #BRIEFCASE type 3 at $5752 $5753 $5754 03DC: $5758 = create_marker_above_pickup $5747 0004: $5756 = 1 // $ = int :HAIT1_8481 0002: jump @HAIT1_8495 :HAIT1_8488 0004: $5757 = 1 // $ = int :HAIT1_8495 0004: $5831 = 1 // $ = int 0004: $5834 = 1 // $ = int 0004: $5777 = 1 // $ = int 0002: jump @HAIT1_9182 :HAIT1_8523 0226: $5782 = actor $5776 health 00D6: if 0038: $5832 == 1 // $ == int 004D: jump_if_false @HAIT1_8556 0050: gosub @HAIT1_11287 :HAIT1_8556 00D6: if 002A: 90 >= $5782 // int >= $ 004D: jump_if_false @HAIT1_8588 0004: $5834 = 1 // $ = int 0004: $5831 = 1 // $ = int :HAIT1_8588 00D6: if or 0038: $5834 == 1 // $ == int 0038: $5831 == 1 // $ == int 004D: jump_if_false @HAIT1_9182 00D6: if 0038: $5750 == 0 // $ == int 004D: jump_if_false @HAIT1_9149 00D6: if 0038: $5832 == 0 // $ == int 004D: jump_if_false @HAIT1_9142 00D6: if 0038: $5831 == 1 // $ == int 004D: jump_if_false @HAIT1_9004 00D6: if 0038: $5851 == 0 // $ == int 004D: jump_if_false @HAIT1_8729 0291: set_actor $5776 heed_threats 0 01ED: clear_actor $5776 threat_search 011C: actor $5776 clear_objective 00BC: text_highpriority 'HAM1_8' time 5000 1 014F: stop_timer $5751 0004: $5851 = 1 // $ = int :HAIT1_8729 00D6: if 0038: $5851 == 1 // $ == int 004D: jump_if_false @HAIT1_8894 00D6: if 8510: not actor $5776 path_is_clear $5847 $5848 $5849 radius 4.0 004D: jump_if_false @HAIT1_8869 00D6: if 0038: $5858 == 0 // $ == int 004D: jump_if_false @HAIT1_8823 009E: set_actor $5776 path $5847 $5848 $5849 unknown 0.1 1 0004: $5858 = 1 // $ = int :HAIT1_8823 00D6: if 0038: $5861 == 2 // $ == int 004D: jump_if_false @HAIT1_8862 009E: set_actor $5776 path $5847 $5848 $5849 unknown 0.1 1 :HAIT1_8862 0002: jump @HAIT1_8894 :HAIT1_8869 0319: set_actor $5776 running 1 0239: actor $5776 run_to $5752 $5753 0004: $5851 = 3 // $ = int :HAIT1_8894 00D6: if 0038: $5851 == 1 // $ == int 004D: jump_if_false @HAIT1_8961 00D6: if 00FF: actor $5776 0 $5847 $5848 $5849 radius 2.5 2.5 2.5 004D: jump_if_false @HAIT1_8961 0004: $5851 = 2 // $ = int :HAIT1_8961 00D6: if 0038: $5851 == 2 // $ == int 004D: jump_if_false @HAIT1_9004 0319: set_actor $5776 running 1 0239: actor $5776 run_to $5752 $5753 0004: $5851 = 3 // $ = int :HAIT1_9004 00D6: if 8118: not actor $5776 dead 004D: jump_if_false @HAIT1_9142 00D6: if 0038: $5851 == 3 // $ == int 004D: jump_if_false @HAIT1_9142 00D6: if 00ED: actor $5776 0 $5752 $5753 radius 1.5 1.5 004D: jump_if_false @HAIT1_9142 00D6: if 0038: $5750 == 0 // $ == int 004D: jump_if_false @HAIT1_9142 0164: disable_marker $5748 014F: stop_timer $5751 0215: destroy_pickup $5747 0187: $5784 = create_marker_above_actor $5776 00BC: text_highpriority 'HAM1_7' time 5000 1 0004: $5785 = 1 // $ = int 0004: $5832 = 1 // $ = int :HAIT1_9142 0002: jump @HAIT1_9182 :HAIT1_9149 00D6: if 0038: $5832 == 0 // $ == int 004D: jump_if_false @HAIT1_9182 011A: set_actor $5776 search_threat 1 01CA: actor $5776 kill_player $PLAYER_CHAR :HAIT1_9182 00D6: if 0038: $5861 == 2 // $ == int 004D: jump_if_false @HAIT1_9207 0004: $5861 = 0 // $ = int :HAIT1_9207 0051: return :HAIT1_9209 00D6: if 0038: $5833 == 0 // $ == int 004D: jump_if_false @HAIT1_9435 00D6: if 8118: not actor $5727 dead 004D: jump_if_false @HAIT1_9248 01C2: mark_actor_as_no_longer_needed $5727 :HAIT1_9248 00D6: if 8118: not actor $5732 dead 004D: jump_if_false @HAIT1_9269 01C2: mark_actor_as_no_longer_needed $5732 :HAIT1_9269 0395: clear_area 0 at $5800 $5801 $5802 range 2.0 009A: $5798 = create_actor_pedtype 4 model #SWAT at $5800 $5801 $5802 0173: set_actor $5798 z_angle_to $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 heed_threats 1 0395: clear_area 0 at $5811 $5812 $5813 range 2.0 009A: $5808 = create_actor_pedtype 4 model #SWAT at $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 heed_threats 1 0482: set_threat_reaction_range_multiplier 8.0 0004: $5833 = 1 // $ = int :HAIT1_9435 0051: return :HAIT1_9437 00D6: if 0038: $5799 == 0 // $ == int 004D: jump_if_false @HAIT1_10371 00D6: if 0118: actor $5798 dead 004D: jump_if_false @HAIT1_9667 00D6: if 0038: $5820 == 1 // $ == int 004D: jump_if_false @HAIT1_9639 00D6: if 0038: $5805 == 1 // $ == int 004D: jump_if_false @HAIT1_9639 00D6: if 0038: $5806 == 1 // $ == int 004D: jump_if_false @HAIT1_9539 0004: $5794 = 1 // $ = int 0002: jump @HAIT1_9639 :HAIT1_9539 00D6: if 056D: actor $5798 defined 004D: jump_if_false @HAIT1_9632 00D6: if 0038: $5795 == 0 // $ == int 004D: jump_if_false @HAIT1_9625 0164: disable_marker $5807 04A5: get_dead_actor_pickup_coords $5798 store_to $5791 $5792 $5793 0213: $5786 = create_pickup #BRIEFCASE type 3 at $5791 $5792 $5793 03DC: $5796 = create_marker_above_pickup $5786 0004: $5795 = 1 // $ = int :HAIT1_9625 0002: jump @HAIT1_9639 :HAIT1_9632 0004: $5794 = 1 // $ = int :HAIT1_9639 0004: $5821 = 1 // $ = int 0004: $5819 = 1 // $ = int 0004: $5799 = 1 // $ = int 0002: jump @HAIT1_10371 :HAIT1_9667 0226: $5804 = actor $5798 health 00D6: if 0038: $5820 == 1 // $ == int 004D: jump_if_false @HAIT1_9700 0050: gosub @HAIT1_11969 :HAIT1_9700 00D6: if 002A: 90 >= $5804 // int >= $ 004D: jump_if_false @HAIT1_9732 0004: $5821 = 1 // $ = int 0004: $5819 = 1 // $ = int :HAIT1_9732 00D6: if or 0038: $5821 == 1 // $ == int 0038: $5819 == 1 // $ == int 004D: jump_if_false @HAIT1_10371 00D6: if 0038: $5810 == 0 // $ == int 004D: jump_if_false @HAIT1_9813 00D6: if 8118: not actor $5798 dead 004D: jump_if_false @HAIT1_9806 011A: set_actor $5798 search_threat 1 01CA: actor $5798 kill_player $PLAYER_CHAR :HAIT1_9806 0002: jump @HAIT1_10371 :HAIT1_9813 00D6: if 0038: $5789 == 0 // $ == int 004D: jump_if_false @HAIT1_10338 00D6: if 0038: $5820 == 0 // $ == int 004D: jump_if_false @HAIT1_10331 00D6: if 0038: $5819 == 1 // $ == int 004D: jump_if_false @HAIT1_10193 00D6: if 0038: $5855 == 0 // $ == int 004D: jump_if_false @HAIT1_9929 0291: set_actor $5798 heed_threats 0 01ED: clear_actor $5798 threat_search 011C: actor $5798 clear_objective 00BC: text_highpriority 'HAM1_8' time 5000 1 014F: stop_timer $5790 0004: $5855 = 1 // $ = int :HAIT1_9929 00D6: if 0038: $5855 == 1 // $ == int 004D: jump_if_false @HAIT1_10094 00D6: if 8510: not actor $5798 path_is_clear $5852 $5853 $5854 radius 4.0 004D: jump_if_false @HAIT1_10069 00D6: if 0038: $5859 == 0 // $ == int 004D: jump_if_false @HAIT1_10023 009E: set_actor $5798 path $5852 $5853 $5854 unknown 0.1 1 0004: $5859 = 1 // $ = int :HAIT1_10023 00D6: if 0038: $5862 == 2 // $ == int 004D: jump_if_false @HAIT1_10062 009E: set_actor $5798 path $5852 $5853 $5854 unknown 0.1 1 :HAIT1_10062 0002: jump @HAIT1_10094 :HAIT1_10069 0319: set_actor $5798 running 1 0239: actor $5798 run_to $5791 $5792 0004: $5855 = 3 // $ = int :HAIT1_10094 00D6: if 0038: $5855 == 1 // $ == int 004D: jump_if_false @HAIT1_10150 00FF: actor $5798 0 $5852 $5853 $5854 radius 1.0 1.0 1.0 0004: $5855 = 2 // $ = int :HAIT1_10150 00D6: if 0038: $5855 == 2 // $ == int 004D: jump_if_false @HAIT1_10193 0319: set_actor $5798 running 1 0239: actor $5798 run_to $5791 $5792 0004: $5855 = 3 // $ = int :HAIT1_10193 00D6: if 8118: not actor $5798 dead 004D: jump_if_false @HAIT1_10331 00D6: if 0038: $5855 == 3 // $ == int 004D: jump_if_false @HAIT1_10331 00D6: if 00ED: actor $5798 0 $5791 $5792 radius 1.5 1.5 004D: jump_if_false @HAIT1_10331 00D6: if 0038: $5789 == 0 // $ == int 004D: jump_if_false @HAIT1_10331 0164: disable_marker $5787 014F: stop_timer $5790 0215: destroy_pickup $5786 0187: $5807 = create_marker_above_actor $5798 00BC: text_highpriority 'HAM1_7' time 5000 1 0004: $5805 = 1 // $ = int 0004: $5820 = 1 // $ = int :HAIT1_10331 0002: jump @HAIT1_10371 :HAIT1_10338 00D6: if 0038: $5820 == 0 // $ == int 004D: jump_if_false @HAIT1_10371 011A: set_actor $5798 search_threat 1 01CA: actor $5798 kill_player $PLAYER_CHAR :HAIT1_10371 00D6: if 0038: $5810 == 0 // $ == int 004D: jump_if_false @HAIT1_11260 00D6: if 0118: actor $5808 dead 004D: jump_if_false @HAIT1_10601 00D6: if 0038: $5820 == 1 // $ == int 004D: jump_if_false @HAIT1_10573 00D6: if 0038: $5822 == 1 // $ == int 004D: jump_if_false @HAIT1_10573 00D6: if 0038: $5809 == 1 // $ == int 004D: jump_if_false @HAIT1_10473 0004: $5794 = 1 // $ = int 0002: jump @HAIT1_10573 :HAIT1_10473 00D6: if 056D: actor $5808 defined 004D: jump_if_false @HAIT1_10566 00D6: if 0038: $5795 == 0 // $ == int 004D: jump_if_false @HAIT1_10559 0164: disable_marker $5823 04A5: get_dead_actor_pickup_coords $5808 store_to $5791 $5792 $5793 0213: $5786 = create_pickup #BRIEFCASE type 3 at $5791 $5792 $5793 03DC: $5796 = create_marker_above_pickup $5786 0004: $5795 = 1 // $ = int :HAIT1_10559 0002: jump @HAIT1_10573 :HAIT1_10566 0004: $5794 = 1 // $ = int :HAIT1_10573 0004: $5821 = 1 // $ = int 0004: $5819 = 1 // $ = int 0004: $5810 = 1 // $ = int 0002: jump @HAIT1_11260 :HAIT1_10601 0226: $5818 = actor $5808 health 00D6: if 0038: $5820 == 1 // $ == int 004D: jump_if_false @HAIT1_10634 0050: gosub @HAIT1_11969 :HAIT1_10634 00D6: if 002A: 90 >= $5818 // int >= $ 004D: jump_if_false @HAIT1_10666 0004: $5821 = 1 // $ = int 0004: $5819 = 1 // $ = int :HAIT1_10666 00D6: if or 0038: $5821 == 1 // $ == int 0038: $5819 == 1 // $ == int 004D: jump_if_false @HAIT1_11260 00D6: if 0038: $5789 == 0 // $ == int 004D: jump_if_false @HAIT1_11227 00D6: if 0038: $5820 == 0 // $ == int 004D: jump_if_false @HAIT1_11220 00D6: if 0038: $5819 == 1 // $ == int 004D: jump_if_false @HAIT1_11082 00D6: if 0038: $5856 == 0 // $ == int 004D: jump_if_false @HAIT1_10807 0291: set_actor $5808 heed_threats 0 01ED: clear_actor $5808 threat_search 011C: actor $5808 clear_objective 00BC: text_highpriority 'HAM1_8' time 5000 1 014F: stop_timer $5790 0004: $5856 = 1 // $ = int :HAIT1_10807 00D6: if 0038: $5856 == 1 // $ == int 004D: jump_if_false @HAIT1_10972 00D6: if 8510: not actor $5808 path_is_clear $5852 $5853 $5854 radius 4.0 004D: jump_if_false @HAIT1_10947 00D6: if 0038: $5860 == 0 // $ == int 004D: jump_if_false @HAIT1_10901 009E: set_actor $5808 path $5852 $5853 $5854 unknown 0.1 1 0004: $5860 = 1 // $ = int :HAIT1_10901 00D6: if 0038: $5862 == 2 // $ == int 004D: jump_if_false @HAIT1_10940 009E: set_actor $5808 path $5852 $5853 $5854 unknown 0.1 1 :HAIT1_10940 0002: jump @HAIT1_10972 :HAIT1_10947 0319: set_actor $5808 running 1 0239: actor $5808 run_to $5791 $5792 0004: $5856 = 3 // $ = int :HAIT1_10972 00D6: if 0038: $5856 == 1 // $ == int 004D: jump_if_false @HAIT1_11039 00D6: if 00FF: actor $5808 0 $5852 $5853 $5854 radius 1.0 1.0 1.0 004D: jump_if_false @HAIT1_11039 0004: $5856 = 2 // $ = int :HAIT1_11039 00D6: if 0038: $5856 == 2 // $ == int 004D: jump_if_false @HAIT1_11082 0319: set_actor $5808 running 1 0239: actor $5808 run_to $5791 $5792 0004: $5856 = 3 // $ = int :HAIT1_11082 00D6: if 8118: not actor $5808 dead 004D: jump_if_false @HAIT1_11220 00D6: if 0038: $5856 == 3 // $ == int 004D: jump_if_false @HAIT1_11220 00D6: if 00ED: actor $5808 0 $5791 $5792 radius 1.5 1.5 004D: jump_if_false @HAIT1_11220 00D6: if 0038: $5789 == 0 // $ == int 004D: jump_if_false @HAIT1_11220 0164: disable_marker $5787 014F: stop_timer $5790 0215: destroy_pickup $5786 0187: $5823 = create_marker_above_actor $5808 00BC: text_highpriority 'HAM1_7' time 5000 1 0004: $5822 = 1 // $ = int 0004: $5820 = 1 // $ = int :HAIT1_11220 0002: jump @HAIT1_11260 :HAIT1_11227 00D6: if 0038: $5820 == 0 // $ == int 004D: jump_if_false @HAIT1_11260 011A: set_actor $5808 search_threat 1 01CA: actor $5808 kill_player $PLAYER_CHAR :HAIT1_11260 00D6: if 0038: $5862 == 2 // $ == int 004D: jump_if_false @HAIT1_11285 0004: $5862 = 0 // $ = int :HAIT1_11285 0051: return :HAIT1_11287 00D6: if 0038: $5774 == 1 // $ == int 004D: jump_if_false @HAIT1_11627 00D6: if 8118: not actor $5766 dead 004D: jump_if_false @HAIT1_11627 00D6: if 0038: $5775 == 0 // $ == int 004D: jump_if_false @HAIT1_11398 00D6: if 80DF: not actor $5766 in_any_car 004D: jump_if_false @HAIT1_11398 00D6: if 02CB: actor $5766 bounding_sphere_visible 004D: jump_if_false @HAIT1_11386 01D0: actor $5766 avoid_player $PLAYER_CHAR 0002: jump @HAIT1_11398 :HAIT1_11386 0319: set_actor $5766 running 1 0377: set_actor $5766 steal_any_car :HAIT1_11398 00D6: if 0038: $5775 == 0 // $ == int 004D: jump_if_false @HAIT1_11492 00D6: if 00DF: actor $5766 in_any_car 004D: jump_if_false @HAIT1_11492 011C: actor $5766 clear_objective 00D9: $5837 = actor $5766 car // add to mission cleanup 03CC: add_stuck_car_check $5837 distance 0.5 time 1000 0190: add_vehicle $5837 to_flipped_check 00AD: set_car $5837 max_speed_to 40.0 00AE: set_vehicle $5837 traffic_behavior_to 2 00A8: set_car $5837 to_psycho_driver 0004: $5775 = 1 // $ = int :HAIT1_11492 00D6: if 0038: $5775 == 1 // $ == int 004D: jump_if_false @HAIT1_11555 00D6: if 8119: not car $5837 wrecked 004D: jump_if_false @HAIT1_11555 00D6: if or 018F: vehicle $5837 flipped 03CE: car $5837 stuck 004D: jump_if_false @HAIT1_11555 01D3: actor $5766 leave_car $5837 :HAIT1_11555 00D6: if 0038: $5775 == 1 // $ == int 004D: jump_if_false @HAIT1_11627 00D6: if 80DF: not actor $5766 in_any_car 004D: jump_if_false @HAIT1_11627 00D6: if 8119: not car $5837 wrecked 004D: jump_if_false @HAIT1_11620 03CD: car $5837 remove_from_stuck_car_check 0191: remove_vehicle $5837 from_flipped_check 01C3: mark_car_as_no_longer_needed $5837 :HAIT1_11620 0004: $5775 = 0 // $ = int :HAIT1_11627 00D6: if 0038: $5785 == 1 // $ == int 004D: jump_if_false @HAIT1_11967 00D6: if 8118: not actor $5776 dead 004D: jump_if_false @HAIT1_11967 00D6: if 0038: $5783 == 0 // $ == int 004D: jump_if_false @HAIT1_11738 00D6: if 80DF: not actor $5776 in_any_car 004D: jump_if_false @HAIT1_11738 00D6: if 02CB: actor $5776 bounding_sphere_visible 004D: jump_if_false @HAIT1_11726 01D0: actor $5776 avoid_player $PLAYER_CHAR 0002: jump @HAIT1_11738 :HAIT1_11726 0319: set_actor $5776 running 1 0377: set_actor $5776 steal_any_car :HAIT1_11738 00D6: if 0038: $5783 == 0 // $ == int 004D: jump_if_false @HAIT1_11832 00D6: if 00DF: actor $5776 in_any_car 004D: jump_if_false @HAIT1_11832 011C: actor $5776 clear_objective 00D9: $5838 = actor $5776 car // add to mission cleanup 03CC: add_stuck_car_check $5838 distance 0.5 time 1000 0190: add_vehicle $5838 to_flipped_check 00AD: set_car $5838 max_speed_to 40.0 00AE: set_vehicle $5838 traffic_behavior_to 2 00A8: set_car $5838 to_psycho_driver 0004: $5783 = 1 // $ = int :HAIT1_11832 00D6: if 0038: $5783 == 1 // $ == int 004D: jump_if_false @HAIT1_11895 00D6: if 8119: not car $5838 wrecked 004D: jump_if_false @HAIT1_11895 00D6: if or 018F: vehicle $5838 flipped 03CE: car $5838 stuck 004D: jump_if_false @HAIT1_11895 01D3: actor $5776 leave_car $5838 :HAIT1_11895 00D6: if 0038: $5783 == 1 // $ == int 004D: jump_if_false @HAIT1_11967 00D6: if 80DF: not actor $5776 in_any_car 004D: jump_if_false @HAIT1_11967 00D6: if 8119: not car $5838 wrecked 004D: jump_if_false @HAIT1_11960 03CD: car $5838 remove_from_stuck_car_check 0191: remove_vehicle $5838 from_flipped_check 01C3: mark_car_as_no_longer_needed $5838 :HAIT1_11960 0004: $5783 = 0 // $ = int :HAIT1_11967 0051: return :HAIT1_11969 00D6: if 0038: $5805 == 1 // $ == int 004D: jump_if_false @HAIT1_12309 00D6: if 8118: not actor $5798 dead 004D: jump_if_false @HAIT1_12309 00D6: if 0038: $5806 == 0 // $ == int 004D: jump_if_false @HAIT1_12080 00D6: if 80DF: not actor $5798 in_any_car 004D: jump_if_false @HAIT1_12080 00D6: if 02CB: actor $5798 bounding_sphere_visible 004D: jump_if_false @HAIT1_12068 01D0: actor $5798 avoid_player $PLAYER_CHAR 0002: jump @HAIT1_12080 :HAIT1_12068 0319: set_actor $5798 running 1 0377: set_actor $5798 steal_any_car :HAIT1_12080 00D6: if 0038: $5806 == 0 // $ == int 004D: jump_if_false @HAIT1_12174 00D6: if 00DF: actor $5798 in_any_car 004D: jump_if_false @HAIT1_12174 011C: actor $5798 clear_objective 00D9: $5845 = actor $5798 car // add to mission cleanup 03CC: add_stuck_car_check $5845 distance 0.5 time 1000 0190: add_vehicle $5845 to_flipped_check 00AD: set_car $5845 max_speed_to 40.0 00AE: set_vehicle $5845 traffic_behavior_to 2 00A8: set_car $5845 to_psycho_driver 0004: $5806 = 1 // $ = int :HAIT1_12174 00D6: if 0038: $5806 == 1 // $ == int 004D: jump_if_false @HAIT1_12237 00D6: if 8119: not car $5845 wrecked 004D: jump_if_false @HAIT1_12237 00D6: if or 018F: vehicle $5845 flipped 03CE: car $5845 stuck 004D: jump_if_false @HAIT1_12237 01D3: actor $5798 leave_car $5845 :HAIT1_12237 00D6: if 0038: $5806 == 1 // $ == int 004D: jump_if_false @HAIT1_12309 00D6: if 80DF: not actor $5798 in_any_car 004D: jump_if_false @HAIT1_12309 00D6: if 8119: not car $5845 wrecked 004D: jump_if_false @HAIT1_12302 03CD: car $5845 remove_from_stuck_car_check 0191: remove_vehicle $5845 from_flipped_check 01C3: mark_car_as_no_longer_needed $5845 :HAIT1_12302 0004: $5806 = 0 // $ = int :HAIT1_12309 00D6: if 0038: $5822 == 1 // $ == int 004D: jump_if_false @HAIT1_12649 00D6: if 8118: not actor $5808 dead 004D: jump_if_false @HAIT1_12649 00D6: if 0038: $5809 == 0 // $ == int 004D: jump_if_false @HAIT1_12420 00D6: if 80DF: not actor $5808 in_any_car 004D: jump_if_false @HAIT1_12420 00D6: if 02CB: actor $5808 bounding_sphere_visible 004D: jump_if_false @HAIT1_12408 01D0: actor $5808 avoid_player $PLAYER_CHAR 0002: jump @HAIT1_12420 :HAIT1_12408 0319: set_actor $5808 running 1 0377: set_actor $5808 steal_any_car :HAIT1_12420 00D6: if 0038: $5809 == 0 // $ == int 004D: jump_if_false @HAIT1_12514 00D6: if 00DF: actor $5808 in_any_car 004D: jump_if_false @HAIT1_12514 011C: actor $5808 clear_objective 00D9: $5846 = actor $5808 car // add to mission cleanup 03CC: add_stuck_car_check $5846 distance 0.5 time 1000 0190: add_vehicle $5846 to_flipped_check 00AD: set_car $5846 max_speed_to 40.0 00AE: set_vehicle $5846 traffic_behavior_to 2 00A8: set_car $5846 to_psycho_driver 0004: $5809 = 1 // $ = int :HAIT1_12514 00D6: if 0038: $5809 == 1 // $ == int 004D: jump_if_false @HAIT1_12577 00D6: if 8119: not car $5846 wrecked 004D: jump_if_false @HAIT1_12577 00D6: if or 018F: vehicle $5846 flipped 03CE: car $5846 stuck 004D: jump_if_false @HAIT1_12577 01D3: actor $5808 leave_car $5846 :HAIT1_12577 00D6: if 0038: $5809 == 1 // $ == int 004D: jump_if_false @HAIT1_12649 00D6: if 80DF: not actor $5808 in_any_car 004D: jump_if_false @HAIT1_12649 00D6: if 8119: not car $5846 wrecked 004D: jump_if_false @HAIT1_12642 03CD: car $5846 remove_from_stuck_car_check 0191: remove_vehicle $5846 from_flipped_check 01C3: mark_car_as_no_longer_needed $5846 :HAIT1_12642 0004: $5809 = 0 // $ = int :HAIT1_12649 0051: return //-------------Mission 61--------------- // Originally: Bombs Away! :HAIT2 0050: gosub @HAIT2_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @HAIT2_27 0050: gosub @HAIT2_17554 :HAIT2_27 0050: gosub @HAIT2_17662 004E: end_thread :HAIT2_36 0004: $ONMISSION = 1 // $ = int 0004: $1084 = 1 // $ = int 0317: increment_mission_attempts 03A4: name_thread 'HAIT2' 0001: wait 0 ms 054C: use_GXT_table 'HAIT2' 058E: set_restart_mission_taxi_destination -957.904 122.843 8.278 356.948 0004: $5883 = -1 // $ = int 0004: $5868 = 3 // $ = int 0004: $5863 = 0 // $ = int 0004: $5864 = 0 // $ = int 0004: $5870 = 0 // $ = int 0004: $5869 = 0 // $ = int 0004: $5871 = 0 // $ = int 0004: $5866 = 0 // $ = int 0004: $5865 = 0 // $ = int 0004: $5867 = 0 // $ = int 0004: $5872 = 0 // $ = int 0004: $61 = 0 // $ = int 0004: $5879 = 0 // $ = int 0004: $5880 = 0 // $ = int 0004: $5881 = 0 // $ = int 0004: $5882 = 0 // $ = int 0006: 0@ = 0 // @ = int 0006: 1@ = 0 // @ = int 0006: 2@ = 0 // @ = int 0006: 3@ = 0 // @ = int 0006: 4@ = 0 // @ = int 0006: 5@ = 0 // @ = int 0006: 6@ = 0 // @ = int 0006: 7@ = 0 // @ = int 0006: 8@ = 0 // @ = int 0006: 9@ = 0 // @ = int 0006: 10@ = 0 // @ = int 0006: 11@ = 0 // @ = int 0006: 12@ = 0 // @ = int 0006: 13@ = 0 // @ = int 0006: 14@ = 0 // @ = int 0006: 15@ = 0 // @ = int 0004: $5873 = 0 // $ = int 0004: $5874 = 0 // $ = int 0004: $5875 = 0 // $ = int 0004: $5876 = 0 // $ = int 0004: $5877 = 0 // $ = int 0004: $5878 = 0 // $ = int 04BB: select_interiour 12 // select render area 04F9: set_extra_colors 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' 03CB: load_scene -962.799 148.391 8.355 038B: load_requested_models :HAIT2_456 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ03 available 004D: jump_if_false @HAIT2_501 0001: wait 0 ms 0002: jump @HAIT2_456 :HAIT2_501 041D: set_camera_near_clip 0.1 04F9: set_extra_colors 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 8.25 range 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 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :HAIT2_728 00D6: if 001A: 4054 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT2_763 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT2_728 :HAIT2_763 00BC: text_highpriority 'HAT2_1' time 10000 1 :HAIT2_778 00D6: if 001A: 7163 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT2_813 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT2_778 :HAIT2_813 00BC: text_highpriority 'HAT2_2' time 10000 1 :HAIT2_828 00D6: if 001A: 11419 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT2_863 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT2_828 :HAIT2_863 00BC: text_highpriority 'HAT2_3' time 10000 1 :HAIT2_878 00D6: if 001A: 13873 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT2_913 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT2_878 :HAIT2_913 00BC: text_highpriority 'HAT2_4' time 10000 1 :HAIT2_928 00D6: if 001A: 16370 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT2_963 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT2_928 :HAIT2_963 00BC: text_highpriority 'HAT2_5' time 10000 1 :HAIT2_978 00D6: if 001A: 22166 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT2_1013 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT2_978 :HAIT2_1013 00BC: text_highpriority 'HAT2_6' time 10000 1 :HAIT2_1028 00D6: if 001A: 28339 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT2_1063 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT2_1028 :HAIT2_1063 00BC: text_highpriority 'HAT2_7' time 10000 1 :HAIT2_1078 00D6: if 001A: 30139 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT2_1113 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT2_1078 :HAIT2_1113 00BC: text_highpriority 'HAT2_8' time 10000 1 :HAIT2_1128 00D6: if 001A: 34861 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT2_1165 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT2_1128 :HAIT2_1165 00BC: text_highpriority 'HAT2_9' time 10000 1 :HAIT2_1180 00D6: if 001A: 37790 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT2_1217 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT2_1180 :HAIT2_1217 00BC: text_highpriority 'HAT2_10' time 10000 1 :HAIT2_1232 00D6: if 001A: 42538 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT2_1269 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT2_1232 :HAIT2_1269 00BC: text_highpriority 'HAT2_11' time 10000 1 :HAIT2_1284 00D6: if 001A: 51176 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT2_1321 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT2_1284 :HAIT2_1321 00BC: text_highpriority 'HAT2_12' time 10000 1 :HAIT2_1336 00D6: if 001A: 56400 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT2_1373 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT2_1336 :HAIT2_1373 0169: set_fade_color 0 0 1 016A: fade 0 1500 ms 00BE: text_clear_all :HAIT2_1390 00D6: if 016B: fading 004D: jump_if_false @HAIT2_1414 0001: wait 0 ms 0002: jump @HAIT2_1390 :HAIT2_1414 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @HAIT2_1438 0001: wait 0 ms 0002: jump @HAIT2_1414 :HAIT2_1438 04FA: clear_extra_colors_with_fade 0 04BB: select_interiour 0 // select render area 03AD: set_rubbish 1 02EA: end_cutscene 0373: set_camera_directly_behind_player 0296: unload_special_actor 1 0296: unload_special_actor 2 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 04E3: set_player $PLAYER_CHAR mood 0 duration 60000 0247: request_model #TOPFUN 0247: request_model #RCBARON 0247: request_model #SPEEDER 0247: request_model #JETMAX 0247: request_model #COASTG 0247: request_model #CUBAN 0247: request_model #CBA 0247: request_model #CBB 0247: request_model #RUGER 03CB: load_scene -962.53 141.69 8.25 038B: load_requested_models 0169: set_fade_color 0 0 1 016A: fade 1 1500 ms :HAIT2_1566 00D6: if or 8248: not model #TOPFUN available 8248: not model #RCBARON available 8248: not model #SPEEDER available 8248: not model #JETMAX available 8248: not model #COASTG available 004D: jump_if_false @HAIT2_1613 0001: wait 0 ms 0002: jump @HAIT2_1566 :HAIT2_1613 00D6: if or 8248: not model #CUBAN available 8248: not model #CBA available 8248: not model #CBB available 8248: not model #RUGER available 004D: jump_if_false @HAIT2_1653 0001: wait 0 ms 0002: jump @HAIT2_1613 :HAIT2_1653 00BC: text_highpriority 'HAT2_B1' time 15000 1 00A5: $5884 = create_car #TOPFUN at -808.9448 -162.9215 10.0458 0175: set_car $5884 z_angle_to 0.0 0186: $5901 = create_marker_above_car $5884 0519: lock_vehicle $5884 in_current_position 1 :HAIT2_1716 00D6: if 8442: not player $PLAYER_CHAR sitting_in_car $5884 004D: jump_if_false @HAIT2_1769 0001: wait 0 ms 00D6: if 0119: car $5884 wrecked 004D: jump_if_false @HAIT2_1762 0002: jump @HAIT2_17554 :HAIT2_1762 0002: jump @HAIT2_1716 :HAIT2_1769 0164: disable_marker $5901 00A5: $5888 = create_car #JETMAX at -524.3332 -227.5792 5.3 0175: set_car $5888 z_angle_to 25.0 0323: enable_boat $5888 anchor 1 02DB: set_boat $5888 speed_to 12.0 0186: $5902 = create_marker_above_car $5888 00A5: $5887 = create_car #SPEEDER at -533.5898 -230.4594 5.3 0175: set_car $5887 z_angle_to 88.4134 0323: enable_boat $5887 anchor 1 02DB: set_boat $5887 speed_to 12.0 00A5: $5889 = create_car #COASTG at -514.9578 -230.6103 5.3 0175: set_car $5889 z_angle_to 265.6394 0323: enable_boat $5889 anchor 1 02DB: set_boat $5889 speed_to 12.0 00A5: $5890 = create_car #CUBAN at -524.328 -255.0365 9.534 0175: set_car $5890 z_angle_to 183.1269 009A: $5891 = create_actor_pedtype 4 model #CBA at -535.1575 -233.1016 7.2104 0173: set_actor $5891 z_angle_to 27.113 0350: set_actor $5891 maintain_position_when_attacked 1 01ED: clear_actor $5891 threat_search 009A: $5892 = create_actor_pedtype 4 model #CBA at -538.0 -235.1073 7.2104 0173: set_actor $5892 z_angle_to 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 009A: $5893 = create_actor_pedtype 4 model #CBB at -528.9341 -237.8728 7.2056 0173: set_actor $5893 z_angle_to 6.0796 0350: set_actor $5893 maintain_position_when_attacked 1 01ED: clear_actor $5893 threat_search 009A: $5894 = create_actor_pedtype 4 model #CBB at -527.7787 -236.5049 7.2104 0173: set_actor $5894 z_angle_to 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 009A: $5895 = create_actor_pedtype 4 model #CBA at -519.8645 -242.7792 9.5542 0173: set_actor $5895 z_angle_to 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 009A: $5896 = create_actor_pedtype 4 model #CBA at -517.9925 -243.0342 9.5542 0173: set_actor $5896 z_angle_to 118.988 0350: set_actor $5896 maintain_position_when_attacked 1 01ED: clear_actor $5896 threat_search 009A: $5897 = create_actor_pedtype 4 model #CBB at -509.3864 -237.7915 7.2103 0173: set_actor $5897 z_angle_to 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 009A: $5898 = create_actor_pedtype 4 model #CBB at -519.7886 -244.7169 9.5542 0173: set_actor $5898 z_angle_to 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 009A: $5899 = create_actor_pedtype 4 model #CBB at -524.5753 -251.0094 9.537 0173: set_actor $5899 z_angle_to 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 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @HAIT2_2510 0107: $5885 = create_object #RCBOMB at 0.0 0.0 0.0 0484: $5883 = player $PLAYER_CHAR rc_car 0186: $5902 = create_marker_above_car $5888 0186: $5903 = create_marker_above_car $5887 0186: $5904 = create_marker_above_car $5889 :HAIT2_2510 01B4: set_player $PLAYER_CHAR can_move 0 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 016A: fade 0 500 ms :HAIT2_2550 00D6: if 016B: fading 004D: jump_if_false @HAIT2_2574 0001: wait 0 ms 0002: jump @HAIT2_2550 :HAIT2_2574 0169: set_fade_color 0 0 1 016A: fade 1 500 ms 02A3: enable_widescreen 1 015F: set_camera_position -552.6316 -220.1019 22.1608 rotation 0.0 0.0 0.0 0160: point_camera -551.9008 -220.5808 21.6745 switchstyle 2 03CB: load_scene -524.1709 -234.6104 8.1665 00BC: text_highpriority 'HAT2_B2' time 4500 1 01BD: $4811 = current_time_in_ms 0084: $2274 = $4811 // $ = $ int 0008: $2274 += 4500 // $ += int :HAIT2_2697 00D6: if 001C: $2274 > $4811 // $ > $ int 004D: jump_if_false @HAIT2_2813 0001: wait 0 ms 01BD: $4811 = current_time_in_ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @HAIT2_2781 00D6: if 0038: $61 == 1 // $ == int 004D: jump_if_false @HAIT2_2774 0004: $61 = 0 // $ = int 0002: jump @HAIT2_3016 :HAIT2_2774 0002: jump @HAIT2_2806 :HAIT2_2781 00D6: if 0038: $61 == 0 // $ == int 004D: jump_if_false @HAIT2_2806 0004: $61 = 1 // $ = int :HAIT2_2806 0002: jump @HAIT2_2697 :HAIT2_2813 015F: set_camera_position -541.3336 -237.3457 9.8484 rotation 0.0 0.0 0.0 0160: point_camera -540.4141 -237.0497 9.5899 switchstyle 2 00BC: text_highpriority 'HAT2_B4' time 4000 1 01BD: $4811 = current_time_in_ms 0084: $2274 = $4811 // $ = $ int 0008: $2274 += 4000 // $ += int :HAIT2_2900 00D6: if 001C: $2274 > $4811 // $ > $ int 004D: jump_if_false @HAIT2_3016 0001: wait 0 ms 01BD: $4811 = current_time_in_ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @HAIT2_2984 00D6: if 0038: $61 == 1 // $ == int 004D: jump_if_false @HAIT2_2977 0004: $61 = 0 // $ = int 0002: jump @HAIT2_3016 :HAIT2_2977 0002: jump @HAIT2_3009 :HAIT2_2984 00D6: if 0038: $61 == 0 // $ == int 004D: jump_if_false @HAIT2_3009 0004: $61 = 1 // $ = int :HAIT2_3009 0002: jump @HAIT2_2900 :HAIT2_3016 0004: $61 = 0 // $ = int 00D6: if 0119: car $5884 wrecked 004D: jump_if_false @HAIT2_3046 0002: jump @HAIT2_17554 :HAIT2_3046 00AB: put_car $5884 at -808.9448 -162.9215 10.0458 01B4: set_player $PLAYER_CHAR can_move 1 02EB: restore_camera_with_jumpcut 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 00D6: if 8117: not player $PLAYER_CHAR wasted 004D: jump_if_false @HAIT2_15146 0001: wait 0 ms 01BD: $4811 = current_time_in_ms 00D6: if 0119: car $5884 wrecked 004D: jump_if_false @HAIT2_3145 0002: jump @HAIT2_17554 :HAIT2_3145 00D6: if 0038: $5882 == 0 // $ == int 004D: jump_if_false @HAIT2_5370 00D6: if 0442: player $PLAYER_CHAR sitting_in_car $5884 004D: jump_if_false @HAIT2_4579 00D6: if 8241: not player $PLAYER_CHAR in_remote_mode 004D: jump_if_false @HAIT2_3417 00D6: if 8038: not $5868 == 0 // $ == int 004D: jump_if_false @HAIT2_3348 00D6: if 838A: not car_in_cube -812.0 -168.0 10.0457 0.6 0.6 1.0 004D: jump_if_false @HAIT2_3334 046E: put_player $PLAYER_CHAR in_RC_mode_at -812.0 -168.0 10.0457 angle 180.0 RC_model #RCBARON 000C: $5868 -= 1 // $ -= int 00D6: if 0038: $5868 == 2 // $ == int 004D: jump_if_false @HAIT2_3327 03C4: set_status_text_to $5868 0 'HAT2_B9' :HAIT2_3327 0002: jump @HAIT2_3341 :HAIT2_3334 0002: jump @HAIT2_3016 :HAIT2_3341 0002: jump @HAIT2_3386 :HAIT2_3348 00BC: text_highpriority 'HAT2_B8' time 5000 1 0004: $5882 = 1 // $ = int 0084: $5881 = $4811 // $ = $ int 0008: $5881 += 2000 // $ += int :HAIT2_3386 0484: $5883 = player $PLAYER_CHAR rc_car 048A: enable_rc_vehicle_detonation 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 0110: clear_player $PLAYER_CHAR wanted_level 01B4: set_player $PLAYER_CHAR can_move 1 :HAIT2_3417 00D6: if 0241: player $PLAYER_CHAR in_remote_mode 004D: jump_if_false @HAIT2_4572 00D6: if 0038: $5879 == 0 // $ == int 004D: jump_if_false @HAIT2_3526 03E6: remove_text_box 0293: $18 = get_controller_mode 00D6: if 0038: $18 == 3 // $ == int 004D: jump_if_false @HAIT2_3493 03E5: text_box 'PLANE_4' 0002: jump @HAIT2_3503 :HAIT2_3493 03E5: text_box 'PLANE_H' :HAIT2_3503 0008: $5879 += 1 // $ += int 0084: $5880 = $4811 // $ = $ int 0008: $5880 += 6000 // $ += int :HAIT2_3526 00D6: if 0038: $5879 == 1 // $ == int 004D: jump_if_false @HAIT2_3622 00D6: if 001C: $4811 > $5880 // $ > $ int 004D: jump_if_false @HAIT2_3622 03E6: remove_text_box 0293: $18 = get_controller_mode 00D6: if 0038: $18 == 3 // $ == int 004D: jump_if_false @HAIT2_3605 03E5: text_box 'BOLLOX' 0002: jump @HAIT2_3615 :HAIT2_3605 03E5: text_box 'HAT2_B3' :HAIT2_3615 0008: $5879 += 1 // $ += int :HAIT2_3622 00D6: if 8119: not car $5883 wrecked 004D: jump_if_false @HAIT2_4367 00D6: if 01FE: player $PLAYER_CHAR near_car_in_car $5883 radius 500.0 750.0 0 004D: jump_if_false @HAIT2_4295 00D6: if 81FE: not player $PLAYER_CHAR near_car_in_car $5883 radius 450.0 700.0 0 004D: jump_if_false @HAIT2_3714 00BC: text_highpriority 'HAT2_B6' time 100 1 :HAIT2_3714 0004: $5869 = 0 // $ = int 00AA: store_car $5883 position_to $5915 $5916 $5917 00D6: if 83CA: not object $5885 exists 004D: jump_if_false @HAIT2_3818 00D6: if 001C: $4811 > $5871 // $ > $ int 004D: jump_if_false @HAIT2_3811 0107: $5885 = create_object #RCBOMB at $5915 $5916 $5917 0382: set_object $5885 collision_detection 0 0392: object $5885 toggle_in_moving_list 0 0005: $5918 = 0.0 // $ = float :HAIT2_3811 0002: jump @HAIT2_4046 :HAIT2_3818 02CE: $98 = ground_z $5915 $5916 $5917 0086: $5914 = $5917 // $ = $ float 0061: $5914 -= $98 // $ -= $ float 00D6: if 0020: $5914 > 0.5 // $ > float 004D: jump_if_false @HAIT2_3945 0363: toggle_model_render_at $5915 $5916 $5917 radius 10.0 object #RCBOMB 1 007E: $5918 -= frame_delta_time * 0.05 // float 00D6: if 0022: -0.5 > $5918 // float > $ 004D: jump_if_false @HAIT2_3938 0005: $5918 = -0.5 // $ = float 0004: $5869 = 1 // $ = int :HAIT2_3938 0002: jump @HAIT2_4025 :HAIT2_3945 0086: $5918 = $5914 // $ = $ float 000D: $5918 -= 1.0 // $ -= float 0011: $5918 *= -1.0 // $ *= float 00D6: if 0020: $5918 > 0.0 // $ > float 004D: jump_if_false @HAIT2_4025 0005: $5918 = 0.0 // $ = float 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 00D6: if 0585: in_car_fire_button_pressed 004D: jump_if_false @HAIT2_4244 00D6: if 0038: $5863 == 0 // $ == int 004D: jump_if_false @HAIT2_4237 00D6: if 0038: $5869 == 1 // $ == int 004D: jump_if_false @HAIT2_4237 000D: $5918 -= 0.5 // $ -= float 035C: place_object $5885 relative_to_car $5883 offset 0.0 0.0 $5918 0392: object $5885 toggle_in_moving_list 1 0382: set_object $5885 collision_detection 1 038C: object $5885 scatter 0.0 0.0 0.0 0084: $5871 = $4811 // $ = $ int 0008: $5871 += 500 // $ += int 0084: $5886 = $5885 // $ = $ int 0004: $5885 = -1 // $ = int 04D9: object $5886 set_scripted_collision_check 1 0084: $5864 = $4811 // $ = $ int 0008: $5864 += 250 // $ += int 0084: $5870 = $4811 // $ = $ int 0008: $5870 += 3000 // $ += int 0004: $5863 = 1 // $ = int :HAIT2_4237 0002: jump @HAIT2_4288 :HAIT2_4244 00D6: if 0038: $5863 == 2 // $ == int 004D: jump_if_false @HAIT2_4288 00D6: if 001C: $4811 > $5864 // $ > $ int 004D: jump_if_false @HAIT2_4288 0004: $5863 = 0 // $ = int :HAIT2_4288 0002: jump @HAIT2_4360 :HAIT2_4295 00D6: if 8038: not $5883 == -1 // $ == int 004D: jump_if_false @HAIT2_4360 04DB: exit_rc_mode 01B4: set_player $PLAYER_CHAR can_move 0 01C4: mark_object_as_no_longer_needed $5885 01C4: mark_object_as_no_longer_needed $5886 0004: $5885 = -1 // $ = int 0004: $5886 = -1 // $ = int 0004: $5883 = -1 // $ = int 0004: $5863 = 0 // $ = int :HAIT2_4360 0002: jump @HAIT2_4425 :HAIT2_4367 00D6: if 8038: not $5883 == -1 // $ == int 004D: jump_if_false @HAIT2_4425 04DB: exit_rc_mode 01C4: mark_object_as_no_longer_needed $5885 01C4: mark_object_as_no_longer_needed $5886 0004: $5885 = -1 // $ = int 0004: $5886 = -1 // $ = int 0004: $5883 = -1 // $ = int 0004: $5863 = 0 // $ = int :HAIT2_4425 00D6: if 00E1: player 0 pressed_button 15 004D: jump_if_false @HAIT2_4547 00D6: if 0038: $61 == 1 // $ == int 004D: jump_if_false @HAIT2_4540 00D6: if 8038: not $5883 == -1 // $ == int 004D: jump_if_false @HAIT2_4533 00BC: text_highpriority 'RCCANX' time 2000 1 04DB: exit_rc_mode 01C4: mark_object_as_no_longer_needed $5885 01C4: mark_object_as_no_longer_needed $5886 0004: $5885 = -1 // $ = int 0004: $5886 = -1 // $ = int 0004: $5883 = -1 // $ = int 0004: $5863 = 0 // $ = int :HAIT2_4533 0004: $61 = 0 // $ = int :HAIT2_4540 0002: jump @HAIT2_4572 :HAIT2_4547 00D6: if 0038: $61 == 0 // $ == int 004D: jump_if_false @HAIT2_4572 0004: $61 = 1 // $ = int :HAIT2_4572 0002: jump @HAIT2_4637 :HAIT2_4579 00D6: if 8038: not $5883 == -1 // $ == int 004D: jump_if_false @HAIT2_4637 04DB: exit_rc_mode 01C4: mark_object_as_no_longer_needed $5885 01C4: mark_object_as_no_longer_needed $5886 0004: $5885 = -1 // $ = int 0004: $5886 = -1 // $ = int 0004: $5883 = -1 // $ = int 0004: $5863 = 0 // $ = int :HAIT2_4637 00D6: if 0038: $5863 == 1 // $ == int 004D: jump_if_false @HAIT2_4808 00D6: if 03CA: object $5886 exists 004D: jump_if_false @HAIT2_4808 01BB: store_object $5886 position_to $5915 $5916 $5917 02CE: $98 = ground_z $5915 $5916 $5917 0009: $98 += 0.5 // $ += float 00D6: if 0022: 6.0 > $98 // float > $ 004D: jump_if_false @HAIT2_4740 0005: $98 = 6.0 // $ = float :HAIT2_4740 00D6: if or 04DA: has_object $5886 collided 001C: $4811 > $5870 // $ > $ int 04E7: object $5886 in_water 004D: jump_if_false @HAIT2_4808 04D9: object $5886 set_scripted_collision_check 0 020C: create_explosion 0 at $5915 $5916 $5917 01C4: mark_object_as_no_longer_needed $5886 0004: $5886 = -1 // $ = int 0004: $5863 = 2 // $ = int :HAIT2_4808 00D6: if 0038: $5866 == 0 // $ == int 004D: jump_if_false @HAIT2_5363 00D6: if 03CA: object $5886 exists 004D: jump_if_false @HAIT2_5363 00D6: 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 004D: jump_if_false @HAIT2_5363 00D6: if 8118: not actor $5891 dead 004D: jump_if_false @HAIT2_4965 0187: $5905 = create_marker_above_actor $5891 018B: set_marker $5905 display 2 0168: set_marker $5905 size 2 :HAIT2_4965 00D6: if 8118: not actor $5892 dead 004D: jump_if_false @HAIT2_5003 0187: $5906 = create_marker_above_actor $5892 018B: set_marker $5906 display 2 0168: set_marker $5906 size 2 :HAIT2_5003 00D6: if 8118: not actor $5893 dead 004D: jump_if_false @HAIT2_5041 0187: $5907 = create_marker_above_actor $5893 018B: set_marker $5907 display 2 0168: set_marker $5907 size 2 :HAIT2_5041 00D6: if 8118: not actor $5894 dead 004D: jump_if_false @HAIT2_5079 0187: $5908 = create_marker_above_actor $5894 018B: set_marker $5908 display 2 0168: set_marker $5908 size 2 :HAIT2_5079 00D6: if 8118: not actor $5895 dead 004D: jump_if_false @HAIT2_5117 0187: $5909 = create_marker_above_actor $5895 018B: set_marker $5909 display 2 0168: set_marker $5909 size 2 :HAIT2_5117 00D6: if 8118: not actor $5896 dead 004D: jump_if_false @HAIT2_5155 0187: $5910 = create_marker_above_actor $5896 018B: set_marker $5910 display 2 0168: set_marker $5910 size 2 :HAIT2_5155 00D6: if 8118: not actor $5897 dead 004D: jump_if_false @HAIT2_5193 0187: $5911 = create_marker_above_actor $5897 018B: set_marker $5911 display 2 0168: set_marker $5911 size 2 :HAIT2_5193 00D6: if 8118: not actor $5898 dead 004D: jump_if_false @HAIT2_5231 0187: $5912 = create_marker_above_actor $5898 018B: set_marker $5912 display 2 0168: set_marker $5912 size 2 :HAIT2_5231 00D6: if 8119: not car $5888 wrecked 004D: jump_if_false @HAIT2_5260 0164: disable_marker $5902 0186: $5902 = create_marker_above_car $5888 :HAIT2_5260 00D6: if 8119: not car $5887 wrecked 004D: jump_if_false @HAIT2_5289 0164: disable_marker $5903 0186: $5903 = create_marker_above_car $5887 :HAIT2_5289 00D6: if 8119: not car $5889 wrecked 004D: jump_if_false @HAIT2_5318 0164: disable_marker $5904 0186: $5904 = create_marker_above_car $5889 :HAIT2_5318 00D6: if 8118: not actor $5899 dead 004D: jump_if_false @HAIT2_5356 0187: $5913 = create_marker_above_actor $5899 018B: set_marker $5913 display 2 0168: set_marker $5913 size 2 :HAIT2_5356 0004: $5866 = 1 // $ = int :HAIT2_5363 0002: jump @HAIT2_5396 :HAIT2_5370 00D6: if 001C: $4811 > $5881 // $ > $ int 004D: jump_if_false @HAIT2_5396 0002: jump @HAIT2_17554 :HAIT2_5396 0004: $5872 = 0 // $ = int 00D6: if 8118: not actor $5891 dead 004D: jump_if_false @HAIT2_5858 00D6: if 0038: $5866 == 1 // $ == int 004D: jump_if_false @HAIT2_5851 00D6: if 0039: 0@ == 0 // @ == int 004D: jump_if_false @HAIT2_5541 00D6: if 8119: not car $5883 wrecked 004D: jump_if_false @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 // @ = $ int 000A: 1@ += 3500 // @ += int 0006: 0@ = 1 // @ = int 0002: jump @HAIT2_5541 :HAIT2_5519 008B: 1@ = $4811 // @ = $ int 000E: 1@ -= 100 // @ -= int 0006: 0@ = 1 // @ = int :HAIT2_5541 00D6: if 0039: 0@ == 1 // @ == int 004D: jump_if_false @HAIT2_5675 00D6: if 8119: not car $5883 wrecked 004D: jump_if_false @HAIT2_5583 01D9: actor $5891 destroy_car $5883 :HAIT2_5583 00D6: if 001E: $4811 > 1@ // $ > @ int 004D: jump_if_false @HAIT2_5675 00D6: if 8119: not car $5887 wrecked 004D: jump_if_false @HAIT2_5668 011C: actor $5891 clear_objective 0239: actor $5891 run_to -535.0269 -230.2825 008B: 1@ = $4811 // @ = $ int 000A: 1@ += 700 // @ += int 0006: 0@ = 2 // @ = int 0002: jump @HAIT2_5675 :HAIT2_5668 0006: 0@ = 100 // @ = int :HAIT2_5675 00D6: if 0039: 0@ == 2 // @ == int 004D: jump_if_false @HAIT2_5809 00D6: if 8119: not car $5887 wrecked 004D: jump_if_false @HAIT2_5802 00D6: if 0185: car $5887 health >= 250 004D: jump_if_false @HAIT2_5788 00D6: if 001E: $4811 > 1@ // $ > @ int 004D: jump_if_false @HAIT2_5781 011C: actor $5891 clear_objective 0164: disable_marker $5905 009B: destroy_actor_instantly $5891 0129: $5891 = create_actor 4 #CBA in_car $5887 driverseat 0006: 0@ = 3 // @ = int :HAIT2_5781 0002: jump @HAIT2_5795 :HAIT2_5788 0006: 0@ = 100 // @ = int :HAIT2_5795 0002: jump @HAIT2_5809 :HAIT2_5802 0006: 0@ = 100 // @ = int :HAIT2_5809 00D6: if 0039: 0@ == 100 // @ == int 004D: jump_if_false @HAIT2_5851 00D6: if 8119: not car $5883 wrecked 004D: jump_if_false @HAIT2_5851 01D9: actor $5891 destroy_car $5883 :HAIT2_5851 0002: jump @HAIT2_5914 :HAIT2_5858 00D6: if 8039: not 0@ == -10 // @ == int 004D: jump_if_false @HAIT2_5907 0164: disable_marker $5905 018C: play_sound 1 at 0.0 0.0 0.0 0006: 0@ = -10 // @ = int :HAIT2_5907 0008: $5872 += 1 // $ += int :HAIT2_5914 00D6: if 8118: not actor $5892 dead 004D: jump_if_false @HAIT2_6672 00D6: if 0038: $5866 == 1 // $ == int 004D: jump_if_false @HAIT2_6656 00D6: if 0039: 2@ == 0 // @ == int 004D: jump_if_false @HAIT2_6061 00D6: if 8119: not car $5883 wrecked 004D: jump_if_false @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 // @ = $ int 000A: 3@ += 3700 // @ += int 0006: 2@ = 1 // @ = int 0002: jump @HAIT2_6061 :HAIT2_6039 008B: 3@ = $4811 // @ = $ int 000E: 3@ -= 100 // @ -= int 0006: 2@ = 1 // @ = int :HAIT2_6061 00D6: if 0039: 2@ == 1 // @ == int 004D: jump_if_false @HAIT2_6179 00D6: if 8119: not car $5883 wrecked 004D: jump_if_false @HAIT2_6103 01D9: actor $5892 destroy_car $5883 :HAIT2_6103 00D6: if 001E: $4811 > 3@ // $ > @ int 004D: jump_if_false @HAIT2_6179 00D6: if 8119: not car $5887 wrecked 004D: jump_if_false @HAIT2_6172 011C: actor $5892 clear_objective 0239: actor $5892 run_to -537.8747 -233.085 0006: 2@ = 2 // @ = int 0002: jump @HAIT2_6179 :HAIT2_6172 0006: 2@ = 100 // @ = int :HAIT2_6179 00D6: if 0039: 2@ == 2 // @ == int 004D: jump_if_false @HAIT2_6287 00D6: if 00ED: actor $5892 0 -537.8747 -233.085 radius 1.0 1.0 004D: jump_if_false @HAIT2_6287 00D6: if 8119: not car $5887 wrecked 004D: jump_if_false @HAIT2_6280 0239: actor $5892 run_to -535.1575 -233.1016 0006: 2@ = 3 // @ = int 0002: jump @HAIT2_6287 :HAIT2_6280 0006: 2@ = 100 // @ = int :HAIT2_6287 00D6: if 0039: 2@ == 3 // @ == int 004D: jump_if_false @HAIT2_6411 00D6: if 00ED: actor $5892 0 -535.1575 -233.1016 radius 1.0 1.0 004D: jump_if_false @HAIT2_6411 00D6: if 8119: not car $5887 wrecked 004D: jump_if_false @HAIT2_6404 0239: actor $5892 run_to -535.0269 -230.2825 008B: 3@ = $4811 // @ = $ int 000A: 3@ += 700 // @ += int 0006: 2@ = 4 // @ = int 0002: jump @HAIT2_6411 :HAIT2_6404 0006: 2@ = 100 // @ = int :HAIT2_6411 00D6: if 0039: 2@ == 4 // @ == int 004D: jump_if_false @HAIT2_6607 00D6: if 8119: not car $5887 wrecked 004D: jump_if_false @HAIT2_6600 00D6: if 0185: car $5887 health >= 250 004D: jump_if_false @HAIT2_6586 00D6: if 001E: $4811 > 3@ // $ > @ int 004D: jump_if_false @HAIT2_6579 00D6: if 8118: not actor $5891 dead 004D: jump_if_false @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 0164: disable_marker $5906 0006: 2@ = 100 // @ = int 0002: jump @HAIT2_6579 :HAIT2_6550 0164: disable_marker $5906 009B: destroy_actor_instantly $5892 0129: $5892 = create_actor 4 #CBA in_car $5887 driverseat 0006: 2@ = 5 // @ = int :HAIT2_6579 0002: jump @HAIT2_6593 :HAIT2_6586 0006: 2@ = 100 // @ = int :HAIT2_6593 0002: jump @HAIT2_6607 :HAIT2_6600 0006: 2@ = 100 // @ = int :HAIT2_6607 00D6: if 0039: 2@ == 100 // @ == int 004D: jump_if_false @HAIT2_6649 00D6: if 8119: not car $5883 wrecked 004D: jump_if_false @HAIT2_6649 01D9: actor $5892 destroy_car $5883 :HAIT2_6649 0002: jump @HAIT2_6665 :HAIT2_6656 0372: set_actor $5892 anim 25 wait_state_time 100 ms :HAIT2_6665 0002: jump @HAIT2_6733 :HAIT2_6672 00D6: if 8039: not 2@ == -10 // @ == int 004D: jump_if_false @HAIT2_6726 0164: disable_marker $5906 0465: remove_actor $5892 from_turret_mode 018C: play_sound 1 at 0.0 0.0 0.0 0006: 2@ = -10 // @ = int :HAIT2_6726 0008: $5872 += 1 // $ += int :HAIT2_6733 00D6: if 8118: not actor $5893 dead 004D: jump_if_false @HAIT2_7363 00D6: if 0038: $5866 == 1 // $ == int 004D: jump_if_false @HAIT2_7356 00D6: if 0039: 4@ == 0 // @ == int 004D: jump_if_false @HAIT2_6871 00D6: if 8119: not car $5883 wrecked 004D: jump_if_false @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 // @ = $ int 000A: 5@ += 3900 // @ += int 0006: 4@ = 1 // @ = int 0002: jump @HAIT2_6871 :HAIT2_6849 008B: 5@ = $4811 // @ = $ int 000E: 5@ -= 100 // @ -= int 0006: 4@ = 1 // @ = int :HAIT2_6871 00D6: if 0039: 4@ == 1 // @ == int 004D: jump_if_false @HAIT2_6989 00D6: if 8119: not car $5883 wrecked 004D: jump_if_false @HAIT2_6913 01D9: actor $5893 destroy_car $5883 :HAIT2_6913 00D6: if 001E: $4811 > 5@ // $ > @ int 004D: jump_if_false @HAIT2_6989 00D6: if 8119: not car $5887 wrecked 004D: jump_if_false @HAIT2_6982 011C: actor $5893 clear_objective 0239: actor $5893 run_to -535.1575 -233.1016 0006: 4@ = 2 // @ = int 0002: jump @HAIT2_6989 :HAIT2_6982 0006: 4@ = 100 // @ = int :HAIT2_6989 00D6: if 0039: 4@ == 2 // @ == int 004D: jump_if_false @HAIT2_7113 00D6: if 00ED: actor $5893 0 -535.1575 -233.1016 radius 1.0 1.0 004D: jump_if_false @HAIT2_7113 00D6: if 8119: not car $5887 wrecked 004D: jump_if_false @HAIT2_7106 0239: actor $5893 run_to -535.0269 -230.2825 008B: 5@ = $4811 // @ = $ int 000A: 5@ += 700 // @ += int 0006: 4@ = 3 // @ = int 0002: jump @HAIT2_7113 :HAIT2_7106 0006: 4@ = 100 // @ = int :HAIT2_7113 00D6: if 0039: 4@ == 3 // @ == int 004D: jump_if_false @HAIT2_7314 00D6: if 8119: not car $5887 wrecked 004D: jump_if_false @HAIT2_7307 00D6: if 0185: car $5887 health >= 250 004D: jump_if_false @HAIT2_7293 00D6: if 001E: $4811 > 5@ // $ > @ int 004D: jump_if_false @HAIT2_7286 00D6: if or 8118: not actor $5891 dead 8118: not actor $5892 dead 004D: jump_if_false @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 0164: disable_marker $5907 0006: 4@ = 100 // @ = int 0002: jump @HAIT2_7286 :HAIT2_7257 0164: disable_marker $5907 009B: destroy_actor_instantly $5893 0129: $5893 = create_actor 4 #CBB in_car $5887 driverseat 0006: 4@ = 4 // @ = int :HAIT2_7286 0002: jump @HAIT2_7300 :HAIT2_7293 0006: 4@ = 100 // @ = int :HAIT2_7300 0002: jump @HAIT2_7314 :HAIT2_7307 0006: 4@ = 100 // @ = int :HAIT2_7314 00D6: if 0039: 4@ == 100 // @ == int 004D: jump_if_false @HAIT2_7356 00D6: if 8119: not car $5883 wrecked 004D: jump_if_false @HAIT2_7356 01D9: actor $5893 destroy_car $5883 :HAIT2_7356 0002: jump @HAIT2_7424 :HAIT2_7363 00D6: if 8039: not 4@ == -10 // @ == int 004D: jump_if_false @HAIT2_7417 0164: disable_marker $5907 0465: remove_actor $5893 from_turret_mode 018C: play_sound 1 at 0.0 0.0 0.0 0006: 4@ = -10 // @ = int :HAIT2_7417 0008: $5872 += 1 // $ += int :HAIT2_7424 00D6: if 8118: not actor $5894 dead 004D: jump_if_false @HAIT2_8007 00D6: if 0038: $5866 == 1 // $ == int 004D: jump_if_false @HAIT2_7991 00D6: if 0039: 6@ == 0 // @ == int 004D: jump_if_false @HAIT2_7571 00D6: if 8119: not car $5883 wrecked 004D: jump_if_false @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 // @ = $ int 000A: 7@ += 1200 // @ += int 0006: 6@ = 1 // @ = int 0002: jump @HAIT2_7571 :HAIT2_7549 008B: 7@ = $4811 // @ = $ int 000E: 7@ -= 100 // @ -= int 0006: 6@ = 1 // @ = int :HAIT2_7571 00D6: if 0039: 6@ == 1 // @ == int 004D: jump_if_false @HAIT2_7689 00D6: if 8119: not car $5883 wrecked 004D: jump_if_false @HAIT2_7613 01D9: actor $5894 destroy_car $5883 :HAIT2_7613 00D6: if 001E: $4811 > 7@ // $ > @ int 004D: jump_if_false @HAIT2_7689 00D6: if 8119: not car $5888 wrecked 004D: jump_if_false @HAIT2_7682 011C: actor $5894 clear_objective 0239: actor $5894 run_to -524.5031 -232.6815 0006: 6@ = 2 // @ = int 0002: jump @HAIT2_7689 :HAIT2_7682 0006: 6@ = 100 // @ = int :HAIT2_7689 00D6: if 0039: 6@ == 2 // @ == int 004D: jump_if_false @HAIT2_7813 00D6: if 00ED: actor $5894 0 -524.5031 -232.6815 radius 1.0 1.0 004D: jump_if_false @HAIT2_7813 00D6: if 8119: not car $5888 wrecked 004D: jump_if_false @HAIT2_7806 0239: actor $5894 run_to -524.4131 -229.7234 008B: 7@ = $4811 // @ = $ int 000A: 7@ += 700 // @ += int 0006: 6@ = 3 // @ = int 0002: jump @HAIT2_7813 :HAIT2_7806 0006: 6@ = 100 // @ = int :HAIT2_7813 00D6: if 0039: 6@ == 3 // @ == int 004D: jump_if_false @HAIT2_7942 00D6: if 8119: not car $5888 wrecked 004D: jump_if_false @HAIT2_7935 00D6: if 0185: car $5888 health >= 250 004D: jump_if_false @HAIT2_7921 00D6: if 001E: $4811 > 7@ // $ > @ int 004D: jump_if_false @HAIT2_7914 0164: disable_marker $5908 009B: destroy_actor_instantly $5894 0129: $5894 = create_actor 4 #CBB in_car $5888 driverseat 0006: 6@ = 4 // @ = int :HAIT2_7914 0002: jump @HAIT2_7928 :HAIT2_7921 0006: 6@ = 100 // @ = int :HAIT2_7928 0002: jump @HAIT2_7942 :HAIT2_7935 0006: 6@ = 100 // @ = int :HAIT2_7942 00D6: if 0039: 6@ == 100 // @ == int 004D: jump_if_false @HAIT2_7984 00D6: if 8119: not car $5883 wrecked 004D: jump_if_false @HAIT2_7984 01D9: actor $5894 destroy_car $5883 :HAIT2_7984 0002: jump @HAIT2_8000 :HAIT2_7991 0372: set_actor $5894 anim 24 wait_state_time 100 ms :HAIT2_8000 0002: jump @HAIT2_8063 :HAIT2_8007 00D6: if 8039: not 6@ == -10 // @ == int 004D: jump_if_false @HAIT2_8056 0164: disable_marker $5908 018C: play_sound 1 at 0.0 0.0 0.0 0006: 6@ = -10 // @ = int :HAIT2_8056 0008: $5872 += 1 // $ += int :HAIT2_8063 00D6: if 8118: not actor $5895 dead 004D: jump_if_false @HAIT2_8713 00D6: if 0038: $5866 == 1 // $ == int 004D: jump_if_false @HAIT2_8697 00D6: if 0039: 8@ == 0 // @ == int 004D: jump_if_false @HAIT2_8210 00D6: if 8119: not car $5883 wrecked 004D: jump_if_false @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 // @ = $ int 000A: 9@ += 1500 // @ += int 0006: 8@ = 1 // @ = int 0002: jump @HAIT2_8210 :HAIT2_8188 008B: 9@ = $4811 // @ = $ int 000E: 9@ -= 100 // @ -= int 0006: 8@ = 1 // @ = int :HAIT2_8210 00D6: if 0039: 8@ == 1 // @ == int 004D: jump_if_false @HAIT2_8328 00D6: if 8119: not car $5883 wrecked 004D: jump_if_false @HAIT2_8252 01D9: actor $5895 destroy_car $5883 :HAIT2_8252 00D6: if 001E: $4811 > 9@ // $ > @ int 004D: jump_if_false @HAIT2_8328 00D6: if 8119: not car $5888 wrecked 004D: jump_if_false @HAIT2_8321 011C: actor $5895 clear_objective 0239: actor $5895 run_to -524.5031 -232.6815 0006: 8@ = 2 // @ = int 0002: jump @HAIT2_8328 :HAIT2_8321 0006: 8@ = 100 // @ = int :HAIT2_8328 00D6: if 0039: 8@ == 2 // @ == int 004D: jump_if_false @HAIT2_8452 00D6: if 00ED: actor $5895 0 -524.5031 -232.6815 radius 1.0 1.0 004D: jump_if_false @HAIT2_8452 00D6: if 8119: not car $5888 wrecked 004D: jump_if_false @HAIT2_8445 0239: actor $5895 run_to -524.4131 -229.7234 008B: 9@ = $4811 // @ = $ int 000A: 9@ += 700 // @ += int 0006: 8@ = 3 // @ = int 0002: jump @HAIT2_8452 :HAIT2_8445 0006: 8@ = 100 // @ = int :HAIT2_8452 00D6: if 0039: 8@ == 3 // @ == int 004D: jump_if_false @HAIT2_8648 00D6: if 8119: not car $5888 wrecked 004D: jump_if_false @HAIT2_8641 00D6: if 0185: car $5888 health >= 250 004D: jump_if_false @HAIT2_8627 00D6: if 001E: $4811 > 9@ // $ > @ int 004D: jump_if_false @HAIT2_8620 00D6: if 8118: not actor $5894 dead 004D: jump_if_false @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 0164: disable_marker $5909 0006: 8@ = 100 // @ = int 0002: jump @HAIT2_8620 :HAIT2_8591 0164: disable_marker $5909 009B: destroy_actor_instantly $5895 0129: $5895 = create_actor 4 #CBA in_car $5888 driverseat 0006: 8@ = 4 // @ = int :HAIT2_8620 0002: jump @HAIT2_8634 :HAIT2_8627 0006: 8@ = 100 // @ = int :HAIT2_8634 0002: jump @HAIT2_8648 :HAIT2_8641 0006: 8@ = 100 // @ = int :HAIT2_8648 00D6: if 0039: 8@ == 100 // @ == int 004D: jump_if_false @HAIT2_8690 00D6: if 8119: not car $5883 wrecked 004D: jump_if_false @HAIT2_8690 01D9: actor $5895 destroy_car $5883 :HAIT2_8690 0002: jump @HAIT2_8706 :HAIT2_8697 0372: set_actor $5895 anim 3 wait_state_time 100 ms :HAIT2_8706 0002: jump @HAIT2_8774 :HAIT2_8713 00D6: if 8039: not 8@ == -10 // @ == int 004D: jump_if_false @HAIT2_8767 0164: disable_marker $5909 0465: remove_actor $5895 from_turret_mode 018C: play_sound 1 at 0.0 0.0 0.0 0006: 8@ = -10 // @ = int :HAIT2_8767 0008: $5872 += 1 // $ += int :HAIT2_8774 00D6: if 8118: not actor $5896 dead 004D: jump_if_false @HAIT2_9548 00D6: if 0038: $5866 == 1 // $ == int 004D: jump_if_false @HAIT2_9541 00D6: if 0039: 10@ == 0 // @ == int 004D: jump_if_false @HAIT2_8912 00D6: if 8119: not car $5883 wrecked 004D: jump_if_false @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 // @ = $ int 000A: 11@ += 1800 // @ += int 0006: 10@ = 1 // @ = int 0002: jump @HAIT2_8912 :HAIT2_8890 008B: 11@ = $4811 // @ = $ int 000E: 11@ -= 100 // @ -= int 0006: 10@ = 1 // @ = int :HAIT2_8912 00D6: if 0039: 10@ == 1 // @ == int 004D: jump_if_false @HAIT2_9030 00D6: if 8119: not car $5883 wrecked 004D: jump_if_false @HAIT2_8954 01D9: actor $5896 destroy_car $5883 :HAIT2_8954 00D6: if 001E: $4811 > 11@ // $ > @ int 004D: jump_if_false @HAIT2_9030 00D6: if 8119: not car $5889 wrecked 004D: jump_if_false @HAIT2_9023 011C: actor $5896 clear_objective 0239: actor $5896 run_to -521.9704 -240.8421 0006: 10@ = 2 // @ = int 0002: jump @HAIT2_9030 :HAIT2_9023 0006: 10@ = 100 // @ = int :HAIT2_9030 00D6: if 0039: 10@ == 2 // @ == int 004D: jump_if_false @HAIT2_9138 00D6: if 00ED: actor $5896 0 -521.9704 -240.8421 radius 1.0 1.0 004D: jump_if_false @HAIT2_9138 00D6: if 8119: not car $5889 wrecked 004D: jump_if_false @HAIT2_9131 0239: actor $5896 run_to -522.0861 -235.0635 0006: 10@ = 3 // @ = int 0002: jump @HAIT2_9138 :HAIT2_9131 0006: 10@ = 100 // @ = int :HAIT2_9138 00D6: if 0039: 10@ == 3 // @ == int 004D: jump_if_false @HAIT2_9246 00D6: if 00ED: actor $5896 0 -522.0861 -235.0635 radius 1.0 1.0 004D: jump_if_false @HAIT2_9246 00D6: if 8119: not car $5889 wrecked 004D: jump_if_false @HAIT2_9239 0239: actor $5896 run_to -517.2231 -232.8405 0006: 10@ = 4 // @ = int 0002: jump @HAIT2_9246 :HAIT2_9239 0006: 10@ = 100 // @ = int :HAIT2_9246 00D6: if 0039: 10@ == 4 // @ == int 004D: jump_if_false @HAIT2_9370 00D6: if 00ED: actor $5896 0 -517.2231 -232.8405 radius 1.0 1.0 004D: jump_if_false @HAIT2_9370 00D6: if 8119: not car $5889 wrecked 004D: jump_if_false @HAIT2_9363 0239: actor $5896 run_to -515.7076 -230.4083 008B: 11@ = $4811 // @ = $ int 000A: 11@ += 700 // @ += int 0006: 10@ = 5 // @ = int 0002: jump @HAIT2_9370 :HAIT2_9363 0006: 10@ = 100 // @ = int :HAIT2_9370 00D6: if 0039: 10@ == 5 // @ == int 004D: jump_if_false @HAIT2_9499 00D6: if 8119: not car $5889 wrecked 004D: jump_if_false @HAIT2_9492 00D6: if 0185: car $5889 health >= 250 004D: jump_if_false @HAIT2_9478 00D6: if 001E: $4811 > 11@ // $ > @ int 004D: jump_if_false @HAIT2_9471 0164: disable_marker $5910 009B: destroy_actor_instantly $5896 0129: $5896 = create_actor 4 #CBA in_car $5889 driverseat 0006: 10@ = 6 // @ = int :HAIT2_9471 0002: jump @HAIT2_9485 :HAIT2_9478 0006: 10@ = 100 // @ = int :HAIT2_9485 0002: jump @HAIT2_9499 :HAIT2_9492 0006: 10@ = 100 // @ = int :HAIT2_9499 00D6: if 0039: 10@ == 100 // @ == int 004D: jump_if_false @HAIT2_9541 00D6: if 8119: not car $5883 wrecked 004D: jump_if_false @HAIT2_9541 01D9: actor $5896 destroy_car $5883 :HAIT2_9541 0002: jump @HAIT2_9604 :HAIT2_9548 00D6: if 8039: not 10@ == -10 // @ == int 004D: jump_if_false @HAIT2_9597 0164: disable_marker $5910 018C: play_sound 1 at 0.0 0.0 0.0 0006: 10@ = -10 // @ = int :HAIT2_9597 0008: $5872 += 1 // $ += int :HAIT2_9604 00D6: if 8118: not actor $5897 dead 004D: jump_if_false @HAIT2_10362 00D6: if 0038: $5866 == 1 // $ == int 004D: jump_if_false @HAIT2_10346 00D6: if 0039: 12@ == 0 // @ == int 004D: jump_if_false @HAIT2_9751 00D6: if 8119: not car $5883 wrecked 004D: jump_if_false @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 // @ = $ int 000A: 13@ += 4100 // @ += int 0006: 12@ = 1 // @ = int 0002: jump @HAIT2_9751 :HAIT2_9729 008B: 13@ = $4811 // @ = $ int 000E: 13@ -= 100 // @ -= int 0006: 12@ = 1 // @ = int :HAIT2_9751 00D6: if 0039: 12@ == 1 // @ == int 004D: jump_if_false @HAIT2_9869 00D6: if 8119: not car $5883 wrecked 004D: jump_if_false @HAIT2_9793 01D9: actor $5897 destroy_car $5883 :HAIT2_9793 00D6: if 001E: $4811 > 13@ // $ > @ int 004D: jump_if_false @HAIT2_9869 00D6: if 8119: not car $5889 wrecked 004D: jump_if_false @HAIT2_9862 011C: actor $5897 clear_objective 0239: actor $5897 run_to -512.1264 -237.3874 0006: 12@ = 2 // @ = int 0002: jump @HAIT2_9869 :HAIT2_9862 0006: 12@ = 100 // @ = int :HAIT2_9869 00D6: if 0039: 12@ == 2 // @ == int 004D: jump_if_false @HAIT2_9977 00D6: if 00ED: actor $5897 0 -512.1264 -237.3874 radius 1.0 1.0 004D: jump_if_false @HAIT2_9977 00D6: if 8119: not car $5889 wrecked 004D: jump_if_false @HAIT2_9970 0239: actor $5897 run_to -512.0654 -232.852 0006: 12@ = 3 // @ = int 0002: jump @HAIT2_9977 :HAIT2_9970 0006: 12@ = 100 // @ = int :HAIT2_9977 00D6: if 0039: 12@ == 3 // @ == int 004D: jump_if_false @HAIT2_10101 00D6: if 00ED: actor $5897 0 -512.0654 -232.852 radius 1.0 1.0 004D: jump_if_false @HAIT2_10101 00D6: if 8119: not car $5889 wrecked 004D: jump_if_false @HAIT2_10094 0239: actor $5897 run_to -513.3506 -230.3167 008B: 13@ = $4811 // @ = $ int 000A: 13@ += 700 // @ += int 0006: 12@ = 4 // @ = int 0002: jump @HAIT2_10101 :HAIT2_10094 0006: 12@ = 100 // @ = int :HAIT2_10101 00D6: if 0039: 12@ == 4 // @ == int 004D: jump_if_false @HAIT2_10297 00D6: if 8119: not car $5889 wrecked 004D: jump_if_false @HAIT2_10290 00D6: if 0185: car $5889 health >= 250 004D: jump_if_false @HAIT2_10276 00D6: if 001E: $4811 > 13@ // $ > @ int 004D: jump_if_false @HAIT2_10269 00D6: if 8118: not actor $5896 dead 004D: jump_if_false @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 0164: disable_marker $5911 0006: 12@ = 100 // @ = int 0002: jump @HAIT2_10269 :HAIT2_10240 0164: disable_marker $5911 009B: destroy_actor_instantly $5897 0129: $5897 = create_actor 4 #CBB in_car $5889 driverseat 0006: 12@ = 5 // @ = int :HAIT2_10269 0002: jump @HAIT2_10283 :HAIT2_10276 0006: 12@ = 100 // @ = int :HAIT2_10283 0002: jump @HAIT2_10297 :HAIT2_10290 0006: 12@ = 100 // @ = int :HAIT2_10297 00D6: if 0039: 12@ == 100 // @ == int 004D: jump_if_false @HAIT2_10339 00D6: if 8119: not car $5883 wrecked 004D: jump_if_false @HAIT2_10339 01D9: actor $5897 destroy_car $5883 :HAIT2_10339 0002: jump @HAIT2_10355 :HAIT2_10346 0372: set_actor $5897 anim 25 wait_state_time 100 ms :HAIT2_10355 0002: jump @HAIT2_10423 :HAIT2_10362 00D6: if 8039: not 12@ == -10 // @ == int 004D: jump_if_false @HAIT2_10416 0164: disable_marker $5911 0465: remove_actor $5897 from_turret_mode 018C: play_sound 1 at 0.0 0.0 0.0 0006: 12@ = -10 // @ = int :HAIT2_10416 0008: $5872 += 1 // $ += int :HAIT2_10423 00D6: if 8118: not actor $5898 dead 004D: jump_if_false @HAIT2_11278 00D6: if 0038: $5866 == 1 // $ == int 004D: jump_if_false @HAIT2_11271 00D6: if 0039: 14@ == 0 // @ == int 004D: jump_if_false @HAIT2_10570 00D6: if 8119: not car $5883 wrecked 004D: jump_if_false @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 // @ = $ int 000A: 15@ += 3400 // @ += int 0006: 14@ = 1 // @ = int 0002: jump @HAIT2_10570 :HAIT2_10548 008B: 15@ = $4811 // @ = $ int 000E: 15@ -= 100 // @ -= int 0006: 14@ = 1 // @ = int :HAIT2_10570 00D6: if 0039: 14@ == 1 // @ == int 004D: jump_if_false @HAIT2_10688 00D6: if 8119: not car $5883 wrecked 004D: jump_if_false @HAIT2_10612 01D9: actor $5898 destroy_car $5883 :HAIT2_10612 00D6: if 001E: $4811 > 15@ // $ > @ int 004D: jump_if_false @HAIT2_10688 00D6: if 8119: not car $5889 wrecked 004D: jump_if_false @HAIT2_10681 011C: actor $5898 clear_objective 0239: actor $5898 run_to -521.9704 -240.8421 0006: 14@ = 2 // @ = int 0002: jump @HAIT2_10688 :HAIT2_10681 0006: 14@ = 100 // @ = int :HAIT2_10688 00D6: if 0039: 14@ == 2 // @ == int 004D: jump_if_false @HAIT2_10796 00D6: if 00ED: actor $5898 0 -521.9704 -240.8421 radius 1.0 1.0 004D: jump_if_false @HAIT2_10796 00D6: if 8119: not car $5889 wrecked 004D: jump_if_false @HAIT2_10789 0239: actor $5898 run_to -522.0861 -235.0635 0006: 14@ = 3 // @ = int 0002: jump @HAIT2_10796 :HAIT2_10789 0006: 14@ = 100 // @ = int :HAIT2_10796 00D6: if 0039: 14@ == 3 // @ == int 004D: jump_if_false @HAIT2_10904 00D6: if 00ED: actor $5898 0 -522.0861 -235.0635 radius 1.0 1.0 004D: jump_if_false @HAIT2_10904 00D6: if 8119: not car $5889 wrecked 004D: jump_if_false @HAIT2_10897 0239: actor $5898 run_to -517.2231 -232.8405 0006: 14@ = 4 // @ = int 0002: jump @HAIT2_10904 :HAIT2_10897 0006: 14@ = 100 // @ = int :HAIT2_10904 00D6: if 0039: 14@ == 4 // @ == int 004D: jump_if_false @HAIT2_11028 00D6: if 00ED: actor $5898 0 -517.2231 -232.8405 radius 1.0 1.0 004D: jump_if_false @HAIT2_11028 00D6: if 8119: not car $5889 wrecked 004D: jump_if_false @HAIT2_11021 0239: actor $5898 run_to -515.7076 -230.4083 008B: 15@ = $4811 // @ = $ int 000A: 15@ += 700 // @ += int 0006: 14@ = 5 // @ = int 0002: jump @HAIT2_11028 :HAIT2_11021 0006: 14@ = 100 // @ = int :HAIT2_11028 00D6: if 0039: 14@ == 5 // @ == int 004D: jump_if_false @HAIT2_11229 00D6: if 8119: not car $5889 wrecked 004D: jump_if_false @HAIT2_11222 00D6: if 0185: car $5889 health >= 250 004D: jump_if_false @HAIT2_11208 00D6: if 001E: $4811 > 15@ // $ > @ int 004D: jump_if_false @HAIT2_11201 00D6: if or 8118: not actor $5896 dead 8118: not actor $5897 dead 004D: jump_if_false @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 0164: disable_marker $5912 0006: 14@ = 100 // @ = int 0002: jump @HAIT2_11201 :HAIT2_11172 0164: disable_marker $5912 009B: destroy_actor_instantly $5898 0129: $5898 = create_actor 4 #CBB in_car $5889 driverseat 0006: 14@ = 6 // @ = int :HAIT2_11201 0002: jump @HAIT2_11215 :HAIT2_11208 0006: 14@ = 100 // @ = int :HAIT2_11215 0002: jump @HAIT2_11229 :HAIT2_11222 0006: 14@ = 100 // @ = int :HAIT2_11229 00D6: if 0039: 14@ == 100 // @ == int 004D: jump_if_false @HAIT2_11271 00D6: if 8119: not car $5883 wrecked 004D: jump_if_false @HAIT2_11271 01D9: actor $5898 destroy_car $5883 :HAIT2_11271 0002: jump @HAIT2_11339 :HAIT2_11278 00D6: if 8039: not 14@ == -10 // @ == int 004D: jump_if_false @HAIT2_11332 0164: disable_marker $5912 0465: remove_actor $5898 from_turret_mode 018C: play_sound 1 at 0.0 0.0 0.0 0006: 14@ = -10 // @ = int :HAIT2_11332 0008: $5872 += 1 // $ += int :HAIT2_11339 00D6: if 8118: not actor $5899 dead 004D: jump_if_false @HAIT2_11815 00D6: if 0038: $5866 == 1 // $ == int 004D: jump_if_false @HAIT2_11808 00D6: if 0038: $5873 == 0 // $ == int 004D: jump_if_false @HAIT2_11486 00D6: if 8119: not car $5883 wrecked 004D: jump_if_false @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 // $ = $ int 0008: $5874 += 7000 // $ += int 0004: $5873 = 1 // $ = int 0002: jump @HAIT2_11486 :HAIT2_11464 0084: $5874 = $4811 // $ = $ int 000C: $5874 -= 100 // $ -= int 0004: $5873 = 1 // $ = int :HAIT2_11486 00D6: if 0038: $5873 == 2 // $ == int 004D: jump_if_false @HAIT2_11659 00D6: if 8119: not car $5883 wrecked 004D: jump_if_false @HAIT2_11528 01D9: actor $5899 destroy_car $5883 :HAIT2_11528 00D6: if 001C: $4811 > $5874 // $ > $ int 004D: jump_if_false @HAIT2_11659 00D6: if 8119: not car $5890 wrecked 004D: jump_if_false @HAIT2_11652 00D6: if 0185: car $5890 health >= 250 004D: jump_if_false @HAIT2_11638 011C: actor $5899 clear_objective 018B: set_marker $5913 display 3 0168: set_marker $5905 size 3 00BC: text_highpriority 'HAT2_B7' time 6000 1 01D5: actor $5899 go_to_and_drive_car $5890 0004: $5873 = 3 // $ = int 0002: jump @HAIT2_11645 :HAIT2_11638 0004: $5873 = 100 // $ = int :HAIT2_11645 0002: jump @HAIT2_11659 :HAIT2_11652 0004: $5873 = 100 // $ = int :HAIT2_11659 00D6: if 0038: $5873 == 3 // $ == int 004D: jump_if_false @HAIT2_11766 00D6: if 8119: not car $5890 wrecked 004D: jump_if_false @HAIT2_11759 00D6: if 0185: car $5890 health >= 250 004D: jump_if_false @HAIT2_11745 00D6: if 00DB: actor $5899 in_car $5890 004D: jump_if_false @HAIT2_11738 0004: $5873 = 4 // $ = int :HAIT2_11738 0002: jump @HAIT2_11752 :HAIT2_11745 0004: $5873 = 100 // $ = int :HAIT2_11752 0002: jump @HAIT2_11766 :HAIT2_11759 0004: $5873 = 100 // $ = int :HAIT2_11766 00D6: if 0038: $5873 == 100 // $ == int 004D: jump_if_false @HAIT2_11808 00D6: if 8119: not car $5883 wrecked 004D: jump_if_false @HAIT2_11808 01D9: actor $5899 destroy_car $5883 :HAIT2_11808 0002: jump @HAIT2_11871 :HAIT2_11815 00D6: if 8038: not $5873 == -10 // $ == int 004D: jump_if_false @HAIT2_11864 0164: disable_marker $5913 018C: play_sound 1 at 0.0 0.0 0.0 0004: $5873 = -10 // $ = int :HAIT2_11864 0008: $5872 += 1 // $ += int :HAIT2_11871 00D6: if 8119: not car $5888 wrecked 004D: jump_if_false @HAIT2_12058 00D6: if 0038: $5875 == 0 // $ == int 004D: jump_if_false @HAIT2_12018 00D6: if or 0039: 6@ == 4 // @ == int 0118: actor $5894 dead 004D: jump_if_false @HAIT2_12018 00D6: if or 0039: 8@ == 4 // @ == int 0039: 8@ == 100 // @ == int 0118: actor $5895 dead 004D: jump_if_false @HAIT2_12018 00D6: if or 0039: 6@ == 4 // @ == int 0039: 8@ == 4 // @ == int 004D: jump_if_false @HAIT2_12018 0004: $5875 = 1 // $ = int 00BC: text_highpriority 'HAT2_B5' time 5000 1 0164: disable_marker $5902 0186: $5902 = create_marker_above_car $5888 :HAIT2_12018 00D6: if 0038: $5875 == 1 // $ == int 004D: jump_if_false @HAIT2_12051 0084: $2731 = $5888 // $ = $ int 0050: gosub @HAIT2_15146 :HAIT2_12051 0002: jump @HAIT2_12070 :HAIT2_12058 0164: disable_marker $5902 0008: $5872 += 1 // $ += int :HAIT2_12070 00D6: if 8119: not car $5887 wrecked 004D: jump_if_false @HAIT2_12936 00D6: if 0038: $5876 == 0 // $ == int 004D: jump_if_false @HAIT2_12254 00D6: if or 0039: 0@ == 3 // @ == int 0118: actor $5891 dead 004D: jump_if_false @HAIT2_12254 00D6: if or 0039: 2@ == 5 // @ == int 0039: 2@ == 100 // @ == int 0118: actor $5892 dead 004D: jump_if_false @HAIT2_12254 00D6: if or 0039: 4@ == 4 // @ == int 0039: 4@ == 100 // @ == int 0118: actor $5893 dead 004D: jump_if_false @HAIT2_12254 00D6: if or 0039: 0@ == 3 // @ == int 0039: 2@ == 5 // @ == int 0039: 4@ == 4 // @ == int 004D: jump_if_false @HAIT2_12254 0004: $5876 = 1 // $ = int 00BC: text_highpriority 'HAT2_B5' time 5000 1 0164: disable_marker $5903 0186: $5903 = create_marker_above_car $5887 :HAIT2_12254 00D6: if 0038: $5876 == 1 // $ == int 004D: jump_if_false @HAIT2_12896 00D6: if or 0018: $5875 > 0 // $ > int 0119: car $5888 wrecked 004D: jump_if_false @HAIT2_12896 00D6: if 8119: not car $5888 wrecked 004D: jump_if_false @HAIT2_12847 0407: create_coordinate $445 $446 $447 from_car $5888 offset -10.879 -15.176 0.0 00D6: if 01AF: car $5887 0 $445 $446 6.0 radius 5.0 5.0 5.0 004D: jump_if_false @HAIT2_12582 02DB: set_boat $5887 speed_to 2.0 0174: $5919 = car $5888 z_angle 0174: $5920 = car $5887 z_angle 0086: $5922 = $5919 // $ = $ float 0061: $5922 -= $5920 // $ -= $ float 00D6: if 0022: -180.0 > $5922 // float > $ 004D: jump_if_false @HAIT2_12457 0009: $5922 += 360.0 // $ += float :HAIT2_12457 00D6: if 0020: $5922 > 180.0 // $ > float 004D: jump_if_false @HAIT2_12488 000D: $5922 -= 360.0 // $ -= float :HAIT2_12488 00D6: if 0022: 0.0 > $5922 // float > $ 004D: jump_if_false @HAIT2_12526 0078: $5920 += frame_delta_time * 1.0 // float 0002: jump @HAIT2_12536 :HAIT2_12526 007E: $5920 -= frame_delta_time * 1.0 // float :HAIT2_12536 00D6: if and 0020: $5922 > 5.0 // $ > float 0022: -5.0 > $5922 // float > $ 004D: jump_if_false @HAIT2_12575 0175: set_car $5887 z_angle_to $5920 :HAIT2_12575 0002: jump @HAIT2_12824 :HAIT2_12582 00D6: if 01AD: car $5887 sphere 0 near_point $445 $446 radius 10.0 10.0 004D: jump_if_false @HAIT2_12814 02DB: set_boat $5887 speed_to 12.0 0174: $5919 = car $5888 z_angle 0174: $5920 = car $5887 z_angle 0086: $5922 = $5919 // $ = $ float 0061: $5922 -= $5920 // $ -= $ float 00D6: if 0022: -180.0 > $5922 // float > $ 004D: jump_if_false @HAIT2_12689 0009: $5922 += 360.0 // $ += float :HAIT2_12689 00D6: if 0020: $5922 > 180.0 // $ > float 004D: jump_if_false @HAIT2_12720 000D: $5922 -= 360.0 // $ -= float :HAIT2_12720 00D6: if 0022: 0.0 > $5922 // float > $ 004D: jump_if_false @HAIT2_12758 0078: $5920 += frame_delta_time * 1.0 // float 0002: jump @HAIT2_12768 :HAIT2_12758 007E: $5920 -= frame_delta_time * 1.0 // float :HAIT2_12768 00D6: if and 0020: $5922 > 5.0 // $ > float 0022: -5.0 > $5922 // float > $ 004D: jump_if_false @HAIT2_12807 0175: set_car $5887 z_angle_to $5920 :HAIT2_12807 0002: jump @HAIT2_12824 :HAIT2_12814 02DB: set_boat $5887 speed_to 20.0 :HAIT2_12824 02D3: boat $5887 drive_to $445 $446 6.0 0002: jump @HAIT2_12896 :HAIT2_12847 00D6: if 8038: not $5865 == 0 // $ == int 004D: jump_if_false @HAIT2_12879 000C: $5865 -= 1 // $ -= int 0004: $5867 = 1 // $ = int :HAIT2_12879 02DB: set_boat $5887 speed_to 12.0 0004: $5876 = 2 // $ = int :HAIT2_12896 00D6: if 0038: $5876 == 2 // $ == int 004D: jump_if_false @HAIT2_12929 0084: $2731 = $5887 // $ = $ int 0050: gosub @HAIT2_15146 :HAIT2_12929 0002: jump @HAIT2_12948 :HAIT2_12936 0164: disable_marker $5903 0008: $5872 += 1 // $ += int :HAIT2_12948 00D6: if 8119: not car $5889 wrecked 004D: jump_if_false @HAIT2_14333 00D6: if 0038: $5877 == 0 // $ == int 004D: jump_if_false @HAIT2_13132 00D6: if or 0039: 10@ == 6 // @ == int 0118: actor $5896 dead 004D: jump_if_false @HAIT2_13132 00D6: if or 0039: 12@ == 7 // @ == int 0039: 12@ == 100 // @ == int 0118: actor $5897 dead 004D: jump_if_false @HAIT2_13132 00D6: if or 0039: 14@ == 6 // @ == int 0039: 14@ == 100 // @ == int 0118: actor $5898 dead 004D: jump_if_false @HAIT2_13132 00D6: if or 0039: 10@ == 6 // @ == int 0039: 12@ == 7 // @ == int 0039: 14@ == 6 // @ == int 004D: jump_if_false @HAIT2_13132 0004: $5877 = 1 // $ = int 00BC: text_highpriority 'HAT2_B5' time 5000 1 0164: disable_marker $5904 0186: $5904 = create_marker_above_car $5889 :HAIT2_13132 00D6: if 0038: $5877 == 1 // $ == int 004D: jump_if_false @HAIT2_14293 00D6: if 8119: not car $5888 wrecked 004D: jump_if_false @HAIT2_13702 0407: create_coordinate $445 $446 $447 from_car $5888 offset 11.702 -13.377 0.0 00D6: if 01AF: car $5889 0 $445 $446 6.0 radius 5.0 5.0 5.0 004D: jump_if_false @HAIT2_13437 02DB: set_boat $5889 speed_to 2.0 0174: $5919 = car $5888 z_angle 0174: $5921 = car $5889 z_angle 0086: $5922 = $5919 // $ = $ float 0061: $5922 -= $5921 // $ -= $ float 00D6: if 0022: -180.0 > $5922 // float > $ 004D: jump_if_false @HAIT2_13312 0009: $5922 += 360.0 // $ += float :HAIT2_13312 00D6: if 0020: $5922 > 180.0 // $ > float 004D: jump_if_false @HAIT2_13343 000D: $5922 -= 360.0 // $ -= float :HAIT2_13343 00D6: if 0022: 0.0 > $5922 // float > $ 004D: jump_if_false @HAIT2_13381 0078: $5921 += frame_delta_time * 1.0 // float 0002: jump @HAIT2_13391 :HAIT2_13381 007E: $5921 -= frame_delta_time * 1.0 // float :HAIT2_13391 00D6: if and 0020: $5922 > 5.0 // $ > float 0022: -5.0 > $5922 // float > $ 004D: jump_if_false @HAIT2_13430 0175: set_car $5889 z_angle_to $5921 :HAIT2_13430 0002: jump @HAIT2_13679 :HAIT2_13437 00D6: if 01AD: car $5889 sphere 0 near_point $445 $446 radius 10.0 10.0 004D: jump_if_false @HAIT2_13669 0174: $5919 = car $5888 z_angle 0174: $5921 = car $5889 z_angle 0086: $5922 = $5919 // $ = $ float 0061: $5922 -= $5921 // $ -= $ float 00D6: if 0022: -180.0 > $5922 // float > $ 004D: jump_if_false @HAIT2_13534 0009: $5922 += 360.0 // $ += float :HAIT2_13534 00D6: if 0020: $5922 > 180.0 // $ > float 004D: jump_if_false @HAIT2_13565 000D: $5922 -= 360.0 // $ -= float :HAIT2_13565 00D6: if 0022: 0.0 > $5922 // float > $ 004D: jump_if_false @HAIT2_13603 0078: $5921 += frame_delta_time * 1.0 // float 0002: jump @HAIT2_13613 :HAIT2_13603 007E: $5921 -= frame_delta_time * 1.0 // float :HAIT2_13613 00D6: if and 0020: $5922 > 5.0 // $ > float 0022: -5.0 > $5922 // float > $ 004D: jump_if_false @HAIT2_13652 0175: set_car $5889 z_angle_to $5921 :HAIT2_13652 02DB: set_boat $5889 speed_to 12.0 0002: jump @HAIT2_13679 :HAIT2_13669 02DB: set_boat $5889 speed_to 20.0 :HAIT2_13679 02D3: boat $5889 drive_to $445 $446 6.0 0002: jump @HAIT2_14293 :HAIT2_13702 00D6: if 8119: not car $5887 wrecked 004D: jump_if_false @HAIT2_14244 0407: create_coordinate $445 $446 $447 from_car $5887 offset 11.702 -13.377 0.0 00D6: if 01AD: car $5889 sphere 0 near_point $445 $446 radius 4.0 4.0 004D: jump_if_false @HAIT2_13979 0174: $5920 = car $5887 z_angle 0174: $5921 = car $5889 z_angle 0086: $5922 = $5920 // $ = $ float 0061: $5922 -= $5921 // $ -= $ float 00D6: if 0022: -180.0 > $5922 // float > $ 004D: jump_if_false @HAIT2_13844 0009: $5922 += 360.0 // $ += float :HAIT2_13844 00D6: if 0020: $5922 > 180.0 // $ > float 004D: jump_if_false @HAIT2_13875 000D: $5922 -= 360.0 // $ -= float :HAIT2_13875 00D6: if 0022: 0.0 > $5922 // float > $ 004D: jump_if_false @HAIT2_13913 0078: $5921 += frame_delta_time * 1.0 // float 0002: jump @HAIT2_13923 :HAIT2_13913 007E: $5921 -= frame_delta_time * 1.0 // float :HAIT2_13923 00D6: if and 0020: $5922 > 5.0 // $ > float 0022: -5.0 > $5922 // float > $ 004D: jump_if_false @HAIT2_13962 0175: set_car $5889 z_angle_to $5921 :HAIT2_13962 02DB: set_boat $5889 speed_to 2.0 0002: jump @HAIT2_14221 :HAIT2_13979 00D6: if 01AD: car $5889 sphere 0 near_point $445 $446 radius 10.0 10.0 004D: jump_if_false @HAIT2_14211 0174: $5920 = car $5887 z_angle 0174: $5921 = car $5889 z_angle 0086: $5922 = $5920 // $ = $ float 0061: $5922 -= $5921 // $ -= $ float 00D6: if 0022: -180.0 > $5922 // float > $ 004D: jump_if_false @HAIT2_14076 0009: $5922 += 360.0 // $ += float :HAIT2_14076 00D6: if 0020: $5922 > 180.0 // $ > float 004D: jump_if_false @HAIT2_14107 000D: $5922 -= 360.0 // $ -= float :HAIT2_14107 00D6: if 0022: 0.0 > $5922 // float > $ 004D: jump_if_false @HAIT2_14145 0078: $5921 += frame_delta_time * 1.0 // float 0002: jump @HAIT2_14155 :HAIT2_14145 007E: $5921 -= frame_delta_time * 1.0 // float :HAIT2_14155 00D6: if and 0020: $5922 > 5.0 // $ > float 0022: -5.0 > $5922 // float > $ 004D: jump_if_false @HAIT2_14194 0175: set_car $5889 z_angle_to $5921 :HAIT2_14194 02DB: set_boat $5889 speed_to 12.0 0002: jump @HAIT2_14221 :HAIT2_14211 02DB: set_boat $5889 speed_to 20.0 :HAIT2_14221 02D3: boat $5889 drive_to $445 $446 6.0 0002: jump @HAIT2_14293 :HAIT2_14244 00D6: if 8038: not $5865 == 0 // $ == int 004D: jump_if_false @HAIT2_14276 000C: $5865 -= 1 // $ -= int 0004: $5867 = 1 // $ = int :HAIT2_14276 02DB: set_boat $5889 speed_to 12.0 0004: $5877 = 2 // $ = int :HAIT2_14293 00D6: if 0038: $5877 == 2 // $ == int 004D: jump_if_false @HAIT2_14326 0084: $2731 = $5889 // $ = $ int 0050: gosub @HAIT2_15146 :HAIT2_14326 0002: jump @HAIT2_14345 :HAIT2_14333 0164: disable_marker $5904 0008: $5872 += 1 // $ += int :HAIT2_14345 00D6: if 8119: not car $5890 wrecked 004D: jump_if_false @HAIT2_15063 00D6: if 0038: $5878 == 0 // $ == int 004D: jump_if_false @HAIT2_14465 00D6: if 0038: $5873 == 4 // $ == int 004D: jump_if_false @HAIT2_14465 00D6: if 8118: not actor $5899 dead 004D: jump_if_false @HAIT2_14465 04E0: car $5890 abandon_path_radius 200 02C2: car $5890 drive_to_point -508.7597 -311.8881 10.4693 00AD: set_car $5890 max_speed_to 15.0 00AE: set_vehicle $5890 traffic_behavior_to 2 0004: $5878 = 1 // $ = int :HAIT2_14465 00D6: if 0038: $5878 == 1 // $ == int 004D: jump_if_false @HAIT2_14548 00D6: if 01AD: car $5890 sphere 0 near_point -508.7597 -311.8881 radius 6.0 6.0 004D: jump_if_false @HAIT2_14548 02C2: car $5890 drive_to_point -523.6951 -342.9825 10.9509 0004: $5878 = 2 // $ = int :HAIT2_14548 00D6: if 0038: $5878 == 2 // $ == int 004D: jump_if_false @HAIT2_14648 00D6: if 01AD: car $5890 sphere 0 near_point -523.6951 -342.9825 radius 4.0 4.0 004D: jump_if_false @HAIT2_14648 04E0: car $5890 abandon_path_radius 20 00AD: set_car $5890 max_speed_to 20.0 02C2: car $5890 drive_to_point -761.7885 -492.003 14.0889 0004: $5878 = 3 // $ = int :HAIT2_14648 00D6: if 0038: $5878 == 3 // $ == int 004D: jump_if_false @HAIT2_14731 00D6: if 01AD: car $5890 sphere 0 near_point -761.7885 -492.003 radius 6.0 6.0 004D: jump_if_false @HAIT2_14731 02C2: car $5890 drive_to_point -942.2122 -278.2615 10.3119 0004: $5878 = 4 // $ = int :HAIT2_14731 00D6: if 0038: $5878 == 4 // $ == int 004D: jump_if_false @HAIT2_14814 00D6: if 01AD: car $5890 sphere 0 near_point -942.2122 -278.2615 radius 6.0 6.0 004D: jump_if_false @HAIT2_14814 02C2: car $5890 drive_to_point -1067.287 -1.6537 11.2119 0004: $5878 = 5 // $ = int :HAIT2_14814 00D6: if 0038: $5878 == 5 // $ == int 004D: jump_if_false @HAIT2_14897 00D6: if 01AD: car $5890 sphere 0 near_point -1067.287 -1.6537 radius 6.0 6.0 004D: jump_if_false @HAIT2_14897 02C2: car $5890 drive_to_point -964.8415 321.9443 11.0549 0004: $5878 = 6 // $ = int :HAIT2_14897 00D6: if 0038: $5878 == 6 // $ == int 004D: jump_if_false @HAIT2_14980 00D6: if 01AD: car $5890 sphere 0 near_point -964.8415 321.9443 radius 6.0 6.0 004D: jump_if_false @HAIT2_14980 02C2: car $5890 drive_to_point -863.3309 -261.5879 10.7002 0004: $5878 = 7 // $ = int :HAIT2_14980 00D6: if 0038: $5878 == 7 // $ == int 004D: jump_if_false @HAIT2_15063 00D6: if 01AD: car $5890 sphere 0 near_point -863.3309 -261.5879 radius 6.0 6.0 004D: jump_if_false @HAIT2_15063 02C2: car $5890 drive_to_point -942.2122 -278.2615 10.3119 0004: $5878 = 4 // $ = int :HAIT2_15063 00D6: if and 0119: car $5888 wrecked 0119: car $5887 wrecked 0119: car $5889 wrecked 004D: jump_if_false @HAIT2_15114 00D6: if 0038: $5873 == 1 // $ == int 004D: jump_if_false @HAIT2_15114 0004: $5873 = 2 // $ = int :HAIT2_15114 00D6: if 0038: $5872 == 12 // $ == int 004D: jump_if_false @HAIT2_15139 0002: jump @HAIT2_17571 :HAIT2_15139 0002: jump @HAIT2_3097 :HAIT2_15146 00D6: if 0038: $5865 == 0 // $ == int 004D: jump_if_false @HAIT2_15198 02D3: boat $2731 drive_to -555.308 -141.189 6.0 0004: $5865 = 1 // $ = int 0004: $5867 = 0 // $ = int :HAIT2_15198 00D6: if 0038: $5865 == 1 // $ == int 004D: jump_if_false @HAIT2_15305 00D6: if or 01AF: car $2731 0 -555.308 -141.189 6.0 radius 6.0 6.0 6.0 0038: $5867 == 1 // $ == int 004D: jump_if_false @HAIT2_15305 02D3: boat $2731 drive_to -626.792 -78.237 6.0 0004: $5865 = 2 // $ = int 0004: $5867 = 0 // $ = int :HAIT2_15305 00D6: if 0038: $5865 == 2 // $ == int 004D: jump_if_false @HAIT2_15412 00D6: if or 01AF: car $2731 0 -626.792 -78.237 6.0 radius 6.0 6.0 6.0 0038: $5867 == 1 // $ == int 004D: jump_if_false @HAIT2_15412 02D3: boat $2731 drive_to -649.263 -5.788 6.0 0004: $5865 = 3 // $ = int 0004: $5867 = 0 // $ = int :HAIT2_15412 00D6: if 0038: $5865 == 3 // $ == int 004D: jump_if_false @HAIT2_15519 00D6: if or 01AF: car $2731 0 -649.263 -5.788 6.0 radius 6.0 6.0 6.0 0038: $5867 == 1 // $ == int 004D: jump_if_false @HAIT2_15519 02D3: boat $2731 drive_to -602.947 296.718 6.0 0004: $5865 = 4 // $ = int 0004: $5867 = 0 // $ = int :HAIT2_15519 00D6: if 0038: $5865 == 4 // $ == int 004D: jump_if_false @HAIT2_15626 00D6: if or 01AF: car $2731 0 -602.947 296.718 6.0 radius 6.0 6.0 6.0 0038: $5867 == 1 // $ == int 004D: jump_if_false @HAIT2_15626 02D3: boat $2731 drive_to -587.552 427.51 6.0 0004: $5865 = 5 // $ = int 0004: $5867 = 0 // $ = int :HAIT2_15626 00D6: if 0038: $5865 == 5 // $ == int 004D: jump_if_false @HAIT2_15733 00D6: if or 01AF: car $2731 0 -587.552 427.51 6.0 radius 6.0 6.0 6.0 0038: $5867 == 1 // $ == int 004D: jump_if_false @HAIT2_15733 02D3: boat $2731 drive_to -528.738 507.634 6.0 0004: $5865 = 6 // $ = int 0004: $5867 = 0 // $ = int :HAIT2_15733 00D6: if 0038: $5865 == 6 // $ == int 004D: jump_if_false @HAIT2_15840 00D6: if or 01AF: car $2731 0 -528.738 507.634 6.0 radius 6.0 6.0 6.0 0038: $5867 == 1 // $ == int 004D: jump_if_false @HAIT2_15840 02D3: boat $2731 drive_to -443.897 470.554 6.0 0004: $5865 = 7 // $ = int 0004: $5867 = 0 // $ = int :HAIT2_15840 00D6: if 0038: $5865 == 7 // $ == int 004D: jump_if_false @HAIT2_15947 00D6: if or 01AF: car $2731 0 -443.897 470.554 6.0 radius 6.0 6.0 6.0 0038: $5867 == 1 // $ == int 004D: jump_if_false @HAIT2_15947 02D3: boat $2731 drive_to -490.341 377.161 6.0 0004: $5865 = 8 // $ = int 0004: $5867 = 0 // $ = int :HAIT2_15947 00D6: if 0038: $5865 == 8 // $ == int 004D: jump_if_false @HAIT2_16054 00D6: if or 01AF: car $2731 0 -490.341 377.161 6.0 radius 6.0 6.0 6.0 0038: $5867 == 1 // $ == int 004D: jump_if_false @HAIT2_16054 02D3: boat $2731 drive_to -602.947 296.718 6.0 0004: $5865 = 9 // $ = int 0004: $5867 = 0 // $ = int :HAIT2_16054 00D6: if 0038: $5865 == 9 // $ == int 004D: jump_if_false @HAIT2_16161 00D6: if or 01AF: car $2731 0 -602.947 296.718 6.0 radius 6.0 6.0 6.0 0038: $5867 == 1 // $ == int 004D: jump_if_false @HAIT2_16161 02D3: boat $2731 drive_to -649.263 -5.788 6.0 0004: $5865 = 10 // $ = int 0004: $5867 = 0 // $ = int :HAIT2_16161 00D6: if 0038: $5865 == 10 // $ == int 004D: jump_if_false @HAIT2_16268 00D6: if or 01AF: car $2731 0 -649.263 -5.788 6.0 radius 6.0 6.0 6.0 0038: $5867 == 1 // $ == int 004D: jump_if_false @HAIT2_16268 02D3: boat $2731 drive_to -749.833 -327.552 6.0 0004: $5865 = 11 // $ = int 0004: $5867 = 0 // $ = int :HAIT2_16268 00D6: if 0038: $5865 == 11 // $ == int 004D: jump_if_false @HAIT2_16375 00D6: if or 01AF: car $2731 0 -749.833 -327.552 6.0 radius 6.0 6.0 6.0 0038: $5867 == 1 // $ == int 004D: jump_if_false @HAIT2_16375 02D3: boat $2731 drive_to -750.703 -447.009 6.0 0004: $5865 = 12 // $ = int 0004: $5867 = 0 // $ = int :HAIT2_16375 00D6: if 0038: $5865 == 12 // $ == int 004D: jump_if_false @HAIT2_16482 00D6: if or 01AF: car $2731 0 -750.703 -447.009 6.0 radius 6.0 6.0 6.0 0038: $5867 == 1 // $ == int 004D: jump_if_false @HAIT2_16482 02D3: boat $2731 drive_to -739.379 -573.229 6.0 0004: $5865 = 13 // $ = int 0004: $5867 = 0 // $ = int :HAIT2_16482 00D6: if 0038: $5865 == 13 // $ == int 004D: jump_if_false @HAIT2_16589 00D6: if or 01AF: car $2731 0 -739.379 -573.229 6.0 radius 6.0 6.0 6.0 0038: $5867 == 1 // $ == int 004D: jump_if_false @HAIT2_16589 02D3: boat $2731 drive_to -743.073 -674.655 6.0 0004: $5865 = 14 // $ = int 0004: $5867 = 0 // $ = int :HAIT2_16589 00D6: if 0038: $5865 == 14 // $ == int 004D: jump_if_false @HAIT2_16696 00D6: if or 01AF: car $2731 0 -743.073 -674.655 6.0 radius 6.0 6.0 6.0 0038: $5867 == 1 // $ == int 004D: jump_if_false @HAIT2_16696 02D3: boat $2731 drive_to -710.041 -787.354 6.0 0004: $5865 = 15 // $ = int 0004: $5867 = 0 // $ = int :HAIT2_16696 00D6: if 0038: $5865 == 15 // $ == int 004D: jump_if_false @HAIT2_16803 00D6: if or 01AF: car $2731 0 -710.041 -787.354 6.0 radius 6.0 6.0 6.0 0038: $5867 == 1 // $ == int 004D: jump_if_false @HAIT2_16803 02D3: boat $2731 drive_to -600.638 -835.484 6.0 0004: $5865 = 16 // $ = int 0004: $5867 = 0 // $ = int :HAIT2_16803 00D6: if 0038: $5865 == 16 // $ == int 004D: jump_if_false @HAIT2_16910 00D6: if or 01AF: car $2731 0 -600.638 -835.484 6.0 radius 6.0 6.0 6.0 0038: $5867 == 1 // $ == int 004D: jump_if_false @HAIT2_16910 02D3: boat $2731 drive_to -509.722 -756.564 6.0 0004: $5865 = 17 // $ = int 0004: $5867 = 0 // $ = int :HAIT2_16910 00D6: if 0038: $5865 == 17 // $ == int 004D: jump_if_false @HAIT2_17017 00D6: if or 01AF: car $2731 0 -509.722 -756.564 6.0 radius 6.0 6.0 6.0 0038: $5867 == 1 // $ == int 004D: jump_if_false @HAIT2_17017 02D3: boat $2731 drive_to -571.734 -697.569 6.0 0004: $5865 = 18 // $ = int 0004: $5867 = 0 // $ = int :HAIT2_17017 00D6: if 0038: $5865 == 18 // $ == int 004D: jump_if_false @HAIT2_17124 00D6: if or 01AF: car $2731 0 -571.734 -697.569 6.0 radius 6.0 6.0 6.0 0038: $5867 == 1 // $ == int 004D: jump_if_false @HAIT2_17124 02D3: boat $2731 drive_to -661.336 -662.576 6.0 0004: $5865 = 19 // $ = int 0004: $5867 = 0 // $ = int :HAIT2_17124 00D6: if 0038: $5865 == 19 // $ == int 004D: jump_if_false @HAIT2_17231 00D6: if or 01AF: car $2731 0 -661.336 -662.576 6.0 radius 6.0 6.0 6.0 0038: $5867 == 1 // $ == int 004D: jump_if_false @HAIT2_17231 02D3: boat $2731 drive_to -739.379 -573.229 6.0 0004: $5865 = 20 // $ = int 0004: $5867 = 0 // $ = int :HAIT2_17231 00D6: if 0038: $5865 == 20 // $ == int 004D: jump_if_false @HAIT2_17338 00D6: if or 01AF: car $2731 0 -739.379 -573.229 6.0 radius 6.0 6.0 6.0 0038: $5867 == 1 // $ == int 004D: jump_if_false @HAIT2_17338 02D3: boat $2731 drive_to -750.703 -447.009 6.0 0004: $5865 = 21 // $ = int 0004: $5867 = 0 // $ = int :HAIT2_17338 00D6: if 0038: $5865 == 21 // $ == int 004D: jump_if_false @HAIT2_17445 00D6: if or 01AF: car $2731 0 -750.703 -447.009 6.0 radius 6.0 6.0 6.0 0038: $5867 == 1 // $ == int 004D: jump_if_false @HAIT2_17445 02D3: boat $2731 drive_to -749.833 -327.552 6.0 0004: $5865 = 22 // $ = int 0004: $5867 = 0 // $ = int :HAIT2_17445 00D6: if 0038: $5865 == 22 // $ == int 004D: jump_if_false @HAIT2_17552 00D6: if or 01AF: car $2731 0 -749.833 -327.552 6.0 radius 6.0 6.0 6.0 0038: $5867 == 1 // $ == int 004D: jump_if_false @HAIT2_17552 02D3: boat $2731 drive_to -649.263 -5.788 6.0 0004: $5865 = 3 // $ = int 0004: $5867 = 0 // $ = int :HAIT2_17552 0051: return :HAIT2_17554 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :HAIT2_17571 0004: $PASSED_HAT2_BOMBS_AWAY = 1 // $ = int 01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 2000 0318: set_latest_mission_passed 'HAT_2' 030C: progress_made += 1 0394: play_music 1 00D6: if 840C: not german_game 004D: jump_if_false @HAIT2_17655 004F: create_thread @HAT3 0002: jump @HAIT2_17660 :HAIT2_17655 0164: disable_marker $283 :HAIT2_17660 0051: return :HAIT2_17662 0004: $ONMISSION = 0 // $ = int 00D6: if 8038: not $5883 == -1 // $ == int 004D: jump_if_false @HAIT2_17706 04DB: exit_rc_mode 01C4: mark_object_as_no_longer_needed $5885 01C4: mark_object_as_no_longer_needed $5886 0004: $5883 = -1 // $ = int :HAIT2_17706 00D6: if 8119: not car $5884 wrecked 004D: jump_if_false @HAIT2_17729 020A: set_car $5884 door_status_to 1 :HAIT2_17729 0249: release_model #TOPFUN 0249: release_model #RCBARON 0249: release_model #SPEEDER 0249: release_model #JETMAX 0249: release_model #COASTG 0249: release_model #CUBAN 0249: release_model #CBA 0249: release_model #CBB 0249: release_model #RUGER 0164: disable_marker $5901 0164: disable_marker $5902 0164: disable_marker $5903 0164: disable_marker $5904 0164: disable_marker $5905 0164: disable_marker $5906 0164: disable_marker $5907 0164: disable_marker $5908 0164: disable_marker $5909 0164: disable_marker $5910 0164: disable_marker $5911 0164: disable_marker $5912 0164: disable_marker $5913 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 0151: remove_status_text $5868 0004: $1084 = 0 // $ = int 00D8: mission_cleanup 0051: return //-------------Mission 62--------------- // Originally: Dirty Lickin's :HAIT3 03A4: name_thread 'HAIT3' 0050: gosub @HAIT3_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @HAIT3_37 0050: gosub @HAIT3_4014 :HAIT3_37 0050: gosub @HAIT3_4094 004E: end_thread :HAIT3_46 0317: increment_mission_attempts 0004: $ONMISSION = 1 // $ = int 0004: $5923 = 0 // $ = int 0004: $5924 = 0 // $ = int 0004: $5928 = 0 // $ = int 0004: $5930 = 0 // $ = int 0004: $5932 = 0 // $ = int 0004: $5934 = 0 // $ = int 0004: $5936 = 0 // $ = int 0004: $5938 = 0 // $ = int 0004: $5940 = 0 // $ = int 0004: $5942 = 0 // $ = int 0004: $5944 = 0 // $ = int 0004: $5946 = 0 // $ = int 0004: $5948 = 0 // $ = int 0004: $5950 = 0 // $ = int 0004: $5952 = 0 // $ = int 0004: $5954 = 0 // $ = int 0004: $5956 = 0 // $ = int 0004: $5958 = 0 // $ = int 0004: $5960 = 0 // $ = int 0004: $5962 = 0 // $ = int 0004: $5964 = 0 // $ = int 0004: $5966 = 0 // $ = int 0004: $5968 = 0 // $ = int 0004: $5970 = 0 // $ = int 0004: $5971 = 0 // $ = int 0004: $5970 = 0 // $ = int 0004: $5974 = 0 // $ = int 0004: $5976 = 0 // $ = int 0004: $5977 = 0 // $ = int 0004: $5979 = 0 // $ = int 0004: $5980 = 0 // $ = int 0004: $5982 = 0 // $ = int 0004: $5983 = 0 // $ = int 0004: $5985 = 0 // $ = int 0004: $5986 = 0 // $ = int 0004: $5988 = 0 // $ = int 0004: $5989 = 0 // $ = int 0004: $5991 = 0 // $ = int 0004: $5992 = 0 // $ = int 0004: $5994 = 0 // $ = int 0004: $5995 = 0 // $ = int 0004: $5997 = 0 // $ = int 0004: $6008 = 0 // $ = int 0004: $6009 = 0 // $ = int 0004: $6000 = 0 // $ = int 0005: $6001 = -924.912 // $ = float 0005: $6002 = 35.082 // $ = float 0005: $6003 = 9.54 // $ = float 0005: $6004 = -896.317 // $ = float 0005: $6005 = 34.08 // $ = float 0005: $6006 = 9.54 // $ = float 0004: $6011 = 0 // $ = int 0004: $6013 = 0 // $ = int 0004: $6015 = 0 // $ = int 0004: $6017 = 0 // $ = int 0004: $6019 = 0 // $ = int 0004: $6021 = 0 // $ = int 0004: $6023 = 0 // $ = int 0004: $6032 = 0 // $ = int 0004: $6035 = 0 // $ = int 0004: $6037 = 0 // $ = int 0004: $6039 = 0 // $ = int 0004: $6042 = 0 // $ = int 0004: $6044 = 0 // $ = int 0004: $6047 = 0 // $ = int 0004: $6049 = 0 // $ = int 0004: $6052 = 0 // $ = int 0004: $6054 = 0 // $ = int 0004: $6057 = 0 // $ = int 0004: $6059 = 0 // $ = int 0004: $6062 = 0 // $ = int 0005: $6025 = -899.655 // $ = float 0005: $6026 = 44.99 // $ = float 0005: $6027 = 9.076 // $ = float 0004: $6007 = 0 // $ = int 0004: $6028 = 0 // $ = int 0004: $6029 = 0 // $ = int 0004: $6030 = 0 // $ = int 0004: $6031 = 0 // $ = int 0004: $6036 = 0 // $ = int 0004: $6041 = 0 // $ = int 0004: $6045 = 0 // $ = int 0004: $6050 = 0 // $ = int 0004: $6055 = 0 // $ = int 0004: $6060 = 0 // $ = int 0004: $6063 = 0 // $ = int 0004: $6065 = 0 // $ = int 0004: $6066 = 0 // $ = int 0005: $6070 = 0.0 // $ = float 0005: $6071 = 0.0 // $ = float 0005: $6072 = 0.0 // $ = float 0005: $6073 = 0.0 // $ = float 0005: $6074 = 0.0 // $ = float 0005: $6075 = 0.0 // $ = float 0005: $6076 = 0.0 // $ = float 0004: $6077 = 0 // $ = int 0004: $6086 = 0 // $ = int 0004: $6078 = 0 // $ = int 0005: $6079 = 0.0 // $ = float 0005: $6080 = 0.0 // $ = float 0005: $6081 = 0.0 // $ = float 0005: $6085 = 0.0 // $ = float 0005: $6076 = 0.0 // $ = float 0004: $6087 = 0 // $ = int 0004: $6088 = 0 // $ = int 0004: $6089 = 0 // $ = int 0004: $6090 = 0 // $ = int 0004: $6091 = 0 // $ = int 0004: $6092 = 0 // $ = int 0004: $6093 = 0 // $ = int 0004: $6094 = 0 // $ = int 0004: $6095 = 0 // $ = int 0004: $6096 = 0 // $ = int 0004: $6097 = 0 // $ = int 0004: $6098 = 0 // $ = int 0004: $6099 = 0 // $ = int 0004: $6100 = 0 // $ = int 0004: $6101 = 0 // $ = int 0004: $6102 = 0 // $ = int 0004: $6103 = 0 // $ = int 0004: $6104 = 0 // $ = int 0004: $6105 = 0 // $ = int 0004: $6106 = 0 // $ = int 0005: $6082 = 0.0 // $ = float 0005: $6083 = 0.0 // $ = float 0005: $6084 = 0.0 // $ = float 0004: $6107 = 0 // $ = int 0004: $6109 = 0 // $ = int 0004: $6108 = 0 // $ = int 0004: $6110 = 0 // $ = int 0001: wait 0 ms 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 0164: disable_marker $6012 018A: $6016 = create_checkpoint_at $6025 $6026 $6027 0164: disable_marker $6016 018A: $6020 = create_checkpoint_at $6025 $6026 $6027 0164: disable_marker $6020 018A: $6024 = create_checkpoint_at $6025 $6026 $6027 0164: disable_marker $6024 018A: $6034 = create_checkpoint_at $6025 $6026 $6027 0164: disable_marker $6034 018A: $6040 = create_checkpoint_at $6025 $6026 $6027 0164: disable_marker $6040 018A: $6046 = create_checkpoint_at $6025 $6026 $6027 0164: disable_marker $6046 018A: $6051 = create_checkpoint_at $6025 $6026 $6027 0164: disable_marker $6051 018A: $6056 = create_checkpoint_at $6025 $6026 $6027 0164: disable_marker $6056 018A: $6061 = create_checkpoint_at $6025 $6026 $6027 0164: disable_marker $6061 018A: $5931 = create_checkpoint_at $6025 $6026 $6027 0164: disable_marker $5931 018A: $5935 = create_checkpoint_at $6025 $6026 $6027 0164: disable_marker $5935 018A: $5939 = create_checkpoint_at $6025 $6026 $6027 0164: disable_marker $5939 018A: $5943 = create_checkpoint_at $6025 $6026 $6027 0164: disable_marker $5943 018A: $5947 = create_checkpoint_at $6025 $6026 $6027 0164: disable_marker $5947 018A: $5951 = create_checkpoint_at $6025 $6026 $6027 0164: disable_marker $5951 018A: $5955 = create_checkpoint_at $6025 $6026 $6027 0164: disable_marker $5955 018A: $5959 = create_checkpoint_at $6025 $6026 $6027 0164: disable_marker $5959 018A: $5963 = create_checkpoint_at $6025 $6026 $6027 0164: disable_marker $5963 018A: $5967 = create_checkpoint_at $6025 $6026 $6027 0164: disable_marker $5967 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'APOULET' 02F3: load_object #CUTOBJ01 'HTABLE' 02F3: load_object #CUTOBJ02 'HATRIFL' 03CB: load_scene -962.697 149.793 10.21 04BB: select_interiour 12 // select render area 04F9: set_extra_colors 13 fade 0 038B: load_requested_models :HAIT3_1532 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 004D: jump_if_false @HAIT3_1572 0001: wait 0 ms 0002: 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 8.25 range 2.0 0055: put_player $PLAYER_CHAR at -962.53 141.69 8.25 0171: set_player $PLAYER_CHAR z_angle_to 183.42 016A: fade 1 2000 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :HAIT3_1764 00D6: if 001A: 1734 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT3_1799 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT3_1764 :HAIT3_1799 00BC: text_highpriority 'HAM3_A' time 10000 1 :HAIT3_1814 00D6: if 001A: 6820 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT3_1849 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT3_1814 :HAIT3_1849 00BC: text_highpriority 'HAM3_B' time 10000 1 :HAIT3_1864 00D6: if 001A: 9485 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT3_1899 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT3_1864 :HAIT3_1899 00BC: text_highpriority 'HAM3_C' time 10000 1 :HAIT3_1914 00D6: if 001A: 11125 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT3_1949 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT3_1914 :HAIT3_1949 00BC: text_highpriority 'HAM3_D' time 10000 1 :HAIT3_1964 00D6: if 001A: 12511 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT3_1999 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT3_1964 :HAIT3_1999 00BC: text_highpriority 'HAM3_E' time 10000 1 :HAIT3_2014 00D6: if 001A: 15894 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT3_2049 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT3_2014 :HAIT3_2049 00BC: text_highpriority 'HAM3_F' time 10000 1 :HAIT3_2064 00D6: if 001A: 19040 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT3_2099 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT3_2064 :HAIT3_2099 00BC: text_highpriority 'HAM3_G' time 10000 1 :HAIT3_2114 00D6: if 001A: 20758 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT3_2149 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT3_2114 :HAIT3_2149 00BC: text_highpriority 'HAM3_H' time 10000 1 :HAIT3_2164 00D6: if 001A: 23591 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT3_2199 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT3_2164 :HAIT3_2199 00BC: text_highpriority 'HAM3_I' time 10000 1 :HAIT3_2214 00D6: if 001A: 28128 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT3_2249 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT3_2214 :HAIT3_2249 00BC: text_highpriority 'HAM3_J' time 10000 1 :HAIT3_2264 00D6: if 001A: 32020 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT3_2299 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT3_2264 :HAIT3_2299 00BC: text_highpriority 'HAM3_K' time 10000 1 :HAIT3_2314 00D6: if 001A: 37941 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT3_2351 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT3_2314 :HAIT3_2351 00BC: text_highpriority 'HAM3_L' time 10000 1 :HAIT3_2366 00D6: if 001A: 39680 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT3_2403 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT3_2366 :HAIT3_2403 00BE: text_clear_all :HAIT3_2405 00D6: if 001A: 42464 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @HAIT3_2442 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HAIT3_2405 :HAIT3_2442 016A: fade 0 2000 ms 00BE: text_clear_all :HAIT3_2451 00D6: if 016B: fading 004D: jump_if_false @HAIT3_2475 0001: wait 0 ms 0002: jump @HAIT3_2451 :HAIT3_2475 04BB: select_interiour 0 // select render area 03CB: load_scene -962.53 141.69 8.25 04FA: clear_extra_colors_with_fade 0 03AD: set_rubbish 1 02EA: end_cutscene 0373: set_camera_directly_behind_player 0296: unload_special_actor 1 0296: unload_special_actor 2 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 04E3: set_player $PLAYER_CHAR mood 0 duration 60000 0247: request_model #HNA 0247: request_model #HNB 0247: request_model #CBA 0247: request_model #CBB 0247: request_model #SNIPER 0247: request_model #BURRITO 0247: request_model #KATANA :HAIT3_2569 00D6: if or 8248: not model #HNA available 8248: not model #CBA available 8248: not model #SNIPER available 8248: not model #HNB available 8248: not model #CBB available 8248: not model #BURRITO available 004D: jump_if_false @HAIT3_2617 0001: wait 0 ms 0002: jump @HAIT3_2569 :HAIT3_2617 00D6: if 8248: not model #KATANA available 004D: jump_if_false @HAIT3_2644 0001: wait 0 ms 0002: jump @HAIT3_2617 :HAIT3_2644 009A: $6078 = create_actor_pedtype 7 model #CBA at -886.519 41.28 10.55 009B: destroy_actor_instantly $6078 0169: set_fade_color 0 0 0 0001: wait 500 ms 016A: fade 1 1500 ms 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 03C7: set_sensitivity_to_crime_to 0.5 00BC: text_highpriority 'HAM3_1' time 5000 1 00BB: text_lowpriority 'HAM3_5' time 5000 1 009A: $5929 = create_actor_pedtype 4 model #CBA at -886.519 41.28 10.55 009A: $5933 = create_actor_pedtype 4 model #CBB at -885.463 42.655 9.23 009A: $5937 = create_actor_pedtype 4 model #CBA at -905.0 51.6 8.89 009A: $5941 = create_actor_pedtype 4 model #CBB at -906.26 49.95 9.02 009A: $5945 = create_actor_pedtype 4 model #CBA at -911.6 52.28 9.57 009A: $5949 = create_actor_pedtype 4 model #CBB at -908.0 52.4 9.24 009A: $5953 = create_actor_pedtype 4 model #CBA at -906.214 43.41 9.54 009A: $5957 = create_actor_pedtype 4 model #CBB at -906.01 45.03 9.41 009A: $5961 = create_actor_pedtype 4 model #CBA at -895.35 42.26 9.61 009A: $5965 = create_actor_pedtype 4 model #CBB at -894.96 44.63 9.43 009A: $5969 = create_actor_pedtype 4 model #HNA at -888.798 41.597 9.52 009A: $5972 = create_actor_pedtype 4 model #HNB at -887.58 43.48 9.15 009A: $5975 = create_actor_pedtype 4 model #HNA at -906.13 47.765 9.19 009A: $5978 = create_actor_pedtype 4 model #HNB at -903.61 46.14 9.32 009A: $5981 = create_actor_pedtype 4 model #HNA at -911.57 50.46 9.57 009A: $5984 = create_actor_pedtype 4 model #HNB at -908.85 49.48 9.41 009A: $5987 = create_actor_pedtype 4 model #HNA at -901.19 42.7 9.61 009A: $5990 = create_actor_pedtype 4 model #HNB at -899.254 44.676 9.43 009A: $5993 = create_actor_pedtype 4 model #HNA at -886.33 43.7 9.05 009A: $5996 = create_actor_pedtype 4 model #HNB at -886.68 41.4 9.51 00D6: if 0038: $5924 == 0 // $ == int 004D: jump_if_false @HAIT3_3280 018A: $5998 = create_checkpoint_at -892.59 75.3 15.4 03BC: $6064 = create_sphere -892.59 75.3 15.4 2.0 :HAIT3_3280 01B1: give_player $PLAYER_CHAR weapon 28 ammo 30 // Load the weapon model before using this 0006: TIMERA = 0 // @ = int 0006: TIMERB = 0 // @ = int 0004: $5926 = 0 // $ = int 0004: $5927 = 0 // $ = int 0004: $5925 = 0 // $ = int :HAIT3_3324 00D6: if 0038: $5925 == 0 // $ == int 004D: jump_if_false @HAIT3_4002 0001: wait 0 ms 0008: $6108 += 1 // $ += int 00D6: if 0018: $6108 > 30 // $ > int 004D: jump_if_false @HAIT3_3378 0004: $6108 = 0 // $ = int :HAIT3_3378 00D6: if 001A: 20 > $6066 // int > $ 004D: jump_if_false @HAIT3_3403 0050: gosub @HAIT3_4265 :HAIT3_3403 0110: clear_player $PLAYER_CHAR wanted_level 0050: gosub @HAIT3_7086 0050: gosub @HAIT3_8787 00D6: if 0028: $5926 >= 20 // $ >= int 004D: jump_if_false @HAIT3_3447 0004: $5925 = 1 // $ = int :HAIT3_3447 00D6: if 0028: $5927 >= 3 // $ >= int 004D: jump_if_false @HAIT3_3505 00D6: if 0038: $6107 == 0 // $ == int 004D: jump_if_false @HAIT3_3505 00BC: text_highpriority 'HAM3_8' time 5000 1 0004: $6107 = 1 // $ = int :HAIT3_3505 00D6: if 0028: $5927 >= 10 // $ >= int 004D: jump_if_false @HAIT3_3545 00BC: text_highpriority 'HAM3_2' time 5000 1 0002: jump @HAIT3_4014 :HAIT3_3545 00D6: if or 0038: $5923 == 1 // $ == int 0038: $6109 == 1 // $ == int 004D: jump_if_false @HAIT3_3592 00BC: text_highpriority 'HAM3_4' time 5000 1 0002: jump @HAIT3_4014 :HAIT3_3592 00D6: if 02B3: player $PLAYER_CHAR in_cube -936.42 109.11 13.0 -873.118 45.222 18.0 radius 30.0 sphere 0 004D: jump_if_false @HAIT3_3859 00D6: if 0038: $6110 == 0 // $ == int 004D: jump_if_false @HAIT3_3677 0006: TIMERB = 0 // @ = int 0004: $6110 = 1 // $ = int :HAIT3_3677 00D6: if 0038: $6065 == 0 // $ == int 004D: jump_if_false @HAIT3_3736 00D6: if 0019: TIMERA > 25000 // @ > int 004D: jump_if_false @HAIT3_3736 0050: gosub @HAIT3_6640 00BC: text_highpriority 'HAM3_3' time 5000 1 :HAIT3_3736 00D6: if 00F6: player $PLAYER_CHAR 0 -892.59 75.3 15.4 radius 2.0 2.0 2.0 004D: jump_if_false @HAIT3_3859 00D6: if 0038: $6065 == 0 // $ == int 004D: jump_if_false @HAIT3_3824 0050: gosub @HAIT3_6640 00BC: text_highpriority 'HAM3_3' time 5000 1 :HAIT3_3824 00D6: if 0038: $6063 == 0 // $ == int 004D: jump_if_false @HAIT3_3859 0164: disable_marker $5998 03BD: destroy_sphere $6064 0004: $6063 = 1 // $ = int :HAIT3_3859 00D6: if 0038: $6008 == 0 // $ == int 004D: jump_if_false @HAIT3_3902 00D6: if 0028: $5926 >= 5 // $ >= int 004D: jump_if_false @HAIT3_3902 0050: gosub @HAIT3_9979 :HAIT3_3902 00D6: if 0038: $6009 == 0 // $ == int 004D: jump_if_false @HAIT3_3945 00D6: if 0028: $5926 >= 12 // $ >= int 004D: jump_if_false @HAIT3_3945 0050: gosub @HAIT3_10225 :HAIT3_3945 00D6: if 0038: $6008 == 1 // $ == int 004D: jump_if_false @HAIT3_3970 0050: gosub @HAIT3_10703 :HAIT3_3970 00D6: if 0038: $6009 == 1 // $ == int 004D: jump_if_false @HAIT3_3995 0050: gosub @HAIT3_12443 :HAIT3_3995 0002: jump @HAIT3_3324 :HAIT3_4002 0164: disable_marker $5998 0002: jump @HAIT3_4031 :HAIT3_4014 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :HAIT3_4031 0004: $PASSED_HAT3_DIRTY_LICKINS = 1 // $ = int 0394: play_music 1 0318: set_latest_mission_passed 'HAT_3' 030C: progress_made += 1 01E3: text_1number_styled 'M_PASS' number 5000 time 5000 style 1 0109: player $PLAYER_CHAR money += 5000 0110: clear_player $PLAYER_CHAR wanted_level 0164: disable_marker $283 0051: return :HAIT3_4094 0004: $ONMISSION = 0 // $ = int 0164: disable_marker $5931 0164: disable_marker $5935 0164: disable_marker $5939 0164: disable_marker $5943 0164: disable_marker $5947 0164: disable_marker $5951 0164: disable_marker $5955 0164: disable_marker $5959 0164: disable_marker $5963 0164: disable_marker $5967 0164: disable_marker $6012 0164: disable_marker $6016 0164: disable_marker $6020 0164: disable_marker $6024 0164: disable_marker $6034 0164: disable_marker $6040 0164: disable_marker $6046 0164: disable_marker $6051 0164: disable_marker $6056 0164: disable_marker $6061 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 03C7: set_sensitivity_to_crime_to 1.0 03BD: destroy_sphere $6064 0164: disable_marker $5998 0249: release_model #HNA 0249: release_model #CBA 0249: release_model #SNIPER 0249: release_model #HNB 0249: release_model #CBB 0249: release_model #BURRITO 0249: release_model #KATANA 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 00D8: mission_cleanup 0051: return :HAIT3_4265 00D6: if 0038: $5970 == 0 // $ == int 004D: jump_if_false @HAIT3_4373 00D6: if 8118: not actor $5969 dead 004D: jump_if_false @HAIT3_4373 00D6: if 84F0: not is_actor_waiting_for_world_collision $5969 004D: jump_if_false @HAIT3_4373 01ED: clear_actor $5969 threat_search 00D6: if 8118: not actor $5929 dead 004D: jump_if_false @HAIT3_4352 01C9: actor $5969 kill_actor $5929 0084: $6087 = $5929 // $ = $ int :HAIT3_4352 0243: set_actor $5969 ped_stats_to 16 0008: $6066 += 1 // $ += int 0004: $5970 = 1 // $ = int :HAIT3_4373 00D6: if 0038: $5973 == 0 // $ == int 004D: jump_if_false @HAIT3_4488 00D6: if 8118: not actor $5972 dead 004D: jump_if_false @HAIT3_4488 00D6: if 84F0: not is_actor_waiting_for_world_collision $5972 004D: jump_if_false @HAIT3_4488 01ED: clear_actor $5972 threat_search 00D6: if 8118: not actor $5933 dead 004D: jump_if_false @HAIT3_4460 01C9: actor $5972 kill_actor $5933 0084: $6088 = $5933 // $ = $ int :HAIT3_4460 0243: set_actor $5972 ped_stats_to 16 02A9: set_actor $5972 immune_to_nonplayer 1 0008: $6066 += 1 // $ += int 0004: $5973 = 1 // $ = int :HAIT3_4488 00D6: if 0038: $5976 == 0 // $ == int 004D: jump_if_false @HAIT3_4603 00D6: if 8118: not actor $5975 dead 004D: jump_if_false @HAIT3_4603 00D6: if 84F0: not is_actor_waiting_for_world_collision $5975 004D: jump_if_false @HAIT3_4603 01ED: clear_actor $5975 threat_search 00D6: if 8118: not actor $5937 dead 004D: jump_if_false @HAIT3_4575 01C9: actor $5975 kill_actor $5937 0084: $6089 = $5937 // $ = $ int :HAIT3_4575 0243: set_actor $5975 ped_stats_to 16 02A9: set_actor $5975 immune_to_nonplayer 1 0008: $6066 += 1 // $ += int 0004: $5976 = 1 // $ = int :HAIT3_4603 00D6: if 0038: $5979 == 0 // $ == int 004D: jump_if_false @HAIT3_4718 00D6: if 8118: not actor $5978 dead 004D: jump_if_false @HAIT3_4718 00D6: if 84F0: not is_actor_waiting_for_world_collision $5978 004D: jump_if_false @HAIT3_4718 01ED: clear_actor $5978 threat_search 00D6: if 8118: not actor $5941 dead 004D: jump_if_false @HAIT3_4690 01C9: actor $5978 kill_actor $5941 0084: $6090 = $5941 // $ = $ int :HAIT3_4690 0243: set_actor $5978 ped_stats_to 16 02A9: set_actor $5978 immune_to_nonplayer 1 0008: $6066 += 1 // $ += int 0004: $5979 = 1 // $ = int :HAIT3_4718 00D6: if 0038: $5982 == 0 // $ == int 004D: jump_if_false @HAIT3_4833 00D6: if 8118: not actor $5981 dead 004D: jump_if_false @HAIT3_4833 00D6: if 84F0: not is_actor_waiting_for_world_collision $5981 004D: jump_if_false @HAIT3_4833 01ED: clear_actor $5981 threat_search 00D6: if 8118: not actor $5945 dead 004D: jump_if_false @HAIT3_4805 01C9: actor $5981 kill_actor $5945 0084: $6091 = $5945 // $ = $ int :HAIT3_4805 0243: set_actor $5981 ped_stats_to 16 02A9: set_actor $5981 immune_to_nonplayer 1 0008: $6066 += 1 // $ += int 0004: $5982 = 1 // $ = int :HAIT3_4833 00D6: if 0038: $5985 == 0 // $ == int 004D: jump_if_false @HAIT3_4948 00D6: if 8118: not actor $5984 dead 004D: jump_if_false @HAIT3_4948 00D6: if 84F0: not is_actor_waiting_for_world_collision $5984 004D: jump_if_false @HAIT3_4948 01ED: clear_actor $5984 threat_search 00D6: if 8118: not actor $5949 dead 004D: jump_if_false @HAIT3_4920 01C9: actor $5984 kill_actor $5949 0084: $6092 = $5949 // $ = $ int :HAIT3_4920 0243: set_actor $5984 ped_stats_to 16 02A9: set_actor $5984 immune_to_nonplayer 1 0008: $6066 += 1 // $ += int 0004: $5985 = 1 // $ = int :HAIT3_4948 00D6: if 0038: $5988 == 0 // $ == int 004D: jump_if_false @HAIT3_5063 00D6: if 8118: not actor $5987 dead 004D: jump_if_false @HAIT3_5063 00D6: if 84F0: not is_actor_waiting_for_world_collision $5987 004D: jump_if_false @HAIT3_5063 01ED: clear_actor $5987 threat_search 00D6: if 8118: not actor $5953 dead 004D: jump_if_false @HAIT3_5035 01C9: actor $5987 kill_actor $5953 0084: $6093 = $5953 // $ = $ int :HAIT3_5035 0243: set_actor $5987 ped_stats_to 16 02A9: set_actor $5987 immune_to_nonplayer 1 0008: $6066 += 1 // $ += int 0004: $5988 = 1 // $ = int :HAIT3_5063 00D6: if 0038: $5991 == 0 // $ == int 004D: jump_if_false @HAIT3_5178 00D6: if 8118: not actor $5990 dead 004D: jump_if_false @HAIT3_5178 00D6: if 84F0: not is_actor_waiting_for_world_collision $5990 004D: jump_if_false @HAIT3_5178 01ED: clear_actor $5990 threat_search 00D6: if 8118: not actor $5957 dead 004D: jump_if_false @HAIT3_5150 01C9: actor $5990 kill_actor $5957 0084: $6094 = $5957 // $ = $ int :HAIT3_5150 0243: set_actor $5990 ped_stats_to 16 02A9: set_actor $5990 immune_to_nonplayer 1 0008: $6066 += 1 // $ += int 0004: $5991 = 1 // $ = int :HAIT3_5178 00D6: if 0038: $5994 == 0 // $ == int 004D: jump_if_false @HAIT3_5293 00D6: if 8118: not actor $5993 dead 004D: jump_if_false @HAIT3_5293 00D6: if 84F0: not is_actor_waiting_for_world_collision $5993 004D: jump_if_false @HAIT3_5293 01ED: clear_actor $5993 threat_search 00D6: if 8118: not actor $5961 dead 004D: jump_if_false @HAIT3_5265 01C9: actor $5993 kill_actor $5961 0084: $6095 = $5961 // $ = $ int :HAIT3_5265 0243: set_actor $5993 ped_stats_to 16 02A9: set_actor $5993 immune_to_nonplayer 1 0008: $6066 += 1 // $ += int 0004: $5994 = 1 // $ = int :HAIT3_5293 00D6: if 0038: $5997 == 0 // $ == int 004D: jump_if_false @HAIT3_5408 00D6: if 8118: not actor $5996 dead 004D: jump_if_false @HAIT3_5408 00D6: if 84F0: not is_actor_waiting_for_world_collision $5996 004D: jump_if_false @HAIT3_5408 01ED: clear_actor $5996 threat_search 00D6: if 8118: not actor $5965 dead 004D: jump_if_false @HAIT3_5380 01C9: actor $5996 kill_actor $5965 0084: $6096 = $5965 // $ = $ int :HAIT3_5380 0243: set_actor $5996 ped_stats_to 16 02A9: set_actor $5996 immune_to_nonplayer 1 0008: $6066 += 1 // $ += int 0004: $5997 = 1 // $ = int :HAIT3_5408 00D6: if 0038: $5930 == 0 // $ == int 004D: jump_if_false @HAIT3_5531 00D6: if 8118: not actor $5929 dead 004D: jump_if_false @HAIT3_5531 00D6: if 84F0: not is_actor_waiting_for_world_collision $5929 004D: jump_if_false @HAIT3_5531 01ED: clear_actor $5929 threat_search 00D6: if 8118: not actor $5969 dead 004D: jump_if_false @HAIT3_5495 01C9: actor $5929 kill_actor $5969 0084: $6097 = $5969 // $ = $ int :HAIT3_5495 0243: set_actor $5929 ped_stats_to 16 02A9: set_actor $5929 immune_to_nonplayer 1 0187: $5931 = create_marker_above_actor $5929 0008: $6066 += 1 // $ += int 0004: $5930 = 1 // $ = int :HAIT3_5531 00D6: if 0038: $5934 == 0 // $ == int 004D: jump_if_false @HAIT3_5654 00D6: if 8118: not actor $5933 dead 004D: jump_if_false @HAIT3_5654 00D6: if 84F0: not is_actor_waiting_for_world_collision $5933 004D: jump_if_false @HAIT3_5654 01ED: clear_actor $5933 threat_search 00D6: if 8118: not actor $5972 dead 004D: jump_if_false @HAIT3_5618 01C9: actor $5933 kill_actor $5972 0084: $6098 = $5972 // $ = $ int :HAIT3_5618 0243: set_actor $5933 ped_stats_to 16 02A9: set_actor $5933 immune_to_nonplayer 1 0187: $5935 = create_marker_above_actor $5933 0008: $6066 += 1 // $ += int 0004: $5934 = 1 // $ = int :HAIT3_5654 00D6: if 0038: $5938 == 0 // $ == int 004D: jump_if_false @HAIT3_5777 00D6: if 8118: not actor $5937 dead 004D: jump_if_false @HAIT3_5777 00D6: if 84F0: not is_actor_waiting_for_world_collision $5937 004D: jump_if_false @HAIT3_5777 01ED: clear_actor $5937 threat_search 00D6: if 8118: not actor $5975 dead 004D: jump_if_false @HAIT3_5741 01C9: actor $5937 kill_actor $5975 0084: $6099 = $5975 // $ = $ int :HAIT3_5741 0243: set_actor $5937 ped_stats_to 16 02A9: set_actor $5937 immune_to_nonplayer 1 0187: $5939 = create_marker_above_actor $5937 0008: $6066 += 1 // $ += int 0004: $5938 = 1 // $ = int :HAIT3_5777 00D6: if 0038: $5942 == 0 // $ == int 004D: jump_if_false @HAIT3_5900 00D6: if 8118: not actor $5941 dead 004D: jump_if_false @HAIT3_5900 00D6: if 84F0: not is_actor_waiting_for_world_collision $5941 004D: jump_if_false @HAIT3_5900 01ED: clear_actor $5941 threat_search 00D6: if 8118: not actor $5978 dead 004D: jump_if_false @HAIT3_5864 01C9: actor $5941 kill_actor $5978 0084: $6100 = $5978 // $ = $ int :HAIT3_5864 0243: set_actor $5941 ped_stats_to 16 02A9: set_actor $5941 immune_to_nonplayer 1 0187: $5943 = create_marker_above_actor $5941 0008: $6066 += 1 // $ += int 0004: $5942 = 1 // $ = int :HAIT3_5900 00D6: if 0038: $5946 == 0 // $ == int 004D: jump_if_false @HAIT3_6023 00D6: if 8118: not actor $5945 dead 004D: jump_if_false @HAIT3_6023 00D6: if 84F0: not is_actor_waiting_for_world_collision $5945 004D: jump_if_false @HAIT3_6023 01ED: clear_actor $5945 threat_search 00D6: if 8118: not actor $5981 dead 004D: jump_if_false @HAIT3_5987 01C9: actor $5945 kill_actor $5981 0084: $6101 = $5981 // $ = $ int :HAIT3_5987 0243: set_actor $5945 ped_stats_to 16 02A9: set_actor $5945 immune_to_nonplayer 1 0187: $5947 = create_marker_above_actor $5945 0008: $6066 += 1 // $ += int 0004: $5946 = 1 // $ = int :HAIT3_6023 00D6: if 0038: $5950 == 0 // $ == int 004D: jump_if_false @HAIT3_6146 00D6: if 8118: not actor $5949 dead 004D: jump_if_false @HAIT3_6146 00D6: if 84F0: not is_actor_waiting_for_world_collision $5949 004D: jump_if_false @HAIT3_6146 01ED: clear_actor $5949 threat_search 00D6: if 8118: not actor $5984 dead 004D: jump_if_false @HAIT3_6110 01C9: actor $5949 kill_actor $5984 0084: $6102 = $5984 // $ = $ int :HAIT3_6110 0243: set_actor $5949 ped_stats_to 16 02A9: set_actor $5949 immune_to_nonplayer 1 0187: $5951 = create_marker_above_actor $5949 0008: $6066 += 1 // $ += int 0004: $5950 = 1 // $ = int :HAIT3_6146 00D6: if 0038: $5954 == 0 // $ == int 004D: jump_if_false @HAIT3_6269 00D6: if 8118: not actor $5953 dead 004D: jump_if_false @HAIT3_6269 00D6: if 84F0: not is_actor_waiting_for_world_collision $5953 004D: jump_if_false @HAIT3_6269 01ED: clear_actor $5953 threat_search 00D6: if 8118: not actor $5987 dead 004D: jump_if_false @HAIT3_6233 01C9: actor $5953 kill_actor $5987 0084: $6103 = $5987 // $ = $ int :HAIT3_6233 0243: set_actor $5953 ped_stats_to 16 02A9: set_actor $5953 immune_to_nonplayer 1 0187: $5955 = create_marker_above_actor $5953 0008: $6066 += 1 // $ += int 0004: $5954 = 1 // $ = int :HAIT3_6269 00D6: if 0038: $5958 == 0 // $ == int 004D: jump_if_false @HAIT3_6392 00D6: if 8118: not actor $5957 dead 004D: jump_if_false @HAIT3_6392 00D6: if 84F0: not is_actor_waiting_for_world_collision $5957 004D: jump_if_false @HAIT3_6392 01ED: clear_actor $5957 threat_search 00D6: if 8118: not actor $5990 dead 004D: jump_if_false @HAIT3_6356 01C9: actor $5957 kill_actor $5990 0084: $6104 = $5990 // $ = $ int :HAIT3_6356 0243: set_actor $5957 ped_stats_to 16 02A9: set_actor $5957 immune_to_nonplayer 1 0187: $5959 = create_marker_above_actor $5957 0008: $6066 += 1 // $ += int 0004: $5958 = 1 // $ = int :HAIT3_6392 00D6: if 0038: $5962 == 0 // $ == int 004D: jump_if_false @HAIT3_6515 00D6: if 8118: not actor $5961 dead 004D: jump_if_false @HAIT3_6515 00D6: if 84F0: not is_actor_waiting_for_world_collision $5961 004D: jump_if_false @HAIT3_6515 01ED: clear_actor $5961 threat_search 00D6: if 8118: not actor $5993 dead 004D: jump_if_false @HAIT3_6479 01C9: actor $5961 kill_actor $5993 0084: $6105 = $5993 // $ = $ int :HAIT3_6479 0243: set_actor $5961 ped_stats_to 16 02A9: set_actor $5961 immune_to_nonplayer 1 0187: $5963 = create_marker_above_actor $5961 0008: $6066 += 1 // $ += int 0004: $5962 = 1 // $ = int :HAIT3_6515 00D6: if 0038: $5966 == 0 // $ == int 004D: jump_if_false @HAIT3_6638 00D6: if 8118: not actor $5965 dead 004D: jump_if_false @HAIT3_6638 00D6: if 84F0: not is_actor_waiting_for_world_collision $5965 004D: jump_if_false @HAIT3_6638 01ED: clear_actor $5965 threat_search 00D6: if 8118: not actor $5996 dead 004D: jump_if_false @HAIT3_6602 01C9: actor $5965 kill_actor $5996 0084: $6106 = $5996 // $ = $ int :HAIT3_6602 0243: set_actor $5965 ped_stats_to 16 02A9: set_actor $5965 immune_to_nonplayer 1 0187: $5967 = create_marker_above_actor $5965 0008: $6066 += 1 // $ += int 0004: $5966 = 1 // $ = int :HAIT3_6638 0051: return :HAIT3_6640 00D6: if 8118: not actor $5933 dead 004D: jump_if_false @HAIT3_6663 02A9: set_actor $5933 immune_to_nonplayer 0 :HAIT3_6663 00D6: if 8118: not actor $5937 dead 004D: jump_if_false @HAIT3_6686 02A9: set_actor $5937 immune_to_nonplayer 0 :HAIT3_6686 00D6: if 8118: not actor $5941 dead 004D: jump_if_false @HAIT3_6709 02A9: set_actor $5941 immune_to_nonplayer 0 :HAIT3_6709 00D6: if 8118: not actor $5945 dead 004D: jump_if_false @HAIT3_6732 02A9: set_actor $5945 immune_to_nonplayer 0 :HAIT3_6732 00D6: if 8118: not actor $5949 dead 004D: jump_if_false @HAIT3_6755 02A9: set_actor $5949 immune_to_nonplayer 0 :HAIT3_6755 00D6: if 8118: not actor $5953 dead 004D: jump_if_false @HAIT3_6778 02A9: set_actor $5953 immune_to_nonplayer 0 :HAIT3_6778 00D6: if 8118: not actor $5957 dead 004D: jump_if_false @HAIT3_6801 02A9: set_actor $5957 immune_to_nonplayer 0 :HAIT3_6801 00D6: if 8118: not actor $5961 dead 004D: jump_if_false @HAIT3_6824 02A9: set_actor $5961 immune_to_nonplayer 0 :HAIT3_6824 00D6: if 8118: not actor $5965 dead 004D: jump_if_false @HAIT3_6847 02A9: set_actor $5965 immune_to_nonplayer 0 :HAIT3_6847 00D6: if 8118: not actor $5969 dead 004D: jump_if_false @HAIT3_6870 02A9: set_actor $5969 immune_to_nonplayer 0 :HAIT3_6870 00D6: if 8118: not actor $5972 dead 004D: jump_if_false @HAIT3_6893 02A9: set_actor $5972 immune_to_nonplayer 0 :HAIT3_6893 00D6: if 8118: not actor $5975 dead 004D: jump_if_false @HAIT3_6916 02A9: set_actor $5975 immune_to_nonplayer 0 :HAIT3_6916 00D6: if 8118: not actor $5978 dead 004D: jump_if_false @HAIT3_6939 02A9: set_actor $5978 immune_to_nonplayer 0 :HAIT3_6939 00D6: if 8118: not actor $5981 dead 004D: jump_if_false @HAIT3_6962 02A9: set_actor $5981 immune_to_nonplayer 0 :HAIT3_6962 00D6: if 8118: not actor $5984 dead 004D: jump_if_false @HAIT3_6985 02A9: set_actor $5984 immune_to_nonplayer 0 :HAIT3_6985 00D6: if 8118: not actor $5987 dead 004D: jump_if_false @HAIT3_7008 02A9: set_actor $5987 immune_to_nonplayer 0 :HAIT3_7008 00D6: if 8118: not actor $5990 dead 004D: jump_if_false @HAIT3_7031 02A9: set_actor $5990 immune_to_nonplayer 0 :HAIT3_7031 00D6: if 8118: not actor $5993 dead 004D: jump_if_false @HAIT3_7054 02A9: set_actor $5993 immune_to_nonplayer 0 :HAIT3_7054 00D6: if 8118: not actor $5996 dead 004D: jump_if_false @HAIT3_7077 02A9: set_actor $5996 immune_to_nonplayer 0 :HAIT3_7077 0004: $6065 = 1 // $ = int 0051: return :HAIT3_7086 00D6: if 0038: $6108 == 0 // $ == int 004D: jump_if_false @HAIT3_7243 00D6: if 0038: $5928 == 0 // $ == int 004D: jump_if_false @HAIT3_7243 00D6: if 0118: actor $5929 dead 004D: jump_if_false @HAIT3_7179 0164: disable_marker $5931 0008: $5926 += 1 // $ += int 0084: $6111 = $5929 // $ = $ int 0050: gosub @HAIT3_16257 0004: $5928 = 1 // $ = int 0002: jump @HAIT3_7243 :HAIT3_7179 00D6: if 0038: $5923 == 0 // $ == int 004D: jump_if_false @HAIT3_7212 0084: $6069 = $5929 // $ = $ int 0050: gosub @HAIT3_8658 :HAIT3_7212 00D6: if 0118: actor $6097 dead 004D: jump_if_false @HAIT3_7243 0084: $6067 = $5929 // $ = $ int 0050: gosub @HAIT3_14259 :HAIT3_7243 00D6: if 0038: $6108 == 1 // $ == int 004D: jump_if_false @HAIT3_7400 00D6: if 0038: $5932 == 0 // $ == int 004D: jump_if_false @HAIT3_7400 00D6: if 0118: actor $5933 dead 004D: jump_if_false @HAIT3_7336 0164: disable_marker $5935 0008: $5926 += 1 // $ += int 0084: $6111 = $5933 // $ = $ int 0050: gosub @HAIT3_16257 0004: $5932 = 1 // $ = int 0002: jump @HAIT3_7400 :HAIT3_7336 00D6: if 0038: $5923 == 0 // $ == int 004D: jump_if_false @HAIT3_7369 0084: $6069 = $5933 // $ = $ int 0050: gosub @HAIT3_8658 :HAIT3_7369 00D6: if 0118: actor $6098 dead 004D: jump_if_false @HAIT3_7400 0084: $6067 = $5933 // $ = $ int 0050: gosub @HAIT3_14259 :HAIT3_7400 00D6: if 0038: $6108 == 2 // $ == int 004D: jump_if_false @HAIT3_7557 00D6: if 0038: $5936 == 0 // $ == int 004D: jump_if_false @HAIT3_7557 00D6: if 0118: actor $5937 dead 004D: jump_if_false @HAIT3_7493 0164: disable_marker $5939 0008: $5926 += 1 // $ += int 0084: $6111 = $5937 // $ = $ int 0050: gosub @HAIT3_16257 0004: $5936 = 1 // $ = int 0002: jump @HAIT3_7557 :HAIT3_7493 00D6: if 0038: $5923 == 0 // $ == int 004D: jump_if_false @HAIT3_7526 0084: $6069 = $5937 // $ = $ int 0050: gosub @HAIT3_8658 :HAIT3_7526 00D6: if 0118: actor $6099 dead 004D: jump_if_false @HAIT3_7557 0084: $6067 = $5937 // $ = $ int 0050: gosub @HAIT3_14259 :HAIT3_7557 00D6: if 0038: $6108 == 3 // $ == int 004D: jump_if_false @HAIT3_7714 00D6: if 0038: $5940 == 0 // $ == int 004D: jump_if_false @HAIT3_7714 00D6: if 0118: actor $5941 dead 004D: jump_if_false @HAIT3_7650 0164: disable_marker $5943 0008: $5926 += 1 // $ += int 0084: $6111 = $5941 // $ = $ int 0050: gosub @HAIT3_16257 0004: $5940 = 1 // $ = int 0002: jump @HAIT3_7714 :HAIT3_7650 00D6: if 0038: $5923 == 0 // $ == int 004D: jump_if_false @HAIT3_7683 0084: $6069 = $5941 // $ = $ int 0050: gosub @HAIT3_8658 :HAIT3_7683 00D6: if 0118: actor $6100 dead 004D: jump_if_false @HAIT3_7714 0084: $6067 = $5941 // $ = $ int 0050: gosub @HAIT3_14259 :HAIT3_7714 00D6: if 0038: $6108 == 4 // $ == int 004D: jump_if_false @HAIT3_7871 00D6: if 0038: $5944 == 0 // $ == int 004D: jump_if_false @HAIT3_7871 00D6: if 0118: actor $5945 dead 004D: jump_if_false @HAIT3_7807 0164: disable_marker $5947 0008: $5926 += 1 // $ += int 0084: $6111 = $5945 // $ = $ int 0050: gosub @HAIT3_16257 0004: $5944 = 1 // $ = int 0002: jump @HAIT3_7871 :HAIT3_7807 00D6: if 0038: $5923 == 0 // $ == int 004D: jump_if_false @HAIT3_7840 0084: $6069 = $5945 // $ = $ int 0050: gosub @HAIT3_8658 :HAIT3_7840 00D6: if 0118: actor $6101 dead 004D: jump_if_false @HAIT3_7871 0084: $6067 = $5945 // $ = $ int 0050: gosub @HAIT3_14259 :HAIT3_7871 00D6: if 0038: $6108 == 5 // $ == int 004D: jump_if_false @HAIT3_8028 00D6: if 0038: $5948 == 0 // $ == int 004D: jump_if_false @HAIT3_8028 00D6: if 0118: actor $5949 dead 004D: jump_if_false @HAIT3_7964 0164: disable_marker $5951 0008: $5926 += 1 // $ += int 0084: $6111 = $5949 // $ = $ int 0050: gosub @HAIT3_16257 0004: $5948 = 1 // $ = int 0002: jump @HAIT3_8028 :HAIT3_7964 00D6: if 0038: $5923 == 0 // $ == int 004D: jump_if_false @HAIT3_7997 0084: $6069 = $5949 // $ = $ int 0050: gosub @HAIT3_8658 :HAIT3_7997 00D6: if 0118: actor $6102 dead 004D: jump_if_false @HAIT3_8028 0084: $6067 = $5949 // $ = $ int 0050: gosub @HAIT3_14259 :HAIT3_8028 00D6: if 0038: $6108 == 6 // $ == int 004D: jump_if_false @HAIT3_8185 00D6: if 0038: $5952 == 0 // $ == int 004D: jump_if_false @HAIT3_8185 00D6: if 0118: actor $5953 dead 004D: jump_if_false @HAIT3_8121 0164: disable_marker $5955 0008: $5926 += 1 // $ += int 0084: $6111 = $5953 // $ = $ int 0050: gosub @HAIT3_16257 0004: $5952 = 1 // $ = int 0002: jump @HAIT3_8185 :HAIT3_8121 00D6: if 0038: $5923 == 0 // $ == int 004D: jump_if_false @HAIT3_8154 0084: $6069 = $5953 // $ = $ int 0050: gosub @HAIT3_8658 :HAIT3_8154 00D6: if 0118: actor $6103 dead 004D: jump_if_false @HAIT3_8185 0084: $6067 = $5953 // $ = $ int 0050: gosub @HAIT3_14259 :HAIT3_8185 00D6: if 0038: $6108 == 7 // $ == int 004D: jump_if_false @HAIT3_8342 00D6: if 0038: $5956 == 0 // $ == int 004D: jump_if_false @HAIT3_8342 00D6: if 0118: actor $5957 dead 004D: jump_if_false @HAIT3_8278 0164: disable_marker $5959 0008: $5926 += 1 // $ += int 0084: $6111 = $5957 // $ = $ int 0050: gosub @HAIT3_16257 0004: $5956 = 1 // $ = int 0002: jump @HAIT3_8342 :HAIT3_8278 00D6: if 0038: $5923 == 0 // $ == int 004D: jump_if_false @HAIT3_8311 0084: $6069 = $5957 // $ = $ int 0050: gosub @HAIT3_8658 :HAIT3_8311 00D6: if 0118: actor $6104 dead 004D: jump_if_false @HAIT3_8342 0084: $6067 = $5957 // $ = $ int 0050: gosub @HAIT3_14259 :HAIT3_8342 00D6: if 0038: $6108 == 8 // $ == int 004D: jump_if_false @HAIT3_8499 00D6: if 0038: $5960 == 0 // $ == int 004D: jump_if_false @HAIT3_8499 00D6: if 0118: actor $5961 dead 004D: jump_if_false @HAIT3_8435 0164: disable_marker $5963 0008: $5926 += 1 // $ += int 0084: $6111 = $5961 // $ = $ int 0050: gosub @HAIT3_16257 0004: $5960 = 1 // $ = int 0002: jump @HAIT3_8499 :HAIT3_8435 00D6: if 0038: $5923 == 0 // $ == int 004D: jump_if_false @HAIT3_8468 0084: $6069 = $5961 // $ = $ int 0050: gosub @HAIT3_8658 :HAIT3_8468 00D6: if 0118: actor $6105 dead 004D: jump_if_false @HAIT3_8499 0084: $6067 = $5961 // $ = $ int 0050: gosub @HAIT3_14259 :HAIT3_8499 00D6: if 0038: $6108 == 9 // $ == int 004D: jump_if_false @HAIT3_8656 00D6: if 0038: $5964 == 0 // $ == int 004D: jump_if_false @HAIT3_8656 00D6: if 0118: actor $5965 dead 004D: jump_if_false @HAIT3_8592 0164: disable_marker $5967 0008: $5926 += 1 // $ += int 0084: $6111 = $5965 // $ = $ int 0050: gosub @HAIT3_16257 0004: $5964 = 1 // $ = int 0002: jump @HAIT3_8656 :HAIT3_8592 00D6: if 0038: $5923 == 0 // $ == int 004D: jump_if_false @HAIT3_8625 0084: $6069 = $5965 // $ = $ int 0050: gosub @HAIT3_8658 :HAIT3_8625 00D6: if 0118: actor $6106 dead 004D: jump_if_false @HAIT3_8656 0084: $6067 = $5965 // $ = $ int 0050: gosub @HAIT3_14259 :HAIT3_8656 0051: return :HAIT3_8658 00D6: if 0123: actor $6069 spotted_player $PLAYER_CHAR 004D: jump_if_false @HAIT3_8785 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @HAIT3_8785 00D6: if 0038: $5924 == 0 // $ == int 004D: jump_if_false @HAIT3_8785 00D6: if 02B3: player $PLAYER_CHAR in_cube -936.42 109.11 13.0 -873.118 45.222 18.0 radius 30.0 sphere 0 004D: jump_if_false @HAIT3_8778 0004: $5923 = 0 // $ = int 0002: jump @HAIT3_8785 :HAIT3_8778 0004: $5923 = 1 // $ = int :HAIT3_8785 0051: return :HAIT3_8787 00D6: if 0038: $6108 == 10 // $ == int 004D: jump_if_false @HAIT3_8906 00D6: if 0038: $5968 == 0 // $ == int 004D: jump_if_false @HAIT3_8906 00D6: if 0118: actor $5969 dead 004D: jump_if_false @HAIT3_8875 0008: $5927 += 1 // $ += int 0084: $6111 = $5969 // $ = $ int 0050: gosub @HAIT3_16257 0004: $5968 = 1 // $ = int 0002: jump @HAIT3_8906 :HAIT3_8875 00D6: if 0118: actor $6087 dead 004D: jump_if_false @HAIT3_8906 0084: $6068 = $5969 // $ = $ int 0050: gosub @HAIT3_14966 :HAIT3_8906 00D6: if 0038: $6108 == 11 // $ == int 004D: jump_if_false @HAIT3_9025 00D6: if 0038: $5971 == 0 // $ == int 004D: jump_if_false @HAIT3_9025 00D6: if 0118: actor $5972 dead 004D: jump_if_false @HAIT3_8994 0008: $5927 += 1 // $ += int 0084: $6111 = $5972 // $ = $ int 0050: gosub @HAIT3_16257 0004: $5971 = 1 // $ = int 0002: jump @HAIT3_9025 :HAIT3_8994 00D6: if 0118: actor $6088 dead 004D: jump_if_false @HAIT3_9025 0084: $6068 = $5972 // $ = $ int 0050: gosub @HAIT3_14966 :HAIT3_9025 00D6: if 0038: $6108 == 12 // $ == int 004D: jump_if_false @HAIT3_9144 00D6: if 0038: $5974 == 0 // $ == int 004D: jump_if_false @HAIT3_9144 00D6: if 0118: actor $5975 dead 004D: jump_if_false @HAIT3_9113 0008: $5927 += 1 // $ += int 0084: $6111 = $5975 // $ = $ int 0050: gosub @HAIT3_16257 0004: $5974 = 1 // $ = int 0002: jump @HAIT3_9144 :HAIT3_9113 00D6: if 0118: actor $6089 dead 004D: jump_if_false @HAIT3_9144 0084: $6068 = $5975 // $ = $ int 0050: gosub @HAIT3_14966 :HAIT3_9144 00D6: if 0038: $6108 == 13 // $ == int 004D: jump_if_false @HAIT3_9263 00D6: if 0038: $5977 == 0 // $ == int 004D: jump_if_false @HAIT3_9263 00D6: if 0118: actor $5978 dead 004D: jump_if_false @HAIT3_9232 0008: $5927 += 1 // $ += int 0084: $6111 = $5978 // $ = $ int 0050: gosub @HAIT3_16257 0004: $5977 = 1 // $ = int 0002: jump @HAIT3_9263 :HAIT3_9232 00D6: if 0118: actor $6090 dead 004D: jump_if_false @HAIT3_9263 0084: $6068 = $5978 // $ = $ int 0050: gosub @HAIT3_14966 :HAIT3_9263 00D6: if 0038: $6108 == 14 // $ == int 004D: jump_if_false @HAIT3_9382 00D6: if 0038: $5980 == 0 // $ == int 004D: jump_if_false @HAIT3_9382 00D6: if 0118: actor $5981 dead 004D: jump_if_false @HAIT3_9351 0008: $5927 += 1 // $ += int 0084: $6111 = $5981 // $ = $ int 0050: gosub @HAIT3_16257 0004: $5980 = 1 // $ = int 0002: jump @HAIT3_9382 :HAIT3_9351 00D6: if 0118: actor $6091 dead 004D: jump_if_false @HAIT3_9382 0084: $6068 = $5981 // $ = $ int 0050: gosub @HAIT3_14966 :HAIT3_9382 00D6: if 0038: $6108 == 15 // $ == int 004D: jump_if_false @HAIT3_9501 00D6: if 0038: $5983 == 0 // $ == int 004D: jump_if_false @HAIT3_9501 00D6: if 0118: actor $5984 dead 004D: jump_if_false @HAIT3_9470 0008: $5927 += 1 // $ += int 0084: $6111 = $5984 // $ = $ int 0050: gosub @HAIT3_16257 0004: $5983 = 1 // $ = int 0002: jump @HAIT3_9501 :HAIT3_9470 00D6: if 0118: actor $6092 dead 004D: jump_if_false @HAIT3_9501 0084: $6068 = $5984 // $ = $ int 0050: gosub @HAIT3_14966 :HAIT3_9501 00D6: if 0038: $6108 == 16 // $ == int 004D: jump_if_false @HAIT3_9620 00D6: if 0038: $5986 == 0 // $ == int 004D: jump_if_false @HAIT3_9620 00D6: if 0118: actor $5987 dead 004D: jump_if_false @HAIT3_9589 0008: $5927 += 1 // $ += int 0084: $6111 = $5987 // $ = $ int 0050: gosub @HAIT3_16257 0004: $5986 = 1 // $ = int 0002: jump @HAIT3_9620 :HAIT3_9589 00D6: if 0118: actor $6093 dead 004D: jump_if_false @HAIT3_9620 0084: $6068 = $5987 // $ = $ int 0050: gosub @HAIT3_14966 :HAIT3_9620 00D6: if 0038: $6108 == 17 // $ == int 004D: jump_if_false @HAIT3_9739 00D6: if 0038: $5989 == 0 // $ == int 004D: jump_if_false @HAIT3_9739 00D6: if 0118: actor $5990 dead 004D: jump_if_false @HAIT3_9708 0008: $5927 += 1 // $ += int 0084: $6111 = $5990 // $ = $ int 0050: gosub @HAIT3_16257 0004: $5989 = 1 // $ = int 0002: jump @HAIT3_9739 :HAIT3_9708 00D6: if 0118: actor $6094 dead 004D: jump_if_false @HAIT3_9739 0084: $6068 = $5990 // $ = $ int 0050: gosub @HAIT3_14966 :HAIT3_9739 00D6: if 0038: $6108 == 18 // $ == int 004D: jump_if_false @HAIT3_9858 00D6: if 0038: $5992 == 0 // $ == int 004D: jump_if_false @HAIT3_9858 00D6: if 0118: actor $5993 dead 004D: jump_if_false @HAIT3_9827 0008: $5927 += 1 // $ += int 0084: $6111 = $5993 // $ = $ int 0050: gosub @HAIT3_16257 0004: $5992 = 1 // $ = int 0002: jump @HAIT3_9858 :HAIT3_9827 00D6: if 0118: actor $6095 dead 004D: jump_if_false @HAIT3_9858 0084: $6068 = $5993 // $ = $ int 0050: gosub @HAIT3_14966 :HAIT3_9858 00D6: if 0038: $6108 == 19 // $ == int 004D: jump_if_false @HAIT3_9977 00D6: if 0038: $5995 == 0 // $ == int 004D: jump_if_false @HAIT3_9977 00D6: if 0118: actor $5996 dead 004D: jump_if_false @HAIT3_9946 0008: $5927 += 1 // $ += int 0084: $6111 = $5996 // $ = $ int 0050: gosub @HAIT3_16257 0004: $5995 = 1 // $ = int 0002: jump @HAIT3_9977 :HAIT3_9946 00D6: if 0118: actor $6096 dead 004D: jump_if_false @HAIT3_9977 0084: $6068 = $5996 // $ = $ int 0050: gosub @HAIT3_14966 :HAIT3_9977 0051: return :HAIT3_9979 00D6: if 0038: $6008 == 0 // $ == int 004D: jump_if_false @HAIT3_10223 00A5: $5999 = create_car #BURRITO at $6001 $6002 $6003 0175: set_car $5999 z_angle_to 275.73 0129: $6010 = create_actor 4 #CBA in_car $5999 driverseat 01ED: clear_actor $6010 threat_search 0187: $6012 = create_marker_above_actor $6010 0243: set_actor $6010 ped_stats_to 16 00A9: set_car $5999 to_normal_driver 01C8: $6014 = create_actor_pedtype 4 model #CBB in_car $5999 passenger_seat 0 01ED: clear_actor $6014 threat_search 0187: $6016 = create_marker_above_actor $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 0187: $6020 = create_marker_above_actor $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 0187: $6024 = create_marker_above_actor $6022 0243: set_actor $6022 ped_stats_to 16 00A7: car $5999 drive_to $6004 $6005 $6006 00AE: set_vehicle $5999 traffic_behavior_to 2 00AD: set_car $5999 max_speed_to 35.0 00BC: text_highpriority 'HAM3_7' time 5000 1 0004: $6108 = 19 // $ = int 0004: $6008 = 1 // $ = int :HAIT3_10223 0051: return :HAIT3_10225 00D6: if 0038: $6009 == 0 // $ == int 004D: jump_if_false @HAIT3_10701 009A: $6033 = create_actor_pedtype 4 model #CBA at -862.426 59.084 8.38 0187: $6034 = create_marker_above_actor $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 0004: $6036 = 1 // $ = int 009A: $6038 = create_actor_pedtype 4 model #CBB at -864.075 59.57 8.38 01ED: clear_actor $6038 threat_search 0187: $6040 = create_marker_above_actor $6038 011A: set_actor $6038 search_threat 256 0243: set_actor $6038 ped_stats_to 16 0239: actor $6038 run_to $6025 $6026 0004: $6041 = 1 // $ = int 009A: $6043 = create_actor_pedtype 4 model #CBA at -865.799 60.488 8.38 01ED: clear_actor $6043 threat_search 0187: $6046 = create_marker_above_actor $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 0004: $6045 = 1 // $ = int 009A: $6048 = create_actor_pedtype 4 model #CBB at -868.311 61.519 8.38 01ED: clear_actor $6048 threat_search 0187: $6051 = create_marker_above_actor $6048 011A: set_actor $6048 search_threat 256 0243: set_actor $6048 ped_stats_to 16 0239: actor $6048 run_to $6025 $6026 0004: $6050 = 1 // $ = int 009A: $6053 = create_actor_pedtype 4 model #CBA at -870.435 62.566 8.38 01ED: clear_actor $6053 threat_search 0187: $6056 = create_marker_above_actor $6053 011A: set_actor $6053 search_threat 256 0243: set_actor $6053 ped_stats_to 16 0239: actor $6053 run_to $6025 $6026 0004: $6055 = 1 // $ = int 009A: $6058 = create_actor_pedtype 4 model #CBB at -872.876 63.476 8.38 01ED: clear_actor $6058 threat_search 0187: $6061 = create_marker_above_actor $6058 011A: set_actor $6058 search_threat 256 0243: set_actor $6058 ped_stats_to 16 0239: actor $6058 run_to $6025 $6026 0004: $6060 = 1 // $ = int 00BC: text_highpriority 'HAM3_7' time 5000 1 0004: $6108 = 23 // $ = int 0004: $6009 = 1 // $ = int :HAIT3_10701 0051: return :HAIT3_10703 00D6: if 0038: $6000 == 0 // $ == int 004D: jump_if_false @HAIT3_10873 00D6: if 0119: car $5999 wrecked 004D: jump_if_false @HAIT3_10751 0004: $6000 = 1 // $ = int 0002: jump @HAIT3_10873 :HAIT3_10751 00D6: if 0038: $6007 == 0 // $ == int 004D: jump_if_false @HAIT3_10873 00D6: if 01AF: car $5999 0 $6004 $6005 $6006 radius 3.0 3.0 3.0 004D: jump_if_false @HAIT3_10833 00AD: set_car $5999 max_speed_to 0.0 00A9: set_car $5999 to_normal_driver 0004: $6007 = 1 // $ = int :HAIT3_10833 00D6: if 0038: $6011 == 0 // $ == int 004D: jump_if_false @HAIT3_10858 0002: jump @HAIT3_10873 :HAIT3_10858 00AD: set_car $5999 max_speed_to 0.0 00A9: set_car $5999 to_normal_driver :HAIT3_10873 00D6: if 0038: $6108 == 21 // $ == int 004D: jump_if_false @HAIT3_11178 00D6: if 0038: $6011 == 0 // $ == int 004D: jump_if_false @HAIT3_11178 00D6: if 0118: actor $6010 dead 004D: jump_if_false @HAIT3_10966 0164: disable_marker $6012 0008: $5926 += 1 // $ += int 0084: $6111 = $6010 // $ = $ int 0050: gosub @HAIT3_16257 0004: $6011 = 1 // $ = int 0002: jump @HAIT3_11178 :HAIT3_10966 00D6: if 0038: $6007 == 1 // $ == int 004D: jump_if_false @HAIT3_11096 00D6: if 0038: $6028 == 0 // $ == int 004D: jump_if_false @HAIT3_11096 00D6: if 00DF: actor $6010 in_any_car 004D: jump_if_false @HAIT3_11057 00D9: $5999 = actor $6010 car // add to mission cleanup 00D6: if 8119: not car $5999 wrecked 004D: jump_if_false @HAIT3_11050 01D3: actor $6010 leave_car $5999 :HAIT3_11050 0002: jump @HAIT3_11096 :HAIT3_11057 0084: $6013 = $5996 // $ = $ int 00D6: if 8118: not actor $6013 dead 004D: jump_if_false @HAIT3_11089 01C9: actor $6010 kill_actor $6013 :HAIT3_11089 0004: $6028 = 1 // $ = int :HAIT3_11096 00D6: if 0038: $6028 == 1 // $ == int 004D: jump_if_false @HAIT3_11145 00D6: if 0118: actor $6013 dead 004D: jump_if_false @HAIT3_11145 0084: $6067 = $6010 // $ = $ int 0050: gosub @HAIT3_14259 :HAIT3_11145 00D6: if 0038: $5923 == 0 // $ == int 004D: jump_if_false @HAIT3_11178 0084: $6069 = $6010 // $ = $ int 0050: gosub @HAIT3_8658 :HAIT3_11178 00D6: if 0038: $6108 == 22 // $ == int 004D: jump_if_false @HAIT3_11599 00D6: if 0038: $6015 == 0 // $ == int 004D: jump_if_false @HAIT3_11599 00D6: if 0118: actor $6014 dead 004D: jump_if_false @HAIT3_11271 0164: disable_marker $6016 0008: $5926 += 1 // $ += int 0084: $6111 = $6014 // $ = $ int 0050: gosub @HAIT3_16257 0004: $6015 = 1 // $ = int 0002: jump @HAIT3_11599 :HAIT3_11271 00D6: if 0038: $6011 == 1 // $ == int 004D: jump_if_false @HAIT3_11387 00D6: if 0038: $6000 == 0 // $ == int 004D: jump_if_false @HAIT3_11387 00D6: if 0038: $6029 == 0 // $ == int 004D: jump_if_false @HAIT3_11387 00D6: if 00DF: actor $6014 in_any_car 004D: jump_if_false @HAIT3_11380 00D9: $5999 = actor $6014 car // add to mission cleanup 00D6: if 8119: not car $5999 wrecked 004D: jump_if_false @HAIT3_11373 01D3: actor $6014 leave_car $5999 :HAIT3_11373 0002: jump @HAIT3_11387 :HAIT3_11380 0004: $6029 = 1 // $ = int :HAIT3_11387 00D6: if 0038: $6007 == 1 // $ == int 004D: jump_if_false @HAIT3_11517 00D6: if 0038: $6029 == 0 // $ == int 004D: jump_if_false @HAIT3_11517 00D6: if 00DF: actor $6014 in_any_car 004D: jump_if_false @HAIT3_11478 00D9: $5999 = actor $6014 car // add to mission cleanup 00D6: if 8119: not car $5999 wrecked 004D: jump_if_false @HAIT3_11471 01D3: actor $6014 leave_car $5999 :HAIT3_11471 0002: jump @HAIT3_11517 :HAIT3_11478 0084: $6017 = $5993 // $ = $ int 00D6: if 8118: not actor $6017 dead 004D: jump_if_false @HAIT3_11510 01C9: actor $6014 kill_actor $6017 :HAIT3_11510 0004: $6029 = 1 // $ = int :HAIT3_11517 00D6: if 0038: $6029 == 1 // $ == int 004D: jump_if_false @HAIT3_11566 00D6: if 0118: actor $6017 dead 004D: jump_if_false @HAIT3_11566 0084: $6067 = $6014 // $ = $ int 0050: gosub @HAIT3_14259 :HAIT3_11566 00D6: if 0038: $5923 == 0 // $ == int 004D: jump_if_false @HAIT3_11599 0084: $6069 = $6014 // $ = $ int 0050: gosub @HAIT3_8658 :HAIT3_11599 00D6: if 0038: $6108 == 23 // $ == int 004D: jump_if_false @HAIT3_12020 00D6: if 0038: $6019 == 0 // $ == int 004D: jump_if_false @HAIT3_12020 00D6: if 0118: actor $6018 dead 004D: jump_if_false @HAIT3_11692 0164: disable_marker $6020 0008: $5926 += 1 // $ += int 0084: $6111 = $6018 // $ = $ int 0050: gosub @HAIT3_16257 0004: $6019 = 1 // $ = int 0002: jump @HAIT3_12020 :HAIT3_11692 00D6: if 0038: $6011 == 1 // $ == int 004D: jump_if_false @HAIT3_11840 00D6: if 0038: $6000 == 0 // $ == int 004D: jump_if_false @HAIT3_11840 00D6: if 0038: $6030 == 0 // $ == int 004D: jump_if_false @HAIT3_11840 00D6: if 00DF: actor $6018 in_any_car 004D: jump_if_false @HAIT3_11801 00D9: $5999 = actor $6018 car // add to mission cleanup 00D6: if 8119: not car $5999 wrecked 004D: jump_if_false @HAIT3_11794 01D3: actor $6018 leave_car $5999 :HAIT3_11794 0002: jump @HAIT3_11840 :HAIT3_11801 0084: $6021 = $5990 // $ = $ int 00D6: if 8118: not actor $6021 dead 004D: jump_if_false @HAIT3_11833 01C9: actor $6018 kill_actor $6021 :HAIT3_11833 0004: $6030 = 1 // $ = int :HAIT3_11840 00D6: if 0038: $6007 == 1 // $ == int 004D: jump_if_false @HAIT3_11938 00D6: if 0038: $6030 == 0 // $ == int 004D: jump_if_false @HAIT3_11938 00D6: if 00DF: actor $6018 in_any_car 004D: jump_if_false @HAIT3_11931 00D9: $5999 = actor $6018 car // add to mission cleanup 00D6: if 8119: not car $5999 wrecked 004D: jump_if_false @HAIT3_11924 01D3: actor $6018 leave_car $5999 :HAIT3_11924 0002: jump @HAIT3_11938 :HAIT3_11931 0004: $6030 = 1 // $ = int :HAIT3_11938 00D6: if 0038: $6030 == 1 // $ == int 004D: jump_if_false @HAIT3_11987 00D6: if 0118: actor $6021 dead 004D: jump_if_false @HAIT3_11987 0084: $6067 = $6018 // $ = $ int 0050: gosub @HAIT3_14259 :HAIT3_11987 00D6: if 0038: $5923 == 0 // $ == int 004D: jump_if_false @HAIT3_12020 0084: $6069 = $6018 // $ = $ int 0050: gosub @HAIT3_8658 :HAIT3_12020 00D6: if 0038: $6108 == 24 // $ == int 004D: jump_if_false @HAIT3_12441 00D6: if 0038: $6023 == 0 // $ == int 004D: jump_if_false @HAIT3_12441 00D6: if 0118: actor $6022 dead 004D: jump_if_false @HAIT3_12113 0164: disable_marker $6024 0008: $5926 += 1 // $ += int 0084: $6111 = $6022 // $ = $ int 0050: gosub @HAIT3_16257 0004: $6023 = 1 // $ = int 0002: jump @HAIT3_12441 :HAIT3_12113 00D6: if 0038: $6011 == 1 // $ == int 004D: jump_if_false @HAIT3_12261 00D6: if 0038: $6000 == 0 // $ == int 004D: jump_if_false @HAIT3_12261 00D6: if 0038: $6031 == 0 // $ == int 004D: jump_if_false @HAIT3_12261 00D6: if 00DF: actor $6022 in_any_car 004D: jump_if_false @HAIT3_12222 00D9: $5999 = actor $6022 car // add to mission cleanup 00D6: if 8119: not car $5999 wrecked 004D: jump_if_false @HAIT3_12215 01D3: actor $6022 leave_car $5999 :HAIT3_12215 0002: jump @HAIT3_12261 :HAIT3_12222 0084: $6032 = $5990 // $ = $ int 00D6: if 8118: not actor $6032 dead 004D: jump_if_false @HAIT3_12254 01C9: actor $6022 kill_actor $6032 :HAIT3_12254 0004: $6031 = 1 // $ = int :HAIT3_12261 00D6: if 0038: $6007 == 1 // $ == int 004D: jump_if_false @HAIT3_12359 00D6: if 0038: $6031 == 0 // $ == int 004D: jump_if_false @HAIT3_12359 00D6: if 00DF: actor $6022 in_any_car 004D: jump_if_false @HAIT3_12352 00D9: $5999 = actor $6022 car // add to mission cleanup 00D6: if 8119: not car $5999 wrecked 004D: jump_if_false @HAIT3_12345 01D3: actor $6022 leave_car $5999 :HAIT3_12345 0002: jump @HAIT3_12359 :HAIT3_12352 0004: $6031 = 1 // $ = int :HAIT3_12359 00D6: if 0038: $6031 == 1 // $ == int 004D: jump_if_false @HAIT3_12408 00D6: if 0118: actor $6032 dead 004D: jump_if_false @HAIT3_12408 0084: $6067 = $6022 // $ = $ int 0050: gosub @HAIT3_14259 :HAIT3_12408 00D6: if 0038: $5923 == 0 // $ == int 004D: jump_if_false @HAIT3_12441 0084: $6069 = $6022 // $ = $ int 0050: gosub @HAIT3_8658 :HAIT3_12441 0051: return :HAIT3_12443 00D6: if 0038: $6108 == 25 // $ == int 004D: jump_if_false @HAIT3_12734 00D6: if 0038: $6035 == 0 // $ == int 004D: jump_if_false @HAIT3_12734 00D6: if 0118: actor $6033 dead 004D: jump_if_false @HAIT3_12536 0164: disable_marker $6034 0008: $5926 += 1 // $ += int 0084: $6111 = $6033 // $ = $ int 0050: gosub @HAIT3_16257 0004: $6035 = 1 // $ = int 0002: jump @HAIT3_12734 :HAIT3_12536 00D6: if 0038: $6036 == 1 // $ == int 004D: jump_if_false @HAIT3_12595 00D6: if 00ED: actor $6033 0 $6025 $6026 radius 4.0 4.0 004D: jump_if_false @HAIT3_12595 0004: $6036 = 2 // $ = int :HAIT3_12595 00D6: if 0038: $6036 == 2 // $ == int 004D: jump_if_false @HAIT3_12652 0084: $6037 = $5987 // $ = $ int 00D6: if 8118: not actor $6037 dead 004D: jump_if_false @HAIT3_12645 01C9: actor $6033 kill_actor $6037 :HAIT3_12645 0004: $6036 = 3 // $ = int :HAIT3_12652 00D6: if 0038: $6036 == 3 // $ == int 004D: jump_if_false @HAIT3_12701 00D6: if 0118: actor $6037 dead 004D: jump_if_false @HAIT3_12701 0084: $6067 = $6033 // $ = $ int 0050: gosub @HAIT3_14259 :HAIT3_12701 00D6: if 0038: $5923 == 0 // $ == int 004D: jump_if_false @HAIT3_12734 0084: $6069 = $6033 // $ = $ int 0050: gosub @HAIT3_8658 :HAIT3_12734 00D6: if 0038: $6108 == 26 // $ == int 004D: jump_if_false @HAIT3_13025 00D6: if 0038: $6039 == 0 // $ == int 004D: jump_if_false @HAIT3_13025 00D6: if 0118: actor $6038 dead 004D: jump_if_false @HAIT3_12827 0164: disable_marker $6040 0008: $5926 += 1 // $ += int 0084: $6111 = $6038 // $ = $ int 0050: gosub @HAIT3_16257 0004: $6039 = 1 // $ = int 0002: jump @HAIT3_13025 :HAIT3_12827 00D6: if 0038: $6041 == 1 // $ == int 004D: jump_if_false @HAIT3_12886 00D6: if 00ED: actor $6038 0 $6025 $6026 radius 4.0 4.0 004D: jump_if_false @HAIT3_12886 0004: $6041 = 2 // $ = int :HAIT3_12886 00D6: if 0038: $6041 == 2 // $ == int 004D: jump_if_false @HAIT3_12943 0084: $6042 = $5984 // $ = $ int 00D6: if 8118: not actor $6042 dead 004D: jump_if_false @HAIT3_12936 01C9: actor $6038 kill_actor $6042 :HAIT3_12936 0004: $6041 = 3 // $ = int :HAIT3_12943 00D6: if 0038: $6041 == 3 // $ == int 004D: jump_if_false @HAIT3_12992 00D6: if 0118: actor $6042 dead 004D: jump_if_false @HAIT3_12992 0084: $6067 = $6038 // $ = $ int 0050: gosub @HAIT3_14259 :HAIT3_12992 00D6: if 0038: $5923 == 0 // $ == int 004D: jump_if_false @HAIT3_13025 0084: $6069 = $6038 // $ = $ int 0050: gosub @HAIT3_8658 :HAIT3_13025 00D6: if 0038: $6108 == 27 // $ == int 004D: jump_if_false @HAIT3_13316 00D6: if 0038: $6044 == 0 // $ == int 004D: jump_if_false @HAIT3_13316 00D6: if 0118: actor $6043 dead 004D: jump_if_false @HAIT3_13118 0164: disable_marker $6046 0008: $5926 += 1 // $ += int 0084: $6111 = $6043 // $ = $ int 0050: gosub @HAIT3_16257 0004: $6044 = 1 // $ = int 0002: jump @HAIT3_13316 :HAIT3_13118 00D6: if 0038: $6045 == 1 // $ == int 004D: jump_if_false @HAIT3_13177 00D6: if 00ED: actor $6043 0 $6025 $6026 radius 4.0 4.0 004D: jump_if_false @HAIT3_13177 0004: $6045 = 2 // $ = int :HAIT3_13177 00D6: if 0038: $6045 == 2 // $ == int 004D: jump_if_false @HAIT3_13234 0084: $6047 = $5981 // $ = $ int 00D6: if 8118: not actor $6047 dead 004D: jump_if_false @HAIT3_13227 01C9: actor $6043 kill_actor $6047 :HAIT3_13227 0004: $6045 = 3 // $ = int :HAIT3_13234 00D6: if 0038: $6045 == 3 // $ == int 004D: jump_if_false @HAIT3_13283 00D6: if 0118: actor $6047 dead 004D: jump_if_false @HAIT3_13283 0084: $6067 = $6043 // $ = $ int 0050: gosub @HAIT3_14259 :HAIT3_13283 00D6: if 0038: $5923 == 0 // $ == int 004D: jump_if_false @HAIT3_13316 0084: $6069 = $6043 // $ = $ int 0050: gosub @HAIT3_8658 :HAIT3_13316 00D6: if 0038: $6108 == 28 // $ == int 004D: jump_if_false @HAIT3_13607 00D6: if 0038: $6049 == 0 // $ == int 004D: jump_if_false @HAIT3_13607 00D6: if 0118: actor $6048 dead 004D: jump_if_false @HAIT3_13409 0164: disable_marker $6051 0008: $5926 += 1 // $ += int 0084: $6111 = $6048 // $ = $ int 0050: gosub @HAIT3_16257 0004: $6049 = 1 // $ = int 0002: jump @HAIT3_13607 :HAIT3_13409 00D6: if 0038: $6050 == 1 // $ == int 004D: jump_if_false @HAIT3_13468 00D6: if 00ED: actor $6048 0 $6025 $6026 radius 4.0 4.0 004D: jump_if_false @HAIT3_13468 0004: $6050 = 2 // $ = int :HAIT3_13468 00D6: if 0038: $6050 == 2 // $ == int 004D: jump_if_false @HAIT3_13525 0084: $6052 = $5978 // $ = $ int 00D6: if 8118: not actor $6052 dead 004D: jump_if_false @HAIT3_13518 01C9: actor $6048 kill_actor $6052 :HAIT3_13518 0004: $6050 = 3 // $ = int :HAIT3_13525 00D6: if 0038: $6050 == 3 // $ == int 004D: jump_if_false @HAIT3_13574 00D6: if 0118: actor $6052 dead 004D: jump_if_false @HAIT3_13574 0084: $6067 = $6048 // $ = $ int 0050: gosub @HAIT3_14259 :HAIT3_13574 00D6: if 0038: $5923 == 0 // $ == int 004D: jump_if_false @HAIT3_13607 0084: $6069 = $6048 // $ = $ int 0050: gosub @HAIT3_8658 :HAIT3_13607 00D6: if 0038: $6108 == 29 // $ == int 004D: jump_if_false @HAIT3_13898 00D6: if 0038: $6054 == 0 // $ == int 004D: jump_if_false @HAIT3_13898 00D6: if 0118: actor $6053 dead 004D: jump_if_false @HAIT3_13700 0164: disable_marker $6056 0008: $5926 += 1 // $ += int 0084: $6111 = $6053 // $ = $ int 0050: gosub @HAIT3_16257 0004: $6054 = 1 // $ = int 0002: jump @HAIT3_13898 :HAIT3_13700 00D6: if 0038: $6055 == 1 // $ == int 004D: jump_if_false @HAIT3_13759 00D6: if 00ED: actor $6053 0 $6025 $6026 radius 4.0 4.0 004D: jump_if_false @HAIT3_13759 0004: $6055 = 2 // $ = int :HAIT3_13759 00D6: if 0038: $6055 == 2 // $ == int 004D: jump_if_false @HAIT3_13816 0084: $6057 = $5975 // $ = $ int 00D6: if 8118: not actor $6057 dead 004D: jump_if_false @HAIT3_13809 01C9: actor $6053 kill_actor $6057 :HAIT3_13809 0004: $6055 = 3 // $ = int :HAIT3_13816 00D6: if 0038: $6055 == 3 // $ == int 004D: jump_if_false @HAIT3_13865 00D6: if 0118: actor $6057 dead 004D: jump_if_false @HAIT3_13865 0084: $6067 = $6053 // $ = $ int 0050: gosub @HAIT3_14259 :HAIT3_13865 00D6: if 0038: $5923 == 0 // $ == int 004D: jump_if_false @HAIT3_13898 0084: $6069 = $6053 // $ = $ int 0050: gosub @HAIT3_8658 :HAIT3_13898 00D6: if 0038: $6108 == 30 // $ == int 004D: jump_if_false @HAIT3_14189 00D6: if 0038: $6059 == 0 // $ == int 004D: jump_if_false @HAIT3_14189 00D6: if 0118: actor $6058 dead 004D: jump_if_false @HAIT3_13991 0164: disable_marker $6061 0008: $5926 += 1 // $ += int 0084: $6111 = $6058 // $ = $ int 0050: gosub @HAIT3_16257 0004: $6059 = 1 // $ = int 0002: jump @HAIT3_14189 :HAIT3_13991 00D6: if 0038: $6060 == 1 // $ == int 004D: jump_if_false @HAIT3_14050 00D6: if 00ED: actor $6058 0 $6025 $6026 radius 4.0 4.0 004D: jump_if_false @HAIT3_14050 0004: $6060 = 2 // $ = int :HAIT3_14050 00D6: if 0038: $6060 == 2 // $ == int 004D: jump_if_false @HAIT3_14107 0084: $6062 = $5972 // $ = $ int 00D6: if 8118: not actor $6062 dead 004D: jump_if_false @HAIT3_14100 01C9: actor $6058 kill_actor $6062 :HAIT3_14100 0004: $6060 = 3 // $ = int :HAIT3_14107 00D6: if 0038: $6060 == 3 // $ == int 004D: jump_if_false @HAIT3_14156 00D6: if 0118: actor $6062 dead 004D: jump_if_false @HAIT3_14156 0084: $6067 = $6058 // $ = $ int 0050: gosub @HAIT3_14259 :HAIT3_14156 00D6: if 0038: $5923 == 0 // $ == int 004D: jump_if_false @HAIT3_14189 0084: $6069 = $6058 // $ = $ int 0050: gosub @HAIT3_8658 :HAIT3_14189 0051: return :HAIT3_14191 00A0: store_actor $6078 position_to $6079 $6080 $6081 0509: $6085 = distance_between_point $6070 $6071 and_point $6079 $6080 00D6: if 0024: $6076 > $6085 // $ > $ float 004D: jump_if_false @HAIT3_14257 0086: $6076 = $6085 // $ = $ float 0084: $6077 = $6078 // $ = $ int :HAIT3_14257 0051: return :HAIT3_14259 0005: $6076 = 50.0 // $ = float 0004: $6077 = -1 // $ = int 00A0: store_actor $6067 position_to $6070 $6071 $6072 00D6: if 8118: not actor $5969 dead 004D: jump_if_false @HAIT3_14321 0084: $6078 = $5969 // $ = $ int 0050: gosub @HAIT3_14191 :HAIT3_14321 00D6: if 8118: not actor $5972 dead 004D: jump_if_false @HAIT3_14352 0084: $6078 = $5972 // $ = $ int 0050: gosub @HAIT3_14191 :HAIT3_14352 00D6: if 8118: not actor $5975 dead 004D: jump_if_false @HAIT3_14383 0084: $6078 = $5975 // $ = $ int 0050: gosub @HAIT3_14191 :HAIT3_14383 00D6: if 8118: not actor $5978 dead 004D: jump_if_false @HAIT3_14414 0084: $6078 = $5978 // $ = $ int 0050: gosub @HAIT3_14191 :HAIT3_14414 00D6: if 8118: not actor $5981 dead 004D: jump_if_false @HAIT3_14445 0084: $6078 = $5981 // $ = $ int 0050: gosub @HAIT3_14191 :HAIT3_14445 00D6: if 8118: not actor $5984 dead 004D: jump_if_false @HAIT3_14476 0084: $6078 = $5984 // $ = $ int 0050: gosub @HAIT3_14191 :HAIT3_14476 00D6: if 8118: not actor $5987 dead 004D: jump_if_false @HAIT3_14507 0084: $6078 = $5987 // $ = $ int 0050: gosub @HAIT3_14191 :HAIT3_14507 00D6: if 8118: not actor $5990 dead 004D: jump_if_false @HAIT3_14538 0084: $6078 = $5990 // $ = $ int 0050: gosub @HAIT3_14191 :HAIT3_14538 00D6: if 8118: not actor $5993 dead 004D: jump_if_false @HAIT3_14569 0084: $6078 = $5993 // $ = $ int 0050: gosub @HAIT3_14191 :HAIT3_14569 00D6: if 8118: not actor $5996 dead 004D: jump_if_false @HAIT3_14600 0084: $6078 = $5996 // $ = $ int 0050: gosub @HAIT3_14191 :HAIT3_14600 00D6: if 8038: not $6077 == -1 // $ == int 004D: jump_if_false @HAIT3_14626 01C9: actor $6067 kill_actor $6077 :HAIT3_14626 00D6: if 003A: $6067 == $5929 // $ == $ int 004D: jump_if_false @HAIT3_14653 0084: $6097 = $6077 // $ = $ int :HAIT3_14653 00D6: if 003A: $6067 == $5933 // $ == $ int 004D: jump_if_false @HAIT3_14680 0084: $6098 = $6077 // $ = $ int :HAIT3_14680 00D6: if 003A: $6067 == $5937 // $ == $ int 004D: jump_if_false @HAIT3_14707 0084: $6099 = $6077 // $ = $ int :HAIT3_14707 00D6: if 003A: $6067 == $5941 // $ == $ int 004D: jump_if_false @HAIT3_14734 0084: $6100 = $6077 // $ = $ int :HAIT3_14734 00D6: if 003A: $6067 == $5945 // $ == $ int 004D: jump_if_false @HAIT3_14761 0084: $6101 = $6077 // $ = $ int :HAIT3_14761 00D6: if 003A: $6067 == $5949 // $ == $ int 004D: jump_if_false @HAIT3_14788 0084: $6102 = $6077 // $ = $ int :HAIT3_14788 00D6: if 003A: $6067 == $5953 // $ == $ int 004D: jump_if_false @HAIT3_14815 0084: $6103 = $6077 // $ = $ int :HAIT3_14815 00D6: if 003A: $6067 == $5957 // $ == $ int 004D: jump_if_false @HAIT3_14842 0084: $6104 = $6077 // $ = $ int :HAIT3_14842 00D6: if 003A: $6067 == $5961 // $ == $ int 004D: jump_if_false @HAIT3_14869 0084: $6105 = $6077 // $ = $ int :HAIT3_14869 00D6: if 003A: $6067 == $5965 // $ == $ int 004D: jump_if_false @HAIT3_14896 0084: $6106 = $6077 // $ = $ int :HAIT3_14896 0051: return :HAIT3_14898 00A0: store_actor $6078 position_to $6082 $6083 $6084 0509: $6085 = distance_between_point $6073 $6074 and_point $6082 $6083 00D6: if 0024: $6076 > $6085 // $ > $ float 004D: jump_if_false @HAIT3_14964 0086: $6076 = $6085 // $ = $ float 0084: $6086 = $6078 // $ = $ int :HAIT3_14964 0051: return :HAIT3_14966 0005: $6076 = 50.0 // $ = float 0004: $6086 = -1 // $ = int 00A0: store_actor $6068 position_to $6073 $6074 $6075 00D6: if 8118: not actor $5929 dead 004D: jump_if_false @HAIT3_15028 0084: $6078 = $5929 // $ = $ int 0050: gosub @HAIT3_14898 :HAIT3_15028 00D6: if 8118: not actor $5933 dead 004D: jump_if_false @HAIT3_15059 0084: $6078 = $5933 // $ = $ int 0050: gosub @HAIT3_14898 :HAIT3_15059 00D6: if 8118: not actor $5937 dead 004D: jump_if_false @HAIT3_15090 0084: $6078 = $5937 // $ = $ int 0050: gosub @HAIT3_14898 :HAIT3_15090 00D6: if 8118: not actor $5941 dead 004D: jump_if_false @HAIT3_15121 0084: $6078 = $5941 // $ = $ int 0050: gosub @HAIT3_14898 :HAIT3_15121 00D6: if 8118: not actor $5945 dead 004D: jump_if_false @HAIT3_15152 0084: $6078 = $5945 // $ = $ int 0050: gosub @HAIT3_14898 :HAIT3_15152 00D6: if 8118: not actor $5949 dead 004D: jump_if_false @HAIT3_15183 0084: $6078 = $5949 // $ = $ int 0050: gosub @HAIT3_14898 :HAIT3_15183 00D6: if 8118: not actor $5953 dead 004D: jump_if_false @HAIT3_15214 0084: $6078 = $5953 // $ = $ int 0050: gosub @HAIT3_14898 :HAIT3_15214 00D6: if 8118: not actor $5957 dead 004D: jump_if_false @HAIT3_15245 0084: $6078 = $5957 // $ = $ int 0050: gosub @HAIT3_14898 :HAIT3_15245 00D6: if 8118: not actor $5961 dead 004D: jump_if_false @HAIT3_15276 0084: $6078 = $5961 // $ = $ int 0050: gosub @HAIT3_14898 :HAIT3_15276 00D6: if 8118: not actor $5965 dead 004D: jump_if_false @HAIT3_15307 0084: $6078 = $5965 // $ = $ int 0050: gosub @HAIT3_14898 :HAIT3_15307 00D6: if 0038: $6008 == 1 // $ == int 004D: jump_if_false @HAIT3_15449 00D6: if 8118: not actor $6010 dead 004D: jump_if_false @HAIT3_15356 0084: $6078 = $6010 // $ = $ int 0050: gosub @HAIT3_14898 :HAIT3_15356 00D6: if 8118: not actor $6014 dead 004D: jump_if_false @HAIT3_15387 0084: $6078 = $6014 // $ = $ int 0050: gosub @HAIT3_14898 :HAIT3_15387 00D6: if 8118: not actor $6018 dead 004D: jump_if_false @HAIT3_15418 0084: $6078 = $6018 // $ = $ int 0050: gosub @HAIT3_14898 :HAIT3_15418 00D6: if 8118: not actor $6022 dead 004D: jump_if_false @HAIT3_15449 0084: $6078 = $6022 // $ = $ int 0050: gosub @HAIT3_14898 :HAIT3_15449 00D6: if 0038: $6009 == 1 // $ == int 004D: jump_if_false @HAIT3_15653 00D6: if 8118: not actor $6033 dead 004D: jump_if_false @HAIT3_15498 0084: $6078 = $6033 // $ = $ int 0050: gosub @HAIT3_14898 :HAIT3_15498 00D6: if 8118: not actor $6038 dead 004D: jump_if_false @HAIT3_15529 0084: $6078 = $6038 // $ = $ int 0050: gosub @HAIT3_14898 :HAIT3_15529 00D6: if 8118: not actor $6043 dead 004D: jump_if_false @HAIT3_15560 0084: $6078 = $6043 // $ = $ int 0050: gosub @HAIT3_14898 :HAIT3_15560 00D6: if 8118: not actor $6048 dead 004D: jump_if_false @HAIT3_15591 0084: $6078 = $6048 // $ = $ int 0050: gosub @HAIT3_14898 :HAIT3_15591 00D6: if 8118: not actor $6053 dead 004D: jump_if_false @HAIT3_15622 0084: $6078 = $6053 // $ = $ int 0050: gosub @HAIT3_14898 :HAIT3_15622 00D6: if 8118: not actor $6058 dead 004D: jump_if_false @HAIT3_15653 0084: $6078 = $6058 // $ = $ int 0050: gosub @HAIT3_14898 :HAIT3_15653 00D6: if 8038: not $6086 == -1 // $ == int 004D: jump_if_false @HAIT3_15679 01C9: actor $6068 kill_actor $6086 :HAIT3_15679 00D6: if 003A: $6068 == $5969 // $ == $ int 004D: jump_if_false @HAIT3_15706 0084: $6087 = $6086 // $ = $ int :HAIT3_15706 00D6: if 003A: $6068 == $5972 // $ == $ int 004D: jump_if_false @HAIT3_15733 0084: $6088 = $6086 // $ = $ int :HAIT3_15733 00D6: if 003A: $6068 == $5975 // $ == $ int 004D: jump_if_false @HAIT3_15760 0084: $6089 = $6086 // $ = $ int :HAIT3_15760 00D6: if 003A: $6068 == $5978 // $ == $ int 004D: jump_if_false @HAIT3_15787 0084: $6090 = $6086 // $ = $ int :HAIT3_15787 00D6: if 003A: $6068 == $5981 // $ == $ int 004D: jump_if_false @HAIT3_15814 0084: $6091 = $6086 // $ = $ int :HAIT3_15814 00D6: if 003A: $6068 == $5984 // $ == $ int 004D: jump_if_false @HAIT3_15841 0084: $6092 = $6086 // $ = $ int :HAIT3_15841 00D6: if 003A: $6068 == $5987 // $ == $ int 004D: jump_if_false @HAIT3_15868 0084: $6093 = $6086 // $ = $ int :HAIT3_15868 00D6: if 003A: $6068 == $5990 // $ == $ int 004D: jump_if_false @HAIT3_15895 0084: $6094 = $6086 // $ = $ int :HAIT3_15895 00D6: if 003A: $6068 == $5993 // $ == $ int 004D: jump_if_false @HAIT3_15922 0084: $6095 = $6086 // $ = $ int :HAIT3_15922 00D6: if 003A: $6068 == $5996 // $ == $ int 004D: jump_if_false @HAIT3_15949 0084: $6096 = $6086 // $ = $ int :HAIT3_15949 00D6: if 0038: $6008 == 1 // $ == int 004D: jump_if_false @HAIT3_16075 00D6: if 003A: $6068 == $6010 // $ == $ int 004D: jump_if_false @HAIT3_15994 0084: $6013 = $6086 // $ = $ int :HAIT3_15994 00D6: if 003A: $6068 == $6014 // $ == $ int 004D: jump_if_false @HAIT3_16021 0084: $6017 = $6086 // $ = $ int :HAIT3_16021 00D6: if 003A: $6068 == $6018 // $ == $ int 004D: jump_if_false @HAIT3_16048 0084: $6021 = $6086 // $ = $ int :HAIT3_16048 00D6: if 003A: $6068 == $6022 // $ == $ int 004D: jump_if_false @HAIT3_16075 0084: $6032 = $6086 // $ = $ int :HAIT3_16075 00D6: if 0038: $6009 == 1 // $ == int 004D: jump_if_false @HAIT3_16255 00D6: if 003A: $6068 == $6033 // $ == $ int 004D: jump_if_false @HAIT3_16120 0084: $6037 = $6086 // $ = $ int :HAIT3_16120 00D6: if 003A: $6068 == $6038 // $ == $ int 004D: jump_if_false @HAIT3_16147 0084: $6042 = $6086 // $ = $ int :HAIT3_16147 00D6: if 003A: $6068 == $6043 // $ == $ int 004D: jump_if_false @HAIT3_16174 0084: $6047 = $6086 // $ = $ int :HAIT3_16174 00D6: if 003A: $6068 == $6048 // $ == $ int 004D: jump_if_false @HAIT3_16201 0084: $6052 = $6086 // $ = $ int :HAIT3_16201 00D6: if 003A: $6068 == $6053 // $ == $ int 004D: jump_if_false @HAIT3_16228 0084: $6057 = $6086 // $ = $ int :HAIT3_16228 00D6: if 003A: $6068 == $6058 // $ == $ int 004D: jump_if_false @HAIT3_16255 0084: $6062 = $6086 // $ = $ int :HAIT3_16255 0051: return :HAIT3_16257 00D6: if 02B3: player $PLAYER_CHAR in_cube -936.42 109.11 13.0 -873.118 45.222 18.0 radius 30.0 sphere 0 004D: jump_if_false @HAIT3_16324 0004: $6109 = 0 // $ = int 0002: jump @HAIT3_16433 :HAIT3_16324 00D6: if 0038: $6109 == 0 // $ == int 004D: jump_if_false @HAIT3_16433 00D6: if 0118: actor $6111 dead 004D: jump_if_false @HAIT3_16433 00D6: if 051A: actor $6111 damaged_by_actor $PLAYER_ACTOR 004D: jump_if_false @HAIT3_16433 054E: clear_actor $6111 damage 00D6: 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 004D: jump_if_false @HAIT3_16433 0467: set_actor $6111 clear_last_weapon_damage 0004: $6109 = 1 // $ = int :HAIT3_16433 0051: return 00D6: if 8118: not actor $5929 dead 004D: jump_if_false @HAIT3_16458 02A9: set_actor $5929 immune_to_nonplayer 1 :HAIT3_16458 00D6: if 8118: not actor $5933 dead 004D: jump_if_false @HAIT3_16481 02A9: set_actor $5933 immune_to_nonplayer 1 :HAIT3_16481 00D6: if 8118: not actor $5937 dead 004D: jump_if_false @HAIT3_16504 02A9: set_actor $5937 immune_to_nonplayer 1 :HAIT3_16504 00D6: if 8118: not actor $5941 dead 004D: jump_if_false @HAIT3_16527 02A9: set_actor $5941 immune_to_nonplayer 1 :HAIT3_16527 00D6: if 8118: not actor $5945 dead 004D: jump_if_false @HAIT3_16550 02A9: set_actor $5945 immune_to_nonplayer 1 :HAIT3_16550 00D6: if 8118: not actor $5949 dead 004D: jump_if_false @HAIT3_16573 02A9: set_actor $5949 immune_to_nonplayer 1 :HAIT3_16573 00D6: if 8118: not actor $5953 dead 004D: jump_if_false @HAIT3_16596 02A9: set_actor $5953 immune_to_nonplayer 1 :HAIT3_16596 00D6: if 8118: not actor $5957 dead 004D: jump_if_false @HAIT3_16619 02A9: set_actor $5957 immune_to_nonplayer 1 :HAIT3_16619 00D6: if 8118: not actor $5961 dead 004D: jump_if_false @HAIT3_16642 02A9: set_actor $5961 immune_to_nonplayer 1 :HAIT3_16642 00D6: if 8118: not actor $5965 dead 004D: jump_if_false @HAIT3_16665 02A9: set_actor $5965 immune_to_nonplayer 1 :HAIT3_16665 00D6: if 8118: not actor $5969 dead 004D: jump_if_false @HAIT3_16688 02A9: set_actor $5969 immune_to_nonplayer 1 :HAIT3_16688 00D6: if 8118: not actor $5972 dead 004D: jump_if_false @HAIT3_16711 02A9: set_actor $5972 immune_to_nonplayer 1 :HAIT3_16711 00D6: if 8118: not actor $5975 dead 004D: jump_if_false @HAIT3_16734 02A9: set_actor $5975 immune_to_nonplayer 1 :HAIT3_16734 00D6: if 8118: not actor $5978 dead 004D: jump_if_false @HAIT3_16757 02A9: set_actor $5978 immune_to_nonplayer 1 :HAIT3_16757 00D6: if 8118: not actor $5981 dead 004D: jump_if_false @HAIT3_16780 02A9: set_actor $5981 immune_to_nonplayer 1 :HAIT3_16780 00D6: if 8118: not actor $5984 dead 004D: jump_if_false @HAIT3_16803 02A9: set_actor $5984 immune_to_nonplayer 1 :HAIT3_16803 00D6: if 8118: not actor $5987 dead 004D: jump_if_false @HAIT3_16826 02A9: set_actor $5987 immune_to_nonplayer 1 :HAIT3_16826 00D6: if 8118: not actor $5990 dead 004D: jump_if_false @HAIT3_16849 02A9: set_actor $5990 immune_to_nonplayer 1 :HAIT3_16849 00D6: if 8118: not actor $5993 dead 004D: jump_if_false @HAIT3_16872 02A9: set_actor $5993 immune_to_nonplayer 1 :HAIT3_16872 00D6: if 8118: not actor $5996 dead 004D: jump_if_false @HAIT3_16895 02A9: set_actor $5996 immune_to_nonplayer 1 :HAIT3_16895 00D6: if 0038: $6008 == 1 // $ == int 004D: jump_if_false @HAIT3_17005 00D6: if 8118: not actor $6010 dead 004D: jump_if_false @HAIT3_16936 02A9: set_actor $6010 immune_to_nonplayer 1 :HAIT3_16936 00D6: if 8118: not actor $6014 dead 004D: jump_if_false @HAIT3_16959 02A9: set_actor $6014 immune_to_nonplayer 1 :HAIT3_16959 00D6: if 8118: not actor $6018 dead 004D: jump_if_false @HAIT3_16982 02A9: set_actor $6018 immune_to_nonplayer 1 :HAIT3_16982 00D6: if 8118: not actor $6022 dead 004D: jump_if_false @HAIT3_17005 02A9: set_actor $6022 immune_to_nonplayer 1 :HAIT3_17005 00D6: if 0038: $6009 == 1 // $ == int 004D: jump_if_false @HAIT3_17161 00D6: if 8118: not actor $6033 dead 004D: jump_if_false @HAIT3_17046 02A9: set_actor $6033 immune_to_nonplayer 1 :HAIT3_17046 00D6: if 8118: not actor $6038 dead 004D: jump_if_false @HAIT3_17069 02A9: set_actor $6038 immune_to_nonplayer 1 :HAIT3_17069 00D6: if 8118: not actor $6043 dead 004D: jump_if_false @HAIT3_17092 02A9: set_actor $6043 immune_to_nonplayer 1 :HAIT3_17092 00D6: if 8118: not actor $6048 dead 004D: jump_if_false @HAIT3_17115 02A9: set_actor $6048 immune_to_nonplayer 1 :HAIT3_17115 00D6: if 8118: not actor $6053 dead 004D: jump_if_false @HAIT3_17138 02A9: set_actor $6053 immune_to_nonplayer 1 :HAIT3_17138 00D6: if 8118: not actor $6058 dead 004D: jump_if_false @HAIT3_17161 02A9: set_actor $6058 immune_to_nonplayer 1 :HAIT3_17161 0051: return 00D6: if 8118: not actor $5929 dead 004D: jump_if_false @HAIT3_17186 02A9: set_actor $5929 immune_to_nonplayer 0 :HAIT3_17186 00D6: if 8118: not actor $5933 dead 004D: jump_if_false @HAIT3_17209 02A9: set_actor $5933 immune_to_nonplayer 0 :HAIT3_17209 00D6: if 8118: not actor $5937 dead 004D: jump_if_false @HAIT3_17232 02A9: set_actor $5937 immune_to_nonplayer 0 :HAIT3_17232 00D6: if 8118: not actor $5941 dead 004D: jump_if_false @HAIT3_17255 02A9: set_actor $5941 immune_to_nonplayer 0 :HAIT3_17255 00D6: if 8118: not actor $5945 dead 004D: jump_if_false @HAIT3_17278 02A9: set_actor $5945 immune_to_nonplayer 0 :HAIT3_17278 00D6: if 8118: not actor $5949 dead 004D: jump_if_false @HAIT3_17301 02A9: set_actor $5949 immune_to_nonplayer 0 :HAIT3_17301 00D6: if 8118: not actor $5953 dead 004D: jump_if_false @HAIT3_17324 02A9: set_actor $5953 immune_to_nonplayer 0 :HAIT3_17324 00D6: if 8118: not actor $5957 dead 004D: jump_if_false @HAIT3_17347 02A9: set_actor $5957 immune_to_nonplayer 0 :HAIT3_17347 00D6: if 8118: not actor $5961 dead 004D: jump_if_false @HAIT3_17370 02A9: set_actor $5961 immune_to_nonplayer 0 :HAIT3_17370 00D6: if 8118: not actor $5965 dead 004D: jump_if_false @HAIT3_17393 02A9: set_actor $5965 immune_to_nonplayer 0 :HAIT3_17393 00D6: if 8118: not actor $5969 dead 004D: jump_if_false @HAIT3_17416 02A9: set_actor $5969 immune_to_nonplayer 0 :HAIT3_17416 00D6: if 8118: not actor $5972 dead 004D: jump_if_false @HAIT3_17439 02A9: set_actor $5972 immune_to_nonplayer 0 :HAIT3_17439 00D6: if 8118: not actor $5975 dead 004D: jump_if_false @HAIT3_17462 02A9: set_actor $5975 immune_to_nonplayer 0 :HAIT3_17462 00D6: if 8118: not actor $5978 dead 004D: jump_if_false @HAIT3_17485 02A9: set_actor $5978 immune_to_nonplayer 0 :HAIT3_17485 00D6: if 8118: not actor $5981 dead 004D: jump_if_false @HAIT3_17508 02A9: set_actor $5981 immune_to_nonplayer 0 :HAIT3_17508 00D6: if 8118: not actor $5984 dead 004D: jump_if_false @HAIT3_17531 02A9: set_actor $5984 immune_to_nonplayer 0 :HAIT3_17531 00D6: if 8118: not actor $5987 dead 004D: jump_if_false @HAIT3_17554 02A9: set_actor $5987 immune_to_nonplayer 0 :HAIT3_17554 00D6: if 8118: not actor $5990 dead 004D: jump_if_false @HAIT3_17577 02A9: set_actor $5990 immune_to_nonplayer 0 :HAIT3_17577 00D6: if 8118: not actor $5993 dead 004D: jump_if_false @HAIT3_17600 02A9: set_actor $5993 immune_to_nonplayer 0 :HAIT3_17600 00D6: if 8118: not actor $5996 dead 004D: jump_if_false @HAIT3_17623 02A9: set_actor $5996 immune_to_nonplayer 0 :HAIT3_17623 00D6: if 0038: $6008 == 1 // $ == int 004D: jump_if_false @HAIT3_17710 00D6: if 8118: not actor $6010 dead 004D: jump_if_false @HAIT3_17664 02A9: set_actor $6010 immune_to_nonplayer 0 :HAIT3_17664 00D6: if 8118: not actor $6018 dead 004D: jump_if_false @HAIT3_17687 02A9: set_actor $6018 immune_to_nonplayer 0 :HAIT3_17687 00D6: if 8118: not actor $6022 dead 004D: jump_if_false @HAIT3_17710 02A9: set_actor $6022 immune_to_nonplayer 0 :HAIT3_17710 00D6: if 0038: $6009 == 1 // $ == int 004D: jump_if_false @HAIT3_17843 00D6: if 8118: not actor $6033 dead 004D: jump_if_false @HAIT3_17751 02A9: set_actor $6033 immune_to_nonplayer 0 :HAIT3_17751 00D6: if 8118: not actor $6043 dead 004D: jump_if_false @HAIT3_17774 02A9: set_actor $6043 immune_to_nonplayer 0 :HAIT3_17774 00D6: if 8118: not actor $6048 dead 004D: jump_if_false @HAIT3_17797 02A9: set_actor $6048 immune_to_nonplayer 0 :HAIT3_17797 00D6: if 8118: not actor $6053 dead 004D: jump_if_false @HAIT3_17820 02A9: set_actor $6053 immune_to_nonplayer 0 :HAIT3_17820 00D6: if 8118: not actor $6058 dead 004D: jump_if_false @HAIT3_17843 02A9: set_actor $6058 immune_to_nonplayer 0 :HAIT3_17843 0051: return //-------------Mission 63--------------- // Originally: Love Juice :ROCKB1 03A4: name_thread 'ROCKB1' 0050: gosub @ROCKB1_76 00D6: if 0112: wasted_or_busted 004D: jump_if_false @ROCKB1_37 0050: gosub @ROCKB1_7134 :ROCKB1_37 0050: gosub @ROCKB1_7217 004E: end_thread 0005: $6144 = 0.0 // $ = float 0005: $6145 = 0.0 // $ = float 0005: $6146 = 0.0 // $ = float :ROCKB1_76 0317: increment_mission_attempts 0004: $ONMISSION = 1 // $ = int 0004: $6114 = 0 // $ = int 0004: $6115 = 0 // $ = int 0004: $6119 = 0 // $ = int 0005: $6123 = -513.988 // $ = float 0005: $6124 = 1133.143 // $ = float 0005: $6125 = 10.08 // $ = float 0004: $6127 = 0 // $ = int 0004: $6129 = 0 // $ = int 0004: $6121 = 0 // $ = int 0004: $6131 = 0 // $ = int 0004: $6134 = 0 // $ = int 0005: $6135 = 0.0 // $ = float 0005: $6136 = 0.0 // $ = float 0005: $6137 = 0.0 // $ = float 0004: $6139 = 0 // $ = int 0004: $6140 = 0 // $ = int 0004: $6142 = 91000 // $ = int 0004: $6143 = 0 // $ = int 0004: $6147 = 0 // $ = int 0004: $6149 = 0 // $ = int 0004: $6150 = 0 // $ = int 0004: $6151 = 0 // $ = int 0004: $6152 = 0 // $ = int 0001: wait 0 ms 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' 04BB: select_interiour 9 // select render area 03CB: load_scene -879.75 1157.77 17.81 04F9: set_extra_colors 17 fade 0 038B: load_requested_models :ROCKB1_392 00D6: 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 004D: jump_if_false @ROCKB1_434 0001: wait 0 ms 0002: jump @ROCKB1_392 :ROCKB1_434 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 10.07 range 1.0 0055: put_player $PLAYER_CHAR at -871.9 1159.46 10.07 0171: set_player $PLAYER_CHAR z_angle_to 270.0 016A: fade 1 2000 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :ROCKB1_644 00D6: if 001A: 1056 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB1_679 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB1_644 :ROCKB1_679 00BC: text_highpriority 'RBM1_A' time 10000 1 :ROCKB1_694 00D6: if 001A: 5224 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB1_729 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB1_694 :ROCKB1_729 00BC: text_highpriority 'RBM1_B' time 10000 1 :ROCKB1_744 00D6: if 001A: 7304 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB1_779 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB1_744 :ROCKB1_779 00BC: text_highpriority 'RBM1_C' time 10000 1 :ROCKB1_794 00D6: if 001A: 9427 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB1_829 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB1_794 :ROCKB1_829 00BC: text_highpriority 'RBM1_D' time 10000 1 :ROCKB1_844 00D6: if 001A: 11052 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB1_879 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB1_844 :ROCKB1_879 00BC: text_highpriority 'RBM1_E' time 10000 1 :ROCKB1_894 00D6: if 001A: 12782 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB1_929 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB1_894 :ROCKB1_929 00BC: text_highpriority 'RBM1_F' time 10000 1 :ROCKB1_944 00D6: if 001A: 14396 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB1_979 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB1_944 :ROCKB1_979 00BC: text_highpriority 'RBM1_G' time 10000 1 :ROCKB1_994 00D6: if 001A: 18961 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB1_1029 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB1_994 :ROCKB1_1029 00BC: text_highpriority 'RBM1_H' time 10000 1 :ROCKB1_1044 00D6: if 001A: 21292 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB1_1079 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB1_1044 :ROCKB1_1079 00BC: text_highpriority 'RBM1_I' time 10000 1 :ROCKB1_1094 00D6: if 001A: 22918 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB1_1129 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB1_1094 :ROCKB1_1129 00BC: text_highpriority 'RBM1_J' time 10000 1 :ROCKB1_1144 00D6: if 001A: 24055 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB1_1179 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB1_1144 :ROCKB1_1179 00BC: text_highpriority 'RBM1_K' time 10000 1 :ROCKB1_1194 00D6: if 001A: 26610 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB1_1229 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB1_1194 :ROCKB1_1229 00BC: text_highpriority 'RBM1_L' time 10000 1 :ROCKB1_1244 00D6: if 001A: 28351 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB1_1279 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB1_1244 :ROCKB1_1279 00BC: text_highpriority 'RBM1_M' time 10000 1 :ROCKB1_1294 00D6: if 001A: 29855 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB1_1329 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB1_1294 :ROCKB1_1329 00BC: text_highpriority 'RBM1_N' time 10000 1 :ROCKB1_1344 00D6: if 001A: 34583 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB1_1381 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB1_1344 :ROCKB1_1381 00BC: text_highpriority 'RBM1_O' time 10000 1 :ROCKB1_1396 00D6: if 001A: 38289 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB1_1433 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB1_1396 :ROCKB1_1433 00BC: text_highpriority 'RBM1_P' time 10000 1 :ROCKB1_1448 00D6: if 001A: 41099 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB1_1485 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB1_1448 :ROCKB1_1485 00BC: text_highpriority 'RBM1_Q' time 10000 1 :ROCKB1_1500 00D6: if 001A: 43119 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB1_1537 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB1_1500 :ROCKB1_1537 00BC: text_highpriority 'RBM1_R' time 10000 1 :ROCKB1_1552 00D6: if 001A: 46114 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB1_1589 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB1_1552 :ROCKB1_1589 00BC: text_highpriority 'RBM1_S' time 10000 1 :ROCKB1_1604 00D6: if 001A: 48332 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB1_1641 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB1_1604 :ROCKB1_1641 00BC: text_highpriority 'RBM1_U' time 10000 1 :ROCKB1_1656 00D6: if 001A: 49782 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB1_1693 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB1_1656 :ROCKB1_1693 00BC: text_highpriority 'RBM1_T' time 10000 1 :ROCKB1_1708 00D6: if 001A: 52122 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB1_1745 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB1_1708 :ROCKB1_1745 00BC: text_highpriority 'RBM1_V' time 10000 1 :ROCKB1_1760 00D6: if 001A: 53173 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB1_1797 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB1_1760 :ROCKB1_1797 00BC: text_highpriority 'RBM1_W' time 10000 1 :ROCKB1_1812 00D6: if 001A: 58523 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB1_1849 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB1_1812 :ROCKB1_1849 00BC: text_highpriority 'RBM1_X' time 10000 1 :ROCKB1_1864 00D6: if 001A: 59953 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB1_1901 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB1_1864 :ROCKB1_1901 00BC: text_highpriority 'RBM1_Y' time 10000 1 :ROCKB1_1916 00D6: if 001A: 61300 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB1_1953 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB1_1916 :ROCKB1_1953 00BC: text_highpriority 'RBM1_Z' time 10000 1 :ROCKB1_1968 00D6: if 001A: 62839 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB1_2005 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB1_1968 :ROCKB1_2005 00BE: text_clear_all 016A: fade 0 2000 ms :ROCKB1_2014 00D6: if 016B: fading 004D: jump_if_false @ROCKB1_2038 0001: wait 0 ms 0002: jump @ROCKB1_2014 :ROCKB1_2038 04BB: select_interiour 0 // select render area 04FA: clear_extra_colors_with_fade 0 03AD: set_rubbish 1 02EA: end_cutscene 0373: set_camera_directly_behind_player 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 03CB: load_scene -871.9 1159.46 10.07 04E3: set_player $PLAYER_CHAR mood 3 duration 60000 0247: request_model #BMYBB 0247: request_model #BUDDYSHOT 0247: request_model #STINGER 0247: request_model #PCJ600 023C: load_special_actor 6 'IGMERC' 0247: request_model #CELLPHONE :ROCKB1_2139 00D6: if or 8248: not model #BUDDYSHOT available 8248: not model #STINGER available 8248: not model #PCJ600 available 823D: not special_actor 6 loaded 8248: not model #CELLPHONE available 8248: not model #BMYBB available 004D: jump_if_false @ROCKB1_2189 0001: wait 0 ms 0002: jump @ROCKB1_2139 :ROCKB1_2189 018A: $6141 = create_checkpoint_at -867.8 1165.7 10.2 0164: disable_marker $6141 0213: $6133 = create_pickup #BRIEFCASE type 3 at $6135 $6136 $6137 03DC: $6138 = create_marker_above_pickup $6133 0164: disable_marker $6138 0215: destroy_pickup $6133 009A: $6118 = create_actor_pedtype 4 model #BMYBB at 308.24 -621.28 8.9 0187: $6120 = create_marker_above_actor $6118 0164: disable_marker $6120 009B: destroy_actor_instantly $6118 0169: set_fade_color 0 0 0 0001: wait 500 ms 016A: fade 1 1500 ms 00BC: text_highpriority 'RBM1_12' time 4000 1 018A: $6126 = create_checkpoint_at $6123 $6124 $6125 :ROCKB1_2341 00D6: if 8038: not $6140 == 1 // $ == int 004D: jump_if_false @ROCKB1_3590 0001: wait 0 ms 00D6: if 0038: $6121 == 0 // $ == int 004D: jump_if_false @ROCKB1_2796 00D6: if 0038: $6129 == 0 // $ == int 004D: jump_if_false @ROCKB1_2796 00D6: if 00F5: player $PLAYER_CHAR 0 $6123 $6124 $6125 radius 2.0 2.0 2.0 004D: jump_if_false @ROCKB1_2598 00D6: if or 04C9: player $PLAYER_CHAR in_flying_vehicle 04A8: player $PLAYER_CHAR in_any_boat 004D: jump_if_false @ROCKB1_2509 00D6: if 0038: $6143 == 0 // $ == int 004D: jump_if_false @ROCKB1_2502 00BC: text_highpriority 'RBM1_14' time 5000 1 0004: $6143 = 1 // $ = int :ROCKB1_2502 0002: jump @ROCKB1_2591 :ROCKB1_2509 00D6: if 00F9: player $PLAYER_CHAR stopped 0 $6123 $6124 $6125 radius 2.0 2.0 2.0 004D: jump_if_false @ROCKB1_2591 00D6: if 0038: $6143 == 0 // $ == int 004D: jump_if_false @ROCKB1_2591 00BC: text_highpriority 'RBM1_14' time 5000 1 0004: $6143 = 1 // $ = int :ROCKB1_2591 0002: jump @ROCKB1_2605 :ROCKB1_2598 0004: $6143 = 0 // $ = int :ROCKB1_2605 00D6: if and 00FA: player $PLAYER_CHAR stopped 1 $6123 $6124 $6125 radius 2.0 2.0 2.0 84C9: not player $PLAYER_CHAR in_flying_vehicle 84A8: not player $PLAYER_CHAR in_any_boat 004D: jump_if_false @ROCKB1_2789 00D6: if 0038: $6127 == 0 // $ == int 004D: jump_if_false @ROCKB1_2697 00BC: text_highpriority 'HORN' time 5000 1 0004: $6127 = 1 // $ = int :ROCKB1_2697 00D6: if and 0443: player $PLAYER_CHAR sitting_in_any_car 0122: player $PLAYER_CHAR pressing_horn 004D: jump_if_false @ROCKB1_2782 00DA: $6128 = player $PLAYER_CHAR car 00D6: if 8119: not car $6128 wrecked 004D: jump_if_false @ROCKB1_2749 020A: set_car $6128 door_status_to 4 :ROCKB1_2749 01B4: set_player $PLAYER_CHAR can_move 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 0001: wait 500 ms 0050: gosub @ROCKB1_7394 :ROCKB1_2782 0002: jump @ROCKB1_2796 :ROCKB1_2789 0004: $6127 = 0 // $ = int :ROCKB1_2796 00D6: if 0038: $6139 == 1 // $ == int 004D: jump_if_false @ROCKB1_2839 00D6: if 0038: $6134 == 0 // $ == int 004D: jump_if_false @ROCKB1_2839 0050: gosub @ROCKB1_8761 :ROCKB1_2839 00D6: if 0038: $6121 == 1 // $ == int 004D: jump_if_false @ROCKB1_3583 00D6: if 0038: $6119 == 0 // $ == int 004D: jump_if_false @ROCKB1_3583 00D6: if 0118: actor $6118 dead 004D: jump_if_false @ROCKB1_3110 0164: disable_marker $6120 00D6: if 0038: $6129 == 0 // $ == int 004D: jump_if_false @ROCKB1_2943 00BC: text_highpriority 'RBM1_10' time 5000 1 0002: jump @ROCKB1_7134 0002: jump @ROCKB1_3096 :ROCKB1_2943 00D6: if or 031D: actor $6118 hit_by_weapon 15 031D: actor $6118 hit_by_weapon 31 031D: actor $6118 hit_by_weapon 41 004D: jump_if_false @ROCKB1_3004 00BC: text_highpriority 'RBM1_10' time 5000 1 0002: jump @ROCKB1_7134 0002: jump @ROCKB1_3096 :ROCKB1_3004 00D6: if 056D: actor $6118 defined 004D: jump_if_false @ROCKB1_3074 04A5: get_dead_actor_pickup_coords $6118 store_to $6135 $6136 $6137 0213: $6133 = create_pickup #BRIEFCASE type 3 at $6135 $6136 $6137 03DC: $6138 = create_marker_above_pickup $6133 0004: $6139 = 1 // $ = int 0002: jump @ROCKB1_3096 :ROCKB1_3074 00BC: text_highpriority 'RBM1_10' time 5000 1 0002: jump @ROCKB1_7134 :ROCKB1_3096 0004: $6119 = 1 // $ = int 0002: jump @ROCKB1_3583 :ROCKB1_3110 00D6: if 0038: $6139 == 0 // $ == int 004D: jump_if_false @ROCKB1_3166 00D6: if 04AD: actor $6118 in_water 004D: jump_if_false @ROCKB1_3166 00BC: text_highpriority 'RBM1_10' time 5000 1 0002: jump @ROCKB1_7134 :ROCKB1_3166 00D6: if 8118: not actor $6118 dead 004D: jump_if_false @ROCKB1_3583 00D6: if 0038: $6129 == 1 // $ == int 004D: jump_if_false @ROCKB1_3583 00D6: if 82CB: not actor $6118 bounding_sphere_visible 004D: jump_if_false @ROCKB1_3279 00D6: if 80FB: not player $PLAYER_CHAR 0 $6118 radius 180.0 180.0 180.0 004D: jump_if_false @ROCKB1_3279 0164: disable_marker $6120 00BC: text_highpriority 'RBM1_15' time 5000 1 0002: jump @ROCKB1_7134 :ROCKB1_3279 00D6: if 0038: $6152 == 0 // $ == int 004D: jump_if_false @ROCKB1_3344 00D6: if 80DF: not actor $6118 in_any_car 004D: jump_if_false @ROCKB1_3344 00D6: if 02CB: actor $6118 bounding_sphere_visible 004D: jump_if_false @ROCKB1_3344 01CC: actor $6118 kill_player $PLAYER_CHAR 0004: $6152 = 1 // $ = int :ROCKB1_3344 00D6: if 0038: $6131 == 0 // $ == int 004D: jump_if_false @ROCKB1_3445 00D6: if 00DF: actor $6118 in_any_car 004D: jump_if_false @ROCKB1_3445 011C: actor $6118 clear_objective 00D9: $6132 = actor $6118 car // add to mission cleanup 0190: add_vehicle $6132 to_flipped_check 03CC: add_stuck_car_check $6132 distance 0.1 time 2000 00AD: set_car $6132 max_speed_to 40.0 00AE: set_vehicle $6132 traffic_behavior_to 2 00A8: set_car $6132 to_psycho_driver 0004: $6152 = 0 // $ = int 0004: $6131 = 1 // $ = int :ROCKB1_3445 00D6: if 0038: $6131 == 1 // $ == int 004D: jump_if_false @ROCKB1_3520 00D6: if 8119: not car $6132 wrecked 004D: jump_if_false @ROCKB1_3520 00D6: if or 018F: vehicle $6132 flipped 03CE: car $6132 stuck 0495: vehicle $6132 burning 004D: jump_if_false @ROCKB1_3520 01D3: actor $6118 leave_car $6132 0004: $6152 = 0 // $ = int :ROCKB1_3520 00D6: if 0038: $6131 == 1 // $ == int 004D: jump_if_false @ROCKB1_3583 00D6: if 80DF: not actor $6118 in_any_car 004D: jump_if_false @ROCKB1_3583 0191: remove_vehicle $6132 from_flipped_check 03CD: car $6132 remove_from_stuck_car_check 01C3: mark_car_as_no_longer_needed $6132 0004: $6152 = 0 // $ = int 0004: $6131 = 0 // $ = int :ROCKB1_3583 0002: jump @ROCKB1_2341 :ROCKB1_3590 01C3: mark_car_as_no_longer_needed $6132 01C2: mark_actor_as_no_longer_needed $6118 0006: TIMERA = 0 // @ = int 03CF: load_wav 'MOBRING' as 1 03CF: load_wav 'MOB_07A' as 2 :ROCKB1_3631 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @ROCKB1_3661 0001: wait 0 ms 0002: jump @ROCKB1_3631 :ROCKB1_3661 00D6: if 001B: 3000 > TIMERA // int > @ 004D: jump_if_false @ROCKB1_3691 0001: wait 0 ms 0002: jump @ROCKB1_3661 :ROCKB1_3691 03D1: play_wav 1 :ROCKB1_3695 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @ROCKB1_3721 0001: wait 0 ms 0002: jump @ROCKB1_3695 :ROCKB1_3721 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 00D6: if 044B: actor $PLAYER_ACTOR on_foot 004D: jump_if_false @ROCKB1_3763 052B: actor $PLAYER_ACTOR hold_cellphone 1 0001: wait 1250 ms :ROCKB1_3763 03CF: load_wav 'MOB_07B' as 1 03D1: play_wav 2 00BC: text_highpriority 'MOB_07A' time 10000 1 :ROCKB1_3794 00D6: if 83D2: not wav 2 ended 004D: jump_if_false @ROCKB1_3820 0001: wait 0 ms 0002: jump @ROCKB1_3794 :ROCKB1_3820 03D5: remove_text 'MOB_07A' :ROCKB1_3830 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @ROCKB1_3856 0001: wait 0 ms 0002: jump @ROCKB1_3830 :ROCKB1_3856 03D1: play_wav 1 00BC: text_highpriority 'MOB_07B' time 5000 1 :ROCKB1_3875 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @ROCKB1_3901 0001: wait 0 ms 0002: jump @ROCKB1_3875 :ROCKB1_3901 03D5: remove_text 'MOB_07B' 00D6: if 044B: actor $PLAYER_ACTOR on_foot 004D: jump_if_false @ROCKB1_3934 052B: actor $PLAYER_ACTOR hold_cellphone 0 :ROCKB1_3934 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' time 5000 1 009A: $6112 = create_actor_pedtype 5 model #SPECIAL06 at 297.849 289.728 16.64 01ED: clear_actor $6112 threat_search 0173: set_actor $6112 z_angle_to 270.0 0245: set_actor $6112 walk_style_to 46 0446: set_actor $6112 dismemberment_possible 0 04F5: set_actor $6112 as_player_friend $PLAYER_CHAR flag 1 0568: set_actor $6112 untargetable 1 018A: $6116 = create_checkpoint_at 304.747 291.581 15.238 0004: $123 = 1 // $ = int :ROCKB1_4060 00D6: 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 sitting_in_any_car 0038: $6149 == 0 // $ == int 004D: jump_if_false @ROCKB1_4450 0001: wait 0 ms 00D6: if 0118: actor $6112 dead 004D: jump_if_false @ROCKB1_4177 00BC: text_highpriority 'RBM1_8' time 5000 1 0004: $6115 = 1 // $ = int 0004: $123 = 0 // $ = int 0002: jump @ROCKB1_7134 :ROCKB1_4177 00D6: if or 04A8: player $PLAYER_CHAR in_any_boat 00DE: player $PLAYER_CHAR driving_vehicle_type #HUNTER 004D: jump_if_false @ROCKB1_4215 0004: $6149 = 0 // $ = int 0002: jump @ROCKB1_4222 :ROCKB1_4215 0004: $6149 = 1 // $ = int :ROCKB1_4222 00D6: if 00F5: player $PLAYER_CHAR 0 304.747 291.581 15.238 radius 3.0 3.0 4.0 004D: jump_if_false @ROCKB1_4436 00D6: if or 04A8: player $PLAYER_CHAR in_any_boat 00DE: player $PLAYER_CHAR driving_vehicle_type #HUNTER 004D: jump_if_false @ROCKB1_4341 00D6: if 0038: $6147 == 0 // $ == int 004D: jump_if_false @ROCKB1_4334 00BC: text_highpriority 'RBM1_14' time 5000 1 0004: $6147 = 1 // $ = int :ROCKB1_4334 0002: jump @ROCKB1_4429 :ROCKB1_4341 00D6: if 00F6: player $PLAYER_CHAR 0 304.747 291.581 15.238 radius 3.0 3.0 4.0 004D: jump_if_false @ROCKB1_4429 00D6: if 0038: $6147 == 0 // $ == int 004D: jump_if_false @ROCKB1_4429 00BC: text_highpriority 'RBM1_14' time 5000 1 0004: $6147 = 1 // $ = int :ROCKB1_4429 0002: jump @ROCKB1_4443 :ROCKB1_4436 0004: $6147 = 0 // $ = int :ROCKB1_4443 0002: jump @ROCKB1_4060 :ROCKB1_4450 0164: disable_marker $6116 02A3: enable_widescreen 1 01B4: set_player $PLAYER_CHAR can_move 0 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 17.47 range 1.0 015F: set_camera_position 297.02 299.427 17.47 rotation 0.0 0.0 0.0 0160: point_camera 297.473 298.532 17.43 switchstyle 2 00D6: if 0119: car $6117 wrecked 004D: jump_if_false @ROCKB1_4600 0002: jump @ROCKB1_7134 0002: jump @ROCKB1_4660 :ROCKB1_4600 00D6: if 8118: not actor $6112 dead 004D: jump_if_false @ROCKB1_4631 01D4: actor $6112 go_to_car $6117 and_enter_it_as_a_passenger 0002: jump @ROCKB1_4660 :ROCKB1_4631 00BC: text_highpriority 'RBM1_8' time 5000 1 0004: $6115 = 1 // $ = int 0002: jump @ROCKB1_7134 :ROCKB1_4660 03CF: load_wav 'ROK1_5' as 1 03CF: load_wav 'ROK1_6' as 2 :ROCKB1_4684 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @ROCKB1_4834 0001: wait 0 ms 00D6: if 0118: actor $6112 dead 004D: jump_if_false @ROCKB1_4752 00BC: text_highpriority 'RBM1_8' time 5000 1 0004: $6115 = 1 // $ = int 0002: jump @ROCKB1_7134 :ROCKB1_4752 00D6: if 0119: car $6117 wrecked 004D: jump_if_false @ROCKB1_4827 00D6: if 0118: actor $6112 dead 004D: jump_if_false @ROCKB1_4820 00BC: text_highpriority 'RBM1_8' time 5000 1 0004: $6115 = 1 // $ = int 0002: jump @ROCKB1_7134 0002: jump @ROCKB1_4827 :ROCKB1_4820 0002: jump @ROCKB1_7134 :ROCKB1_4827 0002: jump @ROCKB1_4684 :ROCKB1_4834 03D1: play_wav 1 00BC: text_highpriority 'ROK1_5' time 5000 1 :ROCKB1_4853 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @ROCKB1_4999 0001: wait 0 ms 00D6: if 0118: actor $6112 dead 004D: jump_if_false @ROCKB1_4917 00BC: text_highpriority 'RBM1_8' time 5000 1 0004: $6115 = 1 // $ = int 0002: jump @ROCKB1_7134 :ROCKB1_4917 00D6: if 0119: car $6117 wrecked 004D: jump_if_false @ROCKB1_4992 00D6: if 0118: actor $6112 dead 004D: jump_if_false @ROCKB1_4985 00BC: text_highpriority 'RBM1_8' time 5000 1 0004: $6115 = 1 // $ = int 0002: jump @ROCKB1_7134 0002: jump @ROCKB1_4992 :ROCKB1_4985 0002: jump @ROCKB1_7134 :ROCKB1_4992 0002: jump @ROCKB1_4853 :ROCKB1_4999 03D5: remove_text 'ROK1_5' 03CF: load_wav 'ROK1_7' as 1 03D1: play_wav 2 00BC: text_highpriority 'ROK1_6' time 5000 1 :ROCKB1_5040 00D6: if or 83D2: not wav 2 ended 83D0: not wav 1 loaded 004D: jump_if_false @ROCKB1_5190 0001: wait 0 ms 00D6: if 0118: actor $6112 dead 004D: jump_if_false @ROCKB1_5108 00BC: text_highpriority 'RBM1_8' time 5000 1 0004: $6115 = 1 // $ = int 0002: jump @ROCKB1_7134 :ROCKB1_5108 00D6: if 0119: car $6117 wrecked 004D: jump_if_false @ROCKB1_5183 00D6: if 0118: actor $6112 dead 004D: jump_if_false @ROCKB1_5176 00BC: text_highpriority 'RBM1_8' time 5000 1 0004: $6115 = 1 // $ = int 0002: jump @ROCKB1_7134 0002: jump @ROCKB1_5183 :ROCKB1_5176 0002: jump @ROCKB1_7134 :ROCKB1_5183 0002: jump @ROCKB1_5040 :ROCKB1_5190 03D5: remove_text 'ROK1_6' 03CF: load_wav 'ROK1_8' as 2 03D1: play_wav 1 00BC: text_highpriority 'ROK1_7' time 5000 1 :ROCKB1_5231 00D6: if or 83D2: not wav 1 ended 83D0: not wav 2 loaded 004D: jump_if_false @ROCKB1_5381 0001: wait 0 ms 00D6: if 0118: actor $6112 dead 004D: jump_if_false @ROCKB1_5299 00BC: text_highpriority 'RBM1_8' time 5000 1 0004: $6115 = 1 // $ = int 0002: jump @ROCKB1_7134 :ROCKB1_5299 00D6: if 0119: car $6117 wrecked 004D: jump_if_false @ROCKB1_5374 00D6: if 0118: actor $6112 dead 004D: jump_if_false @ROCKB1_5367 00BC: text_highpriority 'RBM1_8' time 5000 1 0004: $6115 = 1 // $ = int 0002: jump @ROCKB1_7134 0002: jump @ROCKB1_5374 :ROCKB1_5367 0002: jump @ROCKB1_7134 :ROCKB1_5374 0002: jump @ROCKB1_5231 :ROCKB1_5381 03D5: remove_text 'ROK1_7' 03D1: play_wav 2 00BC: text_highpriority 'ROK1_8' time 5000 1 :ROCKB1_5410 00D6: if 83D2: not wav 2 ended 004D: jump_if_false @ROCKB1_5556 0001: wait 0 ms 00D6: if 0118: actor $6112 dead 004D: jump_if_false @ROCKB1_5474 00BC: text_highpriority 'RBM1_8' time 5000 1 0004: $6115 = 1 // $ = int 0002: jump @ROCKB1_7134 :ROCKB1_5474 00D6: if 0119: car $6117 wrecked 004D: jump_if_false @ROCKB1_5549 00D6: if 0118: actor $6112 dead 004D: jump_if_false @ROCKB1_5542 00BC: text_highpriority 'RBM1_8' time 5000 1 0004: $6115 = 1 // $ = int 0002: jump @ROCKB1_7134 0002: jump @ROCKB1_5549 :ROCKB1_5542 0002: jump @ROCKB1_7134 :ROCKB1_5549 0002: jump @ROCKB1_5410 :ROCKB1_5556 03D5: remove_text 'ROK1_8' :ROCKB1_5566 00D6: if 80DB: not actor $6112 in_car $6117 004D: jump_if_false @ROCKB1_5716 0001: wait 0 ms 00D6: if 0118: actor $6112 dead 004D: jump_if_false @ROCKB1_5634 00BC: text_highpriority 'RBM1_8' time 5000 1 0004: $6115 = 1 // $ = int 0002: jump @ROCKB1_7134 :ROCKB1_5634 00D6: if 0119: car $6117 wrecked 004D: jump_if_false @ROCKB1_5709 00D6: if 0118: actor $6112 dead 004D: jump_if_false @ROCKB1_5702 00BC: text_highpriority 'RBM1_8' time 5000 1 0004: $6115 = 1 // $ = int 0002: jump @ROCKB1_7134 0002: jump @ROCKB1_5709 :ROCKB1_5702 0002: jump @ROCKB1_7134 :ROCKB1_5709 0002: jump @ROCKB1_5566 :ROCKB1_5716 00D6: if 8118: not actor $6112 dead 004D: jump_if_false @ROCKB1_5754 01DF: tie_actor $6112 to_player $PLAYER_CHAR 0319: set_actor $6112 running 1 0002: jump @ROCKB1_5783 :ROCKB1_5754 00BC: text_highpriority 'RBM1_8' time 5000 1 0004: $6115 = 1 // $ = int 0002: jump @ROCKB1_7134 :ROCKB1_5783 0004: $6114 = 1 // $ = int 02A3: enable_widescreen 0 039E: set_actor $PLAYER_ACTOR locked_while_in_vehicle 0 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 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' time 7000 1 018A: $6141 = create_checkpoint_at -867.8 1165.7 10.2 014E: start_timer_at $6142 count_in_direction 1 0004: $123 = 1 // $ = int :ROCKB1_5873 00D6: if 8101: not actor $6112 stopped_near_point -867.8 1165.7 10.2 radius 4.0 4.0 4.0 sphere $123 004D: jump_if_false @ROCKB1_6233 0001: wait 0 ms 00D6: if 0038: $6115 == 0 // $ == int 004D: jump_if_false @ROCKB1_6186 00D6: if 0118: actor $6112 dead 004D: jump_if_false @ROCKB1_5996 00BC: text_highpriority 'RBM1_8' time 5000 1 0004: $6115 = 1 // $ = int 0002: jump @ROCKB1_7134 0002: jump @ROCKB1_6186 :ROCKB1_5996 00D6: if 0038: $6114 == 1 // $ == int 004D: jump_if_false @ROCKB1_6075 00D6: if 8320: not actor $6112 in_range_of_player $PLAYER_CHAR 004D: jump_if_false @ROCKB1_6075 0164: disable_marker $6141 0187: $6113 = create_marker_above_actor $6112 00BC: text_highpriority 'HEY' time 5000 1 0004: $123 = 0 // $ = int 0004: $6114 = 0 // $ = int :ROCKB1_6075 00D6: if 0038: $6114 == 0 // $ == int 004D: jump_if_false @ROCKB1_6186 00D6: if 00E9: player $PLAYER_CHAR 0 $6112 radius 8.0 8.0 004D: jump_if_false @ROCKB1_6186 0164: disable_marker $6113 00BC: text_highpriority 'RBM1_13' time 7000 1 01DF: tie_actor $6112 to_player $PLAYER_CHAR 018A: $6141 = create_checkpoint_at -867.8 1165.7 10.2 0004: $123 = 1 // $ = int 0004: $6114 = 1 // $ = int :ROCKB1_6186 00D6: if 0038: $6142 == 0 // $ == int 004D: jump_if_false @ROCKB1_6226 00BC: text_highpriority 'RBM1_7' time 5000 1 0002: jump @ROCKB1_7134 :ROCKB1_6226 0002: jump @ROCKB1_5873 :ROCKB1_6233 014F: stop_timer $6142 0164: disable_marker $6141 02A3: enable_widescreen 1 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 00D6: if 0118: actor $6112 dead 004D: jump_if_false @ROCKB1_6313 00BC: text_highpriority 'RBM1_8' time 5000 1 0002: jump @ROCKB1_7134 0002: jump @ROCKB1_6325 :ROCKB1_6313 01E0: clear_leader $6112 0245: set_actor $6112 walk_style_to 46 :ROCKB1_6325 015F: set_camera_position -874.13 1153.04 14.37 rotation 0.0 0.0 0.0 0160: point_camera -873.68 1153.89 14.1 switchstyle 2 03CF: load_wav 'MERC_39' as 1 :ROCKB1_6388 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @ROCKB1_6452 0001: wait 0 ms 00D6: if 0118: actor $6112 dead 004D: jump_if_false @ROCKB1_6445 00BC: text_highpriority 'RBM1_8' time 5000 1 0002: jump @ROCKB1_7134 :ROCKB1_6445 0002: jump @ROCKB1_6388 :ROCKB1_6452 00D6: if 8118: not actor $6112 dead 004D: jump_if_false @ROCKB1_6499 00D6: if 80DF: not actor $6112 in_any_car 004D: jump_if_false @ROCKB1_6492 020F: actor $6112 look_at_player $PLAYER_CHAR :ROCKB1_6492 0002: jump @ROCKB1_6521 :ROCKB1_6499 00BC: text_highpriority 'RBM1_8' time 5000 1 0002: jump @ROCKB1_7134 :ROCKB1_6521 03D1: play_wav 1 00BC: text_highpriority 'MERC_39' time 5000 1 :ROCKB1_6540 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @ROCKB1_6604 0001: wait 0 ms 00D6: if 0118: actor $6112 dead 004D: jump_if_false @ROCKB1_6597 00BC: text_highpriority 'RBM1_8' time 5000 1 0002: jump @ROCKB1_7134 :ROCKB1_6597 0002: jump @ROCKB1_6540 :ROCKB1_6604 03D5: remove_text 'MERC_39' 00D6: if 00DF: actor $6112 in_any_car 004D: jump_if_false @ROCKB1_6765 00D9: $6148 = actor $6112 car // add to mission cleanup 01D3: actor $6112 leave_car $6148 :ROCKB1_6646 00D6: if 00DF: actor $6112 in_any_car 004D: jump_if_false @ROCKB1_6765 0001: wait 0 ms 00D6: if 0118: actor $6112 dead 004D: jump_if_false @ROCKB1_6704 00BC: text_highpriority 'RBM1_8' time 5000 1 0002: jump @ROCKB1_7134 :ROCKB1_6704 00D6: if 0119: car $6148 wrecked 004D: jump_if_false @ROCKB1_6758 00D6: if 0118: actor $6112 dead 004D: jump_if_false @ROCKB1_6758 00BC: text_highpriority 'RBM1_8' time 5000 1 0002: jump @ROCKB1_7134 :ROCKB1_6758 0002: jump @ROCKB1_6646 :ROCKB1_6765 0211: actor $6112 walk_to -873.33 1161.28 0006: TIMERA = 0 // @ = int :ROCKB1_6787 00D6: if 001B: 3000 > TIMERA // int > @ 004D: jump_if_false @ROCKB1_6855 0001: wait 0 ms 00D6: if 0118: actor $6112 dead 004D: jump_if_false @ROCKB1_6848 00BC: text_highpriority 'RBM1_8' time 5000 1 0002: jump @ROCKB1_7134 :ROCKB1_6848 0002: jump @ROCKB1_6787 :ROCKB1_6855 0395: clear_area 0 at -872.9 1153.53 11.72 range 1.0 015F: set_camera_position -872.9 1153.53 11.72 rotation 0.0 0.0 0.0 0160: point_camera -873.31 1154.47 11.48 switchstyle 2 00D6: if 8118: not actor $6112 dead 004D: jump_if_false @ROCKB1_6983 009F: set_actor $6112 idle 00A1: put_actor $6112 at -872.4 1159.86 10.09 011C: actor $6112 clear_objective 0002: jump @ROCKB1_7005 :ROCKB1_6983 00BC: text_highpriority 'RBM1_8' time 5000 1 0002: jump @ROCKB1_7134 :ROCKB1_7005 0211: actor $6112 walk_to -883.26 1159.3 0006: TIMERB = 0 // @ = int :ROCKB1_7027 00D6: if 001B: 2500 > TIMERB // int > @ 004D: jump_if_false @ROCKB1_7095 0001: wait 0 ms 00D6: if 0118: actor $6112 dead 004D: jump_if_false @ROCKB1_7088 00BC: text_highpriority 'RBM1_8' time 5000 1 0002: jump @ROCKB1_7134 :ROCKB1_7088 0002: jump @ROCKB1_7027 :ROCKB1_7095 02A3: enable_widescreen 0 01B4: set_player $PLAYER_CHAR can_move 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 02EB: restore_camera_with_jumpcut 009B: destroy_actor_instantly $6112 0002: jump @ROCKB1_7151 :ROCKB1_7134 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :ROCKB1_7151 0004: $PASSED_ROCK1_LOVE_JUICE = 1 // $ = int 0318: set_latest_mission_passed 'ROCK_1' 030C: progress_made += 1 0394: play_music 1 0110: clear_player $PLAYER_CHAR wanted_level 01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1 0109: player $PLAYER_CHAR money += 2000 004F: create_thread @ROC2 0051: return :ROCKB1_7217 0004: $ONMISSION = 0 // $ = int 01EB: set_traffic_density_multiplier_to 1.0 00D6: if 8119: not car $6132 wrecked 004D: jump_if_false @ROCKB1_7257 0191: remove_vehicle $6132 from_flipped_check 03CD: car $6132 remove_from_stuck_car_check :ROCKB1_7257 00D6: if 8118: not actor $6112 dead 004D: jump_if_false @ROCKB1_7278 034F: destroy_actor_with_fade $6112 // The actor fades away like a ghost :ROCKB1_7278 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @ROCKB1_7317 00D6: if 80E0: not player $PLAYER_CHAR in_any_car 004D: jump_if_false @ROCKB1_7317 052B: actor $PLAYER_ACTOR hold_cellphone 0 :ROCKB1_7317 0164: disable_marker $6113 0164: disable_marker $6126 0164: disable_marker $6116 0164: disable_marker $6141 0164: disable_marker $6138 0164: disable_marker $6120 014F: stop_timer $6142 0215: destroy_pickup $6133 0249: release_model #BMYBB 0249: release_model #BUDDYSHOT 0249: release_model #STINGER 0249: release_model #PCJ600 0249: release_model #CELLPHONE 0296: unload_special_actor 6 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 00D8: mission_cleanup 0051: return :ROCKB1_7394 02A3: enable_widescreen 1 00DA: $6128 = player $PLAYER_CHAR car 03D5: remove_text 'HORN' 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 0396: pause_timer 1 0164: disable_marker $6126 03CF: load_wav 'ROK1_9' as 1 03CF: load_wav 'ROK1_1A' as 2 :ROCKB1_7457 00D6: if or 83D0: not wav 2 loaded 83D0: not wav 1 loaded 004D: jump_if_false @ROCKB1_7487 0001: wait 0 ms 0002: jump @ROCKB1_7457 :ROCKB1_7487 01B4: set_player $PLAYER_CHAR can_move 0 015F: set_camera_position -504.261 1131.601 14.157 rotation 0.0 0.0 0.0 0160: point_camera -505.183 1131.776 13.81 switchstyle 2 0395: clear_area 0 at -517.476 1121.888 10.05 range 1.0 009A: $6118 = create_actor_pedtype 4 model #BMYBB at -517.476 1121.888 10.05 01ED: clear_actor $6118 threat_search 02A9: set_actor $6118 immune_to_nonplayer 1 03FE: set_actor $6118 money 1000 0004: $6121 = 1 // $ = int 0006: TIMERA = 0 // @ = int 0004: $6130 = 1 // $ = int :ROCKB1_7634 00D6: if 8038: not $6130 == 8 // $ == int 004D: jump_if_false @ROCKB1_8601 0001: wait 0 ms 00D6: if 0038: $6119 == 0 // $ == int 004D: jump_if_false @ROCKB1_8544 00D6: if 0118: actor $6118 dead 004D: jump_if_false @ROCKB1_7704 0004: $6119 = 1 // $ = int 0002: jump @ROCKB1_8544 :ROCKB1_7704 00D6: if 0038: $6130 == 1 // $ == int 004D: jump_if_false @ROCKB1_7810 00D6: if 8119: not car $6128 wrecked 004D: jump_if_false @ROCKB1_7767 0407: create_coordinate $6144 $6145 $6146 from_car $6128 offset -1.7267 0.1686 -0.0662 :ROCKB1_7767 0395: clear_area 0 at $6144 $6145 $6146 range 1.0 0239: actor $6118 run_to $6144 $6145 0006: TIMERA = 0 // @ = int 0004: $6130 = 2 // $ = int :ROCKB1_7810 00D6: if 0038: $6130 == 2 // $ == int 004D: jump_if_false @ROCKB1_7959 00D6: if 0029: TIMERA >= 5000 // @ >= int 004D: jump_if_false @ROCKB1_7861 00A1: put_actor $6118 at $6144 $6145 $6146 :ROCKB1_7861 00D6: if 00ED: actor $6118 0 $6144 $6145 radius 0.5 0.5 004D: jump_if_false @ROCKB1_7959 020F: actor $6118 look_at_player $PLAYER_CHAR 011C: actor $6118 clear_objective 0372: set_actor $6118 anim 19 wait_state_time 3000 ms 03D1: play_wav 2 00BC: text_highpriority 'ROK1_1A' time 3000 1 0109: player $PLAYER_CHAR money += -500 0006: TIMERA = 0 // @ = int 0004: $6130 = 3 // $ = int :ROCKB1_7959 00D6: if 0038: $6130 == 3 // $ == int 004D: jump_if_false @ROCKB1_8009 00D6: if 03D2: wav 2 ended 004D: jump_if_false @ROCKB1_8009 03D5: remove_text 'ROK1_1A' 0004: $6130 = 4 // $ = int :ROCKB1_8009 00D6: if 0038: $6130 == 4 // $ == int 004D: jump_if_false @ROCKB1_8082 00D6: if 0029: TIMERA >= 3000 // @ >= int 004D: jump_if_false @ROCKB1_8082 03D1: play_wav 1 00BC: text_highpriority 'ROK1_9' time 5000 1 01B2: give_actor $6118 weapon 21 ammo 30000 // Load the weapon model before using this 0004: $6130 = 5 // $ = int :ROCKB1_8082 00D6: if 0038: $6130 == 5 // $ == int 004D: jump_if_false @ROCKB1_8247 00D6: if 8118: not actor $6118 dead 004D: jump_if_false @ROCKB1_8247 0395: clear_area 0 at -523.372 1117.609 9.91 range 1.0 00A5: $6122 = create_car #PCJ600 at -523.372 1117.609 9.91 0175: set_car $6122 z_angle_to 55.96 02A9: set_actor $6118 immune_to_nonplayer 0 00D6: if 8119: not car $6122 wrecked 004D: jump_if_false @ROCKB1_8218 01D5: actor $6118 go_to_and_drive_car $6122 0004: $6150 = 1 // $ = int 0002: jump @ROCKB1_8233 :ROCKB1_8218 01D0: actor $6118 avoid_player $PLAYER_CHAR 0004: $6151 = 1 // $ = int :ROCKB1_8233 0006: TIMERA = 0 // @ = int 0004: $6130 = 6 // $ = int :ROCKB1_8247 00D6: if 0038: $6130 == 6 // $ == int 004D: jump_if_false @ROCKB1_8500 00D6: if 0038: $6151 == 1 // $ == int 004D: jump_if_false @ROCKB1_8290 0004: $6130 = 8 // $ = int :ROCKB1_8290 00D6: if 0038: $6150 == 1 // $ == int 004D: jump_if_false @ROCKB1_8500 00D6: if 0019: TIMERA > 3000 // @ > int 004D: jump_if_false @ROCKB1_8500 0395: clear_area 0 at -518.031 1126.795 11.975 range 1.0 015F: set_camera_position -518.031 1126.795 11.975 rotation 0.0 0.0 0.0 0160: point_camera -518.735 1126.094 11.86 switchstyle 2 00D6: if 00DF: actor $6118 in_any_car 004D: jump_if_false @ROCKB1_8500 00D6: if 8119: not car $6122 wrecked 004D: jump_if_false @ROCKB1_8500 0006: TIMERB = 0 // @ = int 0187: $6120 = create_marker_above_actor $6118 00BC: text_highpriority 'RBM1_17' time 5000 1 00AE: set_vehicle $6122 traffic_behavior_to 2 00AD: set_car $6122 max_speed_to 40.0 00A8: set_car $6122 to_psycho_driver 0004: $6131 = 1 // $ = int 0004: $6130 = 7 // $ = int :ROCKB1_8500 00D6: if 0038: $6130 == 7 // $ == int 004D: jump_if_false @ROCKB1_8544 00D6: if 0019: TIMERB > 1500 // @ > int 004D: jump_if_false @ROCKB1_8544 0004: $6130 = 8 // $ = int :ROCKB1_8544 00D6: if 03D2: wav 1 ended 004D: jump_if_false @ROCKB1_8569 03D5: remove_text 'ROK1_9' :ROCKB1_8569 00D6: if 03D2: wav 2 ended 004D: jump_if_false @ROCKB1_8594 03D5: remove_text 'ROK1_1A' :ROCKB1_8594 0002: jump @ROCKB1_7634 :ROCKB1_8601 00D6: if 8119: not car $6122 wrecked 004D: jump_if_false @ROCKB1_8639 00AE: set_vehicle $6122 traffic_behavior_to 2 00AD: set_car $6122 max_speed_to 40.0 00A8: set_car $6122 to_psycho_driver :ROCKB1_8639 00D6: if 03D2: wav 1 ended 004D: jump_if_false @ROCKB1_8664 03D5: remove_text 'ROK1_9' :ROCKB1_8664 00D6: if 03D2: wav 2 ended 004D: jump_if_false @ROCKB1_8689 03D5: remove_text 'ROK1_1A' :ROCKB1_8689 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 00D6: if 8119: not car $6128 wrecked 004D: jump_if_false @ROCKB1_8726 020A: set_car $6128 door_status_to 1 :ROCKB1_8726 01EB: set_traffic_density_multiplier_to 0.5 0373: set_camera_directly_behind_player 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 0396: pause_timer 0 02EB: restore_camera_with_jumpcut 0004: $6129 = 1 // $ = int 0051: return :ROCKB1_8761 00D6: if 0038: $6134 == 0 // $ == int 004D: jump_if_false @ROCKB1_8814 00D6: if 0214: pickup $6133 picked_up 004D: jump_if_false @ROCKB1_8814 0164: disable_marker $6138 0008: $6140 += 1 // $ += int 0004: $6134 = 1 // $ = int :ROCKB1_8814 0051: return //-------------Mission 64--------------- // Originally: Psycho Killer :ROCKB2 03A4: name_thread 'ROCKB2' 0050: gosub @ROCKB2_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @ROCKB2_37 0050: gosub @ROCKB2_9487 :ROCKB2_37 0050: gosub @ROCKB2_9570 004E: end_thread :ROCKB2_46 0317: increment_mission_attempts 0004: $ONMISSION = 1 // $ = int 0004: $6154 = 0 // $ = int 0004: $6156 = 0 // $ = int 0004: $6157 = 0 // $ = int 0004: $6217 = 0 // $ = int 0004: $6218 = 0 // $ = int 0004: $6220 = 0 // $ = int 0004: $6221 = 0 // $ = int 0005: $6226 = -874.345 // $ = float 0005: $6227 = 752.026 // $ = float 0005: $6228 = 10.09 // $ = float 0005: $6229 = -873.002 // $ = float 0005: $6230 = 746.816 // $ = float 0005: $6231 = 10.08 // $ = float 0005: $6159 = -861.15 // $ = float 0005: $6160 = 762.6 // $ = float 0005: $6161 = 9.91 // $ = float 0005: $6162 = -816.15 // $ = float 0005: $6163 = 754.526 // $ = float 0005: $6164 = 9.92 // $ = float 0005: $6165 = -771.009 // $ = float 0005: $6166 = 751.192 // $ = float 0005: $6167 = 9.92 // $ = float 0005: $6168 = -728.617 // $ = float 0005: $6169 = 749.005 // $ = float 0005: $6170 = 9.92 // $ = float 0005: $6171 = -691.349 // $ = float 0005: $6172 = 747.598 // $ = float 0005: $6173 = 9.92 // $ = float 0005: $6174 = -682.831 // $ = float 0005: $6175 = 747.244 // $ = float 0005: $6176 = 9.92 // $ = float 0005: $6177 = -670.763 // $ = float 0005: $6178 = 756.798 // $ = float 0005: $6179 = 9.91 // $ = float 0005: $6180 = -669.649 // $ = float 0005: $6181 = 794.065 // $ = float 0005: $6182 = 10.26 // $ = float 0005: $6183 = -668.671 // $ = float 0005: $6184 = 838.437 // $ = float 0005: $6185 = 10.26 // $ = float 0005: $6186 = -669.402 // $ = float 0005: $6187 = 874.856 // $ = float 0005: $6188 = 10.26 // $ = float 0005: $6189 = -670.437 // $ = float 0005: $6190 = 921.898 // $ = float 0005: $6191 = 10.26 // $ = float 0005: $6192 = -674.578 // $ = float 0005: $6193 = 973.947 // $ = float 0005: $6194 = 10.26 // $ = float 0005: $6195 = -680.215 // $ = float 0005: $6196 = 1021.183 // $ = float 0005: $6197 = 10.26 // $ = float 0005: $6198 = -681.531 // $ = float 0005: $6199 = 1071.533 // $ = float 0005: $6200 = 10.26 // $ = float 0005: $6201 = -682.642 // $ = float 0005: $6202 = 1114.051 // $ = float 0005: $6203 = 10.26 // $ = float 0005: $6204 = -684.139 // $ = float 0005: $6205 = 1159.16 // $ = float 0005: $6206 = 10.25 // $ = float 0005: $6207 = -683.05 // $ = float 0005: $6208 = 1177.357 // $ = float 0005: $6209 = 9.948 // $ = float 0005: $6210 = -694.014 // $ = float 0005: $6211 = 1185.806 // $ = float 0005: $6212 = 9.906 // $ = float 0005: $6213 = -610.05 // $ = float 0005: $6214 = 1170.63 // $ = float 0005: $6215 = 9.9 // $ = float 0004: $6233 = 0 // $ = int 0005: $6234 = -665.192 // $ = float 0005: $6235 = 1110.11 // $ = float 0005: $6236 = 10.08 // $ = float 0004: $6237 = 0 // $ = int 0005: $6238 = -690.68 // $ = float 0005: $6239 = 1115.54 // $ = float 0005: $6240 = 10.07 // $ = float 0005: $6241 = 0.0 // $ = float 0005: $6242 = 0.0 // $ = float 0005: $6243 = 0.0 // $ = float 0004: $6247 = 0 // $ = int 0004: $6248 = 0 // $ = int 0004: $6249 = 0 // $ = int 0004: $6264 = 0 // $ = int 0004: $6265 = 0 // $ = int 0004: $6266 = 0 // $ = int 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 9.91 range 30.0 0001: wait 0 ms 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' 04BB: select_interiour 9 // select render area 03CB: load_scene -880.527 1157.64 18.67 04F9: set_extra_colors 17 fade 0 038B: load_requested_models :ROCKB2_1125 00D6: 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 004D: jump_if_false @ROCKB2_1167 0001: wait 0 ms 0002: 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 10.07 range 2.0 0055: put_player $PLAYER_CHAR at -871.9 1159.46 10.07 0171: set_player $PLAYER_CHAR z_angle_to 270.0 016A: fade 1 2000 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :ROCKB2_1377 00D6: if 001A: 1079 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB2_1412 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB2_1377 :ROCKB2_1412 00BC: text_highpriority 'RBM2_A' time 10000 1 :ROCKB2_1427 00D6: if 001A: 2647 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB2_1462 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB2_1427 :ROCKB2_1462 00BC: text_highpriority 'RBM2_B' time 10000 1 :ROCKB2_1477 00D6: if 001A: 3303 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB2_1512 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB2_1477 :ROCKB2_1512 00BC: text_highpriority 'RBM2_C' time 10000 1 :ROCKB2_1527 00D6: if 001A: 4762 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB2_1562 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB2_1527 :ROCKB2_1562 00BC: text_highpriority 'RBM2_D' time 10000 1 :ROCKB2_1577 00D6: if 001A: 7952 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB2_1612 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB2_1577 :ROCKB2_1612 00BC: text_highpriority 'RBM2_E' time 10000 1 :ROCKB2_1627 00D6: if 001A: 11003 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB2_1662 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB2_1627 :ROCKB2_1662 00BC: text_highpriority 'RBM2_F' time 10000 1 :ROCKB2_1677 00D6: if 001A: 12952 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB2_1712 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB2_1677 :ROCKB2_1712 00BC: text_highpriority 'RBM2_G' time 10000 1 :ROCKB2_1727 00D6: if 001A: 15081 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB2_1762 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB2_1727 :ROCKB2_1762 00BC: text_highpriority 'RBM2_H' time 10000 1 :ROCKB2_1777 00D6: if 001A: 16366 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB2_1812 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB2_1777 :ROCKB2_1812 00BC: text_highpriority 'RBM2_I' time 10000 1 :ROCKB2_1827 00D6: if 001A: 19135 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB2_1862 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB2_1827 :ROCKB2_1862 00BC: text_highpriority 'RBM2_J' time 10000 1 :ROCKB2_1877 00D6: if 001A: 20496 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB2_1912 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB2_1877 :ROCKB2_1912 00BC: text_highpriority 'RBM2_R' time 10000 1 :ROCKB2_1927 00D6: if 001A: 21594 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB2_1962 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB2_1927 :ROCKB2_1962 00BC: text_highpriority 'RBM2_K' time 10000 1 :ROCKB2_1977 00D6: if 001A: 24497 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB2_2012 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB2_1977 :ROCKB2_2012 00BC: text_highpriority 'RBM2_L' time 10000 1 :ROCKB2_2027 00D6: if 001A: 26615 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB2_2062 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB2_2027 :ROCKB2_2062 00BC: text_highpriority 'RBM2_M' time 10000 1 :ROCKB2_2077 00D6: if 001A: 27614 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB2_2112 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB2_2077 :ROCKB2_2112 00BC: text_highpriority 'RBM2_N' time 10000 1 :ROCKB2_2127 00D6: if 001A: 30209 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB2_2162 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB2_2127 :ROCKB2_2162 00BC: text_highpriority 'RBM2_O' time 10000 1 :ROCKB2_2177 00D6: if 001A: 31227 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB2_2212 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB2_2177 :ROCKB2_2212 00BC: text_highpriority 'RBM2_P' time 10000 1 :ROCKB2_2227 00D6: if 001A: 34202 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB2_2264 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB2_2227 :ROCKB2_2264 00BC: text_highpriority 'RBM2_Q' time 10000 1 :ROCKB2_2279 00D6: if 001A: 37248 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB2_2316 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB2_2279 :ROCKB2_2316 00BE: text_clear_all 016A: fade 0 2000 ms 00BE: text_clear_all :ROCKB2_2327 00D6: if 016B: fading 004D: jump_if_false @ROCKB2_2351 0001: wait 0 ms 0002: jump @ROCKB2_2327 :ROCKB2_2351 04BB: select_interiour 0 // select render area 04FA: clear_extra_colors_with_fade 0 03AD: set_rubbish 1 02EA: end_cutscene 0373: set_camera_directly_behind_player 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 03CB: load_scene -871.9 1159.46 10.07 04E3: set_player $PLAYER_CHAR mood 3 duration 60000 0247: request_model #GDA 0247: request_model #SENTINEL 0247: request_model #TRASH 023C: load_special_actor 6 'PSYCHO' 0247: request_model #UZI 0247: request_model #COLT45 0247: request_model #LOVEFIST 0247: request_model #WFYG1 0247: request_model #WFYG2 0247: request_model #WMYCR 04ED: load_animation 'RIOT' 0247: request_model #BKA 0247: request_model #BKB 0247: request_model #LF_MEDIASTAGE :ROCKB2_2492 00D6: if or 8248: not model #GDA available 8248: not model #SENTINEL available 8248: not model #UZI available 8248: not model #TRASH available 823D: not special_actor 6 loaded 8248: not model #LF_MEDIASTAGE available 004D: jump_if_false @ROCKB2_2542 0001: wait 0 ms 0002: jump @ROCKB2_2492 :ROCKB2_2542 03CF: load_wav 'ROK2_01' as 1 03CF: load_wav 'PSYCH_1' as 2 :ROCKB2_2566 00D6: if or 8248: not model #WFYG1 available 8248: not model #WFYG2 available 8248: not model #LOVEFIST available 83D0: not wav 1 loaded 83D0: not wav 2 loaded 8248: not model #WMYCR available 004D: jump_if_false @ROCKB2_2613 0001: wait 0 ms 0002: jump @ROCKB2_2566 :ROCKB2_2613 00D6: if or 84EE: not animation 'RIOT' loaded 8248: not model #BKA available 8248: not model #BKB available 8248: not model #COLT45 available 004D: jump_if_false @ROCKB2_2658 0001: wait 0 ms 0002: jump @ROCKB2_2613 :ROCKB2_2658 00A5: $6245 = create_car #LOVEFIST at -862.22 1149.87 9.75 0175: set_car $6245 z_angle_to 178.437 0186: $6246 = create_marker_above_car $6245 0169: set_fade_color 0 0 0 0001: wait 500 ms 016A: fade 1 1500 ms :ROCKB2_2719 00D6: if 016B: fading 004D: jump_if_false @ROCKB2_2781 0001: wait 0 ms 00D6: if 0119: car $6245 wrecked 004D: jump_if_false @ROCKB2_2774 00BC: text_highpriority 'RBM2_2' time 5000 1 0002: jump @ROCKB2_9487 :ROCKB2_2774 0002: jump @ROCKB2_2719 :ROCKB2_2781 00BC: text_highpriority 'RBM2_1' time 5000 1 :ROCKB2_2796 00D6: if 80DC: not player $PLAYER_CHAR in_car $6245 004D: jump_if_false @ROCKB2_2864 0001: wait 0 ms 00D6: if 0119: car $6245 wrecked 004D: jump_if_false @ROCKB2_2857 00BC: text_highpriority 'RBM2_2' time 5000 1 0002: jump @ROCKB2_9487 :ROCKB2_2857 0002: jump @ROCKB2_2796 :ROCKB2_2864 0004: $6248 = 1 // $ = int 0164: disable_marker $6246 03D7: set_wav 1 location -875.225 755.786 11.092 03D1: play_wav 1 009A: $6224 = create_actor_pedtype 4 model #GDA at -876.059 750.314 10.087 01ED: clear_actor $6224 threat_search 0173: set_actor $6224 z_angle_to 16.0 0243: set_actor $6224 ped_stats_to 16 009A: $6225 = create_actor_pedtype 4 model #GDA at -870.89 750.314 10.087 01ED: clear_actor $6225 threat_search 0173: set_actor $6225 z_angle_to 16.0 0243: set_actor $6225 ped_stats_to 16 009A: $6216 = create_actor_pedtype 5 model #WFYG1 at -877.13 751.69 10.08 01ED: clear_actor $6216 threat_search 0173: set_actor $6216 z_angle_to 276.0 0372: set_actor $6216 anim 29 wait_state_time 1000000 ms 009A: $6219 = create_actor_pedtype 5 model #WFYG2 at -879.13 751.69 10.08 01ED: clear_actor $6219 threat_search 0173: set_actor $6219 z_angle_to 276.0 009A: $6153 = create_actor_pedtype 4 model #SPECIAL06 at -881.13 751.69 10.08 01ED: clear_actor $6153 threat_search 0173: set_actor $6153 z_angle_to 276.0 0372: set_actor $6153 anim 29 wait_state_time 1000000 ms 009A: $6222 = create_actor_pedtype 5 model #WFYG1 at -881.948 754.142 10.09 01ED: clear_actor $6222 threat_search 0173: set_actor $6222 z_angle_to 171.339 009A: $6223 = create_actor_pedtype 5 model #WFYG2 at -881.87 756.396 10.09 01ED: clear_actor $6223 threat_search 0173: set_actor $6223 z_angle_to 189.55 03F9: make_actors $6223 $6222 converse_in 1000000 ms 009A: $6250 = create_actor_pedtype 5 model #WFYG1 at -873.03 757.606 10.09 01ED: clear_actor $6250 threat_search 0173: set_actor $6250 z_angle_to 59.35 009A: $6251 = create_actor_pedtype 5 model #WFYG2 at -875.061 758.918 10.09 01ED: clear_actor $6251 threat_search 0173: set_actor $6251 z_angle_to 238.128 03F9: make_actors $6251 $6250 converse_in 1000000 ms 009A: $6252 = create_actor_pedtype 5 model #WFYG1 at -878.734 755.467 10.09 01ED: clear_actor $6252 threat_search 0173: set_actor $6252 z_angle_to 0.0 009A: $6253 = create_actor_pedtype 5 model #WFYG2 at -878.106 756.674 10.09 01ED: clear_actor $6253 threat_search 0173: set_actor $6253 z_angle_to 0.0 03F9: make_actors $6252 $6253 converse_in 1000000 ms 009A: $6254 = create_actor_pedtype 5 model #WFYG1 at -880.432 761.017 10.09 01ED: clear_actor $6254 threat_search 0173: set_actor $6254 z_angle_to 211.157 0372: set_actor $6254 anim 29 wait_state_time 1000000 ms 009A: $6255 = create_actor_pedtype 5 model #WFYG2 at -880.529 758.98 10.09 01ED: clear_actor $6255 threat_search 0173: set_actor $6255 z_angle_to 191.085 0372: set_actor $6255 anim 29 wait_state_time 1000000 ms 009A: $6256 = create_actor_pedtype 4 model #WMYCR at -877.909 758.973 10.09 01ED: clear_actor $6256 threat_search 0173: set_actor $6256 z_angle_to 207.253 0372: set_actor $6256 anim 29 wait_state_time 1000000 ms 009A: $6257 = create_actor_pedtype 4 model #WMYCR at -874.309 756.278 10.09 01ED: clear_actor $6257 threat_search 0173: set_actor $6257 z_angle_to 205.828 0372: set_actor $6257 anim 29 wait_state_time 1000000 ms 009A: $6258 = create_actor_pedtype 5 model #WFYG2 at -868.406 754.232 10.09 01ED: clear_actor $6258 threat_search 0173: set_actor $6258 z_angle_to 141.694 0372: set_actor $6258 anim 29 wait_state_time 1000000 ms 009A: $6259 = create_actor_pedtype 5 model #WFYG1 at -869.254 756.061 10.09 01ED: clear_actor $6259 threat_search 0173: set_actor $6259 z_angle_to 165.718 0372: set_actor $6259 anim 29 wait_state_time 1000000 ms 009A: $6260 = create_actor_pedtype 4 model #BKB at -871.932 758.94 10.09 01ED: clear_actor $6260 threat_search 0173: set_actor $6260 z_angle_to 175.0 0372: set_actor $6260 anim 29 wait_state_time 1000000 ms 009A: $6261 = create_actor_pedtype 4 model #BKA at -870.592 756.081 10.09 01ED: clear_actor $6261 threat_search 0173: set_actor $6261 z_angle_to 186.374 0372: set_actor $6261 anim 29 wait_state_time 1000000 ms 009A: $6262 = create_actor_pedtype 4 model #BKB at -870.124 757.097 10.09 01ED: clear_actor $6262 threat_search 0173: set_actor $6262 z_angle_to 150.524 0372: set_actor $6262 anim 29 wait_state_time 1000000 ms 0107: $6263 = create_object #LF_MEDIASTAGE at -868.367 753.316 10.09 0177: set_object $6263 z_angle_to 180.0 018A: $6244 = create_checkpoint_at -869.44 770.12 9.91 0004: $123 = 1 // $ = int :ROCKB2_3924 00D6: if or 80FA: not player $PLAYER_CHAR stopped $123 -869.44 770.12 9.91 radius 6.0 4.0 8.0 0038: $6248 == 0 // $ == int 004D: jump_if_false @ROCKB2_4778 0001: wait 0 ms 00D6: if 0118: actor $6153 dead 004D: jump_if_false @ROCKB2_4022 00BC: text_highpriority 'RBM2_7' time 5000 1 0002: jump @ROCKB2_9487 :ROCKB2_4022 00D6: if 0118: actor $6216 dead 004D: jump_if_false @ROCKB2_4060 00BC: text_highpriority 'RBM2_7' time 5000 1 0002: jump @ROCKB2_9487 :ROCKB2_4060 00D6: if 0118: actor $6219 dead 004D: jump_if_false @ROCKB2_4098 00BC: text_highpriority 'RBM2_7' time 5000 1 0002: jump @ROCKB2_9487 :ROCKB2_4098 00D6: if 0118: actor $6222 dead 004D: jump_if_false @ROCKB2_4136 00BC: text_highpriority 'RBM2_7' time 5000 1 0002: jump @ROCKB2_9487 :ROCKB2_4136 00D6: if 0118: actor $6223 dead 004D: jump_if_false @ROCKB2_4174 00BC: text_highpriority 'RBM2_7' time 5000 1 0002: jump @ROCKB2_9487 :ROCKB2_4174 00D6: if 0118: actor $6250 dead 004D: jump_if_false @ROCKB2_4212 00BC: text_highpriority 'RBM2_7' time 5000 1 0002: jump @ROCKB2_9487 :ROCKB2_4212 00D6: if 0118: actor $6251 dead 004D: jump_if_false @ROCKB2_4250 00BC: text_highpriority 'RBM2_7' time 5000 1 0002: jump @ROCKB2_9487 :ROCKB2_4250 00D6: if 0118: actor $6252 dead 004D: jump_if_false @ROCKB2_4288 00BC: text_highpriority 'RBM2_7' time 5000 1 0002: jump @ROCKB2_9487 :ROCKB2_4288 00D6: if 0118: actor $6253 dead 004D: jump_if_false @ROCKB2_4326 00BC: text_highpriority 'RBM2_7' time 5000 1 0002: jump @ROCKB2_9487 :ROCKB2_4326 00D6: if 0118: actor $6254 dead 004D: jump_if_false @ROCKB2_4364 00BC: text_highpriority 'RBM2_7' time 5000 1 0002: jump @ROCKB2_9487 :ROCKB2_4364 00D6: if 0118: actor $6255 dead 004D: jump_if_false @ROCKB2_4402 00BC: text_highpriority 'RBM2_7' time 5000 1 0002: jump @ROCKB2_9487 :ROCKB2_4402 00D6: if 0118: actor $6256 dead 004D: jump_if_false @ROCKB2_4440 00BC: text_highpriority 'RBM2_7' time 5000 1 0002: jump @ROCKB2_9487 :ROCKB2_4440 00D6: if 0118: actor $6257 dead 004D: jump_if_false @ROCKB2_4478 00BC: text_highpriority 'RBM2_7' time 5000 1 0002: jump @ROCKB2_9487 :ROCKB2_4478 00D6: if 0118: actor $6224 dead 004D: jump_if_false @ROCKB2_4516 00BC: text_highpriority 'RBM2_8' time 5000 1 0002: jump @ROCKB2_9487 :ROCKB2_4516 00D6: if 0118: actor $6225 dead 004D: jump_if_false @ROCKB2_4554 00BC: text_highpriority 'RBM2_8' time 5000 1 0002: jump @ROCKB2_9487 :ROCKB2_4554 00D6: if 0119: car $6245 wrecked 004D: jump_if_false @ROCKB2_4599 00BC: text_highpriority 'RBM2_2' time 5000 1 0002: jump @ROCKB2_9487 0002: jump @ROCKB2_4771 :ROCKB2_4599 00D6: if 80DC: not player $PLAYER_CHAR in_car $6245 004D: jump_if_false @ROCKB2_4692 00D6: if 0038: $6247 == 0 // $ == int 004D: jump_if_false @ROCKB2_4685 0164: disable_marker $6244 0186: $6246 = create_marker_above_car $6245 00BC: text_highpriority 'IN_VEH' time 5000 1 0004: $123 = 0 // $ = int 0004: $6248 = 0 // $ = int 0004: $6247 = 1 // $ = int :ROCKB2_4685 0002: jump @ROCKB2_4771 :ROCKB2_4692 00D6: if 0038: $6247 == 1 // $ == int 004D: jump_if_false @ROCKB2_4771 0164: disable_marker $6246 018A: $6244 = create_checkpoint_at -869.44 770.12 9.91 00BC: text_highpriority 'RBM2_3' time 5000 1 0004: $123 = 1 // $ = int 0004: $6248 = 1 // $ = int 0004: $6247 = 0 // $ = int :ROCKB2_4771 0002: jump @ROCKB2_3924 :ROCKB2_4778 0164: disable_marker $6244 02A3: enable_widescreen 1 01B4: set_player $PLAYER_CHAR can_move 0 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 10.415 range 1.0 015F: set_camera_position -871.706 752.216 10.415 rotation 0.0 0.0 0.0 0160: point_camera -872.667 752.154 10.683 switchstyle 2 :ROCKB2_4883 00D6: if 0038: $6249 == 0 // $ == int 004D: jump_if_false @ROCKB2_7871 0001: wait 0 ms 00D6: if 0038: $6217 == 0 // $ == int 004D: jump_if_false @ROCKB2_5498 00D6: if 001A: 4 > $6218 // int > $ 004D: jump_if_false @ROCKB2_5498 00D6: if 0118: actor $6216 dead 004D: jump_if_false @ROCKB2_4993 00BC: text_highpriority 'RBM2_7' time 5000 1 0002: jump @ROCKB2_9487 0004: $6217 = 1 // $ = int 0002: jump @ROCKB2_5498 :ROCKB2_4993 00D6: if 0038: $6218 == 0 // $ == int 004D: jump_if_false @ROCKB2_5216 0395: clear_area 0 at $6226 $6227 $6228 range 2.0 0395: clear_area 0 at $6229 $6230 $6231 range 2.0 0395: clear_area 0 at -877.13 751.69 10.08 range 2.0 0395: clear_area 0 at -879.13 751.69 10.08 range 2.0 0395: clear_area 0 at -881.13 751.69 10.08 range 2.0 00D6: if 8118: not actor $6224 dead 004D: jump_if_false @ROCKB2_5152 0372: set_actor $6224 anim 19 wait_state_time 2000 ms 0002: jump @ROCKB2_5174 :ROCKB2_5152 00BC: text_highpriority 'RBM2_8' time 5000 1 0002: jump @ROCKB2_9487 :ROCKB2_5174 053D: clear_actor $6216 wait_state 0579: stop_actor $6216 0211: actor $6216 walk_to $6226 $6227 0006: TIMERA = 0 // @ = int 0006: TIMERB = 0 // @ = int 0004: $6218 = 1 // $ = int :ROCKB2_5216 00D6: if 0038: $6218 == 1 // $ == int 004D: jump_if_false @ROCKB2_5360 00D6: if 0029: TIMERB >= 6000 // @ >= int 004D: jump_if_false @ROCKB2_5301 00D6: if 80ED: not actor $6216 0 $6226 $6227 radius 0.5 0.5 004D: jump_if_false @ROCKB2_5301 00A1: put_actor $6216 at $6226 $6227 $6228 :ROCKB2_5301 00D6: if 00ED: actor $6216 0 $6226 $6227 radius 0.5 0.5 004D: jump_if_false @ROCKB2_5360 0211: actor $6216 walk_to $6229 $6230 0006: TIMERB = 0 // @ = int 0004: $6218 = 2 // $ = int :ROCKB2_5360 00D6: if 0038: $6218 == 2 // $ == int 004D: jump_if_false @ROCKB2_5498 00D6: if 0029: TIMERB >= 6000 // @ >= int 004D: jump_if_false @ROCKB2_5445 00D6: if 80ED: not actor $6216 0 $6229 $6230 radius 0.5 0.5 004D: jump_if_false @ROCKB2_5445 00A1: put_actor $6216 at $6229 $6230 $6231 :ROCKB2_5445 00D6: if 00ED: actor $6216 0 $6229 $6230 radius 0.5 0.5 004D: jump_if_false @ROCKB2_5498 009F: set_actor $6216 idle 0006: TIMERB = 0 // @ = int 0004: $6218 = 3 // $ = int :ROCKB2_5498 00D6: if 0038: $6218 == 3 // $ == int 004D: jump_if_false @ROCKB2_5528 009B: destroy_actor_instantly $6216 0004: $6218 = 4 // $ = int :ROCKB2_5528 00D6: if 0038: $6220 == 0 // $ == int 004D: jump_if_false @ROCKB2_6038 00D6: if 001A: 4 > $6221 // int > $ 004D: jump_if_false @ROCKB2_6008 00D6: if 0118: actor $6219 dead 004D: jump_if_false @ROCKB2_5616 00BC: text_highpriority 'RBM2_7' time 5000 1 0002: jump @ROCKB2_9487 0004: $6220 = 1 // $ = int 0002: jump @ROCKB2_6008 :ROCKB2_5616 00D6: if 0028: $6218 >= 1 // $ >= int 004D: jump_if_false @ROCKB2_6008 00D6: if 001A: 4 > $6221 // int > $ 004D: jump_if_false @ROCKB2_6008 00D6: if 0038: $6221 == 0 // $ == int 004D: jump_if_false @ROCKB2_5731 00D6: if 0019: TIMERA > 350 // @ > int 004D: jump_if_false @ROCKB2_5731 053D: clear_actor $6219 wait_state 0579: stop_actor $6219 0211: actor $6219 walk_to $6226 $6227 0006: TIMERA = 0 // @ = int 0006: TIMERB = 0 // @ = int 0004: $6221 = 1 // $ = int :ROCKB2_5731 00D6: if 0038: $6221 == 1 // $ == int 004D: jump_if_false @ROCKB2_5875 00D6: if 0029: TIMERB >= 6000 // @ >= int 004D: jump_if_false @ROCKB2_5816 00D6: if 80ED: not actor $6219 0 $6226 $6227 radius 0.5 0.5 004D: jump_if_false @ROCKB2_5816 00A1: put_actor $6219 at $6226 $6227 $6228 :ROCKB2_5816 00D6: if 00ED: actor $6219 0 $6226 $6227 radius 0.5 0.5 004D: jump_if_false @ROCKB2_5875 0211: actor $6219 walk_to $6229 $6230 0006: TIMERB = 0 // @ = int 0004: $6221 = 2 // $ = int :ROCKB2_5875 00D6: if 0038: $6221 == 2 // $ == int 004D: jump_if_false @ROCKB2_6008 00D6: if 0029: TIMERB >= 6000 // @ >= int 004D: jump_if_false @ROCKB2_5960 00D6: if 80ED: not actor $6219 0 $6229 $6230 radius 0.5 0.5 004D: jump_if_false @ROCKB2_5960 00A1: put_actor $6219 at $6229 $6230 $6231 :ROCKB2_5960 00D6: if 00ED: actor $6219 0 $6229 $6230 radius 0.5 0.5 004D: jump_if_false @ROCKB2_6008 0006: TIMERB = 0 // @ = int 0004: $6221 = 3 // $ = int :ROCKB2_6008 00D6: if 0038: $6221 == 3 // $ == int 004D: jump_if_false @ROCKB2_6038 009B: destroy_actor_instantly $6219 0004: $6221 = 4 // $ = int :ROCKB2_6038 00D6: if 0038: $6154 == 0 // $ == int 004D: jump_if_false @ROCKB2_7227 00D6: if 0118: actor $6153 dead 004D: jump_if_false @ROCKB2_6108 00BC: text_highpriority 'RBM2_7' time 5000 1 0002: jump @ROCKB2_9487 0004: $6154 = 1 // $ = int 0002: jump @ROCKB2_7227 :ROCKB2_6108 00D6: if 0028: $6221 >= 1 // $ >= int 004D: jump_if_false @ROCKB2_7227 00D6: if 0038: $6156 == 0 // $ == int 004D: jump_if_false @ROCKB2_6205 00D6: if 0019: TIMERA > 450 // @ > int 004D: jump_if_false @ROCKB2_6205 053D: clear_actor $6153 wait_state 0579: stop_actor $6153 0211: actor $6153 walk_to $6226 $6227 0006: TIMERA = 0 // @ = int 0006: TIMERB = 0 // @ = int 0004: $6156 = 1 // $ = int :ROCKB2_6205 00D6: if 0038: $6156 == 1 // $ == int 004D: jump_if_false @ROCKB2_6360 00D6: if 0029: TIMERB >= 6000 // @ >= int 004D: jump_if_false @ROCKB2_6290 00D6: if 80ED: not actor $6153 0 $6226 $6227 radius 1.0 1.0 004D: jump_if_false @ROCKB2_6290 00A1: put_actor $6153 at $6226 $6227 $6228 :ROCKB2_6290 00D6: if 00ED: actor $6153 0 $6226 $6227 radius 1.0 1.0 004D: jump_if_false @ROCKB2_6360 009F: set_actor $6153 idle 00D6: if 8118: not actor $6224 dead 004D: jump_if_false @ROCKB2_6353 020E: actor $6153 look_at_actor $6224 :ROCKB2_6353 0004: $6156 = 2 // $ = int :ROCKB2_6360 00D6: if 0038: $6156 == 2 // $ == int 004D: jump_if_false @ROCKB2_6546 0395: clear_area 0 at $6159 $6160 $6161 range 1.0 00A5: $6158 = create_car #SENTINEL at $6159 $6160 $6161 0175: set_car $6158 z_angle_to 260.0 02AA: set_car $6158 immune_to_nonplayer 1 03D1: play_wav 2 00BC: text_highpriority 'PSYCH_1' time 5000 1 01B2: give_actor $6153 weapon 17 ammo 30000 // Load the weapon model before using this 00D6: if 8118: not actor $6225 dead 004D: jump_if_false @ROCKB2_6490 0223: set_actor $6225 health_to 20 020E: actor $6225 look_at_actor $6153 :ROCKB2_6490 00D6: if 8118: not actor $6224 dead 004D: jump_if_false @ROCKB2_6546 020E: actor $6224 look_at_actor $6153 0223: set_actor $6224 health_to 20 01C9: actor $6153 kill_actor $6224 0372: set_actor $6224 anim 17 wait_state_time 2000 ms 0004: $6156 = 3 // $ = int :ROCKB2_6546 00D6: if 0038: $6156 == 3 // $ == int 004D: jump_if_false @ROCKB2_6637 00D6: if 03D2: wav 2 ended 004D: jump_if_false @ROCKB2_6608 03D5: remove_text 'PSYCH_1' 03CF: load_wav 'PSYCH_2' as 2 0004: $6156 = 4 // $ = int :ROCKB2_6608 00D6: if 8118: not actor $6225 dead 004D: jump_if_false @ROCKB2_6637 0579: stop_actor $6225 01CF: actor $6225 avoid_actor $6153 :ROCKB2_6637 00D6: if 0038: $6156 == 4 // $ == int 004D: jump_if_false @ROCKB2_6677 00D6: if 03D0: wav 2 loaded 004D: jump_if_false @ROCKB2_6677 0004: $6156 = 5 // $ = int :ROCKB2_6677 00D6: if 0038: $6156 == 5 // $ == int 004D: jump_if_false @ROCKB2_6794 0173: set_actor $6153 z_angle_to 288.184 03D1: play_wav 2 00BC: text_highpriority 'PSYCH_2' time 5000 1 015F: set_camera_position -873.219 752.811 11.062 rotation 0.0 0.0 0.0 0160: point_camera -874.159 752.585 11.319 switchstyle 2 0372: set_actor $6153 anim 19 wait_state_time 1000000 ms 0004: $6156 = 6 // $ = int :ROCKB2_6794 00D6: if 0038: $6156 == 6 // $ == int 004D: jump_if_false @ROCKB2_6858 00D6: if 03D2: wav 2 ended 004D: jump_if_false @ROCKB2_6858 03D5: remove_text 'PSYCH_2' 0372: set_actor $6153 anim 0 wait_state_time 1 ms 0579: stop_actor $6153 0004: $6156 = 7 // $ = int :ROCKB2_6858 00D6: if 0038: $6156 == 7 // $ == int 004D: jump_if_false @ROCKB2_6935 00D6: if 8119: not car $6158 wrecked 004D: jump_if_false @ROCKB2_6928 0319: set_actor $6153 running 1 01D5: actor $6153 go_to_and_drive_car $6158 0006: TIMERB = 0 // @ = int 0004: $6156 = 8 // $ = int 0002: jump @ROCKB2_6935 :ROCKB2_6928 0002: jump @ROCKB2_9487 :ROCKB2_6935 00D6: if 0038: $6156 == 8 // $ == int 004D: jump_if_false @ROCKB2_7084 00D6: if 0019: TIMERB > 1200 // @ > int 004D: jump_if_false @ROCKB2_7084 00D6: if 8119: not car $6158 wrecked 004D: jump_if_false @ROCKB2_7077 0395: clear_area 0 at -871.587 751.17 12.45 range 1.0 015F: set_camera_position -871.587 751.17 12.45 rotation 0.0 0.0 0.0 0160: point_camera -870.721 751.668 12.4 switchstyle 2 0004: $6156 = 9 // $ = int 0002: jump @ROCKB2_7084 :ROCKB2_7077 0002: jump @ROCKB2_9487 :ROCKB2_7084 00D6: if 0038: $6156 == 9 // $ == int 004D: jump_if_false @ROCKB2_7202 00D6: if 8119: not car $6158 wrecked 004D: jump_if_false @ROCKB2_7195 00D6: if 00DB: actor $6153 in_car $6158 004D: jump_if_false @ROCKB2_7188 03CC: add_stuck_car_check $6158 distance 0.5 time 2000 0190: add_vehicle $6158 to_flipped_check 0162: $6155 = create_marker_above_actor $6153 color 1 display 1 0004: $6266 = 1 // $ = int 0004: $6265 = 1 // $ = int 0004: $6156 = 10 // $ = int :ROCKB2_7188 0002: jump @ROCKB2_7202 :ROCKB2_7195 0002: jump @ROCKB2_9487 :ROCKB2_7202 00D6: if 0038: $6156 == 10 // $ == int 004D: jump_if_false @ROCKB2_7227 0004: $6249 = 1 // $ = int :ROCKB2_7227 00D6: if 0038: $6156 == 3 // $ == int 004D: jump_if_false @ROCKB2_7864 040D: unload_wav 1 00D6: if 8118: not actor $6222 dead 004D: jump_if_false @ROCKB2_7290 053D: clear_actor $6222 wait_state 0579: stop_actor $6222 0243: set_actor $6222 ped_stats_to 39 01CF: actor $6222 avoid_actor $6153 :ROCKB2_7290 00D6: if 8118: not actor $6223 dead 004D: jump_if_false @ROCKB2_7331 053D: clear_actor $6223 wait_state 0579: stop_actor $6223 0243: set_actor $6223 ped_stats_to 39 01CF: actor $6223 avoid_actor $6153 :ROCKB2_7331 00D6: if 8118: not actor $6250 dead 004D: jump_if_false @ROCKB2_7372 053D: clear_actor $6250 wait_state 0579: stop_actor $6250 0243: set_actor $6250 ped_stats_to 39 01CF: actor $6250 avoid_actor $6153 :ROCKB2_7372 00D6: if 8118: not actor $6251 dead 004D: jump_if_false @ROCKB2_7413 053D: clear_actor $6251 wait_state 0579: stop_actor $6251 0243: set_actor $6251 ped_stats_to 39 01CF: actor $6251 avoid_actor $6153 :ROCKB2_7413 00D6: if 8118: not actor $6252 dead 004D: jump_if_false @ROCKB2_7454 053D: clear_actor $6252 wait_state 0579: stop_actor $6252 0243: set_actor $6252 ped_stats_to 39 01CF: actor $6252 avoid_actor $6153 :ROCKB2_7454 00D6: if 8118: not actor $6253 dead 004D: jump_if_false @ROCKB2_7495 053D: clear_actor $6253 wait_state 0579: stop_actor $6253 0243: set_actor $6253 ped_stats_to 39 01CF: actor $6253 avoid_actor $6153 :ROCKB2_7495 00D6: if 8118: not actor $6254 dead 004D: jump_if_false @ROCKB2_7536 053D: clear_actor $6254 wait_state 0579: stop_actor $6254 0243: set_actor $6254 ped_stats_to 39 01CF: actor $6254 avoid_actor $6153 :ROCKB2_7536 00D6: if 8118: not actor $6255 dead 004D: jump_if_false @ROCKB2_7577 053D: clear_actor $6255 wait_state 0579: stop_actor $6255 0243: set_actor $6255 ped_stats_to 39 01CF: actor $6255 avoid_actor $6153 :ROCKB2_7577 00D6: if 8118: not actor $6256 dead 004D: jump_if_false @ROCKB2_7618 053D: clear_actor $6256 wait_state 0579: stop_actor $6256 0243: set_actor $6256 ped_stats_to 39 01CF: actor $6256 avoid_actor $6153 :ROCKB2_7618 00D6: if 8118: not actor $6257 dead 004D: jump_if_false @ROCKB2_7659 053D: clear_actor $6257 wait_state 0579: stop_actor $6257 0243: set_actor $6257 ped_stats_to 39 01CF: actor $6257 avoid_actor $6153 :ROCKB2_7659 00D6: if 8118: not actor $6258 dead 004D: jump_if_false @ROCKB2_7700 053D: clear_actor $6258 wait_state 0579: stop_actor $6258 0243: set_actor $6258 ped_stats_to 39 01CF: actor $6258 avoid_actor $6153 :ROCKB2_7700 00D6: if 8118: not actor $6259 dead 004D: jump_if_false @ROCKB2_7741 053D: clear_actor $6259 wait_state 0579: stop_actor $6259 0243: set_actor $6259 ped_stats_to 39 01CF: actor $6259 avoid_actor $6153 :ROCKB2_7741 00D6: if 8118: not actor $6260 dead 004D: jump_if_false @ROCKB2_7782 053D: clear_actor $6260 wait_state 0579: stop_actor $6260 0243: set_actor $6260 ped_stats_to 39 01CF: actor $6260 avoid_actor $6153 :ROCKB2_7782 00D6: if 8118: not actor $6261 dead 004D: jump_if_false @ROCKB2_7823 053D: clear_actor $6261 wait_state 0579: stop_actor $6261 0243: set_actor $6261 ped_stats_to 39 01CF: actor $6261 avoid_actor $6153 :ROCKB2_7823 00D6: if 8118: not actor $6262 dead 004D: jump_if_false @ROCKB2_7864 053D: clear_actor $6262 wait_state 0579: stop_actor $6262 0243: set_actor $6262 ped_stats_to 39 01CF: actor $6262 avoid_actor $6153 :ROCKB2_7864 0002: jump @ROCKB2_4883 :ROCKB2_7871 00D6: if 8118: not actor $6224 dead 004D: jump_if_false @ROCKB2_7897 0579: stop_actor $6224 053D: clear_actor $6224 wait_state :ROCKB2_7897 00D6: if 8118: not actor $6225 dead 004D: jump_if_false @ROCKB2_7923 0579: stop_actor $6225 053D: clear_actor $6225 wait_state :ROCKB2_7923 00D6: if 8118: not actor $6216 dead 004D: jump_if_false @ROCKB2_7949 0579: stop_actor $6216 053D: clear_actor $6216 wait_state :ROCKB2_7949 00D6: if 8118: not actor $6219 dead 004D: jump_if_false @ROCKB2_7975 0579: stop_actor $6219 053D: clear_actor $6219 wait_state :ROCKB2_7975 00D6: if 8118: not actor $6222 dead 004D: jump_if_false @ROCKB2_8001 0579: stop_actor $6222 053D: clear_actor $6222 wait_state :ROCKB2_8001 00D6: if 8118: not actor $6223 dead 004D: jump_if_false @ROCKB2_8027 0579: stop_actor $6223 053D: clear_actor $6223 wait_state :ROCKB2_8027 00D6: if 8118: not actor $6250 dead 004D: jump_if_false @ROCKB2_8053 0579: stop_actor $6250 053D: clear_actor $6250 wait_state :ROCKB2_8053 00D6: if 8118: not actor $6251 dead 004D: jump_if_false @ROCKB2_8079 0579: stop_actor $6251 053D: clear_actor $6251 wait_state :ROCKB2_8079 00D6: if 8118: not actor $6252 dead 004D: jump_if_false @ROCKB2_8105 0579: stop_actor $6252 053D: clear_actor $6252 wait_state :ROCKB2_8105 00D6: if 8118: not actor $6253 dead 004D: jump_if_false @ROCKB2_8131 0579: stop_actor $6253 053D: clear_actor $6253 wait_state :ROCKB2_8131 00D6: if 8118: not actor $6254 dead 004D: jump_if_false @ROCKB2_8157 0579: stop_actor $6254 053D: clear_actor $6254 wait_state :ROCKB2_8157 00D6: if 8118: not actor $6255 dead 004D: jump_if_false @ROCKB2_8183 0579: stop_actor $6255 053D: clear_actor $6255 wait_state :ROCKB2_8183 00D6: if 8118: not actor $6256 dead 004D: jump_if_false @ROCKB2_8209 0579: stop_actor $6256 053D: clear_actor $6256 wait_state :ROCKB2_8209 00D6: if 8118: not actor $6257 dead 004D: jump_if_false @ROCKB2_8235 0579: stop_actor $6257 053D: clear_actor $6257 wait_state :ROCKB2_8235 00D6: if 8118: not actor $6258 dead 004D: jump_if_false @ROCKB2_8261 0579: stop_actor $6258 053D: clear_actor $6258 wait_state :ROCKB2_8261 00D6: if 8118: not actor $6259 dead 004D: jump_if_false @ROCKB2_8287 0579: stop_actor $6259 053D: clear_actor $6259 wait_state :ROCKB2_8287 00D6: if 8118: not actor $6260 dead 004D: jump_if_false @ROCKB2_8313 0579: stop_actor $6260 053D: clear_actor $6260 wait_state :ROCKB2_8313 00D6: if 8118: not actor $6261 dead 004D: jump_if_false @ROCKB2_8339 0579: stop_actor $6261 053D: clear_actor $6261 wait_state :ROCKB2_8339 00D6: if 8118: not actor $6262 dead 004D: jump_if_false @ROCKB2_8365 0579: stop_actor $6262 053D: clear_actor $6262 wait_state :ROCKB2_8365 01C2: mark_actor_as_no_longer_needed $6224 01C2: mark_actor_as_no_longer_needed $6225 01C2: mark_actor_as_no_longer_needed $6216 01C2: mark_actor_as_no_longer_needed $6219 01C2: mark_actor_as_no_longer_needed $6222 01C2: mark_actor_as_no_longer_needed $6223 01C2: mark_actor_as_no_longer_needed $6250 01C2: mark_actor_as_no_longer_needed $6251 01C2: mark_actor_as_no_longer_needed $6252 01C2: mark_actor_as_no_longer_needed $6253 01C2: mark_actor_as_no_longer_needed $6254 01C2: mark_actor_as_no_longer_needed $6255 01C2: mark_actor_as_no_longer_needed $6256 01C2: mark_actor_as_no_longer_needed $6257 01C2: mark_actor_as_no_longer_needed $6258 01C2: mark_actor_as_no_longer_needed $6259 01C2: mark_actor_as_no_longer_needed $6260 01C2: mark_actor_as_no_longer_needed $6261 01C2: mark_actor_as_no_longer_needed $6262 0249: release_model #LF_MEDIASTAGE 04EF: release_animation 'RIOT' 00BC: text_highpriority 'RBM2_4' time 5000 1 02A3: enable_widescreen 0 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 :ROCKB2_8519 00D6: if 0038: $6154 == 0 // $ == int 004D: jump_if_false @ROCKB2_9475 0001: wait 0 ms 00D6: if 8118: not actor $6153 dead 004D: jump_if_false @ROCKB2_8684 00D6: if 0038: $6266 == 1 // $ == int 004D: jump_if_false @ROCKB2_8608 00D6: if 80DF: not actor $6153 in_any_car 004D: jump_if_false @ROCKB2_8608 01B2: give_actor $6153 weapon 23 ammo 30000 // Load the weapon model before using this 0004: $6266 = 0 // $ = int :ROCKB2_8608 00D6: if 82CB: not actor $6153 bounding_sphere_visible 004D: jump_if_false @ROCKB2_8677 00D6: if 80E9: not player $PLAYER_CHAR 0 $6153 radius 200.0 200.0 004D: jump_if_false @ROCKB2_8677 00BC: text_highpriority 'RBM2_5' time 5000 1 0002: jump @ROCKB2_9487 :ROCKB2_8677 0002: jump @ROCKB2_8696 :ROCKB2_8684 0164: disable_marker $6155 0004: $6154 = 1 // $ = int :ROCKB2_8696 00D6: if 0038: $6266 == 1 // $ == int 004D: jump_if_false @ROCKB2_8819 00D6: if 8119: not car $6158 wrecked 004D: jump_if_false @ROCKB2_8819 00D6: if 8118: not actor $6153 dead 004D: jump_if_false @ROCKB2_8819 00D6: if 00DB: actor $6153 in_car $6158 004D: jump_if_false @ROCKB2_8804 00D6: if 001A: 19 > $6157 // int > $ 004D: jump_if_false @ROCKB2_8797 0050: gosub @ROCKB2_10277 0050: gosub @ROCKB2_11718 :ROCKB2_8797 0002: jump @ROCKB2_8819 :ROCKB2_8804 00AD: set_car $6158 max_speed_to 0.0 00A9: set_car $6158 to_normal_driver :ROCKB2_8819 00D6: if 8118: not actor $6153 dead 004D: jump_if_false @ROCKB2_9146 00D6: if 0038: $6264 == 0 // $ == int 004D: jump_if_false @ROCKB2_8900 00D6: if 80DF: not actor $6153 in_any_car 004D: jump_if_false @ROCKB2_8900 00D6: if 02CB: actor $6153 bounding_sphere_visible 004D: jump_if_false @ROCKB2_8900 01CC: actor $6153 kill_player $PLAYER_CHAR 0004: $6264 = 1 // $ = int :ROCKB2_8900 00D6: if 0038: $6265 == 0 // $ == int 004D: jump_if_false @ROCKB2_9001 00D6: if 00DF: actor $6153 in_any_car 004D: jump_if_false @ROCKB2_9001 011C: actor $6153 clear_objective 00D9: $6158 = actor $6153 car // add to mission cleanup 0190: add_vehicle $6158 to_flipped_check 03CC: add_stuck_car_check $6158 distance 0.1 time 2000 00AD: set_car $6158 max_speed_to 30.0 00AE: set_vehicle $6158 traffic_behavior_to 2 00A8: set_car $6158 to_psycho_driver 0004: $6264 = 0 // $ = int 0004: $6265 = 1 // $ = int :ROCKB2_9001 00D6: if 0038: $6265 == 1 // $ == int 004D: jump_if_false @ROCKB2_9076 00D6: if 8119: not car $6158 wrecked 004D: jump_if_false @ROCKB2_9076 00D6: if or 018F: vehicle $6158 flipped 03CE: car $6158 stuck 0495: vehicle $6158 burning 004D: jump_if_false @ROCKB2_9076 01D3: actor $6153 leave_car $6158 0004: $6264 = 0 // $ = int :ROCKB2_9076 00D6: if 0038: $6265 == 1 // $ == int 004D: jump_if_false @ROCKB2_9146 00D6: if 80DF: not actor $6153 in_any_car 004D: jump_if_false @ROCKB2_9146 0191: remove_vehicle $6158 from_flipped_check 03CD: car $6158 remove_from_stuck_car_check 01C3: mark_car_as_no_longer_needed $6158 0004: $6266 = 0 // $ = int 0004: $6264 = 0 // $ = int 0004: $6265 = 0 // $ = int :ROCKB2_9146 00D6: if 0038: $6233 == 0 // $ == int 004D: jump_if_false @ROCKB2_9216 00D6: if 0028: $6157 >= 13 // $ >= int 004D: jump_if_false @ROCKB2_9216 00A5: $6232 = create_car #TRASH at $6234 $6235 $6236 0175: set_car $6232 z_angle_to 93.0 0004: $6233 = 1 // $ = int :ROCKB2_9216 00D6: if 0038: $6233 == 1 // $ == int 004D: jump_if_false @ROCKB2_9468 00D6: if 8119: not car $6232 wrecked 004D: jump_if_false @ROCKB2_9468 00D6: if 0038: $6237 == 0 // $ == int 004D: jump_if_false @ROCKB2_9365 00D6: if 0028: $6157 >= 13 // $ >= int 004D: jump_if_false @ROCKB2_9365 00D6: if 0057: player $PLAYER_CHAR 0 -717.148 1014.399 8.0 -655.46 1172.155 15.0 004D: jump_if_false @ROCKB2_9365 00AD: set_car $6232 max_speed_to 40.0 00A7: car $6232 drive_to $6238 $6239 $6240 0004: $6237 = 1 // $ = int :ROCKB2_9365 00D6: if 0038: $6237 == 1 // $ == int 004D: jump_if_false @ROCKB2_9468 00D6: if 8119: not car $6232 wrecked 004D: jump_if_false @ROCKB2_9468 00D6: if 01AF: car $6232 0 $6238 $6239 $6240 radius 2.0 2.0 2.0 004D: jump_if_false @ROCKB2_9468 00AD: set_car $6232 max_speed_to 20.0 00A8: set_car $6232 to_psycho_driver 01C3: mark_car_as_no_longer_needed $6232 0004: $6237 = 2 // $ = int :ROCKB2_9468 0002: jump @ROCKB2_8519 :ROCKB2_9475 0164: disable_marker $6155 0002: jump @ROCKB2_9504 :ROCKB2_9487 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :ROCKB2_9504 0004: $PASSED_ROCK2_PSYCHO_KILLER = 1 // $ = int 0318: set_latest_mission_passed 'ROCK_2' 030C: progress_made += 1 0394: play_music 1 0110: clear_player $PLAYER_CHAR wanted_level 01E3: text_1number_styled 'M_PASS' number 4000 time 5000 style 1 0109: player $PLAYER_CHAR money += 4000 004F: create_thread @ROC3 0051: return :ROCKB2_9570 00D6: if 8119: not car $6245 wrecked 004D: jump_if_false @ROCKB2_9591 01C3: mark_car_as_no_longer_needed $6245 :ROCKB2_9591 00D6: if 8118: not actor $6224 dead 004D: jump_if_false @ROCKB2_9617 0579: stop_actor $6224 053D: clear_actor $6224 wait_state :ROCKB2_9617 00D6: if 8118: not actor $6225 dead 004D: jump_if_false @ROCKB2_9643 0579: stop_actor $6225 053D: clear_actor $6225 wait_state :ROCKB2_9643 00D6: if 8118: not actor $6216 dead 004D: jump_if_false @ROCKB2_9669 0579: stop_actor $6216 053D: clear_actor $6216 wait_state :ROCKB2_9669 00D6: if 8118: not actor $6219 dead 004D: jump_if_false @ROCKB2_9695 0579: stop_actor $6219 053D: clear_actor $6219 wait_state :ROCKB2_9695 00D6: if 8118: not actor $6222 dead 004D: jump_if_false @ROCKB2_9721 0579: stop_actor $6222 053D: clear_actor $6222 wait_state :ROCKB2_9721 00D6: if 8118: not actor $6223 dead 004D: jump_if_false @ROCKB2_9747 0579: stop_actor $6223 053D: clear_actor $6223 wait_state :ROCKB2_9747 00D6: if 8118: not actor $6250 dead 004D: jump_if_false @ROCKB2_9773 0579: stop_actor $6250 053D: clear_actor $6250 wait_state :ROCKB2_9773 00D6: if 8118: not actor $6251 dead 004D: jump_if_false @ROCKB2_9799 0579: stop_actor $6251 053D: clear_actor $6251 wait_state :ROCKB2_9799 00D6: if 8118: not actor $6252 dead 004D: jump_if_false @ROCKB2_9825 0579: stop_actor $6252 053D: clear_actor $6252 wait_state :ROCKB2_9825 00D6: if 8118: not actor $6253 dead 004D: jump_if_false @ROCKB2_9851 0579: stop_actor $6253 053D: clear_actor $6253 wait_state :ROCKB2_9851 00D6: if 8118: not actor $6254 dead 004D: jump_if_false @ROCKB2_9877 0579: stop_actor $6254 053D: clear_actor $6254 wait_state :ROCKB2_9877 00D6: if 8118: not actor $6255 dead 004D: jump_if_false @ROCKB2_9903 0579: stop_actor $6255 053D: clear_actor $6255 wait_state :ROCKB2_9903 00D6: if 8118: not actor $6256 dead 004D: jump_if_false @ROCKB2_9929 0579: stop_actor $6256 053D: clear_actor $6256 wait_state :ROCKB2_9929 00D6: if 8118: not actor $6257 dead 004D: jump_if_false @ROCKB2_9955 0579: stop_actor $6257 053D: clear_actor $6257 wait_state :ROCKB2_9955 00D6: if 8118: not actor $6258 dead 004D: jump_if_false @ROCKB2_9981 0579: stop_actor $6258 053D: clear_actor $6258 wait_state :ROCKB2_9981 00D6: if 8118: not actor $6259 dead 004D: jump_if_false @ROCKB2_10007 0579: stop_actor $6259 053D: clear_actor $6259 wait_state :ROCKB2_10007 00D6: if 8118: not actor $6260 dead 004D: jump_if_false @ROCKB2_10033 0579: stop_actor $6260 053D: clear_actor $6260 wait_state :ROCKB2_10033 00D6: if 8118: not actor $6261 dead 004D: jump_if_false @ROCKB2_10059 0579: stop_actor $6261 053D: clear_actor $6261 wait_state :ROCKB2_10059 00D6: if 8118: not actor $6262 dead 004D: jump_if_false @ROCKB2_10085 0579: stop_actor $6262 053D: clear_actor $6262 wait_state :ROCKB2_10085 00D6: if 8118: not actor $6153 dead 004D: jump_if_false @ROCKB2_10111 0579: stop_actor $6153 053D: clear_actor $6153 wait_state :ROCKB2_10111 04EF: release_animation 'RIOT' 034F: destroy_actor_with_fade $6153 // The actor fades away like a ghost 040D: unload_wav 1 0004: $ONMISSION = 0 // $ = int 01E7: remove_forbidden_for_cars_cube -875.1 1156.89 8.0 -662.04 738.48 20.0 0164: disable_marker $6155 0164: disable_marker $6244 0164: disable_marker $6246 0296: unload_special_actor 6 0249: release_model #GDA 0249: release_model #SENTINEL 0249: release_model #TRASH 0249: release_model #UZI 0249: release_model #COLT45 0249: release_model #WFYG1 0249: release_model #WFYG2 0249: release_model #LOVEFIST 0249: release_model #WMYCR 0249: release_model #BKA 0249: release_model #BKB 0249: release_model #LF_MEDIASTAGE 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 00D6: if 8119: not car $6158 wrecked 004D: jump_if_false @ROCKB2_10273 0191: remove_vehicle $6158 from_flipped_check 03CD: car $6158 remove_from_stuck_car_check :ROCKB2_10273 00D8: mission_cleanup 0051: return :ROCKB2_10277 00D6: if 0119: car $6158 wrecked 004D: jump_if_false @ROCKB2_10346 00D6: if 0038: $6154 == 0 // $ == int 004D: jump_if_false @ROCKB2_10339 00D6: if 0118: actor $6153 dead 004D: jump_if_false @ROCKB2_10339 0164: disable_marker $6155 0004: $6154 = 1 // $ = int :ROCKB2_10339 0002: jump @ROCKB2_11716 :ROCKB2_10346 00D6: if 0038: $6157 == 0 // $ == int 004D: jump_if_false @ROCKB2_10402 00AD: set_car $6158 max_speed_to 40.0 00AE: set_vehicle $6158 traffic_behavior_to 2 00A7: car $6158 drive_to $6162 $6163 $6164 0004: $6157 = 1 // $ = int :ROCKB2_10402 00D6: if 0038: $6157 == 1 // $ == int 004D: jump_if_false @ROCKB2_10475 00D6: if 01AD: car $6158 sphere 0 near_point $6162 $6163 radius 6.0 4.0 004D: jump_if_false @ROCKB2_10475 00A7: car $6158 drive_to $6165 $6166 $6167 0004: $6157 = 2 // $ = int :ROCKB2_10475 00D6: if 0038: $6157 == 2 // $ == int 004D: jump_if_false @ROCKB2_10548 00D6: if 01AD: car $6158 sphere 0 near_point $6165 $6166 radius 6.0 4.0 004D: jump_if_false @ROCKB2_10548 00A7: car $6158 drive_to $6168 $6169 $6170 0004: $6157 = 3 // $ = int :ROCKB2_10548 00D6: if 0038: $6157 == 3 // $ == int 004D: jump_if_false @ROCKB2_10621 00D6: if 01AD: car $6158 sphere 0 near_point $6168 $6169 radius 6.0 4.0 004D: jump_if_false @ROCKB2_10621 00A7: car $6158 drive_to $6171 $6172 $6173 0004: $6157 = 4 // $ = int :ROCKB2_10621 00D6: if 0038: $6157 == 4 // $ == int 004D: jump_if_false @ROCKB2_10694 00D6: if 01AD: car $6158 sphere 0 near_point $6171 $6172 radius 6.0 4.0 004D: jump_if_false @ROCKB2_10694 00A7: car $6158 drive_to $6174 $6175 $6176 0004: $6157 = 5 // $ = int :ROCKB2_10694 00D6: if 0038: $6157 == 5 // $ == int 004D: jump_if_false @ROCKB2_10776 00D6: if 01AD: car $6158 sphere 0 near_point $6174 $6175 radius 6.0 4.0 004D: jump_if_false @ROCKB2_10776 0477: set_car $6158 action 3 time 5 00A7: car $6158 drive_to $6177 $6178 $6179 0004: $6157 = 6 // $ = int :ROCKB2_10776 00D6: if 0038: $6157 == 6 // $ == int 004D: jump_if_false @ROCKB2_10849 00D6: if 01AD: car $6158 sphere 0 near_point $6177 $6178 radius 6.0 4.0 004D: jump_if_false @ROCKB2_10849 00A7: car $6158 drive_to $6180 $6181 $6182 0004: $6157 = 7 // $ = int :ROCKB2_10849 00D6: if 0038: $6157 == 7 // $ == int 004D: jump_if_false @ROCKB2_10922 00D6: if 01AD: car $6158 sphere 0 near_point $6180 $6181 radius 6.0 4.0 004D: jump_if_false @ROCKB2_10922 00A7: car $6158 drive_to $6183 $6184 $6185 0004: $6157 = 8 // $ = int :ROCKB2_10922 00D6: if 0038: $6157 == 8 // $ == int 004D: jump_if_false @ROCKB2_10995 00D6: if 01AD: car $6158 sphere 0 near_point $6183 $6184 radius 6.0 4.0 004D: jump_if_false @ROCKB2_10995 00A7: car $6158 drive_to $6186 $6187 $6188 0004: $6157 = 9 // $ = int :ROCKB2_10995 00D6: if 0038: $6157 == 9 // $ == int 004D: jump_if_false @ROCKB2_11068 00D6: if 01AD: car $6158 sphere 0 near_point $6186 $6187 radius 6.0 4.0 004D: jump_if_false @ROCKB2_11068 00A7: car $6158 drive_to $6189 $6190 $6191 0004: $6157 = 10 // $ = int :ROCKB2_11068 00D6: if 0038: $6157 == 10 // $ == int 004D: jump_if_false @ROCKB2_11141 00D6: if 01AD: car $6158 sphere 0 near_point $6189 $6190 radius 6.0 4.0 004D: jump_if_false @ROCKB2_11141 00A7: car $6158 drive_to $6192 $6193 $6194 0004: $6157 = 11 // $ = int :ROCKB2_11141 00D6: if 0038: $6157 == 11 // $ == int 004D: jump_if_false @ROCKB2_11214 00D6: if 01AD: car $6158 sphere 0 near_point $6192 $6193 radius 6.0 4.0 004D: jump_if_false @ROCKB2_11214 00A7: car $6158 drive_to $6195 $6196 $6197 0004: $6157 = 12 // $ = int :ROCKB2_11214 00D6: if 0038: $6157 == 12 // $ == int 004D: jump_if_false @ROCKB2_11287 00D6: if 01AD: car $6158 sphere 0 near_point $6195 $6196 radius 6.0 4.0 004D: jump_if_false @ROCKB2_11287 00A7: car $6158 drive_to $6198 $6199 $6200 0004: $6157 = 13 // $ = int :ROCKB2_11287 00D6: if 0038: $6157 == 13 // $ == int 004D: jump_if_false @ROCKB2_11360 00D6: if 01AD: car $6158 sphere 0 near_point $6198 $6199 radius 6.0 4.0 004D: jump_if_false @ROCKB2_11360 00A7: car $6158 drive_to $6201 $6202 $6203 0004: $6157 = 14 // $ = int :ROCKB2_11360 00D6: if 0038: $6157 == 14 // $ == int 004D: jump_if_false @ROCKB2_11433 00D6: if 01AD: car $6158 sphere 0 near_point $6201 $6202 radius 6.0 4.0 004D: jump_if_false @ROCKB2_11433 00A7: car $6158 drive_to $6204 $6205 $6206 0004: $6157 = 15 // $ = int :ROCKB2_11433 00D6: if 0038: $6157 == 15 // $ == int 004D: jump_if_false @ROCKB2_11506 00D6: if 01AD: car $6158 sphere 0 near_point $6204 $6205 radius 6.0 4.0 004D: jump_if_false @ROCKB2_11506 00A7: car $6158 drive_to $6207 $6208 $6209 0004: $6157 = 16 // $ = int :ROCKB2_11506 00D6: if 0038: $6157 == 16 // $ == int 004D: jump_if_false @ROCKB2_11579 00D6: if 01AD: car $6158 sphere 0 near_point $6207 $6208 radius 6.0 4.0 004D: jump_if_false @ROCKB2_11579 00A7: car $6158 drive_to $6210 $6211 $6212 0004: $6157 = 17 // $ = int :ROCKB2_11579 00D6: if 0038: $6157 == 17 // $ == int 004D: jump_if_false @ROCKB2_11652 00D6: if 01AD: car $6158 sphere 0 near_point $6210 $6211 radius 6.0 4.0 004D: jump_if_false @ROCKB2_11652 00A7: car $6158 drive_to $6213 $6214 $6215 0004: $6157 = 18 // $ = int :ROCKB2_11652 00D6: if 0038: $6157 == 18 // $ == int 004D: jump_if_false @ROCKB2_11716 00D6: if 01AD: car $6158 sphere 0 near_point $6213 $6214 radius 6.0 4.0 004D: jump_if_false @ROCKB2_11716 00A8: set_car $6158 to_psycho_driver 0004: $6157 = 19 // $ = int :ROCKB2_11716 0051: return :ROCKB2_11718 00D6: if 8119: not car $6158 wrecked 004D: jump_if_false @ROCKB2_12102 00D6: if 01F4: car $6158 flipped 004D: jump_if_false @ROCKB2_11918 00D6: if 82CA: not car $6158 bounding_sphere_visible 004D: jump_if_false @ROCKB2_11918 00AA: store_car $6158 position_to $6159 $6160 $6161 02C1: set $6241 $6242 $6243 to_car_path_coords_closest_to $6159 $6160 $6161 00D6: if 838A: not car_in_cube $6241 $6242 $6243 4.0 4.0 3.0 004D: jump_if_false @ROCKB2_11918 00D6: if 80C2: not sphere_onscreen $6241 $6242 $6243 4.0 004D: jump_if_false @ROCKB2_11918 00AB: put_car $6158 at $6241 $6242 $6243 00D6: if 0028: $6157 >= 19 // $ >= int 004D: jump_if_false @ROCKB2_11918 00AD: set_car $6158 max_speed_to 40.0 00AE: set_vehicle $6158 traffic_behavior_to 2 00A8: set_car $6158 to_psycho_driver :ROCKB2_11918 00D6: if 03CE: car $6158 stuck 004D: jump_if_false @ROCKB2_12102 00D6: if 82CA: not car $6158 bounding_sphere_visible 004D: jump_if_false @ROCKB2_12102 00AA: store_car $6158 position_to $6159 $6160 $6161 02C1: set $6241 $6242 $6243 to_car_path_coords_closest_to $6159 $6160 $6161 00D6: if 838A: not car_in_cube $6241 $6242 $6243 4.0 4.0 3.0 004D: jump_if_false @ROCKB2_12102 00D6: if 80C2: not sphere_onscreen $6241 $6242 $6243 4.0 004D: jump_if_false @ROCKB2_12102 00AB: put_car $6158 at $6241 $6242 $6243 00D6: if 0028: $6157 >= 19 // $ >= int 004D: jump_if_false @ROCKB2_12102 00AD: set_car $6158 max_speed_to 40.0 00AE: set_vehicle $6158 traffic_behavior_to 2 00A8: set_car $6158 to_psycho_driver :ROCKB2_12102 0051: return //-------------Mission 65--------------- // Originally: Publicity Tour :ROCKB3 03A4: name_thread 'ROCKB3' 0050: gosub @ROCKB3_60 00D6: if 0112: wasted_or_busted 004D: jump_if_false @ROCKB3_37 0050: gosub @ROCKB3_9200 :ROCKB3_37 0050: gosub @ROCKB3_9295 004E: end_thread 0004: $6292 = 0 // $ = int 0004: $6293 = 0 // $ = int :ROCKB3_60 0004: $ONMISSION = 1 // $ = int 0317: increment_mission_attempts 0004: $6270 = 0 // $ = int 0005: $6271 = 100.0 // $ = float 0005: $6268 = 0.0 // $ = float 0004: $6273 = 1 // $ = int 0004: $6274 = 0 // $ = int 0004: $6275 = 0 // $ = int 0004: $6276 = 0 // $ = int 0004: $6278 = 0 // $ = int 0004: $6280 = 0 // $ = int 0004: $6282 = 0 // $ = int 0004: $6283 = 0 // $ = int 0004: $6284 = 0 // $ = int 0004: $6285 = 0 // $ = int 0004: $6286 = 0 // $ = int 0004: $6287 = 0 // $ = int 0004: $6288 = 0 // $ = int 0004: $6289 = 0 // $ = int 0004: $6290 = 0 // $ = int 0004: $6291 = 0 // $ = int 0001: wait 0 ms 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' 04BB: select_interiour 9 // select render area 03CB: load_scene -879.75 1157.77 17.81 04F9: set_extra_colors 17 fade 0 038B: load_requested_models :ROCKB3_333 00D6: 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 004D: jump_if_false @ROCKB3_375 0001: wait 0 ms 0002: 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 10.07 range 1.0 0055: put_player $PLAYER_CHAR at -871.9 1159.46 10.07 0171: set_player $PLAYER_CHAR z_angle_to 270.0 016A: fade 1 2000 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :ROCKB3_585 00D6: if 001A: 374 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB3_620 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB3_585 :ROCKB3_620 00BC: text_highpriority 'RBM3_A' time 10000 1 :ROCKB3_635 00D6: if 001A: 4104 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB3_670 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB3_635 :ROCKB3_670 00BC: text_highpriority 'RBM3_B' time 10000 1 :ROCKB3_685 00D6: if 001A: 4760 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB3_720 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB3_685 :ROCKB3_720 00BC: text_highpriority 'RBM3_C' time 10000 1 :ROCKB3_735 00D6: if 001A: 6489 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB3_770 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB3_735 :ROCKB3_770 00BC: text_highpriority 'RBM3_D' time 10000 1 :ROCKB3_785 00D6: if 001A: 8719 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB3_820 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB3_785 :ROCKB3_820 00BC: text_highpriority 'RBM3_E' time 10000 1 :ROCKB3_835 00D6: if 001A: 9730 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB3_870 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB3_835 :ROCKB3_870 00BC: text_highpriority 'RBM3_F' time 10000 1 :ROCKB3_885 00D6: if 001A: 12434 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB3_920 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB3_885 :ROCKB3_920 00BC: text_highpriority 'RBM3_G' time 10000 1 :ROCKB3_935 00D6: if 001A: 13952 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB3_970 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB3_935 :ROCKB3_970 00BC: text_highpriority 'RBM3_H' time 10000 1 :ROCKB3_985 00D6: if 001A: 15620 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB3_1020 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB3_985 :ROCKB3_1020 00BC: text_highpriority 'RBM3_I' time 10000 1 :ROCKB3_1035 00D6: if 001A: 16985 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB3_1070 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB3_1035 :ROCKB3_1070 00BC: text_highpriority 'RBM3_J' time 10000 1 :ROCKB3_1085 00D6: if 001A: 21240 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB3_1120 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB3_1085 :ROCKB3_1120 00BC: text_highpriority 'RBM3_K' time 10000 1 :ROCKB3_1135 00D6: if 001A: 26029 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB3_1170 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB3_1135 :ROCKB3_1170 00BC: text_highpriority 'RBM3_L' time 10000 1 :ROCKB3_1185 00D6: if 001A: 28823 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB3_1220 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ROCKB3_1185 :ROCKB3_1220 00BE: text_clear_all 016A: fade 0 2000 ms 00BE: text_clear_all :ROCKB3_1231 00D6: if 016B: fading 004D: jump_if_false @ROCKB3_1255 0001: wait 0 ms 0002: jump @ROCKB3_1231 :ROCKB3_1255 04BB: select_interiour 0 // select render area 04FA: clear_extra_colors_with_fade 0 03AD: set_rubbish 1 02EA: end_cutscene 0373: set_camera_directly_behind_player 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 03CB: load_scene -871.9 1159.46 10.07 04E3: set_player $PLAYER_CHAR mood 3 duration 60000 01B6: set_weather 2 041E: set_radio_station 7 -1 0247: request_model #LOVEFIST 023C: load_special_actor 6 'IGJEZZ' 023C: load_special_actor 7 'IGDICK' 023C: load_special_actor 8 'IGPERCY' :ROCKB3_1371 00D6: if or 8248: not model #LOVEFIST available 823D: not special_actor 6 loaded 823D: not special_actor 7 loaded 823D: not special_actor 8 loaded 004D: jump_if_false @ROCKB3_1410 0001: wait 0 ms 0002: jump @ROCKB3_1371 :ROCKB3_1410 02A3: enable_widescreen 1 01B4: set_player $PLAYER_CHAR can_move 0 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 11.05 range 1.0 015F: set_camera_position -870.157 1145.945 11.05 rotation 0.0 0.0 0.0 0160: point_camera -870.468 1146.895 11.078 switchstyle 2 0395: clear_area 0 at -872.155 1151.921 11.054 range 4.0 00A5: $6267 = create_car #LOVEFIST at -872.155 1151.921 11.054 0175: set_car $6267 z_angle_to 177.458 03AB: set_car $6267 strong 1 0224: set_car $6267 health_to 1500 01C8: $6277 = create_actor_pedtype 4 model #SPECIAL06 in_car $6267 passenger_seat 0 01ED: clear_actor $6277 threat_search 039E: set_actor $6277 locked_while_in_vehicle 1 0526: set_actor $6277 stay_in_car_when_jacked 1 01C8: $6279 = create_actor_pedtype 4 model #SPECIAL07 in_car $6267 passenger_seat 1 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 #SPECIAL08 in_car $6267 passenger_seat 2 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 036A: put_actor $PLAYER_ACTOR in_car $6267 00A9: set_car $6267 to_normal_driver 020A: set_car $6267 door_status_to 4 0169: set_fade_color 0 0 0 0001: wait 2500 ms 016A: fade 1 2000 ms :ROCKB3_1721 00D6: if 016B: fading 004D: jump_if_false @ROCKB3_2010 0001: wait 0 ms 00D6: if 0038: $6278 == 0 // $ == int 004D: jump_if_false @ROCKB3_1808 00D6: if or 0118: actor $6277 dead 0038: $6287 == 1 // $ == int 004D: jump_if_false @ROCKB3_1808 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6278 = 1 // $ = int :ROCKB3_1808 00D6: if 0038: $6280 == 0 // $ == int 004D: jump_if_false @ROCKB3_1878 00D6: if or 0118: actor $6279 dead 0038: $6288 == 1 // $ == int 004D: jump_if_false @ROCKB3_1878 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6280 = 1 // $ = int :ROCKB3_1878 00D6: if 0038: $6282 == 0 // $ == int 004D: jump_if_false @ROCKB3_1948 00D6: if or 0118: actor $6281 dead 0038: $6289 == 1 // $ == int 004D: jump_if_false @ROCKB3_1948 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6282 = 1 // $ = int :ROCKB3_1948 00D6: if or 0119: car $6267 wrecked 0038: $6290 == 1 // $ == int 004D: jump_if_false @ROCKB3_2003 040D: unload_wav 1 040D: unload_wav 2 00BE: text_clear_all 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 :ROCKB3_2003 0002: jump @ROCKB3_1721 :ROCKB3_2010 0006: TIMERB = 0 // @ = int :ROCKB3_2017 00D6: if 0038: $6274 == 0 // $ == int 004D: jump_if_false @ROCKB3_3090 0001: wait 0 ms 00D6: if 0038: $6274 == 0 // $ == int 004D: jump_if_false @ROCKB3_2130 00D6: if 0038: $107 == 1 // $ == int 004D: jump_if_false @ROCKB3_2123 00D6: if 001A: 6 > $6291 // int > $ 004D: jump_if_false @ROCKB3_2123 00D6: if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 004D: jump_if_false @ROCKB3_2123 0004: $6291 = 6 // $ = int :ROCKB3_2123 0050: gosub @ROCKB3_9530 :ROCKB3_2130 00D6: if 0038: $6283 == 1 // $ == int 004D: jump_if_false @ROCKB3_2406 00D6: if 0038: $6285 == 0 // $ == int 004D: jump_if_false @ROCKB3_2180 0006: TIMERB = 0 // @ = int 0004: $6285 = 1 // $ = int :ROCKB3_2180 00D6: if 0038: $6285 == 1 // $ == int 004D: jump_if_false @ROCKB3_2234 00D6: if 0029: TIMERB >= 5000 // @ >= int 004D: jump_if_false @ROCKB3_2234 03E5: text_box 'RBM3_9' 0004: $6285 = 2 // $ = int :ROCKB3_2234 00D6: if 0038: $6285 == 2 // $ == int 004D: jump_if_false @ROCKB3_2266 0006: TIMERB = 0 // @ = int 0004: $6285 = 3 // $ = int :ROCKB3_2266 00D6: if 0038: $6285 == 3 // $ == int 004D: jump_if_false @ROCKB3_2320 00D6: if 0029: TIMERB >= 5000 // @ >= int 004D: jump_if_false @ROCKB3_2320 03E5: text_box 'RBM3_8' 0004: $6285 = 4 // $ = int :ROCKB3_2320 00D6: if 0038: $6285 == 4 // $ == int 004D: jump_if_false @ROCKB3_2352 0006: TIMERB = 0 // @ = int 0004: $6285 = 5 // $ = int :ROCKB3_2352 00D6: if 0038: $6285 == 5 // $ == int 004D: jump_if_false @ROCKB3_2406 00D6: if 0029: TIMERB >= 5000 // @ >= int 004D: jump_if_false @ROCKB3_2406 03E5: text_box 'RBM3_3' 0004: $6285 = 6 // $ = int :ROCKB3_2406 00D6: if 0038: $6278 == 0 // $ == int 004D: jump_if_false @ROCKB3_2476 00D6: if or 0118: actor $6277 dead 0038: $6287 == 1 // $ == int 004D: jump_if_false @ROCKB3_2476 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6278 = 1 // $ = int :ROCKB3_2476 00D6: if 0038: $6280 == 0 // $ == int 004D: jump_if_false @ROCKB3_2546 00D6: if or 0118: actor $6279 dead 0038: $6288 == 1 // $ == int 004D: jump_if_false @ROCKB3_2546 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6280 = 1 // $ = int :ROCKB3_2546 00D6: if 0038: $6282 == 0 // $ == int 004D: jump_if_false @ROCKB3_2616 00D6: if or 0118: actor $6281 dead 0038: $6289 == 1 // $ == int 004D: jump_if_false @ROCKB3_2616 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6282 = 1 // $ = int :ROCKB3_2616 00D6: if or 0119: car $6267 wrecked 0038: $6290 == 1 // $ == int 0038: $6275 == 1 // $ == int 0038: $6278 == 1 // $ == int 0038: $6280 == 1 // $ == int 0038: $6282 == 1 // $ == int 004D: jump_if_false @ROCKB3_2706 040D: unload_wav 1 040D: unload_wav 2 00BE: text_clear_all 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0002: jump @ROCKB3_2840 :ROCKB3_2706 00D6: if 0038: $6274 == 0 // $ == int 004D: jump_if_false @ROCKB3_2770 00D6: if 80DC: not player $PLAYER_CHAR in_car $6267 004D: jump_if_false @ROCKB3_2770 020B: explode_car $6267 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 :ROCKB3_2770 02E3: $6268 = car $6267 speed 00D6: if 0038: $6274 == 0 // $ == int 004D: jump_if_false @ROCKB3_2840 00D6: if 0019: TIMERB > 5000 // @ > int 004D: jump_if_false @ROCKB3_2840 00D6: if 0038: $6291 == 0 // $ == int 004D: jump_if_false @ROCKB3_2840 0004: $6291 = 1 // $ = int :ROCKB3_2840 00D6: if 0038: $6274 == 0 // $ == int 004D: jump_if_false @ROCKB3_3083 00D6: if 0038: $6283 == 1 // $ == int 004D: jump_if_false @ROCKB3_3083 00D6: if 0019: TIMERA > 5000 // @ > int 004D: jump_if_false @ROCKB3_3083 000D: $6268 -= 26.0 // $ -= float 0015: $6268 /= 15.0 // $ /= float 0059: $6271 += $6268 // $ += $ float 00D6: if 0020: $6271 > 100.0 // $ > float 004D: jump_if_false @ROCKB3_2954 0005: $6271 = 100.0 // $ = float :ROCKB3_2954 00D6: if 0022: 1.0 > $6271 // float > $ 004D: jump_if_false @ROCKB3_3047 00D6: if 8119: not car $6267 wrecked 004D: jump_if_false @ROCKB3_3025 020B: explode_car $6267 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0002: jump @ROCKB3_3047 :ROCKB3_3025 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 :ROCKB3_3047 0086: $763 = $6271 // $ = $ float 0011: $763 *= -1.0 // $ *= float 0009: $763 += 100.0 // $ += float 008C: $6270 = float_to_integer $763 :ROCKB3_3083 0002: jump @ROCKB3_2017 :ROCKB3_3090 01B7: release_weather 0151: remove_status_text $6270 00BA: text_styled 'RBM3_7' 4000 ms 4 :ROCKB3_3112 00D6: if 001A: 29 > $6291 // int > $ 004D: jump_if_false @ROCKB3_3592 0001: wait 0 ms 00D6: if 001A: 29 > $6291 // int > $ 004D: jump_if_false @ROCKB3_3159 0050: gosub @ROCKB3_12537 :ROCKB3_3159 00D6: if 0038: $6278 == 0 // $ == int 004D: jump_if_false @ROCKB3_3222 00D6: if 0118: actor $6277 dead 004D: jump_if_false @ROCKB3_3222 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6278 = 1 // $ = int :ROCKB3_3222 00D6: if 0038: $6280 == 0 // $ == int 004D: jump_if_false @ROCKB3_3285 00D6: if 0118: actor $6279 dead 004D: jump_if_false @ROCKB3_3285 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6280 = 1 // $ = int :ROCKB3_3285 00D6: if 0038: $6282 == 0 // $ == int 004D: jump_if_false @ROCKB3_3348 00D6: if 0118: actor $6281 dead 004D: jump_if_false @ROCKB3_3348 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6282 = 1 // $ = int :ROCKB3_3348 00D6: if 0119: car $6267 wrecked 004D: jump_if_false @ROCKB3_3393 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0002: jump @ROCKB3_3585 :ROCKB3_3393 00D6: if and 0038: $6278 == 0 // $ == int 0038: $6280 == 0 // $ == int 0038: $6282 == 0 // $ == int 004D: jump_if_false @ROCKB3_3481 00D6: if and 00DB: actor $6277 in_car $6267 00DB: actor $6279 in_car $6267 00DB: actor $6281 in_car $6267 004D: jump_if_false @ROCKB3_3474 0004: $6284 = 1 // $ = int 0002: jump @ROCKB3_3481 :ROCKB3_3474 0004: $6284 = 0 // $ = int :ROCKB3_3481 00D6: if 80DC: not player $PLAYER_CHAR in_car $6267 004D: jump_if_false @ROCKB3_3555 00D6: if 0038: $6292 == 0 // $ == int 004D: jump_if_false @ROCKB3_3548 0186: $6269 = create_marker_above_car $6267 00BC: text_highpriority 'IN_VEH' time 5000 1 0004: $6292 = 1 // $ = int :ROCKB3_3548 0002: jump @ROCKB3_3585 :ROCKB3_3555 00D6: if 0038: $6292 == 1 // $ == int 004D: jump_if_false @ROCKB3_3585 0164: disable_marker $6269 0004: $6292 = 0 // $ = int :ROCKB3_3585 0002: jump @ROCKB3_3112 :ROCKB3_3592 00D6: if 8119: not car $6267 wrecked 004D: jump_if_false @ROCKB3_3622 020A: set_car $6267 door_status_to 1 0002: jump @ROCKB3_3644 :ROCKB3_3622 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 :ROCKB3_3644 041E: set_radio_station 4 -1 00BC: text_highpriority 'RBM3_1' time 5000 1 018A: $6272 = create_checkpoint_at -870.933 1053.342 9.9 0004: $6276 = 1 // $ = int :ROCKB3_3692 00D6: if or 81AF: not car $6267 1 -870.933 1053.342 9.9 radius 3.0 3.0 3.0 0038: $6284 == 0 // $ == int 004D: jump_if_false @ROCKB3_4232 0001: wait 0 ms 00D6: if 0038: $6278 == 0 // $ == int 004D: jump_if_false @ROCKB3_3814 00D6: if 0118: actor $6277 dead 004D: jump_if_false @ROCKB3_3814 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6278 = 1 // $ = int :ROCKB3_3814 00D6: if 0038: $6280 == 0 // $ == int 004D: jump_if_false @ROCKB3_3877 00D6: if 0118: actor $6279 dead 004D: jump_if_false @ROCKB3_3877 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6280 = 1 // $ = int :ROCKB3_3877 00D6: if 0038: $6282 == 0 // $ == int 004D: jump_if_false @ROCKB3_3940 00D6: if 0118: actor $6281 dead 004D: jump_if_false @ROCKB3_3940 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6282 = 1 // $ = int :ROCKB3_3940 00D6: if 0119: car $6267 wrecked 004D: jump_if_false @ROCKB3_3985 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0002: jump @ROCKB3_4225 :ROCKB3_3985 00D6: if and 0038: $6278 == 0 // $ == int 0038: $6280 == 0 // $ == int 0038: $6282 == 0 // $ == int 004D: jump_if_false @ROCKB3_4081 00D6: if and 00DB: actor $6277 in_car $6267 00DB: actor $6279 in_car $6267 00DB: actor $6281 in_car $6267 00DC: player $PLAYER_CHAR in_car $6267 004D: jump_if_false @ROCKB3_4074 0004: $6284 = 1 // $ = int 0002: jump @ROCKB3_4081 :ROCKB3_4074 0004: $6284 = 0 // $ = int :ROCKB3_4081 00D6: if 80DC: not player $PLAYER_CHAR in_car $6267 004D: jump_if_false @ROCKB3_4160 00D6: if 0038: $6276 == 1 // $ == int 004D: jump_if_false @ROCKB3_4153 0164: disable_marker $6272 0186: $6269 = create_marker_above_car $6267 00BC: text_highpriority 'IN_VEH' time 5000 1 0004: $6276 = 0 // $ = int :ROCKB3_4153 0002: jump @ROCKB3_4225 :ROCKB3_4160 00D6: if 0038: $6276 == 0 // $ == int 004D: jump_if_false @ROCKB3_4225 0164: disable_marker $6269 00BC: text_highpriority 'RBM3_1' time 5000 1 018A: $6272 = create_checkpoint_at -870.933 1053.342 9.9 0004: $6276 = 1 // $ = int :ROCKB3_4225 0002: jump @ROCKB3_3692 :ROCKB3_4232 00D6: if 8119: not car $6267 wrecked 004D: jump_if_false @ROCKB3_4262 020A: set_car $6267 door_status_to 1 0002: jump @ROCKB3_4284 :ROCKB3_4262 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 :ROCKB3_4284 02A3: enable_widescreen 1 01B4: set_player $PLAYER_CHAR can_move 0 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 12.096 range 1.0 015F: set_camera_position -880.363 1043.654 12.096 rotation 0.0 0.0 0.0 0160: point_camera -879.557 1044.242 12.035 switchstyle 2 00D6: if 8119: not car $6267 wrecked 004D: jump_if_false @ROCKB3_4574 01D3: actor $PLAYER_ACTOR leave_car $6267 00D6: if 8118: not actor $6277 dead 004D: jump_if_false @ROCKB3_4439 01D3: actor $6277 leave_car $6267 0002: jump @ROCKB3_4461 :ROCKB3_4439 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 :ROCKB3_4461 00D6: if 8118: not actor $6279 dead 004D: jump_if_false @ROCKB3_4492 01D3: actor $6279 leave_car $6267 0002: jump @ROCKB3_4514 :ROCKB3_4492 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 :ROCKB3_4514 00D6: if 8118: not actor $6281 dead 004D: jump_if_false @ROCKB3_4545 01D3: actor $6281 leave_car $6267 0002: jump @ROCKB3_4567 :ROCKB3_4545 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 :ROCKB3_4567 0002: jump @ROCKB3_4596 :ROCKB3_4574 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 :ROCKB3_4596 00D6: if and 00DF: actor $PLAYER_ACTOR in_any_car 00DF: actor $6277 in_any_car 00DF: actor $6279 in_any_car 00DF: actor $6281 in_any_car 004D: jump_if_false @ROCKB3_4865 0001: wait 0 ms 00D6: if 0038: $6278 == 0 // $ == int 004D: jump_if_false @ROCKB3_4694 00D6: if 0118: actor $6277 dead 004D: jump_if_false @ROCKB3_4694 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6278 = 1 // $ = int :ROCKB3_4694 00D6: if 0038: $6280 == 0 // $ == int 004D: jump_if_false @ROCKB3_4757 00D6: if 0118: actor $6279 dead 004D: jump_if_false @ROCKB3_4757 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6280 = 1 // $ = int :ROCKB3_4757 00D6: if 0038: $6282 == 0 // $ == int 004D: jump_if_false @ROCKB3_4820 00D6: if 0118: actor $6281 dead 004D: jump_if_false @ROCKB3_4820 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6282 = 1 // $ = int :ROCKB3_4820 00D6: if 0119: car $6267 wrecked 004D: jump_if_false @ROCKB3_4858 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 :ROCKB3_4858 0002: jump @ROCKB3_4596 :ROCKB3_4865 016A: fade 0 1500 ms :ROCKB3_4872 00D6: if 016B: fading 004D: jump_if_false @ROCKB3_5123 0001: wait 0 ms 00D6: if 0038: $6278 == 0 // $ == int 004D: jump_if_false @ROCKB3_4952 00D6: if 0118: actor $6277 dead 004D: jump_if_false @ROCKB3_4952 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6278 = 1 // $ = int :ROCKB3_4952 00D6: if 0038: $6280 == 0 // $ == int 004D: jump_if_false @ROCKB3_5015 00D6: if 0118: actor $6279 dead 004D: jump_if_false @ROCKB3_5015 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6280 = 1 // $ = int :ROCKB3_5015 00D6: if 0038: $6282 == 0 // $ == int 004D: jump_if_false @ROCKB3_5078 00D6: if 0118: actor $6281 dead 004D: jump_if_false @ROCKB3_5078 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6282 = 1 // $ = int :ROCKB3_5078 00D6: if 0119: car $6267 wrecked 004D: jump_if_false @ROCKB3_5116 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 :ROCKB3_5116 0002: jump @ROCKB3_4872 :ROCKB3_5123 02EB: restore_camera_with_jumpcut 04BB: select_interiour 8 // select render area 0004: $6293 = 1 // $ = int 03CB: load_scene -928.915 1056.264 12.28 04F9: set_extra_colors 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 009B: destroy_actor_instantly $6277 00D6: if 8118: not actor $6279 dead 004D: jump_if_false @ROCKB3_5247 00A1: put_actor $6279 at -925.288 1053.268 12.2 0173: set_actor $6279 z_angle_to 249.491 0002: jump @ROCKB3_5276 :ROCKB3_5247 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6278 = 1 // $ = int :ROCKB3_5276 00D6: if 8118: not actor $6281 dead 004D: jump_if_false @ROCKB3_5329 00A1: put_actor $6281 at -923.094 1053.125 12.2 0173: set_actor $6281 z_angle_to 44.398 0002: jump @ROCKB3_5358 :ROCKB3_5329 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6278 = 1 // $ = int :ROCKB3_5358 02E4: load_cutscene_data 'FIST' 0395: clear_area 0 at -924.114 1038.89 12.675 range 1.0 015F: set_camera_position -924.114 1038.89 12.675 rotation 0.0 0.0 0.0 0160: point_camera -924.114 1039.858 12.925 switchstyle 2 00A6: destroy_car $6267 016A: fade 1 1000 ms :ROCKB3_5455 00D6: if 016B: fading 004D: jump_if_false @ROCKB3_5605 0001: wait 0 ms 00D6: if 0038: $6280 == 0 // $ == int 004D: jump_if_false @ROCKB3_5535 00D6: if 0118: actor $6279 dead 004D: jump_if_false @ROCKB3_5535 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6280 = 1 // $ = int :ROCKB3_5535 00D6: if 0038: $6282 == 0 // $ == int 004D: jump_if_false @ROCKB3_5598 00D6: if 0118: actor $6281 dead 004D: jump_if_false @ROCKB3_5598 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6282 = 1 // $ = int :ROCKB3_5598 0002: jump @ROCKB3_5455 :ROCKB3_5605 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :ROCKB3_5612 00D6: if 001A: 16980 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB3_5773 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 00D6: if 0038: $6280 == 0 // $ == int 004D: jump_if_false @ROCKB3_5703 00D6: if 0118: actor $6279 dead 004D: jump_if_false @ROCKB3_5703 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6280 = 1 // $ = int :ROCKB3_5703 00D6: if 0038: $6282 == 0 // $ == int 004D: jump_if_false @ROCKB3_5766 00D6: if 0118: actor $6281 dead 004D: jump_if_false @ROCKB3_5766 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6282 = 1 // $ = int :ROCKB3_5766 0002: jump @ROCKB3_5612 :ROCKB3_5773 015F: set_camera_position -926.72 1048.895 13.04 rotation 0.0 0.0 0.0 0160: point_camera -926.32 1049.811 13.075 switchstyle 2 00D6: if 0038: $6282 == 0 // $ == int 004D: jump_if_false @ROCKB3_5906 00D6: if 0118: actor $6281 dead 004D: jump_if_false @ROCKB3_5894 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6282 = 1 // $ = int 0002: jump @ROCKB3_5906 :ROCKB3_5894 0372: set_actor $6281 anim 19 wait_state_time 1000000 ms :ROCKB3_5906 00BC: text_highpriority 'ROK3_73' time 10000 1 :ROCKB3_5921 00D6: if 001A: 18851 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB3_6082 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 00D6: if 0038: $6280 == 0 // $ == int 004D: jump_if_false @ROCKB3_6012 00D6: if 0118: actor $6279 dead 004D: jump_if_false @ROCKB3_6012 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6280 = 1 // $ = int :ROCKB3_6012 00D6: if 0038: $6282 == 0 // $ == int 004D: jump_if_false @ROCKB3_6075 00D6: if 0118: actor $6281 dead 004D: jump_if_false @ROCKB3_6075 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6282 = 1 // $ = int :ROCKB3_6075 0002: jump @ROCKB3_5921 :ROCKB3_6082 00BC: text_highpriority 'ROK3_62' time 10000 1 :ROCKB3_6097 00D6: if 001A: 22311 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB3_6258 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 00D6: if 0038: $6280 == 0 // $ == int 004D: jump_if_false @ROCKB3_6188 00D6: if 0118: actor $6279 dead 004D: jump_if_false @ROCKB3_6188 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6280 = 1 // $ = int :ROCKB3_6188 00D6: if 0038: $6282 == 0 // $ == int 004D: jump_if_false @ROCKB3_6251 00D6: if 0118: actor $6281 dead 004D: jump_if_false @ROCKB3_6251 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6282 = 1 // $ = int :ROCKB3_6251 0002: jump @ROCKB3_6097 :ROCKB3_6258 00BC: text_highpriority 'ROK3_63' time 10000 1 :ROCKB3_6273 00D6: if 001A: 24834 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB3_6434 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 00D6: if 0038: $6280 == 0 // $ == int 004D: jump_if_false @ROCKB3_6364 00D6: if 0118: actor $6279 dead 004D: jump_if_false @ROCKB3_6364 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6280 = 1 // $ = int :ROCKB3_6364 00D6: if 0038: $6282 == 0 // $ == int 004D: jump_if_false @ROCKB3_6427 00D6: if 0118: actor $6281 dead 004D: jump_if_false @ROCKB3_6427 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6282 = 1 // $ = int :ROCKB3_6427 0002: jump @ROCKB3_6273 :ROCKB3_6434 00D6: if 0038: $6282 == 0 // $ == int 004D: jump_if_false @ROCKB3_6513 00D6: if 0118: actor $6281 dead 004D: jump_if_false @ROCKB3_6504 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6282 = 1 // $ = int 0002: jump @ROCKB3_6513 :ROCKB3_6504 0372: set_actor $6281 anim 0 wait_state_time 1 ms :ROCKB3_6513 00BC: text_highpriority 'ROK3_64' time 10000 1 015F: set_camera_position -919.641 1050.383 14.67 rotation 0.0 0.0 0.0 0160: point_camera -919.783 1051.364 14.799 switchstyle 2 :ROCKB3_6579 00D6: if 001A: 28433 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB3_6740 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 00D6: if 0038: $6280 == 0 // $ == int 004D: jump_if_false @ROCKB3_6670 00D6: if 0118: actor $6279 dead 004D: jump_if_false @ROCKB3_6670 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6280 = 1 // $ = int :ROCKB3_6670 00D6: if 0038: $6282 == 0 // $ == int 004D: jump_if_false @ROCKB3_6733 00D6: if 0118: actor $6281 dead 004D: jump_if_false @ROCKB3_6733 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6282 = 1 // $ = int :ROCKB3_6733 0002: jump @ROCKB3_6579 :ROCKB3_6740 00D6: if 0038: $6280 == 0 // $ == int 004D: jump_if_false @ROCKB3_6822 00D6: if 0118: actor $6279 dead 004D: jump_if_false @ROCKB3_6810 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6280 = 1 // $ = int 0002: jump @ROCKB3_6822 :ROCKB3_6810 0372: set_actor $6279 anim 19 wait_state_time 1000000 ms :ROCKB3_6822 00BC: text_highpriority 'ROK3_65' time 10000 1 :ROCKB3_6837 00D6: if 001A: 32395 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB3_6998 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 00D6: if 0038: $6280 == 0 // $ == int 004D: jump_if_false @ROCKB3_6928 00D6: if 0118: actor $6279 dead 004D: jump_if_false @ROCKB3_6928 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6280 = 1 // $ = int :ROCKB3_6928 00D6: if 0038: $6282 == 0 // $ == int 004D: jump_if_false @ROCKB3_6991 00D6: if 0118: actor $6281 dead 004D: jump_if_false @ROCKB3_6991 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6282 = 1 // $ = int :ROCKB3_6991 0002: jump @ROCKB3_6837 :ROCKB3_6998 00D6: if 0038: $6280 == 0 // $ == int 004D: jump_if_false @ROCKB3_7077 00D6: if 0118: actor $6279 dead 004D: jump_if_false @ROCKB3_7068 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6280 = 1 // $ = int 0002: jump @ROCKB3_7077 :ROCKB3_7068 0372: set_actor $6279 anim 0 wait_state_time 1 ms :ROCKB3_7077 00BC: text_highpriority 'ROK3_66' time 10000 1 :ROCKB3_7092 00D6: if 001A: 36052 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB3_7255 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 00D6: if 0038: $6280 == 0 // $ == int 004D: jump_if_false @ROCKB3_7185 00D6: if 0118: actor $6279 dead 004D: jump_if_false @ROCKB3_7185 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6280 = 1 // $ = int :ROCKB3_7185 00D6: if 0038: $6282 == 0 // $ == int 004D: jump_if_false @ROCKB3_7248 00D6: if 0118: actor $6281 dead 004D: jump_if_false @ROCKB3_7248 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6282 = 1 // $ = int :ROCKB3_7248 0002: jump @ROCKB3_7092 :ROCKB3_7255 00BC: text_highpriority 'ROK3_67' time 10000 1 :ROCKB3_7270 00D6: if 001A: 37237 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB3_7433 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 00D6: if 0038: $6280 == 0 // $ == int 004D: jump_if_false @ROCKB3_7363 00D6: if 0118: actor $6279 dead 004D: jump_if_false @ROCKB3_7363 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6280 = 1 // $ = int :ROCKB3_7363 00D6: if 0038: $6282 == 0 // $ == int 004D: jump_if_false @ROCKB3_7426 00D6: if 0118: actor $6281 dead 004D: jump_if_false @ROCKB3_7426 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6282 = 1 // $ = int :ROCKB3_7426 0002: jump @ROCKB3_7270 :ROCKB3_7433 00D6: if 0038: $6282 == 0 // $ == int 004D: jump_if_false @ROCKB3_7515 00D6: if 0118: actor $6281 dead 004D: jump_if_false @ROCKB3_7503 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6282 = 1 // $ = int 0002: jump @ROCKB3_7515 :ROCKB3_7503 0372: set_actor $6281 anim 19 wait_state_time 1000000 ms :ROCKB3_7515 00BC: text_highpriority 'ROK3_68' time 10000 1 015F: set_camera_position -926.72 1048.895 13.04 rotation 0.0 0.0 0.0 0160: point_camera -926.32 1049.811 13.075 switchstyle 2 :ROCKB3_7581 00D6: if 001A: 40045 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB3_7744 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 00D6: if 0038: $6280 == 0 // $ == int 004D: jump_if_false @ROCKB3_7674 00D6: if 0118: actor $6279 dead 004D: jump_if_false @ROCKB3_7674 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6280 = 1 // $ = int :ROCKB3_7674 00D6: if 0038: $6282 == 0 // $ == int 004D: jump_if_false @ROCKB3_7737 00D6: if 0118: actor $6281 dead 004D: jump_if_false @ROCKB3_7737 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6282 = 1 // $ = int :ROCKB3_7737 0002: jump @ROCKB3_7581 :ROCKB3_7744 00BC: text_highpriority 'ROK3_69' time 10000 1 :ROCKB3_7759 00D6: if 001A: 42415 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB3_7922 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 00D6: if 0038: $6280 == 0 // $ == int 004D: jump_if_false @ROCKB3_7852 00D6: if 0118: actor $6279 dead 004D: jump_if_false @ROCKB3_7852 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6280 = 1 // $ = int :ROCKB3_7852 00D6: if 0038: $6282 == 0 // $ == int 004D: jump_if_false @ROCKB3_7915 00D6: if 0118: actor $6281 dead 004D: jump_if_false @ROCKB3_7915 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6282 = 1 // $ = int :ROCKB3_7915 0002: jump @ROCKB3_7759 :ROCKB3_7922 00D6: if 0038: $6282 == 0 // $ == int 004D: jump_if_false @ROCKB3_8001 00D6: if 0118: actor $6281 dead 004D: jump_if_false @ROCKB3_7992 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6282 = 1 // $ = int 0002: jump @ROCKB3_8001 :ROCKB3_7992 0372: set_actor $6281 anim 0 wait_state_time 1 ms :ROCKB3_8001 00D6: if 0038: $6280 == 0 // $ == int 004D: jump_if_false @ROCKB3_8083 00D6: if 0118: actor $6279 dead 004D: jump_if_false @ROCKB3_8071 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6280 = 1 // $ = int 0002: jump @ROCKB3_8083 :ROCKB3_8071 0372: set_actor $6281 anim 19 wait_state_time 1000000 ms :ROCKB3_8083 00BC: text_highpriority 'ROK3_70' time 10000 1 :ROCKB3_8098 00D6: if 001A: 44776 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB3_8261 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 00D6: if 0038: $6280 == 0 // $ == int 004D: jump_if_false @ROCKB3_8191 00D6: if 0118: actor $6279 dead 004D: jump_if_false @ROCKB3_8191 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6280 = 1 // $ = int :ROCKB3_8191 00D6: if 0038: $6282 == 0 // $ == int 004D: jump_if_false @ROCKB3_8254 00D6: if 0118: actor $6281 dead 004D: jump_if_false @ROCKB3_8254 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6282 = 1 // $ = int :ROCKB3_8254 0002: jump @ROCKB3_8098 :ROCKB3_8261 00D6: if 0038: $6280 == 0 // $ == int 004D: jump_if_false @ROCKB3_8340 00D6: if 0118: actor $6279 dead 004D: jump_if_false @ROCKB3_8331 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6280 = 1 // $ = int 0002: jump @ROCKB3_8340 :ROCKB3_8331 0372: set_actor $6281 anim 0 wait_state_time 1 ms :ROCKB3_8340 00D6: if 0038: $6282 == 0 // $ == int 004D: jump_if_false @ROCKB3_8422 00D6: if 0118: actor $6281 dead 004D: jump_if_false @ROCKB3_8410 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6282 = 1 // $ = int 0002: jump @ROCKB3_8422 :ROCKB3_8410 0372: set_actor $6281 anim 19 wait_state_time 1000000 ms :ROCKB3_8422 00BC: text_highpriority 'ROK3_71' time 10000 1 :ROCKB3_8437 00D6: if 001A: 49873 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB3_8600 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 00D6: if 0038: $6280 == 0 // $ == int 004D: jump_if_false @ROCKB3_8530 00D6: if 0118: actor $6279 dead 004D: jump_if_false @ROCKB3_8530 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6280 = 1 // $ = int :ROCKB3_8530 00D6: if 0038: $6282 == 0 // $ == int 004D: jump_if_false @ROCKB3_8593 00D6: if 0118: actor $6281 dead 004D: jump_if_false @ROCKB3_8593 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6282 = 1 // $ = int :ROCKB3_8593 0002: jump @ROCKB3_8437 :ROCKB3_8600 00D6: if 0038: $6282 == 0 // $ == int 004D: jump_if_false @ROCKB3_8679 00D6: if 0118: actor $6281 dead 004D: jump_if_false @ROCKB3_8670 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6282 = 1 // $ = int 0002: jump @ROCKB3_8679 :ROCKB3_8670 0372: set_actor $6281 anim 0 wait_state_time 1 ms :ROCKB3_8679 00BE: text_clear_all 016A: fade 0 1500 ms :ROCKB3_8688 00D6: if 001A: 51280 > $CUT_SCENE_TIME // int > $ 004D: jump_if_false @ROCKB3_8851 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 00D6: if 0038: $6280 == 0 // $ == int 004D: jump_if_false @ROCKB3_8781 00D6: if 0118: actor $6279 dead 004D: jump_if_false @ROCKB3_8781 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6280 = 1 // $ = int :ROCKB3_8781 00D6: if 0038: $6282 == 0 // $ == int 004D: jump_if_false @ROCKB3_8844 00D6: if 0118: actor $6281 dead 004D: jump_if_false @ROCKB3_8844 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6282 = 1 // $ = int :ROCKB3_8844 0002: jump @ROCKB3_8688 :ROCKB3_8851 02EA: end_cutscene 0006: TIMERA = 0 // @ = int :ROCKB3_8860 00D6: if 016B: fading 004D: jump_if_false @ROCKB3_9010 0001: wait 0 ms 00D6: if 0038: $6280 == 0 // $ == int 004D: jump_if_false @ROCKB3_8940 00D6: if 0118: actor $6279 dead 004D: jump_if_false @ROCKB3_8940 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6280 = 1 // $ = int :ROCKB3_8940 00D6: if 0038: $6282 == 0 // $ == int 004D: jump_if_false @ROCKB3_9003 00D6: if 0118: actor $6281 dead 004D: jump_if_false @ROCKB3_9003 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_9200 0004: $6282 = 1 // $ = int :ROCKB3_9003 0002: jump @ROCKB3_8860 :ROCKB3_9010 009B: destroy_actor_instantly $6279 009B: destroy_actor_instantly $6281 04FA: clear_extra_colors_with_fade 0 04BB: select_interiour 0 // select render area 0004: $6293 = 0 // $ = int 03CB: load_scene -885.396 1054.467 12.583 015F: set_camera_position -887.965 1054.653 14.846 rotation 0.0 0.0 0.0 0160: point_camera -887.016 1054.583 14.538 switchstyle 2 0055: put_player $PLAYER_CHAR at -885.396 1054.467 12.583 0171: set_player $PLAYER_CHAR z_angle_to 280.871 02EB: restore_camera_with_jumpcut 03C8: set_camera_directly_before_player 016A: fade 1 1500 ms :ROCKB3_9144 00D6: if 016B: fading 004D: jump_if_false @ROCKB3_9168 0001: wait 0 ms 0002: jump @ROCKB3_9144 :ROCKB3_9168 02A3: enable_widescreen 0 01B4: set_player $PLAYER_CHAR can_move 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 0002: jump @ROCKB3_9225 :ROCKB3_9200 040D: unload_wav 1 040D: unload_wav 2 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :ROCKB3_9225 0004: $PASSED_ROCK3_PUBLICITY_TOUR = 1 // $ = int 0318: set_latest_mission_passed 'ROCK_3' 030C: progress_made += 1 0394: play_music 1 0110: clear_player $PLAYER_CHAR wanted_level 01E3: text_1number_styled 'M_PASS' number 8000 time 5000 style 1 0109: player $PLAYER_CHAR money += 8000 014C: set_parked_car_generator $1990 cars_to_generate_to 101 0164: disable_marker $287 0051: return :ROCKB3_9295 0004: $ONMISSION = 0 // $ = int 041E: set_radio_station 4 -1 00D6: if 8119: not car $6267 wrecked 004D: jump_if_false @ROCKB3_9336 020A: set_car $6267 door_status_to 1 01C3: mark_car_as_no_longer_needed $6267 :ROCKB3_9336 034F: destroy_actor_with_fade $6277 // The actor fades away like a ghost 034F: destroy_actor_with_fade $6279 // The actor fades away like a ghost 034F: destroy_actor_with_fade $6281 // The actor fades away like a ghost 01B7: release_weather 040D: unload_wav 1 040D: unload_wav 2 04FA: clear_extra_colors_with_fade 0 00D6: if 0038: $6293 == 1 // $ == int 004D: jump_if_false @ROCKB3_9489 04BB: select_interiour 0 // select render area 03CB: load_scene -885.396 1054.467 12.583 015F: set_camera_position -887.965 1054.653 14.846 rotation 0.0 0.0 0.0 0160: point_camera -887.016 1054.583 14.538 switchstyle 2 0055: put_player $PLAYER_CHAR at -885.396 1054.467 12.583 0171: set_player $PLAYER_CHAR z_angle_to 280.871 02EB: restore_camera_with_jumpcut 03C8: set_camera_directly_before_player :ROCKB3_9489 0164: disable_marker $6269 0164: disable_marker $6272 0151: remove_status_text $6270 0249: release_model #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 00D8: mission_cleanup 0051: return :ROCKB3_9530 00D6: if 0038: $6283 == 1 // $ == int 004D: jump_if_false @ROCKB3_9806 00D6: if 0038: $6285 == 0 // $ == int 004D: jump_if_false @ROCKB3_9580 0006: TIMERB = 0 // @ = int 0004: $6285 = 1 // $ = int :ROCKB3_9580 00D6: if 0038: $6285 == 1 // $ == int 004D: jump_if_false @ROCKB3_9634 00D6: if 0029: TIMERB >= 5000 // @ >= int 004D: jump_if_false @ROCKB3_9634 03E5: text_box 'RBM3_9' 0004: $6285 = 2 // $ = int :ROCKB3_9634 00D6: if 0038: $6285 == 2 // $ == int 004D: jump_if_false @ROCKB3_9666 0006: TIMERB = 0 // @ = int 0004: $6285 = 3 // $ = int :ROCKB3_9666 00D6: if 0038: $6285 == 3 // $ == int 004D: jump_if_false @ROCKB3_9720 00D6: if 0029: TIMERB >= 5000 // @ >= int 004D: jump_if_false @ROCKB3_9720 03E5: text_box 'RBM3_8' 0004: $6285 = 4 // $ = int :ROCKB3_9720 00D6: if 0038: $6285 == 4 // $ == int 004D: jump_if_false @ROCKB3_9752 0006: TIMERB = 0 // @ = int 0004: $6285 = 5 // $ = int :ROCKB3_9752 00D6: if 0038: $6285 == 5 // $ == int 004D: jump_if_false @ROCKB3_9806 00D6: if 0029: TIMERB >= 5000 // @ >= int 004D: jump_if_false @ROCKB3_9806 03E5: text_box 'RBM3_3' 0004: $6285 = 6 // $ = int :ROCKB3_9806 00D6: if 0038: $6278 == 0 // $ == int 004D: jump_if_false @ROCKB3_9847 00D6: if 0118: actor $6277 dead 004D: jump_if_false @ROCKB3_9847 0004: $6287 = 1 // $ = int :ROCKB3_9847 00D6: if 0038: $6280 == 0 // $ == int 004D: jump_if_false @ROCKB3_9888 00D6: if 0118: actor $6279 dead 004D: jump_if_false @ROCKB3_9888 0004: $6288 = 1 // $ = int :ROCKB3_9888 00D6: if 0038: $6282 == 0 // $ == int 004D: jump_if_false @ROCKB3_9929 00D6: if 0118: actor $6281 dead 004D: jump_if_false @ROCKB3_9929 0004: $6289 = 1 // $ = int :ROCKB3_9929 00D6: if 0119: car $6267 wrecked 004D: jump_if_false @ROCKB3_9959 0004: $6290 = 1 // $ = int 0002: jump @ROCKB3_10220 :ROCKB3_9959 02E3: $6268 = car $6267 speed 00D6: if 8442: not player $PLAYER_CHAR sitting_in_car $6267 004D: jump_if_false @ROCKB3_10006 020B: explode_car $6267 00BC: text_highpriority 'RBM3_4' time 5000 1 :ROCKB3_10006 00D6: if 0038: $6274 == 0 // $ == int 004D: jump_if_false @ROCKB3_10220 00D6: if 0038: $6283 == 1 // $ == int 004D: jump_if_false @ROCKB3_10220 00D6: if 0019: TIMERA > 5000 // @ > int 004D: jump_if_false @ROCKB3_10220 000D: $6268 -= 26.0 // $ -= float 0015: $6268 /= 15.0 // $ /= float 0059: $6271 += $6268 // $ += $ float 00D6: if 0022: 1.0 > $6271 // float > $ 004D: jump_if_false @ROCKB3_10153 00D6: if 8119: not car $6267 wrecked 004D: jump_if_false @ROCKB3_10153 020B: explode_car $6267 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_10153 :ROCKB3_10153 00D6: if 0020: $6271 > 100.0 // $ > float 004D: jump_if_false @ROCKB3_10184 0005: $6271 = 100.0 // $ = float :ROCKB3_10184 0086: $763 = $6271 // $ = $ float 0011: $763 *= -1.0 // $ *= float 0009: $763 += 100.0 // $ += float 008C: $6270 = float_to_integer $763 :ROCKB3_10220 00D6: if 0038: $6291 == 1 // $ == int 004D: jump_if_false @ROCKB3_10381 03CF: load_wav 'ROK3_1' as $6273 0050: gosub @ROCKB3_12770 00BC: text_highpriority 'ROK3_1' time 10000 1 0050: gosub @ROCKB3_13630 03D5: remove_text 'ROK3_1' 0004: $6291 = 2 // $ = int 00D6: if 0038: $6274 == 0 // $ == int 004D: jump_if_false @ROCKB3_10381 00D6: if 0038: $107 == 1 // $ == int 004D: jump_if_false @ROCKB3_10381 00D6: if 001A: 6 > $6291 // int > $ 004D: jump_if_false @ROCKB3_10381 00D6: if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 004D: jump_if_false @ROCKB3_10381 0004: $6291 = 6 // $ = int :ROCKB3_10381 00D6: if 0038: $6291 == 2 // $ == int 004D: jump_if_false @ROCKB3_10542 03CF: load_wav 'ROK3_2' as $6273 0050: gosub @ROCKB3_12770 00BC: text_highpriority 'ROK3_2' time 10000 1 0050: gosub @ROCKB3_13630 03D5: remove_text 'ROK3_2' 0004: $6291 = 3 // $ = int 00D6: if 0038: $6274 == 0 // $ == int 004D: jump_if_false @ROCKB3_10542 00D6: if 0038: $107 == 1 // $ == int 004D: jump_if_false @ROCKB3_10542 00D6: if 001A: 6 > $6291 // int > $ 004D: jump_if_false @ROCKB3_10542 00D6: if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 004D: jump_if_false @ROCKB3_10542 0004: $6291 = 6 // $ = int :ROCKB3_10542 00D6: if 0038: $6291 == 3 // $ == int 004D: jump_if_false @ROCKB3_10703 03CF: load_wav 'ROK3_3' as $6273 0050: gosub @ROCKB3_12770 00BC: text_highpriority 'ROK3_3' time 10000 1 0050: gosub @ROCKB3_13630 03D5: remove_text 'ROK3_3' 0004: $6291 = 4 // $ = int 00D6: if 0038: $6274 == 0 // $ == int 004D: jump_if_false @ROCKB3_10703 00D6: if 0038: $107 == 1 // $ == int 004D: jump_if_false @ROCKB3_10703 00D6: if 001A: 6 > $6291 // int > $ 004D: jump_if_false @ROCKB3_10703 00D6: if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 004D: jump_if_false @ROCKB3_10703 0004: $6291 = 6 // $ = int :ROCKB3_10703 00D6: if 0038: $6291 == 4 // $ == int 004D: jump_if_false @ROCKB3_10870 03CF: load_wav 'ROK3_4' as $6273 0050: gosub @ROCKB3_12770 041E: set_radio_station 9 -1 00BC: text_highpriority 'ROK3_4' time 10000 1 0050: gosub @ROCKB3_13630 03D5: remove_text 'ROK3_4' 0004: $6291 = 5 // $ = int 00D6: if 0038: $6274 == 0 // $ == int 004D: jump_if_false @ROCKB3_10870 00D6: if 0038: $107 == 1 // $ == int 004D: jump_if_false @ROCKB3_10870 00D6: if 001A: 6 > $6291 // int > $ 004D: jump_if_false @ROCKB3_10870 00D6: if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 004D: jump_if_false @ROCKB3_10870 0004: $6291 = 6 // $ = int :ROCKB3_10870 00D6: if 0038: $6291 == 5 // $ == int 004D: jump_if_false @ROCKB3_10947 03CF: load_wav 'ROK3_5' as $6273 0050: gosub @ROCKB3_12770 00BC: text_highpriority 'ROK3_5' time 10000 1 0050: gosub @ROCKB3_13630 03D5: remove_text 'ROK3_5' 0004: $6291 = 6 // $ = int :ROCKB3_10947 00D6: if 0038: $6291 == 6 // $ == int 004D: jump_if_false @ROCKB3_11065 00D6: if 0038: $6283 == 0 // $ == int 004D: jump_if_false @ROCKB3_11051 02A3: enable_widescreen 0 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR can_move 1 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' 03C4: set_status_text_to $6270 1 'RBM3_6' 0006: TIMERA = 0 // @ = int 0004: $6283 = 1 // $ = int :ROCKB3_11051 0004: $107 = 1 // $ = int 0004: $6291 = 7 // $ = int :ROCKB3_11065 00D6: if 0038: $6291 == 7 // $ == int 004D: jump_if_false @ROCKB3_11142 03CF: load_wav 'ROK3_6' as $6273 0050: gosub @ROCKB3_12770 00BC: text_highpriority 'ROK3_6' time 10000 1 0050: gosub @ROCKB3_13630 03D5: remove_text 'ROK3_6' 0004: $6291 = 8 // $ = int :ROCKB3_11142 00D6: if 0038: $6291 == 8 // $ == int 004D: jump_if_false @ROCKB3_11219 03CF: load_wav 'ROK3_7' as $6273 0050: gosub @ROCKB3_12770 00BC: text_highpriority 'ROK3_7' time 10000 1 0050: gosub @ROCKB3_13630 03D5: remove_text 'ROK3_7' 0004: $6291 = 9 // $ = int :ROCKB3_11219 00D6: if 0038: $6291 == 9 // $ == int 004D: jump_if_false @ROCKB3_11296 03CF: load_wav 'ROK3_8' as $6273 0050: gosub @ROCKB3_12770 00BC: text_highpriority 'ROK3_8' time 10000 1 0050: gosub @ROCKB3_13630 03D5: remove_text 'ROK3_8' 0004: $6291 = 10 // $ = int :ROCKB3_11296 00D6: if 0038: $6291 == 10 // $ == int 004D: jump_if_false @ROCKB3_11373 03CF: load_wav 'ROK3_9' as $6273 0050: gosub @ROCKB3_12770 00BC: text_highpriority 'ROK3_9' time 10000 1 0050: gosub @ROCKB3_13630 03D5: remove_text 'ROK3_9' 0004: $6291 = 11 // $ = int :ROCKB3_11373 00D6: if 0038: $6291 == 11 // $ == int 004D: jump_if_false @ROCKB3_11450 03CF: load_wav 'ROK3_10' as $6273 0050: gosub @ROCKB3_12770 00BC: text_highpriority 'ROK3_10' time 10000 1 0050: gosub @ROCKB3_13630 03D5: remove_text 'ROK3_10' 0004: $6291 = 12 // $ = int :ROCKB3_11450 00D6: if 0038: $6291 == 12 // $ == int 004D: jump_if_false @ROCKB3_11527 03CF: load_wav 'ROK3_11' as $6273 0050: gosub @ROCKB3_12770 00BC: text_highpriority 'ROK3_11' time 10000 1 0050: gosub @ROCKB3_13630 03D5: remove_text 'ROK3_11' 0004: $6291 = 13 // $ = int :ROCKB3_11527 00D6: if 0038: $6291 == 13 // $ == int 004D: jump_if_false @ROCKB3_11604 03CF: load_wav 'ROK3_12' as $6273 0050: gosub @ROCKB3_12770 00BC: text_highpriority 'ROK3_12' time 10000 1 0050: gosub @ROCKB3_13630 03D5: remove_text 'ROK3_12' 0004: $6291 = 14 // $ = int :ROCKB3_11604 00D6: if 0038: $6291 == 14 // $ == int 004D: jump_if_false @ROCKB3_11681 03CF: load_wav 'ROK3_13' as $6273 0050: gosub @ROCKB3_12770 00BC: text_highpriority 'ROK3_13' time 10000 1 0050: gosub @ROCKB3_13630 03D5: remove_text 'ROK3_13' 0004: $6291 = 15 // $ = int :ROCKB3_11681 00D6: if 0038: $6291 == 15 // $ == int 004D: jump_if_false @ROCKB3_11758 03CF: load_wav 'ROK3_14' as $6273 0050: gosub @ROCKB3_12770 00BC: text_highpriority 'ROK3_14' time 10000 1 0050: gosub @ROCKB3_13630 03D5: remove_text 'ROK3_14' 0004: $6291 = 16 // $ = int :ROCKB3_11758 00D6: if 0038: $6291 == 16 // $ == int 004D: jump_if_false @ROCKB3_11835 03CF: load_wav 'ROK3_15' as $6273 0050: gosub @ROCKB3_12770 00BC: text_highpriority 'ROK3_15' time 10000 1 0050: gosub @ROCKB3_13630 03D5: remove_text 'ROK3_15' 0004: $6291 = 17 // $ = int :ROCKB3_11835 00D6: if 0038: $6291 == 17 // $ == int 004D: jump_if_false @ROCKB3_11912 03CF: load_wav 'ROK3_16' as $6273 0050: gosub @ROCKB3_12770 00BC: text_highpriority 'ROK3_16' time 10000 1 0050: gosub @ROCKB3_13630 03D5: remove_text 'ROK3_16' 0004: $6291 = 18 // $ = int :ROCKB3_11912 00D6: if 0038: $6291 == 18 // $ == int 004D: jump_if_false @ROCKB3_11989 03CF: load_wav 'ROK3_17' as $6273 0050: gosub @ROCKB3_12770 00BC: text_highpriority 'ROK3_17' time 10000 1 0050: gosub @ROCKB3_13630 03D5: remove_text 'ROK3_17' 0004: $6291 = 19 // $ = int :ROCKB3_11989 00D6: if 0038: $6291 == 19 // $ == int 004D: jump_if_false @ROCKB3_12066 03CF: load_wav 'ROK3_18' as $6273 0050: gosub @ROCKB3_12770 00BC: text_highpriority 'ROK3_18' time 10000 1 0050: gosub @ROCKB3_13630 03D5: remove_text 'ROK3_18' 0004: $6291 = 20 // $ = int :ROCKB3_12066 00D6: if 0038: $6291 == 20 // $ == int 004D: jump_if_false @ROCKB3_12143 03CF: load_wav 'ROK3_19' as $6273 0050: gosub @ROCKB3_12770 00BC: text_highpriority 'ROK3_19' time 10000 1 0050: gosub @ROCKB3_13630 03D5: remove_text 'ROK3_19' 0004: $6291 = 21 // $ = int :ROCKB3_12143 00D6: if 0038: $6291 == 21 // $ == int 004D: jump_if_false @ROCKB3_12220 03CF: load_wav 'ROK3_20' as $6273 0050: gosub @ROCKB3_12770 00BC: text_highpriority 'ROK3_20' time 10000 1 0050: gosub @ROCKB3_13630 03D5: remove_text 'ROK3_20' 0004: $6291 = 22 // $ = int :ROCKB3_12220 00D6: if 0038: $6291 == 22 // $ == int 004D: jump_if_false @ROCKB3_12297 03CF: load_wav 'ROK3_21' as $6273 0050: gosub @ROCKB3_12770 00BC: text_highpriority 'ROK3_21' time 10000 1 0050: gosub @ROCKB3_13630 03D5: remove_text 'ROK3_21' 0004: $6291 = 23 // $ = int :ROCKB3_12297 00D6: if 0038: $6291 == 23 // $ == int 004D: jump_if_false @ROCKB3_12374 03CF: load_wav 'ROK3_22' as $6273 0050: gosub @ROCKB3_12770 00BC: text_highpriority 'ROK3_22' time 10000 1 0050: gosub @ROCKB3_13630 03D5: remove_text 'ROK3_22' 0004: $6291 = 24 // $ = int :ROCKB3_12374 00D6: if 0038: $6291 == 24 // $ == int 004D: jump_if_false @ROCKB3_12451 03CF: load_wav 'ROK3_23' as $6273 0050: gosub @ROCKB3_12770 00BC: text_highpriority 'ROK3_23' time 10000 1 0050: gosub @ROCKB3_13630 03D5: remove_text 'ROK3_23' 0004: $6291 = 25 // $ = int :ROCKB3_12451 00D6: if 0038: $6291 == 25 // $ == int 004D: jump_if_false @ROCKB3_12535 03CF: load_wav 'ROK3_24' as $6273 0050: gosub @ROCKB3_12770 00BC: text_highpriority 'ROK3_24' time 10000 1 0050: gosub @ROCKB3_13630 03D5: remove_text 'ROK3_24' 0004: $6291 = 26 // $ = int 0004: $6274 = 1 // $ = int :ROCKB3_12535 0051: return :ROCKB3_12537 00D6: if 0038: $6291 == 26 // $ == int 004D: jump_if_false @ROCKB3_12614 03CF: load_wav 'ROK3_25' as $6273 0050: gosub @ROCKB3_12770 00BC: text_highpriority 'ROK3_25' time 10000 1 0050: gosub @ROCKB3_13630 03D5: remove_text 'ROK3_25' 0004: $6291 = 27 // $ = int :ROCKB3_12614 00D6: if 0038: $6291 == 27 // $ == int 004D: jump_if_false @ROCKB3_12691 03CF: load_wav 'ROK3_26' as $6273 0050: gosub @ROCKB3_12770 00BC: text_highpriority 'ROK3_26' time 10000 1 0050: gosub @ROCKB3_13630 03D5: remove_text 'ROK3_26' 0004: $6291 = 28 // $ = int :ROCKB3_12691 00D6: if 0038: $6291 == 28 // $ == int 004D: jump_if_false @ROCKB3_12768 03CF: load_wav 'ROK3_27' as $6273 0050: gosub @ROCKB3_12770 00BC: text_highpriority 'ROK3_27' time 10000 1 0050: gosub @ROCKB3_13630 03D5: remove_text 'ROK3_27' 0004: $6291 = 29 // $ = int :ROCKB3_12768 0051: return :ROCKB3_12770 00D6: if 83D0: not wav $6273 loaded 004D: jump_if_false @ROCKB3_13623 0001: wait 0 ms 00D6: if 0038: $6274 == 0 // $ == int 004D: jump_if_false @ROCKB3_13084 00D6: if 0038: $6283 == 1 // $ == int 004D: jump_if_false @ROCKB3_13084 00D6: if 0038: $6285 == 0 // $ == int 004D: jump_if_false @ROCKB3_12858 0006: TIMERB = 0 // @ = int 0004: $6285 = 1 // $ = int :ROCKB3_12858 00D6: if 0038: $6285 == 1 // $ == int 004D: jump_if_false @ROCKB3_12912 00D6: if 0029: TIMERB >= 5000 // @ >= int 004D: jump_if_false @ROCKB3_12912 03E5: text_box 'RBM3_9' 0004: $6285 = 2 // $ = int :ROCKB3_12912 00D6: if 0038: $6285 == 2 // $ == int 004D: jump_if_false @ROCKB3_12944 0006: TIMERB = 0 // @ = int 0004: $6285 = 3 // $ = int :ROCKB3_12944 00D6: if 0038: $6285 == 3 // $ == int 004D: jump_if_false @ROCKB3_12998 00D6: if 0029: TIMERB >= 5000 // @ >= int 004D: jump_if_false @ROCKB3_12998 03E5: text_box 'RBM3_8' 0004: $6285 = 4 // $ = int :ROCKB3_12998 00D6: if 0038: $6285 == 4 // $ == int 004D: jump_if_false @ROCKB3_13030 0006: TIMERB = 0 // @ = int 0004: $6285 = 5 // $ = int :ROCKB3_13030 00D6: if 0038: $6285 == 5 // $ == int 004D: jump_if_false @ROCKB3_13084 00D6: if 0029: TIMERB >= 5000 // @ >= int 004D: jump_if_false @ROCKB3_13084 03E5: text_box 'RBM3_3' 0004: $6285 = 6 // $ = int :ROCKB3_13084 00D6: if 0038: $6278 == 0 // $ == int 004D: jump_if_false @ROCKB3_13125 00D6: if 0118: actor $6277 dead 004D: jump_if_false @ROCKB3_13125 0004: $6287 = 1 // $ = int :ROCKB3_13125 00D6: if 0038: $6280 == 0 // $ == int 004D: jump_if_false @ROCKB3_13166 00D6: if 0118: actor $6279 dead 004D: jump_if_false @ROCKB3_13166 0004: $6288 = 1 // $ = int :ROCKB3_13166 00D6: if 0038: $6282 == 0 // $ == int 004D: jump_if_false @ROCKB3_13207 00D6: if 0118: actor $6281 dead 004D: jump_if_false @ROCKB3_13207 0004: $6289 = 1 // $ = int :ROCKB3_13207 00D6: if 0119: car $6267 wrecked 004D: jump_if_false @ROCKB3_13237 0004: $6290 = 1 // $ = int 0002: jump @ROCKB3_13498 :ROCKB3_13237 02E3: $6268 = car $6267 speed 00D6: if 8442: not player $PLAYER_CHAR sitting_in_car $6267 004D: jump_if_false @ROCKB3_13284 020B: explode_car $6267 00BC: text_highpriority 'RBM3_4' time 5000 1 :ROCKB3_13284 00D6: if 0038: $6274 == 0 // $ == int 004D: jump_if_false @ROCKB3_13498 00D6: if 0038: $6283 == 1 // $ == int 004D: jump_if_false @ROCKB3_13498 00D6: if 0019: TIMERA > 5000 // @ > int 004D: jump_if_false @ROCKB3_13498 000D: $6268 -= 26.0 // $ -= float 0015: $6268 /= 15.0 // $ /= float 0059: $6271 += $6268 // $ += $ float 00D6: if 0022: 1.0 > $6271 // float > $ 004D: jump_if_false @ROCKB3_13431 00D6: if 8119: not car $6267 wrecked 004D: jump_if_false @ROCKB3_13431 020B: explode_car $6267 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_13431 :ROCKB3_13431 00D6: if 0020: $6271 > 100.0 // $ > float 004D: jump_if_false @ROCKB3_13462 0005: $6271 = 100.0 // $ = float :ROCKB3_13462 0086: $763 = $6271 // $ = $ float 0011: $763 *= -1.0 // $ *= float 0009: $763 += 100.0 // $ += float 008C: $6270 = float_to_integer $763 :ROCKB3_13498 00D6: if 0038: $6274 == 1 // $ == int 004D: jump_if_false @ROCKB3_13616 00D6: if 0038: $6286 == 0 // $ == int 004D: jump_if_false @ROCKB3_13616 00D6: if 0038: $6280 == 0 // $ == int 004D: jump_if_false @ROCKB3_13575 00D6: if 0118: actor $6279 dead 004D: jump_if_false @ROCKB3_13575 0004: $6288 = 1 // $ = int :ROCKB3_13575 00D6: if 0038: $6282 == 0 // $ == int 004D: jump_if_false @ROCKB3_13616 00D6: if 0118: actor $6281 dead 004D: jump_if_false @ROCKB3_13616 0004: $6289 = 1 // $ = int :ROCKB3_13616 0002: jump @ROCKB3_12770 :ROCKB3_13623 03D1: play_wav $6273 0051: return :ROCKB3_13630 00D6: if 83D2: not wav $6273 ended 004D: jump_if_false @ROCKB3_14490 0001: wait 0 ms 00D6: if 0038: $6274 == 0 // $ == int 004D: jump_if_false @ROCKB3_13944 00D6: if 0038: $6283 == 1 // $ == int 004D: jump_if_false @ROCKB3_13944 00D6: if 0038: $6285 == 0 // $ == int 004D: jump_if_false @ROCKB3_13718 0006: TIMERB = 0 // @ = int 0004: $6285 = 1 // $ = int :ROCKB3_13718 00D6: if 0038: $6285 == 1 // $ == int 004D: jump_if_false @ROCKB3_13772 00D6: if 0029: TIMERB >= 5000 // @ >= int 004D: jump_if_false @ROCKB3_13772 03E5: text_box 'RBM3_9' 0004: $6285 = 2 // $ = int :ROCKB3_13772 00D6: if 0038: $6285 == 2 // $ == int 004D: jump_if_false @ROCKB3_13804 0006: TIMERB = 0 // @ = int 0004: $6285 = 3 // $ = int :ROCKB3_13804 00D6: if 0038: $6285 == 3 // $ == int 004D: jump_if_false @ROCKB3_13858 00D6: if 0029: TIMERB >= 5000 // @ >= int 004D: jump_if_false @ROCKB3_13858 03E5: text_box 'RBM3_8' 0004: $6285 = 4 // $ = int :ROCKB3_13858 00D6: if 0038: $6285 == 4 // $ == int 004D: jump_if_false @ROCKB3_13890 0006: TIMERB = 0 // @ = int 0004: $6285 = 5 // $ = int :ROCKB3_13890 00D6: if 0038: $6285 == 5 // $ == int 004D: jump_if_false @ROCKB3_13944 00D6: if 0029: TIMERB >= 5000 // @ >= int 004D: jump_if_false @ROCKB3_13944 03E5: text_box 'RBM3_3' 0004: $6285 = 6 // $ = int :ROCKB3_13944 00D6: if 0038: $6278 == 0 // $ == int 004D: jump_if_false @ROCKB3_13985 00D6: if 0118: actor $6277 dead 004D: jump_if_false @ROCKB3_13985 0004: $6287 = 1 // $ = int :ROCKB3_13985 00D6: if 0038: $6280 == 0 // $ == int 004D: jump_if_false @ROCKB3_14026 00D6: if 0118: actor $6279 dead 004D: jump_if_false @ROCKB3_14026 0004: $6288 = 1 // $ = int :ROCKB3_14026 00D6: if 0038: $6282 == 0 // $ == int 004D: jump_if_false @ROCKB3_14067 00D6: if 0118: actor $6281 dead 004D: jump_if_false @ROCKB3_14067 0004: $6289 = 1 // $ = int :ROCKB3_14067 00D6: if 0119: car $6267 wrecked 004D: jump_if_false @ROCKB3_14097 0004: $6290 = 1 // $ = int 0002: jump @ROCKB3_14365 :ROCKB3_14097 02E3: $6268 = car $6267 speed 00D6: if 8442: not player $PLAYER_CHAR sitting_in_car $6267 004D: jump_if_false @ROCKB3_14151 020B: explode_car $6267 00BC: text_highpriority 'RBM3_4' time 5000 1 0004: $6275 = 1 // $ = int :ROCKB3_14151 00D6: if 0038: $6274 == 0 // $ == int 004D: jump_if_false @ROCKB3_14365 00D6: if 0038: $6283 == 1 // $ == int 004D: jump_if_false @ROCKB3_14365 00D6: if 0019: TIMERA > 5000 // @ > int 004D: jump_if_false @ROCKB3_14365 000D: $6268 -= 26.0 // $ -= float 0015: $6268 /= 15.0 // $ /= float 0059: $6271 += $6268 // $ += $ float 00D6: if 0022: 1.0 > $6271 // float > $ 004D: jump_if_false @ROCKB3_14298 00D6: if 8119: not car $6267 wrecked 004D: jump_if_false @ROCKB3_14298 020B: explode_car $6267 00BC: text_highpriority 'RBM3_4' time 5000 1 0002: jump @ROCKB3_14298 :ROCKB3_14298 00D6: if 0020: $6271 > 100.0 // $ > float 004D: jump_if_false @ROCKB3_14329 0005: $6271 = 100.0 // $ = float :ROCKB3_14329 0086: $763 = $6271 // $ = $ float 0011: $763 *= -1.0 // $ *= float 0009: $763 += 100.0 // $ += float 008C: $6270 = float_to_integer $763 :ROCKB3_14365 00D6: if 0038: $6274 == 1 // $ == int 004D: jump_if_false @ROCKB3_14483 00D6: if 0038: $6286 == 0 // $ == int 004D: jump_if_false @ROCKB3_14483 00D6: if 0038: $6280 == 0 // $ == int 004D: jump_if_false @ROCKB3_14442 00D6: if 0118: actor $6279 dead 004D: jump_if_false @ROCKB3_14442 0004: $6288 = 1 // $ = int :ROCKB3_14442 00D6: if 0038: $6282 == 0 // $ == int 004D: jump_if_false @ROCKB3_14483 00D6: if 0118: actor $6281 dead 004D: jump_if_false @ROCKB3_14483 0004: $6289 = 1 // $ = int :ROCKB3_14483 0002: jump @ROCKB3_13630 :ROCKB3_14490 0051: return //-------------Mission 66--------------- // Originally: Weapon Range :RANGE 03A4: name_thread 'RANGE' 0050: gosub @RANGE_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @RANGE_37 0050: gosub @RANGE_6145 :RANGE_37 0050: gosub @RANGE_6247 004E: end_thread :RANGE_46 0004: $ONMISSION = 1 // $ = int 00D6: if 0038: $108 == 0 // $ == int 004D: jump_if_false @RANGE_73 0317: increment_mission_attempts :RANGE_73 0004: $3917 = 0 // $ = int 0004: $3912 = 0 // $ = int 0004: $3969 = 0 // $ = int 0004: $3910 = 0 // $ = int 0004: $3988 = 30 // $ = int 0004: $3968 = 0 // $ = int 0004: $3911 = 0 // $ = int 0004: $3681 = 0 // $ = int 0004: $3677 = 121000 // $ = int 0004: $3674 = 0 // $ = int 0004: $3676 = 0 // $ = int 0004: $3680 = 0 // $ = int 0004: $3687 = 0 // $ = int 0004: $3688 = 0 // $ = int 0004: $3689 = 0 // $ = int 0004: $3690 = 0 // $ = int 0004: $3691 = 0 // $ = int 0004: $3692 = 0 // $ = int 0005: $3699 = 0.0 // $ = float 0005: $3700 = 0.0 // $ = float 0005: $3701 = 0.0 // $ = float 0004: $3686 = 0 // $ = int 0005: $3699 = -673.29 // $ = float 0005: $3700 = 1238.52 // $ = float 0005: $3701 = 11.5 // $ = float 0004: $3707 = 0 // $ = int 0004: $3708 = 0 // $ = int 0004: $3709 = 0 // $ = int 0004: $3710 = 0 // $ = int 0004: $3711 = 0 // $ = int 0004: $3712 = 0 // $ = int 0005: $3719 = 0.0 // $ = float 0005: $3720 = 0.0 // $ = float 0005: $3721 = 0.0 // $ = float 0004: $3706 = 0 // $ = int 0005: $3722 = 0.0 // $ = float 0005: $3723 = 0.0 // $ = float 0005: $3724 = 0.0 // $ = float 0004: $3725 = 0 // $ = int 0005: $3719 = -676.11 // $ = float 0005: $3720 = 1227.0 // $ = float 0005: $3721 = 11.5 // $ = float 0004: $3727 = 0 // $ = int 0004: $3728 = 0 // $ = int 0004: $3729 = 0 // $ = int 0004: $3730 = 0 // $ = int 0004: $3731 = 0 // $ = int 0004: $3732 = 0 // $ = int 0005: $3739 = 0.0 // $ = float 0005: $3740 = 0.0 // $ = float 0005: $3741 = 0.0 // $ = float 0004: $3726 = 0 // $ = int 0005: $3742 = 0.0 // $ = float 0005: $3743 = 0.0 // $ = float 0005: $3744 = 0.0 // $ = float 0004: $3745 = 0 // $ = int 0005: $3739 = -679.04 // $ = float 0005: $3740 = 1238.52 // $ = float 0005: $3741 = 11.5 // $ = float 0004: $3938 = 0 // $ = int 0004: $3939 = 0 // $ = int 0004: $3940 = 0 // $ = int 0004: $3970 = 0 // $ = int 0001: wait 0 ms 054C: use_GXT_table 'BANKJ2' 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 0247: request_model #COLT45 0247: request_model #TAR_FRAME 0247: request_model #TAR_DOWNLEFT 0247: request_model #TAR_DOWNRIGHT 0247: request_model #TAR_TOP 0247: request_model #TAR_UPLEFT 0247: request_model #TAR_UPRIGHT 0247: request_model #FAKETARGET 03CF: load_wav 'BNK2_1' as 1 03CF: load_wav 'BNK2_2' as 2 :RANGE_673 00D6: if or 8248: not model #COLT45 available 83D0: not wav 1 loaded 83D0: not wav 2 loaded 8248: not model #FAKETARGET available 004D: jump_if_false @RANGE_712 0001: wait 0 ms 0002: jump @RANGE_673 :RANGE_712 00D6: if or 8248: not model #TAR_FRAME available 8248: not model #TAR_DOWNLEFT available 8248: not model #TAR_DOWNRIGHT available 8248: not model #TAR_TOP available 8248: not model #TAR_UPLEFT available 8248: not model #TAR_UPRIGHT available 004D: jump_if_false @RANGE_764 0001: wait 0 ms 0002: jump @RANGE_712 :RANGE_764 029B: $3944 = init_object #FAKETARGET at -668.42 1231.65 10.08 01C7: remove_object_from_mission_cleanup_list $3944 0177: set_object $3944 z_angle_to 90.0 04B8: get_weapon_data_from_actor $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 0004: $3911 = 100 // $ = int 0169: set_fade_color 0 0 0 0001: wait 500 ms 016A: fade 1 1500 ms :RANGE_899 00D6: if 016B: fading 004D: jump_if_false @RANGE_993 0001: wait 0 ms 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @RANGE_986 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @RANGE_6145 :RANGE_986 0002: jump @RANGE_899 :RANGE_993 01B4: set_player $PLAYER_CHAR can_move 1 00D6: if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 004D: jump_if_false @RANGE_1030 0002: jump @RANGE_1638 :RANGE_1030 00BC: text_highpriority 'BJM2_19' time 8000 1 0006: TIMERA = 0 // @ = int :RANGE_1052 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @RANGE_1182 0001: wait 0 ms 00D6: if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 004D: jump_if_false @RANGE_1105 0002: jump @RANGE_1638 :RANGE_1105 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @RANGE_1175 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @RANGE_6145 :RANGE_1175 0002: jump @RANGE_1052 :RANGE_1182 00BC: text_highpriority 'BJM2_20' time 8000 1 0006: TIMERA = 0 // @ = int :RANGE_1204 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @RANGE_1334 0001: wait 0 ms 00D6: if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 004D: jump_if_false @RANGE_1257 0002: jump @RANGE_1638 :RANGE_1257 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @RANGE_1327 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @RANGE_6145 :RANGE_1327 0002: jump @RANGE_1204 :RANGE_1334 00BC: text_highpriority 'BJM2_2' time 8000 1 0006: TIMERA = 0 // @ = int :RANGE_1356 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @RANGE_1486 0001: wait 0 ms 00D6: if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 004D: jump_if_false @RANGE_1409 0002: jump @RANGE_1638 :RANGE_1409 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @RANGE_1479 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @RANGE_6145 :RANGE_1479 0002: jump @RANGE_1356 :RANGE_1486 00BC: text_highpriority 'BJM2_23' time 8000 1 0006: TIMERA = 0 // @ = int :RANGE_1508 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @RANGE_1638 0001: wait 0 ms 00D6: if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 004D: jump_if_false @RANGE_1561 0002: jump @RANGE_1638 :RANGE_1561 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @RANGE_1631 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @RANGE_6145 :RANGE_1631 0002: jump @RANGE_1508 :RANGE_1638 01B4: set_player $PLAYER_CHAR can_move 1 00BC: text_highpriority 'BNK2_1' time 5000 1 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 0004: $123 = 1 // $ = int :RANGE_1685 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @RANGE_1781 0001: wait 0 ms 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @RANGE_1774 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @RANGE_6145 :RANGE_1774 0002: jump @RANGE_1685 :RANGE_1781 03D5: remove_text 'BNK2_1' 03D1: play_wav 2 00BC: text_highpriority 'BNK2_2' time 5000 1 :RANGE_1810 00D6: if 83D2: not wav 2 ended 004D: jump_if_false @RANGE_1906 0001: wait 0 ms 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @RANGE_1899 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @RANGE_6145 :RANGE_1899 0002: jump @RANGE_1810 :RANGE_1906 03D5: remove_text 'BNK2_2' 014E: start_timer_at $3677 count_in_direction 1 04F7: status_text $3988 0 line 2 'BJM2_18' 04F7: status_text $3968 0 line 1 'BJM2_15' 0006: TIMERA = 0 // @ = int 018D: $3967 = create_sound 11 at -679.403 1232.564 11.105 :RANGE_1986 00D6: if 0038: $3676 == 0 // $ == int 004D: jump_if_false @RANGE_5721 0001: wait 0 ms 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @RANGE_2078 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @RANGE_6145 :RANGE_2078 00D6: if 00E1: player 0 pressed_button 14 004D: jump_if_false @RANGE_2102 0004: $3676 = 1 // $ = int :RANGE_2102 00D6: if 0038: $3943 == 0 // $ == int 004D: jump_if_false @RANGE_2139 03CF: load_wav 'BNK2_3' as 1 0004: $3943 = 1 // $ = int :RANGE_2139 00D6: if 0038: $3943 == 1 // $ == int 004D: jump_if_false @RANGE_2179 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @RANGE_2179 0004: $3943 = 2 // $ = int :RANGE_2179 0110: clear_player $PLAYER_CHAR wanted_level 0419: $3680 = player $PLAYER_CHAR weapon 17 ammo 00D6: if or 0038: $3677 == 0 // $ == int 0038: $3680 == 0 // $ == int 004D: jump_if_false @RANGE_2310 00D6: if 0038: $3970 == 0 // $ == int 004D: jump_if_false @RANGE_2258 0006: TIMERA = 0 // @ = int 0004: $3970 = 1 // $ = int 0002: jump @RANGE_2310 :RANGE_2258 00D6: if 0019: TIMERA > 200 // @ > int 004D: jump_if_false @RANGE_2310 03D1: play_wav 1 00BC: text_highpriority 'BNK2_3' time 5000 1 0004: $3947 = 1 // $ = int 0004: $3676 = 1 // $ = int :RANGE_2310 01BD: $3978 = current_time_in_ms 00D6: if 0038: $3979 == 0 // $ == int 004D: jump_if_false @RANGE_2353 01BD: $3978 = current_time_in_ms 0084: $3980 = $3978 // $ = $ int 0004: $3979 = 1 // $ = int :RANGE_2353 00D6: if 0038: $3979 == 1 // $ == int 004D: jump_if_false @RANGE_2387 0084: $3981 = $3978 // $ = $ int 0060: $3981 -= $3980 // $ -= $ int :RANGE_2387 00D6: if 0028: $3981 >= 2000 // $ >= int 004D: jump_if_false @RANGE_2642 00D6: if 0038: $3686 == 0 // $ == int 004D: jump_if_false @RANGE_2642 0107: $3693 = create_object #TAR_FRAME at $3699 $3700 $3701 0177: set_object $3693 z_angle_to 90.0 0107: $3694 = create_object #TAR_DOWNLEFT at $3699 $3700 $3701 0177: set_object $3694 z_angle_to 90.0 0107: $3695 = create_object #TAR_DOWNRIGHT at $3699 $3700 $3701 0177: set_object $3695 z_angle_to 90.0 0107: $3696 = create_object #TAR_TOP at $3699 $3700 $3701 0177: set_object $3696 z_angle_to 90.0 0107: $3697 = create_object #TAR_UPLEFT at $3699 $3700 $3701 0177: set_object $3697 z_angle_to 90.0 0107: $3698 = create_object #TAR_UPRIGHT at $3699 $3700 $3701 0177: set_object $3698 z_angle_to 90.0 0004: $3687 = 0 // $ = int 0004: $3688 = 0 // $ = int 0004: $3689 = 0 // $ = int 0004: $3690 = 0 // $ = int 0004: $3691 = 0 // $ = int 0004: $3692 = 0 // $ = int 0004: $3705 = 0 // $ = int 0004: $3686 = 1 // $ = int :RANGE_2642 00D6: if 0038: $3686 == 1 // $ == int 004D: jump_if_false @RANGE_2933 00D6: if 0038: $3687 == 0 // $ == int 004D: jump_if_false @RANGE_2830 00D6: if 8366: not object $3693 damaged 004D: jump_if_false @RANGE_2708 01BB: store_object $3693 position_to $3702 $3703 $3704 :RANGE_2708 00D6: if 0038: $3705 == 0 // $ == int 004D: jump_if_false @RANGE_2778 00D6: if 0032: 1228.7 >= $3703 // float >= $ 004D: jump_if_false @RANGE_2761 0004: $3705 = 1 // $ = int 0002: jump @RANGE_2771 :RANGE_2761 007E: $3703 -= frame_delta_time * 0.06 // float :RANGE_2771 0002: jump @RANGE_2823 :RANGE_2778 00D6: if 0030: $3703 >= 1236.5 // $ >= float 004D: jump_if_false @RANGE_2813 0004: $3705 = 0 // $ = int 0002: jump @RANGE_2823 :RANGE_2813 0078: $3703 += frame_delta_time * 0.06 // float :RANGE_2823 0002: jump @RANGE_2933 :RANGE_2830 00D6: if 8366: not object $3693 damaged 004D: jump_if_false @RANGE_2933 01BB: store_object $3693 position_to $3702 $3703 $3704 00D6: if 0030: $3703 >= 1239.0 // $ >= float 004D: jump_if_false @RANGE_2923 00D6: if 8366: not object $3693 damaged 004D: jump_if_false @RANGE_2902 0108: destroy_object $3693 :RANGE_2902 0004: $3686 = 0 // $ = int 0004: $3979 = 0 // $ = int 0002: jump @RANGE_2933 :RANGE_2923 0078: $3703 += frame_delta_time * 0.06 // float :RANGE_2933 00D6: if 0038: $3686 == 1 // $ == int 004D: jump_if_false @RANGE_3434 01BC: put_object $3693 at $3702 $3703 $3704 00D6: if 0038: $3687 == 0 // $ == int 004D: jump_if_false @RANGE_3434 00D6: if and 0038: $3688 == 1 // $ == int 0038: $3689 == 1 // $ == int 0038: $3690 == 1 // $ == int 0038: $3691 == 1 // $ == int 0038: $3692 == 1 // $ == int 004D: jump_if_false @RANGE_3064 0008: $3989 += 1 // $ += int 0008: $3674 += 1 // $ += int 0008: $3968 += 1 // $ += int 0004: $3979 = 0 // $ = int 0004: $3687 = 1 // $ = int :RANGE_3064 00D6: if 0038: $3688 == 0 // $ == int 004D: jump_if_false @RANGE_3138 00D6: if 0366: object $3694 damaged 004D: jump_if_false @RANGE_3124 0108: destroy_object $3694 0008: $3681 += 1 // $ += int 0004: $3688 = 1 // $ = int 0002: jump @RANGE_3138 :RANGE_3124 01BC: put_object $3694 at $3702 $3703 $3704 :RANGE_3138 00D6: if 0038: $3689 == 0 // $ == int 004D: jump_if_false @RANGE_3212 00D6: if 0366: object $3695 damaged 004D: jump_if_false @RANGE_3198 0108: destroy_object $3695 0008: $3681 += 1 // $ += int 0004: $3689 = 1 // $ = int 0002: jump @RANGE_3212 :RANGE_3198 01BC: put_object $3695 at $3702 $3703 $3704 :RANGE_3212 00D6: if 0038: $3690 == 0 // $ == int 004D: jump_if_false @RANGE_3286 00D6: if 0366: object $3696 damaged 004D: jump_if_false @RANGE_3272 0108: destroy_object $3696 0008: $3681 += 1 // $ += int 0004: $3690 = 1 // $ = int 0002: jump @RANGE_3286 :RANGE_3272 01BC: put_object $3696 at $3702 $3703 $3704 :RANGE_3286 00D6: if 0038: $3691 == 0 // $ == int 004D: jump_if_false @RANGE_3360 00D6: if 0366: object $3697 damaged 004D: jump_if_false @RANGE_3346 0108: destroy_object $3697 0008: $3681 += 1 // $ += int 0004: $3691 = 1 // $ = int 0002: jump @RANGE_3360 :RANGE_3346 01BC: put_object $3697 at $3702 $3703 $3704 :RANGE_3360 00D6: if 0038: $3692 == 0 // $ == int 004D: jump_if_false @RANGE_3434 00D6: if 0366: object $3698 damaged 004D: jump_if_false @RANGE_3420 0108: destroy_object $3698 0008: $3681 += 1 // $ += int 0004: $3692 = 1 // $ = int 0002: jump @RANGE_3434 :RANGE_3420 01BC: put_object $3698 at $3702 $3703 $3704 :RANGE_3434 00D6: if 0038: $3982 == 0 // $ == int 004D: jump_if_false @RANGE_3472 01BD: $3978 = current_time_in_ms 0084: $3983 = $3978 // $ = $ int 0004: $3982 = 1 // $ = int :RANGE_3472 00D6: if 0038: $3982 == 1 // $ == int 004D: jump_if_false @RANGE_3506 0084: $3984 = $3978 // $ = $ int 0060: $3984 -= $3983 // $ -= $ int :RANGE_3506 00D6: if 0028: $3984 >= 2000 // $ >= int 004D: jump_if_false @RANGE_3761 00D6: if 0038: $3706 == 0 // $ == int 004D: jump_if_false @RANGE_3761 0107: $3713 = create_object #TAR_FRAME at $3719 $3720 $3721 0177: set_object $3713 z_angle_to 90.0 0107: $3714 = create_object #TAR_DOWNLEFT at $3719 $3720 $3721 0177: set_object $3714 z_angle_to 90.0 0107: $3715 = create_object #TAR_DOWNRIGHT at $3719 $3720 $3721 0177: set_object $3715 z_angle_to 90.0 0107: $3716 = create_object #TAR_TOP at $3719 $3720 $3721 0177: set_object $3716 z_angle_to 90.0 0107: $3717 = create_object #TAR_UPLEFT at $3719 $3720 $3721 0177: set_object $3717 z_angle_to 90.0 0107: $3718 = create_object #TAR_UPRIGHT at $3719 $3720 $3721 0177: set_object $3718 z_angle_to 90.0 0004: $3707 = 0 // $ = int 0004: $3708 = 0 // $ = int 0004: $3709 = 0 // $ = int 0004: $3710 = 0 // $ = int 0004: $3711 = 0 // $ = int 0004: $3712 = 0 // $ = int 0004: $3725 = 1 // $ = int 0004: $3706 = 1 // $ = int :RANGE_3761 00D6: if 0038: $3706 == 1 // $ == int 004D: jump_if_false @RANGE_4052 00D6: if 0038: $3707 == 0 // $ == int 004D: jump_if_false @RANGE_3949 00D6: if 8366: not object $3713 damaged 004D: jump_if_false @RANGE_3827 01BB: store_object $3713 position_to $3722 $3723 $3724 :RANGE_3827 00D6: if 0038: $3725 == 0 // $ == int 004D: jump_if_false @RANGE_3897 00D6: if 0032: 1228.7 >= $3723 // float >= $ 004D: jump_if_false @RANGE_3880 0004: $3725 = 1 // $ = int 0002: jump @RANGE_3890 :RANGE_3880 007E: $3723 -= frame_delta_time * 0.04 // float :RANGE_3890 0002: jump @RANGE_3942 :RANGE_3897 00D6: if 0030: $3723 >= 1236.5 // $ >= float 004D: jump_if_false @RANGE_3932 0004: $3725 = 0 // $ = int 0002: jump @RANGE_3942 :RANGE_3932 0078: $3723 += frame_delta_time * 0.04 // float :RANGE_3942 0002: jump @RANGE_4052 :RANGE_3949 00D6: if 8366: not object $3713 damaged 004D: jump_if_false @RANGE_4052 01BB: store_object $3713 position_to $3722 $3723 $3724 00D6: if 0032: 1227.0 >= $3723 // float >= $ 004D: jump_if_false @RANGE_4042 00D6: if 8366: not object $3713 damaged 004D: jump_if_false @RANGE_4021 0108: destroy_object $3713 :RANGE_4021 0004: $3706 = 0 // $ = int 0004: $3982 = 0 // $ = int 0002: jump @RANGE_4052 :RANGE_4042 007E: $3723 -= frame_delta_time * 0.06 // float :RANGE_4052 00D6: if 0038: $3706 == 1 // $ == int 004D: jump_if_false @RANGE_4567 01BC: put_object $3713 at $3722 $3723 $3724 00D6: if 0038: $3707 == 0 // $ == int 004D: jump_if_false @RANGE_4567 00D6: if and 0038: $3708 == 1 // $ == int 0038: $3709 == 1 // $ == int 0038: $3710 == 1 // $ == int 0038: $3711 == 1 // $ == int 0038: $3712 == 1 // $ == int 004D: jump_if_false @RANGE_4197 0008: $3989 += 1 // $ += int 0008: $3674 += 1 // $ += int 0008: $3674 += 1 // $ += int 0008: $3968 += 1 // $ += int 0008: $3968 += 1 // $ += int 0004: $3982 = 0 // $ = int 0004: $3707 = 1 // $ = int :RANGE_4197 00D6: if 0038: $3708 == 0 // $ == int 004D: jump_if_false @RANGE_4271 00D6: if 0366: object $3714 damaged 004D: jump_if_false @RANGE_4257 0108: destroy_object $3714 0008: $3681 += 1 // $ += int 0004: $3708 = 1 // $ = int 0002: jump @RANGE_4271 :RANGE_4257 01BC: put_object $3714 at $3722 $3723 $3724 :RANGE_4271 00D6: if 0038: $3709 == 0 // $ == int 004D: jump_if_false @RANGE_4345 00D6: if 0366: object $3715 damaged 004D: jump_if_false @RANGE_4331 0108: destroy_object $3715 0008: $3681 += 1 // $ += int 0004: $3709 = 1 // $ = int 0002: jump @RANGE_4345 :RANGE_4331 01BC: put_object $3715 at $3722 $3723 $3724 :RANGE_4345 00D6: if 0038: $3710 == 0 // $ == int 004D: jump_if_false @RANGE_4419 00D6: if 0366: object $3716 damaged 004D: jump_if_false @RANGE_4405 0108: destroy_object $3716 0008: $3681 += 1 // $ += int 0004: $3710 = 1 // $ = int 0002: jump @RANGE_4419 :RANGE_4405 01BC: put_object $3716 at $3722 $3723 $3724 :RANGE_4419 00D6: if 0038: $3711 == 0 // $ == int 004D: jump_if_false @RANGE_4493 00D6: if 0366: object $3717 damaged 004D: jump_if_false @RANGE_4479 0108: destroy_object $3717 0008: $3681 += 1 // $ += int 0004: $3711 = 1 // $ = int 0002: jump @RANGE_4493 :RANGE_4479 01BC: put_object $3717 at $3722 $3723 $3724 :RANGE_4493 00D6: if 0038: $3712 == 0 // $ == int 004D: jump_if_false @RANGE_4567 00D6: if 0366: object $3718 damaged 004D: jump_if_false @RANGE_4553 0108: destroy_object $3718 0008: $3681 += 1 // $ += int 0004: $3712 = 1 // $ = int 0002: jump @RANGE_4567 :RANGE_4553 01BC: put_object $3718 at $3722 $3723 $3724 :RANGE_4567 00D6: if 0038: $3985 == 0 // $ == int 004D: jump_if_false @RANGE_4605 01BD: $3978 = current_time_in_ms 0084: $3986 = $3978 // $ = $ int 0004: $3985 = 1 // $ = int :RANGE_4605 00D6: if 0038: $3985 == 1 // $ == int 004D: jump_if_false @RANGE_4639 0084: $3987 = $3978 // $ = $ int 0060: $3987 -= $3986 // $ -= $ int :RANGE_4639 00D6: if 0028: $3987 >= 2000 // $ >= int 004D: jump_if_false @RANGE_4894 00D6: if 0038: $3726 == 0 // $ == int 004D: jump_if_false @RANGE_4894 0107: $3733 = create_object #TAR_FRAME at $3739 $3740 $3741 0177: set_object $3733 z_angle_to 90.0 0107: $3734 = create_object #TAR_DOWNLEFT at $3739 $3740 $3741 0177: set_object $3734 z_angle_to 90.0 0107: $3735 = create_object #TAR_DOWNRIGHT at $3739 $3740 $3741 0177: set_object $3735 z_angle_to 90.0 0107: $3736 = create_object #TAR_TOP at $3739 $3740 $3741 0177: set_object $3736 z_angle_to 90.0 0107: $3737 = create_object #TAR_UPLEFT at $3739 $3740 $3741 0177: set_object $3737 z_angle_to 90.0 0107: $3738 = create_object #TAR_UPRIGHT at $3739 $3740 $3741 0177: set_object $3738 z_angle_to 90.0 0004: $3727 = 0 // $ = int 0004: $3728 = 0 // $ = int 0004: $3729 = 0 // $ = int 0004: $3730 = 0 // $ = int 0004: $3731 = 0 // $ = int 0004: $3732 = 0 // $ = int 0004: $3745 = 0 // $ = int 0004: $3726 = 1 // $ = int :RANGE_4894 00D6: if 0038: $3726 == 1 // $ == int 004D: jump_if_false @RANGE_5185 00D6: if 0038: $3727 == 0 // $ == int 004D: jump_if_false @RANGE_5082 00D6: if 8366: not object $3733 damaged 004D: jump_if_false @RANGE_4960 01BB: store_object $3733 position_to $3742 $3743 $3744 :RANGE_4960 00D6: if 0038: $3745 == 0 // $ == int 004D: jump_if_false @RANGE_5030 00D6: if 0032: 1228.7 >= $3743 // float >= $ 004D: jump_if_false @RANGE_5013 0004: $3745 = 1 // $ = int 0002: jump @RANGE_5023 :RANGE_5013 007E: $3743 -= frame_delta_time * 0.02 // float :RANGE_5023 0002: jump @RANGE_5075 :RANGE_5030 00D6: if 0030: $3743 >= 1236.5 // $ >= float 004D: jump_if_false @RANGE_5065 0004: $3745 = 0 // $ = int 0002: jump @RANGE_5075 :RANGE_5065 0078: $3743 += frame_delta_time * 0.02 // float :RANGE_5075 0002: jump @RANGE_5185 :RANGE_5082 00D6: if 8366: not object $3733 damaged 004D: jump_if_false @RANGE_5185 01BB: store_object $3733 position_to $3742 $3743 $3744 00D6: if 0030: $3743 >= 1239.0 // $ >= float 004D: jump_if_false @RANGE_5175 00D6: if 8366: not object $3733 damaged 004D: jump_if_false @RANGE_5154 0108: destroy_object $3733 :RANGE_5154 0004: $3726 = 0 // $ = int 0004: $3987 = 0 // $ = int 0002: jump @RANGE_5185 :RANGE_5175 0078: $3743 += frame_delta_time * 0.06 // float :RANGE_5185 00D6: if 0038: $3726 == 1 // $ == int 004D: jump_if_false @RANGE_5714 01BC: put_object $3733 at $3742 $3743 $3744 00D6: if 0038: $3727 == 0 // $ == int 004D: jump_if_false @RANGE_5714 00D6: if and 0038: $3728 == 1 // $ == int 0038: $3729 == 1 // $ == int 0038: $3730 == 1 // $ == int 0038: $3731 == 1 // $ == int 0038: $3732 == 1 // $ == int 004D: jump_if_false @RANGE_5344 0008: $3989 += 1 // $ += int 0008: $3674 += 1 // $ += int 0008: $3674 += 1 // $ += int 0008: $3674 += 1 // $ += int 0008: $3968 += 1 // $ += int 0008: $3968 += 1 // $ += int 0008: $3968 += 1 // $ += int 0004: $3987 = 0 // $ = int 0004: $3727 = 1 // $ = int :RANGE_5344 00D6: if 0038: $3728 == 0 // $ == int 004D: jump_if_false @RANGE_5418 00D6: if 0366: object $3734 damaged 004D: jump_if_false @RANGE_5404 0108: destroy_object $3734 0008: $3681 += 1 // $ += int 0004: $3728 = 1 // $ = int 0002: jump @RANGE_5418 :RANGE_5404 01BC: put_object $3734 at $3742 $3743 $3744 :RANGE_5418 00D6: if 0038: $3729 == 0 // $ == int 004D: jump_if_false @RANGE_5492 00D6: if 0366: object $3735 damaged 004D: jump_if_false @RANGE_5478 0108: destroy_object $3735 0008: $3681 += 1 // $ += int 0004: $3729 = 1 // $ = int 0002: jump @RANGE_5492 :RANGE_5478 01BC: put_object $3735 at $3742 $3743 $3744 :RANGE_5492 00D6: if 0038: $3730 == 0 // $ == int 004D: jump_if_false @RANGE_5566 00D6: if 0366: object $3736 damaged 004D: jump_if_false @RANGE_5552 0108: destroy_object $3736 0008: $3681 += 1 // $ += int 0004: $3730 = 1 // $ = int 0002: jump @RANGE_5566 :RANGE_5552 01BC: put_object $3736 at $3742 $3743 $3744 :RANGE_5566 00D6: if 0038: $3731 == 0 // $ == int 004D: jump_if_false @RANGE_5640 00D6: if 0366: object $3737 damaged 004D: jump_if_false @RANGE_5626 0108: destroy_object $3737 0008: $3681 += 1 // $ += int 0004: $3731 = 1 // $ = int 0002: jump @RANGE_5640 :RANGE_5626 01BC: put_object $3737 at $3742 $3743 $3744 :RANGE_5640 00D6: if 0038: $3732 == 0 // $ == int 004D: jump_if_false @RANGE_5714 00D6: if 0366: object $3738 damaged 004D: jump_if_false @RANGE_5700 0108: destroy_object $3738 0008: $3681 += 1 // $ += int 0004: $3732 = 1 // $ = int 0002: jump @RANGE_5714 :RANGE_5700 01BC: put_object $3738 at $3742 $3743 $3744 :RANGE_5714 0002: jump @RANGE_1986 :RANGE_5721 018E: stop_sound $3967 00D6: if 0038: $3947 == 1 // $ == int 004D: jump_if_false @RANGE_5840 :RANGE_5744 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @RANGE_5840 0001: wait 0 ms 00D6: if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 004D: jump_if_false @RANGE_5833 00BC: text_highpriority 'BJM2_22' time 5000 1 0002: jump @RANGE_6145 :RANGE_5833 0002: jump @RANGE_5744 :RANGE_5840 03D5: remove_text 'BJM2_19' 03D5: remove_text 'BJM2_20' 03D5: remove_text 'BJM2_2' 03D5: remove_text 'BNK2_3' 0084: $3912 = $3911 // $ = $ int 0060: $3912 -= $3680 // $ -= $ int 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 0001: wait 4000 ms 0084: $3910 = $3681 // $ = $ int 0010: $3910 *= 100 // $ *= int 00D6: if 0018: $3912 > 0 // $ > int 004D: jump_if_false @RANGE_5979 0070: $3910 /= $3912 // $ /= $ int 0002: jump @RANGE_5986 :RANGE_5979 0004: $3910 = 0 // $ = int :RANGE_5986 01E3: text_1number_styled 'BJM2_3' number $3910 time 4000 style 1 0001: wait 4000 ms 03D6: remove_styled_text 'BJM2_3' 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0108: destroy_object $3944 01B4: set_player $PLAYER_CHAR can_move 1 00D6: if 0028: $3968 >= 45 // $ >= int 004D: jump_if_false @RANGE_6105 00D6: if 0038: $108 == 0 // $ == int 004D: jump_if_false @RANGE_6105 030C: progress_made += 1 0331: set_player $PLAYER_CHAR fast_reload 1 00BC: text_highpriority 'RELOAD' time 5000 1 0004: $108 = 1 // $ = int :RANGE_6105 00D6: if 001C: $3968 > $3988 // $ > $ int 004D: jump_if_false @RANGE_6138 0002: jump @RANGE_6162 0002: jump @RANGE_6145 :RANGE_6138 0002: jump @RANGE_6145 :RANGE_6145 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :RANGE_6162 01EB: set_traffic_density_multiplier_to 1.0 01E3: text_1number_styled 'M_PASS' number 500 time 5000 style 1 0109: player $PLAYER_CHAR money += 500 00D6: if 0038: $1604 == 0 // $ == int 004D: jump_if_false @RANGE_6222 0595: mission_complete 0004: $1604 = 1 // $ = int :RANGE_6222 0394: play_music 1 0110: clear_player $PLAYER_CHAR wanted_level 042F: register_highest_int_stat 0 to $3968 042F: register_highest_int_stat 1 to $3910 0051: return :RANGE_6247 018E: stop_sound $3967 0108: destroy_object $3693 0108: destroy_object $3694 0108: destroy_object $3695 0108: destroy_object $3696 0108: destroy_object $3697 0108: destroy_object $3698 0108: destroy_object $3713 0108: destroy_object $3714 0108: destroy_object $3715 0108: destroy_object $3716 0108: destroy_object $3717 0108: destroy_object $3718 0108: destroy_object $3733 0108: destroy_object $3734 0108: destroy_object $3735 0108: destroy_object $3736 0108: destroy_object $3737 0108: destroy_object $3738 0465: remove_actor $PLAYER_ACTOR from_turret_mode 00D6: if 0018: $3939 > 0 // $ > int 004D: jump_if_false @RANGE_6370 0247: request_model $3940 :RANGE_6370 038B: load_requested_models 01B1: give_player $PLAYER_CHAR weapon $3938 ammo $3939 // Load the weapon model before using this 0249: release_model $3940 0004: $ONMISSION = 0 // $ = int 0004: $995 = 0 // $ = int 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 0108: destroy_object $3944 0151: remove_status_text $3968 0151: remove_status_text $3988 014F: stop_timer $3677 0249: release_model #COLT45 0249: release_model #TAR_FRAME 0249: release_model #TAR_DOWNLEFT 0249: release_model #TAR_DOWNRIGHT 0249: release_model #TAR_TOP 0249: release_model #TAR_UPLEFT 0249: release_model #TAR_UPRIGHT 0249: release_model #FAKETARGET 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 00D8: mission_cleanup 0051: return //-------------Mission 67--------------- // Originally: Road Kill :ASSIN1 03A4: name_thread 'ASSIN1' 0050: gosub @ASSIN1_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @ASSIN1_37 0050: gosub @ASSIN1_1824 :ASSIN1_37 0050: gosub @ASSIN1_1908 004E: end_thread :ASSIN1_46 0317: increment_mission_attempts 0004: $ONMISSION = 1 // $ = int 0001: wait 0 ms 054C: use_GXT_table 'ASSIN1' 0247: request_model #PIZZABOY 0247: request_model #HMYRI 0247: request_model #PIZZABOX 0247: request_model #CELLPHONE :ASSIN1_88 00D6: if or 8248: not model #PIZZABOY available 8248: not model #HMYRI available 8248: not model #PIZZABOX available 8248: not model #CELLPHONE available 004D: jump_if_false @ASSIN1_129 0001: wait 0 ms 0002: jump @ASSIN1_88 :ASSIN1_129 016A: fade 1 1500 ms 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 9.4108 range 1.0 0395: clear_area 0 at 36.86817 -1027.187 10.41709 range 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 015F: set_camera_position 36.86817 -1027.187 10.41709 rotation 0.0 0.0 0.0 0157: camera_on_player $PLAYER_CHAR mode 4 switchstyle 2 0373: set_camera_directly_behind_player 052B: actor $PLAYER_ACTOR hold_cellphone 1 03CF: load_wav 'JOB1_1B' as 1 03CF: load_wav 'JOB1_1C' as 2 :ASSIN1_338 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @ASSIN1_368 0001: wait 0 ms 0002: jump @ASSIN1_338 :ASSIN1_368 00D6: if 016B: fading 004D: jump_if_false @ASSIN1_392 0001: wait 0 ms 0002: jump @ASSIN1_368 :ASSIN1_392 00BC: text_highpriority 'ASM1_D' time 10000 1 03D1: play_wav 1 :ASSIN1_411 00D6: if and 83D2: not wav 1 ended 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @ASSIN1_466 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @ASSIN1_459 0002: jump @ASSIN1_694 :ASSIN1_459 0002: jump @ASSIN1_411 :ASSIN1_466 03D5: remove_text 'ASM1_D' 040D: unload_wav 1 00BC: text_highpriority 'ASM1_C' time 10000 1 03D1: play_wav 2 :ASSIN1_499 00D6: if and 83D2: not wav 2 ended 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @ASSIN1_554 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @ASSIN1_547 0002: jump @ASSIN1_694 :ASSIN1_547 0002: jump @ASSIN1_499 :ASSIN1_554 03D5: remove_text 'ASM1_C' 040D: unload_wav 2 03CF: load_wav 'JOB1_1D' as 1 :ASSIN1_580 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @ASSIN1_606 0001: wait 0 ms 0002: jump @ASSIN1_580 :ASSIN1_606 00BC: text_highpriority 'ASM1_B' time 10000 1 03D1: play_wav 1 :ASSIN1_625 00D6: if and 83D2: not wav 1 ended 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @ASSIN1_680 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @ASSIN1_673 0002: jump @ASSIN1_694 :ASSIN1_673 0002: jump @ASSIN1_625 :ASSIN1_680 03D5: remove_text 'ASM1_B' 040D: unload_wav 1 :ASSIN1_694 040D: unload_wav 1 040D: unload_wav 2 03EB: clear_small_messages_only 0001: wait 500 ms 052B: actor $PLAYER_ACTOR hold_cellphone 0 0249: release_model #CELLPHONE 016A: fade 0 1500 ms 03DE: set_pedestrians_density_multiplier_to 1.0 01EB: set_traffic_density_multiplier_to 1.0 0006: TIMERA = 0 // @ = int :ASSIN1_749 00D6: if 016B: fading 004D: jump_if_false @ASSIN1_773 0001: wait 0 ms 0002: jump @ASSIN1_749 :ASSIN1_773 02A3: enable_widescreen 0 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player 016A: fade 1 1500 ms :ASSIN1_788 00D6: if 016B: fading 004D: jump_if_false @ASSIN1_812 0001: wait 0 ms 0002: jump @ASSIN1_788 :ASSIN1_812 01B4: set_player $PLAYER_CHAR can_move 1 0005: $6299 = 121.0519 // $ = float 0005: $6300 = -1443.547 // $ = float 0005: $6301 = 9.845 // $ = float 0005: $6302 = 150.0 // $ = float 0004: $6303 = 0 // $ = int 0004: $6306 = 0 // $ = int 0004: $6305 = 0 // $ = int 0004: $6304 = 50 // $ = int 0481: set_enter_car_range_multiplier 3.0 :ASSIN1_894 0001: wait 0 ms 00D6: if 0038: $6306 == 0 // $ == int 004D: jump_if_false @ASSIN1_1078 00BC: text_highpriority 'ASM1_7' time 10000 2 0004: $6306 = 2 // $ = int 04E3: set_player $PLAYER_CHAR mood 2 duration 350000 03C4: set_status_text_to $6304 0 'ASM1_6' 0395: clear_area 0 at $6299 $6300 $6301 range 5.0 00A5: $6295 = create_car #PIZZABOY at $6299 $6300 $6301 0175: set_car $6295 z_angle_to $6302 0129: $6294 = create_actor 4 #HMYRI in_car $6295 driverseat 02A9: set_actor $6294 immune_to_nonplayer 1 035F: set_actor $6294 armour_to 50 00A8: set_car $6295 to_psycho_driver 00AD: set_car $6295 max_speed_to 32.0 00AE: set_vehicle $6295 traffic_behavior_to 2 02AA: set_car $6295 immune_to_nonplayer 1 0187: $6296 = create_marker_above_actor $6294 0004: $6306 = 1 // $ = int :ASSIN1_1078 00D6: if 0038: $6306 == 1 // $ == int 004D: jump_if_false @ASSIN1_1817 00D6: if 0118: actor $6294 dead 004D: jump_if_false @ASSIN1_1119 0002: jump @ASSIN1_1841 :ASSIN1_1119 00D6: if 8118: not actor $6294 dead 004D: jump_if_false @ASSIN1_1180 00D6: if 0038: $6304 == 0 // $ == int 004D: jump_if_false @ASSIN1_1180 0151: remove_status_text $6304 00BC: text_highpriority 'ASM1_5' time 5000 1 0002: jump @ASSIN1_1824 :ASSIN1_1180 00D6: if 8118: not actor $6294 dead 004D: jump_if_false @ASSIN1_1509 00D6: if 001A: 2 > $6303 // int > $ 004D: jump_if_false @ASSIN1_1300 00D6: if 8119: not car $6295 wrecked 004D: jump_if_false @ASSIN1_1293 00D6: if 80DC: not player $PLAYER_CHAR in_car $6295 004D: jump_if_false @ASSIN1_1279 00D6: if 02BF: car $6295 sunk 004D: jump_if_false @ASSIN1_1272 0004: $6303 = 2 // $ = int :ASSIN1_1272 0002: jump @ASSIN1_1286 :ASSIN1_1279 0004: $6303 = 2 // $ = int :ASSIN1_1286 0002: jump @ASSIN1_1300 :ASSIN1_1293 0004: $6303 = 2 // $ = int :ASSIN1_1300 00D6: if 0038: $6303 == 0 // $ == int 004D: jump_if_false @ASSIN1_1356 00D6: if 80DF: not actor $6294 in_any_car 004D: jump_if_false @ASSIN1_1356 01D5: actor $6294 go_to_and_drive_car $6295 0319: set_actor $6294 running 1 0004: $6303 = 1 // $ = int :ASSIN1_1356 00D6: if 0038: $6303 == 1 // $ == int 004D: jump_if_false @ASSIN1_1422 00D6: if 0448: actor $6294 sitting_in_car $6295 004D: jump_if_false @ASSIN1_1422 00AD: set_car $6295 max_speed_to 32.0 00AE: set_vehicle $6295 traffic_behavior_to 2 00A8: set_car $6295 to_psycho_driver 0004: $6303 = 0 // $ = int :ASSIN1_1422 00D6: if 0038: $6303 == 2 // $ == int 004D: jump_if_false @ASSIN1_1509 00D6: if or 044B: actor $6294 on_foot 0119: car $6295 wrecked 004D: jump_if_false @ASSIN1_1488 011C: actor $6294 clear_objective 01D0: actor $6294 avoid_player $PLAYER_CHAR 0004: $6303 = 3 // $ = int 0002: jump @ASSIN1_1509 :ASSIN1_1488 00D6: if 0449: actor $6294 sitting_in_any_car 004D: jump_if_false @ASSIN1_1509 03E2: actor $6294 leave_any_car :ASSIN1_1509 00D6: if 0038: $6305 == 0 // $ == int 004D: jump_if_false @ASSIN1_1761 00D6: if 8119: not car $6295 wrecked 004D: jump_if_false @ASSIN1_1761 00D6: if 8118: not actor $6294 dead 004D: jump_if_false @ASSIN1_1761 00D6: if 0448: actor $6294 sitting_in_car $6295 004D: jump_if_false @ASSIN1_1761 02E3: $6309 = car $6295 speed 00D6: if 0020: $6309 > 10.0 // $ > float 004D: jump_if_false @ASSIN1_1761 029B: $6311 = init_object #PIZZABOX at 0.0 0.0 100.0 035C: place_object $6311 relative_to_car $6295 offset 0.5 0.0 0.7 0382: set_object $6311 collision_detection 1 0392: object $6311 toggle_in_moving_list 1 0172: $6310 = actor $6294 z_angle 000D: $6307 -= 90.0 // $ -= float 000D: $6308 -= 90.0 // $ -= float 02F7: $6307 = cosine $6310 // float 02F6: $6308 = sine $6310 // float 0011: $6307 *= 11.0 // $ *= float 0011: $6308 *= 11.0 // $ *= float 038C: object $6311 scatter $6307 $6308 6.0 0004: $6305 = 1 // $ = int 0006: TIMERA = 0 // @ = int :ASSIN1_1761 00D6: if 0038: $6305 == 1 // $ == int 004D: jump_if_false @ASSIN1_1817 00D6: if 0019: TIMERA > 5000 // @ > int 004D: jump_if_false @ASSIN1_1817 0108: destroy_object $6311 000C: $6304 -= 1 // $ -= int 0004: $6305 = 0 // $ = int :ASSIN1_1817 0002: jump @ASSIN1_894 :ASSIN1_1824 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :ASSIN1_1841 0004: $298 = 1 // $ = int 0318: set_latest_mission_passed 'JOB_1' 01E3: text_1number_styled 'M_PASS' number 500 time 5000 style 1 0394: play_music 1 0110: clear_player $PLAYER_CHAR wanted_level 030C: progress_made += 1 0533: increment_assassination_contracts_by 1 0109: player $PLAYER_CHAR money += 500 0164: disable_marker $297 0051: return :ASSIN1_1908 0004: $ONMISSION = 0 // $ = int 0249: release_model #PIZZABOX 0249: release_model #HMYRI 0249: release_model #PIZZABOY 0249: release_model #CELLPHONE 0151: remove_status_text $6304 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 0164: disable_marker $6296 00D8: mission_cleanup 0051: return //-------------Mission 68--------------- // Originally: Waste the Wife :ASSIN2 03A4: name_thread 'ASSIN2' 0050: gosub @ASSIN2_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @ASSIN2_37 0050: gosub @ASSIN2_4071 :ASSIN2_37 0050: gosub @ASSIN2_4155 004E: end_thread :ASSIN2_46 0317: increment_mission_attempts 0004: $ONMISSION = 1 // $ = int 0001: wait 0 ms 054C: use_GXT_table 'ASSIN2' 0004: $6316 = 0 // $ = int 0005: $6317 = 394.9916 // $ = float 0005: $6318 = 202.5176 // $ = float 0005: $6319 = 9.763453 // $ = float 0005: $6320 = 403.978 // $ = float 0005: $6321 = 222.629 // $ = float 0005: $6322 = 10.761 // $ = float 0004: $6323 = 0 // $ = int 0004: $6324 = 0 // $ = int 0004: $6326 = 0 // $ = int 0004: $6327 = 0 // $ = int 0004: $6328 = 0 // $ = int 0004: $6329 = 0 // $ = int 0004: $6335 = 0 // $ = int 0004: $6333 = 99999 // $ = int 0004: $6334 = 0 // $ = int 0004: $6316 = 0 // $ = int 0247: request_model #COMET 0247: request_model #WFYRI 0247: request_model #CELLPHONE :ASSIN2_223 00D6: if or 8248: not model #COMET available 8248: not model #WFYRI available 8248: not model #CELLPHONE available 004D: jump_if_false @ASSIN2_259 0001: wait 0 ms 0002: jump @ASSIN2_223 :ASSIN2_259 016A: fade 1 1500 ms 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 10.0611 range 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 015F: set_camera_position 482.462 242.7434 12.795 rotation 0.0 0.0 0.0 0395: clear_area 0 at 482.462 242.7434 12.795 range 1.0 0157: camera_on_player $PLAYER_CHAR mode 4 switchstyle 2 0373: set_camera_directly_behind_player 052B: actor $PLAYER_ACTOR hold_cellphone 1 03CF: load_wav 'JOB2_1B' as 1 03CF: load_wav 'JOB1_1C' as 2 :ASSIN2_468 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @ASSIN2_498 0001: wait 0 ms 0002: jump @ASSIN2_468 :ASSIN2_498 00D6: if 016B: fading 004D: jump_if_false @ASSIN2_522 0001: wait 0 ms 0002: jump @ASSIN2_498 :ASSIN2_522 00BC: text_highpriority 'ASM2_A' time 10000 1 03D1: play_wav 1 :ASSIN2_541 00D6: if and 83D2: not wav 1 ended 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @ASSIN2_596 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @ASSIN2_589 0002: jump @ASSIN2_824 :ASSIN2_589 0002: jump @ASSIN2_541 :ASSIN2_596 03D5: remove_text 'ASM2_A' 040D: unload_wav 1 00BC: text_highpriority 'ASM1_C' time 10000 1 03D1: play_wav 2 :ASSIN2_629 00D6: if and 83D2: not wav 2 ended 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @ASSIN2_684 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @ASSIN2_677 0002: jump @ASSIN2_824 :ASSIN2_677 0002: jump @ASSIN2_629 :ASSIN2_684 03D5: remove_text 'ASM1_C' 040D: unload_wav 2 03CF: load_wav 'JOB1_1D' as 1 :ASSIN2_710 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @ASSIN2_736 0001: wait 0 ms 0002: jump @ASSIN2_710 :ASSIN2_736 00BC: text_highpriority 'ASM1_B' time 10000 1 03D1: play_wav 1 :ASSIN2_755 00D6: if and 83D2: not wav 1 ended 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @ASSIN2_810 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @ASSIN2_803 0002: jump @ASSIN2_824 :ASSIN2_803 0002: jump @ASSIN2_755 :ASSIN2_810 03D5: remove_text 'ASM1_B' 040D: unload_wav 1 :ASSIN2_824 040D: unload_wav 1 040D: unload_wav 2 03EB: clear_small_messages_only 0001: wait 500 ms 052B: actor $PLAYER_ACTOR hold_cellphone 0 0249: release_model #CELLPHONE 016A: fade 0 1500 ms 03DE: set_pedestrians_density_multiplier_to 1.0 01EB: set_traffic_density_multiplier_to 1.0 :ASSIN2_872 00D6: if 016B: fading 004D: jump_if_false @ASSIN2_896 0001: wait 0 ms 0002: jump @ASSIN2_872 :ASSIN2_896 02A3: enable_widescreen 0 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player 016A: fade 1 1500 ms :ASSIN2_911 00D6: if 016B: fading 004D: jump_if_false @ASSIN2_935 0001: wait 0 ms 0002: jump @ASSIN2_911 :ASSIN2_935 01B4: set_player $PLAYER_CHAR can_move 1 :ASSIN2_942 0001: wait 0 ms 00D6: if 0038: $6323 == 0 // $ == int 004D: jump_if_false @ASSIN2_1071 00BC: text_highpriority 'ASM2_1' time 10000 2 018A: $6325 = create_checkpoint_at $6320 $6321 $6322 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 0006: TIMERA = 0 // @ = int 0004: $6323 = 1 // $ = int :ASSIN2_1071 00D6: if 0038: $6323 == 1 // $ == int 004D: jump_if_false @ASSIN2_2168 00D6: if 0038: $6324 == 0 // $ == int 004D: jump_if_false @ASSIN2_2168 00D6: if 00F8: player $PLAYER_CHAR stopped 1 $6320 $6321 $6322 radius 2.0 2.0 3.0 004D: jump_if_false @ASSIN2_2168 00D6: if 0443: player $PLAYER_CHAR sitting_in_any_car 004D: jump_if_false @ASSIN2_2153 0164: disable_marker $6325 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 0395: clear_area 1 at $6317 $6318 $6319 range 30.0 009A: $6312 = create_actor_pedtype 5 model #WFYRI at 379.3426 203.4908 11.39251 0489: set_actor $6312 muted 1 0173: set_actor $6312 z_angle_to 268.9735 015F: set_camera_position 390.952 212.377 16.131 rotation 0.0 0.0 0.0 0157: camera_on_player $PLAYER_CHAR mode 15 switchstyle 2 0395: clear_area 1 at $6317 $6318 $6319 range 15.0 00A5: $6313 = create_car #COMET at $6317 $6318 $6319 0229: set_car $6313 color_to 6 6 0175: set_car $6313 z_angle_to 178.2268 00AD: set_car $6313 max_speed_to 0.0 00AE: set_vehicle $6313 traffic_behavior_to 0 0224: set_car $6313 health_to 893 020A: set_car $6313 door_status_to 3 :ASSIN2_1367 00D6: if 8038: not $6326 == 5 // $ == int 004D: jump_if_false @ASSIN2_2100 0001: wait 0 ms 00D6: if 8119: not car $6313 wrecked 004D: jump_if_false @ASSIN2_1461 00D6: if 8118: not actor $6312 dead 004D: jump_if_false @ASSIN2_1461 00D6: if 0038: $6326 == 0 // $ == int 004D: jump_if_false @ASSIN2_1461 01D5: actor $6312 go_to_and_drive_car $6313 0006: TIMERA = 0 // @ = int 0004: $6326 = 1 // $ = int :ASSIN2_1461 00D6: if 8118: not actor $6312 dead 004D: jump_if_false @ASSIN2_1625 00D6: if 8119: not car $6313 wrecked 004D: jump_if_false @ASSIN2_1625 00D6: if 0038: $6326 == 1 // $ == int 004D: jump_if_false @ASSIN2_1625 00D6: if 0019: TIMERA > 1000 // @ > int 004D: jump_if_false @ASSIN2_1625 015F: set_camera_position 378.6064 203.7468 11.02881 rotation 0.0 0.0 0.0 0160: point_camera 379.5837 203.6236 11.19348 switchstyle 2 00BC: text_highpriority 'ASM2_8' time 6000 2 00BB: text_lowpriority 'ASM2_10' time 6000 2 0006: TIMERA = 0 // @ = int 0004: $6326 = 2 // $ = int :ASSIN2_1625 00D6: if 0038: $6326 == 2 // $ == int 004D: jump_if_false @ASSIN2_1890 00D6: if 8118: not actor $6312 dead 004D: jump_if_false @ASSIN2_1890 00D6: if 8119: not car $6313 wrecked 004D: jump_if_false @ASSIN2_1890 00D6: if 00FF: actor $6312 0 384.3994 203.4012 10.39251 radius 1.5 1.5 1.5 004D: jump_if_false @ASSIN2_1834 0395: clear_area 1 at $6317 $6318 $6319 range 50.0 015F: set_camera_position 390.022 205.2038 10.93295 rotation 0.0 0.0 0.0 00A1: put_actor $6312 at 390.8115 202.5918 10.07062 0173: set_actor $6312 z_angle_to 270.7903 01D5: actor $6312 go_to_and_drive_car $6313 0158: camera_on_vehicle $6313 mode 15 switchstyle 2 0004: $6326 = 3 // $ = int 0002: jump @ASSIN2_1890 :ASSIN2_1834 00D6: if 0019: TIMERA > 14000 // @ > int 004D: jump_if_false @ASSIN2_1890 00A1: put_actor $6312 at 384.3994 203.4012 10.39251 0173: set_actor $6312 z_angle_to 270.0 0006: TIMERA = 0 // @ = int :ASSIN2_1890 00D6: if 0038: $6326 == 3 // $ == int 004D: jump_if_false @ASSIN2_2024 00D6: if 8118: not actor $6312 dead 004D: jump_if_false @ASSIN2_2024 00D6: if 8119: not car $6313 wrecked 004D: jump_if_false @ASSIN2_2024 00D6: if 0448: actor $6312 sitting_in_car $6313 004D: jump_if_false @ASSIN2_2024 0187: $6314 = create_marker_above_actor $6312 020A: set_car $6313 door_status_to 2 00AD: set_car $6313 max_speed_to 15.0 00A8: set_car $6313 to_psycho_driver 00AE: set_vehicle $6313 traffic_behavior_to 1 02AA: set_car $6313 immune_to_nonplayer 1 054A: set_actor $6312 can_be_shot_in_a_car 0 0006: TIMERA = 0 // @ = int 0004: $6326 = 4 // $ = int :ASSIN2_2024 00D6: if 0038: $6326 == 4 // $ == int 004D: jump_if_false @ASSIN2_2093 00D6: if 0019: TIMERA > 4000 // @ > int 004D: jump_if_false @ASSIN2_2093 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player 03D5: remove_text 'ASM2_10' 02A3: enable_widescreen 0 01B4: set_player $PLAYER_CHAR can_move 1 0004: $6326 = 5 // $ = int :ASSIN2_2093 0002: jump @ASSIN2_1367 :ASSIN2_2100 0004: $6324 = 1 // $ = int 0004: $6323 = 2 // $ = int 03CC: add_stuck_car_check $6313 distance 0.5 time 1000 0190: add_vehicle $6313 to_flipped_check 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 0006: TIMERA = 0 // @ = int 0002: jump @ASSIN2_2168 :ASSIN2_2153 00BC: text_highpriority 'ASM2_9' time 3000 2 :ASSIN2_2168 00D6: if 0038: $6324 == 1 // $ == int 004D: jump_if_false @ASSIN2_2391 00D6: if 8119: not car $6313 wrecked 004D: jump_if_false @ASSIN2_2391 00D6: if 82BF: not car $6313 sunk 004D: jump_if_false @ASSIN2_2391 00D6: if 8495: not vehicle $6313 burning 004D: jump_if_false @ASSIN2_2391 00D6: if or 03CE: car $6313 stuck 018F: vehicle $6313 flipped 004D: jump_if_false @ASSIN2_2391 00D6: if 82CA: not car $6313 bounding_sphere_visible 004D: jump_if_false @ASSIN2_2391 00AA: store_car $6313 position_to $6330 $6331 $6332 02C1: set $6330 $6331 $6332 to_car_path_coords_closest_to $6330 $6331 $6332 00D6: if 838A: not car_in_cube $6330 $6331 $6332 4.0 4.0 3.0 004D: jump_if_false @ASSIN2_2391 00D6: if 80C2: not sphere_onscreen $6330 $6331 $6332 3.0 004D: jump_if_false @ASSIN2_2391 00AD: set_car $6313 max_speed_to 30.0 00AE: set_vehicle $6313 traffic_behavior_to 2 00A8: set_car $6313 to_psycho_driver :ASSIN2_2391 00D6: if 8119: not car $6313 wrecked 004D: jump_if_false @ASSIN2_2467 0227: $6315 = car $6313 health 000C: $6315 -= 243 // $ -= int 0010: $6315 *= 10 // $ *= int 0014: $6315 /= 65 // $ /= int 00D6: if 002A: 0 >= $6315 // int >= $ 004D: jump_if_false @ASSIN2_2460 0151: remove_status_text $6315 :ASSIN2_2460 0002: jump @ASSIN2_2474 :ASSIN2_2467 0004: $6315 = 0 // $ = int :ASSIN2_2474 00D6: if 0038: $6323 == 2 // $ == int 004D: jump_if_false @ASSIN2_2532 00D6: if 0038: $6329 == 0 // $ == int 004D: jump_if_false @ASSIN2_2532 03C4: set_status_text_to $6315 1 'ASM2_2' 0004: $6329 = 1 // $ = int :ASSIN2_2532 00D6: if 0038: $6324 == 1 // $ == int 004D: jump_if_false @ASSIN2_2661 00D6: if 0038: $6323 == 2 // $ == int 004D: jump_if_false @ASSIN2_2661 00D6: if 8118: not actor $6312 dead 004D: jump_if_false @ASSIN2_2661 00D6: if 8119: not car $6313 wrecked 004D: jump_if_false @ASSIN2_2661 00D6: if 0038: $6327 == 0 // $ == int 004D: jump_if_false @ASSIN2_2661 00D6: if 8185: not car $6313 health >= 892 004D: jump_if_false @ASSIN2_2661 00AD: set_car $6313 max_speed_to 29.0 00AE: set_vehicle $6313 traffic_behavior_to 2 0004: $6327 = 1 // $ = int :ASSIN2_2661 00D6: if 8118: not actor $6312 dead 004D: jump_if_false @ASSIN2_3527 00D6: if 0038: $6335 == 0 // $ == int 004D: jump_if_false @ASSIN2_3192 00D6: if 8119: not car $6313 wrecked 004D: jump_if_false @ASSIN2_3185 00D6: if 0495: vehicle $6313 burning 004D: jump_if_false @ASSIN2_2778 00D6: if 0018: $6333 > 1 // $ > int 004D: jump_if_false @ASSIN2_2771 0004: $6334 = 1 // $ = int 0004: $6335 = 1 // $ = int 03CF: load_wav 'JOB2_9' as 1 :ASSIN2_2771 0002: jump @ASSIN2_3185 :ASSIN2_2778 00D6: if 001A: 14 > $6315 // int > $ 004D: jump_if_false @ASSIN2_2847 00D6: if 0018: $6333 > 2 // $ > int 004D: jump_if_false @ASSIN2_2840 0004: $6334 = 2 // $ = int 0004: $6335 = 1 // $ = int 03CF: load_wav 'JOB2_8' as 1 :ASSIN2_2840 0002: jump @ASSIN2_3185 :ASSIN2_2847 00D6: if 001A: 28 > $6315 // int > $ 004D: jump_if_false @ASSIN2_2916 00D6: if 0018: $6333 > 3 // $ > int 004D: jump_if_false @ASSIN2_2909 0004: $6334 = 3 // $ = int 0004: $6335 = 1 // $ = int 03CF: load_wav 'JOB2_7' as 1 :ASSIN2_2909 0002: jump @ASSIN2_3185 :ASSIN2_2916 00D6: if 001A: 45 > $6315 // int > $ 004D: jump_if_false @ASSIN2_2985 00D6: if 0018: $6333 > 4 // $ > int 004D: jump_if_false @ASSIN2_2978 0004: $6334 = 4 // $ = int 0004: $6335 = 1 // $ = int 03CF: load_wav 'JOB2_6' as 1 :ASSIN2_2978 0002: jump @ASSIN2_3185 :ASSIN2_2985 00D6: if 001A: 59 > $6315 // int > $ 004D: jump_if_false @ASSIN2_3054 00D6: if 0018: $6333 > 5 // $ > int 004D: jump_if_false @ASSIN2_3047 0004: $6334 = 5 // $ = int 0004: $6335 = 1 // $ = int 03CF: load_wav 'JOB2_5' as 1 :ASSIN2_3047 0002: jump @ASSIN2_3185 :ASSIN2_3054 00D6: if 001A: 72 > $6315 // int > $ 004D: jump_if_false @ASSIN2_3123 00D6: if 0018: $6333 > 6 // $ > int 004D: jump_if_false @ASSIN2_3116 0004: $6334 = 6 // $ = int 0004: $6335 = 1 // $ = int 03CF: load_wav 'JOB2_4' as 1 :ASSIN2_3116 0002: jump @ASSIN2_3185 :ASSIN2_3123 00D6: if 001A: 88 > $6315 // int > $ 004D: jump_if_false @ASSIN2_3185 00D6: if 0018: $6333 > 7 // $ > int 004D: jump_if_false @ASSIN2_3185 0004: $6334 = 7 // $ = int 0004: $6335 = 1 // $ = int 03CF: load_wav 'JOB2_3' as 1 :ASSIN2_3185 0002: jump @ASSIN2_3520 :ASSIN2_3192 00D6: if 0038: $6335 == 1 // $ == int 004D: jump_if_false @ASSIN2_3363 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @ASSIN2_3356 03D1: play_wav 1 00D6: if or 0038: $6334 == 2 // $ == int 0038: $6334 == 4 // $ == int 0038: $6334 == 5 // $ == int 0038: $6334 == 7 // $ == int 004D: jump_if_false @ASSIN2_3283 00BC: text_highpriority 'ASM2_13' time 3000 1 :ASSIN2_3283 00D6: if 0038: $6334 == 3 // $ == int 004D: jump_if_false @ASSIN2_3316 00BC: text_highpriority 'ASM2_12' time 3000 1 :ASSIN2_3316 00D6: if 0038: $6334 == 6 // $ == int 004D: jump_if_false @ASSIN2_3349 00BC: text_highpriority 'ASM2_11' time 3000 1 :ASSIN2_3349 0004: $6335 = 2 // $ = int :ASSIN2_3356 0002: jump @ASSIN2_3520 :ASSIN2_3363 00D6: if 0038: $6335 == 2 // $ == int 004D: jump_if_false @ASSIN2_3520 00D6: if 03D2: wav 1 ended 004D: jump_if_false @ASSIN2_3520 0004: $6335 = 0 // $ = int 040D: unload_wav 1 00D6: if or 0038: $6334 == 2 // $ == int 0038: $6334 == 4 // $ == int 0038: $6334 == 5 // $ == int 0038: $6334 == 7 // $ == int 004D: jump_if_false @ASSIN2_3456 03D5: remove_text 'ASM2_13' :ASSIN2_3456 00D6: if 0038: $6334 == 3 // $ == int 004D: jump_if_false @ASSIN2_3484 03D5: remove_text 'ASM2_12' :ASSIN2_3484 00D6: if 0038: $6334 == 6 // $ == int 004D: jump_if_false @ASSIN2_3512 03D5: remove_text 'ASM2_11' :ASSIN2_3512 0084: $6333 = $6334 // $ = $ int :ASSIN2_3520 0002: jump @ASSIN2_3538 :ASSIN2_3527 0004: $6335 = 0 // $ = int 040D: unload_wav 1 :ASSIN2_3538 00D6: if 8119: not car $6313 wrecked 004D: jump_if_false @ASSIN2_3718 00D6: if 8118: not actor $6312 dead 004D: jump_if_false @ASSIN2_3718 00D6: if 0495: vehicle $6313 burning 004D: jump_if_false @ASSIN2_3718 00D6: if 01FC: player $PLAYER_CHAR near_car $6313 radius 20.0 20.0 0 004D: jump_if_false @ASSIN2_3671 0004: $6316 = 1 // $ = int 00D6: if 0038: $6328 == 0 // $ == int 004D: jump_if_false @ASSIN2_3664 00BC: text_highpriority 'ASM2_3' time 3000 2 0004: $6328 = 1 // $ = int :ASSIN2_3664 0002: jump @ASSIN2_3718 :ASSIN2_3671 0004: $6316 = 0 // $ = int 00D6: if 0038: $6328 == 0 // $ == int 004D: jump_if_false @ASSIN2_3718 00BC: text_highpriority 'ASM2_3' time 3000 2 0004: $6328 = 1 // $ = int :ASSIN2_3718 00D6: if 0018: $6324 > 0 // $ > int 004D: jump_if_false @ASSIN2_3836 00D6: if and 0119: car $6313 wrecked 0118: actor $6312 dead 004D: jump_if_false @ASSIN2_3836 00D6: if 831E: not vehicle $6313 hit_by_weapon 47 004D: jump_if_false @ASSIN2_3836 00D6: if and 831D: not actor $6312 hit_by_weapon 47 0038: $6316 == 0 // $ == int 004D: jump_if_false @ASSIN2_3814 0002: jump @ASSIN2_4088 0002: jump @ASSIN2_3836 :ASSIN2_3814 00BC: text_highpriority 'ASM2_6' time 5000 1 0002: jump @ASSIN2_4071 :ASSIN2_3836 00D6: if 0018: $6324 > 0 // $ > int 004D: jump_if_false @ASSIN2_3955 00D6: if 8119: not car $6313 wrecked 004D: jump_if_false @ASSIN2_3955 00D6: if 8118: not actor $6312 dead 004D: jump_if_false @ASSIN2_3955 00D6: if 80E9: not player $PLAYER_CHAR 0 $6312 radius 250.0 250.0 004D: jump_if_false @ASSIN2_3955 00D6: if 82CB: not actor $6312 bounding_sphere_visible 004D: jump_if_false @ASSIN2_3955 00BC: text_highpriority 'ASM2_5' time 5000 1 0002: jump @ASSIN2_4071 :ASSIN2_3955 00D6: if 0018: $6324 > 0 // $ > int 004D: jump_if_false @ASSIN2_4064 00D6: if 8119: not car $6313 wrecked 004D: jump_if_false @ASSIN2_4064 00D6: if 8118: not actor $6312 dead 004D: jump_if_false @ASSIN2_4064 00D6: if 00DB: actor $6312 in_car $6313 004D: jump_if_false @ASSIN2_4064 00D6: if 031E: vehicle $6313 hit_by_weapon 47 004D: jump_if_false @ASSIN2_4064 00BC: text_highpriority 'ASM2_7' time 5000 1 0002: jump @ASSIN2_4071 :ASSIN2_4064 0002: jump @ASSIN2_942 :ASSIN2_4071 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :ASSIN2_4088 0004: $299 = 1 // $ = int 0318: set_latest_mission_passed 'JOB_2' 01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1 0394: play_music 1 030C: progress_made += 1 0533: increment_assassination_contracts_by 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 2000 0164: disable_marker $297 0051: return :ASSIN2_4155 0004: $ONMISSION = 0 // $ = int 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 0249: release_model #WFYRI 0249: release_model #COMET 0249: release_model #CELLPHONE 0164: disable_marker $6314 0164: disable_marker $6325 0151: remove_status_text $6315 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 00D8: mission_cleanup 0051: return //-------------Mission 69--------------- // Originally: Autocide :ASSIN3 03A4: name_thread 'ASSIN3' 0050: gosub @ASSIN3_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @ASSIN3_37 0050: gosub @ASSIN3_6620 :ASSIN3_37 0050: gosub @ASSIN3_6708 004E: end_thread :ASSIN3_46 0317: increment_mission_attempts 0004: $ONMISSION = 1 // $ = int 0001: wait 0 ms 054C: use_GXT_table 'ASSIN3' 0247: request_model #WMYCW 0247: request_model #GDA 0247: request_model #HMYAP 0247: request_model #JMOTO 0247: request_model #BOBCAT 0247: request_model #TROPIC 0247: request_model #PCJ600 0247: request_model #SECURICA 0247: request_model #BUDDYSHOT 0247: request_model #CELLPHONE :ASSIN3_115 00D6: if or 8248: not model #WMYCW available 8248: not model #BOBCAT available 8248: not model #TROPIC available 8248: not model #PCJ600 available 8248: not model #BUDDYSHOT available 004D: jump_if_false @ASSIN3_161 0001: wait 0 ms 0002: jump @ASSIN3_115 :ASSIN3_161 00D6: if or 8248: not model #GDA available 8248: not model #SECURICA available 8248: not model #HMYAP available 8248: not model #JMOTO available 8248: not model #CELLPHONE available 004D: jump_if_false @ASSIN3_205 0001: wait 0 ms 0002: jump @ASSIN3_161 :ASSIN3_205 023C: load_special_actor 1 'MBB' :ASSIN3_217 00D6: if 823D: not special_actor 1 loaded 004D: jump_if_false @ASSIN3_243 0001: wait 0 ms 0002: 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 9.660453 range 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 015F: set_camera_position 38.39647 -1026.227 9.660453 rotation 0.0 0.0 0.0 0157: camera_on_player $PLAYER_CHAR mode 4 switchstyle 2 0373: set_camera_directly_behind_player 052B: actor $PLAYER_ACTOR hold_cellphone 1 03CF: load_wav 'JOB3_1' as 1 03CF: load_wav 'JOB3_2' as 2 :ASSIN3_421 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @ASSIN3_451 0001: wait 0 ms 0002: jump @ASSIN3_421 :ASSIN3_451 016A: fade 1 1000 ms :ASSIN3_458 00D6: if 016B: fading 004D: jump_if_false @ASSIN3_482 0001: wait 0 ms 0002: jump @ASSIN3_458 :ASSIN3_482 00BC: text_highpriority 'ASM3_C' time 10000 1 03D1: play_wav 1 :ASSIN3_501 00D6: if and 83D2: not wav 1 ended 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @ASSIN3_556 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @ASSIN3_549 0002: jump @ASSIN3_784 :ASSIN3_549 0002: jump @ASSIN3_501 :ASSIN3_556 03D5: remove_text 'ASM3_C' 040D: unload_wav 1 00BC: text_highpriority 'ASM3_D' time 10000 1 03D1: play_wav 2 :ASSIN3_589 00D6: if and 83D2: not wav 2 ended 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @ASSIN3_644 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @ASSIN3_637 0002: jump @ASSIN3_784 :ASSIN3_637 0002: jump @ASSIN3_589 :ASSIN3_644 03D5: remove_text 'ASM3_D' 040D: unload_wav 2 03CF: load_wav 'JOB3_3' as 1 :ASSIN3_670 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @ASSIN3_696 0001: wait 0 ms 0002: jump @ASSIN3_670 :ASSIN3_696 00BC: text_highpriority 'ASM3_E' time 10000 1 03D1: play_wav 1 :ASSIN3_715 00D6: if and 83D2: not wav 1 ended 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @ASSIN3_770 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @ASSIN3_763 0002: jump @ASSIN3_784 :ASSIN3_763 0002: jump @ASSIN3_715 :ASSIN3_770 03D5: remove_text 'ASM3_E' 040D: unload_wav 1 :ASSIN3_784 040D: unload_wav 1 040D: unload_wav 2 03EB: clear_small_messages_only 0001: wait 500 ms 052B: actor $PLAYER_ACTOR hold_cellphone 0 0249: release_model #CELLPHONE 016A: fade 0 1000 ms 03DE: set_pedestrians_density_multiplier_to 1.0 01EB: set_traffic_density_multiplier_to 1.0 0006: TIMERA = 0 // @ = int :ASSIN3_839 00D6: if 016B: fading 004D: jump_if_false @ASSIN3_863 0001: wait 0 ms 0002: jump @ASSIN3_839 :ASSIN3_863 02A3: enable_widescreen 0 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player 016A: fade 1 1000 ms :ASSIN3_878 00D6: if 016B: fading 004D: jump_if_false @ASSIN3_902 0001: wait 0 ms 0002: jump @ASSIN3_878 :ASSIN3_902 01B4: set_player $PLAYER_CHAR can_move 1 0005: $6387 = -42.95979 // $ = float 0005: $6388 = -1049.275 // $ = float 0005: $6389 = 10.46391 // $ = float 0005: $6337 = -52.03355 // $ = float 0005: $6338 = -885.0644 // $ = float 0005: $6339 = 26.44922 // $ = float 0005: $6340 = 278.4962 // $ = float 0005: $6344 = 353.931 // $ = float 0005: $6345 = -729.856 // $ = float 0005: $6346 = 10.426 // $ = float 0005: $6347 = 336.07 // $ = float 0005: $6354 = 406.6844 // $ = float 0005: $6355 = 210.52 // $ = float 0005: $6356 = 10.79 // $ = float 0005: $6357 = 52.8 // $ = float 0005: $6366 = 36.2 // $ = float 0005: $6367 = -668.4 // $ = float 0005: $6368 = 4.95 // $ = float 0005: $6369 = 131.2 // $ = float 0005: $6376 = 31.4084 // $ = float 0005: $6377 = -1388.646 // $ = float 0005: $6378 = 9.2868 // $ = float 0005: $6379 = 152.6697 // $ = float 0004: $6400 = 540000 // $ = int 0004: $6393 = 0 // $ = int 0004: $6394 = 0 // $ = int 0004: $6395 = 0 // $ = int 0004: $6396 = 0 // $ = int 0004: $6397 = 0 // $ = int 0004: $6398 = 0 // $ = int 0004: $6352 = 0 // $ = int 0004: $6362 = 0 // $ = int 0004: $6374 = 0 // $ = int 0004: $6384 = 0 // $ = int 0004: $6350 = 0 // $ = int 0004: $6360 = 0 // $ = int 0004: $6372 = 0 // $ = int 0004: $6381 = 0 // $ = int 0004: $6382 = 0 // $ = int 0004: $6399 = 0 // $ = int 0004: $6342 = 0 // $ = int 0004: $6373 = 0 // $ = int 0004: $6407 = 0 // $ = int 0481: set_enter_car_range_multiplier 3.5 :ASSIN3_1289 0001: wait 0 ms 00D6: if 0038: $6393 == 0 // $ == int 004D: jump_if_false @ASSIN3_1333 03C3: set_timer_with_text_to $6400 type 1 text 'ASM3_11' 0004: $6393 = 1 // $ = int :ASSIN3_1333 00D6: if 0038: $6393 == 1 // $ == int 004D: jump_if_false @ASSIN3_1510 032B: $6386 = create_weapon_pickup #SNIPER 3 ammo 12 at $6387 $6388 $6389 032B: $6391 = create_weapon_pickup #UZI 3 ammo 180 at -43.07554 -1052.056 10.47165 03DC: $6390 = create_marker_above_pickup $6386 0165: set_marker $6390 color_to 6 0395: clear_area 0 at -41.6449 -1039.381 9.4545 range 1.5 00A5: $6392 = create_car #PCJ600 at -41.6449 -1039.381 9.4545 0229: set_car $6392 color_to 1 1 0175: set_car $6392 z_angle_to 79.1594 00BC: text_highpriority 'ASM3_12' time 8000 2 0006: TIMERA = 0 // @ = int 0004: $6393 = 2 // $ = int :ASSIN3_1510 00D6: if 0038: $6393 == 2 // $ == int 004D: jump_if_false @ASSIN3_1579 00D6: if or 0214: pickup $6386 picked_up 80E3: not player $PLAYER_CHAR 0 $6387 $6388 radius 130.0 130.0 004D: jump_if_false @ASSIN3_1579 0164: disable_marker $6390 0004: $6393 = 3 // $ = int :ASSIN3_1579 00D6: if 0038: $6394 == 0 // $ == int 004D: jump_if_false @ASSIN3_1630 00D6: if or 0019: TIMERA > 9999 // @ > int 0038: $6393 == 3 // $ == int 004D: jump_if_false @ASSIN3_1630 0004: $6394 = 1 // $ = int :ASSIN3_1630 00D6: if 0038: $6394 == 1 // $ == int 004D: jump_if_false @ASSIN3_1765 0395: clear_area 0 at $6337 $6338 $6339 range 1.0 009A: $6336 = create_actor_pedtype 4 model #WMYCW at $6337 $6338 $6339 01ED: clear_actor $6336 threat_search 0173: set_actor $6336 z_angle_to $6340 0187: $6341 = create_marker_above_actor $6336 0350: set_actor $6336 maintain_position_when_attacked 1 00BC: text_highpriority 'ASM3_13' time 8000 2 018C: play_sound 1 at 0.0 0.0 0.0 04E3: set_player $PLAYER_CHAR mood 2 duration 350000 0004: $6394 = 2 // $ = int :ASSIN3_1765 00D6: if 8118: not actor $6336 dead 004D: jump_if_false @ASSIN3_1905 00D6: if 037E: sniper_bullet_in_area -30.3157 -896.563 17.36755 -55.192 -880.0 37.84 004D: jump_if_false @ASSIN3_1875 0004: $6342 = 1 // $ = int 00D6: if 0038: $6342 == 1 // $ == int 004D: jump_if_false @ASSIN3_1868 0372: set_actor $6336 anim 14 wait_state_time 60000 ms 0004: $6342 = 2 // $ = int :ASSIN3_1868 0002: jump @ASSIN3_1905 :ASSIN3_1875 00D6: if 0038: $6342 == 0 // $ == int 004D: jump_if_false @ASSIN3_1905 0372: set_actor $6336 anim 25 wait_state_time 60000 ms :ASSIN3_1905 00D6: if 0018: $6394 > 1 // $ > int 004D: jump_if_false @ASSIN3_1995 00D6: if 001A: 3 > $6394 // int > $ 004D: jump_if_false @ASSIN3_1995 00D6: if 0118: actor $6336 dead 004D: jump_if_false @ASSIN3_1995 0004: $6394 = 3 // $ = int 0004: $6395 = 1 // $ = int 0164: disable_marker $6341 018C: play_sound 1 at 0.0 0.0 0.0 :ASSIN3_1995 00D6: if 0038: $6395 == 1 // $ == int 004D: jump_if_false @ASSIN3_2165 0249: release_model #WMYCW 01C2: mark_actor_as_no_longer_needed $6336 0395: clear_area 0 at $6344 $6345 $6346 range 3.0 00A5: $6349 = create_car #SECURICA at $6344 $6345 $6346 0175: set_car $6349 z_angle_to $6347 0129: $6343 = create_actor 4 #GDA in_car $6349 driverseat 01ED: clear_actor $6343 threat_search 00A9: set_car $6349 to_normal_driver 0187: $6348 = create_marker_above_actor $6343 020A: set_car $6349 door_status_to 3 0224: set_car $6349 health_to 2200 02AA: set_car $6349 immune_to_nonplayer 1 01EC: make_car $6349 very_heavy 1 00BC: text_highpriority 'ASM3_14' time 8000 2 018C: play_sound 1 at 0.0 0.0 0.0 0004: $6395 = 2 // $ = int :ASSIN3_2165 00D6: if 0038: $6395 == 2 // $ == int 004D: jump_if_false @ASSIN3_2349 00D6: if 0038: $6350 == 0 // $ == int 004D: jump_if_false @ASSIN3_2349 00D6: if 0019: TIMERA > 799 // @ > int 004D: jump_if_false @ASSIN3_2349 00D6: if 8118: not actor $6343 dead 004D: jump_if_false @ASSIN3_2349 00D6: if 00FB: player $PLAYER_CHAR 0 $6343 radius 20.0 20.0 2.0 004D: jump_if_false @ASSIN3_2349 00D6: if 8119: not car $6349 wrecked 004D: jump_if_false @ASSIN3_2349 00D6: if 02CA: car $6349 bounding_sphere_visible 004D: jump_if_false @ASSIN3_2349 00D6: if 850D: not actor $6343 leaving_car_to_die 004D: jump_if_false @ASSIN3_2349 00BC: text_highpriority 'ASM3_18' time 2000 2 0006: TIMERA = 0 // @ = int 0008: $6352 += 1 // $ += int :ASSIN3_2349 00D6: if 0038: $6395 == 2 // $ == int 004D: jump_if_false @ASSIN3_2526 00D6: if 0038: $6350 == 0 // $ == int 004D: jump_if_false @ASSIN3_2526 00D6: if 8118: not actor $6343 dead 004D: jump_if_false @ASSIN3_2526 00D6: if 02CB: actor $6343 bounding_sphere_visible 004D: jump_if_false @ASSIN3_2526 00D6: if 00FB: player $PLAYER_CHAR 0 $6343 radius 11.0 11.0 2.0 004D: jump_if_false @ASSIN3_2526 00D6: if 02D7: player $PLAYER_CHAR current_weapon == 47 004D: jump_if_false @ASSIN3_2526 00D6: if 8119: not car $6349 wrecked 004D: jump_if_false @ASSIN3_2526 00D6: if 02CA: car $6349 bounding_sphere_visible 004D: jump_if_false @ASSIN3_2526 00D6: if 850D: not actor $6343 leaving_car_to_die 004D: jump_if_false @ASSIN3_2526 0004: $6352 = 20 // $ = int :ASSIN3_2526 00D6: if 0038: $6395 == 2 // $ == int 004D: jump_if_false @ASSIN3_2603 00D6: if 0038: $6350 == 0 // $ == int 004D: jump_if_false @ASSIN3_2603 00D6: if 8119: not car $6349 wrecked 004D: jump_if_false @ASSIN3_2603 00D6: if 0496: vehicle $6349 tire 4 deflated 004D: jump_if_false @ASSIN3_2603 0004: $6352 = 20 // $ = int :ASSIN3_2603 00D6: if 0038: $6395 == 2 // $ == int 004D: jump_if_false @ASSIN3_2818 00D6: if 0038: $6350 == 0 // $ == int 004D: jump_if_false @ASSIN3_2818 00D6: if 8119: not car $6349 wrecked 004D: jump_if_false @ASSIN3_2818 0227: $6351 = car $6349 health 00D6: if or 001A: 2200 > $6351 // int > $ 0018: $6352 > 3 // $ > int 004D: jump_if_false @ASSIN3_2818 00D6: if 8118: not actor $6343 dead 004D: jump_if_false @ASSIN3_2818 00D6: if 8119: not car $6349 wrecked 004D: jump_if_false @ASSIN3_2818 00D6: if 00DB: actor $6343 in_car $6349 004D: jump_if_false @ASSIN3_2818 00D6: if 850D: not actor $6343 leaving_car_to_die 004D: jump_if_false @ASSIN3_2818 00AD: set_car $6349 max_speed_to 38.0 00A8: set_car $6349 to_psycho_driver 00AE: set_vehicle $6349 traffic_behavior_to 3 00BC: text_highpriority 'ASM3_19' time 5000 2 03CC: add_stuck_car_check $6349 distance 0.5 time 1000 0190: add_vehicle $6349 to_flipped_check 0004: $6350 = 1 // $ = int :ASSIN3_2818 00D6: if 0038: $6350 == 1 // $ == int 004D: jump_if_false @ASSIN3_3094 00D6: if 001A: 3 > $6395 // int > $ 004D: jump_if_false @ASSIN3_3094 00D6: if 8118: not actor $6343 dead 004D: jump_if_false @ASSIN3_3094 00D6: if 8119: not car $6349 wrecked 004D: jump_if_false @ASSIN3_3094 00D6: if 00DB: actor $6343 in_car $6349 004D: jump_if_false @ASSIN3_3094 00D6: if 82BF: not car $6349 sunk 004D: jump_if_false @ASSIN3_3094 00D6: if 8495: not vehicle $6349 burning 004D: jump_if_false @ASSIN3_3094 00D6: if or 03CE: car $6349 stuck 018F: vehicle $6349 flipped 004D: jump_if_false @ASSIN3_3094 00D6: if 82CA: not car $6349 bounding_sphere_visible 004D: jump_if_false @ASSIN3_3094 00AA: store_car $6349 position_to $6404 $6405 $6406 02C1: set $6404 $6405 $6406 to_car_path_coords_closest_to $6404 $6405 $6406 00D6: if 838A: not car_in_cube $6404 $6405 $6406 4.0 4.0 3.0 004D: jump_if_false @ASSIN3_3094 00D6: if 80C2: not sphere_onscreen $6404 $6405 $6406 3.0 004D: jump_if_false @ASSIN3_3094 00AD: set_car $6349 max_speed_to 38.0 00A8: set_car $6349 to_psycho_driver 00AE: set_vehicle $6349 traffic_behavior_to 3 :ASSIN3_3094 00D6: if 0038: $6350 == 1 // $ == int 004D: jump_if_false @ASSIN3_3191 00D6: if 8118: not actor $6343 dead 004D: jump_if_false @ASSIN3_3191 00D6: if 8119: not car $6349 wrecked 004D: jump_if_false @ASSIN3_3191 0227: $6351 = car $6349 health 00D6: if 001A: 450 > $6351 // int > $ 004D: jump_if_false @ASSIN3_3191 00A9: set_car $6349 to_normal_driver 01D0: actor $6343 avoid_player $PLAYER_CHAR 0004: $6350 = 2 // $ = int :ASSIN3_3191 00D6: if 0018: $6395 > 1 // $ > int 004D: jump_if_false @ASSIN3_3262 00D6: if 001A: 3 > $6395 // int > $ 004D: jump_if_false @ASSIN3_3262 00D6: if 0118: actor $6343 dead 004D: jump_if_false @ASSIN3_3262 0004: $6395 = 3 // $ = int 0004: $6396 = 1 // $ = int 0164: disable_marker $6348 :ASSIN3_3262 00D6: if 0038: $6396 == 1 // $ == int 004D: jump_if_false @ASSIN3_3516 0249: release_model #GDA 01C2: mark_actor_as_no_longer_needed $6343 0249: release_model #SECURICA 01C3: mark_car_as_no_longer_needed $6349 0395: clear_area 0 at $6354 $6355 $6356 range 3.0 00A5: $6359 = create_car #BOBCAT at $6354 $6355 $6356 0229: set_car $6359 color_to 0 15 0175: set_car $6359 z_angle_to $6357 0224: set_car $6359 health_to 1000 0129: $6353 = create_actor 4 #HMYAP in_car $6359 driverseat 01ED: clear_actor $6353 threat_search 00A9: set_car $6359 to_normal_driver 0187: $6358 = create_marker_above_actor $6353 02A9: set_actor $6353 immune_to_nonplayer 1 01C8: $6363 = create_actor_pedtype 4 model #HMYAP in_car $6359 passenger_seat 0 0187: $6364 = create_marker_above_actor $6363 01B2: give_actor $6363 weapon 21 ammo 30000 // Load the weapon model before using this 02E2: set_actor $6363 weapon_accuracy_to 95 01ED: clear_actor $6363 threat_search 011A: set_actor $6363 search_threat 1 0243: set_actor $6363 ped_stats_to 16 02A9: set_actor $6363 immune_to_nonplayer 1 020A: set_car $6359 door_status_to 3 02AA: set_car $6359 immune_to_nonplayer 1 00BC: text_highpriority 'ASM3_15' time 8000 2 018C: play_sound 1 at 0.0 0.0 0.0 0004: $6396 = 2 // $ = int :ASSIN3_3516 00D6: if 0038: $6396 == 2 // $ == int 004D: jump_if_false @ASSIN3_3718 00D6: if 0038: $6360 == 0 // $ == int 004D: jump_if_false @ASSIN3_3718 00D6: if 0019: TIMERA > 799 // @ > int 004D: jump_if_false @ASSIN3_3718 00D6: if 8118: not actor $6353 dead 004D: jump_if_false @ASSIN3_3718 00D6: if 00FB: player $PLAYER_CHAR 0 $6353 radius 36.0 36.0 2.0 004D: jump_if_false @ASSIN3_3718 00D6: if 8119: not car $6359 wrecked 004D: jump_if_false @ASSIN3_3718 00D6: if 02CA: car $6359 bounding_sphere_visible 004D: jump_if_false @ASSIN3_3718 00D6: if 8018: not $6362 > 2 // $ > int 004D: jump_if_false @ASSIN3_3718 00D6: if 850D: not actor $6353 leaving_car_to_die 004D: jump_if_false @ASSIN3_3718 00BC: text_highpriority 'ASM3_22' time 2000 2 0006: TIMERA = 0 // @ = int 0008: $6362 += 1 // $ += int :ASSIN3_3718 00D6: if 0038: $6396 == 2 // $ == int 004D: jump_if_false @ASSIN3_3847 00D6: if 0038: $6360 == 0 // $ == int 004D: jump_if_false @ASSIN3_3847 00D6: if 8118: not actor $6353 dead 004D: jump_if_false @ASSIN3_3847 00D6: if 02CB: actor $6353 bounding_sphere_visible 004D: jump_if_false @ASSIN3_3847 00D6: if 00FB: player $PLAYER_CHAR 0 $6353 radius 20.0 20.0 2.0 004D: jump_if_false @ASSIN3_3847 00D6: if 02D7: player $PLAYER_CHAR current_weapon == 47 004D: jump_if_false @ASSIN3_3847 0004: $6362 = 20 // $ = int :ASSIN3_3847 00D6: if 0038: $6396 == 2 // $ == int 004D: jump_if_false @ASSIN3_3924 00D6: if 0038: $6360 == 0 // $ == int 004D: jump_if_false @ASSIN3_3924 00D6: if 8119: not car $6359 wrecked 004D: jump_if_false @ASSIN3_3924 00D6: if 0496: vehicle $6359 tire 4 deflated 004D: jump_if_false @ASSIN3_3924 0004: $6362 = 20 // $ = int :ASSIN3_3924 00D6: if 0038: $6396 == 2 // $ == int 004D: jump_if_false @ASSIN3_4058 00D6: if 0038: $6360 == 0 // $ == int 004D: jump_if_false @ASSIN3_4058 00D6: if 8119: not car $6359 wrecked 004D: jump_if_false @ASSIN3_4058 0227: $6361 = car $6359 health 00D6: if or 001A: 1000 > $6361 // int > $ 0018: $6362 > 2 // $ > int 0118: actor $6353 dead 004D: jump_if_false @ASSIN3_4058 00BC: text_highpriority 'ASM3_20' time 5000 2 00D6: if 8118: not actor $6363 dead 004D: jump_if_false @ASSIN3_4051 03E2: actor $6363 leave_any_car :ASSIN3_4051 0004: $6360 = 1 // $ = int :ASSIN3_4058 00D6: if 0038: $6360 == 1 // $ == int 004D: jump_if_false @ASSIN3_4137 00D6: if 8118: not actor $6363 dead 004D: jump_if_false @ASSIN3_4130 00D6: if 80DF: not actor $6363 in_any_car 004D: jump_if_false @ASSIN3_4123 01CA: actor $6363 kill_player $PLAYER_CHAR 0004: $6360 = 2 // $ = int :ASSIN3_4123 0002: jump @ASSIN3_4137 :ASSIN3_4130 0004: $6360 = 2 // $ = int :ASSIN3_4137 00D6: if or 0038: $6360 == 2 // $ == int 0118: actor $6363 dead 004D: jump_if_false @ASSIN3_4314 00D6: if 8118: not actor $6353 dead 004D: jump_if_false @ASSIN3_4314 00D6: if 8119: not car $6359 wrecked 004D: jump_if_false @ASSIN3_4314 00D6: if 00DB: actor $6353 in_car $6359 004D: jump_if_false @ASSIN3_4314 00D6: if 850D: not actor $6353 leaving_car_to_die 004D: jump_if_false @ASSIN3_4314 00D6: if 0038: $6407 == 0 // $ == int 004D: jump_if_false @ASSIN3_4314 00BC: text_highpriority 'ASM3_20' time 5000 2 00AD: set_car $6359 max_speed_to 34.0 00A8: set_car $6359 to_psycho_driver 00AE: set_vehicle $6359 traffic_behavior_to 2 03CC: add_stuck_car_check $6359 distance 0.5 time 1000 0190: add_vehicle $6359 to_flipped_check 0004: $6360 = 3 // $ = int 0004: $6407 = 1 // $ = int :ASSIN3_4314 00D6: if 0038: $6360 == 3 // $ == int 004D: jump_if_false @ASSIN3_4436 00D6: if 8118: not actor $6353 dead 004D: jump_if_false @ASSIN3_4436 00D6: if 8119: not car $6359 wrecked 004D: jump_if_false @ASSIN3_4436 0227: $6361 = car $6359 health 00D6: if 001A: 500 > $6361 // int > $ 004D: jump_if_false @ASSIN3_4436 00D6: if 81FC: not player $PLAYER_CHAR near_car $6359 radius 40.0 40.0 0 004D: jump_if_false @ASSIN3_4436 00AF: set_car $6359 driver_behaviour_to 2 0004: $6360 = 4 // $ = int :ASSIN3_4436 00D6: if 0018: $6360 > 2 // $ > int 004D: jump_if_false @ASSIN3_4707 00D6: if 001A: 3 > $6396 // int > $ 004D: jump_if_false @ASSIN3_4707 00D6: if 8118: not actor $6353 dead 004D: jump_if_false @ASSIN3_4707 00D6: if 8119: not car $6359 wrecked 004D: jump_if_false @ASSIN3_4707 00D6: if 00DB: actor $6353 in_car $6359 004D: jump_if_false @ASSIN3_4707 00D6: if 82BF: not car $6359 sunk 004D: jump_if_false @ASSIN3_4707 00D6: if 8495: not vehicle $6359 burning 004D: jump_if_false @ASSIN3_4707 00D6: if or 03CE: car $6359 stuck 018F: vehicle $6359 flipped 004D: jump_if_false @ASSIN3_4707 00D6: if 82CA: not car $6359 bounding_sphere_visible 004D: jump_if_false @ASSIN3_4707 00AA: store_car $6359 position_to $6401 $6402 $6403 02C1: set $6401 $6402 $6403 to_car_path_coords_closest_to $6401 $6402 $6403 00D6: if 838A: not car_in_cube $6401 $6402 $6403 4.0 4.0 3.0 004D: jump_if_false @ASSIN3_4707 00D6: if 80C2: not sphere_onscreen $6401 $6402 $6403 3.0 004D: jump_if_false @ASSIN3_4707 00AF: set_car $6359 driver_behaviour_to 2 00AD: set_car $6359 max_speed_to 35.0 :ASSIN3_4707 00D6: if 0018: $6396 > 1 // $ > int 004D: jump_if_false @ASSIN3_4785 00D6: if 001A: 3 > $6396 // int > $ 004D: jump_if_false @ASSIN3_4785 00D6: if 0118: actor $6353 dead 004D: jump_if_false @ASSIN3_4764 0164: disable_marker $6358 :ASSIN3_4764 00D6: if 0118: actor $6363 dead 004D: jump_if_false @ASSIN3_4785 0164: disable_marker $6364 :ASSIN3_4785 00D6: if 0018: $6396 > 1 // $ > int 004D: jump_if_false @ASSIN3_4877 00D6: if 001A: 3 > $6396 // int > $ 004D: jump_if_false @ASSIN3_4877 00D6: if 0118: actor $6353 dead 004D: jump_if_false @ASSIN3_4877 00D6: if 0118: actor $6363 dead 004D: jump_if_false @ASSIN3_4877 0004: $6396 = 3 // $ = int 0164: disable_marker $6358 0164: disable_marker $6364 0004: $6397 = 1 // $ = int :ASSIN3_4877 00D6: if 0038: $6397 == 1 // $ == int 004D: jump_if_false @ASSIN3_5103 0249: release_model #HMYAP 0249: release_model #BOBCAT 0249: release_model #BUDDYSHOT 01C2: mark_actor_as_no_longer_needed $6353 01C2: mark_actor_as_no_longer_needed $6363 01C3: mark_car_as_no_longer_needed $6359 0395: clear_area 0 at $6366 $6367 $6368 range 3.0 00A5: $6371 = create_car #TROPIC at $6366 $6367 $6368 0175: set_car $6371 z_angle_to $6369 009A: $6365 = create_actor_pedtype 4 model #JMOTO at 50.916 -640.893 8.3173 0464: put_actor $6365 into_turret_on_car $6371 at_car_offset 0.0 -4.0 1.2 position 0 angle 360.0 with_weapon 0 0187: $6370 = create_marker_above_actor $6365 02AA: set_car $6371 immune_to_nonplayer 1 0350: set_actor $6365 maintain_position_when_attacked 1 0372: set_actor $6365 anim 13 wait_state_time 800000 ms 00BC: text_highpriority 'ASM3_16' time 8000 2 018C: play_sound 1 at 0.0 0.0 0.0 01ED: clear_actor $6365 threat_search 0004: $6397 = 2 // $ = int :ASSIN3_5103 00D6: if 0038: $6397 == 2 // $ == int 004D: jump_if_false @ASSIN3_5271 00D6: if 0038: $6372 == 0 // $ == int 004D: jump_if_false @ASSIN3_5271 00D6: if 0019: TIMERA > 999 // @ > int 004D: jump_if_false @ASSIN3_5271 00D6: if 8118: not actor $6365 dead 004D: jump_if_false @ASSIN3_5271 00D6: if 00FB: player $PLAYER_CHAR 0 $6365 radius 30.0 30.0 5.0 004D: jump_if_false @ASSIN3_5271 00D6: if 8119: not car $6371 wrecked 004D: jump_if_false @ASSIN3_5271 00D6: if 02CA: car $6371 bounding_sphere_visible 004D: jump_if_false @ASSIN3_5271 00BC: text_highpriority 'ASM3_18' time 2000 2 0006: TIMERA = 0 // @ = int 0008: $6374 += 1 // $ += int :ASSIN3_5271 00D6: if 8118: not actor $6365 dead 004D: jump_if_false @ASSIN3_5367 00D6: if 037E: sniper_bullet_in_area 4.66 -711.711 5.474 8.897 -684.8 11.77 004D: jump_if_false @ASSIN3_5367 00D6: if 0038: $6373 == 0 // $ == int 004D: jump_if_false @ASSIN3_5367 0372: set_actor $6365 anim 14 wait_state_time 600000 ms 0004: $6373 = 2 // $ = int :ASSIN3_5367 00D6: if 0038: $6397 == 2 // $ == int 004D: jump_if_false @ASSIN3_5505 00D6: if 0038: $6372 == 0 // $ == int 004D: jump_if_false @ASSIN3_5505 00D6: if 8119: not car $6371 wrecked 004D: jump_if_false @ASSIN3_5505 00D6: if or 0038: $6373 == 2 // $ == int 0018: $6374 > 10 // $ > int 004D: jump_if_false @ASSIN3_5505 00D6: if 8118: not actor $6365 dead 004D: jump_if_false @ASSIN3_5505 00D6: if 00E9: player $PLAYER_CHAR 0 $6365 radius 120.0 120.0 004D: jump_if_false @ASSIN3_5505 0350: set_actor $6365 maintain_position_when_attacked 1 0004: $6372 = 1 // $ = int :ASSIN3_5505 00D6: if 0018: $6397 > 1 // $ > int 004D: jump_if_false @ASSIN3_5576 00D6: if 001A: 3 > $6397 // int > $ 004D: jump_if_false @ASSIN3_5576 00D6: if 0118: actor $6365 dead 004D: jump_if_false @ASSIN3_5576 0004: $6397 = 3 // $ = int 0004: $6398 = 1 // $ = int 0164: disable_marker $6370 :ASSIN3_5576 00D6: if 0038: $6398 == 1 // $ == int 004D: jump_if_false @ASSIN3_5781 0249: release_model #TROPIC 0249: release_model #JMOTO 01C2: mark_actor_as_no_longer_needed $6365 01C3: mark_car_as_no_longer_needed $6371 0395: clear_area 0 at $6376 $6377 $6378 range 10.0 00A5: $6383 = create_car #PCJ600 at $6376 $6377 $6378 0229: set_car $6383 color_to 7 7 0175: set_car $6383 z_angle_to $6379 0129: $6375 = create_actor 21 #SPECIAL01 in_car $6383 driverseat 01ED: clear_actor $6375 threat_search 0187: $6380 = create_marker_above_actor $6375 020A: set_car $6383 door_status_to 2 02AA: set_car $6383 immune_to_nonplayer 1 02A9: set_actor $6375 immune_to_nonplayer 1 00AD: set_car $6383 max_speed_to 12.0 00A8: set_car $6383 to_psycho_driver 00AE: set_vehicle $6383 traffic_behavior_to 1 02AA: set_car $6383 immune_to_nonplayer 1 00BC: text_highpriority 'ASM3_17' time 8000 2 018C: play_sound 1 at 0.0 0.0 0.0 0004: $6398 = 2 // $ = int :ASSIN3_5781 00D6: if 0038: $6398 == 2 // $ == int 004D: jump_if_false @ASSIN3_5933 00D6: if 0038: $6381 == 0 // $ == int 004D: jump_if_false @ASSIN3_5933 00D6: if 0019: TIMERA > 999 // @ > int 004D: jump_if_false @ASSIN3_5933 00D6: if 8118: not actor $6375 dead 004D: jump_if_false @ASSIN3_5933 00D6: if 00FB: player $PLAYER_CHAR 0 $6375 radius 90.0 90.0 5.0 004D: jump_if_false @ASSIN3_5933 00D6: if 02CB: actor $6375 bounding_sphere_visible 004D: jump_if_false @ASSIN3_5933 00BC: text_highpriority 'ASM3_18' time 5000 2 0006: TIMERA = 0 // @ = int 0008: $6384 += 1 // $ += int :ASSIN3_5933 00D6: if 0038: $6398 == 2 // $ == int 004D: jump_if_false @ASSIN3_6044 00D6: if 0038: $6381 == 0 // $ == int 004D: jump_if_false @ASSIN3_6044 00D6: if 8118: not actor $6375 dead 004D: jump_if_false @ASSIN3_6044 00D6: if 02CB: actor $6375 bounding_sphere_visible 004D: jump_if_false @ASSIN3_6044 00D6: if 00FB: player $PLAYER_CHAR 0 $6375 radius 70.0 70.0 5.0 004D: jump_if_false @ASSIN3_6044 0004: $6384 = 20 // $ = int :ASSIN3_6044 00D6: if 0038: $6398 == 2 // $ == int 004D: jump_if_false @ASSIN3_6211 00D6: if 0038: $6381 == 0 // $ == int 004D: jump_if_false @ASSIN3_6211 00D6: if 8119: not car $6383 wrecked 004D: jump_if_false @ASSIN3_6211 0227: $6385 = car $6383 health 00D6: if or 001A: 1000 > $6385 // int > $ 0018: $6384 > 1 // $ > int 004D: jump_if_false @ASSIN3_6211 00D6: if 00DF: actor $6375 in_any_car 004D: jump_if_false @ASSIN3_6182 0004: $6399 = 1 // $ = int 0004: $6381 = 1 // $ = int 00BC: text_highpriority 'ASM3_19' time 5000 2 0002: jump @ASSIN3_6211 :ASSIN3_6182 0004: $6399 = 0 // $ = int 0004: $6381 = 1 // $ = int 00BC: text_highpriority 'ASM3_19' time 5000 2 :ASSIN3_6211 00D6: if 0038: $6381 == 1 // $ == int 004D: jump_if_false @ASSIN3_6463 00D6: if 8118: not actor $6375 dead 004D: jump_if_false @ASSIN3_6463 00D6: if 0038: $6399 == 0 // $ == int 004D: jump_if_false @ASSIN3_6366 00D6: if 80DF: not actor $6375 in_any_car 004D: jump_if_false @ASSIN3_6366 00D6: if 8119: not car $6383 wrecked 004D: jump_if_false @ASSIN3_6358 00D6: if 80DC: not player $PLAYER_CHAR in_car $6383 004D: jump_if_false @ASSIN3_6343 01D5: actor $6375 go_to_and_drive_car $6383 0319: set_actor $6375 running 1 0004: $6399 = 1 // $ = int 0002: jump @ASSIN3_6351 :ASSIN3_6343 01D0: actor $6375 avoid_player $PLAYER_CHAR :ASSIN3_6351 0002: jump @ASSIN3_6366 :ASSIN3_6358 01D0: actor $6375 avoid_player $PLAYER_CHAR :ASSIN3_6366 00D6: if 0038: $6399 == 1 // $ == int 004D: jump_if_false @ASSIN3_6463 00D6: if 8119: not car $6383 wrecked 004D: jump_if_false @ASSIN3_6463 00D6: if 00DB: actor $6375 in_car $6383 004D: jump_if_false @ASSIN3_6455 00AD: set_car $6383 max_speed_to 42.0 00AE: set_vehicle $6383 traffic_behavior_to 2 00A8: set_car $6383 to_psycho_driver 0004: $6399 = 0 // $ = int 0002: jump @ASSIN3_6463 :ASSIN3_6455 01D0: actor $6375 avoid_player $PLAYER_CHAR :ASSIN3_6463 00D6: if 0018: $6398 > 1 // $ > int 004D: jump_if_false @ASSIN3_6534 00D6: if 001A: 3 > $6398 // int > $ 004D: jump_if_false @ASSIN3_6534 00D6: if 0118: actor $6375 dead 004D: jump_if_false @ASSIN3_6534 0004: $6398 = 3 // $ = int 0004: $6382 = 1 // $ = int 0164: disable_marker $6380 :ASSIN3_6534 00D6: if and 0038: $6382 == 1 // $ == int 0018: $6400 > 0 // $ > int 004D: jump_if_false @ASSIN3_6566 0002: jump @ASSIN3_6637 :ASSIN3_6566 00D6: if and 0038: $6382 == 0 // $ == int 001A: 1 > $6400 // int > $ 004D: jump_if_false @ASSIN3_6613 00BC: text_highpriority 'ASM3_21' time 5000 1 0002: jump @ASSIN3_6620 :ASSIN3_6613 0002: jump @ASSIN3_1289 :ASSIN3_6620 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :ASSIN3_6637 0004: $300 = 1 // $ = int 0318: set_latest_mission_passed 'JOB_3' 01E3: text_1number_styled 'M_PASS' number 4000 time 5000 style 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 4000 030C: progress_made += 1 0394: play_music 1 030C: progress_made += 1 0533: increment_assassination_contracts_by 1 0164: disable_marker $297 0051: return :ASSIN3_6708 0004: $ONMISSION = 0 // $ = int 0215: destroy_pickup $6386 0215: destroy_pickup $6391 0164: disable_marker $6341 0164: disable_marker $6348 0164: disable_marker $6358 0164: disable_marker $6364 0164: disable_marker $6370 0164: disable_marker $6380 0164: disable_marker $6390 034F: destroy_actor_with_fade $6375 // The actor fades away like a ghost 0249: release_model #TROPIC 0249: release_model #PCJ600 0249: release_model #WMYCW 0249: release_model #GDA 0249: release_model #HMYAP 0249: release_model #JMOTO 0249: release_model #BOBCAT 0249: release_model #SECURICA 0249: release_model #CELLPHONE 0249: release_model #BUDDYSHOT 0296: unload_special_actor 1 014F: stop_timer $6400 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 00D8: mission_cleanup 0051: return //-------------Mission 70--------------- // Originally: Check Out at the Check In :ASSIN4 03A4: name_thread 'ASSIN4' 0050: gosub @ASSIN4_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @ASSIN4_37 0050: gosub @ASSIN4_8246 :ASSIN4_37 0050: gosub @ASSIN4_8330 004E: end_thread :ASSIN4_46 0004: $ONMISSION = 1 // $ = int 0317: increment_mission_attempts 0001: wait 0 ms 054C: use_GXT_table 'ASSIN4' 0247: request_model #WMORI 0247: request_model #HFYBU 0247: request_model #UZI 0247: request_model #CELLPHONE :ASSIN4_87 00D6: if or 8248: not model #WMORI available 8248: not model #HFYBU available 8248: not model #CELLPHONE available 8248: not model #UZI available 004D: jump_if_false @ASSIN4_127 0001: wait 0 ms 0002: jump @ASSIN4_87 :ASSIN4_127 023C: load_special_actor 1 'BGA' 023C: load_special_actor 2 'BGB' :ASSIN4_151 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 004D: jump_if_false @ASSIN4_181 0001: wait 0 ms 0002: 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 9.450843 range 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 015F: set_camera_position -1479.544 -825.3295 15.01768 rotation 0.0 0.0 0.0 0157: camera_on_player $PLAYER_CHAR mode 4 switchstyle 2 0373: set_camera_directly_behind_player 052B: actor $PLAYER_ACTOR hold_cellphone 1 03CF: load_wav 'JOB4_1' as 1 03CF: load_wav 'JOB4_2' as 2 :ASSIN4_359 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @ASSIN4_389 0001: wait 0 ms 0002: jump @ASSIN4_359 :ASSIN4_389 016A: fade 1 1000 ms :ASSIN4_396 00D6: if 016B: fading 004D: jump_if_false @ASSIN4_420 0001: wait 0 ms 0002: jump @ASSIN4_396 :ASSIN4_420 00BC: text_highpriority 'ASM4_A' time 10000 1 03D1: play_wav 1 :ASSIN4_439 00D6: if and 83D2: not wav 1 ended 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @ASSIN4_494 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @ASSIN4_487 0002: jump @ASSIN4_838 :ASSIN4_487 0002: jump @ASSIN4_439 :ASSIN4_494 03D5: remove_text 'ASM4_A' 040D: unload_wav 1 0395: clear_area 0 at -1474.531 -826.0056 15.00762 range 3.0 015F: set_camera_position -1475.931 -826.0056 15.00762 rotation 0.0 0.0 0.0 0160: point_camera -1476.763 -825.4517 14.99366 switchstyle 2 00BC: text_highpriority 'ASM4_B' time 10000 1 03D1: play_wav 2 :ASSIN4_602 00D6: if and 83D2: not wav 2 ended 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @ASSIN4_657 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @ASSIN4_650 0002: jump @ASSIN4_838 :ASSIN4_650 0002: jump @ASSIN4_602 :ASSIN4_657 03D5: remove_text 'ASM4_B' 040D: unload_wav 2 03CF: load_wav 'JOB4_3' as 1 :ASSIN4_683 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @ASSIN4_709 0001: wait 0 ms 0002: jump @ASSIN4_683 :ASSIN4_709 015F: set_camera_position -1484.055 -825.312 16.72996 rotation 0.0 0.0 0.0 0157: camera_on_player $PLAYER_CHAR mode 15 switchstyle 2 00BC: text_highpriority 'ASM4_C' time 10000 1 03D1: play_wav 1 :ASSIN4_769 00D6: if and 83D2: not wav 1 ended 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @ASSIN4_824 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @ASSIN4_817 0002: jump @ASSIN4_838 :ASSIN4_817 0002: jump @ASSIN4_769 :ASSIN4_824 03D5: remove_text 'ASM4_C' 040D: unload_wav 1 :ASSIN4_838 040D: unload_wav 1 040D: unload_wav 2 03EB: clear_small_messages_only 0001: wait 500 ms 052B: actor $PLAYER_ACTOR hold_cellphone 0 0249: release_model #CELLPHONE 016A: fade 0 1000 ms 03DE: set_pedestrians_density_multiplier_to 1.0 01EB: set_traffic_density_multiplier_to 1.0 0006: TIMERA = 0 // @ = int :ASSIN4_893 00D6: if 016B: fading 004D: jump_if_false @ASSIN4_917 0001: wait 0 ms 0002: jump @ASSIN4_893 :ASSIN4_917 02A3: enable_widescreen 0 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player 016A: fade 1 1000 ms :ASSIN4_932 00D6: if 016B: fading 004D: jump_if_false @ASSIN4_956 0001: wait 0 ms 0002: jump @ASSIN4_932 :ASSIN4_956 01B4: set_player $PLAYER_CHAR can_move 1 0005: $6429 = -1493.219 // $ = float 0005: $6430 = -798.9757 // $ = float 0005: $6431 = 14.868 // $ = float 0005: $6432 = -1421.181 // $ = float 0005: $6433 = -874.6884 // $ = float 0005: $6434 = 19.8471 // $ = float 0005: $6435 = 289.025 // $ = float 0005: $6436 = -1388.918 // $ = float 0005: $6437 = -865.0283 // $ = float 0005: $6438 = 13.87768 // $ = float 0005: $6439 = 50.33542 // $ = float 0005: $6426 = -1360.671 // $ = float 0005: $6427 = -930.4258 // $ = float 0005: $6428 = 19.8531 // $ = float 0005: $6449 = -1387.584 // $ = float 0005: $6450 = -865.2448 // $ = float 0005: $6451 = 13.87768 // $ = float 0005: $6452 = 65.23693 // $ = float 0005: $6440 = -1484.78 // $ = float 0005: $6441 = -807.7946 // $ = float 0005: $6442 = 14.878 // $ = float 0005: $6446 = -676.2405 // $ = float 0005: $6447 = 1197.764 // $ = float 0005: $6448 = 10.07 // $ = float 0004: $6421 = 0 // $ = int 0004: $6422 = 0 // $ = int 0004: $6423 = 0 // $ = int 0004: $6424 = 0 // $ = int 0004: $6418 = 0 // $ = int 0004: $6425 = 0 // $ = int 0004: $6416 = 0 // $ = int 0004: $6417 = 0 // $ = int 0004: $6419 = 0 // $ = int 0004: $6453 = 0 // $ = int 0004: $6458 = 0 // $ = int 0004: $6456 = 0 // $ = int 0004: $6457 = 0 // $ = int 0004: $6454 = 0 // $ = int 0004: $6497 = 0 // $ = int 0006: TIMERA = 0 // @ = int 0005: $6473 = -1152.279 // $ = float 0005: $6474 = -939.467 // $ = float 0005: $6475 = 14.688 // $ = float 0005: $6476 = 88.806 // $ = float 0004: $6477 = 0 // $ = int 0005: $6480 = -1163.086 // $ = float 0005: $6481 = -948.9131 // $ = float 0005: $6482 = 14.68145 // $ = float 0005: $6483 = 89.2464 // $ = float 0004: $6484 = 0 // $ = int 0005: $6487 = -1139.197 // $ = float 0005: $6488 = -1086.208 // $ = float 0005: $6489 = 14.71668 // $ = float 0005: $6490 = 295.402 // $ = float 0004: $6491 = 0 // $ = int 0004: $6494 = 0 // $ = int 0004: $6495 = 0 // $ = int 0004: $6496 = 0 // $ = int 032B: $6411 = create_weapon_pickup #SNIPER 3 ammo 10 at $6440 $6441 $6442 03DC: $6412 = create_marker_above_pickup $6411 00BC: text_highpriority 'ASM4_15' time 5000 2 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 0001: wait 0 ms 00D6: if 0038: $6418 == 0 // $ == int 004D: jump_if_false @ASSIN4_2628 00D6: if 0214: pickup $6411 picked_up 004D: jump_if_false @ASSIN4_2628 02A3: enable_widescreen 1 01B4: set_player $PLAYER_CHAR can_move 0 009A: $6408 = create_actor_pedtype 4 model #HFYBU at $6432 $6433 $6434 02A9: set_actor $6408 immune_to_nonplayer 1 0173: set_actor $6408 z_angle_to $6435 0187: $6409 = create_marker_above_actor $6408 01ED: clear_actor $6408 threat_search 04F5: set_actor $6408 as_player_friend $PLAYER_CHAR flag 1 0372: set_actor $6408 anim 13 wait_state_time 15000 ms 009A: $6410 = create_actor_pedtype 4 model #WMORI at $6436 $6437 $6438 02A9: set_actor $6410 immune_to_nonplayer 1 0173: set_actor $6410 z_angle_to $6439 0372: set_actor $6410 anim 13 wait_state_time 50000 ms 01ED: clear_actor $6410 threat_search 0350: set_actor $6410 maintain_position_when_attacked 1 009A: $6415 = create_actor_pedtype 21 model #SPECIAL01 at $6449 $6450 $6451 0173: set_actor $6415 z_angle_to $6452 01B2: give_actor $6415 weapon 23 ammo 300000 // Load the weapon model before using this 01DE: tie_actor $6415 to_actor $6410 0243: set_actor $6415 ped_stats_to 16 01ED: clear_actor $6415 threat_search 0350: set_actor $6415 maintain_position_when_attacked 1 02A9: set_actor $6415 immune_to_nonplayer 1 015F: set_camera_position -1488.089 -811.8918 16.87549 rotation 0.0 0.0 0.0 0160: point_camera -1487.585 -812.7545 16.91248 switchstyle 2 0395: clear_area 0 at $6432 $6433 $6434 range 75.0 0395: clear_area 0 at $6436 $6437 $6438 range 75.0 0006: TIMERA = 0 // @ = int :ASSIN4_2055 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @ASSIN4_2124 0001: wait 0 ms 00BC: text_highpriority 'ASM4_16' time 5000 2 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @ASSIN4_2117 0002: jump @ASSIN4_2599 :ASSIN4_2117 0002: jump @ASSIN4_2055 :ASSIN4_2124 015F: set_camera_position -1419.446 -874.2186 21.14 rotation 0.0 0.0 0.0 00D6: if 8118: not actor $6408 dead 004D: jump_if_false @ASSIN4_2181 0159: camera_on_ped $6408 mode 15 switchstyle 2 :ASSIN4_2181 0006: TIMERA = 0 // @ = int :ASSIN4_2188 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @ASSIN4_2257 0001: wait 0 ms 00BC: text_highpriority 'ASM4_17' time 5000 2 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @ASSIN4_2250 0002: jump @ASSIN4_2599 :ASSIN4_2250 0002: jump @ASSIN4_2188 :ASSIN4_2257 015F: set_camera_position -1407.901 -847.96 19.56 rotation 0.0 0.0 0.0 00D6: if 8118: not actor $6408 dead 004D: jump_if_false @ASSIN4_2314 0159: camera_on_ped $6408 mode 15 switchstyle 2 :ASSIN4_2314 0006: TIMERA = 0 // @ = int :ASSIN4_2321 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @ASSIN4_2390 0001: wait 0 ms 00BC: text_highpriority 'ASM4_18' time 5000 2 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @ASSIN4_2383 0002: jump @ASSIN4_2599 :ASSIN4_2383 0002: jump @ASSIN4_2321 :ASSIN4_2390 015F: set_camera_position -1443.797 -858.3729 19.361 rotation 0.0 0.0 0.0 00D6: if 8118: not actor $6408 dead 004D: jump_if_false @ASSIN4_2447 0159: camera_on_ped $6408 mode 15 switchstyle 2 :ASSIN4_2447 0006: TIMERA = 0 // @ = int :ASSIN4_2454 00D6: if 001B: 6000 > TIMERA // int > @ 004D: jump_if_false @ASSIN4_2523 0001: wait 0 ms 00BC: text_highpriority 'ASM4_19' time 6000 2 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @ASSIN4_2516 0002: jump @ASSIN4_2599 :ASSIN4_2516 0002: jump @ASSIN4_2454 :ASSIN4_2523 0006: TIMERA = 0 // @ = int :ASSIN4_2530 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @ASSIN4_2599 0001: wait 0 ms 00BC: text_highpriority 'ASM4_20' time 5000 2 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @ASSIN4_2592 0002: jump @ASSIN4_2599 :ASSIN4_2592 0002: jump @ASSIN4_2530 :ASSIN4_2599 00BE: text_clear_all 02A3: enable_widescreen 0 01B4: set_player $PLAYER_CHAR can_move 1 02EB: restore_camera_with_jumpcut 0004: $6418 = 1 // $ = int 0006: TIMERA = 0 // @ = int :ASSIN4_2628 00D6: if 0038: $6418 == 1 // $ == int 004D: jump_if_false @ASSIN4_2719 00D6: if 0019: TIMERA > 15000 // @ > int 004D: jump_if_false @ASSIN4_2719 00D6: if 8118: not actor $6408 dead 004D: jump_if_false @ASSIN4_2719 00D6: if 8118: not actor $6410 dead 004D: jump_if_false @ASSIN4_2719 04C2: actor $6408 walk_to_actor $6410 0006: TIMERA = 0 // @ = int 0004: $6418 = 2 // $ = int :ASSIN4_2719 00D6: if 0038: $6418 == 2 // $ == int 004D: jump_if_false @ASSIN4_2872 00D6: if 8118: not actor $6408 dead 004D: jump_if_false @ASSIN4_2872 00D6: if 8118: not actor $6410 dead 004D: jump_if_false @ASSIN4_2872 00D6: if 8118: not actor $6415 dead 004D: jump_if_false @ASSIN4_2872 00D6: if or 0126: actor $6408 objective_passed 0019: TIMERA > 120000 // @ > int 004D: jump_if_false @ASSIN4_2872 011C: actor $6408 clear_objective 0372: set_actor $6410 anim 0 wait_state_time 100 ms 022C: set_actor $6415 to_look_at_actor $6408 03F9: make_actors $6408 $6410 converse_in 5000 ms 0006: TIMERA = 0 // @ = int 0004: $6418 = 3 // $ = int 0004: $6425 = 1 // $ = int 0004: $6416 = 1 // $ = int :ASSIN4_2872 00D6: if 0019: TIMERA > 5000 // @ > int 004D: jump_if_false @ASSIN4_2944 00D6: if 0038: $6416 == 1 // $ == int 004D: jump_if_false @ASSIN4_2944 00D6: if 8118: not actor $6415 dead 004D: jump_if_false @ASSIN4_2944 022F: set_actor $6415 stop_looking 0350: set_actor $6415 maintain_position_when_attacked 0 0004: $6416 = 2 // $ = int :ASSIN4_2944 00D6: if 0019: TIMERA > 5000 // @ > int 004D: jump_if_false @ASSIN4_3016 00D6: if 0038: $6425 == 1 // $ == int 004D: jump_if_false @ASSIN4_3016 00D6: if 8118: not actor $6408 dead 004D: jump_if_false @ASSIN4_3016 009C: set_actor $6408 wander_direction -1 0164: disable_marker $6409 0004: $6425 = 2 // $ = int :ASSIN4_3016 00D6: if 0038: $6418 == 3 // $ == int 004D: jump_if_false @ASSIN4_3098 00D6: if 8118: not actor $6410 dead 004D: jump_if_false @ASSIN4_3098 00D6: if 0019: TIMERA > 4999 // @ > int 004D: jump_if_false @ASSIN4_3098 0211: actor $6410 walk_to -1389.755 -859.1885 0006: TIMERB = 0 // @ = int 0004: $6418 = 4 // $ = int :ASSIN4_3098 00D6: if 8118: not actor $6410 dead 004D: jump_if_false @ASSIN4_3697 00D6: if 0018: $6418 > 3 // $ > int 004D: jump_if_false @ASSIN4_3697 00D6: if 0038: $6497 == 0 // $ == int 004D: jump_if_false @ASSIN4_3172 0211: actor $6410 walk_to -1392.829 -862.1075 0004: $6497 = 1 // $ = int :ASSIN4_3172 00D6: if 0038: $6497 == 1 // $ == int 004D: jump_if_false @ASSIN4_3252 00D6: if 00F0: actor $6410 stopped 0 -1392.829 -862.1075 radius 1.0 1.0 004D: jump_if_false @ASSIN4_3252 0372: set_actor $6410 anim 3 wait_state_time 1000 ms 0006: TIMERA = 0 // @ = int 0004: $6497 = 2 // $ = int :ASSIN4_3252 00D6: if 0038: $6497 == 2 // $ == int 004D: jump_if_false @ASSIN4_3320 00D6: if 0019: TIMERA > 1000 // @ > int 004D: jump_if_false @ASSIN4_3320 0372: set_actor $6410 anim 0 wait_state_time 100 ms 0211: actor $6410 walk_to -1389.674 -859.1384 0004: $6497 = 3 // $ = int :ASSIN4_3320 00D6: if 0038: $6497 == 3 // $ == int 004D: jump_if_false @ASSIN4_3400 00D6: if 00F0: actor $6410 stopped 0 -1389.674 -859.1384 radius 1.0 1.0 004D: jump_if_false @ASSIN4_3400 0372: set_actor $6410 anim 3 wait_state_time 2000 ms 0006: TIMERA = 0 // @ = int 0004: $6497 = 4 // $ = int :ASSIN4_3400 00D6: if 0038: $6497 == 4 // $ == int 004D: jump_if_false @ASSIN4_3468 00D6: if 0019: TIMERA > 2000 // @ > int 004D: jump_if_false @ASSIN4_3468 0372: set_actor $6410 anim 0 wait_state_time 100 ms 0211: actor $6410 walk_to -1380.315 -850.1871 0004: $6497 = 5 // $ = int :ASSIN4_3468 00D6: if 0038: $6497 == 5 // $ == int 004D: jump_if_false @ASSIN4_3531 00D6: if 00F0: actor $6410 stopped 0 -1380.315 -850.1871 radius 1.0 1.0 004D: jump_if_false @ASSIN4_3531 0004: $6497 = 6 // $ = int :ASSIN4_3531 00D6: if 0038: $6458 == 0 // $ == int 004D: jump_if_false @ASSIN4_3614 00D6: if 0038: $6497 == 6 // $ == int 004D: jump_if_false @ASSIN4_3614 00D6: if 0019: TIMERB > 1000 // @ > int 004D: jump_if_false @ASSIN4_3614 009E: set_actor $6410 path $6426 $6427 $6428 unknown 2.0 0 0006: TIMERB = 0 // @ = int :ASSIN4_3614 00D6: if 0038: $6458 == 1 // $ == int 004D: jump_if_false @ASSIN4_3697 00D6: if 0038: $6497 == 6 // $ == int 004D: jump_if_false @ASSIN4_3697 00D6: if 0019: TIMERB > 1000 // @ > int 004D: jump_if_false @ASSIN4_3697 009E: set_actor $6410 path $6426 $6427 $6428 unknown 2.0 1 0006: TIMERB = 0 // @ = int :ASSIN4_3697 00D6: if 0018: $6418 > 3 // $ > int 004D: jump_if_false @ASSIN4_3745 00D6: if 8118: not actor $6410 dead 004D: jump_if_false @ASSIN4_3745 00A0: store_actor $6410 position_to $6443 $6444 $6445 :ASSIN4_3745 00D6: if 0018: $6418 > 3 // $ > int 004D: jump_if_false @ASSIN4_3980 00D6: if 0118: actor $6410 dead 004D: jump_if_false @ASSIN4_3980 00D6: if 0038: $6417 == 0 // $ == int 004D: jump_if_false @ASSIN4_3980 0213: $6413 = create_pickup #BRIEFCASE type 3 at $6443 $6444 $6445 03DC: $6414 = create_marker_above_pickup $6413 00BC: text_highpriority 'ASM4_21' time 5000 2 0151: remove_status_text $6459 010D: set_player $PLAYER_CHAR wanted_level_to 2 04E3: set_player $PLAYER_CHAR mood 2 duration 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 00D6: if 8118: not actor $6415 dead 004D: jump_if_false @ASSIN4_3959 01E0: clear_leader $6415 01CA: actor $6415 kill_player $PLAYER_CHAR :ASSIN4_3959 0004: $6418 = -1 // $ = int 0004: $6419 = 1 // $ = int 0004: $6417 = 1 // $ = int :ASSIN4_3980 00D6: if 0038: $6418 == 1 // $ == int 004D: jump_if_false @ASSIN4_4063 00D6: if 0038: $6457 == 1 // $ == int 004D: jump_if_false @ASSIN4_4063 00D6: if 0038: $6456 == 0 // $ == int 004D: jump_if_false @ASSIN4_4063 03C4: set_status_text_to $6459 1 'ASM4_12' 0004: $6457 = 2 // $ = int 0004: $6456 = 1 // $ = int :ASSIN4_4063 00D6: if 0018: $6418 > 0 // $ > int 004D: jump_if_false @ASSIN4_4255 00D6: if 8118: not actor $6410 dead 004D: jump_if_false @ASSIN4_4255 0054: store_player $PLAYER_CHAR position_to $6462 $6463 $6464 00A0: store_actor $6410 position_to $6465 $6466 $6467 0509: $6468 = distance_between_point $6462 $6463 and_point $6465 $6466 00D6: if 0020: $6468 > 69.0 // $ > float 004D: jump_if_false @ASSIN4_4173 0005: $6468 = 70.0 // $ = float :ASSIN4_4173 00D6: if 0022: 36.0 > $6468 // float > $ 004D: jump_if_false @ASSIN4_4204 0005: $6468 = 35.0 // $ = float :ASSIN4_4204 0005: $6461 = 70.0 // $ = float 0061: $6461 -= $6468 // $ -= $ float 0086: $6460 = $6461 // $ = $ float 0015: $6460 /= 0.35 // $ /= float 008C: $6459 = float_to_integer $6460 0004: $6457 = 1 // $ = int :ASSIN4_4255 00D6: if 0018: $6418 > 3 // $ > int 004D: jump_if_false @ASSIN4_4381 00D6: if 8118: not actor $6410 dead 004D: jump_if_false @ASSIN4_4381 00D6: if 0018: $6459 > 97 // $ > int 004D: jump_if_false @ASSIN4_4381 00D6: if 0038: $6458 == 0 // $ == int 004D: jump_if_false @ASSIN4_4381 00BC: text_highpriority 'ASM4_23' time 5000 2 0151: remove_status_text $6459 00D6: if 8118: not actor $6415 dead 004D: jump_if_false @ASSIN4_4374 01E0: clear_leader $6415 01CA: actor $6415 kill_player $PLAYER_CHAR :ASSIN4_4374 0004: $6458 = 1 // $ = int :ASSIN4_4381 00D6: if 0018: $6418 > 3 // $ > int 004D: jump_if_false @ASSIN4_4541 00D6: if 8118: not actor $6410 dead 004D: jump_if_false @ASSIN4_4541 00D6: if 00FB: player $PLAYER_CHAR 0 $6410 radius 40.0 40.0 20.0 004D: jump_if_false @ASSIN4_4541 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @ASSIN4_4541 00D6: if 0038: $6458 == 0 // $ == int 004D: jump_if_false @ASSIN4_4541 00BC: text_highpriority 'ASM4_23' time 5000 2 0151: remove_status_text $6459 00D6: if 8118: not actor $6415 dead 004D: jump_if_false @ASSIN4_4534 01E0: clear_leader $6415 01CA: actor $6415 kill_player $PLAYER_CHAR :ASSIN4_4534 0004: $6458 = 1 // $ = int :ASSIN4_4541 00D6: if 0018: $6418 > 3 // $ > int 004D: jump_if_false @ASSIN4_4783 00D6: if 0038: $6454 == 0 // $ == int 004D: jump_if_false @ASSIN4_4783 00D6: if 051A: actor $6415 damaged_by_actor $PLAYER_ACTOR 004D: jump_if_false @ASSIN4_4680 00BC: text_highpriority 'ASM4_23' time 5000 2 00D6: if 8118: not actor $6415 dead 004D: jump_if_false @ASSIN4_4640 01E0: clear_leader $6415 01CA: actor $6415 kill_player $PLAYER_CHAR :ASSIN4_4640 00D6: if 8118: not actor $6415 dead 004D: jump_if_false @ASSIN4_4661 054E: clear_actor $6415 damage :ASSIN4_4661 0151: remove_status_text $6459 0004: $6458 = 1 // $ = int 0004: $6454 = 1 // $ = int :ASSIN4_4680 00D6: if 051A: actor $6410 damaged_by_actor $PLAYER_ACTOR 004D: jump_if_false @ASSIN4_4783 00BC: text_highpriority 'ASM4_23' time 5000 2 00D6: if 8118: not actor $6415 dead 004D: jump_if_false @ASSIN4_4743 01E0: clear_leader $6415 01CA: actor $6415 kill_player $PLAYER_CHAR :ASSIN4_4743 00D6: if 8118: not actor $6410 dead 004D: jump_if_false @ASSIN4_4764 054E: clear_actor $6410 damage :ASSIN4_4764 0151: remove_status_text $6459 0004: $6458 = 1 // $ = int 0004: $6454 = 1 // $ = int :ASSIN4_4783 00D6: if 0038: $6419 == 1 // $ == int 004D: jump_if_false @ASSIN4_5218 00D6: if 0214: pickup $6413 picked_up 004D: jump_if_false @ASSIN4_5218 0249: release_model #WMORI 0249: release_model #HFYBU 01C2: mark_actor_as_no_longer_needed $6410 0247: request_model #MAVERICK 0247: request_model #ADMIRAL :ASSIN4_4840 00D6: if or 8248: not model #MAVERICK available 8248: not model #ADMIRAL available 004D: jump_if_false @ASSIN4_4872 0001: wait 0 ms 0002: jump @ASSIN4_4840 :ASSIN4_4872 00A5: $6455 = create_car #MAVERICK at -1369.432 -1256.787 17.3662 0175: set_car $6455 z_angle_to 308.4397 0164: disable_marker $6414 00BC: text_highpriority 'ASM4_22' time 5000 2 018A: $6420 = create_checkpoint_at $6446 $6447 $6448 00A5: $6469 = create_car #ADMIRAL at $6473 $6474 $6475 0229: set_car $6469 color_to 0 0 0175: set_car $6469 z_angle_to $6476 0129: $6478 = create_actor 4 #SPECIAL01 in_car $6469 driverseat 054A: set_actor $6478 can_be_shot_in_a_car 0 01C8: $6479 = create_actor_pedtype 4 model #SPECIAL02 in_car $6469 passenger_seat 0 00A9: set_car $6469 to_normal_driver 020A: set_car $6469 door_status_to 2 02AA: set_car $6469 immune_to_nonplayer 1 0004: $6477 = 1 // $ = int 00A5: $6470 = create_car #ADMIRAL at $6480 $6481 $6482 0229: set_car $6470 color_to 0 0 0175: set_car $6470 z_angle_to $6483 0129: $6485 = create_actor 4 #SPECIAL02 in_car $6470 driverseat 054A: set_actor $6485 can_be_shot_in_a_car 0 01C8: $6486 = create_actor_pedtype 4 model #SPECIAL01 in_car $6470 passenger_seat 0 00A9: set_car $6470 to_normal_driver 020A: set_car $6470 door_status_to 2 0004: $6484 = 1 // $ = int 00A5: $6471 = create_car #ADMIRAL at $6487 $6488 $6489 0229: set_car $6471 color_to 0 0 0175: set_car $6471 z_angle_to $6490 0129: $6492 = create_actor 4 #SPECIAL02 in_car $6471 driverseat 054A: set_actor $6492 can_be_shot_in_a_car 0 01C8: $6493 = create_actor_pedtype 4 model #SPECIAL01 in_car $6471 passenger_seat 0 00A9: set_car $6471 to_normal_driver 020A: set_car $6471 door_status_to 2 02AA: set_car $6471 immune_to_nonplayer 1 0004: $6491 = 1 // $ = int 0004: $6419 = 2 // $ = int :ASSIN4_5218 00D6: if 0038: $6419 == 2 // $ == int 004D: jump_if_false @ASSIN4_7406 00D6: if 0038: $6477 == 1 // $ == int 004D: jump_if_false @ASSIN4_5424 00D6: if 8119: not car $6469 wrecked 004D: jump_if_false @ASSIN4_5424 00D6: if or 0056: player $PLAYER_CHAR 0 -1212.973 -828.562 -1187.989 -985.38 8185: not car $6469 health >= 998 004D: jump_if_false @ASSIN4_5424 00D6: if 8118: not actor $6478 dead 004D: jump_if_false @ASSIN4_5424 00D6: if 8118: not actor $6479 dead 004D: jump_if_false @ASSIN4_5424 00D6: if 00DF: actor $6478 in_any_car 004D: jump_if_false @ASSIN4_5424 00D6: if 00DF: actor $6479 in_any_car 004D: jump_if_false @ASSIN4_5424 00AD: set_car $6469 max_speed_to 70.0 02C2: car $6469 drive_to_point -1202.135 -937.3721 14.65 01EC: make_car $6469 very_heavy 1 0004: $6477 = 2 // $ = int :ASSIN4_5424 00D6: if 0038: $6477 == 2 // $ == int 004D: jump_if_false @ASSIN4_5574 00D6: if 8118: not actor $6478 dead 004D: jump_if_false @ASSIN4_5574 00D6: if 8118: not actor $6479 dead 004D: jump_if_false @ASSIN4_5574 00D6: if 8119: not car $6469 wrecked 004D: jump_if_false @ASSIN4_5574 00D6: if 00DF: actor $6478 in_any_car 004D: jump_if_false @ASSIN4_5574 00D6: if 00DF: actor $6479 in_any_car 004D: jump_if_false @ASSIN4_5574 00D6: if 01AD: car $6469 sphere 0 near_point -1202.135 -937.3721 radius 7.0 7.0 004D: jump_if_false @ASSIN4_5574 00AF: set_car $6469 driver_behaviour_to 4 0004: $6477 = 3 // $ = int :ASSIN4_5574 00D6: if 0038: $6477 == 3 // $ == int 004D: jump_if_false @ASSIN4_5819 00D6: if 8118: not actor $6478 dead 004D: jump_if_false @ASSIN4_5819 00D6: if 8118: not actor $6479 dead 004D: jump_if_false @ASSIN4_5819 00D6: if 8119: not car $6469 wrecked 004D: jump_if_false @ASSIN4_5819 00D6: if 00DF: actor $6478 in_any_car 004D: jump_if_false @ASSIN4_5819 00D6: if 01FC: player $PLAYER_CHAR near_car $6469 radius 30.0 30.0 0 004D: jump_if_false @ASSIN4_5819 00AA: store_car $6469 position_to $6473 $6474 $6475 009B: destroy_actor_instantly $6479 000D: $6475 -= 20.0 // $ -= float 009A: $6479 = create_actor_pedtype 4 model #SPECIAL01 at $6473 $6474 $6475 0464: put_actor $6479 into_turret_on_car $6469 at_car_offset 0.0 -0.3 0.8 position 0 angle 360.0 with_weapon 23 0114: add_ammo_to_actor $6479 weapon 23 ammo 3000 0243: set_actor $6479 ped_stats_to 16 0350: set_actor $6479 maintain_position_when_attacked 1 01CA: actor $6479 kill_player $PLAYER_CHAR 00AE: set_vehicle $6469 traffic_behavior_to 2 00AF: set_car $6469 driver_behaviour_to 4 0004: $6477 = 4 // $ = int :ASSIN4_5819 00D6: if 0038: $6477 == 4 // $ == int 004D: jump_if_false @ASSIN4_5959 00D6: if 8118: not actor $6479 dead 004D: jump_if_false @ASSIN4_5959 00D6: if 0038: $6494 == 0 // $ == int 004D: jump_if_false @ASSIN4_5910 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @ASSIN4_5910 03C1: $6472 = player $PLAYER_CHAR car_no_save 01D9: actor $6479 destroy_car $6472 0004: $6494 = 1 // $ = int :ASSIN4_5910 00D6: if 0038: $6494 == 1 // $ == int 004D: jump_if_false @ASSIN4_5959 00D6: if 80E0: not player $PLAYER_CHAR in_any_car 004D: jump_if_false @ASSIN4_5959 01CA: actor $6479 kill_player $PLAYER_CHAR 0004: $6494 = 0 // $ = int :ASSIN4_5959 00D6: if 0038: $6484 == 1 // $ == int 004D: jump_if_false @ASSIN4_6140 00D6: if 8119: not car $6470 wrecked 004D: jump_if_false @ASSIN4_6140 00D6: if or 0056: player $PLAYER_CHAR 0 -1212.973 -828.562 -1187.989 -985.38 8185: not car $6470 health >= 998 004D: jump_if_false @ASSIN4_6140 00D6: if 8118: not actor $6485 dead 004D: jump_if_false @ASSIN4_6140 00D6: if 8118: not actor $6486 dead 004D: jump_if_false @ASSIN4_6140 00D6: if 00DF: actor $6485 in_any_car 004D: jump_if_false @ASSIN4_6140 00D6: if 00DF: actor $6486 in_any_car 004D: jump_if_false @ASSIN4_6140 00AD: set_car $6470 max_speed_to 70.0 00A7: car $6470 drive_to -1202.935 -947.956 14.534 0004: $6484 = 2 // $ = int :ASSIN4_6140 00D6: if 0038: $6484 == 2 // $ == int 004D: jump_if_false @ASSIN4_6290 00D6: if 8118: not actor $6485 dead 004D: jump_if_false @ASSIN4_6290 00D6: if 8118: not actor $6486 dead 004D: jump_if_false @ASSIN4_6290 00D6: if 8119: not car $6470 wrecked 004D: jump_if_false @ASSIN4_6290 00D6: if 00DF: actor $6485 in_any_car 004D: jump_if_false @ASSIN4_6290 00D6: if 00DF: actor $6486 in_any_car 004D: jump_if_false @ASSIN4_6290 00D6: if 01AD: car $6470 sphere 0 near_point -1202.935 -947.956 radius 10.0 10.0 004D: jump_if_false @ASSIN4_6290 00AF: set_car $6470 driver_behaviour_to 2 0004: $6484 = 3 // $ = int :ASSIN4_6290 00D6: if 0038: $6484 == 3 // $ == int 004D: jump_if_false @ASSIN4_6528 00D6: if 8118: not actor $6485 dead 004D: jump_if_false @ASSIN4_6528 00D6: if 8118: not actor $6486 dead 004D: jump_if_false @ASSIN4_6528 00D6: if 8119: not car $6470 wrecked 004D: jump_if_false @ASSIN4_6528 00D6: if 00DF: actor $6485 in_any_car 004D: jump_if_false @ASSIN4_6528 00D6: if 01FC: player $PLAYER_CHAR near_car $6470 radius 30.0 30.0 0 004D: jump_if_false @ASSIN4_6528 00AA: store_car $6470 position_to $6480 $6481 $6482 009B: destroy_actor_instantly $6486 000D: $6482 -= 20.0 // $ -= float 009A: $6486 = create_actor_pedtype 4 model #SPECIAL01 at $6480 $6481 $6482 0464: put_actor $6486 into_turret_on_car $6470 at_car_offset 0.0 -0.3 0.8 position 0 angle 360.0 with_weapon 23 0114: add_ammo_to_actor $6486 weapon 23 ammo 3000 0243: set_actor $6486 ped_stats_to 16 0350: set_actor $6486 maintain_position_when_attacked 1 01CA: actor $6486 kill_player $PLAYER_CHAR 00AF: set_car $6470 driver_behaviour_to 2 0004: $6484 = 4 // $ = int :ASSIN4_6528 00D6: if 0038: $6484 == 4 // $ == int 004D: jump_if_false @ASSIN4_6668 00D6: if 8118: not actor $6486 dead 004D: jump_if_false @ASSIN4_6668 00D6: if 0038: $6495 == 0 // $ == int 004D: jump_if_false @ASSIN4_6619 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @ASSIN4_6619 03C1: $6472 = player $PLAYER_CHAR car_no_save 01D9: actor $6486 destroy_car $6472 0004: $6495 = 1 // $ = int :ASSIN4_6619 00D6: if 0038: $6495 == 1 // $ == int 004D: jump_if_false @ASSIN4_6668 00D6: if 80E0: not player $PLAYER_CHAR in_any_car 004D: jump_if_false @ASSIN4_6668 01CA: actor $6486 kill_player $PLAYER_CHAR 0004: $6495 = 0 // $ = int :ASSIN4_6668 00D6: if 0038: $6491 == 1 // $ == int 004D: jump_if_false @ASSIN4_6811 00D6: if 8118: not actor $6492 dead 004D: jump_if_false @ASSIN4_6811 00D6: if 8119: not car $6471 wrecked 004D: jump_if_false @ASSIN4_6811 00D6: if 00DF: actor $6492 in_any_car 004D: jump_if_false @ASSIN4_6811 00D6: if or 01FC: player $PLAYER_CHAR near_car $6471 radius 25.0 25.0 0 8185: not car $6471 health >= 998 004D: jump_if_false @ASSIN4_6811 00AD: set_car $6471 max_speed_to 70.0 00AE: set_vehicle $6471 traffic_behavior_to 2 00AF: set_car $6471 driver_behaviour_to 2 01EC: make_car $6471 very_heavy 1 0004: $6491 = 2 // $ = int :ASSIN4_6811 00D6: if 0038: $6491 == 2 // $ == int 004D: jump_if_false @ASSIN4_7056 00D6: if 8118: not actor $6492 dead 004D: jump_if_false @ASSIN4_7056 00D6: if 8118: not actor $6493 dead 004D: jump_if_false @ASSIN4_7056 00D6: if 8119: not car $6471 wrecked 004D: jump_if_false @ASSIN4_7056 00D6: if 00DF: actor $6492 in_any_car 004D: jump_if_false @ASSIN4_7056 00D6: if 01FC: player $PLAYER_CHAR near_car $6471 radius 25.0 25.0 0 004D: jump_if_false @ASSIN4_7056 00AA: store_car $6471 position_to $6487 $6488 $6489 009B: destroy_actor_instantly $6493 000D: $6489 -= 20.0 // $ -= float 009A: $6493 = create_actor_pedtype 4 model #SPECIAL01 at $6487 $6488 $6489 0464: put_actor $6493 into_turret_on_car $6471 at_car_offset 0.0 -0.3 0.8 position 0 angle 360.0 with_weapon 23 0114: add_ammo_to_actor $6493 weapon 23 ammo 3000 0243: set_actor $6493 ped_stats_to 16 0350: set_actor $6493 maintain_position_when_attacked 1 02E2: set_actor $6493 weapon_accuracy_to 90 01CA: actor $6493 kill_player $PLAYER_CHAR 00AF: set_car $6471 driver_behaviour_to 4 0004: $6491 = 3 // $ = int :ASSIN4_7056 00D6: if 0038: $6491 == 4 // $ == int 004D: jump_if_false @ASSIN4_7196 00D6: if 8118: not actor $6493 dead 004D: jump_if_false @ASSIN4_7196 00D6: if 0038: $6496 == 0 // $ == int 004D: jump_if_false @ASSIN4_7147 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @ASSIN4_7147 03C1: $6472 = player $PLAYER_CHAR car_no_save 01D9: actor $6493 destroy_car $6472 0004: $6496 = 1 // $ = int :ASSIN4_7147 00D6: if 0038: $6496 == 1 // $ == int 004D: jump_if_false @ASSIN4_7196 00D6: if 80E0: not player $PLAYER_CHAR in_any_car 004D: jump_if_false @ASSIN4_7196 01CA: actor $6493 kill_player $PLAYER_CHAR 0004: $6496 = 0 // $ = int :ASSIN4_7196 00D6: if 0118: actor $6415 dead 004D: jump_if_false @ASSIN4_7217 01C2: mark_actor_as_no_longer_needed $6415 :ASSIN4_7217 00D6: if 0118: actor $6478 dead 004D: jump_if_false @ASSIN4_7238 01C2: mark_actor_as_no_longer_needed $6478 :ASSIN4_7238 00D6: if 0118: actor $6479 dead 004D: jump_if_false @ASSIN4_7259 01C2: mark_actor_as_no_longer_needed $6479 :ASSIN4_7259 00D6: if 0118: actor $6485 dead 004D: jump_if_false @ASSIN4_7280 01C2: mark_actor_as_no_longer_needed $6485 :ASSIN4_7280 00D6: if 0118: actor $6486 dead 004D: jump_if_false @ASSIN4_7301 01C2: mark_actor_as_no_longer_needed $6486 :ASSIN4_7301 00D6: if 0118: actor $6492 dead 004D: jump_if_false @ASSIN4_7322 01C2: mark_actor_as_no_longer_needed $6492 :ASSIN4_7322 00D6: if 0118: actor $6493 dead 004D: jump_if_false @ASSIN4_7343 01C2: mark_actor_as_no_longer_needed $6493 :ASSIN4_7343 00D6: if 0119: car $6469 wrecked 004D: jump_if_false @ASSIN4_7364 01C3: mark_car_as_no_longer_needed $6469 :ASSIN4_7364 00D6: if 0119: car $6470 wrecked 004D: jump_if_false @ASSIN4_7385 01C3: mark_car_as_no_longer_needed $6470 :ASSIN4_7385 00D6: if 0119: car $6471 wrecked 004D: jump_if_false @ASSIN4_7406 01C3: mark_car_as_no_longer_needed $6471 :ASSIN4_7406 00D6: if or 0018: $6418 > 0 // $ > int 0038: $6418 == -1 // $ == int 004D: jump_if_false @ASSIN4_7469 00D6: if 0118: actor $6408 dead 004D: jump_if_false @ASSIN4_7469 00BC: text_highpriority 'ASM4_25' time 5000 1 0002: jump @ASSIN4_8246 :ASSIN4_7469 00D6: if 0018: $6418 > 0 // $ > int 004D: jump_if_false @ASSIN4_7572 00D6: if 001A: 4 > $6418 // int > $ 004D: jump_if_false @ASSIN4_7572 00D6: if 0118: actor $6410 dead 004D: jump_if_false @ASSIN4_7572 00BC: text_highpriority 'ASM4_29' time 5000 1 00D6: if 8118: not actor $6415 dead 004D: jump_if_false @ASSIN4_7565 01E0: clear_leader $6415 01CA: actor $6415 kill_player $PLAYER_CHAR :ASSIN4_7565 0002: jump @ASSIN4_8246 :ASSIN4_7572 00D6: if and 001A: 4 > $6418 // int > $ 0018: $6418 > 0 // $ > int 004D: jump_if_false @ASSIN4_7811 00D6: if 0038: $6454 == 0 // $ == int 004D: jump_if_false @ASSIN4_7811 00D6: if 051A: actor $6415 damaged_by_actor $PLAYER_ACTOR 004D: jump_if_false @ASSIN4_7713 00D6: if 8118: not actor $6415 dead 004D: jump_if_false @ASSIN4_7663 01E0: clear_leader $6415 01CA: actor $6415 kill_player $PLAYER_CHAR :ASSIN4_7663 00D6: if 8118: not actor $6415 dead 004D: jump_if_false @ASSIN4_7684 054E: clear_actor $6415 damage :ASSIN4_7684 00BC: text_highpriority 'ASM4_28' time 5000 1 0004: $6454 = 1 // $ = int 0002: jump @ASSIN4_8246 :ASSIN4_7713 00D6: if 051A: actor $6410 damaged_by_actor $PLAYER_ACTOR 004D: jump_if_false @ASSIN4_7811 00D6: if 8118: not actor $6415 dead 004D: jump_if_false @ASSIN4_7761 01E0: clear_leader $6415 01CA: actor $6415 kill_player $PLAYER_CHAR :ASSIN4_7761 00D6: if 8118: not actor $6410 dead 004D: jump_if_false @ASSIN4_7782 054E: clear_actor $6410 damage :ASSIN4_7782 00BC: text_highpriority 'ASM4_28' time 5000 1 0004: $6454 = 1 // $ = int 0002: jump @ASSIN4_8246 :ASSIN4_7811 00D6: if 0018: $6418 > 0 // $ > int 004D: jump_if_false @ASSIN4_7966 00D6: if 001A: 4 > $6418 // int > $ 004D: jump_if_false @ASSIN4_7966 00D6: if 8118: not actor $6410 dead 004D: jump_if_false @ASSIN4_7966 00D6: if 00FB: player $PLAYER_CHAR 0 $6410 radius 40.0 40.0 20.0 004D: jump_if_false @ASSIN4_7966 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @ASSIN4_7966 00BC: text_highpriority 'ASM4_28' time 5000 1 00D6: if 8118: not actor $6415 dead 004D: jump_if_false @ASSIN4_7959 01E0: clear_leader $6415 01CA: actor $6415 kill_player $PLAYER_CHAR :ASSIN4_7959 0002: jump @ASSIN4_8246 :ASSIN4_7966 00D6: if 0018: $6418 > 0 // $ > int 004D: jump_if_false @ASSIN4_8071 00D6: if 001A: 4 > $6418 // int > $ 004D: jump_if_false @ASSIN4_8071 00D6: if 0018: $6459 > 97 // $ > int 004D: jump_if_false @ASSIN4_8071 00BC: text_highpriority 'ASM4_27' time 5000 1 00D6: if 8118: not actor $6415 dead 004D: jump_if_false @ASSIN4_8064 01E0: clear_leader $6415 01CA: actor $6415 kill_player $PLAYER_CHAR :ASSIN4_8064 0002: jump @ASSIN4_8246 :ASSIN4_8071 00D6: if 8118: not actor $6410 dead 004D: jump_if_false @ASSIN4_8172 00D6: if 00EC: actor $6410 0 $6426 $6427 radius 5.0 5.0 004D: jump_if_false @ASSIN4_8172 00BC: text_highpriority 'ASM4_26' time 5000 1 00D6: if 8118: not actor $6415 dead 004D: jump_if_false @ASSIN4_8165 01E0: clear_leader $6415 01CA: actor $6415 kill_player $PLAYER_CHAR :ASSIN4_8165 0002: jump @ASSIN4_8246 :ASSIN4_8172 00D6: if 0018: $6419 > 1 // $ > int 004D: jump_if_false @ASSIN4_8239 00D6: if 00F6: player $PLAYER_CHAR 1 $6446 $6447 $6448 radius 3.0 3.0 3.0 004D: jump_if_false @ASSIN4_8239 0002: jump @ASSIN4_8263 :ASSIN4_8239 0002: jump @ASSIN4_1717 :ASSIN4_8246 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :ASSIN4_8263 0004: $301 = 1 // $ = int 0318: set_latest_mission_passed 'JOB_4' 01E3: text_1number_styled 'M_PASS' number 8000 time 5000 style 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 8000 030C: progress_made += 1 0394: play_music 1 0533: increment_assassination_contracts_by 1 0164: disable_marker $297 0051: return :ASSIN4_8330 0004: $ONMISSION = 0 // $ = int 0164: disable_marker $6420 0164: disable_marker $6414 0164: disable_marker $6412 0164: disable_marker $6409 0215: destroy_pickup $6413 0215: destroy_pickup $6411 0249: release_model #WMORI 0249: release_model #HFYBU 0249: release_model #ADMIRAL 0249: release_model #MAVERICK 0249: release_model #UZI 034F: destroy_actor_with_fade $6415 // The actor fades away like a ghost 034F: destroy_actor_with_fade $6410 // The actor fades away like a ghost 034F: destroy_actor_with_fade $6478 // The actor fades away like a ghost 034F: destroy_actor_with_fade $6479 // The actor fades away like a ghost 034F: destroy_actor_with_fade $6485 // The actor fades away like a ghost 034F: destroy_actor_with_fade $6486 // The actor fades away like a ghost 034F: destroy_actor_with_fade $6492 // The actor fades away like a ghost 034F: destroy_actor_with_fade $6493 // The actor fades away like a ghost 0151: remove_status_text $6459 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 00D8: mission_cleanup 0051: return //-------------Mission 71--------------- // Originally: Loose Ends :ASSIN5 03A4: name_thread 'ASSIN5' 0050: gosub @ASSIN5_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @ASSIN5_37 0050: gosub @ASSIN5_12318 :ASSIN5_37 0050: gosub @ASSIN5_12466 004E: end_thread :ASSIN5_46 0317: increment_mission_attempts 0004: $ONMISSION = 1 // $ = int 0001: wait 0 ms 054C: use_GXT_table 'ASSIN5' 0247: request_model #SGA 0247: request_model #SGB 0247: request_model #MP5LNG 0247: request_model #CELLPHONE 0247: request_model #ADMIRAL 0247: request_model #PONY 0247: request_model #MAVERICK 0247: request_model #BARREL4 :ASSIN5_106 00D6: if or 8248: not model #SGA available 8248: not model #SGB available 8248: not model #MP5LNG available 8248: not model #CELLPHONE available 004D: jump_if_false @ASSIN5_146 0001: wait 0 ms 0002: jump @ASSIN5_106 :ASSIN5_146 00D6: if or 8248: not model #ADMIRAL available 8248: not model #PONY available 8248: not model #MAVERICK available 8248: not model #BARREL4 available 004D: jump_if_false @ASSIN5_187 0001: wait 0 ms 0002: jump @ASSIN5_146 :ASSIN5_187 023C: load_special_actor 1 'BGA' 023C: load_special_actor 2 'BGB' :ASSIN5_211 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 004D: jump_if_false @ASSIN5_241 0001: wait 0 ms 0002: 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 9.9113 range 4.0 0395: clear_area 0 at -989.819 -524.6922 11.39922 range 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 015F: set_camera_position -981.4931 -531.1837 11.49621 rotation 0.0 0.0 0.0 0157: camera_on_player $PLAYER_CHAR mode 4 switchstyle 2 0373: set_camera_directly_behind_player :ASSIN5_419 00D6: if 834E: not move_object $1818 to -973.664 -516.25 10.092 speed 0.0 0.1 0.0 collision_check 0 004D: jump_if_false @ASSIN5_478 0001: wait 0 ms 0002: jump @ASSIN5_419 :ASSIN5_478 03CF: load_wav 'JOB5_1' as 1 03CF: load_wav 'JOB5_2' as 2 :ASSIN5_502 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @ASSIN5_532 0001: wait 0 ms 0002: jump @ASSIN5_502 :ASSIN5_532 016A: fade 1 500 ms :ASSIN5_539 00D6: if 016B: fading 004D: jump_if_false @ASSIN5_563 0001: wait 0 ms 0002: jump @ASSIN5_539 :ASSIN5_563 00BC: text_highpriority 'ASM5_A' time 10000 1 03D1: play_wav 1 :ASSIN5_582 00D6: if and 83D2: not wav 1 ended 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @ASSIN5_637 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @ASSIN5_630 0002: jump @ASSIN5_916 :ASSIN5_630 0002: jump @ASSIN5_582 :ASSIN5_637 03D5: remove_text 'ASM5_A' 040D: unload_wav 1 00BC: text_highpriority 'ASM5_B' time 10000 1 03D1: play_wav 2 :ASSIN5_670 00D6: if and 83D2: not wav 2 ended 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @ASSIN5_725 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @ASSIN5_718 0002: jump @ASSIN5_916 :ASSIN5_718 0002: jump @ASSIN5_670 :ASSIN5_725 03D5: remove_text 'ASM5_B' 040D: unload_wav 2 03CF: load_wav 'JOB5_3' as 1 :ASSIN5_751 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @ASSIN5_777 0001: wait 0 ms 0002: jump @ASSIN5_751 :ASSIN5_777 015F: set_camera_position -988.1754 -532.6743 11.89331 rotation 0.0 0.0 0.0 0160: point_camera -987.3879 -532.0587 11.84551 switchstyle 2 00BC: text_highpriority 'ASM5_C' time 10000 1 03D1: play_wav 1 :ASSIN5_847 00D6: if and 83D2: not wav 1 ended 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @ASSIN5_902 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @ASSIN5_895 0002: jump @ASSIN5_916 :ASSIN5_895 0002: jump @ASSIN5_847 :ASSIN5_902 03D5: remove_text 'ASM5_C' 040D: unload_wav 1 :ASSIN5_916 040D: unload_wav 1 040D: unload_wav 2 03EB: clear_small_messages_only 0001: wait 500 ms 052B: actor $PLAYER_ACTOR hold_cellphone 0 0249: release_model #CELLPHONE 016A: fade 0 1000 ms :ASSIN5_950 00D6: if 016B: fading 004D: jump_if_false @ASSIN5_974 0001: wait 0 ms 0002: jump @ASSIN5_950 :ASSIN5_974 03DE: set_pedestrians_density_multiplier_to 1.0 01EB: set_traffic_density_multiplier_to 1.0 0006: TIMERA = 0 // @ = int 0482: set_threat_reaction_range_multiplier 2.0 03C7: set_sensitivity_to_crime_to 0.1 02A3: enable_widescreen 0 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player 01B4: set_player $PLAYER_CHAR can_move 1 0004: $6612 = 0 // $ = int 0004: $6613 = 0 // $ = int 0004: $6614 = 0 // $ = int 0004: $6615 = 0 // $ = int 0004: $6616 = 0 // $ = int 0004: $6617 = 0 // $ = int 0004: $6618 = 0 // $ = int 0004: $6619 = 0 // $ = int 0004: $6620 = 0 // $ = int 0004: $6621 = 0 // $ = int 0004: $6622 = 0 // $ = int 0004: $6623 = 0 // $ = int 0004: $6624 = 0 // $ = int 0004: $6625 = 0 // $ = int 0004: $6626 = 0 // $ = int 0004: $6627 = 0 // $ = int 0004: $6628 = 0 // $ = int 0004: $6629 = 0 // $ = int 0004: $6630 = 0 // $ = int 0004: $6631 = 0 // $ = int 0004: $6632 = 0 // $ = int 0004: $6633 = 0 // $ = int 0004: $6634 = 0 // $ = int 0004: $6635 = 0 // $ = int 0004: $6636 = 0 // $ = int 0004: $6637 = 0 // $ = int 0004: $6638 = 0 // $ = int 0004: $6647 = 0 // $ = int 0004: $6639 = 0 // $ = int 0004: $6640 = 0 // $ = int 0004: $6641 = 0 // $ = int 0004: $6642 = 0 // $ = int 0004: $6643 = 0 // $ = int 0004: $6644 = 0 // $ = int 0004: $6645 = 0 // $ = int 0004: $6646 = 0 // $ = int 0004: $6648 = 0 // $ = int 0004: $6649 = 0 // $ = int 0004: $6650 = 0 // $ = int 0004: $6651 = 0 // $ = int 0004: $6652 = 0 // $ = int 0004: $6653 = 0 // $ = int 0004: $6654 = 0 // $ = int 0004: $6655 = 0 // $ = int 0004: $6656 = 0 // $ = int 0004: $6657 = 0 // $ = int 0004: $6658 = 0 // $ = int 0004: $6659 = 0 // $ = int 0004: $6660 = 0 // $ = int 0004: $6661 = 0 // $ = int 0004: $6662 = 0 // $ = int 0004: $6663 = 0 // $ = int 0004: $6664 = 0 // $ = int 0004: $6665 = 0 // $ = int 009A: $6532 = create_actor_pedtype 21 model #SPECIAL01 at -888.0087 -516.6854 28.1699 01B2: give_actor $6532 weapon 25 ammo 300000 // Load the weapon model before using this 0173: set_actor $6532 z_angle_to 112.8337 01ED: clear_actor $6532 threat_search 0243: set_actor $6532 ped_stats_to 16 011A: set_actor $6532 search_threat 1 02A9: set_actor $6532 immune_to_nonplayer 1 009A: $6533 = create_actor_pedtype 21 model #SPECIAL02 at -886.0616 -514.7507 28.1699 01B2: give_actor $6533 weapon 25 ammo 300000 // Load the weapon model before using this 0173: set_actor $6533 z_angle_to 105.293 01ED: clear_actor $6533 threat_search 0243: set_actor $6533 ped_stats_to 16 011A: set_actor $6533 search_threat 1 02A9: set_actor $6533 immune_to_nonplayer 1 009A: $6534 = create_actor_pedtype 21 model #SPECIAL01 at -886.1217 -518.1573 28.16999 01B2: give_actor $6534 weapon 25 ammo 300000 // Load the weapon model before using this 0173: set_actor $6534 z_angle_to 104.0362 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 009A: $6535 = create_actor_pedtype 4 model #SGA at -893.7256 -517.13 28.1754 01B2: give_actor $6535 weapon 25 ammo 300000 // Load the weapon model before using this 0173: set_actor $6535 z_angle_to 279.891 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 009A: $6536 = create_actor_pedtype 4 model #SGB at -894.7341 -515.9601 28.1754 01B2: give_actor $6536 weapon 25 ammo 300000 // Load the weapon model before using this 0173: set_actor $6536 z_angle_to 285.984 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 03F9: make_actors $6535 $6532 converse_in 800000 ms 0107: $6547 = create_object #BARREL4 at -927.3963 -528.213 10.134 035D: make_object $6547 targetable 0107: $6548 = create_object #BARREL4 at -904.3218 -566.7883 9.7807 00A5: $6498 = create_car #MAVERICK at -870.6392 -516.396 28.1699 0229: set_car $6498 color_to 7 1 0175: set_car $6498 z_angle_to 183.0478 00A9: set_car $6498 to_normal_driver 00A5: $6537 = create_car #ADMIRAL at -941.5502 -513.9277 9.9197 0229: set_car $6537 color_to 0 0 00A9: set_car $6537 to_normal_driver 0175: set_car $6537 z_angle_to 5.3408 009A: $6501 = create_actor_pedtype 21 model #SPECIAL01 at -939.6057 -512.2731 9.9113 01B2: give_actor $6501 weapon 25 ammo 300000 // Load the weapon model before using this 0173: set_actor $6501 z_angle_to 90.5315 01ED: clear_actor $6501 threat_search 011A: set_actor $6501 search_threat 1 0243: set_actor $6501 ped_stats_to 16 02A9: set_actor $6501 immune_to_nonplayer 1 0350: set_actor $6501 maintain_position_when_attacked 1 009A: $6502 = create_actor_pedtype 21 model #SPECIAL02 at -939.5907 -516.5395 9.9532 01B2: give_actor $6502 weapon 25 ammo 300000 // Load the weapon model before using this 0173: set_actor $6502 z_angle_to 90.1574 01ED: clear_actor $6502 threat_search 011A: set_actor $6502 search_threat 1 0243: set_actor $6502 ped_stats_to 16 02A9: set_actor $6502 immune_to_nonplayer 1 0350: set_actor $6502 maintain_position_when_attacked 1 009A: $6503 = create_actor_pedtype 21 model #SPECIAL02 at -905.3917 -512.3774 16.9633 01B2: give_actor $6503 weapon 25 ammo 3000 // Load the weapon model before using this 0173: set_actor $6503 z_angle_to 119.0373 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 009A: $6504 = create_actor_pedtype 21 model #SPECIAL01 at -900.4265 -545.6013 21.4256 01B2: give_actor $6504 weapon 25 ammo 300000 // Load the weapon model before using this 0173: set_actor $6504 z_angle_to 81.1633 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 009A: $6505 = create_actor_pedtype 21 model #SPECIAL02 at -919.222 -544.302 10.49 01B2: give_actor $6505 weapon 25 ammo 300000 // Load the weapon model before using this 0173: set_actor $6505 z_angle_to 8.948461 02A9: set_actor $6505 immune_to_nonplayer 1 0350: set_actor $6505 maintain_position_when_attacked 1 00A5: $6539 = create_car #PONY at -925.0329 -530.9766 10.1511 0229: set_car $6539 color_to 0 0 0175: set_car $6539 z_angle_to 100.691 02AA: set_car $6539 immune_to_nonplayer 1 0129: $6506 = create_actor 21 #SPECIAL01 in_car $6539 driverseat 01B2: give_actor $6506 weapon 25 ammo 300000 // Load the weapon model before using this 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 02E2: set_actor $6506 weapon_accuracy_to 10 01C8: $6507 = create_actor_pedtype 21 model #SPECIAL02 in_car $6539 passenger_seat 0 01B2: give_actor $6507 weapon 25 ammo 300000 // Load the weapon model before using this 01ED: clear_actor $6507 threat_search 011A: set_actor $6507 search_threat 1 0243: set_actor $6507 ped_stats_to 16 02A9: set_actor $6507 immune_to_nonplayer 1 02E2: set_actor $6507 weapon_accuracy_to 10 01C8: $6508 = create_actor_pedtype 21 model #SPECIAL01 in_car $6539 passenger_seat 1 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 #SPECIAL01 in_car $6539 passenger_seat 2 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 00A9: set_car $6539 to_normal_driver 00A5: $6538 = create_car #ADMIRAL at -923.2911 -534.3985 10.1921 0175: set_car $6538 z_angle_to 95.827 0229: set_car $6538 color_to 0 0 02AA: set_car $6538 immune_to_nonplayer 1 009A: $6510 = create_actor_pedtype 21 model #SPECIAL02 at -910.9335 -549.9265 10.5692 01B2: give_actor $6510 weapon 25 ammo 300000 // Load the weapon model before using this 0173: set_actor $6510 z_angle_to 357.5166 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 0350: set_actor $6510 maintain_position_when_attacked 1 009A: $6511 = create_actor_pedtype 21 model #SPECIAL01 at -919.4705 -564.1069 10.1924 01B2: give_actor $6511 weapon 25 ammo 300000 // Load the weapon model before using this 0173: set_actor $6511 z_angle_to 11.053 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 0350: set_actor $6511 maintain_position_when_attacked 1 009A: $6512 = create_actor_pedtype 21 model #SPECIAL02 at -907.8641 -562.6886 10.3168 01B2: give_actor $6512 weapon 25 ammo 300000 // Load the weapon model before using this 0173: set_actor $6512 z_angle_to 354.8635 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 009A: $6513 = create_actor_pedtype 21 model #SPECIAL02 at -898.9297 -605.6819 11.8547 01B2: give_actor $6513 weapon 25 ammo 300000 // Load the weapon model before using this 0173: set_actor $6513 z_angle_to 182.2136 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 009A: $6514 = create_actor_pedtype 21 model #SPECIAL01 at -909.2119 -602.8759 9.5246 01B2: give_actor $6514 weapon 25 ammo 300000 // Load the weapon model before using this 0173: set_actor $6514 z_angle_to 12.6305 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 009A: $6515 = create_actor_pedtype 21 model #SPECIAL01 at -916.5301 -562.2043 12.0173 01B2: give_actor $6515 weapon 25 ammo 300000 // Load the weapon model before using this 0173: set_actor $6515 z_angle_to 137.803 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 009A: $6516 = create_actor_pedtype 21 model #SPECIAL02 at -881.8743 -584.6597 18.6255 01B2: give_actor $6516 weapon 25 ammo 300000 // Load the weapon model before using this 0173: set_actor $6516 z_angle_to 192.3254 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 009A: $6517 = create_actor_pedtype 21 model #SPECIAL01 at -931.1354 -585.5306 9.1849 01B2: give_actor $6517 weapon 25 ammo 300000 // Load the weapon model before using this 0173: set_actor $6517 z_angle_to 18.2377 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 009A: $6518 = create_actor_pedtype 21 model #SPECIAL02 at -925.1932 -615.1325 12.7716 01B2: give_actor $6518 weapon 25 ammo 300000 // Load the weapon model before using this 0173: set_actor $6518 z_angle_to 18.3567 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 0350: set_actor $6518 maintain_position_when_attacked 1 009A: $6519 = create_actor_pedtype 21 model #SPECIAL02 at -929.0777 -614.6532 14.9469 01B2: give_actor $6519 weapon 25 ammo 300000 // Load the weapon model before using this 0173: set_actor $6519 z_angle_to 17.6835 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 0350: set_actor $6518 maintain_position_when_attacked 1 009A: $6520 = create_actor_pedtype 21 model #SPECIAL01 at -927.3255 -620.7064 14.9642 01B2: give_actor $6520 weapon 25 ammo 300000 // Load the weapon model before using this 0173: set_actor $6520 z_angle_to 1.3416 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 009A: $6521 = create_actor_pedtype 21 model #SPECIAL02 at -897.9171 -632.6987 15.5191 01B2: give_actor $6521 weapon 25 ammo 300000 // Load the weapon model before using this 0173: set_actor $6521 z_angle_to 102.1576 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 $6521 maintain_position_when_attacked 1 009A: $6522 = create_actor_pedtype 21 model #SPECIAL01 at -878.5259 -624.2981 14.7945 01B2: give_actor $6522 weapon 25 ammo 300000 // Load the weapon model before using this 0173: set_actor $6522 z_angle_to 346.1281 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 009A: $6523 = create_actor_pedtype 21 model #SPECIAL02 at -867.262 -608.2192 23.1638 01B2: give_actor $6523 weapon 25 ammo 300000 // Load the weapon model before using this 0173: set_actor $6523 z_angle_to 138.8068 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 009A: $6524 = create_actor_pedtype 21 model #SPECIAL01 at -874.3932 -605.0528 14.7369 01B2: give_actor $6524 weapon 25 ammo 300000 // Load the weapon model before using this 0173: set_actor $6524 z_angle_to 101.475 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 009A: $6525 = create_actor_pedtype 21 model #SPECIAL01 at -924.4441 -575.0138 9.2581 01B2: give_actor $6525 weapon 25 ammo 300000 // Load the weapon model before using this 0173: set_actor $6525 z_angle_to 1.4189 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 009A: $6526 = create_actor_pedtype 21 model #SPECIAL01 at -867.9724 -601.2151 23.1638 01B2: give_actor $6526 weapon 25 ammo 300000 // Load the weapon model before using this 0173: set_actor $6526 z_angle_to 127.6761 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 009A: $6527 = create_actor_pedtype 21 model #SPECIAL02 at -896.634 -565.709 12.025 01B2: give_actor $6527 weapon 25 ammo 300000 // Load the weapon model before using this 0173: set_actor $6527 z_angle_to 37.43 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 02E2: set_actor $6527 weapon_accuracy_to 90 009A: $6528 = create_actor_pedtype 21 model #SPECIAL02 at -878.1485 -571.4688 18.6207 01B2: give_actor $6528 weapon 25 ammo 300000 // Load the weapon model before using this 0173: set_actor $6528 z_angle_to 138.079 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 009A: $6529 = create_actor_pedtype 21 model #SPECIAL01 at -892.1982 -552.9963 23.8094 01B2: give_actor $6529 weapon 25 ammo 300000 // Load the weapon model before using this 0173: set_actor $6529 z_angle_to 190.8916 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 009A: $6530 = create_actor_pedtype 21 model #SPECIAL01 at -929.842 -637.3516 14.9582 01B2: give_actor $6530 weapon 25 ammo 300000 // Load the weapon model before using this 0173: set_actor $6530 z_angle_to 10.5009 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 009A: $6531 = create_actor_pedtype 21 model #SPECIAL01 at -914.1021 -530.2435 10.1809 01B2: give_actor $6531 weapon 25 ammo 300000 // Load the weapon model before using this 0173: set_actor $6531 z_angle_to 45.0281 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 016A: fade 1 500 ms :ASSIN5_4353 00D6: if 016B: fading 004D: jump_if_false @ASSIN5_4377 0001: wait 0 ms 0002: jump @ASSIN5_4353 :ASSIN5_4377 0001: wait 0 ms 00D6: if 0038: $6612 == 0 // $ == int 004D: jump_if_false @ASSIN5_4541 0213: $6542 = create_pickup #BODYARMOUR type 3 at -883.108 -615.856 11.134 0213: $6545 = create_pickup #HEALTH type 3 at -867.2684 -615.3924 15.7369 0213: $6499 = create_pickup #BRIEFCASE type 3 at -891.4261 -516.9407 29.1699 03DC: $6500 = create_marker_above_pickup $6499 032B: $6543 = create_weapon_pickup #M4 3 ammo 130 at -973.5544 -518.9319 10.926 032B: $6544 = create_weapon_pickup #SHOTGSPA 3 ammo 50 at -898.9763 -549.0946 22.432 0004: $6612 = 1 // $ = int :ASSIN5_4541 00D6: if 0038: $6612 == 1 // $ == int 004D: jump_if_false @ASSIN5_4581 00BC: text_highpriority 'ASM5_1' time 7000 2 0004: $6612 = 2 // $ = int :ASSIN5_4581 00D6: if 0038: $6612 == 2 // $ == int 004D: jump_if_false @ASSIN5_12311 00D6: if 0038: $6613 == 0 // $ == int 004D: jump_if_false @ASSIN5_4868 00D6: if 8119: not car $6538 wrecked 004D: jump_if_false @ASSIN5_4868 0227: $6540 = car $6538 health 00D6: if 8119: not car $6539 wrecked 004D: jump_if_false @ASSIN5_4868 0227: $6541 = car $6539 health 00D6: if or 00E3: player $PLAYER_CHAR 0 -914.0022 -533.3141 radius 12.0 12.0 001A: 990 > $6540 // int > $ 001A: 990 > $6541 // int > $ 004D: jump_if_false @ASSIN5_4868 00D6: if 8118: not actor $6506 dead 004D: jump_if_false @ASSIN5_4743 01CA: actor $6506 kill_player $PLAYER_CHAR :ASSIN5_4743 00D6: if 8118: not actor $6507 dead 004D: jump_if_false @ASSIN5_4767 01CA: actor $6507 kill_player $PLAYER_CHAR :ASSIN5_4767 00D6: if 8118: not actor $6508 dead 004D: jump_if_false @ASSIN5_4791 01CA: actor $6508 kill_player $PLAYER_CHAR :ASSIN5_4791 00D6: if 8118: not actor $6509 dead 004D: jump_if_false @ASSIN5_4815 01CA: actor $6509 kill_player $PLAYER_CHAR :ASSIN5_4815 00D6: if 8119: not car $6538 wrecked 004D: jump_if_false @ASSIN5_4838 02AA: set_car $6538 immune_to_nonplayer 0 :ASSIN5_4838 00D6: if 8119: not car $6539 wrecked 004D: jump_if_false @ASSIN5_4861 02AA: set_car $6539 immune_to_nonplayer 0 :ASSIN5_4861 0004: $6613 = 1 // $ = int :ASSIN5_4868 00D6: if 8118: not actor $6501 dead 004D: jump_if_false @ASSIN5_5174 00D6: if 0038: $6614 == 0 // $ == int 004D: jump_if_false @ASSIN5_4917 01CA: actor $6501 kill_player $PLAYER_CHAR 0004: $6614 = 1 // $ = int :ASSIN5_4917 00D6: if 0038: $6614 == 1 // $ == int 004D: jump_if_false @ASSIN5_5174 00D6: if 0038: $6637 == 0 // $ == int 004D: jump_if_false @ASSIN5_5073 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @ASSIN5_5024 00D6: if 80E9: not player $PLAYER_CHAR 0 $6501 radius 5.0 5.0 004D: jump_if_false @ASSIN5_5017 01BD: $6551 = current_time_in_ms 04EB: actor $6501 crouch 1 300000 ms :ASSIN5_5017 0002: jump @ASSIN5_5073 :ASSIN5_5024 01BD: $6549 = current_time_in_ms 0084: $6550 = $6549 // $ = $ int 0060: $6550 -= $6551 // $ -= $ int 00D6: if 0018: $6550 > 2500 // $ > int 004D: jump_if_false @ASSIN5_5073 04EB: actor $6501 crouch 0 100 ms :ASSIN5_5073 00D6: if 0038: $6637 == 0 // $ == int 004D: jump_if_false @ASSIN5_5174 00D6: if or 00E9: player $PLAYER_CHAR 0 $6501 radius 5.0 5.0 02D7: player $PLAYER_CHAR current_weapon == 30 02D7: player $PLAYER_CHAR current_weapon == 28 02D7: player $PLAYER_CHAR current_weapon == 29 004D: jump_if_false @ASSIN5_5174 04EB: actor $6501 crouch 0 100 ms 0350: set_actor $6501 maintain_position_when_attacked 0 01CA: actor $6501 kill_player $PLAYER_CHAR 0004: $6637 = 1 // $ = int :ASSIN5_5174 00D6: if 8118: not actor $6502 dead 004D: jump_if_false @ASSIN5_5459 00D6: if 0038: $6615 == 0 // $ == int 004D: jump_if_false @ASSIN5_5223 01CA: actor $6502 kill_player $PLAYER_CHAR 0004: $6615 = 1 // $ = int :ASSIN5_5223 00D6: if 0038: $6615 == 1 // $ == int 004D: jump_if_false @ASSIN5_5459 00D6: if 0038: $6638 == 0 // $ == int 004D: jump_if_false @ASSIN5_5379 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @ASSIN5_5330 00D6: if 80E9: not player $PLAYER_CHAR 0 $6502 radius 5.0 5.0 004D: jump_if_false @ASSIN5_5323 01BD: $6554 = current_time_in_ms 04EB: actor $6502 crouch 1 300000 ms :ASSIN5_5323 0002: jump @ASSIN5_5379 :ASSIN5_5330 01BD: $6552 = current_time_in_ms 0084: $6553 = $6552 // $ = $ int 0060: $6553 -= $6554 // $ -= $ int 00D6: if 0018: $6553 > 2000 // $ > int 004D: jump_if_false @ASSIN5_5379 04EB: actor $6502 crouch 0 100 ms :ASSIN5_5379 00D6: if 0038: $6638 == 0 // $ == int 004D: jump_if_false @ASSIN5_5459 00D6: if 00E9: player $PLAYER_CHAR 0 $6502 radius 5.0 5.0 004D: jump_if_false @ASSIN5_5459 04EB: actor $6502 crouch 0 100 ms 0350: set_actor $6502 maintain_position_when_attacked 0 01CA: actor $6502 kill_player $PLAYER_CHAR 0004: $6638 = 1 // $ = int :ASSIN5_5459 00D6: if 8118: not actor $6505 dead 004D: jump_if_false @ASSIN5_5744 00D6: if 0038: $6616 == 0 // $ == int 004D: jump_if_false @ASSIN5_5508 01CA: actor $6505 kill_player $PLAYER_CHAR 0004: $6616 = 1 // $ = int :ASSIN5_5508 00D6: if 0038: $6616 == 1 // $ == int 004D: jump_if_false @ASSIN5_5744 00D6: if 0038: $6639 == 0 // $ == int 004D: jump_if_false @ASSIN5_5664 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @ASSIN5_5615 00D6: if 80E9: not player $PLAYER_CHAR 0 $6505 radius 5.0 5.0 004D: jump_if_false @ASSIN5_5608 01BD: $6557 = current_time_in_ms 04EB: actor $6505 crouch 1 300000 ms :ASSIN5_5608 0002: jump @ASSIN5_5664 :ASSIN5_5615 01BD: $6555 = current_time_in_ms 0084: $6556 = $6555 // $ = $ int 0060: $6556 -= $6557 // $ -= $ int 00D6: if 0018: $6556 > 2500 // $ > int 004D: jump_if_false @ASSIN5_5664 04EB: actor $6505 crouch 0 100 ms :ASSIN5_5664 00D6: if 0038: $6639 == 0 // $ == int 004D: jump_if_false @ASSIN5_5744 00D6: if 00E9: player $PLAYER_CHAR 0 $6505 radius 7.0 7.0 004D: jump_if_false @ASSIN5_5744 04EB: actor $6505 crouch 0 100 ms 0350: set_actor $6505 maintain_position_when_attacked 0 01CA: actor $6505 kill_player $PLAYER_CHAR 0004: $6639 = 1 // $ = int :ASSIN5_5744 00D6: if 8118: not actor $6510 dead 004D: jump_if_false @ASSIN5_6066 00D6: if 0038: $6617 == 0 // $ == int 004D: jump_if_false @ASSIN5_5793 01CA: actor $6510 kill_player $PLAYER_CHAR 0004: $6617 = 1 // $ = int :ASSIN5_5793 00D6: if 0038: $6617 == 1 // $ == int 004D: jump_if_false @ASSIN5_6066 00D6: if 0038: $6640 == 0 // $ == int 004D: jump_if_false @ASSIN5_5949 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @ASSIN5_5900 00D6: if 80E9: not player $PLAYER_CHAR 0 $6510 radius 5.0 5.0 004D: jump_if_false @ASSIN5_5893 01BD: $6560 = current_time_in_ms 04EB: actor $6510 crouch 1 300000 ms :ASSIN5_5893 0002: jump @ASSIN5_5949 :ASSIN5_5900 01BD: $6558 = current_time_in_ms 0084: $6559 = $6558 // $ = $ int 0060: $6559 -= $6560 // $ -= $ int 00D6: if 0018: $6559 > 3500 // $ > int 004D: jump_if_false @ASSIN5_5949 04EB: actor $6510 crouch 0 100 ms :ASSIN5_5949 00D6: if 0038: $6640 == 0 // $ == int 004D: jump_if_false @ASSIN5_6066 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @ASSIN5_6066 00D6: if or 00E9: player $PLAYER_CHAR 0 $6510 radius 7.0 7.0 02D7: player $PLAYER_CHAR current_weapon == 30 02D7: player $PLAYER_CHAR current_weapon == 28 02D7: player $PLAYER_CHAR current_weapon == 29 004D: jump_if_false @ASSIN5_6066 04EB: actor $6510 crouch 0 100 ms 0350: set_actor $6510 maintain_position_when_attacked 0 01CA: actor $6510 kill_player $PLAYER_CHAR 0004: $6640 = 1 // $ = int :ASSIN5_6066 00D6: if 8118: not actor $6511 dead 004D: jump_if_false @ASSIN5_6355 00D6: if 0038: $6618 == 0 // $ == int 004D: jump_if_false @ASSIN5_6115 01CA: actor $6511 kill_player $PLAYER_CHAR 0004: $6618 = 1 // $ = int :ASSIN5_6115 00D6: if 0038: $6618 == 1 // $ == int 004D: jump_if_false @ASSIN5_6355 00D6: if 0038: $6641 == 0 // $ == int 004D: jump_if_false @ASSIN5_6271 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @ASSIN5_6222 00D6: if 80E9: not player $PLAYER_CHAR 0 $6511 radius 5.0 5.0 004D: jump_if_false @ASSIN5_6215 01BD: $6563 = current_time_in_ms 04EB: actor $6511 crouch 1 300000 ms :ASSIN5_6215 0002: jump @ASSIN5_6271 :ASSIN5_6222 01BD: $6561 = current_time_in_ms 0084: $6562 = $6561 // $ = $ int 0060: $6562 -= $6563 // $ -= $ int 00D6: if 0018: $6562 > 2500 // $ > int 004D: jump_if_false @ASSIN5_6271 04EB: actor $6511 crouch 0 100 ms :ASSIN5_6271 00D6: if 0038: $6641 == 0 // $ == int 004D: jump_if_false @ASSIN5_6355 00D6: if or 00E9: player $PLAYER_CHAR 0 $6511 radius 7.0 7.0 02D7: player $PLAYER_CHAR current_weapon == 30 02D7: player $PLAYER_CHAR current_weapon == 28 02D7: player $PLAYER_CHAR current_weapon == 29 004D: jump_if_false @ASSIN5_6355 02E2: set_actor $6511 weapon_accuracy_to 90 0004: $6641 = 1 // $ = int :ASSIN5_6355 00D6: if 8118: not actor $6512 dead 004D: jump_if_false @ASSIN5_6640 00D6: if 0038: $6619 == 0 // $ == int 004D: jump_if_false @ASSIN5_6404 01CA: actor $6512 kill_player $PLAYER_CHAR 0004: $6619 = 1 // $ = int :ASSIN5_6404 00D6: if 0038: $6619 == 1 // $ == int 004D: jump_if_false @ASSIN5_6640 00D6: if 0038: $6642 == 0 // $ == int 004D: jump_if_false @ASSIN5_6560 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @ASSIN5_6511 00D6: if 80E9: not player $PLAYER_CHAR 0 $6512 radius 5.0 5.0 004D: jump_if_false @ASSIN5_6504 01BD: $6566 = current_time_in_ms 04EB: actor $6512 crouch 1 300000 ms :ASSIN5_6504 0002: jump @ASSIN5_6560 :ASSIN5_6511 01BD: $6564 = current_time_in_ms 0084: $6565 = $6564 // $ = $ int 0060: $6565 -= $6566 // $ -= $ int 00D6: if 0018: $6565 > 3500 // $ > int 004D: jump_if_false @ASSIN5_6560 04EB: actor $6512 crouch 0 100 ms :ASSIN5_6560 00D6: if 0038: $6642 == 0 // $ == int 004D: jump_if_false @ASSIN5_6640 00D6: if 00E9: player $PLAYER_CHAR 0 $6512 radius 10.0 10.0 004D: jump_if_false @ASSIN5_6640 04EB: actor $6512 crouch 0 100 ms 0350: set_actor $6512 maintain_position_when_attacked 0 01CA: actor $6512 kill_player $PLAYER_CHAR 0004: $6642 = 1 // $ = int :ASSIN5_6640 00D6: if 8118: not actor $6514 dead 004D: jump_if_false @ASSIN5_6941 00D6: if 0038: $6621 == 0 // $ == int 004D: jump_if_false @ASSIN5_6689 01CA: actor $6514 kill_player $PLAYER_CHAR 0004: $6621 = 1 // $ = int :ASSIN5_6689 00D6: if 0038: $6621 == 1 // $ == int 004D: jump_if_false @ASSIN5_6941 00D6: if 0038: $6644 == 0 // $ == int 004D: jump_if_false @ASSIN5_6845 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @ASSIN5_6796 00D6: if 80E9: not player $PLAYER_CHAR 0 $6514 radius 5.0 5.0 004D: jump_if_false @ASSIN5_6789 01BD: $6569 = current_time_in_ms 04EB: actor $6514 crouch 1 300000 ms :ASSIN5_6789 0002: jump @ASSIN5_6845 :ASSIN5_6796 01BD: $6567 = current_time_in_ms 0084: $6568 = $6567 // $ = $ int 0060: $6568 -= $6569 // $ -= $ int 00D6: if 0018: $6568 > 3000 // $ > int 004D: jump_if_false @ASSIN5_6845 04EB: actor $6514 crouch 0 100 ms :ASSIN5_6845 00D6: if 0038: $6644 == 0 // $ == int 004D: jump_if_false @ASSIN5_6941 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @ASSIN5_6941 00D6: if 00E9: player $PLAYER_CHAR 0 $6514 radius 10.0 10.0 004D: jump_if_false @ASSIN5_6941 04EB: actor $6514 crouch 0 100 ms 0350: set_actor $6514 maintain_position_when_attacked 0 01CA: actor $6514 kill_player $PLAYER_CHAR 0004: $6644 = 1 // $ = int :ASSIN5_6941 00D6: if 8118: not actor $6513 dead 004D: jump_if_false @ASSIN5_7082 00D6: if 0038: $6620 == 0 // $ == int 004D: jump_if_false @ASSIN5_7002 01CA: actor $6513 kill_player $PLAYER_CHAR 04EB: actor $6513 crouch 1 800000 ms 0004: $6620 = 1 // $ = int :ASSIN5_7002 00D6: if 0038: $6643 == 0 // $ == int 004D: jump_if_false @ASSIN5_7082 00D6: if 00E9: player $PLAYER_CHAR 0 $6513 radius 5.0 5.0 004D: jump_if_false @ASSIN5_7082 04EB: actor $6513 crouch 0 100 ms 0350: set_actor $6513 maintain_position_when_attacked 0 01CA: actor $6513 kill_player $PLAYER_CHAR 0004: $6643 = 1 // $ = int :ASSIN5_7082 00D6: if 8118: not actor $6515 dead 004D: jump_if_false @ASSIN5_7223 00D6: if 0038: $6622 == 0 // $ == int 004D: jump_if_false @ASSIN5_7143 01CA: actor $6515 kill_player $PLAYER_CHAR 04EB: actor $6515 crouch 1 800000 ms 0004: $6622 = 1 // $ = int :ASSIN5_7143 00D6: if 0038: $6645 == 0 // $ == int 004D: jump_if_false @ASSIN5_7223 00D6: if 00E9: player $PLAYER_CHAR 0 $6515 radius 5.0 5.0 004D: jump_if_false @ASSIN5_7223 04EB: actor $6515 crouch 0 100 ms 0350: set_actor $6515 maintain_position_when_attacked 0 01CA: actor $6515 kill_player $PLAYER_CHAR 0004: $6645 = 1 // $ = int :ASSIN5_7223 00D6: if 0038: $6647 == 0 // $ == int 004D: jump_if_false @ASSIN5_7371 00D6: if 8118: not actor $6503 dead 004D: jump_if_false @ASSIN5_7371 00D6: if 02CB: actor $6503 bounding_sphere_visible 004D: jump_if_false @ASSIN5_7371 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @ASSIN5_7371 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @ASSIN5_7371 00D6: if or 00E9: player $PLAYER_CHAR 0 $6503 radius 30.0 30.0 02D7: player $PLAYER_CHAR current_weapon == 30 02D7: player $PLAYER_CHAR current_weapon == 28 02D7: player $PLAYER_CHAR current_weapon == 29 004D: jump_if_false @ASSIN5_7371 02E2: set_actor $6503 weapon_accuracy_to 95 0004: $6647 = 1 // $ = int :ASSIN5_7371 00D6: if 8118: not actor $6518 dead 004D: jump_if_false @ASSIN5_7672 00D6: if 0038: $6623 == 0 // $ == int 004D: jump_if_false @ASSIN5_7420 01CA: actor $6518 kill_player $PLAYER_CHAR 0004: $6623 = 1 // $ = int :ASSIN5_7420 00D6: if 0038: $6623 == 1 // $ == int 004D: jump_if_false @ASSIN5_7672 00D6: if 0038: $6650 == 0 // $ == int 004D: jump_if_false @ASSIN5_7576 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @ASSIN5_7527 00D6: if 80E9: not player $PLAYER_CHAR 0 $6518 radius 5.0 5.0 004D: jump_if_false @ASSIN5_7520 01BD: $6572 = current_time_in_ms 04EB: actor $6518 crouch 1 300000 ms :ASSIN5_7520 0002: jump @ASSIN5_7576 :ASSIN5_7527 01BD: $6570 = current_time_in_ms 0084: $6571 = $6570 // $ = $ int 0060: $6571 -= $6572 // $ -= $ int 00D6: if 0018: $6571 > 2000 // $ > int 004D: jump_if_false @ASSIN5_7576 04EB: actor $6518 crouch 0 100 ms :ASSIN5_7576 00D6: if 0038: $6650 == 0 // $ == int 004D: jump_if_false @ASSIN5_7672 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @ASSIN5_7672 00D6: if 00E9: player $PLAYER_CHAR 0 $6518 radius 10.0 10.0 004D: jump_if_false @ASSIN5_7672 04EB: actor $6518 crouch 0 100 ms 0350: set_actor $6518 maintain_position_when_attacked 0 01CA: actor $6518 kill_player $PLAYER_CHAR 0004: $6650 = 1 // $ = int :ASSIN5_7672 00D6: if 8118: not actor $6519 dead 004D: jump_if_false @ASSIN5_7977 00D6: if 0038: $6624 == 0 // $ == int 004D: jump_if_false @ASSIN5_7721 01CA: actor $6519 kill_player $PLAYER_CHAR 0004: $6624 = 1 // $ = int :ASSIN5_7721 00D6: if 0038: $6624 == 1 // $ == int 004D: jump_if_false @ASSIN5_7977 00D6: if 0038: $6651 == 0 // $ == int 004D: jump_if_false @ASSIN5_7877 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @ASSIN5_7828 00D6: if 80E9: not player $PLAYER_CHAR 0 $6519 radius 5.0 5.0 004D: jump_if_false @ASSIN5_7821 01BD: $6575 = current_time_in_ms 04EB: actor $6519 crouch 1 300000 ms :ASSIN5_7821 0002: jump @ASSIN5_7877 :ASSIN5_7828 01BD: $6573 = current_time_in_ms 0084: $6574 = $6573 // $ = $ int 0060: $6574 -= $6575 // $ -= $ int 00D6: if 0018: $6574 > 4000 // $ > int 004D: jump_if_false @ASSIN5_7877 04EB: actor $6519 crouch 0 100 ms :ASSIN5_7877 00D6: if 0038: $6651 == 0 // $ == int 004D: jump_if_false @ASSIN5_7977 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @ASSIN5_7977 00D6: if or 00E9: player $PLAYER_CHAR 0 $6519 radius 10.0 10.0 02D7: player $PLAYER_CHAR current_weapon == 30 02D7: player $PLAYER_CHAR current_weapon == 28 02D7: player $PLAYER_CHAR current_weapon == 29 004D: jump_if_false @ASSIN5_7977 02E2: set_actor $6519 weapon_accuracy_to 90 0004: $6651 = 1 // $ = int :ASSIN5_7977 00D6: if 8118: not actor $6520 dead 004D: jump_if_false @ASSIN5_8282 00D6: if 0038: $6625 == 0 // $ == int 004D: jump_if_false @ASSIN5_8026 01CA: actor $6520 kill_player $PLAYER_CHAR 0004: $6625 = 1 // $ = int :ASSIN5_8026 00D6: if 0038: $6625 == 1 // $ == int 004D: jump_if_false @ASSIN5_8282 00D6: if 0038: $6652 == 0 // $ == int 004D: jump_if_false @ASSIN5_8182 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @ASSIN5_8133 00D6: if 80E9: not player $PLAYER_CHAR 0 $6520 radius 5.0 5.0 004D: jump_if_false @ASSIN5_8126 01BD: $6578 = current_time_in_ms 04EB: actor $6520 crouch 1 300000 ms :ASSIN5_8126 0002: jump @ASSIN5_8182 :ASSIN5_8133 01BD: $6576 = current_time_in_ms 0084: $6577 = $6576 // $ = $ int 0060: $6577 -= $6578 // $ -= $ int 00D6: if 0018: $6577 > 3500 // $ > int 004D: jump_if_false @ASSIN5_8182 04EB: actor $6520 crouch 0 100 ms :ASSIN5_8182 00D6: if 0038: $6652 == 0 // $ == int 004D: jump_if_false @ASSIN5_8282 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @ASSIN5_8282 00D6: if or 00E9: player $PLAYER_CHAR 0 $6520 radius 7.0 7.0 02D7: player $PLAYER_CHAR current_weapon == 30 02D7: player $PLAYER_CHAR current_weapon == 28 02D7: player $PLAYER_CHAR current_weapon == 29 004D: jump_if_false @ASSIN5_8282 02E2: set_actor $6520 weapon_accuracy_to 90 0004: $6652 = 1 // $ = int :ASSIN5_8282 00D6: if 8118: not actor $6521 dead 004D: jump_if_false @ASSIN5_8587 00D6: if 0038: $6626 == 0 // $ == int 004D: jump_if_false @ASSIN5_8331 01CA: actor $6521 kill_player $PLAYER_CHAR 0004: $6626 = 1 // $ = int :ASSIN5_8331 00D6: if 0038: $6626 == 1 // $ == int 004D: jump_if_false @ASSIN5_8587 00D6: if 0038: $6653 == 0 // $ == int 004D: jump_if_false @ASSIN5_8487 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @ASSIN5_8438 00D6: if 80E9: not player $PLAYER_CHAR 0 $6521 radius 5.0 5.0 004D: jump_if_false @ASSIN5_8431 01BD: $6581 = current_time_in_ms 04EB: actor $6521 crouch 1 300000 ms :ASSIN5_8431 0002: jump @ASSIN5_8487 :ASSIN5_8438 01BD: $6579 = current_time_in_ms 0084: $6580 = $6579 // $ = $ int 0060: $6580 -= $6581 // $ -= $ int 00D6: if 0018: $6580 > 4000 // $ > int 004D: jump_if_false @ASSIN5_8487 04EB: actor $6521 crouch 0 100 ms :ASSIN5_8487 00D6: if 0038: $6653 == 0 // $ == int 004D: jump_if_false @ASSIN5_8587 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @ASSIN5_8587 00D6: if or 00E9: player $PLAYER_CHAR 0 $6521 radius 10.0 10.0 02D7: player $PLAYER_CHAR current_weapon == 30 02D7: player $PLAYER_CHAR current_weapon == 28 02D7: player $PLAYER_CHAR current_weapon == 29 004D: jump_if_false @ASSIN5_8587 02E2: set_actor $6521 weapon_accuracy_to 90 0004: $6653 = 1 // $ = int :ASSIN5_8587 00D6: if 8118: not actor $6522 dead 004D: jump_if_false @ASSIN5_8872 00D6: if 0038: $6627 == 0 // $ == int 004D: jump_if_false @ASSIN5_8636 01CA: actor $6522 kill_player $PLAYER_CHAR 0004: $6627 = 1 // $ = int :ASSIN5_8636 00D6: if 0038: $6627 == 1 // $ == int 004D: jump_if_false @ASSIN5_8872 00D6: if 0038: $6654 == 0 // $ == int 004D: jump_if_false @ASSIN5_8792 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @ASSIN5_8743 00D6: if 80E9: not player $PLAYER_CHAR 0 $6522 radius 5.0 5.0 004D: jump_if_false @ASSIN5_8736 01BD: $6584 = current_time_in_ms 04EB: actor $6522 crouch 1 300000 ms :ASSIN5_8736 0002: jump @ASSIN5_8792 :ASSIN5_8743 01BD: $6582 = current_time_in_ms 0084: $6583 = $6582 // $ = $ int 0060: $6583 -= $6584 // $ -= $ int 00D6: if 0018: $6583 > 4000 // $ > int 004D: jump_if_false @ASSIN5_8792 04EB: actor $6522 crouch 0 100 ms :ASSIN5_8792 00D6: if 0038: $6654 == 0 // $ == int 004D: jump_if_false @ASSIN5_8872 00D6: if 00E9: player $PLAYER_CHAR 0 $6522 radius 10.0 10.0 004D: jump_if_false @ASSIN5_8872 04EB: actor $6522 crouch 0 100 ms 0350: set_actor $6522 maintain_position_when_attacked 0 01CA: actor $6522 kill_player $PLAYER_CHAR 0004: $6654 = 1 // $ = int :ASSIN5_8872 00D6: if 8118: not actor $6523 dead 004D: jump_if_false @ASSIN5_9157 00D6: if 0038: $6628 == 0 // $ == int 004D: jump_if_false @ASSIN5_8921 01CA: actor $6523 kill_player $PLAYER_CHAR 0004: $6628 = 1 // $ = int :ASSIN5_8921 00D6: if 0038: $6628 == 1 // $ == int 004D: jump_if_false @ASSIN5_9157 00D6: if 0038: $6655 == 0 // $ == int 004D: jump_if_false @ASSIN5_9077 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @ASSIN5_9028 00D6: if 80E9: not player $PLAYER_CHAR 0 $6523 radius 5.0 5.0 004D: jump_if_false @ASSIN5_9021 01BD: $6587 = current_time_in_ms 04EB: actor $6523 crouch 1 300000 ms :ASSIN5_9021 0002: jump @ASSIN5_9077 :ASSIN5_9028 01BD: $6585 = current_time_in_ms 0084: $6586 = $6585 // $ = $ int 0060: $6586 -= $6587 // $ -= $ int 00D6: if 0018: $6586 > 3000 // $ > int 004D: jump_if_false @ASSIN5_9077 04EB: actor $6523 crouch 0 100 ms :ASSIN5_9077 00D6: if 0038: $6655 == 0 // $ == int 004D: jump_if_false @ASSIN5_9157 00D6: if 00E9: player $PLAYER_CHAR 0 $6523 radius 10.0 10.0 004D: jump_if_false @ASSIN5_9157 04EB: actor $6523 crouch 0 100 ms 0350: set_actor $6523 maintain_position_when_attacked 0 01CA: actor $6523 kill_player $PLAYER_CHAR 0004: $6655 = 1 // $ = int :ASSIN5_9157 00D6: if 8118: not actor $6524 dead 004D: jump_if_false @ASSIN5_9479 00D6: if 0038: $6629 == 0 // $ == int 004D: jump_if_false @ASSIN5_9206 01CA: actor $6524 kill_player $PLAYER_CHAR 0004: $6629 = 1 // $ = int :ASSIN5_9206 00D6: if 0038: $6629 == 1 // $ == int 004D: jump_if_false @ASSIN5_9479 00D6: if 0038: $6656 == 0 // $ == int 004D: jump_if_false @ASSIN5_9362 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @ASSIN5_9313 00D6: if 80E9: not player $PLAYER_CHAR 0 $6524 radius 5.0 5.0 004D: jump_if_false @ASSIN5_9306 01BD: $6590 = current_time_in_ms 04EB: actor $6524 crouch 1 300000 ms :ASSIN5_9306 0002: jump @ASSIN5_9362 :ASSIN5_9313 01BD: $6588 = current_time_in_ms 0084: $6589 = $6588 // $ = $ int 0060: $6589 -= $6590 // $ -= $ int 00D6: if 0018: $6589 > 2000 // $ > int 004D: jump_if_false @ASSIN5_9362 04EB: actor $6524 crouch 0 100 ms :ASSIN5_9362 00D6: if 0038: $6656 == 0 // $ == int 004D: jump_if_false @ASSIN5_9479 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @ASSIN5_9479 00D6: if or 00E9: player $PLAYER_CHAR 0 $6524 radius 2.0 2.0 02D7: player $PLAYER_CHAR current_weapon == 30 02D7: player $PLAYER_CHAR current_weapon == 28 02D7: player $PLAYER_CHAR current_weapon == 29 004D: jump_if_false @ASSIN5_9479 04EB: actor $6524 crouch 0 100 ms 0350: set_actor $6524 maintain_position_when_attacked 0 01CA: actor $6524 kill_player $PLAYER_CHAR 0004: $6656 = 1 // $ = int :ASSIN5_9479 00D6: if 8118: not actor $6525 dead 004D: jump_if_false @ASSIN5_9764 00D6: if 0038: $6630 == 0 // $ == int 004D: jump_if_false @ASSIN5_9528 01CA: actor $6525 kill_player $PLAYER_CHAR 0004: $6630 = 1 // $ = int :ASSIN5_9528 00D6: if 0038: $6630 == 1 // $ == int 004D: jump_if_false @ASSIN5_9764 00D6: if 0038: $6657 == 0 // $ == int 004D: jump_if_false @ASSIN5_9684 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @ASSIN5_9635 00D6: if 80E9: not player $PLAYER_CHAR 0 $6525 radius 5.0 5.0 004D: jump_if_false @ASSIN5_9628 01BD: $6593 = current_time_in_ms 04EB: actor $6525 crouch 1 300000 ms :ASSIN5_9628 0002: jump @ASSIN5_9684 :ASSIN5_9635 01BD: $6591 = current_time_in_ms 0084: $6592 = $6591 // $ = $ int 0060: $6592 -= $6593 // $ -= $ int 00D6: if 0018: $6592 > 3000 // $ > int 004D: jump_if_false @ASSIN5_9684 04EB: actor $6525 crouch 0 100 ms :ASSIN5_9684 00D6: if 0038: $6657 == 0 // $ == int 004D: jump_if_false @ASSIN5_9764 00D6: if 00E9: player $PLAYER_CHAR 0 $6525 radius 3.0 3.0 004D: jump_if_false @ASSIN5_9764 04EB: actor $6525 crouch 0 100 ms 0350: set_actor $6525 maintain_position_when_attacked 0 01CA: actor $6525 kill_player $PLAYER_CHAR 0004: $6657 = 1 // $ = int :ASSIN5_9764 00D6: if 0038: $6649 == 0 // $ == int 004D: jump_if_false @ASSIN5_9896 00D6: if 8118: not actor $6517 dead 004D: jump_if_false @ASSIN5_9896 00D6: if 02CB: actor $6517 bounding_sphere_visible 004D: jump_if_false @ASSIN5_9896 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @ASSIN5_9896 00D6: if or 00E9: player $PLAYER_CHAR 0 $6517 radius 20.0 20.0 02D7: player $PLAYER_CHAR current_weapon == 30 02D7: player $PLAYER_CHAR current_weapon == 28 02D7: player $PLAYER_CHAR current_weapon == 29 004D: jump_if_false @ASSIN5_9896 02E2: set_actor $6517 weapon_accuracy_to 90 0004: $6649 = 1 // $ = int :ASSIN5_9896 00D6: if 8118: not actor $6526 dead 004D: jump_if_false @ASSIN5_10218 00D6: if 0038: $6631 == 0 // $ == int 004D: jump_if_false @ASSIN5_9945 01CA: actor $6526 kill_player $PLAYER_CHAR 0004: $6631 = 1 // $ = int :ASSIN5_9945 00D6: if 0038: $6631 == 1 // $ == int 004D: jump_if_false @ASSIN5_10218 00D6: if 0038: $6658 == 0 // $ == int 004D: jump_if_false @ASSIN5_10101 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @ASSIN5_10052 00D6: if 80E9: not player $PLAYER_CHAR 0 $6526 radius 5.0 5.0 004D: jump_if_false @ASSIN5_10045 01BD: $6596 = current_time_in_ms 04EB: actor $6526 crouch 1 300000 ms :ASSIN5_10045 0002: jump @ASSIN5_10101 :ASSIN5_10052 01BD: $6594 = current_time_in_ms 0084: $6595 = $6594 // $ = $ int 0060: $6595 -= $6596 // $ -= $ int 00D6: if 0018: $6595 > 2000 // $ > int 004D: jump_if_false @ASSIN5_10101 04EB: actor $6526 crouch 0 100 ms :ASSIN5_10101 00D6: if 0038: $6658 == 0 // $ == int 004D: jump_if_false @ASSIN5_10218 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @ASSIN5_10218 00D6: if or 00E9: player $PLAYER_CHAR 0 $6526 radius 10.0 10.0 02D7: player $PLAYER_CHAR current_weapon == 30 02D7: player $PLAYER_CHAR current_weapon == 28 02D7: player $PLAYER_CHAR current_weapon == 29 004D: jump_if_false @ASSIN5_10218 04EB: actor $6526 crouch 0 100 ms 0350: set_actor $6526 maintain_position_when_attacked 0 01CA: actor $6526 kill_player $PLAYER_CHAR 0004: $6658 = 1 // $ = int :ASSIN5_10218 00D6: if 8118: not actor $6527 dead 004D: jump_if_false @ASSIN5_10531 00D6: if 0038: $6632 == 0 // $ == int 004D: jump_if_false @ASSIN5_10267 01CA: actor $6527 kill_player $PLAYER_CHAR 0004: $6632 = 1 // $ = int :ASSIN5_10267 00D6: if 0038: $6632 == 1 // $ == int 004D: jump_if_false @ASSIN5_10531 00D6: if 0038: $6659 == 0 // $ == int 004D: jump_if_false @ASSIN5_10423 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @ASSIN5_10374 00D6: if 80E9: not player $PLAYER_CHAR 0 $6527 radius 5.0 5.0 004D: jump_if_false @ASSIN5_10367 01BD: $6599 = current_time_in_ms 04EB: actor $6527 crouch 1 300000 ms :ASSIN5_10367 0002: jump @ASSIN5_10423 :ASSIN5_10374 01BD: $6597 = current_time_in_ms 0084: $6598 = $6597 // $ = $ int 0060: $6598 -= $6599 // $ -= $ int 00D6: if 0018: $6598 > 2500 // $ > int 004D: jump_if_false @ASSIN5_10423 04EB: actor $6527 crouch 0 100 ms :ASSIN5_10423 00D6: if 0038: $6659 == 0 // $ == int 004D: jump_if_false @ASSIN5_10531 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @ASSIN5_10531 00D6: if or 00E9: player $PLAYER_CHAR 0 $6527 radius 5.0 5.0 02D7: player $PLAYER_CHAR current_weapon == 30 02D7: player $PLAYER_CHAR current_weapon == 28 02D7: player $PLAYER_CHAR current_weapon == 29 004D: jump_if_false @ASSIN5_10531 01CA: actor $6527 kill_player $PLAYER_CHAR 02E2: set_actor $6527 weapon_accuracy_to 90 0004: $6659 = 1 // $ = int :ASSIN5_10531 00D6: if 8118: not actor $6528 dead 004D: jump_if_false @ASSIN5_10816 00D6: if 0038: $6633 == 0 // $ == int 004D: jump_if_false @ASSIN5_10580 01CA: actor $6528 kill_player $PLAYER_CHAR 0004: $6633 = 1 // $ = int :ASSIN5_10580 00D6: if 0038: $6633 == 1 // $ == int 004D: jump_if_false @ASSIN5_10816 00D6: if 0038: $6660 == 0 // $ == int 004D: jump_if_false @ASSIN5_10736 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @ASSIN5_10687 00D6: if 80E9: not player $PLAYER_CHAR 0 $6528 radius 5.0 5.0 004D: jump_if_false @ASSIN5_10680 01BD: $6602 = current_time_in_ms 04EB: actor $6528 crouch 1 300000 ms :ASSIN5_10680 0002: jump @ASSIN5_10736 :ASSIN5_10687 01BD: $6600 = current_time_in_ms 0084: $6601 = $6600 // $ = $ int 0060: $6601 -= $6602 // $ -= $ int 00D6: if 0018: $6601 > 4000 // $ > int 004D: jump_if_false @ASSIN5_10736 04EB: actor $6528 crouch 0 100 ms :ASSIN5_10736 00D6: if 0038: $6660 == 0 // $ == int 004D: jump_if_false @ASSIN5_10816 00D6: if 00E9: player $PLAYER_CHAR 0 $6528 radius 7.0 7.0 004D: jump_if_false @ASSIN5_10816 04EB: actor $6528 crouch 0 100 ms 0350: set_actor $6528 maintain_position_when_attacked 0 01CA: actor $6528 kill_player $PLAYER_CHAR 0004: $6660 = 1 // $ = int :ASSIN5_10816 00D6: if 8118: not actor $6529 dead 004D: jump_if_false @ASSIN5_11101 00D6: if 0038: $6634 == 0 // $ == int 004D: jump_if_false @ASSIN5_10865 01CA: actor $6529 kill_player $PLAYER_CHAR 0004: $6634 = 1 // $ = int :ASSIN5_10865 00D6: if 0038: $6634 == 1 // $ == int 004D: jump_if_false @ASSIN5_11101 00D6: if 0038: $6661 == 0 // $ == int 004D: jump_if_false @ASSIN5_11021 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @ASSIN5_10972 00D6: if 80E9: not player $PLAYER_CHAR 0 $6529 radius 3.0 3.0 004D: jump_if_false @ASSIN5_10965 01BD: $6605 = current_time_in_ms 04EB: actor $6529 crouch 1 300000 ms :ASSIN5_10965 0002: jump @ASSIN5_11021 :ASSIN5_10972 01BD: $6603 = current_time_in_ms 0084: $6604 = $6603 // $ = $ int 0060: $6604 -= $6605 // $ -= $ int 00D6: if 0018: $6604 > 3000 // $ > int 004D: jump_if_false @ASSIN5_11021 04EB: actor $6529 crouch 0 100 ms :ASSIN5_11021 00D6: if 0038: $6661 == 0 // $ == int 004D: jump_if_false @ASSIN5_11101 00D6: if 00E9: player $PLAYER_CHAR 0 $6529 radius 3.0 3.0 004D: jump_if_false @ASSIN5_11101 04EB: actor $6529 crouch 0 100 ms 0350: set_actor $6529 maintain_position_when_attacked 0 01CA: actor $6529 kill_player $PLAYER_CHAR 0004: $6661 = 1 // $ = int :ASSIN5_11101 00D6: if 8118: not actor $6530 dead 004D: jump_if_false @ASSIN5_11406 00D6: if 0038: $6635 == 0 // $ == int 004D: jump_if_false @ASSIN5_11150 01CA: actor $6530 kill_player $PLAYER_CHAR 0004: $6635 = 1 // $ = int :ASSIN5_11150 00D6: if 0038: $6635 == 1 // $ == int 004D: jump_if_false @ASSIN5_11406 00D6: if 0038: $6662 == 0 // $ == int 004D: jump_if_false @ASSIN5_11306 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @ASSIN5_11257 00D6: if 80E9: not player $PLAYER_CHAR 0 $6530 radius 3.0 3.0 004D: jump_if_false @ASSIN5_11250 01BD: $6608 = current_time_in_ms 04EB: actor $6530 crouch 1 300000 ms :ASSIN5_11250 0002: jump @ASSIN5_11306 :ASSIN5_11257 01BD: $6606 = current_time_in_ms 0084: $6607 = $6606 // $ = $ int 0060: $6607 -= $6608 // $ -= $ int 00D6: if 0018: $6607 > 3000 // $ > int 004D: jump_if_false @ASSIN5_11306 04EB: actor $6530 crouch 0 100 ms :ASSIN5_11306 00D6: if 0038: $6662 == 0 // $ == int 004D: jump_if_false @ASSIN5_11406 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @ASSIN5_11406 00D6: if or 00E9: player $PLAYER_CHAR 0 $6530 radius 3.0 3.0 02D7: player $PLAYER_CHAR current_weapon == 30 02D7: player $PLAYER_CHAR current_weapon == 28 02D7: player $PLAYER_CHAR current_weapon == 29 004D: jump_if_false @ASSIN5_11406 02E2: set_actor $6530 weapon_accuracy_to 95 0004: $6662 = 1 // $ = int :ASSIN5_11406 00D6: if 8118: not actor $6531 dead 004D: jump_if_false @ASSIN5_11691 00D6: if 0038: $6636 == 0 // $ == int 004D: jump_if_false @ASSIN5_11455 01CA: actor $6531 kill_player $PLAYER_CHAR 0004: $6636 = 1 // $ = int :ASSIN5_11455 00D6: if 0038: $6636 == 1 // $ == int 004D: jump_if_false @ASSIN5_11691 00D6: if 0038: $6663 == 0 // $ == int 004D: jump_if_false @ASSIN5_11611 00D6: if 02DF: player $PLAYER_CHAR aggressive 004D: jump_if_false @ASSIN5_11562 00D6: if 80E9: not player $PLAYER_CHAR 0 $6531 radius 3.0 3.0 004D: jump_if_false @ASSIN5_11555 01BD: $6611 = current_time_in_ms 04EB: actor $6531 crouch 1 300000 ms :ASSIN5_11555 0002: jump @ASSIN5_11611 :ASSIN5_11562 01BD: $6609 = current_time_in_ms 0084: $6610 = $6609 // $ = $ int 0060: $6610 -= $6611 // $ -= $ int 00D6: if 0018: $6610 > 3000 // $ > int 004D: jump_if_false @ASSIN5_11611 04EB: actor $6531 crouch 0 100 ms :ASSIN5_11611 00D6: if 0038: $6663 == 0 // $ == int 004D: jump_if_false @ASSIN5_11691 00D6: if 00E9: player $PLAYER_CHAR 0 $6531 radius 3.0 3.0 004D: jump_if_false @ASSIN5_11691 04EB: actor $6531 crouch 0 100 ms 0350: set_actor $6531 maintain_position_when_attacked 0 01CA: actor $6531 kill_player $PLAYER_CHAR 0004: $6663 = 1 // $ = int :ASSIN5_11691 00D6: if 0056: player $PLAYER_CHAR 0 -896.5784 -551.9854 -879.3575 -504.746 004D: jump_if_false @ASSIN5_11769 00D6: if 0038: $6665 == 0 // $ == int 004D: jump_if_false @ASSIN5_11769 00BC: text_highpriority 'ASM5_2' time 7000 2 0004: $6665 = 1 // $ = int :ASSIN5_11769 00D6: if 0038: $6664 == 0 // $ == int 004D: jump_if_false @ASSIN5_11850 00D6: if 0214: pickup $6499 picked_up 004D: jump_if_false @ASSIN5_11850 0164: disable_marker $6500 00BC: text_highpriority 'ASM5_3' time 7000 2 018A: $6546 = create_checkpoint_at -1368.395 -1255.998 17.2 0004: $6664 = 1 // $ = int :ASSIN5_11850 00D6: if 0038: $6664 == 1 // $ == int 004D: jump_if_false @ASSIN5_11928 00D6: if 00F5: player $PLAYER_CHAR 1 -1368.395 -1255.998 17.2 radius 5.0 5.0 4.0 004D: jump_if_false @ASSIN5_11928 0164: disable_marker $6546 0002: jump @ASSIN5_12394 :ASSIN5_11928 00D6: if 0118: actor $6501 dead 004D: jump_if_false @ASSIN5_11949 01C2: mark_actor_as_no_longer_needed $6501 :ASSIN5_11949 00D6: if 0118: actor $6502 dead 004D: jump_if_false @ASSIN5_11970 01C2: mark_actor_as_no_longer_needed $6502 :ASSIN5_11970 00D6: if 0118: actor $6505 dead 004D: jump_if_false @ASSIN5_11991 01C2: mark_actor_as_no_longer_needed $6505 :ASSIN5_11991 00D6: if 0118: actor $6506 dead 004D: jump_if_false @ASSIN5_12012 01C2: mark_actor_as_no_longer_needed $6506 :ASSIN5_12012 00D6: if 0118: actor $6507 dead 004D: jump_if_false @ASSIN5_12033 01C2: mark_actor_as_no_longer_needed $6507 :ASSIN5_12033 00D6: if 0118: actor $6508 dead 004D: jump_if_false @ASSIN5_12054 01C2: mark_actor_as_no_longer_needed $6508 :ASSIN5_12054 00D6: if 0118: actor $6509 dead 004D: jump_if_false @ASSIN5_12075 01C2: mark_actor_as_no_longer_needed $6509 :ASSIN5_12075 00D6: if 0118: actor $6510 dead 004D: jump_if_false @ASSIN5_12096 01C2: mark_actor_as_no_longer_needed $6510 :ASSIN5_12096 00D6: if 0118: actor $6511 dead 004D: jump_if_false @ASSIN5_12117 01C2: mark_actor_as_no_longer_needed $6511 :ASSIN5_12117 00D6: if 0118: actor $6514 dead 004D: jump_if_false @ASSIN5_12138 01C2: mark_actor_as_no_longer_needed $6514 :ASSIN5_12138 00D6: if 0118: actor $6515 dead 004D: jump_if_false @ASSIN5_12159 01C2: mark_actor_as_no_longer_needed $6515 :ASSIN5_12159 00D6: if 0118: actor $6518 dead 004D: jump_if_false @ASSIN5_12180 01C2: mark_actor_as_no_longer_needed $6518 :ASSIN5_12180 00D6: if 0118: actor $6519 dead 004D: jump_if_false @ASSIN5_12201 01C2: mark_actor_as_no_longer_needed $6519 :ASSIN5_12201 00D6: if 0118: actor $6520 dead 004D: jump_if_false @ASSIN5_12222 01C2: mark_actor_as_no_longer_needed $6520 :ASSIN5_12222 00D6: if 0118: actor $6521 dead 004D: jump_if_false @ASSIN5_12243 01C2: mark_actor_as_no_longer_needed $6521 :ASSIN5_12243 00D6: if 0119: car $6539 wrecked 004D: jump_if_false @ASSIN5_12269 01C3: mark_car_as_no_longer_needed $6539 0249: release_model #PONY :ASSIN5_12269 00D6: if 0119: car $6537 wrecked 004D: jump_if_false @ASSIN5_12290 01C3: mark_car_as_no_longer_needed $6537 :ASSIN5_12290 00D6: if 0119: car $6538 wrecked 004D: jump_if_false @ASSIN5_12311 01C3: mark_car_as_no_longer_needed $6538 :ASSIN5_12311 0002: jump @ASSIN5_4377 :ASSIN5_12318 00BA: text_styled 'M_FAIL' 5000 ms 1 :ASSIN5_12333 00D6: if 834E: not move_object $1818 to -973.664 -519.65 10.092 speed 0.0 1.0 0.0 collision_check 0 004D: jump_if_false @ASSIN5_12392 0001: wait 0 ms 0002: jump @ASSIN5_12333 :ASSIN5_12392 0051: return :ASSIN5_12394 0004: $302 = 1 // $ = int 0318: set_latest_mission_passed 'JOB_5' 01C4: mark_object_as_no_longer_needed $1818 01E3: text_1number_styled 'M_PASS' number 16000 time 5000 style 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 16000 0394: play_music 1 030C: progress_made += 1 0533: increment_assassination_contracts_by 1 0164: disable_marker $297 0051: return :ASSIN5_12466 0004: $ONMISSION = 0 // $ = int 0215: destroy_pickup $6542 0215: destroy_pickup $6543 0215: destroy_pickup $6544 0215: destroy_pickup $6545 0215: destroy_pickup $6499 0164: disable_marker $6500 0164: disable_marker $6546 0249: release_model #SGA 0249: release_model #SGB 0249: release_model #MP5LNG 0249: release_model #ADMIRAL 0249: release_model #PONY 0249: release_model #MAVERICK 0249: release_model #BARREL4 0296: unload_special_actor 1 0296: unload_special_actor 2 034F: destroy_actor_with_fade $6501 // The actor fades away like a ghost 034F: destroy_actor_with_fade $6502 // The actor fades away like a ghost 034F: destroy_actor_with_fade $6503 // The actor fades away like a ghost 034F: destroy_actor_with_fade $6504 // The actor fades away like a ghost 034F: destroy_actor_with_fade $6505 // The actor fades away like a ghost 034F: destroy_actor_with_fade $6506 // The actor fades away like a ghost 034F: destroy_actor_with_fade $6507 // The actor fades away like a ghost 034F: destroy_actor_with_fade $6508 // The actor fades away like a ghost 034F: destroy_actor_with_fade $6509 // The actor fades away like a ghost 034F: destroy_actor_with_fade $6510 // The actor fades away like a ghost 034F: destroy_actor_with_fade $6511 // The actor fades away like a ghost 034F: destroy_actor_with_fade $6512 // The actor fades away like a ghost 034F: destroy_actor_with_fade $6513 // The actor fades away like a ghost 034F: destroy_actor_with_fade $6514 // The actor fades away like a ghost 034F: destroy_actor_with_fade $6515 // The actor fades away like a ghost 034F: destroy_actor_with_fade $6516 // The actor fades away like a ghost 034F: destroy_actor_with_fade $6517 // The actor fades away like a ghost 034F: destroy_actor_with_fade $6518 // The actor fades away like a ghost 034F: destroy_actor_with_fade $6519 // The actor fades away like a ghost 034F: destroy_actor_with_fade $6520 // The actor fades away like a ghost 034F: destroy_actor_with_fade $6521 // The actor fades away like a ghost 034F: destroy_actor_with_fade $6522 // The actor fades away like a ghost 034F: destroy_actor_with_fade $6523 // The actor fades away like a ghost 034F: destroy_actor_with_fade $6524 // The actor fades away like a ghost 034F: destroy_actor_with_fade $6525 // The actor fades away like a ghost 034F: destroy_actor_with_fade $6526 // The actor fades away like a ghost 034F: destroy_actor_with_fade $6527 // The actor fades away like a ghost 034F: destroy_actor_with_fade $6528 // The actor fades away like a ghost 034F: destroy_actor_with_fade $6529 // The actor fades away like a ghost 034F: destroy_actor_with_fade $6530 // The actor fades away like a ghost 034F: destroy_actor_with_fade $6531 // The actor fades away like a ghost 0108: destroy_object $6547 0108: destroy_object $6548 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 00D8: mission_cleanup 0051: return //-------------Mission 72--------------- // Originally: V.I.P. :TAXWAR1 0050: gosub @TAXWAR1_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @TAXWAR1_27 0050: gosub @TAXWAR1_3908 :TAXWAR1_27 0050: gosub @TAXWAR1_3991 004E: end_thread :TAXWAR1_36 0317: increment_mission_attempts 0004: $ONMISSION = 1 // $ = int 03A4: name_thread 'TAXWAR1' 0001: wait 0 ms 054C: use_GXT_table 'TAXIWA1' 058E: set_restart_mission_taxi_destination -1020.8 191.1 10.5 350.0 0004: $6678 = 0 // $ = int 0006: 2@ = 0 // @ = int 0006: 1@ = 0 // @ = int 0006: 3@ = 0 // @ = int 03CF: load_wav 'TAX1_1' as 1 03CF: load_wav 'TAX1_2' as 2 :TAXWAR1_143 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @TAXWAR1_173 0001: wait 0 ms 0002: jump @TAXWAR1_143 :TAXWAR1_173 03D1: play_wav 1 00BC: text_highpriority 'TAX1_1' time 4500 1 0001: wait 500 ms 0006: TIMERA = 0 // @ = int :TAXWAR1_204 00D6: if 8019: not TIMERA > 4000 // @ > int 004D: jump_if_false @TAXWAR1_258 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @TAXWAR1_251 0002: jump @TAXWAR1_338 :TAXWAR1_251 0002: jump @TAXWAR1_204 :TAXWAR1_258 03D1: play_wav 2 00BC: text_highpriority 'TAX1_2' time 3000 1 0006: TIMERA = 0 // @ = int :TAXWAR1_284 00D6: if 8019: not TIMERA > 3000 // @ > int 004D: jump_if_false @TAXWAR1_338 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @TAXWAR1_331 0002: jump @TAXWAR1_338 :TAXWAR1_331 0002: jump @TAXWAR1_284 :TAXWAR1_338 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 02EB: restore_camera_with_jumpcut 040D: unload_wav 1 040D: unload_wav 2 0247: request_model #TAXI 0247: request_model #WMOCA 0247: request_model #WMOBU 0247: request_model #KAUFMAN :TAXWAR1_377 00D6: if or 8248: not model #TAXI available 8248: not model #WMOCA available 8248: not model #WMOBU available 8248: not model #KAUFMAN available 004D: jump_if_false @TAXWAR1_417 0001: wait 0 ms 0002: jump @TAXWAR1_377 :TAXWAR1_417 018A: $6672 = create_checkpoint_at -576.7 -480.1 10.8 00BC: text_highpriority 'TAXW1_1' time 10000 1 0004: $6685 = 61000 // $ = int 014E: start_timer_at $6685 count_in_direction 1 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @TAXWAR1_493 00DA: $311 = player $PLAYER_CHAR car :TAXWAR1_493 00D6: if 0119: car $311 wrecked 004D: jump_if_false @TAXWAR1_509 :TAXWAR1_509 00D6: 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 8122: not player $PLAYER_CHAR pressing_horn 004D: jump_if_false @TAXWAR1_757 0001: wait 0 ms 00D6: if 0119: car $311 wrecked 004D: jump_if_false @TAXWAR1_590 :TAXWAR1_590 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #KAUFMAN 004D: jump_if_false @TAXWAR1_624 00DA: $311 = player $PLAYER_CHAR car 0002: jump @TAXWAR1_639 :TAXWAR1_624 00BC: text_highpriority 'TAXW1_5' time 1000 1 :TAXWAR1_639 00D6: if 0038: $6685 == 0 // $ == int 004D: jump_if_false @TAXWAR1_679 00BC: text_highpriority 'OUTTIME' time 5000 1 0002: jump @TAXWAR1_3908 :TAXWAR1_679 00D6: 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 004D: jump_if_false @TAXWAR1_750 00BC: text_highpriority 'HORN' time 1000 1 :TAXWAR1_750 0002: jump @TAXWAR1_509 :TAXWAR1_757 00D6: if 8119: not car $311 wrecked 004D: jump_if_false @TAXWAR1_780 020A: set_car $311 door_status_to 4 :TAXWAR1_780 0001: wait 500 ms 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 014F: stop_timer $6685 009A: 0@ = create_actor_pedtype 4 model #WMOBU at -573.9 -448.1 14.1 0173: set_actor 0@ z_angle_to 270.0 01ED: clear_actor 0@ threat_search 0211: actor 0@ walk_to -564.3 -447.9 015F: set_camera_position -576.171 -461.122 11.516 rotation 0.0 0.0 0.0 0160: point_camera -575.533 -460.37 11.682 switchstyle 2 03CF: load_wav 'TAX1_3' as 1 0001: wait 3000 ms 015F: set_camera_position -584.096 -471.163 12.693 rotation 0.0 0.0 0.0 0160: point_camera -583.402 -471.861 12.514 switchstyle 2 00A5: $6698 = create_car #TAXI at -546.0 -474.3 10.0 03BA: clear_cars_from_cube -600.8 -487.6 0.0 -463.6 -433.6 20.0 0129: $6679 = create_actor 4 #WMOCA in_car $6698 driverseat 0175: set_car $6698 z_angle_to 90.0 00AD: set_car $6698 max_speed_to 30.0 04BA: set_car $6698 speed_instantly 10.0 00AE: set_vehicle $6698 traffic_behavior_to 3 02AA: set_car $6698 immune_to_nonplayer 1 0243: set_actor $6679 ped_stats_to 16 0164: disable_marker $6672 04E0: car $6698 abandon_path_radius 100 00A7: car $6698 drive_to -578.0 -474.3 10.8 0006: TIMERB = 0 // @ = int :TAXWAR1_1131 00D6: if 81AD: not car $6698 sphere 0 near_point -578.0 -474.3 radius 6.0 4.0 004D: jump_if_false @TAXWAR1_1290 0001: wait 0 ms 00D6: if 0119: car $6698 wrecked 004D: jump_if_false @TAXWAR1_1196 0002: jump @TAXWAR1_3908 :TAXWAR1_1196 00D6: if 0118: actor $6679 dead 004D: jump_if_false @TAXWAR1_1234 00BC: text_highpriority 'TAXW1_3' time 5000 1 0002: jump @TAXWAR1_3908 :TAXWAR1_1234 00D6: if 0118: actor $6679 dead 004D: jump_if_false @TAXWAR1_1257 0002: jump @TAXWAR1_3908 :TAXWAR1_1257 00D6: if 0019: TIMERB > 10000 // @ > int 004D: jump_if_false @TAXWAR1_1283 0002: jump @TAXWAR1_1290 :TAXWAR1_1283 0002: jump @TAXWAR1_1131 :TAXWAR1_1290 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @TAXWAR1_1324 03D1: play_wav 1 00BC: text_highpriority 'TAX1_3' time 4000 1 :TAXWAR1_1324 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @TAXWAR1_1376 00A1: put_actor 0@ at -576.2 -471.1 10.4 01D4: actor 0@ go_to_car $6698 and_enter_it_as_a_passenger 0187: $6699 = create_marker_above_actor 0@ :TAXWAR1_1376 00D6: if 8119: not car $6698 wrecked 004D: jump_if_false @TAXWAR1_1402 00AD: set_car $6698 max_speed_to 0.0 :TAXWAR1_1402 00D6: if 80DB: not actor 0@ in_car $6698 004D: jump_if_false @TAXWAR1_1531 0001: wait 0 ms 00D6: if 0119: car $6698 wrecked 004D: jump_if_false @TAXWAR1_1463 00BC: text_highpriority 'TAXW1_3' time 5000 1 0002: jump @TAXWAR1_3908 :TAXWAR1_1463 00D6: if 0118: actor $6679 dead 004D: jump_if_false @TAXWAR1_1501 00BC: text_highpriority 'TAXW1_3' time 5000 1 0002: jump @TAXWAR1_3908 :TAXWAR1_1501 00D6: if 0118: actor 0@ dead 004D: jump_if_false @TAXWAR1_1524 0002: jump @TAXWAR1_3908 :TAXWAR1_1524 0002: jump @TAXWAR1_1402 :TAXWAR1_1531 00D6: if 8119: not car $6698 wrecked 004D: jump_if_false @TAXWAR1_1554 020A: set_car $6698 door_status_to 3 :TAXWAR1_1554 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 015A: restore_camera 00D6: if 8119: not car $311 wrecked 004D: jump_if_false @TAXWAR1_1590 020A: set_car $311 door_status_to 1 :TAXWAR1_1590 00BC: text_highpriority 'TAXW1_2' time 5000 1 00A7: car $6698 drive_to -683.0 -488.6 10.6 00AD: set_car $6698 max_speed_to 30.0 00AE: set_vehicle $6698 traffic_behavior_to 2 02AA: set_car $6698 immune_to_nonplayer 0 0593: set_actor 0@ frightened_in_jacked_car 1 018A: $6672 = create_checkpoint_at -1438.1 -833.6 11.3 03CF: load_wav 'TAX1_4' as 1 :TAXWAR1_1688 00D6: if 8101: not actor 0@ stopped_near_point -1438.1 -833.6 11.3 radius 5.0 5.0 5.0 sphere 1 004D: jump_if_false @TAXWAR1_3060 0001: wait 0 ms 00D6: if 0118: actor 0@ dead 004D: jump_if_false @TAXWAR1_1778 00BC: text_highpriority 'TAXW1_3' time 5000 1 0002: jump @TAXWAR1_3908 :TAXWAR1_1778 00D6: if 0119: car $311 wrecked 004D: jump_if_false @TAXWAR1_1794 :TAXWAR1_1794 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @TAXWAR1_1818 00DA: $311 = player $PLAYER_CHAR car :TAXWAR1_1818 00D6: if 8119: not car $6698 wrecked 004D: jump_if_false @TAXWAR1_2329 00D6: if 80DC: not player $PLAYER_CHAR in_car $6698 004D: jump_if_false @TAXWAR1_2329 00D6: if 01AF: car $6698 0 -683.0 -488.6 10.6 radius 5.0 5.0 5.0 004D: jump_if_false @TAXWAR1_1921 00A7: car $6698 drive_to -847.1 -516.6 10.6 :TAXWAR1_1921 00D6: if 01AF: car $6698 0 -847.1 -516.6 10.6 radius 5.0 5.0 5.0 004D: jump_if_false @TAXWAR1_1989 00A7: car $6698 drive_to -831.4 -639.5 10.6 :TAXWAR1_1989 00D6: if 01AF: car $6698 0 -831.4 -639.5 10.6 radius 5.0 5.0 5.0 004D: jump_if_false @TAXWAR1_2057 00A7: car $6698 drive_to -1131.7 -687.8 10.6 :TAXWAR1_2057 00D6: if 01AF: car $6698 0 -1131.7 -687.8 10.6 radius 5.0 5.0 5.0 004D: jump_if_false @TAXWAR1_2125 00A7: car $6698 drive_to -914.3 -1067.2 10.6 :TAXWAR1_2125 00D6: if 01AF: car $6698 0 -914.3 -1067.2 10.6 radius 5.0 5.0 5.0 004D: jump_if_false @TAXWAR1_2193 00A7: car $6698 drive_to -1197.3 -1070.9 11.3 :TAXWAR1_2193 00D6: if 01AF: car $6698 0 -1197.3 -1070.9 11.3 radius 5.0 5.0 5.0 004D: jump_if_false @TAXWAR1_2261 00A7: car $6698 drive_to -1407.5 -785.4 11.3 :TAXWAR1_2261 00D6: if 01AF: car $6698 0 -1407.5 -785.4 11.3 radius 5.0 5.0 5.0 004D: jump_if_false @TAXWAR1_2329 00A7: car $6698 drive_to -1438.1 -833.6 11.3 :TAXWAR1_2329 00D6: if 8119: not car $6698 wrecked 004D: jump_if_false @TAXWAR1_2716 00D6: if or 8185: not car $6698 health >= 500 0118: actor $6679 dead 004D: jump_if_false @TAXWAR1_2716 00D6: if 0039: 1@ == 0 // @ == int 004D: jump_if_false @TAXWAR1_2716 00D6: if 8119: not car $6698 wrecked 004D: jump_if_false @TAXWAR1_2410 020A: set_car $6698 door_status_to 1 :TAXWAR1_2410 01D3: actor 0@ leave_car $6698 :TAXWAR1_2418 00D6: if 00DB: actor 0@ in_car $6698 004D: jump_if_false @TAXWAR1_2597 0001: wait 0 ms 00D6: if 0119: car $311 wrecked 004D: jump_if_false @TAXWAR1_2457 :TAXWAR1_2457 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @TAXWAR1_2481 00DA: $311 = player $PLAYER_CHAR car :TAXWAR1_2481 00D6: if 0119: car $6698 wrecked 004D: jump_if_false @TAXWAR1_2497 :TAXWAR1_2497 00D6: if 0118: actor 0@ dead 004D: jump_if_false @TAXWAR1_2535 00BC: text_highpriority 'TAXW1_3' time 5000 1 0002: jump @TAXWAR1_3908 :TAXWAR1_2535 00D6: if 0101: actor 0@ stopped_near_point -1438.1 -833.6 11.3 radius 4.0 4.0 5.0 sphere 1 004D: jump_if_false @TAXWAR1_2590 0002: jump @TAXWAR1_3060 :TAXWAR1_2590 0002: jump @TAXWAR1_2418 :TAXWAR1_2597 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @TAXWAR1_2620 0593: set_actor 0@ frightened_in_jacked_car 0 :TAXWAR1_2620 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @TAXWAR1_2654 03D1: play_wav 1 00BC: text_highpriority 'TAX1_4' time 4000 1 :TAXWAR1_2654 0006: TIMERB = 0 // @ = int 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @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 0006: 1@ = 1 // @ = int :TAXWAR1_2716 00D6: if 0039: 1@ == 1 // @ == int 004D: jump_if_false @TAXWAR1_3053 00D6: if 0019: TIMERA > 500 // @ > int 004D: jump_if_false @TAXWAR1_2805 00D6: if and 8119: not car $6698 wrecked 8118: not actor $6679 dead 004D: jump_if_false @TAXWAR1_2805 00AD: set_car $6698 max_speed_to 50.0 00AE: set_vehicle $6698 traffic_behavior_to 3 00AF: set_car $6698 driver_behaviour_to 2 0006: TIMERA = 0 // @ = int :TAXWAR1_2805 00D6: if 8119: not car $311 wrecked 004D: jump_if_false @TAXWAR1_2865 00D6: if 00DB: actor 0@ in_car $311 004D: jump_if_false @TAXWAR1_2852 0164: disable_marker $6699 0002: jump @TAXWAR1_2865 :TAXWAR1_2852 0164: disable_marker $6699 0187: $6699 = create_marker_above_actor 0@ :TAXWAR1_2865 00D6: if 0039: 3@ == 0 // @ == int 004D: jump_if_false @TAXWAR1_3015 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @TAXWAR1_3015 00D6: if 00FB: player $PLAYER_CHAR 0 0@ radius 15.0 15.0 6.0 004D: jump_if_false @TAXWAR1_3015 00D6: if 0019: TIMERB > 2000 // @ > int 004D: jump_if_false @TAXWAR1_3015 00D6: if 03D0: wav 2 loaded 004D: jump_if_false @TAXWAR1_3015 03D1: play_wav 2 00BC: text_highpriority 'TAX1_5' time 4000 1 0001: wait 4000 ms 00BC: text_highpriority 'TAXW1_6' time 8000 1 0006: 3@ = 1 // @ = int :TAXWAR1_3015 00D6: if 0118: actor 0@ dead 004D: jump_if_false @TAXWAR1_3053 00BC: text_highpriority 'TAXW1_3' time 5000 1 0002: jump @TAXWAR1_3908 :TAXWAR1_3053 0002: jump @TAXWAR1_1688 :TAXWAR1_3060 00D6: if 8119: not car $6698 wrecked 004D: jump_if_false @TAXWAR1_3170 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @TAXWAR1_3170 00D6: if and 00DB: actor 0@ in_car $6698 01AF: car $6698 1 -1438.1 -833.6 11.3 radius 5.0 5.0 5.0 004D: jump_if_false @TAXWAR1_3170 00BC: text_highpriority 'TAXW1_4' time 5000 1 0002: jump @TAXWAR1_3908 :TAXWAR1_3170 00D6: if 8119: not car $311 wrecked 004D: jump_if_false @TAXWAR1_3309 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @TAXWAR1_3309 00D6: 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 004D: jump_if_false @TAXWAR1_3309 00BC: text_highpriority 'TAXW1_4' time 5000 1 0002: jump @TAXWAR1_3908 :TAXWAR1_3309 00D6: if 8119: not car $311 wrecked 004D: jump_if_false @TAXWAR1_3602 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @TAXWAR1_3602 00D6: if and 00DB: actor 0@ in_car $311 01B0: car $311 stopped 1 -1438.1 -833.6 11.3 radius 5.0 5.0 5.0 004D: jump_if_false @TAXWAR1_3602 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 015F: set_camera_position -1462.635 -791.768 15.662 rotation 0.0 0.0 0.0 0160: point_camera -1462.162 -792.641 15.783 switchstyle 2 0001: wait 2000 ms 015F: set_camera_position -1468.559 -834.603 16.36 rotation 0.0 0.0 0.0 0160: point_camera -1467.827 -833.977 16.091 switchstyle 2 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @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 0173: set_actor 0@ z_angle_to 146.0 0211: actor 0@ walk_to -1465.7 -832.2 :TAXWAR1_3588 0001: wait 3500 ms 02EB: restore_camera_with_jumpcut 0002: jump @TAXWAR1_3925 :TAXWAR1_3602 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @TAXWAR1_3908 00D6: 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 004D: jump_if_false @TAXWAR1_3908 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 015F: set_camera_position -1462.635 -791.768 15.662 rotation 0.0 0.0 0.0 0160: point_camera -1462.162 -792.641 15.783 switchstyle 2 0001: wait 2000 ms 015F: set_camera_position -1468.559 -834.603 16.36 rotation 0.0 0.0 0.0 0160: point_camera -1467.827 -833.977 16.091 switchstyle 2 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @TAXWAR1_3894 01E0: clear_leader 0@ 0319: set_actor 0@ running 0 00A1: put_actor 0@ at -1459.6 -825.3 13.9 0173: set_actor 0@ z_angle_to 146.0 0211: actor 0@ walk_to -1465.7 -832.2 :TAXWAR1_3894 0001: wait 3500 ms 02EB: restore_camera_with_jumpcut 0002: jump @TAXWAR1_3925 :TAXWAR1_3908 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :TAXWAR1_3925 0004: $308 = 1 // $ = int 0394: play_music 1 01E3: text_1number_styled 'M_PASS' number 1000 time 5000 style 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 1000 0318: set_latest_mission_passed 'TAXI_1' 030C: progress_made += 1 004F: create_thread @TWAR2 0051: return :TAXWAR1_3991 0004: $ONMISSION = 0 // $ = int 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 0164: disable_marker $6699 0164: disable_marker $6672 0249: release_model #TAXI 0249: release_model #WMOCA 0249: release_model #WMOBU 0249: release_model #KAUFMAN 014F: stop_timer $6685 0004: $371 = 0 // $ = int 040D: unload_wav 1 040D: unload_wav 2 00D8: mission_cleanup 0051: return //-------------Mission 73--------------- // Originally: Friendly Rivalry :TAXWAR2 0050: gosub @TAXWAR2_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @TAXWAR2_27 0050: gosub @TAXWAR2_1596 :TAXWAR2_27 0050: gosub @TAXWAR2_1679 004E: end_thread :TAXWAR2_36 0317: increment_mission_attempts 0004: $ONMISSION = 1 // $ = int 03A4: name_thread 'TAXWAR2' 0001: wait 0 ms 054C: use_GXT_table 'TAXIWA2' 058E: set_restart_mission_taxi_destination -1020.8 191.1 10.5 350.0 0004: $6678 = 0 // $ = int 0004: $6692 = 0 // $ = int 0004: $6693 = 0 // $ = int 0004: $6694 = 0 // $ = int 0004: $6700 = 0 // $ = int 0004: $6701 = 0 // $ = int 0004: $6702 = 0 // $ = int 0004: $6686 = 0 // $ = int 0004: $6687 = 0 // $ = int 0004: $6688 = 0 // $ = int 03CF: load_wav 'TAX2_1' as 1 03CF: load_wav 'TAX2_2' as 2 :TAXWAR2_185 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @TAXWAR2_215 0001: wait 0 ms 0002: jump @TAXWAR2_185 :TAXWAR2_215 03D1: play_wav 1 00BC: text_highpriority 'TAX2_1' time 4000 1 0001: wait 500 ms 0006: TIMERA = 0 // @ = int :TAXWAR2_246 00D6: if 8019: not TIMERA > 4000 // @ > int 004D: jump_if_false @TAXWAR2_300 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @TAXWAR2_293 0002: jump @TAXWAR2_498 :TAXWAR2_293 0002: jump @TAXWAR2_246 :TAXWAR2_300 03D1: play_wav 2 00BC: text_highpriority 'TAX2_2' time 4000 1 0006: TIMERA = 0 // @ = int :TAXWAR2_326 00D6: if 8019: not TIMERA > 4000 // @ > int 004D: jump_if_false @TAXWAR2_380 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @TAXWAR2_373 0002: jump @TAXWAR2_498 :TAXWAR2_373 0002: jump @TAXWAR2_326 :TAXWAR2_380 03CF: load_wav 'TAX2_3' as 1 :TAXWAR2_392 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @TAXWAR2_418 0001: wait 0 ms 0002: jump @TAXWAR2_392 :TAXWAR2_418 03D1: play_wav 1 00BC: text_highpriority 'TAX2_3' time 6000 1 0006: TIMERA = 0 // @ = int :TAXWAR2_444 00D6: if 8019: not TIMERA > 6000 // @ > int 004D: jump_if_false @TAXWAR2_498 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @TAXWAR2_491 0002: jump @TAXWAR2_498 :TAXWAR2_491 0002: jump @TAXWAR2_444 :TAXWAR2_498 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 02EB: restore_camera_with_jumpcut 040D: unload_wav 1 040D: unload_wav 2 0247: request_model #TAXI 0247: request_model #WMOCA 0247: request_model #UZI 0247: request_model #KAUFMAN :TAXWAR2_538 00D6: if or 8248: not model #TAXI available 8248: not model #WMOCA available 8248: not model #UZI available 8248: not model #KAUFMAN available 004D: jump_if_false @TAXWAR2_579 0001: wait 0 ms 0002: jump @TAXWAR2_538 :TAXWAR2_579 0563: give_player $PLAYER_CHAR ammo 300 0501: set_player $PLAYER_CHAR drive_by_mode_enabled 1 00A5: $6666 = create_car #TAXI at -893.3 -653.1 -100.0 0129: $6679 = create_actor 4 #WMOCA in_car $6666 driverseat 0186: $6672 = create_marker_above_car $6666 00AD: set_car $6666 max_speed_to 17.0 00AE: set_vehicle $6666 traffic_behavior_to 2 02AA: set_car $6666 immune_to_nonplayer 1 0243: set_actor $6679 ped_stats_to 16 00A5: $6667 = create_car #TAXI at -978.7 -606.3 -100.0 0129: $6680 = create_actor 4 #WMOCA in_car $6667 driverseat 0186: $6673 = create_marker_above_car $6667 00AD: set_car $6667 max_speed_to 17.0 00AE: set_vehicle $6667 traffic_behavior_to 2 02AA: set_car $6667 immune_to_nonplayer 1 0243: set_actor $6680 ped_stats_to 16 00A5: $6668 = create_car #TAXI at -1059.0 -334.8 -100.0 0129: $6681 = create_actor 4 #WMOCA in_car $6668 driverseat 0186: $6674 = create_marker_above_car $6668 00AD: set_car $6668 max_speed_to 17.0 00AE: set_vehicle $6668 traffic_behavior_to 2 02AA: set_car $6668 immune_to_nonplayer 1 0243: set_actor $6681 ped_stats_to 16 00BC: text_highpriority 'TAXW2_1' time 10000 1 :TAXWAR2_831 00D6: if 8038: not $6678 == 3 // $ == int 004D: jump_if_false @TAXWAR2_1589 0001: wait 0 ms 00D6: if and 0119: car $6666 wrecked 0038: $6692 == 0 // $ == int 004D: jump_if_false @TAXWAR2_914 0164: disable_marker $6672 0004: $6692 = 1 // $ = int 0008: $6678 += 1 // $ += int 018C: play_sound 1 at 0.0 0.0 0.0 :TAXWAR2_914 00D6: if 8119: not car $6666 wrecked 004D: jump_if_false @TAXWAR2_1040 00D6: if 8185: not car $6666 health >= 999 004D: jump_if_false @TAXWAR2_1040 00D6: if 8118: not actor $6679 dead 004D: jump_if_false @TAXWAR2_1040 00D6: if 00DB: actor $6679 in_car $6666 004D: jump_if_false @TAXWAR2_1040 00D6: if 0038: $6700 == 0 // $ == int 004D: jump_if_false @TAXWAR2_1040 00AD: set_car $6666 max_speed_to 35.0 00AE: set_vehicle $6666 traffic_behavior_to 2 00AF: set_car $6666 driver_behaviour_to 2 02AA: set_car $6666 immune_to_nonplayer 0 0004: $6700 = 1 // $ = int :TAXWAR2_1040 00D6: if 8119: not car $6666 wrecked 004D: jump_if_false @TAXWAR2_1096 00D6: if and 00DC: player $PLAYER_CHAR in_car $6666 0038: $6686 == 0 // $ == int 004D: jump_if_false @TAXWAR2_1096 02AA: set_car $6666 immune_to_nonplayer 0 0004: $6686 = 1 // $ = int :TAXWAR2_1096 00D6: if and 0119: car $6667 wrecked 0038: $6693 == 0 // $ == int 004D: jump_if_false @TAXWAR2_1157 0164: disable_marker $6673 0004: $6693 = 1 // $ = int 0008: $6678 += 1 // $ += int 018C: play_sound 1 at 0.0 0.0 0.0 :TAXWAR2_1157 00D6: if 8119: not car $6667 wrecked 004D: jump_if_false @TAXWAR2_1283 00D6: if 8185: not car $6667 health >= 999 004D: jump_if_false @TAXWAR2_1283 00D6: if 8118: not actor $6680 dead 004D: jump_if_false @TAXWAR2_1283 00D6: if 00DB: actor $6680 in_car $6667 004D: jump_if_false @TAXWAR2_1283 00D6: if 0038: $6701 == 0 // $ == int 004D: jump_if_false @TAXWAR2_1283 00AD: set_car $6667 max_speed_to 35.0 00AE: set_vehicle $6667 traffic_behavior_to 2 00AF: set_car $6667 driver_behaviour_to 2 02AA: set_car $6667 immune_to_nonplayer 0 0004: $6701 = 1 // $ = int :TAXWAR2_1283 00D6: if 8119: not car $6667 wrecked 004D: jump_if_false @TAXWAR2_1339 00D6: if and 00DC: player $PLAYER_CHAR in_car $6667 0038: $6687 == 0 // $ == int 004D: jump_if_false @TAXWAR2_1339 02AA: set_car $6667 immune_to_nonplayer 0 0004: $6687 = 1 // $ = int :TAXWAR2_1339 00D6: if and 0119: car $6668 wrecked 0038: $6694 == 0 // $ == int 004D: jump_if_false @TAXWAR2_1400 0164: disable_marker $6674 0004: $6694 = 1 // $ = int 0008: $6678 += 1 // $ += int 018C: play_sound 1 at 0.0 0.0 0.0 :TAXWAR2_1400 00D6: if 8119: not car $6668 wrecked 004D: jump_if_false @TAXWAR2_1526 00D6: if 8185: not car $6668 health >= 999 004D: jump_if_false @TAXWAR2_1526 00D6: if 8118: not actor $6681 dead 004D: jump_if_false @TAXWAR2_1526 00D6: if 00DB: actor $6681 in_car $6668 004D: jump_if_false @TAXWAR2_1526 00D6: if 0038: $6702 == 0 // $ == int 004D: jump_if_false @TAXWAR2_1526 00AD: set_car $6668 max_speed_to 35.0 00AE: set_vehicle $6668 traffic_behavior_to 2 00AF: set_car $6668 driver_behaviour_to 2 02AA: set_car $6668 immune_to_nonplayer 0 0004: $6702 = 1 // $ = int :TAXWAR2_1526 00D6: if 8119: not car $6668 wrecked 004D: jump_if_false @TAXWAR2_1582 00D6: if and 00DC: player $PLAYER_CHAR in_car $6668 0038: $6688 == 0 // $ == int 004D: jump_if_false @TAXWAR2_1582 02AA: set_car $6668 immune_to_nonplayer 0 0004: $6688 = 1 // $ = int :TAXWAR2_1582 0002: jump @TAXWAR2_831 :TAXWAR2_1589 0002: jump @TAXWAR2_1613 :TAXWAR2_1596 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :TAXWAR2_1613 0004: $309 = 1 // $ = int 0394: play_music 1 01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 2000 0318: set_latest_mission_passed 'TAXI_2' 030C: progress_made += 1 004F: create_thread @TWAR3 0051: return :TAXWAR2_1679 0004: $ONMISSION = 0 // $ = int 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 0164: disable_marker $6672 0164: disable_marker $6673 0164: disable_marker $6674 0249: release_model #TAXI 0249: release_model #WMOCA 0249: release_model #UZI 0249: release_model #KAUFMAN 0004: $371 = 0 // $ = int 040D: unload_wav 1 040D: unload_wav 2 00D8: mission_cleanup 0051: return //-------------Mission 74--------------- // Originally: Cabmaggedon :TAXWAR3 0050: gosub @TAXWAR3_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @TAXWAR3_27 0050: gosub @TAXWAR3_5352 :TAXWAR3_27 0050: gosub @TAXWAR3_5482 004E: end_thread :TAXWAR3_36 0317: increment_mission_attempts 0004: $ONMISSION = 1 // $ = int 03A4: name_thread 'TAXWAR3' 0001: wait 0 ms 054C: use_GXT_table 'TAXIWA3' 058E: set_restart_mission_taxi_destination -1020.8 191.1 10.5 350.0 0004: $6678 = 0 // $ = int 0004: $6692 = 0 // $ = int 0004: $6693 = 0 // $ = int 0004: $6694 = 0 // $ = int 0004: $6695 = 0 // $ = int 0004: $6696 = 0 // $ = int 0004: $6697 = 0 // $ = int 0004: $6700 = 0 // $ = int 0004: $6701 = 0 // $ = int 0004: $6702 = 0 // $ = int 0004: $6703 = 0 // $ = int 0004: $6704 = 0 // $ = int 0004: $6705 = 0 // $ = int 0006: 1@ = 0 // @ = int 0006: 3@ = 0 // @ = int 0006: 4@ = 0 // @ = int 03CF: load_wav 'TAX3_1' as 1 03CF: load_wav 'TAX3_2' as 2 :TAXWAR3_227 00D6: if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded 004D: jump_if_false @TAXWAR3_257 0001: wait 0 ms 0002: jump @TAXWAR3_227 :TAXWAR3_257 03D1: play_wav 1 00BC: text_highpriority 'TAX3_1' time 4500 1 0001: wait 500 ms 0006: TIMERA = 0 // @ = int :TAXWAR3_288 00D6: if 8019: not TIMERA > 4000 // @ > int 004D: jump_if_false @TAXWAR3_342 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @TAXWAR3_335 0002: jump @TAXWAR3_422 :TAXWAR3_335 0002: jump @TAXWAR3_288 :TAXWAR3_342 03D1: play_wav 2 00BC: text_highpriority 'TAX3_2' time 3000 1 0006: TIMERA = 0 // @ = int :TAXWAR3_368 00D6: if 8019: not TIMERA > 3000 // @ > int 004D: jump_if_false @TAXWAR3_422 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @TAXWAR3_415 0002: jump @TAXWAR3_422 :TAXWAR3_415 0002: jump @TAXWAR3_368 :TAXWAR3_422 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 02EB: restore_camera_with_jumpcut 040D: unload_wav 1 040D: unload_wav 2 0247: request_model #TAXI 0247: request_model #WMOCA 0247: request_model #ZEBRA 0247: request_model #KAUFMAN 0247: request_model #KATANA :TAXWAR3_467 00D6: if or 8248: not model #TAXI available 8248: not model #WMOCA available 8248: not model #ZEBRA available 8248: not model #KAUFMAN available 8248: not model #KATANA available 004D: jump_if_false @TAXWAR3_513 0001: wait 0 ms 0002: jump @TAXWAR3_467 :TAXWAR3_513 03CF: load_wav 'TAX3_3' as 1 03CF: load_wav 'TAX3_4' as 2 00BC: text_highpriority 'TAXW3_1' time 10000 1 018A: $6672 = create_checkpoint_at -1094.0 -1292.0 10.5 :TAXWAR3_572 00D6: 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 8122: not player $PLAYER_CHAR pressing_horn 004D: jump_if_false @TAXWAR3_764 0001: wait 0 ms 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #KAUFMAN 004D: jump_if_false @TAXWAR3_671 00DA: $311 = player $PLAYER_CHAR car 0002: jump @TAXWAR3_686 :TAXWAR3_671 00BC: text_highpriority 'TAXW1_5' time 1000 1 :TAXWAR3_686 00D6: 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 004D: jump_if_false @TAXWAR3_757 00BC: text_highpriority 'HORN' time 1000 1 :TAXWAR3_757 0002: jump @TAXWAR3_572 :TAXWAR3_764 00D6: if 8119: not car $311 wrecked 004D: jump_if_false @TAXWAR3_787 020A: set_car $311 door_status_to 4 :TAXWAR3_787 0164: disable_marker $6672 0395: clear_area 1 at -989.9 -1252.2 10.4 range 50.0 00A5: $6666 = create_car #TAXI at -983.5 -1248.9 10.5 0129: $6679 = create_actor 4 #WMOCA in_car $6666 driverseat 0186: $6672 = create_marker_above_car $6666 0175: set_car $6666 z_angle_to 70.0 00AD: set_car $6666 max_speed_to 0.0 00AE: set_vehicle $6666 traffic_behavior_to 0 0243: set_actor $6679 ped_stats_to 16 04E0: car $6666 abandon_path_radius 255 00A5: $6667 = create_car #TAXI at -976.1 -1251.7 10.5 0129: $6680 = create_actor 4 #WMOCA in_car $6667 driverseat 0186: $6673 = create_marker_above_car $6667 0175: set_car $6667 z_angle_to 70.0 00AD: set_car $6667 max_speed_to 0.0 00AE: set_vehicle $6667 traffic_behavior_to 0 0243: set_actor $6680 ped_stats_to 16 04E0: car $6667 abandon_path_radius 255 00A5: $6668 = create_car #TAXI at -970.5 -1253.6 10.5 0129: $6681 = create_actor 4 #WMOCA in_car $6668 driverseat 0186: $6674 = create_marker_above_car $6668 0175: set_car $6668 z_angle_to 70.0 00AD: set_car $6668 max_speed_to 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 00A5: $6669 = create_car #TAXI at -964.9 -1255.8 10.5 0129: $6682 = create_actor 4 #WMOCA in_car $6669 driverseat 0186: $6675 = create_marker_above_car $6669 0175: set_car $6669 z_angle_to 70.0 00AD: set_car $6669 max_speed_to 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 00A5: $6670 = create_car #TAXI at -959.0 -1257.9 10.5 0129: $6683 = create_actor 4 #WMOCA in_car $6670 driverseat 0186: $6676 = create_marker_above_car $6670 0175: set_car $6670 z_angle_to 70.0 00AD: set_car $6670 max_speed_to 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 00A5: $6671 = create_car #TAXI at -951.6 -1261.1 10.5 0129: $6684 = create_actor 4 #WMOCA in_car $6671 driverseat 0186: $6677 = create_marker_above_car $6671 0175: set_car $6671 z_angle_to 70.0 00AD: set_car $6671 max_speed_to 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 0001: wait 500 ms 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 015F: set_camera_position -1089.808 -1286.083 13.512 rotation 0.0 0.0 0.0 0160: point_camera -1090.248 -1286.97 13.374 switchstyle 2 0001: wait 2000 ms 015F: set_camera_position -1098.031 -1296.028 14.583 rotation 0.0 0.0 0.0 0160: point_camera -1097.359 -1295.294 14.484 switchstyle 2 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @TAXWAR3_1483 03D1: play_wav 1 00BC: text_highpriority 'TAX3_3' time 4000 1 :TAXWAR3_1483 0001: wait 2000 ms 015F: set_camera_position -989.263 -1239.276 10.429 rotation 0.0 0.0 0.0 0160: point_camera -989.007 -1240.218 10.646 switchstyle 2 0006: TIMERB = 0 // @ = int 00D6: if 8119: not car $6666 wrecked 004D: jump_if_false @TAXWAR3_1592 00AD: set_car $6666 max_speed_to 30.0 00A7: car $6666 drive_to -1065.6 -1224.2 10.5 :TAXWAR3_1592 00D6: if 8119: not car $6667 wrecked 004D: jump_if_false @TAXWAR3_1638 00AD: set_car $6667 max_speed_to 28.0 00A7: car $6667 drive_to -1065.6 -1224.2 10.5 :TAXWAR3_1638 00D6: if 8119: not car $6668 wrecked 004D: jump_if_false @TAXWAR3_1684 00AD: set_car $6668 max_speed_to 26.0 00A7: car $6668 drive_to -1065.6 -1224.2 10.5 :TAXWAR3_1684 00D6: if 8119: not car $6669 wrecked 004D: jump_if_false @TAXWAR3_1730 00AD: set_car $6669 max_speed_to 24.0 00A7: car $6669 drive_to -1065.6 -1224.2 10.5 :TAXWAR3_1730 00D6: if 8119: not car $6670 wrecked 004D: jump_if_false @TAXWAR3_1776 00AD: set_car $6670 max_speed_to 22.0 00A7: car $6670 drive_to -1065.6 -1224.2 10.5 :TAXWAR3_1776 00D6: if 8119: not car $6671 wrecked 004D: jump_if_false @TAXWAR3_1822 00AD: set_car $6671 max_speed_to 19.0 00A7: car $6671 drive_to -1065.6 -1224.2 10.5 :TAXWAR3_1822 00D6: if 8019: not TIMERB > 10000 // @ > int 004D: jump_if_false @TAXWAR3_2426 0001: wait 0 ms 00D6: if 8119: not car $6666 wrecked 004D: jump_if_false @TAXWAR3_1929 00D6: if 01AF: car $6666 0 -1065.6 -1224.2 10.5 radius 6.0 6.0 5.0 004D: jump_if_false @TAXWAR3_1929 00A7: car $6666 drive_to -1096.0 -1253.0 10.5 :TAXWAR3_1929 00D6: if 8119: not car $6667 wrecked 004D: jump_if_false @TAXWAR3_2013 00D6: if 01AF: car $6667 0 -1065.6 -1224.2 10.5 radius 6.0 6.0 5.0 004D: jump_if_false @TAXWAR3_2013 00A7: car $6667 drive_to -1090.1 -1257.2 10.5 :TAXWAR3_2013 00D6: if 8119: not car $6668 wrecked 004D: jump_if_false @TAXWAR3_2097 00D6: if 01AF: car $6668 0 -1065.6 -1224.2 10.5 radius 6.0 6.0 5.0 004D: jump_if_false @TAXWAR3_2097 00A7: car $6668 drive_to -1083.4 -1258.8 10.5 :TAXWAR3_2097 00D6: if 8119: not car $6669 wrecked 004D: jump_if_false @TAXWAR3_2181 00D6: if 01AF: car $6669 0 -1065.6 -1224.2 10.5 radius 6.0 6.0 5.0 004D: jump_if_false @TAXWAR3_2181 00A7: car $6669 drive_to -1075.7 -1261.5 10.5 :TAXWAR3_2181 00D6: if 8119: not car $6670 wrecked 004D: jump_if_false @TAXWAR3_2265 00D6: if 01AF: car $6670 0 -1065.6 -1224.2 10.5 radius 6.0 6.0 5.0 004D: jump_if_false @TAXWAR3_2265 00A7: car $6670 drive_to -1067.4 -1264.3 10.5 :TAXWAR3_2265 00D6: if 8119: not car $6671 wrecked 004D: jump_if_false @TAXWAR3_2349 00D6: if 01AF: car $6671 0 -1065.6 -1224.2 10.5 radius 6.0 6.0 5.0 004D: jump_if_false @TAXWAR3_2349 00A7: car $6671 drive_to -1060.7 -1266.1 10.5 :TAXWAR3_2349 00D6: if 0019: TIMERB > 2500 // @ > int 004D: jump_if_false @TAXWAR3_2419 015F: set_camera_position -1107.913 -1266.256 12.023 rotation 0.0 0.0 0.0 0160: point_camera -1107.038 -1265.79 11.892 switchstyle 2 :TAXWAR3_2419 0002: jump @TAXWAR3_1822 :TAXWAR3_2426 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player 0004: $6685 = 61000 // $ = int 014E: start_timer_at $6685 count_in_direction 1 00BC: text_highpriority 'TAXW3_2' time 8000 1 00D6: if 8119: not car $311 wrecked 004D: jump_if_false @TAXWAR3_2496 020A: set_car $311 door_status_to 1 :TAXWAR3_2496 0001: wait 1000 ms :TAXWAR3_2501 00D6: if and 801A: not 1 > $6685 // int > $ 8038: not $6678 == 6 // $ == int 004D: jump_if_false @TAXWAR3_3610 0001: wait 0 ms 00D6: if and 0119: car $6666 wrecked 0038: $6692 == 0 // $ == int 004D: jump_if_false @TAXWAR3_2572 0164: disable_marker $6672 0004: $6692 = 1 // $ = int 0008: $6678 += 1 // $ += int :TAXWAR3_2572 00D6: if 8119: not car $6666 wrecked 004D: jump_if_false @TAXWAR3_2679 00D6: if 0038: $6700 == 0 // $ == int 004D: jump_if_false @TAXWAR3_2672 00D6: if 8118: not actor $6679 dead 004D: jump_if_false @TAXWAR3_2672 00D6: if 00DB: actor $6679 in_car $6666 004D: jump_if_false @TAXWAR3_2672 00AD: set_car $6666 max_speed_to 40.0 00AE: set_vehicle $6666 traffic_behavior_to 3 00AF: set_car $6666 driver_behaviour_to 2 0004: $6700 = 1 // $ = int :TAXWAR3_2672 0002: jump @TAXWAR3_2684 :TAXWAR3_2679 0164: disable_marker $6672 :TAXWAR3_2684 00D6: if and 0119: car $6667 wrecked 0038: $6693 == 0 // $ == int 004D: jump_if_false @TAXWAR3_2726 0164: disable_marker $6673 0004: $6693 = 1 // $ = int 0008: $6678 += 1 // $ += int :TAXWAR3_2726 00D6: if 8119: not car $6667 wrecked 004D: jump_if_false @TAXWAR3_2833 00D6: if 0038: $6701 == 0 // $ == int 004D: jump_if_false @TAXWAR3_2826 00D6: if 8118: not actor $6680 dead 004D: jump_if_false @TAXWAR3_2826 00D6: if 00DB: actor $6680 in_car $6667 004D: jump_if_false @TAXWAR3_2826 00AD: set_car $6667 max_speed_to 40.0 00AE: set_vehicle $6667 traffic_behavior_to 3 00AF: set_car $6667 driver_behaviour_to 2 0004: $6701 = 1 // $ = int :TAXWAR3_2826 0002: jump @TAXWAR3_2838 :TAXWAR3_2833 0164: disable_marker $6673 :TAXWAR3_2838 00D6: if and 0119: car $6668 wrecked 0038: $6694 == 0 // $ == int 004D: jump_if_false @TAXWAR3_2880 0164: disable_marker $6674 0004: $6694 = 1 // $ = int 0008: $6678 += 1 // $ += int :TAXWAR3_2880 00D6: if 8119: not car $6668 wrecked 004D: jump_if_false @TAXWAR3_2987 00D6: if 0038: $6702 == 0 // $ == int 004D: jump_if_false @TAXWAR3_2980 00D6: if 8118: not actor $6681 dead 004D: jump_if_false @TAXWAR3_2980 00D6: if 00DB: actor $6681 in_car $6668 004D: jump_if_false @TAXWAR3_2980 00AD: set_car $6668 max_speed_to 40.0 00AE: set_vehicle $6668 traffic_behavior_to 3 00AF: set_car $6668 driver_behaviour_to 2 0004: $6702 = 1 // $ = int :TAXWAR3_2980 0002: jump @TAXWAR3_2992 :TAXWAR3_2987 0164: disable_marker $6674 :TAXWAR3_2992 00D6: if and 0119: car $6669 wrecked 0038: $6695 == 0 // $ == int 004D: jump_if_false @TAXWAR3_3034 0164: disable_marker $6675 0004: $6695 = 1 // $ = int 0008: $6678 += 1 // $ += int :TAXWAR3_3034 00D6: if 8119: not car $6669 wrecked 004D: jump_if_false @TAXWAR3_3141 00D6: if 0038: $6703 == 0 // $ == int 004D: jump_if_false @TAXWAR3_3134 00D6: if 8118: not actor $6682 dead 004D: jump_if_false @TAXWAR3_3134 00D6: if 00DB: actor $6682 in_car $6669 004D: jump_if_false @TAXWAR3_3134 00AD: set_car $6669 max_speed_to 40.0 00AE: set_vehicle $6669 traffic_behavior_to 3 00AF: set_car $6669 driver_behaviour_to 2 0004: $6703 = 1 // $ = int :TAXWAR3_3134 0002: jump @TAXWAR3_3146 :TAXWAR3_3141 0164: disable_marker $6675 :TAXWAR3_3146 00D6: if and 0119: car $6670 wrecked 0038: $6696 == 0 // $ == int 004D: jump_if_false @TAXWAR3_3188 0164: disable_marker $6676 0004: $6696 = 1 // $ = int 0008: $6678 += 1 // $ += int :TAXWAR3_3188 00D6: if 8119: not car $6670 wrecked 004D: jump_if_false @TAXWAR3_3295 00D6: if 0038: $6704 == 0 // $ == int 004D: jump_if_false @TAXWAR3_3288 00D6: if 8118: not actor $6683 dead 004D: jump_if_false @TAXWAR3_3288 00D6: if 00DB: actor $6683 in_car $6670 004D: jump_if_false @TAXWAR3_3288 00AD: set_car $6670 max_speed_to 40.0 00AE: set_vehicle $6670 traffic_behavior_to 3 00AF: set_car $6670 driver_behaviour_to 2 0004: $6704 = 1 // $ = int :TAXWAR3_3288 0002: jump @TAXWAR3_3300 :TAXWAR3_3295 0164: disable_marker $6676 :TAXWAR3_3300 00D6: if and 0119: car $6671 wrecked 0038: $6697 == 0 // $ == int 004D: jump_if_false @TAXWAR3_3342 0164: disable_marker $6677 0004: $6697 = 1 // $ = int 0008: $6678 += 1 // $ += int :TAXWAR3_3342 00D6: if 8119: not car $6671 wrecked 004D: jump_if_false @TAXWAR3_3449 00D6: if 0038: $6705 == 0 // $ == int 004D: jump_if_false @TAXWAR3_3442 00D6: if 8118: not actor $6684 dead 004D: jump_if_false @TAXWAR3_3442 00D6: if 00DB: actor $6684 in_car $6671 004D: jump_if_false @TAXWAR3_3442 00AD: set_car $6671 max_speed_to 30.0 00AE: set_vehicle $6671 traffic_behavior_to 3 00AF: set_car $6671 driver_behaviour_to 2 0004: $6705 = 1 // $ = int :TAXWAR3_3442 0002: jump @TAXWAR3_3454 :TAXWAR3_3449 0164: disable_marker $6677 :TAXWAR3_3454 00D6: if 0039: 3@ == 0 // @ == int 004D: jump_if_false @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 00D6: if 834E: not move_object $1792 to -986.272 -1243.532 10.4 speed 0.05 0.12 0.0 collision_check 0 004D: jump_if_false @TAXWAR3_3572 0001: wait 0 ms 0002: jump @TAXWAR3_3513 :TAXWAR3_3572 018E: stop_sound $12 018C: play_sound 3 at -986.272 -1243.532 10.4 0006: 3@ = 1 // @ = int :TAXWAR3_3603 0002: jump @TAXWAR3_2501 :TAXWAR3_3610 00D6: if 8119: not car $6666 wrecked 004D: jump_if_false @TAXWAR3_3636 00AD: set_car $6666 max_speed_to 0.0 :TAXWAR3_3636 00D6: if 8119: not car $6667 wrecked 004D: jump_if_false @TAXWAR3_3662 00AD: set_car $6667 max_speed_to 0.0 :TAXWAR3_3662 00D6: if 8119: not car $6668 wrecked 004D: jump_if_false @TAXWAR3_3688 00AD: set_car $6668 max_speed_to 0.0 :TAXWAR3_3688 00D6: if 8119: not car $6669 wrecked 004D: jump_if_false @TAXWAR3_3714 00AD: set_car $6669 max_speed_to 0.0 :TAXWAR3_3714 00D6: if 8119: not car $6670 wrecked 004D: jump_if_false @TAXWAR3_3740 00AD: set_car $6670 max_speed_to 0.0 :TAXWAR3_3740 00D6: if 8119: not car $6671 wrecked 004D: jump_if_false @TAXWAR3_3766 00AD: set_car $6671 max_speed_to 0.0 :TAXWAR3_3766 0164: disable_marker $6672 0164: disable_marker $6673 0164: disable_marker $6674 0164: disable_marker $6675 0164: disable_marker $6676 0164: disable_marker $6677 01C3: mark_car_as_no_longer_needed $6666 01C3: mark_car_as_no_longer_needed $6667 01C3: mark_car_as_no_longer_needed $6668 01C3: mark_car_as_no_longer_needed $6669 01C3: mark_car_as_no_longer_needed $6670 01C3: mark_car_as_no_longer_needed $6671 01C2: mark_actor_as_no_longer_needed $6679 01C2: mark_actor_as_no_longer_needed $6680 01C2: mark_actor_as_no_longer_needed $6681 01C2: mark_actor_as_no_longer_needed $6682 01C2: mark_actor_as_no_longer_needed $6683 01C2: mark_actor_as_no_longer_needed $6684 0249: release_model #TAXI 014F: stop_timer $6685 00A5: $6698 = create_car #ZEBRA at -983.5 -1248.9 10.4 0129: 0@ = create_actor 4 #WMOCA in_car $6698 driverseat 0224: set_car $6698 health_to 2000 020A: set_car $6698 door_status_to 3 0223: set_actor 0@ health_to 300 0175: set_car $6698 z_angle_to 66.0 00AD: set_car $6698 max_speed_to 0.0 00AE: set_vehicle $6698 traffic_behavior_to 0 0243: set_actor 0@ ped_stats_to 16 04E0: car $6698 abandon_path_radius 255 0001: wait 500 ms 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 00D6: if 00F5: player $PLAYER_CHAR 0 -998.5 -1243.2 10.5 radius 10.0 10.0 4.0 004D: jump_if_false @TAXWAR3_4050 0055: put_player $PLAYER_CHAR at -1028.3 -1237.6 10.5 :TAXWAR3_4050 015F: set_camera_position -988.01 -1242.028 10.362 rotation 0.0 0.0 0.0 0160: point_camera -987.595 -1242.919 10.541 switchstyle 2 0395: clear_area 1 at -983.5 -1248.9 10.4 range 30.0 0001: wait 1000 ms 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 00D6: if 834E: not move_object $1792 to -989.9 -1252.2 10.4 speed 0.05 0.12 0.0 collision_check 0 004D: jump_if_false @TAXWAR3_4230 0001: wait 0 ms 0002: jump @TAXWAR3_4171 :TAXWAR3_4230 018E: stop_sound $12 018C: play_sound 3 at -989.9 -1252.2 10.4 00D6: if 03D0: wav 2 loaded 004D: jump_if_false @TAXWAR3_4288 03D1: play_wav 2 00BC: text_highpriority 'TAX3_4' time 4000 1 :TAXWAR3_4288 0001: wait 3500 ms 00D6: if 8119: not car $6698 wrecked 004D: jump_if_false @TAXWAR3_4339 00AD: set_car $6698 max_speed_to 30.0 00A7: car $6698 drive_to -1017.4 -1235.7 10.5 :TAXWAR3_4339 0001: wait 1000 ms 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player 00BC: text_highpriority 'TAXW3_3' time 8000 1 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @TAXWAR3_4398 0187: $6699 = create_marker_above_actor 0@ :TAXWAR3_4398 0006: 3@ = 0 // @ = int :TAXWAR3_4405 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @TAXWAR3_4996 0001: wait 0 ms 00D6: if 8119: not car $6698 wrecked 004D: jump_if_false @TAXWAR3_4525 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @TAXWAR3_4525 00D6: if 00DB: actor 0@ in_car $6698 004D: jump_if_false @TAXWAR3_4525 00D6: if 0039: 1@ == 0 // @ == int 004D: jump_if_false @TAXWAR3_4525 00AD: set_car $6698 max_speed_to 40.0 00AE: set_vehicle $6698 traffic_behavior_to 3 00AF: set_car $6698 driver_behaviour_to 2 0006: 1@ = 1 // @ = int :TAXWAR3_4525 00D6: if 80E0: not player $PLAYER_CHAR in_any_car 004D: jump_if_false @TAXWAR3_4619 00D6: if 0019: TIMERA > 6000 // @ > int 004D: jump_if_false @TAXWAR3_4612 00D6: if 8119: not car $6698 wrecked 004D: jump_if_false @TAXWAR3_4612 0477: set_car $6698 action 2 time 2000 00D6: if 0019: TIMERA > 8000 // @ > int 004D: jump_if_false @TAXWAR3_4612 0006: TIMERA = 0 // @ = int :TAXWAR3_4612 0002: jump @TAXWAR3_4626 :TAXWAR3_4619 0006: TIMERA = 0 // @ = int :TAXWAR3_4626 00D6: if 0039: 3@ == 0 // @ == int 004D: jump_if_false @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 00D6: if 834E: not move_object $1792 to -986.272 -1243.532 10.4 speed 0.05 0.12 0.0 collision_check 0 004D: jump_if_false @TAXWAR3_4744 0001: wait 0 ms 0002: jump @TAXWAR3_4685 :TAXWAR3_4744 018E: stop_sound $12 018C: play_sound 3 at -986.272 -1243.532 10.4 0006: 3@ = 1 // @ = int :TAXWAR3_4775 00D6: if 8119: not car $6698 wrecked 004D: jump_if_false @TAXWAR3_4989 00D6: if 0039: 4@ == 0 // @ == int 004D: jump_if_false @TAXWAR3_4989 00D6: if 8185: not car $6698 health >= 250 004D: jump_if_false @TAXWAR3_4989 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @TAXWAR3_4982 01D3: actor 0@ leave_car $6698 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 $6698 door_status_to 1 :TAXWAR3_4882 00D6: if 00DB: actor 0@ in_car $6698 004D: jump_if_false @TAXWAR3_4958 0001: wait 0 ms 00D6: if 0118: actor 0@ dead 004D: jump_if_false @TAXWAR3_4928 0002: jump @TAXWAR3_4996 :TAXWAR3_4928 00D6: if 0119: car $6698 wrecked 004D: jump_if_false @TAXWAR3_4951 0002: jump @TAXWAR3_4996 :TAXWAR3_4951 0002: jump @TAXWAR3_4882 :TAXWAR3_4958 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @TAXWAR3_4982 01C9: actor 0@ kill_actor $PLAYER_ACTOR :TAXWAR3_4982 0006: 4@ = 1 // @ = int :TAXWAR3_4989 0002: jump @TAXWAR3_4405 :TAXWAR3_4996 0001: wait 2000 ms 04A6: $622 = create_asset_money_pickup_at $582 $583 $584 money $621 rate $621 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 016A: fade 0 500 ms :TAXWAR3_5039 00D6: if 016B: fading 004D: jump_if_false @TAXWAR3_5063 0001: wait 0 ms 0002: jump @TAXWAR3_5039 :TAXWAR3_5063 03CB: load_scene -1017.904 207.165 15.09 015F: set_camera_position -1018.54 207.931 15.185 rotation 0.0 0.0 0.0 0160: point_camera -1017.904 207.165 15.09 switchstyle 2 016A: fade 1 500 ms :TAXWAR3_5138 00D6: if 016B: fading 004D: jump_if_false @TAXWAR3_5162 0001: wait 0 ms 0002: jump @TAXWAR3_5138 :TAXWAR3_5162 0394: play_music 1 00BA: text_styled 'TAX_AS1' 5000 ms 6 0001: wait 5000 ms 03CB: load_scene -1002.412 192.715 13.452 015F: set_camera_position -1003.2 193.281 13.694 rotation 0.0 0.0 0.0 0160: point_camera -1002.412 192.715 13.452 switchstyle 2 01E5: text_1number_highpriority 'TAX_AS2' $621 time 6000 1 0001: wait 6000 ms 016A: fade 0 500 ms :TAXWAR3_5284 00D6: if 016B: fading 004D: jump_if_false @TAXWAR3_5308 0001: wait 0 ms 0002: jump @TAXWAR3_5284 :TAXWAR3_5308 03CB: load_scene -1119.7 -1381.3 11.5 016A: fade 1 500 ms 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 02EB: restore_camera_with_jumpcut 0002: jump @TAXWAR3_5369 :TAXWAR3_5352 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :TAXWAR3_5369 0004: $310 = 1 // $ = int 01E3: text_1number_styled 'M_PASS' number 5000 time 5000 style 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 5000 0164: disable_marker $306 0164: disable_marker $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 0004: $623 = 1 // $ = int 0008: $1175 += 1 // $ += int 0318: set_latest_mission_passed 'TAXI_3' 0551: set_kaufman_radio 1 030C: progress_made += 1 0051: return :TAXWAR3_5482 0004: $ONMISSION = 0 // $ = int 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 0164: disable_marker $6672 0164: disable_marker $6673 0164: disable_marker $6674 0164: disable_marker $6675 0164: disable_marker $6676 0164: disable_marker $6677 0164: disable_marker $6699 0249: release_model #TAXI 0249: release_model #WMOCA 0249: release_model #KAUFMAN 0249: release_model #ZEBRA 0249: release_model #KATANA 014F: stop_timer $6685 0004: $371 = 0 // $ = int 0108: destroy_object $1792 00D6: if 8119: not car $6698 wrecked 004D: jump_if_false @TAXWAR3_5593 020A: set_car $6698 door_status_to 1 :TAXWAR3_5593 029B: $1792 = init_object #ELECTRICGATE at -989.9 -1252.2 10.4 0177: set_object $1792 z_angle_to 249.0 01C7: remove_object_from_mission_cleanup_list $1792 040D: unload_wav 1 040D: unload_wav 2 00D8: mission_cleanup 0051: return //-------------Mission 75--------------- // Originally: TAXI DRIVER :TAXI 0050: gosub @TAXI_16 0050: gosub @TAXI_6968 004E: end_thread :TAXI_16 03A4: name_thread 'TAXI' 0111: set_wasted_busted_check_to 0 0004: $ONMISSION = 1 // $ = int 0004: $314 = 1 // $ = int 0004: $6710 = 0 // $ = int 0004: $6714 = 0 // $ = int 0004: $6712 = 0 // $ = int 0004: $6715 = 0 // $ = int 0004: $6711 = -1 // $ = int 0004: $6708 = 0 // $ = int 0004: $6713 = 0 // $ = int 0004: $6724 = 5 // $ = int 0004: $6723 = 500 // $ = int 054C: use_GXT_table 'TAXI1' 0001: wait 0 ms 03C4: set_status_text_to $6712 0 'FARES' 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @TAXI_160 0002: jump @TAXI_6552 :TAXI_160 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @TAXI_191 00DA: $6709 = player $PLAYER_CHAR car 0002: jump @TAXI_198 :TAXI_191 0002: jump @TAXI_6552 :TAXI_198 0216: set_car $6709 taxi_available_light_to 1 00BC: text_highpriority 'TAXI1' time 1500 1 0001: wait 0 ms :TAXI_224 00D6: if 0038: $375 == 0 // $ == int 004D: jump_if_false @TAXI_259 03E5: text_box 'TAXIH1' 0004: $375 = 1 // $ = int :TAXI_259 0004: $6721 = 0 // $ = int 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @TAXI_289 0002: jump @TAXI_6552 :TAXI_289 00D6: if 0119: car $6709 wrecked 004D: jump_if_false @TAXI_312 0002: jump @TAXI_6552 :TAXI_312 00D6: if 80DC: not player $PLAYER_CHAR in_car $6709 004D: jump_if_false @TAXI_338 0002: jump @TAXI_6552 :TAXI_338 00D6: if 8038: not $18 == 3 // $ == int 004D: jump_if_false @TAXI_394 00D6: if and 00E1: player 0 pressed_button 19 0038: $ONMISSION == 1 // $ == int 004D: jump_if_false @TAXI_387 0002: jump @TAXI_6347 :TAXI_387 0002: jump @TAXI_425 :TAXI_394 00D6: if and 00E1: player 0 pressed_button 14 0038: $ONMISSION == 1 // $ == int 004D: jump_if_false @TAXI_425 0002: jump @TAXI_6347 :TAXI_425 00D6: if and 0038: $6710 == 1 // $ == int 0038: $6714 == 0 // $ == int 004D: jump_if_false @TAXI_457 0002: jump @TAXI_6552 :TAXI_457 02DD: get_random_actor $6711 in_zone 'VICE_C' 1 1 1 00D6: if 0038: $6711 == -1 // $ == int 004D: jump_if_false @TAXI_505 0001: wait 0 ms 0002: jump @TAXI_224 :TAXI_505 009F: set_actor $6711 idle 01ED: clear_actor $6711 threat_search 0291: set_actor $6711 heed_threats 0 0187: $6706 = create_marker_above_actor $6711 0365: set_actor $6711 objective_hail_taxi :TAXI_535 00D6: if or 80FD: not player $PLAYER_CHAR 0 $6711 in_car radius 7.0 7.0 2.0 81C1: not car $6709 stopped 004D: jump_if_false @TAXI_913 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @TAXI_603 0002: jump @TAXI_6552 :TAXI_603 00D6: if 0119: car $6709 wrecked 004D: jump_if_false @TAXI_626 0002: jump @TAXI_6552 :TAXI_626 00D6: if 0118: actor $6711 dead 004D: jump_if_false @TAXI_649 0002: jump @TAXI_6486 :TAXI_649 00D6: if 80DC: not player $PLAYER_CHAR in_car $6709 004D: jump_if_false @TAXI_675 0002: jump @TAXI_6552 :TAXI_675 00D6: if 80FD: not player $PLAYER_CHAR 0 $6711 in_car radius 90.0 90.0 20.0 004D: jump_if_false @TAXI_718 0002: jump @TAXI_6486 :TAXI_718 00D6: if 8038: not $18 == 3 // $ == int 004D: jump_if_false @TAXI_774 00D6: if and 00E1: player 0 pressed_button 19 0038: $ONMISSION == 1 // $ == int 004D: jump_if_false @TAXI_767 0002: jump @TAXI_6347 :TAXI_767 0002: jump @TAXI_805 :TAXI_774 00D6: if and 00E1: player 0 pressed_button 14 0038: $ONMISSION == 1 // $ == int 004D: jump_if_false @TAXI_805 0002: jump @TAXI_6347 :TAXI_805 00D6: if and 0038: $6710 == 1 // $ == int 0038: $6714 == 0 // $ == int 004D: jump_if_false @TAXI_837 0002: jump @TAXI_6552 :TAXI_837 00D6: if and 0185: car $6709 health >= 400 0038: $6708 == 1 // $ == int 004D: jump_if_false @TAXI_882 0164: disable_marker $374 0004: $6708 = 0 // $ = int 0004: $6713 = 0 // $ = int :TAXI_882 00D6: if 8118: not actor $6711 dead 004D: jump_if_false @TAXI_906 020F: actor $6711 look_at_player $PLAYER_CHAR :TAXI_906 0002: jump @TAXI_535 :TAXI_913 00D6: if 8185: not car $6709 health >= 400 004D: jump_if_false @TAXI_1294 00BC: text_highpriority 'TAXI7' time 4000 1 00D6: if or 0121: player $PLAYER_CHAR in_zone 'BEACH1' 0121: player $PLAYER_CHAR in_zone 'BEACH2' 0121: player $PLAYER_CHAR in_zone 'STARI' 004D: jump_if_false @TAXI_1024 0164: disable_marker $374 02A8: $374 = create_marker 27 at -3.8 -1265.8 12.0 :TAXI_1024 00D6: if or 0121: player $PLAYER_CHAR in_zone 'BEACH3' 0121: player $PLAYER_CHAR in_zone 'PORNI' 0121: player $PLAYER_CHAR in_zone 'GOLFC' 004D: jump_if_false @TAXI_1101 0164: disable_marker $374 02A8: $374 = create_marker 27 at 319.0 441.3 12.0 :TAXI_1101 00D6: if or 0121: player $PLAYER_CHAR in_zone 'DOCKS' 0121: player $PLAYER_CHAR in_zone 'A_PORT' 004D: jump_if_false @TAXI_1165 0164: disable_marker $374 02A8: $374 = create_marker 27 at -903.0 -1261.1 12.0 :TAXI_1165 00D6: if or 0121: player $PLAYER_CHAR in_zone 'HAITI' 0121: player $PLAYER_CHAR in_zone 'HAVANA' 0121: player $PLAYER_CHAR in_zone 'DTOWN' 0121: player $PLAYER_CHAR in_zone 'JUNKY' 004D: jump_if_false @TAXI_1255 0164: disable_marker $374 02A8: $374 = create_marker 27 at -876.2 -105.5 12.0 :TAXI_1255 00D6: if 0038: $6708 == 0 // $ == int 004D: jump_if_false @TAXI_1287 0004: $6708 = 1 // $ = int 0004: $6713 = 1 // $ = int :TAXI_1287 0002: jump @TAXI_6486 :TAXI_1294 0319: set_actor $6711 running 1 01D4: actor $6711 go_to_car $6709 and_enter_it_as_a_passenger :TAXI_1309 00D6: if 80DB: not actor $6711 in_car $6709 004D: jump_if_false @TAXI_1677 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @TAXI_1355 0002: jump @TAXI_6552 :TAXI_1355 00D6: if 0119: car $6709 wrecked 004D: jump_if_false @TAXI_1378 0002: jump @TAXI_6552 :TAXI_1378 00D6: if 0118: actor $6711 dead 004D: jump_if_false @TAXI_1401 0002: jump @TAXI_6486 :TAXI_1401 00D6: if 80DC: not player $PLAYER_CHAR in_car $6709 004D: jump_if_false @TAXI_1427 0002: jump @TAXI_6552 :TAXI_1427 00D6: if 80FD: not player $PLAYER_CHAR 0 $6711 in_car radius 90.0 90.0 20.0 004D: jump_if_false @TAXI_1470 0002: jump @TAXI_6486 :TAXI_1470 00D6: if 8038: not $18 == 3 // $ == int 004D: jump_if_false @TAXI_1526 00D6: if and 00E1: player 0 pressed_button 19 0038: $ONMISSION == 1 // $ == int 004D: jump_if_false @TAXI_1519 0002: jump @TAXI_6347 :TAXI_1519 0002: jump @TAXI_1557 :TAXI_1526 00D6: if and 00E1: player 0 pressed_button 14 0038: $ONMISSION == 1 // $ == int 004D: jump_if_false @TAXI_1557 0002: jump @TAXI_6347 :TAXI_1557 00D6: if and 0038: $6710 == 1 // $ == int 0038: $6714 == 0 // $ == int 004D: jump_if_false @TAXI_1589 0002: jump @TAXI_6552 :TAXI_1589 00D6: if and 0185: car $6709 health >= 400 0038: $6708 == 1 // $ == int 004D: jump_if_false @TAXI_1627 0164: disable_marker $374 0004: $6708 = 0 // $ = int :TAXI_1627 00D6: if 80FD: not player $PLAYER_CHAR 0 $6711 in_car radius 7.0 7.0 2.0 004D: jump_if_false @TAXI_1670 0002: jump @TAXI_535 :TAXI_1670 0002: jump @TAXI_1309 :TAXI_1677 00A0: store_actor $6711 position_to $6731 $6732 $6733 0164: disable_marker $6706 0216: set_car $6709 taxi_available_light_to 0 :TAXI_1703 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @TAXI_1730 0002: jump @TAXI_6552 :TAXI_1730 0209: $372 = random_int_in_ranges 1 16 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @TAXI_1762 0002: jump @TAXI_6552 :TAXI_1762 00D6: if or 0121: player $PLAYER_CHAR in_zone 'DTOWN' 0121: player $PLAYER_CHAR in_zone 'A_PORT' 0121: player $PLAYER_CHAR in_zone 'JUNKY' 0121: player $PLAYER_CHAR in_zone 'DOCKS' 0121: player $PLAYER_CHAR in_zone 'HAVANA' 0121: player $PLAYER_CHAR in_zone 'HAITI' 004D: jump_if_false @TAXI_3268 00D6: if 0038: $372 == 1 // $ == int 004D: jump_if_false @TAXI_1945 00D6: if 0121: player $PLAYER_CHAR in_zone 'DTOWN' 004D: jump_if_false @TAXI_1900 0002: jump @TAXI_1703 :TAXI_1900 00BC: text_highpriority 'MFARE1' time 5000 1 0005: $6725 = -679.1 // $ = float 0005: $6726 = 1193.5 // $ = float 0005: $6727 = 9.4 // $ = float :TAXI_1945 00D6: if 0038: $372 == 2 // $ == int 004D: jump_if_false @TAXI_2039 00D6: if 0121: player $PLAYER_CHAR in_zone 'A_PORT' 004D: jump_if_false @TAXI_1994 0002: jump @TAXI_1703 :TAXI_1994 00BC: text_highpriority 'MFARE2' time 5000 1 0005: $6725 = -1457.7 // $ = float 0005: $6726 = -825.1 // $ = float 0005: $6727 = 13.1 // $ = float :TAXI_2039 00D6: if 0038: $372 == 3 // $ == int 004D: jump_if_false @TAXI_2133 00D6: if 0121: player $PLAYER_CHAR in_zone 'HAVANA' 004D: jump_if_false @TAXI_2088 0002: jump @TAXI_1703 :TAXI_2088 00BC: text_highpriority 'WFARE3' time 5000 1 0005: $6725 = -1009.0 // $ = float 0005: $6726 = -880.9 // $ = float 0005: $6727 = 11.9 // $ = float :TAXI_2133 00D6: if 0038: $372 == 4 // $ == int 004D: jump_if_false @TAXI_2227 00D6: if 0121: player $PLAYER_CHAR in_zone 'HAITI' 004D: jump_if_false @TAXI_2182 0002: jump @TAXI_1703 :TAXI_2182 00BC: text_highpriority 'WFARE4' time 5000 1 0005: $6725 = -1018.4 // $ = float 0005: $6726 = 195.9 // $ = float 0005: $6727 = 10.1 // $ = float :TAXI_2227 00D6: if 0038: $372 == 5 // $ == int 004D: jump_if_false @TAXI_2321 00D6: if 0121: player $PLAYER_CHAR in_zone 'HAVANA' 004D: jump_if_false @TAXI_2276 0002: jump @TAXI_1703 :TAXI_2276 00BC: text_highpriority 'WFARE5' time 5000 1 0005: $6725 = -971.2 // $ = float 0005: $6726 = -677.2 // $ = float 0005: $6727 = 10.4 // $ = float :TAXI_2321 00D6: if 0038: $372 == 6 // $ == int 004D: jump_if_false @TAXI_2415 00D6: if 0121: player $PLAYER_CHAR in_zone 'DTOWN' 004D: jump_if_false @TAXI_2370 0002: jump @TAXI_1703 :TAXI_2370 00BC: text_highpriority 'WFARE6' time 5000 1 0005: $6725 = -600.6 // $ = float 0005: $6726 = 667.3 // $ = float 0005: $6727 = 9.9 // $ = float :TAXI_2415 00D6: if 0038: $372 == 7 // $ == int 004D: jump_if_false @TAXI_2509 00D6: if 0121: player $PLAYER_CHAR in_zone 'HAVANA' 004D: jump_if_false @TAXI_2464 0002: jump @TAXI_1703 :TAXI_2464 00BC: text_highpriority 'WFARE7' time 5000 1 0005: $6725 = -865.6 // $ = float 0005: $6726 = -677.0 // $ = float 0005: $6727 = 10.0 // $ = float :TAXI_2509 00D6: if 0038: $372 == 8 // $ == int 004D: jump_if_false @TAXI_2603 00D6: if 0121: player $PLAYER_CHAR in_zone 'DTOWN' 004D: jump_if_false @TAXI_2558 0002: jump @TAXI_1703 :TAXI_2558 00BC: text_highpriority 'WFARE8' time 5000 1 0005: $6725 = -661.7 // $ = float 0005: $6726 = 755.7 // $ = float 0005: $6727 = 9.8 // $ = float :TAXI_2603 00D6: if 0038: $372 == 9 // $ == int 004D: jump_if_false @TAXI_2697 00D6: if 0121: player $PLAYER_CHAR in_zone 'DTOWN' 004D: jump_if_false @TAXI_2652 0002: jump @TAXI_1703 :TAXI_2652 00BC: text_highpriority 'WFARE9' time 5000 1 0005: $6725 = -800.4 // $ = float 0005: $6726 = 1167.8 // $ = float 0005: $6727 = 9.6 // $ = float :TAXI_2697 00D6: if 0038: $372 == 10 // $ == int 004D: jump_if_false @TAXI_2791 00D6: if 0121: player $PLAYER_CHAR in_zone 'HAVANA' 004D: jump_if_false @TAXI_2746 0002: jump @TAXI_1703 :TAXI_2746 00BC: text_highpriority 'WFARE10' time 5000 1 0005: $6725 = -871.9 // $ = float 0005: $6726 = -467.2 // $ = float 0005: $6727 = 9.8 // $ = float :TAXI_2791 00D6: if 0038: $372 == 11 // $ == int 004D: jump_if_false @TAXI_2885 00D6: if 0121: player $PLAYER_CHAR in_zone 'DTOWN' 004D: jump_if_false @TAXI_2840 0002: jump @TAXI_1703 :TAXI_2840 00BC: text_highpriority 'WFARE11' time 5000 1 0005: $6725 = -1024.6 // $ = float 0005: $6726 = 1332.8 // $ = float 0005: $6727 = 7.4 // $ = float :TAXI_2885 00D6: if 0038: $372 == 12 // $ == int 004D: jump_if_false @TAXI_2979 00D6: if 0121: player $PLAYER_CHAR in_zone 'HAITI' 004D: jump_if_false @TAXI_2934 0002: jump @TAXI_1703 :TAXI_2934 00BC: text_highpriority 'WFARE12' time 5000 1 0005: $6725 = -1064.6 // $ = float 0005: $6726 = 84.0 // $ = float 0005: $6727 = 10.2 // $ = float :TAXI_2979 00D6: if 0038: $372 == 13 // $ == int 004D: jump_if_false @TAXI_3073 00D6: if 0121: player $PLAYER_CHAR in_zone 'DTOWN' 004D: jump_if_false @TAXI_3028 0002: jump @TAXI_1703 :TAXI_3028 00BC: text_highpriority 'WFARE13' time 5000 1 0005: $6725 = -878.6 // $ = float 0005: $6726 = 795.7 // $ = float 0005: $6727 = 10.0 // $ = float :TAXI_3073 00D6: if 0038: $372 == 14 // $ == int 004D: jump_if_false @TAXI_3167 00D6: if 0121: player $PLAYER_CHAR in_zone 'DOCKS' 004D: jump_if_false @TAXI_3122 0002: jump @TAXI_1703 :TAXI_3122 00BC: text_highpriority 'WFARE14' time 5000 1 0005: $6725 = -745.0 // $ = float 0005: $6726 = -1264.0 // $ = float 0005: $6727 = 10.1 // $ = float :TAXI_3167 00D6: if 0038: $372 == 15 // $ == int 004D: jump_if_false @TAXI_3261 00D6: if 0121: player $PLAYER_CHAR in_zone 'HAITI' 004D: jump_if_false @TAXI_3216 0002: jump @TAXI_1703 :TAXI_3216 00BC: text_highpriority 'WFARE15' time 5000 1 0005: $6725 = -850.6 // $ = float 0005: $6726 = -92.4 // $ = float 0005: $6727 = 10.1 // $ = float :TAXI_3261 0002: jump @TAXI_4678 :TAXI_3268 00D6: if 0038: $372 == 1 // $ == int 004D: jump_if_false @TAXI_3362 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH1' 004D: jump_if_false @TAXI_3317 0002: jump @TAXI_1703 :TAXI_3317 00BC: text_highpriority 'FARE1' time 5000 1 0005: $6725 = 100.7 // $ = float 0005: $6726 = -1476.8 // $ = float 0005: $6727 = 9.4 // $ = float :TAXI_3362 00D6: if 0038: $372 == 2 // $ == int 004D: jump_if_false @TAXI_3456 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH3' 004D: jump_if_false @TAXI_3411 0002: jump @TAXI_1703 :TAXI_3411 00BC: text_highpriority 'FARE2' time 5000 1 0005: $6725 = 505.8 // $ = float 0005: $6726 = -93.9 // $ = float 0005: $6727 = 9.4 // $ = float :TAXI_3456 00D6: if 0038: $372 == 3 // $ == int 004D: jump_if_false @TAXI_3550 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH1' 004D: jump_if_false @TAXI_3505 0002: jump @TAXI_1703 :TAXI_3505 00BC: text_highpriority 'FARE3' time 5000 1 0005: $6725 = -244.7 // $ = float 0005: $6726 = -1301.8 // $ = float 0005: $6727 = 6.9 // $ = float :TAXI_3550 00D6: if 0038: $372 == 4 // $ == int 004D: jump_if_false @TAXI_3644 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH1' 004D: jump_if_false @TAXI_3599 0002: jump @TAXI_1703 :TAXI_3599 00BC: text_highpriority 'FARE4' time 5000 1 0005: $6725 = -53.5 // $ = float 0005: $6726 = -1481.7 // $ = float 0005: $6727 = 8.1 // $ = float :TAXI_3644 00D6: if 0038: $372 == 5 // $ == int 004D: jump_if_false @TAXI_3738 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH2' 004D: jump_if_false @TAXI_3693 0002: jump @TAXI_1703 :TAXI_3693 00BC: text_highpriority 'FARE5' time 5000 1 0005: $6725 = 201.6 // $ = float 0005: $6726 = -491.7 // $ = float 0005: $6727 = 10.3 // $ = float :TAXI_3738 00D6: if 0038: $372 == 6 // $ == int 004D: jump_if_false @TAXI_3832 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH3' 004D: jump_if_false @TAXI_3787 0002: jump @TAXI_1703 :TAXI_3787 00BC: text_highpriority 'FARE6' time 5000 1 0005: $6725 = 483.3 // $ = float 0005: $6726 = 1124.3 // $ = float 0005: $6727 = 15.4 // $ = float :TAXI_3832 00D6: if 0038: $372 == 7 // $ == int 004D: jump_if_false @TAXI_3926 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH3' 004D: jump_if_false @TAXI_3881 0002: jump @TAXI_1703 :TAXI_3881 00BC: text_highpriority 'FARE7' time 5000 1 0005: $6725 = 394.8 // $ = float 0005: $6726 = 203.8 // $ = float 0005: $6727 = 9.9 // $ = float :TAXI_3926 00D6: if 0038: $372 == 8 // $ == int 004D: jump_if_false @TAXI_4020 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH1' 004D: jump_if_false @TAXI_3975 0002: jump @TAXI_1703 :TAXI_3975 00BC: text_highpriority 'FARE8' time 5000 1 0005: $6725 = 482.3 // $ = float 0005: $6726 = -1218.7 // $ = float 0005: $6727 = 9.7 // $ = float :TAXI_4020 00D6: if 0038: $372 == 9 // $ == int 004D: jump_if_false @TAXI_4114 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH2' 004D: jump_if_false @TAXI_4069 0002: jump @TAXI_1703 :TAXI_4069 00BC: text_highpriority 'FARE9' time 5000 1 0005: $6725 = 600.0 // $ = float 0005: $6726 = -618.2 // $ = float 0005: $6727 = 11.2 // $ = float :TAXI_4114 00D6: if 0038: $372 == 10 // $ == int 004D: jump_if_false @TAXI_4208 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH3' 004D: jump_if_false @TAXI_4163 0002: jump @TAXI_1703 :TAXI_4163 00BC: text_highpriority 'FARE10' time 5000 1 0005: $6725 = 736.2 // $ = float 0005: $6726 = 493.1 // $ = float 0005: $6727 = 10.9 // $ = float :TAXI_4208 00D6: if 0038: $372 == 11 // $ == int 004D: jump_if_false @TAXI_4302 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH1' 004D: jump_if_false @TAXI_4257 0002: jump @TAXI_1703 :TAXI_4257 00BC: text_highpriority 'FARE11' time 5000 1 0005: $6725 = -99.7 // $ = float 0005: $6726 = -975.7 // $ = float 0005: $6727 = 9.4 // $ = float :TAXI_4302 00D6: if 0038: $372 == 12 // $ == int 004D: jump_if_false @TAXI_4396 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH3' 004D: jump_if_false @TAXI_4351 0002: jump @TAXI_1703 :TAXI_4351 00BC: text_highpriority 'FARE12' time 5000 1 0005: $6725 = 431.1 // $ = float 0005: $6726 = 705.3 // $ = float 0005: $6727 = 10.4 // $ = float :TAXI_4396 00D6: if 0038: $372 == 13 // $ == int 004D: jump_if_false @TAXI_4490 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH2' 004D: jump_if_false @TAXI_4445 0002: jump @TAXI_1703 :TAXI_4445 00BC: text_highpriority 'FARE13' time 5000 1 0005: $6725 = 403.9 // $ = float 0005: $6726 = -467.5 // $ = float 0005: $6727 = 9.1 // $ = float :TAXI_4490 00D6: if 0038: $372 == 14 // $ == int 004D: jump_if_false @TAXI_4584 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH3' 004D: jump_if_false @TAXI_4539 0002: jump @TAXI_1703 :TAXI_4539 00BC: text_highpriority 'FARE14' time 5000 1 0005: $6725 = 520.7 // $ = float 0005: $6726 = 507.5 // $ = float 0005: $6727 = 10.1 // $ = float :TAXI_4584 00D6: if 0038: $372 == 15 // $ == int 004D: jump_if_false @TAXI_4678 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH3' 004D: jump_if_false @TAXI_4633 0002: jump @TAXI_1703 :TAXI_4633 00BC: text_highpriority 'FARE15' time 5000 1 0005: $6725 = 433.0 // $ = float 0005: $6726 = 68.1 // $ = float 0005: $6727 = 10.0 // $ = float :TAXI_4678 018A: $6707 = create_checkpoint_at $6725 $6726 $6727 018B: set_marker $6707 display 2 00D6: if 0119: car $6709 wrecked 004D: jump_if_false @TAXI_4722 0002: jump @TAXI_6552 :TAXI_4722 0086: $6734 = $6731 // $ = $ float 0061: $6734 -= $6728 // $ -= $ float 0086: $6735 = $6732 // $ = $ float 0061: $6735 -= $6729 // $ -= $ float 0086: $6736 = $6734 // $ = $ float 0069: $6736 *= $6734 // $ *= $ float 0086: $6737 = $6735 // $ = $ float 0069: $6737 *= $6735 // $ *= $ float 0086: $6738 = $6736 // $ = $ float 0059: $6738 += $6737 // $ += $ float 01FB: $6739 = square_root $6738 008C: $6716 = float_to_integer $6739 0084: $6717 = $6716 // $ = $ int 00D6: if or 0121: player $PLAYER_CHAR in_zone 'DTOWN' 0121: player $PLAYER_CHAR in_zone 'A_PORT' 0121: player $PLAYER_CHAR in_zone 'JUNKY' 0121: player $PLAYER_CHAR in_zone 'DOCKS' 0121: player $PLAYER_CHAR in_zone 'HAVANA' 0121: player $PLAYER_CHAR in_zone 'HAITI' 004D: jump_if_false @TAXI_5193 00D6: if 0038: $6712 == 0 // $ == int 004D: jump_if_false @TAXI_4940 0010: $6716 *= 80 // $ *= int :TAXI_4940 00D6: if 0038: $6712 == 1 // $ == int 004D: jump_if_false @TAXI_4965 0010: $6716 *= 75 // $ *= int :TAXI_4965 00D6: if 0038: $6712 == 2 // $ == int 004D: jump_if_false @TAXI_4990 0010: $6716 *= 70 // $ *= int :TAXI_4990 00D6: if 0038: $6712 == 3 // $ == int 004D: jump_if_false @TAXI_5015 0010: $6716 *= 69 // $ *= int :TAXI_5015 00D6: if 0038: $6712 == 4 // $ == int 004D: jump_if_false @TAXI_5040 0010: $6716 *= 68 // $ *= int :TAXI_5040 00D6: if 0038: $6712 == 5 // $ == int 004D: jump_if_false @TAXI_5065 0010: $6716 *= 66 // $ *= int :TAXI_5065 00D6: if and 0018: $6712 > 5 // $ > int 002A: 10 >= $6712 // int >= $ 004D: jump_if_false @TAXI_5097 0010: $6716 *= 65 // $ *= int :TAXI_5097 00D6: if and 0018: $6712 > 11 // $ > int 002A: 20 >= $6712 // int >= $ 004D: jump_if_false @TAXI_5129 0010: $6716 *= 60 // $ *= int :TAXI_5129 00D6: if and 0018: $6712 > 20 // $ > int 002A: 50 >= $6712 // int >= $ 004D: jump_if_false @TAXI_5161 0010: $6716 *= 55 // $ *= int :TAXI_5161 00D6: if 0018: $6712 > 50 // $ > int 004D: jump_if_false @TAXI_5186 0010: $6716 *= 50 // $ *= int :TAXI_5186 0002: jump @TAXI_5464 :TAXI_5193 00D6: if 0038: $6712 == 0 // $ == int 004D: jump_if_false @TAXI_5218 0010: $6716 *= 90 // $ *= int :TAXI_5218 00D6: if 0038: $6712 == 1 // $ == int 004D: jump_if_false @TAXI_5243 0010: $6716 *= 85 // $ *= int :TAXI_5243 00D6: if 0038: $6712 == 2 // $ == int 004D: jump_if_false @TAXI_5268 0010: $6716 *= 80 // $ *= int :TAXI_5268 00D6: if 0038: $6712 == 3 // $ == int 004D: jump_if_false @TAXI_5293 0010: $6716 *= 79 // $ *= int :TAXI_5293 00D6: if 0038: $6712 == 4 // $ == int 004D: jump_if_false @TAXI_5318 0010: $6716 *= 78 // $ *= int :TAXI_5318 00D6: if 0038: $6712 == 5 // $ == int 004D: jump_if_false @TAXI_5343 0010: $6716 *= 76 // $ *= int :TAXI_5343 00D6: if and 0018: $6712 > 5 // $ > int 002A: 10 >= $6712 // int >= $ 004D: jump_if_false @TAXI_5375 0010: $6716 *= 75 // $ *= int :TAXI_5375 00D6: if and 0018: $6712 > 11 // $ > int 002A: 20 >= $6712 // int >= $ 004D: jump_if_false @TAXI_5407 0010: $6716 *= 70 // $ *= int :TAXI_5407 00D6: if and 0018: $6712 > 20 // $ > int 002A: 50 >= $6712 // int >= $ 004D: jump_if_false @TAXI_5439 0010: $6716 *= 65 // $ *= int :TAXI_5439 00D6: if 0018: $6712 > 50 // $ > int 004D: jump_if_false @TAXI_5464 0010: $6716 *= 60 // $ *= int :TAXI_5464 0058: $6714 += $6716 // $ += $ int 0084: $6722 = $6716 // $ = $ int 0014: $6722 /= 100 // $ /= int 0010: $6722 *= 65 // $ *= int 0006: TIMERB = 0 // @ = int 00D6: if 0038: $6710 == 0 // $ == int 004D: jump_if_false @TAXI_5541 03C3: set_timer_with_text_to $6714 type 1 text 'SEG3_1' 0004: $6710 = 1 // $ = int :TAXI_5541 00D6: if 0038: $6712 == 0 // $ == int 004D: jump_if_false @TAXI_5567 0008: $6714 += 5000 // $ += int :TAXI_5567 00D6: if or 80FA: not player $PLAYER_CHAR stopped 1 $6725 $6726 $6727 radius 4.0 4.0 4.0 80DC: not player $PLAYER_CHAR in_car $6709 004D: jump_if_false @TAXI_5969 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @TAXI_5644 0002: jump @TAXI_6552 :TAXI_5644 00D6: if 0119: car $6709 wrecked 004D: jump_if_false @TAXI_5667 0002: jump @TAXI_6552 :TAXI_5667 00D6: if 80DC: not player $PLAYER_CHAR in_car $6709 004D: jump_if_false @TAXI_5693 0002: jump @TAXI_6552 :TAXI_5693 0293: $18 = get_controller_mode 00D6: if 8038: not $18 == 3 // $ == int 004D: jump_if_false @TAXI_5754 00D6: if and 00E1: player 0 pressed_button 19 0038: $ONMISSION == 1 // $ == int 004D: jump_if_false @TAXI_5747 0002: jump @TAXI_6347 :TAXI_5747 0002: jump @TAXI_5785 :TAXI_5754 00D6: if and 00E1: player 0 pressed_button 14 0038: $ONMISSION == 1 // $ == int 004D: jump_if_false @TAXI_5785 0002: jump @TAXI_6347 :TAXI_5785 00D6: if 0038: $6714 == 0 // $ == int 004D: jump_if_false @TAXI_5810 0002: jump @TAXI_6271 :TAXI_5810 00D6: if 8185: not car $6709 health >= 400 004D: jump_if_false @TAXI_5873 00D6: if 0038: $6708 == 0 // $ == int 004D: jump_if_false @TAXI_5873 0164: disable_marker $374 0004: $6708 = 1 // $ = int 0050: gosub @TAXI_6293 0002: jump @TAXI_6486 :TAXI_5873 00D6: if 8119: not car $6709 wrecked 004D: jump_if_false @TAXI_5934 00D6: if and 0185: car $6709 health >= 400 0038: $6708 == 1 // $ == int 004D: jump_if_false @TAXI_5934 0164: disable_marker $374 0004: $6708 = 0 // $ = int 0004: $6713 = 0 // $ = int :TAXI_5934 00D6: if and 01F4: car $6709 flipped 01C1: car $6709 stopped 004D: jump_if_false @TAXI_5962 0002: jump @TAXI_6293 :TAXI_5962 0002: jump @TAXI_5567 :TAXI_5969 00D6: if 001F: TIMERB > $6722 // @ > $ int 004D: jump_if_false @TAXI_6025 0084: $6721 = $6717 // $ = $ int 0014: $6721 /= 10 // $ /= int 00BA: text_styled 'TAXI4' 5000 ms 5 0002: jump @TAXI_6055 :TAXI_6025 0084: $6721 = $6717 // $ = $ int 0014: $6721 /= 8 // $ /= int 00BA: text_styled 'TAXI5' 5000 ms 5 :TAXI_6055 0109: player $PLAYER_CHAR money += $6721 01E3: text_1number_styled 'TSCORE2' number $6721 time 6000 style 6 018C: play_sound 1 at 0.0 0.0 0.0 0058: $6715 += $6721 // $ += $ int 0008: $369 += 1 // $ += int 0315: increment_taxi_dropoffs 0008: $6712 += 1 // $ += int 00D6: if and 0038: $373 == 0 // $ == int 0018: $369 > 99 // $ > int 004D: jump_if_false @TAXI_6178 0317: increment_mission_attempts 0595: mission_complete 0572: set_taxi_boost_jump 1 03E5: text_box 'NITRO' 030C: progress_made += 1 0004: $373 = 1 // $ = int :TAXI_6178 0008: $6714 += 10000 // $ += int 0050: gosub @TAXI_6552 00D6: if 003A: $6712 == $6724 // $ == $ int 004D: jump_if_false @TAXI_6264 036D: text_2numbers_styled 'IN_ROW' numbers $6712 $6723 time 5000 style 6 0109: player $PLAYER_CHAR money += $6723 0058: $6715 += $6723 // $ += $ int 0008: $6724 += 5 // $ += int 0008: $6723 += 500 // $ += int :TAXI_6264 0002: jump @TAXI_6486 :TAXI_6271 00BC: text_highpriority 'TAXI2' time 5000 1 0002: jump @TAXI_6552 :TAXI_6293 0001: wait 0 ms 00BC: text_highpriority 'TAXI3' time 5000 1 00D6: if 8118: not actor $6711 dead 004D: jump_if_false @TAXI_6333 0193: set_actor $6711 objective_to_act_like_ped :TAXI_6333 0004: $6713 = 1 // $ = int 0002: jump @TAXI_6552 :TAXI_6347 0293: $18 = get_controller_mode 00D6: if 8038: not $18 == 3 // $ == int 004D: jump_if_false @TAXI_6428 :TAXI_6370 00D6: if 00E1: player 0 pressed_button 19 004D: jump_if_false @TAXI_6421 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @TAXI_6414 0002: jump @TAXI_6552 :TAXI_6414 0002: jump @TAXI_6370 :TAXI_6421 0002: jump @TAXI_6479 :TAXI_6428 00D6: if 00E1: player 0 pressed_button 14 004D: jump_if_false @TAXI_6479 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @TAXI_6472 0002: jump @TAXI_6552 :TAXI_6472 0002: jump @TAXI_6428 :TAXI_6479 0002: jump @TAXI_6552 :TAXI_6486 0164: disable_marker $6706 0164: disable_marker $6707 01C2: mark_actor_as_no_longer_needed $6711 00D6: if 8119: not car $6709 wrecked 004D: jump_if_false @TAXI_6524 0216: set_car $6709 taxi_available_light_to 1 :TAXI_6524 0001: wait 0 ms 00BB: text_lowpriority 'TAXI1' time 1500 1 0002: jump @TAXI_224 0051: return :TAXI_6552 00D6: if 8118: not actor $6711 dead 004D: jump_if_false @TAXI_6833 00D6: if 8119: not car $6709 wrecked 004D: jump_if_false @TAXI_6833 00D6: if 00DB: actor $6711 in_car $6709 004D: jump_if_false @TAXI_6833 01D3: actor $6711 leave_car $6709 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @TAXI_6634 01B4: set_player $PLAYER_CHAR can_move 0 :TAXI_6634 00D6: if 00DB: actor $6711 in_car $6709 004D: jump_if_false @TAXI_6833 0001: wait 0 ms 00D6: if or 0118: actor $6711 dead 0119: car $6709 wrecked 004D: jump_if_false @TAXI_6685 0002: jump @TAXI_6876 :TAXI_6685 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @TAXI_6708 0002: jump @TAXI_6876 :TAXI_6708 00D6: if 80DC: not player $PLAYER_CHAR in_car $6709 004D: jump_if_false @TAXI_6734 0002: jump @TAXI_6876 :TAXI_6734 0293: $18 = get_controller_mode 00D6: if 8038: not $18 == 3 // $ == int 004D: jump_if_false @TAXI_6795 00D6: if and 00E1: player 0 pressed_button 19 0038: $ONMISSION == 1 // $ == int 004D: jump_if_false @TAXI_6788 0002: jump @TAXI_6876 :TAXI_6788 0002: jump @TAXI_6826 :TAXI_6795 00D6: if and 00E1: player 0 pressed_button 14 0038: $ONMISSION == 1 // $ == int 004D: jump_if_false @TAXI_6826 0002: jump @TAXI_6876 :TAXI_6826 0002: jump @TAXI_6634 :TAXI_6833 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @TAXI_6856 01B4: set_player $PLAYER_CHAR can_move 1 :TAXI_6856 00D6: if 0038: $6713 == 1 // $ == int 004D: jump_if_false @TAXI_6876 0051: return :TAXI_6876 0001: wait 0 ms 00D6: if 8118: not actor $6711 dead 004D: jump_if_false @TAXI_6943 00D6: if 8119: not car $6709 wrecked 004D: jump_if_false @TAXI_6943 00D6: if 80DB: not actor $6711 in_car $6709 004D: jump_if_false @TAXI_6943 009C: set_actor $6711 wander_direction 0 01C2: mark_actor_as_no_longer_needed $6711 :TAXI_6943 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @TAXI_6966 01B4: set_player $PLAYER_CHAR can_move 1 :TAXI_6966 0051: return :TAXI_6968 014F: stop_timer $6714 0151: remove_status_text $6712 00D6: if 8119: not car $6709 wrecked 004D: jump_if_false @TAXI_7001 0216: set_car $6709 taxi_available_light_to 0 :TAXI_7001 0164: disable_marker $6706 0164: disable_marker $6707 0164: disable_marker $374 01C2: mark_actor_as_no_longer_needed $6711 00BA: text_styled 'TAXI6' 5000 ms 5 01E3: text_1number_styled 'TSCORE' number $6715 time 6000 style 6 0316: save_taxi_earnings_from $6715 0111: set_wasted_busted_check_to 1 0004: $ONMISSION = 0 // $ = int 0004: $314 = 0 // $ = int 0004: $371 = 0 // $ = int 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @TAXI_7107 01B4: set_player $PLAYER_CHAR can_move 1 :TAXI_7107 03E6: remove_text_box 00D8: mission_cleanup 0051: return //-------------Mission 76--------------- // Originally: PARAMEDIC :AMBULAN 0050: gosub @AMBULAN_16 0050: gosub @AMBULAN_7425 004E: end_thread :AMBULAN_16 0004: $ONMISSION = 1 // $ = int 0004: $319 = 1 // $ = int 03A4: name_thread 'AMBULAN' 00D6: if 0038: $1581 == 0 // $ == int 004D: jump_if_false @AMBULAN_60 0317: increment_mission_attempts :AMBULAN_60 0001: wait 0 ms 054C: use_GXT_table 'AMBULAE' 0004: $6740 = 0 // $ = int 0004: $6741 = 0 // $ = int 0004: $6746 = 0 // $ = int 0004: $6747 = 0 // $ = int 0004: $6748 = 0 // $ = int 0004: $6749 = 0 // $ = int 0004: $6750 = 0 // $ = int 0004: $6744 = 1 // $ = int 0004: $6743 = 0 // $ = int 0006: 2@ = 0 // @ = int 0006: 5@ = 0 // @ = int 0006: 8@ = 0 // @ = int 0006: 11@ = 0 // @ = int 0006: 14@ = 0 // @ = int 0004: $6766 = 0 // $ = int 0004: $6769 = 0 // $ = int 0004: $6772 = 0 // $ = int 0004: $6775 = 0 // $ = int 0004: $6778 = 0 // $ = int 0004: $6781 = 0 // $ = int 0004: $6784 = 0 // $ = int 0004: $6753 = 0 // $ = int 0005: $6812 = 10.0 // $ = float 0004: $6756 = 1 // $ = int 0004: $6755 = 0 // $ = int 0004: $6757 = 0 // $ = int 0004: $6751 = 0 // $ = int 0004: $6752 = 0 // $ = int 0004: $6759 = 0 // $ = int 0004: $6760 = 0 // $ = int 0004: $6761 = 0 // $ = int 0004: $6758 = 0 // $ = int 0004: $6763 = 0 // $ = int 0004: $6788 = 0 // $ = int 0005: $6799 = 0.0 // $ = float 0005: $6800 = 0.0 // $ = float 0005: $6801 = 0.0 // $ = float 00BC: text_highpriority 'ATUTOR2' time 3000 1 03C7: set_sensitivity_to_crime_to 0.5 :AMBULAN_367 01E4: text_1number_lowpriority 'ALEVEL' $6756 time 5000 4 014F: stop_timer $6740 0004: $6740 = 0 // $ = int 00D6: if 00E3: player $PLAYER_CHAR 0 361.298 -958.797 radius 750.0 850.0 004D: jump_if_false @AMBULAN_492 0005: $6791 = -133.0288 // $ = float 0005: $6792 = -981.1411 // $ = float 0005: $6793 = 9.4084 // $ = float 0005: $6797 = -134.3 // $ = float 0005: $6798 = -982.6 // $ = float 0002: jump @AMBULAN_770 :AMBULAN_492 00D6: if 00E3: player $PLAYER_CHAR 0 574.234 641.203 radius 750.0 750.0 004D: jump_if_false @AMBULAN_587 0005: $6791 = 479.1241 // $ = float 0005: $6792 = 710.748 // $ = float 0005: $6793 = 10.3577 // $ = float 0005: $6797 = 496.5145 // $ = float 0005: $6798 = 708.1912 // $ = float 0002: jump @AMBULAN_770 :AMBULAN_587 00D6: if 00E3: player $PLAYER_CHAR 0 -1138.702 -902.039 radius 750.0 900.0 004D: jump_if_false @AMBULAN_682 0005: $6791 = -871.6317 // $ = float 0005: $6792 = -477.0081 // $ = float 0005: $6793 = 10.0683 // $ = float 0005: $6797 = -887.111 // $ = float 0005: $6798 = -470.534 // $ = float 0002: jump @AMBULAN_770 :AMBULAN_682 00D6: if 00E3: player $PLAYER_CHAR 0 -1025.766 847.961 radius 850.0 850.0 004D: jump_if_false @AMBULAN_770 0005: $6791 = -823.111 // $ = float 0005: $6792 = 1167.676 // $ = float 0005: $6793 = 9.8744 // $ = float 0005: $6797 = -823.264 // $ = float 0005: $6798 = 1140.061 // $ = float :AMBULAN_770 00D6: if 001C: $6744 > $6743 // $ > $ int 004D: jump_if_false @AMBULAN_849 0050: gosub @AMBULAN_2333 00D6: if 0038: $6788 == 1 // $ == int 004D: jump_if_false @AMBULAN_821 0002: jump @AMBULAN_7425 :AMBULAN_821 0050: gosub @AMBULAN_1011 0050: gosub @AMBULAN_5692 0008: $6743 += 1 // $ += int 0002: jump @AMBULAN_770 :AMBULAN_849 00D6: if 0018: $6744 > 3 // $ > int 004D: jump_if_false @AMBULAN_881 0004: $6752 = 1 // $ = int 0002: jump @AMBULAN_888 :AMBULAN_881 0004: $6752 = 0 // $ = int :AMBULAN_888 0084: $6755 = $6740 // $ = $ int 0070: $6755 /= $6744 // $ /= $ int 0014: $6755 /= 2 // $ /= int 0084: $6745 = $6744 // $ = $ int 0008: $6745 += 1 // $ += int 0068: $6755 *= $6745 // $ *= $ int 0058: $6740 += $6755 // $ += $ int 0070: $6740 /= $6744 // $ /= $ int 0084: $6755 = $6740 // $ = $ int 0014: $6755 /= 2 // $ /= int 014E: start_timer_at $6740 count_in_direction 1 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @AMBULAN_1004 018A: $6754 = create_checkpoint_at $6791 $6792 $6793 :AMBULAN_1004 0002: jump @AMBULAN_5736 :AMBULAN_1011 00D6: if and 0018: $6744 > 0 // $ > int 0039: 2@ == 0 // @ == int 004D: jump_if_false @AMBULAN_1121 0376: 0@ = create_random_actor $6799 $6800 $6801 0006: 2@ = 1 // @ = int 0332: set_actor 0@ bleeding_to 1 02A9: set_actor 0@ immune_to_nonplayer 1 0208: $6811 = random_float 0.0 359.9 0173: set_actor 0@ z_angle_to $6811 0319: set_actor 0@ running 1 01ED: clear_actor 0@ threat_search 0187: 1@ = create_marker_above_actor 0@ 0192: set_actor 0@ objective_to_stand_still 0051: return :AMBULAN_1121 00D6: if and 0018: $6744 > 1 // $ > int 0039: 5@ == 0 // @ == int 004D: jump_if_false @AMBULAN_1231 0376: 3@ = create_random_actor $6799 $6800 $6801 0006: 5@ = 1 // @ = int 0332: set_actor 3@ bleeding_to 1 02A9: set_actor 3@ immune_to_nonplayer 1 0208: $6811 = random_float 0.0 359.9 0173: set_actor 3@ z_angle_to $6811 0319: set_actor 3@ running 1 01ED: clear_actor 3@ threat_search 0187: 4@ = create_marker_above_actor 3@ 0192: set_actor 3@ objective_to_stand_still 0051: return :AMBULAN_1231 00D6: if and 0018: $6744 > 2 // $ > int 0039: 8@ == 0 // @ == int 004D: jump_if_false @AMBULAN_1341 0376: 6@ = create_random_actor $6799 $6800 $6801 0006: 8@ = 1 // @ = int 0332: set_actor 6@ bleeding_to 1 02A9: set_actor 6@ immune_to_nonplayer 1 0208: $6811 = random_float 0.0 359.9 0173: set_actor 6@ z_angle_to $6811 0319: set_actor 6@ running 1 01ED: clear_actor 6@ threat_search 0187: 7@ = create_marker_above_actor 6@ 0192: set_actor 6@ objective_to_stand_still 0051: return :AMBULAN_1341 00D6: if and 0018: $6744 > 3 // $ > int 0039: 11@ == 0 // @ == int 004D: jump_if_false @AMBULAN_1451 0376: 9@ = create_random_actor $6799 $6800 $6801 0006: 11@ = 1 // @ = int 0332: set_actor 9@ bleeding_to 1 02A9: set_actor 9@ immune_to_nonplayer 1 0208: $6811 = random_float 0.0 359.9 0173: set_actor 9@ z_angle_to $6811 0319: set_actor 9@ running 1 01ED: clear_actor 9@ threat_search 0187: 10@ = create_marker_above_actor 9@ 0192: set_actor 9@ objective_to_stand_still 0051: return :AMBULAN_1451 00D6: if and 0018: $6744 > 4 // $ > int 0039: 14@ == 0 // @ == int 004D: jump_if_false @AMBULAN_1561 0376: 12@ = create_random_actor $6799 $6800 $6801 0006: 14@ = 1 // @ = int 0332: set_actor 12@ bleeding_to 1 02A9: set_actor 12@ immune_to_nonplayer 1 0208: $6811 = random_float 0.0 359.9 0173: set_actor 12@ z_angle_to $6811 0319: set_actor 12@ running 1 01ED: clear_actor 12@ threat_search 0187: 13@ = create_marker_above_actor 12@ 0192: set_actor 12@ objective_to_stand_still 0051: return :AMBULAN_1561 00D6: if and 0018: $6744 > 5 // $ > int 0038: $6766 == 0 // $ == int 004D: jump_if_false @AMBULAN_1671 0376: $6764 = create_random_actor $6799 $6800 $6801 0004: $6766 = 1 // $ = int 0332: set_actor $6764 bleeding_to 1 02A9: set_actor $6764 immune_to_nonplayer 1 0208: $6811 = random_float 0.0 359.9 0173: set_actor $6764 z_angle_to $6811 0319: set_actor $6764 running 1 01ED: clear_actor $6764 threat_search 0187: $6765 = create_marker_above_actor $6764 0192: set_actor $6764 objective_to_stand_still 0051: return :AMBULAN_1671 00D6: if and 0018: $6744 > 6 // $ > int 0038: $6769 == 0 // $ == int 004D: jump_if_false @AMBULAN_1781 0376: $6767 = create_random_actor $6799 $6800 $6801 0004: $6769 = 1 // $ = int 0332: set_actor $6767 bleeding_to 1 02A9: set_actor $6767 immune_to_nonplayer 1 0208: $6811 = random_float 0.0 359.9 0173: set_actor $6767 z_angle_to $6811 0319: set_actor $6767 running 1 01ED: clear_actor $6767 threat_search 0187: $6768 = create_marker_above_actor $6767 0192: set_actor $6767 objective_to_stand_still 0051: return :AMBULAN_1781 00D6: if and 0018: $6744 > 7 // $ > int 0038: $6772 == 0 // $ == int 004D: jump_if_false @AMBULAN_1891 0376: $6770 = create_random_actor $6799 $6800 $6801 0004: $6772 = 1 // $ = int 0332: set_actor $6770 bleeding_to 1 02A9: set_actor $6770 immune_to_nonplayer 1 0208: $6811 = random_float 0.0 359.9 0173: set_actor $6770 z_angle_to $6811 0319: set_actor $6770 running 1 01ED: clear_actor $6770 threat_search 0187: $6771 = create_marker_above_actor $6770 0192: set_actor $6770 objective_to_stand_still 0051: return :AMBULAN_1891 00D6: if and 0018: $6744 > 8 // $ > int 0038: $6775 == 0 // $ == int 004D: jump_if_false @AMBULAN_2001 0376: $6773 = create_random_actor $6799 $6800 $6801 0004: $6775 = 1 // $ = int 0332: set_actor $6773 bleeding_to 1 02A9: set_actor $6773 immune_to_nonplayer 1 0208: $6811 = random_float 0.0 359.9 0173: set_actor $6773 z_angle_to $6811 0319: set_actor $6773 running 1 01ED: clear_actor $6773 threat_search 0187: $6774 = create_marker_above_actor $6773 0192: set_actor $6773 objective_to_stand_still 0051: return :AMBULAN_2001 00D6: if and 0018: $6744 > 9 // $ > int 0038: $6778 == 0 // $ == int 004D: jump_if_false @AMBULAN_2111 0376: $6776 = create_random_actor $6799 $6800 $6801 0004: $6778 = 1 // $ = int 0332: set_actor $6776 bleeding_to 1 02A9: set_actor $6776 immune_to_nonplayer 1 0208: $6811 = random_float 0.0 359.9 0173: set_actor $6776 z_angle_to $6811 0319: set_actor $6776 running 1 01ED: clear_actor $6776 threat_search 0187: $6777 = create_marker_above_actor $6776 0192: set_actor $6776 objective_to_stand_still 0051: return :AMBULAN_2111 00D6: if and 0018: $6744 > 10 // $ > int 0038: $6781 == 0 // $ == int 004D: jump_if_false @AMBULAN_2221 0376: $6779 = create_random_actor $6799 $6800 $6801 0004: $6781 = 1 // $ = int 0332: set_actor $6779 bleeding_to 1 02A9: set_actor $6779 immune_to_nonplayer 1 0208: $6811 = random_float 0.0 359.9 0173: set_actor $6779 z_angle_to $6811 0319: set_actor $6779 running 1 01ED: clear_actor $6779 threat_search 0187: $6780 = create_marker_above_actor $6779 0192: set_actor $6779 objective_to_stand_still 0051: return :AMBULAN_2221 00D6: if and 0018: $6744 > 11 // $ > int 0038: $6784 == 0 // $ == int 004D: jump_if_false @AMBULAN_2331 0376: $6782 = create_random_actor $6799 $6800 $6801 0004: $6784 = 1 // $ = int 0332: set_actor $6782 bleeding_to 1 02A9: set_actor $6782 immune_to_nonplayer 1 0208: $6811 = random_float 0.0 359.9 0173: set_actor $6782 z_angle_to $6811 0319: set_actor $6782 running 1 01ED: clear_actor $6782 threat_search 0187: $6783 = create_marker_above_actor $6782 0192: set_actor $6782 objective_to_stand_still 0051: return :AMBULAN_2331 0051: return :AMBULAN_2333 0001: wait 0 ms 0054: store_player $PLAYER_CHAR position_to $6794 $6795 $6796 00D6: if 0042: $6791 == -133.0288 // $ == float 004D: jump_if_false @AMBULAN_2402 0208: $6789 = random_float -388.702 1111.298 0208: $6790 = random_float -1808.797 -108.797 :AMBULAN_2402 00D6: if 0042: $6791 == 479.1241 // $ == float 004D: jump_if_false @AMBULAN_2453 0208: $6789 = random_float -175.766 1324.234 0208: $6790 = random_float -108.797 1391.203 :AMBULAN_2453 00D6: if 0042: $6791 == -871.6317 // $ == float 004D: jump_if_false @AMBULAN_2504 0208: $6789 = random_float -1888.702 -388.702 0208: $6790 = random_float -1802.039 -2.039 :AMBULAN_2504 00D6: if 0042: $6791 == -823.111 // $ == float 004D: jump_if_false @AMBULAN_2555 0208: $6789 = random_float -1875.766 -175.766 0208: $6790 = random_float -2.039 1697.961 :AMBULAN_2555 0293: $18 = get_controller_mode 00D6: if 8038: not $18 == 3 // $ == int 004D: jump_if_false @AMBULAN_2609 00D6: if 00E1: player 0 pressed_button 19 004D: jump_if_false @AMBULAN_2602 0004: $6761 = 1 // $ = int :AMBULAN_2602 0002: jump @AMBULAN_2633 :AMBULAN_2609 00D6: if 00E1: player 0 pressed_button 14 004D: jump_if_false @AMBULAN_2633 0004: $6761 = 1 // $ = int :AMBULAN_2633 00D6: if 0038: $6761 == 1 // $ == int 004D: jump_if_false @AMBULAN_2758 00D6: if 8038: not $18 == 3 // $ == int 004D: jump_if_false @AMBULAN_2717 00D6: if 80E1: not player 0 pressed_button 19 004D: jump_if_false @AMBULAN_2710 00BC: text_highpriority 'A_CANC' time 3000 1 0004: $6788 = 1 // $ = int 0051: return :AMBULAN_2710 0002: jump @AMBULAN_2758 :AMBULAN_2717 00D6: if 80E1: not player 0 pressed_button 14 004D: jump_if_false @AMBULAN_2758 00BC: text_highpriority 'A_CANC' time 3000 1 0004: $6788 = 1 // $ = int 0051: return :AMBULAN_2758 00D6: if 80DE: not player $PLAYER_CHAR driving_vehicle_type #AMBULAN 004D: jump_if_false @AMBULAN_2801 00BC: text_highpriority 'A_CANC' time 3000 1 0004: $6788 = 1 // $ = int 0051: return :AMBULAN_2801 02C0: set $6799 $6800 $6801 to_ped_path_coords_closest_to $6789 $6790 $6796 00D6: if 0038: $PASSED_COK2_PHNOM_PENH_86 == 0 // $ == int 004D: jump_if_false @AMBULAN_3071 00D6: if and 0020: $6799 > -2327.212 // $ > float 0022: -261.402 > $6799 // float > $ 0020: $6800 > -2027.821 // $ > float 0022: 1894.426 > $6800 // float > $ 004D: jump_if_false @AMBULAN_2897 0002: jump @AMBULAN_2333 :AMBULAN_2897 00D6: if and 0020: $6799 > -265.018 // $ > float 0022: 170.188 > $6799 // float > $ 0020: $6800 > -275.942 // $ > float 0022: 1689.059 > $6800 // float > $ 004D: jump_if_false @AMBULAN_2955 0002: jump @AMBULAN_2333 :AMBULAN_2955 00D6: if and 0020: $6799 > -265.657 // $ > float 0022: 36.828 > $6799 // float > $ 0020: $6800 > -729.217 // $ > float 0022: -275.488 > $6800 // float > $ 004D: jump_if_false @AMBULAN_3013 0002: jump @AMBULAN_2333 :AMBULAN_3013 00D6: if and 0020: $6799 > 164.191 // $ > float 0022: 259.713 > $6799 // float > $ 0020: $6800 > -187.926 // $ > float 0022: 631.97 > $6800 // float > $ 004D: jump_if_false @AMBULAN_3071 0002: jump @AMBULAN_2333 :AMBULAN_3071 00D6: if and 0020: $6799 > 333.358 // $ > float 0022: 435.544 > $6799 // float > $ 0020: $6800 > -557.261 // $ > float 0022: -433.179 > $6800 // float > $ 004D: jump_if_false @AMBULAN_3129 0002: jump @AMBULAN_2333 :AMBULAN_3129 00D6: if and 0020: $6799 > -64.434 // $ > float 0022: 81.544 > $6799 // float > $ 0020: $6800 > -995.198 // $ > float 0022: -896.662 > $6800 // float > $ 004D: jump_if_false @AMBULAN_3187 0002: jump @AMBULAN_2333 :AMBULAN_3187 00D6: if and 0020: $6799 > 446.491 // $ > float 0022: 599.769 > $6799 // float > $ 0020: $6800 > -92.564 // $ > float 0022: 53.415 > $6800 // float > $ 004D: jump_if_false @AMBULAN_3245 0002: jump @AMBULAN_2333 :AMBULAN_3245 00D6: if and 0020: $6799 > -192.361 // $ > float 0022: 234.821 > $6799 // float > $ 0020: $6800 > -272.607 // $ > float 0022: 406.194 > $6800 // float > $ 004D: jump_if_false @AMBULAN_3303 0002: jump @AMBULAN_2333 :AMBULAN_3303 00D6: if and 0020: $6799 > -290.702 // $ > float 0022: 282.265 > $6799 // float > $ 0020: $6800 > 398.714 // $ > float 0022: 661.476 > $6800 // float > $ 004D: jump_if_false @AMBULAN_3361 0002: jump @AMBULAN_2333 :AMBULAN_3361 00D6: if and 0020: $6799 > -728.193 // $ > float 0022: -67.639 > $6799 // float > $ 0020: $6800 > -20.866 // $ > float 0022: 99.566 > $6800 // float > $ 004D: jump_if_false @AMBULAN_3419 0002: jump @AMBULAN_2333 :AMBULAN_3419 00D6: if and 0020: $6799 > -516.97 // $ > float 0022: -188.518 > $6799 // float > $ 0020: $6800 > -667.97 // $ > float 0022: -507.393 > $6800 // float > $ 004D: jump_if_false @AMBULAN_3477 0002: jump @AMBULAN_2333 :AMBULAN_3477 00D6: if and 0020: $6799 > -710.393 // $ > float 0022: -579.012 > $6799 // float > $ 0020: $6800 > -1416.112 // $ > float 0022: -1211.742 > $6800 // float > $ 004D: jump_if_false @AMBULAN_3535 0002: jump @AMBULAN_2333 :AMBULAN_3535 00D6: if and 0020: $6799 > 333.358 // $ > float 0022: 493.934 > $6799 // float > $ 0020: $6800 > 991.328 // $ > float 0022: 1261.389 > $6800 // float > $ 004D: jump_if_false @AMBULAN_3593 0002: jump @AMBULAN_2333 :AMBULAN_3593 00D6: if and 0020: $6799 > -790.682 // $ > float 0022: -626.456 > $6799 // float > $ 0020: $6800 > 1196.908 // $ > float 0022: 1306.392 > $6800 // float > $ 004D: jump_if_false @AMBULAN_3651 0002: jump @AMBULAN_2333 :AMBULAN_3651 00D6: if and 0020: $6799 > -1173.877 // $ > float 0022: -1027.898 > $6799 // float > $ 0020: $6800 > 237.098 // $ > float 0022: 415.922 > $6800 // float > $ 004D: jump_if_false @AMBULAN_3709 0002: jump @AMBULAN_2333 :AMBULAN_3709 00D6: if and 0020: $6799 > -1389.195 // $ > float 0022: -1199.422 > $6799 // float > $ 0020: $6800 > -47.561 // $ > float 0022: 229.799 > $6800 // float > $ 004D: jump_if_false @AMBULAN_3767 0002: jump @AMBULAN_2333 :AMBULAN_3767 00D6: if and 0020: $6799 > -1571.667 // $ > float 0022: -1290.658 > $6799 // float > $ 0020: $6800 > -1007.371 // $ > float 0022: -784.753 > $6800 // float > $ 004D: jump_if_false @AMBULAN_3825 0002: jump @AMBULAN_2333 :AMBULAN_3825 00D6: if and 0020: $6799 > -757.335 // $ > float 0022: -219.313 > $6799 // float > $ 0020: $6800 > -979.568 // $ > float 0022: -878.689 > $6800 // float > $ 004D: jump_if_false @AMBULAN_3883 0002: jump @AMBULAN_2333 :AMBULAN_3883 00D6: if and 0020: $6799 > -180.88 // $ > float 0022: 64.112 > $6799 // float > $ 0020: $6800 > -499.183 // $ > float 0022: -417.519 > $6800 // float > $ 004D: jump_if_false @AMBULAN_3941 0002: jump @AMBULAN_2333 :AMBULAN_3941 00D6: if and 0020: $6799 > 511.112 // $ > float 0022: 638.214 > $6799 // float > $ 0020: $6800 > -1815.644 // $ > float 0022: -1679.04 > $6800 // float > $ 004D: jump_if_false @AMBULAN_3999 0002: jump @AMBULAN_2333 :AMBULAN_3999 00D6: if and 0020: $6799 > -691.673 // $ > float 0022: -581.673 > $6799 // float > $ 0020: $6800 > -1519.748 // $ > float 0022: -1449.748 > $6800 // float > $ 004D: jump_if_false @AMBULAN_4057 0002: jump @AMBULAN_2333 :AMBULAN_4057 00D6: if and 0020: $6799 > -1176.038 // $ > float 0022: -1012.796 > $6799 // float > $ 0020: $6800 > -266.898 // $ > float 0022: -158.26 > $6800 // float > $ 004D: jump_if_false @AMBULAN_4115 0002: jump @AMBULAN_2333 :AMBULAN_4115 00D6: if and 0020: $6799 > -1031.494 // $ > float 0022: -949.479 > $6799 // float > $ 0020: $6800 > -902.312 // $ > float 0022: -821.592 > $6800 // float > $ 004D: jump_if_false @AMBULAN_4173 0002: jump @AMBULAN_2333 :AMBULAN_4173 00D6: if and 0020: $6799 > -896.098 // $ > float 0022: -855.09 > $6799 // float > $ 0020: $6800 > -593.101 // $ > float 0022: -548.64 > $6800 // float > $ 004D: jump_if_false @AMBULAN_4231 0002: jump @AMBULAN_2333 :AMBULAN_4231 00D6: if and 0020: $6799 > -1012.06 // $ > float 0022: -982.06 > $6799 // float > $ 0020: $6800 > 181.561 // $ > float 0022: 216.561 > $6800 // float > $ 004D: jump_if_false @AMBULAN_4289 0002: jump @AMBULAN_2333 :AMBULAN_4289 00D6: if and 0020: $6799 > -112.495 // $ > float 0022: 9.705 > $6799 // float > $ 0020: $6800 > 920.349 // $ > float 0022: 1025.694 > $6800 // float > $ 004D: jump_if_false @AMBULAN_4347 0002: jump @AMBULAN_2333 :AMBULAN_4347 00D6: if and 0020: $6799 > 533.891 // $ > float 0022: 673.891 > $6799 // float > $ 0020: $6800 > -343.116 // $ > float 0022: -183.116 > $6800 // float > $ 004D: jump_if_false @AMBULAN_4405 0002: jump @AMBULAN_2333 :AMBULAN_4405 00D6: if and 0020: $6799 > -1783.222 // $ > float 0022: -1586.599 > $6799 // float > $ 0020: $6800 > -307.5092 // $ > float 0022: -84.3105 > $6800 // float > $ 004D: jump_if_false @AMBULAN_4463 0002: jump @AMBULAN_2333 :AMBULAN_4463 00D6: if and 0020: $6799 > -903.6972 // $ > float 0022: -882.7946 > $6799 // float > $ 0020: $6800 > 791.7817 // $ > float 0022: 808.3229 > $6800 // float > $ 004D: jump_if_false @AMBULAN_4521 0002: jump @AMBULAN_2333 :AMBULAN_4521 00D6: if and 0020: $6799 > -1059.234 // $ > float 0022: -1040.148 > $6799 // float > $ 0020: $6800 > 73.3646 // $ > float 0022: 89.7497 > $6800 // float > $ 004D: jump_if_false @AMBULAN_4579 0002: jump @AMBULAN_2333 :AMBULAN_4579 00D6: if and 0020: $6799 > -1235.792 // $ > float 0022: -1110.932 > $6799 // float > $ 0020: $6800 > 32.1217 // $ > float 0022: 126.1341 > $6800 // float > $ 004D: jump_if_false @AMBULAN_4637 0002: jump @AMBULAN_2333 :AMBULAN_4637 00D6: if 0022: 6.0 > $6801 // float > $ 004D: jump_if_false @AMBULAN_4665 0002: jump @AMBULAN_2333 :AMBULAN_4665 0086: $6805 = $6794 // $ = $ float 0061: $6805 -= $6799 // $ -= $ float 0086: $6806 = $6795 // $ = $ float 0061: $6806 -= $6800 // $ -= $ float 0069: $6805 *= $6805 // $ *= $ float 0069: $6806 *= $6806 // $ *= $ float 0086: $6807 = $6805 // $ = $ float 0059: $6807 += $6806 // $ += $ float 01FB: $6808 = square_root $6807 00D6: if 0022: 120.0 > $6808 // float > $ 004D: jump_if_false @AMBULAN_4765 0002: jump @AMBULAN_2333 :AMBULAN_4765 0086: $6805 = $6791 // $ = $ float 0061: $6805 -= $6799 // $ -= $ float 0086: $6806 = $6792 // $ = $ float 0061: $6806 -= $6800 // $ -= $ float 0069: $6805 *= $6805 // $ *= $ float 0069: $6806 *= $6806 // $ *= $ float 0086: $6807 = $6805 // $ = $ float 0059: $6807 += $6806 // $ += $ float 01FB: $6809 = square_root $6807 00D6: if 0022: 100.0 > $6809 // float > $ 004D: jump_if_false @AMBULAN_4865 0002: jump @AMBULAN_2333 :AMBULAN_4865 00D6: if 0019: 2@ > 0 // @ > int 004D: jump_if_false @AMBULAN_4940 00D6: if 8118: not actor 0@ dead 004D: jump_if_false @AMBULAN_4940 00D6: if 00EC: actor 0@ 0 $6799 $6800 radius 25.0 25.0 004D: jump_if_false @AMBULAN_4940 0002: jump @AMBULAN_2333 :AMBULAN_4940 00D6: if 0019: 5@ > 0 // @ > int 004D: jump_if_false @AMBULAN_5015 00D6: if 8118: not actor 3@ dead 004D: jump_if_false @AMBULAN_5015 00D6: if 00EC: actor 3@ 0 $6799 $6800 radius 25.0 25.0 004D: jump_if_false @AMBULAN_5015 0002: jump @AMBULAN_2333 :AMBULAN_5015 00D6: if 0019: 8@ > 0 // @ > int 004D: jump_if_false @AMBULAN_5090 00D6: if 8118: not actor 6@ dead 004D: jump_if_false @AMBULAN_5090 00D6: if 00EC: actor 6@ 0 $6799 $6800 radius 25.0 25.0 004D: jump_if_false @AMBULAN_5090 0002: jump @AMBULAN_2333 :AMBULAN_5090 00D6: if 0019: 11@ > 0 // @ > int 004D: jump_if_false @AMBULAN_5165 00D6: if 8118: not actor 9@ dead 004D: jump_if_false @AMBULAN_5165 00D6: if 00EC: actor 9@ 0 $6799 $6800 radius 25.0 25.0 004D: jump_if_false @AMBULAN_5165 0002: jump @AMBULAN_2333 :AMBULAN_5165 00D6: if 0019: 14@ > 0 // @ > int 004D: jump_if_false @AMBULAN_5240 00D6: if 8118: not actor 12@ dead 004D: jump_if_false @AMBULAN_5240 00D6: if 00EC: actor 12@ 0 $6799 $6800 radius 25.0 25.0 004D: jump_if_false @AMBULAN_5240 0002: jump @AMBULAN_2333 :AMBULAN_5240 00D6: if 0018: $6766 > 0 // $ > int 004D: jump_if_false @AMBULAN_5315 00D6: if 8118: not actor $6764 dead 004D: jump_if_false @AMBULAN_5315 00D6: if 00EC: actor $6764 0 $6799 $6800 radius 25.0 25.0 004D: jump_if_false @AMBULAN_5315 0002: jump @AMBULAN_2333 :AMBULAN_5315 00D6: if 0018: $6769 > 0 // $ > int 004D: jump_if_false @AMBULAN_5390 00D6: if 8118: not actor $6767 dead 004D: jump_if_false @AMBULAN_5390 00D6: if 00EC: actor $6767 0 $6799 $6800 radius 25.0 25.0 004D: jump_if_false @AMBULAN_5390 0002: jump @AMBULAN_2333 :AMBULAN_5390 00D6: if 0018: $6772 > 0 // $ > int 004D: jump_if_false @AMBULAN_5465 00D6: if 8118: not actor $6770 dead 004D: jump_if_false @AMBULAN_5465 00D6: if 00EC: actor $6770 0 $6799 $6800 radius 25.0 25.0 004D: jump_if_false @AMBULAN_5465 0002: jump @AMBULAN_2333 :AMBULAN_5465 00D6: if 0018: $6775 > 0 // $ > int 004D: jump_if_false @AMBULAN_5540 00D6: if 8118: not actor $6773 dead 004D: jump_if_false @AMBULAN_5540 00D6: if 00EC: actor $6773 0 $6799 $6800 radius 25.0 25.0 004D: jump_if_false @AMBULAN_5540 0002: jump @AMBULAN_2333 :AMBULAN_5540 00D6: if 0018: $6778 > 0 // $ > int 004D: jump_if_false @AMBULAN_5615 00D6: if 8118: not actor $6776 dead 004D: jump_if_false @AMBULAN_5615 00D6: if 00EC: actor $6776 0 $6799 $6800 radius 25.0 25.0 004D: jump_if_false @AMBULAN_5615 0002: jump @AMBULAN_2333 :AMBULAN_5615 00D6: if 0018: $6781 > 0 // $ > int 004D: jump_if_false @AMBULAN_5690 00D6: if 8118: not actor $6779 dead 004D: jump_if_false @AMBULAN_5690 00D6: if 00EC: actor $6779 0 $6799 $6800 radius 25.0 25.0 004D: jump_if_false @AMBULAN_5690 0002: jump @AMBULAN_2333 :AMBULAN_5690 0051: return :AMBULAN_5692 0086: $6810 = $6809 // $ = $ float 0071: $6810 /= $6812 // $ /= $ float 0011: $6810 *= 1000.0 // $ *= float 008C: $6742 = float_to_integer $6810 0058: $6740 += $6742 // $ += $ int 0051: return :AMBULAN_5736 0001: wait 0 ms 0293: $18 = get_controller_mode 00D6: if 8038: not $18 == 3 // $ == int 004D: jump_if_false @AMBULAN_5794 00D6: if 00E1: player 0 pressed_button 19 004D: jump_if_false @AMBULAN_5787 0004: $6761 = 1 // $ = int :AMBULAN_5787 0002: jump @AMBULAN_5818 :AMBULAN_5794 00D6: if 00E1: player 0 pressed_button 14 004D: jump_if_false @AMBULAN_5818 0004: $6761 = 1 // $ = int :AMBULAN_5818 00D6: if 0038: $6761 == 1 // $ == int 004D: jump_if_false @AMBULAN_5939 00D6: if 8038: not $18 == 3 // $ == int 004D: jump_if_false @AMBULAN_5900 00D6: if 80E1: not player 0 pressed_button 19 004D: jump_if_false @AMBULAN_5893 00BC: text_highpriority 'A_CANC' time 3000 1 0002: jump @AMBULAN_7425 :AMBULAN_5893 0002: jump @AMBULAN_5939 :AMBULAN_5900 00D6: if 80E1: not player 0 pressed_button 14 004D: jump_if_false @AMBULAN_5939 00BC: text_highpriority 'A_CANC' time 3000 1 0002: jump @AMBULAN_7425 :AMBULAN_5939 00D6: if 80DE: not player $PLAYER_CHAR driving_vehicle_type #AMBULAN 004D: jump_if_false @AMBULAN_5987 00BC: text_highpriority 'A_CANC' time 3000 1 0002: jump @AMBULAN_7425 0002: jump @AMBULAN_5995 :AMBULAN_5987 00DA: $6741 = player $PLAYER_CHAR car :AMBULAN_5995 00D6: if and 0018: $6744 > 6 // $ > int 0038: $6752 == 2 // $ == int 0038: $6759 == 0 // $ == int 004D: jump_if_false @AMBULAN_6041 0004: $6752 = 1 // $ = int 0008: $6759 += 1 // $ += int :AMBULAN_6041 00D6: if and 0018: $6744 > 9 // $ > int 0038: $6752 == 2 // $ == int 0038: $6759 == 1 // $ == int 004D: jump_if_false @AMBULAN_6087 0004: $6752 = 1 // $ = int 0008: $6759 += 1 // $ += int :AMBULAN_6087 00D6: if and 0018: $6744 > 12 // $ > int 0038: $6752 == 2 // $ == int 0038: $6759 == 2 // $ == int 004D: jump_if_false @AMBULAN_6133 0004: $6752 = 1 // $ = int 0008: $6759 += 1 // $ += int :AMBULAN_6133 00D6: if 0019: 2@ > 0 // @ > int 004D: jump_if_false @AMBULAN_6215 008A: $6785 = 0@ // $ = @ int 008A: $6786 = 2@ // $ = @ int 008A: $6787 = 1@ // $ = @ int 0050: gosub @AMBULAN_7618 00D6: if 0038: $6788 == 1 // $ == int 004D: jump_if_false @AMBULAN_6207 0002: jump @AMBULAN_7425 :AMBULAN_6207 008B: 2@ = $6786 // @ = $ int :AMBULAN_6215 00D6: if 0019: 5@ > 0 // @ > int 004D: jump_if_false @AMBULAN_6297 008A: $6785 = 3@ // $ = @ int 008A: $6786 = 5@ // $ = @ int 008A: $6787 = 4@ // $ = @ int 0050: gosub @AMBULAN_7618 00D6: if 0038: $6788 == 1 // $ == int 004D: jump_if_false @AMBULAN_6289 0002: jump @AMBULAN_7425 :AMBULAN_6289 008B: 5@ = $6786 // @ = $ int :AMBULAN_6297 00D6: if 0019: 8@ > 0 // @ > int 004D: jump_if_false @AMBULAN_6379 008A: $6785 = 6@ // $ = @ int 008A: $6786 = 8@ // $ = @ int 008A: $6787 = 7@ // $ = @ int 0050: gosub @AMBULAN_7618 00D6: if 0038: $6788 == 1 // $ == int 004D: jump_if_false @AMBULAN_6371 0002: jump @AMBULAN_7425 :AMBULAN_6371 008B: 8@ = $6786 // @ = $ int :AMBULAN_6379 00D6: if 0019: 11@ > 0 // @ > int 004D: jump_if_false @AMBULAN_6461 008A: $6785 = 9@ // $ = @ int 008A: $6786 = 11@ // $ = @ int 008A: $6787 = 10@ // $ = @ int 0050: gosub @AMBULAN_7618 00D6: if 0038: $6788 == 1 // $ == int 004D: jump_if_false @AMBULAN_6453 0002: jump @AMBULAN_7425 :AMBULAN_6453 008B: 11@ = $6786 // @ = $ int :AMBULAN_6461 00D6: if 0019: 14@ > 0 // @ > int 004D: jump_if_false @AMBULAN_6543 008A: $6785 = 12@ // $ = @ int 008A: $6786 = 14@ // $ = @ int 008A: $6787 = 13@ // $ = @ int 0050: gosub @AMBULAN_7618 00D6: if 0038: $6788 == 1 // $ == int 004D: jump_if_false @AMBULAN_6535 0002: jump @AMBULAN_7425 :AMBULAN_6535 008B: 14@ = $6786 // @ = $ int :AMBULAN_6543 00D6: if 0018: $6766 > 0 // $ > int 004D: jump_if_false @AMBULAN_6625 0084: $6785 = $6764 // $ = $ int 0084: $6786 = $6766 // $ = $ int 0084: $6787 = $6765 // $ = $ int 0050: gosub @AMBULAN_7618 00D6: if 0038: $6788 == 1 // $ == int 004D: jump_if_false @AMBULAN_6617 0002: jump @AMBULAN_7425 :AMBULAN_6617 0084: $6766 = $6786 // $ = $ int :AMBULAN_6625 00D6: if 0018: $6769 > 0 // $ > int 004D: jump_if_false @AMBULAN_6707 0084: $6785 = $6767 // $ = $ int 0084: $6786 = $6769 // $ = $ int 0084: $6787 = $6768 // $ = $ int 0050: gosub @AMBULAN_7618 00D6: if 0038: $6788 == 1 // $ == int 004D: jump_if_false @AMBULAN_6699 0002: jump @AMBULAN_7425 :AMBULAN_6699 0084: $6769 = $6786 // $ = $ int :AMBULAN_6707 00D6: if 0018: $6772 > 0 // $ > int 004D: jump_if_false @AMBULAN_6789 0084: $6785 = $6770 // $ = $ int 0084: $6786 = $6772 // $ = $ int 0084: $6787 = $6771 // $ = $ int 0050: gosub @AMBULAN_7618 00D6: if 0038: $6788 == 1 // $ == int 004D: jump_if_false @AMBULAN_6781 0002: jump @AMBULAN_7425 :AMBULAN_6781 0084: $6772 = $6786 // $ = $ int :AMBULAN_6789 00D6: if 0018: $6775 > 0 // $ > int 004D: jump_if_false @AMBULAN_6871 0084: $6785 = $6773 // $ = $ int 0084: $6786 = $6775 // $ = $ int 0084: $6787 = $6774 // $ = $ int 0050: gosub @AMBULAN_7618 00D6: if 0038: $6788 == 1 // $ == int 004D: jump_if_false @AMBULAN_6863 0002: jump @AMBULAN_7425 :AMBULAN_6863 0084: $6775 = $6786 // $ = $ int :AMBULAN_6871 00D6: if 0018: $6778 > 0 // $ > int 004D: jump_if_false @AMBULAN_6953 0084: $6785 = $6776 // $ = $ int 0084: $6786 = $6778 // $ = $ int 0084: $6787 = $6777 // $ = $ int 0050: gosub @AMBULAN_7618 00D6: if 0038: $6788 == 1 // $ == int 004D: jump_if_false @AMBULAN_6945 0002: jump @AMBULAN_7425 :AMBULAN_6945 0084: $6778 = $6786 // $ = $ int :AMBULAN_6953 00D6: if 0018: $6781 > 0 // $ > int 004D: jump_if_false @AMBULAN_7035 0084: $6785 = $6779 // $ = $ int 0084: $6786 = $6781 // $ = $ int 0084: $6787 = $6780 // $ = $ int 0050: gosub @AMBULAN_7618 00D6: if 0038: $6788 == 1 // $ == int 004D: jump_if_false @AMBULAN_7027 0002: jump @AMBULAN_7425 :AMBULAN_7027 0084: $6781 = $6786 // $ = $ int :AMBULAN_7035 00D6: if 0018: $6784 > 0 // $ > int 004D: jump_if_false @AMBULAN_7117 0084: $6785 = $6782 // $ = $ int 0084: $6786 = $6784 // $ = $ int 0084: $6787 = $6783 // $ = $ int 0050: gosub @AMBULAN_7618 00D6: if 0038: $6788 == 1 // $ == int 004D: jump_if_false @AMBULAN_7109 0002: jump @AMBULAN_7425 :AMBULAN_7109 0084: $6784 = $6786 // $ = $ int :AMBULAN_7117 00D6: if 003A: $6753 == $6744 // $ == $ int 004D: jump_if_false @AMBULAN_7418 0084: $6751 = $6756 // $ = $ int 0068: $6751 *= $6756 // $ *= $ int 0010: $6751 *= 50 // $ *= int 01E3: text_1number_styled 'REWARD' number $6751 time 6000 style 6 0058: $316 += $6753 // $ += $ int 0058: $6763 += $6753 // $ += $ int 0008: $6744 += 1 // $ += int 0004: $6753 = 0 // $ = int 0004: $6743 = 0 // $ = int 0109: player $PLAYER_CHAR money += $6751 0004: $6760 = 0 // $ = int 0164: disable_marker $6754 0164: disable_marker 1@ 0164: disable_marker 4@ 0164: disable_marker 7@ 0164: disable_marker 10@ 0164: disable_marker 13@ 0164: disable_marker $6765 0164: disable_marker $6768 0164: disable_marker $6771 0164: disable_marker $6774 0164: disable_marker $6777 0164: disable_marker $6780 0164: disable_marker $6783 0403: save_highest_ambulance_level $6756 0008: $6756 += 1 // $ += int 00D6: if 0038: $6756 == 13 // $ == int 004D: jump_if_false @AMBULAN_7411 01E3: text_1number_styled 'A_COMP1' number 15000 time 5000 style 5 0109: player $PLAYER_CHAR money += 25000 0394: play_music 1 0330: set_player $PLAYER_CHAR infinite_run_to 1 00D6: if 0038: $1581 == 0 // $ == int 004D: jump_if_false @AMBULAN_7409 030C: progress_made += 1 03E5: text_box 'A_COMP2' 0330: set_player $PLAYER_CHAR infinite_run_to 1 0595: mission_complete 0004: $1581 = 1 // $ = int :AMBULAN_7409 0051: return :AMBULAN_7411 0002: jump @AMBULAN_367 :AMBULAN_7418 0002: jump @AMBULAN_5736 :AMBULAN_7425 014F: stop_timer $6740 00D6: if 8038: not $6756 == 13 // $ == int 004D: jump_if_false @AMBULAN_7481 00BA: text_styled 'A_FAIL1' 5000 ms 5 01E3: text_1number_styled 'A_SAVES' number $6763 time 6000 style 6 :AMBULAN_7481 0004: $6760 = 0 // $ = int 0164: disable_marker $6754 0164: disable_marker 1@ 0164: disable_marker 4@ 0164: disable_marker 7@ 0164: disable_marker 10@ 0164: disable_marker 13@ 0164: disable_marker $6765 0164: disable_marker $6768 0164: disable_marker $6771 0164: disable_marker $6774 0164: disable_marker $6777 0164: disable_marker $6780 0164: disable_marker $6783 03C7: set_sensitivity_to_crime_to 1.0 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 0004: $ONMISSION = 0 // $ = int 0004: $319 = 0 // $ = int 00D8: mission_cleanup 00D6: if 0038: $1581 == 1 // $ == int 004D: jump_if_false @AMBULAN_7616 03E5: text_box 'A_COMP2' 0004: $1581 = 2 // $ = int :AMBULAN_7616 0051: return :AMBULAN_7618 00D6: if 0118: actor $6785 dead 004D: jump_if_false @AMBULAN_7658 00BC: text_highpriority 'A_FAIL3' time 3000 1 0004: $6788 = 1 // $ = int 0051: return :AMBULAN_7658 00D6: if 0038: $6740 == 0 // $ == int 004D: jump_if_false @AMBULAN_7710 0321: kill_actor $6785 034F: destroy_actor_with_fade $6785 // The actor fades away like a ghost 00BC: text_highpriority 'A_FAIL2' time 3000 1 0004: $6788 = 1 // $ = int 0051: return :AMBULAN_7710 00D6: if 0038: $6786 == 3 // $ == int 004D: jump_if_false @AMBULAN_7882 00A0: store_actor $6785 position_to $6802 $6803 $6804 0227: $6747 = car $6741 health 00D6: if 001C: $6746 > $6747 // $ > $ int 004D: jump_if_false @AMBULAN_7882 0084: $6748 = $6746 // $ = $ int 0060: $6748 -= $6747 // $ -= $ int 0010: $6748 *= 50 // $ *= int 0060: $6740 -= $6748 // $ -= $ int 00D6: if 03A3: actor $6785 male 004D: jump_if_false @AMBULAN_7836 018C: play_sound 19 at $6802 $6803 $6804 0002: jump @AMBULAN_7849 :AMBULAN_7836 018C: play_sound 20 at $6802 $6803 $6804 :AMBULAN_7849 00D6: if 001A: 0 > $6740 // int > $ 004D: jump_if_false @AMBULAN_7874 0004: $6740 = 0 // $ = int :AMBULAN_7874 0084: $6746 = $6747 // $ = $ int :AMBULAN_7882 00D6: if 0038: $6786 == 1 // $ == int 004D: jump_if_false @AMBULAN_8048 00D6: if 00FD: player $PLAYER_CHAR 0 $6785 in_car radius 10.0 10.0 2.0 004D: jump_if_false @AMBULAN_8048 01E9: $6750 = car $6741 num_passengers 01EA: $6749 = car $6741 max_passengers 00D6: if 003A: $6750 == $6749 // $ == $ int 004D: jump_if_false @AMBULAN_8000 00BC: text_highpriority 'A_FULL' time 5000 1 0004: $6758 = 1 // $ = int 0002: jump @AMBULAN_8007 :AMBULAN_8000 0004: $6758 = 0 // $ = int :AMBULAN_8007 0227: $6746 = car $6741 health 00D6: if 0038: $6758 == 0 // $ == int 004D: jump_if_false @AMBULAN_8048 01D4: actor $6785 go_to_car $6741 and_enter_it_as_a_passenger 0004: $6786 = 2 // $ = int :AMBULAN_8048 00D6: if 0038: $6786 == 2 // $ == int 004D: jump_if_false @AMBULAN_8143 00D6: if 80EB: not player $PLAYER_CHAR 0 $6785 radius 20.0 20.0 004D: jump_if_false @AMBULAN_8104 0004: $6786 = 1 // $ = int :AMBULAN_8104 00D6: if 04FF: actor $6785 no_objective 004D: jump_if_false @AMBULAN_8143 00D6: if 80DF: not actor $6785 in_any_car 004D: jump_if_false @AMBULAN_8143 0004: $6786 = 1 // $ = int :AMBULAN_8143 00D6: if 0038: $6786 == 2 // $ == int 004D: jump_if_false @AMBULAN_8270 00D6: if 00DF: actor $6785 in_any_car 004D: jump_if_false @AMBULAN_8270 0164: disable_marker $6787 00D6: if 0038: $6760 == 0 // $ == int 004D: jump_if_false @AMBULAN_8221 018A: $6754 = create_checkpoint_at $6791 $6792 $6793 0004: $6760 = 1 // $ = int :AMBULAN_8221 0084: $6757 = $6755 // $ = $ int 0014: $6757 /= 1000 // $ /= int 01E3: text_1number_styled 'A_TIME' number $6757 time 6000 style 6 0058: $6740 += $6755 // $ += $ int 0004: $6786 = 3 // $ = int :AMBULAN_8270 00D6: if 0038: $6786 == 3 // $ == int 004D: jump_if_false @AMBULAN_8348 00D6: if 00FA: player $PLAYER_CHAR stopped 1 $6791 $6792 $6793 radius 6.0 6.0 2.0 004D: jump_if_false @AMBULAN_8348 0239: actor $6785 run_to $6797 $6798 0004: $6786 = 4 // $ = int :AMBULAN_8348 00D6: if 0038: $6786 == 4 // $ == int 004D: jump_if_false @AMBULAN_8557 0239: actor $6785 run_to $6797 $6798 00D6: if 80DF: not actor $6785 in_any_car 004D: jump_if_false @AMBULAN_8557 0239: actor $6785 run_to $6797 $6798 01C2: mark_actor_as_no_longer_needed $6785 00BA: text_styled 'A_PASS' 3000 ms 5 00D6: if 0038: $6752 == 1 // $ == int 004D: jump_if_false @AMBULAN_8522 0084: $6757 = $6755 // $ = $ int 0014: $6757 /= 1000 // $ /= int 01E3: text_1number_styled 'A_TIME' number $6757 time 6000 style 6 00DA: $6741 = player $PLAYER_CHAR car 0227: $6762 = car $6741 health 0008: $6762 += 110 // $ += int 0224: set_car $6741 health_to $6762 0058: $6740 += $6755 // $ += $ int 0008: $6752 += 1 // $ += int :AMBULAN_8522 018C: play_sound 1 at 0.0 0.0 0.0 0008: $6753 += 1 // $ += int 0401: increment_people_saved_in_ambulance 0004: $6786 = 0 // $ = int :AMBULAN_8557 0051: return //-------------Mission 77--------------- // Originally: FIREFIGHTER :FIRETRU 0050: gosub @FIRETRU_16 0050: gosub @FIRETRU_7990 004E: end_thread :FIRETRU_16 0004: $ONMISSION = 1 // $ = int 0004: $321 = 1 // $ = int 03A4: name_thread 'FIRETRU' 0001: wait 0 ms 00D6: if 0038: $1583 == 0 // $ == int 004D: jump_if_false @FIRETRU_64 0317: increment_mission_attempts :FIRETRU_64 054C: use_GXT_table 'FIRETRK' 0004: $6841 = 0 // $ = int 0004: $6844 = 0 // $ = int 0004: $6845 = 0 // $ = int 0004: $6847 = 0 // $ = int 0004: $6846 = 0 // $ = int 0004: $6850 = 0 // $ = int 0004: $6849 = 0 // $ = int 0005: $6871 = 5.5 // $ = float 0004: $6848 = 1 // $ = int 0004: $6842 = 0 // $ = int 0004: $6935 = 0 // $ = int 0004: $6843 = 0 // $ = int 0004: $6851 = 0 // $ = int 0006: 1@ = -1 // @ = int 0006: 1@ = -1 // @ = int 0006: 1@ = -1 // @ = int 0004: $6856 = 0 // $ = int 0004: $6818 = 0 // $ = int 0004: $6819 = 0 // $ = int 0004: $6820 = 0 // $ = int 0004: $6821 = 0 // $ = int 0004: $6822 = 0 // $ = int 0004: $6823 = 0 // $ = int 0004: $6824 = 0 // $ = int 0004: $6825 = 0 // $ = int 0004: $6826 = 0 // $ = int 03C7: set_sensitivity_to_crime_to 0.5 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @FIRETRU_480 018A: $6827 = create_checkpoint_at $445 $446 $447 018A: $6828 = create_checkpoint_at $445 $446 $447 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 :FIRETRU_480 0004: $6855 = 0 // $ = int 0004: $6853 = 0 // $ = int 0004: $6858 = 0 // $ = int 0004: $6859 = 0 // $ = int 0004: $6860 = 0 // $ = int 0004: $6862 = 0 // $ = int 0004: $6863 = 0 // $ = int 0004: $6864 = 0 // $ = int 0004: $6865 = 0 // $ = int 0004: $6866 = 0 // $ = int 0004: $6867 = 0 // $ = int 0004: $6868 = 0 // $ = int 0004: $6869 = 0 // $ = int 0004: $6870 = 0 // $ = int 0209: $4127 = random_int_in_ranges 25 44 00D6: if 0038: $4127 == 25 // $ == int 004D: jump_if_false @FIRETRU_613 04AE: $6935 = 135 // = constant :FIRETRU_613 00D6: if 0038: $4127 == 26 // $ == int 004D: jump_if_false @FIRETRU_639 04AE: $6935 = 148 // = constant :FIRETRU_639 00D6: if 0038: $4127 == 27 // $ == int 004D: jump_if_false @FIRETRU_665 04AE: $6935 = 151 // = constant :FIRETRU_665 00D6: if 0038: $4127 == 28 // $ == int 004D: jump_if_false @FIRETRU_691 04AE: $6935 = 130 // = constant :FIRETRU_691 00D6: if 0038: $4127 == 29 // $ == int 004D: jump_if_false @FIRETRU_717 04AE: $6935 = 134 // = constant :FIRETRU_717 00D6: if 0038: $4127 == 30 // $ == int 004D: jump_if_false @FIRETRU_743 04AE: $6935 = 175 // = constant :FIRETRU_743 00D6: if 0038: $4127 == 31 // $ == int 004D: jump_if_false @FIRETRU_769 04AE: $6935 = 196 // = constant :FIRETRU_769 00D6: if 0038: $4127 == 32 // $ == int 004D: jump_if_false @FIRETRU_795 04AE: $6935 = 197 // = constant :FIRETRU_795 00D6: if 0038: $4127 == 33 // $ == int 004D: jump_if_false @FIRETRU_821 04AE: $6935 = 209 // = constant :FIRETRU_821 00D6: if 0038: $4127 == 34 // $ == int 004D: jump_if_false @FIRETRU_847 04AE: $6935 = 143 // = constant :FIRETRU_847 00D6: if 0038: $4127 == 35 // $ == int 004D: jump_if_false @FIRETRU_873 04AE: $6935 = 150 // = constant :FIRETRU_873 00D6: if 0038: $4127 == 36 // $ == int 004D: jump_if_false @FIRETRU_899 04AE: $6935 = 168 // = constant :FIRETRU_899 00D6: if 0038: $4127 == 37 // $ == int 004D: jump_if_false @FIRETRU_925 04AE: $6935 = 170 // = constant :FIRETRU_925 00D6: if 0038: $4127 == 38 // $ == int 004D: jump_if_false @FIRETRU_951 04AE: $6935 = 179 // = constant :FIRETRU_951 00D6: if 0038: $4127 == 39 // $ == int 004D: jump_if_false @FIRETRU_977 04AE: $6935 = 200 // = constant :FIRETRU_977 00D6: if 0038: $4127 == 40 // $ == int 004D: jump_if_false @FIRETRU_1003 04AE: $6935 = 212 // = constant :FIRETRU_1003 00D6: if 0038: $4127 == 41 // $ == int 004D: jump_if_false @FIRETRU_1029 04AE: $6935 = 216 // = constant :FIRETRU_1029 00D6: if 0038: $4127 == 42 // $ == int 004D: jump_if_false @FIRETRU_1055 04AE: $6935 = 222 // = constant :FIRETRU_1055 00D6: if 0038: $4127 == 43 // $ == int 004D: jump_if_false @FIRETRU_1081 04AE: $6935 = 174 // = constant :FIRETRU_1081 0247: request_model $6935 :FIRETRU_1086 0050: gosub @FIRETRU_6347 00D6: if 0038: $6842 == 1 // $ == int 004D: jump_if_false @FIRETRU_1118 0002: jump @FIRETRU_7990 :FIRETRU_1118 00D6: if 0038: $PASSED_COK2_PHNOM_PENH_86 == 0 // $ == int 004D: jump_if_false @FIRETRU_1173 0208: $6942 = random_float -247.43 683.41 0208: $6943 = random_float -1813.62 1308.102 0002: jump @FIRETRU_1278 :FIRETRU_1173 00D6: if 0056: player $PLAYER_CHAR 0 -1802.615 -1518.473 -270.134 1591.896 004D: jump_if_false @FIRETRU_1248 0208: $6942 = random_float -1802.615 -270.134 0208: $6943 = random_float -1518.473 1591.896 0002: jump @FIRETRU_1278 :FIRETRU_1248 0208: $6942 = random_float -247.43 683.41 0208: $6943 = random_float -1813.62 1308.102 :FIRETRU_1278 00D6: if 001A: 5 > $6848 // int > $ 004D: jump_if_false @FIRETRU_1325 02C1: set $6942 $6943 $6944 to_car_path_coords_closest_to $6942 $6943 10.0 0002: jump @FIRETRU_2054 :FIRETRU_1325 00D6: if 001A: 9 > $6848 // int > $ 004D: jump_if_false @FIRETRU_1646 04B9: get_closest_straight_road $6942 $6943 10.0 12.0 500.0 $6942 $6943 $6944 $6945 $6946 $6947 $447 00D6: if and 0042: $6942 == 0.0 // $ == float 0042: $6943 == 0.0 // $ == float 0042: $6945 == 0.0 // $ == float 0042: $6946 == 0.0 // $ == float 004D: jump_if_false @FIRETRU_1449 0001: wait 0 ms 0002: jump @FIRETRU_1086 :FIRETRU_1449 0086: $6963 = $6945 // $ = $ float 0061: $6963 -= $6942 // $ -= $ float 0086: $6964 = $6946 // $ = $ float 0061: $6964 -= $6943 // $ -= $ float 0086: $6978 = $6963 // $ = $ float 0069: $6978 *= $6963 // $ *= $ float 0086: $6979 = $6964 // $ = $ float 0069: $6979 *= $6964 // $ *= $ float 0086: $6965 = $6978 // $ = $ float 0059: $6965 += $6979 // $ += $ float 01FB: $6965 = square_root $6965 0005: $4864 = 12.0 // $ = float 0071: $4864 /= $6965 // $ /= $ float 0086: $6978 = $6963 // $ = $ float 0069: $6978 *= $4864 // $ *= $ float 0086: $6945 = $6942 // $ = $ float 0059: $6945 += $6978 // $ += $ float 0086: $6979 = $6964 // $ = $ float 0069: $6979 *= $4864 // $ *= $ float 0086: $6946 = $6943 // $ = $ float 0059: $6946 += $6979 // $ += $ float 0009: $6944 += 0.5 // $ += float 0009: $6947 += 0.5 // $ += float 0002: jump @FIRETRU_2054 :FIRETRU_1646 04B9: get_closest_straight_road $6942 $6943 10.0 18.0 500.0 $6945 $6946 $6947 $6948 $6949 $6950 $447 00D6: if and 0042: $6945 == 0.0 // $ == float 0042: $6946 == 0.0 // $ == float 0042: $6948 == 0.0 // $ == float 0042: $6949 == 0.0 // $ == float 004D: jump_if_false @FIRETRU_1752 0001: wait 0 ms 0002: jump @FIRETRU_1086 :FIRETRU_1752 0086: $6963 = $6948 // $ = $ float 0061: $6963 -= $6945 // $ -= $ float 0086: $6964 = $6949 // $ = $ float 0061: $6964 -= $6946 // $ -= $ float 0086: $6978 = $6963 // $ = $ float 0069: $6978 *= $6963 // $ *= $ float 0086: $6979 = $6964 // $ = $ float 0069: $6979 *= $6964 // $ *= $ float 0086: $6965 = $6978 // $ = $ float 0059: $6965 += $6979 // $ += $ float 01FB: $6965 = square_root $6965 0005: $4864 = 18.0 // $ = float 0071: $4864 /= $6965 // $ /= $ float 0086: $6978 = $6963 // $ = $ float 0069: $6978 *= $4864 // $ *= $ float 0086: $6948 = $6945 // $ = $ float 0059: $6948 += $6978 // $ += $ float 0086: $6979 = $6964 // $ = $ float 0069: $6979 *= $4864 // $ *= $ float 0086: $6949 = $6946 // $ = $ float 0059: $6949 += $6979 // $ += $ float 0086: $6942 = $6945 // $ = $ float 0061: $6942 -= $6948 // $ -= $ float 0015: $6942 /= 2.0 // $ /= float 0059: $6942 += $6948 // $ += $ float 0086: $6943 = $6946 // $ = $ float 0061: $6943 -= $6949 // $ -= $ float 0015: $6943 /= 2.0 // $ /= float 0059: $6943 += $6949 // $ += $ float 0086: $6944 = $6947 // $ = $ float 0061: $6944 -= $6950 // $ -= $ float 0015: $6944 /= 2.0 // $ /= float 0059: $6944 += $6950 // $ += $ float 0009: $6947 += 0.5 // $ += float 0009: $6944 += 0.5 // $ += float 0009: $6950 += 0.5 // $ += float :FIRETRU_2054 00D6: if 0022: 7.0 > $6944 // float > $ 004D: jump_if_false @FIRETRU_2086 0001: wait 0 ms 0002: jump @FIRETRU_1086 :FIRETRU_2086 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 0509: $6872 = distance_between_point $95 $96 and_point $6942 $6943 00D6: if or 0022: 150.0 > $6872 // float > $ 0020: $6872 > 600.0 // $ > float 004D: jump_if_false @FIRETRU_2159 0001: wait 0 ms 0002: jump @FIRETRU_1086 :FIRETRU_2159 00D6: if and 0020: $6942 > -1905.785 // $ > float 0022: -1105.785 > $6942 // float > $ 0020: $6943 > 745.678 // $ > float 0022: 1773.513 > $6943 // float > $ 004D: jump_if_false @FIRETRU_2221 0001: wait 0 ms 0002: jump @FIRETRU_1086 :FIRETRU_2221 00D6: if and 0020: $6942 > -265.018 // $ > float 0022: 170.188 > $6942 // float > $ 0020: $6943 > -275.942 // $ > float 0022: 1689.059 > $6943 // float > $ 004D: jump_if_false @FIRETRU_2283 0001: wait 0 ms 0002: jump @FIRETRU_1086 :FIRETRU_2283 00D6: if and 0020: $6942 > 164.191 // $ > float 0022: 259.713 > $6942 // float > $ 0020: $6943 > -187.926 // $ > float 0022: 631.97 > $6943 // float > $ 004D: jump_if_false @FIRETRU_2345 0001: wait 0 ms 0002: jump @FIRETRU_1086 :FIRETRU_2345 00D6: if and 0020: $6942 > -731.729 // $ > float 0022: -263.334 > $6942 // float > $ 0020: $6943 > -4.399 // $ > float 0022: 62.853 > $6943 // float > $ 004D: jump_if_false @FIRETRU_2407 0001: wait 0 ms 0002: jump @FIRETRU_1086 :FIRETRU_2407 00D6: if and 0020: $6942 > -180.88 // $ > float 0022: 64.112 > $6942 // float > $ 0020: $6943 > -499.183 // $ > float 0022: -417.519 > $6943 // float > $ 004D: jump_if_false @FIRETRU_2469 0001: wait 0 ms 0002: jump @FIRETRU_1086 :FIRETRU_2469 00D6: if and 0020: $6942 > -762.855 // $ > float 0022: -172.566 > $6942 // float > $ 0020: $6943 > -667.099 // $ > float 0022: -224.382 > $6943 // float > $ 004D: jump_if_false @FIRETRU_2531 0001: wait 0 ms 0002: jump @FIRETRU_1086 :FIRETRU_2531 00D6: if 0038: $PASSED_COK2_PHNOM_PENH_86 == 0 // $ == int 004D: jump_if_false @FIRETRU_2797 00D6: if and 0020: $6942 > -2327.212 // $ > float 0022: -261.402 > $6942 // float > $ 0020: $6943 > -2027.821 // $ > float 0022: 1894.426 > $6943 // float > $ 004D: jump_if_false @FIRETRU_2611 0001: wait 0 ms 0002: jump @FIRETRU_1086 :FIRETRU_2611 00D6: if and 0020: $6942 > -265.018 // $ > float 0022: 170.188 > $6942 // float > $ 0020: $6943 > -275.942 // $ > float 0022: 1689.059 > $6943 // float > $ 004D: jump_if_false @FIRETRU_2673 0001: wait 0 ms 0002: jump @FIRETRU_1086 :FIRETRU_2673 00D6: if and 0020: $6942 > -265.657 // $ > float 0022: 36.828 > $6942 // float > $ 0020: $6943 > -729.217 // $ > float 0022: -275.488 > $6943 // float > $ 004D: jump_if_false @FIRETRU_2735 0001: wait 0 ms 0002: jump @FIRETRU_1086 :FIRETRU_2735 00D6: if and 0020: $6942 > 164.191 // $ > float 0022: 259.713 > $6942 // float > $ 0020: $6943 > -187.926 // $ > float 0022: 631.97 > $6943 // float > $ 004D: jump_if_false @FIRETRU_2797 0001: wait 0 ms 0002: jump @FIRETRU_1086 :FIRETRU_2797 0086: $6873 = $6872 // $ = $ float 0071: $6873 /= $6871 // $ /= $ float 0011: $6873 *= 1000.0 // $ *= float 008C: $6843 = float_to_integer $6873 0058: $6841 += $6843 // $ += $ int 00D6: if 0038: $6847 == 0 // $ == int 004D: jump_if_false @FIRETRU_2888 00D6: if 001A: 50000 > $6841 // int > $ 004D: jump_if_false @FIRETRU_2888 0004: $6841 = 50000 // $ = int :FIRETRU_2888 00D6: if 8248: not model $6935 available 004D: jump_if_false @FIRETRU_2947 0001: wait 0 ms 0050: gosub @FIRETRU_6347 00D6: if 0038: $6842 == 1 // $ == int 004D: jump_if_false @FIRETRU_2940 0002: jump @FIRETRU_7990 :FIRETRU_2940 0002: jump @FIRETRU_2888 :FIRETRU_2947 00A5: 1@ = create_car $6935 at $6942 $6943 $6944 0208: $6874 = random_float 0.0 359.9 0175: set_car 1@ z_angle_to $6874 0325: $6814 = create_car 1@ fire 0186: $6828 = create_marker_above_car 1@ 018B: set_marker $6828 display 2 03ED: set_car 1@ not_damaged_when_upside_down 1 0008: $6855 += 1 // $ += int 0560: create_random_actor_in_vehicle 1@ in_driverseat_handle_as 5@ 02A9: set_actor 5@ immune_to_nonplayer 1 0008: $6855 += 1 // $ += int 00D6: if 0018: $6848 > 2 // $ > int 004D: jump_if_false @FIRETRU_3088 0561: 6@ = create_random_ped_in_vehicle 1@ passengerseat 0 02A9: set_actor 6@ immune_to_nonplayer 1 0008: $6855 += 1 // $ += int :FIRETRU_3088 00D6: if 0018: $6848 > 3 // $ > int 004D: jump_if_false @FIRETRU_3130 0561: 7@ = create_random_ped_in_vehicle 1@ passengerseat 1 02A9: set_actor 7@ immune_to_nonplayer 1 0008: $6855 += 1 // $ += int :FIRETRU_3130 00D6: if 0018: $6848 > 4 // $ > int 004D: jump_if_false @FIRETRU_3317 0086: $6978 = $6945 // $ = $ float 000D: $6978 -= 5.0 // $ -= float 0086: $445 = $6978 // $ = $ float 0009: $445 += 10.0 // $ += float 0208: $6945 = random_float $6978 $445 0086: $6979 = $6946 // $ = $ float 000D: $6979 -= 5.0 // $ -= float 0086: $446 = $6979 // $ = $ float 0009: $446 += 10.0 // $ += float 0208: $6946 = random_float $6979 $446 00A5: 2@ = create_car $6935 at $6945 $6946 $6947 039F: car 2@ race_to $6942 $6943 0325: $6815 = create_car 2@ fire 04BA: set_car 2@ speed_instantly 20.0 0186: $6829 = create_marker_above_car 2@ 018B: set_marker $6829 display 2 03ED: set_car 2@ not_damaged_when_upside_down 1 0008: $6855 += 1 // $ += int :FIRETRU_3317 00D6: if 0018: $6848 > 5 // $ > int 004D: jump_if_false @FIRETRU_3357 0560: create_random_actor_in_vehicle 2@ in_driverseat_handle_as 8@ 02A9: set_actor 8@ immune_to_nonplayer 1 0008: $6855 += 1 // $ += int :FIRETRU_3357 00D6: if 0018: $6848 > 6 // $ > int 004D: jump_if_false @FIRETRU_3399 0561: 9@ = create_random_ped_in_vehicle 2@ passengerseat 0 02A9: set_actor 9@ immune_to_nonplayer 1 0008: $6855 += 1 // $ += int :FIRETRU_3399 00D6: if 0018: $6848 > 7 // $ > int 004D: jump_if_false @FIRETRU_3441 0561: 10@ = create_random_ped_in_vehicle 2@ passengerseat 1 02A9: set_actor 10@ immune_to_nonplayer 1 0008: $6855 += 1 // $ += int :FIRETRU_3441 00D6: if 0018: $6848 > 8 // $ > int 004D: jump_if_false @FIRETRU_3628 0086: $6978 = $6948 // $ = $ float 000D: $6978 -= 5.0 // $ -= float 0086: $445 = $6978 // $ = $ float 0009: $445 += 10.0 // $ += float 0208: $6948 = random_float $6978 $445 0086: $6979 = $6949 // $ = $ float 000D: $6979 -= 5.0 // $ -= float 0086: $446 = $6979 // $ = $ float 0009: $446 += 10.0 // $ += float 0208: $6949 = random_float $6979 $446 00A5: 3@ = create_car $6935 at $6948 $6949 $6950 039F: car 3@ race_to $6942 $6943 0325: $6816 = create_car 3@ fire 04BA: set_car 3@ speed_instantly 20.0 0186: $6830 = create_marker_above_car 3@ 018B: set_marker $6830 display 2 03ED: set_car 3@ not_damaged_when_upside_down 1 0008: $6855 += 1 // $ += int :FIRETRU_3628 0249: release_model $6935 00D6: if 0018: $6848 > 9 // $ > int 004D: jump_if_false @FIRETRU_3673 0560: create_random_actor_in_vehicle 3@ in_driverseat_handle_as 11@ 02A9: set_actor 11@ immune_to_nonplayer 1 0008: $6855 += 1 // $ += int :FIRETRU_3673 00D6: if 0018: $6848 > 10 // $ > int 004D: jump_if_false @FIRETRU_3715 0561: 12@ = create_random_ped_in_vehicle 3@ passengerseat 0 02A9: set_actor 12@ immune_to_nonplayer 1 0008: $6855 += 1 // $ += int :FIRETRU_3715 00D6: if 0018: $6848 > 11 // $ > int 004D: jump_if_false @FIRETRU_3757 0561: 13@ = create_random_ped_in_vehicle 3@ passengerseat 1 02A9: set_actor 13@ immune_to_nonplayer 1 0008: $6855 += 1 // $ += int :FIRETRU_3757 00D6: if 8119: not car 1@ wrecked 004D: jump_if_false @FIRETRU_3780 00AF: set_car 1@ driver_behaviour_to 11 :FIRETRU_3780 00D6: if 8119: not car 2@ wrecked 004D: jump_if_false @FIRETRU_3803 00AF: set_car 2@ driver_behaviour_to 11 :FIRETRU_3803 00D6: if 8119: not car 3@ wrecked 004D: jump_if_false @FIRETRU_3826 00AF: set_car 3@ driver_behaviour_to 11 :FIRETRU_3826 00D6: if 8118: not actor 5@ dead 004D: jump_if_false @FIRETRU_4995 00D6: if 001A: 5 > $6848 // int > $ 004D: jump_if_false @FIRETRU_4431 00D6: if 0154: actor 5@ in_zone 'VICE_C' 004D: jump_if_false @FIRETRU_3907 0384: text_1string_highpriority 'F_START' 'VICE_C' time 5000 1 :FIRETRU_3907 00D6: if 0154: actor 5@ in_zone 'BEACH1' 004D: jump_if_false @FIRETRU_3954 0384: text_1string_highpriority 'F_START' 'BEACH1' time 5000 1 :FIRETRU_3954 00D6: if 0154: actor 5@ in_zone 'BEACH2' 004D: jump_if_false @FIRETRU_4001 0384: text_1string_highpriority 'F_START' 'BEACH2' time 5000 1 :FIRETRU_4001 00D6: if 0154: actor 5@ in_zone 'BEACH3' 004D: jump_if_false @FIRETRU_4048 0384: text_1string_highpriority 'F_START' 'BEACH3' time 5000 1 :FIRETRU_4048 00D6: if 0154: actor 5@ in_zone 'GOLFC' 004D: jump_if_false @FIRETRU_4095 0384: text_1string_highpriority 'F_START' 'GOLFC' time 5000 1 :FIRETRU_4095 00D6: if 0154: actor 5@ in_zone 'STARI' 004D: jump_if_false @FIRETRU_4142 0384: text_1string_highpriority 'F_START' 'STARI' time 5000 1 :FIRETRU_4142 00D6: if 0154: actor 5@ in_zone 'DOCKS' 004D: jump_if_false @FIRETRU_4189 0384: text_1string_highpriority 'F_START' 'DOCKS' time 5000 1 :FIRETRU_4189 00D6: if 0154: actor 5@ in_zone 'HAVANA' 004D: jump_if_false @FIRETRU_4236 0384: text_1string_highpriority 'F_START' 'HAVANA' time 5000 1 :FIRETRU_4236 00D6: if 0154: actor 5@ in_zone 'HAITI' 004D: jump_if_false @FIRETRU_4283 0384: text_1string_highpriority 'F_START' 'HAITI' time 5000 1 :FIRETRU_4283 00D6: if 0154: actor 5@ in_zone 'PORNI' 004D: jump_if_false @FIRETRU_4330 0384: text_1string_highpriority 'F_START' 'PORNI' time 5000 1 :FIRETRU_4330 00D6: if 0154: actor 5@ in_zone 'DTOWN' 004D: jump_if_false @FIRETRU_4377 0384: text_1string_highpriority 'F_START' 'DTOWN' time 5000 1 :FIRETRU_4377 00D6: if 0154: actor 5@ in_zone 'A_PORT' 004D: jump_if_false @FIRETRU_4424 0384: text_1string_highpriority 'F_START' 'A_PORT' time 5000 1 :FIRETRU_4424 0002: jump @FIRETRU_4995 :FIRETRU_4431 00D6: if 0154: actor 5@ in_zone 'VICE_C' 004D: jump_if_false @FIRETRU_4478 0384: text_1string_highpriority 'F_STAR1' 'VICE_C' time 5000 1 :FIRETRU_4478 00D6: if 0154: actor 5@ in_zone 'BEACH1' 004D: jump_if_false @FIRETRU_4525 0384: text_1string_highpriority 'F_STAR1' 'BEACH1' time 5000 1 :FIRETRU_4525 00D6: if 0154: actor 5@ in_zone 'BEACH2' 004D: jump_if_false @FIRETRU_4572 0384: text_1string_highpriority 'F_STAR1' 'BEACH2' time 5000 1 :FIRETRU_4572 00D6: if 0154: actor 5@ in_zone 'BEACH3' 004D: jump_if_false @FIRETRU_4619 0384: text_1string_highpriority 'F_STAR1' 'BEACH3' time 5000 1 :FIRETRU_4619 00D6: if 0154: actor 5@ in_zone 'GOLFC' 004D: jump_if_false @FIRETRU_4666 0384: text_1string_highpriority 'F_STAR1' 'GOLFC' time 5000 1 :FIRETRU_4666 00D6: if 0154: actor 5@ in_zone 'STARI' 004D: jump_if_false @FIRETRU_4713 0384: text_1string_highpriority 'F_STAR1' 'STARI' time 5000 1 :FIRETRU_4713 00D6: if 0154: actor 5@ in_zone 'DOCKS' 004D: jump_if_false @FIRETRU_4760 0384: text_1string_highpriority 'F_STAR1' 'DOCKS' time 5000 1 :FIRETRU_4760 00D6: if 0154: actor 5@ in_zone 'HAVANA' 004D: jump_if_false @FIRETRU_4807 0384: text_1string_highpriority 'F_STAR1' 'HAVANA' time 5000 1 :FIRETRU_4807 00D6: if 0154: actor 5@ in_zone 'HAITI' 004D: jump_if_false @FIRETRU_4854 0384: text_1string_highpriority 'F_STAR1' 'HAITI' time 5000 1 :FIRETRU_4854 00D6: if 0154: actor 5@ in_zone 'PORNI' 004D: jump_if_false @FIRETRU_4901 0384: text_1string_highpriority 'F_STAR1' 'PORNI' time 5000 1 :FIRETRU_4901 00D6: if 0154: actor 5@ in_zone 'DTOWN' 004D: jump_if_false @FIRETRU_4948 0384: text_1string_highpriority 'F_STAR1' 'DTOWN' time 5000 1 :FIRETRU_4948 00D6: if 0154: actor 5@ in_zone 'A_PORT' 004D: jump_if_false @FIRETRU_4995 0384: text_1string_highpriority 'F_STAR1' 'A_PORT' time 5000 1 :FIRETRU_4995 01E4: text_1number_lowpriority 'FIRELVL' $6848 time 3000 1 00D6: if 0038: $6848 == 1 // $ == int 004D: jump_if_false @FIRETRU_5043 000C: $6855 -= 1 // $ -= int 009B: destroy_actor_instantly 5@ :FIRETRU_5043 00D6: if 0038: $332 == 1 // $ == int 004D: jump_if_false @FIRETRU_5129 0293: $18 = get_controller_mode 00D6: if 0038: $18 == 0 // $ == int 004D: jump_if_false @FIRETRU_5094 03E5: text_box 'SIREN_1' :FIRETRU_5094 00D6: if 0018: $18 > 0 // $ > int 004D: jump_if_false @FIRETRU_5122 03E5: text_box 'SIREN_2' :FIRETRU_5122 0004: $332 = 2 // $ = int :FIRETRU_5129 00D6: if 0038: $332 == 0 // $ == int 004D: jump_if_false @FIRETRU_5215 0293: $18 = get_controller_mode 00D6: if 001A: 3 > $18 // int > $ 004D: jump_if_false @FIRETRU_5180 03E5: text_box 'SPRAY_1' :FIRETRU_5180 00D6: if 0038: $18 == 3 // $ == int 004D: jump_if_false @FIRETRU_5208 03E5: text_box 'SPRAY_4' :FIRETRU_5208 0004: $332 = 1 // $ = int :FIRETRU_5215 00D6: if 0038: $6845 == 0 // $ == int 004D: jump_if_false @FIRETRU_5254 014E: start_timer_at $6841 count_in_direction 1 0004: $6845 = 1 // $ = int 0002: jump @FIRETRU_5258 :FIRETRU_5254 0396: pause_timer 0 :FIRETRU_5258 0084: $6852 = $6848 // $ = $ int 000C: $6852 -= 4 // $ -= int 01BD: $4811 = current_time_in_ms 0084: $6856 = $4811 // $ = $ int 0008: $6856 += 3000 // $ += int :FIRETRU_5294 00D6: if 0038: $6842 == 1 // $ == int 004D: jump_if_false @FIRETRU_5319 0002: jump @FIRETRU_7990 :FIRETRU_5319 0001: wait 0 ms 01BD: $4811 = current_time_in_ms 0050: gosub @FIRETRU_6347 00D6: if 0038: $6842 == 1 // $ == int 004D: jump_if_false @FIRETRU_5360 0002: jump @FIRETRU_7990 :FIRETRU_5360 0085: 0@ = 1@ // @ = @ int 0084: $6813 = $6814 // $ = $ int 0084: $6857 = $6858 // $ = $ int 0084: $6827 = $6828 // $ = $ int 0050: gosub @FIRETRU_6655 0084: $6814 = $6813 // $ = $ int 0084: $6858 = $6857 // $ = $ int 0084: $6828 = $6827 // $ = $ int 00D6: if 0018: $6848 > 1 // $ > int 004D: jump_if_false @FIRETRU_5504 0085: 4@ = 5@ // @ = @ int 0084: $6861 = $6862 // $ = $ int 0084: $6817 = $6818 // $ = $ int 0084: $6831 = $6832 // $ = $ int 0050: gosub @FIRETRU_7151 0084: $6862 = $6861 // $ = $ int 0084: $6818 = $6817 // $ = $ int 0084: $6832 = $6831 // $ = $ int :FIRETRU_5504 00D6: if 0018: $6848 > 2 // $ > int 004D: jump_if_false @FIRETRU_5585 0085: 4@ = 6@ // @ = @ int 0084: $6861 = $6863 // $ = $ int 0084: $6817 = $6819 // $ = $ int 0084: $6831 = $6833 // $ = $ int 0050: gosub @FIRETRU_7151 0084: $6863 = $6861 // $ = $ int 0084: $6819 = $6817 // $ = $ int 0084: $6833 = $6831 // $ = $ int :FIRETRU_5585 00D6: if 0018: $6848 > 3 // $ > int 004D: jump_if_false @FIRETRU_5666 0085: 4@ = 7@ // @ = @ int 0084: $6861 = $6864 // $ = $ int 0084: $6817 = $6820 // $ = $ int 0084: $6831 = $6834 // $ = $ int 0050: gosub @FIRETRU_7151 0084: $6864 = $6861 // $ = $ int 0084: $6820 = $6817 // $ = $ int 0084: $6834 = $6831 // $ = $ int :FIRETRU_5666 00D6: if 0018: $6848 > 4 // $ > int 004D: jump_if_false @FIRETRU_5747 0085: 0@ = 2@ // @ = @ int 0084: $6813 = $6815 // $ = $ int 0084: $6857 = $6859 // $ = $ int 0084: $6827 = $6829 // $ = $ int 0050: gosub @FIRETRU_6655 0084: $6815 = $6813 // $ = $ int 0084: $6859 = $6857 // $ = $ int 0084: $6829 = $6827 // $ = $ int :FIRETRU_5747 00D6: if 0018: $6848 > 5 // $ > int 004D: jump_if_false @FIRETRU_5828 0085: 4@ = 8@ // @ = @ int 0084: $6861 = $6865 // $ = $ int 0084: $6817 = $6821 // $ = $ int 0084: $6831 = $6835 // $ = $ int 0050: gosub @FIRETRU_7151 0084: $6865 = $6861 // $ = $ int 0084: $6821 = $6817 // $ = $ int 0084: $6835 = $6831 // $ = $ int :FIRETRU_5828 00D6: if 0018: $6848 > 6 // $ > int 004D: jump_if_false @FIRETRU_5909 0085: 4@ = 9@ // @ = @ int 0084: $6861 = $6866 // $ = $ int 0084: $6817 = $6822 // $ = $ int 0084: $6831 = $6836 // $ = $ int 0050: gosub @FIRETRU_7151 0084: $6866 = $6861 // $ = $ int 0084: $6822 = $6817 // $ = $ int 0084: $6836 = $6831 // $ = $ int :FIRETRU_5909 00D6: if 0018: $6848 > 7 // $ > int 004D: jump_if_false @FIRETRU_5990 0085: 4@ = 10@ // @ = @ int 0084: $6861 = $6867 // $ = $ int 0084: $6817 = $6823 // $ = $ int 0084: $6831 = $6837 // $ = $ int 0050: gosub @FIRETRU_7151 0084: $6867 = $6861 // $ = $ int 0084: $6823 = $6817 // $ = $ int 0084: $6837 = $6831 // $ = $ int :FIRETRU_5990 00D6: if 0018: $6848 > 8 // $ > int 004D: jump_if_false @FIRETRU_6071 0085: 0@ = 3@ // @ = @ int 0084: $6813 = $6816 // $ = $ int 0084: $6857 = $6860 // $ = $ int 0084: $6827 = $6830 // $ = $ int 0050: gosub @FIRETRU_6655 0084: $6816 = $6813 // $ = $ int 0084: $6860 = $6857 // $ = $ int 0084: $6830 = $6827 // $ = $ int :FIRETRU_6071 00D6: if 0018: $6848 > 9 // $ > int 004D: jump_if_false @FIRETRU_6152 0085: 4@ = 11@ // @ = @ int 0084: $6861 = $6868 // $ = $ int 0084: $6817 = $6824 // $ = $ int 0084: $6831 = $6838 // $ = $ int 0050: gosub @FIRETRU_7151 0084: $6868 = $6861 // $ = $ int 0084: $6824 = $6817 // $ = $ int 0084: $6838 = $6831 // $ = $ int :FIRETRU_6152 00D6: if 0018: $6848 > 10 // $ > int 004D: jump_if_false @FIRETRU_6233 0085: 4@ = 12@ // @ = @ int 0084: $6861 = $6869 // $ = $ int 0084: $6817 = $6825 // $ = $ int 0084: $6831 = $6839 // $ = $ int 0050: gosub @FIRETRU_7151 0084: $6869 = $6861 // $ = $ int 0084: $6825 = $6817 // $ = $ int 0084: $6839 = $6831 // $ = $ int :FIRETRU_6233 00D6: if 0018: $6848 > 11 // $ > int 004D: jump_if_false @FIRETRU_6314 0085: 4@ = 13@ // @ = @ int 0084: $6861 = $6870 // $ = $ int 0084: $6817 = $6826 // $ = $ int 0084: $6831 = $6840 // $ = $ int 0050: gosub @FIRETRU_7151 0084: $6870 = $6861 // $ = $ int 0084: $6826 = $6817 // $ = $ int 0084: $6840 = $6831 // $ = $ int :FIRETRU_6314 00D6: if 003A: $6853 == $6855 // $ == $ int 004D: jump_if_false @FIRETRU_6340 0002: jump @FIRETRU_7575 :FIRETRU_6340 0002: jump @FIRETRU_5294 :FIRETRU_6347 00D6: if 0038: $6845 == 1 // $ == int 004D: jump_if_false @FIRETRU_6407 00D6: if 001A: 1 > $6841 // int > $ 004D: jump_if_false @FIRETRU_6407 00BC: text_highpriority 'F_FAIL2' time 5000 1 0004: $6842 = 1 // $ = int 0051: return :FIRETRU_6407 00D6: if 80DE: not player $PLAYER_CHAR driving_vehicle_type #FIRETRUK 004D: jump_if_false @FIRETRU_6450 00BC: text_highpriority 'F_CANC' time 3000 1 0004: $6842 = 1 // $ = int 0051: return :FIRETRU_6450 0293: $18 = get_controller_mode 00D6: if 8038: not $18 == 3 // $ == int 004D: jump_if_false @FIRETRU_6504 00D6: if 00E1: player 0 pressed_button 19 004D: jump_if_false @FIRETRU_6497 0004: $6849 = 1 // $ = int :FIRETRU_6497 0002: jump @FIRETRU_6528 :FIRETRU_6504 00D6: if 00E1: player 0 pressed_button 14 004D: jump_if_false @FIRETRU_6528 0004: $6849 = 1 // $ = int :FIRETRU_6528 00D6: if 0038: $6849 == 1 // $ == int 004D: jump_if_false @FIRETRU_6653 00D6: if 8038: not $18 == 3 // $ == int 004D: jump_if_false @FIRETRU_6612 00D6: if 80E1: not player 0 pressed_button 19 004D: jump_if_false @FIRETRU_6605 00BC: text_highpriority 'F_CANC' time 3000 1 0004: $6842 = 1 // $ = int 0051: return :FIRETRU_6605 0002: jump @FIRETRU_6653 :FIRETRU_6612 00D6: if 80E1: not player 0 pressed_button 14 004D: jump_if_false @FIRETRU_6653 00BC: text_highpriority 'F_CANC' time 3000 1 0004: $6842 = 1 // $ = int 0051: return :FIRETRU_6653 0051: return :FIRETRU_6655 00D6: if 8038: not $6857 == 10 // $ == int 004D: jump_if_false @FIRETRU_7149 00D6: if 8119: not car 0@ wrecked 004D: jump_if_false @FIRETRU_6992 00D6: if 82D0: not fire $6813 extinguished 004D: jump_if_false @FIRETRU_6875 0227: $6854 = car 0@ health 00D6: if 001C: $4811 > $6856 // $ > $ int 004D: jump_if_false @FIRETRU_6787 00D6: if 001A: 700 > $6854 // int > $ 004D: jump_if_false @FIRETRU_6780 020B: explode_car 0@ 00BC: text_highpriority 'F_FAIL2' time 5000 1 0004: $6842 = 1 // $ = int 0051: return :FIRETRU_6780 0002: jump @FIRETRU_6795 :FIRETRU_6787 0224: set_car 0@ health_to 1000 :FIRETRU_6795 00D6: if 0038: $6857 == 0 // $ == int 004D: jump_if_false @FIRETRU_6868 00D6: if 003A: $6853 == $6852 // $ == $ int 004D: jump_if_false @FIRETRU_6868 00A8: set_car 0@ to_psycho_driver 00AD: set_car 0@ max_speed_to 20.0 00AE: set_vehicle 0@ traffic_behavior_to 2 02AA: set_car 0@ immune_to_nonplayer 1 0004: $6857 = 1 // $ = int :FIRETRU_6868 0002: jump @FIRETRU_6985 :FIRETRU_6875 00D6: if 8038: not $6857 == 10 // $ == int 004D: jump_if_false @FIRETRU_6985 0164: disable_marker $6827 045F: set_car 0@ everyone_exit 0404: increment_fires_extinguished 00D6: if 0038: $6846 == 0 // $ == int 004D: jump_if_false @FIRETRU_6945 03C4: set_status_text_to $6847 0 'F_EXTIN' 0004: $6846 = 1 // $ = int :FIRETRU_6945 018C: play_sound 1 at 0.0 0.0 0.0 0004: $6857 = 10 // $ = int 0008: $6847 += 1 // $ += int 0008: $6853 += 1 // $ += int :FIRETRU_6985 0002: jump @FIRETRU_7149 :FIRETRU_6992 00D6: if 02BF: car 0@ sunk 004D: jump_if_false @FIRETRU_7125 00D6: if 8038: not $6857 == 10 // $ == int 004D: jump_if_false @FIRETRU_7118 0164: disable_marker $6827 045F: set_car 0@ everyone_exit 0404: increment_fires_extinguished 00D6: if 0038: $6846 == 0 // $ == int 004D: jump_if_false @FIRETRU_7078 03C4: set_status_text_to $6847 0 'F_EXTIN' 0004: $6846 = 1 // $ = int :FIRETRU_7078 018C: play_sound 1 at 0.0 0.0 0.0 0004: $6857 = 10 // $ = int 0008: $6847 += 1 // $ += int 0008: $6853 += 1 // $ += int :FIRETRU_7118 0002: jump @FIRETRU_7149 :FIRETRU_7125 00BC: text_highpriority 'F_FAIL2' time 5000 1 0004: $6842 = 1 // $ = int 0051: return :FIRETRU_7149 0051: return :FIRETRU_7151 00D6: if 001A: 2 > $6861 // int > $ 004D: jump_if_false @FIRETRU_7573 00D6: if 8118: not actor 4@ dead 004D: jump_if_false @FIRETRU_7385 00D6: if 0038: $6861 == 0 // $ == int 004D: jump_if_false @FIRETRU_7257 00D6: if 80DF: not actor 4@ in_any_car 004D: jump_if_false @FIRETRU_7257 0326: $6817 = create_actor 4@ fire 01D0: actor 4@ avoid_player $PLAYER_CHAR 0187: $6831 = create_marker_above_actor 4@ 018B: set_marker $6831 display 2 0004: $6861 = 1 // $ = int :FIRETRU_7257 00D6: if 0038: $6861 == 1 // $ == int 004D: jump_if_false @FIRETRU_7378 00D6: if 02D0: fire $6817 extinguished 004D: jump_if_false @FIRETRU_7378 0164: disable_marker $6831 0404: increment_fires_extinguished 00D6: if 0038: $6846 == 0 // $ == int 004D: jump_if_false @FIRETRU_7338 03C4: set_status_text_to $6847 0 'F_EXTIN' 0004: $6846 = 1 // $ = int :FIRETRU_7338 018C: play_sound 1 at 0.0 0.0 0.0 0008: $6847 += 1 // $ += int 0008: $6853 += 1 // $ += int 0004: $6861 = 2 // $ = int :FIRETRU_7378 0002: jump @FIRETRU_7573 :FIRETRU_7385 00D6: if 04AD: actor 4@ in_water 004D: jump_if_false @FIRETRU_7549 00D6: if 0038: $6861 == 1 // $ == int 004D: jump_if_false @FIRETRU_7518 02D1: destroy_fire $6817 0164: disable_marker $6831 0404: increment_fires_extinguished 00D6: if 0038: $6846 == 0 // $ == int 004D: jump_if_false @FIRETRU_7471 03C4: set_status_text_to $6847 0 'F_EXTIN' 0004: $6846 = 1 // $ = int :FIRETRU_7471 018C: play_sound 1 at 0.0 0.0 0.0 0008: $6847 += 1 // $ += int 0008: $6853 += 1 // $ += int 0004: $6861 = 2 // $ = int 0002: jump @FIRETRU_7542 :FIRETRU_7518 00BC: text_highpriority 'F_FAIL2' time 5000 1 0004: $6842 = 1 // $ = int 0051: return :FIRETRU_7542 0002: jump @FIRETRU_7573 :FIRETRU_7549 00BC: text_highpriority 'F_FAIL2' time 5000 1 0004: $6842 = 1 // $ = int 0051: return :FIRETRU_7573 0051: return :FIRETRU_7575 0396: pause_timer 1 00BA: text_styled 'F_PASS1' 5000 ms 5 0084: $6844 = $6848 // $ = $ int 0068: $6844 *= $6848 // $ *= $ int 0010: $6844 *= 50 // $ *= int 0058: $6850 += $6844 // $ += $ int 01E3: text_1number_styled 'REWARD' number $6844 time 6000 style 6 0109: player $PLAYER_CHAR money += $6844 00D6: if 0018: $6848 > 11 // $ > int 004D: jump_if_false @FIRETRU_7717 00D6: if 0038: $1583 == 0 // $ == int 004D: jump_if_false @FIRETRU_7717 055D: make_player $PLAYER_CHAR fireproof 1 03E5: text_box 'FIREPRO' 030C: progress_made += 1 0595: mission_complete 0004: $1583 = 1 // $ = int :FIRETRU_7717 0599: set_highest_firefighter_mission_level $6848 0008: $6848 += 1 // $ += int 031A: remove_all_fires 0164: disable_marker $6827 0164: disable_marker $6828 0164: disable_marker $6829 0164: disable_marker $6830 0164: disable_marker $6831 0164: disable_marker $6832 0164: disable_marker $6833 0164: disable_marker $6834 0164: disable_marker $6835 0164: disable_marker $6836 0164: disable_marker $6837 0164: disable_marker $6838 0164: disable_marker $6839 0164: disable_marker $6840 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @FIRETRU_7849 00DA: $4790 = player $PLAYER_CHAR car 0227: $6851 = car $4790 health 0008: $6851 += 150 // $ += int 0224: set_car $4790 health_to $6851 :FIRETRU_7849 01C3: mark_car_as_no_longer_needed 1@ 00D6: if 8119: not car 1@ wrecked 004D: jump_if_false @FIRETRU_7877 02AA: set_car 1@ immune_to_nonplayer 0 :FIRETRU_7877 01C3: mark_car_as_no_longer_needed 2@ 00D6: if 8119: not car 2@ wrecked 004D: jump_if_false @FIRETRU_7905 02AA: set_car 2@ immune_to_nonplayer 0 :FIRETRU_7905 01C3: mark_car_as_no_longer_needed 3@ 00D6: if 8119: not car 3@ wrecked 004D: jump_if_false @FIRETRU_7933 02AA: set_car 3@ immune_to_nonplayer 0 :FIRETRU_7933 01C2: mark_actor_as_no_longer_needed 5@ 01C2: mark_actor_as_no_longer_needed 6@ 01C2: mark_actor_as_no_longer_needed 7@ 01C2: mark_actor_as_no_longer_needed 8@ 01C2: mark_actor_as_no_longer_needed 9@ 01C2: mark_actor_as_no_longer_needed 10@ 01C2: mark_actor_as_no_longer_needed 11@ 01C2: mark_actor_as_no_longer_needed 12@ 01C2: mark_actor_as_no_longer_needed 13@ 0249: release_model $6935 0002: jump @FIRETRU_480 :FIRETRU_7990 014F: stop_timer $6841 0151: remove_status_text $6847 00BA: text_styled 'F_FAIL1' 5000 ms 5 01E3: text_1number_styled 'TSCORE' number $6850 time 6000 style 6 031A: remove_all_fires 03C7: set_sensitivity_to_crime_to 1.0 0164: disable_marker $6827 0164: disable_marker $6828 0164: disable_marker $6829 0164: disable_marker $6830 0164: disable_marker $6831 0164: disable_marker $6832 0164: disable_marker $6833 0164: disable_marker $6834 0164: disable_marker $6835 0164: disable_marker $6836 0164: disable_marker $6837 0164: disable_marker $6838 0164: disable_marker $6839 0164: disable_marker $6840 00D6: if 8118: not actor 5@ dead 004D: jump_if_false @FIRETRU_8140 02A9: set_actor 5@ immune_to_nonplayer 0 0321: kill_actor 5@ :FIRETRU_8140 00D6: if 8118: not actor 6@ dead 004D: jump_if_false @FIRETRU_8168 02A9: set_actor 6@ immune_to_nonplayer 0 0321: kill_actor 6@ :FIRETRU_8168 00D6: if 8118: not actor 7@ dead 004D: jump_if_false @FIRETRU_8196 02A9: set_actor 7@ immune_to_nonplayer 0 0321: kill_actor 7@ :FIRETRU_8196 00D6: if 8118: not actor 8@ dead 004D: jump_if_false @FIRETRU_8224 02A9: set_actor 8@ immune_to_nonplayer 0 0321: kill_actor 8@ :FIRETRU_8224 00D6: if 8118: not actor 9@ dead 004D: jump_if_false @FIRETRU_8252 02A9: set_actor 9@ immune_to_nonplayer 0 0321: kill_actor 9@ :FIRETRU_8252 00D6: if 8118: not actor 10@ dead 004D: jump_if_false @FIRETRU_8280 02A9: set_actor 10@ immune_to_nonplayer 0 0321: kill_actor 10@ :FIRETRU_8280 00D6: if 8118: not actor 11@ dead 004D: jump_if_false @FIRETRU_8308 02A9: set_actor 11@ immune_to_nonplayer 0 0321: kill_actor 11@ :FIRETRU_8308 00D6: if 8118: not actor 12@ dead 004D: jump_if_false @FIRETRU_8336 02A9: set_actor 12@ immune_to_nonplayer 0 0321: kill_actor 12@ :FIRETRU_8336 00D6: if 8118: not actor 13@ dead 004D: jump_if_false @FIRETRU_8364 02A9: set_actor 13@ immune_to_nonplayer 0 0321: kill_actor 13@ :FIRETRU_8364 00D6: if 8119: not car 1@ wrecked 004D: jump_if_false @FIRETRU_8392 02AA: set_car 1@ immune_to_nonplayer 0 020B: explode_car 1@ :FIRETRU_8392 00D6: if 8119: not car 2@ wrecked 004D: jump_if_false @FIRETRU_8420 02AA: set_car 2@ immune_to_nonplayer 0 020B: explode_car 2@ :FIRETRU_8420 00D6: if 8119: not car 3@ wrecked 004D: jump_if_false @FIRETRU_8448 02AA: set_car 3@ immune_to_nonplayer 0 020B: explode_car 3@ :FIRETRU_8448 0249: release_model $6935 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 0004: $ONMISSION = 0 // $ = int 0004: $321 = 0 // $ = int 00D8: mission_cleanup 0051: return //-------------Mission 78--------------- // Originally: VIGILANTE :COPCAR 0050: gosub @COPCAR_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @COPCAR_27 0050: gosub @COPCAR_11758 :COPCAR_27 0050: gosub @COPCAR_11760 004E: end_thread :COPCAR_36 0004: $ONMISSION = 1 // $ = int 03A4: name_thread 'COPCAR' 0001: wait 0 ms 00D6: if 0038: $1582 == 0 // $ == int 004D: jump_if_false @COPCAR_77 0317: increment_mission_attempts :COPCAR_77 054C: use_GXT_table 'COPCAR' 0004: $6892 = 0 // $ = int 0004: $6900 = -100 // $ = int 0004: $6902 = 0 // $ = int 0004: $6895 = 0 // $ = int 0004: $6909 = 0 // $ = int 0004: $6906 = 0 // $ = int 0004: $6894 = 0 // $ = int 0004: $6896 = 0 // $ = int 0004: $6908 = 0 // $ = int 0004: $6897 = 0 // $ = int 0004: $6898 = 0 // $ = int 0004: $6899 = 0 // $ = int 0004: $6901 = 0 // $ = int 0004: $6903 = 0 // $ = int 0004: $6904 = 0 // $ = int 0004: $6905 = 0 // $ = int 0004: $6907 = 0 // $ = int 0004: $6935 = 0 // $ = int 0004: $6936 = 0 // $ = int 0005: $6980 = 4.0 // $ = float 0005: $6981 = 1.0 // $ = float 0004: $6937 = 0 // $ = int 0005: $4886 = 0.0 // $ = float 0005: $6962 = 0.0 // $ = float 0005: $6982 = 0.0 // $ = float 0005: $6983 = 0.0 // $ = float 0005: $6984 = 0.0 // $ = float 0005: $6985 = 0.0 // $ = float 0007: 2@ = 0.0 // @ = float 0007: 3@ = 0.0 // @ = float 0007: 4@ = 0.0 // @ = float 0007: 5@ = 0.0 // @ = float 0007: 8@ = 0.0 // @ = float 0007: 9@ = 0.0 // @ = float 0007: 10@ = 0.0 // @ = float 0007: 11@ = 0.0 // @ = float 0247: request_model #COLT45 0247: request_model #TEC9 0247: request_model #RUGER 0247: request_model #CHROMEGUN 0247: request_model #MACHETE 0247: request_model #BAT 038B: load_requested_models :COPCAR_419 00D6: if or 8248: not model #COLT45 available 8248: not model #TEC9 available 8248: not model #RUGER available 8248: not model #CHROMEGUN available 004D: jump_if_false @COPCAR_461 0001: wait 0 ms 0002: jump @COPCAR_419 :COPCAR_461 00D6: if or 8248: not model #MACHETE available 8248: not model #BAT available 004D: jump_if_false @COPCAR_493 0001: wait 0 ms 0002: jump @COPCAR_461 :COPCAR_493 0481: set_enter_car_range_multiplier 6.0 0482: set_threat_reaction_range_multiplier 3.0 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @COPCAR_538 03C1: $6875 = player $PLAYER_CHAR car_no_save 053F: set_car $6875 tires_vulnerable 0 :COPCAR_538 0004: $6918 = 0 // $ = int 0004: $6927 = 0 // $ = int 0004: $6934 = 0 // $ = int 0004: $6894 = 0 // $ = int 0004: $6910 = 0 // $ = int 0004: $6911 = 0 // $ = int 0004: $6912 = 0 // $ = int 0004: $6913 = 0 // $ = int 0004: $6914 = 0 // $ = int 0004: $6915 = 0 // $ = int 0004: $6916 = 0 // $ = int 0004: $6919 = 0 // $ = int 0004: $6920 = 0 // $ = int 0004: $6921 = 0 // $ = int 0004: $6922 = 0 // $ = int 0004: $6923 = 0 // $ = int 0004: $6924 = 0 // $ = int 0004: $6925 = 0 // $ = int 0004: $6928 = 0 // $ = int 0006: 12@ = 0 // @ = int 0006: 13@ = 0 // @ = int 0004: $6929 = 0 // $ = int 0004: $6930 = 0 // $ = int 0004: $6931 = 0 // $ = int 0004: $6932 = 0 // $ = int 0005: $6966 = 0.0 // $ = float 0005: $6967 = 0.0 // $ = float 0005: $6968 = 0.0 // $ = float 0005: $6969 = 0.0 // $ = float 0004: $2565 = 0 // $ = int 0050: gosub @COPCAR_11841 0209: $6936 = random_int_in_ranges 9 95 0247: request_model $6936 :COPCAR_781 0050: gosub @COPCAR_16370 00D6: if 0038: $6902 == 1 // $ == int 004D: jump_if_false @COPCAR_813 0002: jump @COPCAR_11758 :COPCAR_813 0054: store_player $PLAYER_CHAR position_to $95 $96 $447 00D6: if 0038: $PASSED_COK2_PHNOM_PENH_86 == 0 // $ == int 004D: jump_if_false @COPCAR_882 0208: $6942 = random_float -247.43 683.41 0208: $6943 = random_float -1813.62 1308.102 0002: jump @COPCAR_987 :COPCAR_882 00D6: if 0056: player $PLAYER_CHAR 0 -1802.615 -1518.473 -270.134 1591.896 004D: jump_if_false @COPCAR_957 0208: $6942 = random_float -1802.615 -270.134 0208: $6943 = random_float -1518.473 1591.896 0002: jump @COPCAR_987 :COPCAR_957 0208: $6942 = random_float -247.43 683.41 0208: $6943 = random_float -1813.62 1308.102 :COPCAR_987 0005: $6944 = 10.0 // $ = float 00D6: if 001A: 4 > $6892 // int > $ 004D: jump_if_false @COPCAR_1048 03D3: point $6942 $6943 $6944 get_nearby_vector $6942 $6943 $6944 $6951 0009: $6944 += 0.5 // $ += float :COPCAR_1048 00D6: if and 0018: $6892 > 3 // $ > int 001A: 8 > $6892 // int > $ 004D: jump_if_false @COPCAR_1433 04B9: get_closest_straight_road $6942 $6943 $6944 8.0 500.0 $6942 $6943 $6944 $6945 $6946 $6947 $6951 00D6: if and 0042: $6942 == 0.0 // $ == float 0042: $6943 == 0.0 // $ == float 0042: $6945 == 0.0 // $ == float 0042: $6946 == 0.0 // $ == float 004D: jump_if_false @COPCAR_1177 0001: wait 0 ms 0002: jump @COPCAR_781 :COPCAR_1177 0086: $6963 = $6945 // $ = $ float 0061: $6963 -= $6942 // $ -= $ float 0086: $6964 = $6946 // $ = $ float 0061: $6964 -= $6943 // $ -= $ float 0086: $6978 = $6963 // $ = $ float 0069: $6978 *= $6963 // $ *= $ float 0086: $6979 = $6964 // $ = $ float 0069: $6979 *= $6964 // $ *= $ float 0086: $6965 = $6978 // $ = $ float 0059: $6965 += $6979 // $ += $ float 01FB: $6965 = square_root $6965 0005: $4864 = 8.0 // $ = float 0071: $4864 /= $6965 // $ /= $ float 0086: $6978 = $6963 // $ = $ float 0069: $6978 *= $4864 // $ *= $ float 0086: $6945 = $6942 // $ = $ float 0059: $6945 += $6978 // $ += $ float 0086: $6979 = $6964 // $ = $ float 0069: $6979 *= $4864 // $ *= $ float 0086: $6946 = $6943 // $ = $ float 0059: $6946 += $6979 // $ += $ float 0005: $4864 = 2.0 // $ = float 0071: $4864 /= $6965 // $ /= $ float 0086: $6978 = $6963 // $ = $ float 0069: $6978 *= $4864 // $ *= $ float 0059: $6942 += $6978 // $ += $ float 0086: $6979 = $6964 // $ = $ float 0069: $6979 *= $4864 // $ *= $ float 0059: $6943 += $6979 // $ += $ float 0009: $6944 += 0.5 // $ += float 0009: $6947 += 0.5 // $ += float :COPCAR_1433 00D6: if and 0018: $6892 > 7 // $ > int 001A: 12 > $6892 // int > $ 004D: jump_if_false @COPCAR_1930 04B9: get_closest_straight_road $6942 $6943 $6944 13.0 500.0 $6942 $6943 $6944 $6948 $6949 $6950 $6951 00D6: if and 0042: $6942 == 0.0 // $ == float 0042: $6943 == 0.0 // $ == float 0042: $6948 == 0.0 // $ == float 0042: $6949 == 0.0 // $ == float 004D: jump_if_false @COPCAR_1562 0001: wait 0 ms 0002: jump @COPCAR_781 :COPCAR_1562 0086: $6963 = $6948 // $ = $ float 0061: $6963 -= $6942 // $ -= $ float 0086: $6964 = $6949 // $ = $ float 0061: $6964 -= $6943 // $ -= $ float 0086: $6978 = $6963 // $ = $ float 0069: $6978 *= $6963 // $ *= $ float 0086: $6979 = $6964 // $ = $ float 0069: $6979 *= $6964 // $ *= $ float 0086: $6965 = $6978 // $ = $ float 0059: $6965 += $6979 // $ += $ float 01FB: $6965 = square_root $6965 0005: $4864 = 13.0 // $ = float 0071: $4864 /= $6965 // $ /= $ float 0086: $6978 = $6963 // $ = $ float 0069: $6978 *= $4864 // $ *= $ float 0086: $6948 = $6942 // $ = $ float 0059: $6948 += $6978 // $ += $ float 0086: $6979 = $6964 // $ = $ float 0069: $6979 *= $4864 // $ *= $ float 0086: $6949 = $6943 // $ = $ float 0059: $6949 += $6979 // $ += $ float 0005: $4864 = 2.0 // $ = float 0071: $4864 /= $6965 // $ /= $ float 0086: $6978 = $6963 // $ = $ float 0069: $6978 *= $4864 // $ *= $ float 0059: $6942 += $6978 // $ += $ float 0086: $6979 = $6964 // $ = $ float 0069: $6979 *= $4864 // $ *= $ float 0059: $6943 += $6979 // $ += $ float 0086: $6945 = $6942 // $ = $ float 0061: $6945 -= $6948 // $ -= $ float 0015: $6945 /= 2.0 // $ /= float 0059: $6945 += $6948 // $ += $ float 0086: $6946 = $6943 // $ = $ float 0061: $6946 -= $6949 // $ -= $ float 0015: $6946 /= 2.0 // $ /= float 0059: $6946 += $6949 // $ += $ float 0086: $6947 = $6944 // $ = $ float 0061: $6947 -= $6950 // $ -= $ float 0015: $6947 /= 2.0 // $ /= float 0059: $6947 += $6950 // $ += $ float 0009: $6944 += 0.5 // $ += float 0009: $6947 += 0.5 // $ += float 0009: $6950 += 0.5 // $ += float :COPCAR_1930 00D6: if 0022: 7.0 > $6944 // float > $ 004D: jump_if_false @COPCAR_1962 0001: wait 0 ms 0002: jump @COPCAR_781 :COPCAR_1962 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 0509: $6953 = distance_between_point $95 $96 and_point $6942 $6943 00D6: if or 0022: 150.0 > $6953 // float > $ 0020: $6953 > 600.0 // $ > float 004D: jump_if_false @COPCAR_2035 0001: wait 0 ms 0002: jump @COPCAR_781 :COPCAR_2035 00D6: if and 0020: $6942 > -1905.785 // $ > float 0022: -1105.785 > $6942 // float > $ 0020: $6943 > 745.678 // $ > float 0022: 1773.513 > $6943 // float > $ 004D: jump_if_false @COPCAR_2097 0001: wait 0 ms 0002: jump @COPCAR_781 :COPCAR_2097 00D6: if and 0020: $6942 > -265.018 // $ > float 0022: 170.188 > $6942 // float > $ 0020: $6943 > -275.942 // $ > float 0022: 1689.059 > $6943 // float > $ 004D: jump_if_false @COPCAR_2159 0001: wait 0 ms 0002: jump @COPCAR_781 :COPCAR_2159 00D6: if and 0020: $6942 > 164.191 // $ > float 0022: 259.713 > $6942 // float > $ 0020: $6943 > -187.926 // $ > float 0022: 631.97 > $6943 // float > $ 004D: jump_if_false @COPCAR_2221 0001: wait 0 ms 0002: jump @COPCAR_781 :COPCAR_2221 00D6: if and 0020: $6942 > -731.729 // $ > float 0022: -263.334 > $6942 // float > $ 0020: $6943 > -4.399 // $ > float 0022: 62.853 > $6943 // float > $ 004D: jump_if_false @COPCAR_2283 0001: wait 0 ms 0002: jump @COPCAR_781 :COPCAR_2283 00D6: if and 0020: $6942 > -180.88 // $ > float 0022: 64.112 > $6942 // float > $ 0020: $6943 > -499.183 // $ > float 0022: -417.519 > $6943 // float > $ 004D: jump_if_false @COPCAR_2345 0001: wait 0 ms 0002: jump @COPCAR_781 :COPCAR_2345 00D6: if and 0020: $6942 > -762.855 // $ > float 0022: -172.566 > $6942 // float > $ 0020: $6943 > -667.099 // $ > float 0022: -224.382 > $6943 // float > $ 004D: jump_if_false @COPCAR_2407 0001: wait 0 ms 0002: jump @COPCAR_781 :COPCAR_2407 00D6: if 0038: $PASSED_COK2_PHNOM_PENH_86 == 0 // $ == int 004D: jump_if_false @COPCAR_2673 00D6: if and 0020: $6942 > -2327.212 // $ > float 0022: -261.402 > $6942 // float > $ 0020: $6943 > -2027.821 // $ > float 0022: 1894.426 > $6943 // float > $ 004D: jump_if_false @COPCAR_2487 0001: wait 0 ms 0002: jump @COPCAR_781 :COPCAR_2487 00D6: if and 0020: $6942 > -265.018 // $ > float 0022: 170.188 > $6942 // float > $ 0020: $6943 > -275.942 // $ > float 0022: 1689.059 > $6943 // float > $ 004D: jump_if_false @COPCAR_2549 0001: wait 0 ms 0002: jump @COPCAR_781 :COPCAR_2549 00D6: if and 0020: $6942 > -265.657 // $ > float 0022: 36.828 > $6942 // float > $ 0020: $6943 > -729.217 // $ > float 0022: -275.488 > $6943 // float > $ 004D: jump_if_false @COPCAR_2611 0001: wait 0 ms 0002: jump @COPCAR_781 :COPCAR_2611 00D6: if and 0020: $6942 > 164.191 // $ > float 0022: 259.713 > $6942 // float > $ 0020: $6943 > -187.926 // $ > float 0022: 631.97 > $6943 // float > $ 004D: jump_if_false @COPCAR_2673 0001: wait 0 ms 0002: jump @COPCAR_781 :COPCAR_2673 0099: $6893 = random_int_in_ranges_0_to_32767 :COPCAR_2678 00D6: if 0038: $6893 == 0 // $ == int 004D: jump_if_false @COPCAR_2708 0099: $6893 = random_int_in_ranges_0_to_32767 0002: jump @COPCAR_2678 :COPCAR_2708 00D6: if or 8248: not model $6935 available 8248: not model $6936 available 004D: jump_if_false @COPCAR_2772 0001: wait 0 ms 0050: gosub @COPCAR_16370 00D6: if 0038: $6902 == 1 // $ == int 004D: jump_if_false @COPCAR_2765 0002: jump @COPCAR_11758 :COPCAR_2765 0002: jump @COPCAR_2708 :COPCAR_2772 00A5: $6876 = create_car $6935 at $6942 $6943 $6944 0224: set_car $6876 health_to 800 00AE: set_vehicle $6876 traffic_behavior_to 2 048B: set_car $6876 route_seed $6893 04BD: set_car $6876 is_part_of_convoy 1 0175: set_car $6876 z_angle_to $6951 0428: set_car $6876 avoid_level_transitions 1 :COPCAR_2834 00D6: if 04F1: is_car_waiting_for_world_collision $6876 004D: jump_if_false @COPCAR_2916 0001: wait 0 ms 00D6: if 0119: car $6876 wrecked 004D: jump_if_false @COPCAR_2877 0002: jump @COPCAR_11758 :COPCAR_2877 0050: gosub @COPCAR_16370 00D6: if 0038: $6902 == 1 // $ == int 004D: jump_if_false @COPCAR_2909 0002: jump @COPCAR_11758 :COPCAR_2909 0002: jump @COPCAR_2834 :COPCAR_2916 0129: $6877 = create_actor 15 $6936 in_car $6876 driverseat 00D6: if 8038: not $ONMISSION == 1 // $ == int 004D: jump_if_false @COPCAR_2989 018A: $6939 = create_checkpoint_at $445 $446 $447 018A: $6940 = create_checkpoint_at $445 $446 $447 018A: $6941 = create_checkpoint_at $445 $446 $447 :COPCAR_2989 0164: disable_marker $6939 0187: $6939 = create_marker_above_actor $6877 0084: $6891 = $6877 // $ = $ int 0050: gosub @COPCAR_15798 00D6: if 0018: $6892 > 0 // $ > int 004D: jump_if_false @COPCAR_3072 01C8: $6878 = create_actor_pedtype 15 model $6936 in_car $6876 passenger_seat 0 0084: $6891 = $6878 // $ = $ int 0050: gosub @COPCAR_15798 0002: jump @COPCAR_3079 :COPCAR_3072 0004: $6914 = 1 // $ = int :COPCAR_3079 00D6: if 0018: $6892 > 1 // $ > int 004D: jump_if_false @COPCAR_3134 01C8: $6879 = create_actor_pedtype 15 model $6936 in_car $6876 passenger_seat 1 0084: $6891 = $6879 // $ = $ int 0050: gosub @COPCAR_15798 0002: jump @COPCAR_3141 :COPCAR_3134 0004: $6915 = 1 // $ = int :COPCAR_3141 00D6: if 0018: $6892 > 2 // $ > int 004D: jump_if_false @COPCAR_3196 01C8: $6880 = create_actor_pedtype 15 model $6936 in_car $6876 passenger_seat 2 0084: $6891 = $6880 // $ = $ int 0050: gosub @COPCAR_15798 0002: jump @COPCAR_3203 :COPCAR_3196 0004: $6916 = 1 // $ = int :COPCAR_3203 00D6: if 0018: $6892 > 3 // $ > int 004D: jump_if_false @COPCAR_3413 00A5: $6881 = create_car $6935 at $6945 $6946 $6947 04BD: set_car $6881 is_part_of_convoy 1 0175: set_car $6881 z_angle_to $6951 0428: set_car $6881 avoid_level_transitions 1 00AE: set_vehicle $6881 traffic_behavior_to 2 0224: set_car $6881 health_to 800 048B: set_car $6881 route_seed $6893 :COPCAR_3283 00D6: if 04F1: is_car_waiting_for_world_collision $6881 004D: jump_if_false @COPCAR_3365 0001: wait 0 ms 00D6: if 0119: car $6881 wrecked 004D: jump_if_false @COPCAR_3326 0002: jump @COPCAR_11758 :COPCAR_3326 0050: gosub @COPCAR_16370 00D6: if 0038: $6902 == 1 // $ == int 004D: jump_if_false @COPCAR_3358 0002: jump @COPCAR_11758 :COPCAR_3358 0002: jump @COPCAR_3283 :COPCAR_3365 0129: $6882 = create_actor 15 $6936 in_car $6881 driverseat 0084: $6891 = $6882 // $ = $ int 0050: gosub @COPCAR_15798 0164: disable_marker $6940 0187: $6940 = create_marker_above_actor $6882 0002: jump @COPCAR_3427 :COPCAR_3413 0004: $6927 = 1 // $ = int 0004: $6922 = 1 // $ = int :COPCAR_3427 00D6: if 0018: $6892 > 4 // $ > int 004D: jump_if_false @COPCAR_3482 01C8: $6883 = create_actor_pedtype 15 model $6936 in_car $6881 passenger_seat 0 0084: $6891 = $6883 // $ = $ int 0050: gosub @COPCAR_15798 0002: jump @COPCAR_3489 :COPCAR_3482 0004: $6923 = 1 // $ = int :COPCAR_3489 00D6: if 0018: $6892 > 5 // $ > int 004D: jump_if_false @COPCAR_3544 01C8: $6884 = create_actor_pedtype 15 model $6936 in_car $6881 passenger_seat 1 0084: $6891 = $6884 // $ = $ int 0050: gosub @COPCAR_15798 0002: jump @COPCAR_3551 :COPCAR_3544 0004: $6924 = 1 // $ = int :COPCAR_3551 00D6: if 0018: $6892 > 6 // $ > int 004D: jump_if_false @COPCAR_3606 01C8: $6885 = create_actor_pedtype 15 model $6936 in_car $6881 passenger_seat 2 0084: $6891 = $6885 // $ = $ int 0050: gosub @COPCAR_15798 0002: jump @COPCAR_3613 :COPCAR_3606 0004: $6925 = 1 // $ = int :COPCAR_3613 00D6: if 0018: $6892 > 7 // $ > int 004D: jump_if_false @COPCAR_3823 00A5: $6886 = create_car $6935 at $6948 $6949 $6950 04BD: set_car $6886 is_part_of_convoy 1 0175: set_car $6886 z_angle_to $6951 0428: set_car $6886 avoid_level_transitions 1 00AE: set_vehicle $6886 traffic_behavior_to 2 0224: set_car $6886 health_to 800 048B: set_car $6886 route_seed $6893 :COPCAR_3693 00D6: if 04F1: is_car_waiting_for_world_collision $6886 004D: jump_if_false @COPCAR_3775 0001: wait 0 ms 00D6: if 0119: car $6886 wrecked 004D: jump_if_false @COPCAR_3736 0002: jump @COPCAR_11758 :COPCAR_3736 0050: gosub @COPCAR_16370 00D6: if 0038: $6902 == 1 // $ == int 004D: jump_if_false @COPCAR_3768 0002: jump @COPCAR_11758 :COPCAR_3768 0002: jump @COPCAR_3693 :COPCAR_3775 0129: $6887 = create_actor 15 $6936 in_car $6886 driverseat 0084: $6891 = $6887 // $ = $ int 0050: gosub @COPCAR_15798 0164: disable_marker $6941 0187: $6941 = create_marker_above_actor $6887 0002: jump @COPCAR_3837 :COPCAR_3823 0004: $6934 = 1 // $ = int 0004: $6929 = 1 // $ = int :COPCAR_3837 00D6: if 0018: $6892 > 8 // $ > int 004D: jump_if_false @COPCAR_3892 01C8: $6888 = create_actor_pedtype 15 model $6936 in_car $6886 passenger_seat 0 0084: $6891 = $6888 // $ = $ int 0050: gosub @COPCAR_15798 0002: jump @COPCAR_3899 :COPCAR_3892 0004: $6930 = 1 // $ = int :COPCAR_3899 00D6: if 0018: $6892 > 9 // $ > int 004D: jump_if_false @COPCAR_3954 01C8: $6889 = create_actor_pedtype 15 model $6936 in_car $6886 passenger_seat 1 0084: $6891 = $6889 // $ = $ int 0050: gosub @COPCAR_15798 0002: jump @COPCAR_3961 :COPCAR_3954 0004: $6931 = 1 // $ = int :COPCAR_3961 00D6: if 0018: $6892 > 10 // $ > int 004D: jump_if_false @COPCAR_4016 01C8: $6890 = create_actor_pedtype 15 model $6936 in_car $6886 passenger_seat 2 0084: $6891 = $6890 // $ = $ int 0050: gosub @COPCAR_15798 0002: jump @COPCAR_4023 :COPCAR_4016 0004: $6932 = 1 // $ = int :COPCAR_4023 0249: release_model $6935 0249: release_model $6936 0050: gosub @COPCAR_15216 00A0: store_actor $6877 position_to $6954 $6955 $447 03AA: play_suspect_last_seen_at $6954 $6955 $447 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 0086: $4862 = $95 // $ = $ float 0061: $4862 -= $6954 // $ -= $ float 0086: $4863 = $96 // $ = $ float 0061: $4863 -= $6955 // $ -= $ float 0069: $4862 *= $4862 // $ *= $ float 0069: $4863 *= $4863 // $ *= $ float 0086: $6952 = $4863 // $ = $ float 0059: $6952 += $4863 // $ += $ float 01FB: $6952 = square_root $6952 0071: $6952 /= $6980 // $ /= $ float 0011: $6952 *= 1000.0 // $ *= float 008C: $6907 = float_to_integer $6952 00D6: if 001A: 40000 > $6907 // int > $ 004D: jump_if_false @COPCAR_4208 0004: $6907 = 40000 // $ = int :COPCAR_4208 0058: $6900 += $6907 // $ += $ int 0014: $6907 /= 1000 // $ /= int 00D6: if 0038: $6909 == 1 // $ == int 004D: jump_if_false @COPCAR_4267 01E3: text_1number_styled 'A_TIME' number $6907 time 4000 style 6 0002: jump @COPCAR_4320 :COPCAR_4267 00D6: if 001A: 45000 > $6900 // int > $ 004D: jump_if_false @COPCAR_4298 0004: $6900 = 45000 // $ = int :COPCAR_4298 0008: $6900 += 30000 // $ += int 014E: start_timer_at $6900 count_in_direction 1 0004: $6909 = 1 // $ = int :COPCAR_4320 01BD: $4811 = current_time_in_ms 0084: $6917 = $4811 // $ = $ int 0084: $6926 = $4811 // $ = $ int 0084: $6933 = $4811 // $ = $ int 00D6: if 001A: 13 > $6892 // int > $ 004D: jump_if_false @COPCAR_4377 000D: $6980 -= 0.1 // $ -= float :COPCAR_4377 0396: pause_timer 0 0084: $6938 = $6892 // $ = $ int 0008: $6938 += 1 // $ += int 01E5: text_1number_highpriority 'CLEVEL' $6938 time 5000 1 :COPCAR_4414 0001: wait 0 ms 01BD: $4811 = current_time_in_ms 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 0050: gosub @COPCAR_16370 00D6: if 0038: $6902 == 1 // $ == int 004D: jump_if_false @COPCAR_4469 0002: jump @COPCAR_11758 :COPCAR_4469 00D6: if or 0038: $6910 == -1 // $ == int 0038: $6919 == -1 // $ == int 0038: $6928 == -1 // $ == int 004D: jump_if_false @COPCAR_4508 0004: $6894 = 1 // $ = int :COPCAR_4508 0008: $2565 += 1 // $ += int 00D6: if 0018: $2565 > 2 // $ > int 004D: jump_if_false @COPCAR_4540 0004: $2565 = 0 // $ = int :COPCAR_4540 00D6: if 0038: $2565 == 0 // $ == int 004D: jump_if_false @COPCAR_6393 00D6: if 8118: not actor $6877 dead 004D: jump_if_false @COPCAR_5636 00D6: if 0449: actor $6877 sitting_in_any_car 004D: jump_if_false @COPCAR_5233 01C3: mark_car_as_no_longer_needed $6876 03C0: $6876 = actor $6877 car_no_save 00D6: if 0038: $6910 == -1 // $ == int 004D: jump_if_false @COPCAR_4685 046D: $6898 = actor $6877 car_free_seats // members_in_group 00D6: if 0018: $6898 > 0 // $ > int 004D: jump_if_false @COPCAR_4670 0084: $6917 = $4811 // $ = $ int 0008: $6917 += 2000 // $ += int 0002: jump @COPCAR_4678 :COPCAR_4670 0084: $6917 = $4811 // $ = $ int :COPCAR_4678 0004: $6910 = 0 // $ = int :COPCAR_4685 00D6: if 0038: $6910 == 0 // $ == int 004D: jump_if_false @COPCAR_4766 00D6: if 001C: $4811 > $6917 // $ > $ int 004D: jump_if_false @COPCAR_4766 00AD: set_car $6876 max_speed_to 100.0 00AE: set_vehicle $6876 traffic_behavior_to 2 00A8: set_car $6876 to_psycho_driver 0084: $6911 = $4811 // $ = $ int 0004: $6910 = 1 // $ = int 0004: $6912 = 0 // $ = int :COPCAR_4766 00D6: if 0018: $6910 > 0 // $ > int 004D: jump_if_false @COPCAR_5226 00D6: if 00DC: player $PLAYER_CHAR in_car $6876 004D: jump_if_false @COPCAR_4811 01CA: actor $6877 kill_player $PLAYER_CHAR :COPCAR_4811 0084: $4880 = $6876 // $ = $ int 0084: $4881 = $6912 // $ = $ int 0084: $4882 = $6911 // $ = $ int 0086: $4877 = $6982 // $ = $ float 0086: $4878 = $6983 // $ = $ float 0086: $4879 = $6984 // $ = $ float 00D6: if 0020: $6985 > 0.0 // $ > float 004D: jump_if_false @COPCAR_4887 0050: gosub @COPCAR_13644 :COPCAR_4887 0084: $6912 = $4881 // $ = $ int 0084: $6911 = $4882 // $ = $ int 0086: $6982 = $4877 // $ = $ float 0086: $6983 = $4878 // $ = $ float 0086: $6984 = $4879 // $ = $ float 00D6: if 0038: $6912 == -9 // $ == int 004D: jump_if_false @COPCAR_4960 046B: actor $6877 leave_car $6876 and_flee 0004: $6912 = 0 // $ = int :COPCAR_4960 00D6: if 8185: not car $6876 health >= 400 004D: jump_if_false @COPCAR_4987 01CA: actor $6877 kill_player $PLAYER_CHAR :COPCAR_4987 00D6: if 8185: not car $6876 health >= 251 004D: jump_if_false @COPCAR_5037 046B: actor $6877 leave_car $6876 and_flee 0084: $6917 = $4811 // $ = $ int 0008: $6917 += 2000 // $ += int 0002: jump @COPCAR_5045 :COPCAR_5037 0084: $6917 = $4811 // $ = $ int :COPCAR_5045 0050: gosub @COPCAR_14253 00A0: store_actor $6877 position_to $6954 $6955 $447 0086: $4862 = $95 // $ = $ float 0061: $4862 -= $6954 // $ -= $ float 0086: $4863 = $96 // $ = $ float 0061: $4863 -= $6955 // $ -= $ float 0069: $4862 *= $4862 // $ *= $ float 0069: $4863 *= $4863 // $ *= $ float 0086: $4864 = $4862 // $ = $ float 0059: $4864 += $4863 // $ += $ float 01FB: $4864 = square_root $4864 0005: $6985 = 1000.0 // $ = float 0071: $6985 /= $4864 // $ /= $ float 00D6: if 0020: $6985 > 100.0 // $ > float 004D: jump_if_false @COPCAR_5187 0005: $6985 = 100.0 // $ = float :COPCAR_5187 00D6: if 0022: 15.0 > $6985 // float > $ 004D: jump_if_false @COPCAR_5218 0005: $6985 = 15.0 // $ = float :COPCAR_5218 00AD: set_car $6876 max_speed_to $6985 :COPCAR_5226 0002: jump @COPCAR_5629 :COPCAR_5233 0004: $6910 = -1 // $ = int 0050: gosub @COPCAR_14253 00D6: if 001C: $4811 > $6917 // $ > $ int 004D: jump_if_false @COPCAR_5629 00D6: if 00E9: player $PLAYER_CHAR 0 $6877 radius 45.0 45.0 004D: jump_if_false @COPCAR_5505 00D6: if 80E0: not player $PLAYER_CHAR in_any_car 004D: jump_if_false @COPCAR_5328 01CA: actor $6877 kill_player $PLAYER_CHAR 0002: jump @COPCAR_5498 :COPCAR_5328 00D6: if 00E9: player $PLAYER_CHAR 0 $6877 radius 30.0 30.0 004D: jump_if_false @COPCAR_5374 01CA: actor $6877 kill_player $PLAYER_CHAR 0002: jump @COPCAR_5498 :COPCAR_5374 0084: $4869 = $6877 // $ = $ int 00D6: if 8119: not car $6876 wrecked 004D: jump_if_false @COPCAR_5491 00D6: if 0185: car $6876 health >= 400 004D: jump_if_false @COPCAR_5477 00D6: if 0202: actor $6877 near_car $6876 radius 40.0 40.0 sphere 0 004D: jump_if_false @COPCAR_5463 01D5: actor $6877 go_to_and_drive_car $6876 0002: jump @COPCAR_5470 :COPCAR_5463 0050: gosub @COPCAR_13066 :COPCAR_5470 0002: jump @COPCAR_5484 :COPCAR_5477 0050: gosub @COPCAR_13066 :COPCAR_5484 0002: jump @COPCAR_5498 :COPCAR_5491 0050: gosub @COPCAR_13066 :COPCAR_5498 0002: jump @COPCAR_5629 :COPCAR_5505 0084: $4869 = $6877 // $ = $ int 00D6: if 8119: not car $6876 wrecked 004D: jump_if_false @COPCAR_5622 00D6: if 0185: car $6876 health >= 400 004D: jump_if_false @COPCAR_5608 00D6: if 0202: actor $6877 near_car $6876 radius 40.0 40.0 sphere 0 004D: jump_if_false @COPCAR_5594 01D5: actor $6877 go_to_and_drive_car $6876 0002: jump @COPCAR_5601 :COPCAR_5594 0050: gosub @COPCAR_13066 :COPCAR_5601 0002: jump @COPCAR_5615 :COPCAR_5608 0050: gosub @COPCAR_13066 :COPCAR_5615 0002: jump @COPCAR_5629 :COPCAR_5622 0050: gosub @COPCAR_13066 :COPCAR_5629 0002: jump @COPCAR_6087 :COPCAR_5636 0164: disable_marker $6939 01C2: mark_actor_as_no_longer_needed $6877 00D6: if 0038: $6913 == 0 // $ == int 004D: jump_if_false @COPCAR_5732 0008: $6895 += 1 // $ += int 0402: increment_criminals_stopped 018C: play_sound 1 at 0.0 0.0 0.0 00D6: if 0038: $6895 == 1 // $ == int 004D: jump_if_false @COPCAR_5725 03C4: set_status_text_to $6895 0 'KILLS' :COPCAR_5725 0004: $6913 = 1 // $ = int :COPCAR_5732 00D6: if 8118: not actor $6878 dead 004D: jump_if_false @COPCAR_5894 0084: $6877 = $6878 // $ = $ int 0004: $6878 = -1 // $ = int 0004: $6913 = 0 // $ = int 0004: $6914 = 1 // $ = int 0187: $6939 = create_marker_above_actor $6877 00D6: if 8118: not actor $6879 dead 004D: jump_if_false @COPCAR_5836 01DE: tie_actor $6879 to_actor $6877 00D6: if 831F: not actor $6879 in_range_of_actor $6877 004D: jump_if_false @COPCAR_5836 01CC: actor $6879 kill_player $PLAYER_CHAR :COPCAR_5836 00D6: if 8118: not actor $6880 dead 004D: jump_if_false @COPCAR_5887 01DE: tie_actor $6880 to_actor $6877 00D6: if 831F: not actor $6880 in_range_of_actor $6877 004D: jump_if_false @COPCAR_5887 01CC: actor $6880 kill_player $PLAYER_CHAR :COPCAR_5887 0002: jump @COPCAR_6087 :COPCAR_5894 01C2: mark_actor_as_no_longer_needed $6878 00D6: if 8118: not actor $6879 dead 004D: jump_if_false @COPCAR_6010 0084: $6877 = $6879 // $ = $ int 0004: $6879 = -1 // $ = int 0004: $6913 = 0 // $ = int 0004: $6915 = 1 // $ = int 0187: $6939 = create_marker_above_actor $6877 00D6: if 8118: not actor $6880 dead 004D: jump_if_false @COPCAR_6003 01DE: tie_actor $6880 to_actor $6877 00D6: if 831F: not actor $6880 in_range_of_actor $6877 004D: jump_if_false @COPCAR_6003 01CC: actor $6880 kill_player $PLAYER_CHAR :COPCAR_6003 0002: jump @COPCAR_6087 :COPCAR_6010 01C2: mark_actor_as_no_longer_needed $6879 00D6: if 8118: not actor $6880 dead 004D: jump_if_false @COPCAR_6075 0084: $6877 = $6880 // $ = $ int 0004: $6880 = -1 // $ = int 0004: $6913 = 0 // $ = int 0004: $6916 = 1 // $ = int 0187: $6939 = create_marker_above_actor $6877 0002: jump @COPCAR_6087 :COPCAR_6075 01C2: mark_actor_as_no_longer_needed $6880 0004: $6918 = 1 // $ = int :COPCAR_6087 00D6: if 0118: actor $6878 dead 004D: jump_if_false @COPCAR_6189 00D6: if 0038: $6914 == 0 // $ == int 004D: jump_if_false @COPCAR_6189 0008: $6895 += 1 // $ += int 0402: increment_criminals_stopped 018C: play_sound 1 at 0.0 0.0 0.0 00D6: if 0038: $6895 == 1 // $ == int 004D: jump_if_false @COPCAR_6182 03C4: set_status_text_to $6895 0 'KILLS' :COPCAR_6182 0004: $6914 = 1 // $ = int :COPCAR_6189 00D6: if 0118: actor $6879 dead 004D: jump_if_false @COPCAR_6291 00D6: if 0038: $6915 == 0 // $ == int 004D: jump_if_false @COPCAR_6291 0008: $6895 += 1 // $ += int 0402: increment_criminals_stopped 018C: play_sound 1 at 0.0 0.0 0.0 00D6: if 0038: $6895 == 1 // $ == int 004D: jump_if_false @COPCAR_6284 03C4: set_status_text_to $6895 0 'KILLS' :COPCAR_6284 0004: $6915 = 1 // $ = int :COPCAR_6291 00D6: if 0118: actor $6880 dead 004D: jump_if_false @COPCAR_6393 00D6: if 0038: $6916 == 0 // $ == int 004D: jump_if_false @COPCAR_6393 0008: $6895 += 1 // $ += int 0402: increment_criminals_stopped 018C: play_sound 1 at 0.0 0.0 0.0 00D6: if 0038: $6895 == 1 // $ == int 004D: jump_if_false @COPCAR_6386 03C4: set_status_text_to $6895 0 'KILLS' :COPCAR_6386 0004: $6916 = 1 // $ = int :COPCAR_6393 00D6: if 0038: $2565 == 1 // $ == int 004D: jump_if_false @COPCAR_8713 00D6: if 8118: not actor $6882 dead 004D: jump_if_false @COPCAR_7956 00D6: if 0449: actor $6882 sitting_in_any_car 004D: jump_if_false @COPCAR_7553 01C3: mark_car_as_no_longer_needed $6881 03C0: $6881 = actor $6882 car_no_save 00D6: if 0038: $6919 == -1 // $ == int 004D: jump_if_false @COPCAR_6538 046D: $6898 = actor $6882 car_free_seats // members_in_group 00D6: if 0018: $6898 > 0 // $ > int 004D: jump_if_false @COPCAR_6523 0084: $6926 = $4811 // $ = $ int 0008: $6926 += 2000 // $ += int 0002: jump @COPCAR_6531 :COPCAR_6523 0084: $6926 = $4811 // $ = $ int :COPCAR_6531 0004: $6919 = 0 // $ = int :COPCAR_6538 00D6: if 0038: $6919 == 0 // $ == int 004D: jump_if_false @COPCAR_6697 00D6: if 001C: $4811 > $6926 // $ > $ int 004D: jump_if_false @COPCAR_6697 00AD: set_car $6881 max_speed_to 100.0 00AE: set_vehicle $6881 traffic_behavior_to 2 00D6: if 0038: $6894 == 0 // $ == int 004D: jump_if_false @COPCAR_6645 00D6: if 8119: not car $6876 wrecked 004D: jump_if_false @COPCAR_6638 00A8: set_car $6881 to_psycho_driver 0002: jump @COPCAR_6645 :COPCAR_6638 0004: $6894 = 1 // $ = int :COPCAR_6645 00D6: if 0038: $6894 == 1 // $ == int 004D: jump_if_false @COPCAR_6675 04BD: set_car $6881 is_part_of_convoy 0 00A8: set_car $6881 to_psycho_driver :COPCAR_6675 0084: $6920 = $4811 // $ = $ int 0004: $6919 = 1 // $ = int 0004: $6921 = 0 // $ = int :COPCAR_6697 00D6: if 0018: $6919 > 0 // $ > int 004D: jump_if_false @COPCAR_7546 00D6: if 00DC: player $PLAYER_CHAR in_car $6881 004D: jump_if_false @COPCAR_6742 01CA: actor $6882 kill_player $PLAYER_CHAR :COPCAR_6742 0084: $4880 = $6881 // $ = $ int 0084: $4881 = $6921 // $ = $ int 0084: $4882 = $6920 // $ = $ int 0088: $4877 = 2@ // $ = @ float 0088: $4878 = 3@ // $ = @ float 0088: $4879 = 4@ // $ = @ float 00D6: if 0021: 5@ > 0.0 // @ > float 004D: jump_if_false @COPCAR_6818 0050: gosub @COPCAR_13644 :COPCAR_6818 0084: $6921 = $4881 // $ = $ int 0084: $6920 = $4882 // $ = $ int 0089: 2@ = $4877 // @ = $ float 0089: 3@ = $4878 // @ = $ float 0089: 4@ = $4879 // @ = $ float 00D6: if 0038: $6921 == -9 // $ == int 004D: jump_if_false @COPCAR_6891 046B: actor $6882 leave_car $6881 and_flee 0004: $6921 = 0 // $ = int :COPCAR_6891 00D6: if 8185: not car $6881 health >= 400 004D: jump_if_false @COPCAR_6918 01CA: actor $6882 kill_player $PLAYER_CHAR :COPCAR_6918 00D6: if 8185: not car $6881 health >= 251 004D: jump_if_false @COPCAR_6968 046B: actor $6882 leave_car $6881 and_flee 0084: $6926 = $4811 // $ = $ int 0008: $6926 += 2000 // $ += int 0002: jump @COPCAR_6976 :COPCAR_6968 0084: $6926 = $4811 // $ = $ int :COPCAR_6976 0050: gosub @COPCAR_14574 00A0: store_actor $6882 position_to 0@ 1@ $447 0086: $4862 = $95 // $ = $ float 0067: $4862 -= 0@ // $ -= @ float 0086: $4863 = $96 // $ = $ float 0067: $4863 -= 1@ // $ -= @ float 0069: $4862 *= $4862 // $ *= $ float 0069: $4863 *= $4863 // $ *= $ float 0086: $4864 = $4862 // $ = $ float 0059: $4864 += $4863 // $ += $ float 01FB: $4864 = square_root $4864 0007: 5@ = 1000.0 // @ = float 0077: 5@ /= $4864 // $ /= @ float 00D6: if 0021: 5@ > 100.0 // @ > float 004D: jump_if_false @COPCAR_7118 0007: 5@ = 100.0 // @ = float :COPCAR_7118 00D6: if 0023: 15.0 > 5@ // float > @ 004D: jump_if_false @COPCAR_7149 0007: 5@ = 15.0 // @ = float :COPCAR_7149 00D6: if 0038: $6894 == 0 // $ == int 004D: jump_if_false @COPCAR_7501 00D6: if 8119: not car $6876 wrecked 004D: jump_if_false @COPCAR_7489 0084: $4867 = $6881 // $ = $ int 0084: $4868 = $6876 // $ = $ int 0050: gosub @COPCAR_12853 0089: 5@ = $6962 // @ = $ float 02F8: get_vehicle $6881 Z_angle_sine_to $6976 02F9: get_vehicle $6881 Z_angle_cosine_to $6977 00AA: store_car $6876 position_to $6970 $6971 $447 00AA: store_car $6881 position_to $6972 $6973 $447 0086: $6958 = $6972 // $ = $ float 0061: $6958 -= $6970 // $ -= $ float 0069: $6976 *= $6958 // $ *= $ float 0086: $6959 = $6973 // $ = $ float 0061: $6959 -= $6971 // $ -= $ float 0069: $6977 *= $6959 // $ *= $ float 0086: $6966 = $6976 // $ = $ float 0059: $6966 += $6977 // $ += $ float 02F8: get_vehicle $6876 Z_angle_sine_to $6976 02F9: get_vehicle $6876 Z_angle_cosine_to $6977 00AA: store_car $6881 position_to $6972 $6973 $447 00AA: store_car $6876 position_to $6970 $6971 $447 0086: $6958 = $6970 // $ = $ float 0061: $6958 -= $6972 // $ -= $ float 0069: $6976 *= $6958 // $ *= $ float 0086: $6959 = $6971 // $ = $ float 0061: $6959 -= $6973 // $ -= $ float 0069: $6977 *= $6959 // $ *= $ float 0086: $6967 = $6976 // $ = $ float 0059: $6967 += $6977 // $ += $ float 00D6: if 0020: $6966 > 0.0 // $ > float 004D: jump_if_false @COPCAR_7482 00D6: if 0022: 0.0 > $6967 // float > $ 004D: jump_if_false @COPCAR_7482 0007: 5@ = 0.0 // @ = float :COPCAR_7482 0002: jump @COPCAR_7501 :COPCAR_7489 00A8: set_car $6881 to_psycho_driver 0004: $6894 = 1 // $ = int :COPCAR_7501 00D6: if 0043: 5@ == 0.0 // @ == float 004D: jump_if_false @COPCAR_7538 0477: set_car $6881 action 1 time 17 0002: jump @COPCAR_7546 :COPCAR_7538 00AD: set_car $6881 max_speed_to 5@ :COPCAR_7546 0002: jump @COPCAR_7949 :COPCAR_7553 0004: $6919 = -1 // $ = int 0050: gosub @COPCAR_14574 00D6: if 001C: $4811 > $6926 // $ > $ int 004D: jump_if_false @COPCAR_7949 00D6: if 00E9: player $PLAYER_CHAR 0 $6882 radius 40.0 40.0 004D: jump_if_false @COPCAR_7825 00D6: if 80E0: not player $PLAYER_CHAR in_any_car 004D: jump_if_false @COPCAR_7648 01CA: actor $6882 kill_player $PLAYER_CHAR 0002: jump @COPCAR_7818 :COPCAR_7648 00D6: if 00E9: player $PLAYER_CHAR 0 $6882 radius 25.0 25.0 004D: jump_if_false @COPCAR_7694 01CA: actor $6882 kill_player $PLAYER_CHAR 0002: jump @COPCAR_7818 :COPCAR_7694 0084: $4869 = $6882 // $ = $ int 00D6: if 8119: not car $6881 wrecked 004D: jump_if_false @COPCAR_7811 00D6: if 0185: car $6881 health >= 400 004D: jump_if_false @COPCAR_7797 00D6: if 0202: actor $6882 near_car $6881 radius 40.0 40.0 sphere 0 004D: jump_if_false @COPCAR_7783 01D5: actor $6882 go_to_and_drive_car $6881 0002: jump @COPCAR_7790 :COPCAR_7783 0050: gosub @COPCAR_13066 :COPCAR_7790 0002: jump @COPCAR_7804 :COPCAR_7797 0050: gosub @COPCAR_13066 :COPCAR_7804 0002: jump @COPCAR_7818 :COPCAR_7811 0050: gosub @COPCAR_13066 :COPCAR_7818 0002: jump @COPCAR_7949 :COPCAR_7825 0084: $4869 = $6882 // $ = $ int 00D6: if 8119: not car $6881 wrecked 004D: jump_if_false @COPCAR_7942 00D6: if 0185: car $6881 health >= 400 004D: jump_if_false @COPCAR_7928 00D6: if 0202: actor $6882 near_car $6881 radius 40.0 40.0 sphere 0 004D: jump_if_false @COPCAR_7914 01D5: actor $6882 go_to_and_drive_car $6881 0002: jump @COPCAR_7921 :COPCAR_7914 0050: gosub @COPCAR_13066 :COPCAR_7921 0002: jump @COPCAR_7935 :COPCAR_7928 0050: gosub @COPCAR_13066 :COPCAR_7935 0002: jump @COPCAR_7949 :COPCAR_7942 0050: gosub @COPCAR_13066 :COPCAR_7949 0002: jump @COPCAR_8407 :COPCAR_7956 0164: disable_marker $6940 01C2: mark_actor_as_no_longer_needed $6882 00D6: if 0038: $6922 == 0 // $ == int 004D: jump_if_false @COPCAR_8052 0008: $6895 += 1 // $ += int 0402: increment_criminals_stopped 018C: play_sound 1 at 0.0 0.0 0.0 00D6: if 0038: $6895 == 1 // $ == int 004D: jump_if_false @COPCAR_8045 03C4: set_status_text_to $6895 0 'KILLS' :COPCAR_8045 0004: $6922 = 1 // $ = int :COPCAR_8052 00D6: if 8118: not actor $6883 dead 004D: jump_if_false @COPCAR_8214 0084: $6882 = $6883 // $ = $ int 0004: $6883 = -1 // $ = int 0004: $6922 = 0 // $ = int 0004: $6923 = 1 // $ = int 0187: $6940 = create_marker_above_actor $6882 00D6: if 8118: not actor $6884 dead 004D: jump_if_false @COPCAR_8156 01DE: tie_actor $6884 to_actor $6882 00D6: if 831F: not actor $6884 in_range_of_actor $6882 004D: jump_if_false @COPCAR_8156 01CC: actor $6884 kill_player $PLAYER_CHAR :COPCAR_8156 00D6: if 8118: not actor $6885 dead 004D: jump_if_false @COPCAR_8207 01DE: tie_actor $6885 to_actor $6882 00D6: if 831F: not actor $6885 in_range_of_actor $6882 004D: jump_if_false @COPCAR_8207 01CC: actor $6885 kill_player $PLAYER_CHAR :COPCAR_8207 0002: jump @COPCAR_8407 :COPCAR_8214 01C2: mark_actor_as_no_longer_needed $6883 00D6: if 8118: not actor $6884 dead 004D: jump_if_false @COPCAR_8330 0084: $6882 = $6884 // $ = $ int 0004: $6884 = -1 // $ = int 0004: $6922 = 0 // $ = int 0004: $6924 = 1 // $ = int 0187: $6940 = create_marker_above_actor $6882 00D6: if 8118: not actor $6885 dead 004D: jump_if_false @COPCAR_8323 01DE: tie_actor $6885 to_actor $6882 00D6: if 831F: not actor $6885 in_range_of_actor $6882 004D: jump_if_false @COPCAR_8323 01CC: actor $6885 kill_player $PLAYER_CHAR :COPCAR_8323 0002: jump @COPCAR_8407 :COPCAR_8330 01C2: mark_actor_as_no_longer_needed $6884 00D6: if 8118: not actor $6885 dead 004D: jump_if_false @COPCAR_8395 0084: $6882 = $6885 // $ = $ int 0004: $6885 = -1 // $ = int 0004: $6922 = 0 // $ = int 0004: $6925 = 1 // $ = int 0187: $6940 = create_marker_above_actor $6882 0002: jump @COPCAR_8407 :COPCAR_8395 01C2: mark_actor_as_no_longer_needed $6885 0004: $6927 = 1 // $ = int :COPCAR_8407 00D6: if 0118: actor $6883 dead 004D: jump_if_false @COPCAR_8509 00D6: if 0038: $6923 == 0 // $ == int 004D: jump_if_false @COPCAR_8509 0008: $6895 += 1 // $ += int 0402: increment_criminals_stopped 018C: play_sound 1 at 0.0 0.0 0.0 00D6: if 0038: $6895 == 1 // $ == int 004D: jump_if_false @COPCAR_8502 03C4: set_status_text_to $6895 0 'KILLS' :COPCAR_8502 0004: $6923 = 1 // $ = int :COPCAR_8509 00D6: if 0118: actor $6884 dead 004D: jump_if_false @COPCAR_8611 00D6: if 0038: $6924 == 0 // $ == int 004D: jump_if_false @COPCAR_8611 0008: $6895 += 1 // $ += int 0402: increment_criminals_stopped 018C: play_sound 1 at 0.0 0.0 0.0 00D6: if 0038: $6895 == 1 // $ == int 004D: jump_if_false @COPCAR_8604 03C4: set_status_text_to $6895 0 'KILLS' :COPCAR_8604 0004: $6924 = 1 // $ = int :COPCAR_8611 00D6: if 0118: actor $6885 dead 004D: jump_if_false @COPCAR_8713 00D6: if 0038: $6925 == 0 // $ == int 004D: jump_if_false @COPCAR_8713 0008: $6895 += 1 // $ += int 0402: increment_criminals_stopped 018C: play_sound 1 at 0.0 0.0 0.0 00D6: if 0038: $6895 == 1 // $ == int 004D: jump_if_false @COPCAR_8706 03C4: set_status_text_to $6895 0 'KILLS' :COPCAR_8706 0004: $6925 = 1 // $ = int :COPCAR_8713 00D6: if 0038: $2565 == 2 // $ == int 004D: jump_if_false @COPCAR_11033 00D6: if 8118: not actor $6887 dead 004D: jump_if_false @COPCAR_10276 00D6: if 0449: actor $6887 sitting_in_any_car 004D: jump_if_false @COPCAR_9873 01C3: mark_car_as_no_longer_needed $6886 03C0: $6886 = actor $6887 car_no_save 00D6: if 0038: $6928 == -1 // $ == int 004D: jump_if_false @COPCAR_8858 046D: $6898 = actor $6887 car_free_seats // members_in_group 00D6: if 0018: $6898 > 0 // $ > int 004D: jump_if_false @COPCAR_8843 0084: $6933 = $4811 // $ = $ int 0008: $6933 += 2000 // $ += int 0002: jump @COPCAR_8851 :COPCAR_8843 0084: $6933 = $4811 // $ = $ int :COPCAR_8851 0004: $6928 = 0 // $ = int :COPCAR_8858 00D6: if 0038: $6928 == 0 // $ == int 004D: jump_if_false @COPCAR_9017 00D6: if 001C: $4811 > $6933 // $ > $ int 004D: jump_if_false @COPCAR_9017 00AD: set_car $6886 max_speed_to 100.0 00AE: set_vehicle $6886 traffic_behavior_to 2 00D6: if 0038: $6894 == 0 // $ == int 004D: jump_if_false @COPCAR_8965 00D6: if 8119: not car $6881 wrecked 004D: jump_if_false @COPCAR_8958 00A8: set_car $6886 to_psycho_driver 0002: jump @COPCAR_8965 :COPCAR_8958 0004: $6894 = 1 // $ = int :COPCAR_8965 00D6: if 0038: $6894 == 1 // $ == int 004D: jump_if_false @COPCAR_8995 04BD: set_car $6886 is_part_of_convoy 0 00A8: set_car $6886 to_psycho_driver :COPCAR_8995 008B: 12@ = $4811 // @ = $ int 0004: $6928 = 1 // $ = int 0006: 13@ = 0 // @ = int :COPCAR_9017 00D6: if 0018: $6928 > 0 // $ > int 004D: jump_if_false @COPCAR_9866 00D6: if 00DC: player $PLAYER_CHAR in_car $6886 004D: jump_if_false @COPCAR_9062 01CA: actor $6887 kill_player $PLAYER_CHAR :COPCAR_9062 0084: $4880 = $6886 // $ = $ int 008A: $4881 = 13@ // $ = @ int 008A: $4882 = 12@ // $ = @ int 0088: $4877 = 8@ // $ = @ float 0088: $4878 = 9@ // $ = @ float 0088: $4879 = 10@ // $ = @ float 00D6: if 0021: 11@ > 0.0 // @ > float 004D: jump_if_false @COPCAR_9138 0050: gosub @COPCAR_13644 :COPCAR_9138 008B: 13@ = $4881 // @ = $ int 008B: 12@ = $4882 // @ = $ int 0089: 8@ = $4877 // @ = $ float 0089: 9@ = $4878 // @ = $ float 0089: 10@ = $4879 // @ = $ float 00D6: if 0039: 13@ == -9 // @ == int 004D: jump_if_false @COPCAR_9211 046B: actor $6887 leave_car $6886 and_flee 0006: 13@ = 0 // @ = int :COPCAR_9211 00D6: if 8185: not car $6886 health >= 400 004D: jump_if_false @COPCAR_9238 01CA: actor $6887 kill_player $PLAYER_CHAR :COPCAR_9238 00D6: if 8185: not car $6886 health >= 251 004D: jump_if_false @COPCAR_9288 046B: actor $6887 leave_car $6886 and_flee 0084: $6933 = $4811 // $ = $ int 0008: $6933 += 2000 // $ += int 0002: jump @COPCAR_9296 :COPCAR_9288 0084: $6933 = $4811 // $ = $ int :COPCAR_9296 0050: gosub @COPCAR_14895 00A0: store_actor $6887 position_to 6@ 7@ $447 0086: $4862 = $95 // $ = $ float 0067: $4862 -= 6@ // $ -= @ float 0086: $4863 = $96 // $ = $ float 0067: $4863 -= 7@ // $ -= @ float 0069: $4862 *= $4862 // $ *= $ float 0069: $4863 *= $4863 // $ *= $ float 0086: $4864 = $4862 // $ = $ float 0059: $4864 += $4863 // $ += $ float 01FB: $4864 = square_root $4864 0007: 11@ = 1000.0 // @ = float 0077: 11@ /= $4864 // $ /= @ float 00D6: if 0021: 11@ > 100.0 // @ > float 004D: jump_if_false @COPCAR_9438 0007: 11@ = 100.0 // @ = float :COPCAR_9438 00D6: if 0023: 15.0 > 11@ // float > @ 004D: jump_if_false @COPCAR_9469 0007: 11@ = 15.0 // @ = float :COPCAR_9469 00D6: if 0038: $6894 == 0 // $ == int 004D: jump_if_false @COPCAR_9821 00D6: if 8119: not car $6881 wrecked 004D: jump_if_false @COPCAR_9809 0084: $4867 = $6886 // $ = $ int 0084: $4868 = $6881 // $ = $ int 0050: gosub @COPCAR_12853 0089: 11@ = $6962 // @ = $ float 02F8: get_vehicle $6886 Z_angle_sine_to $6976 02F9: get_vehicle $6886 Z_angle_cosine_to $6977 00AA: store_car $6881 position_to $6972 $6973 $447 00AA: store_car $6886 position_to $6974 $6975 $447 0086: $6958 = $6974 // $ = $ float 0061: $6958 -= $6972 // $ -= $ float 0069: $6976 *= $6958 // $ *= $ float 0086: $6959 = $6975 // $ = $ float 0061: $6959 -= $6973 // $ -= $ float 0069: $6977 *= $6959 // $ *= $ float 0086: $6968 = $6976 // $ = $ float 0059: $6968 += $6977 // $ += $ float 02F8: get_vehicle $6881 Z_angle_sine_to $6976 02F9: get_vehicle $6881 Z_angle_cosine_to $6977 00AA: store_car $6886 position_to $6974 $6975 $447 00AA: store_car $6881 position_to $6972 $6973 $447 0086: $6958 = $6972 // $ = $ float 0061: $6958 -= $6974 // $ -= $ float 0069: $6976 *= $6958 // $ *= $ float 0086: $6959 = $6973 // $ = $ float 0061: $6959 -= $6975 // $ -= $ float 0069: $6977 *= $6959 // $ *= $ float 0086: $6969 = $6976 // $ = $ float 0059: $6969 += $6977 // $ += $ float 00D6: if 0020: $6968 > 0.0 // $ > float 004D: jump_if_false @COPCAR_9802 00D6: if 0022: 0.0 > $6969 // float > $ 004D: jump_if_false @COPCAR_9802 0007: 11@ = 0.0 // @ = float :COPCAR_9802 0002: jump @COPCAR_9821 :COPCAR_9809 00A8: set_car $6886 to_psycho_driver 0004: $6894 = 1 // $ = int :COPCAR_9821 00D6: if 0043: 11@ == 0.0 // @ == float 004D: jump_if_false @COPCAR_9858 0477: set_car $6886 action 1 time 17 0002: jump @COPCAR_9866 :COPCAR_9858 00AD: set_car $6886 max_speed_to 11@ :COPCAR_9866 0002: jump @COPCAR_10269 :COPCAR_9873 0004: $6928 = -1 // $ = int 0050: gosub @COPCAR_14895 00D6: if 001C: $4811 > $6933 // $ > $ int 004D: jump_if_false @COPCAR_10269 00D6: if 00E9: player $PLAYER_CHAR 0 $6887 radius 40.0 40.0 004D: jump_if_false @COPCAR_10145 00D6: if 80E0: not player $PLAYER_CHAR in_any_car 004D: jump_if_false @COPCAR_9968 01CA: actor $6887 kill_player $PLAYER_CHAR 0002: jump @COPCAR_10138 :COPCAR_9968 00D6: if 00E9: player $PLAYER_CHAR 0 $6887 radius 25.0 25.0 004D: jump_if_false @COPCAR_10014 01CA: actor $6887 kill_player $PLAYER_CHAR 0002: jump @COPCAR_10138 :COPCAR_10014 0084: $4869 = $6887 // $ = $ int 00D6: if 8119: not car $6886 wrecked 004D: jump_if_false @COPCAR_10131 00D6: if 0185: car $6886 health >= 400 004D: jump_if_false @COPCAR_10117 00D6: if 0202: actor $6887 near_car $6886 radius 40.0 40.0 sphere 0 004D: jump_if_false @COPCAR_10103 01D5: actor $6887 go_to_and_drive_car $6886 0002: jump @COPCAR_10110 :COPCAR_10103 0050: gosub @COPCAR_13066 :COPCAR_10110 0002: jump @COPCAR_10124 :COPCAR_10117 0050: gosub @COPCAR_13066 :COPCAR_10124 0002: jump @COPCAR_10138 :COPCAR_10131 0050: gosub @COPCAR_13066 :COPCAR_10138 0002: jump @COPCAR_10269 :COPCAR_10145 0084: $4869 = $6887 // $ = $ int 00D6: if 8119: not car $6886 wrecked 004D: jump_if_false @COPCAR_10262 00D6: if 0185: car $6886 health >= 400 004D: jump_if_false @COPCAR_10248 00D6: if 0202: actor $6887 near_car $6886 radius 40.0 40.0 sphere 0 004D: jump_if_false @COPCAR_10234 01D5: actor $6887 go_to_and_drive_car $6886 0002: jump @COPCAR_10241 :COPCAR_10234 0050: gosub @COPCAR_13066 :COPCAR_10241 0002: jump @COPCAR_10255 :COPCAR_10248 0050: gosub @COPCAR_13066 :COPCAR_10255 0002: jump @COPCAR_10269 :COPCAR_10262 0050: gosub @COPCAR_13066 :COPCAR_10269 0002: jump @COPCAR_10727 :COPCAR_10276 0164: disable_marker $6941 01C2: mark_actor_as_no_longer_needed $6887 00D6: if 0038: $6929 == 0 // $ == int 004D: jump_if_false @COPCAR_10372 0008: $6895 += 1 // $ += int 0402: increment_criminals_stopped 018C: play_sound 1 at 0.0 0.0 0.0 00D6: if 0038: $6895 == 1 // $ == int 004D: jump_if_false @COPCAR_10365 03C4: set_status_text_to $6895 0 'KILLS' :COPCAR_10365 0004: $6929 = 1 // $ = int :COPCAR_10372 00D6: if 8118: not actor $6888 dead 004D: jump_if_false @COPCAR_10534 0084: $6887 = $6888 // $ = $ int 0004: $6888 = -1 // $ = int 0004: $6929 = 0 // $ = int 0004: $6930 = 1 // $ = int 0187: $6941 = create_marker_above_actor $6887 00D6: if 8118: not actor $6889 dead 004D: jump_if_false @COPCAR_10476 01DE: tie_actor $6889 to_actor $6887 00D6: if 831F: not actor $6889 in_range_of_actor $6887 004D: jump_if_false @COPCAR_10476 01CC: actor $6889 kill_player $PLAYER_CHAR :COPCAR_10476 00D6: if 8118: not actor $6890 dead 004D: jump_if_false @COPCAR_10527 01DE: tie_actor $6890 to_actor $6887 00D6: if 831F: not actor $6890 in_range_of_actor $6887 004D: jump_if_false @COPCAR_10527 01CC: actor $6890 kill_player $PLAYER_CHAR :COPCAR_10527 0002: jump @COPCAR_10727 :COPCAR_10534 01C2: mark_actor_as_no_longer_needed $6888 00D6: if 8118: not actor $6889 dead 004D: jump_if_false @COPCAR_10650 0084: $6887 = $6889 // $ = $ int 0004: $6889 = -1 // $ = int 0004: $6929 = 0 // $ = int 0004: $6931 = 1 // $ = int 0187: $6941 = create_marker_above_actor $6887 00D6: if 8118: not actor $6890 dead 004D: jump_if_false @COPCAR_10643 01DE: tie_actor $6890 to_actor $6887 00D6: if 831F: not actor $6890 in_range_of_actor $6887 004D: jump_if_false @COPCAR_10643 01CC: actor $6890 kill_player $PLAYER_CHAR :COPCAR_10643 0002: jump @COPCAR_10727 :COPCAR_10650 01C2: mark_actor_as_no_longer_needed $6889 00D6: if 8118: not actor $6890 dead 004D: jump_if_false @COPCAR_10715 0084: $6887 = $6890 // $ = $ int 0004: $6890 = -1 // $ = int 0004: $6929 = 0 // $ = int 0004: $6932 = 1 // $ = int 0187: $6941 = create_marker_above_actor $6887 0002: jump @COPCAR_10727 :COPCAR_10715 01C2: mark_actor_as_no_longer_needed $6890 0004: $6934 = 1 // $ = int :COPCAR_10727 00D6: if 0118: actor $6888 dead 004D: jump_if_false @COPCAR_10829 00D6: if 0038: $6930 == 0 // $ == int 004D: jump_if_false @COPCAR_10829 0008: $6895 += 1 // $ += int 0402: increment_criminals_stopped 018C: play_sound 1 at 0.0 0.0 0.0 00D6: if 0038: $6895 == 1 // $ == int 004D: jump_if_false @COPCAR_10822 03C4: set_status_text_to $6895 0 'KILLS' :COPCAR_10822 0004: $6930 = 1 // $ = int :COPCAR_10829 00D6: if 0118: actor $6889 dead 004D: jump_if_false @COPCAR_10931 00D6: if 0038: $6931 == 0 // $ == int 004D: jump_if_false @COPCAR_10931 0008: $6895 += 1 // $ += int 0402: increment_criminals_stopped 018C: play_sound 1 at 0.0 0.0 0.0 00D6: if 0038: $6895 == 1 // $ == int 004D: jump_if_false @COPCAR_10924 03C4: set_status_text_to $6895 0 'KILLS' :COPCAR_10924 0004: $6931 = 1 // $ = int :COPCAR_10931 00D6: if 0118: actor $6890 dead 004D: jump_if_false @COPCAR_11033 00D6: if 0038: $6932 == 0 // $ == int 004D: jump_if_false @COPCAR_11033 0008: $6895 += 1 // $ += int 0402: increment_criminals_stopped 018C: play_sound 1 at 0.0 0.0 0.0 00D6: if 0038: $6895 == 1 // $ == int 004D: jump_if_false @COPCAR_11026 03C4: set_status_text_to $6895 0 'KILLS' :COPCAR_11026 0004: $6932 = 1 // $ = int :COPCAR_11033 00D6: if and 0038: $6918 == 1 // $ == int 0038: $6927 == 1 // $ == int 0038: $6934 == 1 // $ == int 004D: jump_if_false @COPCAR_11072 0002: jump @COPCAR_11079 :COPCAR_11072 0002: jump @COPCAR_4414 :COPCAR_11079 0578: save_highest_vigilante_level $6938 0008: $6892 += 1 // $ += int 00D6: if or 056C: actor $PLAYER_ACTOR in_any_police_vehicle 00DE: player $PLAYER_CHAR driving_vehicle_type #HUNTER 00DE: player $PLAYER_CHAR driving_vehicle_type #FBICAR 004D: jump_if_false @COPCAR_11161 03C1: $6875 = player $PLAYER_CHAR car_no_save 053F: set_car $6875 tires_vulnerable 0 0227: $6908 = car $6875 health 0008: $6908 += 100 // $ += int 0224: set_car $6875 health_to $6908 :COPCAR_11161 01C3: mark_car_as_no_longer_needed $6876 01C2: mark_actor_as_no_longer_needed $6877 01C2: mark_actor_as_no_longer_needed $6878 01C2: mark_actor_as_no_longer_needed $6879 01C2: mark_actor_as_no_longer_needed $6880 01C3: mark_car_as_no_longer_needed $6881 01C2: mark_actor_as_no_longer_needed $6882 01C2: mark_actor_as_no_longer_needed $6883 01C2: mark_actor_as_no_longer_needed $6884 01C2: mark_actor_as_no_longer_needed $6885 01C3: mark_car_as_no_longer_needed $6886 01C2: mark_actor_as_no_longer_needed $6887 01C2: mark_actor_as_no_longer_needed $6888 01C2: mark_actor_as_no_longer_needed $6889 01C2: mark_actor_as_no_longer_needed $6890 0164: disable_marker $6939 0164: disable_marker $6940 0164: disable_marker $6941 0084: $6897 = $6892 // $ = $ int 0068: $6897 *= $6892 // $ *= $ int 0010: $6897 *= 50 // $ *= int 01E3: text_1number_styled 'C_PASS' number $6897 time 5000 style 5 0109: player $PLAYER_CHAR money += $6897 00D6: if 0038: $1582 == 0 // $ == int 004D: jump_if_false @COPCAR_11374 00D6: if 0038: $6892 == 12 // $ == int 004D: jump_if_false @COPCAR_11374 03E5: text_box 'C_COMP1' 030C: progress_made += 1 055F: set_player $PLAYER_CHAR max_armour += 50 035F: set_actor $PLAYER_ACTOR armour_to 150 0595: mission_complete 0004: $1582 = 1 // $ = int :COPCAR_11374 00D6: if and 856C: not actor $PLAYER_ACTOR in_any_police_vehicle 80DE: not player $PLAYER_CHAR driving_vehicle_type #HUNTER 80DE: not player $PLAYER_CHAR driving_vehicle_type #FBICAR 004D: jump_if_false @COPCAR_11660 00D6: if 0038: $6901 == 0 // $ == int 004D: jump_if_false @COPCAR_11482 01BD: $6896 = current_time_in_ms 00D6: if 0018: $6900 > 60000 // $ > int 004D: jump_if_false @COPCAR_11467 0004: $6899 = 60000 // $ = int 0002: jump @COPCAR_11475 :COPCAR_11467 0084: $6899 = $6900 // $ = $ int :COPCAR_11475 0004: $6901 = 1 // $ = int :COPCAR_11482 01BD: $6903 = current_time_in_ms 0084: $6904 = $6903 // $ = $ int 0060: $6904 -= $6896 // $ -= $ int 0060: $6899 -= $6904 // $ -= $ int 0084: $6896 = $6903 // $ = $ int 0084: $6905 = $6899 // $ = $ int 0014: $6905 /= 1000 // $ /= int 00D6: if 001A: 1 > $6905 // int > $ 004D: jump_if_false @COPCAR_11615 0004: $6905 = 0 // $ = int 00D6: if 001C: $6903 > $6937 // $ > $ int 004D: jump_if_false @COPCAR_11608 00BC: text_highpriority 'C_TIME' time 3000 1 0004: $6902 = 1 // $ = int 0002: jump @COPCAR_11758 :COPCAR_11608 0002: jump @COPCAR_11631 :COPCAR_11615 0084: $6937 = $6903 // $ = $ int 0008: $6937 += 1000 // $ += int :COPCAR_11631 01E5: text_1number_highpriority 'COPCART' $6905 time 200 1 0001: wait 0 ms 0002: jump @COPCAR_11374 :COPCAR_11660 0396: pause_timer 1 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @COPCAR_11718 03C1: $6875 = player $PLAYER_CHAR car_no_save 053F: set_car $6875 tires_vulnerable 0 0227: $6908 = car $6875 health 0008: $6908 += 100 // $ += int 0224: set_car $6875 health_to $6908 :COPCAR_11718 00D6: if 001A: 13 > $6892 // int > $ 004D: jump_if_false @COPCAR_11751 000D: $6981 -= 0.05 // $ -= float 03C7: set_sensitivity_to_crime_to $6981 :COPCAR_11751 0002: jump @COPCAR_538 :COPCAR_11758 0051: return :COPCAR_11760 0004: $ONMISSION = 0 // $ = int 0164: disable_marker $6939 0164: disable_marker $6940 0164: disable_marker $6941 014F: stop_timer $6900 0151: remove_status_text $6895 0249: release_model $6935 0249: release_model $6936 0249: release_model #COLT45 0249: release_model #TEC9 0249: release_model #RUGER 0249: release_model #CHROMEGUN 0249: release_model #MACHETE 0249: release_model #BAT 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 00D8: mission_cleanup 0051: return :COPCAR_11841 00D6: if 0018: $6892 > 1 // $ > int 004D: jump_if_false @COPCAR_11875 0209: $4127 = random_int_in_ranges 26 37 0002: jump @COPCAR_11884 :COPCAR_11875 0209: $4127 = random_int_in_ranges 0 37 :COPCAR_11884 00D6: if 0038: $4127 == 0 // $ == int 004D: jump_if_false @COPCAR_11910 04AE: $6935 = 191 // = constant :COPCAR_11910 00D6: if 0038: $4127 == 1 // $ == int 004D: jump_if_false @COPCAR_11936 04AE: $6935 = 192 // = constant :COPCAR_11936 00D6: if 0038: $4127 == 2 // $ == int 004D: jump_if_false @COPCAR_11962 04AE: $6935 = 193 // = constant :COPCAR_11962 00D6: if 0038: $4127 == 3 // $ == int 004D: jump_if_false @COPCAR_11988 04AE: $6935 = 198 // = constant :COPCAR_11988 00D6: if 0038: $4127 == 4 // $ == int 004D: jump_if_false @COPCAR_12014 04AE: $6935 = 210 // = constant :COPCAR_12014 00D6: if 0038: $4127 == 5 // $ == int 004D: jump_if_false @COPCAR_12040 04AE: $6935 = 132 // = constant :COPCAR_12040 00D6: if 0038: $4127 == 6 // $ == int 004D: jump_if_false @COPCAR_12066 04AE: $6935 = 141 // = constant :COPCAR_12066 00D6: if 0038: $4127 == 7 // $ == int 004D: jump_if_false @COPCAR_12092 04AE: $6935 = 145 // = constant :COPCAR_12092 00D6: if 0038: $4127 == 8 // $ == int 004D: jump_if_false @COPCAR_12118 04AE: $6935 = 159 // = constant :COPCAR_12118 00D6: if 0038: $4127 == 9 // $ == int 004D: jump_if_false @COPCAR_12144 04AE: $6935 = 207 // = constant :COPCAR_12144 00D6: if 0038: $4127 == 10 // $ == int 004D: jump_if_false @COPCAR_12170 04AE: $6935 = 154 // = constant :COPCAR_12170 00D6: if 0038: $4127 == 11 // $ == int 004D: jump_if_false @COPCAR_12196 04AE: $6935 = 131 // = constant :COPCAR_12196 00D6: if 0038: $4127 == 12 // $ == int 004D: jump_if_false @COPCAR_12222 04AE: $6935 = 133 // = constant :COPCAR_12222 00D6: if 0038: $4127 == 13 // $ == int 004D: jump_if_false @COPCAR_12248 04AE: $6935 = 140 // = constant :COPCAR_12248 00D6: if 0038: $4127 == 14 // $ == int 004D: jump_if_false @COPCAR_12274 04AE: $6935 = 143 // = constant :COPCAR_12274 00D6: if 0038: $4127 == 15 // $ == int 004D: jump_if_false @COPCAR_12300 04AE: $6935 = 144 // = constant :COPCAR_12300 00D6: if 0038: $4127 == 16 // $ == int 004D: jump_if_false @COPCAR_12326 04AE: $6935 = 152 // = constant :COPCAR_12326 00D6: if 0038: $4127 == 17 // $ == int 004D: jump_if_false @COPCAR_12352 04AE: $6935 = 149 // = constant :COPCAR_12352 00D6: if 0038: $4127 == 18 // $ == int 004D: jump_if_false @COPCAR_12378 04AE: $6935 = 153 // = constant :COPCAR_12378 00D6: if 0038: $4127 == 19 // $ == int 004D: jump_if_false @COPCAR_12404 04AE: $6935 = 169 // = constant :COPCAR_12404 00D6: if 0038: $4127 == 20 // $ == int 004D: jump_if_false @COPCAR_12430 04AE: $6935 = 186 // = constant :COPCAR_12430 00D6: if 0038: $4127 == 21 // $ == int 004D: jump_if_false @COPCAR_12456 04AE: $6935 = 205 // = constant :COPCAR_12456 00D6: if 0038: $4127 == 22 // $ == int 004D: jump_if_false @COPCAR_12482 04AE: $6935 = 212 // = constant :COPCAR_12482 00D6: if 0038: $4127 == 23 // $ == int 004D: jump_if_false @COPCAR_12508 04AE: $6935 = 208 // = constant :COPCAR_12508 00D6: if 0038: $4127 == 24 // $ == int 004D: jump_if_false @COPCAR_12534 04AE: $6935 = 204 // = constant :COPCAR_12534 00D6: if 0038: $4127 == 25 // $ == int 004D: jump_if_false @COPCAR_12560 04AE: $6935 = 170 // = constant :COPCAR_12560 00D6: if 0038: $4127 == 26 // $ == int 004D: jump_if_false @COPCAR_12586 04AE: $6935 = 135 // = constant :COPCAR_12586 00D6: if 0038: $4127 == 27 // $ == int 004D: jump_if_false @COPCAR_12612 04AE: $6935 = 148 // = constant :COPCAR_12612 00D6: if 0038: $4127 == 28 // $ == int 004D: jump_if_false @COPCAR_12638 04AE: $6935 = 151 // = constant :COPCAR_12638 00D6: if 0038: $4127 == 29 // $ == int 004D: jump_if_false @COPCAR_12664 04AE: $6935 = 130 // = constant :COPCAR_12664 00D6: if 0038: $4127 == 30 // $ == int 004D: jump_if_false @COPCAR_12690 04AE: $6935 = 134 // = constant :COPCAR_12690 00D6: if 0038: $4127 == 31 // $ == int 004D: jump_if_false @COPCAR_12716 04AE: $6935 = 175 // = constant :COPCAR_12716 00D6: if 0038: $4127 == 32 // $ == int 004D: jump_if_false @COPCAR_12742 04AE: $6935 = 196 // = constant :COPCAR_12742 00D6: if 0038: $4127 == 33 // $ == int 004D: jump_if_false @COPCAR_12768 04AE: $6935 = 197 // = constant :COPCAR_12768 00D6: if 0038: $4127 == 34 // $ == int 004D: jump_if_false @COPCAR_12794 04AE: $6935 = 222 // = constant :COPCAR_12794 00D6: if 0038: $4127 == 35 // $ == int 004D: jump_if_false @COPCAR_12820 04AE: $6935 = 209 // = constant :COPCAR_12820 00D6: if 0038: $4127 == 36 // $ == int 004D: jump_if_false @COPCAR_12846 04AE: $6935 = 174 // = constant :COPCAR_12846 0247: request_model $6935 0051: return :COPCAR_12853 00D6: if 0038: $4868 == -1 // $ == int 004D: jump_if_false @COPCAR_12892 0054: store_player $PLAYER_CHAR position_to $6960 $6961 $6958 0002: jump @COPCAR_12906 :COPCAR_12892 00AA: store_car $4868 position_to $6960 $6961 $6958 :COPCAR_12906 00AA: store_car $4867 position_to $6956 $6957 $6958 0086: $6958 = $6956 // $ = $ float 0061: $6958 -= $6960 // $ -= $ float 0086: $6959 = $6957 // $ = $ float 0061: $6959 -= $6961 // $ -= $ float 0069: $6958 *= $6958 // $ *= $ float 0069: $6959 *= $6959 // $ *= $ float 0059: $6958 += $6959 // $ += $ float 01FB: $6958 = square_root $6958 0086: $6962 = $6958 // $ = $ float 0009: $6962 += 3.0 // $ += float 00D6: if 0020: $6962 > 100.0 // $ > float 004D: jump_if_false @COPCAR_13033 0005: $6962 = 100.0 // $ = float :COPCAR_13033 00D6: if 0022: 0.0 > $6962 // float > $ 004D: jump_if_false @COPCAR_13064 0005: $6962 = 0.0 // $ = float :COPCAR_13064 0051: return :COPCAR_13066 00D6: if 8118: not actor $4869 dead 004D: jump_if_false @COPCAR_13642 00A0: store_actor $4869 position_to $4872 $4873 $4874 00D6: if 0042: $4886 == 919.9 // $ == float 004D: jump_if_false @COPCAR_13134 00A5: $451 = create_car $6935 at $4872 $4873 $4874 :COPCAR_13134 00D6: if 00E9: player $PLAYER_CHAR 0 $4869 radius 40.0 40.0 004D: jump_if_false @COPCAR_13421 0086: $4875 = $4872 // $ = $ float 0009: $4875 += 40.0 // $ += float 0086: $4876 = $4873 // $ = $ float 0009: $4876 += 40.0 // $ += float 000D: $4872 -= 40.0 // $ -= float 000D: $4873 -= 40.0 // $ -= float 01C3: mark_car_as_no_longer_needed $451 0004: $451 = -1 // $ = int 0327: $451 = create_random_car_with_actors -1 in_area $4872 $4873 $4875 $4876 00D6: if or 0038: $451 == -1 // $ == int 003A: $6876 == $451 // $ == $ int 004D: jump_if_false @COPCAR_13293 01CA: actor $4869 kill_player $PLAYER_CHAR 0002: jump @COPCAR_13414 :COPCAR_13293 00D6: if 0185: car $451 health >= 400 004D: jump_if_false @COPCAR_13394 046D: $6898 = actor $4869 car_free_seats // members_in_group 01EA: $4939 = car $451 max_passengers 00D6: if 801C: not $6898 > $4939 // $ > $ int 004D: jump_if_false @COPCAR_13379 020A: set_car $451 door_status_to 1 00AD: set_car $451 max_speed_to 0.0 01D5: actor $4869 go_to_and_drive_car $451 0002: jump @COPCAR_13387 :COPCAR_13379 01CA: actor $4869 kill_player $PLAYER_CHAR :COPCAR_13387 0002: jump @COPCAR_13414 :COPCAR_13394 01CA: actor $4869 kill_player $PLAYER_CHAR 01C3: mark_car_as_no_longer_needed $451 0004: $451 = -1 // $ = int :COPCAR_13414 0002: jump @COPCAR_13642 :COPCAR_13421 03D3: point $4872 $4873 $4874 get_nearby_vector $4872 $4873 $4874 $4886 00D6: if 80C2: not sphere_onscreen $4872 $4873 $4874 3.0 004D: jump_if_false @COPCAR_13642 00D6: if 838A: not car_in_cube $4872 $4873 $4874 3.0 3.0 2.0 004D: jump_if_false @COPCAR_13569 00D6: if 0248: model $6935 available 004D: jump_if_false @COPCAR_13562 01C3: mark_car_as_no_longer_needed $451 00A5: $451 = create_car $6935 at $4872 $4873 $4874 0175: set_car $451 z_angle_to $4886 01D5: actor $4869 go_to_and_drive_car $451 :COPCAR_13562 0002: jump @COPCAR_13642 :COPCAR_13569 00D6: if 00FF: actor $4869 0 $4872 $4873 $4874 radius 3.0 3.0 2.0 004D: jump_if_false @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 0051: return :COPCAR_13644 01BD: $4887 = current_time_in_ms 00D6: if 8119: not car $4880 wrecked 004D: jump_if_false @COPCAR_14251 00D6: if and 01F4: car $4880 flipped 01C1: car $4880 stopped 004D: jump_if_false @COPCAR_13847 0004: $6894 = 1 // $ = int 00D6: if 01FC: player $PLAYER_CHAR near_car $4880 radius 90.0 90.0 0 004D: jump_if_false @COPCAR_13745 03ED: set_car $4880 not_damaged_when_upside_down 0 0004: $4881 = -9 // $ = int 0002: jump @COPCAR_13847 :COPCAR_13745 00D6: if 82CA: not car $4880 bounding_sphere_visible 004D: jump_if_false @COPCAR_13847 00AA: store_car $4880 position_to $4883 $4884 $4885 03D3: point $4883 $4884 $4885 get_nearby_vector $4883 $4884 $4885 $4886 00D6: if 80C2: not sphere_onscreen $4883 $4884 $4885 4.0 004D: jump_if_false @COPCAR_13847 00AB: put_car $4880 at $4883 $4884 $4885 0175: set_car $4880 z_angle_to $4886 :COPCAR_13847 00D6: if 01AF: car $4880 0 $4877 $4878 $4879 radius 4.0 4.0 4.0 004D: jump_if_false @COPCAR_14188 00D6: if 0038: $4881 == 0 // $ == int 004D: jump_if_false @COPCAR_13922 0084: $4882 = $4887 // $ = $ int 0004: $4881 = 1 // $ = int :COPCAR_13922 0060: $4887 -= $4882 // $ -= $ int 00D6: if 0038: $4881 == 1 // $ == int 004D: jump_if_false @COPCAR_14188 00D6: if 0018: $4887 > 8000 // $ > int 004D: jump_if_false @COPCAR_14188 00D6: if 01FC: player $PLAYER_CHAR near_car $4880 radius 90.0 90.0 0 004D: jump_if_false @COPCAR_14027 03ED: set_car $4880 not_damaged_when_upside_down 0 0084: $4882 = $4887 // $ = $ int 0004: $4881 = -9 // $ = int 0002: jump @COPCAR_14188 :COPCAR_14027 00D6: if 82CA: not car $4880 bounding_sphere_visible 004D: jump_if_false @COPCAR_14188 00AA: store_car $4880 position_to $4883 $4884 $4885 03D3: point $4883 $4884 $4885 get_nearby_vector $4883 $4884 $4885 $4886 00D6: if 838A: not car_in_cube $4883 $4884 $4885 4.0 4.0 4.0 004D: jump_if_false @COPCAR_14188 00D6: if 80C2: not sphere_onscreen $4883 $4884 $4885 4.0 004D: jump_if_false @COPCAR_14188 00AB: put_car $4880 at $4883 $4884 $4885 0175: set_car $4880 z_angle_to $4886 0084: $4882 = $4887 // $ = $ int 0004: $4881 = 0 // $ = int 0004: $6894 = 1 // $ = int :COPCAR_14188 00D6: if 81AF: not car $4880 0 $4877 $4878 $4879 radius 4.0 4.0 4.0 004D: jump_if_false @COPCAR_14251 00AA: store_car $4880 position_to $4877 $4878 $4879 0004: $4881 = 0 // $ = int :COPCAR_14251 0051: return :COPCAR_14253 00D6: if 8118: not actor $6877 dead 004D: jump_if_false @COPCAR_14572 00D6: if 8118: not actor $6878 dead 004D: jump_if_false @COPCAR_14365 00D6: if 831F: not actor $6878 in_range_of_actor $6877 004D: jump_if_false @COPCAR_14358 00D6: if 00F2: actor $6878 near_actor $6877 radius 30.0 30.0 0 004D: jump_if_false @COPCAR_14350 01DE: tie_actor $6878 to_actor $6877 0002: jump @COPCAR_14358 :COPCAR_14350 01CC: actor $6878 kill_player $PLAYER_CHAR :COPCAR_14358 0002: jump @COPCAR_14370 :COPCAR_14365 01C2: mark_actor_as_no_longer_needed $6878 :COPCAR_14370 00D6: if 8118: not actor $6879 dead 004D: jump_if_false @COPCAR_14466 00D6: if 831F: not actor $6879 in_range_of_actor $6877 004D: jump_if_false @COPCAR_14459 00D6: if 00F2: actor $6879 near_actor $6877 radius 30.0 30.0 0 004D: jump_if_false @COPCAR_14451 01DE: tie_actor $6879 to_actor $6877 0002: jump @COPCAR_14459 :COPCAR_14451 01CC: actor $6879 kill_player $PLAYER_CHAR :COPCAR_14459 0002: jump @COPCAR_14471 :COPCAR_14466 01C2: mark_actor_as_no_longer_needed $6879 :COPCAR_14471 00D6: if 8118: not actor $6880 dead 004D: jump_if_false @COPCAR_14567 00D6: if 831F: not actor $6880 in_range_of_actor $6877 004D: jump_if_false @COPCAR_14560 00D6: if 00F2: actor $6880 near_actor $6877 radius 30.0 30.0 0 004D: jump_if_false @COPCAR_14552 01DE: tie_actor $6880 to_actor $6877 0002: jump @COPCAR_14560 :COPCAR_14552 01CC: actor $6880 kill_player $PLAYER_CHAR :COPCAR_14560 0002: jump @COPCAR_14572 :COPCAR_14567 01C2: mark_actor_as_no_longer_needed $6880 :COPCAR_14572 0051: return :COPCAR_14574 00D6: if 8118: not actor $6882 dead 004D: jump_if_false @COPCAR_14893 00D6: if 8118: not actor $6883 dead 004D: jump_if_false @COPCAR_14686 00D6: if 831F: not actor $6883 in_range_of_actor $6882 004D: jump_if_false @COPCAR_14679 00D6: if 00F2: actor $6883 near_actor $6882 radius 30.0 30.0 0 004D: jump_if_false @COPCAR_14671 01DE: tie_actor $6883 to_actor $6882 0002: jump @COPCAR_14679 :COPCAR_14671 01CC: actor $6883 kill_player $PLAYER_CHAR :COPCAR_14679 0002: jump @COPCAR_14691 :COPCAR_14686 01C2: mark_actor_as_no_longer_needed $6883 :COPCAR_14691 00D6: if 8118: not actor $6884 dead 004D: jump_if_false @COPCAR_14787 00D6: if 831F: not actor $6884 in_range_of_actor $6882 004D: jump_if_false @COPCAR_14780 00D6: if 00F2: actor $6884 near_actor $6882 radius 30.0 30.0 0 004D: jump_if_false @COPCAR_14772 01DE: tie_actor $6884 to_actor $6882 0002: jump @COPCAR_14780 :COPCAR_14772 01CC: actor $6884 kill_player $PLAYER_CHAR :COPCAR_14780 0002: jump @COPCAR_14792 :COPCAR_14787 01C2: mark_actor_as_no_longer_needed $6884 :COPCAR_14792 00D6: if 8118: not actor $6885 dead 004D: jump_if_false @COPCAR_14888 00D6: if 831F: not actor $6885 in_range_of_actor $6882 004D: jump_if_false @COPCAR_14881 00D6: if 00F2: actor $6885 near_actor $6882 radius 30.0 30.0 0 004D: jump_if_false @COPCAR_14873 01DE: tie_actor $6885 to_actor $6882 0002: jump @COPCAR_14881 :COPCAR_14873 01CC: actor $6885 kill_player $PLAYER_CHAR :COPCAR_14881 0002: jump @COPCAR_14893 :COPCAR_14888 01C2: mark_actor_as_no_longer_needed $6885 :COPCAR_14893 0051: return :COPCAR_14895 00D6: if 8118: not actor $6887 dead 004D: jump_if_false @COPCAR_15214 00D6: if 8118: not actor $6888 dead 004D: jump_if_false @COPCAR_15007 00D6: if 831F: not actor $6888 in_range_of_actor $6887 004D: jump_if_false @COPCAR_15000 00D6: if 00F2: actor $6888 near_actor $6887 radius 30.0 30.0 0 004D: jump_if_false @COPCAR_14992 01DE: tie_actor $6888 to_actor $6887 0002: jump @COPCAR_15000 :COPCAR_14992 01CC: actor $6888 kill_player $PLAYER_CHAR :COPCAR_15000 0002: jump @COPCAR_15012 :COPCAR_15007 01C2: mark_actor_as_no_longer_needed $6888 :COPCAR_15012 00D6: if 8118: not actor $6889 dead 004D: jump_if_false @COPCAR_15108 00D6: if 831F: not actor $6889 in_range_of_actor $6887 004D: jump_if_false @COPCAR_15101 00D6: if 00F2: actor $6889 near_actor $6887 radius 30.0 30.0 0 004D: jump_if_false @COPCAR_15093 01DE: tie_actor $6889 to_actor $6887 0002: jump @COPCAR_15101 :COPCAR_15093 01CC: actor $6889 kill_player $PLAYER_CHAR :COPCAR_15101 0002: jump @COPCAR_15113 :COPCAR_15108 01C2: mark_actor_as_no_longer_needed $6889 :COPCAR_15113 00D6: if 8118: not actor $6890 dead 004D: jump_if_false @COPCAR_15209 00D6: if 831F: not actor $6890 in_range_of_actor $6887 004D: jump_if_false @COPCAR_15202 00D6: if 00F2: actor $6890 near_actor $6887 radius 30.0 30.0 0 004D: jump_if_false @COPCAR_15194 01DE: tie_actor $6890 to_actor $6887 0002: jump @COPCAR_15202 :COPCAR_15194 01CC: actor $6890 kill_player $PLAYER_CHAR :COPCAR_15202 0002: jump @COPCAR_15214 :COPCAR_15209 01C2: mark_actor_as_no_longer_needed $6890 :COPCAR_15214 0051: return :COPCAR_15216 00D6: if 8118: not actor $6877 dead 004D: jump_if_false @COPCAR_15796 00D6: if 0154: actor $6877 in_zone 'VICE_C' 004D: jump_if_false @COPCAR_15279 0384: text_1string_highpriority 'C_BREIF' 'VICE_C' time 5000 1 :COPCAR_15279 00D6: if 0154: actor $6877 in_zone 'BEACH1' 004D: jump_if_false @COPCAR_15326 0384: text_1string_highpriority 'C_BREIF' 'BEACH1' time 5000 1 :COPCAR_15326 00D6: if 0154: actor $6877 in_zone 'BEACH2' 004D: jump_if_false @COPCAR_15373 0384: text_1string_highpriority 'C_BREIF' 'BEACH2' time 5000 1 :COPCAR_15373 00D6: if 0154: actor $6877 in_zone 'BEACH3' 004D: jump_if_false @COPCAR_15420 0384: text_1string_highpriority 'C_BREIF' 'BEACH3' time 5000 1 :COPCAR_15420 00D6: if 0154: actor $6877 in_zone 'GOLFC' 004D: jump_if_false @COPCAR_15467 0384: text_1string_highpriority 'C_BREIF' 'GOLFC' time 5000 1 :COPCAR_15467 00D6: if 0154: actor $6877 in_zone 'STARI' 004D: jump_if_false @COPCAR_15514 0384: text_1string_highpriority 'C_BREIF' 'STARI' time 5000 1 :COPCAR_15514 00D6: if 0154: actor $6877 in_zone 'DOCKS' 004D: jump_if_false @COPCAR_15561 0384: text_1string_highpriority 'C_BREIF' 'DOCKS' time 5000 1 :COPCAR_15561 00D6: if 0154: actor $6877 in_zone 'HAVANA' 004D: jump_if_false @COPCAR_15608 0384: text_1string_highpriority 'C_BREIF' 'HAVANA' time 5000 1 :COPCAR_15608 00D6: if 0154: actor $6877 in_zone 'HAITI' 004D: jump_if_false @COPCAR_15655 0384: text_1string_highpriority 'C_BREIF' 'HAITI' time 5000 1 :COPCAR_15655 00D6: if 0154: actor $6877 in_zone 'PORNI' 004D: jump_if_false @COPCAR_15702 0384: text_1string_highpriority 'C_BREIF' 'PORNI' time 5000 1 :COPCAR_15702 00D6: if 0154: actor $6877 in_zone 'DTOWN' 004D: jump_if_false @COPCAR_15749 0384: text_1string_highpriority 'C_BREIF' 'DTOWN' time 5000 1 :COPCAR_15749 00D6: if 0154: actor $6877 in_zone 'A_PORT' 004D: jump_if_false @COPCAR_15796 0384: text_1string_highpriority 'C_BREIF' 'A_PORT' time 5000 1 :COPCAR_15796 0051: return :COPCAR_15798 0433: set_actor $6891 is_criminal 1 0319: set_actor $6891 running 1 02A9: set_actor $6891 immune_to_nonplayer 1 01ED: clear_actor $6891 threat_search 0243: set_actor $6891 ped_stats_to 16 011A: set_actor $6891 search_threat 1 011A: set_actor $6891 search_threat 2 011A: set_actor $6891 search_threat 4 011A: set_actor $6891 search_threat 8 011A: set_actor $6891 search_threat 16 011A: set_actor $6891 search_threat 32 011A: set_actor $6891 search_threat 64 011A: set_actor $6891 search_threat 128 011A: set_actor $6891 search_threat 256 011A: set_actor $6891 search_threat 512 011A: set_actor $6891 search_threat 1024 011A: set_actor $6891 search_threat 2048 011A: set_actor $6891 search_threat 4096 011A: set_actor $6891 search_threat 8192 011A: set_actor $6891 search_threat 16384 011A: set_actor $6891 search_threat 65536 011A: set_actor $6891 search_threat 131072 011A: set_actor $6891 search_threat 262144 011A: set_actor $6891 search_threat 524288 011A: set_actor $6891 search_threat 1048576 011A: set_actor $6891 search_threat 2097152 011A: set_actor $6891 search_threat 4194304 011A: set_actor $6891 search_threat 16777216 0291: set_actor $6891 heed_threats 1 00D6: if 0038: $6892 == 0 // $ == int 004D: jump_if_false @COPCAR_16058 0209: $4127 = random_int_in_ranges 0 2 :COPCAR_16058 00D6: if 0018: $6892 > 1 // $ > int 004D: jump_if_false @COPCAR_16085 0209: $4127 = random_int_in_ranges 0 3 :COPCAR_16085 00D6: if 0018: $6892 > 3 // $ > int 004D: jump_if_false @COPCAR_16112 0209: $4127 = random_int_in_ranges 0 4 :COPCAR_16112 00D6: if 0018: $6892 > 5 // $ > int 004D: jump_if_false @COPCAR_16139 0209: $4127 = random_int_in_ranges 0 5 :COPCAR_16139 00D6: if 0018: $6892 > 7 // $ > int 004D: jump_if_false @COPCAR_16166 0209: $4127 = random_int_in_ranges 0 6 :COPCAR_16166 00D6: if 0038: $4127 == 0 // $ == int 004D: jump_if_false @COPCAR_16249 0209: $4127 = random_int_in_ranges 10 13 00D6: if 0038: $4127 == 10 // $ == int 004D: jump_if_false @COPCAR_16221 01B2: give_actor $6891 weapon 9 ammo 9999 // Load the weapon model before using this :COPCAR_16221 00D6: if 0038: $4127 == 11 // $ == int 004D: jump_if_false @COPCAR_16249 01B2: give_actor $6891 weapon 6 ammo 9999 // Load the weapon model before using this :COPCAR_16249 00D6: if 0038: $4127 == 1 // $ == int 004D: jump_if_false @COPCAR_16277 01B2: give_actor $6891 weapon 17 ammo 9999 // Load the weapon model before using this :COPCAR_16277 00D6: if 0038: $4127 == 2 // $ == int 004D: jump_if_false @COPCAR_16305 01B2: give_actor $6891 weapon 22 ammo 9999 // Load the weapon model before using this :COPCAR_16305 00D6: if 0038: $4127 == 3 // $ == int 004D: jump_if_false @COPCAR_16333 01B2: give_actor $6891 weapon 27 ammo 9999 // Load the weapon model before using this :COPCAR_16333 00D6: if or 0038: $4127 == 4 // $ == int 0038: $4127 == 5 // $ == int 004D: jump_if_false @COPCAR_16368 01B2: give_actor $6891 weapon 19 ammo 9999 // Load the weapon model before using this :COPCAR_16368 0051: return :COPCAR_16370 00D6: if 8038: not $6900 == -100 // $ == int 004D: jump_if_false @COPCAR_16430 00D6: if 001A: 1 > $6900 // int > $ 004D: jump_if_false @COPCAR_16430 0004: $6902 = 1 // $ = int 00BC: text_highpriority 'C_TIME' time 3000 1 0051: return :COPCAR_16430 00D6: if and 856C: not actor $PLAYER_ACTOR in_any_police_vehicle 80DE: not player $PLAYER_CHAR driving_vehicle_type #HUNTER 80DE: not player $PLAYER_CHAR driving_vehicle_type #FBICAR 004D: jump_if_false @COPCAR_16704 0396: pause_timer 0 00D6: if 0038: $6901 == 0 // $ == int 004D: jump_if_false @COPCAR_16542 01BD: $6896 = current_time_in_ms 00D6: if 0018: $6900 > 60000 // $ > int 004D: jump_if_false @COPCAR_16527 0004: $6899 = 60000 // $ = int 0002: jump @COPCAR_16535 :COPCAR_16527 0084: $6899 = $6900 // $ = $ int :COPCAR_16535 0004: $6901 = 1 // $ = int :COPCAR_16542 01BD: $6903 = current_time_in_ms 0084: $6904 = $6903 // $ = $ int 0060: $6904 -= $6896 // $ -= $ int 0060: $6899 -= $6904 // $ -= $ int 0084: $6896 = $6903 // $ = $ int 0084: $6905 = $6899 // $ = $ int 0014: $6905 /= 1000 // $ /= int 00D6: if 001A: 1 > $6905 // int > $ 004D: jump_if_false @COPCAR_16670 0004: $6905 = 0 // $ = int 00D6: if 001C: $6903 > $6937 // $ > $ int 004D: jump_if_false @COPCAR_16663 00BC: text_highpriority 'C_TIME' time 3000 1 0004: $6902 = 1 // $ = int 0051: return :COPCAR_16663 0002: jump @COPCAR_16686 :COPCAR_16670 0084: $6937 = $6903 // $ = $ int 0008: $6937 += 1000 // $ += int :COPCAR_16686 01E5: text_1number_highpriority 'COPCART' $6905 time 200 1 :COPCAR_16704 0293: $18 = get_controller_mode 00D6: if or 056C: actor $PLAYER_ACTOR in_any_police_vehicle 00DE: player $PLAYER_CHAR driving_vehicle_type #HUNTER 00DE: player $PLAYER_CHAR driving_vehicle_type #FBICAR 004D: jump_if_false @COPCAR_16936 03C1: $6875 = player $PLAYER_CHAR car_no_save 053F: set_car $6875 tires_vulnerable 0 00D6: if 8038: not $18 == 3 // $ == int 004D: jump_if_false @COPCAR_16855 00D6: if 00E1: player 0 pressed_button 19 004D: jump_if_false @COPCAR_16823 00D6: if 0038: $6906 == 1 // $ == int 004D: jump_if_false @COPCAR_16816 0004: $6906 = 2 // $ = int :COPCAR_16816 0002: jump @COPCAR_16848 :COPCAR_16823 00D6: if 0038: $6906 == 0 // $ == int 004D: jump_if_false @COPCAR_16848 0004: $6906 = 1 // $ = int :COPCAR_16848 0002: jump @COPCAR_16929 :COPCAR_16855 00D6: if 00E1: player 0 pressed_button 14 004D: jump_if_false @COPCAR_16904 00D6: if 0038: $6906 == 1 // $ == int 004D: jump_if_false @COPCAR_16897 0004: $6906 = 2 // $ = int :COPCAR_16897 0002: jump @COPCAR_16929 :COPCAR_16904 00D6: if 0038: $6906 == 0 // $ == int 004D: jump_if_false @COPCAR_16929 0004: $6906 = 1 // $ = int :COPCAR_16929 0004: $6901 = 0 // $ = int :COPCAR_16936 00D6: if 0038: $6906 == 2 // $ == int 004D: jump_if_false @COPCAR_17061 00D6: if 8038: not $18 == 3 // $ == int 004D: jump_if_false @COPCAR_17020 00D6: if 80E1: not player 0 pressed_button 19 004D: jump_if_false @COPCAR_17013 00BC: text_highpriority 'C_CANC' time 3000 1 0004: $6902 = 1 // $ = int 0051: return :COPCAR_17013 0002: jump @COPCAR_17061 :COPCAR_17020 00D6: if 80E1: not player 0 pressed_button 14 004D: jump_if_false @COPCAR_17061 00BC: text_highpriority 'C_CANC' time 3000 1 0004: $6902 = 1 // $ = int 0051: return :COPCAR_17061 0051: return //-------------Mission 79--------------- // Originally: HOTRING :OVALRNG 0050: gosub @OVALRNG_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @OVALRNG_27 0050: gosub @OVALRNG_17790 :OVALRNG_27 0050: gosub @OVALRNG_18173 004E: end_thread :OVALRNG_36 0004: $ONMISSION = 1 // $ = int 03A4: name_thread 'OVALRNG' 0001: wait 0 ms 00D6: if 0038: $1597 == 0 // $ == int 004D: jump_if_false @OVALRNG_77 0317: increment_mission_attempts :OVALRNG_77 054C: use_GXT_table 'OVALRIG' 0004: $7440 = 0 // $ = int 0004: $7436 = 0 // $ = int 0004: $7437 = 0 // $ = int 0004: $7438 = 0 // $ = int 0004: $7439 = 0 // $ = int 0004: $7021 = 0 // $ = int 0004: $7027 = 0 // $ = int 0004: $7033 = 0 // $ = int 0004: $7039 = 0 // $ = int 0004: $7045 = 0 // $ = int 0004: $7051 = 0 // $ = int 0004: $7057 = 0 // $ = int 0004: $7063 = 0 // $ = int 0004: $7069 = 0 // $ = int 0004: $7057 = 0 // $ = int 0004: $7081 = 0 // $ = int 0004: $7087 = 0 // $ = int 0004: $7008 = 0 // $ = int 0004: $7012 = 0 // $ = int 0004: $7016 = 0 // $ = int 0004: $7022 = 0 // $ = int 0004: $7028 = 0 // $ = int 0004: $7034 = 0 // $ = int 0004: $7040 = 0 // $ = int 0004: $7046 = 0 // $ = int 0004: $7052 = 0 // $ = int 0004: $7058 = 0 // $ = int 0004: $7064 = 0 // $ = int 0004: $7070 = 0 // $ = int 0004: $7076 = 0 // $ = int 0004: $7082 = 0 // $ = int 0004: $7088 = 0 // $ = int 0004: $7443 = 0 // $ = int 0004: $7444 = 0 // $ = int 0004: $7445 = 0 // $ = int 0004: $7091 = 0 // $ = int 0004: $7092 = 0 // $ = int 0004: $7093 = 0 // $ = int 0004: $7094 = 0 // $ = int 0004: $7095 = 0 // $ = int 0004: $7096 = 0 // $ = int 0004: $7097 = 0 // $ = int 0004: $7098 = 0 // $ = int 0004: $7099 = 0 // $ = int 0004: $7100 = 0 // $ = int 0004: $7101 = 0 // $ = int 0004: $7102 = 0 // $ = int 0004: $7010 = 0 // $ = int 0004: $7014 = 0 // $ = int 0004: $7018 = 0 // $ = int 0004: $7024 = 0 // $ = int 0004: $7030 = 0 // $ = int 0004: $7036 = 0 // $ = int 0004: $7042 = 0 // $ = int 0004: $7048 = 0 // $ = int 0004: $7054 = 0 // $ = int 0004: $7060 = 0 // $ = int 0004: $7066 = 0 // $ = int 0004: $7072 = 0 // $ = int 0004: $7078 = 0 // $ = int 0004: $7084 = 0 // $ = int 0004: $7090 = 0 // $ = int 0004: $6999 = 0 // $ = int 0004: $6986 = -1 // $ = int 0004: $6987 = 0 // $ = int 0004: $6988 = 0 // $ = int 0004: $6989 = 0 // $ = int 0004: $6990 = 0 // $ = int 0004: $6991 = 0 // $ = int 0004: $6992 = -1 // $ = int 0004: $6993 = -1 // $ = int 0004: $6995 = 0 // $ = int 0004: $6997 = 0 // $ = int 0004: $7004 = 0 // $ = int 0004: $7441 = 0 // $ = int 0004: $7002 = 0 // $ = int 0004: $7005 = 0 // $ = int 0004: $6998 = 0 // $ = int 0004: $7001 = 100 // $ = int 0005: $7498 = 0.0 // $ = float 0005: $7499 = 0.0 // $ = float 0005: $7500 = 0.0 // $ = float 0005: $7507 = -1288.976 // $ = float 0005: $7508 = 1190.669 // $ = float 0005: $7509 = 264.291 // $ = float 0005: $7510 = -1257.085 // $ = float 0005: $7511 = 1245.841 // $ = float 0005: $7512 = 264.296 // $ = float 0005: $7513 = -1296.749 // $ = float 0005: $7514 = 1306.123 // $ = float 0005: $7515 = 264.296 // $ = float 0005: $7516 = -1366.372 // $ = float 0005: $7517 = 1326.72 // $ = float 0005: $7518 = 264.296 // $ = float 0005: $7519 = -1419.235 // $ = float 0005: $7520 = 1327.06 // $ = float 0005: $7521 = 264.296 // $ = float 0005: $7522 = -1500.381 // $ = float 0005: $7523 = 1306.066 // $ = float 0005: $7524 = 264.296 // $ = float 0005: $7525 = -1540.008 // $ = float 0005: $7526 = 1245.841 // $ = float 0005: $7527 = 264.296 // $ = float 0005: $7528 = -1500.446 // $ = float 0005: $7529 = 1185.51 // $ = float 0005: $7530 = 264.296 // $ = float 0005: $7531 = -1419.234 // $ = float 0005: $7532 = 1164.33 // $ = float 0005: $7533 = 264.296 // $ = float 0005: $7534 = -1355.087 // $ = float 0005: $7535 = 1165.782 // $ = float 0005: $7536 = 264.296 // $ = float 04BB: select_interiour 16 // select render area 057E: make_radar_grey 1 0581: enable_radar 0 04F9: set_extra_colors 11 fade 0 0055: put_player $PLAYER_CHAR at -1420.856 1245.843 251.379 0247: request_model #WMYCR 0247: request_model #HOTRINA 0247: request_model #HOTRINB 0247: request_model #HOTRING 03CB: load_scene -1343.743 1151.814 275.7988 038B: load_requested_models :OVALRNG_1046 00D6: if or 8248: not model #WMYCR available 8248: not model #HOTRINA available 8248: not model #HOTRINB available 8248: not model #HOTRING available 004D: jump_if_false @OVALRNG_1087 0001: wait 0 ms 0002: jump @OVALRNG_1046 :OVALRNG_1087 015F: set_camera_position -1318.205 1163.39 273.7596 rotation 0.0 0.0 0.0 0160: point_camera -1319.118 1163.731 273.5374 switchstyle 2 02A3: enable_widescreen 1 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: set_all_vehicles_apply_damage_rules 0 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @OVALRNG_1562 009A: $6993 = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 009A: $7422 = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 009A: $7423 = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 009A: $7424 = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 009A: $7020 = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 009A: $7026 = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 009A: $7032 = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 009A: $7038 = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 009A: $7044 = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 009A: $7050 = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 009A: $7056 = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 009A: $7062 = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 009A: $7068 = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 009A: $7074 = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 009A: $7080 = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 009A: $7086 = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 :OVALRNG_1562 00A5: $7007 = create_car #HOTRINA at -1344.487 1172.733 263.8694 0175: set_car $7007 z_angle_to 284.8876 00AA: store_car $7007 position_to $7489 $7490 $7491 0084: $6992 = $7007 // $ = $ int 0050: gosub @OVALRNG_18682 0084: $7422 = $6993 // $ = $ int 0506: vehicle_model 232 set_next_variation 0 -1 00A5: $7011 = create_car #HOTRINA at -1343.438 1167.837 264.6195 0175: set_car $7011 z_angle_to 281.5068 00AA: store_car $7011 position_to $7492 $7493 $7494 0084: $6992 = $7011 // $ = $ int 0050: gosub @OVALRNG_18682 0084: $7423 = $6993 // $ = $ int 0506: vehicle_model 232 set_next_variation 1 -1 00A5: $7015 = create_car #HOTRINA at -1354.297 1170.289 263.9862 0175: set_car $7015 z_angle_to 282.7367 00AA: store_car $7015 position_to $7495 $7496 $7497 0084: $6992 = $7015 // $ = $ int 0050: gosub @OVALRNG_18682 0084: $7424 = $6993 // $ = $ int 0506: vehicle_model 232 set_next_variation 2 -1 00A5: $7019 = create_car #HOTRINA at -1352.847 1165.527 264.7497 0175: set_car $7019 z_angle_to 284.2442 00AA: store_car $7019 position_to 0@ 1@ 2@ 0084: $6992 = $7019 // $ = $ int 0050: gosub @OVALRNG_18682 0084: $7020 = $6993 // $ = $ int 0506: vehicle_model 232 set_next_variation 3 -1 00A5: $7025 = create_car #HOTRINA at -1363.758 1169.078 264.0151 0175: set_car $7025 z_angle_to 276.4275 00AA: store_car $7025 position_to 3@ 4@ 5@ 0084: $6992 = $7025 // $ = $ int 0050: gosub @OVALRNG_18682 0084: $7026 = $6993 // $ = $ int 0506: vehicle_model 232 set_next_variation 4 -1 00A5: $7031 = create_car #HOTRINA at -1363.67 1164.15 264.7848 0175: set_car $7031 z_angle_to 277.8466 00AA: store_car $7031 position_to 6@ 7@ 8@ 0084: $6992 = $7031 // $ = $ int 0050: gosub @OVALRNG_18682 0084: $7032 = $6993 // $ = $ int 0506: vehicle_model 232 set_next_variation 5 -1 00A5: $7037 = create_car #HOTRINA at -1373.879 1168.654 264.0179 0175: set_car $7037 z_angle_to 273.302 00AA: store_car $7037 position_to 9@ 10@ 11@ 0084: $6992 = $7037 // $ = $ int 0050: gosub @OVALRNG_18682 0084: $7038 = $6993 // $ = $ int 0506: vehicle_model 233 set_next_variation 0 -1 00A5: $7043 = create_car #HOTRINB at -1374.561 1163.055 264.9375 0175: set_car $7043 z_angle_to 272.9799 00AA: store_car $7043 position_to 12@ 13@ 14@ 0084: $6992 = $7043 // $ = $ int 0050: gosub @OVALRNG_18682 0084: $7044 = $6993 // $ = $ int 0506: vehicle_model 233 set_next_variation 1 -1 00A5: $7049 = create_car #HOTRINB at -1383.668 1167.947 264.1144 0175: set_car $7049 z_angle_to 273.0015 00AA: store_car $7049 position_to $7103 $7104 $7105 0084: $6992 = $7049 // $ = $ int 0050: gosub @OVALRNG_18682 0084: $7050 = $6993 // $ = $ int 0506: vehicle_model 233 set_next_variation 2 -1 00A5: $7055 = create_car #HOTRINB at -1383.582 1162.903 264.9546 0175: set_car $7055 z_angle_to 269.9305 00AA: store_car $7055 position_to $7106 $7107 $7108 0084: $6992 = $7055 // $ = $ int 0050: gosub @OVALRNG_18682 0084: $7056 = $6993 // $ = $ int 0506: vehicle_model 233 set_next_variation 3 -1 00A5: $7061 = create_car #HOTRINB at -1393.223 1167.712 264.1403 0175: set_car $7061 z_angle_to 270.1651 00AA: store_car $7061 position_to $7109 $7110 $7111 0084: $6992 = $7061 // $ = $ int 0050: gosub @OVALRNG_18682 0084: $7062 = $6993 // $ = $ int 0506: vehicle_model 233 set_next_variation 4 -1 00A5: $7067 = create_car #HOTRINB at -1393.104 1163.053 264.914 0175: set_car $7067 z_angle_to 270.334 00AA: store_car $7067 position_to $7112 $7113 $7114 0084: $6992 = $7067 // $ = $ int 0050: gosub @OVALRNG_18682 0084: $7068 = $6993 // $ = $ int 0506: vehicle_model 233 set_next_variation 5 -1 00A5: $7073 = create_car #HOTRINB at -1402.184 1167.193 264.2093 0175: set_car $7073 z_angle_to 271.0722 00AA: store_car $7073 position_to $7115 $7116 $7117 0084: $6992 = $7073 // $ = $ int 0050: gosub @OVALRNG_18682 0084: $7074 = $6993 // $ = $ int 00A5: $7079 = create_car #HOTRINA at -1402.375 1163.057 264.9016 0175: set_car $7079 z_angle_to 266.2549 00AA: store_car $7079 position_to $7118 $7119 $7120 0084: $6992 = $7079 // $ = $ int 0050: gosub @OVALRNG_18682 0084: $7080 = $6993 // $ = $ int 00A5: $7085 = create_car #HOTRINB at -1412.111 1167.211 264.2081 0175: set_car $7085 z_angle_to 273.8779 00AA: store_car $7085 position_to $7121 $7122 $7123 0084: $6992 = $7085 // $ = $ int 0050: gosub @OVALRNG_18682 0084: $7086 = $6993 // $ = $ int 00A5: $7000 = create_car #HOTRING at -1411.949 1162.92 264.916 0175: set_car $7000 z_angle_to 271.2772 0224: set_car $7000 health_to 1250 02AC: set_car $7000 immunities 0 1 1 0 0 00AA: store_car $7000 position_to $7483 $7484 $7485 0169: set_fade_color 0 0 1 016A: fade 1 1500 ms 0001: wait 250 ms 0004: $6994 = 1 // $ = int 0050: gosub @OVALRNG_18808 00D6: if 80E0: not player $PLAYER_CHAR in_any_car 004D: jump_if_false @OVALRNG_2871 00D6: if 8119: not car $7000 wrecked 004D: jump_if_false @OVALRNG_2864 0369: put_player $PLAYER_CHAR in_car $7000 :OVALRNG_2864 0002: jump @OVALRNG_2919 :OVALRNG_2871 012A: put_player $PLAYER_CHAR at -1504.198 1314.846 265.2744 and_remove_from_car 0001: wait 0 ms 00D6: if 8119: not car $7000 wrecked 004D: jump_if_false @OVALRNG_2919 0369: put_player $PLAYER_CHAR in_car $7000 :OVALRNG_2919 00BC: text_highpriority 'HOTR_01' time 8000 1 01BD: $4811 = current_time_in_ms 0004: $6991 = 1 // $ = int 03F0: enable_text_draw 1 0006: TIMERA = 0 // @ = int :OVALRNG_2957 0001: wait 0 ms 01BD: $4811 = current_time_in_ms 00D6: if 00F6: player $PLAYER_CHAR 1 -1414.753 1155.434 266.3521 radius 1.5 2.0 1.5 004D: jump_if_false @OVALRNG_3036 00BC: text_highpriority 'HOTR_14' time 2500 1 0002: jump @OVALRNG_17790 :OVALRNG_3036 00D6: if 001A: 5 > $6986 // int > $ 004D: jump_if_false @OVALRNG_3163 00D6: if 0018: $6986 > -1 // $ > int 004D: jump_if_false @OVALRNG_3163 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @OVALRNG_3138 00D6: if 0038: $7002 == 1 // $ == int 004D: jump_if_false @OVALRNG_3131 03EB: clear_small_messages_only 0084: $6987 = $4811 // $ = $ int 000C: $6987 -= 100 // $ -= int 0004: $6986 = 5 // $ = int :OVALRNG_3131 0002: jump @OVALRNG_3163 :OVALRNG_3138 00D6: if 0038: $7002 == 0 // $ == int 004D: jump_if_false @OVALRNG_3163 0004: $7002 = 1 // $ = int :OVALRNG_3163 00D6: if 0038: $6986 == -1 // $ == int 004D: jump_if_false @OVALRNG_3224 0004: $6999 = 2 // $ = int 00D6: if 816B: not fading 004D: jump_if_false @OVALRNG_3224 0084: $6987 = $4811 // $ = $ int 0008: $6987 += 3000 // $ += int 0004: $6986 = 0 // $ = int :OVALRNG_3224 00D6: if 0038: $6986 == 0 // $ == int 004D: jump_if_false @OVALRNG_3335 00D6: if 001C: $4811 > $6987 // $ > $ int 004D: jump_if_false @OVALRNG_3335 015F: set_camera_position -1334.666 1172.511 266.2422 rotation 0.0 0.0 0.0 0160: point_camera -1335.628 1172.264 266.1259 switchstyle 2 0084: $6987 = $4811 // $ = $ int 0008: $6987 += 3000 // $ += int 0004: $6986 = 1 // $ = int :OVALRNG_3335 00D6: if 0038: $6986 == 1 // $ == int 004D: jump_if_false @OVALRNG_3461 00D6: if 001C: $4811 > $6987 // $ > $ int 004D: jump_if_false @OVALRNG_3461 015F: set_camera_position -1323.005 1328.07 270.0141 rotation 0.0 0.0 0.0 0160: point_camera -1323.981 1328.235 269.8705 switchstyle 2 00BC: text_highpriority 'HOTR_02' time 3500 1 0084: $6987 = $4811 // $ = $ int 0008: $6987 += 3500 // $ += int 0004: $6986 = 2 // $ = int :OVALRNG_3461 00D6: if 0038: $6986 == 2 // $ == int 004D: jump_if_false @OVALRNG_3587 00D6: if 001C: $4811 > $6987 // $ > $ int 004D: jump_if_false @OVALRNG_3587 015F: set_camera_position -1378.531 1355.834 271.5822 rotation 0.0 0.0 0.0 0160: point_camera -1379.45 1355.702 271.2112 switchstyle 2 00BB: text_lowpriority 'HOTR_03' time 4500 1 0084: $6987 = $4811 // $ = $ int 0008: $6987 += 4500 // $ += int 0004: $6986 = 3 // $ = int :OVALRNG_3587 00D6: if 0038: $6986 == 3 // $ == int 004D: jump_if_false @OVALRNG_3713 00D6: if 001C: $4811 > $6987 // $ > $ int 004D: jump_if_false @OVALRNG_3713 015F: set_camera_position -1394.765 1175.184 269.201 rotation 0.0 0.0 0.0 0160: point_camera -1395.474 1174.495 269.0483 switchstyle 2 00BC: text_highpriority 'HOTR_04' time 4500 1 0084: $6987 = $4811 // $ = $ int 0008: $6987 += 2500 // $ += int 0004: $6986 = 4 // $ = int :OVALRNG_3713 00D6: if 0038: $6986 == 4 // $ == int 004D: jump_if_false @OVALRNG_3824 00D6: if 001C: $4811 > $6987 // $ > $ int 004D: jump_if_false @OVALRNG_3824 015F: set_camera_position -1405.329 1161.493 270.4964 rotation 0.0 0.0 0.0 0160: point_camera -1406.135 1160.961 270.2356 switchstyle 1 0084: $6987 = $4811 // $ = $ int 0008: $6987 += 2000 // $ += int 0004: $6986 = 5 // $ = int :OVALRNG_3824 00D6: if 0038: $6986 == 5 // $ == int 004D: jump_if_false @OVALRNG_3937 00D6: if 001C: $4811 > $6987 // $ > $ int 004D: jump_if_false @OVALRNG_3937 03F0: enable_text_draw 0 0004: $6999 = 0 // $ = int 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 02A3: enable_widescreen 0 00BA: text_styled 'RACES_4' 1100 ms 4 018C: play_sound 7 at 0.0 0.0 0.0 0084: $6987 = $4811 // $ = $ int 0008: $6987 += 1000 // $ += int 0004: $6986 = 6 // $ = int :OVALRNG_3937 00D6: if 0038: $6986 == 6 // $ == int 004D: jump_if_false @OVALRNG_4031 00D6: if 001C: $4811 > $6987 // $ > $ int 004D: jump_if_false @OVALRNG_4031 00BA: text_styled 'RACES_5' 1100 ms 4 018C: play_sound 8 at 0.0 0.0 0.0 0084: $6987 = $4811 // $ = $ int 0008: $6987 += 1000 // $ += int 0004: $6986 = 7 // $ = int :OVALRNG_4031 00D6: if 0038: $6986 == 7 // $ == int 004D: jump_if_false @OVALRNG_4125 00D6: if 001C: $4811 > $6987 // $ > $ int 004D: jump_if_false @OVALRNG_4125 00BA: text_styled 'RACES_6' 1100 ms 4 018C: play_sound 9 at 0.0 0.0 0.0 0084: $6987 = $4811 // $ = $ int 0008: $6987 += 1000 // $ += int 0004: $6986 = 8 // $ = int :OVALRNG_4125 00D6: if 0038: $6986 == 8 // $ == int 004D: jump_if_false @OVALRNG_4372 00D6: if 001C: $4811 > $6987 // $ > $ int 004D: jump_if_false @OVALRNG_4372 00D6: if 8119: not car $7000 wrecked 004D: jump_if_false @OVALRNG_4372 0004: $6994 = 0 // $ = int 0050: gosub @OVALRNG_18808 00BA: text_styled 'RACES_7' 800 ms 4 018C: play_sound 10 at 0.0 0.0 0.0 01B4: set_player $PLAYER_CHAR can_move 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03F4: set_all_vehicles_apply_damage_rules 1 04F7: status_text $7001 1 line 1 'HOTR_05' 0084: $7440 = $7436 // $ = $ int 0050: gosub @OVALRNG_18246 0086: $7483 = $7498 // $ = $ float 0086: $7484 = $7499 // $ = $ float 0086: $7485 = $7500 // $ = $ float 0084: $7436 = $7440 // $ = $ int 04F7: status_text $6988 0 line 2 'HOTR_06' 04F7: status_text $7441 0 line 3 'HOTR_09' 03C3: set_timer_with_text_to $6997 type 0 text 'HOTR_10' 0084: $6998 = $4811 // $ = $ int 0004: $6986 = 9 // $ = int :OVALRNG_4372 00D6: if 0038: $6986 == 9 // $ == int 004D: jump_if_false @OVALRNG_14261 0004: $7441 = 1 // $ = int 00D6: if 0119: car $7000 wrecked 004D: jump_if_false @OVALRNG_4442 00BC: text_highpriority 'HOTR_12' time 2000 1 0002: jump @OVALRNG_17790 0002: jump @OVALRNG_4607 :OVALRNG_4442 00D6: if 01B0: car $7000 stopped 1 -1396.369 1354.573 265.0766 radius 9.0 4.0 5.0 004D: jump_if_false @OVALRNG_4559 00D6: if 0442: player $PLAYER_CHAR sitting_in_car $7000 004D: jump_if_false @OVALRNG_4559 0227: $7001 = car $7000 health 0008: $7001 += 5 // $ += int 00D6: if 0018: $7001 > 1250 // $ > int 004D: jump_if_false @OVALRNG_4551 0004: $7001 = 1250 // $ = int :OVALRNG_4551 0224: set_car $7000 health_to $7001 :OVALRNG_4559 0227: $7001 = car $7000 health 000C: $7001 -= 250 // $ -= int 0014: $7001 /= 10 // $ /= int 00D6: if 001A: 0 > $7001 // int > $ 004D: jump_if_false @OVALRNG_4607 0004: $7001 = 0 // $ = int :OVALRNG_4607 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $7483 $7484 $7485 radius 24.0 24.0 24.0 004D: jump_if_false @OVALRNG_4928 0084: $7440 = $7436 // $ = $ int 0050: gosub @OVALRNG_18246 0086: $7483 = $7498 // $ = $ float 0086: $7484 = $7499 // $ = $ float 0086: $7485 = $7500 // $ = $ float 0084: $7436 = $7440 // $ = $ int 00D6: if 0038: $7436 == 0 // $ == int 004D: jump_if_false @OVALRNG_4928 0008: $6988 += 1 // $ += int 0084: $6996 = $4811 // $ = $ int 0060: $6996 -= $6998 // $ -= $ int 0084: $7458 = $6996 // $ = $ int 0014: $7458 /= 1000 // $ /= int 0084: $7003 = $7458 // $ = $ int 0010: $7003 *= 1000 // $ *= int 0084: $7451 = $6996 // $ = $ int 0060: $7451 -= $7003 // $ -= $ int 0084: $7003 = $7451 // $ = $ int 0014: $7003 /= 10 // $ /= int 00D6: if 001C: $1594 > $6996 // $ > $ int 004D: jump_if_false @OVALRNG_4901 0084: $1594 = $6996 // $ = $ int 042E: register_lowest_int_stat 21 to $1594 00D6: if 0018: $7003 > 9 // $ > int 004D: jump_if_false @OVALRNG_4880 02FD: text_2numbers_highpriority 'HOTR_11' $7458 $7003 time 5000 1 0002: jump @OVALRNG_4901 :OVALRNG_4880 02FD: text_2numbers_highpriority 'HOTR_34' $7458 $7003 time 5000 1 :OVALRNG_4901 0084: $6998 = $4811 // $ = $ int 018C: play_sound 1 at 0.0 0.0 0.0 :OVALRNG_4928 0084: $6989 = $6988 // $ = $ int 0010: $6989 *= 100 // $ *= int 0058: $6989 += $7436 // $ += $ int 00D6: if 0119: car $7007 wrecked 004D: jump_if_false @OVALRNG_5170 01C3: mark_car_as_no_longer_needed $7007 01C2: mark_actor_as_no_longer_needed $7422 00D6: if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 004D: jump_if_false @OVALRNG_5163 00A5: $7007 = create_car #HOTRINA at -1409.717 1144.97 266.3857 0084: $6992 = $7007 // $ = $ int 0050: gosub @OVALRNG_18682 0084: $7422 = $6993 // $ = $ int 00D6: if 001C: $6988 > $7008 // $ > $ int 004D: jump_if_false @OVALRNG_5093 0084: $7008 = $6988 // $ = $ int :OVALRNG_5093 0004: $7437 = 0 // $ = int 0084: $7440 = $7437 // $ = $ int 0050: gosub @OVALRNG_18246 0086: $7489 = $7498 // $ = $ float 0086: $7490 = $7499 // $ = $ float 0086: $7491 = $7500 // $ = $ float 00A7: car $7007 drive_to $7489 $7490 $7491 04BA: set_car $7007 speed_instantly 30.0 :OVALRNG_5163 0002: jump @OVALRNG_5541 :OVALRNG_5170 00D6: if 01AF: car $7007 0 $7489 $7490 $7491 radius 24.0 24.0 24.0 004D: jump_if_false @OVALRNG_5321 0084: $7440 = $7437 // $ = $ int 0050: gosub @OVALRNG_18246 0086: $7489 = $7498 // $ = $ float 0086: $7490 = $7499 // $ = $ float 0086: $7491 = $7500 // $ = $ float 0084: $7437 = $7440 // $ = $ int 00D6: if 0038: $7437 == 0 // $ == int 004D: jump_if_false @OVALRNG_5284 0008: $7008 += 1 // $ += int :OVALRNG_5284 00A7: car $7007 drive_to $7489 $7490 $7491 0084: $7009 = $7008 // $ = $ int 0010: $7009 *= 100 // $ *= int 0058: $7009 += $7437 // $ += $ int :OVALRNG_5321 00D6: if 01AF: car $7007 0 $4853 $4854 $4855 radius 3.0 3.0 3.0 004D: jump_if_false @OVALRNG_5397 00D6: if 001C: $4811 > $7443 // $ > $ int 004D: jump_if_false @OVALRNG_5390 0224: set_car $7007 health_to 230 :OVALRNG_5390 0002: jump @OVALRNG_5427 :OVALRNG_5397 00AA: store_car $7007 position_to $4853 $4854 $4855 0084: $7443 = $4811 // $ = $ int 0008: $7443 += 5000 // $ += int :OVALRNG_5427 00D6: if 01AF: car $7007 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 004D: jump_if_false @OVALRNG_5525 00D6: if 001C: $4811 > $7010 // $ > $ int 004D: jump_if_false @OVALRNG_5518 0224: set_car $7007 health_to 100 01C3: mark_car_as_no_longer_needed $7007 01C2: mark_actor_as_no_longer_needed $7422 0004: $7007 = -1 // $ = int :OVALRNG_5518 0002: jump @OVALRNG_5541 :OVALRNG_5525 0084: $7010 = $4811 // $ = $ int 0008: $7010 += 3000 // $ += int :OVALRNG_5541 0084: $6990 = $7009 // $ = $ int 0084: $451 = $7007 // $ = $ int 0050: gosub @OVALRNG_17639 00D6: if 0119: car $7011 wrecked 004D: jump_if_false @OVALRNG_5792 01C3: mark_car_as_no_longer_needed $7011 01C2: mark_actor_as_no_longer_needed $7423 00D6: if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 004D: jump_if_false @OVALRNG_5785 0506: vehicle_model 232 set_next_variation 0 -1 00A5: $7011 = create_car #HOTRINA at -1409.717 1144.97 266.3857 0084: $6992 = $7011 // $ = $ int 0050: gosub @OVALRNG_18682 0084: $7423 = $6993 // $ = $ int 00D6: if 001C: $6988 > $7012 // $ > $ int 004D: jump_if_false @OVALRNG_5715 0084: $7012 = $6988 // $ = $ int :OVALRNG_5715 0004: $7438 = 0 // $ = int 0084: $7440 = $7438 // $ = $ int 0050: gosub @OVALRNG_18246 0086: $7492 = $7498 // $ = $ float 0086: $7493 = $7499 // $ = $ float 0086: $7494 = $7500 // $ = $ float 00A7: car $7011 drive_to $7492 $7493 $7494 04BA: set_car $7011 speed_instantly 30.0 :OVALRNG_5785 0002: jump @OVALRNG_6163 :OVALRNG_5792 00D6: if 01AF: car $7011 0 $7492 $7493 $7494 radius 24.0 24.0 24.0 004D: jump_if_false @OVALRNG_5943 0084: $7440 = $7438 // $ = $ int 0050: gosub @OVALRNG_18246 0086: $7492 = $7498 // $ = $ float 0086: $7493 = $7499 // $ = $ float 0086: $7494 = $7500 // $ = $ float 0084: $7438 = $7440 // $ = $ int 00D6: if 0038: $7438 == 0 // $ == int 004D: jump_if_false @OVALRNG_5906 0008: $7012 += 1 // $ += int :OVALRNG_5906 00A7: car $7011 drive_to $7492 $7493 $7494 0084: $7013 = $7012 // $ = $ int 0010: $7013 *= 100 // $ *= int 0058: $7013 += $7438 // $ += $ int :OVALRNG_5943 00D6: if 01AF: car $7011 0 $4856 $4857 $4858 radius 3.0 3.0 3.0 004D: jump_if_false @OVALRNG_6019 00D6: if 001C: $4811 > $7444 // $ > $ int 004D: jump_if_false @OVALRNG_6012 0224: set_car $7011 health_to 230 :OVALRNG_6012 0002: jump @OVALRNG_6049 :OVALRNG_6019 00AA: store_car $7011 position_to $4856 $4857 $4858 0084: $7444 = $4811 // $ = $ int 0008: $7444 += 5000 // $ += int :OVALRNG_6049 00D6: if 01AF: car $7011 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 004D: jump_if_false @OVALRNG_6147 00D6: if 001C: $4811 > $7014 // $ > $ int 004D: jump_if_false @OVALRNG_6140 0224: set_car $7011 health_to 100 01C3: mark_car_as_no_longer_needed $7011 01C2: mark_actor_as_no_longer_needed $7423 0004: $7011 = -1 // $ = int :OVALRNG_6140 0002: jump @OVALRNG_6163 :OVALRNG_6147 0084: $7014 = $4811 // $ = $ int 0008: $7014 += 3000 // $ += int :OVALRNG_6163 0084: $6990 = $7013 // $ = $ int 0084: $451 = $7011 // $ = $ int 0050: gosub @OVALRNG_17639 00D6: if 0119: car $7015 wrecked 004D: jump_if_false @OVALRNG_6414 01C3: mark_car_as_no_longer_needed $7015 01C2: mark_actor_as_no_longer_needed $7424 00D6: if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 004D: jump_if_false @OVALRNG_6407 0506: vehicle_model 232 set_next_variation 1 -1 00A5: $7015 = create_car #HOTRINA at -1409.717 1144.97 266.3857 0084: $6992 = $7015 // $ = $ int 0050: gosub @OVALRNG_18682 0084: $7424 = $6993 // $ = $ int 00D6: if 001C: $6988 > $7016 // $ > $ int 004D: jump_if_false @OVALRNG_6337 0084: $7016 = $6988 // $ = $ int :OVALRNG_6337 0004: $7439 = 0 // $ = int 0084: $7440 = $7439 // $ = $ int 0050: gosub @OVALRNG_18246 0086: $7495 = $7498 // $ = $ float 0086: $7496 = $7499 // $ = $ float 0086: $7497 = $7500 // $ = $ float 00A7: car $7015 drive_to $7495 $7496 $7497 04BA: set_car $7015 speed_instantly 30.0 :OVALRNG_6407 0002: jump @OVALRNG_6785 :OVALRNG_6414 00D6: if 01AF: car $7015 0 $7495 $7496 $7497 radius 24.0 24.0 24.0 004D: jump_if_false @OVALRNG_6565 0084: $7440 = $7439 // $ = $ int 0050: gosub @OVALRNG_18246 0086: $7495 = $7498 // $ = $ float 0086: $7496 = $7499 // $ = $ float 0086: $7497 = $7500 // $ = $ float 0084: $7439 = $7440 // $ = $ int 00D6: if 0038: $7439 == 0 // $ == int 004D: jump_if_false @OVALRNG_6528 0008: $7016 += 1 // $ += int :OVALRNG_6528 00A7: car $7015 drive_to $7495 $7496 $7497 0084: $7017 = $7016 // $ = $ int 0010: $7017 *= 100 // $ *= int 0058: $7017 += $7439 // $ += $ int :OVALRNG_6565 00D6: if 01AF: car $7015 0 $4859 $4860 $4861 radius 3.0 3.0 3.0 004D: jump_if_false @OVALRNG_6641 00D6: if 001C: $4811 > $7445 // $ > $ int 004D: jump_if_false @OVALRNG_6634 0224: set_car $7015 health_to 230 :OVALRNG_6634 0002: jump @OVALRNG_6671 :OVALRNG_6641 00AA: store_car $7015 position_to $4859 $4860 $4861 0084: $7445 = $4811 // $ = $ int 0008: $7445 += 5000 // $ += int :OVALRNG_6671 00D6: if 01AF: car $7015 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 004D: jump_if_false @OVALRNG_6769 00D6: if 001C: $4811 > $7018 // $ > $ int 004D: jump_if_false @OVALRNG_6762 0224: set_car $7015 health_to 100 01C3: mark_car_as_no_longer_needed $7015 01C2: mark_actor_as_no_longer_needed $7424 0004: $7015 = -1 // $ = int :OVALRNG_6762 0002: jump @OVALRNG_6785 :OVALRNG_6769 0084: $7018 = $4811 // $ = $ int 0008: $7018 += 3000 // $ += int :OVALRNG_6785 0084: $6990 = $7017 // $ = $ int 0084: $451 = $7015 // $ = $ int 0050: gosub @OVALRNG_17639 00D6: if 0119: car $7019 wrecked 004D: jump_if_false @OVALRNG_7036 01C3: mark_car_as_no_longer_needed $7019 01C2: mark_actor_as_no_longer_needed $7020 00D6: if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 004D: jump_if_false @OVALRNG_7029 0506: vehicle_model 232 set_next_variation 2 -1 00A5: $7019 = create_car #HOTRINA at -1409.717 1144.97 266.3857 0084: $6992 = $7019 // $ = $ int 0050: gosub @OVALRNG_18682 0084: $7020 = $6993 // $ = $ int 00D6: if 001C: $6988 > $7022 // $ > $ int 004D: jump_if_false @OVALRNG_6959 0084: $7022 = $6988 // $ = $ int :OVALRNG_6959 0004: $7021 = 0 // $ = int 0084: $7440 = $7021 // $ = $ int 0050: gosub @OVALRNG_18246 0089: 0@ = $7498 // @ = $ float 0089: 1@ = $7499 // @ = $ float 0089: 2@ = $7500 // @ = $ float 00A7: car $7019 drive_to 0@ 1@ 2@ 04BA: set_car $7019 speed_instantly 30.0 :OVALRNG_7029 0002: jump @OVALRNG_7407 :OVALRNG_7036 00D6: if 01AF: car $7019 0 0@ 1@ 2@ radius 24.0 24.0 24.0 004D: jump_if_false @OVALRNG_7187 0084: $7440 = $7021 // $ = $ int 0050: gosub @OVALRNG_18246 0089: 0@ = $7498 // @ = $ float 0089: 1@ = $7499 // @ = $ float 0089: 2@ = $7500 // @ = $ float 0084: $7021 = $7440 // $ = $ int 00D6: if 0038: $7021 == 0 // $ == int 004D: jump_if_false @OVALRNG_7150 0008: $7022 += 1 // $ += int :OVALRNG_7150 00A7: car $7019 drive_to 0@ 1@ 2@ 0084: $7023 = $7022 // $ = $ int 0010: $7023 *= 100 // $ *= int 0058: $7023 += $7021 // $ += $ int :OVALRNG_7187 00D6: if 01AF: car $7019 0 $7124 $7125 $7126 radius 3.0 3.0 3.0 004D: jump_if_false @OVALRNG_7263 00D6: if 001C: $4811 > $7091 // $ > $ int 004D: jump_if_false @OVALRNG_7256 0224: set_car $7019 health_to 230 :OVALRNG_7256 0002: jump @OVALRNG_7293 :OVALRNG_7263 00AA: store_car $7019 position_to $7124 $7125 $7126 0084: $7091 = $4811 // $ = $ int 0008: $7091 += 5000 // $ += int :OVALRNG_7293 00D6: if 01AF: car $7019 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 004D: jump_if_false @OVALRNG_7391 00D6: if 001C: $4811 > $7024 // $ > $ int 004D: jump_if_false @OVALRNG_7384 0224: set_car $7019 health_to 100 01C3: mark_car_as_no_longer_needed $7019 01C2: mark_actor_as_no_longer_needed $7020 0004: $7019 = -1 // $ = int :OVALRNG_7384 0002: jump @OVALRNG_7407 :OVALRNG_7391 0084: $7024 = $4811 // $ = $ int 0008: $7024 += 3000 // $ += int :OVALRNG_7407 0084: $6990 = $7023 // $ = $ int 0084: $451 = $7019 // $ = $ int 0050: gosub @OVALRNG_17639 00D6: if 0119: car $7025 wrecked 004D: jump_if_false @OVALRNG_7658 01C3: mark_car_as_no_longer_needed $7025 01C2: mark_actor_as_no_longer_needed $7026 00D6: if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 004D: jump_if_false @OVALRNG_7651 0506: vehicle_model 232 set_next_variation 3 -1 00A5: $7025 = create_car #HOTRINA at -1409.717 1144.97 266.3857 0084: $6992 = $7025 // $ = $ int 0050: gosub @OVALRNG_18682 0084: $7026 = $6993 // $ = $ int 00D6: if 001C: $6988 > $7028 // $ > $ int 004D: jump_if_false @OVALRNG_7581 0084: $7028 = $6988 // $ = $ int :OVALRNG_7581 0004: $7027 = 0 // $ = int 0084: $7440 = $7027 // $ = $ int 0050: gosub @OVALRNG_18246 0089: 3@ = $7498 // @ = $ float 0089: 4@ = $7499 // @ = $ float 0089: 5@ = $7500 // @ = $ float 00A7: car $7025 drive_to 3@ 4@ 5@ 04BA: set_car $7025 speed_instantly 30.0 :OVALRNG_7651 0002: jump @OVALRNG_8029 :OVALRNG_7658 00D6: if 01AF: car $7025 0 3@ 4@ 5@ radius 24.0 24.0 24.0 004D: jump_if_false @OVALRNG_7809 0084: $7440 = $7027 // $ = $ int 0050: gosub @OVALRNG_18246 0089: 3@ = $7498 // @ = $ float 0089: 4@ = $7499 // @ = $ float 0089: 5@ = $7500 // @ = $ float 0084: $7027 = $7440 // $ = $ int 00D6: if 0038: $7027 == 0 // $ == int 004D: jump_if_false @OVALRNG_7772 0008: $7028 += 1 // $ += int :OVALRNG_7772 00A7: car $7025 drive_to 3@ 4@ 5@ 0084: $7029 = $7028 // $ = $ int 0010: $7029 *= 100 // $ *= int 0058: $7029 += $7027 // $ += $ int :OVALRNG_7809 00D6: if 01AF: car $7025 0 $7127 $7128 $7129 radius 3.0 3.0 3.0 004D: jump_if_false @OVALRNG_7885 00D6: if 001C: $4811 > $7092 // $ > $ int 004D: jump_if_false @OVALRNG_7878 0224: set_car $7025 health_to 230 :OVALRNG_7878 0002: jump @OVALRNG_7915 :OVALRNG_7885 00AA: store_car $7025 position_to $7127 $7128 $7129 0084: $7092 = $4811 // $ = $ int 0008: $7092 += 5000 // $ += int :OVALRNG_7915 00D6: if 01AF: car $7025 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 004D: jump_if_false @OVALRNG_8013 00D6: if 001C: $4811 > $7030 // $ > $ int 004D: jump_if_false @OVALRNG_8006 0224: set_car $7025 health_to 100 01C3: mark_car_as_no_longer_needed $7025 01C2: mark_actor_as_no_longer_needed $7026 0004: $7025 = -1 // $ = int :OVALRNG_8006 0002: jump @OVALRNG_8029 :OVALRNG_8013 0084: $7030 = $4811 // $ = $ int 0008: $7030 += 3000 // $ += int :OVALRNG_8029 0084: $6990 = $7029 // $ = $ int 0084: $451 = $7025 // $ = $ int 0050: gosub @OVALRNG_17639 00D6: if 0119: car $7031 wrecked 004D: jump_if_false @OVALRNG_8280 01C3: mark_car_as_no_longer_needed $7031 01C2: mark_actor_as_no_longer_needed $7032 00D6: if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 004D: jump_if_false @OVALRNG_8273 0506: vehicle_model 232 set_next_variation 4 -1 00A5: $7031 = create_car #HOTRINA at -1409.717 1144.97 266.3857 0084: $6992 = $7031 // $ = $ int 0050: gosub @OVALRNG_18682 0084: $7032 = $6993 // $ = $ int 00D6: if 001C: $6988 > $7034 // $ > $ int 004D: jump_if_false @OVALRNG_8203 0084: $7034 = $6988 // $ = $ int :OVALRNG_8203 0004: $7033 = 0 // $ = int 0084: $7440 = $7033 // $ = $ int 0050: gosub @OVALRNG_18246 0089: 6@ = $7498 // @ = $ float 0089: 7@ = $7499 // @ = $ float 0089: 8@ = $7500 // @ = $ float 00A7: car $7031 drive_to 6@ 7@ 8@ 04BA: set_car $7031 speed_instantly 30.0 :OVALRNG_8273 0002: jump @OVALRNG_8651 :OVALRNG_8280 00D6: if 01AF: car $7031 0 6@ 7@ 8@ radius 24.0 24.0 24.0 004D: jump_if_false @OVALRNG_8431 0084: $7440 = $7033 // $ = $ int 0050: gosub @OVALRNG_18246 0089: 6@ = $7498 // @ = $ float 0089: 7@ = $7499 // @ = $ float 0089: 8@ = $7500 // @ = $ float 0084: $7033 = $7440 // $ = $ int 00D6: if 0038: $7033 == 0 // $ == int 004D: jump_if_false @OVALRNG_8394 0008: $7034 += 1 // $ += int :OVALRNG_8394 00A7: car $7031 drive_to 6@ 7@ 8@ 0084: $7035 = $7034 // $ = $ int 0010: $7035 *= 100 // $ *= int 0058: $7035 += $7033 // $ += $ int :OVALRNG_8431 00D6: if 01AF: car $7031 0 $7130 $7131 $7132 radius 3.0 3.0 3.0 004D: jump_if_false @OVALRNG_8507 00D6: if 001C: $4811 > $7093 // $ > $ int 004D: jump_if_false @OVALRNG_8500 0224: set_car $7031 health_to 230 :OVALRNG_8500 0002: jump @OVALRNG_8537 :OVALRNG_8507 00AA: store_car $7031 position_to $7130 $7131 $7132 0084: $7093 = $4811 // $ = $ int 0008: $7093 += 5000 // $ += int :OVALRNG_8537 00D6: if 01AF: car $7031 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 004D: jump_if_false @OVALRNG_8635 00D6: if 001C: $4811 > $7036 // $ > $ int 004D: jump_if_false @OVALRNG_8628 0224: set_car $7031 health_to 100 01C3: mark_car_as_no_longer_needed $7031 01C2: mark_actor_as_no_longer_needed $7032 0004: $7031 = -1 // $ = int :OVALRNG_8628 0002: jump @OVALRNG_8651 :OVALRNG_8635 0084: $7036 = $4811 // $ = $ int 0008: $7036 += 3000 // $ += int :OVALRNG_8651 0084: $6990 = $7035 // $ = $ int 0084: $451 = $7031 // $ = $ int 0050: gosub @OVALRNG_17639 00D6: if 0119: car $7037 wrecked 004D: jump_if_false @OVALRNG_8893 01C3: mark_car_as_no_longer_needed $7037 01C2: mark_actor_as_no_longer_needed $7038 00D6: if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 004D: jump_if_false @OVALRNG_8886 00A5: $7037 = create_car #HOTRINA at -1409.717 1144.97 266.3857 0084: $6992 = $7037 // $ = $ int 0050: gosub @OVALRNG_18682 0084: $7038 = $6993 // $ = $ int 00D6: if 001C: $6988 > $7040 // $ > $ int 004D: jump_if_false @OVALRNG_8816 0084: $7040 = $6988 // $ = $ int :OVALRNG_8816 0004: $7039 = 0 // $ = int 0084: $7440 = $7039 // $ = $ int 0050: gosub @OVALRNG_18246 0089: 9@ = $7498 // @ = $ float 0089: 10@ = $7499 // @ = $ float 0089: 11@ = $7500 // @ = $ float 00A7: car $7037 drive_to 9@ 10@ 11@ 04BA: set_car $7037 speed_instantly 30.0 :OVALRNG_8886 0002: jump @OVALRNG_9264 :OVALRNG_8893 00D6: if 01AF: car $7037 0 9@ 10@ 11@ radius 24.0 24.0 24.0 004D: jump_if_false @OVALRNG_9044 0084: $7440 = $7039 // $ = $ int 0050: gosub @OVALRNG_18246 0089: 9@ = $7498 // @ = $ float 0089: 10@ = $7499 // @ = $ float 0089: 11@ = $7500 // @ = $ float 0084: $7039 = $7440 // $ = $ int 00D6: if 0038: $7039 == 0 // $ == int 004D: jump_if_false @OVALRNG_9007 0008: $7040 += 1 // $ += int :OVALRNG_9007 00A7: car $7037 drive_to 9@ 10@ 11@ 0084: $7041 = $7040 // $ = $ int 0010: $7041 *= 100 // $ *= int 0058: $7041 += $7039 // $ += $ int :OVALRNG_9044 00D6: if 01AF: car $7037 0 $7133 $7134 $7135 radius 3.0 3.0 3.0 004D: jump_if_false @OVALRNG_9120 00D6: if 001C: $4811 > $7094 // $ > $ int 004D: jump_if_false @OVALRNG_9113 0224: set_car $7037 health_to 230 :OVALRNG_9113 0002: jump @OVALRNG_9150 :OVALRNG_9120 00AA: store_car $7037 position_to $7133 $7134 $7135 0084: $7094 = $4811 // $ = $ int 0008: $7094 += 5000 // $ += int :OVALRNG_9150 00D6: if 01AF: car $7037 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 004D: jump_if_false @OVALRNG_9248 00D6: if 001C: $4811 > $7042 // $ > $ int 004D: jump_if_false @OVALRNG_9241 0224: set_car $7037 health_to 100 01C3: mark_car_as_no_longer_needed $7037 01C2: mark_actor_as_no_longer_needed $7038 0004: $7037 = -1 // $ = int :OVALRNG_9241 0002: jump @OVALRNG_9264 :OVALRNG_9248 0084: $7042 = $4811 // $ = $ int 0008: $7042 += 3000 // $ += int :OVALRNG_9264 0084: $6990 = $7041 // $ = $ int 0084: $451 = $7037 // $ = $ int 0050: gosub @OVALRNG_17639 00D6: if 0119: car $7043 wrecked 004D: jump_if_false @OVALRNG_9515 01C3: mark_car_as_no_longer_needed $7043 01C2: mark_actor_as_no_longer_needed $7044 00D6: if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 004D: jump_if_false @OVALRNG_9508 0506: vehicle_model 233 set_next_variation 0 -1 00A5: $7043 = create_car #HOTRINB at -1409.717 1144.97 266.3857 0084: $6992 = $7043 // $ = $ int 0050: gosub @OVALRNG_18682 0084: $7044 = $6993 // $ = $ int 00D6: if 001C: $6988 > $7046 // $ > $ int 004D: jump_if_false @OVALRNG_9438 0084: $7046 = $6988 // $ = $ int :OVALRNG_9438 0004: $7045 = 0 // $ = int 0084: $7440 = $7045 // $ = $ int 0050: gosub @OVALRNG_18246 0089: 12@ = $7498 // @ = $ float 0089: 13@ = $7499 // @ = $ float 0089: 14@ = $7500 // @ = $ float 00A7: car $7043 drive_to 12@ 13@ 14@ 04BA: set_car $7043 speed_instantly 30.0 :OVALRNG_9508 0002: jump @OVALRNG_9886 :OVALRNG_9515 00D6: if 01AF: car $7043 0 12@ 13@ 14@ radius 24.0 24.0 24.0 004D: jump_if_false @OVALRNG_9666 0084: $7440 = $7045 // $ = $ int 0050: gosub @OVALRNG_18246 0089: 12@ = $7498 // @ = $ float 0089: 13@ = $7499 // @ = $ float 0089: 14@ = $7500 // @ = $ float 0084: $7045 = $7440 // $ = $ int 00D6: if 0038: $7045 == 0 // $ == int 004D: jump_if_false @OVALRNG_9629 0008: $7046 += 1 // $ += int :OVALRNG_9629 00A7: car $7043 drive_to 12@ 13@ 14@ 0084: $7047 = $7046 // $ = $ int 0010: $7047 *= 100 // $ *= int 0058: $7047 += $7045 // $ += $ int :OVALRNG_9666 00D6: if 01AF: car $7043 0 $7136 $7137 $7138 radius 3.0 3.0 3.0 004D: jump_if_false @OVALRNG_9742 00D6: if 001C: $4811 > $7095 // $ > $ int 004D: jump_if_false @OVALRNG_9735 0224: set_car $7043 health_to 230 :OVALRNG_9735 0002: jump @OVALRNG_9772 :OVALRNG_9742 00AA: store_car $7043 position_to $7136 $7137 $7138 0084: $7095 = $4811 // $ = $ int 0008: $7095 += 5000 // $ += int :OVALRNG_9772 00D6: if 01AF: car $7043 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 004D: jump_if_false @OVALRNG_9870 00D6: if 001C: $4811 > $7048 // $ > $ int 004D: jump_if_false @OVALRNG_9863 0224: set_car $7043 health_to 100 01C3: mark_car_as_no_longer_needed $7043 01C2: mark_actor_as_no_longer_needed $7044 0004: $7043 = -1 // $ = int :OVALRNG_9863 0002: jump @OVALRNG_9886 :OVALRNG_9870 0084: $7048 = $4811 // $ = $ int 0008: $7048 += 3000 // $ += int :OVALRNG_9886 0084: $6990 = $7047 // $ = $ int 0084: $451 = $7043 // $ = $ int 0050: gosub @OVALRNG_17639 00D6: if 0119: car $7049 wrecked 004D: jump_if_false @OVALRNG_10137 01C3: mark_car_as_no_longer_needed $7049 01C2: mark_actor_as_no_longer_needed $7050 00D6: if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 004D: jump_if_false @OVALRNG_10130 0506: vehicle_model 233 set_next_variation 1 -1 00A5: $7049 = create_car #HOTRINB at -1409.717 1144.97 266.3857 0084: $6992 = $7049 // $ = $ int 0050: gosub @OVALRNG_18682 0084: $7050 = $6993 // $ = $ int 00D6: if 001C: $6988 > $7052 // $ > $ int 004D: jump_if_false @OVALRNG_10060 0084: $7052 = $6988 // $ = $ int :OVALRNG_10060 0004: $7051 = 0 // $ = int 0084: $7440 = $7051 // $ = $ int 0050: gosub @OVALRNG_18246 0086: $7103 = $7498 // $ = $ float 0086: $7104 = $7499 // $ = $ float 0086: $7105 = $7500 // $ = $ float 00A7: car $7049 drive_to $7103 $7104 $7105 04BA: set_car $7049 speed_instantly 30.0 :OVALRNG_10130 0002: jump @OVALRNG_10508 :OVALRNG_10137 00D6: if 01AF: car $7049 0 $7103 $7104 $7105 radius 24.0 24.0 24.0 004D: jump_if_false @OVALRNG_10288 0084: $7440 = $7051 // $ = $ int 0050: gosub @OVALRNG_18246 0086: $7103 = $7498 // $ = $ float 0086: $7104 = $7499 // $ = $ float 0086: $7105 = $7500 // $ = $ float 0084: $7051 = $7440 // $ = $ int 00D6: if 0038: $7051 == 0 // $ == int 004D: jump_if_false @OVALRNG_10251 0008: $7052 += 1 // $ += int :OVALRNG_10251 00A7: car $7049 drive_to $7103 $7104 $7105 0084: $7053 = $7052 // $ = $ int 0010: $7053 *= 100 // $ *= int 0058: $7053 += $7051 // $ += $ int :OVALRNG_10288 00D6: if 01AF: car $7049 0 $7139 $7140 $7141 radius 3.0 3.0 3.0 004D: jump_if_false @OVALRNG_10364 00D6: if 001C: $4811 > $7096 // $ > $ int 004D: jump_if_false @OVALRNG_10357 0224: set_car $7049 health_to 230 :OVALRNG_10357 0002: jump @OVALRNG_10394 :OVALRNG_10364 00AA: store_car $7049 position_to $7139 $7140 $7141 0084: $7096 = $4811 // $ = $ int 0008: $7096 += 5000 // $ += int :OVALRNG_10394 00D6: if 01AF: car $7049 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 004D: jump_if_false @OVALRNG_10492 00D6: if 001C: $4811 > $7054 // $ > $ int 004D: jump_if_false @OVALRNG_10485 0224: set_car $7049 health_to 100 01C3: mark_car_as_no_longer_needed $7049 01C2: mark_actor_as_no_longer_needed $7050 0004: $7049 = -1 // $ = int :OVALRNG_10485 0002: jump @OVALRNG_10508 :OVALRNG_10492 0084: $7054 = $4811 // $ = $ int 0008: $7054 += 3000 // $ += int :OVALRNG_10508 0084: $6990 = $7053 // $ = $ int 0084: $451 = $7049 // $ = $ int 0050: gosub @OVALRNG_17639 00D6: if 0119: car $7055 wrecked 004D: jump_if_false @OVALRNG_10759 01C3: mark_car_as_no_longer_needed $7055 01C2: mark_actor_as_no_longer_needed $7056 00D6: if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 004D: jump_if_false @OVALRNG_10752 0506: vehicle_model 233 set_next_variation 2 -1 00A5: $7055 = create_car #HOTRINB at -1409.717 1144.97 266.3857 0084: $6992 = $7055 // $ = $ int 0050: gosub @OVALRNG_18682 0084: $7056 = $6993 // $ = $ int 00D6: if 001C: $6988 > $7058 // $ > $ int 004D: jump_if_false @OVALRNG_10682 0084: $7058 = $6988 // $ = $ int :OVALRNG_10682 0004: $7057 = 0 // $ = int 0084: $7440 = $7057 // $ = $ int 0050: gosub @OVALRNG_18246 0086: $7106 = $7498 // $ = $ float 0086: $7107 = $7499 // $ = $ float 0086: $7108 = $7500 // $ = $ float 00A7: car $7055 drive_to $7106 $7107 $7108 04BA: set_car $7055 speed_instantly 30.0 :OVALRNG_10752 0002: jump @OVALRNG_11130 :OVALRNG_10759 00D6: if 01AF: car $7055 0 $7106 $7107 $7108 radius 24.0 24.0 24.0 004D: jump_if_false @OVALRNG_10910 0084: $7440 = $7057 // $ = $ int 0050: gosub @OVALRNG_18246 0086: $7106 = $7498 // $ = $ float 0086: $7107 = $7499 // $ = $ float 0086: $7108 = $7500 // $ = $ float 0084: $7057 = $7440 // $ = $ int 00D6: if 0038: $7057 == 0 // $ == int 004D: jump_if_false @OVALRNG_10873 0008: $7058 += 1 // $ += int :OVALRNG_10873 00A7: car $7055 drive_to $7106 $7107 $7108 0084: $7059 = $7058 // $ = $ int 0010: $7059 *= 100 // $ *= int 0058: $7059 += $7057 // $ += $ int :OVALRNG_10910 00D6: if 01AF: car $7055 0 $7142 $7143 $7144 radius 3.0 3.0 3.0 004D: jump_if_false @OVALRNG_10986 00D6: if 001C: $4811 > $7097 // $ > $ int 004D: jump_if_false @OVALRNG_10979 0224: set_car $7055 health_to 230 :OVALRNG_10979 0002: jump @OVALRNG_11016 :OVALRNG_10986 00AA: store_car $7055 position_to $7142 $7143 $7144 0084: $7097 = $4811 // $ = $ int 0008: $7097 += 5000 // $ += int :OVALRNG_11016 00D6: if 01AF: car $7055 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 004D: jump_if_false @OVALRNG_11114 00D6: if 001C: $4811 > $7060 // $ > $ int 004D: jump_if_false @OVALRNG_11107 0224: set_car $7055 health_to 100 01C3: mark_car_as_no_longer_needed $7055 01C2: mark_actor_as_no_longer_needed $7056 0004: $7055 = -1 // $ = int :OVALRNG_11107 0002: jump @OVALRNG_11130 :OVALRNG_11114 0084: $7060 = $4811 // $ = $ int 0008: $7060 += 3000 // $ += int :OVALRNG_11130 0084: $6990 = $7059 // $ = $ int 0084: $451 = $7055 // $ = $ int 0050: gosub @OVALRNG_17639 00D6: if 0119: car $7061 wrecked 004D: jump_if_false @OVALRNG_11381 01C3: mark_car_as_no_longer_needed $7061 01C2: mark_actor_as_no_longer_needed $7062 00D6: if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 004D: jump_if_false @OVALRNG_11374 0506: vehicle_model 233 set_next_variation 3 -1 00A5: $7061 = create_car #HOTRINB at -1409.717 1144.97 266.3857 0084: $6992 = $7061 // $ = $ int 0050: gosub @OVALRNG_18682 0084: $7062 = $6993 // $ = $ int 00D6: if 001C: $6988 > $7064 // $ > $ int 004D: jump_if_false @OVALRNG_11304 0084: $7064 = $6988 // $ = $ int :OVALRNG_11304 0004: $7063 = 0 // $ = int 0084: $7440 = $7063 // $ = $ int 0050: gosub @OVALRNG_18246 0086: $7109 = $7498 // $ = $ float 0086: $7110 = $7499 // $ = $ float 0086: $7111 = $7500 // $ = $ float 00A7: car $7061 drive_to $7109 $7110 $7111 04BA: set_car $7061 speed_instantly 30.0 :OVALRNG_11374 0002: jump @OVALRNG_11752 :OVALRNG_11381 00D6: if 01AF: car $7061 0 $7109 $7110 $7111 radius 24.0 24.0 24.0 004D: jump_if_false @OVALRNG_11532 0084: $7440 = $7063 // $ = $ int 0050: gosub @OVALRNG_18246 0086: $7109 = $7498 // $ = $ float 0086: $7110 = $7499 // $ = $ float 0086: $7111 = $7500 // $ = $ float 0084: $7063 = $7440 // $ = $ int 00D6: if 0038: $7063 == 0 // $ == int 004D: jump_if_false @OVALRNG_11495 0008: $7064 += 1 // $ += int :OVALRNG_11495 00A7: car $7061 drive_to $7109 $7110 $7111 0084: $7065 = $7064 // $ = $ int 0010: $7065 *= 100 // $ *= int 0058: $7065 += $7063 // $ += $ int :OVALRNG_11532 00D6: if 01AF: car $7061 0 $7145 $7146 $7147 radius 3.0 3.0 3.0 004D: jump_if_false @OVALRNG_11608 00D6: if 001C: $4811 > $7098 // $ > $ int 004D: jump_if_false @OVALRNG_11601 0224: set_car $7061 health_to 230 :OVALRNG_11601 0002: jump @OVALRNG_11638 :OVALRNG_11608 00AA: store_car $7061 position_to $7145 $7146 $7147 0084: $7098 = $4811 // $ = $ int 0008: $7098 += 5000 // $ += int :OVALRNG_11638 00D6: if 01AF: car $7061 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 004D: jump_if_false @OVALRNG_11736 00D6: if 001C: $4811 > $7066 // $ > $ int 004D: jump_if_false @OVALRNG_11729 0224: set_car $7061 health_to 100 01C3: mark_car_as_no_longer_needed $7061 01C2: mark_actor_as_no_longer_needed $7062 0004: $7061 = -1 // $ = int :OVALRNG_11729 0002: jump @OVALRNG_11752 :OVALRNG_11736 0084: $7066 = $4811 // $ = $ int 0008: $7066 += 3000 // $ += int :OVALRNG_11752 0084: $6990 = $7065 // $ = $ int 0084: $451 = $7061 // $ = $ int 0050: gosub @OVALRNG_17639 00D6: if 0119: car $7067 wrecked 004D: jump_if_false @OVALRNG_12003 01C3: mark_car_as_no_longer_needed $7067 01C2: mark_actor_as_no_longer_needed $7068 00D6: if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 004D: jump_if_false @OVALRNG_11996 0506: vehicle_model 233 set_next_variation 4 -1 00A5: $7067 = create_car #HOTRINB at -1409.717 1144.97 266.3857 0084: $6992 = $7067 // $ = $ int 0050: gosub @OVALRNG_18682 0084: $7068 = $6993 // $ = $ int 00D6: if 001C: $6988 > $7070 // $ > $ int 004D: jump_if_false @OVALRNG_11926 0084: $7070 = $6988 // $ = $ int :OVALRNG_11926 0004: $7069 = 0 // $ = int 0084: $7440 = $7069 // $ = $ int 0050: gosub @OVALRNG_18246 0086: $7112 = $7498 // $ = $ float 0086: $7113 = $7499 // $ = $ float 0086: $7114 = $7500 // $ = $ float 00A7: car $7067 drive_to $7112 $7113 $7114 04BA: set_car $7067 speed_instantly 30.0 :OVALRNG_11996 0002: jump @OVALRNG_12374 :OVALRNG_12003 00D6: if 01AF: car $7067 0 $7112 $7113 $7114 radius 24.0 24.0 24.0 004D: jump_if_false @OVALRNG_12154 0084: $7440 = $7069 // $ = $ int 0050: gosub @OVALRNG_18246 0086: $7112 = $7498 // $ = $ float 0086: $7113 = $7499 // $ = $ float 0086: $7114 = $7500 // $ = $ float 0084: $7069 = $7440 // $ = $ int 00D6: if 0038: $7069 == 0 // $ == int 004D: jump_if_false @OVALRNG_12117 0008: $7070 += 1 // $ += int :OVALRNG_12117 00A7: car $7067 drive_to $7112 $7113 $7114 0084: $7071 = $7070 // $ = $ int 0010: $7071 *= 100 // $ *= int 0058: $7071 += $7069 // $ += $ int :OVALRNG_12154 00D6: if 01AF: car $7067 0 $7148 $7149 $7150 radius 3.0 3.0 3.0 004D: jump_if_false @OVALRNG_12230 00D6: if 001C: $4811 > $7099 // $ > $ int 004D: jump_if_false @OVALRNG_12223 0224: set_car $7067 health_to 230 :OVALRNG_12223 0002: jump @OVALRNG_12260 :OVALRNG_12230 00AA: store_car $7067 position_to $7148 $7149 $7150 0084: $7099 = $4811 // $ = $ int 0008: $7099 += 5000 // $ += int :OVALRNG_12260 00D6: if 01AF: car $7067 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 004D: jump_if_false @OVALRNG_12358 00D6: if 001C: $4811 > $7072 // $ > $ int 004D: jump_if_false @OVALRNG_12351 0224: set_car $7067 health_to 100 01C3: mark_car_as_no_longer_needed $7067 01C2: mark_actor_as_no_longer_needed $7068 0004: $7067 = -1 // $ = int :OVALRNG_12351 0002: jump @OVALRNG_12374 :OVALRNG_12358 0084: $7072 = $4811 // $ = $ int 0008: $7072 += 3000 // $ += int :OVALRNG_12374 0084: $6990 = $7071 // $ = $ int 0084: $451 = $7067 // $ = $ int 0050: gosub @OVALRNG_17639 00D6: if 0119: car $7073 wrecked 004D: jump_if_false @OVALRNG_12616 01C3: mark_car_as_no_longer_needed $7073 01C2: mark_actor_as_no_longer_needed $7074 00D6: if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 004D: jump_if_false @OVALRNG_12609 00A5: $7073 = create_car #HOTRINB at -1409.717 1144.97 266.3857 0084: $6992 = $7073 // $ = $ int 0050: gosub @OVALRNG_18682 0084: $7074 = $6993 // $ = $ int 00D6: if 001C: $6988 > $7076 // $ > $ int 004D: jump_if_false @OVALRNG_12539 0084: $7076 = $6988 // $ = $ int :OVALRNG_12539 0004: $7075 = 0 // $ = int 0084: $7440 = $7075 // $ = $ int 0050: gosub @OVALRNG_18246 0086: $7115 = $7498 // $ = $ float 0086: $7116 = $7499 // $ = $ float 0086: $7117 = $7500 // $ = $ float 00A7: car $7073 drive_to $7115 $7116 $7117 04BA: set_car $7073 speed_instantly 30.0 :OVALRNG_12609 0002: jump @OVALRNG_12987 :OVALRNG_12616 00D6: if 01AF: car $7073 0 $7115 $7116 $7117 radius 24.0 24.0 24.0 004D: jump_if_false @OVALRNG_12767 0084: $7440 = $7075 // $ = $ int 0050: gosub @OVALRNG_18246 0086: $7115 = $7498 // $ = $ float 0086: $7116 = $7499 // $ = $ float 0086: $7117 = $7500 // $ = $ float 0084: $7075 = $7440 // $ = $ int 00D6: if 0038: $7075 == 0 // $ == int 004D: jump_if_false @OVALRNG_12730 0008: $7076 += 1 // $ += int :OVALRNG_12730 00A7: car $7073 drive_to $7115 $7116 $7117 0084: $7077 = $7076 // $ = $ int 0010: $7077 *= 100 // $ *= int 0058: $7077 += $7075 // $ += $ int :OVALRNG_12767 00D6: if 01AF: car $7073 0 $7151 $7152 $7153 radius 3.0 3.0 3.0 004D: jump_if_false @OVALRNG_12843 00D6: if 001C: $4811 > $7100 // $ > $ int 004D: jump_if_false @OVALRNG_12836 0224: set_car $7073 health_to 230 :OVALRNG_12836 0002: jump @OVALRNG_12873 :OVALRNG_12843 00AA: store_car $7073 position_to $7151 $7152 $7153 0084: $7100 = $4811 // $ = $ int 0008: $7100 += 5000 // $ += int :OVALRNG_12873 00D6: if 01AF: car $7073 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 004D: jump_if_false @OVALRNG_12971 00D6: if 001C: $4811 > $7078 // $ > $ int 004D: jump_if_false @OVALRNG_12964 0224: set_car $7073 health_to 100 01C3: mark_car_as_no_longer_needed $7073 01C2: mark_actor_as_no_longer_needed $7074 0004: $7073 = -1 // $ = int :OVALRNG_12964 0002: jump @OVALRNG_12987 :OVALRNG_12971 0084: $7078 = $4811 // $ = $ int 0008: $7078 += 3000 // $ += int :OVALRNG_12987 0084: $6990 = $7077 // $ = $ int 0084: $451 = $7073 // $ = $ int 0050: gosub @OVALRNG_17639 00D6: if 0119: car $7079 wrecked 004D: jump_if_false @OVALRNG_13238 01C3: mark_car_as_no_longer_needed $7079 01C2: mark_actor_as_no_longer_needed $7080 00D6: if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 004D: jump_if_false @OVALRNG_13231 0506: vehicle_model 232 set_next_variation 0 -1 00A5: $7079 = create_car #HOTRINA at -1409.717 1144.97 266.3857 0084: $6992 = $7079 // $ = $ int 0050: gosub @OVALRNG_18682 0084: $7080 = $6993 // $ = $ int 00D6: if 001C: $6988 > $7082 // $ > $ int 004D: jump_if_false @OVALRNG_13161 0084: $7082 = $6988 // $ = $ int :OVALRNG_13161 0004: $7081 = 0 // $ = int 0084: $7440 = $7081 // $ = $ int 0050: gosub @OVALRNG_18246 0086: $7118 = $7498 // $ = $ float 0086: $7119 = $7499 // $ = $ float 0086: $7120 = $7500 // $ = $ float 00A7: car $7079 drive_to $7118 $7119 $7120 04BA: set_car $7079 speed_instantly 30.0 :OVALRNG_13231 0002: jump @OVALRNG_13609 :OVALRNG_13238 00D6: if 01AF: car $7079 0 $7118 $7119 $7120 radius 24.0 24.0 24.0 004D: jump_if_false @OVALRNG_13389 0084: $7440 = $7081 // $ = $ int 0050: gosub @OVALRNG_18246 0086: $7118 = $7498 // $ = $ float 0086: $7119 = $7499 // $ = $ float 0086: $7120 = $7500 // $ = $ float 0084: $7081 = $7440 // $ = $ int 00D6: if 0038: $7081 == 0 // $ == int 004D: jump_if_false @OVALRNG_13352 0008: $7082 += 1 // $ += int :OVALRNG_13352 00A7: car $7079 drive_to $7118 $7119 $7120 0084: $7083 = $7082 // $ = $ int 0010: $7083 *= 100 // $ *= int 0058: $7083 += $7081 // $ += $ int :OVALRNG_13389 00D6: if 01AF: car $7079 0 $7154 $7155 $7156 radius 3.0 3.0 3.0 004D: jump_if_false @OVALRNG_13465 00D6: if 001C: $4811 > $7101 // $ > $ int 004D: jump_if_false @OVALRNG_13458 0224: set_car $7079 health_to 230 :OVALRNG_13458 0002: jump @OVALRNG_13495 :OVALRNG_13465 00AA: store_car $7079 position_to $7154 $7155 $7156 0084: $7101 = $4811 // $ = $ int 0008: $7101 += 5000 // $ += int :OVALRNG_13495 00D6: if 01AF: car $7079 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 004D: jump_if_false @OVALRNG_13593 00D6: if 001C: $4811 > $7084 // $ > $ int 004D: jump_if_false @OVALRNG_13586 0224: set_car $7079 health_to 100 01C3: mark_car_as_no_longer_needed $7079 01C2: mark_actor_as_no_longer_needed $7080 0004: $7079 = -1 // $ = int :OVALRNG_13586 0002: jump @OVALRNG_13609 :OVALRNG_13593 0084: $7084 = $4811 // $ = $ int 0008: $7084 += 3000 // $ += int :OVALRNG_13609 0084: $6990 = $7083 // $ = $ int 0084: $451 = $7079 // $ = $ int 0050: gosub @OVALRNG_17639 00D6: if 0119: car $7085 wrecked 004D: jump_if_false @OVALRNG_13860 01C3: mark_car_as_no_longer_needed $7085 01C2: mark_actor_as_no_longer_needed $7086 00D6: if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 004D: jump_if_false @OVALRNG_13853 0506: vehicle_model 233 set_next_variation 0 -1 00A5: $7085 = create_car #HOTRINB at -1409.717 1144.97 266.3857 0084: $6992 = $7085 // $ = $ int 0050: gosub @OVALRNG_18682 0084: $7086 = $6993 // $ = $ int 00D6: if 001C: $6988 > $7088 // $ > $ int 004D: jump_if_false @OVALRNG_13783 0084: $7088 = $6988 // $ = $ int :OVALRNG_13783 0004: $7087 = 0 // $ = int 0084: $7440 = $7087 // $ = $ int 0050: gosub @OVALRNG_18246 0086: $7121 = $7498 // $ = $ float 0086: $7122 = $7499 // $ = $ float 0086: $7123 = $7500 // $ = $ float 00A7: car $7085 drive_to $7121 $7122 $7123 04BA: set_car $7085 speed_instantly 30.0 :OVALRNG_13853 0002: jump @OVALRNG_14231 :OVALRNG_13860 00D6: if 01AF: car $7085 0 $7121 $7122 $7123 radius 24.0 24.0 24.0 004D: jump_if_false @OVALRNG_14011 0084: $7440 = $7087 // $ = $ int 0050: gosub @OVALRNG_18246 0086: $7121 = $7498 // $ = $ float 0086: $7122 = $7499 // $ = $ float 0086: $7123 = $7500 // $ = $ float 0084: $7087 = $7440 // $ = $ int 00D6: if 0038: $7087 == 0 // $ == int 004D: jump_if_false @OVALRNG_13974 0008: $7088 += 1 // $ += int :OVALRNG_13974 00A7: car $7085 drive_to $7121 $7122 $7123 0084: $7089 = $7088 // $ = $ int 0010: $7089 *= 100 // $ *= int 0058: $7089 += $7087 // $ += $ int :OVALRNG_14011 00D6: if 01AF: car $7085 0 $7157 $7158 $7159 radius 3.0 3.0 3.0 004D: jump_if_false @OVALRNG_14087 00D6: if 001C: $4811 > $7102 // $ > $ int 004D: jump_if_false @OVALRNG_14080 0224: set_car $7085 health_to 230 :OVALRNG_14080 0002: jump @OVALRNG_14117 :OVALRNG_14087 00AA: store_car $7085 position_to $7157 $7158 $7159 0084: $7102 = $4811 // $ = $ int 0008: $7102 += 5000 // $ += int :OVALRNG_14117 00D6: if 01AF: car $7085 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 004D: jump_if_false @OVALRNG_14215 00D6: if 001C: $4811 > $7090 // $ > $ int 004D: jump_if_false @OVALRNG_14208 0224: set_car $7085 health_to 100 01C3: mark_car_as_no_longer_needed $7085 01C2: mark_actor_as_no_longer_needed $7086 0004: $7085 = -1 // $ = int :OVALRNG_14208 0002: jump @OVALRNG_14231 :OVALRNG_14215 0084: $7090 = $4811 // $ = $ int 0008: $7090 += 3000 // $ += int :OVALRNG_14231 0084: $6990 = $7089 // $ = $ int 0084: $451 = $7085 // $ = $ int 0050: gosub @OVALRNG_17639 0002: jump @OVALRNG_14651 :OVALRNG_14261 00D6: if 8119: not car $7007 wrecked 004D: jump_if_false @OVALRNG_14287 0477: set_car $7007 action 1 time 200 :OVALRNG_14287 00D6: if 8119: not car $7011 wrecked 004D: jump_if_false @OVALRNG_14313 0477: set_car $7011 action 1 time 200 :OVALRNG_14313 00D6: if 8119: not car $7015 wrecked 004D: jump_if_false @OVALRNG_14339 0477: set_car $7015 action 1 time 200 :OVALRNG_14339 00D6: if 8119: not car $7019 wrecked 004D: jump_if_false @OVALRNG_14365 0477: set_car $7019 action 1 time 200 :OVALRNG_14365 00D6: if 8119: not car $7025 wrecked 004D: jump_if_false @OVALRNG_14391 0477: set_car $7025 action 1 time 200 :OVALRNG_14391 00D6: if 8119: not car $7031 wrecked 004D: jump_if_false @OVALRNG_14417 0477: set_car $7031 action 1 time 200 :OVALRNG_14417 00D6: if 8119: not car $7037 wrecked 004D: jump_if_false @OVALRNG_14443 0477: set_car $7037 action 1 time 200 :OVALRNG_14443 00D6: if 8119: not car $7043 wrecked 004D: jump_if_false @OVALRNG_14469 0477: set_car $7043 action 1 time 200 :OVALRNG_14469 00D6: if 8119: not car $7049 wrecked 004D: jump_if_false @OVALRNG_14495 0477: set_car $7049 action 1 time 200 :OVALRNG_14495 00D6: if 8119: not car $7055 wrecked 004D: jump_if_false @OVALRNG_14521 0477: set_car $7055 action 1 time 200 :OVALRNG_14521 00D6: if 8119: not car $7061 wrecked 004D: jump_if_false @OVALRNG_14547 0477: set_car $7061 action 1 time 200 :OVALRNG_14547 00D6: if 8119: not car $7067 wrecked 004D: jump_if_false @OVALRNG_14573 0477: set_car $7067 action 1 time 200 :OVALRNG_14573 00D6: if 8119: not car $7073 wrecked 004D: jump_if_false @OVALRNG_14599 0477: set_car $7073 action 1 time 200 :OVALRNG_14599 00D6: if 8119: not car $7079 wrecked 004D: jump_if_false @OVALRNG_14625 0477: set_car $7079 action 1 time 200 :OVALRNG_14625 00D6: if 8119: not car $7085 wrecked 004D: jump_if_false @OVALRNG_14651 0477: set_car $7085 action 1 time 200 :OVALRNG_14651 00D6: if 0038: $6999 == 1 // $ == int 004D: jump_if_false @OVALRNG_14696 03F0: enable_text_draw 1 0084: $7006 = $4811 // $ = $ int 0008: $7006 += 5000 // $ += int 0004: $6999 = 3 // $ = int :OVALRNG_14696 00D6: if 0038: $6999 == 0 // $ == int 004D: jump_if_false @OVALRNG_15158 00D6: if 0038: $6988 == 12 // $ == int 004D: jump_if_false @OVALRNG_15158 0151: remove_status_text $7001 0151: remove_status_text $6988 0151: remove_status_text $7441 014F: stop_timer $6997 00D6: if 001C: $1596 > $7441 // $ > $ int 004D: jump_if_false @OVALRNG_14779 0084: $1596 = $7441 // $ = $ int :OVALRNG_14779 0014: $6997 /= 1000 // $ /= int 0084: $6995 = $1595 // $ = $ int 00D6: if 001C: $1595 > $6997 // $ > $ int 004D: jump_if_false @OVALRNG_14829 0084: $1595 = $6997 // $ = $ int 042E: register_lowest_int_stat 20 to $1595 :OVALRNG_14829 0004: $6999 = 1 // $ = int 00D6: if 0038: $7441 == 1 // $ == int 004D: jump_if_false @OVALRNG_14933 00BA: text_styled 'HOTR_30' 6000 ms 5 01E3: text_1number_styled 'HOTR_29' number 5000 time 6000 style 6 0582: register_hotring_best_result 0 $7441 0109: player $PLAYER_CHAR money += 5000 00D6: if 0038: $1597 == 0 // $ == int 004D: jump_if_false @OVALRNG_14933 030C: progress_made += 1 0595: mission_complete 0004: $1597 = 1 // $ = int :OVALRNG_14933 00D6: if 0038: $7441 == 2 // $ == int 004D: jump_if_false @OVALRNG_14999 00BA: text_styled 'HOTR_31' 6000 ms 5 01E3: text_1number_styled 'HOTR_29' number 1500 time 6000 style 6 0582: register_hotring_best_result 0 $7441 0109: player $PLAYER_CHAR money += 1500 :OVALRNG_14999 00D6: if 0038: $7441 == 3 // $ == int 004D: jump_if_false @OVALRNG_15065 00BA: text_styled 'HOTR_32' 6000 ms 5 01E3: text_1number_styled 'HOTR_29' number 500 time 6000 style 6 0582: register_hotring_best_result 0 $7441 0109: player $PLAYER_CHAR money += 500 :OVALRNG_15065 00D6: if 0018: $7441 > 3 // $ > int 004D: jump_if_false @OVALRNG_15158 0582: register_hotring_best_result 0 $7441 0004: $6999 = 0 // $ = int 00BC: text_highpriority 'HOTR_13' time 2000 1 0169: set_fade_color 0 0 1 016A: fade 0 1500 ms :OVALRNG_15127 00D6: if 016B: fading 004D: jump_if_false @OVALRNG_15151 0001: wait 0 ms 0002: jump @OVALRNG_15127 :OVALRNG_15151 0002: jump @OVALRNG_18001 :OVALRNG_15158 00D6: if 0018: $6999 > 1 // $ > int 004D: jump_if_false @OVALRNG_16712 00D6: if 0038: $6999 == 4 // $ == int 004D: jump_if_false @OVALRNG_15214 00D6: if 816B: not fading 004D: jump_if_false @OVALRNG_15214 0002: jump @OVALRNG_18001 :OVALRNG_15214 00D6: if 0038: $6999 == 3 // $ == int 004D: jump_if_false @OVALRNG_15265 00D6: if 001C: $4811 > $7006 // $ > $ int 004D: jump_if_false @OVALRNG_15265 016A: fade 0 1500 ms 0004: $6999 = 4 // $ = int :OVALRNG_15265 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @OVALRNG_15305 03C1: $4790 = player $PLAYER_CHAR car_no_save 0227: $7001 = car $4790 health 0224: set_car $4790 health_to $7001 :OVALRNG_15305 00D6: if 0018: $6999 > 2 // $ > int 004D: jump_if_false @OVALRNG_15577 0050: gosub @OVALRNG_17584 033F: set_text_draw_letter_width_height 0.8 2.0 0084: $7457 = $6997 // $ = $ int 0014: $7457 /= 60 // $ /= int 0084: $7451 = $7457 // $ = $ int 0010: $7451 *= 60 // $ *= int 0084: $7458 = $6997 // $ = $ int 0060: $7458 -= $7451 // $ -= $ int 00D6: if 0018: $7458 > 9 // $ > int 004D: jump_if_false @OVALRNG_15495 0340: set_text_draw_color 0 0 0 255 045B: text_draw_2numbers 32.0 232.0 'HOTR_15' $7457 $7458 0050: gosub @OVALRNG_17584 033F: set_text_draw_letter_width_height 0.8 2.0 045B: text_draw_2numbers 30.0 230.0 'HOTR_15' $7457 $7458 0002: jump @OVALRNG_15577 :OVALRNG_15495 0340: set_text_draw_color 0 0 0 255 045B: text_draw_2numbers 32.0 232.0 'HOTR_16' $7457 $7458 0050: gosub @OVALRNG_17584 033F: set_text_draw_letter_width_height 0.8 2.0 045B: text_draw_2numbers 30.0 230.0 'HOTR_16' $7457 $7458 :OVALRNG_15577 0050: gosub @OVALRNG_17584 0340: set_text_draw_color 0 0 0 255 00D6: if 0038: $1595 == 999999 // $ == int 004D: jump_if_false @OVALRNG_15670 033E: text_draw 32.0 302.0 'HOTR_19' 0050: gosub @OVALRNG_17584 033E: text_draw 30.0 300.0 'HOTR_19' 0002: jump @OVALRNG_16054 :OVALRNG_15670 0084: $7457 = $1595 // $ = $ int 0014: $7457 /= 60 // $ /= int 0084: $7451 = $7457 // $ = $ int 0010: $7451 *= 60 // $ *= int 0084: $7458 = $1595 // $ = $ int 0060: $7458 -= $7451 // $ -= $ int 00D6: if 001C: $1595 > $6995 // $ > $ int 004D: jump_if_false @OVALRNG_15885 00D6: if 0018: $7458 > 9 // $ > int 004D: jump_if_false @OVALRNG_15819 045B: text_draw_2numbers 32.0 302.0 'HOTR_17' $7457 $7458 0050: gosub @OVALRNG_17584 045B: text_draw_2numbers 30.0 300.0 'HOTR_17' $7457 $7458 0002: jump @OVALRNG_15878 :OVALRNG_15819 045B: text_draw_2numbers 32.0 302.0 'HOTR_18' $7457 $7458 0050: gosub @OVALRNG_17584 045B: text_draw_2numbers 30.0 300.0 'HOTR_18' $7457 $7458 :OVALRNG_15878 0002: jump @OVALRNG_16054 :OVALRNG_15885 00D6: if 0018: $7458 > 9 // $ > int 004D: jump_if_false @OVALRNG_15982 045B: text_draw_2numbers 32.0 302.0 'HOTR_20' $7457 $7458 0050: gosub @OVALRNG_17584 0340: set_text_draw_color 255 128 0 255 045B: text_draw_2numbers 30.0 300.0 'HOTR_20' $7457 $7458 0002: jump @OVALRNG_16054 :OVALRNG_15982 045B: text_draw_2numbers 32.0 302.0 'HOTR_21' $7457 $7458 0050: gosub @OVALRNG_17584 0340: set_text_draw_color 255 128 0 255 045B: text_draw_2numbers 30.0 300.0 'HOTR_21' $7457 $7458 :OVALRNG_16054 0050: gosub @OVALRNG_17584 0340: set_text_draw_color 0 0 0 255 00D6: if 0038: $1596 == 999999 // $ == int 004D: jump_if_false @OVALRNG_16140 033E: text_draw 32.0 317.0 'HOTR_22' 0050: gosub @OVALRNG_17584 033E: text_draw 30.0 315.0 'HOTR_22' :OVALRNG_16140 00D6: if 0038: $1596 == 1 // $ == int 004D: jump_if_false @OVALRNG_16205 033E: text_draw 32.0 317.0 'HOTR_23' 0050: gosub @OVALRNG_17584 033E: text_draw 30.0 315.0 'HOTR_23' :OVALRNG_16205 00D6: if 0038: $1596 == 2 // $ == int 004D: jump_if_false @OVALRNG_16270 033E: text_draw 32.0 317.0 'HOTR_24' 0050: gosub @OVALRNG_17584 033E: text_draw 30.0 315.0 'HOTR_24' :OVALRNG_16270 00D6: if 0038: $1596 == 3 // $ == int 004D: jump_if_false @OVALRNG_16335 033E: text_draw 32.0 317.0 'HOTR_25' 0050: gosub @OVALRNG_17584 033E: text_draw 30.0 315.0 'HOTR_25' :OVALRNG_16335 00D6: if and 0018: $1596 > 3 // $ > int 001A: 17 > $1596 // int > $ 004D: jump_if_false @OVALRNG_16413 045A: text_draw_1number 32.0 317.0 'HOTR_26' $1596 0050: gosub @OVALRNG_17584 045A: text_draw_1number 30.0 315.0 'HOTR_26' $1596 :OVALRNG_16413 0050: gosub @OVALRNG_17584 0340: set_text_draw_color 0 0 0 255 00D6: if 0038: $1594 == 999999 // $ == int 004D: jump_if_false @OVALRNG_16506 033E: text_draw 32.0 332.0 'HOTR_33' 0050: gosub @OVALRNG_17584 033E: text_draw 30.0 330.0 'HOTR_33' 0002: jump @OVALRNG_16712 :OVALRNG_16506 0084: $7458 = $1594 // $ = $ int 0014: $7458 /= 1000 // $ /= int 0084: $7003 = $7458 // $ = $ int 0010: $7003 *= 1000 // $ *= int 0084: $7451 = $1594 // $ = $ int 0060: $7451 -= $7003 // $ -= $ int 0084: $7003 = $7451 // $ = $ int 0014: $7003 /= 10 // $ /= int 00D6: if 0018: $7003 > 9 // $ > int 004D: jump_if_false @OVALRNG_16653 045B: text_draw_2numbers 32.0 332.0 'HOTR_27' $7458 $7003 0050: gosub @OVALRNG_17584 045B: text_draw_2numbers 30.0 330.0 'HOTR_27' $7458 $7003 0002: jump @OVALRNG_16712 :OVALRNG_16653 045B: text_draw_2numbers 32.0 332.0 'HOTR_28' $7458 $7003 0050: gosub @OVALRNG_17584 045B: text_draw_2numbers 30.0 330.0 'HOTR_28' $7458 $7003 :OVALRNG_16712 00D6: if 0019: TIMERA > 2500 // @ > int 004D: jump_if_false @OVALRNG_16763 0006: TIMERA = 0 // @ = int 00D6: if 0038: $7004 == 0 // $ == int 004D: jump_if_false @OVALRNG_16763 0004: $7004 = 1 // $ = int :OVALRNG_16763 00D6: if 0038: $7004 == 3 // $ == int 004D: jump_if_false @OVALRNG_16803 00D6: if 03D2: wav 1 ended 004D: jump_if_false @OVALRNG_16803 0004: $7004 = 0 // $ = int :OVALRNG_16803 00D6: if 0038: $7004 == 2 // $ == int 004D: jump_if_false @OVALRNG_16847 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @OVALRNG_16847 03D1: play_wav 1 0004: $7004 = 3 // $ = int :OVALRNG_16847 00D6: if 0038: $7004 == 1 // $ == int 004D: jump_if_false @OVALRNG_17577 0209: $7451 = random_int_in_ranges 1 23 00D6: if 003A: $7005 == $7451 // $ == $ int 004D: jump_if_false @OVALRNG_16925 0008: $7451 += 1 // $ += int 00D6: if 0018: $7451 > 22 // $ > int 004D: jump_if_false @OVALRNG_16925 0004: $7451 = 1 // $ = int :OVALRNG_16925 00D6: if 0038: $7451 == 1 // $ == int 004D: jump_if_false @OVALRNG_16955 03CF: load_wav 'HOT1' as 1 :OVALRNG_16955 00D6: if 0038: $7451 == 2 // $ == int 004D: jump_if_false @OVALRNG_16985 03CF: load_wav 'HOT2' as 1 :OVALRNG_16985 00D6: if 0038: $7451 == 3 // $ == int 004D: jump_if_false @OVALRNG_17015 03CF: load_wav 'HOT3' as 1 :OVALRNG_17015 00D6: if 0038: $7451 == 4 // $ == int 004D: jump_if_false @OVALRNG_17045 03CF: load_wav 'HOT4' as 1 :OVALRNG_17045 00D6: if 0038: $7451 == 5 // $ == int 004D: jump_if_false @OVALRNG_17075 03CF: load_wav 'HOT5' as 1 :OVALRNG_17075 00D6: if 0038: $7451 == 6 // $ == int 004D: jump_if_false @OVALRNG_17105 03CF: load_wav 'HOT6' as 1 :OVALRNG_17105 00D6: if 0038: $7451 == 7 // $ == int 004D: jump_if_false @OVALRNG_17135 03CF: load_wav 'HOT7' as 1 :OVALRNG_17135 00D6: if 0038: $7451 == 8 // $ == int 004D: jump_if_false @OVALRNG_17165 03CF: load_wav 'HOT8' as 1 :OVALRNG_17165 00D6: if 0038: $7451 == 9 // $ == int 004D: jump_if_false @OVALRNG_17195 03CF: load_wav 'HOT9' as 1 :OVALRNG_17195 00D6: if 0038: $7451 == 10 // $ == int 004D: jump_if_false @OVALRNG_17225 03CF: load_wav 'HOT10' as 1 :OVALRNG_17225 00D6: if 0038: $7451 == 11 // $ == int 004D: jump_if_false @OVALRNG_17255 03CF: load_wav 'HOT11' as 1 :OVALRNG_17255 00D6: if 0038: $7451 == 12 // $ == int 004D: jump_if_false @OVALRNG_17285 03CF: load_wav 'HOT12' as 1 :OVALRNG_17285 00D6: if 0038: $7451 == 13 // $ == int 004D: jump_if_false @OVALRNG_17315 03CF: load_wav 'HOT13' as 1 :OVALRNG_17315 00D6: if 0038: $7451 == 14 // $ == int 004D: jump_if_false @OVALRNG_17345 03CF: load_wav 'HOT14' as 1 :OVALRNG_17345 00D6: if 0038: $7451 == 15 // $ == int 004D: jump_if_false @OVALRNG_17375 03CF: load_wav 'HOT15' as 1 :OVALRNG_17375 00D6: if or 0038: $7451 == 16 // $ == int 0038: $7451 == 22 // $ == int 004D: jump_if_false @OVALRNG_17412 03CF: load_wav 'CHEER1' as 1 :OVALRNG_17412 00D6: if 0038: $7451 == 17 // $ == int 004D: jump_if_false @OVALRNG_17442 03CF: load_wav 'CHEER2' as 1 :OVALRNG_17442 00D6: if 0038: $7451 == 18 // $ == int 004D: jump_if_false @OVALRNG_17472 03CF: load_wav 'CHEER3' as 1 :OVALRNG_17472 00D6: if 0038: $7451 == 19 // $ == int 004D: jump_if_false @OVALRNG_17502 03CF: load_wav 'CHEER4' as 1 :OVALRNG_17502 00D6: if 0038: $7451 == 20 // $ == int 004D: jump_if_false @OVALRNG_17532 03CF: load_wav 'OOH1' as 1 :OVALRNG_17532 00D6: if 0038: $7451 == 21 // $ == int 004D: jump_if_false @OVALRNG_17562 03CF: load_wav 'OOH2' as 1 :OVALRNG_17562 0084: $7005 = $7451 // $ = $ int 0004: $7004 = 2 // $ = int :OVALRNG_17577 0002: 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 0051: return :OVALRNG_17639 00D6: if 003A: $6989 == $6990 // $ == $ int 004D: jump_if_false @OVALRNG_17762 00D6: if 8119: not car $451 wrecked 004D: jump_if_false @OVALRNG_17762 00AA: store_car $451 position_to $7465 $7466 $447 0509: $7475 = distance_between_point $7465 $7466 and_point $7483 $7484 0054: store_player $PLAYER_CHAR position_to $7465 $7466 $447 0509: $7476 = distance_between_point $7465 $7466 and_point $7483 $7484 00D6: if 0024: $7476 > $7475 // $ > $ float 004D: jump_if_false @OVALRNG_17762 0008: $7441 += 1 // $ += int :OVALRNG_17762 00D6: if 001C: $6990 > $6989 // $ > $ int 004D: jump_if_false @OVALRNG_17788 0008: $7441 += 1 // $ += int :OVALRNG_17788 0051: return :OVALRNG_17790 00D6: if 8112: not wasted_or_busted 004D: jump_if_false @OVALRNG_17999 0169: set_fade_color 0 0 1 016A: fade 0 1000 ms :OVALRNG_17818 00D6: if 016B: fading 004D: jump_if_false @OVALRNG_17842 0001: wait 0 ms 0002: jump @OVALRNG_17818 :OVALRNG_17842 04BB: select_interiour 0 // select render area 04FA: clear_extra_colors_with_fade 0 057E: make_radar_grey 0 0581: enable_radar 1 :OVALRNG_17858 00D6: if and 80E0: not player $PLAYER_CHAR in_any_car 844A: not player $PLAYER_CHAR on_foot 004D: jump_if_false @OVALRNG_17890 0001: wait 0 ms 0002: jump @OVALRNG_17858 :OVALRNG_17890 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @OVALRNG_17933 012A: put_player $PLAYER_CHAR at -1102.723 1330.958 19.029 and_remove_from_car 0002: 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 03CB: load_scene -1102.723 1330.958 19.029 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 0169: set_fade_color 0 0 1 016A: fade 1 1000 ms :OVALRNG_17999 0051: return :OVALRNG_18001 00D6: if 8112: not wasted_or_busted 004D: jump_if_false @OVALRNG_18171 04BB: select_interiour 0 // select render area 04FA: clear_extra_colors_with_fade 0 057E: make_radar_grey 0 0581: enable_radar 1 :OVALRNG_18030 00D6: if and 80E0: not player $PLAYER_CHAR in_any_car 844A: not player $PLAYER_CHAR on_foot 004D: jump_if_false @OVALRNG_18062 0001: wait 0 ms 0002: jump @OVALRNG_18030 :OVALRNG_18062 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @OVALRNG_18105 012A: put_player $PLAYER_CHAR at -1102.723 1330.958 19.029 and_remove_from_car 0002: 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 03CB: load_scene -1102.723 1330.958 19.029 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 0169: set_fade_color 0 0 1 016A: fade 1 1500 ms :OVALRNG_18171 0051: return :OVALRNG_18173 0249: release_model #WMYCR 0249: release_model #HOTRINA 0249: release_model #HOTRINB 0249: release_model #HOTRING 0151: remove_status_text $7001 0151: remove_status_text $6988 0151: remove_status_text $7441 014F: stop_timer $6997 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 0004: $ONMISSION = 0 // $ = int 00D8: mission_cleanup 0051: return :OVALRNG_18246 00D6: if 0038: $7440 == 0 // $ == int 004D: jump_if_false @OVALRNG_18288 0086: $7498 = $7507 // $ = $ float 0086: $7499 = $7508 // $ = $ float 0086: $7500 = $7509 // $ = $ float :OVALRNG_18288 00D6: if 0038: $7440 == 1 // $ == int 004D: jump_if_false @OVALRNG_18330 0086: $7498 = $7510 // $ = $ float 0086: $7499 = $7511 // $ = $ float 0086: $7500 = $7512 // $ = $ float :OVALRNG_18330 00D6: if 0038: $7440 == 2 // $ == int 004D: jump_if_false @OVALRNG_18372 0086: $7498 = $7513 // $ = $ float 0086: $7499 = $7514 // $ = $ float 0086: $7500 = $7515 // $ = $ float :OVALRNG_18372 00D6: if 0038: $7440 == 3 // $ == int 004D: jump_if_false @OVALRNG_18414 0086: $7498 = $7516 // $ = $ float 0086: $7499 = $7517 // $ = $ float 0086: $7500 = $7518 // $ = $ float :OVALRNG_18414 00D6: if 0038: $7440 == 4 // $ == int 004D: jump_if_false @OVALRNG_18456 0086: $7498 = $7519 // $ = $ float 0086: $7499 = $7520 // $ = $ float 0086: $7500 = $7521 // $ = $ float :OVALRNG_18456 00D6: if 0038: $7440 == 5 // $ == int 004D: jump_if_false @OVALRNG_18498 0086: $7498 = $7522 // $ = $ float 0086: $7499 = $7523 // $ = $ float 0086: $7500 = $7524 // $ = $ float :OVALRNG_18498 00D6: if 0038: $7440 == 6 // $ == int 004D: jump_if_false @OVALRNG_18540 0086: $7498 = $7525 // $ = $ float 0086: $7499 = $7526 // $ = $ float 0086: $7500 = $7527 // $ = $ float :OVALRNG_18540 00D6: if 0038: $7440 == 7 // $ == int 004D: jump_if_false @OVALRNG_18582 0086: $7498 = $7528 // $ = $ float 0086: $7499 = $7529 // $ = $ float 0086: $7500 = $7530 // $ = $ float :OVALRNG_18582 00D6: if 0038: $7440 == 8 // $ == int 004D: jump_if_false @OVALRNG_18624 0086: $7498 = $7531 // $ = $ float 0086: $7499 = $7532 // $ = $ float 0086: $7500 = $7533 // $ = $ float :OVALRNG_18624 00D6: if 0038: $7440 == 9 // $ == int 004D: jump_if_false @OVALRNG_18673 0086: $7498 = $7534 // $ = $ float 0086: $7499 = $7535 // $ = $ float 0086: $7500 = $7536 // $ = $ float 0004: $7440 = -1 // $ = int :OVALRNG_18673 0008: $7440 += 1 // $ += int 0051: return :OVALRNG_18682 00D6: if 0038: $6991 == 1 // $ == int 004D: jump_if_false @OVALRNG_18710 0175: set_car $6992 z_angle_to 301.748 :OVALRNG_18710 020A: set_car $6992 door_status_to 2 02AC: set_car $6992 immunities 0 1 1 0 0 04E0: car $6992 abandon_path_radius 5 00A9: set_car $6992 to_normal_driver 00AE: set_vehicle $6992 traffic_behavior_to 2 00AD: set_car $6992 max_speed_to 100.0 046C: $6993 = car $6992 driver 00D6: if 0038: $6993 == -1 // $ == int 004D: jump_if_false @OVALRNG_18806 0129: $6993 = create_actor 4 #WMYCR in_car $6992 driverseat 039E: set_actor $6993 locked_while_in_vehicle 1 :OVALRNG_18806 0051: return :OVALRNG_18808 00D6: if 8119: not car $7007 wrecked 004D: jump_if_false @OVALRNG_18832 0519: lock_vehicle $7007 in_current_position $6994 :OVALRNG_18832 00D6: if 8119: not car $7011 wrecked 004D: jump_if_false @OVALRNG_18856 0519: lock_vehicle $7011 in_current_position $6994 :OVALRNG_18856 00D6: if 8119: not car $7015 wrecked 004D: jump_if_false @OVALRNG_18880 0519: lock_vehicle $7015 in_current_position $6994 :OVALRNG_18880 00D6: if 8119: not car $7019 wrecked 004D: jump_if_false @OVALRNG_18904 0519: lock_vehicle $7019 in_current_position $6994 :OVALRNG_18904 00D6: if 8119: not car $7025 wrecked 004D: jump_if_false @OVALRNG_18928 0519: lock_vehicle $7025 in_current_position $6994 :OVALRNG_18928 00D6: if 8119: not car $7031 wrecked 004D: jump_if_false @OVALRNG_18952 0519: lock_vehicle $7031 in_current_position $6994 :OVALRNG_18952 00D6: if 8119: not car $7037 wrecked 004D: jump_if_false @OVALRNG_18976 0519: lock_vehicle $7037 in_current_position $6994 :OVALRNG_18976 00D6: if 8119: not car $7043 wrecked 004D: jump_if_false @OVALRNG_19000 0519: lock_vehicle $7043 in_current_position $6994 :OVALRNG_19000 00D6: if 8119: not car $7049 wrecked 004D: jump_if_false @OVALRNG_19024 0519: lock_vehicle $7049 in_current_position $6994 :OVALRNG_19024 00D6: if 8119: not car $7055 wrecked 004D: jump_if_false @OVALRNG_19048 0519: lock_vehicle $7055 in_current_position $6994 :OVALRNG_19048 00D6: if 8119: not car $7061 wrecked 004D: jump_if_false @OVALRNG_19072 0519: lock_vehicle $7061 in_current_position $6994 :OVALRNG_19072 00D6: if 8119: not car $7067 wrecked 004D: jump_if_false @OVALRNG_19096 0519: lock_vehicle $7067 in_current_position $6994 :OVALRNG_19096 00D6: if 8119: not car $7073 wrecked 004D: jump_if_false @OVALRNG_19120 0519: lock_vehicle $7073 in_current_position $6994 :OVALRNG_19120 00D6: if 8119: not car $7079 wrecked 004D: jump_if_false @OVALRNG_19144 0519: lock_vehicle $7079 in_current_position $6994 :OVALRNG_19144 00D6: if 8119: not car $7085 wrecked 004D: jump_if_false @OVALRNG_19168 0519: lock_vehicle $7085 in_current_position $6994 :OVALRNG_19168 00D6: if 8119: not car $7000 wrecked 004D: jump_if_false @OVALRNG_19192 0519: lock_vehicle $7000 in_current_position $6994 :OVALRNG_19192 0051: return //-------------Mission 80--------------- // Originally: BLOODRING :MM 03A4: name_thread 'MM' 0050: gosub @MM_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @MM_37 0050: gosub @MM_9527 :MM_37 0050: gosub @MM_10452 004E: end_thread :MM_46 03D5: remove_text 'M_FAIL' 0004: $ONMISSION = 1 // $ = int 00D6: if 0038: $1598 == 0 // $ == int 004D: jump_if_false @MM_83 0317: increment_mission_attempts :MM_83 00C0: set_current_time 10 0 01B6: set_weather 4 057E: make_radar_grey 1 0414: set_player $PLAYER_CHAR single_free_treatment 1 0001: wait 0 ms 054C: use_GXT_table 'MM' 0004: $7193 = 0 // $ = int 0004: $7194 = 16 // $ = int 0004: $7195 = 0 // $ = int 00D6: if 0038: $7197 == 0 // $ == int 004D: jump_if_false @MM_181 0004: $7198 = 1 // $ = int 0004: $7199 = 60 // $ = int 0004: $7208 = 60000 // $ = int :MM_181 0004: $7196 = 30000 // $ = int 0004: $7200 = 0 // $ = int 0004: $7201 = 0 // $ = int 0004: $7202 = 0 // $ = int 0004: $7203 = 0 // $ = int 0004: $7204 = 0 // $ = int 0004: $7205 = 0 // $ = int 0004: $7206 = 0 // $ = int 0004: $7207 = 0 // $ = int 0004: $7209 = 0 // $ = int 0004: $7210 = 0 // $ = int 0004: $7211 = 0 // $ = int 0004: $7212 = 0 // $ = int 0004: $7213 = 0 // $ = int 0004: $7214 = 0 // $ = int 0005: $7215 = 0.0 // $ = float 0005: $7216 = 0.0 // $ = float 0005: $7217 = 0.0 // $ = float 0005: $7218 = 0.0 // $ = float 0005: $95 = 0.0 // $ = float 0005: $96 = 0.0 // $ = float 0005: $97 = 0.0 // $ = float 0005: $7227 = 0.0 // $ = float 0005: $7228 = 0.0 // $ = float 0005: $7229 = 0.0 // $ = float 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @MM_419 018A: $7230 = create_checkpoint_at $7227 $7228 $7229 :MM_419 0247: request_model #BLOODRB 0247: request_model #BLOODRA 0247: request_model #WMYCR :MM_433 00D6: if or 8248: not model #BLOODRB available 8248: not model #BLOODRA available 8248: not model #WMYCR available 004D: jump_if_false @MM_469 0001: wait 0 ms 0002: jump @MM_433 :MM_469 016E: override_next_restart at -1102.4 1331.2 19.0 angle 271.2 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 0110: clear_player $PLAYER_CHAR wanted_level 04BB: select_interiour 15 // select render area 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 03CB: load_scene -1379.3 1000.0 251.5 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @MM_599 012A: put_player $PLAYER_CHAR at -1280.96 994.86 261.8 and_remove_from_car 0002: jump @MM_619 :MM_599 0055: put_player $PLAYER_CHAR at -1280.96 994.86 261.8 :MM_619 00A5: $7192 = create_car #BLOODRA at -1280.96 994.86 261.8 020A: set_car $7192 door_status_to 4 0369: put_player $PLAYER_CHAR in_car $7192 03AB: set_car $7192 strong 1 0175: set_car $7192 z_angle_to 90.0 0171: set_player $PLAYER_CHAR z_angle_to 80.0 04F9: set_extra_colors 10 fade 0 03ED: set_car $7192 not_damaged_when_upside_down 1 0224: set_car $7192 health_to 1249 0005: $7215 = -1285.77 // $ = float 0005: $7216 = 1014.54 // $ = float 0005: $7217 = 263.0 // $ = float 0005: $7218 = 104.4 // $ = float 00A5: $7160 = create_car #BLOODRB at $7215 $7216 $7217 0175: set_car $7160 z_angle_to $7218 04E0: car $7160 abandon_path_radius 255 0129: $7176 = create_actor 4 #WMYCR in_car $7160 driverseat 0489: set_actor $7176 muted 1 03CC: add_stuck_car_check $7160 distance 1.5 time 4000 00AE: set_vehicle $7160 traffic_behavior_to 3 03ED: set_car $7160 not_damaged_when_upside_down 1 0005: $7215 = -1299.5 // $ = float 0005: $7216 = 1030.74 // $ = float 0005: $7217 = 263.0 // $ = float 0005: $7218 = 132.6 // $ = float 00A5: $7161 = create_car #BLOODRB at $7215 $7216 $7217 0175: set_car $7161 z_angle_to $7218 04E0: car $7161 abandon_path_radius 255 0129: $7177 = create_actor 4 #WMYCR in_car $7161 driverseat 0489: set_actor $7177 muted 1 03CC: add_stuck_car_check $7161 distance 1.5 time 4000 00AE: set_vehicle $7161 traffic_behavior_to 3 00AF: set_car $7161 driver_behaviour_to 2 03ED: set_car $7161 not_damaged_when_upside_down 1 0005: $7215 = -1319.3 // $ = float 0005: $7216 = 1042.82 // $ = float 0005: $7217 = 263.0 // $ = float 0005: $7218 = 135.4 // $ = float 00A5: $7162 = create_car #BLOODRB at $7215 $7216 $7217 0175: set_car $7162 z_angle_to $7218 04E0: car $7162 abandon_path_radius 255 0129: $7178 = create_actor 4 #WMYCR in_car $7162 driverseat 0489: set_actor $7178 muted 1 03CC: add_stuck_car_check $7162 distance 1.5 time 4000 00AE: set_vehicle $7162 traffic_behavior_to 3 03ED: set_car $7162 not_damaged_when_upside_down 1 0005: $7215 = -1349.33 // $ = float 0005: $7216 = 1054.47 // $ = float 0005: $7217 = 263.0 // $ = float 0005: $7218 = 155.4 // $ = float 00A5: $7163 = create_car #BLOODRB at $7215 $7216 $7217 0175: set_car $7163 z_angle_to $7218 04E0: car $7163 abandon_path_radius 255 0129: $7179 = create_actor 4 #WMYCR in_car $7163 driverseat 0489: set_actor $7179 muted 1 03CC: add_stuck_car_check $7163 distance 1.5 time 4000 00AE: set_vehicle $7163 traffic_behavior_to 3 03ED: set_car $7163 not_damaged_when_upside_down 1 0005: $7215 = -1384.33 // $ = float 0005: $7216 = 1058.55 // $ = float 0005: $7217 = 263.0 // $ = float 0005: $7218 = 173.2 // $ = float 00A5: $7164 = create_car #BLOODRB at $7215 $7216 $7217 0175: set_car $7164 z_angle_to $7218 04E0: car $7164 abandon_path_radius 255 0129: $7180 = create_actor 4 #WMYCR in_car $7164 driverseat 0489: set_actor $7180 muted 1 03CC: add_stuck_car_check $7164 distance 1.5 time 4000 00AE: set_vehicle $7164 traffic_behavior_to 3 03ED: set_car $7164 not_damaged_when_upside_down 1 0005: $7215 = -1293.77 // $ = float 0005: $7216 = 958.96 // $ = float 0005: $7217 = 263.0 // $ = float 0005: $7218 = 60.5 // $ = float 00A5: $7165 = create_car #BLOODRB at $7215 $7216 $7217 0175: set_car $7165 z_angle_to $7218 04E0: car $7165 abandon_path_radius 255 0129: $7181 = create_actor 4 #WMYCR in_car $7165 driverseat 0489: set_actor $7181 muted 1 03CC: add_stuck_car_check $7165 distance 1.5 time 4000 00AE: set_vehicle $7165 traffic_behavior_to 3 00AF: set_car $7165 driver_behaviour_to 2 03ED: set_car $7165 not_damaged_when_upside_down 1 0005: $7215 = -1418.77 // $ = float 0005: $7216 = 1057.54 // $ = float 0005: $7217 = 263.0 // $ = float 0005: $7218 = 180.4 // $ = float 00A5: $7166 = create_car #BLOODRB at $7215 $7216 $7217 0175: set_car $7166 z_angle_to $7218 04E0: car $7166 abandon_path_radius 255 0129: $7182 = create_actor 4 #WMYCR in_car $7166 driverseat 0489: set_actor $7182 muted 1 03CC: add_stuck_car_check $7166 distance 1.5 time 4000 00AE: set_vehicle $7166 traffic_behavior_to 3 03ED: set_car $7166 not_damaged_when_upside_down 1 0005: $7215 = -1460.3 // $ = float 0005: $7216 = 1050.3 // $ = float 0005: $7217 = 263.0 // $ = float 0005: $7218 = 242.9 // $ = float 00A5: $7167 = create_car #BLOODRB at $7215 $7216 $7217 0175: set_car $7167 z_angle_to $7218 04E0: car $7167 abandon_path_radius 255 0129: $7183 = create_actor 4 #WMYCR in_car $7167 driverseat 0489: set_actor $7183 muted 1 03CC: add_stuck_car_check $7167 distance 1.5 time 4000 00AE: set_vehicle $7167 traffic_behavior_to 3 03ED: set_car $7167 not_damaged_when_upside_down 1 0005: $7215 = -1499.77 // $ = float 0005: $7216 = 1029.54 // $ = float 0005: $7217 = 263.0 // $ = float 0005: $7218 = 242.4 // $ = float 00A5: $7168 = create_car #BLOODRB at $7215 $7216 $7217 0175: set_car $7168 z_angle_to $7218 04E0: car $7168 abandon_path_radius 255 0129: $7184 = create_actor 4 #WMYCR in_car $7168 driverseat 0489: set_actor $7184 muted 1 03CC: add_stuck_car_check $7168 distance 1.5 time 4000 00AE: set_vehicle $7168 traffic_behavior_to 3 03ED: set_car $7168 not_damaged_when_upside_down 1 0005: $7215 = -1513.77 // $ = float 0005: $7216 = 986.54 // $ = float 0005: $7217 = 263.0 // $ = float 0005: $7218 = 271.4 // $ = float 00A5: $7169 = create_car #BLOODRB at $7215 $7216 $7217 0175: set_car $7169 z_angle_to $7218 04E0: car $7169 abandon_path_radius 255 0129: $7185 = create_actor 4 #WMYCR in_car $7169 driverseat 0489: set_actor $7185 muted 1 03CC: add_stuck_car_check $7169 distance 1.5 time 4000 00AE: set_vehicle $7169 traffic_behavior_to 3 03ED: set_car $7169 not_damaged_when_upside_down 1 0005: $7215 = -1496.77 // $ = float 0005: $7216 = 959.54 // $ = float 0005: $7217 = 263.0 // $ = float 0005: $7218 = 293.4 // $ = float 00A5: $7170 = create_car #BLOODRB at $7215 $7216 $7217 0175: set_car $7170 z_angle_to $7218 04E0: car $7170 abandon_path_radius 255 0129: $7186 = create_actor 4 #WMYCR in_car $7170 driverseat 0489: set_actor $7186 muted 1 03CC: add_stuck_car_check $7170 distance 1.5 time 4000 00AE: set_vehicle $7170 traffic_behavior_to 3 03ED: set_car $7170 not_damaged_when_upside_down 1 0005: $7215 = -1461.84 // $ = float 0005: $7216 = 938.32 // $ = float 0005: $7217 = 261.0 // $ = float 0005: $7218 = 345.6 // $ = float 00A5: $7171 = create_car #BLOODRB at $7215 $7216 $7217 0175: set_car $7171 z_angle_to $7218 04E0: car $7171 abandon_path_radius 255 0129: $7187 = create_actor 4 #WMYCR in_car $7171 driverseat 0489: set_actor $7187 muted 1 03CC: add_stuck_car_check $7171 distance 1.5 time 4000 00AE: set_vehicle $7171 traffic_behavior_to 3 03ED: set_car $7171 not_damaged_when_upside_down 1 0005: $7215 = -1424.36 // $ = float 0005: $7216 = 931.29 // $ = float 0005: $7217 = 261.0 // $ = float 0005: $7218 = 0.0 // $ = float 00A5: $7172 = create_car #BLOODRB at $7215 $7216 $7217 0175: set_car $7172 z_angle_to $7218 04E0: car $7172 abandon_path_radius 255 0129: $7188 = create_actor 4 #WMYCR in_car $7172 driverseat 0489: set_actor $7188 muted 1 03CC: add_stuck_car_check $7172 distance 1.5 time 4000 00AE: set_vehicle $7172 traffic_behavior_to 3 03ED: set_car $7172 not_damaged_when_upside_down 1 0005: $7215 = -1363.77 // $ = float 0005: $7216 = 932.44 // $ = float 0005: $7217 = 261.0 // $ = float 0005: $7218 = 17.85 // $ = float 00A5: $7173 = create_car #BLOODRB at $7215 $7216 $7217 0175: set_car $7173 z_angle_to $7218 04E0: car $7173 abandon_path_radius 255 0129: $7189 = create_actor 4 #WMYCR in_car $7173 driverseat 0489: set_actor $7189 muted 1 03CC: add_stuck_car_check $7173 distance 1.5 time 4000 00AE: set_vehicle $7173 traffic_behavior_to 3 03ED: set_car $7173 not_damaged_when_upside_down 1 0005: $7215 = -1332.77 // $ = float 0005: $7216 = 940.3 // $ = float 0005: $7217 = 263.0 // $ = float 0005: $7218 = 39.98 // $ = float 00A5: $7174 = create_car #BLOODRB at $7215 $7216 $7217 0175: set_car $7174 z_angle_to $7218 04E0: car $7174 abandon_path_radius 255 0129: $7190 = create_actor 4 #WMYCR in_car $7174 driverseat 0489: set_actor $7190 muted 1 03CC: add_stuck_car_check $7174 distance 1.5 time 4000 00AE: set_vehicle $7174 traffic_behavior_to 3 03ED: set_car $7174 not_damaged_when_upside_down 1 0005: $7215 = -1443.29 // $ = float 0005: $7216 = 933.86 // $ = float 0005: $7217 = 261.0 // $ = float 0005: $7218 = 351.4 // $ = float 00A5: $7175 = create_car #BLOODRB at $7215 $7216 $7217 0175: set_car $7175 z_angle_to $7218 04E0: car $7175 abandon_path_radius 255 0129: $7191 = create_actor 4 #WMYCR in_car $7175 driverseat 0489: set_actor $7191 muted 1 03CC: add_stuck_car_check $7175 distance 1.5 time 4000 00AE: set_vehicle $7175 traffic_behavior_to 3 03ED: set_car $7175 not_damaged_when_upside_down 1 00AD: set_car $7160 max_speed_to 0.0 00AD: set_car $7161 max_speed_to 0.0 00AD: set_car $7162 max_speed_to 0.0 00AD: set_car $7163 max_speed_to 0.0 00AD: set_car $7164 max_speed_to 0.0 00AD: set_car $7165 max_speed_to 0.0 00AD: set_car $7166 max_speed_to 0.0 00AD: set_car $7167 max_speed_to 0.0 00AD: set_car $7168 max_speed_to 0.0 00AD: set_car $7169 max_speed_to 0.0 00AD: set_car $7170 max_speed_to 0.0 00AD: set_car $7171 max_speed_to 0.0 00AD: set_car $7172 max_speed_to 0.0 00AD: set_car $7173 max_speed_to 0.0 00AD: set_car $7174 max_speed_to 0.0 00AD: set_car $7175 max_speed_to 0.0 02A3: enable_widescreen 1 015F: set_camera_position -1266.5 1042.8 278.3 rotation 0.0 0.0 0.0 0160: point_camera -1339.9 1009.8 252.0 switchstyle 2 0169: set_fade_color 0 0 0 0001: wait 500 ms 016A: fade 1 1500 ms :MM_2858 00D6: if 016B: fading 004D: jump_if_false @MM_2882 0001: wait 0 ms 0002: jump @MM_2858 :MM_2882 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @MM_2905 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 :MM_2905 0006: TIMERA = 0 // @ = int 00BC: text_highpriority 'BLOD_01' time 5000 1 :MM_2927 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @MM_3038 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @MM_3006 00D6: if 0038: $61 == 1 // $ == int 004D: jump_if_false @MM_2999 0004: $61 = 0 // $ = int 0002: jump @MM_3413 :MM_2999 0002: jump @MM_3031 :MM_3006 00D6: if 0038: $61 == 0 // $ == int 004D: jump_if_false @MM_3031 0004: $61 = 1 // $ = int :MM_3031 0002: jump @MM_2927 :MM_3038 0006: TIMERA = 0 // @ = int 015F: set_camera_position -1468.7 948.8 262.9 rotation 0.0 0.0 0.0 0160: point_camera -1459.5 942.2 261.6 switchstyle 2 00BC: text_highpriority 'BLOD_02' time 5000 1 :MM_3111 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @MM_3222 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @MM_3190 00D6: if 0038: $61 == 1 // $ == int 004D: jump_if_false @MM_3183 0004: $61 = 0 // $ = int 0002: jump @MM_3413 :MM_3183 0002: jump @MM_3215 :MM_3190 00D6: if 0038: $61 == 0 // $ == int 004D: jump_if_false @MM_3215 0004: $61 = 1 // $ = int :MM_3215 0002: jump @MM_3111 :MM_3222 0006: TIMERA = 0 // @ = int 015F: set_camera_position -1262.7 997.2 266.8 rotation 0.0 0.0 0.0 0160: point_camera -1277.6 996.0 263.6 switchstyle 2 00BC: text_highpriority 'BLOD_03' time 5000 1 :MM_3295 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @MM_3406 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @MM_3374 00D6: if 0038: $61 == 1 // $ == int 004D: jump_if_false @MM_3367 0004: $61 = 0 // $ = int 0002: jump @MM_3413 :MM_3367 0002: jump @MM_3399 :MM_3374 00D6: if 0038: $61 == 0 // $ == int 004D: jump_if_false @MM_3399 0004: $61 = 1 // $ = int :MM_3399 0002: jump @MM_3295 :MM_3406 0006: TIMERA = 0 // @ = int :MM_3413 00BE: text_clear_all 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player 02A3: enable_widescreen 0 00BA: text_styled 'RACE2' 1100 ms 4 018C: play_sound 7 at 0.0 0.0 0.0 0001: wait 1000 ms 00BA: text_styled 'RACE3' 1100 ms 4 018C: play_sound 8 at 0.0 0.0 0.0 0001: wait 1000 ms 00BA: text_styled 'RACE4' 1100 ms 4 018C: play_sound 9 at 0.0 0.0 0.0 0001: wait 1000 ms 00BA: text_styled 'RACE5' 800 ms 4 018C: play_sound 10 at 0.0 0.0 0.0 0001: wait 800 ms 00BE: text_clear_all 01B4: set_player $PLAYER_CHAR can_move 1 00D6: if 8119: not car $7160 wrecked 004D: jump_if_false @MM_3648 00AD: set_car $7160 max_speed_to 100.0 0477: set_car $7160 action 8 time 5000 00D6: if 8119: not car $7161 wrecked 004D: jump_if_false @MM_3648 032C: car $7160 ram $7161 :MM_3648 00D6: if 8119: not car $7161 wrecked 004D: jump_if_false @MM_3691 00AD: set_car $7161 max_speed_to 100.0 0477: set_car $7161 action 8 time 5000 00AF: set_car $7161 driver_behaviour_to 2 :MM_3691 00D6: if 8119: not car $7162 wrecked 004D: jump_if_false @MM_3727 00AD: set_car $7162 max_speed_to 100.0 0477: set_car $7162 action 8 time 5000 :MM_3727 00D6: if 8119: not car $7163 wrecked 004D: jump_if_false @MM_3787 00AD: set_car $7163 max_speed_to 100.0 0477: set_car $7163 action 8 time 5000 00D6: if 8119: not car $7164 wrecked 004D: jump_if_false @MM_3787 032C: car $7163 ram $7164 :MM_3787 00D6: if 8119: not car $7164 wrecked 004D: jump_if_false @MM_3847 00AD: set_car $7164 max_speed_to 100.0 0477: set_car $7164 action 8 time 5000 00D6: if 8119: not car $7165 wrecked 004D: jump_if_false @MM_3847 032C: car $7164 ram $7165 :MM_3847 00D6: if 8119: not car $7165 wrecked 004D: jump_if_false @MM_3890 00AD: set_car $7165 max_speed_to 100.0 0477: set_car $7165 action 8 time 5000 00AF: set_car $7165 driver_behaviour_to 2 :MM_3890 00D6: if 8119: not car $7166 wrecked 004D: jump_if_false @MM_3950 00AD: set_car $7166 max_speed_to 100.0 0477: set_car $7166 action 8 time 5000 00D6: if 8119: not car $7167 wrecked 004D: jump_if_false @MM_3950 032C: car $7166 ram $7167 :MM_3950 00D6: if 8119: not car $7167 wrecked 004D: jump_if_false @MM_4010 00AD: set_car $7167 max_speed_to 100.0 0477: set_car $7167 action 8 time 5000 00D6: if 8119: not car $7168 wrecked 004D: jump_if_false @MM_4010 032C: car $7167 ram $7168 :MM_4010 00D6: if 8119: not car $7168 wrecked 004D: jump_if_false @MM_4070 00AD: set_car $7168 max_speed_to 100.0 0477: set_car $7168 action 8 time 5000 00D6: if 8119: not car $7169 wrecked 004D: jump_if_false @MM_4070 032C: car $7168 ram $7169 :MM_4070 00D6: if 8119: not car $7169 wrecked 004D: jump_if_false @MM_4106 00AD: set_car $7169 max_speed_to 100.0 0477: set_car $7169 action 8 time 5000 :MM_4106 00D6: if 8119: not car $7170 wrecked 004D: jump_if_false @MM_4166 00AD: set_car $7170 max_speed_to 100.0 0477: set_car $7170 action 8 time 5000 00D6: if 8119: not car $7171 wrecked 004D: jump_if_false @MM_4166 032C: car $7170 ram $7171 :MM_4166 00D6: if 8119: not car $7171 wrecked 004D: jump_if_false @MM_4226 00AD: set_car $7171 max_speed_to 100.0 0477: set_car $7171 action 8 time 5000 00D6: if 8119: not car $7172 wrecked 004D: jump_if_false @MM_4226 032C: car $7171 ram $7172 :MM_4226 00D6: if 8119: not car $7172 wrecked 004D: jump_if_false @MM_4286 00AD: set_car $7172 max_speed_to 100.0 0477: set_car $7172 action 8 time 5000 00D6: if 8119: not car $7173 wrecked 004D: jump_if_false @MM_4286 032C: car $7172 ram $7173 :MM_4286 00D6: if 8119: not car $7173 wrecked 004D: jump_if_false @MM_4346 00AD: set_car $7173 max_speed_to 100.0 0477: set_car $7173 action 8 time 5000 00D6: if 8119: not car $7174 wrecked 004D: jump_if_false @MM_4346 032C: car $7173 ram $7174 :MM_4346 00D6: if 8119: not car $7174 wrecked 004D: jump_if_false @MM_4406 00AD: set_car $7174 max_speed_to 100.0 0477: set_car $7174 action 8 time 5000 00D6: if 8119: not car $7175 wrecked 004D: jump_if_false @MM_4406 032C: car $7174 ram $7175 :MM_4406 00D6: if 8119: not car $7175 wrecked 004D: jump_if_false @MM_4466 00AD: set_car $7175 max_speed_to 100.0 0477: set_car $7175 action 8 time 5000 00D6: if 8119: not car $7160 wrecked 004D: jump_if_false @MM_4466 032C: car $7175 ram $7160 :MM_4466 014E: start_timer_at $7196 count_in_direction 1 04F7: status_text $7201 1 line 1 'BLOD_04' 0208: $7219 = random_float -1530.0 -1384.0 0208: $7220 = random_float 995.0 923.0 0208: $7221 = random_float -1530.0 -1384.0 0208: $7222 = random_float 995.0 1056.0 0208: $7223 = random_float -1265.0 -1384.0 0208: $7224 = random_float 995.0 923.0 0208: $7225 = random_float -1265.0 -1384.0 0208: $7226 = random_float 995.0 1056.0 0050: gosub @MM_14708 0006: TIMERA = 0 // @ = int 0006: TIMERB = 0 // @ = int :MM_4631 00D6: if 0018: $7196 > 0 // $ > int 004D: jump_if_false @MM_9459 0001: wait 0 ms 00D6: if 0038: $7197 == 0 // $ == int 004D: jump_if_false @MM_4696 01E4: text_1number_lowpriority 'BLOD_05' $7198 time $7208 1 0002: jump @MM_4714 :MM_4696 01E4: text_1number_lowpriority 'BLOD_06' $7198 time $7208 1 :MM_4714 00D6: if 001C: $7196 > $7208 // $ > $ int 004D: jump_if_false @MM_4740 0002: jump @MM_9544 :MM_4740 00D6: if 0038: $7212 == 1 // $ == int 004D: jump_if_false @MM_4765 0050: gosub @MM_14838 :MM_4765 024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $7227 $7228 $7229 00D6: if 00F5: player $PLAYER_CHAR 0 $7227 $7228 $7229 radius 7.0 7.0 7.0 004D: jump_if_false @MM_4950 00D6: if 8119: not car $7192 wrecked 004D: jump_if_false @MM_4916 0227: $7214 = car $7192 health 00D6: if 001A: 1234 > $7214 // int > $ 004D: jump_if_false @MM_4900 0008: $7214 += 15 // $ += int 0224: set_car $7192 health_to $7214 0002: jump @MM_4916 :MM_4900 0004: $7214 = 1249 // $ = int 0224: set_car $7192 health_to $7214 :MM_4916 0008: $7196 += 15000 // $ += int 018C: play_sound 1 at 0.0 0.0 0.0 0050: gosub @MM_14708 :MM_4950 00D6: if 8119: not car $7162 wrecked 004D: jump_if_false @MM_5015 00D6: if 01AF: car $7162 0 $7227 $7228 $7229 radius 7.0 7.0 7.0 004D: jump_if_false @MM_5015 0050: gosub @MM_14708 :MM_5015 00D6: if 8119: not car $7169 wrecked 004D: jump_if_false @MM_5080 00D6: if 01AF: car $7169 0 $7227 $7228 $7229 radius 7.0 7.0 7.0 004D: jump_if_false @MM_5080 0050: gosub @MM_14708 :MM_5080 00D6: if 001A: 0 > $7195 // int > $ 004D: jump_if_false @MM_5105 0004: $7195 = 0 // $ = int :MM_5105 00D6: if 8119: not car $7192 wrecked 004D: jump_if_false @MM_5278 0227: $7200 = car $7192 health 000C: $7200 -= 249 // $ -= int 00D6: if 001A: 0 > $7200 // int > $ 004D: jump_if_false @MM_5162 0004: $7200 = 0 // $ = int :MM_5162 0084: $7201 = $7200 // $ = $ int 0014: $7201 /= 10 // $ /= int 00D6: if 001A: 0 > $7201 // int > $ 004D: jump_if_false @MM_5202 0004: $7201 = 0 // $ = int :MM_5202 00D6: if 01F4: car $7192 flipped 004D: jump_if_false @MM_5278 00D6: if 01C1: car $7192 stopped 004D: jump_if_false @MM_5278 00AA: store_car $7192 position_to $95 $96 $97 0174: $7218 = car $7192 z_angle 00AB: put_car $7192 at $95 $96 $97 0175: set_car $7192 z_angle_to $7218 :MM_5278 00D6: if 0019: TIMERB > 5000 // @ > int 004D: jump_if_false @MM_8947 00D6: if 0038: $7209 == 0 // $ == int 004D: jump_if_false @MM_5386 00D6: if 8119: not car $7162 wrecked 004D: jump_if_false @MM_5347 02C2: car $7162 drive_to_point $7227 $7228 -100.0 :MM_5347 00D6: if 8119: not car $7169 wrecked 004D: jump_if_false @MM_5379 02C2: car $7169 drive_to_point $7227 $7228 -100.0 :MM_5379 0004: $7209 = 1 // $ = int :MM_5386 00D6: if 0038: $7203 == 1 // $ == int 004D: jump_if_false @MM_5483 00D6: if 8119: not car $7160 wrecked 004D: jump_if_false @MM_5476 00D6: if 8119: not car $7162 wrecked 004D: jump_if_false @MM_5452 02C2: car $7162 drive_to_point $7227 $7228 -100.0 :MM_5452 00D6: if 8119: not car $7163 wrecked 004D: jump_if_false @MM_5476 032C: car $7163 ram $7160 :MM_5476 0004: $7203 = 5 // $ = int :MM_5483 00D6: if 0038: $7202 == 0 // $ == int 004D: jump_if_false @MM_5581 00D6: if 0038: $7203 == 5 // $ == int 004D: jump_if_false @MM_5581 00D6: if 8119: not car $7160 wrecked 004D: jump_if_false @MM_5581 0208: $7219 = random_float -1530.0 -1384.0 0208: $7220 = random_float 995.0 923.0 02C2: car $7160 drive_to_point $7219 $7220 -100.0 :MM_5581 00D6: if 0038: $7203 == 11 // $ == int 004D: jump_if_false @MM_5652 00D6: if 8119: not car $7160 wrecked 004D: jump_if_false @MM_5622 00AF: set_car $7160 driver_behaviour_to 2 :MM_5622 00D6: if 8119: not car $7163 wrecked 004D: jump_if_false @MM_5645 00AF: set_car $7163 driver_behaviour_to 2 :MM_5645 0004: $7203 = 6 // $ = int :MM_5652 00D6: if 0038: $7203 == 2 // $ == int 004D: jump_if_false @MM_5741 00D6: if 8119: not car $7164 wrecked 004D: jump_if_false @MM_5734 00D6: if 8119: not car $7166 wrecked 004D: jump_if_false @MM_5710 032C: car $7166 ram $7164 :MM_5710 00D6: if 8119: not car $7167 wrecked 004D: jump_if_false @MM_5734 032C: car $7167 ram $7164 :MM_5734 0004: $7203 = 5 // $ = int :MM_5741 00D6: if 0038: $7202 == 0 // $ == int 004D: jump_if_false @MM_5839 00D6: if 0038: $7203 == 5 // $ == int 004D: jump_if_false @MM_5839 00D6: if 8119: not car $7164 wrecked 004D: jump_if_false @MM_5839 0208: $7221 = random_float -1530.0 -1384.0 0208: $7222 = random_float 995.0 1056.0 02C2: car $7164 drive_to_point $7221 $7222 -100.0 :MM_5839 00D6: if 0038: $7203 == 12 // $ == int 004D: jump_if_false @MM_5933 00D6: if 8119: not car $7164 wrecked 004D: jump_if_false @MM_5880 00AF: set_car $7164 driver_behaviour_to 2 :MM_5880 00D6: if 8119: not car $7166 wrecked 004D: jump_if_false @MM_5903 00AF: set_car $7166 driver_behaviour_to 2 :MM_5903 00D6: if 8119: not car $7167 wrecked 004D: jump_if_false @MM_5926 00AF: set_car $7167 driver_behaviour_to 2 :MM_5926 0004: $7203 = 6 // $ = int :MM_5933 00D6: if 0038: $7203 == 3 // $ == int 004D: jump_if_false @MM_6054 00D6: if 8119: not car $7168 wrecked 004D: jump_if_false @MM_6047 00D6: if 8119: not car $7169 wrecked 004D: jump_if_false @MM_5999 02C2: car $7169 drive_to_point $7227 $7228 -100.0 :MM_5999 00D6: if 8119: not car $7170 wrecked 004D: jump_if_false @MM_6023 032C: car $7170 ram $7168 :MM_6023 00D6: if 8119: not car $7171 wrecked 004D: jump_if_false @MM_6047 032C: car $7171 ram $7168 :MM_6047 0004: $7203 = 5 // $ = int :MM_6054 00D6: if 0038: $7202 == 0 // $ == int 004D: jump_if_false @MM_6152 00D6: if 0038: $7203 == 5 // $ == int 004D: jump_if_false @MM_6152 00D6: if 8119: not car $7168 wrecked 004D: jump_if_false @MM_6152 0208: $7223 = random_float -1265.0 -1384.0 0208: $7224 = random_float 995.0 923.0 02C2: car $7168 drive_to_point $7223 $7224 -100.0 :MM_6152 00D6: if 0038: $7203 == 13 // $ == int 004D: jump_if_false @MM_6246 00D6: if 8119: not car $7168 wrecked 004D: jump_if_false @MM_6193 00AF: set_car $7168 driver_behaviour_to 2 :MM_6193 00D6: if 8119: not car $7170 wrecked 004D: jump_if_false @MM_6216 00AF: set_car $7170 driver_behaviour_to 2 :MM_6216 00D6: if 8119: not car $7171 wrecked 004D: jump_if_false @MM_6239 00AF: set_car $7171 driver_behaviour_to 2 :MM_6239 0004: $7203 = 6 // $ = int :MM_6246 00D6: if 0038: $7203 == 4 // $ == int 004D: jump_if_false @MM_6359 00D6: if 8119: not car $7172 wrecked 004D: jump_if_false @MM_6352 00D6: if 8119: not car $7173 wrecked 004D: jump_if_false @MM_6304 032C: car $7173 ram $7172 :MM_6304 00D6: if 8119: not car $7174 wrecked 004D: jump_if_false @MM_6328 032C: car $7174 ram $7172 :MM_6328 00D6: if 8119: not car $7175 wrecked 004D: jump_if_false @MM_6352 032C: car $7175 ram $7172 :MM_6352 0004: $7203 = 5 // $ = int :MM_6359 00D6: if 0038: $7202 == 0 // $ == int 004D: jump_if_false @MM_6464 00D6: if 0038: $7203 == 5 // $ == int 004D: jump_if_false @MM_6457 00D6: if 8119: not car $7172 wrecked 004D: jump_if_false @MM_6457 0208: $7225 = random_float -1265.0 -1384.0 0208: $7226 = random_float 995.0 1056.0 02C2: car $7172 drive_to_point $7225 $7226 -100.0 :MM_6457 0004: $7202 = 1 // $ = int :MM_6464 00D6: if 0038: $7203 == 14 // $ == int 004D: jump_if_false @MM_6581 00D6: if 8119: not car $7172 wrecked 004D: jump_if_false @MM_6505 00AF: set_car $7172 driver_behaviour_to 2 :MM_6505 00D6: if 8119: not car $7173 wrecked 004D: jump_if_false @MM_6528 00AF: set_car $7173 driver_behaviour_to 2 :MM_6528 00D6: if 8119: not car $7174 wrecked 004D: jump_if_false @MM_6551 00AF: set_car $7174 driver_behaviour_to 2 :MM_6551 00D6: if 8119: not car $7175 wrecked 004D: jump_if_false @MM_6574 00AF: set_car $7175 driver_behaviour_to 2 :MM_6574 0004: $7203 = 6 // $ = int :MM_6581 00D6: if 8119: not car $7160 wrecked 004D: jump_if_false @MM_6698 00D6: if 01F4: car $7160 flipped 004D: jump_if_false @MM_6672 00D6: if 81FC: not player $PLAYER_CHAR near_car $7160 radius 7.0 7.0 0 004D: jump_if_false @MM_6672 00AA: store_car $7160 position_to $95 $96 $97 00AB: put_car $7160 at $95 $96 $97 :MM_6672 00D6: if 03CE: car $7160 stuck 004D: jump_if_false @MM_6698 0477: set_car $7160 action 2 time 3000 :MM_6698 00D6: if 8119: not car $7161 wrecked 004D: jump_if_false @MM_6815 00D6: if 01F4: car $7161 flipped 004D: jump_if_false @MM_6789 00D6: if 81FC: not player $PLAYER_CHAR near_car $7161 radius 7.0 7.0 0 004D: jump_if_false @MM_6789 00AA: store_car $7161 position_to $95 $96 $97 00AB: put_car $7161 at $95 $96 $97 :MM_6789 00D6: if 03CE: car $7161 stuck 004D: jump_if_false @MM_6815 0477: set_car $7161 action 2 time 3000 :MM_6815 00D6: if 8119: not car $7162 wrecked 004D: jump_if_false @MM_6932 00D6: if 01F4: car $7162 flipped 004D: jump_if_false @MM_6906 00D6: if 81FC: not player $PLAYER_CHAR near_car $7162 radius 7.0 7.0 0 004D: jump_if_false @MM_6906 00AA: store_car $7162 position_to $95 $96 $97 00AB: put_car $7162 at $95 $96 $97 :MM_6906 00D6: if 03CE: car $7162 stuck 004D: jump_if_false @MM_6932 0477: set_car $7162 action 2 time 3000 :MM_6932 00D6: if 8119: not car $7163 wrecked 004D: jump_if_false @MM_7049 00D6: if 01F4: car $7163 flipped 004D: jump_if_false @MM_7023 00D6: if 81FC: not player $PLAYER_CHAR near_car $7163 radius 7.0 7.0 0 004D: jump_if_false @MM_7023 00AA: store_car $7163 position_to $95 $96 $97 00AB: put_car $7163 at $95 $96 $97 :MM_7023 00D6: if 03CE: car $7163 stuck 004D: jump_if_false @MM_7049 0477: set_car $7163 action 2 time 3000 :MM_7049 00D6: if 8119: not car $7164 wrecked 004D: jump_if_false @MM_7166 00D6: if 01F4: car $7164 flipped 004D: jump_if_false @MM_7140 00D6: if 81FC: not player $PLAYER_CHAR near_car $7164 radius 7.0 7.0 0 004D: jump_if_false @MM_7140 00AA: store_car $7164 position_to $95 $96 $97 00AB: put_car $7164 at $95 $96 $97 :MM_7140 00D6: if 03CE: car $7164 stuck 004D: jump_if_false @MM_7166 0477: set_car $7164 action 2 time 3000 :MM_7166 00D6: if 8119: not car $7165 wrecked 004D: jump_if_false @MM_7283 00D6: if 01F4: car $7165 flipped 004D: jump_if_false @MM_7257 00D6: if 81FC: not player $PLAYER_CHAR near_car $7165 radius 7.0 7.0 0 004D: jump_if_false @MM_7257 00AA: store_car $7165 position_to $95 $96 $97 00AB: put_car $7165 at $95 $96 $97 :MM_7257 00D6: if 03CE: car $7165 stuck 004D: jump_if_false @MM_7283 0477: set_car $7165 action 2 time 3000 :MM_7283 00D6: if 8119: not car $7166 wrecked 004D: jump_if_false @MM_7400 00D6: if 01F4: car $7166 flipped 004D: jump_if_false @MM_7374 00D6: if 81FC: not player $PLAYER_CHAR near_car $7166 radius 7.0 7.0 0 004D: jump_if_false @MM_7374 00AA: store_car $7166 position_to $95 $96 $97 00AB: put_car $7166 at $95 $96 $97 :MM_7374 00D6: if 03CE: car $7166 stuck 004D: jump_if_false @MM_7400 0477: set_car $7166 action 2 time 3000 :MM_7400 00D6: if 8119: not car $7167 wrecked 004D: jump_if_false @MM_7517 00D6: if 01F4: car $7167 flipped 004D: jump_if_false @MM_7491 00D6: if 81FC: not player $PLAYER_CHAR near_car $7167 radius 7.0 7.0 0 004D: jump_if_false @MM_7491 00AA: store_car $7167 position_to $95 $96 $97 00AB: put_car $7167 at $95 $96 $97 :MM_7491 00D6: if 03CE: car $7167 stuck 004D: jump_if_false @MM_7517 0477: set_car $7167 action 2 time 3000 :MM_7517 00D6: if 8119: not car $7168 wrecked 004D: jump_if_false @MM_7634 00D6: if 01F4: car $7168 flipped 004D: jump_if_false @MM_7608 00D6: if 81FC: not player $PLAYER_CHAR near_car $7168 radius 7.0 7.0 0 004D: jump_if_false @MM_7608 00AA: store_car $7168 position_to $95 $96 $97 00AB: put_car $7168 at $95 $96 $97 :MM_7608 00D6: if 03CE: car $7168 stuck 004D: jump_if_false @MM_7634 0477: set_car $7168 action 2 time 3000 :MM_7634 00D6: if 8119: not car $7169 wrecked 004D: jump_if_false @MM_7751 00D6: if 01F4: car $7169 flipped 004D: jump_if_false @MM_7725 00D6: if 81FC: not player $PLAYER_CHAR near_car $7169 radius 7.0 7.0 0 004D: jump_if_false @MM_7725 00AA: store_car $7169 position_to $95 $96 $97 00AB: put_car $7169 at $95 $96 $97 :MM_7725 00D6: if 03CE: car $7169 stuck 004D: jump_if_false @MM_7751 0477: set_car $7169 action 2 time 3000 :MM_7751 00D6: if 8119: not car $7170 wrecked 004D: jump_if_false @MM_7868 00D6: if 01F4: car $7170 flipped 004D: jump_if_false @MM_7842 00D6: if 81FC: not player $PLAYER_CHAR near_car $7170 radius 7.0 7.0 0 004D: jump_if_false @MM_7842 00AA: store_car $7170 position_to $95 $96 $97 00AB: put_car $7170 at $95 $96 $97 :MM_7842 00D6: if 03CE: car $7170 stuck 004D: jump_if_false @MM_7868 0477: set_car $7170 action 2 time 3000 :MM_7868 00D6: if 8119: not car $7171 wrecked 004D: jump_if_false @MM_7985 00D6: if 01F4: car $7171 flipped 004D: jump_if_false @MM_7959 00D6: if 81FC: not player $PLAYER_CHAR near_car $7171 radius 7.0 7.0 0 004D: jump_if_false @MM_7959 00AA: store_car $7171 position_to $95 $96 $97 00AB: put_car $7171 at $95 $96 $97 :MM_7959 00D6: if 03CE: car $7171 stuck 004D: jump_if_false @MM_7985 0477: set_car $7171 action 2 time 3000 :MM_7985 00D6: if 8119: not car $7172 wrecked 004D: jump_if_false @MM_8102 00D6: if 01F4: car $7172 flipped 004D: jump_if_false @MM_8076 00D6: if 81FC: not player $PLAYER_CHAR near_car $7172 radius 7.0 7.0 0 004D: jump_if_false @MM_8076 00AA: store_car $7172 position_to $95 $96 $97 00AB: put_car $7172 at $95 $96 $97 :MM_8076 00D6: if 03CE: car $7172 stuck 004D: jump_if_false @MM_8102 0477: set_car $7172 action 2 time 3000 :MM_8102 00D6: if 8119: not car $7173 wrecked 004D: jump_if_false @MM_8219 00D6: if 01F4: car $7173 flipped 004D: jump_if_false @MM_8193 00D6: if 81FC: not player $PLAYER_CHAR near_car $7173 radius 7.0 7.0 0 004D: jump_if_false @MM_8193 00AA: store_car $7173 position_to $95 $96 $97 00AB: put_car $7173 at $95 $96 $97 :MM_8193 00D6: if 03CE: car $7173 stuck 004D: jump_if_false @MM_8219 0477: set_car $7173 action 2 time 3000 :MM_8219 00D6: if 8119: not car $7174 wrecked 004D: jump_if_false @MM_8336 00D6: if 01F4: car $7174 flipped 004D: jump_if_false @MM_8310 00D6: if 81FC: not player $PLAYER_CHAR near_car $7174 radius 7.0 7.0 0 004D: jump_if_false @MM_8310 00AA: store_car $7174 position_to $95 $96 $97 00AB: put_car $7174 at $95 $96 $97 :MM_8310 00D6: if 03CE: car $7174 stuck 004D: jump_if_false @MM_8336 0477: set_car $7174 action 2 time 3000 :MM_8336 00D6: if 8119: not car $7175 wrecked 004D: jump_if_false @MM_8453 00D6: if 01F4: car $7175 flipped 004D: jump_if_false @MM_8427 00D6: if 81FC: not player $PLAYER_CHAR near_car $7175 radius 7.0 7.0 0 004D: jump_if_false @MM_8427 00AA: store_car $7175 position_to $95 $96 $97 00AB: put_car $7175 at $95 $96 $97 :MM_8427 00D6: if 03CE: car $7175 stuck 004D: jump_if_false @MM_8453 0477: set_car $7175 action 2 time 3000 :MM_8453 00D6: if 0019: TIMERA > 1500 // @ > int 004D: jump_if_false @MM_8511 0004: $7202 = 0 // $ = int 0006: TIMERA = 0 // @ = int 00D6: if 0038: $7212 == 0 // $ == int 004D: jump_if_false @MM_8511 0004: $7212 = 1 // $ = int :MM_8511 00D6: if 0056: player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 923.0 004D: jump_if_false @MM_8588 00D6: if 0038: $7204 == 0 // $ == int 004D: jump_if_false @MM_8581 0004: $7203 = 11 // $ = int 0004: $7204 = 1 // $ = int :MM_8581 0002: jump @MM_8620 :MM_8588 00D6: if 0038: $7204 == 1 // $ == int 004D: jump_if_false @MM_8620 0004: $7203 = 1 // $ = int 0004: $7204 = 0 // $ = int :MM_8620 00D6: if 0056: player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 1076.0 004D: jump_if_false @MM_8697 00D6: if 0038: $7205 == 0 // $ == int 004D: jump_if_false @MM_8690 0004: $7203 = 12 // $ = int 0004: $7205 = 1 // $ = int :MM_8690 0002: jump @MM_8729 :MM_8697 00D6: if 0038: $7205 == 1 // $ == int 004D: jump_if_false @MM_8729 0004: $7203 = 2 // $ = int 0004: $7205 = 0 // $ = int :MM_8729 00D6: if 0056: player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 923.0 004D: jump_if_false @MM_8806 00D6: if 0038: $7206 == 0 // $ == int 004D: jump_if_false @MM_8799 0004: $7203 = 13 // $ = int 0004: $7206 = 1 // $ = int :MM_8799 0002: jump @MM_8838 :MM_8806 00D6: if 0038: $7206 == 1 // $ == int 004D: jump_if_false @MM_8838 0004: $7203 = 3 // $ = int 0004: $7206 = 0 // $ = int :MM_8838 00D6: if 0056: player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 1076.0 004D: jump_if_false @MM_8915 00D6: if 0038: $7207 == 0 // $ == int 004D: jump_if_false @MM_8908 0004: $7203 = 14 // $ = int 0004: $7207 = 1 // $ = int :MM_8908 0002: jump @MM_8947 :MM_8915 00D6: if 0038: $7207 == 1 // $ == int 004D: jump_if_false @MM_8947 0004: $7203 = 4 // $ = int 0004: $7207 = 0 // $ = int :MM_8947 00D6: if 0119: car $7160 wrecked 004D: jump_if_false @MM_8977 000C: $7194 -= 1 // $ -= int 0008: $7195 += 1 // $ += int :MM_8977 00D6: if 0119: car $7161 wrecked 004D: jump_if_false @MM_9007 000C: $7194 -= 1 // $ -= int 0008: $7195 += 1 // $ += int :MM_9007 00D6: if 0119: car $7162 wrecked 004D: jump_if_false @MM_9037 000C: $7194 -= 1 // $ -= int 0008: $7195 += 1 // $ += int :MM_9037 00D6: if 0119: car $7163 wrecked 004D: jump_if_false @MM_9067 000C: $7194 -= 1 // $ -= int 0008: $7195 += 1 // $ += int :MM_9067 00D6: if 0119: car $7164 wrecked 004D: jump_if_false @MM_9097 000C: $7194 -= 1 // $ -= int 0008: $7195 += 1 // $ += int :MM_9097 00D6: if 0119: car $7165 wrecked 004D: jump_if_false @MM_9127 000C: $7194 -= 1 // $ -= int 0008: $7195 += 1 // $ += int :MM_9127 00D6: if 0119: car $7166 wrecked 004D: jump_if_false @MM_9157 000C: $7194 -= 1 // $ -= int 0008: $7195 += 1 // $ += int :MM_9157 00D6: if 0119: car $7167 wrecked 004D: jump_if_false @MM_9187 000C: $7194 -= 1 // $ -= int 0008: $7195 += 1 // $ += int :MM_9187 00D6: if 0119: car $7168 wrecked 004D: jump_if_false @MM_9217 000C: $7194 -= 1 // $ -= int 0008: $7195 += 1 // $ += int :MM_9217 00D6: if 0119: car $7169 wrecked 004D: jump_if_false @MM_9247 000C: $7194 -= 1 // $ -= int 0008: $7195 += 1 // $ += int :MM_9247 00D6: if 0119: car $7170 wrecked 004D: jump_if_false @MM_9277 000C: $7194 -= 1 // $ -= int 0008: $7195 += 1 // $ += int :MM_9277 00D6: if 0119: car $7171 wrecked 004D: jump_if_false @MM_9307 000C: $7194 -= 1 // $ -= int 0008: $7195 += 1 // $ += int :MM_9307 00D6: if 0119: car $7172 wrecked 004D: jump_if_false @MM_9337 000C: $7194 -= 1 // $ -= int 0008: $7195 += 1 // $ += int :MM_9337 00D6: if 0119: car $7173 wrecked 004D: jump_if_false @MM_9367 000C: $7194 -= 1 // $ -= int 0008: $7195 += 1 // $ += int :MM_9367 00D6: if 0119: car $7174 wrecked 004D: jump_if_false @MM_9397 000C: $7194 -= 1 // $ -= int 0008: $7195 += 1 // $ += int :MM_9397 00D6: if 0119: car $7175 wrecked 004D: jump_if_false @MM_9427 000C: $7194 -= 1 // $ -= int 0008: $7195 += 1 // $ += int :MM_9427 00D6: if 001A: 16 > $7194 // int > $ 004D: jump_if_false @MM_9452 0050: gosub @MM_10712 :MM_9452 0002: jump @MM_4631 :MM_9459 01B4: set_player $PLAYER_CHAR can_move 0 0169: set_fade_color 0 0 0 016A: fade 0 1000 ms :MM_9481 00D6: if 016B: fading 004D: jump_if_false @MM_9505 0001: wait 0 ms 0002: jump @MM_9481 :MM_9505 00BC: text_highpriority 'TAXI2' time 5000 1 0002: jump @MM_9527 :MM_9527 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :MM_9544 03CF: load_wav 'AIRHRNL' as 1 :MM_9556 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @MM_9582 0001: wait 0 ms 0002: jump @MM_9556 :MM_9582 03CF: load_wav 'AIRHRNR' as 2 :MM_9594 00D6: if 83D0: not wav 2 loaded 004D: jump_if_false @MM_9620 0001: wait 0 ms 0002: jump @MM_9594 :MM_9620 03D1: play_wav 1 03D1: play_wav 2 :MM_9628 00D6: if 83D2: not wav 2 ended 004D: jump_if_false @MM_9654 0001: wait 0 ms 0002: jump @MM_9628 :MM_9654 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 0394: play_music 1 00D6: if 8119: not car $7160 wrecked 004D: jump_if_false @MM_9692 0519: lock_vehicle $7160 in_current_position 1 :MM_9692 00D6: if 8119: not car $7161 wrecked 004D: jump_if_false @MM_9715 0519: lock_vehicle $7161 in_current_position 1 :MM_9715 00D6: if 8119: not car $7162 wrecked 004D: jump_if_false @MM_9738 0519: lock_vehicle $7162 in_current_position 1 :MM_9738 00D6: if 8119: not car $7163 wrecked 004D: jump_if_false @MM_9761 0519: lock_vehicle $7163 in_current_position 1 :MM_9761 00D6: if 8119: not car $7164 wrecked 004D: jump_if_false @MM_9784 0519: lock_vehicle $7164 in_current_position 1 :MM_9784 00D6: if 8119: not car $7165 wrecked 004D: jump_if_false @MM_9807 0519: lock_vehicle $7165 in_current_position 1 :MM_9807 00D6: if 8119: not car $7166 wrecked 004D: jump_if_false @MM_9830 0519: lock_vehicle $7166 in_current_position 1 :MM_9830 00D6: if 8119: not car $7167 wrecked 004D: jump_if_false @MM_9853 0519: lock_vehicle $7167 in_current_position 1 :MM_9853 00D6: if 8119: not car $7168 wrecked 004D: jump_if_false @MM_9876 0519: lock_vehicle $7168 in_current_position 1 :MM_9876 00D6: if 8119: not car $7169 wrecked 004D: jump_if_false @MM_9899 0519: lock_vehicle $7169 in_current_position 1 :MM_9899 00D6: if 8119: not car $7170 wrecked 004D: jump_if_false @MM_9922 0519: lock_vehicle $7170 in_current_position 1 :MM_9922 00D6: if 8119: not car $7171 wrecked 004D: jump_if_false @MM_9945 0519: lock_vehicle $7171 in_current_position 1 :MM_9945 00D6: if 8119: not car $7172 wrecked 004D: jump_if_false @MM_9968 0519: lock_vehicle $7172 in_current_position 1 :MM_9968 00D6: if 8119: not car $7173 wrecked 004D: jump_if_false @MM_9991 0519: lock_vehicle $7173 in_current_position 1 :MM_9991 00D6: if 8119: not car $7174 wrecked 004D: jump_if_false @MM_10014 0519: lock_vehicle $7174 in_current_position 1 :MM_10014 00D6: if 8119: not car $7175 wrecked 004D: jump_if_false @MM_10037 0519: lock_vehicle $7175 in_current_position 1 :MM_10037 00BA: text_styled 'BLOD_10' 6000 ms 5 01E3: text_1number_styled 'BLOD_09' number 1000 time 6000 style 6 0109: player $PLAYER_CHAR money += 1000 0084: $7199 = $7208 // $ = $ int 0014: $7199 /= 1000 // $ /= int 0008: $7197 += 1 // $ += int 0008: $7198 += 1 // $ += int 0544: save_longest_time_in_bloodring $7199 0006: TIMERA = 0 // @ = int 03F0: enable_text_draw 1 :MM_10124 0001: wait 0 ms 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @MM_10322 0050: gosub @MM_15844 0340: set_text_draw_color 0 0 0 255 045A: text_draw_1number 32.0 302.0 'BLOD_07' $7199 0050: gosub @MM_15844 0340: set_text_draw_color 255 128 0 255 045A: text_draw_1number 30.0 300.0 'BLOD_07' $7199 0050: gosub @MM_15844 0340: set_text_draw_color 0 0 0 255 045A: text_draw_1number 32.0 317.0 'BLOD_08' $7195 0050: gosub @MM_15844 0340: set_text_draw_color 255 128 0 255 045A: text_draw_1number 30.0 315.0 'BLOD_08' $7195 0002: jump @MM_10329 :MM_10322 0002: jump @MM_10336 :MM_10329 0002: jump @MM_10124 :MM_10336 0008: $7208 += 60000 // $ += int 0169: set_fade_color 0 0 0 016A: fade 0 1000 ms :MM_10361 00D6: if 016B: fading 004D: jump_if_false @MM_10385 0001: wait 0 ms 0002: 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 0110: clear_player $PLAYER_CHAR wanted_level 00D6: if 0038: $1598 == 0 // $ == int 004D: jump_if_false @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 0004: $1598 = 1 // $ = int :MM_10450 0051: return :MM_10452 0004: $ONMISSION = 0 // $ = int 03F0: enable_text_draw 0 04FA: clear_extra_colors_with_fade 0 0164: disable_marker $7230 03CB: load_scene -1101.0 1331.0 19.1 01B4: set_player $PLAYER_CHAR can_move 1 01B7: release_weather 0543: add_to_bloodring_kills_stat $7195 0151: remove_status_text $7195 014F: stop_timer $7196 0151: remove_status_text $7201 03D5: remove_text 'BLOD_05' 03D5: remove_text 'BLOD_06' 0249: release_model #BLOODRB 0249: release_model #BLOODRA 0249: release_model #WMYCR 0004: $392 = 1 // $ = int 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 057E: make_radar_grey 0 00D6: if 8112: not wasted_or_busted 004D: jump_if_false @MM_10708 04BB: select_interiour 0 // select render area 03CB: load_scene -1101.0 1331.0 19.1 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @MM_10652 012A: put_player $PLAYER_CHAR at -1101.0 1331.0 19.1 and_remove_from_car 0002: 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 02EB: restore_camera_with_jumpcut 03C8: set_camera_directly_before_player 0169: set_fade_color 0 0 0 016A: fade 1 1500 ms 01B4: set_player $PLAYER_CHAR can_move 1 :MM_10708 00D8: mission_cleanup 0051: return :MM_10712 0050: gosub @MM_14305 00D6: if 0119: car $7160 wrecked 004D: jump_if_false @MM_10936 00D6: if 0056: player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 923.0 004D: jump_if_false @MM_10816 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 018C: play_sound 1 at 0.0 0.0 0.0 0109: player $PLAYER_CHAR money += 100 :MM_10816 03CD: car $7160 remove_from_stuck_car_check 01C3: mark_car_as_no_longer_needed $7160 01C2: mark_actor_as_no_longer_needed $7176 00A5: $7160 = create_car #BLOODRB at $7215 $7216 $7217 0129: $7176 = create_actor 4 #WMYCR in_car $7160 driverseat 0489: set_actor $7176 muted 1 04E0: car $7160 abandon_path_radius 255 02AA: set_car $7160 immune_to_nonplayer 1 00AD: set_car $7160 max_speed_to 100.0 03CC: add_stuck_car_check $7160 distance 1.5 time 4000 00AE: set_vehicle $7160 traffic_behavior_to 3 04BA: set_car $7160 speed_instantly 25.0 00AF: set_car $7160 driver_behaviour_to 2 0008: $7194 += 1 // $ += int :MM_10936 0050: gosub @MM_14305 00D6: if 0119: car $7161 wrecked 004D: jump_if_false @MM_11160 00D6: if 0056: player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 923.0 004D: jump_if_false @MM_11040 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 018C: play_sound 1 at 0.0 0.0 0.0 0109: player $PLAYER_CHAR money += 100 :MM_11040 03CD: car $7161 remove_from_stuck_car_check 01C3: mark_car_as_no_longer_needed $7161 01C2: mark_actor_as_no_longer_needed $7177 00A5: $7161 = create_car #BLOODRB at $7215 $7216 $7217 0129: $7177 = create_actor 4 #WMYCR in_car $7161 driverseat 0489: set_actor $7177 muted 1 04E0: car $7161 abandon_path_radius 255 02AA: set_car $7161 immune_to_nonplayer 1 00AD: set_car $7161 max_speed_to 100.0 03CC: add_stuck_car_check $7161 distance 1.5 time 4000 00AE: set_vehicle $7161 traffic_behavior_to 3 04BA: set_car $7161 speed_instantly 25.0 00AF: set_car $7161 driver_behaviour_to 2 0008: $7194 += 1 // $ += int :MM_11160 0050: gosub @MM_14305 00D6: if 0119: car $7162 wrecked 004D: jump_if_false @MM_11384 00D6: if 0056: player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 923.0 004D: jump_if_false @MM_11264 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 018C: play_sound 1 at 0.0 0.0 0.0 0109: player $PLAYER_CHAR money += 100 :MM_11264 03CD: car $7162 remove_from_stuck_car_check 01C3: mark_car_as_no_longer_needed $7162 01C2: mark_actor_as_no_longer_needed $7178 00A5: $7162 = create_car #BLOODRB at $7215 $7216 $7217 0129: $7178 = create_actor 4 #WMYCR in_car $7162 driverseat 0489: set_actor $7178 muted 1 04E0: car $7162 abandon_path_radius 255 02AA: set_car $7162 immune_to_nonplayer 1 00AD: set_car $7162 max_speed_to 100.0 03CC: add_stuck_car_check $7162 distance 1.5 time 4000 00AE: set_vehicle $7162 traffic_behavior_to 3 04BA: set_car $7162 speed_instantly 25.0 00AF: set_car $7162 driver_behaviour_to 2 0008: $7194 += 1 // $ += int :MM_11384 0050: gosub @MM_14305 00D6: if 0119: car $7163 wrecked 004D: jump_if_false @MM_11608 00D6: if 0056: player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 923.0 004D: jump_if_false @MM_11488 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 018C: play_sound 1 at 0.0 0.0 0.0 0109: player $PLAYER_CHAR money += 100 :MM_11488 03CD: car $7163 remove_from_stuck_car_check 01C3: mark_car_as_no_longer_needed $7163 01C2: mark_actor_as_no_longer_needed $7179 00A5: $7163 = create_car #BLOODRB at $7215 $7216 $7217 0129: $7179 = create_actor 4 #WMYCR in_car $7163 driverseat 0489: set_actor $7179 muted 1 04E0: car $7163 abandon_path_radius 255 02AA: set_car $7163 immune_to_nonplayer 1 00AD: set_car $7163 max_speed_to 100.0 03CC: add_stuck_car_check $7163 distance 1.5 time 4000 00AE: set_vehicle $7163 traffic_behavior_to 3 04BA: set_car $7163 speed_instantly 25.0 00AF: set_car $7163 driver_behaviour_to 2 0008: $7194 += 1 // $ += int :MM_11608 0050: gosub @MM_14305 00D6: if 0119: car $7164 wrecked 004D: jump_if_false @MM_11832 00D6: if 0056: player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 1076.0 004D: jump_if_false @MM_11712 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 018C: play_sound 1 at 0.0 0.0 0.0 0109: player $PLAYER_CHAR money += 100 :MM_11712 03CD: car $7164 remove_from_stuck_car_check 01C3: mark_car_as_no_longer_needed $7164 01C2: mark_actor_as_no_longer_needed $7180 00A5: $7164 = create_car #BLOODRB at $7215 $7216 $7217 0129: $7180 = create_actor 4 #WMYCR in_car $7164 driverseat 0489: set_actor $7180 muted 1 04E0: car $7164 abandon_path_radius 255 02AA: set_car $7164 immune_to_nonplayer 1 00AD: set_car $7164 max_speed_to 100.0 03CC: add_stuck_car_check $7164 distance 1.5 time 4000 00AE: set_vehicle $7164 traffic_behavior_to 3 04BA: set_car $7164 speed_instantly 25.0 00AF: set_car $7164 driver_behaviour_to 2 0008: $7194 += 1 // $ += int :MM_11832 0050: gosub @MM_14305 00D6: if 0119: car $7165 wrecked 004D: jump_if_false @MM_12063 00D6: if 0056: player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 1076.0 004D: jump_if_false @MM_11936 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 018C: play_sound 1 at 0.0 0.0 0.0 0109: player $PLAYER_CHAR money += 100 :MM_11936 03CD: car $7165 remove_from_stuck_car_check 01C3: mark_car_as_no_longer_needed $7165 01C2: mark_actor_as_no_longer_needed $7181 00A5: $7165 = create_car #BLOODRB at $7215 $7216 $7217 0129: $7181 = create_actor 4 #WMYCR in_car $7165 driverseat 0489: set_actor $7181 muted 1 04E0: car $7165 abandon_path_radius 255 02AA: set_car $7165 immune_to_nonplayer 1 00AD: set_car $7165 max_speed_to 100.0 03CC: add_stuck_car_check $7165 distance 1.5 time 4000 00AE: set_vehicle $7165 traffic_behavior_to 3 04BA: set_car $7165 speed_instantly 25.0 00AF: set_car $7165 driver_behaviour_to 2 00AF: set_car $7165 driver_behaviour_to 2 0008: $7194 += 1 // $ += int :MM_12063 0050: gosub @MM_14305 00D6: if 0119: car $7166 wrecked 004D: jump_if_false @MM_12287 00D6: if 0056: player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 1076.0 004D: jump_if_false @MM_12167 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 018C: play_sound 1 at 0.0 0.0 0.0 0109: player $PLAYER_CHAR money += 100 :MM_12167 03CD: car $7166 remove_from_stuck_car_check 01C3: mark_car_as_no_longer_needed $7166 01C2: mark_actor_as_no_longer_needed $7182 00A5: $7166 = create_car #BLOODRB at $7215 $7216 $7217 0129: $7182 = create_actor 4 #WMYCR in_car $7166 driverseat 0489: set_actor $7182 muted 1 04E0: car $7166 abandon_path_radius 255 02AA: set_car $7166 immune_to_nonplayer 1 00AD: set_car $7166 max_speed_to 100.0 03CC: add_stuck_car_check $7166 distance 1.5 time 4000 00AE: set_vehicle $7166 traffic_behavior_to 3 04BA: set_car $7166 speed_instantly 25.0 00AF: set_car $7166 driver_behaviour_to 2 0008: $7194 += 1 // $ += int :MM_12287 0050: gosub @MM_14305 00D6: if 0119: car $7167 wrecked 004D: jump_if_false @MM_12511 00D6: if 0056: player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 1076.0 004D: jump_if_false @MM_12391 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 018C: play_sound 1 at 0.0 0.0 0.0 0109: player $PLAYER_CHAR money += 100 :MM_12391 03CD: car $7167 remove_from_stuck_car_check 01C3: mark_car_as_no_longer_needed $7167 01C2: mark_actor_as_no_longer_needed $7183 00A5: $7167 = create_car #BLOODRB at $7215 $7216 $7217 0129: $7183 = create_actor 4 #WMYCR in_car $7167 driverseat 0489: set_actor $7183 muted 1 04E0: car $7167 abandon_path_radius 255 02AA: set_car $7167 immune_to_nonplayer 1 00AD: set_car $7167 max_speed_to 100.0 03CC: add_stuck_car_check $7167 distance 1.5 time 4000 00AE: set_vehicle $7167 traffic_behavior_to 3 04BA: set_car $7167 speed_instantly 25.0 00AF: set_car $7167 driver_behaviour_to 2 0008: $7194 += 1 // $ += int :MM_12511 0050: gosub @MM_14305 00D6: if 0119: car $7168 wrecked 004D: jump_if_false @MM_12735 00D6: if 0056: player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 923.0 004D: jump_if_false @MM_12615 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 018C: play_sound 1 at 0.0 0.0 0.0 0109: player $PLAYER_CHAR money += 100 :MM_12615 03CD: car $7168 remove_from_stuck_car_check 01C3: mark_car_as_no_longer_needed $7168 01C2: mark_actor_as_no_longer_needed $7184 00A5: $7168 = create_car #BLOODRB at $7215 $7216 $7217 0129: $7184 = create_actor 4 #WMYCR in_car $7168 driverseat 0489: set_actor $7184 muted 1 04E0: car $7168 abandon_path_radius 255 02AA: set_car $7168 immune_to_nonplayer 1 00AD: set_car $7168 max_speed_to 100.0 03CC: add_stuck_car_check $7168 distance 1.5 time 4000 00AE: set_vehicle $7168 traffic_behavior_to 3 04BA: set_car $7168 speed_instantly 25.0 00AF: set_car $7168 driver_behaviour_to 2 0008: $7194 += 1 // $ += int :MM_12735 0050: gosub @MM_14305 00D6: if 0119: car $7169 wrecked 004D: jump_if_false @MM_12959 00D6: if 0056: player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 923.0 004D: jump_if_false @MM_12839 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 018C: play_sound 1 at 0.0 0.0 0.0 0109: player $PLAYER_CHAR money += 100 :MM_12839 03CD: car $7169 remove_from_stuck_car_check 01C3: mark_car_as_no_longer_needed $7169 01C2: mark_actor_as_no_longer_needed $7185 00A5: $7169 = create_car #BLOODRB at $7215 $7216 $7217 0129: $7185 = create_actor 4 #WMYCR in_car $7169 driverseat 0489: set_actor $7185 muted 1 04E0: car $7169 abandon_path_radius 255 02AA: set_car $7169 immune_to_nonplayer 1 00AD: set_car $7169 max_speed_to 100.0 03CC: add_stuck_car_check $7169 distance 1.5 time 4000 00AE: set_vehicle $7169 traffic_behavior_to 3 04BA: set_car $7169 speed_instantly 25.0 00AF: set_car $7169 driver_behaviour_to 2 0008: $7194 += 1 // $ += int :MM_12959 0050: gosub @MM_14305 00D6: if 0119: car $7170 wrecked 004D: jump_if_false @MM_13183 00D6: if 0056: player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 923.0 004D: jump_if_false @MM_13063 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 018C: play_sound 1 at 0.0 0.0 0.0 0109: player $PLAYER_CHAR money += 100 :MM_13063 03CD: car $7170 remove_from_stuck_car_check 01C3: mark_car_as_no_longer_needed $7170 01C2: mark_actor_as_no_longer_needed $7186 00A5: $7170 = create_car #BLOODRB at $7215 $7216 $7217 0129: $7186 = create_actor 4 #WMYCR in_car $7170 driverseat 0489: set_actor $7186 muted 1 04E0: car $7170 abandon_path_radius 255 02AA: set_car $7170 immune_to_nonplayer 1 00AD: set_car $7170 max_speed_to 100.0 03CC: add_stuck_car_check $7170 distance 1.5 time 4000 00AE: set_vehicle $7170 traffic_behavior_to 3 04BA: set_car $7170 speed_instantly 25.0 00AF: set_car $7170 driver_behaviour_to 2 0008: $7194 += 1 // $ += int :MM_13183 0050: gosub @MM_14305 00D6: if 0119: car $7171 wrecked 004D: jump_if_false @MM_13407 00D6: if 0056: player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 923.0 004D: jump_if_false @MM_13287 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 018C: play_sound 1 at 0.0 0.0 0.0 0109: player $PLAYER_CHAR money += 100 :MM_13287 03CD: car $7171 remove_from_stuck_car_check 01C3: mark_car_as_no_longer_needed $7171 01C2: mark_actor_as_no_longer_needed $7187 00A5: $7171 = create_car #BLOODRB at $7215 $7216 $7217 0129: $7187 = create_actor 4 #WMYCR in_car $7171 driverseat 0489: set_actor $7187 muted 1 04E0: car $7171 abandon_path_radius 255 02AA: set_car $7171 immune_to_nonplayer 1 00AD: set_car $7171 max_speed_to 100.0 03CC: add_stuck_car_check $7171 distance 1.5 time 4000 00AE: set_vehicle $7171 traffic_behavior_to 3 04BA: set_car $7171 speed_instantly 25.0 00AF: set_car $7171 driver_behaviour_to 2 0008: $7194 += 1 // $ += int :MM_13407 0050: gosub @MM_14305 00D6: if 0119: car $7172 wrecked 004D: jump_if_false @MM_13631 00D6: if 0056: player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 1076.0 004D: jump_if_false @MM_13511 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 018C: play_sound 1 at 0.0 0.0 0.0 0109: player $PLAYER_CHAR money += 100 :MM_13511 03CD: car $7172 remove_from_stuck_car_check 01C3: mark_car_as_no_longer_needed $7172 01C2: mark_actor_as_no_longer_needed $7188 00A5: $7172 = create_car #BLOODRB at $7215 $7216 $7217 0129: $7188 = create_actor 4 #WMYCR in_car $7172 driverseat 0489: set_actor $7188 muted 1 04E0: car $7172 abandon_path_radius 255 02AA: set_car $7172 immune_to_nonplayer 1 00AD: set_car $7172 max_speed_to 100.0 03CC: add_stuck_car_check $7172 distance 1.5 time 4000 00AE: set_vehicle $7172 traffic_behavior_to 3 04BA: set_car $7172 speed_instantly 25.0 00AF: set_car $7172 driver_behaviour_to 2 0008: $7194 += 1 // $ += int :MM_13631 0050: gosub @MM_14305 00D6: if 0119: car $7173 wrecked 004D: jump_if_false @MM_13855 00D6: if 0056: player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 1076.0 004D: jump_if_false @MM_13735 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 018C: play_sound 1 at 0.0 0.0 0.0 0109: player $PLAYER_CHAR money += 100 :MM_13735 03CD: car $7173 remove_from_stuck_car_check 01C3: mark_car_as_no_longer_needed $7173 01C2: mark_actor_as_no_longer_needed $7189 00A5: $7173 = create_car #BLOODRB at $7215 $7216 $7217 0129: $7189 = create_actor 4 #WMYCR in_car $7173 driverseat 0489: set_actor $7189 muted 1 04E0: car $7173 abandon_path_radius 255 02AA: set_car $7173 immune_to_nonplayer 1 00AD: set_car $7173 max_speed_to 100.0 03CC: add_stuck_car_check $7173 distance 1.5 time 4000 00AE: set_vehicle $7173 traffic_behavior_to 3 04BA: set_car $7173 speed_instantly 25.0 00AF: set_car $7173 driver_behaviour_to 2 0008: $7194 += 1 // $ += int :MM_13855 0050: gosub @MM_14305 00D6: if 0119: car $7174 wrecked 004D: jump_if_false @MM_14079 00D6: if 0056: player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 1076.0 004D: jump_if_false @MM_13959 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 018C: play_sound 1 at 0.0 0.0 0.0 0109: player $PLAYER_CHAR money += 100 :MM_13959 03CD: car $7174 remove_from_stuck_car_check 01C3: mark_car_as_no_longer_needed $7174 01C2: mark_actor_as_no_longer_needed $7190 00A5: $7174 = create_car #BLOODRB at $7215 $7216 $7217 0129: $7190 = create_actor 4 #WMYCR in_car $7174 driverseat 0489: set_actor $7190 muted 1 04E0: car $7174 abandon_path_radius 255 02AA: set_car $7174 immune_to_nonplayer 1 00AD: set_car $7174 max_speed_to 100.0 03CC: add_stuck_car_check $7174 distance 1.5 time 4000 00AE: set_vehicle $7174 traffic_behavior_to 3 04BA: set_car $7174 speed_instantly 25.0 00AF: set_car $7174 driver_behaviour_to 2 0008: $7194 += 1 // $ += int :MM_14079 0050: gosub @MM_14305 00D6: if 0119: car $7175 wrecked 004D: jump_if_false @MM_14303 00D6: if 0056: player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 1076.0 004D: jump_if_false @MM_14183 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 018C: play_sound 1 at 0.0 0.0 0.0 0109: player $PLAYER_CHAR money += 100 :MM_14183 03CD: car $7175 remove_from_stuck_car_check 01C3: mark_car_as_no_longer_needed $7175 01C2: mark_actor_as_no_longer_needed $7191 00A5: $7175 = create_car #BLOODRB at $7215 $7216 $7217 0129: $7191 = create_actor 4 #WMYCR in_car $7175 driverseat 0489: set_actor $7191 muted 1 04E0: car $7175 abandon_path_radius 255 02AA: set_car $7175 immune_to_nonplayer 1 00AD: set_car $7175 max_speed_to 100.0 03CC: add_stuck_car_check $7175 distance 1.5 time 4000 00AE: set_vehicle $7175 traffic_behavior_to 3 04BA: set_car $7175 speed_instantly 25.0 00AF: set_car $7175 driver_behaviour_to 2 0008: $7194 += 1 // $ += int :MM_14303 0051: return :MM_14305 0209: $7193 = random_int_in_ranges 1 4 0001: wait 0 ms 024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $7227 $7228 $7229 00D6: if 0038: $7212 == 1 // $ == int 004D: jump_if_false @MM_14371 0050: gosub @MM_14838 :MM_14371 00D6: if 0038: $7193 == 1 // $ == int 004D: jump_if_false @MM_14486 00D6: if 838A: not car_in_cube -1461.84 938.32 261.0 5.0 5.0 5.0 004D: jump_if_false @MM_14479 0005: $7215 = -1461.84 // $ = float 0005: $7216 = 938.32 // $ = float 0005: $7217 = 261.0 // $ = float 0005: $7218 = 345.6 // $ = float 0002: jump @MM_14486 :MM_14479 0002: jump @MM_14305 :MM_14486 00D6: if 0038: $7193 == 2 // $ == int 004D: jump_if_false @MM_14591 00D6: if 838A: not car_in_cube -1424.36 933.86 261.0 5.0 5.0 5.0 004D: jump_if_false @MM_14584 0005: $7215 = -1424.36 // $ = float 0005: $7216 = 933.86 // $ = float 0005: $7217 = 261.0 // $ = float 0002: jump @MM_14591 :MM_14584 0002: jump @MM_14305 :MM_14591 00D6: if 0038: $7193 == 3 // $ == int 004D: jump_if_false @MM_14706 00D6: if 838A: not car_in_cube -1443.29 931.29 261.0 5.0 5.0 5.0 004D: jump_if_false @MM_14699 0005: $7215 = -1443.29 // $ = float 0005: $7216 = 931.29 // $ = float 0005: $7217 = 261.0 // $ = float 0005: $7218 = 351.4 // $ = float 0002: jump @MM_14706 :MM_14699 0002: jump @MM_14305 :MM_14706 0051: return :MM_14708 0208: $7227 = random_float -1290.0 -1508.0 0208: $7228 = random_float 939.0 1052.0 02CE: $7229 = ground_z $7227 $7228 275.8 00D6: if 0020: $7229 > 260.2 // $ > float 004D: jump_if_false @MM_14782 0002: jump @MM_14708 :MM_14782 00D6: if 0022: 249.0 > $7229 // float > $ 004D: jump_if_false @MM_14810 0002: jump @MM_14708 :MM_14810 0164: disable_marker $7230 018A: $7230 = create_checkpoint_at $7227 $7228 $7229 0165: set_marker $7230 color_to 4 0051: return :MM_14838 0209: $7211 = random_int_in_ranges 1 22 00D6: if 0038: $7210 == 0 // $ == int 004D: jump_if_false @MM_15701 00D6: if 003A: $7213 == $7211 // $ == $ int 004D: jump_if_false @MM_14916 0008: $7211 += 1 // $ += int 00D6: if 0018: $7211 > 21 // $ > int 004D: jump_if_false @MM_14916 0004: $7211 = 1 // $ = int :MM_14916 00D6: if 0038: $7211 == 1 // $ == int 004D: jump_if_false @MM_14953 03CF: load_wav 'RACE1' as 1 0004: $7210 = 1 // $ = int :MM_14953 00D6: if 0038: $7211 == 2 // $ == int 004D: jump_if_false @MM_14990 03CF: load_wav 'RACE2' as 1 0004: $7210 = 1 // $ = int :MM_14990 00D6: if 0038: $7211 == 3 // $ == int 004D: jump_if_false @MM_15027 03CF: load_wav 'RACE3' as 1 0004: $7210 = 1 // $ = int :MM_15027 00D6: if 0038: $7211 == 4 // $ == int 004D: jump_if_false @MM_15064 03CF: load_wav 'RACE4' as 1 0004: $7210 = 1 // $ = int :MM_15064 00D6: if 0038: $7211 == 5 // $ == int 004D: jump_if_false @MM_15101 03CF: load_wav 'RACE5' as 1 0004: $7210 = 1 // $ = int :MM_15101 00D6: if 0038: $7211 == 6 // $ == int 004D: jump_if_false @MM_15138 03CF: load_wav 'RACE6' as 1 0004: $7210 = 1 // $ = int :MM_15138 00D6: if 0038: $7211 == 7 // $ == int 004D: jump_if_false @MM_15175 03CF: load_wav 'RACE7' as 1 0004: $7210 = 1 // $ = int :MM_15175 00D6: if 0038: $7211 == 8 // $ == int 004D: jump_if_false @MM_15212 03CF: load_wav 'RACE8' as 1 0004: $7210 = 1 // $ = int :MM_15212 00D6: if 0038: $7211 == 9 // $ == int 004D: jump_if_false @MM_15249 03CF: load_wav 'RACE9' as 1 0004: $7210 = 1 // $ = int :MM_15249 00D6: if 0038: $7211 == 10 // $ == int 004D: jump_if_false @MM_15286 03CF: load_wav 'RACE10' as 1 0004: $7210 = 1 // $ = int :MM_15286 00D6: if 0038: $7211 == 11 // $ == int 004D: jump_if_false @MM_15323 03CF: load_wav 'RACE11' as 1 0004: $7210 = 1 // $ = int :MM_15323 00D6: if 0038: $7211 == 12 // $ == int 004D: jump_if_false @MM_15360 03CF: load_wav 'RACE12' as 1 0004: $7210 = 1 // $ = int :MM_15360 00D6: if 0038: $7211 == 13 // $ == int 004D: jump_if_false @MM_15397 03CF: load_wav 'RACE13' as 1 0004: $7210 = 1 // $ = int :MM_15397 00D6: if 0038: $7211 == 14 // $ == int 004D: jump_if_false @MM_15434 03CF: load_wav 'RACE14' as 1 0004: $7210 = 1 // $ = int :MM_15434 00D6: if 0038: $7211 == 15 // $ == int 004D: jump_if_false @MM_15471 03CF: load_wav 'RACE15' as 1 0004: $7210 = 1 // $ = int :MM_15471 00D6: if 0038: $7211 == 16 // $ == int 004D: jump_if_false @MM_15508 03CF: load_wav 'CHEER1' as 1 0004: $7210 = 1 // $ = int :MM_15508 00D6: if 0038: $7211 == 17 // $ == int 004D: jump_if_false @MM_15545 03CF: load_wav 'CHEER2' as 1 0004: $7210 = 1 // $ = int :MM_15545 00D6: if 0038: $7211 == 18 // $ == int 004D: jump_if_false @MM_15582 03CF: load_wav 'CHEER3' as 1 0004: $7210 = 1 // $ = int :MM_15582 00D6: if 0038: $7211 == 19 // $ == int 004D: jump_if_false @MM_15619 03CF: load_wav 'CHEER4' as 1 0004: $7210 = 1 // $ = int :MM_15619 00D6: if 0038: $7211 == 20 // $ == int 004D: jump_if_false @MM_15656 03CF: load_wav 'OOH1' as 1 0004: $7210 = 1 // $ = int :MM_15656 00D6: if 0038: $7211 == 21 // $ == int 004D: jump_if_false @MM_15693 03CF: load_wav 'OOH2' as 1 0004: $7210 = 1 // $ = int :MM_15693 0084: $7213 = $7211 // $ = $ int :MM_15701 00D6: if 0038: $7210 == 1 // $ == int 004D: jump_if_false @MM_15741 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @MM_15741 0004: $7210 = 2 // $ = int :MM_15741 00D6: if 0038: $7210 == 2 // $ == int 004D: jump_if_false @MM_15770 03D1: play_wav 1 0004: $7210 = 3 // $ = int :MM_15770 00D6: if 0038: $7210 == 3 // $ == int 004D: jump_if_false @MM_15810 00D6: if 03D2: wav 1 ended 004D: jump_if_false @MM_15810 0004: $7210 = 4 // $ = int :MM_15810 00D6: if 0038: $7210 == 4 // $ == int 004D: jump_if_false @MM_15842 0004: $7210 = 0 // $ = int 0004: $7212 = 0 // $ = int :MM_15842 0051: 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 0051: return //-------------Mission 81--------------- // Originally: DIRTRING :KICKST 03A4: name_thread 'KICKST' 0050: gosub @KICKST_53 00D6: if 0112: wasted_or_busted 004D: jump_if_false @KICKST_37 0050: gosub @KICKST_9979 :KICKST_37 0050: gosub @KICKST_10445 004E: end_thread 0004: $7417 = 0 // $ = int :KICKST_53 0004: $ONMISSION = 1 // $ = int 00D6: if 0038: $55 == 0 // $ == int 004D: jump_if_false @KICKST_80 0317: increment_mission_attempts :KICKST_80 0004: $7231 = 0 // $ = int 0004: $7237 = 0 // $ = int 0004: $7235 = 30000 // $ = int 0005: $7238 = -1484.643 // $ = float 0005: $7239 = 1488.02 // $ = float 0005: $7240 = 302.654 // $ = float 0004: $7241 = 0 // $ = int 0005: $7243 = -1333.7 // $ = float 0005: $7244 = 1478.77 // $ = float 0005: $7245 = 302.5 // $ = float 0004: $7246 = 0 // $ = int 0005: $7248 = -1335.735 // $ = float 0005: $7249 = 1519.111 // $ = float 0005: $7250 = 300.748 // $ = float 0004: $7251 = 0 // $ = int 0005: $7253 = -1304.975 // $ = float 0005: $7254 = 1494.277 // $ = float 0005: $7255 = 302.124 // $ = float 0004: $7256 = 0 // $ = int 0005: $7258 = -1302.957 // $ = float 0005: $7259 = 1514.426 // $ = float 0005: $7260 = 302.18 // $ = float 0004: $7261 = 0 // $ = int 0005: $7263 = -1388.63 // $ = float 0005: $7264 = 1486.478 // $ = float 0005: $7265 = 305.919 // $ = float 0004: $7266 = 0 // $ = int 0005: $7268 = -1437.116 // $ = float 0005: $7269 = 1434.815 // $ = float 0005: $7270 = 315.836 // $ = float 0004: $7271 = 0 // $ = int 0005: $7273 = -1417.707 // $ = float 0005: $7274 = 1544.8 // $ = float 0005: $7275 = 302.693 // $ = float 0004: $7276 = 0 // $ = int 0005: $7278 = -1313.301 // $ = float 0005: $7279 = 1502.544 // $ = float 0005: $7280 = 301.162 // $ = float 0004: $7281 = 0 // $ = int 0005: $7283 = -1312.47 // $ = float 0005: $7284 = 1512.856 // $ = float 0005: $7285 = 302.067 // $ = float 0004: $7286 = 0 // $ = int 0005: $7288 = -1323.204 // $ = float 0005: $7289 = 1492.103 // $ = float 0005: $7290 = 303.936 // $ = float 0004: $7291 = 0 // $ = int 0005: $7293 = -1323.245 // $ = float 0005: $7294 = 1477.574 // $ = float 0005: $7295 = 305.774 // $ = float 0004: $7296 = 0 // $ = int 0005: $7298 = -1344.384 // $ = float 0005: $7299 = 1533.452 // $ = float 0005: $7300 = 303.0 // $ = float 0004: $7301 = 0 // $ = int 0005: $7303 = -1348.278 // $ = float 0005: $7304 = 1511.859 // $ = float 0005: $7305 = 298.644 // $ = float 0004: $7306 = 0 // $ = int 0005: $7308 = -1378.509 // $ = float 0005: $7309 = 1509.739 // $ = float 0005: $7310 = 300.0 // $ = float 0004: $7311 = 0 // $ = int 0005: $7313 = -1388.155 // $ = float 0005: $7314 = 1527.837 // $ = float 0005: $7315 = 300.929 // $ = float 0004: $7316 = 0 // $ = int 0005: $7318 = -1409.253 // $ = float 0005: $7319 = 1522.967 // $ = float 0005: $7320 = 298.37 // $ = float 0004: $7321 = 0 // $ = int 0005: $7323 = -1426.424 // $ = float 0005: $7324 = 1520.959 // $ = float 0005: $7325 = 303.545 // $ = float 0004: $7326 = 0 // $ = int 0005: $7328 = -1460.186 // $ = float 0005: $7329 = 1510.866 // $ = float 0005: $7330 = 298.952 // $ = float 0004: $7331 = 0 // $ = int 0005: $7333 = -1460.878 // $ = float 0005: $7334 = 1471.218 // $ = float 0005: $7335 = 298.564 // $ = float 0004: $7336 = 0 // $ = int 0005: $7338 = -1429.784 // $ = float 0005: $7339 = 1451.61 // $ = float 0005: $7340 = 298.27 // $ = float 0004: $7341 = 0 // $ = int 0005: $7343 = -1400.634 // $ = float 0005: $7344 = 1461.061 // $ = float 0005: $7345 = 298.286 // $ = float 0004: $7346 = 0 // $ = int 0005: $7348 = -1425.175 // $ = float 0005: $7349 = 1478.428 // $ = float 0005: $7350 = 301.445 // $ = float 0004: $7351 = 0 // $ = int 0005: $7353 = -1414.86 // $ = float 0005: $7354 = 1497.479 // $ = float 0005: $7355 = 302.988 // $ = float 0004: $7356 = 0 // $ = int 0005: $7358 = -1379.127 // $ = float 0005: $7359 = 1492.167 // $ = float 0005: $7360 = 302.758 // $ = float 0004: $7361 = 0 // $ = int 0005: $7363 = -1366.536 // $ = float 0005: $7364 = 1450.439 // $ = float 0005: $7365 = 299.945 // $ = float 0004: $7366 = 0 // $ = int 0005: $7368 = -1346.842 // $ = float 0005: $7369 = 1484.873 // $ = float 0005: $7370 = 299.035 // $ = float 0004: $7371 = 0 // $ = int 0005: $7373 = -1513.362 // $ = float 0005: $7374 = 1508.387 // $ = float 0005: $7375 = 302.0 // $ = float 0004: $7376 = 0 // $ = int 0005: $7378 = -1493.339 // $ = float 0005: $7379 = 1462.965 // $ = float 0005: $7380 = 302.345 // $ = float 0004: $7381 = 0 // $ = int 0005: $7383 = -1509.219 // $ = float 0005: $7384 = 1479.257 // $ = float 0005: $7385 = 301.356 // $ = float 0004: $7386 = 0 // $ = int 0005: $7388 = -1484.417 // $ = float 0005: $7389 = 1454.364 // $ = float 0005: $7390 = 303.049 // $ = float 0004: $7391 = 0 // $ = int 0005: $7393 = -1496.913 // $ = float 0005: $7394 = 1517.326 // $ = float 0005: $7395 = 301.5 // $ = float 0004: $7396 = 0 // $ = int 0004: $7398 = 0 // $ = int 0004: $7400 = 0 // $ = int 0004: $7399 = 0 // $ = int 0004: $7403 = 0 // $ = int 0004: $7401 = 0 // $ = int 0004: $7405 = 32 // $ = int 0005: $7406 = 0.0 // $ = float 0005: $7407 = 0.0 // $ = float 0005: $7408 = 0.0 // $ = float 0005: $7409 = 0.0 // $ = float 0005: $7410 = 0.0 // $ = float 0005: $7411 = 0.0 // $ = float 0004: $7412 = 0 // $ = int 0004: $7414 = 0 // $ = int 0004: $7415 = 0 // $ = int 0004: $7416 = 0 // $ = int 0001: wait 0 ms 054C: use_GXT_table 'KICKSTT' 01B4: set_player $PLAYER_CHAR can_move 0 057E: make_radar_grey 1 04BB: select_interiour 14 // select render area 04F9: set_extra_colors 9 fade 0 03CB: load_scene -1331.889 1498.615 298.14 0247: request_model #SANCHEZ :KICKST_1473 00D6: if 8248: not model #SANCHEZ available 004D: jump_if_false @KICKST_1500 0001: wait 0 ms 0002: jump @KICKST_1473 :KICKST_1500 015F: set_camera_position -1339.475 1448.583 299.939 rotation 0.0 0.0 0.0 0160: point_camera -1338.617 1449.095 299.894 switchstyle 2 0055: put_player $PLAYER_CHAR at -1333.326 1451.837 298.161 0171: set_player $PLAYER_CHAR z_angle_to 0.0 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 00A5: $7402 = create_car #SANCHEZ at -1331.994 1454.152 298.15 02AC: set_car $7402 immunities 1 1 1 1 1 0186: $7404 = create_marker_above_car $7402 03AB: set_car $7402 strong 1 03BC: $7413 = 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 $7238 $7239 $7240 0167: $7242 = create_marker_at $7238 $7239 $7240 color 0 display 3 0168: set_marker $7242 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7243 $7244 $7245 0167: $7247 = create_marker_at $7243 $7244 $7245 color 0 display 3 0168: set_marker $7247 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7248 $7249 $7250 0167: $7252 = create_marker_at $7248 $7249 $7250 color 0 display 3 0168: set_marker $7252 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7253 $7254 $7255 0167: $7257 = create_marker_at $7253 $7254 $7255 color 0 display 3 0168: set_marker $7257 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7258 $7259 $7260 0167: $7262 = create_marker_at $7258 $7259 $7260 color 0 display 3 0168: set_marker $7262 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7263 $7264 $7265 0167: $7267 = create_marker_at $7263 $7264 $7265 color 0 display 3 0168: set_marker $7267 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7268 $7269 $7270 0167: $7272 = create_marker_at $7268 $7269 $7270 color 0 display 3 0168: set_marker $7272 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7273 $7274 $7275 0167: $7277 = create_marker_at $7273 $7274 $7275 color 0 display 3 0168: set_marker $7277 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7278 $7279 $7280 0167: $7282 = create_marker_at $7278 $7279 $7280 color 0 display 3 0168: set_marker $7282 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7283 $7284 $7285 0167: $7287 = create_marker_at $7283 $7284 $7285 color 0 display 3 0168: set_marker $7287 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7288 $7289 $7290 0167: $7292 = create_marker_at $7288 $7289 $7290 color 0 display 3 0168: set_marker $7292 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7293 $7294 $7295 0167: $7297 = create_marker_at $7293 $7294 $7295 color 0 display 3 0168: set_marker $7297 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7298 $7299 $7300 0167: $7302 = create_marker_at $7298 $7299 $7300 color 0 display 3 0168: set_marker $7302 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7303 $7304 $7305 0167: $7307 = create_marker_at $7303 $7304 $7305 color 0 display 3 0168: set_marker $7307 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7308 $7309 $7310 0167: $7312 = create_marker_at $7308 $7309 $7310 color 0 display 3 0168: set_marker $7312 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7313 $7314 $7315 0167: $7317 = create_marker_at $7313 $7314 $7315 color 0 display 3 0168: set_marker $7317 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7318 $7319 $7320 0167: $7322 = create_marker_at $7318 $7319 $7320 color 0 display 3 0168: set_marker $7322 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7323 $7324 $7325 0167: $7327 = create_marker_at $7323 $7324 $7325 color 0 display 3 0168: set_marker $7327 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7328 $7329 $7330 0167: $7332 = create_marker_at $7328 $7329 $7330 color 0 display 3 0168: set_marker $7332 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7333 $7334 $7335 0167: $7337 = create_marker_at $7333 $7334 $7335 color 0 display 3 0168: set_marker $7337 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7338 $7339 $7340 0167: $7342 = create_marker_at $7338 $7339 $7340 color 0 display 3 0168: set_marker $7342 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7343 $7344 $7345 0167: $7347 = create_marker_at $7343 $7344 $7345 color 0 display 3 0168: set_marker $7347 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7348 $7349 $7350 0167: $7352 = create_marker_at $7348 $7349 $7350 color 0 display 3 0168: set_marker $7352 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7353 $7354 $7355 0167: $7357 = create_marker_at $7353 $7354 $7355 color 0 display 3 0168: set_marker $7357 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7358 $7359 $7360 0167: $7362 = create_marker_at $7358 $7359 $7360 color 0 display 3 0168: set_marker $7362 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7363 $7364 $7365 0167: $7367 = create_marker_at $7363 $7364 $7365 color 0 display 3 0168: set_marker $7367 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7368 $7369 $7370 0167: $7372 = create_marker_at $7368 $7369 $7370 color 0 display 3 0168: set_marker $7372 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7373 $7374 $7375 0167: $7377 = create_marker_at $7373 $7374 $7375 color 0 display 3 0168: set_marker $7377 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7378 $7379 $7380 0167: $7382 = create_marker_at $7378 $7379 $7380 color 0 display 3 0168: set_marker $7382 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7383 $7384 $7385 0167: $7387 = create_marker_at $7383 $7384 $7385 color 0 display 3 0168: set_marker $7387 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7388 $7389 $7390 0167: $7392 = create_marker_at $7388 $7389 $7390 color 0 display 3 0168: set_marker $7392 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7393 $7394 $7395 0167: $7397 = create_marker_at $7393 $7394 $7395 color 0 display 3 0168: set_marker $7397 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 0001: wait 500 ms 016A: fade 1 1500 ms 015F: set_camera_position -1332.843 1459.14 299.987 rotation 0.0 0.0 0.0 0160: point_camera -1332.882 1460.137 300.053 switchstyle 2 :KICKST_3476 00D6: if 016B: fading 004D: jump_if_false @KICKST_3621 0001: wait 0 ms 00D6: if 0119: car $7402 wrecked 004D: jump_if_false @KICKST_3599 01B4: set_player $PLAYER_CHAR can_move 0 00BC: text_highpriority 'KICK1_7' time 5000 1 00BA: text_styled 'M_FAIL' 5000 ms 1 0169: set_fade_color 0 0 0 016A: fade 0 1000 ms :KICKST_3561 00D6: if 016B: fading 004D: jump_if_false @KICKST_3585 0001: wait 0 ms 0002: jump @KICKST_3561 :KICKST_3585 0002: jump @KICKST_9979 0002: jump @KICKST_3607 :KICKST_3599 0224: set_car $7402 health_to 1000 :KICKST_3607 0050: gosub @KICKST_10817 0002: jump @KICKST_3476 :KICKST_3621 00BC: text_highpriority 'KICK_10' time 10000 1 0006: TIMERA = 0 // @ = int :KICKST_3643 00D6: if 001B: 7000 > TIMERA // int > @ 004D: jump_if_false @KICKST_3794 0001: wait 0 ms 00D6: if 0119: car $7402 wrecked 004D: jump_if_false @KICKST_3772 01B4: set_player $PLAYER_CHAR can_move 0 00BC: text_highpriority 'KICK1_7' time 5000 1 00BA: text_styled 'M_FAIL' 5000 ms 1 0169: set_fade_color 0 0 0 016A: fade 0 1000 ms :KICKST_3734 00D6: if 016B: fading 004D: jump_if_false @KICKST_3758 0001: wait 0 ms 0002: jump @KICKST_3734 :KICKST_3758 0002: jump @KICKST_9979 0002: jump @KICKST_3780 :KICKST_3772 0224: set_car $7402 health_to 1000 :KICKST_3780 0050: gosub @KICKST_10817 0002: jump @KICKST_3643 :KICKST_3794 03D5: remove_text 'KICK_10' 0055: put_player $PLAYER_CHAR at -1459.98 1532.382 301.478 015F: set_camera_position -1454.861 1526.978 305.908 rotation 0.0 0.0 0.0 0160: point_camera -1453.956 1527.388 305.79 switchstyle 2 00BC: text_highpriority 'KICK_11' time 10000 1 0006: TIMERA = 0 // @ = int :KICKST_3897 00D6: if 001B: 7000 > TIMERA // int > @ 004D: jump_if_false @KICKST_4048 0001: wait 0 ms 00D6: if 0119: car $7402 wrecked 004D: jump_if_false @KICKST_4026 01B4: set_player $PLAYER_CHAR can_move 0 00BC: text_highpriority 'KICK1_7' time 5000 1 00BA: text_styled 'M_FAIL' 5000 ms 1 0169: set_fade_color 0 0 0 016A: fade 0 1000 ms :KICKST_3988 00D6: if 016B: fading 004D: jump_if_false @KICKST_4012 0001: wait 0 ms 0002: jump @KICKST_3988 :KICKST_4012 0002: jump @KICKST_9979 0002: jump @KICKST_4034 :KICKST_4026 0224: set_car $7402 health_to 1000 :KICKST_4034 0050: gosub @KICKST_10817 0002: jump @KICKST_3897 :KICKST_4048 03D5: remove_text 'KICK_11' 0055: put_player $PLAYER_CHAR at -1333.326 1451.837 298.161 0171: set_player $PLAYER_CHAR z_angle_to 0.0 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 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 0373: set_camera_directly_behind_player 01B4: set_player $PLAYER_CHAR can_move 1 02EB: restore_camera_with_jumpcut 00BC: text_highpriority 'KICK1_8' time 5000 1 :KICKST_4136 00D6: if 80DC: not player $PLAYER_CHAR in_car $7402 004D: jump_if_false @KICKST_4541 0001: wait 0 ms 00D6: if 0119: car $7402 wrecked 004D: jump_if_false @KICKST_4265 01B4: set_player $PLAYER_CHAR can_move 0 00BC: text_highpriority 'KICK1_7' time 5000 1 00BA: text_styled 'M_FAIL' 5000 ms 1 0169: set_fade_color 0 0 0 016A: fade 0 1000 ms :KICKST_4227 00D6: if 016B: fading 004D: jump_if_false @KICKST_4251 0001: wait 0 ms 0002: jump @KICKST_4227 :KICKST_4251 0002: jump @KICKST_9979 0002: jump @KICKST_4273 :KICKST_4265 0224: set_car $7402 health_to 1000 :KICKST_4273 00D6: if or 0028: $7237 >= 3600000 // $ >= int 0038: $7401 == 1 // $ == int 004D: jump_if_false @KICKST_4384 01B4: set_player $PLAYER_CHAR can_move 0 00BA: text_styled 'M_FAIL' 5000 ms 1 00BC: text_highpriority 'KICK_13' time 5000 1 0169: set_fade_color 0 0 0 016A: fade 0 1000 ms :KICKST_4353 00D6: if 016B: fading 004D: jump_if_false @KICKST_4377 0001: wait 0 ms 0002: jump @KICKST_4353 :KICKST_4377 0002: jump @KICKST_9979 :KICKST_4384 00D6: if or 00F9: player $PLAYER_CHAR stopped 0 -1445.728 1531.96 301.721 radius 3.0 3.0 3.0 0038: $7412 == 1 // $ == int 004D: jump_if_false @KICKST_4527 01B4: set_player $PLAYER_CHAR can_move 0 00BA: text_styled 'M_FAIL' 5000 ms 1 00BC: text_highpriority 'KICK_12' time 5000 1 03BD: destroy_sphere $7413 0169: set_fade_color 0 0 0 016A: fade 0 1000 ms :KICKST_4496 00D6: if 016B: fading 004D: jump_if_false @KICKST_4520 0001: wait 0 ms 0002: jump @KICKST_4496 :KICKST_4520 0002: jump @KICKST_9979 :KICKST_4527 0050: gosub @KICKST_10817 0002: jump @KICKST_4136 :KICKST_4541 0164: disable_marker $7404 01B4: set_player $PLAYER_CHAR can_move 1 00BC: text_highpriority 'KICK1_1' time 5000 1 03C4: set_status_text_to $7405 0 'KICK1_9' 03C3: set_timer_with_text_to $7237 type 0 text 'KICK1_T' 0006: TIMERA = 0 // @ = int :KICKST_4605 00D6: if 8038: not $7231 == 32 // $ == int 004D: jump_if_false @KICKST_9962 0001: wait 0 ms 00D6: if 0038: $7415 == 0 // $ == int 004D: jump_if_false @KICKST_4814 00D6: if 001A: 8 > $7231 // int > $ 004D: jump_if_false @KICKST_4682 03CF: load_wav 'CHEER1' as 1 0004: $7415 = 1 // $ = int :KICKST_4682 00D6: if and 0018: $7231 > 8 // $ > int 001A: 16 > $7231 // int > $ 004D: jump_if_false @KICKST_4726 03CF: load_wav 'CHEER2' as 1 0004: $7415 = 1 // $ = int :KICKST_4726 00D6: if and 0018: $7231 > 16 // $ > int 001A: 24 > $7231 // int > $ 004D: jump_if_false @KICKST_4770 03CF: load_wav 'CHEER3' as 1 0004: $7415 = 1 // $ = int :KICKST_4770 00D6: if and 0018: $7231 > 24 // $ > int 001A: 32 > $7231 // int > $ 004D: jump_if_false @KICKST_4814 03CF: load_wav 'CHEER4' as 1 0004: $7415 = 1 // $ = int :KICKST_4814 00D6: if 0038: $7415 == 1 // $ == int 004D: jump_if_false @KICKST_4854 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @KICKST_4854 0004: $7415 = 2 // $ = int :KICKST_4854 00D6: if 0038: $7415 == 2 // $ == int 004D: jump_if_false @KICKST_4988 00D6: if 0038: $7231 == 8 // $ == int 004D: jump_if_false @KICKST_4901 03D1: play_wav 1 0004: $7415 = 3 // $ = int :KICKST_4901 00D6: if 0038: $7231 == 16 // $ == int 004D: jump_if_false @KICKST_4930 03D1: play_wav 1 0004: $7415 = 3 // $ = int :KICKST_4930 00D6: if 0038: $7231 == 24 // $ == int 004D: jump_if_false @KICKST_4959 03D1: play_wav 1 0004: $7415 = 3 // $ = int :KICKST_4959 00D6: if 0038: $7231 == 32 // $ == int 004D: jump_if_false @KICKST_4988 03D1: play_wav 1 0004: $7415 = 3 // $ = int :KICKST_4988 00D6: if 0038: $7415 == 3 // $ == int 004D: jump_if_false @KICKST_5028 00D6: if 03D2: wav 1 ended 004D: jump_if_false @KICKST_5028 0004: $7415 = 4 // $ = int :KICKST_5028 00D6: if 0038: $7415 == 4 // $ == int 004D: jump_if_false @KICKST_5053 0004: $7415 = 0 // $ = int :KICKST_5053 00D6: if 0038: $7416 == 0 // $ == int 004D: jump_if_false @KICKST_5090 03CF: load_wav 'OOH1' as 2 0004: $7416 = 1 // $ = int :KICKST_5090 00D6: if 0038: $7416 == 1 // $ == int 004D: jump_if_false @KICKST_5130 00D6: if 03D0: wav 2 loaded 004D: jump_if_false @KICKST_5130 0004: $7416 = 2 // $ = int :KICKST_5130 00D6: if 0038: $7416 == 3 // $ == int 004D: jump_if_false @KICKST_5159 03D2: wav 2 ended 0004: $7416 = 4 // $ = int :KICKST_5159 00D6: if 0038: $7416 == 4 // $ == int 004D: jump_if_false @KICKST_5184 0004: $7416 = 0 // $ = int :KICKST_5184 00D6: if or 0028: $7237 >= 3600000 // $ >= int 0038: $7401 == 1 // $ == int 004D: jump_if_false @KICKST_5295 01B4: set_player $PLAYER_CHAR can_move 0 00BA: text_styled 'M_FAIL' 5000 ms 1 00BC: text_highpriority 'KICK_13' time 5000 1 0169: set_fade_color 0 0 0 016A: fade 0 1000 ms :KICKST_5264 00D6: if 016B: fading 004D: jump_if_false @KICKST_5288 0001: wait 0 ms 0002: jump @KICKST_5264 :KICKST_5288 0002: jump @KICKST_9979 :KICKST_5295 00D6: if or 00F9: player $PLAYER_CHAR stopped 0 -1445.728 1531.96 301.721 radius 3.0 3.0 3.0 0038: $7412 == 1 // $ == int 004D: jump_if_false @KICKST_5438 01B4: set_player $PLAYER_CHAR can_move 0 00BA: text_styled 'M_FAIL' 5000 ms 1 00BC: text_highpriority 'KICK_12' time 5000 1 03BD: destroy_sphere $7413 0169: set_fade_color 0 0 0 016A: fade 0 1000 ms :KICKST_5407 00D6: if 016B: fading 004D: jump_if_false @KICKST_5431 0001: wait 0 ms 0002: jump @KICKST_5407 :KICKST_5431 0002: jump @KICKST_9979 :KICKST_5438 0054: store_player $PLAYER_CHAR position_to $7406 $7407 $7408 00D6: if 0022: 290.0 > $7408 // float > $ 004D: jump_if_false @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 00D6: if or 0119: car $7402 wrecked 0038: $7417 == 1 // $ == int 004D: jump_if_false @KICKST_5616 01B4: set_player $PLAYER_CHAR can_move 0 00BC: text_highpriority 'KICK1_7' time 5000 1 00BA: text_styled 'M_FAIL' 5000 ms 1 0169: set_fade_color 0 0 0 016A: fade 0 1000 ms :KICKST_5578 00D6: if 016B: fading 004D: jump_if_false @KICKST_5602 0001: wait 0 ms 0002: jump @KICKST_5578 :KICKST_5602 0002: jump @KICKST_9979 0002: jump @KICKST_5689 :KICKST_5616 0224: set_car $7402 health_to 1000 00AA: store_car $7402 position_to $7409 $7410 $7411 00D6: if 0022: 290.0 > $7411 // float > $ 004D: jump_if_false @KICKST_5689 00AB: put_car $7402 at -1331.994 1454.152 298.15 0175: set_car $7402 z_angle_to 0.0 :KICKST_5689 0050: gosub @KICKST_10817 00D6: if 0038: $7241 == 0 // $ == int 004D: jump_if_false @KICKST_5743 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7238 $7239 $7240 :KICKST_5743 00D6: if 0038: $7246 == 0 // $ == int 004D: jump_if_false @KICKST_5790 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7243 $7244 $7245 :KICKST_5790 00D6: if 0038: $7251 == 0 // $ == int 004D: jump_if_false @KICKST_5837 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7248 $7249 $7250 :KICKST_5837 00D6: if 0038: $7256 == 0 // $ == int 004D: jump_if_false @KICKST_5884 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7253 $7254 $7255 :KICKST_5884 00D6: if 0038: $7261 == 0 // $ == int 004D: jump_if_false @KICKST_5931 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7258 $7259 $7260 :KICKST_5931 00D6: if 0038: $7266 == 0 // $ == int 004D: jump_if_false @KICKST_5978 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7263 $7264 $7265 :KICKST_5978 00D6: if 0038: $7271 == 0 // $ == int 004D: jump_if_false @KICKST_6025 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7268 $7269 $7270 :KICKST_6025 00D6: if 0038: $7276 == 0 // $ == int 004D: jump_if_false @KICKST_6072 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7273 $7274 $7275 :KICKST_6072 00D6: if 0038: $7281 == 0 // $ == int 004D: jump_if_false @KICKST_6119 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7278 $7279 $7280 :KICKST_6119 00D6: if 0038: $7286 == 0 // $ == int 004D: jump_if_false @KICKST_6166 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7283 $7284 $7285 :KICKST_6166 00D6: if 0038: $7291 == 0 // $ == int 004D: jump_if_false @KICKST_6213 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7288 $7289 $7290 :KICKST_6213 00D6: if 0038: $7296 == 0 // $ == int 004D: jump_if_false @KICKST_6260 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7293 $7294 $7295 :KICKST_6260 00D6: if 0038: $7301 == 0 // $ == int 004D: jump_if_false @KICKST_6307 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7298 $7299 $7300 :KICKST_6307 00D6: if 0038: $7306 == 0 // $ == int 004D: jump_if_false @KICKST_6354 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7303 $7304 $7305 :KICKST_6354 00D6: if 0038: $7311 == 0 // $ == int 004D: jump_if_false @KICKST_6401 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7308 $7309 $7310 :KICKST_6401 00D6: if 0038: $7316 == 0 // $ == int 004D: jump_if_false @KICKST_6448 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7313 $7314 $7315 :KICKST_6448 00D6: if 0038: $7321 == 0 // $ == int 004D: jump_if_false @KICKST_6495 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7318 $7319 $7320 :KICKST_6495 00D6: if 0038: $7326 == 0 // $ == int 004D: jump_if_false @KICKST_6542 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7323 $7324 $7325 :KICKST_6542 00D6: if 0038: $7331 == 0 // $ == int 004D: jump_if_false @KICKST_6589 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7328 $7329 $7330 :KICKST_6589 00D6: if 0038: $7336 == 0 // $ == int 004D: jump_if_false @KICKST_6636 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7333 $7334 $7335 :KICKST_6636 00D6: if 0038: $7341 == 0 // $ == int 004D: jump_if_false @KICKST_6683 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7338 $7339 $7340 :KICKST_6683 00D6: if 0038: $7346 == 0 // $ == int 004D: jump_if_false @KICKST_6730 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7343 $7344 $7345 :KICKST_6730 00D6: if 0038: $7351 == 0 // $ == int 004D: jump_if_false @KICKST_6777 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7348 $7349 $7350 :KICKST_6777 00D6: if 0038: $7356 == 0 // $ == int 004D: jump_if_false @KICKST_6824 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7353 $7354 $7355 :KICKST_6824 00D6: if 0038: $7361 == 0 // $ == int 004D: jump_if_false @KICKST_6871 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7358 $7359 $7360 :KICKST_6871 00D6: if 0038: $7366 == 0 // $ == int 004D: jump_if_false @KICKST_6918 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7363 $7364 $7365 :KICKST_6918 00D6: if 0038: $7371 == 0 // $ == int 004D: jump_if_false @KICKST_6965 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7368 $7369 $7370 :KICKST_6965 00D6: if 0038: $7376 == 0 // $ == int 004D: jump_if_false @KICKST_7012 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7373 $7374 $7375 :KICKST_7012 00D6: if 0038: $7381 == 0 // $ == int 004D: jump_if_false @KICKST_7059 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7378 $7379 $7380 :KICKST_7059 00D6: if 0038: $7386 == 0 // $ == int 004D: jump_if_false @KICKST_7106 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7383 $7384 $7385 :KICKST_7106 00D6: if 0038: $7391 == 0 // $ == int 004D: jump_if_false @KICKST_7153 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7388 $7389 $7390 :KICKST_7153 00D6: if 0038: $7396 == 0 // $ == int 004D: jump_if_false @KICKST_7200 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7393 $7394 $7395 :KICKST_7200 00D6: if 00F9: player $PLAYER_CHAR stopped 0 -1445.728 1531.96 301.721 radius 3.0 3.0 3.0 004D: jump_if_false @KICKST_7255 0004: $7412 = 1 // $ = int :KICKST_7255 00D6: if 80DE: not player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 004D: jump_if_false @KICKST_9915 00D6: if 0038: $7403 == 0 // $ == int 004D: jump_if_false @KICKST_7336 0186: $7404 = create_marker_above_car $7402 00D6: if 0038: $7416 == 2 // $ == int 004D: jump_if_false @KICKST_7329 03D1: play_wav 2 0004: $7416 = 3 // $ = int :KICKST_7329 0004: $7403 = 1 // $ = int :KICKST_7336 01BD: $7234 = current_time_in_ms 0004: $7235 = 30000 // $ = int :KICKST_7349 00D6: if 0018: $7235 > 0 // $ > int 004D: jump_if_false @KICKST_9807 0001: wait 0 ms 00D6: if 0038: $7415 == 0 // $ == int 004D: jump_if_false @KICKST_7558 00D6: if 001A: 8 > $7231 // int > $ 004D: jump_if_false @KICKST_7426 03CF: load_wav 'CHEER1' as 1 0004: $7415 = 1 // $ = int :KICKST_7426 00D6: if and 0018: $7231 > 8 // $ > int 001A: 16 > $7231 // int > $ 004D: jump_if_false @KICKST_7470 03CF: load_wav 'CHEER2' as 1 0004: $7415 = 1 // $ = int :KICKST_7470 00D6: if and 0018: $7231 > 16 // $ > int 001A: 24 > $7231 // int > $ 004D: jump_if_false @KICKST_7514 03CF: load_wav 'CHEER3' as 1 0004: $7415 = 1 // $ = int :KICKST_7514 00D6: if and 0018: $7231 > 24 // $ > int 001A: 32 > $7231 // int > $ 004D: jump_if_false @KICKST_7558 03CF: load_wav 'CHEER4' as 1 0004: $7415 = 1 // $ = int :KICKST_7558 00D6: if 0038: $7415 == 1 // $ == int 004D: jump_if_false @KICKST_7598 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @KICKST_7598 0004: $7415 = 2 // $ = int :KICKST_7598 00D6: if 0038: $7415 == 2 // $ == int 004D: jump_if_false @KICKST_7732 00D6: if 0038: $7231 == 8 // $ == int 004D: jump_if_false @KICKST_7645 03D1: play_wav 1 0004: $7415 = 3 // $ = int :KICKST_7645 00D6: if 0038: $7231 == 16 // $ == int 004D: jump_if_false @KICKST_7674 03D1: play_wav 1 0004: $7415 = 3 // $ = int :KICKST_7674 00D6: if 0038: $7231 == 24 // $ == int 004D: jump_if_false @KICKST_7703 03D1: play_wav 1 0004: $7415 = 3 // $ = int :KICKST_7703 00D6: if 0038: $7231 == 32 // $ == int 004D: jump_if_false @KICKST_7732 03D1: play_wav 1 0004: $7415 = 3 // $ = int :KICKST_7732 00D6: if 0038: $7415 == 3 // $ == int 004D: jump_if_false @KICKST_7772 00D6: if 03D2: wav 1 ended 004D: jump_if_false @KICKST_7772 0004: $7415 = 4 // $ = int :KICKST_7772 00D6: if 0038: $7415 == 4 // $ == int 004D: jump_if_false @KICKST_7797 0004: $7415 = 0 // $ = int :KICKST_7797 00D6: if 0038: $7416 == 0 // $ == int 004D: jump_if_false @KICKST_7834 03CF: load_wav 'OOH1' as 2 0004: $7416 = 1 // $ = int :KICKST_7834 00D6: if 0038: $7416 == 1 // $ == int 004D: jump_if_false @KICKST_7874 00D6: if 03D0: wav 2 loaded 004D: jump_if_false @KICKST_7874 0004: $7416 = 2 // $ = int :KICKST_7874 00D6: if 0038: $7416 == 3 // $ == int 004D: jump_if_false @KICKST_7903 03D2: wav 2 ended 0004: $7416 = 4 // $ = int :KICKST_7903 00D6: if 0038: $7416 == 4 // $ == int 004D: jump_if_false @KICKST_7928 0004: $7416 = 0 // $ = int :KICKST_7928 00D6: if or 0028: $7237 >= 3600000 // $ >= int 0038: $7401 == 1 // $ == int 004D: jump_if_false @KICKST_8039 01B4: set_player $PLAYER_CHAR can_move 0 00BA: text_styled 'M_FAIL' 5000 ms 1 00BC: text_highpriority 'KICK_13' time 5000 1 0169: set_fade_color 0 0 0 016A: fade 0 1000 ms :KICKST_8008 00D6: if 016B: fading 004D: jump_if_false @KICKST_8032 0001: wait 0 ms 0002: jump @KICKST_8008 :KICKST_8032 0002: jump @KICKST_9979 :KICKST_8039 00D6: if or 00F9: player $PLAYER_CHAR stopped 0 -1445.728 1531.96 301.721 radius 3.0 3.0 3.0 0038: $7412 == 1 // $ == int 004D: jump_if_false @KICKST_8182 01B4: set_player $PLAYER_CHAR can_move 0 00BA: text_styled 'M_FAIL' 5000 ms 1 00BC: text_highpriority 'KICK_12' time 5000 1 03BD: destroy_sphere $7413 0169: set_fade_color 0 0 0 016A: fade 0 1000 ms :KICKST_8151 00D6: if 016B: fading 004D: jump_if_false @KICKST_8175 0001: wait 0 ms 0002: jump @KICKST_8151 :KICKST_8175 0002: jump @KICKST_9979 :KICKST_8182 00D6: if 0038: $7241 == 0 // $ == int 004D: jump_if_false @KICKST_8229 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7238 $7239 $7240 :KICKST_8229 00D6: if 0038: $7246 == 0 // $ == int 004D: jump_if_false @KICKST_8276 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7243 $7244 $7245 :KICKST_8276 00D6: if 0038: $7251 == 0 // $ == int 004D: jump_if_false @KICKST_8323 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7248 $7249 $7250 :KICKST_8323 00D6: if 0038: $7256 == 0 // $ == int 004D: jump_if_false @KICKST_8370 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7253 $7254 $7255 :KICKST_8370 00D6: if 0038: $7261 == 0 // $ == int 004D: jump_if_false @KICKST_8417 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7258 $7259 $7260 :KICKST_8417 00D6: if 0038: $7266 == 0 // $ == int 004D: jump_if_false @KICKST_8464 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7263 $7264 $7265 :KICKST_8464 00D6: if 0038: $7271 == 0 // $ == int 004D: jump_if_false @KICKST_8511 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7268 $7269 $7270 :KICKST_8511 00D6: if 0038: $7276 == 0 // $ == int 004D: jump_if_false @KICKST_8558 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7273 $7274 $7275 :KICKST_8558 00D6: if 0038: $7281 == 0 // $ == int 004D: jump_if_false @KICKST_8605 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7278 $7279 $7280 :KICKST_8605 00D6: if 0038: $7286 == 0 // $ == int 004D: jump_if_false @KICKST_8652 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7283 $7284 $7285 :KICKST_8652 00D6: if 0038: $7291 == 0 // $ == int 004D: jump_if_false @KICKST_8699 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7288 $7289 $7290 :KICKST_8699 00D6: if 0038: $7296 == 0 // $ == int 004D: jump_if_false @KICKST_8746 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7293 $7294 $7295 :KICKST_8746 00D6: if 0038: $7301 == 0 // $ == int 004D: jump_if_false @KICKST_8793 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7298 $7299 $7300 :KICKST_8793 00D6: if 0038: $7306 == 0 // $ == int 004D: jump_if_false @KICKST_8840 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7303 $7304 $7305 :KICKST_8840 00D6: if 0038: $7311 == 0 // $ == int 004D: jump_if_false @KICKST_8887 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7308 $7309 $7310 :KICKST_8887 00D6: if 0038: $7316 == 0 // $ == int 004D: jump_if_false @KICKST_8934 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7313 $7314 $7315 :KICKST_8934 00D6: if 0038: $7321 == 0 // $ == int 004D: jump_if_false @KICKST_8981 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7318 $7319 $7320 :KICKST_8981 00D6: if 0038: $7326 == 0 // $ == int 004D: jump_if_false @KICKST_9028 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7323 $7324 $7325 :KICKST_9028 00D6: if 0038: $7331 == 0 // $ == int 004D: jump_if_false @KICKST_9075 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7328 $7329 $7330 :KICKST_9075 00D6: if 0038: $7336 == 0 // $ == int 004D: jump_if_false @KICKST_9122 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7333 $7334 $7335 :KICKST_9122 00D6: if 0038: $7341 == 0 // $ == int 004D: jump_if_false @KICKST_9169 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7338 $7339 $7340 :KICKST_9169 00D6: if 0038: $7346 == 0 // $ == int 004D: jump_if_false @KICKST_9216 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7343 $7344 $7345 :KICKST_9216 00D6: if 0038: $7351 == 0 // $ == int 004D: jump_if_false @KICKST_9263 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7348 $7349 $7350 :KICKST_9263 00D6: if 0038: $7356 == 0 // $ == int 004D: jump_if_false @KICKST_9310 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7353 $7354 $7355 :KICKST_9310 00D6: if 0038: $7361 == 0 // $ == int 004D: jump_if_false @KICKST_9357 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7358 $7359 $7360 :KICKST_9357 00D6: if 0038: $7366 == 0 // $ == int 004D: jump_if_false @KICKST_9404 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7363 $7364 $7365 :KICKST_9404 00D6: if 0038: $7371 == 0 // $ == int 004D: jump_if_false @KICKST_9451 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7368 $7369 $7370 :KICKST_9451 00D6: if 0038: $7376 == 0 // $ == int 004D: jump_if_false @KICKST_9498 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7373 $7374 $7375 :KICKST_9498 00D6: if 0038: $7381 == 0 // $ == int 004D: jump_if_false @KICKST_9545 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7378 $7379 $7380 :KICKST_9545 00D6: if 0038: $7386 == 0 // $ == int 004D: jump_if_false @KICKST_9592 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7383 $7384 $7385 :KICKST_9592 00D6: if 0038: $7391 == 0 // $ == int 004D: jump_if_false @KICKST_9639 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7388 $7389 $7390 :KICKST_9639 00D6: if 0038: $7396 == 0 // $ == int 004D: jump_if_false @KICKST_9686 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7393 $7394 $7395 :KICKST_9686 01BD: $7232 = current_time_in_ms 0084: $7233 = $7232 // $ = $ int 0060: $7233 -= $7234 // $ -= $ int 0084: $7234 = $7232 // $ = $ int 0060: $7235 -= $7233 // $ -= $ int 0084: $7236 = $7235 // $ = $ int 0014: $7236 /= 1000 // $ /= int 01E5: text_1number_highpriority 'GETBIKE' $7236 time 1000 1 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 004D: jump_if_false @KICKST_9800 03D5: remove_text 'GETBIKE' 0004: $7235 = 1 // $ = int 0002: jump @KICKST_7200 :KICKST_9800 0002: jump @KICKST_7349 :KICKST_9807 00D6: if 002A: 0 >= $7235 // int >= $ 004D: jump_if_false @KICKST_9908 00BA: text_styled 'M_FAIL' 5000 ms 1 00BC: text_highpriority 'KICK1_2' time 5000 1 01B4: set_player $PLAYER_CHAR can_move 0 0169: set_fade_color 0 0 0 016A: fade 0 1000 ms :KICKST_9877 00D6: if 016B: fading 004D: jump_if_false @KICKST_9901 0001: wait 0 ms 0002: jump @KICKST_9877 :KICKST_9901 0002: jump @KICKST_9979 :KICKST_9908 0002: jump @KICKST_9955 :KICKST_9915 03D5: remove_text 'GETBIKE' 00D6: if 0038: $7403 == 1 // $ == int 004D: jump_if_false @KICKST_9955 0164: disable_marker $7404 0004: $7403 = 0 // $ = int :KICKST_9955 0002: jump @KICKST_4605 :KICKST_9962 014F: stop_timer $7237 0151: remove_status_text $7405 0002: jump @KICKST_9996 :KICKST_9979 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :KICKST_9996 00D6: if 0038: $55 == 0 // $ == int 004D: jump_if_false @KICKST_10027 0595: mission_complete 030C: progress_made += 1 0004: $55 = 1 // $ = int :KICKST_10027 0394: play_music 1 043C: set_game_sounds_disable_on_fade 0 0110: clear_player $PLAYER_CHAR wanted_level 00D6: if 0038: $7414 == 0 // $ == int 004D: jump_if_false @KICKST_10116 00D6: if 002A: 300000 >= $7237 // int >= $ 004D: jump_if_false @KICKST_10116 01E3: text_1number_styled 'M_PASS' number 50000 time 5000 style 1 0109: player $PLAYER_CHAR money += 50000 0004: $7414 = 1 // $ = int :KICKST_10116 00D6: if 0038: $7414 == 0 // $ == int 004D: jump_if_false @KICKST_10188 00D6: if 002A: 600000 >= $7237 // int >= $ 004D: jump_if_false @KICKST_10188 01E3: text_1number_styled 'M_PASS' number 10000 time 5000 style 1 0109: player $PLAYER_CHAR money += 10000 0004: $7414 = 1 // $ = int :KICKST_10188 00D6: if 0038: $7414 == 0 // $ == int 004D: jump_if_false @KICKST_10260 00D6: if 002A: 3600000 >= $7237 // int >= $ 004D: jump_if_false @KICKST_10260 01E3: text_1number_styled 'M_PASS' number 5000 time 5000 style 1 0109: player $PLAYER_CHAR money += 5000 0004: $7414 = 1 // $ = int :KICKST_10260 0084: $7398 = $7237 // $ = $ int 0014: $7398 /= 1000 // $ /= int 042E: register_lowest_int_stat 2 to $7398 0084: $7399 = $7398 // $ = $ int 0014: $7399 /= 60 // $ /= int 0084: $7400 = $7399 // $ = $ int 0010: $7400 *= 60 // $ *= int 0060: $7398 -= $7400 // $ -= $ int 00D6: if 0028: $7398 >= 10 // $ >= int 004D: jump_if_false @KICKST_10367 02FD: text_2numbers_highpriority 'KICKTM' $7399 $7398 time 5000 1 0002: jump @KICKST_10388 :KICKST_10367 02FD: text_2numbers_highpriority 'KICKTM2' $7399 $7398 time 5000 1 :KICKST_10388 0001: wait 3000 ms 01B4: set_player $PLAYER_CHAR can_move 0 0169: set_fade_color 0 0 0 016A: fade 0 1000 ms :KICKST_10415 00D6: if 016B: fading 004D: jump_if_false @KICKST_10439 0001: wait 0 ms 0002: jump @KICKST_10415 :KICKST_10439 043C: set_game_sounds_disable_on_fade 1 0051: return :KICKST_10445 0004: $ONMISSION = 0 // $ = int 00BE: text_clear_all 04FA: clear_extra_colors_with_fade 0 043C: set_game_sounds_disable_on_fade 1 03BD: destroy_sphere $7413 0164: disable_marker $7242 0164: disable_marker $7247 0164: disable_marker $7252 0164: disable_marker $7257 0164: disable_marker $7262 0164: disable_marker $7267 0164: disable_marker $7272 0164: disable_marker $7277 0164: disable_marker $7282 0164: disable_marker $7287 0164: disable_marker $7292 0164: disable_marker $7297 0164: disable_marker $7302 0164: disable_marker $7307 0164: disable_marker $7312 0164: disable_marker $7317 0164: disable_marker $7322 0164: disable_marker $7327 0164: disable_marker $7332 0164: disable_marker $7337 0164: disable_marker $7342 0164: disable_marker $7347 0164: disable_marker $7352 0164: disable_marker $7357 0164: disable_marker $7362 0164: disable_marker $7367 0164: disable_marker $7372 0164: disable_marker $7377 0164: disable_marker $7382 0164: disable_marker $7387 0164: disable_marker $7392 0164: disable_marker $7397 0164: disable_marker $7404 0249: release_model #SANCHEZ 014F: stop_timer $7237 0151: remove_status_text $7405 03CB: load_scene -1101.0 1331.0 19.1 00D6: if or 8112: not wasted_or_busted 0038: $361 == 1 // $ == int 004D: jump_if_false @KICKST_10804 04BB: select_interiour 0 // select render area 03CB: load_scene -1101.0 1331.0 19.1 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @KICKST_10748 012A: put_player $PLAYER_CHAR at -1101.0 1331.0 19.1 and_remove_from_car 0002: 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 02EB: restore_camera_with_jumpcut 03C8: set_camera_directly_before_player 0169: set_fade_color 0 0 0 016A: fade 1 1500 ms 01B4: set_player $PLAYER_CHAR can_move 1 :KICKST_10804 057E: make_radar_grey 0 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 00D8: mission_cleanup 0051: return :KICKST_10817 00D6: if 0038: $7415 == 0 // $ == int 004D: jump_if_false @KICKST_11004 00D6: if 001A: 8 > $7231 // int > $ 004D: jump_if_false @KICKST_10872 03CF: load_wav 'CHEER1' as 1 0004: $7415 = 1 // $ = int :KICKST_10872 00D6: if and 0018: $7231 > 8 // $ > int 001A: 16 > $7231 // int > $ 004D: jump_if_false @KICKST_10916 03CF: load_wav 'CHEER2' as 1 0004: $7415 = 1 // $ = int :KICKST_10916 00D6: if and 0018: $7231 > 16 // $ > int 001A: 24 > $7231 // int > $ 004D: jump_if_false @KICKST_10960 03CF: load_wav 'CHEER3' as 1 0004: $7415 = 1 // $ = int :KICKST_10960 00D6: if and 0018: $7231 > 24 // $ > int 001A: 32 > $7231 // int > $ 004D: jump_if_false @KICKST_11004 03CF: load_wav 'CHEER4' as 1 0004: $7415 = 1 // $ = int :KICKST_11004 00D6: if 0038: $7415 == 1 // $ == int 004D: jump_if_false @KICKST_11044 00D6: if 03D0: wav 1 loaded 004D: jump_if_false @KICKST_11044 0004: $7415 = 2 // $ = int :KICKST_11044 00D6: if 0038: $7415 == 2 // $ == int 004D: jump_if_false @KICKST_11178 00D6: if 0038: $7231 == 8 // $ == int 004D: jump_if_false @KICKST_11091 03D1: play_wav 1 0004: $7415 = 3 // $ = int :KICKST_11091 00D6: if 0038: $7231 == 16 // $ == int 004D: jump_if_false @KICKST_11120 03D1: play_wav 1 0004: $7415 = 3 // $ = int :KICKST_11120 00D6: if 0038: $7231 == 24 // $ == int 004D: jump_if_false @KICKST_11149 03D1: play_wav 1 0004: $7415 = 3 // $ = int :KICKST_11149 00D6: if 0038: $7231 == 32 // $ == int 004D: jump_if_false @KICKST_11178 03D1: play_wav 1 0004: $7415 = 3 // $ = int :KICKST_11178 00D6: if 0038: $7415 == 3 // $ == int 004D: jump_if_false @KICKST_11218 00D6: if 03D2: wav 1 ended 004D: jump_if_false @KICKST_11218 0004: $7415 = 4 // $ = int :KICKST_11218 00D6: if 0038: $7415 == 4 // $ == int 004D: jump_if_false @KICKST_11243 0004: $7415 = 0 // $ = int :KICKST_11243 00D6: if 0038: $7416 == 0 // $ == int 004D: jump_if_false @KICKST_11280 03CF: load_wav 'OOH1' as 2 0004: $7416 = 1 // $ = int :KICKST_11280 00D6: if 0038: $7416 == 1 // $ == int 004D: jump_if_false @KICKST_11320 00D6: if 03D0: wav 2 loaded 004D: jump_if_false @KICKST_11320 0004: $7416 = 2 // $ = int :KICKST_11320 00D6: if 0038: $7416 == 3 // $ == int 004D: jump_if_false @KICKST_11349 03D2: wav 2 ended 0004: $7416 = 4 // $ = int :KICKST_11349 00D6: if 0038: $7416 == 4 // $ == int 004D: jump_if_false @KICKST_11374 0004: $7416 = 0 // $ = int :KICKST_11374 00D6: if 0028: $7237 >= 3600000 // $ >= int 004D: jump_if_false @KICKST_11402 0004: $7401 = 1 // $ = int :KICKST_11402 00D6: if 00F9: player $PLAYER_CHAR stopped 0 -1445.728 1531.96 301.721 radius 3.0 3.0 3.0 004D: jump_if_false @KICKST_11457 0004: $7412 = 1 // $ = int :KICKST_11457 0054: store_player $PLAYER_CHAR position_to $7406 $7407 $7408 00D6: if 0022: 290.0 > $7408 // float > $ 004D: jump_if_false @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 00D6: if 0119: car $7402 wrecked 004D: jump_if_false @KICKST_11567 00BC: text_highpriority 'KICK1_7' time 5000 1 0004: $7417 = 1 // $ = int 0002: jump @KICKST_11640 :KICKST_11567 0224: set_car $7402 health_to 1000 00AA: store_car $7402 position_to $7409 $7410 $7411 00D6: if 0022: 290.0 > $7411 // float > $ 004D: jump_if_false @KICKST_11640 00AB: put_car $7402 at -1331.994 1454.152 298.15 0175: set_car $7402 z_angle_to 0.0 :KICKST_11640 00D6: if 0038: $7241 == 0 // $ == int 004D: jump_if_false @KICKST_11802 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7238 $7239 $7240 00D6: if 00F5: player $PLAYER_CHAR 0 $7238 $7239 $7240 radius 1.5 1.5 1.5 004D: jump_if_false @KICKST_11802 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 004D: jump_if_false @KICKST_11802 018C: play_sound 1 at $7238 $7239 $7240 00BC: text_highpriority 'KICK1_6' time 1000 1 0164: disable_marker $7242 0008: $7231 += 1 // $ += int 000C: $7405 -= 1 // $ -= int 0004: $7241 = 1 // $ = int :KICKST_11802 00D6: if 0038: $7246 == 0 // $ == int 004D: jump_if_false @KICKST_12032 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7243 $7244 $7245 00D6: if 00F5: player $PLAYER_CHAR 0 $7243 $7244 $7245 radius 1.5 1.5 1.5 004D: jump_if_false @KICKST_12032 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 004D: jump_if_false @KICKST_12032 00D6: if 0038: $7415 == 2 // $ == int 004D: jump_if_false @KICKST_11978 00D6: if and 8038: not $7231 == 7 // $ == int 8038: not $7231 == 15 // $ == int 8038: not $7231 == 23 // $ == int 8038: not $7231 == 31 // $ == int 004D: jump_if_false @KICKST_11978 03D1: play_wav 1 0004: $7415 = 3 // $ = int :KICKST_11978 018C: play_sound 1 at $7243 $7244 $7245 00BC: text_highpriority 'KICK1_6' time 1000 1 0164: disable_marker $7247 0008: $7231 += 1 // $ += int 000C: $7405 -= 1 // $ -= int 0004: $7246 = 1 // $ = int :KICKST_12032 00D6: if 0038: $7251 == 0 // $ == int 004D: jump_if_false @KICKST_12194 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7248 $7249 $7250 00D6: if 00F5: player $PLAYER_CHAR 0 $7248 $7249 $7250 radius 1.5 1.5 1.5 004D: jump_if_false @KICKST_12194 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 004D: jump_if_false @KICKST_12194 018C: play_sound 1 at $7248 $7249 $7250 00BC: text_highpriority 'KICK1_6' time 1000 1 0164: disable_marker $7252 0008: $7231 += 1 // $ += int 000C: $7405 -= 1 // $ -= int 0004: $7251 = 1 // $ = int :KICKST_12194 00D6: if 0038: $7256 == 0 // $ == int 004D: jump_if_false @KICKST_12356 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7253 $7254 $7255 00D6: if 00F5: player $PLAYER_CHAR 0 $7253 $7254 $7255 radius 1.5 1.5 1.5 004D: jump_if_false @KICKST_12356 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 004D: jump_if_false @KICKST_12356 018C: play_sound 1 at $7253 $7254 $7255 00BC: text_highpriority 'KICK1_6' time 1000 1 0164: disable_marker $7257 0008: $7231 += 1 // $ += int 000C: $7405 -= 1 // $ -= int 0004: $7256 = 1 // $ = int :KICKST_12356 00D6: if 0038: $7261 == 0 // $ == int 004D: jump_if_false @KICKST_12518 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7258 $7259 $7260 00D6: if 00F5: player $PLAYER_CHAR 0 $7258 $7259 $7260 radius 1.5 1.5 1.5 004D: jump_if_false @KICKST_12518 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 004D: jump_if_false @KICKST_12518 018C: play_sound 1 at $7258 $7259 $7260 00BC: text_highpriority 'KICK1_6' time 1000 1 0164: disable_marker $7262 0008: $7231 += 1 // $ += int 000C: $7405 -= 1 // $ -= int 0004: $7261 = 1 // $ = int :KICKST_12518 00D6: if 0038: $7266 == 0 // $ == int 004D: jump_if_false @KICKST_12748 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7263 $7264 $7265 00D6: if 00F5: player $PLAYER_CHAR 0 $7263 $7264 $7265 radius 1.5 1.5 1.5 004D: jump_if_false @KICKST_12748 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 004D: jump_if_false @KICKST_12748 00D6: if 0038: $7415 == 2 // $ == int 004D: jump_if_false @KICKST_12694 00D6: if and 8038: not $7231 == 7 // $ == int 8038: not $7231 == 15 // $ == int 8038: not $7231 == 23 // $ == int 8038: not $7231 == 31 // $ == int 004D: jump_if_false @KICKST_12694 03D1: play_wav 1 0004: $7415 = 3 // $ = int :KICKST_12694 018C: play_sound 1 at $7263 $7264 $7265 00BC: text_highpriority 'KICK1_6' time 1000 1 0164: disable_marker $7267 0008: $7231 += 1 // $ += int 000C: $7405 -= 1 // $ -= int 0004: $7266 = 1 // $ = int :KICKST_12748 00D6: if 0038: $7271 == 0 // $ == int 004D: jump_if_false @KICKST_12978 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7268 $7269 $7270 00D6: if 00F5: player $PLAYER_CHAR 0 $7268 $7269 $7270 radius 2.0 2.0 2.0 004D: jump_if_false @KICKST_12978 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 004D: jump_if_false @KICKST_12978 00D6: if 0038: $7415 == 2 // $ == int 004D: jump_if_false @KICKST_12924 00D6: if and 8038: not $7231 == 7 // $ == int 8038: not $7231 == 15 // $ == int 8038: not $7231 == 23 // $ == int 8038: not $7231 == 31 // $ == int 004D: jump_if_false @KICKST_12924 03D1: play_wav 1 0004: $7415 = 3 // $ = int :KICKST_12924 018C: play_sound 1 at $7268 $7269 $7270 00BC: text_highpriority 'KICK1_6' time 1000 1 0164: disable_marker $7272 0008: $7231 += 1 // $ += int 000C: $7405 -= 1 // $ -= int 0004: $7271 = 1 // $ = int :KICKST_12978 00D6: if 0038: $7276 == 0 // $ == int 004D: jump_if_false @KICKST_13208 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7273 $7274 $7275 00D6: if 00F5: player $PLAYER_CHAR 0 $7273 $7274 $7275 radius 2.0 2.0 2.0 004D: jump_if_false @KICKST_13208 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 004D: jump_if_false @KICKST_13208 00D6: if 0038: $7415 == 2 // $ == int 004D: jump_if_false @KICKST_13154 00D6: if and 8038: not $7231 == 7 // $ == int 8038: not $7231 == 15 // $ == int 8038: not $7231 == 23 // $ == int 8038: not $7231 == 31 // $ == int 004D: jump_if_false @KICKST_13154 03D1: play_wav 1 0004: $7415 = 3 // $ = int :KICKST_13154 018C: play_sound 1 at $7273 $7274 $7275 00BC: text_highpriority 'KICK1_6' time 1000 1 0164: disable_marker $7277 0008: $7231 += 1 // $ += int 000C: $7405 -= 1 // $ -= int 0004: $7276 = 1 // $ = int :KICKST_13208 00D6: if 0038: $7281 == 0 // $ == int 004D: jump_if_false @KICKST_13370 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7278 $7279 $7280 00D6: if 00F5: player $PLAYER_CHAR 0 $7278 $7279 $7280 radius 1.5 1.5 1.5 004D: jump_if_false @KICKST_13370 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 004D: jump_if_false @KICKST_13370 018C: play_sound 1 at $7278 $7279 $7280 00BC: text_highpriority 'KICK1_6' time 1000 1 0164: disable_marker $7282 0008: $7231 += 1 // $ += int 000C: $7405 -= 1 // $ -= int 0004: $7281 = 1 // $ = int :KICKST_13370 00D6: if 0038: $7286 == 0 // $ == int 004D: jump_if_false @KICKST_13532 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7283 $7284 $7285 00D6: if 00F5: player $PLAYER_CHAR 0 $7283 $7284 $7285 radius 1.5 1.5 1.5 004D: jump_if_false @KICKST_13532 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 004D: jump_if_false @KICKST_13532 018C: play_sound 1 at $7283 $7284 $7285 00BC: text_highpriority 'KICK1_6' time 1000 1 0164: disable_marker $7287 0008: $7231 += 1 // $ += int 000C: $7405 -= 1 // $ -= int 0004: $7286 = 1 // $ = int :KICKST_13532 00D6: if 0038: $7291 == 0 // $ == int 004D: jump_if_false @KICKST_13694 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7288 $7289 $7290 00D6: if 00F5: player $PLAYER_CHAR 0 $7288 $7289 $7290 radius 1.5 1.5 1.5 004D: jump_if_false @KICKST_13694 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 004D: jump_if_false @KICKST_13694 018C: play_sound 1 at $7288 $7289 $7290 00BC: text_highpriority 'KICK1_6' time 1000 1 0164: disable_marker $7292 0008: $7231 += 1 // $ += int 000C: $7405 -= 1 // $ -= int 0004: $7291 = 1 // $ = int :KICKST_13694 00D6: if 0038: $7296 == 0 // $ == int 004D: jump_if_false @KICKST_13856 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7293 $7294 $7295 00D6: if 00F5: player $PLAYER_CHAR 0 $7293 $7294 $7295 radius 1.5 1.5 1.5 004D: jump_if_false @KICKST_13856 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 004D: jump_if_false @KICKST_13856 018C: play_sound 1 at $7293 $7294 $7295 00BC: text_highpriority 'KICK1_6' time 1000 1 0164: disable_marker $7297 0008: $7231 += 1 // $ += int 000C: $7405 -= 1 // $ -= int 0004: $7296 = 1 // $ = int :KICKST_13856 00D6: if 0038: $7301 == 0 // $ == int 004D: jump_if_false @KICKST_14018 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7298 $7299 $7300 00D6: if 00F5: player $PLAYER_CHAR 0 $7298 $7299 $7300 radius 1.5 1.5 1.5 004D: jump_if_false @KICKST_14018 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 004D: jump_if_false @KICKST_14018 018C: play_sound 1 at $7298 $7299 $7300 00BC: text_highpriority 'KICK1_6' time 1000 1 0164: disable_marker $7302 0008: $7231 += 1 // $ += int 000C: $7405 -= 1 // $ -= int 0004: $7301 = 1 // $ = int :KICKST_14018 00D6: if 0038: $7306 == 0 // $ == int 004D: jump_if_false @KICKST_14180 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7303 $7304 $7305 00D6: if 00F5: player $PLAYER_CHAR 0 $7303 $7304 $7305 radius 1.5 1.5 1.5 004D: jump_if_false @KICKST_14180 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 004D: jump_if_false @KICKST_14180 018C: play_sound 1 at $7303 $7304 $7305 00BC: text_highpriority 'KICK1_6' time 1000 1 0164: disable_marker $7307 0008: $7231 += 1 // $ += int 000C: $7405 -= 1 // $ -= int 0004: $7306 = 1 // $ = int :KICKST_14180 00D6: if 0038: $7311 == 0 // $ == int 004D: jump_if_false @KICKST_14342 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7308 $7309 $7310 00D6: if 00F5: player $PLAYER_CHAR 0 $7308 $7309 $7310 radius 1.5 1.5 1.5 004D: jump_if_false @KICKST_14342 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 004D: jump_if_false @KICKST_14342 018C: play_sound 1 at $7308 $7309 $7310 00BC: text_highpriority 'KICK1_6' time 1000 1 0164: disable_marker $7312 0008: $7231 += 1 // $ += int 000C: $7405 -= 1 // $ -= int 0004: $7311 = 1 // $ = int :KICKST_14342 00D6: if 0038: $7316 == 0 // $ == int 004D: jump_if_false @KICKST_14504 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7313 $7314 $7315 00D6: if 00F5: player $PLAYER_CHAR 0 $7313 $7314 $7315 radius 1.5 1.5 1.5 004D: jump_if_false @KICKST_14504 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 004D: jump_if_false @KICKST_14504 018C: play_sound 1 at $7313 $7314 $7315 00BC: text_highpriority 'KICK1_6' time 1000 1 0164: disable_marker $7317 0008: $7231 += 1 // $ += int 000C: $7405 -= 1 // $ -= int 0004: $7316 = 1 // $ = int :KICKST_14504 00D6: if 0038: $7321 == 0 // $ == int 004D: jump_if_false @KICKST_14666 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7318 $7319 $7320 00D6: if 00F5: player $PLAYER_CHAR 0 $7318 $7319 $7320 radius 1.5 1.5 1.5 004D: jump_if_false @KICKST_14666 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 004D: jump_if_false @KICKST_14666 018C: play_sound 1 at $7318 $7319 $7320 00BC: text_highpriority 'KICK1_6' time 1000 1 0164: disable_marker $7322 0008: $7231 += 1 // $ += int 000C: $7405 -= 1 // $ -= int 0004: $7321 = 1 // $ = int :KICKST_14666 00D6: if 0038: $7326 == 0 // $ == int 004D: jump_if_false @KICKST_14828 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7323 $7324 $7325 00D6: if 00F5: player $PLAYER_CHAR 0 $7323 $7324 $7325 radius 1.5 1.5 1.5 004D: jump_if_false @KICKST_14828 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 004D: jump_if_false @KICKST_14828 018C: play_sound 1 at $7323 $7324 $7325 00BC: text_highpriority 'KICK1_6' time 1000 1 0164: disable_marker $7327 0008: $7231 += 1 // $ += int 000C: $7405 -= 1 // $ -= int 0004: $7326 = 1 // $ = int :KICKST_14828 00D6: if 0038: $7331 == 0 // $ == int 004D: jump_if_false @KICKST_14990 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7328 $7329 $7330 00D6: if 00F5: player $PLAYER_CHAR 0 $7328 $7329 $7330 radius 1.5 1.5 1.5 004D: jump_if_false @KICKST_14990 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 004D: jump_if_false @KICKST_14990 018C: play_sound 1 at $7328 $7329 $7330 00BC: text_highpriority 'KICK1_6' time 1000 1 0164: disable_marker $7332 0008: $7231 += 1 // $ += int 000C: $7405 -= 1 // $ -= int 0004: $7331 = 1 // $ = int :KICKST_14990 00D6: if 0038: $7336 == 0 // $ == int 004D: jump_if_false @KICKST_15152 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7333 $7334 $7335 00D6: if 00F5: player $PLAYER_CHAR 0 $7333 $7334 $7335 radius 1.5 1.5 1.5 004D: jump_if_false @KICKST_15152 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 004D: jump_if_false @KICKST_15152 018C: play_sound 1 at $7333 $7334 $7335 00BC: text_highpriority 'KICK1_6' time 1000 1 0164: disable_marker $7337 0008: $7231 += 1 // $ += int 000C: $7405 -= 1 // $ -= int 0004: $7336 = 1 // $ = int :KICKST_15152 00D6: if 0038: $7341 == 0 // $ == int 004D: jump_if_false @KICKST_15314 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7338 $7339 $7340 00D6: if 00F5: player $PLAYER_CHAR 0 $7338 $7339 $7340 radius 1.5 1.5 1.5 004D: jump_if_false @KICKST_15314 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 004D: jump_if_false @KICKST_15314 018C: play_sound 1 at $7338 $7339 $7340 00BC: text_highpriority 'KICK1_6' time 1000 1 0164: disable_marker $7342 0008: $7231 += 1 // $ += int 000C: $7405 -= 1 // $ -= int 0004: $7341 = 1 // $ = int :KICKST_15314 00D6: if 0038: $7346 == 0 // $ == int 004D: jump_if_false @KICKST_15476 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7343 $7344 $7345 00D6: if 00F5: player $PLAYER_CHAR 0 $7343 $7344 $7345 radius 1.5 1.5 1.5 004D: jump_if_false @KICKST_15476 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 004D: jump_if_false @KICKST_15476 018C: play_sound 1 at $7343 $7344 $7345 00BC: text_highpriority 'KICK1_6' time 1000 1 0164: disable_marker $7347 0008: $7231 += 1 // $ += int 000C: $7405 -= 1 // $ -= int 0004: $7346 = 1 // $ = int :KICKST_15476 00D6: if 0038: $7351 == 0 // $ == int 004D: jump_if_false @KICKST_15638 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7348 $7349 $7350 00D6: if 00F5: player $PLAYER_CHAR 0 $7348 $7349 $7350 radius 1.5 1.5 1.5 004D: jump_if_false @KICKST_15638 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 004D: jump_if_false @KICKST_15638 018C: play_sound 1 at $7348 $7349 $7350 00BC: text_highpriority 'KICK1_6' time 1000 1 0164: disable_marker $7352 0008: $7231 += 1 // $ += int 000C: $7405 -= 1 // $ -= int 0004: $7351 = 1 // $ = int :KICKST_15638 00D6: if 0038: $7356 == 0 // $ == int 004D: jump_if_false @KICKST_15800 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7353 $7354 $7355 00D6: if 00F5: player $PLAYER_CHAR 0 $7353 $7354 $7355 radius 1.5 1.5 1.5 004D: jump_if_false @KICKST_15800 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 004D: jump_if_false @KICKST_15800 018C: play_sound 1 at $7353 $7354 $7355 00BC: text_highpriority 'KICK1_6' time 1000 1 0164: disable_marker $7357 0008: $7231 += 1 // $ += int 000C: $7405 -= 1 // $ -= int 0004: $7356 = 1 // $ = int :KICKST_15800 00D6: if 0038: $7361 == 0 // $ == int 004D: jump_if_false @KICKST_15962 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7358 $7359 $7360 00D6: if 00F5: player $PLAYER_CHAR 0 $7358 $7359 $7360 radius 1.5 1.5 1.5 004D: jump_if_false @KICKST_15962 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 004D: jump_if_false @KICKST_15962 018C: play_sound 1 at $7358 $7359 $7360 00BC: text_highpriority 'KICK1_6' time 1000 1 0164: disable_marker $7362 0008: $7231 += 1 // $ += int 000C: $7405 -= 1 // $ -= int 0004: $7361 = 1 // $ = int :KICKST_15962 00D6: if 0038: $7366 == 0 // $ == int 004D: jump_if_false @KICKST_16124 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7363 $7364 $7365 00D6: if 00F5: player $PLAYER_CHAR 0 $7363 $7364 $7365 radius 1.5 1.5 1.5 004D: jump_if_false @KICKST_16124 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 004D: jump_if_false @KICKST_16124 018C: play_sound 1 at $7363 $7364 $7365 00BC: text_highpriority 'KICK1_6' time 1000 1 0164: disable_marker $7367 0008: $7231 += 1 // $ += int 000C: $7405 -= 1 // $ -= int 0004: $7366 = 1 // $ = int :KICKST_16124 00D6: if 0038: $7371 == 0 // $ == int 004D: jump_if_false @KICKST_16286 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7368 $7369 $7370 00D6: if 00F5: player $PLAYER_CHAR 0 $7368 $7369 $7370 radius 1.5 1.5 1.5 004D: jump_if_false @KICKST_16286 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 004D: jump_if_false @KICKST_16286 018C: play_sound 1 at $7368 $7369 $7370 00BC: text_highpriority 'KICK1_6' time 1000 1 0164: disable_marker $7372 0008: $7231 += 1 // $ += int 000C: $7405 -= 1 // $ -= int 0004: $7371 = 1 // $ = int :KICKST_16286 00D6: if 0038: $7376 == 0 // $ == int 004D: jump_if_false @KICKST_16448 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7373 $7374 $7375 00D6: if 00F5: player $PLAYER_CHAR 0 $7373 $7374 $7375 radius 1.5 1.5 1.5 004D: jump_if_false @KICKST_16448 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 004D: jump_if_false @KICKST_16448 018C: play_sound 1 at $7373 $7374 $7375 00BC: text_highpriority 'KICK1_6' time 1000 1 0164: disable_marker $7377 0008: $7231 += 1 // $ += int 000C: $7405 -= 1 // $ -= int 0004: $7376 = 1 // $ = int :KICKST_16448 00D6: if 0038: $7381 == 0 // $ == int 004D: jump_if_false @KICKST_16610 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7378 $7379 $7380 00D6: if 00F5: player $PLAYER_CHAR 0 $7378 $7379 $7380 radius 1.5 1.5 1.5 004D: jump_if_false @KICKST_16610 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 004D: jump_if_false @KICKST_16610 018C: play_sound 1 at $7378 $7379 $7380 00BC: text_highpriority 'KICK1_6' time 1000 1 0164: disable_marker $7382 0008: $7231 += 1 // $ += int 000C: $7405 -= 1 // $ -= int 0004: $7381 = 1 // $ = int :KICKST_16610 00D6: if 0038: $7386 == 0 // $ == int 004D: jump_if_false @KICKST_16772 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7383 $7384 $7385 00D6: if 00F5: player $PLAYER_CHAR 0 $7383 $7384 $7385 radius 1.5 1.5 1.5 004D: jump_if_false @KICKST_16772 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 004D: jump_if_false @KICKST_16772 018C: play_sound 1 at $7383 $7384 $7385 00BC: text_highpriority 'KICK1_6' time 1000 1 0164: disable_marker $7387 0008: $7231 += 1 // $ += int 000C: $7405 -= 1 // $ -= int 0004: $7386 = 1 // $ = int :KICKST_16772 00D6: if 0038: $7391 == 0 // $ == int 004D: jump_if_false @KICKST_16934 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7388 $7389 $7390 00D6: if 00F5: player $PLAYER_CHAR 0 $7388 $7389 $7390 radius 1.5 1.5 1.5 004D: jump_if_false @KICKST_16934 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 004D: jump_if_false @KICKST_16934 018C: play_sound 1 at $7388 $7389 $7390 00BC: text_highpriority 'KICK1_6' time 1000 1 0164: disable_marker $7392 0008: $7231 += 1 // $ += int 000C: $7405 -= 1 // $ -= int 0004: $7391 = 1 // $ = int :KICKST_16934 00D6: if 0038: $7396 == 0 // $ == int 004D: jump_if_false @KICKST_17096 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7393 $7394 $7395 00D6: if 00F5: player $PLAYER_CHAR 0 $7393 $7394 $7395 radius 1.5 1.5 1.5 004D: jump_if_false @KICKST_17096 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 004D: jump_if_false @KICKST_17096 018C: play_sound 1 at $7393 $7394 $7395 00BC: text_highpriority 'KICK1_6' time 1000 1 0164: disable_marker $7397 0008: $7231 += 1 // $ += int 000C: $7405 -= 1 // $ -= int 0004: $7396 = 1 // $ = int :KICKST_17096 0051: return //-------------Mission 82--------------- // Originally: Sunshine Autos Races :RACE 0050: gosub @RACE_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @RACE_27 0050: gosub @RACE_21028 :RACE_27 0050: gosub @RACE_22749 004E: end_thread :RACE_36 0004: $ONMISSION = 1 // $ = int 03A4: name_thread 'RACE' 0001: wait 0 ms 054C: use_GXT_table 'RACES' 0004: $7440 = 0 // $ = int 0004: $7436 = 0 // $ = int 0004: $7437 = 0 // $ = int 0004: $7438 = 0 // $ = int 0004: $7439 = 0 // $ = int 0005: $7472 = 7.0 // $ = float 0005: $7473 = 7.0 // $ = float 0005: $7474 = 7.0 // $ = float 0004: $7454 = 1 // $ = int 0004: $7441 = 0 // $ = int 0004: $7442 = 0 // $ = int 0004: $7443 = 0 // $ = int 0004: $7444 = 0 // $ = int 0004: $7445 = 0 // $ = int 0004: $7446 = 0 // $ = int 0004: $7447 = 0 // $ = int 0004: $7449 = 0 // $ = int 0004: $7450 = 0 // $ = int 0004: $7448 = 0 // $ = int 0004: $7452 = 0 // $ = int 0004: $7453 = 0 // $ = int 0004: $7455 = 0 // $ = int 0004: $7456 = 0 // $ = int 0004: $7459 = 0 // $ = int 0004: $7460 = 0 // $ = int 0004: $7461 = 0 // $ = int 0005: $7498 = 0.0 // $ = float 0005: $7499 = 0.0 // $ = float 0005: $7500 = 0.0 // $ = float 0005: $7501 = 0.0 // $ = float 0005: $7502 = 0.0 // $ = float 0005: $7503 = 0.0 // $ = float 0247: request_model #LH_RACE01 0247: request_model #LH_RACE02 0247: request_model #LH_RACE03 0247: request_model #LH_RACE04 0247: request_model #LH_RACE05 0247: request_model #LH_RACE06 038B: load_requested_models 03F0: enable_text_draw 1 :RACE_354 00D6: if or 8248: not model #LH_RACE01 available 8248: not model #LH_RACE02 available 8248: not model #LH_RACE03 available 8248: not model #LH_RACE04 available 8248: not model #LH_RACE05 available 8248: not model #LH_RACE06 available 004D: jump_if_false @RACE_406 0001: wait 0 ms 0002: jump @RACE_354 :RACE_406 01B4: set_player $PLAYER_CHAR can_move 0 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 2.0 range 2.0 0395: clear_area 0 at -970.2131 -828.717 1.0 range 1.0 0055: put_player $PLAYER_CHAR at -970.2131 -828.717 5.7702 0171: set_player $PLAYER_CHAR z_angle_to 90.0 0373: set_camera_directly_behind_player 015F: set_camera_position -971.9697 -825.7239 8.5712 rotation 0.0 0.0 0.0 0160: point_camera -970.9708 -825.7308 8.6162 switchstyle 2 0512: show_permanent_text_box 'RACEHLP' 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @RACE_702 029B: $7426 = init_object #LH_RACE02 at -965.584 -827.217 8.631 029B: $7427 = init_object #LH_RACE03 at -965.584 -827.217 8.631 029B: $7428 = init_object #LH_RACE04 at -965.584 -827.217 8.631 029B: $7429 = init_object #LH_RACE05 at -965.584 -827.217 8.631 029B: $7430 = init_object #LH_RACE06 at -965.584 -827.217 8.631 :RACE_702 029B: $7425 = init_object #LH_RACE01 at -965.584 -827.217 8.631 :RACE_725 0001: wait 0 ms 0494: get_joystick 0 data_to $880 $881 $882 $883 00D6: if 00E1: player 0 pressed_button 15 004D: jump_if_false @RACE_807 00D6: if 0038: $7452 == 1 // $ == int 004D: jump_if_false @RACE_800 0004: $7452 = 0 // $ = int 03E6: remove_text_box 03F0: enable_text_draw 0 0002: jump @RACE_21028 :RACE_800 0002: jump @RACE_832 :RACE_807 00D6: if 0038: $7452 == 0 // $ == int 004D: jump_if_false @RACE_832 0004: $7452 = 1 // $ = int :RACE_832 00D6: if or 00E1: player 0 pressed_button 10 001A: -100 > $880 // int > $ 004D: jump_if_false @RACE_1233 00D6: if 0038: $7455 == 1 // $ == int 004D: jump_if_false @RACE_1226 0004: $7455 = 0 // $ = int 03D5: remove_text 'RACES19' 00D6: if 0038: $7454 == 1 // $ == int 004D: jump_if_false @RACE_951 0108: destroy_object $7425 029B: $7430 = init_object #LH_RACE06 at -965.584 -827.217 8.631 0004: $7454 = 6 // $ = int 0002: jump @RACE_1226 :RACE_951 00D6: if 0038: $7454 == 2 // $ == int 004D: jump_if_false @RACE_1011 0108: destroy_object $7426 029B: $7425 = init_object #LH_RACE01 at -965.584 -827.217 8.631 0004: $7454 = 1 // $ = int 0002: jump @RACE_1226 :RACE_1011 00D6: if 0038: $7454 == 3 // $ == int 004D: jump_if_false @RACE_1071 0108: destroy_object $7427 029B: $7426 = init_object #LH_RACE02 at -965.584 -827.217 8.631 0004: $7454 = 2 // $ = int 0002: jump @RACE_1226 :RACE_1071 00D6: if 0038: $7454 == 4 // $ == int 004D: jump_if_false @RACE_1131 0108: destroy_object $7428 029B: $7427 = init_object #LH_RACE03 at -965.584 -827.217 8.631 0004: $7454 = 3 // $ = int 0002: jump @RACE_1226 :RACE_1131 00D6: if 0038: $7454 == 5 // $ == int 004D: jump_if_false @RACE_1191 0108: destroy_object $7429 029B: $7428 = init_object #LH_RACE04 at -965.584 -827.217 8.631 0004: $7454 = 4 // $ = int 0002: jump @RACE_1226 :RACE_1191 0108: destroy_object $7430 029B: $7429 = init_object #LH_RACE05 at -965.584 -827.217 8.631 0004: $7454 = 5 // $ = int :RACE_1226 0002: jump @RACE_1258 :RACE_1233 00D6: if 0038: $7455 == 0 // $ == int 004D: jump_if_false @RACE_1258 0004: $7455 = 1 // $ = int :RACE_1258 00D6: if or 00E1: player 0 pressed_button 11 0018: $880 > 100 // $ > int 004D: jump_if_false @RACE_1659 00D6: if 0038: $7456 == 1 // $ == int 004D: jump_if_false @RACE_1652 0004: $7456 = 0 // $ = int 03D5: remove_text 'RACES19' 00D6: if 0038: $7454 == 1 // $ == int 004D: jump_if_false @RACE_1377 0108: destroy_object $7425 029B: $7426 = init_object #LH_RACE02 at -965.584 -827.217 8.631 0004: $7454 = 2 // $ = int 0002: jump @RACE_1652 :RACE_1377 00D6: if 0038: $7454 == 2 // $ == int 004D: jump_if_false @RACE_1437 0108: destroy_object $7426 029B: $7427 = init_object #LH_RACE03 at -965.584 -827.217 8.631 0004: $7454 = 3 // $ = int 0002: jump @RACE_1652 :RACE_1437 00D6: if 0038: $7454 == 3 // $ == int 004D: jump_if_false @RACE_1497 0108: destroy_object $7427 029B: $7428 = init_object #LH_RACE04 at -965.584 -827.217 8.631 0004: $7454 = 4 // $ = int 0002: jump @RACE_1652 :RACE_1497 00D6: if 0038: $7454 == 4 // $ == int 004D: jump_if_false @RACE_1557 0108: destroy_object $7428 029B: $7429 = init_object #LH_RACE05 at -965.584 -827.217 8.631 0004: $7454 = 5 // $ = int 0002: jump @RACE_1652 :RACE_1557 00D6: if 0038: $7454 == 5 // $ == int 004D: jump_if_false @RACE_1617 0108: destroy_object $7429 029B: $7430 = init_object #LH_RACE06 at -965.584 -827.217 8.631 0004: $7454 = 6 // $ = int 0002: jump @RACE_1652 :RACE_1617 0108: destroy_object $7430 029B: $7425 = init_object #LH_RACE01 at -965.584 -827.217 8.631 0004: $7454 = 1 // $ = int :RACE_1652 0002: jump @RACE_1684 :RACE_1659 00D6: if 0038: $7456 == 0 // $ == int 004D: jump_if_false @RACE_1684 0004: $7456 = 1 // $ = int :RACE_1684 00D6: if 0038: $7454 == 1 // $ == int 004D: jump_if_false @RACE_2314 0050: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.8 2.0 045A: text_draw_1number 30.0 145.0 'RACES00' $7454 0050: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.8 2.0 033E: text_draw 30.0 165.0 'RACES01' 0050: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.6 1.6 00D6: if 0424: metric 004D: jump_if_false @RACE_1847 045B: text_draw_2numbers 30.0 190.0 'RACES13' 1 748 0002: jump @RACE_1871 :RACE_1847 045B: text_draw_2numbers 30.0 190.0 'RACES23' 1 1 :RACE_1871 0050: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.65 1.7 045A: text_draw_1number 30.0 220.0 'RACES07' 100 0050: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.6 1.6 00D6: if 0038: $402 == 99999999 // $ == int 004D: jump_if_false @RACE_1979 033E: text_draw 30.0 310.0 'RACES15' 0002: jump @RACE_2102 :RACE_1979 0084: $7457 = $402 // $ = $ int 0014: $7457 /= 60 // $ /= int 0084: $7451 = $7457 // $ = $ int 0010: $7451 *= 60 // $ *= int 0084: $7458 = $402 // $ = $ int 0060: $7458 -= $7451 // $ -= $ int 00D6: if 0018: $7458 > 9 // $ > int 004D: jump_if_false @RACE_2076 045B: text_draw_2numbers 30.0 310.0 'RACES08' $7457 $7458 0002: jump @RACE_2102 :RACE_2076 045B: text_draw_2numbers 30.0 310.0 'RACES22' $7457 $7458 :RACE_2102 0050: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.6 1.6 00D6: if 0038: $401 == 99999999 // $ == int 004D: jump_if_false @RACE_2162 033E: text_draw 30.0 325.0 'RACES16' :RACE_2162 00D6: if 0038: $401 == 0 // $ == int 004D: jump_if_false @RACE_2200 033E: text_draw 30.0 325.0 'RACES09' :RACE_2200 00D6: if 0038: $401 == 1 // $ == int 004D: jump_if_false @RACE_2238 033E: text_draw 30.0 325.0 'RACES10' :RACE_2238 00D6: if 0038: $401 == 2 // $ == int 004D: jump_if_false @RACE_2276 033E: text_draw 30.0 325.0 'RACES11' :RACE_2276 00D6: if 0038: $401 == 3 // $ == int 004D: jump_if_false @RACE_2314 033E: text_draw 30.0 325.0 'RACES12' :RACE_2314 00D6: if 0038: $7454 == 2 // $ == int 004D: jump_if_false @RACE_2946 0050: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.8 2.0 045A: text_draw_1number 30.0 145.0 'RACES00' $7454 0050: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.8 2.0 033E: text_draw 30.0 165.0 'RACES02' 0050: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.6 1.6 00D6: if 0424: metric 004D: jump_if_false @RACE_2477 045B: text_draw_2numbers 30.0 190.0 'RACES13' 2 659 0002: jump @RACE_2502 :RACE_2477 045B: text_draw_2numbers 30.0 190.0 'RACES23' 1 652 :RACE_2502 0050: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.65 1.7 045A: text_draw_1number 30.0 220.0 'RACES07' 500 0050: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.6 1.6 00D6: if 0038: $404 == 99999999 // $ == int 004D: jump_if_false @RACE_2611 033E: text_draw 30.0 310.0 'RACES15' 0002: jump @RACE_2734 :RACE_2611 0084: $7457 = $404 // $ = $ int 0014: $7457 /= 60 // $ /= int 0084: $7451 = $7457 // $ = $ int 0010: $7451 *= 60 // $ *= int 0084: $7458 = $404 // $ = $ int 0060: $7458 -= $7451 // $ -= $ int 00D6: if 0018: $7458 > 9 // $ > int 004D: jump_if_false @RACE_2708 045B: text_draw_2numbers 30.0 310.0 'RACES08' $7457 $7458 0002: jump @RACE_2734 :RACE_2708 045B: text_draw_2numbers 30.0 310.0 'RACES22' $7457 $7458 :RACE_2734 0050: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.6 1.6 00D6: if 0038: $403 == 99999999 // $ == int 004D: jump_if_false @RACE_2794 033E: text_draw 30.0 325.0 'RACES16' :RACE_2794 00D6: if 0038: $403 == 0 // $ == int 004D: jump_if_false @RACE_2832 033E: text_draw 30.0 325.0 'RACES09' :RACE_2832 00D6: if 0038: $403 == 1 // $ == int 004D: jump_if_false @RACE_2870 033E: text_draw 30.0 325.0 'RACES10' :RACE_2870 00D6: if 0038: $403 == 2 // $ == int 004D: jump_if_false @RACE_2908 033E: text_draw 30.0 325.0 'RACES11' :RACE_2908 00D6: if 0038: $403 == 3 // $ == int 004D: jump_if_false @RACE_2946 033E: text_draw 30.0 325.0 'RACES12' :RACE_2946 00D6: if 0038: $7454 == 3 // $ == int 004D: jump_if_false @RACE_3577 0050: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.8 2.0 045A: text_draw_1number 30.0 145.0 'RACES00' $7454 0050: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.8 2.0 033E: text_draw 30.0 165.0 'RACES03' 0050: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.6 1.6 00D6: if 0424: metric 004D: jump_if_false @RACE_3108 045B: text_draw_2numbers 30.0 190.0 'RACES13' 3 1 0002: jump @RACE_3133 :RACE_3108 045B: text_draw_2numbers 30.0 190.0 'RACES23' 1 926 :RACE_3133 0050: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.65 1.7 045A: text_draw_1number 30.0 220.0 'RACES07' 1000 0050: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.6 1.6 00D6: if 0038: $406 == 99999999 // $ == int 004D: jump_if_false @RACE_3242 033E: text_draw 30.0 310.0 'RACES15' 0002: jump @RACE_3365 :RACE_3242 0084: $7457 = $406 // $ = $ int 0014: $7457 /= 60 // $ /= int 0084: $7451 = $7457 // $ = $ int 0010: $7451 *= 60 // $ *= int 0084: $7458 = $406 // $ = $ int 0060: $7458 -= $7451 // $ -= $ int 00D6: if 0018: $7458 > 9 // $ > int 004D: jump_if_false @RACE_3339 045B: text_draw_2numbers 30.0 310.0 'RACES08' $7457 $7458 0002: jump @RACE_3365 :RACE_3339 045B: text_draw_2numbers 30.0 310.0 'RACES22' $7457 $7458 :RACE_3365 0050: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.6 1.6 00D6: if 0038: $405 == 99999999 // $ == int 004D: jump_if_false @RACE_3425 033E: text_draw 30.0 325.0 'RACES16' :RACE_3425 00D6: if 0038: $405 == 0 // $ == int 004D: jump_if_false @RACE_3463 033E: text_draw 30.0 325.0 'RACES09' :RACE_3463 00D6: if 0038: $405 == 1 // $ == int 004D: jump_if_false @RACE_3501 033E: text_draw 30.0 325.0 'RACES10' :RACE_3501 00D6: if 0038: $405 == 2 // $ == int 004D: jump_if_false @RACE_3539 033E: text_draw 30.0 325.0 'RACES11' :RACE_3539 00D6: if 0038: $405 == 3 // $ == int 004D: jump_if_false @RACE_3577 033E: text_draw 30.0 325.0 'RACES12' :RACE_3577 00D6: if 0038: $7454 == 4 // $ == int 004D: jump_if_false @RACE_4209 0050: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.8 2.0 045A: text_draw_1number 30.0 145.0 'RACES00' $7454 0050: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.8 2.0 033E: text_draw 30.0 165.0 'RACES04' 0050: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.6 1.6 00D6: if 0424: metric 004D: jump_if_false @RACE_3740 045B: text_draw_2numbers 30.0 190.0 'RACES13' 3 924 0002: jump @RACE_3765 :RACE_3740 045B: text_draw_2numbers 30.0 190.0 'RACES23' 2 438 :RACE_3765 0050: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.65 1.7 045A: text_draw_1number 30.0 220.0 'RACES07' 2000 0050: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.6 1.6 00D6: if 0038: $408 == 99999999 // $ == int 004D: jump_if_false @RACE_3874 033E: text_draw 30.0 310.0 'RACES15' 0002: jump @RACE_3997 :RACE_3874 0084: $7457 = $408 // $ = $ int 0014: $7457 /= 60 // $ /= int 0084: $7451 = $7457 // $ = $ int 0010: $7451 *= 60 // $ *= int 0084: $7458 = $408 // $ = $ int 0060: $7458 -= $7451 // $ -= $ int 00D6: if 0018: $7458 > 9 // $ > int 004D: jump_if_false @RACE_3971 045B: text_draw_2numbers 30.0 310.0 'RACES08' $7457 $7458 0002: jump @RACE_3997 :RACE_3971 045B: text_draw_2numbers 30.0 310.0 'RACES22' $7457 $7458 :RACE_3997 0050: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.6 1.6 00D6: if 0038: $407 == 99999999 // $ == int 004D: jump_if_false @RACE_4057 033E: text_draw 30.0 325.0 'RACES16' :RACE_4057 00D6: if 0038: $407 == 0 // $ == int 004D: jump_if_false @RACE_4095 033E: text_draw 30.0 325.0 'RACES09' :RACE_4095 00D6: if 0038: $407 == 1 // $ == int 004D: jump_if_false @RACE_4133 033E: text_draw 30.0 325.0 'RACES10' :RACE_4133 00D6: if 0038: $407 == 2 // $ == int 004D: jump_if_false @RACE_4171 033E: text_draw 30.0 325.0 'RACES11' :RACE_4171 00D6: if 0038: $407 == 3 // $ == int 004D: jump_if_false @RACE_4209 033E: text_draw 30.0 325.0 'RACES12' :RACE_4209 00D6: if 0038: $7454 == 5 // $ == int 004D: jump_if_false @RACE_4840 0050: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.8 2.0 045A: text_draw_1number 30.0 145.0 'RACES00' $7454 0050: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.8 2.0 033E: text_draw 30.0 165.0 'RACES05' 0050: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.6 1.6 00D6: if 0424: metric 004D: jump_if_false @RACE_4372 045B: text_draw_2numbers 30.0 190.0 'RACES13' 4 603 0002: jump @RACE_4396 :RACE_4372 045B: text_draw_2numbers 30.0 190.0 'RACES23' 2 86 :RACE_4396 0050: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.65 1.7 045A: text_draw_1number 30.0 220.0 'RACES07' 5000 0050: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.6 1.6 00D6: if 0038: $410 == 99999999 // $ == int 004D: jump_if_false @RACE_4505 033E: text_draw 30.0 310.0 'RACES15' 0002: jump @RACE_4628 :RACE_4505 0084: $7457 = $410 // $ = $ int 0014: $7457 /= 60 // $ /= int 0084: $7451 = $7457 // $ = $ int 0010: $7451 *= 60 // $ *= int 0084: $7458 = $410 // $ = $ int 0060: $7458 -= $7451 // $ -= $ int 00D6: if 0018: $7458 > 9 // $ > int 004D: jump_if_false @RACE_4602 045B: text_draw_2numbers 30.0 310.0 'RACES08' $7457 $7458 0002: jump @RACE_4628 :RACE_4602 045B: text_draw_2numbers 30.0 310.0 'RACES22' $7457 $7458 :RACE_4628 0050: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.6 1.6 00D6: if 0038: $409 == 99999999 // $ == int 004D: jump_if_false @RACE_4688 033E: text_draw 30.0 325.0 'RACES16' :RACE_4688 00D6: if 0038: $409 == 0 // $ == int 004D: jump_if_false @RACE_4726 033E: text_draw 30.0 325.0 'RACES09' :RACE_4726 00D6: if 0038: $409 == 1 // $ == int 004D: jump_if_false @RACE_4764 033E: text_draw 30.0 325.0 'RACES10' :RACE_4764 00D6: if 0038: $409 == 2 // $ == int 004D: jump_if_false @RACE_4802 033E: text_draw 30.0 325.0 'RACES11' :RACE_4802 00D6: if 0038: $409 == 3 // $ == int 004D: jump_if_false @RACE_4840 033E: text_draw 30.0 325.0 'RACES12' :RACE_4840 00D6: if 0038: $7454 == 6 // $ == int 004D: jump_if_false @RACE_5471 0050: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.8 2.0 045A: text_draw_1number 30.0 145.0 'RACES00' $7454 0050: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.8 2.0 033E: text_draw 30.0 165.0 'RACES06' 0050: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.6 1.6 00D6: if 0424: metric 004D: jump_if_false @RACE_5003 045B: text_draw_2numbers 30.0 190.0 'RACES13' 9 721 0002: jump @RACE_5027 :RACE_5003 045B: text_draw_2numbers 30.0 190.0 'RACES23' 6 1 :RACE_5027 0050: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.65 1.7 045A: text_draw_1number 30.0 220.0 'RACES07' 10000 0050: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.6 1.6 00D6: if 0038: $412 == 99999999 // $ == int 004D: jump_if_false @RACE_5136 033E: text_draw 30.0 310.0 'RACES15' 0002: jump @RACE_5259 :RACE_5136 0084: $7457 = $412 // $ = $ int 0014: $7457 /= 60 // $ /= int 0084: $7451 = $7457 // $ = $ int 0010: $7451 *= 60 // $ *= int 0084: $7458 = $412 // $ = $ int 0060: $7458 -= $7451 // $ -= $ int 00D6: if 0018: $7458 > 9 // $ > int 004D: jump_if_false @RACE_5233 045B: text_draw_2numbers 30.0 310.0 'RACES08' $7457 $7458 0002: jump @RACE_5259 :RACE_5233 045B: text_draw_2numbers 30.0 310.0 'RACES22' $7457 $7458 :RACE_5259 0050: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.6 1.6 00D6: if 0038: $411 == 99999999 // $ == int 004D: jump_if_false @RACE_5319 033E: text_draw 30.0 325.0 'RACES16' :RACE_5319 00D6: if 0038: $411 == 0 // $ == int 004D: jump_if_false @RACE_5357 033E: text_draw 30.0 325.0 'RACES09' :RACE_5357 00D6: if 0038: $411 == 1 // $ == int 004D: jump_if_false @RACE_5395 033E: text_draw 30.0 325.0 'RACES10' :RACE_5395 00D6: if 0038: $411 == 2 // $ == int 004D: jump_if_false @RACE_5433 033E: text_draw 30.0 325.0 'RACES11' :RACE_5433 00D6: if 0038: $411 == 3 // $ == int 004D: jump_if_false @RACE_5471 033E: text_draw 30.0 325.0 'RACES12' :RACE_5471 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @RACE_6028 00D6: if 0038: $7453 == 1 // $ == int 004D: jump_if_false @RACE_6021 0004: $7453 = 0 // $ = int 00D6: if 0038: $7454 == 1 // $ == int 004D: jump_if_false @RACE_5596 00D6: if 010A: player $PLAYER_CHAR money > 99 004D: jump_if_false @RACE_5581 0109: player $PLAYER_CHAR money += -100 0108: destroy_object $7425 03E6: remove_text_box 03F0: enable_text_draw 0 0002: jump @RACE_6103 0002: jump @RACE_5596 :RACE_5581 00BC: text_highpriority 'RACES19' time 3000 1 :RACE_5596 00D6: if 0038: $7454 == 2 // $ == int 004D: jump_if_false @RACE_5681 00D6: if 010A: player $PLAYER_CHAR money > 499 004D: jump_if_false @RACE_5666 0109: player $PLAYER_CHAR money += -500 0108: destroy_object $7426 03E6: remove_text_box 03F0: enable_text_draw 0 0002: jump @RACE_7017 0002: jump @RACE_5681 :RACE_5666 00BC: text_highpriority 'RACES19' time 3000 1 :RACE_5681 00D6: if 0038: $7454 == 3 // $ == int 004D: jump_if_false @RACE_5766 00D6: if 010A: player $PLAYER_CHAR money > 999 004D: jump_if_false @RACE_5751 0109: player $PLAYER_CHAR money += -1000 0108: destroy_object $7427 03E6: remove_text_box 03F0: enable_text_draw 0 0002: jump @RACE_7991 0002: jump @RACE_5766 :RACE_5751 00BC: text_highpriority 'RACES19' time 3000 1 :RACE_5766 00D6: if 0038: $7454 == 4 // $ == int 004D: jump_if_false @RACE_5851 00D6: if 010A: player $PLAYER_CHAR money > 1999 004D: jump_if_false @RACE_5836 0109: player $PLAYER_CHAR money += -2000 0108: destroy_object $7428 03E6: remove_text_box 03F0: enable_text_draw 0 0002: jump @RACE_9085 0002: jump @RACE_5851 :RACE_5836 00BC: text_highpriority 'RACES19' time 3000 1 :RACE_5851 00D6: if 0038: $7454 == 5 // $ == int 004D: jump_if_false @RACE_5936 00D6: if 010A: player $PLAYER_CHAR money > 4999 004D: jump_if_false @RACE_5921 0109: player $PLAYER_CHAR money += -5000 0108: destroy_object $7429 03E6: remove_text_box 03F0: enable_text_draw 0 0002: jump @RACE_10719 0002: jump @RACE_5936 :RACE_5921 00BC: text_highpriority 'RACES19' time 3000 1 :RACE_5936 00D6: if 0038: $7454 == 6 // $ == int 004D: jump_if_false @RACE_6021 00D6: if 010A: player $PLAYER_CHAR money > 9999 004D: jump_if_false @RACE_6006 0109: player $PLAYER_CHAR money += -10000 0108: destroy_object $7430 03E6: remove_text_box 03F0: enable_text_draw 0 0002: jump @RACE_12413 0002: jump @RACE_6021 :RACE_6006 00BC: text_highpriority 'RACES19' time 3000 1 :RACE_6021 0002: jump @RACE_6053 :RACE_6028 00D6: if 0038: $7453 == 0 // $ == int 004D: jump_if_false @RACE_6053 0004: $7453 = 1 // $ = int :RACE_6053 0002: jump @RACE_725 :RACE_6060 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 0051: return :RACE_6103 00D6: if 0038: $1588 == 0 // $ == int 004D: jump_if_false @RACE_6123 0317: increment_mission_attempts :RACE_6123 0004: $7449 = 23 // $ = int 0005: $7504 = -1381.918 // $ = float 0005: $7505 = -781.2508 // $ = float 0005: $7506 = 13.6582 // $ = float 0005: $7507 = -1336.543 // $ = float 0005: $7508 = -783.221 // $ = float 0005: $7509 = 13.6582 // $ = float 0005: $7510 = -1278.385 // $ = float 0005: $7511 = -783.2156 // $ = float 0005: $7512 = 13.6582 // $ = float 0005: $7513 = -1258.049 // $ = float 0005: $7514 = -762.8456 // $ = float 0005: $7515 = 13.6582 // $ = float 0005: $7516 = -1258.104 // $ = float 0005: $7517 = -695.624 // $ = float 0005: $7518 = 13.6582 // $ = float 0005: $7519 = -1261.048 // $ = float 0005: $7520 = -569.8616 // $ = float 0005: $7521 = 9.6582 // $ = float 0005: $7522 = -1320.283 // $ = float 0005: $7523 = -558.813 // $ = float 0005: $7524 = 7.4568 // $ = float 0005: $7525 = -1425.425 // $ = float 0005: $7526 = -558.7655 // $ = float 0005: $7527 = 6.7282 // $ = float 0005: $7528 = -1514.076 // $ = float 0005: $7529 = -558.7275 // $ = float 0005: $7530 = 6.7207 // $ = float 0005: $7531 = -1657.351 // $ = float 0005: $7532 = -558.9381 // $ = float 0005: $7533 = 6.7207 // $ = float 0005: $7534 = -1779.238 // $ = float 0005: $7535 = -561.8121 // $ = float 0005: $7536 = 6.7207 // $ = float 0005: $7537 = -1791.55 // $ = float 0005: $7538 = -638.3821 // $ = float 0005: $7539 = 10.4712 // $ = float 0005: $7540 = -1771.568 // $ = float 0005: $7541 = -690.8166 // $ = float 0005: $7542 = 13.6582 // $ = float 0005: $7543 = -1748.326 // $ = float 0005: $7544 = -664.5505 // $ = float 0005: $7545 = 13.6509 // $ = float 0005: $7546 = -1743.892 // $ = float 0005: $7547 = -557.9755 // $ = float 0005: $7548 = 13.651 // $ = float 0005: $7549 = -1650.822 // $ = float 0005: $7550 = -548.6134 // $ = float 0005: $7551 = 13.651 // $ = float 0005: $7552 = -1553.458 // $ = float 0005: $7553 = -548.5882 // $ = float 0005: $7554 = 13.651 // $ = float 0005: $7555 = -1530.331 // $ = float 0005: $7556 = -620.5998 // $ = float 0005: $7557 = 13.651 // $ = float 0005: $7558 = -1530.394 // $ = float 0005: $7559 = -690.6783 // $ = float 0005: $7560 = 13.6582 // $ = float 0005: $7561 = -1527.139 // $ = float 0005: $7562 = -772.0657 // $ = float 0005: $7563 = 13.6582 // $ = float 0005: $7564 = -1480.242 // $ = float 0005: $7565 = -782.8588 // $ = float 0005: $7566 = 13.6591 // $ = float 0005: $7567 = -1437.349 // $ = float 0005: $7568 = -830.7875 // $ = float 0005: $7569 = 13.6 // $ = float 0005: $7570 = -1402.194 // $ = float 0005: $7571 = -783.8462 // $ = float 0005: $7572 = 13.6583 // $ = float 0005: $7573 = -1363.599 // $ = float 0005: $7574 = -783.2463 // $ = float 0005: $7575 = 13.6728 // $ = float 0005: $4853 = -1376.668 // $ = float 0005: $4854 = -785.4619 // $ = float 0005: $4855 = 13.6583 // $ = float 0005: $4856 = -1381.918 // $ = float 0005: $4857 = -785.4619 // $ = float 0005: $4858 = 13.6583 // $ = float 0005: $4859 = -1376.668 // $ = float 0005: $4860 = -781.2508 // $ = float 0005: $4861 = 13.6582 // $ = float 0005: $7468 = 270.0 // $ = float 0005: $7477 = -1400.423 // $ = float 0005: $7478 = -788.7123 // $ = float 0005: $7479 = 12.2184 // $ = float 0005: $7480 = -1284.43 // $ = float 0005: $7481 = -778.7008 // $ = float 0005: $7482 = 27.3309 // $ = float 0002: jump @RACE_16027 :RACE_7017 00D6: if 0038: $1589 == 0 // $ == int 004D: jump_if_false @RACE_7037 0317: increment_mission_attempts :RACE_7037 0004: $7449 = 25 // $ = int 0005: $7504 = 467.1591 // $ = float 0005: $7505 = -364.1488 // $ = float 0005: $7506 = 9.3083 // $ = float 0005: $7507 = 501.4334 // $ = float 0005: $7508 = -376.6612 // $ = float 0005: $7509 = 9.8585 // $ = float 0005: $7510 = 499.6485 // $ = float 0005: $7511 = -453.183 // $ = float 0005: $7512 = 9.8615 // $ = float 0005: $7513 = 476.2756 // $ = float 0005: $7514 = -575.4393 // $ = float 0005: $7515 = 9.8615 // $ = float 0005: $7516 = 427.9059 // $ = float 0005: $7517 = -681.8521 // $ = float 0005: $7518 = 9.8615 // $ = float 0005: $7519 = 362.8138 // $ = float 0005: $7520 = -824.1959 // $ = float 0005: $7521 = 9.8616 // $ = float 0005: $7522 = 307.6837 // $ = float 0005: $7523 = -946.3491 // $ = float 0005: $7524 = 9.8615 // $ = float 0005: $7525 = 278.2833 // $ = float 0005: $7526 = -1126.979 // $ = float 0005: $7527 = 9.8615 // $ = float 0005: $7528 = 241.8716 // $ = float 0005: $7529 = -1314.508 // $ = float 0005: $7530 = 9.8616 // $ = float 0005: $7531 = 219.7843 // $ = float 0005: $7532 = -1418.322 // $ = float 0005: $7533 = 9.8615 // $ = float 0005: $7534 = 189.6915 // $ = float 0005: $7535 = -1494.735 // $ = float 0005: $7536 = 9.8616 // $ = float 0005: $7537 = 147.4525 // $ = float 0005: $7538 = -1571.244 // $ = float 0005: $7539 = 9.8616 // $ = float 0005: $7540 = 99.1483 // $ = float 0005: $7541 = -1588.395 // $ = float 0005: $7542 = 9.2481 // $ = float 0005: $7543 = 97.8935 // $ = float 0005: $7544 = -1519.795 // $ = float 0005: $7545 = 9.2418 // $ = float 0005: $7546 = 124.2335 // $ = float 0005: $7547 = -1445.51 // $ = float 0005: $7548 = 9.2418 // $ = float 0005: $7549 = 162.9207 // $ = float 0005: $7550 = -1334.057 // $ = float 0005: $7551 = 9.2418 // $ = float 0005: $7552 = 174.8059 // $ = float 0005: $7553 = -1231.018 // $ = float 0005: $7554 = 9.2418 // $ = float 0005: $7555 = 186.8894 // $ = float 0005: $7556 = -1129.81 // $ = float 0005: $7557 = 9.2418 // $ = float 0005: $7558 = 211.3841 // $ = float 0005: $7559 = -1017.686 // $ = float 0005: $7560 = 9.2418 // $ = float 0005: $7561 = 228.4807 // $ = float 0005: $7562 = -932.9751 // $ = float 0005: $7563 = 8.9034 // $ = float 0005: $7564 = 270.2189 // $ = float 0005: $7565 = -851.367 // $ = float 0005: $7566 = 8.9777 // $ = float 0005: $7567 = 327.7973 // $ = float 0005: $7568 = -732.2568 // $ = float 0005: $7569 = 8.9778 // $ = float 0005: $7570 = 372.8638 // $ = float 0005: $7571 = -623.2525 // $ = float 0005: $7572 = 8.9778 // $ = float 0005: $7573 = 419.3767 // $ = float 0005: $7574 = -525.2839 // $ = float 0005: $7575 = 8.9778 // $ = float 0005: $7576 = 448.2071 // $ = float 0005: $7577 = -373.7212 // $ = float 0005: $7578 = 8.9777 // $ = float 0005: $7579 = 484.4896 // $ = float 0005: $7580 = -370.8366 // $ = float 0005: $7581 = 9.7451 // $ = float 0005: $4853 = 473.6366 // $ = float 0005: $4854 = -372.6079 // $ = float 0005: $4855 = 9.461 // $ = float 0005: $4856 = 467.1591 // $ = float 0005: $4857 = -370.8961 // $ = float 0005: $4858 = 9.2859 // $ = float 0005: $4859 = 473.6366 // $ = float 0005: $4860 = -364.1488 // $ = float 0005: $4861 = 9.3083 // $ = float 0005: $7468 = 255.0 // $ = float 0005: $7477 = 461.5594 // $ = float 0005: $7478 = -374.7564 // $ = float 0005: $7479 = 9.0675 // $ = float 0005: $7480 = 512.8641 // $ = float 0005: $7481 = -368.6559 // $ = float 0005: $7482 = 27.1193 // $ = float 0002: jump @RACE_16027 :RACE_7991 00D6: if 0038: $1590 == 0 // $ == int 004D: jump_if_false @RACE_8011 0317: increment_mission_attempts :RACE_8011 0004: $7449 = 28 // $ = int 0005: $7504 = -1181.32 // $ = float 0005: $7505 = -665.8813 // $ = float 0005: $7506 = 10.4318 // $ = float 0005: $7507 = -1186.549 // $ = float 0005: $7508 = -614.5401 // $ = float 0005: $7509 = 10.4318 // $ = float 0005: $7510 = -1142.018 // $ = float 0005: $7511 = -592.1671 // $ = float 0005: $7512 = 10.4322 // $ = float 0005: $7513 = -1081.837 // $ = float 0005: $7514 = -570.2073 // $ = float 0005: $7515 = 9.9434 // $ = float 0005: $7516 = -1109.015 // $ = float 0005: $7517 = -492.9245 // $ = float 0005: $7518 = 9.7679 // $ = float 0005: $7519 = -1167.683 // $ = float 0005: $7520 = -501.2699 // $ = float 0005: $7521 = 9.7679 // $ = float 0005: $7522 = -1199.679 // $ = float 0005: $7523 = -445.729 // $ = float 0005: $7524 = 9.7359 // $ = float 0005: $7525 = -1207.559 // $ = float 0005: $7526 = -373.1393 // $ = float 0005: $7527 = 9.7359 // $ = float 0005: $7528 = -1175.821 // $ = float 0005: $7529 = -331.3841 // $ = float 0005: $7530 = 9.674 // $ = float 0005: $7531 = -1187.148 // $ = float 0005: $7532 = -225.0972 // $ = float 0005: $7533 = 10.4116 // $ = float 0005: $7534 = -1167.117 // $ = float 0005: $7535 = -94.6856 // $ = float 0005: $7536 = 10.4133 // $ = float 0005: $7537 = -1068.153 // $ = float 0005: $7538 = -51.3555 // $ = float 0005: $7539 = 10.23 // $ = float 0005: $7540 = -1070.626 // $ = float 0005: $7541 = 46.5132 // $ = float 0005: $7542 = 10.2301 // $ = float 0005: $7543 = -1068.507 // $ = float 0005: $7544 = 122.7926 // $ = float 0005: $7545 = 10.2288 // $ = float 0005: $7546 = -1023.862 // $ = float 0005: $7547 = 183.5805 // $ = float 0005: $7548 = 10.2292 // $ = float 0005: $7549 = -1005.554 // $ = float 0005: $7550 = 303.4343 // $ = float 0005: $7551 = 10.227 // $ = float 0005: $7552 = -932.2478 // $ = float 0005: $7553 = 321.5445 // $ = float 0005: $7554 = 10.2287 // $ = float 0005: $7555 = -810.822 // $ = float 0005: $7556 = 308.4724 // $ = float 0005: $7557 = 10.2199 // $ = float 0005: $7558 = -722.9102 // $ = float 0005: $7559 = 266.282 // $ = float 0005: $7560 = 9.8848 // $ = float 0005: $7561 = -747.9127 // $ = float 0005: $7562 = 138.419 // $ = float 0005: $7563 = 9.8853 // $ = float 0005: $7564 = -814.0344 // $ = float 0005: $7565 = 1.5536 // $ = float 0005: $7566 = 10.0634 // $ = float 0005: $7567 = -969.6165 // $ = float 0005: $7568 = 31.9538 // $ = float 0005: $7569 = 9.5014 // $ = float 0005: $7570 = -983.0366 // $ = float 0005: $7571 = -94.5914 // $ = float 0005: $7572 = 9.5016 // $ = float 0005: $7573 = -978.7145 // $ = float 0005: $7574 = -271.9747 // $ = float 0005: $7575 = 9.5334 // $ = float 0005: $7576 = -862.6591 // $ = float 0005: $7577 = -306.7586 // $ = float 0005: $7578 = 9.8785 // $ = float 0005: $7579 = -865.6099 // $ = float 0005: $7580 = -410.9057 // $ = float 0005: $7581 = 9.8857 // $ = float 0005: $7582 = -845.0103 // $ = float 0005: $7583 = -553.1681 // $ = float 0005: $7584 = 9.8859 // $ = float 0005: $7585 = -852.1738 // $ = float 0005: $7586 = -650.9092 // $ = float 0005: $7587 = 10.0679 // $ = float 0005: $7588 = -987.7121 // $ = float 0005: $7589 = -667.091 // $ = float 0005: $7590 = 10.5813 // $ = float 0005: $7591 = -1165.868 // $ = float 0005: $7592 = -688.9201 // $ = float 0005: $7593 = 10.4362 // $ = float 0005: $4853 = -1178.164 // $ = float 0005: $4854 = -659.4622 // $ = float 0005: $4855 = 10.4318 // $ = float 0005: $4856 = -1177.322 // $ = float 0005: $4857 = -665.8813 // $ = float 0005: $4858 = 10.4318 // $ = float 0005: $4859 = -1182.12 // $ = float 0005: $4860 = -659.4622 // $ = float 0005: $4861 = 10.4318 // $ = float 0005: $7468 = 7.5 // $ = float 0005: $7477 = -1182.284 // $ = float 0005: $7478 = -682.7609 // $ = float 0005: $7479 = 8.6995 // $ = float 0005: $7480 = -1181.638 // $ = float 0005: $7481 = -612.6847 // $ = float 0005: $7482 = 18.658 // $ = float 0002: jump @RACE_16027 :RACE_9085 00D6: if 0038: $1591 == 0 // $ == int 004D: jump_if_false @RACE_9105 0317: increment_mission_attempts :RACE_9105 0004: $7449 = 46 // $ = int 0005: $7504 = 199.3 // $ = float 0005: $7505 = -349.2 // $ = float 0005: $7506 = 9.4879 // $ = float 0005: $7507 = 185.792 // $ = float 0005: $7508 = -435.777 // $ = float 0005: $7509 = 9.8329 // $ = float 0005: $7510 = 182.935 // $ = float 0005: $7511 = -512.916 // $ = float 0005: $7512 = 10.0699 // $ = float 0005: $7513 = 178.174 // $ = float 0005: $7514 = -595.769 // $ = float 0005: $7515 = 15.5328 // $ = float 0005: $7516 = 164.841 // $ = float 0005: $7517 = -703.383 // $ = float 0005: $7518 = 9.4007 // $ = float 0005: $7519 = 125.795 // $ = float 0005: $7520 = -797.664 // $ = float 0005: $7521 = 9.278 // $ = float 0005: $7522 = 53.418 // $ = float 0005: $7523 = -863.375 // $ = float 0005: $7524 = 9.278 // $ = float 0005: $7525 = -41.8154 // $ = float 0005: $7526 = -872.898 // $ = float 0005: $7527 = 9.2782 // $ = float 0005: $7528 = -103.717 // $ = float 0005: $7529 = -920.515 // $ = float 0005: $7530 = 9.2839 // $ = float 0005: $7531 = -84.6704 // $ = float 0005: $7532 = -1012.89 // $ = float 0005: $7533 = 9.2761 // $ = float 0005: $7534 = -89.4321 // $ = float 0005: $7535 = -1080.51 // $ = float 0005: $7536 = 9.2859 // $ = float 0005: $7537 = -170.38 // $ = float 0005: $7538 = -1099.55 // $ = float 0005: $7539 = 9.2781 // $ = float 0005: $7540 = -196.093 // $ = float 0005: $7541 = -1126.22 // $ = float 0005: $7542 = 9.2858 // $ = float 0005: $7543 = -201.807 // $ = float 0005: $7544 = -1206.21 // $ = float 0005: $7545 = 9.278 // $ = float 0005: $7546 = -200.855 // $ = float 0005: $7547 = -1281.45 // $ = float 0005: $7548 = 9.278 // $ = float 0005: $7549 = -186.57 // $ = float 0005: $7550 = -1360.49 // $ = float 0005: $7551 = 9.2858 // $ = float 0005: $7552 = -153.238 // $ = float 0005: $7553 = -1454.77 // $ = float 0005: $7554 = 9.2858 // $ = float 0005: $7555 = -102.765 // $ = float 0005: $7556 = -1546.2 // $ = float 0005: $7557 = 9.2858 // $ = float 0005: $7558 = -44.6724 // $ = float 0005: $7559 = -1577.62 // $ = float 0005: $7560 = 9.2464 // $ = float 0005: $7561 = -8.48371 // $ = float 0005: $7562 = -1550.96 // $ = float 0005: $7563 = 9.278 // $ = float 0005: $7564 = 0.0873 // $ = float 0005: $7565 = -1465.25 // $ = float 0005: $7566 = 9.2779 // $ = float 0005: $7567 = 41.0376 // $ = float 0005: $7568 = -1381.44 // $ = float 0005: $7569 = 9.278 // $ = float 0005: $7570 = 68.6553 // $ = float 0005: $7571 = -1302.4 // $ = float 0005: $7572 = 9.278 // $ = float 0005: $7573 = 80.0833 // $ = float 0005: $7574 = -1209.07 // $ = float 0005: $7575 = 9.278 // $ = float 0005: $7576 = 83.8926 // $ = float 0005: $7577 = -1133.84 // $ = float 0005: $7578 = 9.2858 // $ = float 0005: $7579 = 78.1786 // $ = float 0005: $7580 = -1047.17 // $ = float 0005: $7581 = 9.278 // $ = float 0005: $7582 = 82.9403 // $ = float 0005: $7583 = -956.703 // $ = float 0005: $7584 = 9.2613 // $ = float 0005: $7585 = 125.795 // $ = float 0005: $7586 = -885.278 // $ = float 0005: $7587 = 9.2465 // $ = float 0005: $7588 = 175.317 // $ = float 0005: $7589 = -813.853 // $ = float 0005: $7590 = 9.2465 // $ = float 0005: $7591 = 217.219 // $ = float 0005: $7592 = -750.047 // $ = float 0005: $7593 = 9.2465 // $ = float 0005: $7594 = 237.218 // $ = float 0005: $7595 = -685.288 // $ = float 0005: $7596 = 9.2372 // $ = float 0005: $7597 = 261.979 // $ = float 0005: $7598 = -594.816 // $ = float 0005: $7599 = 8.8297 // $ = float 0005: $7600 = 302.929 // $ = float 0005: $7601 = -525.296 // $ = float 0005: $7602 = 8.8297 // $ = float 0005: $7603 = 365.783 // $ = float 0005: $7604 = -448.157 // $ = float 0005: $7605 = 8.8482 // $ = float 0005: $7606 = 418.162 // $ = float 0005: $7607 = -403.397 // $ = float 0005: $7608 = 8.8482 // $ = float 0005: $7609 = 454.35 // $ = float 0005: $7610 = -352.924 // $ = float 0005: $7611 = 8.9641 // $ = float 0005: $7612 = 478.159 // $ = float 0005: $7613 = -243.405 // $ = float 0005: $7614 = 11.3418 // $ = float 0005: $7615 = 482.92 // $ = float 0005: $7616 = -139.601 // $ = float 0005: $7617 = 9.1372 // $ = float 0005: $7618 = 519.109 // $ = float 0005: $7619 = -68.1758 // $ = float 0005: $7620 = 9.5878 // $ = float 0005: $7621 = 502.919 // $ = float 0005: $7622 = -1.51244 // $ = float 0005: $7623 = 10.0202 // $ = float 0005: $7624 = 483.873 // $ = float 0005: $7625 = 97.5303 // $ = float 0005: $7626 = 10.304 // $ = float 0005: $7627 = 431.494 // $ = float 0005: $7628 = 56.5799 // $ = float 0005: $7629 = 10.1727 // $ = float 0005: $7630 = 370.545 // $ = float 0005: $7631 = 9.91558 // $ = float 0005: $7632 = 10.3602 // $ = float 0005: $7633 = 326.738 // $ = float 0005: $7634 = -26.2731 // $ = float 0005: $7635 = 9.9985 // $ = float 0005: $7636 = 310.548 // $ = float 0005: $7637 = -109.126 // $ = float 0005: $7638 = 10.2687 // $ = float 0005: $7639 = 273.407 // $ = float 0005: $7640 = -185.313 // $ = float 0005: $7641 = 9.8572 // $ = float 0005: $7642 = 230.552 // $ = float 0005: $7643 = -266.261 // $ = float 0005: $7644 = 10.962 // $ = float 0005: $7645 = 200.295 // $ = float 0005: $7646 = -367.055 // $ = float 0005: $7647 = 9.6223 // $ = float 0005: $4853 = 204.1 // $ = float 0005: $4854 = -349.2 // $ = float 0005: $4855 = 9.4879 // $ = float 0005: $4856 = 197.8 // $ = float 0005: $4857 = -356.3 // $ = float 0005: $4858 = 9.4879 // $ = float 0005: $4859 = 202.6 // $ = float 0005: $4860 = -356.3 // $ = float 0005: $4861 = 9.4879 // $ = float 0005: $7468 = 165.3 // $ = float 0005: $7477 = 168.896 // $ = float 0005: $7478 = -416.393 // $ = float 0005: $7479 = 0.0 // $ = float 0005: $7480 = 221.475 // $ = float 0005: $7481 = -347.636 // $ = float 0005: $7482 = 30.0 // $ = float 0002: jump @RACE_16027 :RACE_10719 00D6: if 0038: $1592 == 0 // $ == int 004D: jump_if_false @RACE_10739 0317: increment_mission_attempts :RACE_10739 0004: $7449 = 48 // $ = int 0005: $7504 = 192.0803 // $ = float 0005: $7505 = -379.4206 // $ = float 0005: $7506 = 9.6766 // $ = float 0005: $7507 = 221.582 // $ = float 0005: $7508 = -289.187 // $ = float 0005: $7509 = 11.361 // $ = float 0005: $7510 = 253.71 // $ = float 0005: $7511 = -223.936 // $ = float 0005: $7512 = 9.8523 // $ = float 0005: $7513 = 295.899 // $ = float 0005: $7514 = -134.766 // $ = float 0005: $7515 = 11.1339 // $ = float 0005: $7516 = 329.479 // $ = float 0005: $7517 = -17.6297 // $ = float 0005: $7518 = 10.3388 // $ = float 0005: $7519 = 388.747 // $ = float 0005: $7520 = 20.8195 // $ = float 0005: $7521 = 14.1745 // $ = float 0005: $7522 = 444.209 // $ = float 0005: $7523 = 89.5439 // $ = float 0005: $7524 = 9.9166 // $ = float 0005: $7525 = 399.599 // $ = float 0005: $7526 = 201.673 // $ = float 0005: $7527 = 9.85 // $ = float 0005: $7528 = 427.329 // $ = float 0005: $7529 = 305.363 // $ = float 0005: $7530 = 10.4397 // $ = float 0005: $7531 = 444.635 // $ = float 0005: $7532 = 408.029 // $ = float 0005: $7533 = 10.4397 // $ = float 0005: $7534 = 470.734 // $ = float 0005: $7535 = 504.302 // $ = float 0005: $7536 = 10.483 // $ = float 0005: $7537 = 496.054 // $ = float 0005: $7538 = 656.219 // $ = float 0005: $7539 = 9.8803 // $ = float 0005: $7540 = 547.899 // $ = float 0005: $7541 = 751.469 // $ = float 0005: $7542 = 10.1808 // $ = float 0005: $7543 = 556.338 // $ = float 0005: $7544 = 891.329 // $ = float 0005: $7545 = 13.5641 // $ = float 0005: $7546 = 512.934 // $ = float 0005: $7547 = 1004.66 // $ = float 0005: $7548 = 16.9283 // $ = float 0005: $7549 = 500.877 // $ = float 0005: $7550 = 1121.62 // $ = float 0005: $7551 = 15.2929 // $ = float 0005: $7552 = 522.579 // $ = float 0005: $7553 = 1232.54 // $ = float 0005: $7554 = 15.2502 // $ = float 0005: $7555 = 432.152 // $ = float 0005: $7556 = 1281.97 // $ = float 0005: $7557 = 16.0003 // $ = float 0005: $7558 = 316.406 // $ = float 0005: $7559 = 1281.97 // $ = float 0005: $7560 = 16.1761 // $ = float 0005: $7561 = 219.951 // $ = float 0005: $7562 = 1243.39 // $ = float 0005: $7563 = 16.18 // $ = float 0005: $7564 = 283.852 // $ = float 0005: $7565 = 1198.78 // $ = float 0005: $7566 = 16.7968 // $ = float 0005: $7567 = 270.59 // $ = float 0005: $7568 = 1121.62 // $ = float 0005: $7569 = 18.3989 // $ = float 0005: $7570 = 307.966 // $ = float 0005: $7571 = 1023.95 // $ = float 0005: $7572 = 11.9725 // $ = float 0005: $7573 = 320.023 // $ = float 0005: $7574 = 913.031 // $ = float 0005: $7575 = 9.8582 // $ = float 0005: $7576 = 294.703 // $ = float 0005: $7577 = 800.902 // $ = float 0005: $7578 = 9.849 // $ = float 0005: $7579 = 219.951 // $ = float 0005: $7580 = 721.326 // $ = float 0005: $7581 = 9.849 // $ = float 0005: $7582 = 177.751 // $ = float 0005: $7583 = 671.893 // $ = float 0005: $7584 = 9.849 // $ = float 0005: $7585 = 246.476 // $ = float 0005: $7586 = 667.07 // $ = float 0005: $7587 = 9.8548 // $ = float 0005: $7588 = 334.491 // $ = float 0005: $7589 = 670.687 // $ = float 0005: $7590 = 9.8524 // $ = float 0005: $7591 = 380.307 // $ = float 0005: $7592 = 644.162 // $ = float 0005: $7593 = 10.0442 // $ = float 0005: $7594 = 383.925 // $ = float 0005: $7595 = 557.352 // $ = float 0005: $7596 = 10.3795 // $ = float 0005: $7597 = 380.307 // $ = float 0005: $7598 = 487.422 // $ = float 0005: $7599 = 10.6054 // $ = float 0005: $7600 = 486.408 // $ = float 0005: $7601 = 480.188 // $ = float 0005: $7602 = 10.4553 // $ = float 0005: $7603 = 534.636 // $ = float 0005: $7604 = 457.28 // $ = float 0005: $7605 = 9.8644 // $ = float 0005: $7606 = 515.345 // $ = float 0005: $7607 = 352.385 // $ = float 0005: $7608 = 9.8673 // $ = float 0005: $7609 = 500.877 // $ = float 0005: $7610 = 245.078 // $ = float 0005: $7611 = 9.9013 // $ = float 0005: $7612 = 504.494 // $ = float 0005: $7613 = 138.977 // $ = float 0005: $7614 = 9.866 // $ = float 0005: $7615 = 477.969 // $ = float 0005: $7616 = 94.3666 // $ = float 0005: $7617 = 10.1941 // $ = float 0005: $7618 = 394.776 // $ = float 0005: $7619 = 25.6422 // $ = float 0005: $7620 = 14.5354 // $ = float 0005: $7621 = 328.463 // $ = float 0005: $7622 = -33.4368 // $ = float 0005: $7623 = 9.8861 // $ = float 0005: $7624 = 300.732 // $ = float 0005: $7625 = -127.481 // $ = float 0005: $7626 = 10.776 // $ = float 0005: $7627 = 289.881 // $ = float 0005: $7628 = -182.943 // $ = float 0005: $7629 = 10.4278 // $ = float 0005: $7630 = 368.251 // $ = float 0005: $7631 = -222.73 // $ = float 0005: $7632 = 10.7668 // $ = float 0005: $7633 = 359.811 // $ = float 0005: $7634 = -303.512 // $ = float 0005: $7635 = 10.8559 // $ = float 0005: $7636 = 283.852 // $ = float 0005: $7637 = -363.796 // $ = float 0005: $7638 = 10.7751 // $ = float 0005: $7639 = 233.213 // $ = float 0005: $7640 = -425.287 // $ = float 0005: $7641 = 10.7829 // $ = float 0005: $7642 = 217.539 // $ = float 0005: $7643 = -518.125 // $ = float 0005: $7644 = 10.7829 // $ = float 0005: $7645 = 181.368 // $ = float 0005: $7646 = -526.565 // $ = float 0005: $7647 = 10.5379 // $ = float 0005: $7648 = 185.061 // $ = float 0005: $7649 = -443.34 // $ = float 0005: $7650 = 9.8402 // $ = float 0005: $7651 = 198.248 // $ = float 0005: $7652 = -371.03 // $ = float 0005: $7653 = 9.5263 // $ = float 0005: $4853 = 198.214 // $ = float 0005: $4854 = -373.8071 // $ = float 0005: $4855 = 9.5658 // $ = float 0005: $4856 = 196.4444 // $ = float 0005: $4857 = -380.2955 // $ = float 0005: $4858 = 9.6676 // $ = float 0005: $4859 = 193.9106 // $ = float 0005: $4860 = -372.1646 // $ = float 0005: $4861 = 9.5608 // $ = float 0005: $7468 = 345.0 // $ = float 0005: $7477 = 181.057 // $ = float 0005: $7478 = -418.878 // $ = float 0005: $7479 = 0.0 // $ = float 0005: $7480 = 216.057 // $ = float 0005: $7481 = -328.878 // $ = float 0005: $7482 = 30.0 // $ = float 0002: jump @RACE_16027 :RACE_12413 00D6: if 0038: $1593 == 0 // $ == int 004D: jump_if_false @RACE_12433 0317: increment_mission_attempts :RACE_12433 0004: $7449 = 112 // $ = int 0005: $7504 = -999.8854 // $ = float 0005: $7505 = -945.692 // $ = float 0005: $7506 = 13.6685 // $ = float 0005: $7507 = -929.153 // $ = float 0005: $7508 = -1029.48 // $ = float 0005: $7509 = 13.6592 // $ = float 0005: $7510 = -887.966 // $ = float 0005: $7511 = -1073.35 // $ = float 0005: $7512 = 13.6478 // $ = float 0005: $7513 = -824.396 // $ = float 0005: $7514 = -1040.23 // $ = float 0005: $7515 = 9.8895 // $ = float 0005: $7516 = -823.5 // $ = float 0005: $7517 = -946.213 // $ = float 0005: $7518 = 9.8871 // $ = float 0005: $7519 = -764.407 // $ = float 0005: $7520 = -925.62 // $ = float 0005: $7521 = 9.4575 // $ = float 0005: $7522 = -677.557 // $ = float 0005: $7523 = -930.992 // $ = float 0005: $7524 = 13.6473 // $ = float 0005: $7525 = -588.022 // $ = float 0005: $7526 = -932.782 // $ = float 0005: $7527 = 20.4283 // $ = float 0005: $7528 = -492.219 // $ = float 0005: $7529 = -932.782 // $ = float 0005: $7530 = 25.0643 // $ = float 0005: $7531 = -396.415 // $ = float 0005: $7532 = -935.468 // $ = float 0005: $7533 = 22.5963 // $ = float 0005: $7534 = -295.24 // $ = float 0005: $7535 = -939.05 // $ = float 0005: $7536 = 16.4214 // $ = float 0005: $7537 = -189.588 // $ = float 0005: $7538 = -930.096 // $ = float 0005: $7539 = 11.0187 // $ = float 0005: $7540 = -104.529 // $ = float 0005: $7541 = -895.177 // $ = float 0005: $7542 = 9.2782 // $ = float 0005: $7543 = -22.1561 // $ = float 0005: $7544 = -870.107 // $ = float 0005: $7545 = 9.2782 // $ = float 0005: $7546 = 73.6471 // $ = float 0005: $7547 = -858.468 // $ = float 0005: $7548 = 9.278 // $ = float 0005: $7549 = 131.845 // $ = float 0005: $7550 = -787.734 // $ = float 0005: $7551 = 9.278 // $ = float 0005: $7552 = 163.183 // $ = float 0005: $7553 = -706.257 // $ = float 0005: $7554 = 9.278 // $ = float 0005: $7555 = 173.032 // $ = float 0005: $7556 = -646.268 // $ = float 0005: $7557 = 15.1956 // $ = float 0005: $7558 = 178.404 // $ = float 0005: $7559 = -549.57 // $ = float 0005: $7560 = 10.69 // $ = float 0005: $7561 = 184.671 // $ = float 0005: $7562 = -452.871 // $ = float 0005: $7563 = 9.8402 // $ = float 0005: $7564 = 199.892 // $ = float 0005: $7565 = -365.126 // $ = float 0005: $7566 = 9.465 // $ = float 0005: $7567 = 224.962 // $ = float 0005: $7568 = -275.59 // $ = float 0005: $7569 = 10.9105 // $ = float 0005: $7570 = 268.835 // $ = float 0005: $7571 = -198.59 // $ = float 0005: $7572 = 9.8572 // $ = float 0005: $7573 = 308.231 // $ = float 0005: $7574 = -115.322 // $ = float 0005: $7575 = 9.8605 // $ = float 0005: $7576 = 327.928 // $ = float 0005: $7577 = -30.2626 // $ = float 0005: $7578 = 9.9096 // $ = float 0005: $7579 = 389.708 // $ = float 0005: $7580 = 20.7727 // $ = float 0005: $7581 = 14.2094 // $ = float 0005: $7582 = 447.011 // $ = float 0005: $7583 = 86.1337 // $ = float 0005: $7584 = 9.8733 // $ = float 0005: $7585 = 399.557 // $ = float 0005: $7586 = 172.983 // $ = float 0005: $7587 = 9.847 // $ = float 0005: $7588 = 391.499 // $ = float 0005: $7589 = 237.449 // $ = float 0005: $7590 = 9.3895 // $ = float 0005: $7591 = 340.463 // $ = float 0005: $7592 = 253.565 // $ = float 0005: $7593 = 10.1255 // $ = float 0005: $7594 = 334.196 // $ = float 0005: $7595 = 352.055 // $ = float 0005: $7596 = 10.4291 // $ = float 0005: $7597 = 349.417 // $ = float 0005: $7598 = 444.276 // $ = float 0005: $7599 = 10.4235 // $ = float 0005: $7600 = 378.068 // $ = float 0005: $7601 = 531.126 // $ = float 0005: $7602 = 10.4235 // $ = float 0005: $7603 = 382.545 // $ = float 0005: $7604 = 607.231 // $ = float 0005: $7605 = 10.4235 // $ = float 0005: $7606 = 362.847 // $ = float 0005: $7607 = 668.116 // $ = float 0005: $7608 = 9.894 // $ = float 0005: $7609 = 264.358 // $ = float 0005: $7610 = 669.906 // $ = float 0005: $7611 = 9.8524 // $ = float 0005: $7612 = 207.055 // $ = float 0005: $7613 = 657.371 // $ = float 0005: $7614 = 9.849 // $ = float 0005: $7615 = 178.404 // $ = float 0005: $7616 = 670.802 // $ = float 0005: $7617 = 9.849 // $ = float 0005: $7618 = 196.311 // $ = float 0005: $7619 = 707.511 // $ = float 0005: $7620 = 9.849 // $ = float 0005: $7621 = 272.416 // $ = float 0005: $7622 = 765.71 // $ = float 0005: $7623 = 9.8514 // $ = float 0005: $7624 = 311.812 // $ = float 0005: $7625 = 857.036 // $ = float 0005: $7626 = 9.8551 // $ = float 0005: $7627 = 318.975 // $ = float 0005: $7628 = 974.328 // $ = float 0005: $7629 = 10.6569 // $ = float 0005: $7630 = 293.905 // $ = float 0005: $7631 = 1067.44 // $ = float 0005: $7632 = 12.0802 // $ = float 0005: $7633 = 273.312 // $ = float 0005: $7634 = 1139.07 // $ = float 0005: $7635 = 20.0402 // $ = float 0005: $7636 = 283.161 // $ = float 0005: $7637 = 1200.85 // $ = float 0005: $7638 = 16.7887 // $ = float 0005: $7639 = 222.276 // $ = float 0005: $7640 = 1234.88 // $ = float 0005: $7641 = 16.18 // $ = float 0005: $7642 = 283.161 // $ = float 0005: $7643 = 1281.44 // $ = float 0005: $7644 = 16.1801 // $ = float 0005: $7645 = 383.441 // $ = float 0005: $7646 = 1281.44 // $ = float 0005: $7647 = 16.1761 // $ = float 0005: $7648 = 472.976 // $ = float 0005: $7649 = 1278.75 // $ = float 0005: $7650 = 16.5197 // $ = float 0005: $7651 = 518.639 // $ = float 0005: $7652 = 1258.16 // $ = float 0005: $7653 = 15.5517 // $ = float 0005: $7654 = 508.79 // $ = float 0005: $7655 = 1164.14 // $ = float 0005: $7656 = 16.0812 // $ = float 0005: $7657 = 499.837 // $ = float 0005: $7658 = 1074.61 // $ = float 0005: $7659 = 16.7323 // $ = float 0005: $7660 = 519.535 // $ = float 0005: $7661 = 982.386 // $ = float 0005: $7662 = 16.9283 // $ = float 0005: $7663 = 552.878 // $ = float 0005: $7664 = 901.804 // $ = float 0005: $7665 = 13.8502 // $ = float 0005: $7666 = 559.826 // $ = float 0005: $7667 = 820.326 // $ = float 0005: $7668 = 11.2706 // $ = float 0005: $7669 = 544.605 // $ = float 0005: $7670 = 726.314 // $ = float 0005: $7671 = 9.9648 // $ = float 0005: $7672 = 522.221 // $ = float 0005: $7673 = 655.581 // $ = float 0005: $7674 = 9.9354 // $ = float 0005: $7675 = 419.255 // $ = float 0005: $7676 = 680.651 // $ = float 0005: $7677 = 10.2006 // $ = float 0005: $7678 = 421.045 // $ = float 0005: $7679 = 783.617 // $ = float 0005: $7680 = 10.2006 // $ = float 0005: $7681 = 424.627 // $ = float 0005: $7682 = 871.362 // $ = float 0005: $7683 = 10.1785 // $ = float 0005: $7684 = 404.929 // $ = float 0005: $7685 = 941.2 // $ = float 0005: $7686 = 11.4493 // $ = float 0005: $7687 = 303.754 // $ = float 0005: $7688 = 950.153 // $ = float 0005: $7689 = 20.4129 // $ = float 0005: $7690 = 190.939 // $ = float 0005: $7691 = 975.223 // $ = float 0005: $7692 = 23.2634 // $ = float 0005: $7693 = 94.2402 // $ = float 0005: $7694 = 987.758 // $ = float 0005: $7695 = 9.8228 // $ = float 0005: $7696 = 96.268 // $ = float 0005: $7697 = 908.967 // $ = float 0005: $7698 = 9.7065 // $ = float 0005: $7699 = 53.9491 // $ = float 0005: $7700 = 863.303 // $ = float 0005: $7701 = 9.7037 // $ = float 0005: $7702 = 10.972 // $ = float 0005: $7703 = 895.536 // $ = float 0005: $7704 = 9.7136 // $ = float 0005: $7705 = 32.4606 // $ = float 0005: $7706 = 986.863 // $ = float 0005: $7707 = 9.7345 // $ = float 0005: $7708 = 33.3559 // $ = float 0005: $7709 = 1057.6 // $ = float 0005: $7710 = 9.8576 // $ = float 0005: $7711 = 15.4488 // $ = float 0005: $7712 = 1107.74 // $ = float 0005: $7713 = 15.5335 // $ = float 0005: $7714 = -46.3308 // $ = float 0005: $7715 = 1051.33 // $ = float 0005: $7716 = 9.8058 // $ = float 0005: $7717 = -138.553 // $ = float 0005: $7718 = 1075.5 // $ = float 0005: $7719 = 11.1801 // $ = float 0005: $7720 = -227.193 // $ = float 0005: $7721 = 1083.56 // $ = float 0005: $7722 = 19.3942 // $ = float 0005: $7723 = -314.938 // $ = float 0005: $7724 = 1084.46 // $ = float 0005: $7725 = 21.0711 // $ = float 0005: $7726 = -414.322 // $ = float 0005: $7727 = 1085.35 // $ = float 0005: $7728 = 10.4061 // $ = float 0005: $7729 = -505.649 // $ = float 0005: $7730 = 1099.68 // $ = float 0005: $7731 = 9.8647 // $ = float 0005: $7732 = -588.022 // $ = float 0005: $7733 = 1145.34 // $ = float 0005: $7734 = 9.8725 // $ = float 0005: $7735 = -671.29 // $ = float 0005: $7736 = 1181.16 // $ = float 0005: $7737 = 9.8725 // $ = float 0005: $7738 = -772.465 // $ = float 0005: $7739 = 1176.68 // $ = float 0005: $7740 = 9.8647 // $ = float 0005: $7741 = -856.629 // $ = float 0005: $7742 = 1153.4 // $ = float 0005: $7743 = 9.7009 // $ = float 0005: $7744 = -865.582 // $ = float 0005: $7745 = 1063.86 // $ = float 0005: $7746 = 9.8699 // $ = float 0005: $7747 = -868.268 // $ = float 0005: $7748 = 962.688 // $ = float 0005: $7749 = 9.8699 // $ = float 0005: $7750 = -870.059 // $ = float 0005: $7751 = 857.931 // $ = float 0005: $7752 = 9.8816 // $ = float 0005: $7753 = -859.315 // $ = float 0005: $7754 = 762.128 // $ = float 0005: $7755 = 9.8816 // $ = float 0005: $7756 = -755.453 // $ = float 0005: $7757 = 752.279 // $ = float 0005: $7758 = 9.8816 // $ = float 0005: $7759 = -672.185 // $ = float 0005: $7760 = 734.372 // $ = float 0005: $7761 = 9.9913 // $ = float 0005: $7762 = -676.662 // $ = float 0005: $7763 = 634.987 // $ = float 0005: $7764 = 9.8813 // $ = float 0005: $7765 = -685.616 // $ = float 0005: $7766 = 539.184 // $ = float 0005: $7767 = 9.8847 // $ = float 0005: $7768 = -695.465 // $ = float 0005: $7769 = 448.753 // $ = float 0005: $7770 = 9.8925 // $ = float 0005: $7771 = -704.418 // $ = float 0005: $7772 = 356.531 // $ = float 0005: $7773 = 9.8679 // $ = float 0005: $7774 = -728.593 // $ = float 0005: $7775 = 291.17 // $ = float 0005: $7776 = 9.9507 // $ = float 0005: $7777 = -798.431 // $ = float 0005: $7778 = 306.391 // $ = float 0005: $7779 = 10.2203 // $ = float 0005: $7780 = -891.548 // $ = float 0005: $7781 = 317.136 // $ = float 0005: $7782 = 10.2165 // $ = float 0005: $7783 = -976.607 // $ = float 0005: $7784 = 323.403 // $ = float 0005: $7785 = 10.1999 // $ = float 0005: $7786 = -1014.21 // $ = float 0005: $7787 = 243.716 // $ = float 0005: $7788 = 10.1766 // $ = float 0005: $7789 = -1053.61 // $ = float 0005: $7790 = 150.599 // $ = float 0005: $7791 = 10.2094 // $ = float 0005: $7792 = -1069.72 // $ = float 0005: $7793 = 48.5286 // $ = float 0005: $7794 = 10.2116 // $ = float 0005: $7795 = -1067.93 // $ = float 0005: $7796 = -15.9371 // $ = float 0005: $7797 = 10.2118 // $ = float 0005: $7798 = -1080.47 // $ = float 0005: $7799 = -69.6585 // $ = float 0005: $7800 = 10.3946 // $ = float 0005: $7801 = -1149.41 // $ = float 0005: $7802 = -77.7167 // $ = float 0005: $7803 = 10.3912 // $ = float 0005: $7804 = -1182.54 // $ = float 0005: $7805 = -149.345 // $ = float 0005: $7806 = 10.3799 // $ = float 0005: $7807 = -1183.43 // $ = float 0005: $7808 = -251.416 // $ = float 0005: $7809 = 10.3807 // $ = float 0005: $7810 = -1181.64 // $ = float 0005: $7811 = -352.591 // $ = float 0005: $7812 = 9.7105 // $ = float 0005: $7813 = -1196.86 // $ = float 0005: $7814 = -449.29 // $ = float 0005: $7815 = 9.7421 // $ = float 0005: $7816 = -1171.79 // $ = float 0005: $7817 = -503.011 // $ = float 0005: $7818 = 9.7692 // $ = float 0005: $7819 = -1089.42 // $ = float 0005: $7820 = -504.802 // $ = float 0005: $7821 = 10.1038 // $ = float 0005: $7822 = -1065.25 // $ = float 0005: $7823 = -583.593 // $ = float 0005: $7824 = 9.9241 // $ = float 0005: $7825 = -984.665 // $ = float 0005: $7826 = -583.593 // $ = float 0005: $7827 = 10.2854 // $ = float 0005: $7828 = -982.874 // $ = float 0005: $7829 = -668.652 // $ = float 0005: $7830 = 10.5705 // $ = float 0007: 0@ = -1058.98 // @ = float 0007: 1@ = -679.396 // @ = float 0007: 2@ = 10.5966 // @ = float 0007: 3@ = -1135.98 // @ = float 0007: 4@ = -699.094 // @ = float 0007: 5@ = 10.5742 // @ = float 0007: 6@ = -1111.81 // @ = float 0007: 7@ = -789.525 // @ = float 0007: 8@ = 10.6719 // @ = float 0007: 9@ = -1071.51 // @ = float 0007: 10@ = -865.631 // @ = float 0007: 11@ = 11.3928 // @ = float 0007: 12@ = -995.409 // @ = float 0007: 13@ = -946.213 // @ = float 0007: 14@ = 13.6582 // @ = float 0005: $4853 = -996.9311 // $ = float 0005: $4854 = -942.3224 // $ = float 0005: $4855 = 13.6511 // $ = float 0005: $4856 = -991.6809 // $ = float 0005: $4857 = -947.7771 // $ = float 0005: $4858 = 13.6504 // $ = float 0005: $4859 = -995.0892 // $ = float 0005: $4860 = -950.5623 // $ = float 0005: $4861 = 13.6674 // $ = float 0005: $7468 = 223.0 // $ = float 0005: $7477 = -1041.856 // $ = float 0005: $7478 = -1004.363 // $ = float 0005: $7479 = 0.0 // $ = float 0005: $7480 = -941.856 // $ = float 0005: $7481 = -904.363 // $ = float 0005: $7482 = 30.0 // $ = float 0002: jump @RACE_16027 :RACE_16027 0084: $7450 = $7449 // $ = $ int 000C: $7450 -= 1 // $ -= int 0247: request_model #WMYCR 0247: request_model #WFYPR 0247: request_model #BMYPI 0247: request_model #CHEETAH 0247: request_model #INFERNUS 0247: request_model #BANSHEE 018A: $7431 = create_checkpoint_at $7504 $7505 $7506 :RACE_16083 00D6: if or 8248: not model #WMYCR available 8248: not model #WFYPR available 8248: not model #BMYPI available 8248: not model #CHEETAH available 8248: not model #INFERNUS available 8248: not model #BANSHEE available 004D: jump_if_false @RACE_16132 0001: wait 0 ms 0002: jump @RACE_16083 :RACE_16132 01E8: create_forbidden_for_cars_cube $7477 $7478 $7479 $7480 $7481 $7482 00A5: $7418 = create_car #CHEETAH at $4853 $4854 $4855 020A: set_car $7418 door_status_to 2 02AC: set_car $7418 immunities 0 1 0 0 0 039C: set_car $7418 watertight 1 03AB: set_car $7418 strong 1 03ED: set_car $7418 not_damaged_when_upside_down 1 04E0: car $7418 abandon_path_radius 5 053F: set_car $7418 tires_vulnerable 0 0175: set_car $7418 z_angle_to $7468 00A5: $7419 = create_car #INFERNUS at $4856 $4857 $4858 020A: set_car $7419 door_status_to 2 02AC: set_car $7419 immunities 0 1 0 0 0 039C: set_car $7419 watertight 1 03AB: set_car $7419 strong 1 03ED: set_car $7419 not_damaged_when_upside_down 1 04E0: car $7419 abandon_path_radius 5 053F: set_car $7419 tires_vulnerable 0 0175: set_car $7419 z_angle_to $7468 00A5: $7420 = create_car #BANSHEE at $4859 $4860 $4861 020A: set_car $7420 door_status_to 2 02AC: set_car $7420 immunities 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 0175: set_car $7420 z_angle_to $7468 0129: $7422 = create_actor 4 #BMYPI in_car $7418 driverseat 039E: set_actor $7422 locked_while_in_vehicle 1 054A: set_actor $7422 can_be_shot_in_a_car 0 0129: $7423 = create_actor 4 #WFYPR in_car $7419 driverseat 039E: set_actor $7423 locked_while_in_vehicle 1 054A: set_actor $7423 can_be_shot_in_a_car 0 0129: $7424 = create_actor 4 #WMYCR in_car $7420 driverseat 039E: set_actor $7424 locked_while_in_vehicle 1 054A: set_actor $7424 can_be_shot_in_a_car 0 00A9: set_car $7418 to_normal_driver 00A9: set_car $7419 to_normal_driver 00A9: set_car $7420 to_normal_driver 00AE: set_vehicle $7418 traffic_behavior_to 2 00AD: set_car $7418 max_speed_to 50.0 00AE: set_vehicle $7419 traffic_behavior_to 2 00AD: set_car $7419 max_speed_to 50.0 00AE: set_vehicle $7420 traffic_behavior_to 2 00AD: set_car $7420 max_speed_to 50.0 02AA: set_car $7418 immune_to_nonplayer 1 02AA: set_car $7419 immune_to_nonplayer 1 02AA: set_car $7420 immune_to_nonplayer 1 01B4: set_player $PLAYER_CHAR can_move 1 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 02EB: restore_camera_with_jumpcut 0001: wait 0 ms 0001: wait 0 ms 00BC: text_highpriority 'RACES_1' time 5000 1 :RACE_16617 00D6: if 80FA: not player $PLAYER_CHAR stopped 1 $7504 $7505 $7506 radius 2.0 2.0 2.0 004D: jump_if_false @RACE_16919 0001: wait 0 ms 00D6: if 00F9: player $PLAYER_CHAR stopped 1 $7504 $7505 $7506 radius 2.0 2.0 2.0 004D: jump_if_false @RACE_16720 00BC: text_highpriority 'RACES_2' time 5000 1 :RACE_16720 00D6: if 0119: car $7418 wrecked 004D: jump_if_false @RACE_16743 0002: jump @RACE_21028 :RACE_16743 00D6: if 0119: car $7419 wrecked 004D: jump_if_false @RACE_16766 0002: jump @RACE_21028 :RACE_16766 00D6: if 0119: car $7420 wrecked 004D: jump_if_false @RACE_16789 0002: jump @RACE_21028 :RACE_16789 0227: $4871 = car $7418 health 00D6: if 001A: 1000 > $4871 // int > $ 004D: jump_if_false @RACE_16830 0004: $4871 = 9 // $ = int 0002: jump @RACE_16919 :RACE_16830 0227: $4871 = car $7419 health 00D6: if 001A: 1000 > $4871 // int > $ 004D: jump_if_false @RACE_16871 0004: $4871 = 9 // $ = int 0002: jump @RACE_16919 :RACE_16871 0227: $4871 = car $7420 health 00D6: if 001A: 1000 > $4871 // int > $ 004D: jump_if_false @RACE_16912 0004: $4871 = 9 // $ = int 0002: jump @RACE_16919 :RACE_16912 0002: jump @RACE_16617 :RACE_16919 02AA: set_car $7418 immune_to_nonplayer 0 02AA: set_car $7419 immune_to_nonplayer 0 02AA: set_car $7420 immune_to_nonplayer 0 00D6: if 0038: $4871 == 9 // $ == int 004D: jump_if_false @RACE_16980 00BA: text_styled 'RACES_3' 1200 ms 4 0002: jump @RACE_17167 :RACE_16980 01B4: set_player $PLAYER_CHAR can_move 0 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 018C: play_sound 7 at 0.0 0.0 0.0 0001: wait 1000 ms 00BA: text_styled 'RACES_5' 1100 ms 4 018C: play_sound 8 at 0.0 0.0 0.0 0001: wait 1000 ms 00BA: text_styled 'RACES_6' 1100 ms 4 018C: play_sound 9 at 0.0 0.0 0.0 0001: wait 1000 ms 00BA: text_styled 'RACES_7' 800 ms 4 018C: play_sound 10 at 0.0 0.0 0.0 01B4: set_player $PLAYER_CHAR can_move 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03F4: set_all_vehicles_apply_damage_rules 1 :RACE_17167 00D6: if 0119: car $7418 wrecked 004D: jump_if_false @RACE_17190 0002: jump @RACE_21028 :RACE_17190 00D6: if 0119: car $7419 wrecked 004D: jump_if_false @RACE_17213 0002: jump @RACE_21028 :RACE_17213 00D6: if 0119: car $7420 wrecked 004D: jump_if_false @RACE_17236 0002: jump @RACE_21028 :RACE_17236 0164: disable_marker $7431 0186: $7433 = create_marker_above_car $7418 018B: set_marker $7433 display 1 0186: $7434 = create_marker_above_car $7419 018B: set_marker $7434 display 1 0186: $7435 = create_marker_above_car $7420 018B: set_marker $7435 display 1 0050: gosub @RACE_22908 0086: $7483 = $7498 // $ = $ float 0086: $7484 = $7499 // $ = $ float 0086: $7485 = $7500 // $ = $ float 0086: $7486 = $7501 // $ = $ float 0086: $7487 = $7502 // $ = $ float 0086: $7488 = $7503 // $ = $ float 0086: $7489 = $7498 // $ = $ float 0086: $7490 = $7499 // $ = $ float 0086: $7491 = $7500 // $ = $ float 0086: $7492 = $7498 // $ = $ float 0086: $7493 = $7499 // $ = $ float 0086: $7494 = $7500 // $ = $ float 0086: $7495 = $7498 // $ = $ float 0086: $7496 = $7499 // $ = $ float 0086: $7497 = $7500 // $ = $ float 018A: $7431 = create_checkpoint_at $7483 $7484 $7485 0165: set_marker $7431 color_to 4 0168: set_marker $7431 size 3 018A: $7432 = create_checkpoint_at $7486 $7487 $7488 0165: set_marker $7432 color_to 4 0168: set_marker $7432 size 2 00A7: car $7418 drive_to $7489 $7490 $7491 00A7: car $7419 drive_to $7492 $7493 $7494 00A7: car $7420 drive_to $7495 $7496 $7497 0004: $7442 = 0 // $ = int 03C3: set_timer_with_text_to $7442 type 0 text 'RACES' :RACE_17533 00D6: if 001C: $7449 > $7436 // $ > $ int 004D: jump_if_false @RACE_21021 0001: wait 0 ms 01BD: $4811 = current_time_in_ms 0004: $7441 = 0 // $ = int 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $7483 $7484 $7485 radius 6.0 6.0 6.0 004D: jump_if_false @RACE_17845 018C: play_sound 1 at 0.0 0.0 0.0 0008: $7436 += 1 // $ += int 0164: disable_marker $7431 0164: disable_marker $7432 0084: $7440 = $7436 // $ = $ int 0050: gosub @RACE_22908 0086: $7483 = $7498 // $ = $ float 0086: $7484 = $7499 // $ = $ float 0086: $7485 = $7500 // $ = $ float 0086: $7486 = $7501 // $ = $ float 0086: $7487 = $7502 // $ = $ float 0086: $7488 = $7503 // $ = $ float 00D6: if 003A: $7436 == $7449 // $ == $ int 004D: jump_if_false @RACE_17735 0002: jump @RACE_21030 :RACE_17735 00D6: if 001C: $7450 > $7436 // $ > $ int 004D: jump_if_false @RACE_17817 018A: $7431 = create_checkpoint_at $7483 $7484 $7485 0165: set_marker $7431 color_to 4 0168: set_marker $7431 size 3 018A: $7432 = create_checkpoint_at $7486 $7487 $7488 0165: set_marker $7432 color_to 4 0168: set_marker $7432 size 2 0002: jump @RACE_17845 :RACE_17817 018A: $7431 = create_checkpoint_at $7483 $7484 $7485 0165: set_marker $7431 color_to 0 0168: set_marker $7431 size 3 :RACE_17845 00D6: if 8119: not car $7418 wrecked 004D: jump_if_false @RACE_18651 0224: set_car $7418 health_to 1000 0084: $7421 = $7418 // $ = $ int 0084: $7440 = $7437 // $ = $ int 0086: $7462 = $4853 // $ = $ float 0086: $7463 = $4854 // $ = $ float 0086: $7464 = $4855 // $ = $ float 0084: $7446 = $7443 // $ = $ int 0050: gosub @RACE_30434 0086: $4853 = $7462 // $ = $ float 0086: $4854 = $7463 // $ = $ float 0086: $4855 = $7464 // $ = $ float 0084: $7443 = $7446 // $ = $ int 00D6: if 0018: $7454 > 4 // $ > int 004D: jump_if_false @RACE_18167 0084: $7461 = $7439 // $ = $ int 000C: $7461 -= 4 // $ -= int 0084: $7460 = $7438 // $ = $ int 000C: $7460 -= 4 // $ -= int 00D6: if or 001C: $7461 > $7437 // $ > $ int 001C: $7460 > $7437 // $ > $ int 004D: jump_if_false @RACE_18167 00D6: if 81FC: not player $PLAYER_CHAR near_car $7418 radius 200.0 200.0 0 004D: jump_if_false @RACE_18167 00D6: if 82CA: not car $7418 bounding_sphere_visible 004D: jump_if_false @RACE_18167 00D6: if 838A: not car_in_cube $7489 $7490 $7491 4.0 4.0 3.0 004D: jump_if_false @RACE_18167 00D6: if 80C2: not sphere_onscreen $7489 $7490 $7491 4.0 004D: jump_if_false @RACE_18167 00AB: put_car $7418 at $7489 $7490 $7491 039F: car $7418 race_to $7483 $7484 :RACE_18167 00D6: if 01AF: car $7418 0 $7489 $7490 $7491 radius $7472 $7472 $7472 004D: jump_if_false @RACE_18644 0008: $7437 += 1 // $ += int 0084: $7440 = $7437 // $ = $ int 0050: gosub @RACE_22908 0086: $7489 = $7498 // $ = $ float 0086: $7490 = $7499 // $ = $ float 0086: $7491 = $7500 // $ = $ float 00D6: if 0038: $7437 == 17 // $ == int 004D: jump_if_false @RACE_18277 0005: $7472 = 6.0 // $ = float :RACE_18277 00D6: if 003A: $7437 == $7449 // $ == $ int 004D: jump_if_false @RACE_18588 00BC: text_highpriority 'RACES_8' time 5000 1 00D6: if 0038: $7454 == 1 // $ == int 004D: jump_if_false @RACE_18356 00D6: if 001C: $401 > $7448 // $ > $ int 004D: jump_if_false @RACE_18356 0084: $401 = $7448 // $ = $ int :RACE_18356 00D6: if 0038: $7454 == 2 // $ == int 004D: jump_if_false @RACE_18401 00D6: if 001C: $403 > $7448 // $ > $ int 004D: jump_if_false @RACE_18401 0084: $403 = $7448 // $ = $ int :RACE_18401 00D6: if 0038: $7454 == 3 // $ == int 004D: jump_if_false @RACE_18446 00D6: if 001C: $405 > $7448 // $ > $ int 004D: jump_if_false @RACE_18446 0084: $405 = $7448 // $ = $ int :RACE_18446 00D6: if 0038: $7454 == 4 // $ == int 004D: jump_if_false @RACE_18491 00D6: if 001C: $407 > $7448 // $ > $ int 004D: jump_if_false @RACE_18491 0084: $407 = $7448 // $ = $ int :RACE_18491 00D6: if 0038: $7454 == 5 // $ == int 004D: jump_if_false @RACE_18536 00D6: if 001C: $409 > $7448 // $ > $ int 004D: jump_if_false @RACE_18536 0084: $409 = $7448 // $ = $ int :RACE_18536 00D6: if 0038: $7454 == 6 // $ == int 004D: jump_if_false @RACE_18581 00D6: if 001C: $411 > $7448 // $ > $ int 004D: jump_if_false @RACE_18581 0084: $411 = $7448 // $ = $ int :RACE_18581 0002: jump @RACE_21028 :RACE_18588 00D6: if 0042: $7472 == 7.0 // $ == float 004D: jump_if_false @RACE_18630 00A7: car $7418 drive_to $7489 $7490 $7491 0002: jump @RACE_18644 :RACE_18630 02C2: car $7418 drive_to_point $7489 $7490 $7491 :RACE_18644 0002: jump @RACE_18829 :RACE_18651 00D6: if 82BF: not car $7418 sunk 004D: jump_if_false @RACE_18674 0004: $7437 = 0 // $ = int :RACE_18674 00D6: if 02BF: car $7418 sunk 004D: jump_if_false @RACE_18829 00D6: if 82CA: not car $7418 bounding_sphere_visible 004D: jump_if_false @RACE_18829 00AA: store_car $7418 position_to $7465 $7466 $7467 02C1: set $7465 $7466 $7467 to_car_path_coords_closest_to $7465 $7466 $7467 00D6: if 838A: not car_in_cube $7465 $7466 $7467 4.0 4.0 4.0 004D: jump_if_false @RACE_18829 00D6: if 80C2: not sphere_onscreen $7465 $7466 $7467 3.0 004D: jump_if_false @RACE_18829 00AB: put_car $7418 at $7465 $7466 $7467 039F: car $7418 race_to $7489 $7490 :RACE_18829 00D6: if 8119: not car $7419 wrecked 004D: jump_if_false @RACE_19635 0224: set_car $7419 health_to 1000 0084: $7421 = $7419 // $ = $ int 0084: $7440 = $7438 // $ = $ int 0086: $7462 = $4856 // $ = $ float 0086: $7463 = $4857 // $ = $ float 0086: $7464 = $4858 // $ = $ float 0084: $7446 = $7444 // $ = $ int 0050: gosub @RACE_30434 0086: $4856 = $7462 // $ = $ float 0086: $4857 = $7463 // $ = $ float 0086: $4858 = $7464 // $ = $ float 0084: $7444 = $7446 // $ = $ int 00D6: if 0018: $7454 > 4 // $ > int 004D: jump_if_false @RACE_19151 0084: $7459 = $7437 // $ = $ int 000C: $7459 -= 4 // $ -= int 0084: $7461 = $7439 // $ = $ int 000C: $7461 -= 4 // $ -= int 00D6: if or 001C: $7459 > $7438 // $ > $ int 001C: $7461 > $7438 // $ > $ int 004D: jump_if_false @RACE_19151 00D6: if 81FC: not player $PLAYER_CHAR near_car $7419 radius 200.0 200.0 0 004D: jump_if_false @RACE_19151 00D6: if 82CA: not car $7419 bounding_sphere_visible 004D: jump_if_false @RACE_19151 00D6: if 838A: not car_in_cube $7492 $7493 $7494 4.0 4.0 3.0 004D: jump_if_false @RACE_19151 00D6: if 80C2: not sphere_onscreen $7492 $7493 $7494 4.0 004D: jump_if_false @RACE_19151 00AB: put_car $7419 at $7492 $7493 $7494 039F: car $7419 race_to $7483 $7484 :RACE_19151 00D6: if 01AF: car $7419 0 $7492 $7493 $7494 radius $7473 $7473 $7473 004D: jump_if_false @RACE_19628 0008: $7438 += 1 // $ += int 0084: $7440 = $7438 // $ = $ int 0050: gosub @RACE_22908 0086: $7492 = $7498 // $ = $ float 0086: $7493 = $7499 // $ = $ float 0086: $7494 = $7500 // $ = $ float 00D6: if 0038: $7438 == 17 // $ == int 004D: jump_if_false @RACE_19261 0005: $7473 = 6.0 // $ = float :RACE_19261 00D6: if 003A: $7438 == $7449 // $ == $ int 004D: jump_if_false @RACE_19572 00BC: text_highpriority 'RACES_8' time 5000 1 00D6: if 0038: $7454 == 1 // $ == int 004D: jump_if_false @RACE_19340 00D6: if 001C: $401 > $7448 // $ > $ int 004D: jump_if_false @RACE_19340 0084: $401 = $7448 // $ = $ int :RACE_19340 00D6: if 0038: $7454 == 2 // $ == int 004D: jump_if_false @RACE_19385 00D6: if 001C: $403 > $7448 // $ > $ int 004D: jump_if_false @RACE_19385 0084: $403 = $7448 // $ = $ int :RACE_19385 00D6: if 0038: $7454 == 3 // $ == int 004D: jump_if_false @RACE_19430 00D6: if 001C: $405 > $7448 // $ > $ int 004D: jump_if_false @RACE_19430 0084: $405 = $7448 // $ = $ int :RACE_19430 00D6: if 0038: $7454 == 4 // $ == int 004D: jump_if_false @RACE_19475 00D6: if 001C: $407 > $7448 // $ > $ int 004D: jump_if_false @RACE_19475 0084: $407 = $7448 // $ = $ int :RACE_19475 00D6: if 0038: $7454 == 5 // $ == int 004D: jump_if_false @RACE_19520 00D6: if 001C: $409 > $7448 // $ > $ int 004D: jump_if_false @RACE_19520 0084: $409 = $7448 // $ = $ int :RACE_19520 00D6: if 0038: $7454 == 6 // $ == int 004D: jump_if_false @RACE_19565 00D6: if 001C: $411 > $7448 // $ > $ int 004D: jump_if_false @RACE_19565 0084: $411 = $7448 // $ = $ int :RACE_19565 0002: jump @RACE_21028 :RACE_19572 00D6: if 0042: $7473 == 7.0 // $ == float 004D: jump_if_false @RACE_19614 00A7: car $7419 drive_to $7492 $7493 $7494 0002: jump @RACE_19628 :RACE_19614 02C2: car $7419 drive_to_point $7492 $7493 $7494 :RACE_19628 0002: jump @RACE_19813 :RACE_19635 00D6: if 82BF: not car $7419 sunk 004D: jump_if_false @RACE_19658 0004: $7438 = 0 // $ = int :RACE_19658 00D6: if 02BF: car $7419 sunk 004D: jump_if_false @RACE_19813 00D6: if 82CA: not car $7419 bounding_sphere_visible 004D: jump_if_false @RACE_19813 00AA: store_car $7419 position_to $7465 $7466 $7467 02C1: set $7465 $7466 $7467 to_car_path_coords_closest_to $7465 $7466 $7467 00D6: if 838A: not car_in_cube $7465 $7466 $7467 4.0 4.0 4.0 004D: jump_if_false @RACE_19813 00D6: if 80C2: not sphere_onscreen $7465 $7466 $7467 3.0 004D: jump_if_false @RACE_19813 00AB: put_car $7419 at $7465 $7466 $7467 039F: car $7419 race_to $7492 $7493 :RACE_19813 00D6: if 8119: not car $7420 wrecked 004D: jump_if_false @RACE_20619 0224: set_car $7420 health_to 1000 0084: $7421 = $7420 // $ = $ int 0084: $7440 = $7439 // $ = $ int 0086: $7462 = $4859 // $ = $ float 0086: $7463 = $4860 // $ = $ float 0086: $7464 = $4861 // $ = $ float 0084: $7446 = $7445 // $ = $ int 0050: gosub @RACE_30434 0086: $4859 = $7462 // $ = $ float 0086: $4860 = $7463 // $ = $ float 0086: $4861 = $7464 // $ = $ float 0084: $7445 = $7446 // $ = $ int 00D6: if 0018: $7454 > 4 // $ > int 004D: jump_if_false @RACE_20135 0084: $7459 = $7437 // $ = $ int 000C: $7459 -= 4 // $ -= int 0084: $7460 = $7438 // $ = $ int 000C: $7460 -= 4 // $ -= int 00D6: if or 001C: $7459 > $7439 // $ > $ int 001C: $7460 > $7439 // $ > $ int 004D: jump_if_false @RACE_20135 00D6: if 81FC: not player $PLAYER_CHAR near_car $7420 radius 200.0 200.0 0 004D: jump_if_false @RACE_20135 00D6: if 82CA: not car $7420 bounding_sphere_visible 004D: jump_if_false @RACE_20135 00D6: if 838A: not car_in_cube $7495 $7496 $7497 4.0 4.0 3.0 004D: jump_if_false @RACE_20135 00D6: if 80C2: not sphere_onscreen $7495 $7496 $7497 4.0 004D: jump_if_false @RACE_20135 00AB: put_car $7420 at $7495 $7496 $7497 039F: car $7420 race_to $7483 $7484 :RACE_20135 00D6: if 01AF: car $7420 0 $7495 $7496 $7497 radius $7474 $7474 $7474 004D: jump_if_false @RACE_20612 0008: $7439 += 1 // $ += int 0084: $7440 = $7439 // $ = $ int 0050: gosub @RACE_22908 0086: $7495 = $7498 // $ = $ float 0086: $7496 = $7499 // $ = $ float 0086: $7497 = $7500 // $ = $ float 00D6: if 0038: $7439 == 17 // $ == int 004D: jump_if_false @RACE_20245 0005: $7474 = 6.0 // $ = float :RACE_20245 00D6: if 003A: $7439 == $7449 // $ == $ int 004D: jump_if_false @RACE_20556 00BC: text_highpriority 'RACES_8' time 5000 1 00D6: if 0038: $7454 == 1 // $ == int 004D: jump_if_false @RACE_20324 00D6: if 001C: $401 > $7448 // $ > $ int 004D: jump_if_false @RACE_20324 0084: $401 = $7448 // $ = $ int :RACE_20324 00D6: if 0038: $7454 == 2 // $ == int 004D: jump_if_false @RACE_20369 00D6: if 001C: $403 > $7448 // $ > $ int 004D: jump_if_false @RACE_20369 0084: $403 = $7448 // $ = $ int :RACE_20369 00D6: if 0038: $7454 == 3 // $ == int 004D: jump_if_false @RACE_20414 00D6: if 001C: $405 > $7448 // $ > $ int 004D: jump_if_false @RACE_20414 0084: $405 = $7448 // $ = $ int :RACE_20414 00D6: if 0038: $7454 == 4 // $ == int 004D: jump_if_false @RACE_20459 00D6: if 001C: $407 > $7448 // $ > $ int 004D: jump_if_false @RACE_20459 0084: $407 = $7448 // $ = $ int :RACE_20459 00D6: if 0038: $7454 == 5 // $ == int 004D: jump_if_false @RACE_20504 00D6: if 001C: $409 > $7448 // $ > $ int 004D: jump_if_false @RACE_20504 0084: $409 = $7448 // $ = $ int :RACE_20504 00D6: if 0038: $7454 == 6 // $ == int 004D: jump_if_false @RACE_20549 00D6: if 001C: $411 > $7448 // $ > $ int 004D: jump_if_false @RACE_20549 0084: $411 = $7448 // $ = $ int :RACE_20549 0002: jump @RACE_21028 :RACE_20556 00D6: if 0042: $7474 == 7.0 // $ == float 004D: jump_if_false @RACE_20598 00A7: car $7420 drive_to $7495 $7496 $7497 0002: jump @RACE_20612 :RACE_20598 02C2: car $7420 drive_to_point $7495 $7496 $7497 :RACE_20612 0002: jump @RACE_20797 :RACE_20619 00D6: if 82BF: not car $7420 sunk 004D: jump_if_false @RACE_20642 0004: $7439 = 0 // $ = int :RACE_20642 00D6: if 02BF: car $7420 sunk 004D: jump_if_false @RACE_20797 00D6: if 82CA: not car $7420 bounding_sphere_visible 004D: jump_if_false @RACE_20797 00AA: store_car $7420 position_to $7465 $7466 $7467 02C1: set $7465 $7466 $7467 to_car_path_coords_closest_to $7465 $7466 $7467 00D6: if 838A: not car_in_cube $7465 $7466 $7467 4.0 4.0 4.0 004D: jump_if_false @RACE_20797 00D6: if 80C2: not sphere_onscreen $7465 $7466 $7467 3.0 004D: jump_if_false @RACE_20797 00AB: put_car $7420 at $7465 $7466 $7467 039F: car $7420 race_to $7495 $7496 :RACE_20797 00D6: if 0038: $7441 == 0 // $ == int 004D: jump_if_false @RACE_20829 00BC: text_highpriority 'FIRST' time 100 1 :RACE_20829 00D6: if 0038: $7441 == 1 // $ == int 004D: jump_if_false @RACE_20861 00BC: text_highpriority 'SECOND' time 100 1 :RACE_20861 00D6: if 0038: $7441 == 2 // $ == int 004D: jump_if_false @RACE_20893 00BC: text_highpriority 'THIRD' time 100 1 :RACE_20893 00D6: if 0038: $7441 == 3 // $ == int 004D: jump_if_false @RACE_20925 00BC: text_highpriority 'FOURTH' time 100 1 :RACE_20925 0084: $7448 = $7441 // $ = $ int 00D6: if 003A: $7436 == $7450 // $ == $ int 004D: jump_if_false @RACE_20986 04D5: create_corona_at $7483 $7484 $7485 radius 5.5 type 6 flare 0 RGB 150 0 0 0002: jump @RACE_21014 :RACE_20986 04D5: create_corona_at $7483 $7484 $7485 radius 5.5 type 6 flare 0 RGB 150 150 0 :RACE_21014 0002: jump @RACE_17533 :RACE_21021 0002: jump @RACE_21030 :RACE_21028 0051: return :RACE_21030 0014: $7442 /= 1000 // $ /= int 00D6: if 0038: $7454 == 1 // $ == int 004D: jump_if_false @RACE_21094 042E: register_lowest_int_stat 6 to $7442 00D6: if 0038: $1588 == 0 // $ == int 004D: jump_if_false @RACE_21094 030C: progress_made += 1 0595: mission_complete 0004: $1588 = 1 // $ = int :RACE_21094 00D6: if 0038: $7454 == 2 // $ == int 004D: jump_if_false @RACE_21150 042E: register_lowest_int_stat 7 to $7442 00D6: if 0038: $1589 == 0 // $ == int 004D: jump_if_false @RACE_21150 030C: progress_made += 1 0595: mission_complete 0004: $1589 = 1 // $ = int :RACE_21150 00D6: if 0038: $7454 == 3 // $ == int 004D: jump_if_false @RACE_21206 042E: register_lowest_int_stat 8 to $7442 00D6: if 0038: $1590 == 0 // $ == int 004D: jump_if_false @RACE_21206 030C: progress_made += 1 0595: mission_complete 0004: $1590 = 1 // $ = int :RACE_21206 00D6: if 0038: $7454 == 4 // $ == int 004D: jump_if_false @RACE_21262 042E: register_lowest_int_stat 9 to $7442 00D6: if 0038: $1591 == 0 // $ == int 004D: jump_if_false @RACE_21262 030C: progress_made += 1 0595: mission_complete 0004: $1591 = 1 // $ = int :RACE_21262 00D6: if 0038: $7454 == 5 // $ == int 004D: jump_if_false @RACE_21318 042E: register_lowest_int_stat 10 to $7442 00D6: if 0038: $1592 == 0 // $ == int 004D: jump_if_false @RACE_21318 030C: progress_made += 1 0595: mission_complete 0004: $1592 = 1 // $ = int :RACE_21318 00D6: if 0038: $7454 == 6 // $ == int 004D: jump_if_false @RACE_21374 042E: register_lowest_int_stat 11 to $7442 00D6: if 0038: $1593 == 0 // $ == int 004D: jump_if_false @RACE_21374 030C: progress_made += 1 0595: mission_complete 0004: $1593 = 1 // $ = int :RACE_21374 0084: $7457 = $7442 // $ = $ int 0014: $7457 /= 60 // $ /= int 0084: $7451 = $7457 // $ = $ int 0010: $7451 *= 60 // $ *= int 0084: $7458 = $7442 // $ = $ int 0060: $7458 -= $7451 // $ -= $ int 00D6: if 0038: $7454 == 1 // $ == int 004D: jump_if_false @RACE_21639 00D6: if 001C: $402 > $7442 // $ > $ int 004D: jump_if_false @RACE_21539 0084: $402 = $7442 // $ = $ int 00D6: if 0018: $7458 > 9 // $ > int 004D: jump_if_false @RACE_21511 02FD: text_2numbers_highpriority 'RACES17' $7457 $7458 time 10000 1 0002: jump @RACE_21532 :RACE_21511 02FD: text_2numbers_highpriority 'RACES20' $7457 $7458 time 10000 1 :RACE_21532 0002: jump @RACE_21606 :RACE_21539 00D6: if 0018: $7458 > 9 // $ > int 004D: jump_if_false @RACE_21585 02FD: text_2numbers_highpriority 'RACES_9' $7457 $7458 time 10000 1 0002: jump @RACE_21606 :RACE_21585 02FD: text_2numbers_highpriority 'RACES21' $7457 $7458 time 10000 1 :RACE_21606 0004: $401 = 0 // $ = int 0109: player $PLAYER_CHAR money += 400 01E3: text_1number_styled 'RACES18' number 400 time 5000 style 1 :RACE_21639 00D6: if 0038: $7454 == 2 // $ == int 004D: jump_if_false @RACE_21858 00D6: if 001C: $404 > $7442 // $ > $ int 004D: jump_if_false @RACE_21758 0084: $404 = $7442 // $ = $ int 00D6: if 0018: $7458 > 9 // $ > int 004D: jump_if_false @RACE_21730 02FD: text_2numbers_highpriority 'RACES17' $7457 $7458 time 10000 1 0002: jump @RACE_21751 :RACE_21730 02FD: text_2numbers_highpriority 'RACES20' $7457 $7458 time 10000 1 :RACE_21751 0002: jump @RACE_21825 :RACE_21758 00D6: if 0018: $7458 > 9 // $ > int 004D: jump_if_false @RACE_21804 02FD: text_2numbers_highpriority 'RACES_9' $7457 $7458 time 10000 1 0002: jump @RACE_21825 :RACE_21804 02FD: text_2numbers_highpriority 'RACES21' $7457 $7458 time 10000 1 :RACE_21825 0004: $403 = 0 // $ = int 0109: player $PLAYER_CHAR money += 2000 01E3: text_1number_styled 'RACES18' number 2000 time 5000 style 1 :RACE_21858 00D6: if 0038: $7454 == 3 // $ == int 004D: jump_if_false @RACE_22077 00D6: if 001C: $406 > $7442 // $ > $ int 004D: jump_if_false @RACE_21977 0084: $406 = $7442 // $ = $ int 00D6: if 0018: $7458 > 9 // $ > int 004D: jump_if_false @RACE_21949 02FD: text_2numbers_highpriority 'RACES17' $7457 $7458 time 10000 1 0002: jump @RACE_21970 :RACE_21949 02FD: text_2numbers_highpriority 'RACES20' $7457 $7458 time 10000 1 :RACE_21970 0002: jump @RACE_22044 :RACE_21977 00D6: if 0018: $7458 > 9 // $ > int 004D: jump_if_false @RACE_22023 02FD: text_2numbers_highpriority 'RACES_9' $7457 $7458 time 10000 1 0002: jump @RACE_22044 :RACE_22023 02FD: text_2numbers_highpriority 'RACES21' $7457 $7458 time 10000 1 :RACE_22044 0004: $405 = 0 // $ = int 0109: player $PLAYER_CHAR money += 4000 01E3: text_1number_styled 'RACES18' number 4000 time 5000 style 1 :RACE_22077 00D6: if 0038: $7454 == 4 // $ == int 004D: jump_if_false @RACE_22296 00D6: if 001C: $408 > $7442 // $ > $ int 004D: jump_if_false @RACE_22196 0084: $408 = $7442 // $ = $ int 00D6: if 0018: $7458 > 9 // $ > int 004D: jump_if_false @RACE_22168 02FD: text_2numbers_highpriority 'RACES17' $7457 $7458 time 10000 1 0002: jump @RACE_22189 :RACE_22168 02FD: text_2numbers_highpriority 'RACES20' $7457 $7458 time 10000 1 :RACE_22189 0002: jump @RACE_22263 :RACE_22196 00D6: if 0018: $7458 > 9 // $ > int 004D: jump_if_false @RACE_22242 02FD: text_2numbers_highpriority 'RACES_9' $7457 $7458 time 10000 1 0002: jump @RACE_22263 :RACE_22242 02FD: text_2numbers_highpriority 'RACES21' $7457 $7458 time 10000 1 :RACE_22263 0004: $407 = 0 // $ = int 0109: player $PLAYER_CHAR money += 8000 01E3: text_1number_styled 'RACES18' number 8000 time 5000 style 1 :RACE_22296 00D6: if 0038: $7454 == 5 // $ == int 004D: jump_if_false @RACE_22515 00D6: if 001C: $410 > $7442 // $ > $ int 004D: jump_if_false @RACE_22415 0084: $410 = $7442 // $ = $ int 00D6: if 0018: $7458 > 9 // $ > int 004D: jump_if_false @RACE_22387 02FD: text_2numbers_highpriority 'RACES17' $7457 $7458 time 10000 1 0002: jump @RACE_22408 :RACE_22387 02FD: text_2numbers_highpriority 'RACES20' $7457 $7458 time 10000 1 :RACE_22408 0002: jump @RACE_22482 :RACE_22415 00D6: if 0018: $7458 > 9 // $ > int 004D: jump_if_false @RACE_22461 02FD: text_2numbers_highpriority 'RACES_9' $7457 $7458 time 10000 1 0002: jump @RACE_22482 :RACE_22461 02FD: text_2numbers_highpriority 'RACES21' $7457 $7458 time 10000 1 :RACE_22482 0004: $409 = 0 // $ = int 0109: player $PLAYER_CHAR money += 20000 01E3: text_1number_styled 'RACES18' number 20000 time 5000 style 1 :RACE_22515 00D6: if 0038: $7454 == 6 // $ == int 004D: jump_if_false @RACE_22738 00D6: if 001C: $412 > $7442 // $ > $ int 004D: jump_if_false @RACE_22634 0084: $412 = $7442 // $ = $ int 00D6: if 0018: $7458 > 9 // $ > int 004D: jump_if_false @RACE_22606 02FD: text_2numbers_highpriority 'RACES17' $7457 $7458 time 10000 1 0002: jump @RACE_22627 :RACE_22606 02FD: text_2numbers_highpriority 'RACES20' $7457 $7458 time 10000 1 :RACE_22627 0002: jump @RACE_22701 :RACE_22634 00D6: if 0018: $7458 > 9 // $ > int 004D: jump_if_false @RACE_22680 02FD: text_2numbers_highpriority 'RACES_9' $7457 $7458 time 10000 1 0002: jump @RACE_22701 :RACE_22680 02FD: text_2numbers_highpriority 'RACES21' $7457 $7458 time 10000 1 :RACE_22701 0004: $411 = 0 // $ = int 0109: player $PLAYER_CHAR money += 40000 01E3: text_1number_styled 'RACES18' number 40000 time 5000 style 1 :RACE_22738 0110: clear_player $PLAYER_CHAR wanted_level 0394: play_music 1 0051: return :RACE_22749 01E7: remove_forbidden_for_cars_cube $7477 $7478 $7479 $7480 $7481 $7482 0164: disable_marker $7433 0164: disable_marker $7434 0164: disable_marker $7435 0164: disable_marker $7431 0164: disable_marker $7432 0108: destroy_object $7425 0108: destroy_object $7426 0108: destroy_object $7427 0108: destroy_object $7428 0108: destroy_object $7429 0108: destroy_object $7430 0249: release_model #WMYCR 0249: release_model #WFYPR 0249: release_model #BMYPI 0249: release_model #CHEETAH 0249: release_model #INFERNUS 0249: release_model #BANSHEE 0249: release_model #LH_RACE01 0249: release_model #LH_RACE02 0249: release_model #LH_RACE03 0249: release_model #LH_RACE04 0249: release_model #LH_RACE05 0249: release_model #LH_RACE06 014F: stop_timer $7442 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 03F0: enable_text_draw 0 03E6: remove_text_box 0004: $ONMISSION = 0 // $ = int 00D8: mission_cleanup 0051: return :RACE_22908 00D6: if 0038: $7440 == -1 // $ == int 004D: jump_if_false @RACE_22974 0086: $7498 = $7504 // $ = $ float 0086: $7499 = $7505 // $ = $ float 0086: $7500 = $7506 // $ = $ float 0086: $7501 = $7507 // $ = $ float 0086: $7502 = $7508 // $ = $ float 0086: $7503 = $7509 // $ = $ float :RACE_22974 00D6: if 0038: $7440 == 0 // $ == int 004D: jump_if_false @RACE_23040 0086: $7498 = $7507 // $ = $ float 0086: $7499 = $7508 // $ = $ float 0086: $7500 = $7509 // $ = $ float 0086: $7501 = $7510 // $ = $ float 0086: $7502 = $7511 // $ = $ float 0086: $7503 = $7512 // $ = $ float :RACE_23040 00D6: if 0038: $7440 == 1 // $ == int 004D: jump_if_false @RACE_23106 0086: $7498 = $7510 // $ = $ float 0086: $7499 = $7511 // $ = $ float 0086: $7500 = $7512 // $ = $ float 0086: $7501 = $7513 // $ = $ float 0086: $7502 = $7514 // $ = $ float 0086: $7503 = $7515 // $ = $ float :RACE_23106 00D6: if 0038: $7440 == 2 // $ == int 004D: jump_if_false @RACE_23172 0086: $7498 = $7513 // $ = $ float 0086: $7499 = $7514 // $ = $ float 0086: $7500 = $7515 // $ = $ float 0086: $7501 = $7516 // $ = $ float 0086: $7502 = $7517 // $ = $ float 0086: $7503 = $7518 // $ = $ float :RACE_23172 00D6: if 0038: $7440 == 3 // $ == int 004D: jump_if_false @RACE_23238 0086: $7498 = $7516 // $ = $ float 0086: $7499 = $7517 // $ = $ float 0086: $7500 = $7518 // $ = $ float 0086: $7501 = $7519 // $ = $ float 0086: $7502 = $7520 // $ = $ float 0086: $7503 = $7521 // $ = $ float :RACE_23238 00D6: if 0038: $7440 == 4 // $ == int 004D: jump_if_false @RACE_23304 0086: $7498 = $7519 // $ = $ float 0086: $7499 = $7520 // $ = $ float 0086: $7500 = $7521 // $ = $ float 0086: $7501 = $7522 // $ = $ float 0086: $7502 = $7523 // $ = $ float 0086: $7503 = $7524 // $ = $ float :RACE_23304 00D6: if 0038: $7440 == 5 // $ == int 004D: jump_if_false @RACE_23370 0086: $7498 = $7522 // $ = $ float 0086: $7499 = $7523 // $ = $ float 0086: $7500 = $7524 // $ = $ float 0086: $7501 = $7525 // $ = $ float 0086: $7502 = $7526 // $ = $ float 0086: $7503 = $7527 // $ = $ float :RACE_23370 00D6: if 0038: $7440 == 6 // $ == int 004D: jump_if_false @RACE_23436 0086: $7498 = $7525 // $ = $ float 0086: $7499 = $7526 // $ = $ float 0086: $7500 = $7527 // $ = $ float 0086: $7501 = $7528 // $ = $ float 0086: $7502 = $7529 // $ = $ float 0086: $7503 = $7530 // $ = $ float :RACE_23436 00D6: if 0038: $7440 == 7 // $ == int 004D: jump_if_false @RACE_23502 0086: $7498 = $7528 // $ = $ float 0086: $7499 = $7529 // $ = $ float 0086: $7500 = $7530 // $ = $ float 0086: $7501 = $7531 // $ = $ float 0086: $7502 = $7532 // $ = $ float 0086: $7503 = $7533 // $ = $ float :RACE_23502 00D6: if 0038: $7440 == 8 // $ == int 004D: jump_if_false @RACE_23568 0086: $7498 = $7531 // $ = $ float 0086: $7499 = $7532 // $ = $ float 0086: $7500 = $7533 // $ = $ float 0086: $7501 = $7534 // $ = $ float 0086: $7502 = $7535 // $ = $ float 0086: $7503 = $7536 // $ = $ float :RACE_23568 00D6: if 0038: $7440 == 9 // $ == int 004D: jump_if_false @RACE_23634 0086: $7498 = $7534 // $ = $ float 0086: $7499 = $7535 // $ = $ float 0086: $7500 = $7536 // $ = $ float 0086: $7501 = $7537 // $ = $ float 0086: $7502 = $7538 // $ = $ float 0086: $7503 = $7539 // $ = $ float :RACE_23634 00D6: if 0038: $7440 == 10 // $ == int 004D: jump_if_false @RACE_23700 0086: $7498 = $7537 // $ = $ float 0086: $7499 = $7538 // $ = $ float 0086: $7500 = $7539 // $ = $ float 0086: $7501 = $7540 // $ = $ float 0086: $7502 = $7541 // $ = $ float 0086: $7503 = $7542 // $ = $ float :RACE_23700 00D6: if 0038: $7440 == 11 // $ == int 004D: jump_if_false @RACE_23766 0086: $7498 = $7540 // $ = $ float 0086: $7499 = $7541 // $ = $ float 0086: $7500 = $7542 // $ = $ float 0086: $7501 = $7543 // $ = $ float 0086: $7502 = $7544 // $ = $ float 0086: $7503 = $7545 // $ = $ float :RACE_23766 00D6: if 0038: $7440 == 12 // $ == int 004D: jump_if_false @RACE_23832 0086: $7498 = $7543 // $ = $ float 0086: $7499 = $7544 // $ = $ float 0086: $7500 = $7545 // $ = $ float 0086: $7501 = $7546 // $ = $ float 0086: $7502 = $7547 // $ = $ float 0086: $7503 = $7548 // $ = $ float :RACE_23832 00D6: if 0038: $7440 == 13 // $ == int 004D: jump_if_false @RACE_23898 0086: $7498 = $7546 // $ = $ float 0086: $7499 = $7547 // $ = $ float 0086: $7500 = $7548 // $ = $ float 0086: $7501 = $7549 // $ = $ float 0086: $7502 = $7550 // $ = $ float 0086: $7503 = $7551 // $ = $ float :RACE_23898 00D6: if 0038: $7440 == 14 // $ == int 004D: jump_if_false @RACE_23964 0086: $7498 = $7549 // $ = $ float 0086: $7499 = $7550 // $ = $ float 0086: $7500 = $7551 // $ = $ float 0086: $7501 = $7552 // $ = $ float 0086: $7502 = $7553 // $ = $ float 0086: $7503 = $7554 // $ = $ float :RACE_23964 00D6: if 0038: $7440 == 15 // $ == int 004D: jump_if_false @RACE_24030 0086: $7498 = $7552 // $ = $ float 0086: $7499 = $7553 // $ = $ float 0086: $7500 = $7554 // $ = $ float 0086: $7501 = $7555 // $ = $ float 0086: $7502 = $7556 // $ = $ float 0086: $7503 = $7557 // $ = $ float :RACE_24030 00D6: if 0038: $7440 == 16 // $ == int 004D: jump_if_false @RACE_24096 0086: $7498 = $7555 // $ = $ float 0086: $7499 = $7556 // $ = $ float 0086: $7500 = $7557 // $ = $ float 0086: $7501 = $7558 // $ = $ float 0086: $7502 = $7559 // $ = $ float 0086: $7503 = $7560 // $ = $ float :RACE_24096 00D6: if 0038: $7440 == 17 // $ == int 004D: jump_if_false @RACE_24162 0086: $7498 = $7558 // $ = $ float 0086: $7499 = $7559 // $ = $ float 0086: $7500 = $7560 // $ = $ float 0086: $7501 = $7561 // $ = $ float 0086: $7502 = $7562 // $ = $ float 0086: $7503 = $7563 // $ = $ float :RACE_24162 00D6: if 0038: $7440 == 18 // $ == int 004D: jump_if_false @RACE_24228 0086: $7498 = $7561 // $ = $ float 0086: $7499 = $7562 // $ = $ float 0086: $7500 = $7563 // $ = $ float 0086: $7501 = $7564 // $ = $ float 0086: $7502 = $7565 // $ = $ float 0086: $7503 = $7566 // $ = $ float :RACE_24228 00D6: if 0038: $7440 == 19 // $ == int 004D: jump_if_false @RACE_24294 0086: $7498 = $7564 // $ = $ float 0086: $7499 = $7565 // $ = $ float 0086: $7500 = $7566 // $ = $ float 0086: $7501 = $7567 // $ = $ float 0086: $7502 = $7568 // $ = $ float 0086: $7503 = $7569 // $ = $ float :RACE_24294 00D6: if 0038: $7440 == 20 // $ == int 004D: jump_if_false @RACE_24360 0086: $7498 = $7567 // $ = $ float 0086: $7499 = $7568 // $ = $ float 0086: $7500 = $7569 // $ = $ float 0086: $7501 = $7570 // $ = $ float 0086: $7502 = $7571 // $ = $ float 0086: $7503 = $7572 // $ = $ float :RACE_24360 00D6: if 0038: $7440 == 21 // $ == int 004D: jump_if_false @RACE_24426 0086: $7498 = $7570 // $ = $ float 0086: $7499 = $7571 // $ = $ float 0086: $7500 = $7572 // $ = $ float 0086: $7501 = $7573 // $ = $ float 0086: $7502 = $7574 // $ = $ float 0086: $7503 = $7575 // $ = $ float :RACE_24426 00D6: if 0038: $7440 == 22 // $ == int 004D: jump_if_false @RACE_24492 0086: $7498 = $7573 // $ = $ float 0086: $7499 = $7574 // $ = $ float 0086: $7500 = $7575 // $ = $ float 0086: $7501 = $7576 // $ = $ float 0086: $7502 = $7577 // $ = $ float 0086: $7503 = $7578 // $ = $ float :RACE_24492 00D6: if 0038: $7440 == 23 // $ == int 004D: jump_if_false @RACE_24558 0086: $7498 = $7576 // $ = $ float 0086: $7499 = $7577 // $ = $ float 0086: $7500 = $7578 // $ = $ float 0086: $7501 = $7579 // $ = $ float 0086: $7502 = $7580 // $ = $ float 0086: $7503 = $7581 // $ = $ float :RACE_24558 00D6: if 0038: $7440 == 24 // $ == int 004D: jump_if_false @RACE_24624 0086: $7498 = $7579 // $ = $ float 0086: $7499 = $7580 // $ = $ float 0086: $7500 = $7581 // $ = $ float 0086: $7501 = $7582 // $ = $ float 0086: $7502 = $7583 // $ = $ float 0086: $7503 = $7584 // $ = $ float :RACE_24624 00D6: if 0038: $7440 == 25 // $ == int 004D: jump_if_false @RACE_24690 0086: $7498 = $7582 // $ = $ float 0086: $7499 = $7583 // $ = $ float 0086: $7500 = $7584 // $ = $ float 0086: $7501 = $7585 // $ = $ float 0086: $7502 = $7586 // $ = $ float 0086: $7503 = $7587 // $ = $ float :RACE_24690 00D6: if 0038: $7440 == 26 // $ == int 004D: jump_if_false @RACE_24756 0086: $7498 = $7585 // $ = $ float 0086: $7499 = $7586 // $ = $ float 0086: $7500 = $7587 // $ = $ float 0086: $7501 = $7588 // $ = $ float 0086: $7502 = $7589 // $ = $ float 0086: $7503 = $7590 // $ = $ float :RACE_24756 00D6: if 0038: $7440 == 27 // $ == int 004D: jump_if_false @RACE_24822 0086: $7498 = $7588 // $ = $ float 0086: $7499 = $7589 // $ = $ float 0086: $7500 = $7590 // $ = $ float 0086: $7501 = $7591 // $ = $ float 0086: $7502 = $7592 // $ = $ float 0086: $7503 = $7593 // $ = $ float :RACE_24822 00D6: if 0038: $7440 == 28 // $ == int 004D: jump_if_false @RACE_24888 0086: $7498 = $7591 // $ = $ float 0086: $7499 = $7592 // $ = $ float 0086: $7500 = $7593 // $ = $ float 0086: $7501 = $7594 // $ = $ float 0086: $7502 = $7595 // $ = $ float 0086: $7503 = $7596 // $ = $ float :RACE_24888 00D6: if 0038: $7440 == 29 // $ == int 004D: jump_if_false @RACE_24954 0086: $7498 = $7594 // $ = $ float 0086: $7499 = $7595 // $ = $ float 0086: $7500 = $7596 // $ = $ float 0086: $7501 = $7597 // $ = $ float 0086: $7502 = $7598 // $ = $ float 0086: $7503 = $7599 // $ = $ float :RACE_24954 00D6: if 0038: $7440 == 30 // $ == int 004D: jump_if_false @RACE_25020 0086: $7498 = $7597 // $ = $ float 0086: $7499 = $7598 // $ = $ float 0086: $7500 = $7599 // $ = $ float 0086: $7501 = $7600 // $ = $ float 0086: $7502 = $7601 // $ = $ float 0086: $7503 = $7602 // $ = $ float :RACE_25020 00D6: if 0038: $7440 == 31 // $ == int 004D: jump_if_false @RACE_25086 0086: $7498 = $7600 // $ = $ float 0086: $7499 = $7601 // $ = $ float 0086: $7500 = $7602 // $ = $ float 0086: $7501 = $7603 // $ = $ float 0086: $7502 = $7604 // $ = $ float 0086: $7503 = $7605 // $ = $ float :RACE_25086 00D6: if 0038: $7440 == 32 // $ == int 004D: jump_if_false @RACE_25152 0086: $7498 = $7603 // $ = $ float 0086: $7499 = $7604 // $ = $ float 0086: $7500 = $7605 // $ = $ float 0086: $7501 = $7606 // $ = $ float 0086: $7502 = $7607 // $ = $ float 0086: $7503 = $7608 // $ = $ float :RACE_25152 00D6: if 0038: $7440 == 33 // $ == int 004D: jump_if_false @RACE_25218 0086: $7498 = $7606 // $ = $ float 0086: $7499 = $7607 // $ = $ float 0086: $7500 = $7608 // $ = $ float 0086: $7501 = $7609 // $ = $ float 0086: $7502 = $7610 // $ = $ float 0086: $7503 = $7611 // $ = $ float :RACE_25218 00D6: if 0038: $7440 == 34 // $ == int 004D: jump_if_false @RACE_25284 0086: $7498 = $7609 // $ = $ float 0086: $7499 = $7610 // $ = $ float 0086: $7500 = $7611 // $ = $ float 0086: $7501 = $7612 // $ = $ float 0086: $7502 = $7613 // $ = $ float 0086: $7503 = $7614 // $ = $ float :RACE_25284 00D6: if 0038: $7440 == 35 // $ == int 004D: jump_if_false @RACE_25350 0086: $7498 = $7612 // $ = $ float 0086: $7499 = $7613 // $ = $ float 0086: $7500 = $7614 // $ = $ float 0086: $7501 = $7615 // $ = $ float 0086: $7502 = $7616 // $ = $ float 0086: $7503 = $7617 // $ = $ float :RACE_25350 00D6: if 0038: $7440 == 36 // $ == int 004D: jump_if_false @RACE_25416 0086: $7498 = $7615 // $ = $ float 0086: $7499 = $7616 // $ = $ float 0086: $7500 = $7617 // $ = $ float 0086: $7501 = $7618 // $ = $ float 0086: $7502 = $7619 // $ = $ float 0086: $7503 = $7620 // $ = $ float :RACE_25416 00D6: if 0038: $7440 == 37 // $ == int 004D: jump_if_false @RACE_25482 0086: $7498 = $7618 // $ = $ float 0086: $7499 = $7619 // $ = $ float 0086: $7500 = $7620 // $ = $ float 0086: $7501 = $7621 // $ = $ float 0086: $7502 = $7622 // $ = $ float 0086: $7503 = $7623 // $ = $ float :RACE_25482 00D6: if 0038: $7440 == 38 // $ == int 004D: jump_if_false @RACE_25548 0086: $7498 = $7621 // $ = $ float 0086: $7499 = $7622 // $ = $ float 0086: $7500 = $7623 // $ = $ float 0086: $7501 = $7624 // $ = $ float 0086: $7502 = $7625 // $ = $ float 0086: $7503 = $7626 // $ = $ float :RACE_25548 00D6: if 0038: $7440 == 39 // $ == int 004D: jump_if_false @RACE_25614 0086: $7498 = $7624 // $ = $ float 0086: $7499 = $7625 // $ = $ float 0086: $7500 = $7626 // $ = $ float 0086: $7501 = $7627 // $ = $ float 0086: $7502 = $7628 // $ = $ float 0086: $7503 = $7629 // $ = $ float :RACE_25614 00D6: if 0038: $7440 == 40 // $ == int 004D: jump_if_false @RACE_25680 0086: $7498 = $7627 // $ = $ float 0086: $7499 = $7628 // $ = $ float 0086: $7500 = $7629 // $ = $ float 0086: $7501 = $7630 // $ = $ float 0086: $7502 = $7631 // $ = $ float 0086: $7503 = $7632 // $ = $ float :RACE_25680 00D6: if 0038: $7440 == 41 // $ == int 004D: jump_if_false @RACE_25746 0086: $7498 = $7630 // $ = $ float 0086: $7499 = $7631 // $ = $ float 0086: $7500 = $7632 // $ = $ float 0086: $7501 = $7633 // $ = $ float 0086: $7502 = $7634 // $ = $ float 0086: $7503 = $7635 // $ = $ float :RACE_25746 00D6: if 0038: $7440 == 42 // $ == int 004D: jump_if_false @RACE_25812 0086: $7498 = $7633 // $ = $ float 0086: $7499 = $7634 // $ = $ float 0086: $7500 = $7635 // $ = $ float 0086: $7501 = $7636 // $ = $ float 0086: $7502 = $7637 // $ = $ float 0086: $7503 = $7638 // $ = $ float :RACE_25812 00D6: if 0038: $7440 == 43 // $ == int 004D: jump_if_false @RACE_25878 0086: $7498 = $7636 // $ = $ float 0086: $7499 = $7637 // $ = $ float 0086: $7500 = $7638 // $ = $ float 0086: $7501 = $7639 // $ = $ float 0086: $7502 = $7640 // $ = $ float 0086: $7503 = $7641 // $ = $ float :RACE_25878 00D6: if 0038: $7440 == 44 // $ == int 004D: jump_if_false @RACE_25944 0086: $7498 = $7639 // $ = $ float 0086: $7499 = $7640 // $ = $ float 0086: $7500 = $7641 // $ = $ float 0086: $7501 = $7642 // $ = $ float 0086: $7502 = $7643 // $ = $ float 0086: $7503 = $7644 // $ = $ float :RACE_25944 00D6: if 0038: $7440 == 45 // $ == int 004D: jump_if_false @RACE_26010 0086: $7498 = $7642 // $ = $ float 0086: $7499 = $7643 // $ = $ float 0086: $7500 = $7644 // $ = $ float 0086: $7501 = $7645 // $ = $ float 0086: $7502 = $7646 // $ = $ float 0086: $7503 = $7647 // $ = $ float :RACE_26010 00D6: if 0038: $7440 == 46 // $ == int 004D: jump_if_false @RACE_26076 0086: $7498 = $7645 // $ = $ float 0086: $7499 = $7646 // $ = $ float 0086: $7500 = $7647 // $ = $ float 0086: $7501 = $7648 // $ = $ float 0086: $7502 = $7649 // $ = $ float 0086: $7503 = $7650 // $ = $ float :RACE_26076 00D6: if 0038: $7440 == 47 // $ == int 004D: jump_if_false @RACE_26142 0086: $7498 = $7648 // $ = $ float 0086: $7499 = $7649 // $ = $ float 0086: $7500 = $7650 // $ = $ float 0086: $7501 = $7651 // $ = $ float 0086: $7502 = $7652 // $ = $ float 0086: $7503 = $7653 // $ = $ float :RACE_26142 00D6: if 0038: $7440 == 48 // $ == int 004D: jump_if_false @RACE_26208 0086: $7498 = $7651 // $ = $ float 0086: $7499 = $7652 // $ = $ float 0086: $7500 = $7653 // $ = $ float 0086: $7501 = $7654 // $ = $ float 0086: $7502 = $7655 // $ = $ float 0086: $7503 = $7656 // $ = $ float :RACE_26208 00D6: if 0038: $7440 == 49 // $ == int 004D: jump_if_false @RACE_26274 0086: $7498 = $7654 // $ = $ float 0086: $7499 = $7655 // $ = $ float 0086: $7500 = $7656 // $ = $ float 0086: $7501 = $7657 // $ = $ float 0086: $7502 = $7658 // $ = $ float 0086: $7503 = $7659 // $ = $ float :RACE_26274 00D6: if 0038: $7440 == 50 // $ == int 004D: jump_if_false @RACE_26340 0086: $7498 = $7657 // $ = $ float 0086: $7499 = $7658 // $ = $ float 0086: $7500 = $7659 // $ = $ float 0086: $7501 = $7660 // $ = $ float 0086: $7502 = $7661 // $ = $ float 0086: $7503 = $7662 // $ = $ float :RACE_26340 00D6: if 0038: $7440 == 51 // $ == int 004D: jump_if_false @RACE_26406 0086: $7498 = $7660 // $ = $ float 0086: $7499 = $7661 // $ = $ float 0086: $7500 = $7662 // $ = $ float 0086: $7501 = $7663 // $ = $ float 0086: $7502 = $7664 // $ = $ float 0086: $7503 = $7665 // $ = $ float :RACE_26406 00D6: if 0038: $7440 == 52 // $ == int 004D: jump_if_false @RACE_26472 0086: $7498 = $7663 // $ = $ float 0086: $7499 = $7664 // $ = $ float 0086: $7500 = $7665 // $ = $ float 0086: $7501 = $7666 // $ = $ float 0086: $7502 = $7667 // $ = $ float 0086: $7503 = $7668 // $ = $ float :RACE_26472 00D6: if 0038: $7440 == 53 // $ == int 004D: jump_if_false @RACE_26538 0086: $7498 = $7666 // $ = $ float 0086: $7499 = $7667 // $ = $ float 0086: $7500 = $7668 // $ = $ float 0086: $7501 = $7669 // $ = $ float 0086: $7502 = $7670 // $ = $ float 0086: $7503 = $7671 // $ = $ float :RACE_26538 00D6: if 0038: $7440 == 54 // $ == int 004D: jump_if_false @RACE_26604 0086: $7498 = $7669 // $ = $ float 0086: $7499 = $7670 // $ = $ float 0086: $7500 = $7671 // $ = $ float 0086: $7501 = $7672 // $ = $ float 0086: $7502 = $7673 // $ = $ float 0086: $7503 = $7674 // $ = $ float :RACE_26604 00D6: if 0038: $7440 == 55 // $ == int 004D: jump_if_false @RACE_26670 0086: $7498 = $7672 // $ = $ float 0086: $7499 = $7673 // $ = $ float 0086: $7500 = $7674 // $ = $ float 0086: $7501 = $7675 // $ = $ float 0086: $7502 = $7676 // $ = $ float 0086: $7503 = $7677 // $ = $ float :RACE_26670 00D6: if 0038: $7440 == 56 // $ == int 004D: jump_if_false @RACE_26736 0086: $7498 = $7675 // $ = $ float 0086: $7499 = $7676 // $ = $ float 0086: $7500 = $7677 // $ = $ float 0086: $7501 = $7678 // $ = $ float 0086: $7502 = $7679 // $ = $ float 0086: $7503 = $7680 // $ = $ float :RACE_26736 00D6: if 0038: $7440 == 57 // $ == int 004D: jump_if_false @RACE_26802 0086: $7498 = $7678 // $ = $ float 0086: $7499 = $7679 // $ = $ float 0086: $7500 = $7680 // $ = $ float 0086: $7501 = $7681 // $ = $ float 0086: $7502 = $7682 // $ = $ float 0086: $7503 = $7683 // $ = $ float :RACE_26802 00D6: if 0038: $7440 == 58 // $ == int 004D: jump_if_false @RACE_26868 0086: $7498 = $7681 // $ = $ float 0086: $7499 = $7682 // $ = $ float 0086: $7500 = $7683 // $ = $ float 0086: $7501 = $7684 // $ = $ float 0086: $7502 = $7685 // $ = $ float 0086: $7503 = $7686 // $ = $ float :RACE_26868 00D6: if 0038: $7440 == 59 // $ == int 004D: jump_if_false @RACE_26934 0086: $7498 = $7684 // $ = $ float 0086: $7499 = $7685 // $ = $ float 0086: $7500 = $7686 // $ = $ float 0086: $7501 = $7687 // $ = $ float 0086: $7502 = $7688 // $ = $ float 0086: $7503 = $7689 // $ = $ float :RACE_26934 00D6: if 0038: $7440 == 60 // $ == int 004D: jump_if_false @RACE_27000 0086: $7498 = $7687 // $ = $ float 0086: $7499 = $7688 // $ = $ float 0086: $7500 = $7689 // $ = $ float 0086: $7501 = $7690 // $ = $ float 0086: $7502 = $7691 // $ = $ float 0086: $7503 = $7692 // $ = $ float :RACE_27000 00D6: if 0038: $7440 == 61 // $ == int 004D: jump_if_false @RACE_27066 0086: $7498 = $7690 // $ = $ float 0086: $7499 = $7691 // $ = $ float 0086: $7500 = $7692 // $ = $ float 0086: $7501 = $7693 // $ = $ float 0086: $7502 = $7694 // $ = $ float 0086: $7503 = $7695 // $ = $ float :RACE_27066 00D6: if 0038: $7440 == 62 // $ == int 004D: jump_if_false @RACE_27132 0086: $7498 = $7693 // $ = $ float 0086: $7499 = $7694 // $ = $ float 0086: $7500 = $7695 // $ = $ float 0086: $7501 = $7696 // $ = $ float 0086: $7502 = $7697 // $ = $ float 0086: $7503 = $7698 // $ = $ float :RACE_27132 00D6: if 0038: $7440 == 63 // $ == int 004D: jump_if_false @RACE_27198 0086: $7498 = $7696 // $ = $ float 0086: $7499 = $7697 // $ = $ float 0086: $7500 = $7698 // $ = $ float 0086: $7501 = $7699 // $ = $ float 0086: $7502 = $7700 // $ = $ float 0086: $7503 = $7701 // $ = $ float :RACE_27198 00D6: if 0038: $7440 == 64 // $ == int 004D: jump_if_false @RACE_27264 0086: $7498 = $7699 // $ = $ float 0086: $7499 = $7700 // $ = $ float 0086: $7500 = $7701 // $ = $ float 0086: $7501 = $7702 // $ = $ float 0086: $7502 = $7703 // $ = $ float 0086: $7503 = $7704 // $ = $ float :RACE_27264 00D6: if 0038: $7440 == 65 // $ == int 004D: jump_if_false @RACE_27330 0086: $7498 = $7702 // $ = $ float 0086: $7499 = $7703 // $ = $ float 0086: $7500 = $7704 // $ = $ float 0086: $7501 = $7705 // $ = $ float 0086: $7502 = $7706 // $ = $ float 0086: $7503 = $7707 // $ = $ float :RACE_27330 00D6: if 0038: $7440 == 66 // $ == int 004D: jump_if_false @RACE_27396 0086: $7498 = $7705 // $ = $ float 0086: $7499 = $7706 // $ = $ float 0086: $7500 = $7707 // $ = $ float 0086: $7501 = $7708 // $ = $ float 0086: $7502 = $7709 // $ = $ float 0086: $7503 = $7710 // $ = $ float :RACE_27396 00D6: if 0038: $7440 == 67 // $ == int 004D: jump_if_false @RACE_27462 0086: $7498 = $7708 // $ = $ float 0086: $7499 = $7709 // $ = $ float 0086: $7500 = $7710 // $ = $ float 0086: $7501 = $7711 // $ = $ float 0086: $7502 = $7712 // $ = $ float 0086: $7503 = $7713 // $ = $ float :RACE_27462 00D6: if 0038: $7440 == 68 // $ == int 004D: jump_if_false @RACE_27528 0086: $7498 = $7711 // $ = $ float 0086: $7499 = $7712 // $ = $ float 0086: $7500 = $7713 // $ = $ float 0086: $7501 = $7714 // $ = $ float 0086: $7502 = $7715 // $ = $ float 0086: $7503 = $7716 // $ = $ float :RACE_27528 00D6: if 0038: $7440 == 69 // $ == int 004D: jump_if_false @RACE_27594 0086: $7498 = $7714 // $ = $ float 0086: $7499 = $7715 // $ = $ float 0086: $7500 = $7716 // $ = $ float 0086: $7501 = $7717 // $ = $ float 0086: $7502 = $7718 // $ = $ float 0086: $7503 = $7719 // $ = $ float :RACE_27594 00D6: if 0038: $7440 == 70 // $ == int 004D: jump_if_false @RACE_27660 0086: $7498 = $7717 // $ = $ float 0086: $7499 = $7718 // $ = $ float 0086: $7500 = $7719 // $ = $ float 0086: $7501 = $7720 // $ = $ float 0086: $7502 = $7721 // $ = $ float 0086: $7503 = $7722 // $ = $ float :RACE_27660 00D6: if 0038: $7440 == 71 // $ == int 004D: jump_if_false @RACE_27726 0086: $7498 = $7720 // $ = $ float 0086: $7499 = $7721 // $ = $ float 0086: $7500 = $7722 // $ = $ float 0086: $7501 = $7723 // $ = $ float 0086: $7502 = $7724 // $ = $ float 0086: $7503 = $7725 // $ = $ float :RACE_27726 00D6: if 0038: $7440 == 72 // $ == int 004D: jump_if_false @RACE_27792 0086: $7498 = $7723 // $ = $ float 0086: $7499 = $7724 // $ = $ float 0086: $7500 = $7725 // $ = $ float 0086: $7501 = $7726 // $ = $ float 0086: $7502 = $7727 // $ = $ float 0086: $7503 = $7728 // $ = $ float :RACE_27792 00D6: if 0038: $7440 == 73 // $ == int 004D: jump_if_false @RACE_27858 0086: $7498 = $7726 // $ = $ float 0086: $7499 = $7727 // $ = $ float 0086: $7500 = $7728 // $ = $ float 0086: $7501 = $7729 // $ = $ float 0086: $7502 = $7730 // $ = $ float 0086: $7503 = $7731 // $ = $ float :RACE_27858 00D6: if 0038: $7440 == 74 // $ == int 004D: jump_if_false @RACE_27924 0086: $7498 = $7729 // $ = $ float 0086: $7499 = $7730 // $ = $ float 0086: $7500 = $7731 // $ = $ float 0086: $7501 = $7732 // $ = $ float 0086: $7502 = $7733 // $ = $ float 0086: $7503 = $7734 // $ = $ float :RACE_27924 00D6: if 0038: $7440 == 75 // $ == int 004D: jump_if_false @RACE_27990 0086: $7498 = $7732 // $ = $ float 0086: $7499 = $7733 // $ = $ float 0086: $7500 = $7734 // $ = $ float 0086: $7501 = $7735 // $ = $ float 0086: $7502 = $7736 // $ = $ float 0086: $7503 = $7737 // $ = $ float :RACE_27990 00D6: if 0038: $7440 == 76 // $ == int 004D: jump_if_false @RACE_28056 0086: $7498 = $7735 // $ = $ float 0086: $7499 = $7736 // $ = $ float 0086: $7500 = $7737 // $ = $ float 0086: $7501 = $7738 // $ = $ float 0086: $7502 = $7739 // $ = $ float 0086: $7503 = $7740 // $ = $ float :RACE_28056 00D6: if 0038: $7440 == 77 // $ == int 004D: jump_if_false @RACE_28122 0086: $7498 = $7738 // $ = $ float 0086: $7499 = $7739 // $ = $ float 0086: $7500 = $7740 // $ = $ float 0086: $7501 = $7741 // $ = $ float 0086: $7502 = $7742 // $ = $ float 0086: $7503 = $7743 // $ = $ float :RACE_28122 00D6: if 0038: $7440 == 78 // $ == int 004D: jump_if_false @RACE_28188 0086: $7498 = $7741 // $ = $ float 0086: $7499 = $7742 // $ = $ float 0086: $7500 = $7743 // $ = $ float 0086: $7501 = $7744 // $ = $ float 0086: $7502 = $7745 // $ = $ float 0086: $7503 = $7746 // $ = $ float :RACE_28188 00D6: if 0038: $7440 == 79 // $ == int 004D: jump_if_false @RACE_28254 0086: $7498 = $7744 // $ = $ float 0086: $7499 = $7745 // $ = $ float 0086: $7500 = $7746 // $ = $ float 0086: $7501 = $7747 // $ = $ float 0086: $7502 = $7748 // $ = $ float 0086: $7503 = $7749 // $ = $ float :RACE_28254 00D6: if 0038: $7440 == 80 // $ == int 004D: jump_if_false @RACE_28320 0086: $7498 = $7747 // $ = $ float 0086: $7499 = $7748 // $ = $ float 0086: $7500 = $7749 // $ = $ float 0086: $7501 = $7750 // $ = $ float 0086: $7502 = $7751 // $ = $ float 0086: $7503 = $7752 // $ = $ float :RACE_28320 00D6: if 0038: $7440 == 81 // $ == int 004D: jump_if_false @RACE_28386 0086: $7498 = $7750 // $ = $ float 0086: $7499 = $7751 // $ = $ float 0086: $7500 = $7752 // $ = $ float 0086: $7501 = $7753 // $ = $ float 0086: $7502 = $7754 // $ = $ float 0086: $7503 = $7755 // $ = $ float :RACE_28386 00D6: if 0038: $7440 == 82 // $ == int 004D: jump_if_false @RACE_28452 0086: $7498 = $7753 // $ = $ float 0086: $7499 = $7754 // $ = $ float 0086: $7500 = $7755 // $ = $ float 0086: $7501 = $7756 // $ = $ float 0086: $7502 = $7757 // $ = $ float 0086: $7503 = $7758 // $ = $ float :RACE_28452 00D6: if 0038: $7440 == 83 // $ == int 004D: jump_if_false @RACE_28518 0086: $7498 = $7756 // $ = $ float 0086: $7499 = $7757 // $ = $ float 0086: $7500 = $7758 // $ = $ float 0086: $7501 = $7759 // $ = $ float 0086: $7502 = $7760 // $ = $ float 0086: $7503 = $7761 // $ = $ float :RACE_28518 00D6: if 0038: $7440 == 84 // $ == int 004D: jump_if_false @RACE_28584 0086: $7498 = $7759 // $ = $ float 0086: $7499 = $7760 // $ = $ float 0086: $7500 = $7761 // $ = $ float 0086: $7501 = $7762 // $ = $ float 0086: $7502 = $7763 // $ = $ float 0086: $7503 = $7764 // $ = $ float :RACE_28584 00D6: if 0038: $7440 == 85 // $ == int 004D: jump_if_false @RACE_28650 0086: $7498 = $7762 // $ = $ float 0086: $7499 = $7763 // $ = $ float 0086: $7500 = $7764 // $ = $ float 0086: $7501 = $7765 // $ = $ float 0086: $7502 = $7766 // $ = $ float 0086: $7503 = $7767 // $ = $ float :RACE_28650 00D6: if 0038: $7440 == 86 // $ == int 004D: jump_if_false @RACE_28716 0086: $7498 = $7765 // $ = $ float 0086: $7499 = $7766 // $ = $ float 0086: $7500 = $7767 // $ = $ float 0086: $7501 = $7768 // $ = $ float 0086: $7502 = $7769 // $ = $ float 0086: $7503 = $7770 // $ = $ float :RACE_28716 00D6: if 0038: $7440 == 87 // $ == int 004D: jump_if_false @RACE_28782 0086: $7498 = $7768 // $ = $ float 0086: $7499 = $7769 // $ = $ float 0086: $7500 = $7770 // $ = $ float 0086: $7501 = $7771 // $ = $ float 0086: $7502 = $7772 // $ = $ float 0086: $7503 = $7773 // $ = $ float :RACE_28782 00D6: if 0038: $7440 == 88 // $ == int 004D: jump_if_false @RACE_28848 0086: $7498 = $7771 // $ = $ float 0086: $7499 = $7772 // $ = $ float 0086: $7500 = $7773 // $ = $ float 0086: $7501 = $7774 // $ = $ float 0086: $7502 = $7775 // $ = $ float 0086: $7503 = $7776 // $ = $ float :RACE_28848 00D6: if 0038: $7440 == 89 // $ == int 004D: jump_if_false @RACE_28914 0086: $7498 = $7774 // $ = $ float 0086: $7499 = $7775 // $ = $ float 0086: $7500 = $7776 // $ = $ float 0086: $7501 = $7777 // $ = $ float 0086: $7502 = $7778 // $ = $ float 0086: $7503 = $7779 // $ = $ float :RACE_28914 00D6: if 0038: $7440 == 90 // $ == int 004D: jump_if_false @RACE_28980 0086: $7498 = $7777 // $ = $ float 0086: $7499 = $7778 // $ = $ float 0086: $7500 = $7779 // $ = $ float 0086: $7501 = $7780 // $ = $ float 0086: $7502 = $7781 // $ = $ float 0086: $7503 = $7782 // $ = $ float :RACE_28980 00D6: if 0038: $7440 == 91 // $ == int 004D: jump_if_false @RACE_29046 0086: $7498 = $7780 // $ = $ float 0086: $7499 = $7781 // $ = $ float 0086: $7500 = $7782 // $ = $ float 0086: $7501 = $7783 // $ = $ float 0086: $7502 = $7784 // $ = $ float 0086: $7503 = $7785 // $ = $ float :RACE_29046 00D6: if 0038: $7440 == 92 // $ == int 004D: jump_if_false @RACE_29112 0086: $7498 = $7783 // $ = $ float 0086: $7499 = $7784 // $ = $ float 0086: $7500 = $7785 // $ = $ float 0086: $7501 = $7786 // $ = $ float 0086: $7502 = $7787 // $ = $ float 0086: $7503 = $7788 // $ = $ float :RACE_29112 00D6: if 0038: $7440 == 93 // $ == int 004D: jump_if_false @RACE_29178 0086: $7498 = $7786 // $ = $ float 0086: $7499 = $7787 // $ = $ float 0086: $7500 = $7788 // $ = $ float 0086: $7501 = $7789 // $ = $ float 0086: $7502 = $7790 // $ = $ float 0086: $7503 = $7791 // $ = $ float :RACE_29178 00D6: if 0038: $7440 == 94 // $ == int 004D: jump_if_false @RACE_29244 0086: $7498 = $7789 // $ = $ float 0086: $7499 = $7790 // $ = $ float 0086: $7500 = $7791 // $ = $ float 0086: $7501 = $7792 // $ = $ float 0086: $7502 = $7793 // $ = $ float 0086: $7503 = $7794 // $ = $ float :RACE_29244 00D6: if 0038: $7440 == 95 // $ == int 004D: jump_if_false @RACE_29310 0086: $7498 = $7792 // $ = $ float 0086: $7499 = $7793 // $ = $ float 0086: $7500 = $7794 // $ = $ float 0086: $7501 = $7795 // $ = $ float 0086: $7502 = $7796 // $ = $ float 0086: $7503 = $7797 // $ = $ float :RACE_29310 00D6: if 0038: $7440 == 96 // $ == int 004D: jump_if_false @RACE_29376 0086: $7498 = $7795 // $ = $ float 0086: $7499 = $7796 // $ = $ float 0086: $7500 = $7797 // $ = $ float 0086: $7501 = $7798 // $ = $ float 0086: $7502 = $7799 // $ = $ float 0086: $7503 = $7800 // $ = $ float :RACE_29376 00D6: if 0038: $7440 == 97 // $ == int 004D: jump_if_false @RACE_29442 0086: $7498 = $7798 // $ = $ float 0086: $7499 = $7799 // $ = $ float 0086: $7500 = $7800 // $ = $ float 0086: $7501 = $7801 // $ = $ float 0086: $7502 = $7802 // $ = $ float 0086: $7503 = $7803 // $ = $ float :RACE_29442 00D6: if 0038: $7440 == 98 // $ == int 004D: jump_if_false @RACE_29508 0086: $7498 = $7801 // $ = $ float 0086: $7499 = $7802 // $ = $ float 0086: $7500 = $7803 // $ = $ float 0086: $7501 = $7804 // $ = $ float 0086: $7502 = $7805 // $ = $ float 0086: $7503 = $7806 // $ = $ float :RACE_29508 00D6: if 0038: $7440 == 99 // $ == int 004D: jump_if_false @RACE_29574 0086: $7498 = $7804 // $ = $ float 0086: $7499 = $7805 // $ = $ float 0086: $7500 = $7806 // $ = $ float 0086: $7501 = $7807 // $ = $ float 0086: $7502 = $7808 // $ = $ float 0086: $7503 = $7809 // $ = $ float :RACE_29574 00D6: if 0038: $7440 == 100 // $ == int 004D: jump_if_false @RACE_29640 0086: $7498 = $7807 // $ = $ float 0086: $7499 = $7808 // $ = $ float 0086: $7500 = $7809 // $ = $ float 0086: $7501 = $7810 // $ = $ float 0086: $7502 = $7811 // $ = $ float 0086: $7503 = $7812 // $ = $ float :RACE_29640 00D6: if 0038: $7440 == 101 // $ == int 004D: jump_if_false @RACE_29706 0086: $7498 = $7810 // $ = $ float 0086: $7499 = $7811 // $ = $ float 0086: $7500 = $7812 // $ = $ float 0086: $7501 = $7813 // $ = $ float 0086: $7502 = $7814 // $ = $ float 0086: $7503 = $7815 // $ = $ float :RACE_29706 00D6: if 0038: $7440 == 102 // $ == int 004D: jump_if_false @RACE_29772 0086: $7498 = $7813 // $ = $ float 0086: $7499 = $7814 // $ = $ float 0086: $7500 = $7815 // $ = $ float 0086: $7501 = $7816 // $ = $ float 0086: $7502 = $7817 // $ = $ float 0086: $7503 = $7818 // $ = $ float :RACE_29772 00D6: if 0038: $7440 == 103 // $ == int 004D: jump_if_false @RACE_29838 0086: $7498 = $7816 // $ = $ float 0086: $7499 = $7817 // $ = $ float 0086: $7500 = $7818 // $ = $ float 0086: $7501 = $7819 // $ = $ float 0086: $7502 = $7820 // $ = $ float 0086: $7503 = $7821 // $ = $ float :RACE_29838 00D6: if 0038: $7440 == 104 // $ == int 004D: jump_if_false @RACE_29904 0086: $7498 = $7819 // $ = $ float 0086: $7499 = $7820 // $ = $ float 0086: $7500 = $7821 // $ = $ float 0086: $7501 = $7822 // $ = $ float 0086: $7502 = $7823 // $ = $ float 0086: $7503 = $7824 // $ = $ float :RACE_29904 00D6: if 0038: $7440 == 105 // $ == int 004D: jump_if_false @RACE_29970 0086: $7498 = $7822 // $ = $ float 0086: $7499 = $7823 // $ = $ float 0086: $7500 = $7824 // $ = $ float 0086: $7501 = $7825 // $ = $ float 0086: $7502 = $7826 // $ = $ float 0086: $7503 = $7827 // $ = $ float :RACE_29970 00D6: if 0038: $7440 == 106 // $ == int 004D: jump_if_false @RACE_30036 0086: $7498 = $7825 // $ = $ float 0086: $7499 = $7826 // $ = $ float 0086: $7500 = $7827 // $ = $ float 0086: $7501 = $7828 // $ = $ float 0086: $7502 = $7829 // $ = $ float 0086: $7503 = $7830 // $ = $ float :RACE_30036 00D6: if 0038: $7440 == 107 // $ == int 004D: jump_if_false @RACE_30102 0086: $7498 = $7828 // $ = $ float 0086: $7499 = $7829 // $ = $ float 0086: $7500 = $7830 // $ = $ float 0088: $7501 = 0@ // $ = @ float 0088: $7502 = 1@ // $ = @ float 0088: $7503 = 2@ // $ = @ float :RACE_30102 00D6: if 0038: $7440 == 108 // $ == int 004D: jump_if_false @RACE_30168 0088: $7498 = 0@ // $ = @ float 0088: $7499 = 1@ // $ = @ float 0088: $7500 = 2@ // $ = @ float 0088: $7501 = 3@ // $ = @ float 0088: $7502 = 4@ // $ = @ float 0088: $7503 = 5@ // $ = @ float :RACE_30168 00D6: if 0038: $7440 == 109 // $ == int 004D: jump_if_false @RACE_30234 0088: $7498 = 3@ // $ = @ float 0088: $7499 = 4@ // $ = @ float 0088: $7500 = 5@ // $ = @ float 0088: $7501 = 6@ // $ = @ float 0088: $7502 = 7@ // $ = @ float 0088: $7503 = 8@ // $ = @ float :RACE_30234 00D6: if 0038: $7440 == 110 // $ == int 004D: jump_if_false @RACE_30300 0088: $7498 = 6@ // $ = @ float 0088: $7499 = 7@ // $ = @ float 0088: $7500 = 8@ // $ = @ float 0088: $7501 = 9@ // $ = @ float 0088: $7502 = 10@ // $ = @ float 0088: $7503 = 11@ // $ = @ float :RACE_30300 00D6: if 0038: $7440 == 111 // $ == int 004D: jump_if_false @RACE_30366 0088: $7498 = 9@ // $ = @ float 0088: $7499 = 10@ // $ = @ float 0088: $7500 = 11@ // $ = @ float 0088: $7501 = 12@ // $ = @ float 0088: $7502 = 13@ // $ = @ float 0088: $7503 = 14@ // $ = @ float :RACE_30366 00D6: if 0038: $7440 == 112 // $ == int 004D: jump_if_false @RACE_30432 0088: $7498 = 12@ // $ = @ float 0088: $7499 = 13@ // $ = @ float 0088: $7500 = 14@ // $ = @ float 0088: $7501 = 12@ // $ = @ float 0088: $7502 = 13@ // $ = @ float 0088: $7503 = 14@ // $ = @ float :RACE_30432 0051: return :RACE_30434 0227: $4871 = car $7421 health 00D6: if 001A: 500 > $4871 // int > $ 004D: jump_if_false @RACE_30469 0224: set_car $7421 health_to 1000 :RACE_30469 00D6: if 003A: $7436 == $7440 // $ == $ int 004D: jump_if_false @RACE_30693 00AA: store_car $7421 position_to $7465 $7466 $7467 0086: $7469 = $7465 // $ = $ float 0061: $7469 -= $7483 // $ -= $ float 0086: $7470 = $7466 // $ = $ float 0061: $7470 -= $7484 // $ -= $ float 0069: $7469 *= $7469 // $ *= $ float 0069: $7470 *= $7470 // $ *= $ float 0086: $7471 = $7469 // $ = $ float 0059: $7471 += $7470 // $ += $ float 01FB: $7475 = square_root $7471 0054: store_player $PLAYER_CHAR position_to $7465 $7466 $7467 0086: $7469 = $7465 // $ = $ float 0061: $7469 -= $7483 // $ -= $ float 0086: $7470 = $7466 // $ = $ float 0061: $7470 -= $7484 // $ -= $ float 0069: $7469 *= $7469 // $ *= $ float 0069: $7470 *= $7470 // $ *= $ float 0086: $7471 = $7469 // $ = $ float 0059: $7471 += $7470 // $ += $ float 01FB: $7476 = square_root $7471 00D6: if 0024: $7476 > $7475 // $ > $ float 004D: jump_if_false @RACE_30686 0008: $7441 += 1 // $ += int :RACE_30686 0002: jump @RACE_30719 :RACE_30693 00D6: if 001C: $7440 > $7436 // $ > $ int 004D: jump_if_false @RACE_30719 0008: $7441 += 1 // $ += int :RACE_30719 00D6: if 81AF: not car $7421 0 $7462 $7463 $7464 radius 3.0 3.0 2.0 004D: jump_if_false @RACE_30783 00AA: store_car $7421 position_to $7462 $7463 $7464 0084: $7446 = $4811 // $ = $ int :RACE_30783 00D6: if 01AF: car $7421 0 $7462 $7463 $7464 radius 3.0 3.0 2.0 004D: jump_if_false @RACE_30999 0084: $7447 = $4811 // $ = $ int 0060: $7447 -= $7446 // $ -= $ int 00D6: if 0018: $7447 > 4000 // $ > int 004D: jump_if_false @RACE_30999 00D6: if 82CA: not car $7421 bounding_sphere_visible 004D: jump_if_false @RACE_30999 00AA: store_car $7421 position_to $7465 $7466 $7467 02C1: set $7465 $7466 $7467 to_car_path_coords_closest_to $7465 $7466 $7467 00D6: if 838A: not car_in_cube $7465 $7466 $7467 4.0 4.0 3.0 004D: jump_if_false @RACE_30999 00D6: if 80C2: not sphere_onscreen $7465 $7466 $7467 4.0 004D: jump_if_false @RACE_30999 00AB: put_car $7421 at $7465 $7466 $7467 039F: car $7421 race_to $7495 $7496 :RACE_30999 0084: $7451 = $7436 // $ = $ int 000C: $7451 -= 4 // $ -= int 00D6: if 001C: $7451 > $7440 // $ > $ int 004D: jump_if_false @RACE_31405 00D6: if 003A: $7421 == $7418 // $ == $ int 004D: jump_if_false @RACE_31157 00D6: if 82CA: not car $7418 bounding_sphere_visible 004D: jump_if_false @RACE_31157 00D6: if 838A: not car_in_cube $7489 $7490 $7491 4.0 4.0 3.0 004D: jump_if_false @RACE_31157 00D6: if 80C2: not sphere_onscreen $7489 $7490 $7491 4.0 004D: jump_if_false @RACE_31157 00AB: put_car $7421 at $7489 $7490 $7491 039F: car $7421 race_to $7483 $7484 :RACE_31157 00D6: if 003A: $7421 == $7419 // $ == $ int 004D: jump_if_false @RACE_31281 00D6: if 82CA: not car $7419 bounding_sphere_visible 004D: jump_if_false @RACE_31281 00D6: if 838A: not car_in_cube $7492 $7493 $7494 4.0 4.0 3.0 004D: jump_if_false @RACE_31281 00D6: if 80C2: not sphere_onscreen $7492 $7493 $7494 4.0 004D: jump_if_false @RACE_31281 00AB: put_car $7421 at $7492 $7493 $7494 039F: car $7421 race_to $7483 $7484 :RACE_31281 00D6: if 003A: $7421 == $7420 // $ == $ int 004D: jump_if_false @RACE_31405 00D6: if 82CA: not car $7420 bounding_sphere_visible 004D: jump_if_false @RACE_31405 00D6: if 838A: not car_in_cube $7495 $7496 $7497 4.0 4.0 3.0 004D: jump_if_false @RACE_31405 00D6: if 80C2: not sphere_onscreen $7495 $7496 $7497 4.0 004D: jump_if_false @RACE_31405 00AB: put_car $7421 at $7495 $7496 $7497 039F: car $7421 race_to $7483 $7484 :RACE_31405 0084: $7451 = $7436 // $ = $ int 0008: $7451 += 5 // $ += int 00D6: if 001C: $7440 > $7451 // $ > $ int 004D: jump_if_false @RACE_31456 00AD: set_car $7421 max_speed_to 25.0 0002: jump @RACE_31466 :RACE_31456 00AD: set_car $7421 max_speed_to 50.0 :RACE_31466 0051: return //-------------Mission 83--------------- // Originally: Distribution :ICECRE1 0050: gosub @ICECRE1_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @ICECRE1_27 0050: gosub @ICECRE1_3714 :ICECRE1_27 0050: gosub @ICECRE1_4121 004E: end_thread :ICECRE1_36 0004: $ONMISSION = 1 // $ = int 00D6: if 0038: $7854 == 0 // $ == int 004D: jump_if_false @ICECRE1_63 0317: increment_mission_attempts :ICECRE1_63 03A4: name_thread 'ICECRE1' 0001: wait 0 ms 054C: use_GXT_table 'ICECRE1' 0004: $7848 = 0 // $ = int 0004: $7849 = 0 // $ = int 0004: $7850 = 0 // $ = int 0004: $7851 = 0 // $ = int 0004: $7852 = 0 // $ = int 0004: $7853 = 0 // $ = int 0004: $7855 = 0 // $ = int 0004: $7856 = 0 // $ = int 0004: $7857 = 0 // $ = int 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @ICECRE1_181 03C1: $7831 = player $PLAYER_CHAR car_no_save 0002: jump @ICECRE1_188 :ICECRE1_181 0002: jump @ICECRE1_3714 :ICECRE1_188 0395: clear_area 0 at -868.1 -572.153 10.11 range 3.0 0395: clear_area 0 at -859.7491 -571.028 11.11207 range 1.0 015F: set_camera_position -859.7491 -571.028 14.11207 rotation 0.0 0.0 0.0 0160: point_camera -860.6732 -571.1432 13.74751 switchstyle 2 0006: TIMERA = 0 // @ = int :ICECRE1_294 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @ICECRE1_371 0001: wait 0 ms 00BC: text_highpriority 'ICC1_16' time 5000 2 00D6: if and 00E1: player 0 pressed_button 16 0019: TIMERA > 1000 // @ > int 004D: jump_if_false @ICECRE1_364 0002: jump @ICECRE1_599 :ICECRE1_364 0002: jump @ICECRE1_294 :ICECRE1_371 0006: TIMERA = 0 // @ = int :ICECRE1_378 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @ICECRE1_447 0001: wait 0 ms 00BC: text_highpriority 'ICC1_7' time 5000 2 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @ICECRE1_440 0002: jump @ICECRE1_599 :ICECRE1_440 0002: jump @ICECRE1_378 :ICECRE1_447 0006: TIMERA = 0 // @ = int :ICECRE1_454 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @ICECRE1_523 0001: wait 0 ms 00BC: text_highpriority 'ICC1_8' time 5000 2 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @ICECRE1_516 0002: jump @ICECRE1_599 :ICECRE1_516 0002: jump @ICECRE1_454 :ICECRE1_523 0006: TIMERA = 0 // @ = int :ICECRE1_530 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @ICECRE1_599 0001: wait 0 ms 00BC: text_highpriority 'ICC1_9' time 5000 2 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @ICECRE1_592 0002: jump @ICECRE1_599 :ICECRE1_592 0002: jump @ICECRE1_530 :ICECRE1_599 00BE: text_clear_all 02A3: enable_widescreen 0 01B4: set_player $PLAYER_CHAR can_move 1 02EB: restore_camera_with_jumpcut 0006: TIMERB = 0 // @ = int :ICECRE1_621 0001: wait 0 ms 00D6: if 0038: $7849 == 0 // $ == int 004D: jump_if_false @ICECRE1_704 00D6: if 8119: not car $7831 wrecked 004D: jump_if_false @ICECRE1_704 00D6: if 0383: player $7831 car_horn_activated == true 004D: jump_if_false @ICECRE1_704 03C4: set_status_text_to $7855 0 'ICC1_5' 0004: $7848 = 1 // $ = int 0004: $7849 = 1 // $ = int :ICECRE1_704 00D6: if 0038: $7848 == 1 // $ == int 004D: jump_if_false @ICECRE1_765 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 0004: $7848 = 2 // $ = int :ICECRE1_765 00D6: if 8119: not car $7831 wrecked 004D: jump_if_false @ICECRE1_807 00D6: if 80DC: not player $PLAYER_CHAR in_car $7831 004D: jump_if_false @ICECRE1_807 0002: jump @ICECRE1_3716 :ICECRE1_807 00D6: if 0119: car $7831 wrecked 004D: jump_if_false @ICECRE1_830 0002: jump @ICECRE1_3716 :ICECRE1_830 00D6: if 8119: not car $7831 wrecked 004D: jump_if_false @ICECRE1_1595 00D6: if 029F: player $PLAYER_CHAR stopped 004D: jump_if_false @ICECRE1_1595 00D6: if 0383: player $7831 car_horn_activated == true 004D: jump_if_false @ICECRE1_1595 0054: store_player $PLAYER_CHAR position_to $7832 $7833 $7834 0086: $7835 = $7832 // $ = $ float 0009: $7835 += 20.0 // $ += float 0086: $7836 = $7833 // $ = $ float 0009: $7836 += 20.0 // $ += float 0086: $7837 = $7832 // $ = $ float 000D: $7837 -= 20.0 // $ -= float 0086: $7838 = $7833 // $ = $ float 000D: $7838 -= 20.0 // $ -= float 00D6: if 0038: $7850 == 0 // $ == int 004D: jump_if_false @ICECRE1_1100 058F: $7839 = random_ice_cream_customer_in_area $7835 $7836 $7837 $7838 flag 1 0 1 00D6: if 8038: not $7839 == -1 // $ == int 004D: jump_if_false @ICECRE1_1100 00D6: if 8118: not actor $7839 dead 004D: jump_if_false @ICECRE1_1100 0580: $7840 = distribution_mission_status distribution_actor $7839 distribution_car $7831 00D6: if 0038: $7840 == 1 // $ == int 004D: jump_if_false @ICECRE1_1095 0187: $7858 = create_marker_above_actor $7839 01BD: $7864 = current_time_in_ms 0004: $7850 = 1 // $ = int 0002: jump @ICECRE1_1100 :ICECRE1_1095 01C2: mark_actor_as_no_longer_needed $7839 :ICECRE1_1100 00D6: if 0038: $7851 == 0 // $ == int 004D: jump_if_false @ICECRE1_1236 058F: $7841 = random_ice_cream_customer_in_area $7835 $7836 $7837 $7838 flag 1 0 1 00D6: if 8038: not $7841 == -1 // $ == int 004D: jump_if_false @ICECRE1_1236 00D6: if 8118: not actor $7841 dead 004D: jump_if_false @ICECRE1_1236 0580: $7842 = distribution_mission_status distribution_actor $7841 distribution_car $7831 00D6: if 0038: $7842 == 1 // $ == int 004D: jump_if_false @ICECRE1_1231 0187: $7859 = create_marker_above_actor $7841 01BD: $7867 = current_time_in_ms 0004: $7851 = 1 // $ = int 0002: jump @ICECRE1_1236 :ICECRE1_1231 01C2: mark_actor_as_no_longer_needed $7841 :ICECRE1_1236 00D6: if 0038: $7852 == 0 // $ == int 004D: jump_if_false @ICECRE1_1372 058F: $7843 = random_ice_cream_customer_in_area $7835 $7836 $7837 $7838 flag 1 0 1 00D6: if 8038: not $7843 == -1 // $ == int 004D: jump_if_false @ICECRE1_1372 00D6: if 8118: not actor $7843 dead 004D: jump_if_false @ICECRE1_1372 0580: $7844 = distribution_mission_status distribution_actor $7843 distribution_car $7831 00D6: if 0038: $7844 == 1 // $ == int 004D: jump_if_false @ICECRE1_1367 0187: $7860 = create_marker_above_actor $7843 01BD: $7870 = current_time_in_ms 0004: $7852 = 1 // $ = int 0002: jump @ICECRE1_1372 :ICECRE1_1367 01C2: mark_actor_as_no_longer_needed $7843 :ICECRE1_1372 00D6: if 0038: $7853 == 0 // $ == int 004D: jump_if_false @ICECRE1_1508 058F: $7845 = random_ice_cream_customer_in_area $7835 $7836 $7837 $7838 flag 1 0 1 00D6: if 8038: not $7845 == -1 // $ == int 004D: jump_if_false @ICECRE1_1508 00D6: if 8118: not actor $7845 dead 004D: jump_if_false @ICECRE1_1508 0580: $7846 = distribution_mission_status distribution_actor $7845 distribution_car $7831 00D6: if 0038: $7846 == 1 // $ == int 004D: jump_if_false @ICECRE1_1503 0187: $7861 = create_marker_above_actor $7845 01BD: $7873 = current_time_in_ms 0004: $7853 = 1 // $ = int 0002: jump @ICECRE1_1508 :ICECRE1_1503 01C2: mark_actor_as_no_longer_needed $7845 :ICECRE1_1508 00D6: if 0038: $7839 == -1 // $ == int 004D: jump_if_false @ICECRE1_1595 00D6: if 0038: $7841 == -1 // $ == int 004D: jump_if_false @ICECRE1_1595 00D6: if 0038: $7843 == -1 // $ == int 004D: jump_if_false @ICECRE1_1595 00D6: if 0038: $7845 == -1 // $ == int 004D: jump_if_false @ICECRE1_1595 00BC: text_highpriority 'ICC1_4' time 1000 1 :ICECRE1_1595 00D6: if 0038: $7850 == 1 // $ == int 004D: jump_if_false @ICECRE1_2111 00D6: if 8118: not actor $7839 dead 004D: jump_if_false @ICECRE1_2094 01BD: $7863 = current_time_in_ms 0084: $7862 = $7863 // $ = $ int 0060: $7862 -= $7864 // $ -= $ int 00D6: if 001A: 50000 > $7862 // int > $ 004D: jump_if_false @ICECRE1_2070 00D6: if 0586: actor $7839 has_attempted_attractor 004D: jump_if_false @ICECRE1_2063 00D6: if 058B: actor $7839 bought_ice_cream 004D: jump_if_false @ICECRE1_2046 0008: $7855 += 1 // $ += int 0008: $7857 += 1 // $ += int 00D6: if 0121: player $PLAYER_CHAR in_zone 'A_PORT' 004D: jump_if_false @ICECRE1_1762 0109: player $PLAYER_CHAR money += 10 0008: $7856 += 12 // $ += int 0002: jump @ICECRE1_2046 :ICECRE1_1762 00D6: if 0121: player $PLAYER_CHAR in_zone 'STARI' 004D: jump_if_false @ICECRE1_1807 0109: player $PLAYER_CHAR money += 15 0008: $7856 += 18 // $ += int 0002: jump @ICECRE1_2046 :ICECRE1_1807 00D6: if 0121: player $PLAYER_CHAR in_zone 'PORNI' 004D: jump_if_false @ICECRE1_1852 0109: player $PLAYER_CHAR money += 12 0008: $7856 += 14 // $ += int 0002: jump @ICECRE1_2046 :ICECRE1_1852 00D6: if 0121: player $PLAYER_CHAR in_zone 'GOLFC' 004D: jump_if_false @ICECRE1_1897 0109: player $PLAYER_CHAR money += 8 0008: $7856 += 10 // $ += int 0002: jump @ICECRE1_2046 :ICECRE1_1897 00D6: if 0121: player $PLAYER_CHAR in_zone 'DOCKS' 004D: jump_if_false @ICECRE1_1942 0109: player $PLAYER_CHAR money += 8 0008: $7856 += 10 // $ += int 0002: jump @ICECRE1_2046 :ICECRE1_1942 00D6: if 0121: player $PLAYER_CHAR in_zone 'HAVANA' 004D: jump_if_false @ICECRE1_1987 0109: player $PLAYER_CHAR money += 6 0008: $7856 += 8 // $ += int 0002: jump @ICECRE1_2046 :ICECRE1_1987 00D6: if 0121: player $PLAYER_CHAR in_zone 'HAITI' 004D: jump_if_false @ICECRE1_2032 0109: player $PLAYER_CHAR money += 6 0008: $7856 += 8 // $ += int 0002: jump @ICECRE1_2046 :ICECRE1_2032 0109: player $PLAYER_CHAR money += 12 0008: $7856 += 10 // $ += int :ICECRE1_2046 0164: disable_marker $7858 01C2: mark_actor_as_no_longer_needed $7839 0004: $7850 = 0 // $ = int :ICECRE1_2063 0002: jump @ICECRE1_2087 :ICECRE1_2070 0164: disable_marker $7858 01C2: mark_actor_as_no_longer_needed $7839 0004: $7850 = 0 // $ = int :ICECRE1_2087 0002: jump @ICECRE1_2111 :ICECRE1_2094 0164: disable_marker $7858 01C2: mark_actor_as_no_longer_needed $7839 0004: $7850 = 0 // $ = int :ICECRE1_2111 00D6: if 0038: $7851 == 1 // $ == int 004D: jump_if_false @ICECRE1_2627 00D6: if 8118: not actor $7841 dead 004D: jump_if_false @ICECRE1_2610 01BD: $7866 = current_time_in_ms 0084: $7865 = $7866 // $ = $ int 0060: $7865 -= $7867 // $ -= $ int 00D6: if 001A: 50000 > $7865 // int > $ 004D: jump_if_false @ICECRE1_2586 00D6: if 0586: actor $7841 has_attempted_attractor 004D: jump_if_false @ICECRE1_2579 00D6: if 058B: actor $7841 bought_ice_cream 004D: jump_if_false @ICECRE1_2562 0008: $7855 += 1 // $ += int 0008: $7857 += 1 // $ += int 00D6: if 0121: player $PLAYER_CHAR in_zone 'A_PORT' 004D: jump_if_false @ICECRE1_2278 0109: player $PLAYER_CHAR money += 10 0008: $7856 += 12 // $ += int 0002: jump @ICECRE1_2562 :ICECRE1_2278 00D6: if 0121: player $PLAYER_CHAR in_zone 'STARI' 004D: jump_if_false @ICECRE1_2323 0109: player $PLAYER_CHAR money += 15 0008: $7856 += 18 // $ += int 0002: jump @ICECRE1_2562 :ICECRE1_2323 00D6: if 0121: player $PLAYER_CHAR in_zone 'PORNI' 004D: jump_if_false @ICECRE1_2368 0109: player $PLAYER_CHAR money += 12 0008: $7856 += 14 // $ += int 0002: jump @ICECRE1_2562 :ICECRE1_2368 00D6: if 0121: player $PLAYER_CHAR in_zone 'GOLFC' 004D: jump_if_false @ICECRE1_2413 0109: player $PLAYER_CHAR money += 8 0008: $7856 += 10 // $ += int 0002: jump @ICECRE1_2562 :ICECRE1_2413 00D6: if 0121: player $PLAYER_CHAR in_zone 'DOCKS' 004D: jump_if_false @ICECRE1_2458 0109: player $PLAYER_CHAR money += 8 0008: $7856 += 10 // $ += int 0002: jump @ICECRE1_2562 :ICECRE1_2458 00D6: if 0121: player $PLAYER_CHAR in_zone 'HAVANA' 004D: jump_if_false @ICECRE1_2503 0109: player $PLAYER_CHAR money += 6 0008: $7856 += 8 // $ += int 0002: jump @ICECRE1_2562 :ICECRE1_2503 00D6: if 0121: player $PLAYER_CHAR in_zone 'HAITI' 004D: jump_if_false @ICECRE1_2548 0109: player $PLAYER_CHAR money += 6 0008: $7856 += 8 // $ += int 0002: jump @ICECRE1_2562 :ICECRE1_2548 0109: player $PLAYER_CHAR money += 12 0008: $7856 += 10 // $ += int :ICECRE1_2562 0164: disable_marker $7859 01C2: mark_actor_as_no_longer_needed $7841 0004: $7851 = 0 // $ = int :ICECRE1_2579 0002: jump @ICECRE1_2603 :ICECRE1_2586 0164: disable_marker $7859 01C2: mark_actor_as_no_longer_needed $7841 0004: $7851 = 0 // $ = int :ICECRE1_2603 0002: jump @ICECRE1_2627 :ICECRE1_2610 0164: disable_marker $7859 01C2: mark_actor_as_no_longer_needed $7841 0004: $7851 = 0 // $ = int :ICECRE1_2627 00D6: if 0038: $7852 == 1 // $ == int 004D: jump_if_false @ICECRE1_3143 00D6: if 8118: not actor $7843 dead 004D: jump_if_false @ICECRE1_3126 01BD: $7869 = current_time_in_ms 0084: $7868 = $7869 // $ = $ int 0060: $7868 -= $7870 // $ -= $ int 00D6: if 001A: 50000 > $7868 // int > $ 004D: jump_if_false @ICECRE1_3102 00D6: if 0586: actor $7843 has_attempted_attractor 004D: jump_if_false @ICECRE1_3095 00D6: if 058B: actor $7843 bought_ice_cream 004D: jump_if_false @ICECRE1_3078 0008: $7855 += 1 // $ += int 0008: $7857 += 1 // $ += int 00D6: if 0121: player $PLAYER_CHAR in_zone 'A_PORT' 004D: jump_if_false @ICECRE1_2794 0109: player $PLAYER_CHAR money += 10 0008: $7856 += 12 // $ += int 0002: jump @ICECRE1_3078 :ICECRE1_2794 00D6: if 0121: player $PLAYER_CHAR in_zone 'STARI' 004D: jump_if_false @ICECRE1_2839 0109: player $PLAYER_CHAR money += 15 0008: $7856 += 18 // $ += int 0002: jump @ICECRE1_3078 :ICECRE1_2839 00D6: if 0121: player $PLAYER_CHAR in_zone 'PORNI' 004D: jump_if_false @ICECRE1_2884 0109: player $PLAYER_CHAR money += 12 0008: $7856 += 14 // $ += int 0002: jump @ICECRE1_3078 :ICECRE1_2884 00D6: if 0121: player $PLAYER_CHAR in_zone 'GOLFC' 004D: jump_if_false @ICECRE1_2929 0109: player $PLAYER_CHAR money += 8 0008: $7856 += 10 // $ += int 0002: jump @ICECRE1_3078 :ICECRE1_2929 00D6: if 0121: player $PLAYER_CHAR in_zone 'DOCKS' 004D: jump_if_false @ICECRE1_2974 0109: player $PLAYER_CHAR money += 8 0008: $7856 += 10 // $ += int 0002: jump @ICECRE1_3078 :ICECRE1_2974 00D6: if 0121: player $PLAYER_CHAR in_zone 'HAVANA' 004D: jump_if_false @ICECRE1_3019 0109: player $PLAYER_CHAR money += 6 0008: $7856 += 8 // $ += int 0002: jump @ICECRE1_3078 :ICECRE1_3019 00D6: if 0121: player $PLAYER_CHAR in_zone 'HAITI' 004D: jump_if_false @ICECRE1_3064 0109: player $PLAYER_CHAR money += 6 0008: $7856 += 8 // $ += int 0002: jump @ICECRE1_3078 :ICECRE1_3064 0109: player $PLAYER_CHAR money += 12 0008: $7856 += 10 // $ += int :ICECRE1_3078 0164: disable_marker $7860 01C2: mark_actor_as_no_longer_needed $7843 0004: $7852 = 0 // $ = int :ICECRE1_3095 0002: jump @ICECRE1_3119 :ICECRE1_3102 0164: disable_marker $7860 01C2: mark_actor_as_no_longer_needed $7843 0004: $7852 = 0 // $ = int :ICECRE1_3119 0002: jump @ICECRE1_3143 :ICECRE1_3126 0164: disable_marker $7860 01C2: mark_actor_as_no_longer_needed $7843 0004: $7852 = 0 // $ = int :ICECRE1_3143 00D6: if 0038: $7853 == 1 // $ == int 004D: jump_if_false @ICECRE1_3659 00D6: if 8118: not actor $7845 dead 004D: jump_if_false @ICECRE1_3642 01BD: $7872 = current_time_in_ms 0084: $7871 = $7872 // $ = $ int 0060: $7871 -= $7873 // $ -= $ int 00D6: if 001A: 50000 > $7871 // int > $ 004D: jump_if_false @ICECRE1_3618 00D6: if 0586: actor $7845 has_attempted_attractor 004D: jump_if_false @ICECRE1_3611 00D6: if 058B: actor $7845 bought_ice_cream 004D: jump_if_false @ICECRE1_3594 0008: $7855 += 1 // $ += int 0008: $7857 += 1 // $ += int 00D6: if 0121: player $PLAYER_CHAR in_zone 'A_PORT' 004D: jump_if_false @ICECRE1_3310 0109: player $PLAYER_CHAR money += 10 0008: $7856 += 12 // $ += int 0002: jump @ICECRE1_3594 :ICECRE1_3310 00D6: if 0121: player $PLAYER_CHAR in_zone 'STARI' 004D: jump_if_false @ICECRE1_3355 0109: player $PLAYER_CHAR money += 15 0008: $7856 += 18 // $ += int 0002: jump @ICECRE1_3594 :ICECRE1_3355 00D6: if 0121: player $PLAYER_CHAR in_zone 'PORNI' 004D: jump_if_false @ICECRE1_3400 0109: player $PLAYER_CHAR money += 12 0008: $7856 += 14 // $ += int 0002: jump @ICECRE1_3594 :ICECRE1_3400 00D6: if 0121: player $PLAYER_CHAR in_zone 'GOLFC' 004D: jump_if_false @ICECRE1_3445 0109: player $PLAYER_CHAR money += 8 0008: $7856 += 10 // $ += int 0002: jump @ICECRE1_3594 :ICECRE1_3445 00D6: if 0121: player $PLAYER_CHAR in_zone 'DOCKS' 004D: jump_if_false @ICECRE1_3490 0109: player $PLAYER_CHAR money += 8 0008: $7856 += 10 // $ += int 0002: jump @ICECRE1_3594 :ICECRE1_3490 00D6: if 0121: player $PLAYER_CHAR in_zone 'HAVANA' 004D: jump_if_false @ICECRE1_3535 0109: player $PLAYER_CHAR money += 6 0008: $7856 += 8 // $ += int 0002: jump @ICECRE1_3594 :ICECRE1_3535 00D6: if 0121: player $PLAYER_CHAR in_zone 'HAITI' 004D: jump_if_false @ICECRE1_3580 0109: player $PLAYER_CHAR money += 6 0008: $7856 += 8 // $ += int 0002: jump @ICECRE1_3594 :ICECRE1_3580 0109: player $PLAYER_CHAR money += 12 0008: $7856 += 10 // $ += int :ICECRE1_3594 0164: disable_marker $7861 01C2: mark_actor_as_no_longer_needed $7845 0004: $7853 = 0 // $ = int :ICECRE1_3611 0002: jump @ICECRE1_3635 :ICECRE1_3618 0164: disable_marker $7861 01C2: mark_actor_as_no_longer_needed $7845 0004: $7853 = 0 // $ = int :ICECRE1_3635 0002: jump @ICECRE1_3659 :ICECRE1_3642 0164: disable_marker $7861 01C2: mark_actor_as_no_longer_needed $7845 0004: $7853 = 0 // $ = int :ICECRE1_3659 00D6: if 0028: $7857 >= 4 // $ >= int 004D: jump_if_false @ICECRE1_3707 01C0: $7847 = player $PLAYER_CHAR wanted_level 0008: $7847 += 1 // $ += int 010D: set_player $PLAYER_CHAR wanted_level_to $7847 0004: $7857 = 0 // $ = int :ICECRE1_3707 0002: jump @ICECRE1_621 :ICECRE1_3714 0051: return :ICECRE1_3716 00D6: if 0038: $7854 == 0 // $ == int 004D: jump_if_false @ICECRE1_4119 00D6: if 0018: $7855 > 49 // $ > int 004D: jump_if_false @ICECRE1_4119 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 0110: clear_player $PLAYER_CHAR wanted_level 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 0001: wait 1000 ms 016A: fade 0 1000 ms 03CB: load_scene -839.512 -582.021 24.777 0054: store_player $PLAYER_CHAR position_to $7832 $7833 $7834 :ICECRE1_3818 00D6: if 016B: fading 004D: jump_if_false @ICECRE1_3842 0001: wait 0 ms 0002: jump @ICECRE1_3818 :ICECRE1_3842 016A: fade 1 1000 ms 015F: set_camera_position -839.512 -582.021 24.777 rotation 0.0 0.0 0.0 0160: point_camera -840.451 -581.759 24.553 switchstyle 2 04A6: $611 = create_asset_money_pickup_at $558 $559 $560 money $610 rate $610 :ICECRE1_3920 00D6: if 016B: fading 004D: jump_if_false @ICECRE1_3944 0001: wait 0 ms 0002: jump @ICECRE1_3920 :ICECRE1_3944 00BA: text_styled 'ICE_AT1' 5000 ms 6 0001: wait 5000 ms 01E5: text_1number_highpriority 'ICE_AT2' $610 time 6000 1 0001: wait 6000 ms 016A: fade 0 1000 ms :ICECRE1_3994 00D6: if 016B: fading 004D: jump_if_false @ICECRE1_4018 0001: wait 0 ms 0002: jump @ICECRE1_3994 :ICECRE1_4018 02A3: enable_widescreen 0 02EB: restore_camera_with_jumpcut 03CB: load_scene $7832 $7833 $7834 0008: $1175 += 1 // $ += int 016A: fade 1 1000 ms :ICECRE1_4049 00D6: if 016B: fading 004D: jump_if_false @ICECRE1_4073 0001: wait 0 ms 0002: jump @ICECRE1_4049 :ICECRE1_4073 030C: progress_made += 1 01B4: set_player $PLAYER_CHAR can_move 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 0318: set_latest_mission_passed 'CREAM' 0394: play_music 1 0004: $612 = 1 // $ = int 0004: $7854 = 1 // $ = int :ICECRE1_4119 0051: return :ICECRE1_4121 0004: $ONMISSION = 0 // $ = int 00BA: text_styled 'ICC1_17' 5000 ms 5 01E3: text_1number_styled 'ICC1_19' number $7855 time 5000 style 6 00D6: if 8038: not $282 == 1 // $ == int 004D: jump_if_false @ICECRE1_4185 03F2: pedtype 8 remove_threat 1 :ICECRE1_4185 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 0164: disable_marker $7858 0164: disable_marker $7859 0164: disable_marker $7860 0164: disable_marker $7861 01C2: mark_actor_as_no_longer_needed $7839 01C2: mark_actor_as_no_longer_needed $7841 01C2: mark_actor_as_no_longer_needed $7843 01C2: mark_actor_as_no_longer_needed $7845 0151: remove_status_text $7855 0536: increment_drug_deals_made_by $7855 042F: register_highest_int_stat 2 to $7855 00D8: mission_cleanup 0051: return //-------------Mission 84--------------- // Originally: Downtown Chopper Checkpoint :HELI1SC 0050: gosub @HELI1SC_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @HELI1SC_27 0050: gosub @HELI1SC_1504 :HELI1SC_27 0050: gosub @HELI1SC_1816 004E: end_thread :HELI1SC_36 0004: $ONMISSION = 1 // $ = int 03A4: name_thread 'HELI1SC' 0001: wait 0 ms 00D6: if 0038: $1584 == 0 // $ == int 004D: jump_if_false @HELI1SC_77 0317: increment_mission_attempts :HELI1SC_77 0004: $7877 = 0 // $ = int 0005: $7507 = -649.0867 // $ = float 0005: $7508 = 817.9553 // $ = float 0005: $7509 = 58.3261 // $ = float 0005: $7510 = -687.3981 // $ = float 0005: $7511 = 877.8699 // $ = float 0005: $7512 = 19.2173 // $ = float 0005: $7513 = -680.991 // $ = float 0005: $7514 = 1029.686 // $ = float 0005: $7515 = 14.8169 // $ = float 0005: $7516 = -685.7914 // $ = float 0005: $7517 = 1160.218 // $ = float 0005: $7518 = 40.7844 // $ = float 0005: $7519 = -681.2288 // $ = float 0005: $7520 = 1228.007 // $ = float 0005: $7521 = 29.1385 // $ = float 0005: $7522 = -715.1163 // $ = float 0005: $7523 = 1268.305 // $ = float 0005: $7524 = 18.9955 // $ = float 0005: $7525 = -739.7144 // $ = float 0005: $7526 = 1298.542 // $ = float 0005: $7527 = 27.204 // $ = float 0005: $7528 = -772.5856 // $ = float 0005: $7529 = 1323.497 // $ = float 0005: $7530 = 29.5571 // $ = float 0005: $7531 = -778.6165 // $ = float 0005: $7532 = 1364.642 // $ = float 0005: $7533 = 28.01 // $ = float 0005: $7534 = -737.8626 // $ = float 0005: $7535 = 1385.702 // $ = float 0005: $7536 = 17.6542 // $ = float 0005: $7537 = -693.7673 // $ = float 0005: $7538 = 1391.167 // $ = float 0005: $7539 = 18.0634 // $ = float 0005: $7540 = -621.21 // $ = float 0005: $7541 = 1392.323 // $ = float 0005: $7542 = 25.7998 // $ = float 0005: $7543 = -568.3698 // $ = float 0005: $7544 = 1334.939 // $ = float 0005: $7545 = 16.9687 // $ = float 0005: $7546 = -500.4854 // $ = float 0005: $7547 = 1338.798 // $ = float 0005: $7548 = 24.1703 // $ = float 0005: $7549 = -450.2907 // $ = float 0005: $7550 = 1330.691 // $ = float 0005: $7551 = 19.1265 // $ = float 0005: $7552 = -437.3096 // $ = float 0005: $7553 = 1291.992 // $ = float 0005: $7554 = 19.5951 // $ = float 0005: $7555 = -437.1924 // $ = float 0005: $7556 = 1241.37 // $ = float 0005: $7557 = 20.7499 // $ = float 0005: $7558 = -434.3281 // $ = float 0005: $7559 = 1171.01 // $ = float 0005: $7560 = 36.3199 // $ = float 0005: $7561 = -433.3098 // $ = float 0005: $7562 = 1130.9 // $ = float 0005: $7563 = 59.1069 // $ = float 0005: $7564 = -471.9337 // $ = float 0005: $7565 = 1085.18 // $ = float 0005: $7566 = 65.1073 // $ = float 0005: $7567 = -527.0311 // $ = float 0005: $7568 = 1030.004 // $ = float 0005: $7569 = 80.0094 // $ = float 0005: $7570 = -526.2093 // $ = float 0005: $7571 = 894.1246 // $ = float 0005: $7572 = 81.9624 // $ = float 0005: $7573 = -479.8936 // $ = float 0005: $7574 = 829.2973 // $ = float 0005: $7575 = 38.6828 // $ = float 0005: $7576 = -496.4014 // $ = float 0005: $7577 = 746.3392 // $ = float 0005: $7578 = 23.935 // $ = float 0005: $7579 = -534.4188 // $ = float 0005: $7580 = 739.7785 // $ = float 0005: $7581 = 19.0812 // $ = float 0005: $7582 = -574.4543 // $ = float 0005: $7583 = 742.6052 // $ = float 0005: $7584 = 18.3836 // $ = float 0005: $7585 = -654.6465 // $ = float 0005: $7586 = 751.4898 // $ = float 0005: $7587 = 19.9269 // $ = float 0005: $7588 = -673.5525 // $ = float 0005: $7589 = 819.5656 // $ = float 0005: $7590 = 20.429 // $ = float 0005: $7591 = -658.4943 // $ = float 0005: $7592 = 917.7946 // $ = float 0005: $7593 = 22.8624 // $ = float 0050: gosub @HELI1SC_1847 00BC: text_highpriority 'HELI_1A' time 15000 1 018A: $7875 = create_checkpoint_at $7879 $7880 $7881 0165: set_marker $7875 color_to 5 018B: set_marker $7875 display 2 0168: set_marker $7875 size 3 018A: $7876 = create_checkpoint_at $7882 $7883 $7884 0165: set_marker $7876 color_to 5 018B: set_marker $7876 display 2 0168: set_marker $7876 size 2 0166: set_marker $7876 brightness_to 1 0004: $7878 = 0 // $ = int 03C3: set_timer_with_text_to $7878 type 0 text 'RACES' 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @HELI1SC_1106 00DA: $7874 = player $PLAYER_CHAR car 0002: jump @HELI1SC_1113 :HELI1SC_1106 0002: jump @HELI1SC_1504 :HELI1SC_1113 00D6: if 8038: not $7877 == 29 // $ == int 004D: jump_if_false @HELI1SC_1497 0001: wait 0 ms 00D6: if 0119: car $7874 wrecked 004D: jump_if_false @HELI1SC_1158 0002: jump @HELI1SC_1504 :HELI1SC_1158 00D6: if 80DC: not player $PLAYER_CHAR in_car $7874 004D: jump_if_false @HELI1SC_1184 0002: jump @HELI1SC_1504 :HELI1SC_1184 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $7879 $7880 $7881 radius 5.0 5.0 5.0 004D: jump_if_false @HELI1SC_1410 018C: play_sound 1 at 0.0 0.0 0.0 0008: $7877 += 1 // $ += int 0164: disable_marker $7875 0164: disable_marker $7876 0050: gosub @HELI1SC_1847 018A: $7875 = create_checkpoint_at $7879 $7880 $7881 0165: set_marker $7875 color_to 5 018B: set_marker $7875 display 2 0168: set_marker $7875 size 3 00D6: if 001A: 28 > $7877 // int > $ 004D: jump_if_false @HELI1SC_1403 018A: $7876 = create_checkpoint_at $7882 $7883 $7884 018B: set_marker $7876 display 2 0168: set_marker $7876 size 2 0166: set_marker $7876 brightness_to 1 00D6: if 001A: 27 > $7877 // int > $ 004D: jump_if_false @HELI1SC_1389 0165: set_marker $7876 color_to 5 0002: jump @HELI1SC_1396 :HELI1SC_1389 0165: set_marker $7876 color_to 0 :HELI1SC_1396 0002: jump @HELI1SC_1410 :HELI1SC_1403 0165: set_marker $7875 color_to 0 :HELI1SC_1410 00D6: if 0038: $7877 == 28 // $ == int 004D: jump_if_false @HELI1SC_1462 04D5: create_corona_at $7879 $7880 $7881 radius 4.5 type 6 flare 0 RGB 200 0 0 0002: jump @HELI1SC_1490 :HELI1SC_1462 04D5: create_corona_at $7879 $7880 $7881 radius 4.5 type 6 flare 0 RGB 200 0 200 :HELI1SC_1490 0002: jump @HELI1SC_1113 :HELI1SC_1497 0002: jump @HELI1SC_1521 :HELI1SC_1504 00BC: text_highpriority 'HELI_F1' time 5000 1 0051: return :HELI1SC_1521 01E3: text_1number_styled 'HELI_1B' number 100 time 5000 style 1 0109: player $PLAYER_CHAR money += 100 0110: clear_player $PLAYER_CHAR wanted_level 0394: play_music 1 00D6: if 0038: $1584 == 0 // $ == int 004D: jump_if_false @HELI1SC_1585 030C: progress_made += 1 0595: mission_complete 0004: $1584 = 1 // $ = int :HELI1SC_1585 0014: $7878 /= 1000 // $ /= int 042E: register_lowest_int_stat 12 to $7878 0084: $7457 = $7878 // $ = $ int 0014: $7457 /= 60 // $ /= int 0084: $7451 = $7457 // $ = $ int 0010: $7451 *= 60 // $ *= int 0084: $7458 = $7878 // $ = $ int 0060: $7458 -= $7451 // $ -= $ int 00D6: if 001C: $413 > $7878 // $ > $ int 004D: jump_if_false @HELI1SC_1747 0084: $413 = $7878 // $ = $ int 00D6: if 0018: $7458 > 9 // $ > int 004D: jump_if_false @HELI1SC_1719 02FD: text_2numbers_highpriority 'RACES17' $7457 $7458 time 10000 1 0002: jump @HELI1SC_1740 :HELI1SC_1719 02FD: text_2numbers_highpriority 'RACES20' $7457 $7458 time 10000 1 :HELI1SC_1740 0002: jump @HELI1SC_1814 :HELI1SC_1747 00D6: if 0018: $7458 > 9 // $ > int 004D: jump_if_false @HELI1SC_1793 02FD: text_2numbers_highpriority 'RACES_9' $7457 $7458 time 10000 1 0002: jump @HELI1SC_1814 :HELI1SC_1793 02FD: text_2numbers_highpriority 'RACES21' $7457 $7458 time 10000 1 :HELI1SC_1814 0051: return :HELI1SC_1816 0004: $ONMISSION = 0 // $ = int 014F: stop_timer $7878 0164: disable_marker $7875 0164: disable_marker $7876 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 00D8: mission_cleanup 0051: return :HELI1SC_1847 00D6: if 0038: $7877 == 0 // $ == int 004D: jump_if_false @HELI1SC_1913 0086: $7879 = $7507 // $ = $ float 0086: $7880 = $7508 // $ = $ float 0086: $7881 = $7509 // $ = $ float 0086: $7882 = $7510 // $ = $ float 0086: $7883 = $7511 // $ = $ float 0086: $7884 = $7512 // $ = $ float :HELI1SC_1913 00D6: if 0038: $7877 == 1 // $ == int 004D: jump_if_false @HELI1SC_1979 0086: $7879 = $7510 // $ = $ float 0086: $7880 = $7511 // $ = $ float 0086: $7881 = $7512 // $ = $ float 0086: $7882 = $7513 // $ = $ float 0086: $7883 = $7514 // $ = $ float 0086: $7884 = $7515 // $ = $ float :HELI1SC_1979 00D6: if 0038: $7877 == 2 // $ == int 004D: jump_if_false @HELI1SC_2045 0086: $7879 = $7513 // $ = $ float 0086: $7880 = $7514 // $ = $ float 0086: $7881 = $7515 // $ = $ float 0086: $7882 = $7516 // $ = $ float 0086: $7883 = $7517 // $ = $ float 0086: $7884 = $7518 // $ = $ float :HELI1SC_2045 00D6: if 0038: $7877 == 3 // $ == int 004D: jump_if_false @HELI1SC_2111 0086: $7879 = $7516 // $ = $ float 0086: $7880 = $7517 // $ = $ float 0086: $7881 = $7518 // $ = $ float 0086: $7882 = $7519 // $ = $ float 0086: $7883 = $7520 // $ = $ float 0086: $7884 = $7521 // $ = $ float :HELI1SC_2111 00D6: if 0038: $7877 == 4 // $ == int 004D: jump_if_false @HELI1SC_2177 0086: $7879 = $7519 // $ = $ float 0086: $7880 = $7520 // $ = $ float 0086: $7881 = $7521 // $ = $ float 0086: $7882 = $7522 // $ = $ float 0086: $7883 = $7523 // $ = $ float 0086: $7884 = $7524 // $ = $ float :HELI1SC_2177 00D6: if 0038: $7877 == 5 // $ == int 004D: jump_if_false @HELI1SC_2243 0086: $7879 = $7522 // $ = $ float 0086: $7880 = $7523 // $ = $ float 0086: $7881 = $7524 // $ = $ float 0086: $7882 = $7525 // $ = $ float 0086: $7883 = $7526 // $ = $ float 0086: $7884 = $7527 // $ = $ float :HELI1SC_2243 00D6: if 0038: $7877 == 6 // $ == int 004D: jump_if_false @HELI1SC_2309 0086: $7879 = $7525 // $ = $ float 0086: $7880 = $7526 // $ = $ float 0086: $7881 = $7527 // $ = $ float 0086: $7882 = $7528 // $ = $ float 0086: $7883 = $7529 // $ = $ float 0086: $7884 = $7530 // $ = $ float :HELI1SC_2309 00D6: if 0038: $7877 == 7 // $ == int 004D: jump_if_false @HELI1SC_2375 0086: $7879 = $7528 // $ = $ float 0086: $7880 = $7529 // $ = $ float 0086: $7881 = $7530 // $ = $ float 0086: $7882 = $7531 // $ = $ float 0086: $7883 = $7532 // $ = $ float 0086: $7884 = $7533 // $ = $ float :HELI1SC_2375 00D6: if 0038: $7877 == 8 // $ == int 004D: jump_if_false @HELI1SC_2441 0086: $7879 = $7531 // $ = $ float 0086: $7880 = $7532 // $ = $ float 0086: $7881 = $7533 // $ = $ float 0086: $7882 = $7534 // $ = $ float 0086: $7883 = $7535 // $ = $ float 0086: $7884 = $7536 // $ = $ float :HELI1SC_2441 00D6: if 0038: $7877 == 9 // $ == int 004D: jump_if_false @HELI1SC_2507 0086: $7879 = $7534 // $ = $ float 0086: $7880 = $7535 // $ = $ float 0086: $7881 = $7536 // $ = $ float 0086: $7882 = $7537 // $ = $ float 0086: $7883 = $7538 // $ = $ float 0086: $7884 = $7539 // $ = $ float :HELI1SC_2507 00D6: if 0038: $7877 == 10 // $ == int 004D: jump_if_false @HELI1SC_2573 0086: $7879 = $7537 // $ = $ float 0086: $7880 = $7538 // $ = $ float 0086: $7881 = $7539 // $ = $ float 0086: $7882 = $7540 // $ = $ float 0086: $7883 = $7541 // $ = $ float 0086: $7884 = $7542 // $ = $ float :HELI1SC_2573 00D6: if 0038: $7877 == 11 // $ == int 004D: jump_if_false @HELI1SC_2639 0086: $7879 = $7540 // $ = $ float 0086: $7880 = $7541 // $ = $ float 0086: $7881 = $7542 // $ = $ float 0086: $7882 = $7543 // $ = $ float 0086: $7883 = $7544 // $ = $ float 0086: $7884 = $7545 // $ = $ float :HELI1SC_2639 00D6: if 0038: $7877 == 12 // $ == int 004D: jump_if_false @HELI1SC_2705 0086: $7879 = $7543 // $ = $ float 0086: $7880 = $7544 // $ = $ float 0086: $7881 = $7545 // $ = $ float 0086: $7882 = $7546 // $ = $ float 0086: $7883 = $7547 // $ = $ float 0086: $7884 = $7548 // $ = $ float :HELI1SC_2705 00D6: if 0038: $7877 == 13 // $ == int 004D: jump_if_false @HELI1SC_2771 0086: $7879 = $7546 // $ = $ float 0086: $7880 = $7547 // $ = $ float 0086: $7881 = $7548 // $ = $ float 0086: $7882 = $7549 // $ = $ float 0086: $7883 = $7550 // $ = $ float 0086: $7884 = $7551 // $ = $ float :HELI1SC_2771 00D6: if 0038: $7877 == 14 // $ == int 004D: jump_if_false @HELI1SC_2837 0086: $7879 = $7549 // $ = $ float 0086: $7880 = $7550 // $ = $ float 0086: $7881 = $7551 // $ = $ float 0086: $7882 = $7552 // $ = $ float 0086: $7883 = $7553 // $ = $ float 0086: $7884 = $7554 // $ = $ float :HELI1SC_2837 00D6: if 0038: $7877 == 15 // $ == int 004D: jump_if_false @HELI1SC_2903 0086: $7879 = $7552 // $ = $ float 0086: $7880 = $7553 // $ = $ float 0086: $7881 = $7554 // $ = $ float 0086: $7882 = $7555 // $ = $ float 0086: $7883 = $7556 // $ = $ float 0086: $7884 = $7557 // $ = $ float :HELI1SC_2903 00D6: if 0038: $7877 == 16 // $ == int 004D: jump_if_false @HELI1SC_2969 0086: $7879 = $7555 // $ = $ float 0086: $7880 = $7556 // $ = $ float 0086: $7881 = $7557 // $ = $ float 0086: $7882 = $7558 // $ = $ float 0086: $7883 = $7559 // $ = $ float 0086: $7884 = $7560 // $ = $ float :HELI1SC_2969 00D6: if 0038: $7877 == 17 // $ == int 004D: jump_if_false @HELI1SC_3035 0086: $7879 = $7558 // $ = $ float 0086: $7880 = $7559 // $ = $ float 0086: $7881 = $7560 // $ = $ float 0086: $7882 = $7561 // $ = $ float 0086: $7883 = $7562 // $ = $ float 0086: $7884 = $7563 // $ = $ float :HELI1SC_3035 00D6: if 0038: $7877 == 18 // $ == int 004D: jump_if_false @HELI1SC_3101 0086: $7879 = $7561 // $ = $ float 0086: $7880 = $7562 // $ = $ float 0086: $7881 = $7563 // $ = $ float 0086: $7882 = $7564 // $ = $ float 0086: $7883 = $7565 // $ = $ float 0086: $7884 = $7566 // $ = $ float :HELI1SC_3101 00D6: if 0038: $7877 == 19 // $ == int 004D: jump_if_false @HELI1SC_3167 0086: $7879 = $7564 // $ = $ float 0086: $7880 = $7565 // $ = $ float 0086: $7881 = $7566 // $ = $ float 0086: $7882 = $7567 // $ = $ float 0086: $7883 = $7568 // $ = $ float 0086: $7884 = $7569 // $ = $ float :HELI1SC_3167 00D6: if 0038: $7877 == 20 // $ == int 004D: jump_if_false @HELI1SC_3233 0086: $7879 = $7567 // $ = $ float 0086: $7880 = $7568 // $ = $ float 0086: $7881 = $7569 // $ = $ float 0086: $7882 = $7570 // $ = $ float 0086: $7883 = $7571 // $ = $ float 0086: $7884 = $7572 // $ = $ float :HELI1SC_3233 00D6: if 0038: $7877 == 21 // $ == int 004D: jump_if_false @HELI1SC_3299 0086: $7879 = $7570 // $ = $ float 0086: $7880 = $7571 // $ = $ float 0086: $7881 = $7572 // $ = $ float 0086: $7882 = $7573 // $ = $ float 0086: $7883 = $7574 // $ = $ float 0086: $7884 = $7575 // $ = $ float :HELI1SC_3299 00D6: if 0038: $7877 == 22 // $ == int 004D: jump_if_false @HELI1SC_3365 0086: $7879 = $7573 // $ = $ float 0086: $7880 = $7574 // $ = $ float 0086: $7881 = $7575 // $ = $ float 0086: $7882 = $7576 // $ = $ float 0086: $7883 = $7577 // $ = $ float 0086: $7884 = $7578 // $ = $ float :HELI1SC_3365 00D6: if 0038: $7877 == 23 // $ == int 004D: jump_if_false @HELI1SC_3431 0086: $7879 = $7576 // $ = $ float 0086: $7880 = $7577 // $ = $ float 0086: $7881 = $7578 // $ = $ float 0086: $7882 = $7579 // $ = $ float 0086: $7883 = $7580 // $ = $ float 0086: $7884 = $7581 // $ = $ float :HELI1SC_3431 00D6: if 0038: $7877 == 24 // $ == int 004D: jump_if_false @HELI1SC_3497 0086: $7879 = $7579 // $ = $ float 0086: $7880 = $7580 // $ = $ float 0086: $7881 = $7581 // $ = $ float 0086: $7882 = $7582 // $ = $ float 0086: $7883 = $7583 // $ = $ float 0086: $7884 = $7584 // $ = $ float :HELI1SC_3497 00D6: if 0038: $7877 == 25 // $ == int 004D: jump_if_false @HELI1SC_3563 0086: $7879 = $7582 // $ = $ float 0086: $7880 = $7583 // $ = $ float 0086: $7881 = $7584 // $ = $ float 0086: $7882 = $7585 // $ = $ float 0086: $7883 = $7586 // $ = $ float 0086: $7884 = $7587 // $ = $ float :HELI1SC_3563 00D6: if 0038: $7877 == 26 // $ == int 004D: jump_if_false @HELI1SC_3629 0086: $7879 = $7585 // $ = $ float 0086: $7880 = $7586 // $ = $ float 0086: $7881 = $7587 // $ = $ float 0086: $7882 = $7588 // $ = $ float 0086: $7883 = $7589 // $ = $ float 0086: $7884 = $7590 // $ = $ float :HELI1SC_3629 00D6: if 0038: $7877 == 27 // $ == int 004D: jump_if_false @HELI1SC_3695 0086: $7879 = $7588 // $ = $ float 0086: $7880 = $7589 // $ = $ float 0086: $7881 = $7590 // $ = $ float 0086: $7882 = $7591 // $ = $ float 0086: $7883 = $7592 // $ = $ float 0086: $7884 = $7593 // $ = $ float :HELI1SC_3695 00D6: if 0038: $7877 == 28 // $ == int 004D: jump_if_false @HELI1SC_3761 0086: $7879 = $7591 // $ = $ float 0086: $7880 = $7592 // $ = $ float 0086: $7881 = $7593 // $ = $ float 0086: $7882 = $7591 // $ = $ float 0086: $7883 = $7592 // $ = $ float 0086: $7884 = $7593 // $ = $ float :HELI1SC_3761 0051: return //-------------Mission 85--------------- // Originally: Ocean Beach Chopper Checkpoint :HELI2SC 0050: gosub @HELI2SC_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @HELI2SC_27 0050: gosub @HELI2SC_1144 :HELI2SC_27 0050: gosub @HELI2SC_1456 004E: end_thread :HELI2SC_36 0004: $ONMISSION = 1 // $ = int 0004: $7877 = 0 // $ = int 03A4: name_thread 'HELI2SC' 0001: wait 0 ms 00D6: if 0038: $1585 == 0 // $ == int 004D: jump_if_false @HELI2SC_84 0317: increment_mission_attempts :HELI2SC_84 0005: $7507 = 77.8349 // $ = float 0005: $7508 = -1224.688 // $ = float 0005: $7509 = 17.9498 // $ = float 0005: $7510 = 103.4742 // $ = float 0005: $7511 = -1127.885 // $ = float 0005: $7512 = 18.187 // $ = float 0005: $7513 = 203.3635 // $ = float 0005: $7514 = -1135.508 // $ = float 0005: $7515 = 21.531 // $ = float 0005: $7516 = 260.3221 // $ = float 0005: $7517 = -1217.484 // $ = float 0005: $7518 = 13.0769 // $ = float 0005: $7519 = 164.5704 // $ = float 0005: $7520 = -1245.728 // $ = float 0005: $7521 = 21.9229 // $ = float 0005: $7522 = 70.0126 // $ = float 0005: $7523 = -1278.617 // $ = float 0005: $7524 = 19.1218 // $ = float 0005: $7525 = 37.6583 // $ = float 0005: $7526 = -1373.451 // $ = float 0005: $7527 = 19.4852 // $ = float 0005: $7528 = -61.5636 // $ = float 0005: $7529 = -1381.003 // $ = float 0005: $7530 = 30.3879 // $ = float 0005: $7531 = -155.5676 // $ = float 0005: $7532 = -1349.141 // $ = float 0005: $7533 = 17.5384 // $ = float 0005: $7534 = -185.4706 // $ = float 0005: $7535 = -1444.637 // $ = float 0005: $7536 = 14.7326 // $ = float 0005: $7537 = -113.9027 // $ = float 0005: $7538 = -1513.1 // $ = float 0005: $7539 = 29.4323 // $ = float 0005: $7540 = -27.0724 // $ = float 0005: $7541 = -1561.844 // $ = float 0005: $7542 = 19.2416 // $ = float 0005: $7543 = 52.9751 // $ = float 0005: $7544 = -1502.762 // $ = float 0005: $7545 = 32.7119 // $ = float 0005: $7546 = 128.6115 // $ = float 0005: $7547 = -1438.513 // $ = float 0005: $7548 = 19.4189 // $ = float 0005: $7549 = 178.8131 // $ = float 0005: $7550 = -1351.66 // $ = float 0005: $7551 = 23.4365 // $ = float 0005: $7552 = 140.4057 // $ = float 0005: $7553 = -1259.035 // $ = float 0005: $7554 = 23.2808 // $ = float 0005: $7555 = 49.463 // $ = float 0005: $7556 = -1300.512 // $ = float 0005: $7557 = 18.1885 // $ = float 0050: gosub @HELI2SC_1487 00BC: text_highpriority 'HELI_1A' time 15000 1 018A: $7875 = create_checkpoint_at $7879 $7880 $7881 0165: set_marker $7875 color_to 5 018B: set_marker $7875 display 2 0168: set_marker $7875 size 3 018A: $7876 = create_checkpoint_at $7882 $7883 $7884 0165: set_marker $7876 color_to 5 018B: set_marker $7876 display 2 0168: set_marker $7876 size 2 0166: set_marker $7876 brightness_to 1 0004: $7878 = 0 // $ = int 03C3: set_timer_with_text_to $7878 type 0 text 'RACES' 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @HELI2SC_746 00DA: $7874 = player $PLAYER_CHAR car 0002: jump @HELI2SC_753 :HELI2SC_746 0002: jump @HELI2SC_1144 :HELI2SC_753 00D6: if 8038: not $7877 == 17 // $ == int 004D: jump_if_false @HELI2SC_1137 0001: wait 0 ms 00D6: if 0119: car $7874 wrecked 004D: jump_if_false @HELI2SC_798 0002: jump @HELI2SC_1144 :HELI2SC_798 00D6: if 80DC: not player $PLAYER_CHAR in_car $7874 004D: jump_if_false @HELI2SC_824 0002: jump @HELI2SC_1144 :HELI2SC_824 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $7879 $7880 $7881 radius 5.0 5.0 5.0 004D: jump_if_false @HELI2SC_1050 018C: play_sound 1 at 0.0 0.0 0.0 0008: $7877 += 1 // $ += int 0164: disable_marker $7875 0164: disable_marker $7876 0050: gosub @HELI2SC_1487 018A: $7875 = create_checkpoint_at $7879 $7880 $7881 0165: set_marker $7875 color_to 5 018B: set_marker $7875 display 2 0168: set_marker $7875 size 3 00D6: if 001A: 16 > $7877 // int > $ 004D: jump_if_false @HELI2SC_1043 018A: $7876 = create_checkpoint_at $7882 $7883 $7884 018B: set_marker $7876 display 2 0168: set_marker $7876 size 2 0166: set_marker $7876 brightness_to 1 00D6: if 001A: 15 > $7877 // int > $ 004D: jump_if_false @HELI2SC_1029 0165: set_marker $7876 color_to 5 0002: jump @HELI2SC_1036 :HELI2SC_1029 0165: set_marker $7876 color_to 0 :HELI2SC_1036 0002: jump @HELI2SC_1050 :HELI2SC_1043 0165: set_marker $7875 color_to 0 :HELI2SC_1050 00D6: if 0038: $7877 == 16 // $ == int 004D: jump_if_false @HELI2SC_1102 04D5: create_corona_at $7879 $7880 $7881 radius 4.5 type 6 flare 0 RGB 200 0 0 0002: jump @HELI2SC_1130 :HELI2SC_1102 04D5: create_corona_at $7879 $7880 $7881 radius 4.5 type 6 flare 0 RGB 200 0 200 :HELI2SC_1130 0002: jump @HELI2SC_753 :HELI2SC_1137 0002: jump @HELI2SC_1161 :HELI2SC_1144 00BC: text_highpriority 'HELI_F1' time 5000 1 0051: return :HELI2SC_1161 01E3: text_1number_styled 'HELI_1B' number 100 time 5000 style 1 0109: player $PLAYER_CHAR money += 100 0110: clear_player $PLAYER_CHAR wanted_level 0394: play_music 1 00D6: if 0038: $1585 == 0 // $ == int 004D: jump_if_false @HELI2SC_1225 030C: progress_made += 1 0595: mission_complete 0004: $1585 = 1 // $ = int :HELI2SC_1225 0014: $7878 /= 1000 // $ /= int 042E: register_lowest_int_stat 13 to $7878 0084: $7457 = $7878 // $ = $ int 0014: $7457 /= 60 // $ /= int 0084: $7451 = $7457 // $ = $ int 0010: $7451 *= 60 // $ *= int 0084: $7458 = $7878 // $ = $ int 0060: $7458 -= $7451 // $ -= $ int 00D6: if 001C: $414 > $7878 // $ > $ int 004D: jump_if_false @HELI2SC_1387 0084: $414 = $7878 // $ = $ int 00D6: if 0018: $7458 > 9 // $ > int 004D: jump_if_false @HELI2SC_1359 02FD: text_2numbers_highpriority 'RACES17' $7457 $7458 time 10000 1 0002: jump @HELI2SC_1380 :HELI2SC_1359 02FD: text_2numbers_highpriority 'RACES20' $7457 $7458 time 10000 1 :HELI2SC_1380 0002: jump @HELI2SC_1454 :HELI2SC_1387 00D6: if 0018: $7458 > 9 // $ > int 004D: jump_if_false @HELI2SC_1433 02FD: text_2numbers_highpriority 'RACES_9' $7457 $7458 time 10000 1 0002: jump @HELI2SC_1454 :HELI2SC_1433 02FD: text_2numbers_highpriority 'RACES21' $7457 $7458 time 10000 1 :HELI2SC_1454 0051: return :HELI2SC_1456 0004: $ONMISSION = 0 // $ = int 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 014F: stop_timer $7878 0164: disable_marker $7875 0164: disable_marker $7876 00D8: mission_cleanup 0051: return :HELI2SC_1487 00D6: if 0038: $7877 == 0 // $ == int 004D: jump_if_false @HELI2SC_1553 0086: $7879 = $7507 // $ = $ float 0086: $7880 = $7508 // $ = $ float 0086: $7881 = $7509 // $ = $ float 0086: $7882 = $7510 // $ = $ float 0086: $7883 = $7511 // $ = $ float 0086: $7884 = $7512 // $ = $ float :HELI2SC_1553 00D6: if 0038: $7877 == 1 // $ == int 004D: jump_if_false @HELI2SC_1619 0086: $7879 = $7510 // $ = $ float 0086: $7880 = $7511 // $ = $ float 0086: $7881 = $7512 // $ = $ float 0086: $7882 = $7513 // $ = $ float 0086: $7883 = $7514 // $ = $ float 0086: $7884 = $7515 // $ = $ float :HELI2SC_1619 00D6: if 0038: $7877 == 2 // $ == int 004D: jump_if_false @HELI2SC_1685 0086: $7879 = $7513 // $ = $ float 0086: $7880 = $7514 // $ = $ float 0086: $7881 = $7515 // $ = $ float 0086: $7882 = $7516 // $ = $ float 0086: $7883 = $7517 // $ = $ float 0086: $7884 = $7518 // $ = $ float :HELI2SC_1685 00D6: if 0038: $7877 == 3 // $ == int 004D: jump_if_false @HELI2SC_1751 0086: $7879 = $7516 // $ = $ float 0086: $7880 = $7517 // $ = $ float 0086: $7881 = $7518 // $ = $ float 0086: $7882 = $7519 // $ = $ float 0086: $7883 = $7520 // $ = $ float 0086: $7884 = $7521 // $ = $ float :HELI2SC_1751 00D6: if 0038: $7877 == 4 // $ == int 004D: jump_if_false @HELI2SC_1817 0086: $7879 = $7519 // $ = $ float 0086: $7880 = $7520 // $ = $ float 0086: $7881 = $7521 // $ = $ float 0086: $7882 = $7522 // $ = $ float 0086: $7883 = $7523 // $ = $ float 0086: $7884 = $7524 // $ = $ float :HELI2SC_1817 00D6: if 0038: $7877 == 5 // $ == int 004D: jump_if_false @HELI2SC_1883 0086: $7879 = $7522 // $ = $ float 0086: $7880 = $7523 // $ = $ float 0086: $7881 = $7524 // $ = $ float 0086: $7882 = $7525 // $ = $ float 0086: $7883 = $7526 // $ = $ float 0086: $7884 = $7527 // $ = $ float :HELI2SC_1883 00D6: if 0038: $7877 == 6 // $ == int 004D: jump_if_false @HELI2SC_1949 0086: $7879 = $7525 // $ = $ float 0086: $7880 = $7526 // $ = $ float 0086: $7881 = $7527 // $ = $ float 0086: $7882 = $7528 // $ = $ float 0086: $7883 = $7529 // $ = $ float 0086: $7884 = $7530 // $ = $ float :HELI2SC_1949 00D6: if 0038: $7877 == 7 // $ == int 004D: jump_if_false @HELI2SC_2015 0086: $7879 = $7528 // $ = $ float 0086: $7880 = $7529 // $ = $ float 0086: $7881 = $7530 // $ = $ float 0086: $7882 = $7531 // $ = $ float 0086: $7883 = $7532 // $ = $ float 0086: $7884 = $7533 // $ = $ float :HELI2SC_2015 00D6: if 0038: $7877 == 8 // $ == int 004D: jump_if_false @HELI2SC_2081 0086: $7879 = $7531 // $ = $ float 0086: $7880 = $7532 // $ = $ float 0086: $7881 = $7533 // $ = $ float 0086: $7882 = $7534 // $ = $ float 0086: $7883 = $7535 // $ = $ float 0086: $7884 = $7536 // $ = $ float :HELI2SC_2081 00D6: if 0038: $7877 == 9 // $ == int 004D: jump_if_false @HELI2SC_2147 0086: $7879 = $7534 // $ = $ float 0086: $7880 = $7535 // $ = $ float 0086: $7881 = $7536 // $ = $ float 0086: $7882 = $7537 // $ = $ float 0086: $7883 = $7538 // $ = $ float 0086: $7884 = $7539 // $ = $ float :HELI2SC_2147 00D6: if 0038: $7877 == 10 // $ == int 004D: jump_if_false @HELI2SC_2213 0086: $7879 = $7537 // $ = $ float 0086: $7880 = $7538 // $ = $ float 0086: $7881 = $7539 // $ = $ float 0086: $7882 = $7540 // $ = $ float 0086: $7883 = $7541 // $ = $ float 0086: $7884 = $7542 // $ = $ float :HELI2SC_2213 00D6: if 0038: $7877 == 11 // $ == int 004D: jump_if_false @HELI2SC_2279 0086: $7879 = $7540 // $ = $ float 0086: $7880 = $7541 // $ = $ float 0086: $7881 = $7542 // $ = $ float 0086: $7882 = $7543 // $ = $ float 0086: $7883 = $7544 // $ = $ float 0086: $7884 = $7545 // $ = $ float :HELI2SC_2279 00D6: if 0038: $7877 == 12 // $ == int 004D: jump_if_false @HELI2SC_2345 0086: $7879 = $7543 // $ = $ float 0086: $7880 = $7544 // $ = $ float 0086: $7881 = $7545 // $ = $ float 0086: $7882 = $7546 // $ = $ float 0086: $7883 = $7547 // $ = $ float 0086: $7884 = $7548 // $ = $ float :HELI2SC_2345 00D6: if 0038: $7877 == 13 // $ == int 004D: jump_if_false @HELI2SC_2411 0086: $7879 = $7546 // $ = $ float 0086: $7880 = $7547 // $ = $ float 0086: $7881 = $7548 // $ = $ float 0086: $7882 = $7549 // $ = $ float 0086: $7883 = $7550 // $ = $ float 0086: $7884 = $7551 // $ = $ float :HELI2SC_2411 00D6: if 0038: $7877 == 14 // $ == int 004D: jump_if_false @HELI2SC_2477 0086: $7879 = $7549 // $ = $ float 0086: $7880 = $7550 // $ = $ float 0086: $7881 = $7551 // $ = $ float 0086: $7882 = $7552 // $ = $ float 0086: $7883 = $7553 // $ = $ float 0086: $7884 = $7554 // $ = $ float :HELI2SC_2477 00D6: if 0038: $7877 == 15 // $ == int 004D: jump_if_false @HELI2SC_2543 0086: $7879 = $7552 // $ = $ float 0086: $7880 = $7553 // $ = $ float 0086: $7881 = $7554 // $ = $ float 0086: $7882 = $7555 // $ = $ float 0086: $7883 = $7556 // $ = $ float 0086: $7884 = $7557 // $ = $ float :HELI2SC_2543 00D6: if 0038: $7877 == 16 // $ == int 004D: jump_if_false @HELI2SC_2609 0086: $7879 = $7555 // $ = $ float 0086: $7880 = $7556 // $ = $ float 0086: $7881 = $7557 // $ = $ float 0086: $7882 = $7558 // $ = $ float 0086: $7883 = $7559 // $ = $ float 0086: $7884 = $7560 // $ = $ float :HELI2SC_2609 00D6: if 0038: $7877 == 17 // $ == int 004D: jump_if_false @HELI2SC_2675 0086: $7879 = $7558 // $ = $ float 0086: $7880 = $7559 // $ = $ float 0086: $7881 = $7560 // $ = $ float 0086: $7882 = $7561 // $ = $ float 0086: $7883 = $7562 // $ = $ float 0086: $7884 = $7563 // $ = $ float :HELI2SC_2675 00D6: if 0038: $7877 == 18 // $ == int 004D: jump_if_false @HELI2SC_2741 0086: $7879 = $7561 // $ = $ float 0086: $7880 = $7562 // $ = $ float 0086: $7881 = $7563 // $ = $ float 0086: $7882 = $7564 // $ = $ float 0086: $7883 = $7565 // $ = $ float 0086: $7884 = $7566 // $ = $ float :HELI2SC_2741 00D6: if 0038: $7877 == 19 // $ == int 004D: jump_if_false @HELI2SC_2807 0086: $7879 = $7564 // $ = $ float 0086: $7880 = $7565 // $ = $ float 0086: $7881 = $7566 // $ = $ float 0086: $7882 = $7567 // $ = $ float 0086: $7883 = $7568 // $ = $ float 0086: $7884 = $7569 // $ = $ float :HELI2SC_2807 00D6: if 0038: $7877 == 20 // $ == int 004D: jump_if_false @HELI2SC_2873 0086: $7879 = $7567 // $ = $ float 0086: $7880 = $7568 // $ = $ float 0086: $7881 = $7569 // $ = $ float 0086: $7882 = $7570 // $ = $ float 0086: $7883 = $7571 // $ = $ float 0086: $7884 = $7572 // $ = $ float :HELI2SC_2873 00D6: if 0038: $7877 == 21 // $ == int 004D: jump_if_false @HELI2SC_2939 0086: $7879 = $7570 // $ = $ float 0086: $7880 = $7571 // $ = $ float 0086: $7881 = $7572 // $ = $ float 0086: $7882 = $7573 // $ = $ float 0086: $7883 = $7574 // $ = $ float 0086: $7884 = $7575 // $ = $ float :HELI2SC_2939 00D6: if 0038: $7877 == 22 // $ == int 004D: jump_if_false @HELI2SC_3005 0086: $7879 = $7573 // $ = $ float 0086: $7880 = $7574 // $ = $ float 0086: $7881 = $7575 // $ = $ float 0086: $7882 = $7576 // $ = $ float 0086: $7883 = $7577 // $ = $ float 0086: $7884 = $7578 // $ = $ float :HELI2SC_3005 00D6: if 0038: $7877 == 23 // $ == int 004D: jump_if_false @HELI2SC_3071 0086: $7879 = $7576 // $ = $ float 0086: $7880 = $7577 // $ = $ float 0086: $7881 = $7578 // $ = $ float 0086: $7882 = $7579 // $ = $ float 0086: $7883 = $7580 // $ = $ float 0086: $7884 = $7581 // $ = $ float :HELI2SC_3071 00D6: if 0038: $7877 == 24 // $ == int 004D: jump_if_false @HELI2SC_3137 0086: $7879 = $7579 // $ = $ float 0086: $7880 = $7580 // $ = $ float 0086: $7881 = $7581 // $ = $ float 0086: $7882 = $7582 // $ = $ float 0086: $7883 = $7583 // $ = $ float 0086: $7884 = $7584 // $ = $ float :HELI2SC_3137 00D6: if 0038: $7877 == 25 // $ == int 004D: jump_if_false @HELI2SC_3203 0086: $7879 = $7582 // $ = $ float 0086: $7880 = $7583 // $ = $ float 0086: $7881 = $7584 // $ = $ float 0086: $7882 = $7585 // $ = $ float 0086: $7883 = $7586 // $ = $ float 0086: $7884 = $7587 // $ = $ float :HELI2SC_3203 00D6: if 0038: $7877 == 26 // $ == int 004D: jump_if_false @HELI2SC_3269 0086: $7879 = $7585 // $ = $ float 0086: $7880 = $7586 // $ = $ float 0086: $7881 = $7587 // $ = $ float 0086: $7882 = $7588 // $ = $ float 0086: $7883 = $7589 // $ = $ float 0086: $7884 = $7590 // $ = $ float :HELI2SC_3269 00D6: if 0038: $7877 == 27 // $ == int 004D: jump_if_false @HELI2SC_3335 0086: $7879 = $7588 // $ = $ float 0086: $7880 = $7589 // $ = $ float 0086: $7881 = $7590 // $ = $ float 0086: $7882 = $7591 // $ = $ float 0086: $7883 = $7592 // $ = $ float 0086: $7884 = $7593 // $ = $ float :HELI2SC_3335 00D6: if 0038: $7877 == 28 // $ == int 004D: jump_if_false @HELI2SC_3401 0086: $7879 = $7591 // $ = $ float 0086: $7880 = $7592 // $ = $ float 0086: $7881 = $7593 // $ = $ float 0086: $7882 = $7591 // $ = $ float 0086: $7883 = $7592 // $ = $ float 0086: $7884 = $7593 // $ = $ float :HELI2SC_3401 0051: return //-------------Mission 86--------------- // Originally: Vice Point Chopper Checkpoint :HELI3SC 0050: gosub @HELI3SC_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @HELI3SC_27 0050: gosub @HELI3SC_1144 :HELI3SC_27 0050: gosub @HELI3SC_1456 004E: end_thread :HELI3SC_36 0004: $ONMISSION = 1 // $ = int 0004: $7877 = 0 // $ = int 03A4: name_thread 'HELI3SC' 0001: wait 0 ms 00D6: if 0038: $1586 == 0 // $ == int 004D: jump_if_false @HELI3SC_84 0317: increment_mission_attempts :HELI3SC_84 0005: $7507 = 418.872 // $ = float 0005: $7508 = 424.212 // $ = float 0005: $7509 = 23.939 // $ = float 0005: $7510 = 468.2843 // $ = float 0005: $7511 = 511.3465 // $ = float 0005: $7512 = 17.8339 // $ = float 0005: $7513 = 388.0189 // $ = float 0005: $7514 = 570.6234 // $ = float 0005: $7515 = 24.7767 // $ = float 0005: $7516 = 402.4129 // $ = float 0005: $7517 = 669.7875 // $ = float 0005: $7518 = 19.5342 // $ = float 0005: $7519 = 414.7332 // $ = float 0005: $7520 = 768.9945 // $ = float 0005: $7521 = 26.2997 // $ = float 0005: $7522 = 404.726 // $ = float 0005: $7523 = 868.2524 // $ = float 0005: $7524 = 36.0822 // $ = float 0005: $7525 = 431.2298 // $ = float 0005: $7526 = 964.5178 // $ = float 0005: $7527 = 25.8298 // $ = float 0005: $7528 = 530.7483 // $ = float 0005: $7529 = 954.3203 // $ = float 0005: $7530 = 19.5602 // $ = float 0005: $7531 = 560.0611 // $ = float 0005: $7532 = 858.4435 // $ = float 0005: $7533 = 22.8934 // $ = float 0005: $7534 = 535.6741 // $ = float 0005: $7535 = 761.8905 // $ = float 0005: $7536 = 34.4453 // $ = float 0005: $7537 = 436.7039 // $ = float 0005: $7538 = 759.5037 // $ = float 0005: $7539 = 20.3001 // $ = float 0005: $7540 = 416.7489 // $ = float 0005: $7541 = 661.619 // $ = float 0005: $7542 = 14.1113 // $ = float 0005: $7543 = 365.7069 // $ = float 0005: $7544 = 575.3921 // $ = float 0005: $7545 = 13.7494 // $ = float 0005: $7546 = 368.4762 // $ = float 0005: $7547 = 474.9647 // $ = float 0005: $7548 = 21.6989 // $ = float 0005: $7549 = 325.9177 // $ = float 0005: $7550 = 384.3626 // $ = float 0005: $7551 = 16.9171 // $ = float 0005: $7552 = 362.0646 // $ = float 0005: $7553 = 291.0115 // $ = float 0005: $7554 = 22.9123 // $ = float 0005: $7555 = 299.0425 // $ = float 0005: $7556 = 366.165 // $ = float 0005: $7557 = 44.0408 // $ = float 0050: gosub @HELI3SC_1487 00BC: text_highpriority 'HELI_1A' time 15000 1 018A: $7875 = create_checkpoint_at $7879 $7880 $7881 0165: set_marker $7875 color_to 5 018B: set_marker $7875 display 2 0168: set_marker $7875 size 3 018A: $7876 = create_checkpoint_at $7882 $7883 $7884 0165: set_marker $7876 color_to 5 018B: set_marker $7876 display 2 0168: set_marker $7876 size 2 0166: set_marker $7876 brightness_to 1 0004: $7878 = 0 // $ = int 03C3: set_timer_with_text_to $7878 type 0 text 'RACES' 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @HELI3SC_746 00DA: $7874 = player $PLAYER_CHAR car 0002: jump @HELI3SC_753 :HELI3SC_746 0002: jump @HELI3SC_1144 :HELI3SC_753 00D6: if 8038: not $7877 == 17 // $ == int 004D: jump_if_false @HELI3SC_1137 0001: wait 0 ms 00D6: if 0119: car $7874 wrecked 004D: jump_if_false @HELI3SC_798 0002: jump @HELI3SC_1144 :HELI3SC_798 00D6: if 80DC: not player $PLAYER_CHAR in_car $7874 004D: jump_if_false @HELI3SC_824 0002: jump @HELI3SC_1144 :HELI3SC_824 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $7879 $7880 $7881 radius 5.0 5.0 5.0 004D: jump_if_false @HELI3SC_1050 018C: play_sound 1 at 0.0 0.0 0.0 0008: $7877 += 1 // $ += int 0164: disable_marker $7875 0164: disable_marker $7876 0050: gosub @HELI3SC_1487 018A: $7875 = create_checkpoint_at $7879 $7880 $7881 0165: set_marker $7875 color_to 5 018B: set_marker $7875 display 2 0168: set_marker $7875 size 3 00D6: if 001A: 16 > $7877 // int > $ 004D: jump_if_false @HELI3SC_1043 018A: $7876 = create_checkpoint_at $7882 $7883 $7884 018B: set_marker $7876 display 2 0168: set_marker $7876 size 2 0166: set_marker $7876 brightness_to 1 00D6: if 001A: 15 > $7877 // int > $ 004D: jump_if_false @HELI3SC_1029 0165: set_marker $7876 color_to 5 0002: jump @HELI3SC_1036 :HELI3SC_1029 0165: set_marker $7876 color_to 0 :HELI3SC_1036 0002: jump @HELI3SC_1050 :HELI3SC_1043 0165: set_marker $7875 color_to 0 :HELI3SC_1050 00D6: if 0038: $7877 == 16 // $ == int 004D: jump_if_false @HELI3SC_1102 04D5: create_corona_at $7879 $7880 $7881 radius 4.5 type 6 flare 0 RGB 200 0 0 0002: jump @HELI3SC_1130 :HELI3SC_1102 04D5: create_corona_at $7879 $7880 $7881 radius 4.5 type 6 flare 0 RGB 200 0 200 :HELI3SC_1130 0002: jump @HELI3SC_753 :HELI3SC_1137 0002: jump @HELI3SC_1161 :HELI3SC_1144 00BC: text_highpriority 'HELI_F1' time 5000 1 0051: return :HELI3SC_1161 01E3: text_1number_styled 'HELI_1B' number 100 time 5000 style 1 0109: player $PLAYER_CHAR money += 100 0110: clear_player $PLAYER_CHAR wanted_level 0394: play_music 1 00D6: if 0038: $1586 == 0 // $ == int 004D: jump_if_false @HELI3SC_1225 030C: progress_made += 1 0595: mission_complete 0004: $1586 = 1 // $ = int :HELI3SC_1225 0014: $7878 /= 1000 // $ /= int 042E: register_lowest_int_stat 14 to $7878 0084: $7457 = $7878 // $ = $ int 0014: $7457 /= 60 // $ /= int 0084: $7451 = $7457 // $ = $ int 0010: $7451 *= 60 // $ *= int 0084: $7458 = $7878 // $ = $ int 0060: $7458 -= $7451 // $ -= $ int 00D6: if 001C: $415 > $7878 // $ > $ int 004D: jump_if_false @HELI3SC_1387 0084: $415 = $7878 // $ = $ int 00D6: if 0018: $7458 > 9 // $ > int 004D: jump_if_false @HELI3SC_1359 02FD: text_2numbers_highpriority 'RACES17' $7457 $7458 time 10000 1 0002: jump @HELI3SC_1380 :HELI3SC_1359 02FD: text_2numbers_highpriority 'RACES20' $7457 $7458 time 10000 1 :HELI3SC_1380 0002: jump @HELI3SC_1454 :HELI3SC_1387 00D6: if 0018: $7458 > 9 // $ > int 004D: jump_if_false @HELI3SC_1433 02FD: text_2numbers_highpriority 'RACES_9' $7457 $7458 time 10000 1 0002: jump @HELI3SC_1454 :HELI3SC_1433 02FD: text_2numbers_highpriority 'RACES21' $7457 $7458 time 10000 1 :HELI3SC_1454 0051: return :HELI3SC_1456 0004: $ONMISSION = 0 // $ = int 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 014F: stop_timer $7878 0164: disable_marker $7875 0164: disable_marker $7876 00D8: mission_cleanup 0051: return :HELI3SC_1487 00D6: if 0038: $7877 == 0 // $ == int 004D: jump_if_false @HELI3SC_1553 0086: $7879 = $7507 // $ = $ float 0086: $7880 = $7508 // $ = $ float 0086: $7881 = $7509 // $ = $ float 0086: $7882 = $7510 // $ = $ float 0086: $7883 = $7511 // $ = $ float 0086: $7884 = $7512 // $ = $ float :HELI3SC_1553 00D6: if 0038: $7877 == 1 // $ == int 004D: jump_if_false @HELI3SC_1619 0086: $7879 = $7510 // $ = $ float 0086: $7880 = $7511 // $ = $ float 0086: $7881 = $7512 // $ = $ float 0086: $7882 = $7513 // $ = $ float 0086: $7883 = $7514 // $ = $ float 0086: $7884 = $7515 // $ = $ float :HELI3SC_1619 00D6: if 0038: $7877 == 2 // $ == int 004D: jump_if_false @HELI3SC_1685 0086: $7879 = $7513 // $ = $ float 0086: $7880 = $7514 // $ = $ float 0086: $7881 = $7515 // $ = $ float 0086: $7882 = $7516 // $ = $ float 0086: $7883 = $7517 // $ = $ float 0086: $7884 = $7518 // $ = $ float :HELI3SC_1685 00D6: if 0038: $7877 == 3 // $ == int 004D: jump_if_false @HELI3SC_1751 0086: $7879 = $7516 // $ = $ float 0086: $7880 = $7517 // $ = $ float 0086: $7881 = $7518 // $ = $ float 0086: $7882 = $7519 // $ = $ float 0086: $7883 = $7520 // $ = $ float 0086: $7884 = $7521 // $ = $ float :HELI3SC_1751 00D6: if 0038: $7877 == 4 // $ == int 004D: jump_if_false @HELI3SC_1817 0086: $7879 = $7519 // $ = $ float 0086: $7880 = $7520 // $ = $ float 0086: $7881 = $7521 // $ = $ float 0086: $7882 = $7522 // $ = $ float 0086: $7883 = $7523 // $ = $ float 0086: $7884 = $7524 // $ = $ float :HELI3SC_1817 00D6: if 0038: $7877 == 5 // $ == int 004D: jump_if_false @HELI3SC_1883 0086: $7879 = $7522 // $ = $ float 0086: $7880 = $7523 // $ = $ float 0086: $7881 = $7524 // $ = $ float 0086: $7882 = $7525 // $ = $ float 0086: $7883 = $7526 // $ = $ float 0086: $7884 = $7527 // $ = $ float :HELI3SC_1883 00D6: if 0038: $7877 == 6 // $ == int 004D: jump_if_false @HELI3SC_1949 0086: $7879 = $7525 // $ = $ float 0086: $7880 = $7526 // $ = $ float 0086: $7881 = $7527 // $ = $ float 0086: $7882 = $7528 // $ = $ float 0086: $7883 = $7529 // $ = $ float 0086: $7884 = $7530 // $ = $ float :HELI3SC_1949 00D6: if 0038: $7877 == 7 // $ == int 004D: jump_if_false @HELI3SC_2015 0086: $7879 = $7528 // $ = $ float 0086: $7880 = $7529 // $ = $ float 0086: $7881 = $7530 // $ = $ float 0086: $7882 = $7531 // $ = $ float 0086: $7883 = $7532 // $ = $ float 0086: $7884 = $7533 // $ = $ float :HELI3SC_2015 00D6: if 0038: $7877 == 8 // $ == int 004D: jump_if_false @HELI3SC_2081 0086: $7879 = $7531 // $ = $ float 0086: $7880 = $7532 // $ = $ float 0086: $7881 = $7533 // $ = $ float 0086: $7882 = $7534 // $ = $ float 0086: $7883 = $7535 // $ = $ float 0086: $7884 = $7536 // $ = $ float :HELI3SC_2081 00D6: if 0038: $7877 == 9 // $ == int 004D: jump_if_false @HELI3SC_2147 0086: $7879 = $7534 // $ = $ float 0086: $7880 = $7535 // $ = $ float 0086: $7881 = $7536 // $ = $ float 0086: $7882 = $7537 // $ = $ float 0086: $7883 = $7538 // $ = $ float 0086: $7884 = $7539 // $ = $ float :HELI3SC_2147 00D6: if 0038: $7877 == 10 // $ == int 004D: jump_if_false @HELI3SC_2213 0086: $7879 = $7537 // $ = $ float 0086: $7880 = $7538 // $ = $ float 0086: $7881 = $7539 // $ = $ float 0086: $7882 = $7540 // $ = $ float 0086: $7883 = $7541 // $ = $ float 0086: $7884 = $7542 // $ = $ float :HELI3SC_2213 00D6: if 0038: $7877 == 11 // $ == int 004D: jump_if_false @HELI3SC_2279 0086: $7879 = $7540 // $ = $ float 0086: $7880 = $7541 // $ = $ float 0086: $7881 = $7542 // $ = $ float 0086: $7882 = $7543 // $ = $ float 0086: $7883 = $7544 // $ = $ float 0086: $7884 = $7545 // $ = $ float :HELI3SC_2279 00D6: if 0038: $7877 == 12 // $ == int 004D: jump_if_false @HELI3SC_2345 0086: $7879 = $7543 // $ = $ float 0086: $7880 = $7544 // $ = $ float 0086: $7881 = $7545 // $ = $ float 0086: $7882 = $7546 // $ = $ float 0086: $7883 = $7547 // $ = $ float 0086: $7884 = $7548 // $ = $ float :HELI3SC_2345 00D6: if 0038: $7877 == 13 // $ == int 004D: jump_if_false @HELI3SC_2411 0086: $7879 = $7546 // $ = $ float 0086: $7880 = $7547 // $ = $ float 0086: $7881 = $7548 // $ = $ float 0086: $7882 = $7549 // $ = $ float 0086: $7883 = $7550 // $ = $ float 0086: $7884 = $7551 // $ = $ float :HELI3SC_2411 00D6: if 0038: $7877 == 14 // $ == int 004D: jump_if_false @HELI3SC_2477 0086: $7879 = $7549 // $ = $ float 0086: $7880 = $7550 // $ = $ float 0086: $7881 = $7551 // $ = $ float 0086: $7882 = $7552 // $ = $ float 0086: $7883 = $7553 // $ = $ float 0086: $7884 = $7554 // $ = $ float :HELI3SC_2477 00D6: if 0038: $7877 == 15 // $ == int 004D: jump_if_false @HELI3SC_2543 0086: $7879 = $7552 // $ = $ float 0086: $7880 = $7553 // $ = $ float 0086: $7881 = $7554 // $ = $ float 0086: $7882 = $7555 // $ = $ float 0086: $7883 = $7556 // $ = $ float 0086: $7884 = $7557 // $ = $ float :HELI3SC_2543 00D6: if 0038: $7877 == 16 // $ == int 004D: jump_if_false @HELI3SC_2609 0086: $7879 = $7555 // $ = $ float 0086: $7880 = $7556 // $ = $ float 0086: $7881 = $7557 // $ = $ float 0086: $7882 = $7558 // $ = $ float 0086: $7883 = $7559 // $ = $ float 0086: $7884 = $7560 // $ = $ float :HELI3SC_2609 00D6: if 0038: $7877 == 17 // $ == int 004D: jump_if_false @HELI3SC_2675 0086: $7879 = $7558 // $ = $ float 0086: $7880 = $7559 // $ = $ float 0086: $7881 = $7560 // $ = $ float 0086: $7882 = $7561 // $ = $ float 0086: $7883 = $7562 // $ = $ float 0086: $7884 = $7563 // $ = $ float :HELI3SC_2675 00D6: if 0038: $7877 == 18 // $ == int 004D: jump_if_false @HELI3SC_2741 0086: $7879 = $7561 // $ = $ float 0086: $7880 = $7562 // $ = $ float 0086: $7881 = $7563 // $ = $ float 0086: $7882 = $7564 // $ = $ float 0086: $7883 = $7565 // $ = $ float 0086: $7884 = $7566 // $ = $ float :HELI3SC_2741 00D6: if 0038: $7877 == 19 // $ == int 004D: jump_if_false @HELI3SC_2807 0086: $7879 = $7564 // $ = $ float 0086: $7880 = $7565 // $ = $ float 0086: $7881 = $7566 // $ = $ float 0086: $7882 = $7567 // $ = $ float 0086: $7883 = $7568 // $ = $ float 0086: $7884 = $7569 // $ = $ float :HELI3SC_2807 00D6: if 0038: $7877 == 20 // $ == int 004D: jump_if_false @HELI3SC_2873 0086: $7879 = $7567 // $ = $ float 0086: $7880 = $7568 // $ = $ float 0086: $7881 = $7569 // $ = $ float 0086: $7882 = $7570 // $ = $ float 0086: $7883 = $7571 // $ = $ float 0086: $7884 = $7572 // $ = $ float :HELI3SC_2873 00D6: if 0038: $7877 == 21 // $ == int 004D: jump_if_false @HELI3SC_2939 0086: $7879 = $7570 // $ = $ float 0086: $7880 = $7571 // $ = $ float 0086: $7881 = $7572 // $ = $ float 0086: $7882 = $7573 // $ = $ float 0086: $7883 = $7574 // $ = $ float 0086: $7884 = $7575 // $ = $ float :HELI3SC_2939 00D6: if 0038: $7877 == 22 // $ == int 004D: jump_if_false @HELI3SC_3005 0086: $7879 = $7573 // $ = $ float 0086: $7880 = $7574 // $ = $ float 0086: $7881 = $7575 // $ = $ float 0086: $7882 = $7576 // $ = $ float 0086: $7883 = $7577 // $ = $ float 0086: $7884 = $7578 // $ = $ float :HELI3SC_3005 00D6: if 0038: $7877 == 23 // $ == int 004D: jump_if_false @HELI3SC_3071 0086: $7879 = $7576 // $ = $ float 0086: $7880 = $7577 // $ = $ float 0086: $7881 = $7578 // $ = $ float 0086: $7882 = $7579 // $ = $ float 0086: $7883 = $7580 // $ = $ float 0086: $7884 = $7581 // $ = $ float :HELI3SC_3071 00D6: if 0038: $7877 == 24 // $ == int 004D: jump_if_false @HELI3SC_3137 0086: $7879 = $7579 // $ = $ float 0086: $7880 = $7580 // $ = $ float 0086: $7881 = $7581 // $ = $ float 0086: $7882 = $7582 // $ = $ float 0086: $7883 = $7583 // $ = $ float 0086: $7884 = $7584 // $ = $ float :HELI3SC_3137 00D6: if 0038: $7877 == 25 // $ == int 004D: jump_if_false @HELI3SC_3203 0086: $7879 = $7582 // $ = $ float 0086: $7880 = $7583 // $ = $ float 0086: $7881 = $7584 // $ = $ float 0086: $7882 = $7585 // $ = $ float 0086: $7883 = $7586 // $ = $ float 0086: $7884 = $7587 // $ = $ float :HELI3SC_3203 00D6: if 0038: $7877 == 26 // $ == int 004D: jump_if_false @HELI3SC_3269 0086: $7879 = $7585 // $ = $ float 0086: $7880 = $7586 // $ = $ float 0086: $7881 = $7587 // $ = $ float 0086: $7882 = $7588 // $ = $ float 0086: $7883 = $7589 // $ = $ float 0086: $7884 = $7590 // $ = $ float :HELI3SC_3269 00D6: if 0038: $7877 == 27 // $ == int 004D: jump_if_false @HELI3SC_3335 0086: $7879 = $7588 // $ = $ float 0086: $7880 = $7589 // $ = $ float 0086: $7881 = $7590 // $ = $ float 0086: $7882 = $7591 // $ = $ float 0086: $7883 = $7592 // $ = $ float 0086: $7884 = $7593 // $ = $ float :HELI3SC_3335 00D6: if 0038: $7877 == 28 // $ == int 004D: jump_if_false @HELI3SC_3401 0086: $7879 = $7591 // $ = $ float 0086: $7880 = $7592 // $ = $ float 0086: $7881 = $7593 // $ = $ float 0086: $7882 = $7591 // $ = $ float 0086: $7883 = $7592 // $ = $ float 0086: $7884 = $7593 // $ = $ float :HELI3SC_3401 0051: return //-------------Mission 87--------------- // Originally: Little Haiti Chopper Checkpoint :HELI4SC 0050: gosub @HELI4SC_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @HELI4SC_27 0050: gosub @HELI4SC_1294 :HELI4SC_27 0050: gosub @HELI4SC_1606 004E: end_thread :HELI4SC_36 0004: $ONMISSION = 1 // $ = int 0004: $7877 = 0 // $ = int 03A4: name_thread 'HELI4SC' 0001: wait 0 ms 00D6: if 0038: $1587 == 0 // $ == int 004D: jump_if_false @HELI4SC_84 0317: increment_mission_attempts :HELI4SC_84 0005: $7507 = -884.2508 // $ = float 0005: $7508 = 236.4205 // $ = float 0005: $7509 = 14.9104 // $ = float 0005: $7510 = -877.2639 // $ = float 0005: $7511 = 136.5762 // $ = float 0005: $7512 = 15.8618 // $ = float 0005: $7513 = -962.5753 // $ = float 0005: $7514 = 84.3949 // $ = float 0005: $7515 = 15.367 // $ = float 0005: $7516 = -1008.986 // $ = float 0005: $7517 = -4.1791 // $ = float 0005: $7518 = 20.8638 // $ = float 0005: $7519 = -1024.417 // $ = float 0005: $7520 = -103.199 // $ = float 0005: $7521 = 16.4677 // $ = float 0005: $7522 = -1047.055 // $ = float 0005: $7523 = -200.7326 // $ = float 0005: $7524 = 12.6881 // $ = float 0005: $7525 = -1089.4 // $ = float 0005: $7526 = -290.992 // $ = float 0005: $7527 = 21.5889 // $ = float 0005: $7528 = -1107.393 // $ = float 0005: $7529 = -389.5861 // $ = float 0005: $7530 = 16.4733 // $ = float 0005: $7531 = -1071.663 // $ = float 0005: $7532 = -482.9736 // $ = float 0005: $7533 = 12.8348 // $ = float 0005: $7534 = -1041.907 // $ = float 0005: $7535 = -578.0964 // $ = float 0005: $7536 = 24.6455 // $ = float 0005: $7537 = -1097.65 // $ = float 0005: $7538 = -661.3502 // $ = float 0005: $7539 = 26.4531 // $ = float 0005: $7540 = -1171.575 // $ = float 0005: $7541 = -594.0601 // $ = float 0005: $7542 = 23.3888 // $ = float 0005: $7543 = -1151.249 // $ = float 0005: $7544 = -495.8622 // $ = float 0005: $7545 = 23.6951 // $ = float 0005: $7546 = -1150.541 // $ = float 0005: $7547 = -395.9956 // $ = float 0005: $7548 = 14.4461 // $ = float 0005: $7549 = -1120.839 // $ = float 0005: $7550 = -300.5818 // $ = float 0005: $7551 = 19.9118 // $ = float 0005: $7552 = -1154.166 // $ = float 0005: $7553 = -206.2119 // $ = float 0005: $7554 = 28.8656 // $ = float 0005: $7555 = -1174.708 // $ = float 0005: $7556 = -109.0531 // $ = float 0005: $7557 = 16.0939 // $ = float 0005: $7558 = -1093.543 // $ = float 0005: $7559 = -50.4117 // $ = float 0005: $7560 = 19.3924 // $ = float 0005: $7561 = -1039.967 // $ = float 0005: $7562 = 34.2455 // $ = float 0005: $7563 = 22.2088 // $ = float 0005: $7564 = -1011.107 // $ = float 0005: $7565 = 129.8569 // $ = float 0005: $7566 = 14.767 // $ = float 0005: $7567 = -944.9561 // $ = float 0005: $7568 = 204.9092 // $ = float 0005: $7569 = 17.2276 // $ = float 0005: $7570 = -894.7881 // $ = float 0005: $7571 = 290.9517 // $ = float 0005: $7572 = 27.5338 // $ = float 0050: gosub @HELI4SC_1637 00BC: text_highpriority 'HELI_1A' time 15000 1 018A: $7875 = create_checkpoint_at $7879 $7880 $7881 0165: set_marker $7875 color_to 5 018B: set_marker $7875 display 2 0168: set_marker $7875 size 3 018A: $7876 = create_checkpoint_at $7882 $7883 $7884 0165: set_marker $7876 color_to 5 018B: set_marker $7876 display 2 0168: set_marker $7876 size 2 0166: set_marker $7876 brightness_to 1 0004: $7878 = 0 // $ = int 03C3: set_timer_with_text_to $7878 type 0 text 'RACES' 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @HELI4SC_896 00DA: $7874 = player $PLAYER_CHAR car 0002: jump @HELI4SC_903 :HELI4SC_896 0002: jump @HELI4SC_1294 :HELI4SC_903 00D6: if 8038: not $7877 == 22 // $ == int 004D: jump_if_false @HELI4SC_1287 0001: wait 0 ms 00D6: if 0119: car $7874 wrecked 004D: jump_if_false @HELI4SC_948 0002: jump @HELI4SC_1294 :HELI4SC_948 00D6: if 80DC: not player $PLAYER_CHAR in_car $7874 004D: jump_if_false @HELI4SC_974 0002: jump @HELI4SC_1294 :HELI4SC_974 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $7879 $7880 $7881 radius 5.0 5.0 5.0 004D: jump_if_false @HELI4SC_1200 018C: play_sound 1 at 0.0 0.0 0.0 0008: $7877 += 1 // $ += int 0164: disable_marker $7875 0164: disable_marker $7876 0050: gosub @HELI4SC_1637 018A: $7875 = create_checkpoint_at $7879 $7880 $7881 0165: set_marker $7875 color_to 5 018B: set_marker $7875 display 2 0168: set_marker $7875 size 3 00D6: if 001A: 21 > $7877 // int > $ 004D: jump_if_false @HELI4SC_1193 018A: $7876 = create_checkpoint_at $7882 $7883 $7884 018B: set_marker $7876 display 2 0168: set_marker $7876 size 2 0166: set_marker $7876 brightness_to 1 00D6: if 001A: 20 > $7877 // int > $ 004D: jump_if_false @HELI4SC_1179 0165: set_marker $7876 color_to 5 0002: jump @HELI4SC_1186 :HELI4SC_1179 0165: set_marker $7876 color_to 0 :HELI4SC_1186 0002: jump @HELI4SC_1200 :HELI4SC_1193 0165: set_marker $7875 color_to 0 :HELI4SC_1200 00D6: if 0038: $7877 == 21 // $ == int 004D: jump_if_false @HELI4SC_1252 04D5: create_corona_at $7879 $7880 $7881 radius 4.5 type 6 flare 0 RGB 200 0 0 0002: jump @HELI4SC_1280 :HELI4SC_1252 04D5: create_corona_at $7879 $7880 $7881 radius 4.5 type 6 flare 0 RGB 200 0 200 :HELI4SC_1280 0002: jump @HELI4SC_903 :HELI4SC_1287 0002: jump @HELI4SC_1311 :HELI4SC_1294 00BC: text_highpriority 'HELI_F1' time 5000 1 0051: return :HELI4SC_1311 01E3: text_1number_styled 'HELI_1B' number 100 time 5000 style 1 0109: player $PLAYER_CHAR money += 100 0110: clear_player $PLAYER_CHAR wanted_level 0394: play_music 1 00D6: if 0038: $1587 == 0 // $ == int 004D: jump_if_false @HELI4SC_1375 030C: progress_made += 1 0595: mission_complete 0004: $1587 = 1 // $ = int :HELI4SC_1375 0014: $7878 /= 1000 // $ /= int 042E: register_lowest_int_stat 15 to $7878 0084: $7457 = $7878 // $ = $ int 0014: $7457 /= 60 // $ /= int 0084: $7451 = $7457 // $ = $ int 0010: $7451 *= 60 // $ *= int 0084: $7458 = $7878 // $ = $ int 0060: $7458 -= $7451 // $ -= $ int 00D6: if 001C: $416 > $7878 // $ > $ int 004D: jump_if_false @HELI4SC_1537 0084: $416 = $7878 // $ = $ int 00D6: if 0018: $7458 > 9 // $ > int 004D: jump_if_false @HELI4SC_1509 02FD: text_2numbers_highpriority 'RACES17' $7457 $7458 time 10000 1 0002: jump @HELI4SC_1530 :HELI4SC_1509 02FD: text_2numbers_highpriority 'RACES20' $7457 $7458 time 10000 1 :HELI4SC_1530 0002: jump @HELI4SC_1604 :HELI4SC_1537 00D6: if 0018: $7458 > 9 // $ > int 004D: jump_if_false @HELI4SC_1583 02FD: text_2numbers_highpriority 'RACES_9' $7457 $7458 time 10000 1 0002: jump @HELI4SC_1604 :HELI4SC_1583 02FD: text_2numbers_highpriority 'RACES21' $7457 $7458 time 10000 1 :HELI4SC_1604 0051: return :HELI4SC_1606 0004: $ONMISSION = 0 // $ = int 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 014F: stop_timer $7878 0164: disable_marker $7875 0164: disable_marker $7876 00D8: mission_cleanup 0051: return :HELI4SC_1637 00D6: if 0038: $7877 == 0 // $ == int 004D: jump_if_false @HELI4SC_1703 0086: $7879 = $7507 // $ = $ float 0086: $7880 = $7508 // $ = $ float 0086: $7881 = $7509 // $ = $ float 0086: $7882 = $7510 // $ = $ float 0086: $7883 = $7511 // $ = $ float 0086: $7884 = $7512 // $ = $ float :HELI4SC_1703 00D6: if 0038: $7877 == 1 // $ == int 004D: jump_if_false @HELI4SC_1769 0086: $7879 = $7510 // $ = $ float 0086: $7880 = $7511 // $ = $ float 0086: $7881 = $7512 // $ = $ float 0086: $7882 = $7513 // $ = $ float 0086: $7883 = $7514 // $ = $ float 0086: $7884 = $7515 // $ = $ float :HELI4SC_1769 00D6: if 0038: $7877 == 2 // $ == int 004D: jump_if_false @HELI4SC_1835 0086: $7879 = $7513 // $ = $ float 0086: $7880 = $7514 // $ = $ float 0086: $7881 = $7515 // $ = $ float 0086: $7882 = $7516 // $ = $ float 0086: $7883 = $7517 // $ = $ float 0086: $7884 = $7518 // $ = $ float :HELI4SC_1835 00D6: if 0038: $7877 == 3 // $ == int 004D: jump_if_false @HELI4SC_1901 0086: $7879 = $7516 // $ = $ float 0086: $7880 = $7517 // $ = $ float 0086: $7881 = $7518 // $ = $ float 0086: $7882 = $7519 // $ = $ float 0086: $7883 = $7520 // $ = $ float 0086: $7884 = $7521 // $ = $ float :HELI4SC_1901 00D6: if 0038: $7877 == 4 // $ == int 004D: jump_if_false @HELI4SC_1967 0086: $7879 = $7519 // $ = $ float 0086: $7880 = $7520 // $ = $ float 0086: $7881 = $7521 // $ = $ float 0086: $7882 = $7522 // $ = $ float 0086: $7883 = $7523 // $ = $ float 0086: $7884 = $7524 // $ = $ float :HELI4SC_1967 00D6: if 0038: $7877 == 5 // $ == int 004D: jump_if_false @HELI4SC_2033 0086: $7879 = $7522 // $ = $ float 0086: $7880 = $7523 // $ = $ float 0086: $7881 = $7524 // $ = $ float 0086: $7882 = $7525 // $ = $ float 0086: $7883 = $7526 // $ = $ float 0086: $7884 = $7527 // $ = $ float :HELI4SC_2033 00D6: if 0038: $7877 == 6 // $ == int 004D: jump_if_false @HELI4SC_2099 0086: $7879 = $7525 // $ = $ float 0086: $7880 = $7526 // $ = $ float 0086: $7881 = $7527 // $ = $ float 0086: $7882 = $7528 // $ = $ float 0086: $7883 = $7529 // $ = $ float 0086: $7884 = $7530 // $ = $ float :HELI4SC_2099 00D6: if 0038: $7877 == 7 // $ == int 004D: jump_if_false @HELI4SC_2165 0086: $7879 = $7528 // $ = $ float 0086: $7880 = $7529 // $ = $ float 0086: $7881 = $7530 // $ = $ float 0086: $7882 = $7531 // $ = $ float 0086: $7883 = $7532 // $ = $ float 0086: $7884 = $7533 // $ = $ float :HELI4SC_2165 00D6: if 0038: $7877 == 8 // $ == int 004D: jump_if_false @HELI4SC_2231 0086: $7879 = $7531 // $ = $ float 0086: $7880 = $7532 // $ = $ float 0086: $7881 = $7533 // $ = $ float 0086: $7882 = $7534 // $ = $ float 0086: $7883 = $7535 // $ = $ float 0086: $7884 = $7536 // $ = $ float :HELI4SC_2231 00D6: if 0038: $7877 == 9 // $ == int 004D: jump_if_false @HELI4SC_2297 0086: $7879 = $7534 // $ = $ float 0086: $7880 = $7535 // $ = $ float 0086: $7881 = $7536 // $ = $ float 0086: $7882 = $7537 // $ = $ float 0086: $7883 = $7538 // $ = $ float 0086: $7884 = $7539 // $ = $ float :HELI4SC_2297 00D6: if 0038: $7877 == 10 // $ == int 004D: jump_if_false @HELI4SC_2363 0086: $7879 = $7537 // $ = $ float 0086: $7880 = $7538 // $ = $ float 0086: $7881 = $7539 // $ = $ float 0086: $7882 = $7540 // $ = $ float 0086: $7883 = $7541 // $ = $ float 0086: $7884 = $7542 // $ = $ float :HELI4SC_2363 00D6: if 0038: $7877 == 11 // $ == int 004D: jump_if_false @HELI4SC_2429 0086: $7879 = $7540 // $ = $ float 0086: $7880 = $7541 // $ = $ float 0086: $7881 = $7542 // $ = $ float 0086: $7882 = $7543 // $ = $ float 0086: $7883 = $7544 // $ = $ float 0086: $7884 = $7545 // $ = $ float :HELI4SC_2429 00D6: if 0038: $7877 == 12 // $ == int 004D: jump_if_false @HELI4SC_2495 0086: $7879 = $7543 // $ = $ float 0086: $7880 = $7544 // $ = $ float 0086: $7881 = $7545 // $ = $ float 0086: $7882 = $7546 // $ = $ float 0086: $7883 = $7547 // $ = $ float 0086: $7884 = $7548 // $ = $ float :HELI4SC_2495 00D6: if 0038: $7877 == 13 // $ == int 004D: jump_if_false @HELI4SC_2561 0086: $7879 = $7546 // $ = $ float 0086: $7880 = $7547 // $ = $ float 0086: $7881 = $7548 // $ = $ float 0086: $7882 = $7549 // $ = $ float 0086: $7883 = $7550 // $ = $ float 0086: $7884 = $7551 // $ = $ float :HELI4SC_2561 00D6: if 0038: $7877 == 14 // $ == int 004D: jump_if_false @HELI4SC_2627 0086: $7879 = $7549 // $ = $ float 0086: $7880 = $7550 // $ = $ float 0086: $7881 = $7551 // $ = $ float 0086: $7882 = $7552 // $ = $ float 0086: $7883 = $7553 // $ = $ float 0086: $7884 = $7554 // $ = $ float :HELI4SC_2627 00D6: if 0038: $7877 == 15 // $ == int 004D: jump_if_false @HELI4SC_2693 0086: $7879 = $7552 // $ = $ float 0086: $7880 = $7553 // $ = $ float 0086: $7881 = $7554 // $ = $ float 0086: $7882 = $7555 // $ = $ float 0086: $7883 = $7556 // $ = $ float 0086: $7884 = $7557 // $ = $ float :HELI4SC_2693 00D6: if 0038: $7877 == 16 // $ == int 004D: jump_if_false @HELI4SC_2759 0086: $7879 = $7555 // $ = $ float 0086: $7880 = $7556 // $ = $ float 0086: $7881 = $7557 // $ = $ float 0086: $7882 = $7558 // $ = $ float 0086: $7883 = $7559 // $ = $ float 0086: $7884 = $7560 // $ = $ float :HELI4SC_2759 00D6: if 0038: $7877 == 17 // $ == int 004D: jump_if_false @HELI4SC_2825 0086: $7879 = $7558 // $ = $ float 0086: $7880 = $7559 // $ = $ float 0086: $7881 = $7560 // $ = $ float 0086: $7882 = $7561 // $ = $ float 0086: $7883 = $7562 // $ = $ float 0086: $7884 = $7563 // $ = $ float :HELI4SC_2825 00D6: if 0038: $7877 == 18 // $ == int 004D: jump_if_false @HELI4SC_2891 0086: $7879 = $7561 // $ = $ float 0086: $7880 = $7562 // $ = $ float 0086: $7881 = $7563 // $ = $ float 0086: $7882 = $7564 // $ = $ float 0086: $7883 = $7565 // $ = $ float 0086: $7884 = $7566 // $ = $ float :HELI4SC_2891 00D6: if 0038: $7877 == 19 // $ == int 004D: jump_if_false @HELI4SC_2957 0086: $7879 = $7564 // $ = $ float 0086: $7880 = $7565 // $ = $ float 0086: $7881 = $7566 // $ = $ float 0086: $7882 = $7567 // $ = $ float 0086: $7883 = $7568 // $ = $ float 0086: $7884 = $7569 // $ = $ float :HELI4SC_2957 00D6: if 0038: $7877 == 20 // $ == int 004D: jump_if_false @HELI4SC_3023 0086: $7879 = $7567 // $ = $ float 0086: $7880 = $7568 // $ = $ float 0086: $7881 = $7569 // $ = $ float 0086: $7882 = $7570 // $ = $ float 0086: $7883 = $7571 // $ = $ float 0086: $7884 = $7572 // $ = $ float :HELI4SC_3023 00D6: if 0038: $7877 == 21 // $ == int 004D: jump_if_false @HELI4SC_3089 0086: $7879 = $7570 // $ = $ float 0086: $7880 = $7571 // $ = $ float 0086: $7881 = $7572 // $ = $ float 0086: $7882 = $7573 // $ = $ float 0086: $7883 = $7574 // $ = $ float 0086: $7884 = $7575 // $ = $ float :HELI4SC_3089 00D6: if 0038: $7877 == 22 // $ == int 004D: jump_if_false @HELI4SC_3155 0086: $7879 = $7573 // $ = $ float 0086: $7880 = $7574 // $ = $ float 0086: $7881 = $7575 // $ = $ float 0086: $7882 = $7576 // $ = $ float 0086: $7883 = $7577 // $ = $ float 0086: $7884 = $7578 // $ = $ float :HELI4SC_3155 00D6: if 0038: $7877 == 23 // $ == int 004D: jump_if_false @HELI4SC_3221 0086: $7879 = $7576 // $ = $ float 0086: $7880 = $7577 // $ = $ float 0086: $7881 = $7578 // $ = $ float 0086: $7882 = $7579 // $ = $ float 0086: $7883 = $7580 // $ = $ float 0086: $7884 = $7581 // $ = $ float :HELI4SC_3221 00D6: if 0038: $7877 == 24 // $ == int 004D: jump_if_false @HELI4SC_3287 0086: $7879 = $7579 // $ = $ float 0086: $7880 = $7580 // $ = $ float 0086: $7881 = $7581 // $ = $ float 0086: $7882 = $7582 // $ = $ float 0086: $7883 = $7583 // $ = $ float 0086: $7884 = $7584 // $ = $ float :HELI4SC_3287 00D6: if 0038: $7877 == 25 // $ == int 004D: jump_if_false @HELI4SC_3353 0086: $7879 = $7582 // $ = $ float 0086: $7880 = $7583 // $ = $ float 0086: $7881 = $7584 // $ = $ float 0086: $7882 = $7585 // $ = $ float 0086: $7883 = $7586 // $ = $ float 0086: $7884 = $7587 // $ = $ float :HELI4SC_3353 00D6: if 0038: $7877 == 26 // $ == int 004D: jump_if_false @HELI4SC_3419 0086: $7879 = $7585 // $ = $ float 0086: $7880 = $7586 // $ = $ float 0086: $7881 = $7587 // $ = $ float 0086: $7882 = $7588 // $ = $ float 0086: $7883 = $7589 // $ = $ float 0086: $7884 = $7590 // $ = $ float :HELI4SC_3419 00D6: if 0038: $7877 == 27 // $ == int 004D: jump_if_false @HELI4SC_3485 0086: $7879 = $7588 // $ = $ float 0086: $7880 = $7589 // $ = $ float 0086: $7881 = $7590 // $ = $ float 0086: $7882 = $7591 // $ = $ float 0086: $7883 = $7592 // $ = $ float 0086: $7884 = $7593 // $ = $ float :HELI4SC_3485 00D6: if 0038: $7877 == 28 // $ == int 004D: jump_if_false @HELI4SC_3551 0086: $7879 = $7591 // $ = $ float 0086: $7880 = $7592 // $ = $ float 0086: $7881 = $7593 // $ = $ float 0086: $7882 = $7591 // $ = $ float 0086: $7883 = $7592 // $ = $ float 0086: $7884 = $7593 // $ = $ float :HELI4SC_3551 0051: return //-------------Mission 88--------------- // Originally: Trial by Dirt :BMX_1 0050: gosub @BMX_1_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @BMX_1_27 0050: gosub @BMX_1_4462 :BMX_1_27 0050: gosub @BMX_1_4573 004E: end_thread :BMX_1_36 00D6: if 0038: $363 == 0 // $ == int 004D: jump_if_false @BMX_1_56 0317: increment_mission_attempts :BMX_1_56 03A4: name_thread 'BMX_1' 0004: $ONMISSION = 1 // $ = int 054C: use_GXT_table 'BMX_1' 0001: wait 0 ms 0004: $1745 = 0 // $ = int 0004: $1746 = 1 // $ = int 0004: $1614 = 0 // $ = int 0004: $1747 = 0 // $ = int 0004: $346 = 0 // $ = int 0004: $7885 = 0 // $ = int 0004: $1613 = 0 // $ = int 0004: $1757 = 0 // $ = int 0004: $1765 = 0 // $ = int 0004: $1766 = 0 // $ = int 0004: $1767 = 0 // $ = int 0005: $1670 = -456.0 // $ = float 0005: $1671 = 1417.9 // $ = float 0005: $1672 = 14.24 // $ = float 0005: $1673 = -467.8 // $ = float 0005: $1674 = 1398.7 // $ = float 0005: $1675 = 8.15 // $ = float 0005: $1676 = -488.4 // $ = float 0005: $1677 = 1425.9 // $ = float 0005: $1678 = 14.5 // $ = float 0005: $1679 = -516.8 // $ = float 0005: $1680 = 1409.1 // $ = float 0005: $1681 = 12.6 // $ = float 0005: $1682 = -529.6 // $ = float 0005: $1683 = 1430.0 // $ = float 0005: $1684 = 9.6 // $ = float 0005: $1685 = -556.4 // $ = float 0005: $1686 = 1422.7 // $ = float 0005: $1687 = 10.0 // $ = float 0005: $1688 = -533.55 // $ = float 0005: $1689 = 1455.6 // $ = float 0005: $1690 = 10.3 // $ = float 0005: $1691 = -560.0 // $ = float 0005: $1692 = 1460.0 // $ = float 0005: $1693 = 10.3 // $ = float 0005: $1694 = -528.5 // $ = float 0005: $1695 = 1476.9 // $ = float 0005: $1696 = 10.5 // $ = float 0005: $1697 = -535.0 // $ = float 0005: $1698 = 1500.0 // $ = float 0005: $1699 = 9.8 // $ = float 0005: $1700 = -502.4 // $ = float 0005: $1701 = 1474.6 // $ = float 0005: $1702 = 11.3 // $ = float 0005: $1703 = -500.6 // $ = float 0005: $1704 = 1507.1 // $ = float 0005: $1705 = 9.8 // $ = float 0005: $1706 = -472.2 // $ = float 0005: $1707 = 1490.5 // $ = float 0005: $1708 = 11.0 // $ = float 0005: $1709 = -499.3 // $ = float 0005: $1710 = 1447.5 // $ = float 0005: $1711 = 15.5 // $ = float 0005: $1712 = -450.2 // $ = float 0005: $1713 = 1481.4 // $ = float 0005: $1714 = 9.8 // $ = float 0005: $1715 = -440.6 // $ = float 0005: $1716 = 1455.42 // $ = float 0005: $1717 = 9.8 // $ = float 0005: $1718 = -429.0 // $ = float 0005: $1719 = 1491.8 // $ = float 0005: $1720 = 10.1 // $ = float 0005: $1721 = -418.0 // $ = float 0005: $1722 = 1432.1 // $ = float 0005: $1723 = 10.0 // $ = float 0005: $1724 = -445.0 // $ = float 0005: $1725 = 1439.5 // $ = float 0005: $1726 = 10.4 // $ = float 0005: $1727 = -453.5 // $ = float 0005: $1728 = 1434.6 // $ = float 0005: $1729 = 10.0 // $ = float 01BD: $1749 = current_time_in_ms 018A: $1622 = create_checkpoint_at $1670 $1671 $1672 00D6: if 0018: $1755 > 0 // $ > int 004D: jump_if_false @BMX_1_947 0247: request_model #BARREL4 :BMX_1_805 00D6: if 8248: not model #BARREL4 available 004D: jump_if_false @BMX_1_831 0001: wait 0 ms 0002: jump @BMX_1_805 :BMX_1_831 0107: $7886 = create_object #BARREL4 at -413.0 1434.4 -100.0 0382: set_object $7886 collision_detection 1 0107: $7887 = create_object #BARREL4 at -405.36 1447.12 -100.0 0382: set_object $7887 collision_detection 1 0107: $7888 = create_object #BARREL4 at -400.0 1455.5 -100.0 0382: set_object $7888 collision_detection 1 0107: $7889 = create_object #BARREL4 at -402.73 1465.0 -100.0 0382: set_object $7889 collision_detection 1 :BMX_1_947 00D6: if 0018: $1755 > 2 // $ > int 004D: jump_if_false @BMX_1_1247 0247: request_model #HNA 0247: request_model #HNB 0247: request_model #MACHETE :BMX_1_978 00D6: if or 8248: not model #HNA available 8248: not model #HNB available 8248: not model #MACHETE available 004D: jump_if_false @BMX_1_1013 0001: wait 0 ms 0002: jump @BMX_1_978 :BMX_1_1013 00A5: $1762 = create_car #SANCHEZ at -478.7 1524.0 10.4 0229: set_car $1762 color_to 0 0 0175: set_car $1762 z_angle_to 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 00AF: set_car $1762 driver_behaviour_to 2 04E0: car $1762 abandon_path_radius 255 00A5: $1763 = create_car #SANCHEZ at -476.7 1522.0 10.4 0229: set_car $1763 color_to 0 0 0175: set_car $1763 z_angle_to 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 00AF: set_car $1763 driver_behaviour_to 2 04E0: car $1763 abandon_path_radius 255 00A5: $1764 = create_car #SANCHEZ at -480.7 1525.0 10.4 0229: set_car $1764 color_to 0 0 0175: set_car $1764 z_angle_to 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 00AF: set_car $1764 driver_behaviour_to 2 04E0: car $1764 abandon_path_radius 255 :BMX_1_1247 00D6: if 001A: 2 > $1745 // int > $ 004D: jump_if_false @BMX_1_4302 0001: wait 0 ms 01BD: $1748 = current_time_in_ms 0084: $1747 = $1748 // $ = $ int 0060: $1747 -= $1749 // $ -= $ int 00D6: if 0038: $1613 == 0 // $ == int 004D: jump_if_false @BMX_1_1330 03C3: set_timer_with_text_to $1747 type 0 text 'R_TIME' 0004: $1613 = 1 // $ = int :BMX_1_1330 00D6: if 0038: $1757 == 0 // $ == int 004D: jump_if_false @BMX_1_1370 00BC: text_highpriority 'BMX_HOW' time 5000 1 0004: $1757 = 1 // $ = int :BMX_1_1370 00D6: if and 0038: $1757 == 1 // $ == int 0018: $1747 > 5000 // $ > int 004D: jump_if_false @BMX_1_1418 00BC: text_highpriority 'BMXREW1' time 5000 1 0004: $1757 = 2 // $ = int :BMX_1_1418 00D6: if and 0038: $1757 == 2 // $ == int 0018: $1747 > 10000 // $ > int 004D: jump_if_false @BMX_1_1466 00BC: text_highpriority 'BMXREW2' time 5000 1 0004: $1757 = 3 // $ = int :BMX_1_1466 00D6: if 0038: $1746 == 1 // $ == int 004D: jump_if_false @BMX_1_1593 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1670 $1671 $1672 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1670 $1671 $1672 radius 3.0 3.0 3.0 004D: jump_if_false @BMX_1_1593 0164: disable_marker $1622 018C: play_sound 1 at $1670 $1671 $1672 018A: $1623 = create_checkpoint_at $1673 $1674 $1675 0008: $1746 += 1 // $ += int :BMX_1_1593 00D6: if 0038: $1746 == 2 // $ == int 004D: jump_if_false @BMX_1_1720 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1673 $1674 $1675 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1673 $1674 $1675 radius 3.0 3.0 3.0 004D: jump_if_false @BMX_1_1720 0164: disable_marker $1623 018C: play_sound 1 at $1673 $1674 $1675 018A: $1624 = create_checkpoint_at $1676 $1677 $1678 0008: $1746 += 1 // $ += int :BMX_1_1720 00D6: if 0038: $1746 == 3 // $ == int 004D: jump_if_false @BMX_1_1847 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1676 $1677 $1678 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1676 $1677 $1678 radius 3.0 3.0 3.0 004D: jump_if_false @BMX_1_1847 0164: disable_marker $1624 018C: play_sound 1 at $1676 $1677 $1678 018A: $1625 = create_checkpoint_at $1679 $1680 $1681 0008: $1746 += 1 // $ += int :BMX_1_1847 00D6: if 0038: $1746 == 4 // $ == int 004D: jump_if_false @BMX_1_1974 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1679 $1680 $1681 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1679 $1680 $1681 radius 3.0 3.0 3.0 004D: jump_if_false @BMX_1_1974 0164: disable_marker $1625 018C: play_sound 1 at $1679 $1680 $1681 018A: $1626 = create_checkpoint_at $1682 $1683 $1684 0008: $1746 += 1 // $ += int :BMX_1_1974 00D6: if 0038: $1746 == 5 // $ == int 004D: jump_if_false @BMX_1_2101 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1682 $1683 $1684 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1682 $1683 $1684 radius 3.0 3.0 3.0 004D: jump_if_false @BMX_1_2101 0164: disable_marker $1626 018C: play_sound 1 at $1703 $1704 $1705 018A: $1627 = create_checkpoint_at $1685 $1686 $1687 0008: $1746 += 1 // $ += int :BMX_1_2101 00D6: if 0038: $1746 == 6 // $ == int 004D: jump_if_false @BMX_1_2228 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1685 $1686 $1687 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1685 $1686 $1687 radius 3.0 3.0 3.0 004D: jump_if_false @BMX_1_2228 0164: disable_marker $1627 018C: play_sound 1 at $1685 $1686 $1687 018A: $1628 = create_checkpoint_at $1688 $1689 $1690 0008: $1746 += 1 // $ += int :BMX_1_2228 00D6: if 0038: $1746 == 7 // $ == int 004D: jump_if_false @BMX_1_2355 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1688 $1689 $1690 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1688 $1689 $1690 radius 3.0 3.0 3.0 004D: jump_if_false @BMX_1_2355 0164: disable_marker $1628 018C: play_sound 1 at $1688 $1689 $1690 018A: $1629 = create_checkpoint_at $1691 $1692 $1693 0008: $1746 += 1 // $ += int :BMX_1_2355 00D6: if 0038: $1746 == 8 // $ == int 004D: jump_if_false @BMX_1_2482 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1691 $1692 $1693 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1691 $1692 $1693 radius 3.0 3.0 3.0 004D: jump_if_false @BMX_1_2482 0164: disable_marker $1629 018C: play_sound 1 at $1691 $1692 $1693 018A: $1630 = create_checkpoint_at $1694 $1695 $1696 0008: $1746 += 1 // $ += int :BMX_1_2482 00D6: if 0038: $1746 == 9 // $ == int 004D: jump_if_false @BMX_1_2668 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1694 $1695 $1696 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1694 $1695 $1696 radius 3.0 3.0 3.0 004D: jump_if_false @BMX_1_2668 0164: disable_marker $1630 018C: play_sound 1 at $1694 $1695 $1696 018A: $1631 = create_checkpoint_at $1697 $1698 $1699 0008: $1746 += 1 // $ += int 00D6: if and 0038: $1757 == 3 // $ == int 0018: $1747 > 12000 // $ > int 0018: $1755 > 1 // $ > int 004D: jump_if_false @BMX_1_2668 01B5: force_weather 2 00BC: text_highpriority 'BMXRAIN' time 4000 1 0004: $1757 = 4 // $ = int :BMX_1_2668 00D6: if 0038: $1746 == 10 // $ == int 004D: jump_if_false @BMX_1_2795 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1697 $1698 $1699 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1697 $1698 $1699 radius 3.0 3.0 3.0 004D: jump_if_false @BMX_1_2795 0164: disable_marker $1631 018C: play_sound 1 at $1697 $1698 $1699 018A: $1632 = create_checkpoint_at $1700 $1701 $1702 0008: $1746 += 1 // $ += int :BMX_1_2795 00D6: if 0038: $1746 == 11 // $ == int 004D: jump_if_false @BMX_1_2922 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1700 $1701 $1702 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1700 $1701 $1702 radius 3.0 3.0 3.0 004D: jump_if_false @BMX_1_2922 0164: disable_marker $1632 018C: play_sound 1 at $1700 $1701 $1702 018A: $1633 = create_checkpoint_at $1703 $1704 $1705 0008: $1746 += 1 // $ += int :BMX_1_2922 00D6: if 0038: $1746 == 12 // $ == int 004D: jump_if_false @BMX_1_3049 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1703 $1704 $1705 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1703 $1704 $1705 radius 3.0 3.0 3.0 004D: jump_if_false @BMX_1_3049 0164: disable_marker $1633 018C: play_sound 1 at $1703 $1704 $1705 018A: $1634 = create_checkpoint_at $1706 $1707 $1708 0008: $1746 += 1 // $ += int :BMX_1_3049 00D6: if 0038: $1746 == 13 // $ == int 004D: jump_if_false @BMX_1_3176 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1706 $1707 $1708 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1706 $1707 $1708 radius 3.0 3.0 3.0 004D: jump_if_false @BMX_1_3176 0164: disable_marker $1634 018C: play_sound 1 at $1706 $1707 $1708 018A: $1635 = create_checkpoint_at $1709 $1710 $1711 0008: $1746 += 1 // $ += int :BMX_1_3176 00D6: if 0038: $1746 == 14 // $ == int 004D: jump_if_false @BMX_1_3303 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1709 $1710 $1711 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1709 $1710 $1711 radius 3.0 3.0 3.0 004D: jump_if_false @BMX_1_3303 0164: disable_marker $1635 018C: play_sound 1 at $1709 $1710 $1711 018A: $1636 = create_checkpoint_at $1712 $1713 $1714 0008: $1746 += 1 // $ += int :BMX_1_3303 00D6: if 0038: $1746 == 15 // $ == int 004D: jump_if_false @BMX_1_3430 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1712 $1713 $1714 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1712 $1713 $1714 radius 3.0 3.0 3.0 004D: jump_if_false @BMX_1_3430 0164: disable_marker $1636 018C: play_sound 1 at $1712 $1713 $1714 018A: $1637 = create_checkpoint_at $1715 $1716 $1717 0008: $1746 += 1 // $ += int :BMX_1_3430 00D6: if 0038: $1746 == 16 // $ == int 004D: jump_if_false @BMX_1_3557 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1715 $1716 $1717 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1715 $1716 $1717 radius 3.0 3.0 3.0 004D: jump_if_false @BMX_1_3557 0164: disable_marker $1637 018C: play_sound 1 at $1715 $1716 $1717 018A: $1638 = create_checkpoint_at $1718 $1719 $1720 0008: $1746 += 1 // $ += int :BMX_1_3557 00D6: if 0038: $1746 == 17 // $ == int 004D: jump_if_false @BMX_1_3684 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1718 $1719 $1720 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1718 $1719 $1720 radius 3.0 3.0 3.0 004D: jump_if_false @BMX_1_3684 0164: disable_marker $1638 018C: play_sound 1 at $1718 $1719 $1720 018A: $1639 = create_checkpoint_at $1721 $1722 $1723 0008: $1746 += 1 // $ += int :BMX_1_3684 00D6: if 0038: $1746 == 18 // $ == int 004D: jump_if_false @BMX_1_3811 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1721 $1722 $1723 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1721 $1722 $1723 radius 3.0 3.0 3.0 004D: jump_if_false @BMX_1_3811 0164: disable_marker $1639 018C: play_sound 1 at $1721 $1722 $1723 018A: $1640 = create_checkpoint_at $1724 $1725 $1726 0008: $1746 += 1 // $ += int :BMX_1_3811 00D6: if 0038: $1746 == 19 // $ == int 004D: jump_if_false @BMX_1_3963 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1724 $1725 $1726 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1724 $1725 $1726 radius 3.0 3.0 3.0 004D: jump_if_false @BMX_1_3963 0164: disable_marker $1640 018C: play_sound 1 at $1724 $1725 $1726 0004: $1746 = 1 // $ = int 0008: $1745 += 1 // $ += int 00D6: if 001A: 3 > $1745 // int > $ 004D: jump_if_false @BMX_1_3963 018A: $1622 = create_checkpoint_at $1670 $1671 $1672 :BMX_1_3963 0084: $1768 = $1759 // $ = $ int 0084: $1769 = $1762 // $ = $ int 0084: $1770 = $1765 // $ = $ int 0050: gosub @BMX_1_4842 00D6: if 0038: $1770 == 1 // $ == int 004D: jump_if_false @BMX_1_4019 0004: $1765 = 1 // $ = int :BMX_1_4019 0084: $1768 = $1760 // $ = $ int 0084: $1769 = $1763 // $ = $ int 0084: $1770 = $1766 // $ = $ int 0050: gosub @BMX_1_4842 00D6: if 0038: $1770 == 1 // $ == int 004D: jump_if_false @BMX_1_4075 0004: $1766 = 1 // $ = int :BMX_1_4075 0084: $1768 = $1761 // $ = $ int 0084: $1769 = $1764 // $ = $ int 0084: $1770 = $1767 // $ = $ int 0050: gosub @BMX_1_4842 00D6: if 0038: $1770 == 1 // $ == int 004D: jump_if_false @BMX_1_4131 0004: $1767 = 1 // $ = int :BMX_1_4131 00D6: if 80DE: not player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 004D: jump_if_false @BMX_1_4295 01BD: $1751 = current_time_in_ms :BMX_1_4155 00D6: if 801A: not 0 > $1752 // int > $ 004D: jump_if_false @BMX_1_4288 0001: wait 0 ms 01BD: $1748 = current_time_in_ms 0084: $1750 = $1748 // $ = $ int 0060: $1750 -= $1751 // $ -= $ int 0004: $1752 = 15000 // $ = int 0060: $1752 -= $1750 // $ -= $ int 0084: $1753 = $1752 // $ = $ int 0014: $1753 /= 1000 // $ /= int 01E5: text_1number_highpriority 'GETBIK2' $1753 time 2000 1 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 004D: jump_if_false @BMX_1_4281 0004: $1752 = 1 // $ = int 0002: jump @BMX_1_4295 :BMX_1_4281 0002: jump @BMX_1_4155 :BMX_1_4288 0002: jump @BMX_1_4462 :BMX_1_4295 0002: jump @BMX_1_1247 :BMX_1_4302 00D6: if 0038: $1745 == 2 // $ == int 004D: jump_if_false @BMX_1_4462 0014: $1747 /= 1000 // $ /= int 00D6: if 0038: $363 == 0 // $ == int 004D: jump_if_false @BMX_1_4382 0084: $1754 = $1747 // $ = $ int 0004: $7885 = 1 // $ = int 0004: $1755 = 1 // $ = int 0050: gosub @BMX_1_4773 0002: jump @BMX_1_4430 :BMX_1_4382 00D6: if 001C: $1754 > $1747 // $ > $ int 004D: jump_if_false @BMX_1_4430 0084: $1754 = $1747 // $ = $ int 0004: $7885 = 1 // $ = int 0008: $1755 += 1 // $ += int 0050: gosub @BMX_1_4773 :BMX_1_4430 00D6: if 0038: $7885 == 1 // $ == int 004D: jump_if_false @BMX_1_4462 042E: register_lowest_int_stat 17 to $1771 0002: jump @BMX_1_4494 :BMX_1_4462 00BA: text_styled 'M_FAIL' 5000 ms 1 00BC: text_highpriority 'BMXFAIL' time 5000 1 0051: return :BMX_1_4494 0084: $1756 = $1755 // $ = $ int 0010: $1756 *= 100 // $ *= int 01E3: text_1number_styled 'M_PASS' number $1756 time 5000 style 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += $1756 00D6: if 0038: $363 == 0 // $ == int 004D: jump_if_false @BMX_1_4571 0004: $363 = 1 // $ = int 030C: progress_made += 1 0595: mission_complete :BMX_1_4571 0051: return :BMX_1_4573 0004: $1752 = 1 // $ = int 02EB: restore_camera_with_jumpcut 02A3: enable_widescreen 0 01B4: set_player $PLAYER_CHAR can_move 1 0164: disable_marker $1622 0164: disable_marker $1623 0164: disable_marker $1624 0164: disable_marker $1625 0164: disable_marker $1626 0164: disable_marker $1627 0164: disable_marker $1628 0164: disable_marker $1629 0164: disable_marker $1630 0164: disable_marker $1631 0164: disable_marker $1632 0164: disable_marker $1633 0164: disable_marker $1634 0164: disable_marker $1635 0164: disable_marker $1636 0164: disable_marker $1637 0164: disable_marker $1638 0164: disable_marker $1639 0164: disable_marker $1640 0249: release_model #BARREL4 0249: release_model #MACHETE 0249: release_model #HNA 0249: release_model #HNB 01C2: mark_actor_as_no_longer_needed $1759 01C3: mark_car_as_no_longer_needed $1762 01C2: mark_actor_as_no_longer_needed $1760 01C3: mark_car_as_no_longer_needed $1763 01C2: mark_actor_as_no_longer_needed $1761 01C3: mark_car_as_no_longer_needed $1764 0108: destroy_object $7886 0108: destroy_object $7887 0108: destroy_object $7888 0108: destroy_object $7889 01B7: release_weather 014F: stop_timer $1747 0004: $ONMISSION = 0 // $ = int 00D8: mission_cleanup 0051: return :BMX_1_4773 0004: $1758 = 0 // $ = int :BMX_1_4780 00D6: if 0018: $1747 > 59 // $ > int 004D: jump_if_false @BMX_1_4819 000C: $1747 -= 60 // $ -= int 0008: $1758 += 1 // $ += int 0002: jump @BMX_1_4780 :BMX_1_4819 02FD: text_2numbers_highpriority 'NEW_REC' $1758 $1747 time 5000 1 0051: return :BMX_1_4842 00D6: if and 8118: not actor $1768 dead 0038: $1770 == 0 // $ == int 004D: jump_if_false @BMX_1_4942 00D6: if 8119: not car $1769 wrecked 004D: jump_if_false @BMX_1_4927 00D6: if or 80DB: not actor $1768 in_car $1769 80E0: not player $PLAYER_CHAR in_any_car 004D: jump_if_false @BMX_1_4920 01CC: actor $1768 kill_player $PLAYER_CHAR 0004: $1770 = 1 // $ = int :BMX_1_4920 0002: jump @BMX_1_4942 :BMX_1_4927 01CC: actor $1768 kill_player $PLAYER_CHAR 0004: $1770 = 1 // $ = int :BMX_1_4942 0051: return //-------------Mission 89--------------- // Originally: Test Track :BMX_2 0050: gosub @BMX_2_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @BMX_2_27 0050: gosub @BMX_2_4201 :BMX_2_27 0050: gosub @BMX_2_4312 004E: end_thread :BMX_2_36 00D6: if 0038: $364 == 0 // $ == int 004D: jump_if_false @BMX_2_56 0317: increment_mission_attempts :BMX_2_56 03A4: name_thread 'BMX_2' 0004: $ONMISSION = 1 // $ = int 0001: wait 0 ms 0004: $1745 = 0 // $ = int 0004: $1746 = 19 // $ = int 0004: $1614 = 0 // $ = int 0004: $1747 = 0 // $ = int 0004: $346 = 0 // $ = int 0004: $7885 = 0 // $ = int 0004: $1613 = 0 // $ = int 0004: $1772 = 0 // $ = int 0005: $1670 = -456.0 // $ = float 0005: $1671 = 1417.9 // $ = float 0005: $1672 = 14.24 // $ = float 0005: $1673 = -467.8 // $ = float 0005: $1674 = 1398.7 // $ = float 0005: $1675 = 8.15 // $ = float 0005: $1676 = -488.4 // $ = float 0005: $1677 = 1425.9 // $ = float 0005: $1678 = 14.5 // $ = float 0005: $1679 = -516.8 // $ = float 0005: $1680 = 1409.1 // $ = float 0005: $1681 = 12.6 // $ = float 0005: $1682 = -529.6 // $ = float 0005: $1683 = 1430.0 // $ = float 0005: $1684 = 9.6 // $ = float 0005: $1685 = -556.4 // $ = float 0005: $1686 = 1422.7 // $ = float 0005: $1687 = 10.0 // $ = float 0005: $1688 = -533.55 // $ = float 0005: $1689 = 1455.6 // $ = float 0005: $1690 = 10.3 // $ = float 0005: $1691 = -560.0 // $ = float 0005: $1692 = 1460.0 // $ = float 0005: $1693 = 10.3 // $ = float 0005: $1694 = -528.5 // $ = float 0005: $1695 = 1476.9 // $ = float 0005: $1696 = 10.5 // $ = float 0005: $1697 = -535.0 // $ = float 0005: $1698 = 1500.0 // $ = float 0005: $1699 = 9.8 // $ = float 0005: $1700 = -502.4 // $ = float 0005: $1701 = 1474.6 // $ = float 0005: $1702 = 11.3 // $ = float 0005: $1703 = -500.6 // $ = float 0005: $1704 = 1507.1 // $ = float 0005: $1705 = 9.8 // $ = float 0005: $1706 = -472.2 // $ = float 0005: $1707 = 1490.5 // $ = float 0005: $1708 = 11.0 // $ = float 0005: $1709 = -499.3 // $ = float 0005: $1710 = 1447.5 // $ = float 0005: $1711 = 15.5 // $ = float 0005: $1712 = -450.2 // $ = float 0005: $1713 = 1481.4 // $ = float 0005: $1714 = 9.8 // $ = float 0005: $1715 = -440.6 // $ = float 0005: $1716 = 1455.42 // $ = float 0005: $1717 = 9.8 // $ = float 0005: $1718 = -429.0 // $ = float 0005: $1719 = 1491.8 // $ = float 0005: $1720 = 10.1 // $ = float 0005: $1721 = -418.0 // $ = float 0005: $1722 = 1432.1 // $ = float 0005: $1723 = 10.0 // $ = float 0005: $1724 = -445.0 // $ = float 0005: $1725 = 1439.5 // $ = float 0005: $1726 = 10.4 // $ = float 0002: 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 00D6: if 0018: $1773 > 0 // $ > int 004D: jump_if_false @BMX_2_1159 0247: request_model #BARREL4 :BMX_2_1017 00D6: if 8248: not model #BARREL4 available 004D: jump_if_false @BMX_2_1043 0001: wait 0 ms 0002: jump @BMX_2_1017 :BMX_2_1043 0107: $7886 = create_object #BARREL4 at -413.0 1434.4 -100.0 0382: set_object $7886 collision_detection 1 0107: $7887 = create_object #BARREL4 at -405.36 1447.12 -100.0 0382: set_object $7887 collision_detection 1 0107: $7888 = create_object #BARREL4 at -400.0 1455.5 -100.0 0382: set_object $7888 collision_detection 1 0107: $7889 = create_object #BARREL4 at -402.73 1465.0 -100.0 0382: set_object $7889 collision_detection 1 :BMX_2_1159 00D6: if 0018: $1773 > 2 // $ > int 004D: jump_if_false @BMX_2_1298 0247: request_model #RANCHER 0247: request_model #GDB 0247: request_model #NITESTICK :BMX_2_1191 00D6: if or 8248: not model #RANCHER available 8248: not model #GDB available 8248: not model #NITESTICK available 004D: jump_if_false @BMX_2_1227 0001: wait 0 ms 0002: jump @BMX_2_1191 :BMX_2_1227 00A5: $1777 = create_car #RANCHER at -478.7 1524.0 10.4 0229: set_car $1777 color_to 0 0 0175: set_car $1777 z_angle_to 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 00D6: if 001A: 2 > $1745 // int > $ 004D: jump_if_false @BMX_2_4041 0001: wait 0 ms 00D6: if 0038: $1613 == 0 // $ == int 004D: jump_if_false @BMX_2_1360 03C3: set_timer_with_text_to $1747 type 0 text 'R_TIME' 0004: $1613 = 1 // $ = int :BMX_2_1360 00D6: if 0038: $1772 == 0 // $ == int 004D: jump_if_false @BMX_2_1400 00BC: text_highpriority 'BMX_HOW' time 4000 1 0004: $1772 = 1 // $ = int :BMX_2_1400 00D6: if and 0038: $1772 == 1 // $ == int 0018: $1747 > 4000 // $ > int 004D: jump_if_false @BMX_2_1448 00BC: text_highpriority 'BMXREW1' time 4000 1 0004: $1772 = 2 // $ = int :BMX_2_1448 00D6: if and 0038: $1772 == 2 // $ == int 0018: $1747 > 8000 // $ > int 004D: jump_if_false @BMX_2_1496 00BC: text_highpriority 'BMXREW2' time 4000 1 0004: $1772 = 3 // $ = int :BMX_2_1496 00D6: if 0038: $1746 == 1 // $ == int 004D: jump_if_false @BMX_2_1648 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1670 $1671 $1672 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1670 $1671 $1672 radius 3.0 3.0 3.0 004D: jump_if_false @BMX_2_1648 0164: disable_marker $1622 018C: play_sound 1 at $1670 $1671 $1672 0004: $1746 = 19 // $ = int 0008: $1745 += 1 // $ += int 00D6: if 001A: 3 > $1745 // int > $ 004D: jump_if_false @BMX_2_1648 018A: $1640 = create_checkpoint_at $1724 $1725 $1726 :BMX_2_1648 00D6: if 0038: $1746 == 2 // $ == int 004D: jump_if_false @BMX_2_1775 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1673 $1674 $1675 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1673 $1674 $1675 radius 3.0 3.0 3.0 004D: jump_if_false @BMX_2_1775 0164: disable_marker $1623 018C: play_sound 1 at $1673 $1674 $1675 018A: $1622 = create_checkpoint_at $1670 $1671 $1672 000C: $1746 -= 1 // $ -= int :BMX_2_1775 00D6: if 0038: $1746 == 3 // $ == int 004D: jump_if_false @BMX_2_1902 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1676 $1677 $1678 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1676 $1677 $1678 radius 3.0 3.0 3.0 004D: jump_if_false @BMX_2_1902 0164: disable_marker $1624 018C: play_sound 1 at $1676 $1677 $1678 018A: $1623 = create_checkpoint_at $1673 $1674 $1675 000C: $1746 -= 1 // $ -= int :BMX_2_1902 00D6: if 0038: $1746 == 4 // $ == int 004D: jump_if_false @BMX_2_2029 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1679 $1680 $1681 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1679 $1680 $1681 radius 3.0 3.0 3.0 004D: jump_if_false @BMX_2_2029 0164: disable_marker $1625 018C: play_sound 1 at $1679 $1680 $1681 018A: $1624 = create_checkpoint_at $1676 $1677 $1678 000C: $1746 -= 1 // $ -= int :BMX_2_2029 00D6: if 0038: $1746 == 5 // $ == int 004D: jump_if_false @BMX_2_2156 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1682 $1683 $1684 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1682 $1683 $1684 radius 3.0 3.0 3.0 004D: jump_if_false @BMX_2_2156 0164: disable_marker $1626 018C: play_sound 1 at $1682 $1683 $1684 018A: $1625 = create_checkpoint_at $1679 $1680 $1681 000C: $1746 -= 1 // $ -= int :BMX_2_2156 00D6: if 0038: $1746 == 6 // $ == int 004D: jump_if_false @BMX_2_2283 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1685 $1686 $1687 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1685 $1686 $1687 radius 3.0 3.0 3.0 004D: jump_if_false @BMX_2_2283 0164: disable_marker $1627 018C: play_sound 1 at $1685 $1686 $1687 018A: $1626 = create_checkpoint_at $1682 $1683 $1684 000C: $1746 -= 1 // $ -= int :BMX_2_2283 00D6: if 0038: $1746 == 7 // $ == int 004D: jump_if_false @BMX_2_2410 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1688 $1689 $1690 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1688 $1689 $1690 radius 3.0 3.0 3.0 004D: jump_if_false @BMX_2_2410 0164: disable_marker $1628 018C: play_sound 1 at $1688 $1689 $1690 018A: $1627 = create_checkpoint_at $1685 $1686 $1687 000C: $1746 -= 1 // $ -= int :BMX_2_2410 00D6: if 0038: $1746 == 8 // $ == int 004D: jump_if_false @BMX_2_2537 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1691 $1692 $1693 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1691 $1692 $1693 radius 3.0 3.0 3.0 004D: jump_if_false @BMX_2_2537 0164: disable_marker $1629 018C: play_sound 1 at $1691 $1692 $1693 018A: $1628 = create_checkpoint_at $1688 $1689 $1690 000C: $1746 -= 1 // $ -= int :BMX_2_2537 00D6: if 0038: $1746 == 9 // $ == int 004D: jump_if_false @BMX_2_2723 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1694 $1695 $1696 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1694 $1695 $1696 radius 3.0 3.0 3.0 004D: jump_if_false @BMX_2_2723 0164: disable_marker $1630 018C: play_sound 1 at $1694 $1695 $1696 018A: $1629 = create_checkpoint_at $1691 $1692 $1693 000C: $1746 -= 1 // $ -= int 00D6: if and 0038: $1772 == 3 // $ == int 0018: $1747 > 12000 // $ > int 0018: $1773 > 3 // $ > int 004D: jump_if_false @BMX_2_2723 01B5: force_weather 2 00BC: text_highpriority 'BMXRAIN' time 4000 1 0004: $1772 = 4 // $ = int :BMX_2_2723 00D6: if 0038: $1746 == 10 // $ == int 004D: jump_if_false @BMX_2_2850 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1697 $1698 $1699 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1697 $1698 $1699 radius 3.0 3.0 3.0 004D: jump_if_false @BMX_2_2850 0164: disable_marker $1631 018C: play_sound 1 at $1697 $1698 $1699 018A: $1630 = create_checkpoint_at $1694 $1695 $1696 000C: $1746 -= 1 // $ -= int :BMX_2_2850 00D6: if 0038: $1746 == 11 // $ == int 004D: jump_if_false @BMX_2_2977 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1700 $1701 $1702 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1700 $1701 $1702 radius 3.0 3.0 3.0 004D: jump_if_false @BMX_2_2977 0164: disable_marker $1632 018C: play_sound 1 at $1700 $1701 $1702 018A: $1631 = create_checkpoint_at $1697 $1698 $1699 000C: $1746 -= 1 // $ -= int :BMX_2_2977 00D6: if 0038: $1746 == 12 // $ == int 004D: jump_if_false @BMX_2_3104 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1703 $1704 $1705 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1703 $1704 $1705 radius 3.0 3.0 3.0 004D: jump_if_false @BMX_2_3104 0164: disable_marker $1633 018C: play_sound 1 at $1703 $1704 $1705 018A: $1632 = create_checkpoint_at $1700 $1701 $1702 000C: $1746 -= 1 // $ -= int :BMX_2_3104 00D6: if 0038: $1746 == 13 // $ == int 004D: jump_if_false @BMX_2_3231 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1706 $1707 $1708 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1706 $1707 $1708 radius 3.0 3.0 3.0 004D: jump_if_false @BMX_2_3231 0164: disable_marker $1634 018C: play_sound 1 at $1706 $1707 $1708 018A: $1633 = create_checkpoint_at $1703 $1704 $1705 000C: $1746 -= 1 // $ -= int :BMX_2_3231 00D6: if 0038: $1746 == 14 // $ == int 004D: jump_if_false @BMX_2_3358 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1709 $1710 $1711 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1709 $1710 $1711 radius 3.0 3.0 3.0 004D: jump_if_false @BMX_2_3358 0164: disable_marker $1635 018C: play_sound 1 at $1709 $1710 $1711 018A: $1634 = create_checkpoint_at $1706 $1707 $1708 000C: $1746 -= 1 // $ -= int :BMX_2_3358 00D6: if 0038: $1746 == 15 // $ == int 004D: jump_if_false @BMX_2_3485 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1712 $1713 $1714 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1712 $1713 $1714 radius 3.0 3.0 3.0 004D: jump_if_false @BMX_2_3485 0164: disable_marker $1636 018C: play_sound 1 at $1712 $1713 $1714 018A: $1635 = create_checkpoint_at $1709 $1710 $1711 000C: $1746 -= 1 // $ -= int :BMX_2_3485 00D6: if 0038: $1746 == 16 // $ == int 004D: jump_if_false @BMX_2_3612 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1715 $1716 $1717 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1715 $1716 $1717 radius 3.0 3.0 3.0 004D: jump_if_false @BMX_2_3612 0164: disable_marker $1637 018C: play_sound 1 at $1715 $1716 $1717 018A: $1636 = create_checkpoint_at $1712 $1713 $1714 000C: $1746 -= 1 // $ -= int :BMX_2_3612 00D6: if 0038: $1746 == 17 // $ == int 004D: jump_if_false @BMX_2_3739 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1718 $1719 $1720 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1718 $1719 $1720 radius 3.0 3.0 3.0 004D: jump_if_false @BMX_2_3739 0164: disable_marker $1638 018C: play_sound 1 at $1718 $1719 $1720 018A: $1637 = create_checkpoint_at $1715 $1716 $1717 000C: $1746 -= 1 // $ -= int :BMX_2_3739 00D6: if 0038: $1746 == 18 // $ == int 004D: jump_if_false @BMX_2_3866 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1721 $1722 $1723 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1721 $1722 $1723 radius 3.0 3.0 3.0 004D: jump_if_false @BMX_2_3866 0164: disable_marker $1639 018C: play_sound 1 at $1721 $1722 $1723 018A: $1638 = create_checkpoint_at $1718 $1719 $1720 000C: $1746 -= 1 // $ -= int :BMX_2_3866 00D6: if 0038: $1746 == 19 // $ == int 004D: jump_if_false @BMX_2_3993 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1724 $1725 $1726 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1724 $1725 $1726 radius 3.0 3.0 3.0 004D: jump_if_false @BMX_2_3993 0164: disable_marker $1640 018C: play_sound 1 at $1724 $1725 $1726 018A: $1639 = create_checkpoint_at $1721 $1722 $1723 000C: $1746 -= 1 // $ -= int :BMX_2_3993 00D6: if 80DE: not player $PLAYER_CHAR driving_vehicle_type #LANDSTAL 004D: jump_if_false @BMX_2_4034 00BC: text_highpriority 'T4X4_F' time 3000 1 0002: jump @BMX_2_4201 :BMX_2_4034 0002: jump @BMX_2_1298 :BMX_2_4041 00D6: if 0038: $1745 == 2 // $ == int 004D: jump_if_false @BMX_2_4201 0014: $1747 /= 1000 // $ /= int 00D6: if 0038: $364 == 0 // $ == int 004D: jump_if_false @BMX_2_4121 0084: $1771 = $1747 // $ = $ int 0004: $7885 = 1 // $ = int 0004: $1773 = 1 // $ = int 0050: gosub @BMX_2_4486 0002: jump @BMX_2_4169 :BMX_2_4121 00D6: if 001C: $1771 > $1747 // $ > $ int 004D: jump_if_false @BMX_2_4169 0084: $1771 = $1747 // $ = $ int 0004: $7885 = 1 // $ = int 0008: $1773 += 1 // $ += int 0050: gosub @BMX_2_4486 :BMX_2_4169 00D6: if 0038: $7885 == 1 // $ == int 004D: jump_if_false @BMX_2_4201 042E: register_lowest_int_stat 18 to $1771 0002: jump @BMX_2_4233 :BMX_2_4201 00BA: text_styled 'M_FAIL' 5000 ms 1 00BC: text_highpriority 'BMXFAIL' time 5000 1 0051: return :BMX_2_4233 0084: $1774 = $1773 // $ = $ int 0010: $1774 *= 100 // $ *= int 01E3: text_1number_styled 'M_PASS' number $1774 time 5000 style 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += $1774 00D6: if 0038: $364 == 0 // $ == int 004D: jump_if_false @BMX_2_4310 0595: mission_complete 0004: $364 = 1 // $ = int 030C: progress_made += 1 :BMX_2_4310 0051: return :BMX_2_4312 02EB: restore_camera_with_jumpcut 02A3: enable_widescreen 0 01B4: set_player $PLAYER_CHAR can_move 1 0164: disable_marker $1622 0164: disable_marker $1623 0164: disable_marker $1624 0164: disable_marker $1625 0164: disable_marker $1626 0164: disable_marker $1627 0164: disable_marker $1628 0164: disable_marker $1629 0164: disable_marker $1630 0164: disable_marker $1631 0164: disable_marker $1632 0164: disable_marker $1633 0164: disable_marker $1634 0164: disable_marker $1635 0164: disable_marker $1636 0164: disable_marker $1637 0164: disable_marker $1638 0164: disable_marker $1639 0164: disable_marker $1640 0249: release_model #BARREL4 0249: release_model #RANCHER 0249: release_model #NITESTICK 0249: release_model #GDB 01C2: mark_actor_as_no_longer_needed $1776 01C3: mark_car_as_no_longer_needed $1777 0108: destroy_object $7886 0108: destroy_object $7887 0108: destroy_object $7888 0108: destroy_object $7889 01B7: release_weather 014F: stop_timer $1747 0004: $ONMISSION = 0 // $ = int 00D8: mission_cleanup 0051: return :BMX_2_4486 0004: $1775 = 0 // $ = int :BMX_2_4493 00D6: if 0018: $1747 > 59 // $ > int 004D: jump_if_false @BMX_2_4532 000C: $1747 -= 60 // $ -= int 0008: $1775 += 1 // $ += int 0002: jump @BMX_2_4493 :BMX_2_4532 02FD: text_2numbers_highpriority 'NEW_REC' $1775 $1747 time 5000 1 0051: return //-------------Mission 90--------------- // Originally: PCJ Playground :T4X4_1 0050: gosub @T4X4_1_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @T4X4_1_27 0050: gosub @T4X4_1_6323 :T4X4_1_27 0050: gosub @T4X4_1_6528 004E: end_thread :T4X4_1_36 00D6: if 0038: $339 == 0 // $ == int 004D: jump_if_false @T4X4_1_56 0317: increment_mission_attempts :T4X4_1_56 03A4: name_thread 'T4X4_1' 0004: $ONMISSION = 1 // $ = int 0004: $355 = 1 // $ = int 054C: use_GXT_table 'MIAMI_1' 00BA: text_styled 'T4X4_1' 5000 ms 2 0001: wait 0 ms 0004: $1607 = 0 // $ = int 0004: $1614 = 120000 // $ = int 0004: $357 = 0 // $ = int 0004: $1613 = 0 // $ = int 0004: $342 = 1 // $ = int 0004: $1610 = 0 // $ = int 0004: $359 = 0 // $ = int 0004: $1609 = 120 // $ = int 0004: $1612 = 100 // $ = int 0004: $1611 = 0 // $ = int 0004: $1616 = 0 // $ = int 0004: $1617 = 0 // $ = int 0004: $1646 = 0 // $ = int 0004: $1647 = 0 // $ = int 0004: $1648 = 0 // $ = int 0004: $1649 = 0 // $ = int 0004: $1650 = 0 // $ = int 0004: $1651 = 0 // $ = int 0004: $1652 = 0 // $ = int 0004: $1653 = 0 // $ = int 0004: $1654 = 0 // $ = int 0004: $1655 = 0 // $ = int 0004: $1656 = 0 // $ = int 0004: $1657 = 0 // $ = int 0004: $1658 = 0 // $ = int 0004: $1659 = 0 // $ = int 0004: $1660 = 0 // $ = int 0004: $1661 = 0 // $ = int 0004: $1662 = 0 // $ = int 0004: $1663 = 0 // $ = int 0004: $1664 = 0 // $ = int 0004: $1665 = 0 // $ = int 0004: $1666 = 0 // $ = int 0004: $1667 = 0 // $ = int 0004: $1668 = 0 // $ = int 0004: $1669 = 0 // $ = int 0005: $1742 = 450.0 // $ = float 0005: $1743 = -389.0 // $ = float 0005: $1744 = 26.5 // $ = float 0005: $1670 = 460.0 // $ = float 0005: $1671 = -400.4 // $ = float 0005: $1672 = 18.0 // $ = float 0005: $1673 = 460.0 // $ = float 0005: $1674 = -441.5 // $ = float 0005: $1675 = 17.5 // $ = float 0005: $1676 = 453.0 // $ = float 0005: $1677 = -517.83 // $ = float 0005: $1678 = 21.0 // $ = float 0005: $1679 = 429.5 // $ = float 0005: $1680 = -580.6 // $ = float 0005: $1681 = 11.0 // $ = float 0005: $1682 = 392.0 // $ = float 0005: $1683 = -661.3 // $ = float 0005: $1684 = 11.5 // $ = float 0005: $1685 = 366.5 // $ = float 0005: $1686 = -719.2 // $ = float 0005: $1687 = 23.3 // $ = float 0005: $1688 = 349.5 // $ = float 0005: $1689 = -762.2 // $ = float 0005: $1690 = 24.0 // $ = float 0005: $1691 = 342.26 // $ = float 0005: $1692 = -802.3 // $ = float 0005: $1693 = 11.5 // $ = float 0005: $1694 = 316.0 // $ = float 0005: $1695 = -858.0 // $ = float 0005: $1696 = 11.5 // $ = float 0005: $1697 = 285.0 // $ = float 0005: $1698 = -890.0 // $ = float 0005: $1699 = 11.5 // $ = float 0005: $1700 = 256.7 // $ = float 0005: $1701 = -955.0 // $ = float 0005: $1702 = 17.0 // $ = float 0005: $1703 = 242.5 // $ = float 0005: $1704 = -1111.8 // $ = float 0005: $1705 = 11.5 // $ = float 0005: $1706 = 228.6 // $ = float 0005: $1707 = -1147.9 // $ = float 0005: $1708 = 11.5 // $ = float 0005: $1709 = 193.5 // $ = float 0005: $1710 = -1303.3 // $ = float 0005: $1711 = 11.2 // $ = float 0005: $1712 = 201.44 // $ = float 0005: $1713 = -1318.7 // $ = float 0005: $1714 = 11.2 // $ = float 0005: $1715 = 188.6 // $ = float 0005: $1716 = -1357.5 // $ = float 0005: $1717 = 11.2 // $ = float 0005: $1718 = 167.2 // $ = float 0005: $1719 = -1369.2 // $ = float 0005: $1720 = 11.2 // $ = float 0005: $1721 = 129.6 // $ = float 0005: $1722 = -1337.8 // $ = float 0005: $1723 = 9.5 // $ = float 0005: $1724 = 104.45 // $ = float 0005: $1725 = -1319.7 // $ = float 0005: $1726 = 5.5 // $ = float 0005: $1727 = 78.7 // $ = float 0005: $1728 = -1300.0 // $ = float 0005: $1729 = 13.5 // $ = float 0005: $1730 = 70.1 // $ = float 0005: $1731 = -1220.4 // $ = float 0005: $1732 = 11.0 // $ = float 0005: $1733 = 12.5 // $ = float 0005: $1734 = -1192.0 // $ = float 0005: $1735 = 11.4 // $ = float 0005: $1736 = 4.96 // $ = float 0005: $1737 = -1253.5 // $ = float 0005: $1738 = 21.6 // $ = float 0005: $1739 = 19.8 // $ = float 0005: $1740 = -1308.9 // $ = float 0005: $1741 = 17.3 // $ = float 01C0: $1606 = player $PLAYER_CHAR wanted_level 0110: clear_player $PLAYER_CHAR wanted_level 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 00DA: $1605 = player $PLAYER_CHAR car 00D6: if 8119: not car $1605 wrecked 004D: jump_if_false @T4X4_1_1165 020A: set_car $1605 door_status_to 1 :T4X4_1_1165 01B4: set_player $PLAYER_CHAR can_move 0 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 0247: request_model #YANKEE :T4X4_1_1517 00D6: if 8248: not model #YANKEE available 004D: jump_if_false @T4X4_1_1544 0001: wait 0 ms 0002: jump @T4X4_1_1517 :T4X4_1_1544 00D6: if 001A: 24 > $1607 // int > $ 004D: jump_if_false @T4X4_1_6298 0001: wait 0 ms 00D6: if 0038: $1613 == 1 // $ == int 004D: jump_if_false @T4X4_1_1624 00D6: if 001A: 1 > $1614 // int > $ 004D: jump_if_false @T4X4_1_1624 00BC: text_highpriority 'TAXI2' time 3000 1 0002: jump @T4X4_1_6323 :T4X4_1_1624 00D6: if and 0038: $1607 == 1 // $ == int 0038: $1613 == 0 // $ == int 004D: jump_if_false @T4X4_1_1663 014E: start_timer_at $1614 count_in_direction 1 0004: $1613 = 1 // $ = int :T4X4_1_1663 00D6: if or 00DE: player $PLAYER_CHAR driving_vehicle_type #PCJ600 001A: 4 > $357 // int > $ 004D: jump_if_false @T4X4_1_5001 00D6: if 0038: $1646 == 0 // $ == int 004D: jump_if_false @T4X4_1_1827 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1670 $1671 $1672 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1670 $1671 $1672 radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_1_1827 0164: disable_marker $1622 0008: $1607 += 1 // $ += int 018C: play_sound 1 at $1670 $1671 $1672 0004: $1646 = 1 // $ = int 01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1 :T4X4_1_1827 00D6: if 0038: $1647 == 0 // $ == int 004D: jump_if_false @T4X4_1_1965 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1673 $1674 $1675 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1673 $1674 $1675 radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_1_1965 0164: disable_marker $1623 0008: $1607 += 1 // $ += int 018C: play_sound 1 at $1673 $1674 $1675 0004: $1647 = 1 // $ = int 01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1 :T4X4_1_1965 00D6: if 0038: $1648 == 0 // $ == int 004D: jump_if_false @T4X4_1_2103 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1676 $1677 $1678 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1676 $1677 $1678 radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_1_2103 0164: disable_marker $1624 0008: $1607 += 1 // $ += int 018C: play_sound 1 at $1676 $1677 $1678 0004: $1648 = 1 // $ = int 01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1 :T4X4_1_2103 00D6: if 0038: $1649 == 0 // $ == int 004D: jump_if_false @T4X4_1_2241 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1679 $1680 $1681 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1679 $1680 $1681 radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_1_2241 0164: disable_marker $1625 0008: $1607 += 1 // $ += int 018C: play_sound 1 at $1679 $1680 $1681 0004: $1649 = 1 // $ = int 01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1 :T4X4_1_2241 00D6: if 0038: $1650 == 0 // $ == int 004D: jump_if_false @T4X4_1_2379 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1682 $1683 $1684 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1682 $1683 $1684 radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_1_2379 0164: disable_marker $1626 0008: $1607 += 1 // $ += int 018C: play_sound 1 at $1682 $1683 $1684 0004: $1650 = 1 // $ = int 01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1 :T4X4_1_2379 00D6: if 0038: $1651 == 0 // $ == int 004D: jump_if_false @T4X4_1_2517 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1685 $1686 $1687 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1685 $1686 $1687 radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_1_2517 0164: disable_marker $1627 0008: $1607 += 1 // $ += int 018C: play_sound 1 at $1685 $1686 $1687 0004: $1651 = 1 // $ = int 01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1 :T4X4_1_2517 00D6: if 0038: $1652 == 0 // $ == int 004D: jump_if_false @T4X4_1_2655 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1688 $1689 $1690 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1688 $1689 $1690 radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_1_2655 0164: disable_marker $1628 0008: $1607 += 1 // $ += int 018C: play_sound 1 at $1688 $1689 $1690 0004: $1652 = 1 // $ = int 01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1 :T4X4_1_2655 00D6: if 0038: $1653 == 0 // $ == int 004D: jump_if_false @T4X4_1_2793 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1691 $1692 $1693 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1691 $1692 $1693 radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_1_2793 0164: disable_marker $1629 0008: $1607 += 1 // $ += int 018C: play_sound 1 at $1691 $1692 $1693 0004: $1653 = 1 // $ = int 01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1 :T4X4_1_2793 00D6: if 0038: $1654 == 0 // $ == int 004D: jump_if_false @T4X4_1_2931 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1694 $1695 $1696 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1694 $1695 $1696 radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_1_2931 0164: disable_marker $1630 0008: $1607 += 1 // $ += int 018C: play_sound 1 at $1694 $1695 $1696 0004: $1654 = 1 // $ = int 01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1 :T4X4_1_2931 00D6: if 0038: $1655 == 0 // $ == int 004D: jump_if_false @T4X4_1_3069 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1697 $1698 $1699 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1697 $1698 $1699 radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_1_3069 0164: disable_marker $1631 0008: $1607 += 1 // $ += int 018C: play_sound 1 at $1697 $1698 $1699 0004: $1655 = 1 // $ = int 01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1 :T4X4_1_3069 00D6: if 0038: $1656 == 0 // $ == int 004D: jump_if_false @T4X4_1_3207 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1700 $1701 $1702 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1700 $1701 $1702 radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_1_3207 0164: disable_marker $1632 0008: $1607 += 1 // $ += int 018C: play_sound 1 at $1700 $1701 $1702 0004: $1656 = 1 // $ = int 01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1 :T4X4_1_3207 00D6: if 0038: $1657 == 0 // $ == int 004D: jump_if_false @T4X4_1_3345 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1703 $1704 $1705 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1703 $1704 $1705 radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_1_3345 0164: disable_marker $1633 0008: $1607 += 1 // $ += int 018C: play_sound 1 at $1703 $1704 $1705 0004: $1657 = 1 // $ = int 01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1 :T4X4_1_3345 00D6: if 0038: $1658 == 0 // $ == int 004D: jump_if_false @T4X4_1_3483 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1706 $1707 $1708 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1706 $1707 $1708 radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_1_3483 0164: disable_marker $1634 0008: $1607 += 1 // $ += int 018C: play_sound 1 at $1706 $1707 $1708 0004: $1658 = 1 // $ = int 01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1 :T4X4_1_3483 00D6: if 0038: $1659 == 0 // $ == int 004D: jump_if_false @T4X4_1_3621 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1709 $1710 $1711 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1709 $1710 $1711 radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_1_3621 0164: disable_marker $1635 0008: $1607 += 1 // $ += int 018C: play_sound 1 at $1709 $1710 $1711 0004: $1659 = 1 // $ = int 01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1 :T4X4_1_3621 00D6: if 0038: $1660 == 0 // $ == int 004D: jump_if_false @T4X4_1_3759 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1712 $1713 $1714 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1712 $1713 $1714 radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_1_3759 0164: disable_marker $1636 0008: $1607 += 1 // $ += int 018C: play_sound 1 at $1712 $1713 $1714 0004: $1660 = 1 // $ = int 01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1 :T4X4_1_3759 00D6: if 0038: $1661 == 0 // $ == int 004D: jump_if_false @T4X4_1_3897 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1715 $1716 $1717 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1715 $1716 $1717 radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_1_3897 0164: disable_marker $1637 0008: $1607 += 1 // $ += int 018C: play_sound 1 at $1715 $1716 $1717 0004: $1661 = 1 // $ = int 01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1 :T4X4_1_3897 00D6: if 0038: $1662 == 0 // $ == int 004D: jump_if_false @T4X4_1_4035 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1718 $1719 $1720 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1718 $1719 $1720 radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_1_4035 0164: disable_marker $1638 0008: $1607 += 1 // $ += int 018C: play_sound 1 at $1718 $1719 $1720 0004: $1662 = 1 // $ = int 01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1 :T4X4_1_4035 00D6: if 0038: $1663 == 0 // $ == int 004D: jump_if_false @T4X4_1_4173 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1721 $1722 $1723 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1721 $1722 $1723 radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_1_4173 0164: disable_marker $1639 0008: $1607 += 1 // $ += int 018C: play_sound 1 at $1721 $1722 $1723 0004: $1663 = 1 // $ = int 01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1 :T4X4_1_4173 00D6: if 0038: $1664 == 0 // $ == int 004D: jump_if_false @T4X4_1_4311 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1724 $1725 $1726 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1724 $1725 $1726 radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_1_4311 0164: disable_marker $1640 0008: $1607 += 1 // $ += int 018C: play_sound 1 at $1724 $1725 $1726 0004: $1664 = 1 // $ = int 01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1 :T4X4_1_4311 00D6: if 0038: $1665 == 0 // $ == int 004D: jump_if_false @T4X4_1_4449 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1727 $1728 $1729 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1727 $1728 $1729 radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_1_4449 0164: disable_marker $1641 0008: $1607 += 1 // $ += int 018C: play_sound 1 at $1727 $1728 $1729 0004: $1665 = 1 // $ = int 01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1 :T4X4_1_4449 00D6: if 0038: $1666 == 0 // $ == int 004D: jump_if_false @T4X4_1_4587 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1730 $1731 $1732 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1730 $1731 $1732 radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_1_4587 0164: disable_marker $1642 0008: $1607 += 1 // $ += int 018C: play_sound 1 at $1730 $1731 $1732 0004: $1666 = 1 // $ = int 01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1 :T4X4_1_4587 00D6: if 0038: $1667 == 0 // $ == int 004D: jump_if_false @T4X4_1_4725 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1733 $1734 $1735 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1733 $1734 $1735 radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_1_4725 0164: disable_marker $1643 0008: $1607 += 1 // $ += int 018C: play_sound 1 at $1733 $1734 $1735 0004: $1667 = 1 // $ = int 01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1 :T4X4_1_4725 00D6: if 0038: $1668 == 0 // $ == int 004D: jump_if_false @T4X4_1_4863 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1736 $1737 $1738 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1736 $1737 $1738 radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_1_4863 0164: disable_marker $1644 0008: $1607 += 1 // $ += int 018C: play_sound 1 at $1736 $1737 $1738 0004: $1668 = 1 // $ = int 01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1 :T4X4_1_4863 00D6: if 0038: $1669 == 0 // $ == int 004D: jump_if_false @T4X4_1_5001 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1739 $1740 $1741 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1739 $1740 $1741 radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_1_5001 0164: disable_marker $1645 0008: $1607 += 1 // $ += int 018C: play_sound 1 at $1739 $1740 $1741 0004: $1669 = 1 // $ = int 01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1 :T4X4_1_5001 00D6: if 0038: $347 == 1 // $ == int 004D: jump_if_false @T4X4_1_5083 00D6: if and 0038: $1610 == 0 // $ == int 001A: 4 > $357 // int > $ 004D: jump_if_false @T4X4_1_5083 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @T4X4_1_5083 0004: $359 = 9501 // $ = int 0004: $357 = 3 // $ = int 0004: $1610 = 1 // $ = int :T4X4_1_5083 00D6: if 0038: $357 == 0 // $ == int 004D: jump_if_false @T4X4_1_5261 01BD: $358 = current_time_in_ms 015F: set_camera_position $1742 $1743 $1744 rotation 0.0 0.0 0.0 043C: set_game_sounds_disable_on_fade 0 0169: set_fade_color 0 0 0 016A: fade 0 1000 ms :T4X4_1_5151 00D6: if 016B: fading 004D: jump_if_false @T4X4_1_5175 0001: wait 0 ms 0002: jump @T4X4_1_5151 :T4X4_1_5175 03CB: load_scene $1742 $1743 $1744 0160: point_camera 459.5 -382.2 14.0 switchstyle 2 016A: fade 1 1000 ms :T4X4_1_5212 00D6: if 016B: fading 004D: jump_if_false @T4X4_1_5236 0001: wait 0 ms 0002: jump @T4X4_1_5212 :T4X4_1_5236 01E5: text_1number_highpriority 'T4X4_1A' $1609 time 5000 1 0004: $357 = 1 // $ = int :T4X4_1_5261 00D6: if 0038: $1610 == 0 // $ == int 004D: jump_if_false @T4X4_1_5300 01BD: $360 = current_time_in_ms 0084: $359 = $360 // $ = $ int 0060: $359 -= $358 // $ -= $ int :T4X4_1_5300 00D6: if and 0018: $359 > 4000 // $ > int 0038: $357 == 1 // $ == int 004D: jump_if_false @T4X4_1_5346 0160: point_camera $1670 $1671 $1672 switchstyle 1 0004: $357 = 2 // $ = int :T4X4_1_5346 00D6: if and 0018: $359 > 7000 // $ > int 0038: $357 == 2 // $ == int 004D: jump_if_false @T4X4_1_5407 0160: point_camera $1676 $1677 $1678 switchstyle 1 00BC: text_highpriority 'T4X4_1B' time 5000 1 0004: $357 = 3 // $ = int :T4X4_1_5407 00D6: if and 0018: $359 > 9500 // $ > int 0038: $357 == 3 // $ == int 004D: jump_if_false @T4X4_1_5599 016A: fade 0 1000 ms :T4X4_1_5440 00D6: if 016B: fading 004D: jump_if_false @T4X4_1_5464 0001: wait 0 ms 0002: jump @T4X4_1_5440 :T4X4_1_5464 00BE: text_clear_all 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 03CB: load_scene $95 $96 $97 02EB: restore_camera_with_jumpcut 02A3: enable_widescreen 0 01B4: set_player $PLAYER_CHAR can_move 1 00D6: if 8119: not car $1605 wrecked 004D: jump_if_false @T4X4_1_5527 020A: set_car $1605 door_status_to 1 :T4X4_1_5527 010D: set_player $PLAYER_CHAR wanted_level_to $1606 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 0169: set_fade_color 0 0 0 016A: fade 1 1000 ms :T4X4_1_5557 00D6: if 016B: fading 004D: jump_if_false @T4X4_1_5581 0001: wait 0 ms 0002: jump @T4X4_1_5557 :T4X4_1_5581 043C: set_game_sounds_disable_on_fade 1 0004: $357 = 4 // $ = int 0004: $347 = 1 // $ = int :T4X4_1_5599 00D6: if 0038: $1616 == 0 // $ == int 004D: jump_if_false @T4X4_1_5761 00D6: if 00E3: player $PLAYER_CHAR 0 274.0 -905.0 radius 10.0 10.0 004D: jump_if_false @T4X4_1_5761 0395: clear_area 1 at 278.0 -961.0 10.0 range 3.0 00A5: $1618 = create_car #YANKEE at 278.0 -961.0 10.0 0129: $1620 = create_actor 4 #MALE01 in_car $1618 driverseat 0175: set_car $1618 z_angle_to 70.0 04BA: set_car $1618 speed_instantly 15.0 00A7: car $1618 drive_to 121.5 -912.88 10.0 0004: $1616 = 1 // $ = int :T4X4_1_5761 00D6: if 0038: $1616 == 1 // $ == int 004D: jump_if_false @T4X4_1_5845 00D6: if 8119: not car $1618 wrecked 004D: jump_if_false @T4X4_1_5845 00D6: if 01AD: car $1618 sphere 0 near_point 121.5 -912.88 radius 4.0 4.0 004D: jump_if_false @T4X4_1_5845 00A8: set_car $1618 to_psycho_driver 0004: $1616 = 2 // $ = int :T4X4_1_5845 00D6: if 0038: $1617 == 0 // $ == int 004D: jump_if_false @T4X4_1_5973 00D6: if 00E3: player $PLAYER_CHAR 0 239.0 -1081.0 radius 10.0 10.0 004D: jump_if_false @T4X4_1_5973 00A5: $1619 = create_car #YANKEE at 210.1 -1136.5 10.3 0129: $1621 = create_actor 4 #MALE01 in_car $1619 driverseat 0175: set_car $1619 z_angle_to 260.0 04BA: set_car $1619 speed_instantly 10.0 0477: set_car $1619 action 8 time 20000 0004: $1617 = 1 // $ = int :T4X4_1_5973 00D6: if 0038: $1617 == 1 // $ == int 004D: jump_if_false @T4X4_1_6057 00D6: if 8119: not car $1619 wrecked 004D: jump_if_false @T4X4_1_6057 00D6: if 01AD: car $1619 sphere 0 near_point 252.4 -1142.4 radius 4.0 4.0 004D: jump_if_false @T4X4_1_6057 00A8: set_car $1619 to_psycho_driver 0004: $1617 = 2 // $ = int :T4X4_1_6057 00D6: if 0018: $357 > 3 // $ > int 004D: jump_if_false @T4X4_1_6291 00D6: if 80DE: not player $PLAYER_CHAR driving_vehicle_type #PCJ600 004D: jump_if_false @T4X4_1_6291 :T4X4_1_6094 00D6: if 80DE: not player $PLAYER_CHAR driving_vehicle_type #PCJ600 004D: jump_if_false @T4X4_1_6291 0001: wait 0 ms 00D6: if 0038: $1613 == 1 // $ == int 004D: jump_if_false @T4X4_1_6223 0084: $1608 = $1614 // $ = $ int 0014: $1608 /= 1000 // $ /= int 00D6: if 0018: $1608 > 0 // $ > int 004D: jump_if_false @T4X4_1_6194 01E5: text_1number_highpriority 'GETBIK1' $1608 time 2000 1 0002: jump @T4X4_1_6216 :T4X4_1_6194 00BC: text_highpriority 'T4X4_F' time 3000 1 0002: jump @T4X4_1_6323 :T4X4_1_6216 0002: jump @T4X4_1_6238 :T4X4_1_6223 00BC: text_highpriority 'GETBIK3' time 1000 1 :T4X4_1_6238 00D6: if and 00E0: player $PLAYER_CHAR in_any_car 80DE: not player $PLAYER_CHAR driving_vehicle_type #PCJ600 004D: jump_if_false @T4X4_1_6284 00BC: text_highpriority 'T4X4_F' time 3000 1 0002: jump @T4X4_1_6323 :T4X4_1_6284 0002: jump @T4X4_1_6094 :T4X4_1_6291 0002: jump @T4X4_1_1544 :T4X4_1_6298 00D6: if 0038: $1607 == 24 // $ == int 004D: jump_if_false @T4X4_1_6323 0002: jump @T4X4_1_6340 :T4X4_1_6323 00BA: text_styled 'M_FAIL' 2000 ms 1 0051: return :T4X4_1_6340 0010: $1614 *= -1 // $ *= int 0008: $1614 += 120000 // $ += int 0014: $1614 /= 1000 // $ /= int 00D6: if 0038: $339 == 0 // $ == int 004D: jump_if_false @T4X4_1_6398 0084: $345 = $1614 // $ = $ int 0050: gosub @T4X4_1_6713 :T4X4_1_6398 00D6: if 0038: $339 == 1 // $ == int 004D: jump_if_false @T4X4_1_6464 00D6: if 001C: $345 > $1614 // $ > $ int 004D: jump_if_false @T4X4_1_6457 0084: $345 = $1614 // $ = $ int 0050: gosub @T4X4_1_6713 0002: jump @T4X4_1_6464 :T4X4_1_6457 0004: $1612 = 100 // $ = int :T4X4_1_6464 01E3: text_1number_styled 'M_PASS' number $1612 time 5000 style 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += $1612 00D6: if 0038: $339 == 0 // $ == int 004D: jump_if_false @T4X4_1_6526 0595: mission_complete 0004: $339 = 1 // $ = int 030C: progress_made += 1 :T4X4_1_6526 0051: return :T4X4_1_6528 02EB: restore_camera_with_jumpcut 02A3: enable_widescreen 0 01B4: set_player $PLAYER_CHAR can_move 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 0164: disable_marker $1622 0164: disable_marker $1623 0164: disable_marker $1624 0164: disable_marker $1625 0164: disable_marker $1626 0164: disable_marker $1627 0164: disable_marker $1628 0164: disable_marker $1629 0164: disable_marker $1630 0164: disable_marker $1631 0164: disable_marker $1632 0164: disable_marker $1633 0164: disable_marker $1634 0164: disable_marker $1635 0164: disable_marker $1636 0164: disable_marker $1637 0164: disable_marker $1638 0164: disable_marker $1639 0164: disable_marker $1640 0164: disable_marker $1641 0164: disable_marker $1642 0164: disable_marker $1643 0164: disable_marker $1644 0164: disable_marker $1645 01C2: mark_actor_as_no_longer_needed $1620 01C2: mark_actor_as_no_longer_needed $1621 0249: release_model #YANKEE 014F: stop_timer $1614 0004: $ONMISSION = 0 // $ = int 0004: $354 = 0 // $ = int 0004: $355 = 0 // $ = int 00D8: mission_cleanup 0051: return :T4X4_1_6713 042E: register_lowest_int_stat 16 to $345 0084: $7890 = $345 // $ = $ int 0004: $1611 = 0 // $ = int :T4X4_1_6735 00D6: if 0018: $7890 > 59 // $ > int 004D: jump_if_false @T4X4_1_6774 000C: $7890 -= 60 // $ -= int 0008: $1611 += 1 // $ += int 0002: jump @T4X4_1_6735 :T4X4_1_6774 02FD: text_2numbers_highpriority 'NEW_REC' $1611 $7890 time 5000 1 0004: $1612 = 1000 // $ = int 0051: return //-------------Mission 91--------------- // Originally: Cone Crazy :CARPRK1 0050: gosub @CARPRK1_16 0050: gosub @CARPRK1_3290 004E: end_thread :CARPRK1_16 00D6: if 0038: $351 == 0 // $ == int 004D: jump_if_false @CARPRK1_36 0317: increment_mission_attempts :CARPRK1_36 03A4: name_thread 'CARPRK1' 0004: $ONMISSION = 1 // $ = int 054C: use_GXT_table 'CARPAR1' 00BA: text_styled 'MM_1' 5000 ms 2 0001: wait 0 ms 0004: $1607 = 0 // $ = int 0004: $1614 = 0 // $ = int 0004: $357 = 0 // $ = int 0004: $1613 = 0 // $ = int 0004: $1610 = 0 // $ = int 0004: $359 = 0 // $ = int 0004: $7891 = 0 // $ = int 00D6: if 0038: $351 == 0 // $ == int 004D: jump_if_false @CARPRK1_172 0004: $1615 = 12000 // $ = int 0004: $7925 = 12 // $ = int 0004: $7926 = 200 // $ = int :CARPRK1_172 0004: $1616 = 0 // $ = int 0004: $1617 = 0 // $ = int 0004: $1646 = 0 // $ = int 0004: $1647 = 0 // $ = int 0004: $1648 = 0 // $ = int 0004: $1649 = 0 // $ = int 0004: $1650 = 0 // $ = int 0004: $1651 = 0 // $ = int 0004: $1652 = 0 // $ = int 0004: $1653 = 0 // $ = int 0004: $1654 = 0 // $ = int 0004: $1655 = 0 // $ = int 0004: $1656 = 0 // $ = int 0004: $1657 = 0 // $ = int 0004: $1658 = 0 // $ = int 0004: $1659 = 0 // $ = int 0004: $1660 = 0 // $ = int 0004: $1661 = 0 // $ = int 0004: $1662 = 0 // $ = int 0004: $1663 = 0 // $ = int 0004: $1664 = 0 // $ = int 0004: $1665 = 0 // $ = int 0004: $1666 = 0 // $ = int 0004: $1667 = 0 // $ = int 0004: $1668 = 0 // $ = int 0004: $1669 = 0 // $ = int 0004: $346 = 0 // $ = int 0005: $1742 = 106.0 // $ = float 0005: $1743 = -1242.0 // $ = float 0005: $1744 = 35.5 // $ = float 0005: $7962 = 0.0 // $ = float 0005: $7963 = 128.0 // $ = float 0005: $7964 = -1180.75 // $ = float 0005: $7959 = 8.0 // $ = float 0005: $7930 = -100.0 // $ = float 0005: $7928 = 108.8 // $ = float 0005: $7929 = -1232.9 // $ = float 0005: $7931 = 120.25 // $ = float 0005: $7932 = -1230.6 // $ = float 0005: $7933 = 111.2 // $ = float 0005: $7934 = -1219.7 // $ = float 0005: $7935 = 138.6 // $ = float 0005: $7936 = -1211.8 // $ = float 0005: $7937 = 138.6 // $ = float 0005: $7938 = -1207.2 // $ = float 0005: $7939 = 141.6 // $ = float 0005: $7940 = -1207.2 // $ = float 0005: $7941 = 141.6 // $ = float 0005: $7942 = -1211.8 // $ = float 0005: $7943 = 144.6 // $ = float 0005: $7944 = -1207.2 // $ = float 0005: $7945 = 147.6 // $ = float 0005: $7946 = -1207.2 // $ = float 0005: $7947 = 113.25 // $ = float 0005: $7948 = -1146.5 // $ = float 0005: $7949 = 113.25 // $ = float 0005: $7950 = -1149.5 // $ = float 0005: $7951 = 113.25 // $ = float 0005: $7952 = -1155.5 // $ = float 0005: $7953 = 109.25 // $ = float 0005: $7954 = -1155.5 // $ = float 0005: $7955 = 121.25 // $ = float 0005: $7956 = -1155.5 // $ = float 0005: $7957 = 117.25 // $ = float 0005: $7958 = -1155.5 // $ = float 0005: $1670 = 108.8 // $ = float 0005: $1671 = -1228.8 // $ = float 0005: $1672 = 33.7 // $ = float 0005: $1673 = 112.6 // $ = float 0005: $1674 = -1232.9 // $ = float 0005: $1675 = 33.7 // $ = float 0005: $1676 = 140.3 // $ = float 0005: $1677 = -1209.5 // $ = float 0005: $1678 = 31.5 // $ = float 0005: $1679 = 108.8 // $ = float 0005: $1680 = -1147.5 // $ = float 0005: $1681 = 31.5 // $ = float 0005: $1682 = 131.5 // $ = float 0005: $1683 = -1182.9 // $ = float 0005: $1684 = 31.5 // $ = float 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 01C0: $1606 = player $PLAYER_CHAR wanted_level 0110: clear_player $PLAYER_CHAR wanted_level 00DA: $1605 = player $PLAYER_CHAR car 00D6: if 8119: not car $1605 wrecked 004D: jump_if_false @CARPRK1_946 020A: set_car $1605 door_status_to 1 :CARPRK1_946 03D5: remove_text 'M_PASS' 03D5: remove_text 'M_FAIL' 0247: request_model #TRAFFICCONE :CARPRK1_971 00D6: if 8248: not model #TRAFFICCONE available 004D: jump_if_false @CARPRK1_998 0001: wait 0 ms 0002: 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 00D6: if 001A: 5 > $1607 // int > $ 004D: jump_if_false @CARPRK1_3047 0001: wait 0 ms 00D6: if 0038: $1613 == 1 // $ == int 004D: jump_if_false @CARPRK1_1148 00D6: if 001A: 1 > $1614 // int > $ 004D: jump_if_false @CARPRK1_1148 00BC: text_highpriority 'TAXI2' time 3000 1 0002: jump @CARPRK1_3072 :CARPRK1_1148 00D6: if and 0038: $1607 == 1 // $ == int 0038: $1613 == 0 // $ == int 004D: jump_if_false @CARPRK1_1194 014E: start_timer_at $1614 count_in_direction 1 0006: TIMERA = 0 // @ = int 0004: $1613 = 1 // $ = int :CARPRK1_1194 00D6: if 0038: $1646 == 0 // $ == int 004D: jump_if_false @CARPRK1_1322 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1670 $1671 $1672 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1670 $1671 $1672 radius 2.5 2.5 3.5 004D: jump_if_false @CARPRK1_1322 0164: disable_marker $1622 0008: $1607 += 1 // $ += int 018C: play_sound 1 at $1670 $1671 $1672 0058: $1614 += $1615 // $ += $ int 0004: $1646 = 1 // $ = int :CARPRK1_1322 00D6: if 0038: $1647 == 0 // $ == int 004D: jump_if_false @CARPRK1_1450 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1673 $1674 $1675 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1673 $1674 $1675 radius 2.5 2.5 3.5 004D: jump_if_false @CARPRK1_1450 0164: disable_marker $1623 0008: $1607 += 1 // $ += int 018C: play_sound 1 at $1673 $1674 $1675 0058: $1614 += $1615 // $ += $ int 0004: $1647 = 1 // $ = int :CARPRK1_1450 00D6: if 0038: $1648 == 0 // $ == int 004D: jump_if_false @CARPRK1_1578 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1676 $1677 $1678 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1676 $1677 $1678 radius 2.5 2.5 3.5 004D: jump_if_false @CARPRK1_1578 0164: disable_marker $1624 0008: $1607 += 1 // $ += int 018C: play_sound 1 at $1676 $1677 $1678 0058: $1614 += $1615 // $ += $ int 0004: $1648 = 1 // $ = int :CARPRK1_1578 00D6: if 0038: $1649 == 0 // $ == int 004D: jump_if_false @CARPRK1_1706 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1679 $1680 $1681 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1679 $1680 $1681 radius 2.5 2.5 3.5 004D: jump_if_false @CARPRK1_1706 0164: disable_marker $1625 0008: $1607 += 1 // $ += int 018C: play_sound 1 at $1679 $1680 $1681 0058: $1614 += $1615 // $ += $ int 0004: $1649 = 1 // $ = int :CARPRK1_1706 00D6: if 0038: $1650 == 0 // $ == int 004D: jump_if_false @CARPRK1_1834 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1682 $1683 $1684 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1682 $1683 $1684 radius 2.5 2.5 3.5 004D: jump_if_false @CARPRK1_1834 0164: disable_marker $1626 0008: $1607 += 1 // $ += int 018C: play_sound 1 at $1682 $1683 $1684 0058: $1614 += $1615 // $ += $ int 0004: $1650 = 1 // $ = int :CARPRK1_1834 00D6: if 0038: $350 == 1 // $ == int 004D: jump_if_false @CARPRK1_1923 00D6: if and 0038: $1610 == 0 // $ == int 0018: $357 > 0 // $ > int 001A: 4 > $357 // int > $ 004D: jump_if_false @CARPRK1_1923 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @CARPRK1_1923 0004: $359 = 9501 // $ = int 0004: $357 = 3 // $ = int 0004: $1610 = 1 // $ = int :CARPRK1_1923 00D6: if 0038: $357 == 0 // $ == int 004D: jump_if_false @CARPRK1_2587 01BD: $358 = current_time_in_ms 015F: set_camera_position $1742 $1743 $1744 rotation 0.0 0.0 0.0 043C: set_game_sounds_disable_on_fade 0 016A: fade 0 1000 ms :CARPRK1_1983 00D6: if 016B: fading 004D: jump_if_false @CARPRK1_2007 0001: wait 0 ms 0002: jump @CARPRK1_1983 :CARPRK1_2007 0107: $7893 = create_object #TRAFFICCONE at $7928 $7929 $7930 0382: set_object $7893 collision_detection 1 0392: object $7893 toggle_in_moving_list 1 0107: $7894 = create_object #TRAFFICCONE at $7931 $7932 $7930 0382: set_object $7894 collision_detection 1 0392: object $7894 toggle_in_moving_list 1 0107: $7895 = create_object #TRAFFICCONE at $7933 $7934 $7930 0382: set_object $7895 collision_detection 1 0392: object $7895 toggle_in_moving_list 1 0107: $7896 = create_object #TRAFFICCONE at $7935 $7936 $7930 0382: set_object $7896 collision_detection 1 0392: object $7896 toggle_in_moving_list 1 0107: $7897 = create_object #TRAFFICCONE at $7937 $7938 $7930 0382: set_object $7897 collision_detection 1 0392: object $7897 toggle_in_moving_list 1 0107: $7898 = create_object #TRAFFICCONE at $7939 $7940 $7930 0382: set_object $7898 collision_detection 1 0392: object $7898 toggle_in_moving_list 1 0107: $7899 = create_object #TRAFFICCONE at $7941 $7942 $7930 0382: set_object $7899 collision_detection 1 0392: object $7899 toggle_in_moving_list 1 0107: $7900 = create_object #TRAFFICCONE at $7943 $7944 $7930 0382: set_object $7900 collision_detection 1 0392: object $7900 toggle_in_moving_list 1 0107: $7901 = create_object #TRAFFICCONE at $7945 $7946 $7930 0382: set_object $7901 collision_detection 1 0392: object $7901 toggle_in_moving_list 1 0107: $7902 = create_object #TRAFFICCONE at $7947 $7948 $7930 0382: set_object $7902 collision_detection 1 0392: object $7902 toggle_in_moving_list 1 0107: $7903 = create_object #TRAFFICCONE at $7949 $7950 $7930 0382: set_object $7903 collision_detection 1 0392: object $7903 toggle_in_moving_list 1 0107: $7904 = create_object #TRAFFICCONE at $7951 $7952 $7930 0382: set_object $7904 collision_detection 1 0392: object $7904 toggle_in_moving_list 1 0107: $7905 = create_object #TRAFFICCONE at $7953 $7954 $7930 0382: set_object $7905 collision_detection 1 0392: object $7905 toggle_in_moving_list 1 0107: $7906 = create_object #TRAFFICCONE at $7955 $7956 $7930 0382: set_object $7906 collision_detection 1 0392: object $7906 toggle_in_moving_list 1 0107: $7907 = create_object #TRAFFICCONE at $7957 $7958 $7930 0382: set_object $7907 collision_detection 1 0392: object $7907 toggle_in_moving_list 1 0050: gosub @CARPRK1_3356 0107: $7924 = create_object #TRAFFICCONE at $7963 $7964 $7930 0382: set_object $7924 collision_detection 1 0392: object $7924 toggle_in_moving_list 1 03CB: load_scene $1742 $1743 $1744 0160: point_camera $1673 $1674 $1675 switchstyle 2 016A: fade 1 1000 ms :CARPRK1_2541 00D6: if 016B: fading 004D: jump_if_false @CARPRK1_2565 0001: wait 0 ms 0002: jump @CARPRK1_2541 :CARPRK1_2565 00BC: text_highpriority 'MM_1_A' time 5000 1 0004: $357 = 1 // $ = int :CARPRK1_2587 00D6: if 0038: $1610 == 0 // $ == int 004D: jump_if_false @CARPRK1_2626 01BD: $360 = current_time_in_ms 0084: $359 = $360 // $ = $ int 0060: $359 -= $358 // $ -= $ int :CARPRK1_2626 00D6: if and 0018: $359 > 4000 // $ > int 0038: $357 == 1 // $ == int 004D: jump_if_false @CARPRK1_2704 015F: set_camera_position 156.3 -1220.1 34.0 rotation 0.0 0.0 0.0 0160: point_camera $1676 $1677 $1678 switchstyle 2 0004: $357 = 2 // $ = int :CARPRK1_2704 00D6: if and 0018: $359 > 7000 // $ > int 0038: $357 == 2 // $ == int 004D: jump_if_false @CARPRK1_2800 015F: set_camera_position 106.5 -1139.0 38.13 rotation 0.0 0.0 0.0 0160: point_camera $1679 $1680 $1681 switchstyle 2 01E5: text_1number_highpriority 'MM_1_C' $7925 time 5000 1 0004: $357 = 3 // $ = int :CARPRK1_2800 00D6: if and 0018: $359 > 9500 // $ > int 0038: $357 == 3 // $ == int 004D: jump_if_false @CARPRK1_2952 016A: fade 0 1000 ms :CARPRK1_2833 00D6: if 016B: fading 004D: jump_if_false @CARPRK1_2857 0001: wait 0 ms 0002: jump @CARPRK1_2833 :CARPRK1_2857 00BE: text_clear_all 02EB: restore_camera_with_jumpcut 02A3: enable_widescreen 0 01B4: set_player $PLAYER_CHAR can_move 1 00D6: if 8119: not car $1605 wrecked 004D: jump_if_false @CARPRK1_2895 020A: set_car $1605 door_status_to 1 :CARPRK1_2895 010D: set_player $PLAYER_CHAR wanted_level_to $1606 016A: fade 1 1000 ms :CARPRK1_2910 00D6: if 016B: fading 004D: jump_if_false @CARPRK1_2934 0001: wait 0 ms 0002: jump @CARPRK1_2910 :CARPRK1_2934 043C: set_game_sounds_disable_on_fade 1 0004: $357 = 4 // $ = int 0004: $350 = 1 // $ = int :CARPRK1_2952 00D6: if 80DE: not player $PLAYER_CHAR driving_vehicle_type #STALLION 004D: jump_if_false @CARPRK1_2993 00BC: text_highpriority 'T4X4_F' time 3000 1 0002: jump @CARPRK1_3072 :CARPRK1_2993 0050: gosub @CARPRK1_4276 00D6: if 0038: $7891 == 1 // $ == int 004D: jump_if_false @CARPRK1_3040 00BC: text_highpriority 'CONE_1' time 5000 1 0002: jump @CARPRK1_3072 :CARPRK1_3040 0002: jump @CARPRK1_1068 :CARPRK1_3047 00D6: if 0038: $1607 == 5 // $ == int 004D: jump_if_false @CARPRK1_3072 0002: jump @CARPRK1_3089 :CARPRK1_3072 00BA: text_styled 'M_FAIL' 2000 ms 1 0051: return :CARPRK1_3089 00D6: if 0038: $351 == 0 // $ == int 004D: jump_if_false @CARPRK1_3137 008A: $352 = TIMERA // $ = @ int 0014: $352 /= 1000 // $ /= int 042E: register_lowest_int_stat 19 to $352 0050: gosub @CARPRK1_4798 :CARPRK1_3137 00D6: if 0038: $351 == 1 // $ == int 004D: jump_if_false @CARPRK1_3252 008A: $346 = TIMERA // $ = @ int 0014: $346 /= 1000 // $ /= int 00D6: if 001C: $352 > $346 // $ > $ int 004D: jump_if_false @CARPRK1_3226 0084: $352 = $346 // $ = $ int 042E: register_lowest_int_stat 19 to $352 0010: $7926 *= 2 // $ *= int 0050: gosub @CARPRK1_4798 0002: jump @CARPRK1_3252 :CARPRK1_3226 01E3: text_1number_styled 'M_PASS' number 200 time 5000 style 1 0109: player $PLAYER_CHAR money += 200 :CARPRK1_3252 0110: clear_player $PLAYER_CHAR wanted_level 00D6: if 0038: $351 == 0 // $ == int 004D: jump_if_false @CARPRK1_3288 0595: mission_complete 0004: $351 = 1 // $ = int 030C: progress_made += 1 :CARPRK1_3288 0051: return :CARPRK1_3290 02EB: restore_camera_with_jumpcut 02A3: enable_widescreen 0 01B4: set_player $PLAYER_CHAR can_move 1 0164: disable_marker $1622 0164: disable_marker $1623 0164: disable_marker $1624 0164: disable_marker $1625 0164: disable_marker $1626 0050: gosub @CARPRK1_4636 0249: release_model #TRAFFICCONE 014F: stop_timer $1614 0004: $ONMISSION = 0 // $ = int 00D8: mission_cleanup 0051: return :CARPRK1_3356 02F6: $7960 = sine $7962 // float 0069: $7960 *= $7959 // $ *= $ float 0059: $7960 += $7963 // $ += $ float 02F7: $7961 = cosine $7962 // float 0069: $7961 *= $7959 // $ *= $ float 0059: $7961 += $7964 // $ += $ float 00D6: if 0042: $7962 == 0.0 // $ == float 004D: jump_if_false @CARPRK1_3456 0107: $7908 = create_object #TRAFFICCONE at $7960 $7961 $7930 0382: set_object $7908 collision_detection 1 0392: object $7908 toggle_in_moving_list 1 :CARPRK1_3456 00D6: if 0042: $7962 == 18.0 // $ == float 004D: jump_if_false @CARPRK1_3508 0107: $7909 = create_object #TRAFFICCONE at $7960 $7961 $7930 0382: set_object $7909 collision_detection 1 0392: object $7909 toggle_in_moving_list 1 :CARPRK1_3508 00D6: if 0042: $7962 == 36.0 // $ == float 004D: jump_if_false @CARPRK1_3560 0107: $7910 = create_object #TRAFFICCONE at $7960 $7961 $7930 0382: set_object $7910 collision_detection 1 0392: object $7910 toggle_in_moving_list 1 :CARPRK1_3560 00D6: if 0042: $7962 == 54.0 // $ == float 004D: jump_if_false @CARPRK1_3612 0107: $7911 = create_object #TRAFFICCONE at $7960 $7961 $7930 0382: set_object $7911 collision_detection 1 0392: object $7911 toggle_in_moving_list 1 :CARPRK1_3612 00D6: if 0042: $7962 == 72.0 // $ == float 004D: jump_if_false @CARPRK1_3664 0107: $7912 = create_object #TRAFFICCONE at $7960 $7961 $7930 0382: set_object $7912 collision_detection 1 0392: object $7912 toggle_in_moving_list 1 :CARPRK1_3664 00D6: if 0042: $7962 == 90.0 // $ == float 004D: jump_if_false @CARPRK1_3716 0107: $7913 = create_object #TRAFFICCONE at $7960 $7961 $7930 0382: set_object $7913 collision_detection 1 0392: object $7913 toggle_in_moving_list 1 :CARPRK1_3716 00D6: if 0042: $7962 == 108.0 // $ == float 004D: jump_if_false @CARPRK1_3768 0107: $7914 = create_object #TRAFFICCONE at $7960 $7961 $7930 0382: set_object $7914 collision_detection 1 0392: object $7914 toggle_in_moving_list 1 :CARPRK1_3768 00D6: if 0042: $7962 == 126.0 // $ == float 004D: jump_if_false @CARPRK1_3820 0107: $7915 = create_object #TRAFFICCONE at $7960 $7961 $7930 0382: set_object $7915 collision_detection 1 0392: object $7915 toggle_in_moving_list 1 :CARPRK1_3820 00D6: if 0042: $7962 == 144.0 // $ == float 004D: jump_if_false @CARPRK1_3872 0107: $7916 = create_object #TRAFFICCONE at $7960 $7961 $7930 0382: set_object $7916 collision_detection 1 0392: object $7916 toggle_in_moving_list 1 :CARPRK1_3872 00D6: if 0042: $7962 == 162.0 // $ == float 004D: jump_if_false @CARPRK1_3924 0107: $7917 = create_object #TRAFFICCONE at $7960 $7961 $7930 0382: set_object $7917 collision_detection 1 0392: object $7917 toggle_in_moving_list 1 :CARPRK1_3924 00D6: if 0042: $7962 == 180.0 // $ == float 004D: jump_if_false @CARPRK1_3976 0107: $7918 = create_object #TRAFFICCONE at $7960 $7961 $7930 0382: set_object $7918 collision_detection 1 0392: object $7918 toggle_in_moving_list 1 :CARPRK1_3976 00D6: if 0042: $7962 == 198.0 // $ == float 004D: jump_if_false @CARPRK1_4028 0107: $7919 = create_object #TRAFFICCONE at $7960 $7961 $7930 0382: set_object $7919 collision_detection 1 0392: object $7919 toggle_in_moving_list 1 :CARPRK1_4028 00D6: if 0042: $7962 == 216.0 // $ == float 004D: jump_if_false @CARPRK1_4080 0107: $7920 = create_object #TRAFFICCONE at $7960 $7961 $7930 0382: set_object $7920 collision_detection 1 0392: object $7920 toggle_in_moving_list 1 :CARPRK1_4080 00D6: if 0042: $7962 == 234.0 // $ == float 004D: jump_if_false @CARPRK1_4132 0107: $7921 = create_object #TRAFFICCONE at $7960 $7961 $7930 0382: set_object $7921 collision_detection 1 0392: object $7921 toggle_in_moving_list 1 :CARPRK1_4132 00D6: if 0042: $7962 == 252.0 // $ == float 004D: jump_if_false @CARPRK1_4184 0107: $7922 = create_object #TRAFFICCONE at $7960 $7961 $7930 0382: set_object $7922 collision_detection 1 0392: object $7922 toggle_in_moving_list 1 :CARPRK1_4184 00D6: if 0042: $7962 == 270.0 // $ == float 004D: jump_if_false @CARPRK1_4236 0107: $7923 = create_object #TRAFFICCONE at $7960 $7961 $7930 0382: set_object $7923 collision_detection 1 0392: object $7923 toggle_in_moving_list 1 :CARPRK1_4236 0009: $7962 += 18.0 // $ += float 00D6: if 0022: 288.0 > $7962 // float > $ 004D: jump_if_false @CARPRK1_4274 0002: jump @CARPRK1_3356 :CARPRK1_4274 0051: return :CARPRK1_4276 00D6: if or 0366: object $7893 damaged 0366: object $7894 damaged 0366: object $7895 damaged 004D: jump_if_false @CARPRK1_4309 0004: $7891 = 1 // $ = int :CARPRK1_4309 00D6: if or 0366: object $7896 damaged 0366: object $7897 damaged 0366: object $7898 damaged 004D: jump_if_false @CARPRK1_4342 0004: $7891 = 1 // $ = int :CARPRK1_4342 00D6: if or 0366: object $7899 damaged 0366: object $7900 damaged 0366: object $7901 damaged 004D: jump_if_false @CARPRK1_4375 0004: $7891 = 1 // $ = int :CARPRK1_4375 00D6: if or 0366: object $7902 damaged 0366: object $7903 damaged 0366: object $7904 damaged 004D: jump_if_false @CARPRK1_4408 0004: $7891 = 1 // $ = int :CARPRK1_4408 00D6: if or 0366: object $7905 damaged 0366: object $7906 damaged 0366: object $7907 damaged 004D: jump_if_false @CARPRK1_4441 0004: $7891 = 1 // $ = int :CARPRK1_4441 00D6: if or 0366: object $7908 damaged 0366: object $7909 damaged 0366: object $7910 damaged 004D: jump_if_false @CARPRK1_4474 0004: $7891 = 1 // $ = int :CARPRK1_4474 00D6: if or 0366: object $7911 damaged 0366: object $7912 damaged 0366: object $7913 damaged 004D: jump_if_false @CARPRK1_4507 0004: $7891 = 1 // $ = int :CARPRK1_4507 00D6: if or 0366: object $7914 damaged 0366: object $7915 damaged 0366: object $7916 damaged 004D: jump_if_false @CARPRK1_4540 0004: $7891 = 1 // $ = int :CARPRK1_4540 00D6: if or 0366: object $7917 damaged 0366: object $7918 damaged 0366: object $7919 damaged 004D: jump_if_false @CARPRK1_4573 0004: $7891 = 1 // $ = int :CARPRK1_4573 00D6: if or 0366: object $7920 damaged 0366: object $7921 damaged 0366: object $7922 damaged 004D: jump_if_false @CARPRK1_4606 0004: $7891 = 1 // $ = int :CARPRK1_4606 00D6: if or 0366: object $7923 damaged 0366: object $7924 damaged 004D: jump_if_false @CARPRK1_4634 0004: $7891 = 1 // $ = int :CARPRK1_4634 0051: return :CARPRK1_4636 0108: destroy_object $7893 0108: destroy_object $7894 0108: destroy_object $7895 0108: destroy_object $7896 0108: destroy_object $7897 0108: destroy_object $7898 0108: destroy_object $7899 0108: destroy_object $7900 0108: destroy_object $7901 0108: destroy_object $7902 0108: destroy_object $7903 0108: destroy_object $7904 0108: destroy_object $7905 0108: destroy_object $7906 0108: destroy_object $7907 0108: destroy_object $7908 0108: destroy_object $7909 0108: destroy_object $7910 0108: destroy_object $7911 0108: destroy_object $7912 0108: destroy_object $7913 0108: destroy_object $7914 0108: destroy_object $7915 0108: destroy_object $7916 0108: destroy_object $7917 0108: destroy_object $7918 0108: destroy_object $7919 0108: destroy_object $7920 0108: destroy_object $7921 0108: destroy_object $7922 0108: destroy_object $7923 0108: destroy_object $7924 0051: return :CARPRK1_4798 0004: $7927 = 0 // $ = int 0084: $7892 = $352 // $ = $ int :CARPRK1_4813 00D6: if 0018: $7892 > 59 // $ > int 004D: jump_if_false @CARPRK1_4852 000C: $7892 -= 60 // $ -= int 0008: $7927 += 1 // $ += int 0002: jump @CARPRK1_4813 :CARPRK1_4852 02FD: text_2numbers_highpriority 'NEW_REC' $7927 $7892 time 5000 1 000C: $1615 -= 1000 // $ -= int 00D6: if 001A: 6000 > $1615 // int > $ 004D: jump_if_false @CARPRK1_4908 0004: $1615 = 6000 // $ = int :CARPRK1_4908 000C: $7925 -= 1 // $ -= int 00D6: if 001A: 6 > $7925 // int > $ 004D: jump_if_false @CARPRK1_4940 0004: $7925 = 6 // $ = int :CARPRK1_4940 01E3: text_1number_styled 'M_PASS' number $7926 time 5000 style 1 0109: player $PLAYER_CHAR money += $7926 0051: return //-------------Mission 92--------------- // Originally: PIZZA BOY :PIZZA 03A4: name_thread 'PIZZA' 0050: gosub @PIZZA_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @PIZZA_37 0050: gosub @PIZZA_2540 :PIZZA_37 0050: gosub @PIZZA_2656 004E: end_thread :PIZZA_46 03D5: remove_text 'M_FAIL' 0004: $ONMISSION = 1 // $ = int 0001: wait 0 ms 00D6: if 0038: $389 == 0 // $ == int 004D: jump_if_false @PIZZA_87 0317: increment_mission_attempts :PIZZA_87 054C: use_GXT_table 'PIZZA' 0004: $7994 = 1 // $ = int 0004: $7995 = 0 // $ = int 0004: $7996 = 0 // $ = int 0004: $7997 = 0 // $ = int 0004: $7998 = 0 // $ = int 0004: $7999 = 0 // $ = int 0004: $8000 = 0 // $ = int 0004: $8001 = 0 // $ = int 0004: $8002 = 0 // $ = int 0004: $8003 = 0 // $ = int 0004: $8004 = 0 // $ = int 0004: $8005 = 0 // $ = int 0004: $8006 = 0 // $ = int 0004: $8007 = 0 // $ = int 0004: $8008 = 6 // $ = int 0004: $8009 = 0 // $ = int 0004: $8010 = 0 // $ = int 0004: $8011 = 0 // $ = int 0004: $8012 = 301000 // $ = int 0004: $8013 = 0 // $ = int 0004: $8014 = 0 // $ = int 0004: $8015 = 0 // $ = int 0004: $8016 = 0 // $ = int 0004: $8017 = 0 // $ = int 0004: $8018 = 0 // $ = int 0004: $123 = 0 // $ = int 0004: $8019 = 0 // $ = int 0004: $8021 = 0 // $ = int 0004: $8022 = 0 // $ = int 0005: $8023 = 0.0 // $ = float 0005: $8024 = 0.0 // $ = float 0005: $8025 = 0.0 // $ = float 0005: $8026 = 0.0 // $ = float 0005: $8027 = 0.0 // $ = float 0005: $8028 = 0.0 // $ = float 0005: $8029 = 0.0 // $ = float 0005: $8030 = 0.0 // $ = float 0005: $8031 = 0.0 // $ = float 0005: $8032 = 0.0 // $ = float 0005: $8033 = 0.0 // $ = float 0005: $8034 = 0.0 // $ = float 0005: $8035 = 0.0 // $ = float 0005: $8036 = 0.0 // $ = float 0005: $8037 = 0.0 // $ = float 0005: $8039 = 0.0 // $ = float 0005: $8040 = 0.0 // $ = float 0005: $8041 = 0.0 // $ = float 0005: $8042 = 0.0 // $ = float 0005: $8043 = 0.0 // $ = float 0005: $8044 = 0.0 // $ = float 0005: $95 = 0.0 // $ = float 0005: $96 = 0.0 // $ = float 0005: $97 = 0.0 // $ = float 0004: $8020 = 0 // $ = int 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @PIZZA_804 0376: $7966 = create_random_actor $8025 $8026 $8027 0187: $7982 = create_marker_above_actor $7966 0376: $7967 = create_random_actor $8025 $8026 $8027 0187: $7983 = create_marker_above_actor $7967 0376: $7968 = create_random_actor $8025 $8026 $8027 0187: $7984 = create_marker_above_actor $7968 0376: $7969 = create_random_actor $8025 $8026 $8027 0187: $7985 = create_marker_above_actor $7969 0376: $7970 = create_random_actor $8025 $8026 $8027 0187: $7986 = create_marker_above_actor $7970 0376: $7971 = create_random_actor $8025 $8026 $8027 0187: $7987 = create_marker_above_actor $7971 0376: $7972 = create_random_actor $8025 $8026 $8027 0187: $7988 = create_marker_above_actor $7972 0376: $7973 = create_random_actor $8025 $8026 $8027 0187: $7989 = create_marker_above_actor $7973 0376: $7974 = create_random_actor $8025 $8026 $8027 0187: $7990 = create_marker_above_actor $7974 0376: $7975 = create_random_actor $8025 $8026 $8027 0187: $7991 = create_marker_above_actor $7975 018A: $7992 = create_checkpoint_at $8036 $8037 -100.0 :PIZZA_804 0247: request_model #PIZZABOX :PIZZA_809 00D6: if 8248: not model #PIZZABOX available 004D: jump_if_false @PIZZA_836 0001: wait 0 ms 0002: 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 00D6: if 00E0: player $PLAYER_CHAR in_any_car 004D: jump_if_false @PIZZA_895 00DA: $7965 = player $PLAYER_CHAR car 0002: jump @PIZZA_917 :PIZZA_895 00BC: text_highpriority 'PIZ1_32' time 5000 1 0002: jump @PIZZA_2540 :PIZZA_917 00D6: if 0038: $ONMISSION == 0 // $ == int 004D: jump_if_false @PIZZA_943 0186: $7993 = create_marker_above_car $7965 :PIZZA_943 014E: start_timer_at $8012 count_in_direction 1 03C4: set_status_text_to $8008 0 'PIZ1_12' 00D6: if 0121: player $PLAYER_CHAR in_zone 'DTOWN' 004D: jump_if_false @PIZZA_996 0004: $8011 = 1 // $ = int :PIZZA_996 00D6: if 0121: player $PLAYER_CHAR in_zone 'HAITI' 004D: jump_if_false @PIZZA_1027 0004: $8011 = 2 // $ = int :PIZZA_1027 00D6: if 0121: player $PLAYER_CHAR in_zone 'BEACH3' 004D: jump_if_false @PIZZA_1058 0004: $8011 = 3 // $ = int :PIZZA_1058 00BB: text_lowpriority 'PIZ1_01' time 7000 1 00BB: text_lowpriority 'PIZ1_05' time 7000 1 0006: TIMERA = 0 // @ = int :PIZZA_1095 0001: wait 0 ms 00D6: if 0038: $7994 == 1 // $ == int 004D: jump_if_false @PIZZA_1171 00D6: if 0038: $8019 == 0 // $ == int 004D: jump_if_false @PIZZA_1171 00D6: if 0019: TIMERA > 13999 // @ > int 004D: jump_if_false @PIZZA_1171 03E5: text_box 'PIZ1_06' 0004: $8019 = 1 // $ = int :PIZZA_1171 00D6: if 8119: not car $7965 wrecked 004D: jump_if_false @PIZZA_1315 00D6: if 00DC: player $PLAYER_CHAR in_car $7965 004D: jump_if_false @PIZZA_1315 00D6: if 00FA: player $PLAYER_CHAR stopped 0 $8036 $8037 $8038 radius 3.0 3.0 3.0 004D: jump_if_false @PIZZA_1315 00D6: if 0019: TIMERA > 14000 // @ > int 004D: jump_if_false @PIZZA_1315 00D6: if 0018: $8008 > 0 // $ > int 004D: jump_if_false @PIZZA_1315 00BE: text_clear_all 0004: $8008 = 6 // $ = int 0050: gosub @PIZZA_10425 0004: $123 = 0 // $ = int 0006: TIMERA = 0 // @ = int :PIZZA_1315 00D6: if 0038: $8012 == 0 // $ == int 004D: jump_if_false @PIZZA_1355 00BC: text_highpriority 'PIZ1_08' time 5000 1 0002: jump @PIZZA_2540 :PIZZA_1355 00D6: if 001C: $7994 > $7995 // $ > $ int 004D: jump_if_false @PIZZA_1565 0001: wait 0 ms 0050: gosub @PIZZA_2799 0050: gosub @PIZZA_4815 0008: $7995 += 1 // $ += int 00D6: if 0038: $8015 == 1 // $ == int 004D: jump_if_false @PIZZA_1432 00BC: text_highpriority 'PIZ1_07' time 5000 1 :PIZZA_1432 00D6: if 0038: $8015 == 2 // $ == int 004D: jump_if_false @PIZZA_1465 00BC: text_highpriority 'PIZ1_09' time 5000 1 :PIZZA_1465 00D6: if 0038: $8015 == 3 // $ == int 004D: jump_if_false @PIZZA_1498 00BC: text_highpriority 'PIZ1_32' time 5000 1 :PIZZA_1498 00D6: if or 0038: $8015 == 1 // $ == int 0038: $8015 == 2 // $ == int 0038: $8015 == 3 // $ == int 004D: jump_if_false @PIZZA_1537 0002: jump @PIZZA_2540 :PIZZA_1537 0050: gosub @PIZZA_13088 0050: gosub @PIZZA_13772 0050: gosub @PIZZA_12676 0002: jump @PIZZA_1355 :PIZZA_1565 00D6: if 0038: $8015 == 1 // $ == int 004D: jump_if_false @PIZZA_1598 00BC: text_highpriority 'PIZ1_07' time 5000 1 :PIZZA_1598 00D6: if 0038: $8015 == 2 // $ == int 004D: jump_if_false @PIZZA_1631 00BC: text_highpriority 'PIZ1_09' time 5000 1 :PIZZA_1631 00D6: if 0038: $8015 == 3 // $ == int 004D: jump_if_false @PIZZA_1664 00BC: text_highpriority 'PIZ1_32' time 5000 1 :PIZZA_1664 00D6: if or 0038: $8015 == 1 // $ == int 0038: $8015 == 2 // $ == int 0038: $8015 == 3 // $ == int 004D: jump_if_false @PIZZA_1703 0002: jump @PIZZA_2540 :PIZZA_1703 0050: gosub @PIZZA_13088 0050: gosub @PIZZA_13772 0050: gosub @PIZZA_12676 00D6: if 0038: $8007 == 0 // $ == int 004D: jump_if_false @PIZZA_2324 00D6: if 003A: $8006 == $7994 // $ == $ int 004D: jump_if_false @PIZZA_1829 00D6: if 0038: $8017 == 0 // $ == int 004D: jump_if_false @PIZZA_1822 00BC: text_highpriority 'PIZ1_33' time 7000 1 0164: disable_marker $7992 018A: $7992 = create_checkpoint_at $8036 $8037 -100.0 0004: $8007 = 1 // $ = int :PIZZA_1822 0002: jump @PIZZA_2317 :PIZZA_1829 00D6: if 0018: $8008 > 0 // $ > int 004D: jump_if_false @PIZZA_1861 0050: gosub @PIZZA_6055 0002: jump @PIZZA_2317 :PIZZA_1861 0050: gosub @PIZZA_6055 00D6: if 0038: $123 == 0 // $ == int 004D: jump_if_false @PIZZA_1908 00BC: text_highpriority 'PIZ1_02' time 5000 1 0004: $123 = 1 // $ = int :PIZZA_1908 0164: disable_marker $7982 0164: disable_marker $7983 0164: disable_marker $7984 0164: disable_marker $7985 0164: disable_marker $7986 0164: disable_marker $7987 0164: disable_marker $7988 0164: disable_marker $7989 0164: disable_marker $7990 0164: disable_marker $7991 0164: disable_marker $7992 00D6: if 0038: $8017 == 0 // $ == int 004D: jump_if_false @PIZZA_2317 0164: disable_marker $7992 018A: $7992 = create_checkpoint_at $8036 $8037 -100.0 00D6: if 00FA: player $PLAYER_CHAR stopped 1 $8036 $8037 $8038 radius 5.0 5.0 5.0 004D: jump_if_false @PIZZA_2317 00D6: if 8118: not actor $7966 dead 004D: jump_if_false @PIZZA_2068 0187: $7982 = create_marker_above_actor $7966 :PIZZA_2068 00D6: if 8118: not actor $7967 dead 004D: jump_if_false @PIZZA_2092 0187: $7983 = create_marker_above_actor $7967 :PIZZA_2092 00D6: if 8118: not actor $7968 dead 004D: jump_if_false @PIZZA_2116 0187: $7984 = create_marker_above_actor $7968 :PIZZA_2116 00D6: if 8118: not actor $7969 dead 004D: jump_if_false @PIZZA_2140 0187: $7985 = create_marker_above_actor $7969 :PIZZA_2140 00D6: if 8118: not actor $7970 dead 004D: jump_if_false @PIZZA_2164 0187: $7986 = create_marker_above_actor $7970 :PIZZA_2164 00D6: if 8118: not actor $7971 dead 004D: jump_if_false @PIZZA_2188 0187: $7987 = create_marker_above_actor $7971 :PIZZA_2188 00D6: if 8118: not actor $7972 dead 004D: jump_if_false @PIZZA_2212 0187: $7988 = create_marker_above_actor $7972 :PIZZA_2212 00D6: if 8118: not actor $7973 dead 004D: jump_if_false @PIZZA_2236 0187: $7989 = create_marker_above_actor $7973 :PIZZA_2236 00D6: if 8118: not actor $7974 dead 004D: jump_if_false @PIZZA_2260 0187: $7990 = create_marker_above_actor $7974 :PIZZA_2260 00D6: if 8118: not actor $7975 dead 004D: jump_if_false @PIZZA_2284 0187: $7991 = create_marker_above_actor $7975 :PIZZA_2284 0164: disable_marker $7992 0004: $8022 = 0 // $ = int 0004: $8008 = 6 // $ = int 0050: gosub @PIZZA_10425 0004: $123 = 0 // $ = int :PIZZA_2317 0002: jump @PIZZA_2533 :PIZZA_2324 00D6: if 00FA: player $PLAYER_CHAR stopped 1 $8036 $8037 $8038 radius 5.0 5.0 5.0 004D: jump_if_false @PIZZA_2508 00D6: if 0038: $7994 == 10 // $ == int 004D: jump_if_false @PIZZA_2430 00D6: if 0038: $389 == 0 // $ == int 004D: jump_if_false @PIZZA_2416 0002: jump @PIZZA_2557 0002: jump @PIZZA_2423 :PIZZA_2416 0004: $7994 = 9 // $ = int :PIZZA_2423 0002: jump @PIZZA_2501 :PIZZA_2430 0164: disable_marker $7992 0004: $8012 = 301000 // $ = int 0004: $8022 = 0 // $ = int 0004: $8008 = 6 // $ = int 0050: gosub @PIZZA_10425 0004: $123 = 0 // $ = int 0004: $7995 = 0 // $ = int 0008: $7994 += 1 // $ += int 0004: $8006 = 0 // $ = int 0004: $8007 = 0 // $ = int :PIZZA_2501 0002: jump @PIZZA_2533 :PIZZA_2508 00D6: if 0018: $8008 > 0 // $ > int 004D: jump_if_false @PIZZA_2533 0050: gosub @PIZZA_6055 :PIZZA_2533 0002: jump @PIZZA_1095 :PIZZA_2540 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :PIZZA_2557 00BE: text_clear_all 0110: clear_player $PLAYER_CHAR wanted_level 01E3: text_1number_styled 'M_PASS' number 5000 time 5000 style 1 0394: play_music 1 0109: player $PLAYER_CHAR money += 5000 00D6: if 0038: $389 == 0 // $ == int 004D: jump_if_false @PIZZA_2654 014C: set_parked_car_generator $1834 cars_to_generate_to 101 0595: mission_complete 00BC: text_highpriority 'PIZ_WON' time 5000 1 030C: progress_made += 1 055E: set_player $PLAYER_CHAR max_health += 50 0004: $389 = 1 // $ = int :PIZZA_2654 0051: return :PIZZA_2656 0004: $ONMISSION = 0 // $ = int 01B4: set_player $PLAYER_CHAR can_move 1 0249: release_model #FAGGIO 0249: release_model #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 $8020 0164: disable_marker $7982 0164: disable_marker $7983 0164: disable_marker $7984 0164: disable_marker $7985 0164: disable_marker $7986 0164: disable_marker $7987 0164: disable_marker $7988 0164: disable_marker $7989 0164: disable_marker $7990 0164: disable_marker $7991 0164: disable_marker $7992 0164: disable_marker $7993 0501: set_player $PLAYER_CHAR drive_by_mode_enabled 1 0151: remove_status_text $8008 014F: stop_timer $8012 0004: $390 = 1 // $ = int 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 00D8: mission_cleanup 0051: return :PIZZA_2799 0001: wait 0 ms 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 00D6: if 0038: $8011 == 1 // $ == int 004D: jump_if_false @PIZZA_2895 0208: $8023 = random_float -1050.4 -160.9 0208: $8024 = random_float -160.0 1600.7 0005: $8036 = -908.0 // $ = float 0005: $8037 = 809.3 // $ = float 0005: $8038 = 10.5 // $ = float :PIZZA_2895 00D6: if 0038: $8011 == 2 // $ == int 004D: jump_if_false @PIZZA_2973 0208: $8023 = random_float -1200.4 -800.9 0208: $8024 = random_float -660.0 300.7 0005: $8036 = -1028.9 // $ = float 0005: $8037 = 82.7 // $ = float 0005: $8038 = 10.7 // $ = float :PIZZA_2973 00D6: if 0038: $8011 == 3 // $ == int 004D: jump_if_false @PIZZA_3051 0208: $8023 = random_float -100.9 1000.4 0208: $8024 = random_float -300.7 800.5 0005: $8036 = 411.6 // $ = float 0005: $8037 = 97.8 // $ = float 0005: $8038 = 10.4 // $ = float :PIZZA_3051 02C0: set $8025 $8026 $8027 to_ped_path_coords_closest_to $8023 $8024 $97 00D6: if or 0022: 8.0 > $8027 // float > $ 0020: $8027 > 12.0 // $ > float 004D: jump_if_false @PIZZA_3109 0002: jump @PIZZA_2799 :PIZZA_3109 00D6: if and 0020: $8025 > 333.358 // $ > float 0022: 435.544 > $8025 // float > $ 0020: $8026 > -557.261 // $ > float 0022: -433.179 > $8026 // float > $ 004D: jump_if_false @PIZZA_3167 0002: jump @PIZZA_2799 :PIZZA_3167 00D6: if and 0020: $8025 > -64.434 // $ > float 0022: 81.544 > $8025 // float > $ 0020: $8026 > -995.198 // $ > float 0022: -896.662 > $8026 // float > $ 004D: jump_if_false @PIZZA_3225 0002: jump @PIZZA_2799 :PIZZA_3225 00D6: if and 0020: $8025 > 446.491 // $ > float 0022: 599.769 > $8025 // float > $ 0020: $8026 > -92.564 // $ > float 0022: 53.415 > $8026 // float > $ 004D: jump_if_false @PIZZA_3283 0002: jump @PIZZA_2799 :PIZZA_3283 00D6: if and 0020: $8025 > -82.682 // $ > float 0022: 234.821 > $8025 // float > $ 0020: $8026 > -272.607 // $ > float 0022: 406.194 > $8026 // float > $ 004D: jump_if_false @PIZZA_3341 0002: jump @PIZZA_2799 :PIZZA_3341 00D6: if and 0020: $8025 > -290.702 // $ > float 0022: 282.265 > $8025 // float > $ 0020: $8026 > 398.714 // $ > float 0022: 661.476 > $8026 // float > $ 004D: jump_if_false @PIZZA_3399 0002: jump @PIZZA_2799 :PIZZA_3399 00D6: if and 0020: $8025 > -728.193 // $ > float 0022: -67.639 > $8025 // float > $ 0020: $8026 > -20.866 // $ > float 0022: 99.566 > $8026 // float > $ 004D: jump_if_false @PIZZA_3457 0002: jump @PIZZA_2799 :PIZZA_3457 00D6: if and 0020: $8025 > -516.97 // $ > float 0022: -188.518 > $8025 // float > $ 0020: $8026 > -667.97 // $ > float 0022: -507.393 > $8026 // float > $ 004D: jump_if_false @PIZZA_3515 0002: jump @PIZZA_2799 :PIZZA_3515 00D6: if and 0020: $8025 > -710.393 // $ > float 0022: -579.012 > $8025 // float > $ 0020: $8026 > -1416.112 // $ > float 0022: -1211.742 > $8026 // float > $ 004D: jump_if_false @PIZZA_3573 0002: jump @PIZZA_2799 :PIZZA_3573 00D6: if and 0020: $8025 > 333.358 // $ > float 0022: 493.934 > $8025 // float > $ 0020: $8026 > 991.328 // $ > float 0022: 1261.389 > $8026 // float > $ 004D: jump_if_false @PIZZA_3631 0002: jump @PIZZA_2799 :PIZZA_3631 00D6: if and 0020: $8025 > -790.682 // $ > float 0022: -626.456 > $8025 // float > $ 0020: $8026 > 1196.908 // $ > float 0022: 1306.392 > $8026 // float > $ 004D: jump_if_false @PIZZA_3689 0002: jump @PIZZA_2799 :PIZZA_3689 00D6: if and 0020: $8025 > -1173.877 // $ > float 0022: -1027.898 > $8025 // float > $ 0020: $8026 > 237.098 // $ > float 0022: 415.922 > $8026 // float > $ 004D: jump_if_false @PIZZA_3747 0002: jump @PIZZA_2799 :PIZZA_3747 00D6: if and 0020: $8025 > -1389.195 // $ > float 0022: -1199.422 > $8025 // float > $ 0020: $8026 > -47.561 // $ > float 0022: 229.799 > $8026 // float > $ 004D: jump_if_false @PIZZA_3805 0002: jump @PIZZA_2799 :PIZZA_3805 00D6: if and 0020: $8025 > -1571.667 // $ > float 0022: -1290.658 > $8025 // float > $ 0020: $8026 > -1007.371 // $ > float 0022: -784.753 > $8026 // float > $ 004D: jump_if_false @PIZZA_3863 0002: jump @PIZZA_2799 :PIZZA_3863 0086: $8029 = $95 // $ = $ float 0061: $8029 -= $8025 // $ -= $ float 0086: $8030 = $96 // $ = $ float 0061: $8030 -= $8026 // $ -= $ float 0069: $8029 *= $8029 // $ *= $ float 0069: $8030 *= $8030 // $ *= $ float 0086: $8028 = $8029 // $ = $ float 0059: $8028 += $8030 // $ += $ float 01FB: $8031 = square_root $8028 00D6: if 0022: 120.0 > $8031 // float > $ 004D: jump_if_false @PIZZA_3963 0002: jump @PIZZA_2799 :PIZZA_3963 0086: $8032 = $8036 // $ = $ float 0061: $8032 -= $8025 // $ -= $ float 0086: $8033 = $8037 // $ = $ float 0061: $8033 -= $8026 // $ -= $ float 0069: $8032 *= $8032 // $ *= $ float 0069: $8033 *= $8033 // $ *= $ float 0086: $8028 = $8032 // $ = $ float 0059: $8028 += $8033 // $ += $ float 01FB: $8034 = square_root $8028 00D6: if 0022: 100.0 > $8034 // float > $ 004D: jump_if_false @PIZZA_4063 0002: jump @PIZZA_2799 :PIZZA_4063 00D6: if 0038: $7996 == 1 // $ == int 004D: jump_if_false @PIZZA_4138 00D6: if 8118: not actor $7966 dead 004D: jump_if_false @PIZZA_4138 00D6: if 00EC: actor $7966 0 $8025 $8026 radius 25.0 25.0 004D: jump_if_false @PIZZA_4138 0002: jump @PIZZA_2799 :PIZZA_4138 00D6: if 0038: $7997 == 1 // $ == int 004D: jump_if_false @PIZZA_4213 00D6: if 8118: not actor $7967 dead 004D: jump_if_false @PIZZA_4213 00D6: if 00EC: actor $7967 0 $8025 $8026 radius 25.0 25.0 004D: jump_if_false @PIZZA_4213 0002: jump @PIZZA_2799 :PIZZA_4213 00D6: if 0038: $7998 == 1 // $ == int 004D: jump_if_false @PIZZA_4288 00D6: if 8118: not actor $7968 dead 004D: jump_if_false @PIZZA_4288 00D6: if 00EC: actor $7968 0 $8025 $8026 radius 25.0 25.0 004D: jump_if_false @PIZZA_4288 0002: jump @PIZZA_2799 :PIZZA_4288 00D6: if 0038: $7999 == 1 // $ == int 004D: jump_if_false @PIZZA_4363 00D6: if 8118: not actor $7969 dead 004D: jump_if_false @PIZZA_4363 00D6: if 00EC: actor $7969 0 $8025 $8026 radius 25.0 25.0 004D: jump_if_false @PIZZA_4363 0002: jump @PIZZA_2799 :PIZZA_4363 00D6: if 0038: $8000 == 1 // $ == int 004D: jump_if_false @PIZZA_4438 00D6: if 8118: not actor $7970 dead 004D: jump_if_false @PIZZA_4438 00D6: if 00EC: actor $7970 0 $8025 $8026 radius 25.0 25.0 004D: jump_if_false @PIZZA_4438 0002: jump @PIZZA_2799 :PIZZA_4438 00D6: if 0038: $8001 == 1 // $ == int 004D: jump_if_false @PIZZA_4513 00D6: if 8118: not actor $7971 dead 004D: jump_if_false @PIZZA_4513 00D6: if 00EC: actor $7971 0 $8025 $8026 radius 25.0 25.0 004D: jump_if_false @PIZZA_4513 0002: jump @PIZZA_2799 :PIZZA_4513 00D6: if 0038: $8002 == 1 // $ == int 004D: jump_if_false @PIZZA_4588 00D6: if 8118: not actor $7972 dead 004D: jump_if_false @PIZZA_4588 00D6: if 00EC: actor $7972 0 $8025 $8026 radius 25.0 25.0 004D: jump_if_false @PIZZA_4588 0002: jump @PIZZA_2799 :PIZZA_4588 00D6: if 0038: $8003 == 1 // $ == int 004D: jump_if_false @PIZZA_4663 00D6: if 8118: not actor $7973 dead 004D: jump_if_false @PIZZA_4663 00D6: if 00EC: actor $7973 0 $8025 $8026 radius 25.0 25.0 004D: jump_if_false @PIZZA_4663 0002: jump @PIZZA_2799 :PIZZA_4663 00D6: if 0038: $8004 == 1 // $ == int 004D: jump_if_false @PIZZA_4738 00D6: if 8118: not actor $7974 dead 004D: jump_if_false @PIZZA_4738 00D6: if 00EC: actor $7974 0 $8025 $8026 radius 25.0 25.0 004D: jump_if_false @PIZZA_4738 0002: jump @PIZZA_2799 :PIZZA_4738 00D6: if 0038: $8005 == 1 // $ == int 004D: jump_if_false @PIZZA_4813 00D6: if 8118: not actor $7975 dead 004D: jump_if_false @PIZZA_4813 00D6: if 00EC: actor $7975 0 $8025 $8026 radius 25.0 25.0 004D: jump_if_false @PIZZA_4813 0002: jump @PIZZA_2799 :PIZZA_4813 0051: return :PIZZA_4815 00D6: if and 0018: $7994 > 0 // $ > int 0038: $7996 == 0 // $ == int 004D: jump_if_false @PIZZA_4904 0376: $7966 = create_random_actor $8025 $8026 $8027 0208: $8035 = random_float 0.0 359.9 0173: set_actor $7966 z_angle_to $8035 01ED: clear_actor $7966 threat_search 0192: set_actor $7966 objective_to_stand_still 0187: $7982 = create_marker_above_actor $7966 0004: $7996 = 1 // $ = int 0051: return :PIZZA_4904 00D6: if and 0018: $7994 > 1 // $ > int 0038: $7997 == 0 // $ == int 004D: jump_if_false @PIZZA_4993 0376: $7967 = create_random_actor $8025 $8026 $8027 0208: $8035 = random_float 0.0 359.9 0173: set_actor $7967 z_angle_to $8035 01ED: clear_actor $7967 threat_search 0192: set_actor $7967 objective_to_stand_still 0187: $7983 = create_marker_above_actor $7967 0004: $7997 = 1 // $ = int 0051: return :PIZZA_4993 00D6: if and 0018: $7994 > 2 // $ > int 0038: $7998 == 0 // $ == int 004D: jump_if_false @PIZZA_5082 0376: $7968 = create_random_actor $8025 $8026 $8027 0208: $8035 = random_float 0.0 359.9 0173: set_actor $7968 z_angle_to $8035 01ED: clear_actor $7968 threat_search 0192: set_actor $7968 objective_to_stand_still 0187: $7984 = create_marker_above_actor $7968 0004: $7998 = 1 // $ = int 0051: return :PIZZA_5082 00D6: if and 0018: $7994 > 3 // $ > int 0038: $7999 == 0 // $ == int 004D: jump_if_false @PIZZA_5171 0376: $7969 = create_random_actor $8025 $8026 $8027 0208: $8035 = random_float 0.0 359.9 0173: set_actor $7969 z_angle_to $8035 01ED: clear_actor $7969 threat_search 0192: set_actor $7969 objective_to_stand_still 0187: $7985 = create_marker_above_actor $7969 0004: $7999 = 1 // $ = int 0051: return :PIZZA_5171 00D6: if and 0018: $7994 > 4 // $ > int 0038: $8000 == 0 // $ == int 004D: jump_if_false @PIZZA_5260 0376: $7970 = create_random_actor $8025 $8026 $8027 0208: $8035 = random_float 0.0 359.9 0173: set_actor $7970 z_angle_to $8035 01ED: clear_actor $7970 threat_search 0192: set_actor $7970 objective_to_stand_still 0187: $7986 = create_marker_above_actor $7970 0004: $8000 = 1 // $ = int 0051: return :PIZZA_5260 00D6: if and 0018: $7994 > 5 // $ > int 0038: $8001 == 0 // $ == int 004D: jump_if_false @PIZZA_5349 0376: $7971 = create_random_actor $8025 $8026 $8027 0208: $8035 = random_float 0.0 359.9 0173: set_actor $7971 z_angle_to $8035 01ED: clear_actor $7971 threat_search 0192: set_actor $7971 objective_to_stand_still 0187: $7987 = create_marker_above_actor $7971 0004: $8001 = 1 // $ = int 0051: return :PIZZA_5349 00D6: if and 0018: $7994 > 6 // $ > int 0038: $8002 == 0 // $ == int 004D: jump_if_false @PIZZA_5438 0376: $7972 = create_random_actor $8025 $8026 $8027 0208: $8035 = random_float 0.0 359.9 0173: set_actor $7972 z_angle_to $8035 01ED: clear_actor $7972 threat_search 0192: set_actor $7972 objective_to_stand_still 0187: $7988 = create_marker_above_actor $7972 0004: $8002 = 1 // $ = int 0051: return :PIZZA_5438 00D6: if and 0018: $7994 > 7 // $ > int 0038: $8003 == 0 // $ == int 004D: jump_if_false @PIZZA_5527 0376: $7973 = create_random_actor $8025 $8026 $8027 0208: $8035 = random_float 0.0 359.9 0173: set_actor $7973 z_angle_to $8035 01ED: clear_actor $7973 threat_search 0192: set_actor $7973 objective_to_stand_still 0187: $7989 = create_marker_above_actor $7973 0004: $8003 = 1 // $ = int 0051: return :PIZZA_5527 00D6: if and 0018: $7994 > 8 // $ > int 0038: $8004 == 0 // $ == int 004D: jump_if_false @PIZZA_5616 0376: $7974 = create_random_actor $8025 $8026 $8027 0208: $8035 = random_float 0.0 359.9 0173: set_actor $7974 z_angle_to $8035 01ED: clear_actor $7974 threat_search 0192: set_actor $7974 objective_to_stand_still 0187: $7990 = create_marker_above_actor $7974 0004: $8004 = 1 // $ = int 0051: return :PIZZA_5616 00D6: if and 0018: $7994 > 9 // $ > int 0038: $8005 == 0 // $ == int 004D: jump_if_false @PIZZA_5705 0376: $7975 = create_random_actor $8025 $8026 $8027 0208: $8035 = random_float 0.0 359.9 0173: set_actor $7975 z_angle_to $8035 01ED: clear_actor $7975 threat_search 0192: set_actor $7975 objective_to_stand_still 0187: $7991 = create_marker_above_actor $7975 0004: $8005 = 1 // $ = int 0051: return :PIZZA_5705 0051: return :PIZZA_5707 00D6: if 0038: $8009 == 0 // $ == int 004D: jump_if_false @PIZZA_5879 029B: $8010 = init_object #PIZZABOX at 0.0 0.0 100.0 035C: place_object $8010 relative_to_car $7965 offset 0.7 0.0 0.7 0382: set_object $8010 collision_detection 1 0392: object $8010 toggle_in_moving_list 1 0170: $8039 = player $PLAYER_CHAR z_angle 000D: $8040 -= 90.0 // $ -= float 000D: $8041 -= 90.0 // $ -= float 02F7: $8040 = cosine $8039 // float 02F6: $8041 = sine $8039 // float 0011: $8040 *= 12.0 // $ *= float 0011: $8041 *= 12.0 // $ *= float 038C: object $8010 scatter $8040 $8041 5.0 000C: $8008 -= 1 // $ -= int 0004: $8009 = 1 // $ = int :PIZZA_5879 0051: return :PIZZA_5881 00D6: if 0038: $8009 == 0 // $ == int 004D: jump_if_false @PIZZA_6053 029B: $8010 = init_object #PIZZABOX at 0.0 0.0 100.0 035C: place_object $8010 relative_to_car $7965 offset -0.7 0.0 0.7 0382: set_object $8010 collision_detection 1 0392: object $8010 toggle_in_moving_list 1 0170: $8039 = player $PLAYER_CHAR z_angle 000D: $8040 -= 90.0 // $ -= float 000D: $8041 -= 90.0 // $ -= float 02F7: $8040 = cosine $8039 // float 02F6: $8041 = sine $8039 // float 0011: $8040 *= -12.0 // $ *= float 0011: $8041 *= -12.0 // $ *= float 038C: object $8010 scatter $8040 $8041 5.0 000C: $8008 -= 1 // $ -= int 0004: $8009 = 1 // $ = int :PIZZA_6053 0051: return :PIZZA_6055 00D6: if 8119: not car $7965 wrecked 004D: jump_if_false @PIZZA_6582 00D6: if 00DC: player $PLAYER_CHAR in_car $7965 004D: jump_if_false @PIZZA_6582 00D6: if 00E1: player 0 pressed_button 7 004D: jump_if_false @PIZZA_6336 00D6: if 00E1: player 0 pressed_button 17 004D: jump_if_false @PIZZA_6329 00D6: if 0038: $8008 == 6 // $ == int 004D: jump_if_false @PIZZA_6157 0050: gosub @PIZZA_5707 0084: $7976 = $8010 // $ = $ int :PIZZA_6157 00D6: if 0038: $8008 == 5 // $ == int 004D: jump_if_false @PIZZA_6190 0050: gosub @PIZZA_5707 0084: $7977 = $8010 // $ = $ int :PIZZA_6190 00D6: if 0038: $8008 == 4 // $ == int 004D: jump_if_false @PIZZA_6223 0050: gosub @PIZZA_5707 0084: $7978 = $8010 // $ = $ int :PIZZA_6223 00D6: if 0038: $8008 == 3 // $ == int 004D: jump_if_false @PIZZA_6256 0050: gosub @PIZZA_5707 0084: $7979 = $8010 // $ = $ int :PIZZA_6256 00D6: if 0038: $8008 == 2 // $ == int 004D: jump_if_false @PIZZA_6289 0050: gosub @PIZZA_5707 0084: $7980 = $8010 // $ = $ int :PIZZA_6289 00D6: if 0038: $8008 == 1 // $ == int 004D: jump_if_false @PIZZA_6322 0050: gosub @PIZZA_5707 0084: $7981 = $8010 // $ = $ int :PIZZA_6322 0002: jump @PIZZA_6336 :PIZZA_6329 0004: $8009 = 0 // $ = int :PIZZA_6336 00D6: if 00E1: player 0 pressed_button 5 004D: jump_if_false @PIZZA_6582 00D6: if 00E1: player 0 pressed_button 17 004D: jump_if_false @PIZZA_6575 00D6: if 0038: $8008 == 6 // $ == int 004D: jump_if_false @PIZZA_6403 0050: gosub @PIZZA_5881 0084: $7976 = $8010 // $ = $ int :PIZZA_6403 00D6: if 0038: $8008 == 5 // $ == int 004D: jump_if_false @PIZZA_6436 0050: gosub @PIZZA_5881 0084: $7977 = $8010 // $ = $ int :PIZZA_6436 00D6: if 0038: $8008 == 4 // $ == int 004D: jump_if_false @PIZZA_6469 0050: gosub @PIZZA_5881 0084: $7978 = $8010 // $ = $ int :PIZZA_6469 00D6: if 0038: $8008 == 3 // $ == int 004D: jump_if_false @PIZZA_6502 0050: gosub @PIZZA_5881 0084: $7979 = $8010 // $ = $ int :PIZZA_6502 00D6: if 0038: $8008 == 2 // $ == int 004D: jump_if_false @PIZZA_6535 0050: gosub @PIZZA_5881 0084: $7980 = $8010 // $ = $ int :PIZZA_6535 00D6: if 0038: $8008 == 1 // $ == int 004D: jump_if_false @PIZZA_6568 0050: gosub @PIZZA_5881 0084: $7981 = $8010 // $ = $ int :PIZZA_6568 0002: jump @PIZZA_6582 :PIZZA_6575 0004: $8009 = 0 // $ = int :PIZZA_6582 00D6: if 0038: $7996 == 1 // $ == int 004D: jump_if_false @PIZZA_6794 00D6: if 8118: not actor $7966 dead 004D: jump_if_false @PIZZA_6787 0084: $8014 = $7966 // $ = $ int 0050: gosub @PIZZA_8711 00D6: if 0038: $8013 == 1 // $ == int 004D: jump_if_false @PIZZA_6780 00D6: if 8118: not actor $7966 dead 004D: jump_if_false @PIZZA_6682 0372: set_actor $7966 anim 14 wait_state_time 500 ms 0002: jump @PIZZA_6689 :PIZZA_6682 0004: $8015 = 1 // $ = int :PIZZA_6689 0001: wait 500 ms 0050: gosub @PIZZA_10285 01C2: mark_actor_as_no_longer_needed $7966 018C: play_sound 1 at 0.0 0.0 0.0 00BC: text_highpriority 'PIZ1_34' time 5000 1 0109: player $PLAYER_CHAR money += 10 0164: disable_marker $7982 0004: $7996 = 0 // $ = int 0008: $8006 += 1 // $ += int 0008: $8020 += 1 // $ += int 0004: $8013 = 0 // $ = int :PIZZA_6780 0002: jump @PIZZA_6794 :PIZZA_6787 0004: $8015 = 1 // $ = int :PIZZA_6794 00D6: if 0038: $7997 == 1 // $ == int 004D: jump_if_false @PIZZA_7006 00D6: if 8118: not actor $7967 dead 004D: jump_if_false @PIZZA_6999 0084: $8014 = $7967 // $ = $ int 0050: gosub @PIZZA_8711 00D6: if 0038: $8013 == 1 // $ == int 004D: jump_if_false @PIZZA_6992 00D6: if 8118: not actor $7967 dead 004D: jump_if_false @PIZZA_6894 0372: set_actor $7967 anim 14 wait_state_time 500 ms 0002: jump @PIZZA_6901 :PIZZA_6894 0004: $8015 = 1 // $ = int :PIZZA_6901 0001: wait 500 ms 0050: gosub @PIZZA_10285 01C2: mark_actor_as_no_longer_needed $7967 018C: play_sound 1 at 0.0 0.0 0.0 00BC: text_highpriority 'PIZ1_34' time 5000 1 0109: player $PLAYER_CHAR money += 10 0164: disable_marker $7983 0004: $7997 = 0 // $ = int 0008: $8006 += 1 // $ += int 0008: $8020 += 1 // $ += int 0004: $8013 = 0 // $ = int :PIZZA_6992 0002: jump @PIZZA_7006 :PIZZA_6999 0004: $8015 = 1 // $ = int :PIZZA_7006 00D6: if 0038: $7998 == 1 // $ == int 004D: jump_if_false @PIZZA_7218 00D6: if 8118: not actor $7968 dead 004D: jump_if_false @PIZZA_7211 0084: $8014 = $7968 // $ = $ int 0050: gosub @PIZZA_8711 00D6: if 0038: $8013 == 1 // $ == int 004D: jump_if_false @PIZZA_7204 00D6: if 8118: not actor $7968 dead 004D: jump_if_false @PIZZA_7106 0372: set_actor $7968 anim 14 wait_state_time 500 ms 0002: jump @PIZZA_7113 :PIZZA_7106 0004: $8015 = 1 // $ = int :PIZZA_7113 0001: wait 500 ms 0050: gosub @PIZZA_10285 01C2: mark_actor_as_no_longer_needed $7968 018C: play_sound 1 at 0.0 0.0 0.0 00BC: text_highpriority 'PIZ1_34' time 5000 1 0109: player $PLAYER_CHAR money += 10 0164: disable_marker $7984 0004: $7998 = 0 // $ = int 0008: $8006 += 1 // $ += int 0008: $8020 += 1 // $ += int 0004: $8013 = 0 // $ = int :PIZZA_7204 0002: jump @PIZZA_7218 :PIZZA_7211 0004: $8015 = 1 // $ = int :PIZZA_7218 00D6: if 0038: $7999 == 1 // $ == int 004D: jump_if_false @PIZZA_7430 00D6: if 8118: not actor $7969 dead 004D: jump_if_false @PIZZA_7423 0084: $8014 = $7969 // $ = $ int 0050: gosub @PIZZA_8711 00D6: if 0038: $8013 == 1 // $ == int 004D: jump_if_false @PIZZA_7416 00D6: if 8118: not actor $7969 dead 004D: jump_if_false @PIZZA_7318 0372: set_actor $7969 anim 14 wait_state_time 500 ms 0002: jump @PIZZA_7325 :PIZZA_7318 0004: $8015 = 1 // $ = int :PIZZA_7325 0001: wait 500 ms 0050: gosub @PIZZA_10285 01C2: mark_actor_as_no_longer_needed $7969 018C: play_sound 1 at 0.0 0.0 0.0 00BC: text_highpriority 'PIZ1_34' time 5000 1 0109: player $PLAYER_CHAR money += 10 0164: disable_marker $7985 0004: $7999 = 0 // $ = int 0008: $8006 += 1 // $ += int 0008: $8020 += 1 // $ += int 0004: $8013 = 0 // $ = int :PIZZA_7416 0002: jump @PIZZA_7430 :PIZZA_7423 0004: $8015 = 1 // $ = int :PIZZA_7430 00D6: if 0038: $8000 == 1 // $ == int 004D: jump_if_false @PIZZA_7642 00D6: if 8118: not actor $7970 dead 004D: jump_if_false @PIZZA_7635 0084: $8014 = $7970 // $ = $ int 0050: gosub @PIZZA_8711 00D6: if 0038: $8013 == 1 // $ == int 004D: jump_if_false @PIZZA_7628 00D6: if 8118: not actor $7970 dead 004D: jump_if_false @PIZZA_7530 0372: set_actor $7970 anim 14 wait_state_time 500 ms 0002: jump @PIZZA_7537 :PIZZA_7530 0004: $8015 = 1 // $ = int :PIZZA_7537 0001: wait 500 ms 0050: gosub @PIZZA_10285 01C2: mark_actor_as_no_longer_needed $7970 018C: play_sound 1 at 0.0 0.0 0.0 00BC: text_highpriority 'PIZ1_34' time 5000 1 0109: player $PLAYER_CHAR money += 10 0164: disable_marker $7986 0004: $8000 = 0 // $ = int 0008: $8006 += 1 // $ += int 0008: $8020 += 1 // $ += int 0004: $8013 = 0 // $ = int :PIZZA_7628 0002: jump @PIZZA_7642 :PIZZA_7635 0004: $8015 = 1 // $ = int :PIZZA_7642 00D6: if 0038: $8001 == 1 // $ == int 004D: jump_if_false @PIZZA_7854 00D6: if 8118: not actor $7971 dead 004D: jump_if_false @PIZZA_7847 0084: $8014 = $7971 // $ = $ int 0050: gosub @PIZZA_8711 00D6: if 0038: $8013 == 1 // $ == int 004D: jump_if_false @PIZZA_7840 00D6: if 8118: not actor $7971 dead 004D: jump_if_false @PIZZA_7742 0372: set_actor $7971 anim 14 wait_state_time 500 ms 0002: jump @PIZZA_7749 :PIZZA_7742 0004: $8015 = 1 // $ = int :PIZZA_7749 0001: wait 500 ms 0050: gosub @PIZZA_10285 01C2: mark_actor_as_no_longer_needed $7971 018C: play_sound 1 at 0.0 0.0 0.0 00BC: text_highpriority 'PIZ1_34' time 5000 1 0109: player $PLAYER_CHAR money += 10 0164: disable_marker $7987 0004: $8001 = 0 // $ = int 0008: $8006 += 1 // $ += int 0008: $8020 += 1 // $ += int 0004: $8013 = 0 // $ = int :PIZZA_7840 0002: jump @PIZZA_7854 :PIZZA_7847 0004: $8015 = 1 // $ = int :PIZZA_7854 00D6: if 0038: $8002 == 1 // $ == int 004D: jump_if_false @PIZZA_8066 00D6: if 8118: not actor $7972 dead 004D: jump_if_false @PIZZA_8059 0084: $8014 = $7972 // $ = $ int 0050: gosub @PIZZA_8711 00D6: if 0038: $8013 == 1 // $ == int 004D: jump_if_false @PIZZA_8052 00D6: if 8118: not actor $7972 dead 004D: jump_if_false @PIZZA_7954 0372: set_actor $7972 anim 14 wait_state_time 500 ms 0002: jump @PIZZA_7961 :PIZZA_7954 0004: $8015 = 1 // $ = int :PIZZA_7961 0001: wait 500 ms 0050: gosub @PIZZA_10285 01C2: mark_actor_as_no_longer_needed $7972 018C: play_sound 1 at 0.0 0.0 0.0 00BC: text_highpriority 'PIZ1_34' time 5000 1 0109: player $PLAYER_CHAR money += 10 0164: disable_marker $7988 0004: $8002 = 0 // $ = int 0008: $8006 += 1 // $ += int 0008: $8020 += 1 // $ += int 0004: $8013 = 0 // $ = int :PIZZA_8052 0002: jump @PIZZA_8066 :PIZZA_8059 0004: $8015 = 1 // $ = int :PIZZA_8066 00D6: if 0038: $8003 == 1 // $ == int 004D: jump_if_false @PIZZA_8278 00D6: if 8118: not actor $7973 dead 004D: jump_if_false @PIZZA_8271 0084: $8014 = $7973 // $ = $ int 0050: gosub @PIZZA_8711 00D6: if 0038: $8013 == 1 // $ == int 004D: jump_if_false @PIZZA_8264 00D6: if 8118: not actor $7973 dead 004D: jump_if_false @PIZZA_8166 0372: set_actor $7973 anim 14 wait_state_time 500 ms 0002: jump @PIZZA_8173 :PIZZA_8166 0004: $8015 = 1 // $ = int :PIZZA_8173 0001: wait 500 ms 0050: gosub @PIZZA_10285 01C2: mark_actor_as_no_longer_needed $7973 018C: play_sound 1 at 0.0 0.0 0.0 00BC: text_highpriority 'PIZ1_34' time 5000 1 0109: player $PLAYER_CHAR money += 10 0164: disable_marker $7989 0004: $8003 = 0 // $ = int 0008: $8006 += 1 // $ += int 0008: $8020 += 1 // $ += int 0004: $8013 = 0 // $ = int :PIZZA_8264 0002: jump @PIZZA_8278 :PIZZA_8271 0004: $8015 = 1 // $ = int :PIZZA_8278 00D6: if 0038: $8004 == 1 // $ == int 004D: jump_if_false @PIZZA_8490 00D6: if 8118: not actor $7974 dead 004D: jump_if_false @PIZZA_8483 0084: $8014 = $7974 // $ = $ int 0050: gosub @PIZZA_8711 00D6: if 0038: $8013 == 1 // $ == int 004D: jump_if_false @PIZZA_8476 00D6: if 8118: not actor $7974 dead 004D: jump_if_false @PIZZA_8378 0372: set_actor $7974 anim 14 wait_state_time 500 ms 0002: jump @PIZZA_8385 :PIZZA_8378 0004: $8015 = 1 // $ = int :PIZZA_8385 0001: wait 500 ms 0050: gosub @PIZZA_10285 01C2: mark_actor_as_no_longer_needed $7974 018C: play_sound 1 at 0.0 0.0 0.0 00BC: text_highpriority 'PIZ1_34' time 5000 1 0109: player $PLAYER_CHAR money += 10 0164: disable_marker $7990 0004: $8004 = 0 // $ = int 0008: $8006 += 1 // $ += int 0008: $8020 += 1 // $ += int 0004: $8013 = 0 // $ = int :PIZZA_8476 0002: jump @PIZZA_8490 :PIZZA_8483 0004: $8015 = 1 // $ = int :PIZZA_8490 00D6: if 0038: $8005 == 1 // $ == int 004D: jump_if_false @PIZZA_8702 00D6: if 8118: not actor $7975 dead 004D: jump_if_false @PIZZA_8695 0084: $8014 = $7975 // $ = $ int 0050: gosub @PIZZA_8711 00D6: if 0038: $8013 == 1 // $ == int 004D: jump_if_false @PIZZA_8688 00D6: if 8118: not actor $7975 dead 004D: jump_if_false @PIZZA_8590 0372: set_actor $7975 anim 14 wait_state_time 500 ms 0002: jump @PIZZA_8597 :PIZZA_8590 0004: $8015 = 1 // $ = int :PIZZA_8597 0001: wait 500 ms 0050: gosub @PIZZA_10285 01C2: mark_actor_as_no_longer_needed $7975 018C: play_sound 1 at 0.0 0.0 0.0 00BC: text_highpriority 'PIZ1_34' time 5000 1 0109: player $PLAYER_CHAR money += 10 0164: disable_marker $7991 0004: $8005 = 0 // $ = int 0008: $8006 += 1 // $ += int 0008: $8020 += 1 // $ += int 0004: $8013 = 0 // $ = int :PIZZA_8688 0002: jump @PIZZA_8702 :PIZZA_8695 0004: $8015 = 1 // $ = int :PIZZA_8702 0050: gosub @PIZZA_13088 0051: return :PIZZA_8711 00D6: if 03CA: object $7976 exists 004D: jump_if_false @PIZZA_8973 00D6: if 8118: not actor $8014 dead 004D: jump_if_false @PIZZA_8966 00D6: if 0472: actor $8014 within_object_on_foot $7976 rectangle 2.0 2.0 sphere 0 004D: jump_if_false @PIZZA_8959 0004: $8016 = 1 // $ = int 0001: wait 20 ms 0006: TIMERB = 0 // @ = int :PIZZA_8792 0001: wait 0 ms 00D6: if 0019: TIMERB > 3000 // @ > int 004D: jump_if_false @PIZZA_8822 0002: jump @PIZZA_8952 :PIZZA_8822 00D6: if 8118: not actor $8014 dead 004D: jump_if_false @PIZZA_8924 00D6: if 03CA: object $7976 exists 004D: jump_if_false @PIZZA_8917 01BB: store_object $7976 position_to $8042 $8043 $8044 0239: actor $8014 run_to $8042 $8043 00D6: if 0472: actor $8014 within_object_on_foot $7976 rectangle 2.0 2.0 sphere 0 004D: jump_if_false @PIZZA_8917 0002: jump @PIZZA_8952 :PIZZA_8917 0002: jump @PIZZA_8931 :PIZZA_8924 0004: $8015 = 1 // $ = int :PIZZA_8931 0050: gosub @PIZZA_13088 0050: gosub @PIZZA_13772 0002: jump @PIZZA_8792 :PIZZA_8952 0004: $8013 = 1 // $ = int :PIZZA_8959 0002: jump @PIZZA_8973 :PIZZA_8966 0004: $8015 = 1 // $ = int :PIZZA_8973 00D6: if 03CA: object $7977 exists 004D: jump_if_false @PIZZA_9235 00D6: if 8118: not actor $8014 dead 004D: jump_if_false @PIZZA_9228 00D6: if 0472: actor $8014 within_object_on_foot $7977 rectangle 2.0 2.0 sphere 0 004D: jump_if_false @PIZZA_9221 0004: $8016 = 2 // $ = int 0001: wait 20 ms 0006: TIMERB = 0 // @ = int :PIZZA_9054 0001: wait 0 ms 00D6: if 0019: TIMERB > 3000 // @ > int 004D: jump_if_false @PIZZA_9084 0002: jump @PIZZA_9214 :PIZZA_9084 00D6: if 8118: not actor $8014 dead 004D: jump_if_false @PIZZA_9186 00D6: if 03CA: object $7977 exists 004D: jump_if_false @PIZZA_9179 01BB: store_object $7977 position_to $8042 $8043 $8044 0239: actor $8014 run_to $8042 $8043 00D6: if 0472: actor $8014 within_object_on_foot $7977 rectangle 2.0 2.0 sphere 0 004D: jump_if_false @PIZZA_9179 0002: jump @PIZZA_9214 :PIZZA_9179 0002: jump @PIZZA_9193 :PIZZA_9186 0004: $8015 = 1 // $ = int :PIZZA_9193 0050: gosub @PIZZA_13088 0050: gosub @PIZZA_13772 0002: jump @PIZZA_9054 :PIZZA_9214 0004: $8013 = 1 // $ = int :PIZZA_9221 0002: jump @PIZZA_9235 :PIZZA_9228 0004: $8015 = 1 // $ = int :PIZZA_9235 00D6: if 03CA: object $7978 exists 004D: jump_if_false @PIZZA_9497 00D6: if 8118: not actor $8014 dead 004D: jump_if_false @PIZZA_9490 00D6: if 0472: actor $8014 within_object_on_foot $7978 rectangle 2.0 2.0 sphere 0 004D: jump_if_false @PIZZA_9483 0004: $8016 = 3 // $ = int 0001: wait 20 ms 0006: TIMERB = 0 // @ = int :PIZZA_9316 0001: wait 0 ms 00D6: if 0019: TIMERB > 3000 // @ > int 004D: jump_if_false @PIZZA_9346 0002: jump @PIZZA_9476 :PIZZA_9346 00D6: if 8118: not actor $8014 dead 004D: jump_if_false @PIZZA_9448 00D6: if 03CA: object $7978 exists 004D: jump_if_false @PIZZA_9441 01BB: store_object $7978 position_to $8042 $8043 $8044 0239: actor $8014 run_to $8042 $8043 00D6: if 0472: actor $8014 within_object_on_foot $7978 rectangle 2.0 2.0 sphere 0 004D: jump_if_false @PIZZA_9441 0002: jump @PIZZA_9476 :PIZZA_9441 0002: jump @PIZZA_9455 :PIZZA_9448 0004: $8015 = 1 // $ = int :PIZZA_9455 0050: gosub @PIZZA_13088 0050: gosub @PIZZA_13772 0002: jump @PIZZA_9316 :PIZZA_9476 0004: $8013 = 1 // $ = int :PIZZA_9483 0002: jump @PIZZA_9497 :PIZZA_9490 0004: $8015 = 1 // $ = int :PIZZA_9497 00D6: if 03CA: object $7979 exists 004D: jump_if_false @PIZZA_9759 00D6: if 8118: not actor $8014 dead 004D: jump_if_false @PIZZA_9752 00D6: if 0472: actor $8014 within_object_on_foot $7979 rectangle 2.0 2.0 sphere 0 004D: jump_if_false @PIZZA_9745 0004: $8016 = 4 // $ = int 0001: wait 20 ms 0006: TIMERB = 0 // @ = int :PIZZA_9578 0001: wait 0 ms 00D6: if 0019: TIMERB > 3000 // @ > int 004D: jump_if_false @PIZZA_9608 0002: jump @PIZZA_9738 :PIZZA_9608 00D6: if 8118: not actor $8014 dead 004D: jump_if_false @PIZZA_9710 00D6: if 03CA: object $7979 exists 004D: jump_if_false @PIZZA_9703 01BB: store_object $7979 position_to $8042 $8043 $8044 0239: actor $8014 run_to $8042 $8043 00D6: if 0472: actor $8014 within_object_on_foot $7979 rectangle 2.0 2.0 sphere 0 004D: jump_if_false @PIZZA_9703 0002: jump @PIZZA_9738 :PIZZA_9703 0002: jump @PIZZA_9717 :PIZZA_9710 0004: $8015 = 1 // $ = int :PIZZA_9717 0050: gosub @PIZZA_13088 0050: gosub @PIZZA_13772 0002: jump @PIZZA_9578 :PIZZA_9738 0004: $8013 = 1 // $ = int :PIZZA_9745 0002: jump @PIZZA_9759 :PIZZA_9752 0004: $8015 = 1 // $ = int :PIZZA_9759 00D6: if 03CA: object $7980 exists 004D: jump_if_false @PIZZA_10021 00D6: if 8118: not actor $8014 dead 004D: jump_if_false @PIZZA_10014 00D6: if 0472: actor $8014 within_object_on_foot $7980 rectangle 2.0 2.0 sphere 0 004D: jump_if_false @PIZZA_10007 0004: $8016 = 5 // $ = int 0001: wait 20 ms 0006: TIMERB = 0 // @ = int :PIZZA_9840 0001: wait 0 ms 00D6: if 0019: TIMERB > 3000 // @ > int 004D: jump_if_false @PIZZA_9870 0002: jump @PIZZA_10000 :PIZZA_9870 00D6: if 8118: not actor $8014 dead 004D: jump_if_false @PIZZA_9972 00D6: if 03CA: object $7980 exists 004D: jump_if_false @PIZZA_9965 01BB: store_object $7980 position_to $8042 $8043 $8044 0239: actor $8014 run_to $8042 $8043 00D6: if 0472: actor $8014 within_object_on_foot $7980 rectangle 2.0 2.0 sphere 0 004D: jump_if_false @PIZZA_9965 0002: jump @PIZZA_10000 :PIZZA_9965 0002: jump @PIZZA_9979 :PIZZA_9972 0004: $8015 = 1 // $ = int :PIZZA_9979 0050: gosub @PIZZA_13088 0050: gosub @PIZZA_13772 0002: jump @PIZZA_9840 :PIZZA_10000 0004: $8013 = 1 // $ = int :PIZZA_10007 0002: jump @PIZZA_10021 :PIZZA_10014 0004: $8015 = 1 // $ = int :PIZZA_10021 00D6: if 03CA: object $7981 exists 004D: jump_if_false @PIZZA_10283 00D6: if 8118: not actor $8014 dead 004D: jump_if_false @PIZZA_10276 00D6: if 0472: actor $8014 within_object_on_foot $7981 rectangle 2.0 2.0 sphere 0 004D: jump_if_false @PIZZA_10269 0004: $8016 = 6 // $ = int 0001: wait 20 ms 0006: TIMERB = 0 // @ = int :PIZZA_10102 0001: wait 0 ms 00D6: if 0019: TIMERB > 3000 // @ > int 004D: jump_if_false @PIZZA_10132 0002: jump @PIZZA_10262 :PIZZA_10132 00D6: if 8118: not actor $8014 dead 004D: jump_if_false @PIZZA_10234 00D6: if 03CA: object $7981 exists 004D: jump_if_false @PIZZA_10227 01BB: store_object $7981 position_to $8042 $8043 $8044 0239: actor $8014 run_to $8042 $8043 00D6: if 0472: actor $8014 within_object_on_foot $7981 rectangle 2.0 2.0 sphere 0 004D: jump_if_false @PIZZA_10227 0002: jump @PIZZA_10262 :PIZZA_10227 0002: jump @PIZZA_10241 :PIZZA_10234 0004: $8015 = 1 // $ = int :PIZZA_10241 0050: gosub @PIZZA_13088 0050: gosub @PIZZA_13772 0002: jump @PIZZA_10102 :PIZZA_10262 0004: $8013 = 1 // $ = int :PIZZA_10269 0002: jump @PIZZA_10283 :PIZZA_10276 0004: $8015 = 1 // $ = int :PIZZA_10283 0051: return :PIZZA_10285 00D6: if 0038: $8016 == 1 // $ == int 004D: jump_if_false @PIZZA_10308 0108: destroy_object $7976 :PIZZA_10308 00D6: if 0038: $8016 == 2 // $ == int 004D: jump_if_false @PIZZA_10331 0108: destroy_object $7977 :PIZZA_10331 00D6: if 0038: $8016 == 3 // $ == int 004D: jump_if_false @PIZZA_10354 0108: destroy_object $7978 :PIZZA_10354 00D6: if 0038: $8016 == 4 // $ == int 004D: jump_if_false @PIZZA_10377 0108: destroy_object $7979 :PIZZA_10377 00D6: if 0038: $8016 == 5 // $ == int 004D: jump_if_false @PIZZA_10400 0108: destroy_object $7980 :PIZZA_10400 00D6: if 0038: $8016 == 6 // $ == int 004D: jump_if_false @PIZZA_10423 0108: destroy_object $7981 :PIZZA_10423 0051: return :PIZZA_10425 01C4: mark_object_as_no_longer_needed $7976 01C4: mark_object_as_no_longer_needed $7977 01C4: mark_object_as_no_longer_needed $7978 01C4: mark_object_as_no_longer_needed $7979 01C4: mark_object_as_no_longer_needed $7980 01C4: mark_object_as_no_longer_needed $7981 0209: $8021 = random_int_in_ranges 1 20 00D6: if 0038: $8022 == 0 // $ == int 004D: jump_if_false @PIZZA_12674 00D6: if 0038: $8021 == 1 // $ == int 004D: jump_if_false @PIZZA_10597 03CF: load_wav 'PISS_01' as 1 :PIZZA_10512 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PIZZA_10538 0001: wait 0 ms 0002: jump @PIZZA_10512 :PIZZA_10538 00BC: text_highpriority 'PIZ1_13' time 4000 1 03D1: play_wav 1 :PIZZA_10557 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @PIZZA_10583 0001: wait 0 ms 0002: jump @PIZZA_10557 :PIZZA_10583 040D: unload_wav 1 03D5: remove_text 'PIZ1_13' :PIZZA_10597 00D6: if 0038: $8021 == 2 // $ == int 004D: jump_if_false @PIZZA_10712 03CF: load_wav 'PISS_02' as 1 :PIZZA_10627 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PIZZA_10653 0001: wait 0 ms 0002: jump @PIZZA_10627 :PIZZA_10653 00BC: text_highpriority 'PIZ1_14' time 4000 1 03D1: play_wav 1 :PIZZA_10672 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @PIZZA_10698 0001: wait 0 ms 0002: jump @PIZZA_10672 :PIZZA_10698 040D: unload_wav 1 03D5: remove_text 'PIZ1_14' :PIZZA_10712 00D6: if 0038: $8021 == 3 // $ == int 004D: jump_if_false @PIZZA_10827 03CF: load_wav 'PISS_03' as 1 :PIZZA_10742 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PIZZA_10768 0001: wait 0 ms 0002: jump @PIZZA_10742 :PIZZA_10768 00BC: text_highpriority 'PIZ1_15' time 4000 1 03D1: play_wav 1 :PIZZA_10787 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @PIZZA_10813 0001: wait 0 ms 0002: jump @PIZZA_10787 :PIZZA_10813 040D: unload_wav 1 03D5: remove_text 'PIZ1_15' :PIZZA_10827 00D6: if 0038: $8021 == 4 // $ == int 004D: jump_if_false @PIZZA_10942 03CF: load_wav 'PISS_04' as 1 :PIZZA_10857 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PIZZA_10883 0001: wait 0 ms 0002: jump @PIZZA_10857 :PIZZA_10883 00BC: text_highpriority 'PIZ1_16' time 4000 1 03D1: play_wav 1 :PIZZA_10902 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @PIZZA_10928 0001: wait 0 ms 0002: jump @PIZZA_10902 :PIZZA_10928 040D: unload_wav 1 03D5: remove_text 'PIZ1_16' :PIZZA_10942 00D6: if 0038: $8021 == 5 // $ == int 004D: jump_if_false @PIZZA_11057 03CF: load_wav 'PISS_05' as 1 :PIZZA_10972 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PIZZA_10998 0001: wait 0 ms 0002: jump @PIZZA_10972 :PIZZA_10998 00BC: text_highpriority 'PIZ1_17' time 4000 1 03D1: play_wav 1 :PIZZA_11017 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @PIZZA_11043 0001: wait 0 ms 0002: jump @PIZZA_11017 :PIZZA_11043 040D: unload_wav 1 03D5: remove_text 'PIZ1_17' :PIZZA_11057 00D6: if 0038: $8021 == 6 // $ == int 004D: jump_if_false @PIZZA_11172 03CF: load_wav 'PISS_06' as 1 :PIZZA_11087 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PIZZA_11113 0001: wait 0 ms 0002: jump @PIZZA_11087 :PIZZA_11113 00BC: text_highpriority 'PIZ1_18' time 4000 1 03D1: play_wav 1 :PIZZA_11132 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @PIZZA_11158 0001: wait 0 ms 0002: jump @PIZZA_11132 :PIZZA_11158 040D: unload_wav 1 03D5: remove_text 'PIZ1_18' :PIZZA_11172 00D6: if 0038: $8021 == 7 // $ == int 004D: jump_if_false @PIZZA_11287 03CF: load_wav 'PISS_07' as 1 :PIZZA_11202 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PIZZA_11228 0001: wait 0 ms 0002: jump @PIZZA_11202 :PIZZA_11228 00BC: text_highpriority 'PIZ1_19' time 4000 1 03D1: play_wav 1 :PIZZA_11247 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @PIZZA_11273 0001: wait 0 ms 0002: jump @PIZZA_11247 :PIZZA_11273 040D: unload_wav 1 03D5: remove_text 'PIZ1_19' :PIZZA_11287 00D6: if 0038: $8021 == 8 // $ == int 004D: jump_if_false @PIZZA_11402 03CF: load_wav 'PISS_08' as 1 :PIZZA_11317 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PIZZA_11343 0001: wait 0 ms 0002: jump @PIZZA_11317 :PIZZA_11343 00BC: text_highpriority 'PIZ1_20' time 4000 1 03D1: play_wav 1 :PIZZA_11362 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @PIZZA_11388 0001: wait 0 ms 0002: jump @PIZZA_11362 :PIZZA_11388 040D: unload_wav 1 03D5: remove_text 'PIZ1_20' :PIZZA_11402 00D6: if 0038: $8021 == 9 // $ == int 004D: jump_if_false @PIZZA_11517 03CF: load_wav 'PISS_09' as 1 :PIZZA_11432 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PIZZA_11458 0001: wait 0 ms 0002: jump @PIZZA_11432 :PIZZA_11458 00BC: text_highpriority 'PIZ1_21' time 4000 1 03D1: play_wav 1 :PIZZA_11477 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @PIZZA_11503 0001: wait 0 ms 0002: jump @PIZZA_11477 :PIZZA_11503 040D: unload_wav 1 03D5: remove_text 'PIZ1_21' :PIZZA_11517 00D6: if 0038: $8021 == 10 // $ == int 004D: jump_if_false @PIZZA_11632 03CF: load_wav 'PISS_10' as 1 :PIZZA_11547 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PIZZA_11573 0001: wait 0 ms 0002: jump @PIZZA_11547 :PIZZA_11573 00BC: text_highpriority 'PIZ1_22' time 4000 1 03D1: play_wav 1 :PIZZA_11592 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @PIZZA_11618 0001: wait 0 ms 0002: jump @PIZZA_11592 :PIZZA_11618 040D: unload_wav 1 03D5: remove_text 'PIZ1_22' :PIZZA_11632 00D6: if 0038: $8021 == 11 // $ == int 004D: jump_if_false @PIZZA_11747 03CF: load_wav 'PISS_11' as 1 :PIZZA_11662 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PIZZA_11688 0001: wait 0 ms 0002: jump @PIZZA_11662 :PIZZA_11688 00BC: text_highpriority 'PIZ1_23' time 4000 1 03D1: play_wav 1 :PIZZA_11707 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @PIZZA_11733 0001: wait 0 ms 0002: jump @PIZZA_11707 :PIZZA_11733 040D: unload_wav 1 03D5: remove_text 'PIZ1_23' :PIZZA_11747 00D6: if 0038: $8021 == 12 // $ == int 004D: jump_if_false @PIZZA_11862 03CF: load_wav 'PISS_12' as 1 :PIZZA_11777 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PIZZA_11803 0001: wait 0 ms 0002: jump @PIZZA_11777 :PIZZA_11803 00BC: text_highpriority 'PIZ1_24' time 4000 1 03D1: play_wav 1 :PIZZA_11822 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @PIZZA_11848 0001: wait 0 ms 0002: jump @PIZZA_11822 :PIZZA_11848 040D: unload_wav 1 03D5: remove_text 'PIZ1_24' :PIZZA_11862 00D6: if 0038: $8021 == 13 // $ == int 004D: jump_if_false @PIZZA_11977 03CF: load_wav 'PISS_13' as 1 :PIZZA_11892 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PIZZA_11918 0001: wait 0 ms 0002: jump @PIZZA_11892 :PIZZA_11918 00BC: text_highpriority 'PIZ1_25' time 4000 1 03D1: play_wav 1 :PIZZA_11937 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @PIZZA_11963 0001: wait 0 ms 0002: jump @PIZZA_11937 :PIZZA_11963 040D: unload_wav 1 03D5: remove_text 'PIZ1_25' :PIZZA_11977 00D6: if 0038: $8021 == 14 // $ == int 004D: jump_if_false @PIZZA_12092 03CF: load_wav 'PISS_14' as 1 :PIZZA_12007 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PIZZA_12033 0001: wait 0 ms 0002: jump @PIZZA_12007 :PIZZA_12033 00BC: text_highpriority 'PIZ1_26' time 4000 1 03D1: play_wav 1 :PIZZA_12052 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @PIZZA_12078 0001: wait 0 ms 0002: jump @PIZZA_12052 :PIZZA_12078 040D: unload_wav 1 03D5: remove_text 'PIZ1_26' :PIZZA_12092 00D6: if 0038: $8021 == 15 // $ == int 004D: jump_if_false @PIZZA_12207 03CF: load_wav 'PISS_15' as 1 :PIZZA_12122 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PIZZA_12148 0001: wait 0 ms 0002: jump @PIZZA_12122 :PIZZA_12148 00BC: text_highpriority 'PIZ1_27' time 4000 1 03D1: play_wav 1 :PIZZA_12167 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @PIZZA_12193 0001: wait 0 ms 0002: jump @PIZZA_12167 :PIZZA_12193 040D: unload_wav 1 03D5: remove_text 'PIZ1_27' :PIZZA_12207 00D6: if 0038: $8021 == 16 // $ == int 004D: jump_if_false @PIZZA_12322 03CF: load_wav 'PISS_16' as 1 :PIZZA_12237 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PIZZA_12263 0001: wait 0 ms 0002: jump @PIZZA_12237 :PIZZA_12263 00BC: text_highpriority 'PIZ1_28' time 4000 1 03D1: play_wav 1 :PIZZA_12282 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @PIZZA_12308 0001: wait 0 ms 0002: jump @PIZZA_12282 :PIZZA_12308 040D: unload_wav 1 03D5: remove_text 'PIZ1_28' :PIZZA_12322 00D6: if 0038: $8021 == 17 // $ == int 004D: jump_if_false @PIZZA_12437 03CF: load_wav 'PISS_17' as 1 :PIZZA_12352 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PIZZA_12378 0001: wait 0 ms 0002: jump @PIZZA_12352 :PIZZA_12378 00BC: text_highpriority 'PIZ1_29' time 4000 1 03D1: play_wav 1 :PIZZA_12397 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @PIZZA_12423 0001: wait 0 ms 0002: jump @PIZZA_12397 :PIZZA_12423 040D: unload_wav 1 03D5: remove_text 'PIZ1_29' :PIZZA_12437 00D6: if 0038: $8021 == 18 // $ == int 004D: jump_if_false @PIZZA_12552 03CF: load_wav 'PISS_18' as 1 :PIZZA_12467 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PIZZA_12493 0001: wait 0 ms 0002: jump @PIZZA_12467 :PIZZA_12493 00BC: text_highpriority 'PIZ1_30' time 4000 1 03D1: play_wav 1 :PIZZA_12512 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @PIZZA_12538 0001: wait 0 ms 0002: jump @PIZZA_12512 :PIZZA_12538 040D: unload_wav 1 03D5: remove_text 'PIZ1_30' :PIZZA_12552 00D6: if 0038: $8021 == 19 // $ == int 004D: jump_if_false @PIZZA_12667 03CF: load_wav 'PISS_19' as 1 :PIZZA_12582 00D6: if 83D0: not wav 1 loaded 004D: jump_if_false @PIZZA_12608 0001: wait 0 ms 0002: jump @PIZZA_12582 :PIZZA_12608 00BC: text_highpriority 'PIZ1_31' time 4000 1 03D1: play_wav 1 :PIZZA_12627 00D6: if 83D2: not wav 1 ended 004D: jump_if_false @PIZZA_12653 0001: wait 0 ms 0002: jump @PIZZA_12627 :PIZZA_12653 040D: unload_wav 1 03D5: remove_text 'PIZ1_31' :PIZZA_12667 0004: $8022 = 1 // $ = int :PIZZA_12674 0051: return :PIZZA_12676 00D6: if 0038: $7996 == 1 // $ == int 004D: jump_if_false @PIZZA_12717 00D6: if 0118: actor $7966 dead 004D: jump_if_false @PIZZA_12717 0004: $8015 = 1 // $ = int :PIZZA_12717 00D6: if 0038: $7997 == 1 // $ == int 004D: jump_if_false @PIZZA_12758 00D6: if 0118: actor $7967 dead 004D: jump_if_false @PIZZA_12758 0004: $8015 = 1 // $ = int :PIZZA_12758 00D6: if 0038: $7998 == 1 // $ == int 004D: jump_if_false @PIZZA_12799 00D6: if 0118: actor $7968 dead 004D: jump_if_false @PIZZA_12799 0004: $8015 = 1 // $ = int :PIZZA_12799 00D6: if 0038: $7999 == 1 // $ == int 004D: jump_if_false @PIZZA_12840 00D6: if 0118: actor $7969 dead 004D: jump_if_false @PIZZA_12840 0004: $8015 = 1 // $ = int :PIZZA_12840 00D6: if 0038: $8000 == 1 // $ == int 004D: jump_if_false @PIZZA_12881 00D6: if 0118: actor $7970 dead 004D: jump_if_false @PIZZA_12881 0004: $8015 = 1 // $ = int :PIZZA_12881 00D6: if 0038: $8001 == 1 // $ == int 004D: jump_if_false @PIZZA_12922 00D6: if 0118: actor $7971 dead 004D: jump_if_false @PIZZA_12922 0004: $8015 = 1 // $ = int :PIZZA_12922 00D6: if 0038: $8002 == 1 // $ == int 004D: jump_if_false @PIZZA_12963 00D6: if 0118: actor $7972 dead 004D: jump_if_false @PIZZA_12963 0004: $8015 = 1 // $ = int :PIZZA_12963 00D6: if 0038: $8003 == 1 // $ == int 004D: jump_if_false @PIZZA_13004 00D6: if 0118: actor $7973 dead 004D: jump_if_false @PIZZA_13004 0004: $8015 = 1 // $ = int :PIZZA_13004 00D6: if 0038: $8004 == 1 // $ == int 004D: jump_if_false @PIZZA_13045 00D6: if 0118: actor $7974 dead 004D: jump_if_false @PIZZA_13045 0004: $8015 = 1 // $ = int :PIZZA_13045 00D6: if 0038: $8005 == 1 // $ == int 004D: jump_if_false @PIZZA_13086 00D6: if 0118: actor $7975 dead 004D: jump_if_false @PIZZA_13086 0004: $8015 = 1 // $ = int :PIZZA_13086 0051: return :PIZZA_13088 00D6: if 8119: not car $7965 wrecked 004D: jump_if_false @PIZZA_13763 00D6: if and 01F4: car $7965 flipped 01C1: car $7965 stopped 004D: jump_if_false @PIZZA_13132 0004: $8018 = 1 // $ = int :PIZZA_13132 00D6: if and 80DC: not player $PLAYER_CHAR in_car $7965 0038: $8017 == 0 // $ == int 0038: $8018 == 0 // $ == int 004D: jump_if_false @PIZZA_13250 00BC: text_highpriority 'PIZ1_11' time 5000 1 0186: $7993 = create_marker_above_car $7965 0164: disable_marker $7982 0164: disable_marker $7983 0164: disable_marker $7984 0164: disable_marker $7985 0164: disable_marker $7986 0164: disable_marker $7987 0164: disable_marker $7988 0164: disable_marker $7989 0164: disable_marker $7990 0164: disable_marker $7991 0164: disable_marker $7992 0004: $8017 = 1 // $ = int :PIZZA_13250 00D6: if and 00DC: player $PLAYER_CHAR in_car $7965 0038: $8017 == 1 // $ == int 004D: jump_if_false @PIZZA_13756 0164: disable_marker $7993 00D6: if 0038: $8007 == 0 // $ == int 004D: jump_if_false @PIZZA_13726 00D6: if 0038: $7996 == 1 // $ == int 004D: jump_if_false @PIZZA_13341 00D6: if 8118: not actor $7966 dead 004D: jump_if_false @PIZZA_13341 0187: $7982 = create_marker_above_actor $7966 :PIZZA_13341 00D6: if 0038: $7997 == 1 // $ == int 004D: jump_if_false @PIZZA_13383 00D6: if 8118: not actor $7967 dead 004D: jump_if_false @PIZZA_13383 0187: $7983 = create_marker_above_actor $7967 :PIZZA_13383 00D6: if 0038: $7998 == 1 // $ == int 004D: jump_if_false @PIZZA_13425 00D6: if 8118: not actor $7968 dead 004D: jump_if_false @PIZZA_13425 0187: $7984 = create_marker_above_actor $7968 :PIZZA_13425 00D6: if 0038: $7999 == 1 // $ == int 004D: jump_if_false @PIZZA_13467 00D6: if 8118: not actor $7969 dead 004D: jump_if_false @PIZZA_13467 0187: $7985 = create_marker_above_actor $7969 :PIZZA_13467 00D6: if 0038: $8000 == 1 // $ == int 004D: jump_if_false @PIZZA_13509 00D6: if 8118: not actor $7970 dead 004D: jump_if_false @PIZZA_13509 0187: $7986 = create_marker_above_actor $7970 :PIZZA_13509 00D6: if 0038: $8001 == 1 // $ == int 004D: jump_if_false @PIZZA_13551 00D6: if 8118: not actor $7971 dead 004D: jump_if_false @PIZZA_13551 0187: $7987 = create_marker_above_actor $7971 :PIZZA_13551 00D6: if 0038: $8002 == 1 // $ == int 004D: jump_if_false @PIZZA_13593 00D6: if 8118: not actor $7972 dead 004D: jump_if_false @PIZZA_13593 0187: $7988 = create_marker_above_actor $7972 :PIZZA_13593 00D6: if 0038: $8003 == 1 // $ == int 004D: jump_if_false @PIZZA_13635 00D6: if 8118: not actor $7973 dead 004D: jump_if_false @PIZZA_13635 0187: $7989 = create_marker_above_actor $7973 :PIZZA_13635 00D6: if 0038: $8004 == 1 // $ == int 004D: jump_if_false @PIZZA_13677 00D6: if 8118: not actor $7974 dead 004D: jump_if_false @PIZZA_13677 0187: $7990 = create_marker_above_actor $7974 :PIZZA_13677 00D6: if 0038: $8005 == 1 // $ == int 004D: jump_if_false @PIZZA_13719 00D6: if 8118: not actor $7975 dead 004D: jump_if_false @PIZZA_13719 0187: $7991 = create_marker_above_actor $7975 :PIZZA_13719 0002: jump @PIZZA_13747 :PIZZA_13726 0164: disable_marker $7992 018A: $7992 = create_checkpoint_at $8036 $8037 -100.0 :PIZZA_13747 00BE: text_clear_all 0004: $8017 = 0 // $ = int :PIZZA_13756 0002: jump @PIZZA_13770 :PIZZA_13763 0004: $8015 = 2 // $ = int :PIZZA_13770 0051: return :PIZZA_13772 00D6: if 0038: $8017 == 0 // $ == int 004D: jump_if_false @PIZZA_13816 00D6: if 00E1: player 0 pressed_button 19 004D: jump_if_false @PIZZA_13816 00BE: text_clear_all 0004: $8015 = 3 // $ = int :PIZZA_13816 0051: return //-------------Mission 93--------------- // Originally: RC Raider Pickup :RCHELI 03A4: name_thread 'RCHELI' 0050: gosub @RCHELI_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @RCHELI_37 0050: gosub @RCHELI_6036 :RCHELI_37 0050: gosub @RCHELI_6262 004E: end_thread :RCHELI_46 00D6: if 0038: $8156 == 0 // $ == int 004D: jump_if_false @RCHELI_66 0317: increment_mission_attempts :RCHELI_66 0004: $ONMISSION = 1 // $ = int 0004: $1084 = 1 // $ = int 0001: wait 0 ms 054C: use_GXT_table 'RCHELI1' 0247: request_model #RCRAIDER :RCHELI_99 00D6: if 8248: not model #RCRAIDER available 004D: jump_if_false @RCHELI_126 0001: wait 0 ms 0002: jump @RCHELI_99 :RCHELI_126 0004: $8049 = 0 // $ = int 0004: $8052 = 20 // $ = int 0004: $8051 = 0 // $ = int 0004: $8053 = 0 // $ = int 0004: $8054 = 0 // $ = int 0004: $8055 = 0 // $ = int 0004: $8056 = 0 // $ = int 0004: $8057 = 0 // $ = int 0004: $8058 = 0 // $ = int 0004: $8059 = 0 // $ = int 0004: $8060 = 0 // $ = int 0004: $8061 = 0 // $ = int 0004: $8062 = 0 // $ = int 0004: $8063 = 0 // $ = int 0004: $8064 = 0 // $ = int 0004: $8065 = 0 // $ = int 0004: $8066 = 0 // $ = int 0004: $8067 = 0 // $ = int 0004: $8068 = 0 // $ = int 0004: $8069 = 0 // $ = int 0004: $8070 = 0 // $ = int 0004: $8071 = 0 // $ = int 0004: $8072 = 0 // $ = int 0005: $8073 = -1290.792 // $ = float 0005: $8074 = -1253.498 // $ = float 0005: $8075 = 21.376 // $ = float 0005: $8076 = -1369.82 // $ = float 0005: $8077 = -1256.41 // $ = float 0005: $8078 = 18.17883 // $ = float 0005: $8079 = -1482.534 // $ = float 0005: $8080 = -1254.653 // $ = float 0005: $8081 = 14.86 // $ = float 0005: $8082 = -1573.508 // $ = float 0005: $8083 = -1239.667 // $ = float 0005: $8084 = 21.762 // $ = float 0005: $8085 = -1785.86 // $ = float 0005: $8086 = -1343.75 // $ = float 0005: $8087 = 15.97 // $ = float 0005: $8088 = -1793.35 // $ = float 0005: $8089 = -1248.55 // $ = float 0005: $8090 = 22.08 // $ = float 0005: $8091 = -1689.206 // $ = float 0005: $8092 = -1103.073 // $ = float 0005: $8093 = 14.03599 // $ = float 0005: $8094 = -1774.523 // $ = float 0005: $8095 = -1060.862 // $ = float 0005: $8096 = 14.96548 // $ = float 0005: $8097 = -1793.91 // $ = float 0005: $8098 = -908.69 // $ = float 0005: $8099 = 14.86 // $ = float 0005: $8100 = -1788.039 // $ = float 0005: $8101 = -884.2224 // $ = float 0005: $8102 = 42.33138 // $ = float 0005: $8103 = -1646.72 // $ = float 0005: $8104 = -929.44 // $ = float 0005: $8105 = 13.94 // $ = float 0005: $8106 = -1563.474 // $ = float 0005: $8107 = -814.6355 // $ = float 0005: $8108 = 16.21071 // $ = float 0005: $8109 = -1514.844 // $ = float 0005: $8110 = -951.425 // $ = float 0005: $8111 = 15.168 // $ = float 0005: $8112 = -1488.26 // $ = float 0005: $8113 = -892.6786 // $ = float 0005: $8114 = 26.17459 // $ = float 0005: $8115 = -1355.305 // $ = float 0005: $8116 = -951.825 // $ = float 0005: $8117 = 15.168 // $ = float 0005: $8118 = -1352.431 // $ = float 0005: $8119 = -751.111 // $ = float 0005: $8120 = 25.78808 // $ = float 0005: $8121 = -1240.26 // $ = float 0005: $8122 = -841.24 // $ = float 0005: $8123 = 22.3 // $ = float 0005: $8124 = -1253.92 // $ = float 0005: $8125 = -1056.68 // $ = float 0005: $8126 = 13.94 // $ = float 0005: $8127 = -1270.146 // $ = float 0005: $8128 = -1151.49 // $ = float 0005: $8129 = 22.3 // $ = float 0005: $8130 = -1270.47 // $ = float 0005: $8131 = -1272.444 // $ = float 0005: $8132 = 14.866 // $ = float 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 0110: clear_player $PLAYER_CHAR wanted_level 00DA: $8047 = player $PLAYER_CHAR car 0395: clear_area 1 at -1237.285 -1232.121 14.77 range 10.0 01C0: $8050 = player $PLAYER_CHAR wanted_level 0001: wait 0 ms 00D6: if 8119: not car $8047 wrecked 004D: jump_if_false @RCHELI_1076 00D6: if 0442: player $PLAYER_CHAR sitting_in_car $8047 004D: jump_if_false @RCHELI_1076 020A: set_car $8047 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 0484: $8048 = player $PLAYER_CHAR rc_car 015F: set_camera_position -1237.81 -1227.21 19.33038 rotation 0.0 0.0 0.0 0160: point_camera -1237.587 -1227.994 18.74902 switchstyle 2 :RCHELI_1076 016A: fade 1 1500 ms :RCHELI_1083 00D6: if 016B: fading 004D: jump_if_false @RCHELI_1107 0001: wait 0 ms 0002: jump @RCHELI_1083 :RCHELI_1107 00D6: if 0038: $8051 == 0 // $ == int 004D: jump_if_false @RCHELI_1720 0006: TIMERA = 0 // @ = int :RCHELI_1132 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @RCHELI_1253 0001: wait 0 ms 00BC: text_highpriority 'RCH1_6' time 5000 2 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8076 $8077 $8078 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8094 $8095 $8096 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @RCHELI_1246 0002: jump @RCHELI_1645 :RCHELI_1246 0002: jump @RCHELI_1132 :RCHELI_1253 03CB: load_scene -1357.869 -1258.004 21.487 015F: set_camera_position -1357.869 -1258.004 21.487 rotation -0.948 0.121 -0.2947 0160: point_camera -1358.82 -1257.88 21.192 switchstyle 2 0006: TIMERA = 0 // @ = int :RCHELI_1328 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @RCHELI_1449 0001: wait 0 ms 00BC: text_highpriority 'RCH1_7' time 5000 2 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8076 $8077 $8078 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8094 $8095 $8096 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @RCHELI_1442 0002: jump @RCHELI_1645 :RCHELI_1442 0002: jump @RCHELI_1328 :RCHELI_1449 03CB: load_scene -1786.243 -1073.31 15.304 0160: point_camera -1785.705 -1072.465 15.27 switchstyle 2 015F: set_camera_position -1786.243 -1073.31 15.304 rotation 0.0 0.0 0.0 0006: TIMERA = 0 // @ = int :RCHELI_1524 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @RCHELI_1645 0001: wait 0 ms 00BC: text_highpriority 'RCH1_8' time 500 2 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8076 $8077 $8078 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8094 $8095 $8096 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @RCHELI_1638 0002: jump @RCHELI_1645 :RCHELI_1638 0002: jump @RCHELI_1524 :RCHELI_1645 00D6: if 8119: not car $8048 wrecked 004D: jump_if_false @RCHELI_1670 0158: camera_on_vehicle $8048 mode 18 switchstyle 2 :RCHELI_1670 03EB: clear_small_messages_only 03C3: set_timer_with_text_to $8049 type 0 text 'RCH1_5' 03C4: set_status_text_to $8052 0 'RCH1_4' 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 0004: $8051 = 1 // $ = int :RCHELI_1720 00D6: if 0018: $8052 > 0 // $ > int 004D: jump_if_false @RCHELI_6036 0001: wait 0 ms 00D6: if 001A: 2 > $8053 // int > $ 004D: jump_if_false @RCHELI_1921 00D6: if 0038: $8053 == 0 // $ == int 004D: jump_if_false @RCHELI_1799 018A: $8133 = create_checkpoint_at $8073 $8074 $8075 0004: $8053 = 1 // $ = int :RCHELI_1799 00D6: if 8119: not car $8048 wrecked 004D: jump_if_false @RCHELI_1921 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8073 $8074 $8075 00D6: if 01AF: car $8048 0 $8073 $8074 $8075 radius 2.0 2.0 2.0 004D: jump_if_false @RCHELI_1921 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $8133 000C: $8052 -= 1 // $ -= int 0004: $8053 = 2 // $ = int :RCHELI_1921 00D6: if 0038: $8053 == 2 // $ == int 004D: jump_if_false @RCHELI_2118 00D6: if 001A: 2 > $8054 // int > $ 004D: jump_if_false @RCHELI_2118 00D6: if 0038: $8054 == 0 // $ == int 004D: jump_if_false @RCHELI_1996 018A: $8134 = create_checkpoint_at $8076 $8077 $8078 0004: $8054 = 1 // $ = int :RCHELI_1996 00D6: if 8119: not car $8048 wrecked 004D: jump_if_false @RCHELI_2118 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8076 $8077 $8078 00D6: if 01AF: car $8048 0 $8076 $8077 $8078 radius 2.0 2.0 2.0 004D: jump_if_false @RCHELI_2118 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $8134 000C: $8052 -= 1 // $ -= int 0004: $8054 = 2 // $ = int :RCHELI_2118 00D6: if 0038: $8054 == 2 // $ == int 004D: jump_if_false @RCHELI_2315 00D6: if 001A: 2 > $8055 // int > $ 004D: jump_if_false @RCHELI_2315 00D6: if 0038: $8055 == 0 // $ == int 004D: jump_if_false @RCHELI_2193 018A: $8135 = create_checkpoint_at $8079 $8080 $8081 0004: $8055 = 1 // $ = int :RCHELI_2193 00D6: if 8119: not car $8048 wrecked 004D: jump_if_false @RCHELI_2315 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8079 $8080 $8081 00D6: if 01AF: car $8048 0 $8079 $8080 $8081 radius 2.0 2.0 2.0 004D: jump_if_false @RCHELI_2315 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $8135 000C: $8052 -= 1 // $ -= int 0004: $8055 = 2 // $ = int :RCHELI_2315 00D6: if 0038: $8055 == 2 // $ == int 004D: jump_if_false @RCHELI_2512 00D6: if 001A: 2 > $8056 // int > $ 004D: jump_if_false @RCHELI_2512 00D6: if 0038: $8056 == 0 // $ == int 004D: jump_if_false @RCHELI_2390 018A: $8136 = create_checkpoint_at $8082 $8083 $8084 0004: $8056 = 1 // $ = int :RCHELI_2390 00D6: if 8119: not car $8048 wrecked 004D: jump_if_false @RCHELI_2512 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8082 $8083 $8084 00D6: if 01AF: car $8048 0 $8082 $8083 $8084 radius 2.0 2.0 2.0 004D: jump_if_false @RCHELI_2512 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $8136 000C: $8052 -= 1 // $ -= int 0004: $8056 = 2 // $ = int :RCHELI_2512 00D6: if 0038: $8056 == 2 // $ == int 004D: jump_if_false @RCHELI_2709 00D6: if 001A: 2 > $8057 // int > $ 004D: jump_if_false @RCHELI_2709 00D6: if 0038: $8057 == 0 // $ == int 004D: jump_if_false @RCHELI_2587 018A: $8137 = create_checkpoint_at $8085 $8086 $8087 0004: $8057 = 1 // $ = int :RCHELI_2587 00D6: if 8119: not car $8048 wrecked 004D: jump_if_false @RCHELI_2709 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8085 $8086 $8087 00D6: if 01AF: car $8048 0 $8085 $8086 $8087 radius 2.0 2.0 2.0 004D: jump_if_false @RCHELI_2709 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $8137 000C: $8052 -= 1 // $ -= int 0004: $8057 = 2 // $ = int :RCHELI_2709 00D6: if 0038: $8057 == 2 // $ == int 004D: jump_if_false @RCHELI_2906 00D6: if 001A: 2 > $8058 // int > $ 004D: jump_if_false @RCHELI_2906 00D6: if 0038: $8058 == 0 // $ == int 004D: jump_if_false @RCHELI_2784 018A: $8138 = create_checkpoint_at $8088 $8089 $8090 0004: $8058 = 1 // $ = int :RCHELI_2784 00D6: if 8119: not car $8048 wrecked 004D: jump_if_false @RCHELI_2906 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8088 $8089 $8090 00D6: if 01AF: car $8048 0 $8088 $8089 $8090 radius 2.0 2.0 2.0 004D: jump_if_false @RCHELI_2906 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $8138 000C: $8052 -= 1 // $ -= int 0004: $8058 = 2 // $ = int :RCHELI_2906 00D6: if 0038: $8058 == 2 // $ == int 004D: jump_if_false @RCHELI_3103 00D6: if 001A: 2 > $8059 // int > $ 004D: jump_if_false @RCHELI_3103 00D6: if 0038: $8059 == 0 // $ == int 004D: jump_if_false @RCHELI_2981 018A: $8139 = create_checkpoint_at $8091 $8092 $8093 0004: $8059 = 1 // $ = int :RCHELI_2981 00D6: if 8119: not car $8048 wrecked 004D: jump_if_false @RCHELI_3103 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8091 $8092 $8093 00D6: if 01AF: car $8048 0 $8091 $8092 $8093 radius 2.0 2.0 2.0 004D: jump_if_false @RCHELI_3103 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $8139 000C: $8052 -= 1 // $ -= int 0004: $8059 = 2 // $ = int :RCHELI_3103 00D6: if 0038: $8059 == 2 // $ == int 004D: jump_if_false @RCHELI_3300 00D6: if 001A: 2 > $8060 // int > $ 004D: jump_if_false @RCHELI_3300 00D6: if 0038: $8060 == 0 // $ == int 004D: jump_if_false @RCHELI_3178 018A: $8140 = create_checkpoint_at $8094 $8095 $8096 0004: $8060 = 1 // $ = int :RCHELI_3178 00D6: if 8119: not car $8048 wrecked 004D: jump_if_false @RCHELI_3300 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8094 $8095 $8096 00D6: if 01AF: car $8048 0 $8094 $8095 $8096 radius 2.0 2.0 2.0 004D: jump_if_false @RCHELI_3300 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $8140 000C: $8052 -= 1 // $ -= int 0004: $8060 = 2 // $ = int :RCHELI_3300 00D6: if 0038: $8060 == 2 // $ == int 004D: jump_if_false @RCHELI_3497 00D6: if 001A: 2 > $8061 // int > $ 004D: jump_if_false @RCHELI_3497 00D6: if 0038: $8061 == 0 // $ == int 004D: jump_if_false @RCHELI_3375 018A: $8141 = create_checkpoint_at $8097 $8098 $8099 0004: $8061 = 1 // $ = int :RCHELI_3375 00D6: if 8119: not car $8048 wrecked 004D: jump_if_false @RCHELI_3497 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8097 $8098 $8099 00D6: if 01AF: car $8048 0 $8097 $8098 $8099 radius 2.0 2.0 2.0 004D: jump_if_false @RCHELI_3497 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $8141 000C: $8052 -= 1 // $ -= int 0004: $8061 = 2 // $ = int :RCHELI_3497 00D6: if 0038: $8061 == 2 // $ == int 004D: jump_if_false @RCHELI_3694 00D6: if 001A: 2 > $8062 // int > $ 004D: jump_if_false @RCHELI_3694 00D6: if 0038: $8062 == 0 // $ == int 004D: jump_if_false @RCHELI_3572 018A: $8142 = create_checkpoint_at $8100 $8101 $8102 0004: $8062 = 1 // $ = int :RCHELI_3572 00D6: if 8119: not car $8048 wrecked 004D: jump_if_false @RCHELI_3694 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8100 $8101 $8102 00D6: if 01AF: car $8048 0 $8100 $8101 $8102 radius 2.0 2.0 2.0 004D: jump_if_false @RCHELI_3694 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $8142 000C: $8052 -= 1 // $ -= int 0004: $8062 = 2 // $ = int :RCHELI_3694 00D6: if 0038: $8062 == 2 // $ == int 004D: jump_if_false @RCHELI_3891 00D6: if 001A: 2 > $8063 // int > $ 004D: jump_if_false @RCHELI_3891 00D6: if 0038: $8063 == 0 // $ == int 004D: jump_if_false @RCHELI_3769 018A: $8143 = create_checkpoint_at $8103 $8104 $8105 0004: $8063 = 1 // $ = int :RCHELI_3769 00D6: if 8119: not car $8048 wrecked 004D: jump_if_false @RCHELI_3891 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8103 $8104 $8105 00D6: if 01AF: car $8048 0 $8103 $8104 $8105 radius 2.0 2.0 2.0 004D: jump_if_false @RCHELI_3891 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $8143 000C: $8052 -= 1 // $ -= int 0004: $8063 = 2 // $ = int :RCHELI_3891 00D6: if 0038: $8063 == 2 // $ == int 004D: jump_if_false @RCHELI_4088 00D6: if 001A: 2 > $8064 // int > $ 004D: jump_if_false @RCHELI_4088 00D6: if 0038: $8064 == 0 // $ == int 004D: jump_if_false @RCHELI_3966 018A: $8144 = create_checkpoint_at $8106 $8107 $8108 0004: $8064 = 1 // $ = int :RCHELI_3966 00D6: if 8119: not car $8048 wrecked 004D: jump_if_false @RCHELI_4088 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8106 $8107 $8108 00D6: if 01AF: car $8048 0 $8106 $8107 $8108 radius 2.0 2.0 2.0 004D: jump_if_false @RCHELI_4088 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $8144 000C: $8052 -= 1 // $ -= int 0004: $8064 = 2 // $ = int :RCHELI_4088 00D6: if 0038: $8064 == 2 // $ == int 004D: jump_if_false @RCHELI_4285 00D6: if 001A: 2 > $8065 // int > $ 004D: jump_if_false @RCHELI_4285 00D6: if 0038: $8065 == 0 // $ == int 004D: jump_if_false @RCHELI_4163 018A: $8145 = create_checkpoint_at $8109 $8110 $8111 0004: $8065 = 1 // $ = int :RCHELI_4163 00D6: if 8119: not car $8048 wrecked 004D: jump_if_false @RCHELI_4285 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8109 $8110 $8111 00D6: if 01AF: car $8048 0 $8109 $8110 $8111 radius 2.0 2.0 2.0 004D: jump_if_false @RCHELI_4285 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $8145 000C: $8052 -= 1 // $ -= int 0004: $8065 = 2 // $ = int :RCHELI_4285 00D6: if 0038: $8065 == 2 // $ == int 004D: jump_if_false @RCHELI_4482 00D6: if 001A: 2 > $8066 // int > $ 004D: jump_if_false @RCHELI_4482 00D6: if 0038: $8066 == 0 // $ == int 004D: jump_if_false @RCHELI_4360 018A: $8146 = create_checkpoint_at $8112 $8113 $8114 0004: $8066 = 1 // $ = int :RCHELI_4360 00D6: if 8119: not car $8048 wrecked 004D: jump_if_false @RCHELI_4482 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8112 $8113 $8114 00D6: if 01AF: car $8048 0 $8112 $8113 $8114 radius 2.0 2.0 2.0 004D: jump_if_false @RCHELI_4482 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $8146 000C: $8052 -= 1 // $ -= int 0004: $8066 = 2 // $ = int :RCHELI_4482 00D6: if 0038: $8066 == 2 // $ == int 004D: jump_if_false @RCHELI_4679 00D6: if 001A: 2 > $8067 // int > $ 004D: jump_if_false @RCHELI_4679 00D6: if 0038: $8067 == 0 // $ == int 004D: jump_if_false @RCHELI_4557 018A: $8147 = create_checkpoint_at $8115 $8116 $8117 0004: $8067 = 1 // $ = int :RCHELI_4557 00D6: if 8119: not car $8048 wrecked 004D: jump_if_false @RCHELI_4679 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8115 $8116 $8117 00D6: if 01AF: car $8048 0 $8115 $8116 $8117 radius 2.0 2.0 2.0 004D: jump_if_false @RCHELI_4679 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $8147 000C: $8052 -= 1 // $ -= int 0004: $8067 = 2 // $ = int :RCHELI_4679 00D6: if 0038: $8067 == 2 // $ == int 004D: jump_if_false @RCHELI_4876 00D6: if 001A: 2 > $8068 // int > $ 004D: jump_if_false @RCHELI_4876 00D6: if 0038: $8068 == 0 // $ == int 004D: jump_if_false @RCHELI_4754 018A: $8148 = create_checkpoint_at $8118 $8119 $8120 0004: $8068 = 1 // $ = int :RCHELI_4754 00D6: if 8119: not car $8048 wrecked 004D: jump_if_false @RCHELI_4876 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8118 $8119 $8120 00D6: if 01AF: car $8048 0 $8118 $8119 $8120 radius 2.0 2.0 2.0 004D: jump_if_false @RCHELI_4876 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $8148 000C: $8052 -= 1 // $ -= int 0004: $8068 = 2 // $ = int :RCHELI_4876 00D6: if 0038: $8068 == 2 // $ == int 004D: jump_if_false @RCHELI_5073 00D6: if 001A: 2 > $8069 // int > $ 004D: jump_if_false @RCHELI_5073 00D6: if 0038: $8069 == 0 // $ == int 004D: jump_if_false @RCHELI_4951 018A: $8149 = create_checkpoint_at $8121 $8122 $8123 0004: $8069 = 1 // $ = int :RCHELI_4951 00D6: if 8119: not car $8048 wrecked 004D: jump_if_false @RCHELI_5073 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8121 $8122 $8123 00D6: if 01AF: car $8048 0 $8121 $8122 $8123 radius 2.0 2.0 2.0 004D: jump_if_false @RCHELI_5073 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $8149 000C: $8052 -= 1 // $ -= int 0004: $8069 = 2 // $ = int :RCHELI_5073 00D6: if 0038: $8069 == 2 // $ == int 004D: jump_if_false @RCHELI_5270 00D6: if 001A: 2 > $8070 // int > $ 004D: jump_if_false @RCHELI_5270 00D6: if 0038: $8070 == 0 // $ == int 004D: jump_if_false @RCHELI_5148 018A: $8150 = create_checkpoint_at $8124 $8125 $8126 0004: $8070 = 1 // $ = int :RCHELI_5148 00D6: if 8119: not car $8048 wrecked 004D: jump_if_false @RCHELI_5270 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8124 $8125 $8126 00D6: if 01AF: car $8048 0 $8124 $8125 $8126 radius 2.0 2.0 2.0 004D: jump_if_false @RCHELI_5270 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $8150 000C: $8052 -= 1 // $ -= int 0004: $8070 = 2 // $ = int :RCHELI_5270 00D6: if 0038: $8070 == 2 // $ == int 004D: jump_if_false @RCHELI_5467 00D6: if 001A: 2 > $8071 // int > $ 004D: jump_if_false @RCHELI_5467 00D6: if 0038: $8071 == 0 // $ == int 004D: jump_if_false @RCHELI_5345 018A: $8151 = create_checkpoint_at $8127 $8128 $8129 0004: $8071 = 1 // $ = int :RCHELI_5345 00D6: if 8119: not car $8048 wrecked 004D: jump_if_false @RCHELI_5467 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8127 $8128 $8129 00D6: if 01AF: car $8048 0 $8127 $8128 $8129 radius 2.0 2.0 2.0 004D: jump_if_false @RCHELI_5467 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $8151 000C: $8052 -= 1 // $ -= int 0004: $8071 = 2 // $ = int :RCHELI_5467 00D6: if 0038: $8071 == 2 // $ == int 004D: jump_if_false @RCHELI_5664 00D6: if 001A: 2 > $8072 // int > $ 004D: jump_if_false @RCHELI_5664 00D6: if 0038: $8072 == 0 // $ == int 004D: jump_if_false @RCHELI_5542 018A: $8152 = create_checkpoint_at $8130 $8131 $8132 0004: $8072 = 1 // $ = int :RCHELI_5542 00D6: if 8119: not car $8048 wrecked 004D: jump_if_false @RCHELI_5664 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8130 $8131 $8132 00D6: if 01AF: car $8048 0 $8130 $8131 $8132 radius 2.0 2.0 2.0 004D: jump_if_false @RCHELI_5664 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $8152 000C: $8052 -= 1 // $ -= int 0004: $8072 = 2 // $ = int :RCHELI_5664 00D6: if 0038: $8052 == 0 // $ == int 004D: jump_if_false @RCHELI_5730 00D6: if 8119: not car $8047 wrecked 004D: jump_if_false @RCHELI_5730 00D6: if 0018: $8049 > 0 // $ > int 004D: jump_if_false @RCHELI_5730 020A: set_car $8047 door_status_to 1 0002: jump @RCHELI_6061 :RCHELI_5730 00D6: if 8119: not car $8048 wrecked 004D: jump_if_false @RCHELI_5837 00D6: if 80B0: not car $8048 0 -1881.576 -1612.496 -979.9678 -582.2634 004D: jump_if_false @RCHELI_5837 00D6: if 00B0: car $8048 0 -2104.88 -1655.804 -866.489 -430.5 004D: jump_if_false @RCHELI_5837 00BC: text_highpriority 'RCH1_12' time 3000 1 :RCHELI_5837 00D6: if 8119: not car $8048 wrecked 004D: jump_if_false @RCHELI_5915 00D6: if 80B0: not car $8048 0 -2104.88 -1655.804 -866.489 -430.5 004D: jump_if_false @RCHELI_5915 0409: blow_up_rc_buggy 00BC: text_highpriority 'RCH1_13' time 5000 1 0002: jump @RCHELI_6036 :RCHELI_5915 00D6: if 0119: car $8047 wrecked 004D: jump_if_false @RCHELI_5955 00BC: text_highpriority 'WRECKED' time 3000 1 04DB: exit_rc_mode 0002: jump @RCHELI_6036 :RCHELI_5955 00D6: if 0038: $8051 == 1 // $ == int 004D: jump_if_false @RCHELI_6029 00D6: if 0119: car $8048 wrecked 004D: jump_if_false @RCHELI_6029 00D6: if 8038: not $8052 == 0 // $ == int 004D: jump_if_false @RCHELI_6029 00BC: text_highpriority 'WRECKED' time 3000 1 0002: jump @RCHELI_6036 :RCHELI_6029 0002: jump @RCHELI_1720 :RCHELI_6036 00BA: text_styled 'M_FAIL' 5000 ms 1 010D: set_player $PLAYER_CHAR wanted_level_to $8050 0051: return :RCHELI_6061 0004: $398 = 1 // $ = int 0084: $8153 = $8049 // $ = $ int 0014: $8153 /= 1000 // $ /= int 042E: register_lowest_int_stat 5 to $8153 0084: $8154 = $8153 // $ = $ int 0014: $8154 /= 60 // $ /= int 0084: $8155 = $8154 // $ = $ int 0010: $8155 *= 60 // $ *= int 0060: $8153 -= $8155 // $ -= $ int 00D6: if 0028: $8153 >= 10 // $ >= int 004D: jump_if_false @RCHELI_6175 02FD: text_2numbers_highpriority 'RCH1_9' $8154 $8153 time 7000 1 0002: jump @RCHELI_6196 :RCHELI_6175 02FD: text_2numbers_highpriority 'RCH1_10' $8154 $8153 time 7000 1 :RCHELI_6196 00D6: if 0038: $8156 == 0 // $ == int 004D: jump_if_false @RCHELI_6227 030C: progress_made += 1 0595: mission_complete 0004: $8156 = 1 // $ = int :RCHELI_6227 01E3: text_1number_styled 'M_PASS' number 100 time 5000 style 1 0110: clear_player $PLAYER_CHAR wanted_level 0394: play_music 1 0109: player $PLAYER_CHAR money += 100 0051: return :RCHELI_6262 0004: $ONMISSION = 0 // $ = int 0004: $1084 = 0 // $ = int 014F: stop_timer $8049 0151: remove_status_text $8052 04DB: exit_rc_mode 00D6: if 8119: not car $8047 wrecked 004D: jump_if_false @RCHELI_6311 020A: set_car $8047 door_status_to 1 :RCHELI_6311 0249: release_model #RCRAIDER 0249: release_model #INFERNUS 0164: disable_marker $8133 0164: disable_marker $8134 0164: disable_marker $8135 0164: disable_marker $8136 0164: disable_marker $8137 0164: disable_marker $8138 0164: disable_marker $8139 0164: disable_marker $8140 0164: disable_marker $8141 0164: disable_marker $8142 0164: disable_marker $8143 0164: disable_marker $8144 0164: disable_marker $8145 0164: disable_marker $8146 0164: disable_marker $8147 0164: disable_marker $8148 0164: disable_marker $8149 0164: disable_marker $8150 0164: disable_marker $8151 0164: disable_marker $8152 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 0004: $397 = 1 // $ = int 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 00D8: mission_cleanup 0051: return //-------------Mission 94--------------- // Originally: RC Bandit Race :RCRACE1 03A4: name_thread 'RCRACE1' 0050: gosub @RCRACE1_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @RCRACE1_37 0050: gosub @RCRACE1_4896 :RCRACE1_37 0050: gosub @RCRACE1_5107 004E: end_thread :RCRACE1_46 0004: $ONMISSION = 1 // $ = int 0004: $1084 = 1 // $ = int 00D6: if 0038: $8241 == 0 // $ == int 004D: jump_if_false @RCRACE1_80 0317: increment_mission_attempts :RCRACE1_80 0001: wait 0 ms 054C: use_GXT_table 'RCRACE1' 0004: $8236 = 50 // $ = int 0005: $8242 = 720.21 // $ = float 0005: $8243 = 723.979 // $ = float 0005: $8244 = 11.095 // $ = float 0005: $8245 = 772.386 // $ = float 0005: $8246 = 737.37 // $ = float 0005: $8247 = 15.651 // $ = float 0005: $8248 = 801.8997 // $ = float 0005: $8249 = 755.155 // $ = float 0005: $8250 = 14.029 // $ = float 0005: $8251 = 818.443 // $ = float 0005: $8252 = 723.4467 // $ = float 0005: $8253 = 13.89174 // $ = float 0005: $8254 = 789.7374 // $ = float 0005: $8255 = 689.6965 // $ = float 0005: $8256 = 13.68476 // $ = float 0005: $8257 = 840.7286 // $ = float 0005: $8258 = 673.7933 // $ = float 0005: $8259 = 12.00719 // $ = float 0005: $8260 = 881.6089 // $ = float 0005: $8261 = 694.4305 // $ = float 0005: $8262 = 11.47722 // $ = float 0005: $8263 = 869.6669 // $ = float 0005: $8264 = 734.155 // $ = float 0005: $8265 = 18.03658 // $ = float 0005: $8266 = 857.4133 // $ = float 0005: $8267 = 775.2335 // $ = float 0005: $8268 = 11.75751 // $ = float 0005: $8269 = 879.8929 // $ = float 0005: $8270 = 804.4685 // $ = float 0005: $8271 = 12.73355 // $ = float 0005: $8272 = 888.0801 // $ = float 0005: $8273 = 838.5257 // $ = float 0005: $8274 = 13.69488 // $ = float 0005: $8275 = 874.35 // $ = float 0005: $8276 = 866.9433 // $ = float 0005: $8277 = 13.12859 // $ = float 0005: $8278 = 815.8032 // $ = float 0005: $8279 = 881.502 // $ = float 0005: $8280 = 11.89595 // $ = float 0005: $8281 = 808.4997 // $ = float 0005: $8282 = 851.3824 // $ = float 0005: $8283 = 9.721323 // $ = float 0005: $8284 = 824.7369 // $ = float 0005: $8285 = 827.1093 // $ = float 0005: $8286 = 8.638121 // $ = float 0005: $8287 = 795.3524 // $ = float 0005: $8288 = 821.6034 // $ = float 0005: $8289 = 10.47627 // $ = float 0005: $8290 = 766.2229 // $ = float 0005: $8291 = 835.0671 // $ = float 0005: $8292 = 12.00815 // $ = float 0005: $8293 = 750.0553 // $ = float 0005: $8294 = 882.0937 // $ = float 0005: $8295 = 13.63987 // $ = float 0005: $8296 = 726.0835 // $ = float 0005: $8297 = 840.0163 // $ = float 0005: $8298 = 14.14287 // $ = float 0005: $8299 = 756.2438 // $ = float 0005: $8300 = 792.2355 // $ = float 0005: $8301 = 17.65154 // $ = float 0005: $8302 = 727.5995 // $ = float 0005: $8303 = 775.9979 // $ = float 0005: $8304 = 11.35199 // $ = float 0005: $8305 = 700.1736 // $ = float 0005: $8306 = 800.7557 // $ = float 0005: $8307 = 12.54427 // $ = float 0005: $8308 = 673.1154 // $ = float 0005: $8309 = 831.9152 // $ = float 0005: $8310 = 14.80559 // $ = float 0005: $8311 = 672.1528 // $ = float 0005: $8312 = 798.6282 // $ = float 0005: $8313 = 12.67831 // $ = float 0005: $8314 = 692.795 // $ = float 0005: $8315 = 761.6599 // $ = float 0005: $8316 = 10.67259 // $ = float 0005: $8317 = 741.0423 // $ = float 0005: $8318 = 716.2507 // $ = float 0005: $8319 = 11.22578 // $ = float 0005: $8320 = 772.386 // $ = float 0005: $8321 = 737.37 // $ = float 0005: $8322 = 15.651 // $ = float 0005: $8323 = 801.8997 // $ = float 0005: $8324 = 755.155 // $ = float 0005: $8325 = 14.029 // $ = float 0005: $8326 = 818.443 // $ = float 0005: $8327 = 723.4467 // $ = float 0005: $8328 = 13.89174 // $ = float 0005: $8329 = 789.7374 // $ = float 0005: $8330 = 689.6965 // $ = float 0005: $8331 = 13.68476 // $ = float 0005: $8332 = 840.7286 // $ = float 0005: $8333 = 673.7933 // $ = float 0005: $8334 = 12.00719 // $ = float 0005: $8335 = 881.6089 // $ = float 0005: $8336 = 694.4305 // $ = float 0005: $8337 = 11.47722 // $ = float 0005: $8338 = 869.6669 // $ = float 0005: $8339 = 734.155 // $ = float 0005: $8340 = 18.03658 // $ = float 0005: $8341 = 857.4133 // $ = float 0005: $8342 = 775.2335 // $ = float 0005: $8343 = 11.75751 // $ = float 0005: $8344 = 879.8929 // $ = float 0005: $8345 = 804.4685 // $ = float 0005: $8346 = 12.73355 // $ = float 0005: $8347 = 888.0801 // $ = float 0005: $8348 = 838.5257 // $ = float 0005: $8349 = 13.69488 // $ = float 0005: $8350 = 874.35 // $ = float 0005: $8351 = 866.9433 // $ = float 0005: $8352 = 13.12859 // $ = float 0005: $8353 = 815.8032 // $ = float 0005: $8354 = 881.502 // $ = float 0005: $8355 = 11.89595 // $ = float 0005: $8356 = 808.4997 // $ = float 0005: $8357 = 851.3824 // $ = float 0005: $8358 = 9.721323 // $ = float 0005: $8359 = 824.7369 // $ = float 0005: $8360 = 827.1093 // $ = float 0005: $8361 = 8.638121 // $ = float 0005: $8362 = 795.3524 // $ = float 0005: $8363 = 821.6034 // $ = float 0005: $8364 = 10.47627 // $ = float 0005: $8365 = 766.2229 // $ = float 0005: $8366 = 835.0671 // $ = float 0005: $8367 = 12.00815 // $ = float 0005: $8368 = 750.0553 // $ = float 0005: $8369 = 882.0937 // $ = float 0005: $8370 = 13.63987 // $ = float 0005: $8371 = 726.0835 // $ = float 0005: $8372 = 840.0163 // $ = float 0005: $8373 = 14.14287 // $ = float 0005: $8374 = 756.2438 // $ = float 0005: $8375 = 792.2355 // $ = float 0005: $8376 = 17.65154 // $ = float 0005: $8377 = 727.5995 // $ = float 0005: $8378 = 775.9979 // $ = float 0005: $8379 = 11.35199 // $ = float 0005: $8380 = 700.1736 // $ = float 0005: $8381 = 800.7557 // $ = float 0005: $8382 = 12.54427 // $ = float 0005: $8383 = 673.1154 // $ = float 0005: $8384 = 831.9152 // $ = float 0005: $8385 = 14.80559 // $ = float 0005: $8386 = 672.1528 // $ = float 0005: $8387 = 798.6282 // $ = float 0005: $8388 = 12.67831 // $ = float 0005: $8389 = 692.795 // $ = float 0005: $8390 = 761.6599 // $ = float 0005: $8391 = 10.67259 // $ = float 0005: $8392 = 741.0423 // $ = float 0005: $8393 = 716.2507 // $ = float 0005: $8394 = 11.22578 // $ = float 0005: $8175 = 740.8333 // $ = float 0005: $8176 = 721.5853 // $ = float 0005: $8177 = 11.0126 // $ = float 0005: $8178 = 740.5471 // $ = float 0005: $8179 = 718.5853 // $ = float 0005: $8180 = 11.0884 // $ = float 0005: $8181 = 740.2183 // $ = float 0005: $8182 = 715.5853 // $ = float 0005: $8183 = 11.1233 // $ = float 0005: $8160 = 262.9725 // $ = float 0004: $8227 = 0 // $ = int 0004: $8223 = 0 // $ = int 0004: $8224 = 0 // $ = int 0004: $8225 = 0 // $ = int 0004: $8226 = 0 // $ = int 0005: $8164 = 3.5 // $ = float 0005: $8165 = 3.5 // $ = float 0005: $8166 = 3.5 // $ = float 0004: $8395 = 0 // $ = int 0004: $8396 = 0 // $ = int 0004: $8397 = 0 // $ = int 0004: $8398 = 2 // $ = int 0004: $8399 = 1 // $ = int 0004: $8400 = 0 // $ = int 0247: request_model #RCBANDIT :RCRACE1_1843 00D6: if 8248: not model #RCBANDIT available 004D: jump_if_false @RCRACE1_1870 0001: wait 0 ms 0002: jump @RCRACE1_1843 :RCRACE1_1870 01C0: $8240 = player $PLAYER_CHAR wanted_level 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 0110: clear_player $PLAYER_CHAR wanted_level 00DA: $8213 = player $PLAYER_CHAR car 01C0: $8240 = player $PLAYER_CHAR wanted_level 0395: clear_area 1 at 757.152 811.371 500.0 range 500.0 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 010C: change_player_into_rc_buggy $PLAYER_CHAR at 739.924 712.5853 11.1484 262.9725 0484: $8219 = player $PLAYER_CHAR rc_car 04D6: enable_rc_car_detonation 0 0229: set_car $8219 color_to 4 1 00A5: $8214 = create_car #RCBANDIT at $8175 $8176 $8177 0229: set_car $8214 color_to 3 1 03AB: set_car $8214 strong 1 03ED: set_car $8214 not_damaged_when_upside_down 1 0175: set_car $8214 z_angle_to $8160 00A9: set_car $8214 to_normal_driver 00AE: set_vehicle $8214 traffic_behavior_to 2 00AD: set_car $8214 max_speed_to 26.0 02AA: set_car $8214 immune_to_nonplayer 1 04E0: car $8214 abandon_path_radius 1 00A5: $8215 = create_car #RCBANDIT at $8178 $8179 $8180 0229: set_car $8215 color_to 2 1 03AB: set_car $8215 strong 1 03ED: set_car $8215 not_damaged_when_upside_down 1 0175: set_car $8215 z_angle_to $8160 00A9: set_car $8215 to_normal_driver 00AE: set_vehicle $8215 traffic_behavior_to 2 00AD: set_car $8215 max_speed_to 20.0 02AA: set_car $8215 immune_to_nonplayer 1 04E0: car $8215 abandon_path_radius 1 00A5: $8216 = create_car #RCBANDIT at $8181 $8182 $8183 0229: set_car $8216 color_to 6 1 03AB: set_car $8216 strong 1 03ED: set_car $8216 not_damaged_when_upside_down 1 0175: set_car $8216 z_angle_to $8160 00A9: set_car $8216 to_normal_driver 00AE: set_vehicle $8216 traffic_behavior_to 2 00AD: set_car $8216 max_speed_to 23.0 02AA: set_car $8216 immune_to_nonplayer 1 04E0: car $8216 abandon_path_radius 1 015F: set_camera_position 742.2905 724.4449 12.35194 rotation 0.0 0.0 0.0 0160: point_camera 742.1665 723.5028 12.04059 switchstyle 2 00C0: set_current_time 10 0 01B6: set_weather 4 016A: fade 1 2000 ms :RCRACE1_2307 00D6: if 016B: fading 004D: jump_if_false @RCRACE1_2331 0001: wait 0 ms 0002: jump @RCRACE1_2307 :RCRACE1_2331 0006: TIMERA = 0 // @ = int :RCRACE1_2338 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @RCRACE1_2407 0001: wait 0 ms 00BC: text_highpriority 'RCR1_1' time 5000 2 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @RCRACE1_2400 0002: jump @RCRACE1_2661 :RCRACE1_2400 0002: jump @RCRACE1_2338 :RCRACE1_2407 015F: set_camera_position 893.1815 624.3833 41.4995 rotation 0.0 0.0 0.0 0160: point_camera 892.6742 625.2084 41.25115 switchstyle 2 0006: TIMERA = 0 // @ = int :RCRACE1_2465 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @RCRACE1_2534 0001: wait 0 ms 00BC: text_highpriority 'RCR1_2' time 5000 2 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @RCRACE1_2527 0002: jump @RCRACE1_2661 :RCRACE1_2527 0002: jump @RCRACE1_2465 :RCRACE1_2534 015F: set_camera_position 743.5344 710.3741 12.71469 rotation 0.0 0.0 0.0 0160: point_camera 743.0029 711.2059 12.55033 switchstyle 2 0006: TIMERA = 0 // @ = int :RCRACE1_2592 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @RCRACE1_2661 0001: wait 0 ms 00BC: text_highpriority 'RCR1_3' time 5000 2 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @RCRACE1_2654 0002: jump @RCRACE1_2661 :RCRACE1_2654 0002: jump @RCRACE1_2592 :RCRACE1_2661 00D6: if 8119: not car $8219 wrecked 004D: jump_if_false @RCRACE1_2697 03EB: clear_small_messages_only 0158: camera_on_vehicle $8219 mode 3 switchstyle 2 02A3: enable_widescreen 0 0001: wait 500 ms :RCRACE1_2697 0084: $8237 = $8236 // $ = $ int 000C: $8237 -= 1 // $ -= int 01B4: set_player $PLAYER_CHAR can_move 0 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 018C: play_sound 7 at 0.0 0.0 0.0 0001: wait 1000 ms 00BA: text_styled 'RACE3' 1100 ms 4 018C: play_sound 8 at 0.0 0.0 0.0 0001: wait 1000 ms 00BA: text_styled 'RACE4' 1100 ms 4 018C: play_sound 9 at 0.0 0.0 0.0 0001: wait 1000 ms 00BA: text_styled 'RACE5' 800 ms 4 018C: play_sound 10 at 0.0 0.0 0.0 01B4: set_player $PLAYER_CHAR can_move 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03C4: set_status_text_to $8398 0 'RCR1_4' 00D6: if 0119: car $8214 wrecked 004D: jump_if_false @RCRACE1_2933 0002: jump @RCRACE1_4896 :RCRACE1_2933 00D6: if 0119: car $8215 wrecked 004D: jump_if_false @RCRACE1_2956 0002: jump @RCRACE1_4896 :RCRACE1_2956 00D6: if 0119: car $8216 wrecked 004D: jump_if_false @RCRACE1_2979 0002: jump @RCRACE1_4896 :RCRACE1_2979 0050: gosub @RCRACE1_5192 0086: $8187 = $8202 // $ = $ float 0086: $8188 = $8203 // $ = $ float 0086: $8189 = $8204 // $ = $ float 0086: $8190 = $8205 // $ = $ float 0086: $8191 = $8206 // $ = $ float 0086: $8192 = $8207 // $ = $ float 0086: $8193 = $8202 // $ = $ float 0086: $8194 = $8203 // $ = $ float 0086: $8195 = $8204 // $ = $ float 0086: $8196 = $8202 // $ = $ float 0086: $8197 = $8203 // $ = $ float 0086: $8198 = $8204 // $ = $ float 0086: $8199 = $8202 // $ = $ float 0086: $8200 = $8203 // $ = $ float 0086: $8201 = $8204 // $ = $ float 018A: $8208 = create_checkpoint_at $8187 $8188 $8189 0167: $8209 = create_marker_at $8190 $8191 $8192 color 5 display 2 0166: set_marker $8209 brightness_to 1 00A7: car $8214 drive_to $8193 $8194 $8195 00A7: car $8215 drive_to $8196 $8197 $8198 00A7: car $8216 drive_to $8199 $8200 $8201 0004: $8229 = 0 // $ = int 03C3: set_timer_with_text_to $8229 type 0 text 'RCH1_5' 00D6: if 0119: car $8219 wrecked 004D: jump_if_false @RCRACE1_3232 0002: jump @RCRACE1_4896 :RCRACE1_3232 00D6: if 001C: $8236 > $8223 // $ > $ int 004D: jump_if_false @RCRACE1_4889 0001: wait 0 ms 0395: clear_area 1 at -447.8 1442.95 10.0 range 120.0 0004: $8228 = 0 // $ = int 00D6: if 8119: not car $8219 wrecked 004D: jump_if_false @RCRACE1_3526 00D6: if 01AD: car $8219 sphere 0 near_point $8187 $8188 radius 4.2 4.2 004D: jump_if_false @RCRACE1_3526 0008: $8223 += 1 // $ += int 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $8208 0164: disable_marker $8209 0084: $8227 = $8223 // $ = $ int 0050: gosub @RCRACE1_5192 0086: $8187 = $8202 // $ = $ float 0086: $8188 = $8203 // $ = $ float 0086: $8189 = $8204 // $ = $ float 0086: $8190 = $8205 // $ = $ float 0086: $8191 = $8206 // $ = $ float 0086: $8192 = $8207 // $ = $ float 00D6: if 003A: $8223 == $8236 // $ == $ int 004D: jump_if_false @RCRACE1_3461 0002: jump @RCRACE1_4913 :RCRACE1_3461 018A: $8208 = create_checkpoint_at $8187 $8188 $8189 00D6: if 803A: not $8223 == $8237 // $ == $ int 004D: jump_if_false @RCRACE1_3526 0167: $8209 = create_marker_at $8190 $8191 $8192 color 5 display 2 0166: set_marker $8209 brightness_to 1 0168: set_marker $8209 size 2 :RCRACE1_3526 00D6: if 8119: not car $8214 wrecked 004D: jump_if_false @RCRACE1_3818 0084: $8218 = $8214 // $ = $ int 0084: $8227 = $8224 // $ = $ int 0086: $8184 = $8175 // $ = $ float 0086: $8185 = $8176 // $ = $ float 0086: $8186 = $8177 // $ = $ float 0084: $8234 = $8230 // $ = $ int 0050: gosub @RCRACE1_8494 0086: $8175 = $8184 // $ = $ float 0086: $8176 = $8185 // $ = $ float 0086: $8177 = $8186 // $ = $ float 0084: $8230 = $8234 // $ = $ int 00D6: if 8119: not car $8214 wrecked 004D: jump_if_false @RCRACE1_3818 00D6: if 01AD: car $8214 sphere 0 near_point $8193 $8194 radius $8164 $8164 004D: jump_if_false @RCRACE1_3818 0008: $8224 += 1 // $ += int 0084: $8227 = $8224 // $ = $ int 0050: gosub @RCRACE1_5192 0086: $8193 = $8202 // $ = $ float 0086: $8194 = $8203 // $ = $ float 0086: $8195 = $8204 // $ = $ float 00D6: if 003A: $8224 == $8236 // $ == $ int 004D: jump_if_false @RCRACE1_3762 00BC: text_highpriority 'RACEFA' time 5000 1 0002: jump @RCRACE1_4896 :RCRACE1_3762 00D6: if 0042: $8164 == 7.0 // $ == float 004D: jump_if_false @RCRACE1_3804 00A7: car $8214 drive_to $8193 $8194 $8195 0002: jump @RCRACE1_3818 :RCRACE1_3804 02C2: car $8214 drive_to_point $8193 $8194 $8195 :RCRACE1_3818 00D6: if 8119: not car $8215 wrecked 004D: jump_if_false @RCRACE1_4110 0084: $8218 = $8215 // $ = $ int 0084: $8227 = $8225 // $ = $ int 0086: $8184 = $8178 // $ = $ float 0086: $8185 = $8179 // $ = $ float 0086: $8186 = $8180 // $ = $ float 0084: $8234 = $8231 // $ = $ int 0050: gosub @RCRACE1_8494 0086: $8178 = $8184 // $ = $ float 0086: $8179 = $8185 // $ = $ float 0086: $8180 = $8186 // $ = $ float 0084: $8231 = $8234 // $ = $ int 00D6: if 8119: not car $8215 wrecked 004D: jump_if_false @RCRACE1_4110 00D6: if 01AD: car $8215 sphere 0 near_point $8196 $8197 radius $8165 $8165 004D: jump_if_false @RCRACE1_4110 0008: $8225 += 1 // $ += int 0084: $8227 = $8225 // $ = $ int 0050: gosub @RCRACE1_5192 0086: $8196 = $8202 // $ = $ float 0086: $8197 = $8203 // $ = $ float 0086: $8198 = $8204 // $ = $ float 00D6: if 003A: $8225 == $8236 // $ == $ int 004D: jump_if_false @RCRACE1_4054 00BC: text_highpriority 'RACEFA' time 5000 1 0002: jump @RCRACE1_4896 :RCRACE1_4054 00D6: if 0042: $8165 == 7.0 // $ == float 004D: jump_if_false @RCRACE1_4096 00A7: car $8215 drive_to $8196 $8197 $8198 0002: jump @RCRACE1_4110 :RCRACE1_4096 02C2: car $8215 drive_to_point $8196 $8197 $8198 :RCRACE1_4110 00D6: if 8119: not car $8216 wrecked 004D: jump_if_false @RCRACE1_4402 0084: $8218 = $8216 // $ = $ int 0084: $8227 = $8226 // $ = $ int 0086: $8184 = $8181 // $ = $ float 0086: $8185 = $8182 // $ = $ float 0086: $8186 = $8183 // $ = $ float 0084: $8234 = $8232 // $ = $ int 0050: gosub @RCRACE1_8494 0086: $8181 = $8184 // $ = $ float 0086: $8182 = $8185 // $ = $ float 0086: $8183 = $8186 // $ = $ float 0084: $8232 = $8234 // $ = $ int 00D6: if 8119: not car $8216 wrecked 004D: jump_if_false @RCRACE1_4402 00D6: if 01AD: car $8216 sphere 0 near_point $8199 $8200 radius $8166 $8166 004D: jump_if_false @RCRACE1_4402 0008: $8226 += 1 // $ += int 0084: $8227 = $8226 // $ = $ int 0050: gosub @RCRACE1_5192 0086: $8199 = $8202 // $ = $ float 0086: $8200 = $8203 // $ = $ float 0086: $8201 = $8204 // $ = $ float 00D6: if 003A: $8226 == $8236 // $ == $ int 004D: jump_if_false @RCRACE1_4346 00BC: text_highpriority 'RACEFA' time 5000 1 0002: jump @RCRACE1_4896 :RCRACE1_4346 00D6: if 0042: $8166 == 7.0 // $ == float 004D: jump_if_false @RCRACE1_4388 00A7: car $8216 drive_to $8199 $8200 $8201 0002: jump @RCRACE1_4402 :RCRACE1_4388 02C2: car $8216 drive_to_point $8199 $8200 $8201 :RCRACE1_4402 00D6: if 0038: $8228 == 0 // $ == int 004D: jump_if_false @RCRACE1_4434 00BC: text_highpriority 'FIRST' time 100 1 :RCRACE1_4434 00D6: if 0038: $8228 == 1 // $ == int 004D: jump_if_false @RCRACE1_4466 00BC: text_highpriority 'SECOND' time 100 1 :RCRACE1_4466 00D6: if 0038: $8228 == 2 // $ == int 004D: jump_if_false @RCRACE1_4498 00BC: text_highpriority 'THIRD' time 100 1 :RCRACE1_4498 00D6: if 0038: $8228 == 3 // $ == int 004D: jump_if_false @RCRACE1_4530 00BC: text_highpriority 'FOURTH' time 100 1 :RCRACE1_4530 00D6: if 003A: $8223 == $8237 // $ == $ int 004D: jump_if_false @RCRACE1_4582 04D5: create_corona_at $8187 $8188 $8189 radius 3.8 type 6 flare 0 RGB 100 5 5 0002: jump @RCRACE1_4611 :RCRACE1_4582 04D5: create_corona_at $8187 $8188 $8189 radius 3.8 type 6 flare 0 RGB 255 137 205 :RCRACE1_4611 00D6: if 0119: car $8219 wrecked 004D: jump_if_false @RCRACE1_4634 0002: jump @RCRACE1_4896 :RCRACE1_4634 00D6: if 0018: $8223 > 24 // $ > int 004D: jump_if_false @RCRACE1_4697 00D6: if 0038: $8400 == 0 // $ == int 004D: jump_if_false @RCRACE1_4697 0151: remove_status_text $8398 03C4: set_status_text_to $8399 0 'RCR1_4' 0004: $8400 = 1 // $ = int :RCRACE1_4697 00D6: if 8119: not car $8219 wrecked 004D: jump_if_false @RCRACE1_4804 00D6: if 80B0: not car $8219 0 595.94 930.07 950.085 606.168 004D: jump_if_false @RCRACE1_4804 00D6: if 00B0: car $8219 0 473.016 1102.161 939.0 217.567 004D: jump_if_false @RCRACE1_4804 00BC: text_highpriority 'RCR1_6' time 3000 1 :RCRACE1_4804 00D6: if 8119: not car $8219 wrecked 004D: jump_if_false @RCRACE1_4882 00D6: if 80B0: not car $8219 0 473.016 1102.161 939.0 217.567 004D: jump_if_false @RCRACE1_4882 0409: blow_up_rc_buggy 00BC: text_highpriority 'RCR1_7' time 5000 1 0002: jump @RCRACE1_4896 :RCRACE1_4882 0002: jump @RCRACE1_3232 :RCRACE1_4889 0002: jump @RCRACE1_4913 :RCRACE1_4896 00BA: text_styled 'M_FAIL' 2000 ms 1 0051: return :RCRACE1_4913 0084: $8395 = $8229 // $ = $ int 0014: $8395 /= 1000 // $ /= int 042E: register_lowest_int_stat 4 to $8395 0084: $8397 = $8395 // $ = $ int 0014: $8397 /= 60 // $ /= int 0084: $8396 = $8397 // $ = $ int 0010: $8396 *= 60 // $ *= int 0060: $8395 -= $8396 // $ -= $ int 00D6: if 0028: $8395 >= 10 // $ >= int 004D: jump_if_false @RCRACE1_5020 02FD: text_2numbers_highpriority 'RCH1_9' $8397 $8395 time 7000 1 0002: jump @RCRACE1_5041 :RCRACE1_5020 02FD: text_2numbers_highpriority 'RCH1_10' $8397 $8395 time 7000 1 :RCRACE1_5041 00D6: if 0038: $8241 == 0 // $ == int 004D: jump_if_false @RCRACE1_5072 030C: progress_made += 1 0595: mission_complete 0004: $8241 = 1 // $ = int :RCRACE1_5072 0109: player $PLAYER_CHAR money += 100 01E3: text_1number_styled 'M_PASS' number 100 time 5000 style 1 0110: clear_player $PLAYER_CHAR wanted_level 0394: play_music 1 0051: return :RCRACE1_5107 04DB: exit_rc_mode 0164: disable_marker $8208 0164: disable_marker $8209 0249: release_model #RCBANDIT 00A6: destroy_car $8214 00A6: destroy_car $8215 00A6: destroy_car $8216 014F: stop_timer $8229 0004: $ONMISSION = 0 // $ = int 0004: $1084 = 0 // $ = int 0004: $399 = 1 // $ = int 04D6: enable_rc_car_detonation 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 0151: remove_status_text $8398 0151: remove_status_text $8399 01B7: release_weather 00D8: mission_cleanup 0051: return :RCRACE1_5192 00D6: if 0038: $8227 == 0 // $ == int 004D: jump_if_false @RCRACE1_5258 0086: $8202 = $8245 // $ = $ float 0086: $8203 = $8246 // $ = $ float 0086: $8204 = $8247 // $ = $ float 0086: $8205 = $8248 // $ = $ float 0086: $8206 = $8249 // $ = $ float 0086: $8207 = $8250 // $ = $ float :RCRACE1_5258 00D6: if 0038: $8227 == 1 // $ == int 004D: jump_if_false @RCRACE1_5324 0086: $8202 = $8248 // $ = $ float 0086: $8203 = $8249 // $ = $ float 0086: $8204 = $8250 // $ = $ float 0086: $8205 = $8251 // $ = $ float 0086: $8206 = $8252 // $ = $ float 0086: $8207 = $8253 // $ = $ float :RCRACE1_5324 00D6: if 0038: $8227 == 2 // $ == int 004D: jump_if_false @RCRACE1_5390 0086: $8202 = $8251 // $ = $ float 0086: $8203 = $8252 // $ = $ float 0086: $8204 = $8253 // $ = $ float 0086: $8205 = $8254 // $ = $ float 0086: $8206 = $8255 // $ = $ float 0086: $8207 = $8256 // $ = $ float :RCRACE1_5390 00D6: if 0038: $8227 == 3 // $ == int 004D: jump_if_false @RCRACE1_5456 0086: $8202 = $8254 // $ = $ float 0086: $8203 = $8255 // $ = $ float 0086: $8204 = $8256 // $ = $ float 0086: $8205 = $8257 // $ = $ float 0086: $8206 = $8258 // $ = $ float 0086: $8207 = $8259 // $ = $ float :RCRACE1_5456 00D6: if 0038: $8227 == 4 // $ == int 004D: jump_if_false @RCRACE1_5522 0086: $8202 = $8257 // $ = $ float 0086: $8203 = $8258 // $ = $ float 0086: $8204 = $8259 // $ = $ float 0086: $8205 = $8260 // $ = $ float 0086: $8206 = $8261 // $ = $ float 0086: $8207 = $8262 // $ = $ float :RCRACE1_5522 00D6: if 0038: $8227 == 5 // $ == int 004D: jump_if_false @RCRACE1_5588 0086: $8202 = $8260 // $ = $ float 0086: $8203 = $8261 // $ = $ float 0086: $8204 = $8262 // $ = $ float 0086: $8205 = $8263 // $ = $ float 0086: $8206 = $8264 // $ = $ float 0086: $8207 = $8265 // $ = $ float :RCRACE1_5588 00D6: if 0038: $8227 == 6 // $ == int 004D: jump_if_false @RCRACE1_5654 0086: $8202 = $8263 // $ = $ float 0086: $8203 = $8264 // $ = $ float 0086: $8204 = $8265 // $ = $ float 0086: $8205 = $8266 // $ = $ float 0086: $8206 = $8267 // $ = $ float 0086: $8207 = $8268 // $ = $ float :RCRACE1_5654 00D6: if 0038: $8227 == 7 // $ == int 004D: jump_if_false @RCRACE1_5720 0086: $8202 = $8266 // $ = $ float 0086: $8203 = $8267 // $ = $ float 0086: $8204 = $8268 // $ = $ float 0086: $8205 = $8269 // $ = $ float 0086: $8206 = $8270 // $ = $ float 0086: $8207 = $8271 // $ = $ float :RCRACE1_5720 00D6: if 0038: $8227 == 8 // $ == int 004D: jump_if_false @RCRACE1_5786 0086: $8202 = $8269 // $ = $ float 0086: $8203 = $8270 // $ = $ float 0086: $8204 = $8271 // $ = $ float 0086: $8205 = $8272 // $ = $ float 0086: $8206 = $8273 // $ = $ float 0086: $8207 = $8274 // $ = $ float :RCRACE1_5786 00D6: if 0038: $8227 == 9 // $ == int 004D: jump_if_false @RCRACE1_5852 0086: $8202 = $8272 // $ = $ float 0086: $8203 = $8273 // $ = $ float 0086: $8204 = $8274 // $ = $ float 0086: $8205 = $8275 // $ = $ float 0086: $8206 = $8276 // $ = $ float 0086: $8207 = $8277 // $ = $ float :RCRACE1_5852 00D6: if 0038: $8227 == 10 // $ == int 004D: jump_if_false @RCRACE1_5918 0086: $8202 = $8275 // $ = $ float 0086: $8203 = $8276 // $ = $ float 0086: $8204 = $8277 // $ = $ float 0086: $8205 = $8278 // $ = $ float 0086: $8206 = $8279 // $ = $ float 0086: $8207 = $8280 // $ = $ float :RCRACE1_5918 00D6: if 0038: $8227 == 11 // $ == int 004D: jump_if_false @RCRACE1_5984 0086: $8202 = $8278 // $ = $ float 0086: $8203 = $8279 // $ = $ float 0086: $8204 = $8280 // $ = $ float 0086: $8205 = $8281 // $ = $ float 0086: $8206 = $8282 // $ = $ float 0086: $8207 = $8283 // $ = $ float :RCRACE1_5984 00D6: if 0038: $8227 == 12 // $ == int 004D: jump_if_false @RCRACE1_6050 0086: $8202 = $8281 // $ = $ float 0086: $8203 = $8282 // $ = $ float 0086: $8204 = $8283 // $ = $ float 0086: $8205 = $8284 // $ = $ float 0086: $8206 = $8285 // $ = $ float 0086: $8207 = $8286 // $ = $ float :RCRACE1_6050 00D6: if 0038: $8227 == 13 // $ == int 004D: jump_if_false @RCRACE1_6116 0086: $8202 = $8284 // $ = $ float 0086: $8203 = $8285 // $ = $ float 0086: $8204 = $8286 // $ = $ float 0086: $8205 = $8287 // $ = $ float 0086: $8206 = $8288 // $ = $ float 0086: $8207 = $8289 // $ = $ float :RCRACE1_6116 00D6: if 0038: $8227 == 14 // $ == int 004D: jump_if_false @RCRACE1_6182 0086: $8202 = $8287 // $ = $ float 0086: $8203 = $8288 // $ = $ float 0086: $8204 = $8289 // $ = $ float 0086: $8205 = $8290 // $ = $ float 0086: $8206 = $8291 // $ = $ float 0086: $8207 = $8292 // $ = $ float :RCRACE1_6182 00D6: if 0038: $8227 == 15 // $ == int 004D: jump_if_false @RCRACE1_6248 0086: $8202 = $8290 // $ = $ float 0086: $8203 = $8291 // $ = $ float 0086: $8204 = $8292 // $ = $ float 0086: $8205 = $8293 // $ = $ float 0086: $8206 = $8294 // $ = $ float 0086: $8207 = $8295 // $ = $ float :RCRACE1_6248 00D6: if 0038: $8227 == 16 // $ == int 004D: jump_if_false @RCRACE1_6314 0086: $8202 = $8293 // $ = $ float 0086: $8203 = $8294 // $ = $ float 0086: $8204 = $8295 // $ = $ float 0086: $8205 = $8296 // $ = $ float 0086: $8206 = $8297 // $ = $ float 0086: $8207 = $8298 // $ = $ float :RCRACE1_6314 00D6: if 0038: $8227 == 17 // $ == int 004D: jump_if_false @RCRACE1_6380 0086: $8202 = $8296 // $ = $ float 0086: $8203 = $8297 // $ = $ float 0086: $8204 = $8298 // $ = $ float 0086: $8205 = $8299 // $ = $ float 0086: $8206 = $8300 // $ = $ float 0086: $8207 = $8301 // $ = $ float :RCRACE1_6380 00D6: if 0038: $8227 == 18 // $ == int 004D: jump_if_false @RCRACE1_6446 0086: $8202 = $8299 // $ = $ float 0086: $8203 = $8300 // $ = $ float 0086: $8204 = $8301 // $ = $ float 0086: $8205 = $8302 // $ = $ float 0086: $8206 = $8303 // $ = $ float 0086: $8207 = $8304 // $ = $ float :RCRACE1_6446 00D6: if 0038: $8227 == 19 // $ == int 004D: jump_if_false @RCRACE1_6512 0086: $8202 = $8302 // $ = $ float 0086: $8203 = $8303 // $ = $ float 0086: $8204 = $8304 // $ = $ float 0086: $8205 = $8305 // $ = $ float 0086: $8206 = $8306 // $ = $ float 0086: $8207 = $8307 // $ = $ float :RCRACE1_6512 00D6: if 0038: $8227 == 20 // $ == int 004D: jump_if_false @RCRACE1_6578 0086: $8202 = $8305 // $ = $ float 0086: $8203 = $8306 // $ = $ float 0086: $8204 = $8307 // $ = $ float 0086: $8205 = $8308 // $ = $ float 0086: $8206 = $8309 // $ = $ float 0086: $8207 = $8310 // $ = $ float :RCRACE1_6578 00D6: if 0038: $8227 == 21 // $ == int 004D: jump_if_false @RCRACE1_6644 0086: $8202 = $8308 // $ = $ float 0086: $8203 = $8309 // $ = $ float 0086: $8204 = $8310 // $ = $ float 0086: $8205 = $8311 // $ = $ float 0086: $8206 = $8312 // $ = $ float 0086: $8207 = $8313 // $ = $ float :RCRACE1_6644 00D6: if 0038: $8227 == 22 // $ == int 004D: jump_if_false @RCRACE1_6710 0086: $8202 = $8311 // $ = $ float 0086: $8203 = $8312 // $ = $ float 0086: $8204 = $8313 // $ = $ float 0086: $8205 = $8314 // $ = $ float 0086: $8206 = $8315 // $ = $ float 0086: $8207 = $8316 // $ = $ float :RCRACE1_6710 00D6: if 0038: $8227 == 23 // $ == int 004D: jump_if_false @RCRACE1_6776 0086: $8202 = $8314 // $ = $ float 0086: $8203 = $8315 // $ = $ float 0086: $8204 = $8316 // $ = $ float 0086: $8205 = $8317 // $ = $ float 0086: $8206 = $8318 // $ = $ float 0086: $8207 = $8319 // $ = $ float :RCRACE1_6776 00D6: if 0038: $8227 == 24 // $ == int 004D: jump_if_false @RCRACE1_6842 0086: $8202 = $8317 // $ = $ float 0086: $8203 = $8318 // $ = $ float 0086: $8204 = $8319 // $ = $ float 0086: $8205 = $8320 // $ = $ float 0086: $8206 = $8321 // $ = $ float 0086: $8207 = $8322 // $ = $ float :RCRACE1_6842 00D6: if 0038: $8227 == 25 // $ == int 004D: jump_if_false @RCRACE1_6908 0086: $8202 = $8320 // $ = $ float 0086: $8203 = $8321 // $ = $ float 0086: $8204 = $8322 // $ = $ float 0086: $8205 = $8323 // $ = $ float 0086: $8206 = $8324 // $ = $ float 0086: $8207 = $8325 // $ = $ float :RCRACE1_6908 00D6: if 0038: $8227 == 26 // $ == int 004D: jump_if_false @RCRACE1_6974 0086: $8202 = $8323 // $ = $ float 0086: $8203 = $8324 // $ = $ float 0086: $8204 = $8325 // $ = $ float 0086: $8205 = $8326 // $ = $ float 0086: $8206 = $8327 // $ = $ float 0086: $8207 = $8328 // $ = $ float :RCRACE1_6974 00D6: if 0038: $8227 == 27 // $ == int 004D: jump_if_false @RCRACE1_7040 0086: $8202 = $8326 // $ = $ float 0086: $8203 = $8327 // $ = $ float 0086: $8204 = $8328 // $ = $ float 0086: $8205 = $8329 // $ = $ float 0086: $8206 = $8330 // $ = $ float 0086: $8207 = $8331 // $ = $ float :RCRACE1_7040 00D6: if 0038: $8227 == 28 // $ == int 004D: jump_if_false @RCRACE1_7106 0086: $8202 = $8329 // $ = $ float 0086: $8203 = $8330 // $ = $ float 0086: $8204 = $8331 // $ = $ float 0086: $8205 = $8332 // $ = $ float 0086: $8206 = $8333 // $ = $ float 0086: $8207 = $8334 // $ = $ float :RCRACE1_7106 00D6: if 0038: $8227 == 29 // $ == int 004D: jump_if_false @RCRACE1_7172 0086: $8202 = $8332 // $ = $ float 0086: $8203 = $8333 // $ = $ float 0086: $8204 = $8334 // $ = $ float 0086: $8205 = $8335 // $ = $ float 0086: $8206 = $8336 // $ = $ float 0086: $8207 = $8337 // $ = $ float :RCRACE1_7172 00D6: if 0038: $8227 == 30 // $ == int 004D: jump_if_false @RCRACE1_7238 0086: $8202 = $8335 // $ = $ float 0086: $8203 = $8336 // $ = $ float 0086: $8204 = $8337 // $ = $ float 0086: $8205 = $8338 // $ = $ float 0086: $8206 = $8339 // $ = $ float 0086: $8207 = $8340 // $ = $ float :RCRACE1_7238 00D6: if 0038: $8227 == 31 // $ == int 004D: jump_if_false @RCRACE1_7304 0086: $8202 = $8338 // $ = $ float 0086: $8203 = $8339 // $ = $ float 0086: $8204 = $8340 // $ = $ float 0086: $8205 = $8341 // $ = $ float 0086: $8206 = $8342 // $ = $ float 0086: $8207 = $8343 // $ = $ float :RCRACE1_7304 00D6: if 0038: $8227 == 32 // $ == int 004D: jump_if_false @RCRACE1_7370 0086: $8202 = $8341 // $ = $ float 0086: $8203 = $8342 // $ = $ float 0086: $8204 = $8343 // $ = $ float 0086: $8205 = $8344 // $ = $ float 0086: $8206 = $8345 // $ = $ float 0086: $8207 = $8346 // $ = $ float :RCRACE1_7370 00D6: if 0038: $8227 == 33 // $ == int 004D: jump_if_false @RCRACE1_7436 0086: $8202 = $8344 // $ = $ float 0086: $8203 = $8345 // $ = $ float 0086: $8204 = $8346 // $ = $ float 0086: $8205 = $8347 // $ = $ float 0086: $8206 = $8348 // $ = $ float 0086: $8207 = $8349 // $ = $ float :RCRACE1_7436 00D6: if 0038: $8227 == 34 // $ == int 004D: jump_if_false @RCRACE1_7502 0086: $8202 = $8347 // $ = $ float 0086: $8203 = $8348 // $ = $ float 0086: $8204 = $8349 // $ = $ float 0086: $8205 = $8350 // $ = $ float 0086: $8206 = $8351 // $ = $ float 0086: $8207 = $8352 // $ = $ float :RCRACE1_7502 00D6: if 0038: $8227 == 35 // $ == int 004D: jump_if_false @RCRACE1_7568 0086: $8202 = $8350 // $ = $ float 0086: $8203 = $8351 // $ = $ float 0086: $8204 = $8352 // $ = $ float 0086: $8205 = $8353 // $ = $ float 0086: $8206 = $8354 // $ = $ float 0086: $8207 = $8355 // $ = $ float :RCRACE1_7568 00D6: if 0038: $8227 == 36 // $ == int 004D: jump_if_false @RCRACE1_7634 0086: $8202 = $8353 // $ = $ float 0086: $8203 = $8354 // $ = $ float 0086: $8204 = $8355 // $ = $ float 0086: $8205 = $8356 // $ = $ float 0086: $8206 = $8357 // $ = $ float 0086: $8207 = $8358 // $ = $ float :RCRACE1_7634 00D6: if 0038: $8227 == 37 // $ == int 004D: jump_if_false @RCRACE1_7700 0086: $8202 = $8356 // $ = $ float 0086: $8203 = $8357 // $ = $ float 0086: $8204 = $8358 // $ = $ float 0086: $8205 = $8359 // $ = $ float 0086: $8206 = $8360 // $ = $ float 0086: $8207 = $8361 // $ = $ float :RCRACE1_7700 00D6: if 0038: $8227 == 38 // $ == int 004D: jump_if_false @RCRACE1_7766 0086: $8202 = $8359 // $ = $ float 0086: $8203 = $8360 // $ = $ float 0086: $8204 = $8361 // $ = $ float 0086: $8205 = $8362 // $ = $ float 0086: $8206 = $8363 // $ = $ float 0086: $8207 = $8364 // $ = $ float :RCRACE1_7766 00D6: if 0038: $8227 == 39 // $ == int 004D: jump_if_false @RCRACE1_7832 0086: $8202 = $8362 // $ = $ float 0086: $8203 = $8363 // $ = $ float 0086: $8204 = $8364 // $ = $ float 0086: $8205 = $8365 // $ = $ float 0086: $8206 = $8366 // $ = $ float 0086: $8207 = $8367 // $ = $ float :RCRACE1_7832 00D6: if 0038: $8227 == 40 // $ == int 004D: jump_if_false @RCRACE1_7898 0086: $8202 = $8365 // $ = $ float 0086: $8203 = $8366 // $ = $ float 0086: $8204 = $8367 // $ = $ float 0086: $8205 = $8368 // $ = $ float 0086: $8206 = $8369 // $ = $ float 0086: $8207 = $8370 // $ = $ float :RCRACE1_7898 00D6: if 0038: $8227 == 41 // $ == int 004D: jump_if_false @RCRACE1_7964 0086: $8202 = $8368 // $ = $ float 0086: $8203 = $8369 // $ = $ float 0086: $8204 = $8370 // $ = $ float 0086: $8205 = $8371 // $ = $ float 0086: $8206 = $8372 // $ = $ float 0086: $8207 = $8373 // $ = $ float :RCRACE1_7964 00D6: if 0038: $8227 == 42 // $ == int 004D: jump_if_false @RCRACE1_8030 0086: $8202 = $8371 // $ = $ float 0086: $8203 = $8372 // $ = $ float 0086: $8204 = $8373 // $ = $ float 0086: $8205 = $8374 // $ = $ float 0086: $8206 = $8375 // $ = $ float 0086: $8207 = $8376 // $ = $ float :RCRACE1_8030 00D6: if 0038: $8227 == 43 // $ == int 004D: jump_if_false @RCRACE1_8096 0086: $8202 = $8374 // $ = $ float 0086: $8203 = $8375 // $ = $ float 0086: $8204 = $8376 // $ = $ float 0086: $8205 = $8377 // $ = $ float 0086: $8206 = $8378 // $ = $ float 0086: $8207 = $8379 // $ = $ float :RCRACE1_8096 00D6: if 0038: $8227 == 44 // $ == int 004D: jump_if_false @RCRACE1_8162 0086: $8202 = $8377 // $ = $ float 0086: $8203 = $8378 // $ = $ float 0086: $8204 = $8379 // $ = $ float 0086: $8205 = $8380 // $ = $ float 0086: $8206 = $8381 // $ = $ float 0086: $8207 = $8382 // $ = $ float :RCRACE1_8162 00D6: if 0038: $8227 == 45 // $ == int 004D: jump_if_false @RCRACE1_8228 0086: $8202 = $8380 // $ = $ float 0086: $8203 = $8381 // $ = $ float 0086: $8204 = $8382 // $ = $ float 0086: $8205 = $8383 // $ = $ float 0086: $8206 = $8384 // $ = $ float 0086: $8207 = $8385 // $ = $ float :RCRACE1_8228 00D6: if 0038: $8227 == 46 // $ == int 004D: jump_if_false @RCRACE1_8294 0086: $8202 = $8383 // $ = $ float 0086: $8203 = $8384 // $ = $ float 0086: $8204 = $8385 // $ = $ float 0086: $8205 = $8386 // $ = $ float 0086: $8206 = $8387 // $ = $ float 0086: $8207 = $8388 // $ = $ float :RCRACE1_8294 00D6: if 0038: $8227 == 47 // $ == int 004D: jump_if_false @RCRACE1_8360 0086: $8202 = $8386 // $ = $ float 0086: $8203 = $8387 // $ = $ float 0086: $8204 = $8388 // $ = $ float 0086: $8205 = $8389 // $ = $ float 0086: $8206 = $8390 // $ = $ float 0086: $8207 = $8391 // $ = $ float :RCRACE1_8360 00D6: if 0038: $8227 == 48 // $ == int 004D: jump_if_false @RCRACE1_8426 0086: $8202 = $8389 // $ = $ float 0086: $8203 = $8390 // $ = $ float 0086: $8204 = $8391 // $ = $ float 0086: $8205 = $8392 // $ = $ float 0086: $8206 = $8393 // $ = $ float 0086: $8207 = $8394 // $ = $ float :RCRACE1_8426 00D6: if 0038: $8227 == 49 // $ == int 004D: jump_if_false @RCRACE1_8492 0086: $8202 = $8392 // $ = $ float 0086: $8203 = $8393 // $ = $ float 0086: $8204 = $8394 // $ = $ float 0086: $8205 = $8392 // $ = $ float 0086: $8206 = $8393 // $ = $ float 0086: $8207 = $8394 // $ = $ float :RCRACE1_8492 0051: return :RCRACE1_8494 0227: $8217 = car $8218 health 00D6: if 001A: 500 > $8217 // int > $ 004D: jump_if_false @RCRACE1_8529 0224: set_car $8218 health_to 1000 :RCRACE1_8529 00D6: if 8119: not car $8219 wrecked 004D: jump_if_false @RCRACE1_8795 00D6: if 003A: $8223 == $8227 // $ == $ int 004D: jump_if_false @RCRACE1_8769 00AA: store_car $8218 position_to $8157 $8158 $8159 0086: $8161 = $8157 // $ = $ float 0061: $8161 -= $8187 // $ -= $ float 0086: $8162 = $8158 // $ = $ float 0061: $8162 -= $8188 // $ -= $ float 0069: $8161 *= $8161 // $ *= $ float 0069: $8162 *= $8162 // $ *= $ float 0086: $8163 = $8161 // $ = $ float 0059: $8163 += $8162 // $ += $ float 01FB: $8167 = square_root $8163 00AA: store_car $8219 position_to $8157 $8158 $8159 0086: $8161 = $8157 // $ = $ float 0061: $8161 -= $8187 // $ -= $ float 0086: $8162 = $8158 // $ = $ float 0061: $8162 -= $8188 // $ -= $ float 0069: $8161 *= $8161 // $ *= $ float 0069: $8162 *= $8162 // $ *= $ float 0086: $8163 = $8161 // $ = $ float 0059: $8163 += $8162 // $ += $ float 01FB: $8168 = square_root $8163 00D6: if 0024: $8168 > $8167 // $ > $ float 004D: jump_if_false @RCRACE1_8762 0008: $8228 += 1 // $ += int :RCRACE1_8762 0002: jump @RCRACE1_8795 :RCRACE1_8769 00D6: if 001C: $8227 > $8223 // $ > $ int 004D: jump_if_false @RCRACE1_8795 0008: $8228 += 1 // $ += int :RCRACE1_8795 0051: return //-------------Mission 95--------------- // Originally: RC Baron Race :RCPLNE1 03A4: name_thread 'RCPLNE1' 0050: gosub @RCPLNE1_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @RCPLNE1_37 0050: gosub @RCPLNE1_6348 :RCPLNE1_37 0050: gosub @RCPLNE1_6567 004E: end_thread :RCPLNE1_46 0004: $ONMISSION = 1 // $ = int 0004: $1084 = 1 // $ = int 00D6: if 0038: $8485 == 0 // $ == int 004D: jump_if_false @RCPLNE1_80 0317: increment_mission_attempts :RCPLNE1_80 0001: wait 0 ms 054C: use_GXT_table 'RCPLNE1' 0247: request_model #RCBARON :RCPLNE1_99 00D6: if 8248: not model #RCBARON available 004D: jump_if_false @RCPLNE1_126 0001: wait 0 ms 0002: jump @RCPLNE1_99 :RCPLNE1_126 0004: $8481 = 28 // $ = int 0005: $8486 = 313.0 // $ = float 0005: $8487 = 1238.332 // $ = float 0005: $8488 = 27.546 // $ = float 0005: $8489 = 317.926 // $ = float 0005: $8490 = 1219.877 // $ = float 0005: $8491 = 26.554 // $ = float 0005: $8492 = 321.35 // $ = float 0005: $8493 = 1102.111 // $ = float 0005: $8494 = 31.448 // $ = float 0005: $8495 = 317.778 // $ = float 0005: $8496 = 949.34 // $ = float 0005: $8497 = 29.25 // $ = float 0005: $8498 = 289.354 // $ = float 0005: $8499 = 789.471 // $ = float 0005: $8500 = 27.426 // $ = float 0005: $8501 = 201.599 // $ = float 0005: $8502 = 689.725 // $ = float 0005: $8503 = 27.896 // $ = float 0005: $8504 = 378.602 // $ = float 0005: $8505 = 564.227 // $ = float 0005: $8506 = 20.846 // $ = float 0005: $8507 = 346.553 // $ = float 0005: $8508 = 445.865 // $ = float 0005: $8509 = 19.168 // $ = float 0005: $8510 = 331.891 // $ = float 0005: $8511 = 344.459 // $ = float 0005: $8512 = 18.385 // $ = float 0005: $8513 = 337.064 // $ = float 0005: $8514 = 243.41 // $ = float 0005: $8515 = 24.428 // $ = float 0005: $8516 = 407.542 // $ = float 0005: $8517 = 102.447 // $ = float 0005: $8518 = 24.134 // $ = float 0005: $8519 = 332.597 // $ = float 0005: $8520 = -12.219 // $ = float 0005: $8521 = 25.134 // $ = float 0005: $8522 = 284.866 // $ = float 0005: $8523 = -144.529 // $ = float 0005: $8524 = 22.046 // $ = float 0005: $8525 = 225.013 // $ = float 0005: $8526 = -271.518 // $ = float 0005: $8527 = 19.929 // $ = float 0005: $8528 = 194.309 // $ = float 0005: $8529 = -365.009 // $ = float 0005: $8530 = 19.146 // $ = float 0005: $8531 = 179.89 // $ = float 0005: $8532 = -500.032 // $ = float 0005: $8533 = 17.304 // $ = float 0005: $8534 = 171.669 // $ = float 0005: $8535 = -638.857 // $ = float 0005: $8536 = 17.328 // $ = float 0005: $8537 = 149.798 // $ = float 0005: $8538 = -738.283 // $ = float 0005: $8539 = 16.001 // $ = float 0005: $8540 = 95.276 // $ = float 0005: $8541 = -838.345 // $ = float 0005: $8542 = 15.527 // $ = float 0005: $8543 = -22.699 // $ = float 0005: $8544 = -869.548 // $ = float 0005: $8545 = 16.142 // $ = float 0005: $8546 = -107.153 // $ = float 0005: $8547 = -895.34 // $ = float 0005: $8548 = 18.43 // $ = float 0005: $8549 = -190.477 // $ = float 0005: $8550 = -944.935 // $ = float 0005: $8551 = 20.094 // $ = float 0005: $8552 = -186.305 // $ = float 0005: $8553 = -1075.039 // $ = float 0005: $8554 = 32.099 // $ = float 0005: $8555 = -193.016 // $ = float 0005: $8556 = -1232.925 // $ = float 0005: $8557 = 16.655 // $ = float 0005: $8558 = -164.456 // $ = float 0005: $8559 = -1402.917 // $ = float 0005: $8560 = 16.294 // $ = float 0005: $8561 = -115.326 // $ = float 0005: $8562 = -1512.663 // $ = float 0005: $8563 = 15.455 // $ = float 0005: $8564 = -11.818 // $ = float 0005: $8565 = -1576.647 // $ = float 0005: $8566 = 15.96 // $ = float 0005: $8567 = 110.56 // $ = float 0005: $8568 = -1588.121 // $ = float 0005: $8569 = 16.516 // $ = float 0005: $8570 = 174.464 // $ = float 0005: $8571 = -1527.732 // $ = float 0005: $8572 = 20.699 // $ = float 0005: $8573 = 259.539 // $ = float 0005: $8574 = -1234.819 // $ = float 0005: $8575 = 32.351 // $ = float 0005: $8419 = 316.0 // $ = float 0005: $8420 = 1238.332 // $ = float 0005: $8421 = 26.554 // $ = float 0005: $8422 = 319.0 // $ = float 0005: $8423 = 1238.332 // $ = float 0005: $8424 = 26.554 // $ = float 0005: $8425 = 322.0 // $ = float 0005: $8426 = 1238.332 // $ = float 0005: $8427 = 26.554 // $ = float 0005: $8404 = 182.29 // $ = float 0004: $8472 = 0 // $ = int 0004: $8468 = 0 // $ = int 0004: $8469 = 0 // $ = int 0004: $8470 = 0 // $ = int 0004: $8471 = 0 // $ = int 0005: $8408 = 4.0 // $ = float 0005: $8409 = 4.0 // $ = float 0005: $8410 = 4.0 // $ = float 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 00DA: $8458 = player $PLAYER_CHAR car 00D6: if 8119: not car $8458 wrecked 004D: jump_if_false @RCPLNE1_1236 020A: set_car $8458 door_status_to 2 :RCPLNE1_1236 01C0: $8576 = player $PLAYER_CHAR wanted_level 0110: clear_player $PLAYER_CHAR wanted_level 0395: clear_area 1 at $8486 $8487 $8488 range 80.0 02A3: enable_widescreen 1 00A5: $8459 = create_car #RCBARON at $8419 $8420 $8421 03AB: set_car $8459 strong 1 03ED: set_car $8459 not_damaged_when_upside_down 1 0175: set_car $8459 z_angle_to $8404 02AA: set_car $8459 immune_to_nonplayer 1 00A5: $8460 = create_car #RCBARON at $8422 $8423 $8424 03AB: set_car $8460 strong 1 03ED: set_car $8460 not_damaged_when_upside_down 1 0175: set_car $8460 z_angle_to $8404 02AA: set_car $8460 immune_to_nonplayer 1 00A5: $8461 = create_car #RCBARON at $8425 $8426 $8427 03AB: set_car $8461 strong 1 03ED: set_car $8461 not_damaged_when_upside_down 1 0175: set_car $8461 z_angle_to $8404 02AA: set_car $8461 immune_to_nonplayer 1 046E: put_player $PLAYER_CHAR in_RC_mode_at $8486 $8487 $8488 angle 182.29 RC_model #RCBARON 0484: $8464 = player $PLAYER_CHAR rc_car 04D6: enable_rc_car_detonation 0 015F: set_camera_position 323.6173 1239.22 26.80053 rotation 0.0 0.0 0.0 0160: point_camera 322.7087 1238.807 26.85948 switchstyle 2 016A: fade 1 3000 ms :RCPLNE1_1501 00D6: if 016B: fading 004D: jump_if_false @RCPLNE1_1525 0001: wait 0 ms 0002: jump @RCPLNE1_1501 :RCPLNE1_1525 0006: TIMERA = 0 // @ = int :RCPLNE1_1532 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @RCPLNE1_1601 0001: wait 0 ms 00BC: text_highpriority 'RCPL1_4' time 5000 2 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @RCPLNE1_1594 0002: jump @RCPLNE1_1907 :RCPLNE1_1594 0002: jump @RCPLNE1_1532 :RCPLNE1_1601 0006: TIMERA = 0 // @ = int 03CB: load_scene 289.354 789.471 27.426 015F: set_camera_position 307.078 842.687 33.651 rotation 0.0 0.0 0.0 0160: point_camera 289.354 789.471 27.426 switchstyle 2 :RCPLNE1_1676 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @RCPLNE1_1780 0001: wait 0 ms 00BC: text_highpriority 'RCPL1_5' time 5000 2 04D5: create_corona_at 289.354 789.471 27.426 radius 7.0 type 6 flare 0 RGB 255 137 205 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @RCPLNE1_1773 0002: jump @RCPLNE1_1907 :RCPLNE1_1773 0002: jump @RCPLNE1_1676 :RCPLNE1_1780 0006: TIMERA = 0 // @ = int :RCPLNE1_1787 00D6: if 001B: 5000 > TIMERA // int > @ 004D: jump_if_false @RCPLNE1_1907 0001: wait 0 ms 015F: set_camera_position 311.3789 1236.672 26.99365 rotation 0.0 0.0 0.0 0160: point_camera 312.2311 1237.193 26.93967 switchstyle 2 00BC: text_highpriority 'RCPL1_6' time 5000 2 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @RCPLNE1_1900 0002: jump @RCPLNE1_1907 :RCPLNE1_1900 0002: jump @RCPLNE1_1787 :RCPLNE1_1907 00D6: if 8119: not car $8464 wrecked 004D: jump_if_false @RCPLNE1_1951 03EB: clear_small_messages_only 0158: camera_on_vehicle $8464 mode 18 switchstyle 2 0001: wait 0 ms 032A: set_behind_camera_mode_to 0 0001: wait 300 ms 02A3: enable_widescreen 0 :RCPLNE1_1951 0084: $8482 = $8481 // $ = $ int 000C: $8482 -= 1 // $ -= int 01B4: set_player $PLAYER_CHAR can_move 0 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 018C: play_sound 7 at 0.0 0.0 0.0 0001: wait 1000 ms 00BA: text_styled 'RACE3' 1100 ms 4 018C: play_sound 8 at 0.0 0.0 0.0 0001: wait 1000 ms 00BA: text_styled 'RACE4' 1100 ms 4 018C: play_sound 9 at 0.0 0.0 0.0 0001: wait 1000 ms 00BA: text_styled 'RACE5' 800 ms 4 018C: play_sound 10 at 0.0 0.0 0.0 01B4: set_player $PLAYER_CHAR can_move 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03F4: set_all_vehicles_apply_damage_rules 1 0293: $18 = get_controller_mode 00D6: if 0038: $18 == 3 // $ == int 004D: jump_if_false @RCPLNE1_2193 03E5: text_box 'PLANE_4' 0002: jump @RCPLNE1_2203 :RCPLNE1_2193 03E5: text_box 'PLANE_H' :RCPLNE1_2203 00D6: if 0119: car $8459 wrecked 004D: jump_if_false @RCPLNE1_2226 0002: jump @RCPLNE1_6348 :RCPLNE1_2226 00D6: if 0119: car $8460 wrecked 004D: jump_if_false @RCPLNE1_2249 0002: jump @RCPLNE1_6348 :RCPLNE1_2249 00D6: if 0119: car $8461 wrecked 004D: jump_if_false @RCPLNE1_2272 0002: jump @RCPLNE1_6348 :RCPLNE1_2272 00D6: if 8119: not car $8459 wrecked 004D: jump_if_false @RCPLNE1_2300 0161: $8455 = create_marker_above_car $8459 color 0 display 1 :RCPLNE1_2300 00D6: if 8119: not car $8460 wrecked 004D: jump_if_false @RCPLNE1_2328 0161: $8456 = create_marker_above_car $8460 color 0 display 1 :RCPLNE1_2328 00D6: if 8119: not car $8461 wrecked 004D: jump_if_false @RCPLNE1_2356 0161: $8457 = create_marker_above_car $8461 color 0 display 1 :RCPLNE1_2356 0050: gosub @RCPLNE1_4129 0086: $8431 = $8446 // $ = $ float 0086: $8432 = $8447 // $ = $ float 0086: $8433 = $8448 // $ = $ float 0086: $8434 = $8449 // $ = $ float 0086: $8435 = $8450 // $ = $ float 0086: $8436 = $8451 // $ = $ float 0086: $8437 = $8446 // $ = $ float 0086: $8438 = $8447 // $ = $ float 0086: $8439 = $8448 // $ = $ float 0086: $8440 = $8446 // $ = $ float 0086: $8441 = $8447 // $ = $ float 0086: $8442 = $8448 // $ = $ float 0086: $8443 = $8446 // $ = $ float 0086: $8444 = $8447 // $ = $ float 0086: $8445 = $8448 // $ = $ float 018A: $8453 = create_checkpoint_at $8431 $8432 $8433 0167: $8454 = create_marker_at $8434 $8435 $8436 color 5 display 2 0168: set_marker $8454 size 2 0166: set_marker $8454 brightness_to 1 04D2: set_plane $8459 fly_autopilot_around_point $8437 $8438 $8439 30 04D2: set_plane $8460 fly_autopilot_around_point $8440 $8441 $8442 25 04D2: set_plane $8461 fly_autopilot_around_point $8443 $8444 $8445 35 0004: $8474 = 0 // $ = int 03C3: set_timer_with_text_to $8474 type 0 text 'RCH1_5' 00D6: if 0119: car $8464 wrecked 004D: jump_if_false @RCPLNE1_2622 0002: jump @RCPLNE1_6348 :RCPLNE1_2622 00D6: if 001C: $8481 > $8468 // $ > $ int 004D: jump_if_false @RCPLNE1_4122 0001: wait 0 ms 0395: clear_area 0 at -447.8 1442.95 10.0 range 120.0 0004: $8473 = 0 // $ = int 00D6: if 8119: not car $8464 wrecked 004D: jump_if_false @RCPLNE1_2924 00D6: if 01AF: car $8464 0 $8431 $8432 $8433 radius 7.5 7.5 7.5 004D: jump_if_false @RCPLNE1_2924 0008: $8468 += 1 // $ += int 0164: disable_marker $8453 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker $8454 0084: $8472 = $8468 // $ = $ int 0050: gosub @RCPLNE1_4129 0086: $8431 = $8446 // $ = $ float 0086: $8432 = $8447 // $ = $ float 0086: $8433 = $8448 // $ = $ float 0086: $8434 = $8449 // $ = $ float 0086: $8435 = $8450 // $ = $ float 0086: $8436 = $8451 // $ = $ float 00D6: if 003A: $8468 == $8481 // $ == $ int 004D: jump_if_false @RCPLNE1_2859 0002: jump @RCPLNE1_6373 :RCPLNE1_2859 018A: $8453 = create_checkpoint_at $8431 $8432 $8433 00D6: if 803A: not $8468 == $8482 // $ == $ int 004D: jump_if_false @RCPLNE1_2924 0167: $8454 = create_marker_at $8434 $8435 $8436 color 5 display 2 0166: set_marker $8454 brightness_to 1 0168: set_marker $8454 size 2 :RCPLNE1_2924 00D6: if 8119: not car $8459 wrecked 004D: jump_if_false @RCPLNE1_3182 0084: $8463 = $8459 // $ = $ int 0084: $8472 = $8469 // $ = $ int 0086: $8428 = $8419 // $ = $ float 0086: $8429 = $8420 // $ = $ float 0086: $8430 = $8421 // $ = $ float 0084: $8479 = $8475 // $ = $ int 0050: gosub @RCPLNE1_6045 0086: $8419 = $8428 // $ = $ float 0086: $8420 = $8429 // $ = $ float 0086: $8421 = $8430 // $ = $ float 0084: $8475 = $8479 // $ = $ int 00D6: if 8119: not car $8459 wrecked 004D: jump_if_false @RCPLNE1_3182 00D6: if 01AF: car $8459 0 $8437 $8438 $8439 radius $8408 $8408 $8408 004D: jump_if_false @RCPLNE1_3182 0008: $8469 += 1 // $ += int 0084: $8472 = $8469 // $ = $ int 0050: gosub @RCPLNE1_4129 0086: $8437 = $8446 // $ = $ float 0086: $8438 = $8447 // $ = $ float 0086: $8439 = $8448 // $ = $ float 00D6: if 003A: $8469 == $8481 // $ == $ int 004D: jump_if_false @RCPLNE1_3166 00BC: text_highpriority 'RACEFA' time 5000 1 0002: jump @RCPLNE1_6348 :RCPLNE1_3166 04D2: set_plane $8459 fly_autopilot_around_point $8437 $8438 $8439 36 :RCPLNE1_3182 00D6: if 8119: not car $8460 wrecked 004D: jump_if_false @RCPLNE1_3440 0084: $8463 = $8460 // $ = $ int 0084: $8472 = $8470 // $ = $ int 0086: $8428 = $8422 // $ = $ float 0086: $8429 = $8423 // $ = $ float 0086: $8430 = $8424 // $ = $ float 0084: $8479 = $8476 // $ = $ int 0050: gosub @RCPLNE1_6045 0086: $8422 = $8428 // $ = $ float 0086: $8423 = $8429 // $ = $ float 0086: $8424 = $8430 // $ = $ float 0084: $8476 = $8479 // $ = $ int 00D6: if 8119: not car $8460 wrecked 004D: jump_if_false @RCPLNE1_3440 00D6: if 01AF: car $8460 0 $8440 $8441 $8442 radius $8409 $8409 $8409 004D: jump_if_false @RCPLNE1_3440 0008: $8470 += 1 // $ += int 0084: $8472 = $8470 // $ = $ int 0050: gosub @RCPLNE1_4129 0086: $8440 = $8446 // $ = $ float 0086: $8441 = $8447 // $ = $ float 0086: $8442 = $8448 // $ = $ float 00D6: if 003A: $8470 == $8481 // $ == $ int 004D: jump_if_false @RCPLNE1_3424 00BC: text_highpriority 'RACEFA' time 5000 1 0002: jump @RCPLNE1_6348 :RCPLNE1_3424 04D2: set_plane $8460 fly_autopilot_around_point $8440 $8441 $8442 27 :RCPLNE1_3440 00D6: if 8119: not car $8461 wrecked 004D: jump_if_false @RCPLNE1_3698 0084: $8463 = $8461 // $ = $ int 0084: $8472 = $8471 // $ = $ int 0086: $8428 = $8425 // $ = $ float 0086: $8429 = $8426 // $ = $ float 0086: $8430 = $8427 // $ = $ float 0084: $8479 = $8477 // $ = $ int 0050: gosub @RCPLNE1_6045 0086: $8425 = $8428 // $ = $ float 0086: $8426 = $8429 // $ = $ float 0086: $8427 = $8430 // $ = $ float 0084: $8477 = $8479 // $ = $ int 00D6: if 8119: not car $8461 wrecked 004D: jump_if_false @RCPLNE1_3698 00D6: if 01AF: car $8461 0 $8443 $8444 $8445 radius $8410 $8410 $8410 004D: jump_if_false @RCPLNE1_3698 0008: $8471 += 1 // $ += int 0084: $8472 = $8471 // $ = $ int 0050: gosub @RCPLNE1_4129 0086: $8443 = $8446 // $ = $ float 0086: $8444 = $8447 // $ = $ float 0086: $8445 = $8448 // $ = $ float 00D6: if 003A: $8471 == $8481 // $ == $ int 004D: jump_if_false @RCPLNE1_3682 00BC: text_highpriority 'RACEFA' time 5000 1 0002: jump @RCPLNE1_6348 :RCPLNE1_3682 04D2: set_plane $8461 fly_autopilot_around_point $8443 $8444 $8445 42 :RCPLNE1_3698 00D6: if 0038: $8473 == 0 // $ == int 004D: jump_if_false @RCPLNE1_3730 00BC: text_highpriority 'FIRST' time 100 1 :RCPLNE1_3730 00D6: if 0038: $8473 == 1 // $ == int 004D: jump_if_false @RCPLNE1_3762 00BC: text_highpriority 'SECOND' time 100 1 :RCPLNE1_3762 00D6: if 0038: $8473 == 2 // $ == int 004D: jump_if_false @RCPLNE1_3794 00BC: text_highpriority 'THIRD' time 100 1 :RCPLNE1_3794 00D6: if 0038: $8473 == 3 // $ == int 004D: jump_if_false @RCPLNE1_3826 00BC: text_highpriority 'FOURTH' time 100 1 :RCPLNE1_3826 00D6: if 003A: $8468 == $8482 // $ == $ int 004D: jump_if_false @RCPLNE1_3878 04D5: create_corona_at $8431 $8432 $8433 radius 7.0 type 6 flare 0 RGB 100 0 100 0002: jump @RCPLNE1_3907 :RCPLNE1_3878 04D5: create_corona_at $8431 $8432 $8433 radius 7.0 type 6 flare 0 RGB 255 137 205 :RCPLNE1_3907 00D6: if 0119: car $8464 wrecked 004D: jump_if_false @RCPLNE1_3930 0002: jump @RCPLNE1_6348 :RCPLNE1_3930 00D6: if 8119: not car $8464 wrecked 004D: jump_if_false @RCPLNE1_4037 00D6: if 80B0: not car $8464 0 833.0 1340.0 -225.0 -1666.0 004D: jump_if_false @RCPLNE1_4037 00D6: if 00B0: car $8464 0 940.212 1340.225 -253.15 -1700.0 004D: jump_if_false @RCPLNE1_4037 00BC: text_highpriority 'RCPL1_8' time 3000 1 :RCPLNE1_4037 00D6: if 8119: not car $8464 wrecked 004D: jump_if_false @RCPLNE1_4115 00D6: if 80B0: not car $8464 0 940.212 1340.225 -253.15 -1700.0 004D: jump_if_false @RCPLNE1_4115 0409: blow_up_rc_buggy 00BC: text_highpriority 'RCPL1_9' time 5000 1 0002: jump @RCPLNE1_6348 :RCPLNE1_4115 0002: jump @RCPLNE1_2622 :RCPLNE1_4122 0002: jump @RCPLNE1_6373 :RCPLNE1_4129 00D6: if 0038: $8472 == 0 // $ == int 004D: jump_if_false @RCPLNE1_4195 0086: $8446 = $8489 // $ = $ float 0086: $8447 = $8490 // $ = $ float 0086: $8448 = $8491 // $ = $ float 0086: $8449 = $8492 // $ = $ float 0086: $8450 = $8493 // $ = $ float 0086: $8451 = $8494 // $ = $ float :RCPLNE1_4195 00D6: if 0038: $8472 == 1 // $ == int 004D: jump_if_false @RCPLNE1_4261 0086: $8446 = $8492 // $ = $ float 0086: $8447 = $8493 // $ = $ float 0086: $8448 = $8494 // $ = $ float 0086: $8449 = $8495 // $ = $ float 0086: $8450 = $8496 // $ = $ float 0086: $8451 = $8497 // $ = $ float :RCPLNE1_4261 00D6: if 0038: $8472 == 2 // $ == int 004D: jump_if_false @RCPLNE1_4327 0086: $8446 = $8495 // $ = $ float 0086: $8447 = $8496 // $ = $ float 0086: $8448 = $8497 // $ = $ float 0086: $8449 = $8498 // $ = $ float 0086: $8450 = $8499 // $ = $ float 0086: $8451 = $8500 // $ = $ float :RCPLNE1_4327 00D6: if 0038: $8472 == 3 // $ == int 004D: jump_if_false @RCPLNE1_4393 0086: $8446 = $8498 // $ = $ float 0086: $8447 = $8499 // $ = $ float 0086: $8448 = $8500 // $ = $ float 0086: $8449 = $8501 // $ = $ float 0086: $8450 = $8502 // $ = $ float 0086: $8451 = $8503 // $ = $ float :RCPLNE1_4393 00D6: if 0038: $8472 == 4 // $ == int 004D: jump_if_false @RCPLNE1_4459 0086: $8446 = $8501 // $ = $ float 0086: $8447 = $8502 // $ = $ float 0086: $8448 = $8503 // $ = $ float 0086: $8449 = $8504 // $ = $ float 0086: $8450 = $8505 // $ = $ float 0086: $8451 = $8506 // $ = $ float :RCPLNE1_4459 00D6: if 0038: $8472 == 5 // $ == int 004D: jump_if_false @RCPLNE1_4525 0086: $8446 = $8504 // $ = $ float 0086: $8447 = $8505 // $ = $ float 0086: $8448 = $8506 // $ = $ float 0086: $8449 = $8507 // $ = $ float 0086: $8450 = $8508 // $ = $ float 0086: $8451 = $8509 // $ = $ float :RCPLNE1_4525 00D6: if 0038: $8472 == 6 // $ == int 004D: jump_if_false @RCPLNE1_4591 0086: $8446 = $8507 // $ = $ float 0086: $8447 = $8508 // $ = $ float 0086: $8448 = $8509 // $ = $ float 0086: $8449 = $8510 // $ = $ float 0086: $8450 = $8511 // $ = $ float 0086: $8451 = $8512 // $ = $ float :RCPLNE1_4591 00D6: if 0038: $8472 == 7 // $ == int 004D: jump_if_false @RCPLNE1_4657 0086: $8446 = $8510 // $ = $ float 0086: $8447 = $8511 // $ = $ float 0086: $8448 = $8512 // $ = $ float 0086: $8449 = $8513 // $ = $ float 0086: $8450 = $8514 // $ = $ float 0086: $8451 = $8515 // $ = $ float :RCPLNE1_4657 00D6: if 0038: $8472 == 8 // $ == int 004D: jump_if_false @RCPLNE1_4723 0086: $8446 = $8513 // $ = $ float 0086: $8447 = $8514 // $ = $ float 0086: $8448 = $8515 // $ = $ float 0086: $8449 = $8516 // $ = $ float 0086: $8450 = $8517 // $ = $ float 0086: $8451 = $8518 // $ = $ float :RCPLNE1_4723 00D6: if 0038: $8472 == 9 // $ == int 004D: jump_if_false @RCPLNE1_4789 0086: $8446 = $8516 // $ = $ float 0086: $8447 = $8517 // $ = $ float 0086: $8448 = $8518 // $ = $ float 0086: $8449 = $8519 // $ = $ float 0086: $8450 = $8520 // $ = $ float 0086: $8451 = $8521 // $ = $ float :RCPLNE1_4789 00D6: if 0038: $8472 == 10 // $ == int 004D: jump_if_false @RCPLNE1_4855 0086: $8446 = $8519 // $ = $ float 0086: $8447 = $8520 // $ = $ float 0086: $8448 = $8521 // $ = $ float 0086: $8449 = $8522 // $ = $ float 0086: $8450 = $8523 // $ = $ float 0086: $8451 = $8524 // $ = $ float :RCPLNE1_4855 00D6: if 0038: $8472 == 11 // $ == int 004D: jump_if_false @RCPLNE1_4921 0086: $8446 = $8522 // $ = $ float 0086: $8447 = $8523 // $ = $ float 0086: $8448 = $8524 // $ = $ float 0086: $8449 = $8525 // $ = $ float 0086: $8450 = $8526 // $ = $ float 0086: $8451 = $8527 // $ = $ float :RCPLNE1_4921 00D6: if 0038: $8472 == 12 // $ == int 004D: jump_if_false @RCPLNE1_4987 0086: $8446 = $8525 // $ = $ float 0086: $8447 = $8526 // $ = $ float 0086: $8448 = $8527 // $ = $ float 0086: $8449 = $8528 // $ = $ float 0086: $8450 = $8529 // $ = $ float 0086: $8451 = $8530 // $ = $ float :RCPLNE1_4987 00D6: if 0038: $8472 == 13 // $ == int 004D: jump_if_false @RCPLNE1_5053 0086: $8446 = $8528 // $ = $ float 0086: $8447 = $8529 // $ = $ float 0086: $8448 = $8530 // $ = $ float 0086: $8449 = $8531 // $ = $ float 0086: $8450 = $8532 // $ = $ float 0086: $8451 = $8533 // $ = $ float :RCPLNE1_5053 00D6: if 0038: $8472 == 14 // $ == int 004D: jump_if_false @RCPLNE1_5119 0086: $8446 = $8531 // $ = $ float 0086: $8447 = $8532 // $ = $ float 0086: $8448 = $8533 // $ = $ float 0086: $8449 = $8534 // $ = $ float 0086: $8450 = $8535 // $ = $ float 0086: $8451 = $8536 // $ = $ float :RCPLNE1_5119 00D6: if 0038: $8472 == 15 // $ == int 004D: jump_if_false @RCPLNE1_5185 0086: $8446 = $8534 // $ = $ float 0086: $8447 = $8535 // $ = $ float 0086: $8448 = $8536 // $ = $ float 0086: $8449 = $8537 // $ = $ float 0086: $8450 = $8538 // $ = $ float 0086: $8451 = $8539 // $ = $ float :RCPLNE1_5185 00D6: if 0038: $8472 == 16 // $ == int 004D: jump_if_false @RCPLNE1_5251 0086: $8446 = $8537 // $ = $ float 0086: $8447 = $8538 // $ = $ float 0086: $8448 = $8539 // $ = $ float 0086: $8449 = $8540 // $ = $ float 0086: $8450 = $8541 // $ = $ float 0086: $8451 = $8542 // $ = $ float :RCPLNE1_5251 00D6: if 0038: $8472 == 17 // $ == int 004D: jump_if_false @RCPLNE1_5317 0086: $8446 = $8540 // $ = $ float 0086: $8447 = $8541 // $ = $ float 0086: $8448 = $8542 // $ = $ float 0086: $8449 = $8543 // $ = $ float 0086: $8450 = $8544 // $ = $ float 0086: $8451 = $8545 // $ = $ float :RCPLNE1_5317 00D6: if 0038: $8472 == 18 // $ == int 004D: jump_if_false @RCPLNE1_5383 0086: $8446 = $8543 // $ = $ float 0086: $8447 = $8544 // $ = $ float 0086: $8448 = $8545 // $ = $ float 0086: $8449 = $8546 // $ = $ float 0086: $8450 = $8547 // $ = $ float 0086: $8451 = $8548 // $ = $ float :RCPLNE1_5383 00D6: if 0038: $8472 == 19 // $ == int 004D: jump_if_false @RCPLNE1_5449 0086: $8446 = $8546 // $ = $ float 0086: $8447 = $8547 // $ = $ float 0086: $8448 = $8548 // $ = $ float 0086: $8449 = $8549 // $ = $ float 0086: $8450 = $8550 // $ = $ float 0086: $8451 = $8551 // $ = $ float :RCPLNE1_5449 00D6: if 0038: $8472 == 20 // $ == int 004D: jump_if_false @RCPLNE1_5515 0086: $8446 = $8549 // $ = $ float 0086: $8447 = $8550 // $ = $ float 0086: $8448 = $8551 // $ = $ float 0086: $8449 = $8552 // $ = $ float 0086: $8450 = $8553 // $ = $ float 0086: $8451 = $8554 // $ = $ float :RCPLNE1_5515 00D6: if 0038: $8472 == 21 // $ == int 004D: jump_if_false @RCPLNE1_5581 0086: $8446 = $8552 // $ = $ float 0086: $8447 = $8553 // $ = $ float 0086: $8448 = $8554 // $ = $ float 0086: $8449 = $8555 // $ = $ float 0086: $8450 = $8556 // $ = $ float 0086: $8451 = $8557 // $ = $ float :RCPLNE1_5581 00D6: if 0038: $8472 == 22 // $ == int 004D: jump_if_false @RCPLNE1_5647 0086: $8446 = $8555 // $ = $ float 0086: $8447 = $8556 // $ = $ float 0086: $8448 = $8557 // $ = $ float 0086: $8449 = $8558 // $ = $ float 0086: $8450 = $8559 // $ = $ float 0086: $8451 = $8560 // $ = $ float :RCPLNE1_5647 00D6: if 0038: $8472 == 23 // $ == int 004D: jump_if_false @RCPLNE1_5713 0086: $8446 = $8558 // $ = $ float 0086: $8447 = $8559 // $ = $ float 0086: $8448 = $8560 // $ = $ float 0086: $8449 = $8561 // $ = $ float 0086: $8450 = $8562 // $ = $ float 0086: $8451 = $8563 // $ = $ float :RCPLNE1_5713 00D6: if 0038: $8472 == 24 // $ == int 004D: jump_if_false @RCPLNE1_5779 0086: $8446 = $8561 // $ = $ float 0086: $8447 = $8562 // $ = $ float 0086: $8448 = $8563 // $ = $ float 0086: $8449 = $8564 // $ = $ float 0086: $8450 = $8565 // $ = $ float 0086: $8451 = $8566 // $ = $ float :RCPLNE1_5779 00D6: if 0038: $8472 == 25 // $ == int 004D: jump_if_false @RCPLNE1_5845 0086: $8446 = $8564 // $ = $ float 0086: $8447 = $8565 // $ = $ float 0086: $8448 = $8566 // $ = $ float 0086: $8449 = $8567 // $ = $ float 0086: $8450 = $8568 // $ = $ float 0086: $8451 = $8569 // $ = $ float :RCPLNE1_5845 00D6: if 0038: $8472 == 26 // $ == int 004D: jump_if_false @RCPLNE1_5911 0086: $8446 = $8567 // $ = $ float 0086: $8447 = $8568 // $ = $ float 0086: $8448 = $8569 // $ = $ float 0086: $8449 = $8570 // $ = $ float 0086: $8450 = $8571 // $ = $ float 0086: $8451 = $8572 // $ = $ float :RCPLNE1_5911 00D6: if 0038: $8472 == 27 // $ == int 004D: jump_if_false @RCPLNE1_5977 0086: $8446 = $8570 // $ = $ float 0086: $8447 = $8571 // $ = $ float 0086: $8448 = $8572 // $ = $ float 0086: $8449 = $8573 // $ = $ float 0086: $8450 = $8574 // $ = $ float 0086: $8451 = $8575 // $ = $ float :RCPLNE1_5977 00D6: if 0038: $8472 == 28 // $ == int 004D: jump_if_false @RCPLNE1_6043 0086: $8446 = $8573 // $ = $ float 0086: $8447 = $8574 // $ = $ float 0086: $8448 = $8575 // $ = $ float 0086: $8449 = $8573 // $ = $ float 0086: $8450 = $8574 // $ = $ float 0086: $8451 = $8575 // $ = $ float :RCPLNE1_6043 0051: return :RCPLNE1_6045 0227: $8462 = car $8463 health 00D6: if 001A: 500 > $8462 // int > $ 004D: jump_if_false @RCPLNE1_6080 0224: set_car $8463 health_to 1000 :RCPLNE1_6080 00D6: if 8119: not car $8464 wrecked 004D: jump_if_false @RCPLNE1_6346 00D6: if 003A: $8468 == $8472 // $ == $ int 004D: jump_if_false @RCPLNE1_6320 00AA: store_car $8463 position_to $8401 $8402 $8403 0086: $8405 = $8401 // $ = $ float 0061: $8405 -= $8431 // $ -= $ float 0086: $8406 = $8402 // $ = $ float 0061: $8406 -= $8432 // $ -= $ float 0069: $8405 *= $8405 // $ *= $ float 0069: $8406 *= $8406 // $ *= $ float 0086: $8407 = $8405 // $ = $ float 0059: $8407 += $8406 // $ += $ float 01FB: $8411 = square_root $8407 00AA: store_car $8464 position_to $8401 $8402 $8403 0086: $8405 = $8401 // $ = $ float 0061: $8405 -= $8431 // $ -= $ float 0086: $8406 = $8402 // $ = $ float 0061: $8406 -= $8432 // $ -= $ float 0069: $8405 *= $8405 // $ *= $ float 0069: $8406 *= $8406 // $ *= $ float 0086: $8407 = $8405 // $ = $ float 0059: $8407 += $8406 // $ += $ float 01FB: $8412 = square_root $8407 00D6: if 0024: $8412 > $8411 // $ > $ float 004D: jump_if_false @RCPLNE1_6313 0008: $8473 += 1 // $ += int :RCPLNE1_6313 0002: jump @RCPLNE1_6346 :RCPLNE1_6320 00D6: if 001C: $8472 > $8468 // $ > $ int 004D: jump_if_false @RCPLNE1_6346 0008: $8473 += 1 // $ += int :RCPLNE1_6346 0051: return :RCPLNE1_6348 00BA: text_styled 'M_FAIL' 5000 ms 1 010D: set_player $PLAYER_CHAR wanted_level_to $8576 0051: return :RCPLNE1_6373 0084: $8577 = $8474 // $ = $ int 0014: $8577 /= 1000 // $ /= int 042E: register_lowest_int_stat 3 to $8577 0084: $8579 = $8577 // $ = $ int 0014: $8579 /= 60 // $ /= int 0084: $8578 = $8579 // $ = $ int 0010: $8578 *= 60 // $ *= int 0060: $8577 -= $8578 // $ -= $ int 00D6: if 0028: $8577 >= 10 // $ >= int 004D: jump_if_false @RCPLNE1_6480 02FD: text_2numbers_highpriority 'RCH1_9' $8579 $8577 time 7000 1 0002: jump @RCPLNE1_6501 :RCPLNE1_6480 02FD: text_2numbers_highpriority 'RCH1_10' $8579 $8577 time 7000 1 :RCPLNE1_6501 01E3: text_1number_styled 'M_PASS' number 100 time 5000 style 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 100 00D6: if 0038: $8485 == 0 // $ == int 004D: jump_if_false @RCPLNE1_6561 030C: progress_made += 1 0595: mission_complete 0004: $8485 = 1 // $ = int :RCPLNE1_6561 0394: play_music 1 0051: return :RCPLNE1_6567 0004: $ONMISSION = 0 // $ = int 0004: $1084 = 0 // $ = int 014F: stop_timer $8474 0164: disable_marker $8453 0164: disable_marker $8454 0164: disable_marker $8455 0164: disable_marker $8456 0164: disable_marker $8457 04DB: exit_rc_mode 00D6: if 8119: not car $8458 wrecked 004D: jump_if_false @RCPLNE1_6636 020A: set_car $8458 door_status_to 1 :RCPLNE1_6636 01C3: mark_car_as_no_longer_needed $8458 0249: release_model #RCBARON 01C3: mark_car_as_no_longer_needed $8459 01C3: mark_car_as_no_longer_needed $8460 01C3: mark_car_as_no_longer_needed $8461 00A6: destroy_car $8459 00A6: destroy_car $8460 00A6: destroy_car $8461 042E: register_lowest_int_stat 3 to $8474 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 0004: $400 = 1 // $ = int 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 00D8: mission_cleanup 0051: return //-------------Mission 96--------------- // Originally: Checkpoint Charlie :COKERUN 0050: gosub @COKERUN_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @COKERUN_27 0050: gosub @COKERUN_6981 :COKERUN_27 0050: gosub @COKERUN_7327 004E: end_thread :COKERUN_36 0004: $ONMISSION = 1 // $ = int 03A4: name_thread 'COKERUN' 0001: wait 0 ms 0006: 0@ = 0 // @ = int 0006: 6@ = 0 // @ = int 0247: request_model #MARQUIS 00D6: if 0038: $607 == 0 // $ == int 004D: jump_if_false @COKERUN_96 0317: increment_mission_attempts :COKERUN_96 00D6: if 8248: not model #MARQUIS available 004D: jump_if_false @COKERUN_123 0001: wait 0 ms 0002: 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 00D6: if 0039: 6@ == 0 // @ == int 004D: jump_if_false @COKERUN_227 0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at -540.1 -1526.9 8.0 0006: 6@ = 1 // @ = int :COKERUN_227 03CB: load_scene -569.272 -1503.455 9.428 015F: set_camera_position -570.041 -1502.827 9.547 rotation 0.0 0.0 0.0 0160: point_camera -569.272 -1503.455 9.428 switchstyle 2 016A: fade 1 1500 ms 0004: $8580 = 151000 // $ = int 00D9: 7@ = actor $PLAYER_ACTOR car // add to mission cleanup 00D6: if 8119: not car 7@ wrecked 004D: jump_if_false @COKERUN_346 0175: set_car 7@ z_angle_to 250.0 :COKERUN_346 00D6: if 0038: $8582 == 0 // $ == int 004D: jump_if_false @COKERUN_368 01B6: set_weather 0 :COKERUN_368 00D6: if 0038: $8582 == 1 // $ == int 004D: jump_if_false @COKERUN_398 000C: $8580 -= 5000 // $ -= int 01B6: set_weather 4 :COKERUN_398 00D6: if 0038: $8582 == 2 // $ == int 004D: jump_if_false @COKERUN_428 000C: $8580 -= 10000 // $ -= int 01B6: set_weather 1 :COKERUN_428 00D6: if 0038: $8582 == 3 // $ == int 004D: jump_if_false @COKERUN_458 000C: $8580 -= 15000 // $ -= int 01B6: set_weather 3 :COKERUN_458 00D6: if 0038: $8582 == 4 // $ == int 004D: jump_if_false @COKERUN_488 000C: $8580 -= 20000 // $ -= int 01B6: set_weather 2 :COKERUN_488 00D6: if 0018: $8582 > 4 // $ > int 004D: jump_if_false @COKERUN_514 000C: $8580 -= 30000 // $ -= int :COKERUN_514 0084: $8583 = $8580 // $ = $ int 0107: 3@ = create_object #WATERJUMPX2 at -273.3 -1463.1 5.5 0382: set_object 3@ collision_detection 1 0107: 4@ = create_object #WATERJUMPX2 at -275.4 -1372.8 5.5 0382: set_object 4@ collision_detection 1 0107: 5@ = create_object #WATERJUMPX2 at -305.6 -1225.3 5.5 0382: set_object 5@ collision_detection 1 0006: TIMERA = 0 // @ = int 00BC: text_highpriority 'BOAT_P' time 6000 1 :COKERUN_634 00D6: if 8019: not TIMERA > 500 // @ > int 004D: jump_if_false @COKERUN_698 0001: wait 0 ms 024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -540.1 -1526.9 8.0 0002: jump @COKERUN_634 :COKERUN_698 00D6: if 8019: not TIMERA > 5500 // @ > int 004D: jump_if_false @COKERUN_786 0001: wait 0 ms 024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -540.1 -1526.9 8.0 00D6: if 00E1: player 0 pressed_button 16 004D: jump_if_false @COKERUN_779 0002: jump @COKERUN_786 :COKERUN_779 0002: jump @COKERUN_698 :COKERUN_786 01B4: set_player $PLAYER_CHAR can_move 1 02EB: restore_camera_with_jumpcut 014E: start_timer_at $8580 count_in_direction 1 :COKERUN_802 00D6: if 8019: not 0@ > 25 // @ > int 004D: jump_if_false @COKERUN_6395 0001: wait 0 ms 00D6: if 0038: $8580 == 0 // $ == int 004D: jump_if_false @COKERUN_864 00BC: text_highpriority 'TAXI2' time 5000 1 0002: jump @COKERUN_6981 :COKERUN_864 00D6: if 0039: 0@ == 0 // @ == int 004D: jump_if_false @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 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -540.1 -1526.9 8.0 radius 5.0 5.0 3.0 004D: jump_if_false @COKERUN_1027 0164: disable_marker 2@ 0215: destroy_pickup 8@ 018C: play_sound 1 at -540.1 -1526.9 8.0 018A: 2@ = create_checkpoint_at -458.2 -1575.2 8.0 000A: 0@ += 1 // @ += int 0006: 6@ = 0 // @ = int :COKERUN_1027 00D6: if 0039: 0@ == 1 // @ == int 004D: jump_if_false @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 00D6: if 0039: 6@ == 0 // @ == int 004D: jump_if_false @COKERUN_1129 0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at -458.2 -1575.2 8.0 0006: 6@ = 1 // @ = int :COKERUN_1129 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -458.2 -1575.2 8.0 radius 5.0 5.0 3.0 004D: jump_if_false @COKERUN_1240 0164: disable_marker 2@ 0215: destroy_pickup 8@ 018C: play_sound 1 at -458.2 -1575.2 8.0 018A: 2@ = create_checkpoint_at -361.2 -1599.6 8.0 000A: 0@ += 1 // @ += int 0006: 6@ = 0 // @ = int :COKERUN_1240 00D6: if 0039: 0@ == 2 // @ == int 004D: jump_if_false @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 00D6: if 0039: 6@ == 0 // @ == int 004D: jump_if_false @COKERUN_1342 0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at -361.2 -1599.6 8.0 0006: 6@ = 1 // @ = int :COKERUN_1342 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -361.2 -1599.6 8.0 radius 5.0 5.0 3.0 004D: jump_if_false @COKERUN_1453 0164: disable_marker 2@ 0215: destroy_pickup 8@ 018C: play_sound 1 at -361.2 -1599.6 8.0 018A: 2@ = create_checkpoint_at -333.0 -1678.1 8.0 000A: 0@ += 1 // @ += int 0006: 6@ = 0 // @ = int :COKERUN_1453 00D6: if 0039: 0@ == 3 // @ == int 004D: jump_if_false @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 00D6: if 0039: 6@ == 0 // @ == int 004D: jump_if_false @COKERUN_1555 0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at -333.0 -1678.1 8.0 0006: 6@ = 1 // @ = int :COKERUN_1555 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -333.0 -1678.1 8.0 radius 5.0 5.0 3.0 004D: jump_if_false @COKERUN_1666 0164: disable_marker 2@ 0215: destroy_pickup 8@ 018C: play_sound 1 at -333.0 -1678.1 8.0 018A: 2@ = create_checkpoint_at -401.3 -1730.7 8.0 000A: 0@ += 1 // @ += int 0006: 6@ = 0 // @ = int :COKERUN_1666 00D6: if 0039: 0@ == 4 // @ == int 004D: jump_if_false @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 00D6: if 0039: 6@ == 0 // @ == int 004D: jump_if_false @COKERUN_1768 0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at -401.3 -1730.7 8.0 0006: 6@ = 1 // @ = int :COKERUN_1768 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -401.3 -1730.7 8.0 radius 5.0 5.0 3.0 004D: jump_if_false @COKERUN_1879 0164: disable_marker 2@ 0215: destroy_pickup 8@ 018C: play_sound 1 at -401.3 -1730.7 8.0 018A: 2@ = create_checkpoint_at -312.3 -1715.6 8.0 000A: 0@ += 1 // @ += int 0006: 6@ = 0 // @ = int :COKERUN_1879 00D6: if 0039: 0@ == 5 // @ == int 004D: jump_if_false @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 00D6: if 0039: 6@ == 0 // @ == int 004D: jump_if_false @COKERUN_1981 0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at -312.3 -1715.6 8.0 0006: 6@ = 1 // @ = int :COKERUN_1981 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -312.3 -1715.6 8.0 radius 5.0 5.0 3.0 004D: jump_if_false @COKERUN_2092 0164: disable_marker 2@ 0215: destroy_pickup 8@ 018C: play_sound 1 at -312.3 -1715.6 8.0 018A: 2@ = create_checkpoint_at -273.3 -1556.2 8.0 000A: 0@ += 1 // @ += int 0006: 6@ = 0 // @ = int :COKERUN_2092 00D6: if 0039: 0@ == 6 // @ == int 004D: jump_if_false @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 00D6: if 0039: 6@ == 0 // @ == int 004D: jump_if_false @COKERUN_2194 0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at -273.3 -1556.2 8.0 0006: 6@ = 1 // @ = int :COKERUN_2194 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -273.3 -1556.2 8.0 radius 5.0 5.0 3.0 004D: jump_if_false @COKERUN_2305 0164: disable_marker 2@ 0215: destroy_pickup 8@ 018C: play_sound 1 at -273.3 -1556.2 8.0 018A: 2@ = create_checkpoint_at -272.4 -1449.7 13.0 000A: 0@ += 1 // @ += int 0006: 6@ = 0 // @ = int :COKERUN_2305 00D6: if 0039: 0@ == 7 // @ == int 004D: jump_if_false @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 00D6: if 0039: 6@ == 0 // @ == int 004D: jump_if_false @COKERUN_2407 0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at -272.4 -1449.7 13.0 0006: 6@ = 1 // @ = int :COKERUN_2407 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -272.4 -1449.7 13.0 radius 5.0 5.0 3.0 004D: jump_if_false @COKERUN_2518 0164: disable_marker 2@ 0215: destroy_pickup 8@ 018C: play_sound 1 at -272.4 -1449.7 13.0 018A: 2@ = create_checkpoint_at -272.7 -1360.2 13.0 000A: 0@ += 1 // @ += int 0006: 6@ = 0 // @ = int :COKERUN_2518 00D6: if 0039: 0@ == 8 // @ == int 004D: jump_if_false @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 00D6: if 0039: 6@ == 0 // @ == int 004D: jump_if_false @COKERUN_2620 0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at -275.4 -1360.2 13.0 0006: 6@ = 1 // @ = int :COKERUN_2620 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -275.4 -1360.2 13.0 radius 5.0 5.0 3.0 004D: jump_if_false @COKERUN_2731 0164: disable_marker 2@ 0215: destroy_pickup 8@ 018C: play_sound 1 at -275.4 -1360.2 13.0 018A: 2@ = create_checkpoint_at -305.6 -1214.4 13.0 000A: 0@ += 1 // @ += int 0006: 6@ = 0 // @ = int :COKERUN_2731 00D6: if 0039: 0@ == 9 // @ == int 004D: jump_if_false @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 00D6: if 0039: 6@ == 0 // @ == int 004D: jump_if_false @COKERUN_2833 0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at -305.6 -1214.4 13.0 0006: 6@ = 1 // @ = int :COKERUN_2833 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -305.6 -1214.4 13.0 radius 5.0 5.0 3.0 004D: jump_if_false @COKERUN_2944 0164: disable_marker 2@ 0215: destroy_pickup 8@ 018C: play_sound 1 at -305.6 -1214.4 13.0 018A: 2@ = create_checkpoint_at -298.6 -1074.4 8.0 000A: 0@ += 1 // @ += int 0006: 6@ = 0 // @ = int :COKERUN_2944 00D6: if 0039: 0@ == 10 // @ == int 004D: jump_if_false @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 00D6: if 0039: 6@ == 0 // @ == int 004D: jump_if_false @COKERUN_3046 0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at -298.6 -1074.4 8.0 0006: 6@ = 1 // @ = int :COKERUN_3046 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -298.6 -1074.4 8.0 radius 5.0 5.0 3.0 004D: jump_if_false @COKERUN_3157 0164: disable_marker 2@ 0215: destroy_pickup 8@ 018C: play_sound 1 at -298.6 -1074.4 8.0 018A: 2@ = create_checkpoint_at -252.0 -939.9 8.0 000A: 0@ += 1 // @ += int 0006: 6@ = 0 // @ = int :COKERUN_3157 00D6: if 0039: 0@ == 11 // @ == int 004D: jump_if_false @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 00D6: if 0039: 6@ == 0 // @ == int 004D: jump_if_false @COKERUN_3259 0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at -252.0 -939.9 8.0 0006: 6@ = 1 // @ = int :COKERUN_3259 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -252.0 -939.9 8.0 radius 5.0 5.0 3.0 004D: jump_if_false @COKERUN_3370 0164: disable_marker 2@ 0215: destroy_pickup 8@ 018C: play_sound 1 at -252.0 -939.9 8.0 018A: 2@ = create_checkpoint_at -85.0 -766.0 8.0 000A: 0@ += 1 // @ += int 0006: 6@ = 0 // @ = int :COKERUN_3370 00D6: if 0039: 0@ == 12 // @ == int 004D: jump_if_false @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 00D6: if 0039: 6@ == 0 // @ == int 004D: jump_if_false @COKERUN_3472 0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at -85.0 -766.0 8.0 0006: 6@ = 1 // @ = int :COKERUN_3472 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -85.0 -766.0 8.0 radius 5.0 5.0 3.0 004D: jump_if_false @COKERUN_3583 0164: disable_marker 2@ 0215: destroy_pickup 8@ 018C: play_sound 1 at -85.0 -766.0 8.0 018A: 2@ = create_checkpoint_at 158.0 -634.0 8.0 000A: 0@ += 1 // @ += int 0006: 6@ = 0 // @ = int :COKERUN_3583 00D6: if 0039: 0@ == 13 // @ == int 004D: jump_if_false @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 00D6: if 0039: 6@ == 0 // @ == int 004D: jump_if_false @COKERUN_3685 0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at 158.0 -634.0 8.0 0006: 6@ = 1 // @ = int :COKERUN_3685 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 158.0 -634.0 8.0 radius 5.0 5.0 3.0 004D: jump_if_false @COKERUN_3796 0164: disable_marker 2@ 0215: destroy_pickup 8@ 018C: play_sound 1 at 158.0 -634.0 8.0 018A: 2@ = create_checkpoint_at 279.0 -475.0 8.0 000A: 0@ += 1 // @ += int 0006: 6@ = 0 // @ = int :COKERUN_3796 00D6: if 0039: 0@ == 14 // @ == int 004D: jump_if_false @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 00D6: if 0039: 6@ == 0 // @ == int 004D: jump_if_false @COKERUN_3898 0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at 279.0 -475.0 8.0 0006: 6@ = 1 // @ = int :COKERUN_3898 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 279.0 -475.0 8.0 radius 5.0 5.0 3.0 004D: jump_if_false @COKERUN_4009 0164: disable_marker 2@ 0215: destroy_pickup 8@ 018C: play_sound 1 at 279.0 -475.0 8.0 018A: 2@ = create_checkpoint_at 410.0 -269.0 8.0 000A: 0@ += 1 // @ += int 0006: 6@ = 0 // @ = int :COKERUN_4009 00D6: if 0039: 0@ == 15 // @ == int 004D: jump_if_false @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 00D6: if 0039: 6@ == 0 // @ == int 004D: jump_if_false @COKERUN_4111 0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at 410.0 -269.0 8.0 0006: 6@ = 1 // @ = int :COKERUN_4111 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 410.0 -269.0 8.0 radius 5.0 5.0 3.0 004D: jump_if_false @COKERUN_4222 0164: disable_marker 2@ 0215: destroy_pickup 8@ 018C: play_sound 1 at 410.0 -269.0 8.0 018A: 2@ = create_checkpoint_at 392.0 20.0 8.0 000A: 0@ += 1 // @ += int 0006: 6@ = 0 // @ = int :COKERUN_4222 00D6: if 0039: 0@ == 16 // @ == int 004D: jump_if_false @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 00D6: if 0039: 6@ == 0 // @ == int 004D: jump_if_false @COKERUN_4324 0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at 392.0 20.0 8.0 0006: 6@ = 1 // @ = int :COKERUN_4324 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 392.0 20.0 8.0 radius 5.0 5.0 3.0 004D: jump_if_false @COKERUN_4435 0164: disable_marker 2@ 0215: destroy_pickup 8@ 018C: play_sound 1 at 392.0 20.0 8.0 018A: 2@ = create_checkpoint_at 249.0 100.0 8.0 000A: 0@ += 1 // @ += int 0006: 6@ = 0 // @ = int :COKERUN_4435 00D6: if 0039: 0@ == 17 // @ == int 004D: jump_if_false @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 00D6: if 0039: 6@ == 0 // @ == int 004D: jump_if_false @COKERUN_4537 0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at 249.0 100.0 8.0 0006: 6@ = 1 // @ = int :COKERUN_4537 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 249.0 100.0 8.0 radius 5.0 5.0 3.0 004D: jump_if_false @COKERUN_4648 0164: disable_marker 2@ 0215: destroy_pickup 8@ 018C: play_sound 1 at 249.0 100.0 8.0 018A: 2@ = create_checkpoint_at 194.0 -170.0 8.0 000A: 0@ += 1 // @ += int 0006: 6@ = 0 // @ = int :COKERUN_4648 00D6: if 0039: 0@ == 18 // @ == int 004D: jump_if_false @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 00D6: if 0039: 6@ == 0 // @ == int 004D: jump_if_false @COKERUN_4750 0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at 194.0 -170.0 8.0 0006: 6@ = 1 // @ = int :COKERUN_4750 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 194.0 -170.0 8.0 radius 5.0 5.0 3.0 004D: jump_if_false @COKERUN_4861 0164: disable_marker 2@ 0215: destroy_pickup 8@ 018C: play_sound 1 at 194.0 -170.0 8.0 018A: 2@ = create_checkpoint_at 49.0 -150.0 8.0 000A: 0@ += 1 // @ += int 0006: 6@ = 0 // @ = int :COKERUN_4861 00D6: if 0039: 0@ == 19 // @ == int 004D: jump_if_false @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 00D6: if 0039: 6@ == 0 // @ == int 004D: jump_if_false @COKERUN_4963 0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at 49.0 -150.0 8.0 0006: 6@ = 1 // @ = int :COKERUN_4963 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 49.0 -150.0 8.0 radius 5.0 5.0 3.0 004D: jump_if_false @COKERUN_5074 0164: disable_marker 2@ 0215: destroy_pickup 8@ 018C: play_sound 1 at 49.0 -150.0 8.0 018A: 2@ = create_checkpoint_at -64.0 -156.0 8.0 000A: 0@ += 1 // @ += int 0006: 6@ = 0 // @ = int :COKERUN_5074 00D6: if 0039: 0@ == 20 // @ == int 004D: jump_if_false @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 00D6: if 0039: 6@ == 0 // @ == int 004D: jump_if_false @COKERUN_5176 0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at -64.0 -156.0 8.0 0006: 6@ = 1 // @ = int :COKERUN_5176 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -64.0 -156.0 8.0 radius 5.0 5.0 3.0 004D: jump_if_false @COKERUN_5287 0164: disable_marker 2@ 0215: destroy_pickup 8@ 018C: play_sound 1 at -64.0 -156.0 8.0 018A: 2@ = create_checkpoint_at -93.0 67.0 8.0 000A: 0@ += 1 // @ += int 0006: 6@ = 0 // @ = int :COKERUN_5287 00D6: if 0039: 0@ == 21 // @ == int 004D: jump_if_false @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 00D6: if 0039: 6@ == 0 // @ == int 004D: jump_if_false @COKERUN_5389 0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at -93.0 67.0 8.0 0006: 6@ = 1 // @ = int :COKERUN_5389 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -93.0 67.0 8.0 radius 5.0 5.0 3.0 004D: jump_if_false @COKERUN_5500 0164: disable_marker 2@ 0215: destroy_pickup 8@ 018C: play_sound 1 at -93.0 67.0 8.0 018A: 2@ = create_checkpoint_at -70.0 294.0 8.0 000A: 0@ += 1 // @ += int 0006: 6@ = 0 // @ = int :COKERUN_5500 00D6: if 0039: 0@ == 22 // @ == int 004D: jump_if_false @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 00D6: if 0039: 6@ == 0 // @ == int 004D: jump_if_false @COKERUN_5602 0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at -70.0 294.0 8.0 0006: 6@ = 1 // @ = int :COKERUN_5602 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -70.0 294.0 8.0 radius 5.0 5.0 3.0 004D: jump_if_false @COKERUN_5713 0164: disable_marker 2@ 0215: destroy_pickup 8@ 018C: play_sound 1 at -70.0 294.0 8.0 018A: 2@ = create_checkpoint_at 25.0 394.0 8.0 000A: 0@ += 1 // @ += int 0006: 6@ = 0 // @ = int :COKERUN_5713 00D6: if 0039: 0@ == 23 // @ == int 004D: jump_if_false @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 00D6: if 0039: 6@ == 0 // @ == int 004D: jump_if_false @COKERUN_5815 0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at 25.0 394.0 8.0 0006: 6@ = 1 // @ = int :COKERUN_5815 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 25.0 394.0 8.0 radius 5.0 5.0 3.0 004D: jump_if_false @COKERUN_5959 0164: disable_marker 2@ 0215: destroy_pickup 8@ 018C: play_sound 1 at 25.0 394.0 8.0 018A: 2@ = create_checkpoint_at 196.0 403.0 8.0 000A: 0@ += 1 // @ += int 00A5: 1@ = create_car #MARQUIS at 324.0 604.0 6.0 0175: set_car 1@ z_angle_to 60.0 0006: 6@ = 0 // @ = int :COKERUN_5959 00D6: if 0039: 0@ == 24 // @ == int 004D: jump_if_false @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 00D6: if 0039: 6@ == 0 // @ == int 004D: jump_if_false @COKERUN_6061 0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at 196.0 403.0 8.0 0006: 6@ = 1 // @ = int :COKERUN_6061 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 196.0 403.0 8.0 radius 5.0 5.0 3.0 004D: jump_if_false @COKERUN_6172 0164: disable_marker 2@ 0215: destroy_pickup 8@ 018C: play_sound 1 at 196.0 403.0 8.0 018A: 2@ = create_checkpoint_at 304.4 540.6 8.0 000A: 0@ += 1 // @ += int 0006: 6@ = 0 // @ = int :COKERUN_6172 00D6: if 0039: 0@ == 25 // @ == int 004D: jump_if_false @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 00D6: if 0039: 6@ == 0 // @ == int 004D: jump_if_false @COKERUN_6273 0213: 8@ = create_pickup #CRAIGPACKAGE type 3 at 304.4 540.6 8.0 0006: 6@ = 1 // @ = int :COKERUN_6273 00D6: if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 304.4 540.6 8.0 radius 5.0 5.0 3.0 004D: jump_if_false @COKERUN_6388 0164: disable_marker 2@ 0215: destroy_pickup 8@ 018C: play_sound 1 at 304.4 540.6 8.0 00D6: if 8119: not car 1@ wrecked 004D: jump_if_false @COKERUN_6374 0186: 2@ = create_marker_above_car 1@ :COKERUN_6374 000A: 0@ += 1 // @ += int 0006: 6@ = 0 // @ = int :COKERUN_6388 0002: jump @COKERUN_802 :COKERUN_6395 014F: stop_timer $8580 00D6: if 0038: $8582 == 0 // $ == int 004D: jump_if_false @COKERUN_6974 01B4: set_player $PLAYER_CHAR can_move 0 02A3: enable_widescreen 1 04A6: $606 = create_asset_money_pickup_at $579 $580 $581 money $605 rate $605 0169: set_fade_color 0 0 0 016A: fade 0 1000 ms :COKERUN_6464 00D6: if 016B: fading 004D: jump_if_false @COKERUN_6488 0001: wait 0 ms 0002: jump @COKERUN_6464 :COKERUN_6488 03AF: set_streaming 0 0247: request_model #B_HSE_PIER 0247: request_model #B_HSE_EXT 0247: request_model #DOCKS28 0247: request_model #DOCKSPROPS12 0247: request_model #DOCKS85 0247: request_model #DK_DOCKROADS04 0247: request_model #B_HSE_PIERFENCE 0247: request_model #B_HSE_INTERIOR 0247: request_model #DK_REEF 0247: request_model #BOAT_KB2 038B: load_requested_models :COKERUN_6544 00D6: if or 8248: not model #B_HSE_PIER available 8248: not model #B_HSE_EXT available 8248: not model #DOCKS28 available 8248: not model #DOCKSPROPS12 available 8248: not model #DOCKS85 available 8248: not model #DK_DOCKROADS04 available 004D: jump_if_false @COKERUN_6596 0001: wait 0 ms 0002: jump @COKERUN_6544 :COKERUN_6596 00D6: if or 8248: not model #B_HSE_PIERFENCE available 8248: not model #B_HSE_INTERIOR available 8248: not model #DK_REEF available 8248: not model #BOAT_KB2 available 004D: jump_if_false @COKERUN_6638 0001: wait 0 ms 0002: jump @COKERUN_6596 :COKERUN_6638 03AF: set_streaming 1 015F: set_camera_position -631.643 -1495.598 26.104 rotation 0.0 0.0 0.0 0160: point_camera -632.27 -1495.064 25.537 switchstyle 2 0001: wait 500 ms 0169: set_fade_color 0 0 0 016A: fade 1 1000 ms :COKERUN_6713 00D6: if 016B: fading 004D: jump_if_false @COKERUN_6737 0001: wait 0 ms 0002: jump @COKERUN_6713 :COKERUN_6737 0394: play_music 1 00BA: text_styled 'BOAT_A2' 5000 ms 6 0001: wait 5000 ms 015F: set_camera_position -636.797 -1497.307 17.588 rotation 0.0 0.0 0.0 0160: point_camera -637.279 -1496.606 17.062 switchstyle 2 01E5: text_1number_highpriority 'BOAT_AS' $605 time 6000 1 0001: wait 6000 ms 0169: set_fade_color 0 0 0 016A: fade 0 500 ms :COKERUN_6850 00D6: if 016B: fading 004D: jump_if_false @COKERUN_6874 0001: wait 0 ms 0002: jump @COKERUN_6850 :COKERUN_6874 0249: release_model #B_HSE_PIER 0249: release_model #B_HSE_EXT 0249: release_model #DOCKS28 0249: release_model #DOCKSPROPS12 0249: release_model #DOCKS85 0249: release_model #DK_DOCKROADS04 0249: release_model #B_HSE_PIERFENCE 0249: release_model #BOAT_KB2 0249: release_model #DK_REEF 0249: release_model #B_HSE_INTERIOR 03CB: load_scene 324.0 604.0 7.0 0001: wait 500 ms 0169: set_fade_color 0 0 0 016A: fade 1 500 ms 01B4: set_player $PLAYER_CHAR can_move 1 02A3: enable_widescreen 0 02EB: restore_camera_with_jumpcut :COKERUN_6974 0002: jump @COKERUN_6998 :COKERUN_6981 00BA: text_styled 'M_FAIL' 2000 ms 1 0051: return :COKERUN_6998 0110: clear_player $PLAYER_CHAR wanted_level 00D6: if 0038: $8582 == 0 // $ == int 004D: jump_if_false @COKERUN_7067 01E3: text_1number_styled 'M_PASS' number 5000 time 5000 style 1 0109: player $PLAYER_CHAR money += 5000 0008: $1175 += 1 // $ += int 030C: progress_made += 1 0595: mission_complete 0004: $607 = 1 // $ = int :COKERUN_7067 00D6: if 0038: $8582 == 1 // $ == int 004D: jump_if_false @COKERUN_7111 01E3: text_1number_styled 'M_PASS' number 6000 time 5000 style 1 0109: player $PLAYER_CHAR money += 6000 :COKERUN_7111 00D6: if 0038: $8582 == 2 // $ == int 004D: jump_if_false @COKERUN_7155 01E3: text_1number_styled 'M_PASS' number 7000 time 5000 style 1 0109: player $PLAYER_CHAR money += 7000 :COKERUN_7155 00D6: if 0038: $8582 == 3 // $ == int 004D: jump_if_false @COKERUN_7199 01E3: text_1number_styled 'M_PASS' number 8000 time 5000 style 1 0109: player $PLAYER_CHAR money += 8000 :COKERUN_7199 00D6: if 0038: $8582 == 4 // $ == int 004D: jump_if_false @COKERUN_7243 01E3: text_1number_styled 'M_PASS' number 9000 time 5000 style 1 0109: player $PLAYER_CHAR money += 9000 :COKERUN_7243 00D6: if 0018: $8582 > 4 // $ > int 004D: jump_if_false @COKERUN_7287 01E3: text_1number_styled 'M_PASS' number 15000 time 5000 style 1 0109: player $PLAYER_CHAR money += 15000 :COKERUN_7287 0060: $8583 -= $8580 // $ -= $ int 0084: $8581 = $8583 // $ = $ int 0014: $8581 /= 1000 // $ /= int 042E: register_lowest_int_stat 22 to $8581 0008: $8582 += 1 // $ += int 0051: return :COKERUN_7327 01B7: release_weather 0164: disable_marker 2@ 0108: destroy_object 3@ 0108: destroy_object 4@ 0108: destroy_object 5@ 0215: destroy_pickup 8@ 0249: release_model #MARQUIS 0249: release_model #B_HSE_PIER 0249: release_model #B_HSE_EXT 0249: release_model #DOCKS28 0249: release_model #DOCKSPROPS12 0249: release_model #DOCKS85 0249: release_model #DK_DOCKROADS04 0249: release_model #B_HSE_PIERFENCE 0249: release_model #BOAT_KB2 0249: release_model #DK_REEF 0249: release_model #B_HSE_INTERIOR 01C3: mark_car_as_no_longer_needed 1@ 014F: stop_timer $8580 0004: $ONMISSION = 0 // $ = int 00D8: mission_cleanup 0051: return