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@wodim
Created July 13, 2014 10:42
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main.scm from GTA: Vice City
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DEFINE OBJECTS 204
DEFINE OBJECT (noname)
DEFINE OBJECT DTN_STADDOORA // Object number -1
DEFINE OBJECT DTN_STADDOORB // Object number -2
DEFINE OBJECT DTHOTRING_A // Object number -3
DEFINE OBJECT BRIBE // Object number -4
DEFINE OBJECT CI_GATESCLOSED // Object number -5
DEFINE OBJECT CI_BACKGATECLOSE // Object number -6
DEFINE OBJECT INFO // Object number -7
DEFINE OBJECT YT_MAIN_BODY // Object number -8
DEFINE OBJECT YT_MAIN_BODY2 // Object number -9
DEFINE OBJECT YT_DOORS14 // Object number -10
DEFINE OBJECT YT_TMP_BOAT // Object number -11
DEFINE OBJECT LODMAIN_BODY // Object number -12
DEFINE OBJECT YACHT_CHUNK_KB // Object number -13
DEFINE OBJECT YT_GANGPLNK_TMP // Object number -14
DEFINE OBJECT DTBLOODRING_A // Object number -15
DEFINE OBJECT DTDIRTRING_A // Object number -16
DEFINE OBJECT PICKUPSAVE // Object number -17
DEFINE OBJECT BODYARMOUR // Object number -18
DEFINE OBJECT STRIPCLBDROPEN // Object number -19
DEFINE OBJECT OD_CLBDR_OPEN // Object number -20
DEFINE OBJECT COP_DR_CLOSED // Object number -21
DEFINE OBJECT STRPBCKDRCLSD // Object number -22
DEFINE OBJECT STRIPCLBDRCLSD // Object number -23
DEFINE OBJECT COP_DR_OPEN // Object number -24
DEFINE OBJECT OD_CLBDR_CLOSE // Object number -25
DEFINE OBJECT LH_IMP_EXP01 // Object number -26
DEFINE OBJECT LH_IMP_EXP02 // Object number -27
DEFINE OBJECT LH_IMP_EXP03 // Object number -28
DEFINE OBJECT LH_IMP_EXP04 // Object number -29
DEFINE OBJECT LH_STRIKETHROUGH // Object number -30
DEFINE OBJECT COMGATE1OPEN // Object number -31
DEFINE OBJECT COMGATE2OPEN // Object number -32
DEFINE OBJECT ELECTRICGATE // Object number -33
DEFINE OBJECT MONEYBAG // Object number -34
DEFINE OBJECT BOOMSHINE // Object number -35
DEFINE OBJECT MASK // Object number -36
DEFINE OBJECT COKE_VOODOO // Object number -37
DEFINE OBJECT TROPHY1 // Object number -38
DEFINE OBJECT SUTIBAG // Object number -39
DEFINE OBJECT PORNPOSTERS // Object number -40
DEFINE OBJECT FRAME1 // Object number -41
DEFINE OBJECT FRAME1DAMAGED // Object number -42
DEFINE OBJECT FLAME_TINS // Object number -43
DEFINE OBJECT TROPHIES // Object number -44
DEFINE OBJECT HELI_BOX // Object number -45
DEFINE OBJECT PIZZA_BOX1 // Object number -46
DEFINE OBJECT PIZZA_MESS // Object number -47
DEFINE OBJECT PIZZA_MESS2 // Object number -48
DEFINE OBJECT MAN_RUBBISH03 // Object number -49
DEFINE OBJECT GASH_BAGS1 // Object number -50
DEFINE OBJECT GASHBAGS2 // Object number -51
DEFINE OBJECT POLOROIDS // Object number -52
DEFINE OBJECT GUN_DOCS // Object number -53
DEFINE OBJECT SHOVEL // Object number -54
DEFINE OBJECT KILLFRENZY // Object number -55
DEFINE OBJECT COMGATE1CLOSED // Object number -56
DEFINE OBJECT COMGATE2CLOSED // Object number -57
DEFINE OBJECT NT_ROADBLOCKCI // Object number -58
DEFINE OBJECT NT_ROADBLOCKGF // Object number -59
DEFINE OBJECT WSH_ROADBLOCK // Object number -60
DEFINE OBJECT MANSION_NEW_DOORS // Object number -61
DEFINE OBJECT MAN_DOORCLOSED // Object number -62
DEFINE OBJECT WSHPERDRCLSD // Object number -63
DEFINE OBJECT HAITAXIDR // Object number -64
DEFINE OBJECT B_HSE_DOORS // Object number -65
DEFINE OBJECT DK_CAMJONESDOOR // Object number -66
DEFINE OBJECT DTS_GS_LIFTDOORL // Object number -67
DEFINE OBJECT DTS_GS_LIFTDOORR // Object number -68
DEFINE OBJECT DTS_SPOT_A // Object number -69
DEFINE OBJECT DTS_SOAPYTITWANK_A // Object number -70
DEFINE OBJECT DT_GSPOT_STAIRS // Object number -71
DEFINE OBJECT OD_CELLDOOR02 // Object number -72
DEFINE OBJECT CI_JETYGATESCLOSED // Object number -73
DEFINE OBJECT NHAITPLATDR // Object number -74
DEFINE OBJECT NHAITPLATDRR // Object number -75
DEFINE OBJECT SPAD_DR_CLOSED1 // Object number -76
DEFINE OBJECT SPAD_DR_CLOSED2 // Object number -77
DEFINE OBJECT SPAD_DR_CLOSED3 // Object number -78
DEFINE OBJECT PH_BUILD_DR_CLOSED // Object number -79
DEFINE OBJECT ICEDOOR // Object number -80
DEFINE OBJECT DTS_BBDOOR // Object number -81
DEFINE OBJECT GOLF_GATESCLOSED // Object number -82
DEFINE OBJECT PRINTDOOOR // Object number -83
DEFINE OBJECT UNROCKETED_WIN1 // Object number -84
DEFINE OBJECT BNK_GRILL01 // Object number -85
DEFINE OBJECT HEALTH // Object number -86
DEFINE OBJECT ADRENALINE // Object number -87
DEFINE OBJECT MOB_MOBROOM2 // Object number -88
DEFINE OBJECT MOB_DETAILSB // Object number -89
DEFINE OBJECT AP_RADAR1_01 // Object number -90
DEFINE OBJECT VEG_PALM04 // Object number -91
DEFINE OBJECT DOC_CRANEEGGS04 // Object number -92
DEFINE OBJECT DOC_CRANE_CAB04 // Object number -93
DEFINE OBJECT DOCKFUEL07 // Object number -94
DEFINE OBJECT LODCARGOSHP03 // Object number -95
DEFINE OBJECT LODCARGOSHP04 // Object number -96
DEFINE OBJECT LODCARGOSHP05 // Object number -97
DEFINE OBJECT LODCARGOSHP24 // Object number -98
DEFINE OBJECT LODCARGOSHP25 // Object number -99
DEFINE OBJECT LODCARGOSHP28 // Object number -100
DEFINE OBJECT LODCARGOSHP32 // Object number -101
DEFINE OBJECT LODCARGOSHP35 // Object number -102
DEFINE OBJECT LODCARGOSHP41 // Object number -103
DEFINE OBJECT LODCARGOSHP47 // Object number -104
DEFINE OBJECT LODCARGOSHP50 // Object number -105
DEFINE OBJECT LODCARGOSHP51 // Object number -106
DEFINE OBJECT LODCARGOSHP64 // Object number -107
DEFINE OBJECT LODCARGOSHP70 // Object number -108
DEFINE OBJECT LODCARGOSHP71 // Object number -109
DEFINE OBJECT LODCARGOSHP72 // Object number -110
DEFINE OBJECT LODCARGOSHP73 // Object number -111
DEFINE OBJECT LODARGOHULL2 // Object number -112
DEFINE OBJECT BIG_POLY_TINGS_B // Object number -113
DEFINE OBJECT BARREL4 // Object number -114
DEFINE OBJECT BIG_POLY_TINGS // Object number -115
DEFINE OBJECT SPAD_DR_OPEN3 // Object number -116
DEFINE OBJECT SPAD_DR_OPEN2 // Object number -117
DEFINE OBJECT SPAD_DR_OPEN1 // Object number -118
DEFINE OBJECT SEXYPOOLCOVER // Object number -119
DEFINE OBJECT BRIEFCASE // Object number -120
DEFINE OBJECT FAKETARGET // Object number -121
DEFINE OBJECT MAN_DOOROPEN // Object number -122
DEFINE OBJECT GOLF_GATESOPEN // Object number -123
DEFINE OBJECT DYNAMITE // Object number -124
DEFINE OBJECT BARREL2 // Object number -125
DEFINE OBJECT BLDNGST2MESHDAM // Object number -126
DEFINE OBJECT BLDNGST2MESH // Object number -127
DEFINE OBJECT JW_COFFIN // Object number -128
DEFINE OBJECT KEYCARD // Object number -129
DEFINE OBJECT TAR_GUN1 // Object number -130
DEFINE OBJECT TAR_GUN2 // Object number -131
DEFINE OBJECT TAR_FRAME // Object number -132
DEFINE OBJECT TAR_DOWNLEFT // Object number -133
DEFINE OBJECT TAR_DOWNRIGHT // Object number -134
DEFINE OBJECT TAR_TOP // Object number -135
DEFINE OBJECT TAR_UPLEFT // Object number -136
DEFINE OBJECT TAR_UPRIGHT // Object number -137
DEFINE OBJECT BNK_LFT_DOOR1 // Object number -138
DEFINE OBJECT BNK_LFT_DOOR2 // Object number -139
DEFINE OBJECT GASGRENADE // Object number -140
DEFINE OBJECT ROCKETED_WIN1 // Object number -141
DEFINE OBJECT OD_CLUBOUT_DY // Object number -142
DEFINE OBJECT OD_CLUBOUT_NT // Object number -143
DEFINE OBJECT OD_CLUBNEON // Object number -144
DEFINE OBJECT OD_CLUBDOORS // Object number -145
DEFINE OBJECT VEG_PALMKBB11 // Object number -146
DEFINE OBJECT ODNROAD01_NT // Object number -147
DEFINE OBJECT ODNROAD01_DY // Object number -148
DEFINE OBJECT OD_CLUBBACK // Object number -149
DEFINE OBJECT MIAMIODNROADXA // Object number -150
DEFINE OBJECT LODD_BUILD2 // Object number -151
DEFINE OBJECT SPAD_BUILDNEW // Object number -152
DEFINE OBJECT VEG_PALMBIG14 // Object number -153
DEFINE OBJECT GUNBOX // Object number -154
DEFINE OBJECT OD_WTSIGN // Object number -155
DEFINE OBJECT OD_CHARIOT // Object number -156
DEFINE OBJECT LODD_BUILDNEW // Object number -157
DEFINE OBJECT LODCHARIOT // Object number -158
DEFINE OBJECT PH_BUILD_DR_OPEN // Object number -159
DEFINE OBJECT DTS_SOAPYTITWANK_B // Object number -160
DEFINE OBJECT ML_TARBRUSH // Object number -161
DEFINE OBJECT ML_TARBRUSHDAMAGE // Object number -162
DEFINE OBJECT CI_GATESOPEN // Object number -163
DEFINE OBJECT CI_BACKGATEOPEN // Object number -164
DEFINE OBJECT CI_JETYGATESOPEN // Object number -165
DEFINE OBJECT DK_REEF // Object number -166
DEFINE OBJECT DOONTOON50 // Object number -167
DEFINE OBJECT ROAD_DOWNTOWN_NEW2 // Object number -168
DEFINE OBJECT ROAD_DOWNTOWN02 // Object number -169
DEFINE OBJECT AMMUNATION_DT // Object number -170
DEFINE OBJECT DOONTOON19 // Object number -171
DEFINE OBJECT DT_COMPOUND_ROOF // Object number -172
DEFINE OBJECT DOONTOON51 // Object number -173
DEFINE OBJECT LODNTOON28 // Object number -174
DEFINE OBJECT AMMU_WINDOWS1 // Object number -175
DEFINE OBJECT WATERJUMPX2 // Object number -176
DEFINE OBJECT WATERJUMP1 // Object number -177
DEFINE OBJECT BUILD1 // Object number -178
DEFINE OBJECT BUILDBLOWN // Object number -179
DEFINE OBJECT HDRUGFACTORYINT // Object number -180
DEFINE OBJECT HDRUGFACTORYPOL // Object number -181
DEFINE OBJECT LODLD1 // Object number -182
DEFINE OBJECT LODLDBLOWN // Object number -183
DEFINE OBJECT RCBOMB // Object number -184
DEFINE OBJECT LF_MEDIASTAGE // Object number -185
DEFINE OBJECT PIZZABOX // Object number -186
DEFINE OBJECT LH_RACE01 // Object number -187
DEFINE OBJECT LH_RACE02 // Object number -188
DEFINE OBJECT LH_RACE03 // Object number -189
DEFINE OBJECT LH_RACE04 // Object number -190
DEFINE OBJECT LH_RACE05 // Object number -191
DEFINE OBJECT LH_RACE06 // Object number -192
DEFINE OBJECT TRAFFICCONE // Object number -193
DEFINE OBJECT CRAIGPACKAGE // Object number -194
DEFINE OBJECT B_HSE_PIER // Object number -195
DEFINE OBJECT B_HSE_EXT // Object number -196
DEFINE OBJECT DOCKS28 // Object number -197
DEFINE OBJECT DOCKSPROPS12 // Object number -198
DEFINE OBJECT DOCKS85 // Object number -199
DEFINE OBJECT DK_DOCKROADS04 // Object number -200
DEFINE OBJECT B_HSE_PIERFENCE // Object number -201
DEFINE OBJECT B_HSE_INTERIOR // Object number -202
DEFINE OBJECT BOAT_KB2 // Object number -203
DEFINE MISSIONS 97
DEFINE MISSION 0 AT @INITIAL // Initial
DEFINE MISSION 1 AT @INTRO // Intro
DEFINE MISSION 2 AT @HOTEL // An Old Friend
DEFINE MISSION 3 AT @LAWYER1 // The Party
DEFINE MISSION 4 AT @LAWYER2 // Back Alley Brawl
DEFINE MISSION 5 AT @LAWYER3 // Jury Fury
DEFINE MISSION 6 AT @LAWYER4 // Riot
DEFINE MISSION 7 AT @GENERL1 // Treacherous Swine
DEFINE MISSION 8 AT @COL2 // Mall Shootout
DEFINE MISSION 9 AT @GENERL3 // Guardian Angels
DEFINE MISSION 10 AT @COL_4 // Sir, Yes Sir!
DEFINE MISSION 11 AT @COL_5 // All Hands On Deck!
DEFINE MISSION 12 AT @BARON1 // The Chase
DEFINE MISSION 13 AT @BARON2 // Phnom Penh '86
DEFINE MISSION 14 AT @BARON3 // The Fastest Boat
DEFINE MISSION 15 AT @BARON4 // Supply & Demand
DEFINE MISSION 16 AT @BARON5 // Rub Out
DEFINE MISSION 17 AT @KENT1 // Death Row
DEFINE MISSION 18 AT @SERG1 // Four Iron
DEFINE MISSION 19 AT @SERG3 // Demolition Man
DEFINE MISSION 20 AT @SERG2 // Two Bit Hit
DEFINE MISSION 21 AT @BANKJO1 // No Escape?
DEFINE MISSION 22 AT @BANKJO2 // The Shootist
DEFINE MISSION 23 AT @BANKJO3 // The Driver
DEFINE MISSION 24 AT @BANKJO4 // The Job
DEFINE MISSION 25 AT @PHIL1 // Gun Runner
DEFINE MISSION 26 AT @PHIL2 // Boomshine Saigon
DEFINE MISSION 27 AT @PORNO1 // Recruitment Drive
DEFINE MISSION 28 AT @PORNO2 // Dildo Dodo
DEFINE MISSION 29 AT @PORNO3 // Martha's Mug Shot
DEFINE MISSION 30 AT @PORNO4 // G-spotlight
DEFINE MISSION 31 AT @PROTEC1 // Shakedown
DEFINE MISSION 32 AT @PROTEC2 // Bar Brawl
DEFINE MISSION 33 AT @PROTEC3 // Cop Land
DEFINE MISSION 34 AT @COUNT1 // Spilling the Beans
DEFINE MISSION 35 AT @COUNT2 // Hit the Courier
DEFINE MISSION 36 AT @BUYPRO1 // Printworks Buy
DEFINE MISSION 37 AT @CARBUY1 // Sunshine Autos
DEFINE MISSION 38 AT @BUYPRO2 // Interglobal Films Buy
DEFINE MISSION 39 AT @ICECUT // Cherry Popper Icecreams Buy
DEFINE MISSION 40 AT @TAXCUT // Kaufman Cabs Buy
DEFINE MISSION 41 AT @BUYPRO3 // Malibu Club Buy
DEFINE MISSION 42 AT @BOATBY // The Boatyard Buy
DEFINE MISSION 43 AT @BUYPRO4 // Pole Position Club Buy
DEFINE MISSION 44 AT @BUYPRO5 // El Swanko Casa Buy
DEFINE MISSION 45 AT @LNKVBUY // Links View Apartment Buy
DEFINE MISSION 46 AT @HYCOBUY // Hyman Condo Buy
DEFINE MISSION 47 AT @OCHEBUY // Ocean Heighs Aprt. Buy
DEFINE MISSION 48 AT @WASHBUY // 1102 Washington Street Buy
DEFINE MISSION 49 AT @VCPTBUY // Vice Point Buy
DEFINE MISSION 50 AT @SKUMBUY // Skumole Shack Buy
DEFINE MISSION 51 AT @CAP_1 // Cap the Collector
DEFINE MISSION 52 AT @FIN_1 // Keep your Friends Close...
DEFINE MISSION 53 AT @BIKE1 // Alloy Wheels of Steel
DEFINE MISSION 54 AT @BIKE2 // Messing with the Man
DEFINE MISSION 55 AT @BIKE3 // Hog Tied
DEFINE MISSION 56 AT @CUBAN1 // Stunt Boat Challenge
DEFINE MISSION 57 AT @CUBAN2 // Cannon Fodder
DEFINE MISSION 58 AT @CUBAN3 // Naval Engagement
DEFINE MISSION 59 AT @CUBAN4 // Trojan Voodoo
DEFINE MISSION 60 AT @HAIT1 // Juju Scramble
DEFINE MISSION 61 AT @HAIT2 // Bombs Away!
DEFINE MISSION 62 AT @HAIT3 // Dirty Lickin's
DEFINE MISSION 63 AT @ROCKB1 // Love Juice
DEFINE MISSION 64 AT @ROCKB2 // Psycho Killer
DEFINE MISSION 65 AT @ROCKB3 // Publicity Tour
DEFINE MISSION 66 AT @RANGE // Weapon Range
DEFINE MISSION 67 AT @ASSIN1 // Road Kill
DEFINE MISSION 68 AT @ASSIN2 // Waste the Wife
DEFINE MISSION 69 AT @ASSIN3 // Autocide
DEFINE MISSION 70 AT @ASSIN4 // Check Out at the Check In
DEFINE MISSION 71 AT @ASSIN5 // Loose Ends
DEFINE MISSION 72 AT @TAXWAR1 // V.I.P.
DEFINE MISSION 73 AT @TAXWAR2 // Friendly Rivalry
DEFINE MISSION 74 AT @TAXWAR3 // Cabmaggedon
DEFINE MISSION 75 AT @TAXI // TAXI DRIVER
DEFINE MISSION 76 AT @AMBULAN // PARAMEDIC
DEFINE MISSION 77 AT @FIRETRU // FIREFIGHTER
DEFINE MISSION 78 AT @COPCAR // VIGILANTE
DEFINE MISSION 79 AT @OVALRNG // HOTRING
DEFINE MISSION 80 AT @MM // BLOODRING
DEFINE MISSION 81 AT @KICKST // DIRTRING
DEFINE MISSION 82 AT @RACE // Sunshine Autos Races
DEFINE MISSION 83 AT @ICECRE1 // Distribution
DEFINE MISSION 84 AT @HELI1SC // Downtown Chopper Checkpoint
DEFINE MISSION 85 AT @HELI2SC // Ocean Beach Chopper Checkpoint
DEFINE MISSION 86 AT @HELI3SC // Vice Point Chopper Checkpoint
DEFINE MISSION 87 AT @HELI4SC // Little Haiti Chopper Checkpoint
DEFINE MISSION 88 AT @BMX_1 // Trial by Dirt
DEFINE MISSION 89 AT @BMX_2 // Test Track
DEFINE MISSION 90 AT @T4X4_1 // PCJ Playground
DEFINE MISSION 91 AT @CARPRK1 // Cone Crazy
DEFINE MISSION 92 AT @PIZZA // PIZZA BOY
DEFINE MISSION 93 AT @RCHELI // RC Raider Pickup
DEFINE MISSION 94 AT @RCRACE1 // RC Bandit Race
DEFINE MISSION 95 AT @RCPLNE1 // RC Baron Race
DEFINE MISSION 96 AT @COKERUN // Checkpoint Charlie
//-------------MAIN---------------
thread 'MAIN'
fade 0 0
042C: set_total_missions_to 88
030D: set_total_mission_points_to 154
01F0: set_max_wanted_level_to 4
02ED: set_total_hidden_packages_to 100
set_wb_check_to 0
00C0: set_current_time 22 0
04E4: unknown_refresh_game_renderer_at 83.0 -849.8
Camera.SetAtPos(83.0, -849.8, 9.3)
$PLAYER_CHAR = Player.Create(#NULL, 83.0, -849.8, 9.3)
$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)
start_mission 0 // Initial
$ARENA_DOOR_1 = Object.Init(#DTN_STADDOORA, -1109.615, 1330.097, 20.372)
Object.RemoveFromMissionCleanupList($ARENA_DOOR_1)
$ARENA_DOOR_2 = Object.Init(#DTN_STADDOORB, -1109.615, 1331.932, 20.372)
Object.RemoveFromMissionCleanupList($ARENA_DOOR_2)
$6 = Object.Init(#DTHOTRING_A, -1037.08, 1340.258, 36.552)
Object.RemoveFromMissionCleanupList($6)
$67 = 0 // integer values
$110 = Pickup.Create(#BRIBE, 15, 393.9, -60.2, 11.5)
$111 = Pickup.Create(#BRIBE, 15, 116.0, -1313.1, 4.4)
$112 = Pickup.Create(#BRIBE, 15, 393.7, -660.6, 10.7)
$113 = Pickup.Create(#BRIBE, 15, 470.7, 70.1, 10.8)
$114 = Pickup.Create(#BRIBE, 15, 382.7, 364.1, 10.8)
$115 = Pickup.Create(#BRIBE, 15, 422.4, 971.2, 12.1)
$116 = Pickup.Create(#BRIBE, 15, 89.1, 887.4, 10.5)
$117 = Pickup.Create(#BRIBE, 15, -822.7, 1304.5, 11.7)
$118 = Pickup.Create(#BRIBE, 15, -900.69, 251.4, 17.1)
$119 = Pickup.Create(#BRIBE, 15, -973.7, 61.0, 10.4)
$120 = Pickup.Create(#BRIBE, 15, -937.9, -114.1, 17.0)
$121 = Pickup.Create(#BRIBE, 15, -1015.9, -627.9, 11.2)
$122 = Pickup.Create(#BRIBE, 15, -906.3, -834.0, 15.7)
014B: $87 = init_car_generator #DELUXO -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1022.6 -868.6 12.2 angle 175.0
014C: set_parked_car_generator $87 cars_to_generate_to 0
014B: $88 = init_car_generator #SABRETUR -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1014.1 -869.4 12.2 angle 188.0
014C: set_parked_car_generator $88 cars_to_generate_to 0
014B: $89 = init_car_generator #SANDKING -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1014.3 -868.8 17.9 angle 195.0
014C: set_parked_car_generator $89 cars_to_generate_to 0
014B: $90 = init_car_generator #HOTRING -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1023.2 -868.1 17.9 angle 172.0
014C: set_parked_car_generator $90 cars_to_generate_to 0
014B: $1977 = init_car_generator #SEASPAR -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -379.0 -632.1 10.2 angle 187.2
014C: set_parked_car_generator $1977 cars_to_generate_to 0
014B: $1978 = init_car_generator #RHINO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1720.3 -239.6 14.8 angle 92.0
014C: set_parked_car_generator $1978 cars_to_generate_to 0
014B: $1979 = init_car_generator #HUNTER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1681.2 -103.7 14.7 angle 180.0
014C: set_parked_car_generator $1979 cars_to_generate_to 0
014B: $2098 = init_car_generator #HUNTER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -72.4 -1607.9 12.7 angle 0.0
014C: set_parked_car_generator $2098 cars_to_generate_to 0
$FILM_STUDIO_FRONT_GATE_CLOSED = Object.Init(#CI_GATESCLOSED, 11.697, 963.176, 12.258)
Object.RemoveFromMissionCleanupList($FILM_STUDIO_FRONT_GATE_CLOSED)
$FILM_STUDIO_BACK_GATE_CLOSED = Object.Init(#CI_BACKGATECLOSE, -11.853, 884.06, 13.542)
Object.RemoveFromMissionCleanupList($FILM_STUDIO_BACK_GATE_CLOSED)
024A: $292 = get_phone_at 36.90385 -1023.3
024A: $293 = get_phone_at 482.453 244.221
024A: $294 = get_phone_at 38.341 -1023.3
024A: $295 = get_phone_at -1482.801 -825.2587
024A: $296 = get_phone_at -976.7705 -530.5467
0180: set_on_mission_flag_to $ONMISSION
$585 = 304.5 // floating-point values
$586 = 376.3 // floating-point values
$587 = 12.7 // floating-point values
$588 = -834.8 // floating-point values
$589 = 1306.9 // floating-point values
$590 = 11.0 // floating-point values
$591 = 14.0 // floating-point values
$592 = -1500.7 // floating-point values
$593 = 12.7 // floating-point values
$594 = 88.5 // floating-point values
$595 = -804.7 // floating-point values
$596 = 11.2 // floating-point values
$597 = 531.4 // floating-point values
$598 = 1273.7 // floating-point values
$599 = 17.6 // floating-point values
$600 = -560.1 // floating-point values
$601 = 703.6 // floating-point values
$602 = 20.5 // floating-point values
$453 = 209.5 // floating-point values
$454 = -1288.9 // floating-point values
$455 = 12.4 // floating-point values
$465 = 257.1 // floating-point values
$466 = -231.7 // floating-point values
$467 = 10.0 // floating-point values
$549 = -1059.6 // floating-point values
$550 = -274.5 // floating-point values
$551 = 11.4 // floating-point values
$552 = -1007.3 // floating-point values
$553 = -869.9 // floating-point values
$554 = 12.8 // floating-point values
$555 = 15.2 // floating-point values
$556 = 962.6 // floating-point values
$557 = 10.9 // floating-point values
$558 = -864.3 // floating-point values
$559 = -576.6 // floating-point values
$560 = 11.0 // floating-point values
$561 = -1011.7 // floating-point values
$562 = 203.9 // floating-point values
$563 = 11.2 // floating-point values
$564 = 487.2 // floating-point values
$565 = -81.5 // floating-point values
$566 = 11.4 // floating-point values
$567 = -685.8 // floating-point values
$568 = -1495.6 // floating-point values
$569 = 12.5 // floating-point values
$489 = -1003.1 // floating-point values
$490 = 207.0 // floating-point values
$491 = 10.0 // floating-point values
$459 = -246.6 // floating-point values
$460 = -1360.5 // floating-point values
$461 = 7.3 // floating-point values
$462 = -378.5 // floating-point values
$463 = -551.3 // floating-point values
$464 = 18.2 // floating-point values
$468 = 463.9 // floating-point values
$469 = -58.5 // floating-point values
$470 = 10.5 // floating-point values
$492 = -1101.1 // floating-point values
$493 = 343.2 // floating-point values
$494 = 10.2 // floating-point values
$471 = -69.4 // floating-point values
$472 = 932.7 // floating-point values
$473 = 9.9 // floating-point values
$474 = -1062.6 // floating-point values
$475 = -278.8 // floating-point values
$476 = 11.0 // floating-point values
$456 = 119.2 // floating-point values
$457 = -826.9 // floating-point values
$458 = 9.7 // floating-point values
$513 = 488.6 // floating-point values
$514 = -75.4 // floating-point values
$515 = 10.4 // floating-point values
$477 = -597.3 // floating-point values
$478 = 652.9 // floating-point values
$479 = 10.0 // floating-point values
$486 = -875.5 // floating-point values
$487 = 1159.3 // floating-point values
$488 = 10.2 // floating-point values
$480 = -1170.0 // floating-point values
$481 = -606.9 // floating-point values
$482 = 10.6 // floating-point values
$483 = -962.4 // floating-point values
$484 = 143.0 // floating-point values
$485 = 8.2 // floating-point values
$570 = 99.5 // floating-point values
$571 = -1468.5 // floating-point values
$572 = 9.9 // floating-point values
$573 = 428.4 // floating-point values
$574 = 605.9 // floating-point values
$575 = 12.2 // floating-point values
$495 = -865.9 // floating-point values
$496 = -571.9 // floating-point values
$497 = 11.0 // floating-point values
$576 = -1.9 // floating-point values
$577 = 959.9 // floating-point values
$578 = 10.9 // floating-point values
$579 = -640.8 // floating-point values
$580 = -1491.8 // floating-point values
$581 = 13.7 // floating-point values
$582 = -997.1 // floating-point values
$583 = 189.8 // floating-point values
$584 = 11.4 // floating-point values
04AE: $421 = 4 // = constant
04AE: $432 = 22 // = constant
04AE: $417 = 9 // = constant
04AE: $418 = 8 // = constant
04AE: $419 = 6 // = constant
04AE: $420 = 7 // = constant
04AE: $422 = 13 // = constant
04AE: $423 = 10 // = constant
04AE: $424 = 15 // = constant
04AE: $425 = 29 // = constant
04AE: $426 = 24 // = constant
04AE: $427 = 11 // = constant
04AE: $428 = 23 // = constant
04AE: $429 = 14 // = constant
04AE: $430 = 17 // = constant
04AE: $431 = 30 // = constant
02A7: $223 = create_icon_marker_and_sphere $417 at $456 $457 $458
Marker.Disable($223)
02A7: $241 = create_icon_marker_and_sphere $418 at 491.0 -77.7 10.4
Marker.Disable($241)
02A7: $274 = create_icon_marker_and_sphere $427 at $477 $478 $479
Marker.Disable($274)
02A7: $287 = create_icon_marker_and_sphere $428 at $486 $487 $488
Marker.Disable($287)
02A7: $278 = create_icon_marker_and_sphere $429 at $480 $481 $482
Marker.Disable($278)
02A7: $283 = create_icon_marker_and_sphere $430 at $483 $484 $485
Marker.Disable($283)
02A7: $297 = create_icon_marker_and_sphere $431 at -853.0 -302.0 10.0
Marker.Disable($297)
02A7: $247 = create_icon_marker_and_sphere $422 at $468 $469 $470
Marker.Disable($247)
02A7: $253 = create_icon_marker_and_sphere $423 at $492 $493 $494
Marker.Disable($253)
02A7: $256 = create_icon_marker_and_sphere $424 at $471 $472 $473
Marker.Disable($256)
02A7: $265 = create_icon_marker_and_sphere $425 at $462 $463 $464
Marker.Disable($265)
02A7: $271 = create_icon_marker_and_sphere $426 at $474 $475 $476
Marker.Disable($271)
02A7: $234 = create_icon_marker_and_sphere $420 at $462 $463 $464
Marker.Disable($234)
02A7: $243 = create_icon_marker_and_sphere $421 at $465 $466 $467
Marker.Disable($243)
02A7: $306 = create_icon_marker_and_sphere $432 at $489 $490 $491
Marker.Disable($306)
02A7: $228 = create_icon_marker_and_sphere $419 at $459 $460 $461
Marker.Disable($228)
$604 = 10000 // integer values
$605 = 2000 // integer values
$607 = 0 // integer values
$609 = 20000 // integer values
$610 = 3000 // integer values
$612 = 0 // integer values
$614 = 30000 // integer values
$617 = 4000 // integer values
$618 = 0 // integer values
$620 = 40000 // integer values
$621 = 5000 // integer values
$623 = 0 // integer values
$625 = 50000 // integer values
$626 = 1500 // integer values
$628 = 0 // integer values
$630 = 60000 // integer values
$631 = 7000 // integer values
$633 = 0 // integer values
$635 = 70000 // integer values
$636 = 8000 // integer values
$639 = 120000 // integer values
$640 = 10000 // integer values
$642 = 0 // integer values
$644 = 1000 // integer values
$647 = 2500 // integer values
$650 = 3000 // integer values
$653 = 6000 // integer values
$657 = 7000 // integer values
$661 = 8000 // integer values
$665 = 14000 // integer values
$670 = Pickup.Create(#INFO, 3, 493.5, 703.1, 12.1)
$671 = Pickup.Create(#INFO, 3, -108.3, -974.4, 10.4)
$672 = Pickup.Create(#INFO, 3, 508.9, 506.8, 11.3)
$673 = Pickup.Create(#INFO, 3, 398.8, -469.7, 11.7)
0517: $PRINT_WORKS_ASSET = create_unavailable_asset_pickup 'PRNT_NO' at $549 $550 $551 // You cannot buy the Print Works at this time, come back later.
0517: $CAR_SHOWROOM_ASSET = create_unavailable_asset_pickup 'CAR_NO' at $552 $553 $554 // You cannot buy the Car Showroom at this time, come back later.
0517: $FILM_STUDIO_ASSET = create_unavailable_asset_pickup 'PORN_NO' at $555 $556 $557 // You cannot buy the Film Studio at this time, come back later.
0517: $ICE_CREAM_FACTORY_ASSET = create_unavailable_asset_pickup 'ICE_NO' at $558 $559 $560 // You cannot buy the Ice Cream Factory at this time, come back later.
0517: $678 = create_unavailable_asset_pickup 'TAXI_NO' at $561 $562 $563 // You cannot buy the Taxi Company at this time, come back later.
0517: $679 = create_unavailable_asset_pickup 'BANK_NO' at $564 $565 $566 // You cannot buy The Malibu at this time, come back later.
0517: $680 = create_unavailable_asset_pickup 'BOAT_NO' at $567 $568 $569 // You cannot buy the Boatyard at this time, come back later.
0517: $615 = create_unavailable_asset_pickup 'STRP_NO' at $570 $571 $572 // You cannot buy the Stripclub at this time, come back later.
0518: $662 = create_available_asset_pickup 'NBMN_L' at $573 $574 $575 price $661 // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase El Swanko Casa for $~1~
0570: $660 = create_asset_radar_marker_with_icon 25 at $573 $574 $575
Marker.Disable($660)
0518: $654 = create_available_asset_pickup 'LNKV_L' at $585 $586 $587 price $653 // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase Links View Apartment for $~1~
0570: $652 = create_asset_radar_marker_with_icon 25 at $585 $586 $587
Marker.Disable($652)
0518: $666 = create_available_asset_pickup 'HYCO_L' at $588 $589 $590 price $665 // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase Hyman Condo for $~1~
0570: $664 = create_asset_radar_marker_with_icon 25 at $588 $589 $590
Marker.Disable($664)
0518: $658 = create_available_asset_pickup 'OCHE_L' at $591 $592 $593 price $657 // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase Ocean Heights Apartment for $~1~
0570: $656 = create_asset_radar_marker_with_icon 25 at $591 $592 $593
Marker.Disable($656)
0518: $651 = create_available_asset_pickup 'WASH_L' at $594 $595 $596 price $650 // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase 1102 Washington Street for $~1~
0570: $649 = create_asset_radar_marker_with_icon 25 at $594 $595 $596
Marker.Disable($649)
0518: $648 = create_available_asset_pickup 'VCPT_L' at $597 $598 $599 price $647 // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase 3321 Vice Point for $~1~
0570: $646 = create_asset_radar_marker_with_icon 25 at $597 $598 $599
Marker.Disable($646)
0518: $645 = create_available_asset_pickup 'SKUM_L' at $600 $601 $602 price $644 // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase Skumole Shack for $~1~
0570: $643 = create_asset_radar_marker_with_icon 25 at $600 $601 $602
Marker.Disable($643)
0219: $681 = create_garage_type 5 door -914.129 -1263.54 10.706 to -906.3 -1266.9 14.421 depth -907.137 -1246.626
0219: $682 = create_garage_type 5 door -1014.341 -857.732 6.325 to -1014.341 -841.532 10.885 depth -1001.315 -857.732
03BB: set_garage $682 door_type_to_swing_open
0219: $683 = create_garage_type 5 door -886.157 -115.158 9.992 to -876.7 -119.83 15.58 depth -882.699 -108.312
0219: $684 = create_garage_type 5 door 323.9 427.4 10.0 to 313.9 430.53 15.7 depth 326.3 434.5
0219: $685 = create_garage_type 5 door -7.55 -1253.77 9.322 to 2.64 -1253.7 14.4 depth -7.55 -1261.2
0219: $688 = create_garage_type 1 door -1056.05 -469.668 10.053 to -1038.966 -467.675 14.753 depth -1054.074 -486.611
03BB: set_garage $688 door_type_to_swing_open
0219: $689 = create_garage_type 23 door -823.448 -1488.083 10.852 to -842.0 -1481.0 16.165 depth -834.686 -1515.899
03DA: set_garage $689 camera_follows_player
03BB: set_garage $689 door_type_to_swing_open
0219: $687 = create_garage_type 1 door -966.016 -861.529 5.761 to -966.016 -841.683 11.273 depth -978.454 -861.529
03DA: set_garage $687 camera_follows_player
03BB: set_garage $687 door_type_to_swing_open
0219: $690 = create_garage_type 19 door 449.137 340.002 10.794 to 465.43 326.187 14.7 depth 465.42 340.002
03BB: set_garage $690 door_type_to_swing_open
0219: $691 = create_garage_type 4 door -1163.248 -1407.282 10.157 to -1159.338 -1397.813 16.989 depth -1178.292 -1400.939
0219: $655 = create_garage_type 1 door 303.998 400.718 12.025 to 301.281 410.584 16.044 depth 298.697 402.389
03DA: set_garage $655 camera_follows_player
03BB: set_garage $655 door_type_to_swing_open
057A: set_garage $655 max_cars_to 1
0219: $667 = create_garage_type 1 door -848.225 1303.119 10.421 to -836.832 1307.033 15.816 depth -853.657 1318.901
03DA: set_garage $667 camera_follows_player
057A: set_garage $667 max_cars_to 4
0219: $668 = create_garage_type 1 door -825.466 1311.499 10.537 to -817.159 1314.355 15.061 depth -828.66 1320.791
03DA: set_garage $668 camera_follows_player
057A: set_garage $668 max_cars_to 2
0219: $669 = create_garage_type 1 door -816.37 1314.69 10.582 to -819.54 1324.01 15.061 depth -808.09 1317.46
03DA: set_garage $669 camera_follows_player
057A: set_garage $669 max_cars_to 2
0219: $659 = create_garage_type 1 door 27.143 -1483.954 9.423 to 21.365 -1490.59 12.994 depth 22.611 -1483.384
03BB: set_garage $659 door_type_to_swing_open
03DA: set_garage $659 camera_follows_player
057A: set_garage $659 max_cars_to 1
0219: $663 = create_garage_type 1 door 450.136 641.029 10.112 to 457.977 641.029 13.092 depth 450.136 635.726
03BB: set_garage $663 door_type_to_swing_open
03DA: set_garage $663 camera_follows_player
057A: set_garage $663 max_cars_to 1
0219: $692 = create_garage_type 1 door -981.654 -802.265 6.325 to -981.654 -821.865 10.73 depth -991.127 -802.265
03BB: set_garage $692 door_type_to_swing_open
03DA: set_garage $692 camera_follows_player
057A: set_garage $692 max_cars_to 2
0219: $693 = create_garage_type 1 door -992.416 -802.265 6.325 to -992.416 -821.865 10.73 depth -1001.889 -802.265
03BB: set_garage $693 door_type_to_swing_open
03DA: set_garage $693 camera_follows_player
057A: set_garage $693 max_cars_to 2
0219: $694 = create_garage_type 1 door -1003.771 -802.265 6.325 to -1003.771 -821.865 10.73 depth -1013.244 -802.265
03BB: set_garage $694 door_type_to_swing_open
03DA: set_garage $694 camera_follows_player
057A: set_garage $694 max_cars_to 2
0219: $695 = create_garage_type 1 door -1015.436 -802.265 6.325 to -1015.436 -821.865 10.73 depth -1024.909 -802.265
03BB: set_garage $695 door_type_to_swing_open
03DA: set_garage $695 camera_follows_player
057A: set_garage $695 max_cars_to 2
0219: $686 = create_garage_type 1 door -362.12 -550.214 11.722 to -353.12 -550.214 15.16 depth -362.12 -539.484
03BB: set_garage $686 door_type_to_swing_open
03DA: set_garage $686 camera_follows_player
057A: set_garage $686 max_cars_to 2
02A8: $374 = create_marker 27 at $705 $706 $707
Marker.Disable($374)
049C: $722 = scripted_path_file 0 width 90.0
$714 = Object.Init(#YT_MAIN_BODY, -375.499, -1322.31, 9.81124)
$715 = Object.Init(#YT_MAIN_BODY2, -375.499, -1322.31, 9.81124)
$717 = Object.Init(#YT_DOORS14, -375.499, -1322.31, 9.81124)
$718 = Object.Init(#YT_TMP_BOAT, -375.499, -1322.31, 9.81124)
$719 = Object.Init(#LODMAIN_BODY, -375.499, -1322.31, 9.81124)
Object.RemoveFromMissionCleanupList($714)
Object.RemoveFromMissionCleanupList($715)
Object.RemoveFromMissionCleanupList($717)
Object.RemoveFromMissionCleanupList($718)
Object.RemoveFromMissionCleanupList($719)
049D: attach_scripted_file $722 with_object $714
049D: attach_scripted_file $722 with_object $715
049D: attach_scripted_file $722 with_object $717
049D: attach_scripted_file $722 with_object $718
049D: attach_scripted_file $722 with_object $719
049E: set_scripted_file $722 speed_to 0.0
wait 0
wait 0
$721 = Object.Init(#YACHT_CHUNK_KB, $448, $449, $450)
Object.RemoveFromMissionCleanupList($721)
$720 = Object.Init(#YT_GANGPLNK_TMP, $448, $449, $450)
Object.RemoveFromMissionCleanupList($720)
start_mission 1 // Intro
create_thread @O4X4_1
create_thread @TAXI_L
create_thread @FIRE
create_thread @AMBULA
create_thread @COP
create_thread @PIZZ
create_thread @BMXLOOP
create_thread @RCHELY1
create_thread @RC_RACE
create_thread @RC_PLNE
create_thread @MULTI
create_thread @PSAVE1
create_thread @HELP
create_thread @HELI1
create_thread @HELI2
create_thread @HELI3
create_thread @HELI4
create_thread @STADIUM
create_thread @ARMYBAS
create_thread @NBMNBUY
create_thread @LNKVBY
create_thread @HYCOBY
create_thread @OCHEBY
create_thread @WASHBY
create_thread @SKUMBY
create_thread @VCPTBY
create_thread_wb @HJ
create_thread_wb @USJ
create_thread_wb @AMMU
create_thread_wb @SECURE
create_thread_wb @INTERIO
create_thread_wb @IMPORT
create_thread_wb @CELLFON
create_thread_wb @BUS
create_thread_wb @CARGEN
create_thread_wb @PICKUPS
create_thread_wb @JUNKFUD
create_thread_wb @RAMPAGE
create_thread_wb @SHOPS
create_thread_wb @AUDIO
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @MAIN_5272
set_weather 0
if
not Actor.Dead($PLAYER_ACTOR)
else_jump @MAIN_5221
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER'
038B: load_requested_models
if
not Actor.Dead($PLAYER_ACTOR)
else_jump @MAIN_5221
0353: refresh_actor $PLAYER_ACTOR
:MAIN_5221
fade 1 1000
create_thread @HOT
if
Player.Defined($PLAYER_CHAR)
else_jump @MAIN_5263
select_interior 0
Player.CanMove($PLAYER_CHAR) = True
:MAIN_5263
01B7: release_weather
jump @MAIN_5272
:MAIN_5272
wait 1000
if
Player.Defined($PLAYER_CHAR)
else_jump @MAIN_5555
if
$ONMISSION == 0 // integer values
else_jump @MAIN_5391
if
$62 == 0 // integer values
else_jump @MAIN_5391
if and
$245 == 1 // integer values
$PASSED_COK2_PHNOM_PENH_86 == 1 // integer values
else_jump @MAIN_5391
create_thread @SER3
Marker.Disable($243)
02A7: $243 = create_icon_marker_and_sphere $421 at $465 $466 $467
$62 = 1 // integer values
:MAIN_5391
if
100.0 > $102 // floating-point values
else_jump @MAIN_5424
058C: $102 = percentage_completed
jump @MAIN_5526
:MAIN_5424
if
$91 == 0 // integer values
else_jump @MAIN_5526
055B: $1352 = create_clothes_pickup 12 at -382.6 -585.9 25.3
03E5: text_box 'CUNTY' // New clothes delivered to the Vercetti Estate!
055E: set_player $PLAYER_CHAR max_health += 50
055F: set_player $PLAYER_CHAR max_armour += 50
035E: set_player $PLAYER_CHAR armour_to 200
0222: set_player $PLAYER_CHAR health_to 200
wait 5000
03E5: text_box 'HELP61' // You now have limitless ammo and double health on all vehicles.
$91 = 1 // integer values
:MAIN_5526
if
$1531 == 15 // integer values
else_jump @MAIN_5555
030C: progress_made += 1
$1531 = -1 // integer values
:MAIN_5555
jump @MAIN_5272
:HOT
thread 'HOT'
:HOT_10
wait 0
if
$222 == 1 // integer values
else_jump @HOT_34
end_thread
:HOT_34
if
Player.Defined($PLAYER_CHAR)
else_jump @HOT_355
if
00F6: player $PLAYER_CHAR 0 $453 $454 $455 radius 1.4 1.8 1.5
else_jump @HOT_355
if
$ONMISSION == 0 // integer values
else_jump @HOT_355
if
Player.Controllable($PLAYER_CHAR)
else_jump @HOT_355
02A3: enable_widescreen 1
Camera.SetPosition(219.726, -1282.485, 12.53, 0.0, 0.0, 0.0)
Camera.PointAt(218.872, -1282.988, 12.392, 2)
0171: set_player $PLAYER_CHAR z_angle_to 100.0
0211: actor $PLAYER_ACTOR walk_to 204.3 -1288.7
16@ = 0 // integer values
:HOT_213
if
not 16@ > 1000 // integer values
else_jump @HOT_322
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @HOT_315
if
00F6: player $PLAYER_CHAR 0 204.2 -1287.8 14.4 radius 2.0 2.0 2.0
else_jump @HOT_315
0211: actor $PLAYER_ACTOR walk_to 203.0 -1294.5
:HOT_315
jump @HOT_213
:HOT_322
gosub @HELP_2883
00BA: text_styled 'INT_B' 15000 ms 2 // An Old Friend
gosub @HELP_2932
start_mission 2 // An Old Friend
:HOT_355
jump @HOT_10
:LAW1
thread 'LAW1'
:LAW1_10
wait $DEFAULT_WAIT_TIME
if
$PASSED_LAW1_THE_PARTY == 1 // integer values
else_jump @LAW1_35
end_thread
:LAW1_35
if
Player.Defined($PLAYER_CHAR)
else_jump @LAW1_167
if
00F6: player $PLAYER_CHAR 0 $456 $457 $458 radius 1.2 1.2 2.0
else_jump @LAW1_167
if
$ONMISSION == 0 // integer values
else_jump @LAW1_167
if
Player.Controllable($PLAYER_CHAR)
else_jump @LAW1_167
gosub @HELP_2979
gosub @HELP_2883
00BA: text_styled 'LAW_1' 15000 ms 2 // The Party
gosub @HELP_2932
start_mission 3 // The Party
:LAW1_167
jump @LAW1_10
:LAW2
thread 'LAW2'
:LAW2_10
wait $DEFAULT_WAIT_TIME
if
$PASSED_LAW2_BACK_ALLEY_BRAWL == 1 // integer values
else_jump @LAW2_35
end_thread
:LAW2_35
if
Player.Defined($PLAYER_CHAR)
else_jump @LAW2_179
if
00F6: player $PLAYER_CHAR 0 $456 $457 $458 radius 1.2 1.2 2.0
else_jump @LAW2_179
if
$ONMISSION == 0 // integer values
else_jump @LAW2_179
if
Player.Controllable($PLAYER_CHAR)
else_jump @LAW2_179
$ONMISSION = 1 // integer values
Player.MakeSafe($PLAYER_CHAR)
gosub @HELP_2979
gosub @HELP_2883
00BA: text_styled 'LAW_2' 15000 ms 2 // Back Alley Brawl
gosub @HELP_2932
start_mission 4 // Back Alley Brawl
:LAW2_179
jump @LAW2_10
:LAW3
thread 'LAW3'
:LAW3_10
wait $DEFAULT_WAIT_TIME
if
$PASSED_LAW3_JURY_FURY == 1 // integer values
else_jump @LAW3_35
end_thread
:LAW3_35
if
Player.Defined($PLAYER_CHAR)
else_jump @LAW3_179
if
00F6: player $PLAYER_CHAR 0 $456 $457 $458 radius 1.2 1.2 2.0
else_jump @LAW3_179
if
$ONMISSION == 0 // integer values
else_jump @LAW3_179
if
Player.Controllable($PLAYER_CHAR)
else_jump @LAW3_179
$ONMISSION = 1 // integer values
Player.MakeSafe($PLAYER_CHAR)
gosub @HELP_2979
gosub @HELP_2883
00BA: text_styled 'LAW_3' 15000 ms 2 // Jury Fury
gosub @HELP_2932
start_mission 5 // Jury Fury
:LAW3_179
jump @LAW3_10
:LAW4
thread 'LAW4'
:LAW4_10
wait $DEFAULT_WAIT_TIME
if
$PASSED_LAW4_RIOT == 1 // integer values
else_jump @LAW4_35
end_thread
:LAW4_35
if
Player.Defined($PLAYER_CHAR)
else_jump @LAW4_179
if
00F6: player $PLAYER_CHAR 0 $456 $457 $458 radius 1.2 1.2 2.0
else_jump @LAW4_179
if
$ONMISSION == 0 // integer values
else_jump @LAW4_179
if
Player.Controllable($PLAYER_CHAR)
else_jump @LAW4_179
$ONMISSION = 1 // integer values
Player.MakeSafe($PLAYER_CHAR)
gosub @HELP_2979
gosub @HELP_2883
00BA: text_styled 'LAW_4' 15000 ms 2 // Riot
gosub @HELP_2932
start_mission 6 // Riot
:LAW4_179
jump @LAW4_10
:GEN1
thread 'GEN1'
:GEN1_10
wait $DEFAULT_WAIT_TIME
if
$PASSED_COL1_TREACHEROUS_SWINE == 1 // integer values
else_jump @GEN1_35
end_thread
:GEN1_35
if
Player.Defined($PLAYER_CHAR)
else_jump @GEN1_167
if
00F6: player $PLAYER_CHAR 0 $459 $460 $461 radius 1.5 2.0 2.0
else_jump @GEN1_167
if
$ONMISSION == 0 // integer values
else_jump @GEN1_167
if
Player.Controllable($PLAYER_CHAR)
else_jump @GEN1_167
gosub @HELP_3202
gosub @HELP_2883
00BA: text_styled 'COL_1' 15000 ms 2 // Treacherous Swine
gosub @HELP_2932
start_mission 7 // Treacherous Swine
:GEN1_167
jump @GEN1_10
:GEN2
thread 'GEN2'
:GEN2_10
wait $DEFAULT_WAIT_TIME
if
$PASSED_COL2_MALL_SHOOTOUT == 1 // integer values
else_jump @GEN2_35
end_thread
:GEN2_35
if
Player.Defined($PLAYER_CHAR)
else_jump @GEN2_167
if
00F6: player $PLAYER_CHAR 0 $459 $460 $461 radius 1.5 2.0 2.0
else_jump @GEN2_167
if
$ONMISSION == 0 // integer values
else_jump @GEN2_167
if
Player.Controllable($PLAYER_CHAR)
else_jump @GEN2_167
gosub @HELP_3202
gosub @HELP_2883
00BA: text_styled 'COL_2' 15000 ms 2 // Mall Shootout
gosub @HELP_2932
start_mission 8 // Mall Shootout
:GEN2_167
jump @GEN2_10
:GEN3
thread 'GEN3'
:GEN3_10
wait $DEFAULT_WAIT_TIME
if
$PASSED_COL3_GUARDIAN_ANGELS == 1 // integer values
else_jump @GEN3_35
end_thread
:GEN3_35
if
Player.Defined($PLAYER_CHAR)
else_jump @GEN3_167
if
00F6: player $PLAYER_CHAR 0 $459 $460 $461 radius 1.5 2.0 2.0
else_jump @GEN3_167
if
$ONMISSION == 0 // integer values
else_jump @GEN3_167
if
Player.Controllable($PLAYER_CHAR)
else_jump @GEN3_167
gosub @HELP_3202
gosub @HELP_2883
00BA: text_styled 'COL_3' 15000 ms 2 // Guardian Angels
gosub @HELP_2932
start_mission 9 // Guardian Angels
:GEN3_167
jump @GEN3_10
:GEN4
thread 'GEN4'
:GEN4_10
wait $DEFAULT_WAIT_TIME
if
$PASSED_COL4_SIR_YES_SIR == 1 // integer values
else_jump @GEN4_35
end_thread
:GEN4_35
if
Player.Defined($PLAYER_CHAR)
else_jump @GEN4_167
if
00F6: player $PLAYER_CHAR 0 $459 $460 $461 radius 1.5 2.0 2.0
else_jump @GEN4_167
if
$ONMISSION == 0 // integer values
else_jump @GEN4_167
if
Player.Controllable($PLAYER_CHAR)
else_jump @GEN4_167
gosub @HELP_3202
gosub @HELP_2883
00BA: text_styled 'COL_4' 15000 ms 2 // Sir, Yes Sir!
gosub @HELP_2932
start_mission 10 // Sir, Yes Sir!
:GEN4_167
jump @GEN4_10
:GEN5
thread 'GEN5'
:GEN5_10
wait $DEFAULT_WAIT_TIME
if
$PASSED_COL5_ALL_HANDS_ON_DECK == 1 // integer values
else_jump @GEN5_35
end_thread
:GEN5_35
if
Player.Defined($PLAYER_CHAR)
else_jump @GEN5_167
if
00F6: player $PLAYER_CHAR 0 $459 $460 $461 radius 1.5 2.0 2.0
else_jump @GEN5_167
if
$ONMISSION == 0 // integer values
else_jump @GEN5_167
if
Player.Controllable($PLAYER_CHAR)
else_jump @GEN5_167
gosub @HELP_3202
gosub @HELP_2883
00BA: text_styled 'COL_5' 15000 ms 2 // All Hands On Deck!
gosub @HELP_2932
start_mission 11 // All Hands On Deck!
:GEN5_167
jump @GEN5_10
:BAR1
thread 'BAR1'
:BAR1_10
wait $DEFAULT_WAIT_TIME
if
$PASSED_COK1_THE_CHASE == 1 // integer values
else_jump @BAR1_35
end_thread
:BAR1_35
if
Player.Defined($PLAYER_CHAR)
else_jump @BAR1_167
if
00F6: player $PLAYER_CHAR 0 $462 $463 $464 radius 2.0 2.0 2.0
else_jump @BAR1_167
if
$ONMISSION == 0 // integer values
else_jump @BAR1_167
if
Player.Controllable($PLAYER_CHAR)
else_jump @BAR1_167
gosub @HELP_3133
gosub @HELP_2883
00BA: text_styled 'COK_1' 15000 ms 2 // The Chase
gosub @HELP_2932
start_mission 12 // The Chase
:BAR1_167
jump @BAR1_10
:BAR2
thread 'BAR2'
:BAR2_10
wait $DEFAULT_WAIT_TIME
if
$PASSED_COK2_PHNOM_PENH_86 == 1 // integer values
else_jump @BAR2_35
end_thread
:BAR2_35
if
Player.Defined($PLAYER_CHAR)
else_jump @BAR2_167
if
00F6: player $PLAYER_CHAR 0 $462 $463 $464 radius 2.0 2.0 2.0
else_jump @BAR2_167
if
$ONMISSION == 0 // integer values
else_jump @BAR2_167
if
Player.Controllable($PLAYER_CHAR)
else_jump @BAR2_167
gosub @HELP_3133
gosub @HELP_2883
00BA: text_styled 'COK_2' 15000 ms 2 // Phnom Penh '86
gosub @HELP_2932
start_mission 13 // Phnom Penh '86
:BAR2_167
jump @BAR2_10
:BAR3
thread 'BAR3'
:BAR3_10
wait $DEFAULT_WAIT_TIME
if
$PASSED_COK3_THE_FASTEST_BOAT == 1 // integer values
else_jump @BAR3_35
end_thread
:BAR3_35
if
Player.Defined($PLAYER_CHAR)
else_jump @BAR3_167
if
00F6: player $PLAYER_CHAR 0 $462 $463 $464 radius 2.0 2.0 2.0
else_jump @BAR3_167
if
$ONMISSION == 0 // integer values
else_jump @BAR3_167
if
Player.Controllable($PLAYER_CHAR)
else_jump @BAR3_167
gosub @HELP_3133
gosub @HELP_2883
00BA: text_styled 'COK_3' 15000 ms 2 // The Fastest Boat
gosub @HELP_2932
start_mission 14 // The Fastest Boat
:BAR3_167
jump @BAR3_10
:BAR4
thread 'BAR4'
:BAR4_10
wait $DEFAULT_WAIT_TIME
if
$PASSED_COK4_SUPPLY_AND_DEMAND == 1 // integer values
else_jump @BAR4_35
end_thread
:BAR4_35
if
Player.Defined($PLAYER_CHAR)
else_jump @BAR4_167
if
00F6: player $PLAYER_CHAR 0 $462 $463 $464 radius 2.0 2.0 2.0
else_jump @BAR4_167
if
$ONMISSION == 0 // integer values
else_jump @BAR4_167
if
Player.Controllable($PLAYER_CHAR)
else_jump @BAR4_167
gosub @HELP_3133
gosub @HELP_2883
00BA: text_styled 'COK_4' 15000 ms 2 // Supply & Demand
gosub @HELP_2932
start_mission 15 // Supply & Demand
:BAR4_167
jump @BAR4_10
:BAR5
thread 'BAR5'
:BAR5_10
wait $DEFAULT_WAIT_TIME
if
$PASSED_ASS1_RUB_OUT == 1 // integer values
else_jump @BAR5_35
end_thread
:BAR5_35
if
Player.Defined($PLAYER_CHAR)
else_jump @BAR5_180
if
00F6: player $PLAYER_CHAR 0 $510 $511 $512 radius 2.0 2.0 2.0
else_jump @BAR5_180
if
$ONMISSION == 0 // integer values
else_jump @BAR5_180
if
Player.Controllable($PLAYER_CHAR)
else_jump @BAR5_180
$ONMISSION = 1 // integer values
Player.MakeSafe($PLAYER_CHAR)
0169: set_fade_color 0 0 0
fade 0 1500
00BA: text_styled 'ASS_1' 15000 ms 2 // Rub Out
gosub @HELP_2932
start_mission 16 // Rub Out
:BAR5_180
jump @BAR5_10
:KEN1
thread 'KEN1'
:KEN1_10
wait $DEFAULT_WAIT_TIME
if
$PASSED_KENT1_DEATH_ROW == 1 // integer values
else_jump @KEN1_35
end_thread
:KEN1_35
if
Player.Defined($PLAYER_CHAR)
else_jump @KEN1_173
if
00F6: player $PLAYER_CHAR 0 491.0 -77.7 10.4 radius 2.5 2.5 2.5
else_jump @KEN1_173
if
$ONMISSION == 0 // integer values
else_jump @KEN1_173
if
Player.Controllable($PLAYER_CHAR)
else_jump @KEN1_173
gosub @HELP_3370
gosub @HELP_2883
00BA: text_styled 'KENT_1' 15000 ms 2 // Death Row
gosub @HELP_2932
start_mission 17 // Death Row
:KEN1_173
jump @KEN1_10
:SER1
thread 'SER1'
:SER1_10
wait $DEFAULT_WAIT_TIME
if
$PASSED_TEX1_FOUR_IRON == 1 // integer values
else_jump @SER1_35
end_thread
:SER1_35
if
Player.Defined($PLAYER_CHAR)
else_jump @SER1_160
if
00F6: player $PLAYER_CHAR 0 $465 $466 $467 radius 1.5 2.0 2.0
else_jump @SER1_160
if
$ONMISSION == 0 // integer values
else_jump @SER1_160
if
Player.Controllable($PLAYER_CHAR)
else_jump @SER1_160
gosub @HELP_2883
00BA: text_styled 'TEX_1' 15000 ms 2 // Four Iron
gosub @HELP_2932
start_mission 18 // Four Iron
:SER1_160
jump @SER1_10
:SER2
thread 'SER2'
:SER2_10
wait $DEFAULT_WAIT_TIME
if
$245 == 1 // integer values
else_jump @SER2_35
end_thread
:SER2_35
if
Player.Defined($PLAYER_CHAR)
else_jump @SER2_160
if
00F6: player $PLAYER_CHAR 0 $465 $466 $467 radius 1.5 2.0 2.0
else_jump @SER2_160
if
$ONMISSION == 0 // integer values
else_jump @SER2_160
if
Player.Controllable($PLAYER_CHAR)
else_jump @SER2_160
gosub @HELP_2883
00BA: text_styled 'TEX_3' 15000 ms 2 // Demolition Man
gosub @HELP_2932
start_mission 19 // Demolition Man
:SER2_160
jump @SER2_10
:SER3
thread 'SER3'
:SER3_10
wait $DEFAULT_WAIT_TIME
if
$246 == 1 // integer values
else_jump @SER3_35
end_thread
:SER3_35
if
Player.Defined($PLAYER_CHAR)
else_jump @SER3_160
if
00F6: player $PLAYER_CHAR 0 $465 $466 $467 radius 1.5 2.0 2.0
else_jump @SER3_160
if
$ONMISSION == 0 // integer values
else_jump @SER3_160
if
Player.Controllable($PLAYER_CHAR)
else_jump @SER3_160
gosub @HELP_2883
00BA: text_styled 'TEX_2' 15000 ms 2 // Two Bit Hit
gosub @HELP_2932
start_mission 20 // Two Bit Hit
:SER3_160
jump @SER3_10
:BANK1
thread 'BANK1'
:BANK1_10
wait $DEFAULT_WAIT_TIME
if
$248 == 1 // integer values
else_jump @BANK1_35
end_thread
:BANK1_35
if
Player.Defined($PLAYER_CHAR)
else_jump @BANK1_167
if
00F6: player $PLAYER_CHAR 0 $468 $469 $470 radius 1.5 2.0 2.0
else_jump @BANK1_167
if
$ONMISSION == 0 // integer values
else_jump @BANK1_167
if
Player.Controllable($PLAYER_CHAR)
else_jump @BANK1_167
gosub @HELP_3459
gosub @HELP_2883
00BA: text_styled 'BANK_1' 15000 ms 2 // No Escape?
gosub @HELP_2932
start_mission 21 // No Escape?
:BANK1_167
jump @BANK1_10
:BANK2
thread 'BANK2'
:BANK2_10
wait $DEFAULT_WAIT_TIME
if
$249 == 1 // integer values
else_jump @BANK2_35
end_thread
:BANK2_35
if
Player.Defined($PLAYER_CHAR)
else_jump @BANK2_167
if
00F6: player $PLAYER_CHAR 0 $468 $469 $470 radius 1.5 2.0 2.0
else_jump @BANK2_167
if
$ONMISSION == 0 // integer values
else_jump @BANK2_167
if
Player.Controllable($PLAYER_CHAR)
else_jump @BANK2_167
gosub @HELP_3459
gosub @HELP_2883
00BA: text_styled 'BANK_2' 15000 ms 2 // The Shootist
gosub @HELP_2932
start_mission 22 // The Shootist
:BANK2_167
jump @BANK2_10
:BANK3
thread 'BANK3'
:BANK3_10
wait $DEFAULT_WAIT_TIME
if
$250 == 1 // integer values
else_jump @BANK3_35
end_thread
:BANK3_35
if
Player.Defined($PLAYER_CHAR)
else_jump @BANK3_167
if
00F6: player $PLAYER_CHAR 0 $468 $469 $470 radius 1.5 2.0 2.0
else_jump @BANK3_167
if
$ONMISSION == 0 // integer values
else_jump @BANK3_167
if
Player.Controllable($PLAYER_CHAR)
else_jump @BANK3_167
gosub @HELP_3459
gosub @HELP_2883
00BA: text_styled 'BANK_3' 15000 ms 2 // The Driver
gosub @HELP_2932
start_mission 23 // The Driver
:BANK3_167
jump @BANK3_10
:BANK4
thread 'BANK4'
:BANK4_10
wait $DEFAULT_WAIT_TIME
if
$251 == 1 // integer values
else_jump @BANK4_35
end_thread
:BANK4_35
if
Player.Defined($PLAYER_CHAR)
else_jump @BANK4_167
if
00F6: player $PLAYER_CHAR 0 $468 $469 $470 radius 1.5 2.0 2.0
else_jump @BANK4_167
if
$ONMISSION == 0 // integer values
else_jump @BANK4_167
if
Player.Controllable($PLAYER_CHAR)
else_jump @BANK4_167
gosub @HELP_3459
gosub @HELP_2883
00BA: text_styled 'BANK_4' 15000 ms 2 // The Job
gosub @HELP_2932
start_mission 24 // The Job
:BANK4_167
jump @BANK4_10
:AMBBANK
thread 'AMBBANK'
0@ = 0 // integer values
:AMBBANK_17
wait $DEFAULT_WAIT_TIME
if
$985 == 1 // integer values
else_jump @AMBBANK_280
if
Player.Defined($PLAYER_CHAR)
else_jump @AMBBANK_273
if
0@ == 0 // integer values
else_jump @AMBBANK_273
if
00F5: player $PLAYER_CHAR 0 -926.8099 -327.8378 13.3894 radius 4.0 4.0 4.0
else_jump @AMBBANK_273
Player.SetMinWantedLevel($PLAYER_CHAR, 4)
02E1: 1@ = create_cash_pickup 500 at -965.2795 -334.6384 15.0
02E1: 2@ = create_cash_pickup 500 at -965.3696 -333.3853 15.0
02E1: 3@ = create_cash_pickup 500 at -927.4954 -339.4821 17.2
02E1: 4@ = create_cash_pickup 500 at -930.0884 -339.5698 17.2
02E1: 5@ = create_cash_pickup 500 at -932.9709 -339.4713 17.2
018D: 6@ = create_sound 0 at -923.4324 -333.2397 14.3816
0@ = 1 // integer values
:AMBBANK_273
jump @AMBBANK_335
:AMBBANK_280
if
0@ == 1 // integer values
else_jump @AMBBANK_335
018E: stop_sound 6@
Pickup.Destroy(1@)
Pickup.Destroy(2@)
Pickup.Destroy(3@)
Pickup.Destroy(4@)
Pickup.Destroy(5@)
0@ = 0 // integer values
:AMBBANK_335
jump @AMBBANK_17
:PHI1
thread 'PHI1'
:PHI1_10
wait $DEFAULT_WAIT_TIME
if
$254 == 1 // integer values
else_jump @PHI1_35
end_thread
:PHI1_35
if
Player.Defined($PLAYER_CHAR)
else_jump @PHI1_167
if
00F6: player $PLAYER_CHAR 0 $492 $493 $494 radius 1.5 1.0 2.0
else_jump @PHI1_167
if
$ONMISSION == 0 // integer values
else_jump @PHI1_167
if
Player.Controllable($PLAYER_CHAR)
else_jump @PHI1_167
gosub @HELP_3538
gosub @HELP_2883
00BA: text_styled 'PHIL_1' 15000 ms 2 // Gun Runner
gosub @HELP_2932
start_mission 25 // Gun Runner
:PHI1_167
jump @PHI1_10
:PHI2
thread 'PHI2'
:PHI2_10
wait $DEFAULT_WAIT_TIME
if
$255 == 1 // integer values
else_jump @PHI2_35
end_thread
:PHI2_35
if
Player.Defined($PLAYER_CHAR)
else_jump @PHI2_167
if
00F6: player $PLAYER_CHAR 0 $492 $493 $494 radius 1.5 1.0 2.0
else_jump @PHI2_167
if
$ONMISSION == 0 // integer values
else_jump @PHI2_167
if
Player.Controllable($PLAYER_CHAR)
else_jump @PHI2_167
gosub @HELP_3538
gosub @HELP_2883
00BA: text_styled 'PHIL_2' 15000 ms 2 // Boomshine Saigon
gosub @HELP_2932
start_mission 26 // Boomshine Saigon
:PHI2_167
jump @PHI2_10
:PORN1
thread 'PORN1'
:PORN1_10
wait $DEFAULT_WAIT_TIME
if
$257 == 1 // integer values
else_jump @PORN1_35
end_thread
:PORN1_35
if
Player.Defined($PLAYER_CHAR)
else_jump @PORN1_167
if
00F6: player $PLAYER_CHAR 0 $471 $472 $473 radius 1.5 2.0 2.0
else_jump @PORN1_167
if
$ONMISSION == 0 // integer values
else_jump @PORN1_167
if
Player.Controllable($PLAYER_CHAR)
else_jump @PORN1_167
gosub @HELP_3286
gosub @HELP_2883
00BA: text_styled 'PORN_1' 15000 ms 2 // Recruitment Drive
gosub @HELP_2932
start_mission 27 // Recruitment Drive
:PORN1_167
jump @PORN1_10
:PORN2
thread 'PORN2'
:PORN2_10
wait $DEFAULT_WAIT_TIME
if
$258 == 1 // integer values
else_jump @PORN2_35
end_thread
:PORN2_35
if
Player.Defined($PLAYER_CHAR)
else_jump @PORN2_167
if
00F6: player $PLAYER_CHAR 0 $471 $472 $473 radius 1.5 2.0 2.0
else_jump @PORN2_167
if
$ONMISSION == 0 // integer values
else_jump @PORN2_167
if
Player.Controllable($PLAYER_CHAR)
else_jump @PORN2_167
gosub @HELP_3286
gosub @HELP_2883
00BA: text_styled 'PORN_2' 15000 ms 2 // Dildo Dodo
gosub @HELP_2932
start_mission 28 // Dildo Dodo
:PORN2_167
jump @PORN2_10
:PORN3
thread 'PORN3'
:PORN3_10
wait $DEFAULT_WAIT_TIME
if
$259 == 1 // integer values
else_jump @PORN3_35
end_thread
:PORN3_35
if
Player.Defined($PLAYER_CHAR)
else_jump @PORN3_167
if
00F6: player $PLAYER_CHAR 0 $471 $472 $473 radius 1.5 2.0 2.0
else_jump @PORN3_167
if
$ONMISSION == 0 // integer values
else_jump @PORN3_167
if
Player.Controllable($PLAYER_CHAR)
else_jump @PORN3_167
gosub @HELP_3286
gosub @HELP_2883
00BA: text_styled 'PORN_3' 15000 ms 2 // Martha's Mug Shot
gosub @HELP_2932
start_mission 29 // Martha's Mug Shot
:PORN3_167
jump @PORN3_10
:PORN4
thread 'PORN4'
:PORN4_10
wait $DEFAULT_WAIT_TIME
if
$260 == 1 // integer values
else_jump @PORN4_35
end_thread
:PORN4_35
if
Player.Defined($PLAYER_CHAR)
else_jump @PORN4_167
if
00F6: player $PLAYER_CHAR 0 $471 $472 $473 radius 1.5 2.0 2.0
else_jump @PORN4_167
if
$ONMISSION == 0 // integer values
else_jump @PORN4_167
if
Player.Controllable($PLAYER_CHAR)
else_jump @PORN4_167
gosub @HELP_3286
gosub @HELP_2883
00BA: text_styled 'PORN_4' 15000 ms 2 // G-spotlight
gosub @HELP_2932
start_mission 30 // G-spotlight
:PORN4_167
jump @PORN4_10
:PRO1
thread 'PRO1'
:PRO1_10
wait $DEFAULT_WAIT_TIME
if
$266 == 1 // integer values
else_jump @PRO1_35
end_thread
:PRO1_35
if
Player.Defined($PLAYER_CHAR)
else_jump @PRO1_166
if
00F6: player $PLAYER_CHAR 0 -378.3 -579.8 24.5 radius 1.5 2.0 2.0
else_jump @PRO1_166
if
$ONMISSION == 0 // integer values
else_jump @PRO1_166
if
Player.Controllable($PLAYER_CHAR)
else_jump @PRO1_166
gosub @HELP_2883
00BA: text_styled 'BUD_1' 15000 ms 2 // Shakedown
gosub @HELP_2932
start_mission 31 // Shakedown
:PRO1_166
jump @PRO1_10
:PRO2
thread 'PRO2'
:PRO2_10
wait $DEFAULT_WAIT_TIME
if
$267 == 1 // integer values
else_jump @PRO2_35
end_thread
:PRO2_35
if
Player.Defined($PLAYER_CHAR)
else_jump @PRO2_166
if
00F6: player $PLAYER_CHAR 0 -397.4 -561.3 18.7 radius 1.5 2.0 2.0
else_jump @PRO2_166
if
$ONMISSION == 0 // integer values
else_jump @PRO2_166
if
Player.Controllable($PLAYER_CHAR)
else_jump @PRO2_166
gosub @HELP_2883
00BA: text_styled 'BUD_2' 15000 ms 2 // Bar Brawl
gosub @HELP_2932
start_mission 32 // Bar Brawl
:PRO2_166
jump @PRO2_10
:PRO3
thread 'PRO3'
:PRO3_10
wait $DEFAULT_WAIT_TIME
if
$268 == 1 // integer values
else_jump @PRO3_35
end_thread
:PRO3_35
if
Player.Defined($PLAYER_CHAR)
else_jump @PRO3_166
if
00F6: player $PLAYER_CHAR 0 -348.5 -541.8 16.4 radius 1.5 2.0 2.0
else_jump @PRO3_166
if
$ONMISSION == 0 // integer values
else_jump @PRO3_166
if
Player.Controllable($PLAYER_CHAR)
else_jump @PRO3_166
gosub @HELP_2883
00BA: text_styled 'BUD_3' 15000 ms 2 // Cop Land
gosub @HELP_2932
start_mission 33 // Cop Land
:PRO3_166
jump @PRO3_10
:COU1
thread 'COU1'
:COU1_10
wait $DEFAULT_WAIT_TIME
if
$272 == 1 // integer values
else_jump @COU1_35
end_thread
:COU1_35
if
Player.Defined($PLAYER_CHAR)
else_jump @COU1_167
if
00F6: player $PLAYER_CHAR 0 $474 $475 $476 radius 1.5 2.0 2.0
else_jump @COU1_167
if
$ONMISSION == 0 // integer values
else_jump @COU1_167
if
Player.Controllable($PLAYER_CHAR)
else_jump @COU1_167
gosub @HELP_3622
gosub @HELP_2883
00BA: text_styled 'CNT_1' 15000 ms 2 // Spilling the Beans
gosub @HELP_2932
start_mission 34 // Spilling the Beans
:COU1_167
jump @COU1_10
:COU2
thread 'COU2'
:COU2_10
wait $DEFAULT_WAIT_TIME
if
$273 == 1 // integer values
else_jump @COU2_35
end_thread
:COU2_35
if
Player.Defined($PLAYER_CHAR)
else_jump @COU2_167
if
00F6: player $PLAYER_CHAR 0 $474 $475 $476 radius 1.5 2.0 2.0
else_jump @COU2_167
if
$ONMISSION == 0 // integer values
else_jump @COU2_167
if
Player.Controllable($PLAYER_CHAR)
else_jump @COU2_167
gosub @HELP_3622
gosub @HELP_2883
00BA: text_styled 'CNT_2' 15000 ms 2 // Hit the Courier
gosub @HELP_2932
start_mission 35 // Hit the Courier
:COU2_167
jump @COU2_10
:COUBUY
thread 'COUBUY'
:COUBUY_10
wait $DEFAULT_WAIT_TIME
if
Player.Defined($PLAYER_CHAR)
else_jump @COUBUY_87
if
$ONMISSION == 0 // integer values
else_jump @COUBUY_87
if
Player.Controllable($PLAYER_CHAR)
else_jump @COUBUY_87
if
Pickup.Picked_up($PRINT_WORKS_ASSET)
else_jump @COUBUY_87
start_mission 36 // Printworks Buy
end_thread
:COUBUY_87
jump @COUBUY_10
:CARBUY
thread 'CARBUY'
:CARBUY_10
wait $DEFAULT_WAIT_TIME
if
Player.Defined($PLAYER_CHAR)
else_jump @CARBUY_133
if
$ONMISSION == 0 // integer values
else_jump @CARBUY_133
if
Player.Controllable($PLAYER_CHAR)
else_jump @CARBUY_133
if
Pickup.Picked_up($CAR_SHOWROOM_ASSET)
else_jump @CARBUY_133
Player.MakeSafe($PLAYER_CHAR)
0169: set_fade_color 0 0 0
fade 0 1500
03AF: set_streaming 0
00BA: text_styled 'SUNSHIN' 6000 ms 2 // Sunshine Autos
gosub @HELP_2932
start_mission 37 // Sunshine Autos
end_thread
:CARBUY_133
jump @CARBUY_10
:PORNBUY
thread 'PORNBUY'
:PORNBUY_10
wait $DEFAULT_WAIT_TIME
if
Player.Defined($PLAYER_CHAR)
else_jump @PORNBUY_87
if
$ONMISSION == 0 // integer values
else_jump @PORNBUY_87
if
Player.Controllable($PLAYER_CHAR)
else_jump @PORNBUY_87
if
Pickup.Picked_up($FILM_STUDIO_ASSET)
else_jump @PORNBUY_87
start_mission 38 // Interglobal Films Buy
end_thread
:PORNBUY_87
jump @PORNBUY_10
:ICEBUY
thread 'ICEBUY'
:ICEBUY_10
wait $DEFAULT_WAIT_TIME
if
Player.Defined($PLAYER_CHAR)
else_jump @ICEBUY_141
if
$ONMISSION == 0 // integer values
else_jump @ICEBUY_141
if
Player.Controllable($PLAYER_CHAR)
else_jump @ICEBUY_141
if
Pickup.Picked_up($ICE_CREAM_FACTORY_ASSET)
else_jump @ICEBUY_141
Player.MakeSafe($PLAYER_CHAR)
0169: set_fade_color 0 0 0
fade 0 1500
03AF: set_streaming 0
00BA: text_styled 'CHERRYP' 6000 ms 2 // Cherry Popper Icecreams
gosub @HELP_2932
create_thread @ICE1
start_mission 39 // Cherry Popper Icecreams Buy
end_thread
:ICEBUY_141
jump @ICEBUY_10
:TAXIBUY
thread 'TAXIBUY'
:TAXIBUY_10
wait $DEFAULT_WAIT_TIME
if
Player.Defined($PLAYER_CHAR)
else_jump @TAXIBUY_141
if
$ONMISSION == 0 // integer values
else_jump @TAXIBUY_141
if
Player.Controllable($PLAYER_CHAR)
else_jump @TAXIBUY_141
if
Pickup.Picked_up($678)
else_jump @TAXIBUY_141
Player.MakeSafe($PLAYER_CHAR)
0169: set_fade_color 0 0 0
fade 0 1500
03AF: set_streaming 0
00BA: text_styled 'KAUFCAB' 6000 ms 2 // Kaufman Cabs
gosub @HELP_2932
create_thread @TWAR1
start_mission 40 // Kaufman Cabs Buy
end_thread
:TAXIBUY_141
jump @TAXIBUY_10
:BANKBUY
thread 'BANKBUY'
:BANKBUY_10
wait $DEFAULT_WAIT_TIME
if
Player.Defined($PLAYER_CHAR)
else_jump @BANKBUY_87
if
$ONMISSION == 0 // integer values
else_jump @BANKBUY_87
if
Player.Controllable($PLAYER_CHAR)
else_jump @BANKBUY_87
if
Pickup.Picked_up($679)
else_jump @BANKBUY_87
start_mission 41 // Malibu Club Buy
end_thread
:BANKBUY_87
jump @BANKBUY_10
:BOATBUY
thread 'BOATBUY'
:BOATBUY_10
wait $DEFAULT_WAIT_TIME
if
Player.Defined($PLAYER_CHAR)
else_jump @BOATBUY_133
if
$ONMISSION == 0 // integer values
else_jump @BOATBUY_133
if
Player.Controllable($PLAYER_CHAR)
else_jump @BOATBUY_133
if
Pickup.Picked_up($680)
else_jump @BOATBUY_133
Player.MakeSafe($PLAYER_CHAR)
0169: set_fade_color 0 0 0
fade 0 1500
03AF: set_streaming 0
00BA: text_styled 'BOATYAR' 6000 ms 2 // The Boatyard
gosub @HELP_2932
start_mission 42 // The Boatyard Buy
end_thread
:BOATBUY_133
jump @BOATBUY_10
:STRPBUY
thread 'STRPBUY'
:STRPBUY_10
wait $DEFAULT_WAIT_TIME
if
Player.Defined($PLAYER_CHAR)
else_jump @STRPBUY_87
if
$ONMISSION == 0 // integer values
else_jump @STRPBUY_87
if
Player.Controllable($PLAYER_CHAR)
else_jump @STRPBUY_87
if
Pickup.Picked_up($615)
else_jump @STRPBUY_87
start_mission 43 // Pole Position Club Buy
end_thread
:STRPBUY_87
jump @STRPBUY_10
:NBMNBUY
thread 'NBMNBUY'
:NBMNBUY_10
wait $DEFAULT_WAIT_TIME
if
Player.Defined($PLAYER_CHAR)
else_jump @NBMNBUY_87
if
$ONMISSION == 0 // integer values
else_jump @NBMNBUY_87
if
Player.Controllable($PLAYER_CHAR)
else_jump @NBMNBUY_87
if
Pickup.Picked_up($662)
else_jump @NBMNBUY_87
start_mission 44 // El Swanko Casa Buy
end_thread
:NBMNBUY_87
jump @NBMNBUY_10
:LNKVBY
thread 'LNKVBY'
:LNKVBY_10
wait $DEFAULT_WAIT_TIME
if
Player.Defined($PLAYER_CHAR)
else_jump @LNKVBY_87
if
$ONMISSION == 0 // integer values
else_jump @LNKVBY_87
if
Player.Controllable($PLAYER_CHAR)
else_jump @LNKVBY_87
if
Pickup.Picked_up($654)
else_jump @LNKVBY_87
start_mission 45 // Links View Apartment Buy
end_thread
:LNKVBY_87
jump @LNKVBY_10
:HYCOBY
thread 'HYCOBY'
:HYCOBY_10
wait $DEFAULT_WAIT_TIME
if
Player.Defined($PLAYER_CHAR)
else_jump @HYCOBY_87
if
$ONMISSION == 0 // integer values
else_jump @HYCOBY_87
if
Player.Controllable($PLAYER_CHAR)
else_jump @HYCOBY_87
if
Pickup.Picked_up($666)
else_jump @HYCOBY_87
start_mission 46 // Hyman Condo Buy
end_thread
:HYCOBY_87
jump @HYCOBY_10
:OCHEBY
thread 'OCHEBY'
:OCHEBY_10
wait $DEFAULT_WAIT_TIME
if
Player.Defined($PLAYER_CHAR)
else_jump @OCHEBY_87
if
$ONMISSION == 0 // integer values
else_jump @OCHEBY_87
if
Player.Controllable($PLAYER_CHAR)
else_jump @OCHEBY_87
if
Pickup.Picked_up($658)
else_jump @OCHEBY_87
start_mission 47 // Ocean Heighs Aprt. Buy
end_thread
:OCHEBY_87
jump @OCHEBY_10
:WASHBY
thread 'WASHBY'
:WASHBY_10
wait $DEFAULT_WAIT_TIME
if
Player.Defined($PLAYER_CHAR)
else_jump @WASHBY_87
if
$ONMISSION == 0 // integer values
else_jump @WASHBY_87
if
Player.Controllable($PLAYER_CHAR)
else_jump @WASHBY_87
if
Pickup.Picked_up($651)
else_jump @WASHBY_87
start_mission 48 // 1102 Washington Street Buy
end_thread
:WASHBY_87
jump @WASHBY_10
:VCPTBY
thread 'VCPTBY'
:VCPTBY_10
wait $DEFAULT_WAIT_TIME
if
Player.Defined($PLAYER_CHAR)
else_jump @VCPTBY_87
if
$ONMISSION == 0 // integer values
else_jump @VCPTBY_87
if
Player.Controllable($PLAYER_CHAR)
else_jump @VCPTBY_87
if
Pickup.Picked_up($648)
else_jump @VCPTBY_87
start_mission 49 // Vice Point Buy
end_thread
:VCPTBY_87
jump @VCPTBY_10
:SKUMBY
thread 'SKUMBY'
:SKUMBY_10
wait $DEFAULT_WAIT_TIME
if
Player.Defined($PLAYER_CHAR)
else_jump @SKUMBY_87
if
$ONMISSION == 0 // integer values
else_jump @SKUMBY_87
if
Player.Controllable($PLAYER_CHAR)
else_jump @SKUMBY_87
if
Pickup.Picked_up($645)
else_jump @SKUMBY_87
start_mission 50 // Skumole Shack Buy
end_thread
:SKUMBY_87
jump @SKUMBY_10
:FIN1
thread 'FIN1'
:FIN1_10
wait $DEFAULT_WAIT_TIME
if
$269 == 1 // integer values
else_jump @FIN1_35
end_thread
:FIN1_35
if
Player.Defined($PLAYER_CHAR)
else_jump @FIN1_167
if
00F6: player $PLAYER_CHAR 0 $474 $475 $476 radius 1.5 2.0 2.0
else_jump @FIN1_167
if
$ONMISSION == 0 // integer values
else_jump @FIN1_167
if
Player.Controllable($PLAYER_CHAR)
else_jump @FIN1_167
gosub @HELP_3622
gosub @HELP_2883
00BA: text_styled 'CAP_1' 15000 ms 2 // Cap the Collector
gosub @HELP_2932
start_mission 51 // Cap the Collector
:FIN1_167
jump @FIN1_10
:FIN2
thread 'FIN2'
:FIN2_10
wait $DEFAULT_WAIT_TIME
if
$270 == 1 // integer values
else_jump @FIN2_35
end_thread
:FIN2_35
if
Player.Defined($PLAYER_CHAR)
else_jump @FIN2_241
if
00F6: player $PLAYER_CHAR 0 -378.3 -579.8 24.5 radius 1.5 2.0 2.0
else_jump @FIN2_234
if
$ONMISSION == 0 // integer values
else_jump @FIN2_227
if
Player.Controllable($PLAYER_CHAR)
else_jump @FIN2_227
if
Player.Money($PLAYER_CHAR) > 1000
else_jump @FIN2_192
gosub @HELP_2883
00BA: text_styled 'FIN_1' 15000 ms 2 // Keep your Friends Close...
gosub @HELP_2932
start_mission 52 // Keep your Friends Close...
jump @FIN2_227
:FIN2_192
if
$452 == 0 // integer values
else_jump @FIN2_227
03E5: text_box 'FIN_B6' // You do not have enough money to start this mission.
$452 = 1 // integer values
:FIN2_227
jump @FIN2_241
:FIN2_234
$452 = 0 // integer values
:FIN2_241
jump @FIN2_10
:GANGMEM
thread 'GANGMEM'
$724 = -1 // integer values
0@ = -1 // integer values
1@ = -1 // integer values
7@ = 0 // integer values
8@ = 0 // integer values
9@ = 0 // integer values
3@ = 0 // integer values
4@ = 0 // integer values
5@ = 0 // integer values
$725 = 0.0 // floating-point values
:GANGMEM_83
wait $DEFAULT_WAIT_TIME
058C: $725 = percentage_completed
:GANGMEM_93
if
$725 == 100.0 // floating-point values
else_jump @GANGMEM_478
wait 100
0084: $723 = $724 // integer values and handles
0085: 2@ = 3@ // integer values and handles
0085: 6@ = 7@ // integer values and handles
10@ = -403.7998 // floating-point values
11@ = -558.5297 // floating-point values
12@ = 17.9388 // floating-point values
13@ = 170.5255 // floating-point values
14@ = -403.7675 // floating-point values
15@ = -559.4329 // floating-point values
gosub @GANGMEM_485
0084: $724 = $723 // integer values and handles
0085: 3@ = 2@ // integer values and handles
0085: 7@ = 6@ // integer values and handles
wait 100
008A: $723 = 0@ // integer values and handles
0085: 2@ = 4@ // integer values and handles
0085: 6@ = 8@ // integer values and handles
10@ = -401.1314 // floating-point values
11@ = -565.7331 // floating-point values
12@ = 18.5404 // floating-point values
13@ = 100.8949 // floating-point values
14@ = -402.1638 // floating-point values
15@ = -565.7678 // floating-point values
gosub @GANGMEM_485
008B: 0@ = $723 // integer values and handles
0085: 4@ = 2@ // integer values and handles
0085: 8@ = 6@ // integer values and handles
wait 100
008A: $723 = 1@ // integer values and handles
0085: 2@ = 5@ // integer values and handles
0085: 6@ = 9@ // integer values and handles
10@ = -404.3082 // floating-point values
11@ = -561.7204 // floating-point values
12@ = 17.9388 // floating-point values
13@ = 7.0257 // floating-point values
14@ = -404.3812 // floating-point values
15@ = -561.1186 // floating-point values
gosub @GANGMEM_485
008B: 1@ = $723 // integer values and handles
0085: 5@ = 2@ // integer values and handles
0085: 9@ = 6@ // integer values and handles
jump @GANGMEM_93
:GANGMEM_478
jump @GANGMEM_83
:GANGMEM_485
if
$ONMISSION == 0 // integer values
else_jump @GANGMEM_1107
if
Player.Defined($PLAYER_CHAR)
else_jump @GANGMEM_1093
if
Player.InZone($PLAYER_CHAR, 'GANG1')
else_jump @GANGMEM_789
if
Player.Money($PLAYER_CHAR) > 6000
else_jump @GANGMEM_782
if
2@ == 0 // integer values
else_jump @GANGMEM_782
if
Model.Available(#PGA)
else_jump @GANGMEM_782
if
Model.Available(#UZI)
else_jump @GANGMEM_782
if
80C2: not sphere_onscreen 10@ 11@ 12@ 1.0
else_jump @GANGMEM_782
$723 = Actor.Create(CivMale, #PGA, 10@, 11@, 12@)
Actor.Angle($723) = 13@
04F5: unknown_actor $723 kiss_player $PLAYER_CHAR on 1
0243: set_actor $723 ped_stats_to 16
01ED: clear_actor $723 threat_search
0568: set_actor $723 untargetable 1
01B2: give_actor $723 weapon 23 ammo 9999 // Load the weapon model before using this
0372: set_actor $723 anim 24 wait_state_time 60000000 ms
01C5: remove_actor_from_mission_cleanup_list $723
0319: set_actor $723 running 1
Actor.Health($723) = 250
02E2: set_actor $723 weapon_accuracy_to 80
054A: set_actor $723 can_be_shot_in_a_car 0
0446: set_actor $723 dismemberment_possible 0
03BC: 6@ = create_sphere 14@ 15@ 12@ 0.75
2@ = 1 // integer values
:GANGMEM_782
jump @GANGMEM_824
:GANGMEM_789
if
2 > 2@ // integer values
else_jump @GANGMEM_824
Actor.RemoveReferences($723)
2@ = 0 // integer values
03BD: destroy_sphere 6@
:GANGMEM_824
if
2@ == 1 // integer values
else_jump @GANGMEM_966
if
not Actor.Dead($723)
else_jump @GANGMEM_959
if
00F5: player $PLAYER_CHAR 0 14@ 15@ 12@ radius 1.0 1.0 2.0
else_jump @GANGMEM_952
if
Player.Money($PLAYER_CHAR) > 2000
else_jump @GANGMEM_927
Player.Money($PLAYER_CHAR) += -2000
:GANGMEM_927
01DF: tie_actor $723 to_player $PLAYER_CHAR
053D: $723
03BD: destroy_sphere 6@
2@ = 2 // integer values
:GANGMEM_952
jump @GANGMEM_966
:GANGMEM_959
gosub @GANGMEM_1116
:GANGMEM_966
if
2@ == 2 // integer values
else_jump @GANGMEM_1086
if
not Actor.Dead($723)
else_jump @GANGMEM_1079
if
00E9: player $PLAYER_CHAR 0 $723 radius 100.0 100.0
else_jump @GANGMEM_1065
if
8320: not actor $723 in_range_of_player $PLAYER_CHAR
else_jump @GANGMEM_1058
01DF: tie_actor $723 to_player $PLAYER_CHAR
:GANGMEM_1058
jump @GANGMEM_1072
:GANGMEM_1065
gosub @GANGMEM_1116
:GANGMEM_1072
jump @GANGMEM_1086
:GANGMEM_1079
gosub @GANGMEM_1116
:GANGMEM_1086
jump @GANGMEM_1100
:GANGMEM_1093
gosub @GANGMEM_1116
:GANGMEM_1100
jump @GANGMEM_1114
:GANGMEM_1107
gosub @GANGMEM_1116
:GANGMEM_1114
return
:GANGMEM_1116
if
not 2@ == 0 // integer values
else_jump @GANGMEM_1205
Actor.RemoveReferences($723)
if
Player.Defined($PLAYER_CHAR)
else_jump @GANGMEM_1193
if
not Player.InZone($PLAYER_CHAR, 'GANG1')
else_jump @GANGMEM_1186
2@ = 0 // integer values
:GANGMEM_1186
jump @GANGMEM_1200
:GANGMEM_1193
2@ = 0 // integer values
:GANGMEM_1200
03BD: destroy_sphere 6@
:GANGMEM_1205
return
:ARMYBAS
thread 'ARMYBAS'
0@ = 0 // integer values
:ARMYBAS_17
wait $DEFAULT_WAIT_TIME
if
Player.Defined($PLAYER_CHAR)
else_jump @ARMYBAS_322
if or
Player.InZone($PLAYER_CHAR, 'AIRPORT')
Player.InZone($PLAYER_CHAR, 'ARMYBAS')
else_jump @ARMYBAS_235
if
0@ == 0 // integer values
else_jump @ARMYBAS_132
0235: set_gang 2 models_to #ARMY #ARMY
03F1: pedtype 9 add_threat 1
0237: set_gang 2 primary_weapon_to 26 secondary_weapon_to 26
0592: unknown_gang 2 flag 1
Model.Load(#ARMY)
0@ = 1 // integer values
:ARMYBAS_132
if
0@ == 1 // integer values
else_jump @ARMYBAS_228
if or
00DE: player $PLAYER_CHAR driving_vehicle_type #HUNTER
0500: player $PLAYER_CHAR skin == 'PLAYER6'
0056: player $PLAYER_CHAR 0 -1682.24 -179.9125 -1600.448 -150.8878
else_jump @ARMYBAS_222
03F2: pedtype 9 remove_threat 1
jump @ARMYBAS_228
:ARMYBAS_222
03F1: pedtype 9 add_threat 1
:ARMYBAS_228
jump @ARMYBAS_322
:ARMYBAS_235
if
0@ == 1 // integer values
else_jump @ARMYBAS_322
0235: set_gang 2 models_to #SGA #SGB
03F2: pedtype 9 remove_threat 1
0237: set_gang 2 primary_weapon_to 17 secondary_weapon_to 0
0592: unknown_gang 2 flag 0
wait 0
wait 0
wait 0
if
$1603 == 0 // integer values
else_jump @ARMYBAS_315
Model.Destroy(#ARMY)
:ARMYBAS_315
0@ = 0 // integer values
:ARMYBAS_322
jump @ARMYBAS_17
:BIK1
thread 'BIK1'
:BIK1_10
wait $DEFAULT_WAIT_TIME
if
$275 == 1 // integer values
else_jump @BIK1_35
end_thread
:BIK1_35
if
Player.Defined($PLAYER_CHAR)
else_jump @BIK1_167
if
00F6: player $PLAYER_CHAR 0 $477 $478 $479 radius 1.5 2.0 2.0
else_jump @BIK1_167
if
$ONMISSION == 0 // integer values
else_jump @BIK1_167
if
Player.Controllable($PLAYER_CHAR)
else_jump @BIK1_167
gosub @HELP_3706
gosub @HELP_2883
00BA: text_styled 'BIKE_1' 15000 ms 2 // Alloy Wheels of Steel
gosub @HELP_2932
start_mission 53 // Alloy Wheels of Steel
:BIK1_167
jump @BIK1_10
:BIK2
thread 'BIK2'
:BIK2_10
wait $DEFAULT_WAIT_TIME
if
$276 == 1 // integer values
else_jump @BIK2_35
end_thread
:BIK2_35
if
Player.Defined($PLAYER_CHAR)
else_jump @BIK2_167
if
00F6: player $PLAYER_CHAR 0 $477 $478 $479 radius 1.5 2.0 2.0
else_jump @BIK2_167
if
$ONMISSION == 0 // integer values
else_jump @BIK2_167
if
Player.Controllable($PLAYER_CHAR)
else_jump @BIK2_167
gosub @HELP_3706
gosub @HELP_2883
00BA: text_styled 'BIKE_2' 15000 ms 2 // Messing with the Man
gosub @HELP_2932
start_mission 54 // Messing with the Man
:BIK2_167
jump @BIK2_10
:BIK3
thread 'BIK3'
:BIK3_10
wait $DEFAULT_WAIT_TIME
if
$277 == 1 // integer values
else_jump @BIK3_35
end_thread
:BIK3_35
if
Player.Defined($PLAYER_CHAR)
else_jump @BIK3_167
if
00F6: player $PLAYER_CHAR 0 $477 $478 $479 radius 1.5 2.0 2.0
else_jump @BIK3_167
if
$ONMISSION == 0 // integer values
else_jump @BIK3_167
if
Player.Controllable($PLAYER_CHAR)
else_jump @BIK3_167
gosub @HELP_3706
gosub @HELP_2883
00BA: text_styled 'BIKE_3' 15000 ms 2 // Hog Tied
gosub @HELP_2932
start_mission 55 // Hog Tied
:BIK3_167
jump @BIK3_10
:CUB1
thread 'CUB1'
:CUB1_10
wait 0
if
$279 == 1 // integer values
else_jump @CUB1_34
end_thread
:CUB1_34
if
Player.Defined($PLAYER_CHAR)
else_jump @CUB1_166
if
00F6: player $PLAYER_CHAR 0 $480 $481 $482 radius 2.0 2.2 3.0
else_jump @CUB1_166
if
$ONMISSION == 0 // integer values
else_jump @CUB1_166
if
Player.Controllable($PLAYER_CHAR)
else_jump @CUB1_166
gosub @HELP_3874
gosub @HELP_2883
00BA: text_styled 'CUB_1' 15000 ms 2 // Stunt Boat Challenge
gosub @HELP_2932
start_mission 56 // Stunt Boat Challenge
:CUB1_166
jump @CUB1_10
:CUB2
thread 'CUB2'
:CUB2_10
wait 0
if
$280 == 1 // integer values
else_jump @CUB2_34
end_thread
:CUB2_34
if
Player.Defined($PLAYER_CHAR)
else_jump @CUB2_166
if
00F6: player $PLAYER_CHAR 0 $480 $481 $482 radius 2.0 2.2 3.0
else_jump @CUB2_166
if
$ONMISSION == 0 // integer values
else_jump @CUB2_166
if
Player.Controllable($PLAYER_CHAR)
else_jump @CUB2_166
gosub @HELP_3874
gosub @HELP_2883
00BA: text_styled 'CUB_2' 15000 ms 2 // Cannon Fodder
gosub @HELP_2932
start_mission 57 // Cannon Fodder
:CUB2_166
jump @CUB2_10
:CUB3
thread 'CUB3'
:CUB3_10
wait 0
if
$281 == 1 // integer values
else_jump @CUB3_34
end_thread
:CUB3_34
if
Player.Defined($PLAYER_CHAR)
else_jump @CUB3_166
if
00F6: player $PLAYER_CHAR 0 $480 $481 $482 radius 2.0 2.2 3.0
else_jump @CUB3_166
if
$ONMISSION == 0 // integer values
else_jump @CUB3_166
if
Player.Controllable($PLAYER_CHAR)
else_jump @CUB3_166
gosub @HELP_3874
gosub @HELP_2883
00BA: text_styled 'CUB_3' 15000 ms 2 // Naval Engagement
gosub @HELP_2932
start_mission 58 // Naval Engagement
:CUB3_166
jump @CUB3_10
:CUB4
thread 'CUB4'
:CUB4_10
wait 0
if
$282 == 1 // integer values
else_jump @CUB4_34
end_thread
:CUB4_34
if
Player.Defined($PLAYER_CHAR)
else_jump @CUB4_492
if
00F6: player $PLAYER_CHAR 0 $480 $481 $482 radius 2.0 2.2 3.0
else_jump @CUB4_492
if
040C: german_game
else_jump @CUB4_302
if
$PASSED_HAT2_BOMBS_AWAY == 1 // integer values
else_jump @CUB4_204
if
$ONMISSION == 0 // integer values
else_jump @CUB4_197
if
Player.Controllable($PLAYER_CHAR)
else_jump @CUB4_197
gosub @HELP_3874
gosub @HELP_2883
00BA: text_styled 'CUB_4' 15000 ms 2 // Trojan Voodoo
gosub @HELP_2932
start_mission 59 // Trojan Voodoo
:CUB4_197
jump @CUB4_295
:CUB4_204
00BC: text_highpriority 'GOAWAY1' 5000 ms 1 // ~g~Come back when you have finished the Haitian gang missions.
:CUB4_219
if
00F6: player $PLAYER_CHAR 0 $480 $481 $482 radius 2.0 2.2 3.0
else_jump @CUB4_295
wait 0
if
not Player.Defined($PLAYER_CHAR)
else_jump @CUB4_288
jump @CUB4_10
:CUB4_288
jump @CUB4_219
:CUB4_295
jump @CUB4_492
:CUB4_302
if
$PASSED_HAT3_DIRTY_LICKINS == 1 // integer values
else_jump @CUB4_401
if
$ONMISSION == 0 // integer values
else_jump @CUB4_394
if
Player.Controllable($PLAYER_CHAR)
else_jump @CUB4_394
gosub @HELP_3874
gosub @HELP_2883
00BA: text_styled 'CUB_4' 15000 ms 2 // Trojan Voodoo
gosub @HELP_2932
start_mission 59 // Trojan Voodoo
:CUB4_394
jump @CUB4_492
:CUB4_401
00BC: text_highpriority 'GOAWAY1' 5000 ms 1 // ~g~Come back when you have finished the Haitian gang missions.
:CUB4_416
if
00F6: player $PLAYER_CHAR 0 $480 $481 $482 radius 2.0 2.2 3.0
else_jump @CUB4_492
wait 0
if
not Player.Defined($PLAYER_CHAR)
else_jump @CUB4_485
jump @CUB4_10
:CUB4_485
jump @CUB4_416
:CUB4_492
jump @CUB4_10
:HAT1
thread 'HAT1'
:HAT1_10
wait $DEFAULT_WAIT_TIME
if
$PASSED_HAT1_JUJU_SCRAMBLE == 1 // integer values
else_jump @HAT1_35
end_thread
:HAT1_35
if
Player.Defined($PLAYER_CHAR)
else_jump @HAT1_167
if
00F6: player $PLAYER_CHAR 0 $483 $484 $485 radius 1.5 2.0 2.0
else_jump @HAT1_167
if
$ONMISSION == 0 // integer values
else_jump @HAT1_167
if
Player.Controllable($PLAYER_CHAR)
else_jump @HAT1_167
gosub @HELP_3963
gosub @HELP_2883
00BA: text_styled 'HAT_1' 15000 ms 2 // Juju Scramble
gosub @HELP_2932
start_mission 60 // Juju Scramble
:HAT1_167
jump @HAT1_10
:HAT2
thread 'HAT2'
:HAT2_10
wait $DEFAULT_WAIT_TIME
if
$PASSED_HAT2_BOMBS_AWAY == 1 // integer values
else_jump @HAT2_35
end_thread
:HAT2_35
if
Player.Defined($PLAYER_CHAR)
else_jump @HAT2_167
if
00F6: player $PLAYER_CHAR 0 $483 $484 $485 radius 1.5 2.0 2.0
else_jump @HAT2_167
if
$ONMISSION == 0 // integer values
else_jump @HAT2_167
if
Player.Controllable($PLAYER_CHAR)
else_jump @HAT2_167
gosub @HELP_3963
gosub @HELP_2883
00BA: text_styled 'HAT_2' 15000 ms 2 // Bombs Away!
gosub @HELP_2932
start_mission 61 // Bombs Away!
:HAT2_167
jump @HAT2_10
:HAT3
thread 'HAT3'
:HAT3_10
wait $DEFAULT_WAIT_TIME
if
$PASSED_HAT3_DIRTY_LICKINS == 1 // integer values
else_jump @HAT3_35
end_thread
:HAT3_35
if
Player.Defined($PLAYER_CHAR)
else_jump @HAT3_167
if
00F6: player $PLAYER_CHAR 0 $483 $484 $485 radius 1.5 2.0 2.0
else_jump @HAT3_167
if
$ONMISSION == 0 // integer values
else_jump @HAT3_167
if
Player.Controllable($PLAYER_CHAR)
else_jump @HAT3_167
gosub @HELP_3963
gosub @HELP_2883
00BA: text_styled 'HAT_3' 15000 ms 2 // Dirty Lickin's
gosub @HELP_2932
start_mission 62 // Dirty Lickin's
:HAT3_167
jump @HAT3_10
:ROC1
thread 'ROC1'
:ROC1_10
wait $DEFAULT_WAIT_TIME
if
$PASSED_ROCK1_LOVE_JUICE == 1 // integer values
else_jump @ROC1_35
end_thread
:ROC1_35
if
Player.Defined($PLAYER_CHAR)
else_jump @ROC1_167
if
00F6: player $PLAYER_CHAR 0 $486 $487 $488 radius 1.5 2.0 2.0
else_jump @ROC1_167
if
$ONMISSION == 0 // integer values
else_jump @ROC1_167
if
Player.Controllable($PLAYER_CHAR)
else_jump @ROC1_167
gosub @HELP_3790
gosub @HELP_2883
00BA: text_styled 'ROCK_1' 15000 ms 2 // Love Juice
gosub @HELP_2932
start_mission 63 // Love Juice
:ROC1_167
jump @ROC1_10
:ROC2
thread 'ROC2'
:ROC2_10
wait $DEFAULT_WAIT_TIME
if
$PASSED_ROCK2_PSYCHO_KILLER == 1 // integer values
else_jump @ROC2_35
end_thread
:ROC2_35
if
Player.Defined($PLAYER_CHAR)
else_jump @ROC2_167
if
00F6: player $PLAYER_CHAR 0 $486 $487 $488 radius 1.5 2.0 2.0
else_jump @ROC2_167
if
$ONMISSION == 0 // integer values
else_jump @ROC2_167
if
Player.Controllable($PLAYER_CHAR)
else_jump @ROC2_167
gosub @HELP_3790
gosub @HELP_2883
00BA: text_styled 'ROCK_2' 15000 ms 2 // Psycho Killer
gosub @HELP_2932
start_mission 64 // Psycho Killer
:ROC2_167
jump @ROC2_10
:ROC3
thread 'ROC3'
:ROC3_10
wait $DEFAULT_WAIT_TIME
if
$PASSED_ROCK3_PUBLICITY_TOUR == 1 // integer values
else_jump @ROC3_35
end_thread
:ROC3_35
if
Player.Defined($PLAYER_CHAR)
else_jump @ROC3_283
if
00F6: player $PLAYER_CHAR 0 $486 $487 $488 radius 1.5 2.0 2.0
else_jump @ROC3_283
if
$277 == 1 // integer values
else_jump @ROC3_192
if
$ONMISSION == 0 // integer values
else_jump @ROC3_185
if
Player.Controllable($PLAYER_CHAR)
else_jump @ROC3_185
gosub @HELP_3790
gosub @HELP_2883
00BA: text_styled 'ROCK_3' 15000 ms 2 // Publicity Tour
gosub @HELP_2932
start_mission 65 // Publicity Tour
:ROC3_185
jump @ROC3_283
:ROC3_192
00BC: text_highpriority 'GOAWAY2' 1000 ms 2 // ~g~Come back when you have finished the Biker gang missions.
:ROC3_207
if
00F6: player $PLAYER_CHAR 0 $486 $487 $488 radius 1.5 2.0 2.0
else_jump @ROC3_283
wait 0
if
not Player.Defined($PLAYER_CHAR)
else_jump @ROC3_276
jump @ROC3_10
:ROC3_276
jump @ROC3_207
:ROC3_283
jump @ROC3_10
:SHOOT
thread 'SHOOT'
if
Player.Defined($PLAYER_CHAR)
else_jump @SHOOT_101
:SHOOT_26
if
00F6: player $PLAYER_CHAR 0 -665.63 1231.863 10.1 radius 10.0 10.0 3.0
else_jump @SHOOT_101
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @SHOOT_94
:SHOOT_94
jump @SHOOT_26
:SHOOT_101
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @SHOOT_334
if
00F6: player $PLAYER_CHAR 1 -665.63 1231.863 10.1 radius 1.0 1.0 2.0
else_jump @SHOOT_334
if
$ONMISSION == 0 // integer values
else_jump @SHOOT_334
if
Player.Controllable($PLAYER_CHAR)
else_jump @SHOOT_334
$ONMISSION = 1 // integer values
Player.CanMove($PLAYER_CHAR) = False
0169: set_fade_color 0 0 0
fade 0 1500
gosub @HELP_2932
start_mission 66 // Weapon Range
if
Player.Defined($PLAYER_CHAR)
else_jump @SHOOT_334
:SHOOT_259
if
00F6: player $PLAYER_CHAR 0 -665.63 1231.863 10.1 radius 10.0 10.0 3.0
else_jump @SHOOT_334
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @SHOOT_327
:SHOOT_327
jump @SHOOT_259
:SHOOT_334
jump @SHOOT_101
:ASSIN_1
thread 'ASSIN_1'
:ASSIN_1_10
wait $DEFAULT_WAIT_TIME
if
$298 == 1 // integer values
else_jump @ASSIN_1_40
024E: disable_phone $292
end_thread
:ASSIN_1_40
if
$ONMISSION == 0 // integer values
else_jump @ASSIN_1_70
0405: enable_phone $292
jump @ASSIN_1_75
:ASSIN_1_70
024E: disable_phone $292
:ASSIN_1_75
if
Player.Defined($PLAYER_CHAR)
else_jump @ASSIN_1_326
if
00F9: player $PLAYER_CHAR stopped 0 $516 $517 $518 radius 1.0 1.0 2.0
else_jump @ASSIN_1_326
if
$ONMISSION == 0 // integer values
else_jump @ASSIN_1_326
if
Player.Controllable($PLAYER_CHAR)
else_jump @ASSIN_1_227
$ONMISSION = 1 // integer values
024E: disable_phone $292
Player.CanMove($PLAYER_CHAR) = False
0169: set_fade_color 0 0 0
fade 0 1500
00BA: text_styled 'JOB_1' 15000 ms 2 // Road Kill
gosub @HELP_2932
start_mission 67 // Road Kill
:ASSIN_1_227
if
not Player.Defined($PLAYER_CHAR)
else_jump @ASSIN_1_250
jump @ASSIN_1_10
:ASSIN_1_250
if
00F6: player $PLAYER_CHAR 0 $516 $517 $518 radius 1.0 1.0 2.0
else_jump @ASSIN_1_326
wait 0
if
not Player.Defined($PLAYER_CHAR)
else_jump @ASSIN_1_319
jump @ASSIN_1_10
:ASSIN_1_319
jump @ASSIN_1_250
:ASSIN_1_326
jump @ASSIN_1_10
:ASSIN_2
thread 'ASSIN_2'
:ASSIN_2_10
wait $DEFAULT_WAIT_TIME
if
$299 == 1 // integer values
else_jump @ASSIN_2_40
024E: disable_phone $293
end_thread
:ASSIN_2_40
if
$ONMISSION == 0 // integer values
else_jump @ASSIN_2_70
0405: enable_phone $293
jump @ASSIN_2_75
:ASSIN_2_70
024E: disable_phone $293
:ASSIN_2_75
if
Player.Defined($PLAYER_CHAR)
else_jump @ASSIN_2_326
if
00F9: player $PLAYER_CHAR stopped 0 $519 $520 $521 radius 1.0 1.0 2.0
else_jump @ASSIN_2_326
if
$ONMISSION == 0 // integer values
else_jump @ASSIN_2_326
if
Player.Controllable($PLAYER_CHAR)
else_jump @ASSIN_2_227
$ONMISSION = 1 // integer values
024E: disable_phone $293
Player.CanMove($PLAYER_CHAR) = False
0169: set_fade_color 0 0 0
fade 0 1500
00BA: text_styled 'JOB_2' 15000 ms 2 // Waste the Wife
gosub @HELP_2932
start_mission 68 // Waste the Wife
:ASSIN_2_227
if
not Player.Defined($PLAYER_CHAR)
else_jump @ASSIN_2_250
jump @ASSIN_2_10
:ASSIN_2_250
if
00F6: player $PLAYER_CHAR 0 $519 $520 $521 radius 1.0 1.0 2.0
else_jump @ASSIN_2_326
wait 0
if
not Player.Defined($PLAYER_CHAR)
else_jump @ASSIN_2_319
jump @ASSIN_2_10
:ASSIN_2_319
jump @ASSIN_2_250
:ASSIN_2_326
jump @ASSIN_2_10
:ASSIN_3
thread 'ASSIN_3'
:ASSIN_3_10
wait $DEFAULT_WAIT_TIME
if
$300 == 1 // integer values
else_jump @ASSIN_3_40
024E: disable_phone $294
end_thread
:ASSIN_3_40
if
$ONMISSION == 0 // integer values
else_jump @ASSIN_3_70
0405: enable_phone $294
jump @ASSIN_3_75
:ASSIN_3_70
024E: disable_phone $294
:ASSIN_3_75
if
Player.Defined($PLAYER_CHAR)
else_jump @ASSIN_3_326
if
00F9: player $PLAYER_CHAR stopped 0 $522 $523 $524 radius 1.0 1.0 2.0
else_jump @ASSIN_3_326
if
$ONMISSION == 0 // integer values
else_jump @ASSIN_3_326
if
Player.Controllable($PLAYER_CHAR)
else_jump @ASSIN_3_227
$ONMISSION = 1 // integer values
024E: disable_phone $294
Player.CanMove($PLAYER_CHAR) = False
0169: set_fade_color 0 0 0
fade 0 1500
00BA: text_styled 'JOB_3' 15000 ms 2 // Autocide
gosub @HELP_2932
start_mission 69 // Autocide
:ASSIN_3_227
if
not Player.Defined($PLAYER_CHAR)
else_jump @ASSIN_3_250
jump @ASSIN_3_10
:ASSIN_3_250
if
00F6: player $PLAYER_CHAR 0 $522 $523 $524 radius 1.0 1.0 2.0
else_jump @ASSIN_3_326
wait 0
if
not Player.Defined($PLAYER_CHAR)
else_jump @ASSIN_3_319
jump @ASSIN_3_10
:ASSIN_3_319
jump @ASSIN_3_250
:ASSIN_3_326
jump @ASSIN_3_10
:ASSIN_4
thread 'ASSIN_4'
:ASSIN_4_10
wait $DEFAULT_WAIT_TIME
if
$301 == 1 // integer values
else_jump @ASSIN_4_40
024E: disable_phone $295
end_thread
:ASSIN_4_40
if
$ONMISSION == 0 // integer values
else_jump @ASSIN_4_70
0405: enable_phone $295
jump @ASSIN_4_75
:ASSIN_4_70
024E: disable_phone $295
:ASSIN_4_75
if
Player.Defined($PLAYER_CHAR)
else_jump @ASSIN_4_326
if
00F9: player $PLAYER_CHAR stopped 0 $525 $526 $527 radius 1.0 1.0 2.0
else_jump @ASSIN_4_326
if
$ONMISSION == 0 // integer values
else_jump @ASSIN_4_326
if
Player.Controllable($PLAYER_CHAR)
else_jump @ASSIN_4_227
$ONMISSION = 1 // integer values
024E: disable_phone $295
Player.CanMove($PLAYER_CHAR) = False
0169: set_fade_color 0 0 0
fade 0 1500
00BA: text_styled 'JOB_4' 15000 ms 2 // Check Out at the Check In
gosub @HELP_2932
start_mission 70 // Check Out at the Check In
:ASSIN_4_227
if
not Player.Defined($PLAYER_CHAR)
else_jump @ASSIN_4_250
jump @ASSIN_4_10
:ASSIN_4_250
if
00F6: player $PLAYER_CHAR 0 $525 $526 $527 radius 1.0 1.0 2.0
else_jump @ASSIN_4_326
wait 0
if
not Player.Defined($PLAYER_CHAR)
else_jump @ASSIN_4_319
jump @ASSIN_4_10
:ASSIN_4_319
jump @ASSIN_4_250
:ASSIN_4_326
jump @ASSIN_4_10
:ASSIN_5
thread 'ASSIN_5'
:ASSIN_5_10
wait $DEFAULT_WAIT_TIME
if
$302 == 1 // integer values
else_jump @ASSIN_5_40
024E: disable_phone $296
end_thread
:ASSIN_5_40
if
$ONMISSION == 0 // integer values
else_jump @ASSIN_5_70
0405: enable_phone $296
jump @ASSIN_5_75
:ASSIN_5_70
024E: disable_phone $296
:ASSIN_5_75
if
Player.Defined($PLAYER_CHAR)
else_jump @ASSIN_5_326
if
00F9: player $PLAYER_CHAR stopped 0 $528 $529 $530 radius 1.0 1.0 2.0
else_jump @ASSIN_5_326
if
$ONMISSION == 0 // integer values
else_jump @ASSIN_5_326
if
Player.Controllable($PLAYER_CHAR)
else_jump @ASSIN_5_227
$ONMISSION = 1 // integer values
024E: disable_phone $296
Player.CanMove($PLAYER_CHAR) = False
0169: set_fade_color 0 0 0
fade 0 1500
00BA: text_styled 'JOB_5' 15000 ms 2 // Loose Ends
gosub @HELP_2932
start_mission 71 // Loose Ends
:ASSIN_5_227
if
not Player.Defined($PLAYER_CHAR)
else_jump @ASSIN_5_250
jump @ASSIN_5_10
:ASSIN_5_250
if
00F6: player $PLAYER_CHAR 0 $528 $529 $530 radius 1.0 1.0 2.0
else_jump @ASSIN_5_326
wait 0
if
not Player.Defined($PLAYER_CHAR)
else_jump @ASSIN_5_319
jump @ASSIN_5_10
:ASSIN_5_319
jump @ASSIN_5_250
:ASSIN_5_326
jump @ASSIN_5_10
:TWAR1
thread 'TWAR1'
:TWAR1_10
wait $DEFAULT_WAIT_TIME
if
$308 == 1 // integer values
else_jump @TWAR1_35
end_thread
:TWAR1_35
if
Player.Defined($PLAYER_CHAR)
else_jump @TWAR1_349
if and
00DE: player $PLAYER_CHAR driving_vehicle_type #KAUFMAN
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $489 $490 $491 radius 2.0 2.0 2.0
else_jump @TWAR1_292
if
$ONMISSION == 0 // integer values
else_jump @TWAR1_292
if
Player.Controllable($PLAYER_CHAR)
else_jump @TWAR1_193
$370 = 1 // integer values
gosub @HELP_4047
00BA: text_styled 'TAXI_1' 15000 ms 2 // V.I.P.
if
$371 == 0 // integer values
else_jump @TWAR1_193
start_mission 72 // V.I.P.
$371 = 1 // integer values
:TWAR1_193
if
not Player.Defined($PLAYER_CHAR)
else_jump @TWAR1_216
jump @TWAR1_10
:TWAR1_216
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $489 $490 $491 radius 2.0 2.0 2.0
else_jump @TWAR1_292
wait 0
if
not Player.Defined($PLAYER_CHAR)
else_jump @TWAR1_285
jump @TWAR1_10
:TWAR1_285
jump @TWAR1_216
:TWAR1_292
if
00F6: player $PLAYER_CHAR 0 $489 $490 $491 radius 1.0 2.0 2.0
else_jump @TWAR1_349
00BC: text_highpriority 'NOTAXI' 1000 ms 2 // ~g~You need a Kaufman Cab to activate this mission.
:TWAR1_349
jump @TWAR1_10
:TWAR2
thread 'TWAR2'
:TWAR2_10
wait $DEFAULT_WAIT_TIME
if
$309 == 1 // integer values
else_jump @TWAR2_35
end_thread
:TWAR2_35
if
Player.Defined($PLAYER_CHAR)
else_jump @TWAR2_349
if and
00DE: player $PLAYER_CHAR driving_vehicle_type #KAUFMAN
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $489 $490 $491 radius 2.0 2.0 2.0
else_jump @TWAR2_292
if
$ONMISSION == 0 // integer values
else_jump @TWAR2_292
if
Player.Controllable($PLAYER_CHAR)
else_jump @TWAR2_193
$370 = 1 // integer values
gosub @HELP_4047
00BA: text_styled 'TAXI_2' 15000 ms 2 // Friendly Rivalry
if
$371 == 0 // integer values
else_jump @TWAR2_193
start_mission 73 // Friendly Rivalry
$371 = 1 // integer values
:TWAR2_193
if
not Player.Defined($PLAYER_CHAR)
else_jump @TWAR2_216
jump @TWAR2_10
:TWAR2_216
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $489 $490 $491 radius 2.0 2.0 2.0
else_jump @TWAR2_292
wait 0
if
not Player.Defined($PLAYER_CHAR)
else_jump @TWAR2_285
jump @TWAR2_10
:TWAR2_285
jump @TWAR2_216
:TWAR2_292
if
00F6: player $PLAYER_CHAR 0 $489 $490 $491 radius 1.0 2.0 2.0
else_jump @TWAR2_349
00BC: text_highpriority 'NOTAXI' 1000 ms 2 // ~g~You need a Kaufman Cab to activate this mission.
:TWAR2_349
jump @TWAR2_10
:TWAR3
thread 'TWAR3'
:TWAR3_10
wait $DEFAULT_WAIT_TIME
if
$310 == 1 // integer values
else_jump @TWAR3_35
end_thread
:TWAR3_35
if
Player.Defined($PLAYER_CHAR)
else_jump @TWAR3_349
if and
00DE: player $PLAYER_CHAR driving_vehicle_type #KAUFMAN
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $489 $490 $491 radius 2.0 2.0 2.0
else_jump @TWAR3_292
if
$ONMISSION == 0 // integer values
else_jump @TWAR3_292
if
Player.Controllable($PLAYER_CHAR)
else_jump @TWAR3_193
$370 = 1 // integer values
gosub @HELP_4047
00BA: text_styled 'TAXI_3' 15000 ms 2 // Cabmaggedon
if
$371 == 0 // integer values
else_jump @TWAR3_193
start_mission 74 // Cabmaggedon
$371 = 1 // integer values
:TWAR3_193
if
not Player.Defined($PLAYER_CHAR)
else_jump @TWAR3_216
jump @TWAR3_10
:TWAR3_216
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $489 $490 $491 radius 2.0 2.0 2.0
else_jump @TWAR3_292
wait 0
if
not Player.Defined($PLAYER_CHAR)
else_jump @TWAR3_285
jump @TWAR3_10
:TWAR3_285
jump @TWAR3_216
:TWAR3_292
if
00F6: player $PLAYER_CHAR 0 $489 $490 $491 radius 1.0 2.0 2.0
else_jump @TWAR3_349
00BC: text_highpriority 'NOTAXI' 1000 ms 2 // ~g~You need a Kaufman Cab to activate this mission.
:TWAR3_349
jump @TWAR3_10
:TAXI_L
thread 'TAXI_L'
:TAXI_L_10
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @TAXI_L_474
if
8596: not player $PLAYER_CHAR riding_mission_restart_taxi
else_jump @TAXI_L_474
if
02DE: player $PLAYER_CHAR driving_taxi_vehicle
else_jump @TAXI_L_447
if
$ONMISSION == 0 // integer values
else_jump @TAXI_L_440
0293: $18 = get_controller_mode
if
$25 == 1 // integer values
else_jump @TAXI_L_173
if
$370 == 0 // integer values
else_jump @TAXI_L_173
if
not $18 == 3 // integer values
else_jump @TAXI_L_156
03E5: text_box 'TTUTOR' // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle taxi missions on or off.
jump @TAXI_L_166
:TAXI_L_156
03E5: text_box 'TTUTOR2' // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle taxi missions on or off.
:TAXI_L_166
$370 = 1 // integer values
:TAXI_L_173
if
not $18 == 3 // integer values
else_jump @TAXI_L_319
if
00E1: player 0 pressed_button 19
else_jump @TAXI_L_312
:TAXI_L_208
if
00E1: player 0 pressed_button 19
else_jump @TAXI_L_264
wait 0
if or
not Player.Defined($PLAYER_CHAR)
82DE: not player $PLAYER_CHAR driving_taxi_vehicle
else_jump @TAXI_L_257
jump @TAXI_L
:TAXI_L_257
jump @TAXI_L_208
:TAXI_L_264
00BA: text_styled 'TAXI_M' 6000 ms 5 // 'TAXI DRIVER'
wait 0
if
$371 == 0 // integer values
else_jump @TAXI_L_312
start_mission 75 // TAXI DRIVER
$371 = 1 // integer values
:TAXI_L_312
jump @TAXI_L_440
:TAXI_L_319
if
00E1: player 0 pressed_button 14
else_jump @TAXI_L_440
:TAXI_L_336
if
00E1: player 0 pressed_button 14
else_jump @TAXI_L_392
wait 0
if or
not Player.Defined($PLAYER_CHAR)
82DE: not player $PLAYER_CHAR driving_taxi_vehicle
else_jump @TAXI_L_385
jump @TAXI_L
:TAXI_L_385
jump @TAXI_L_336
:TAXI_L_392
00BA: text_styled 'TAXI_M' 6000 ms 5 // 'TAXI DRIVER'
wait 0
if
$371 == 0 // integer values
else_jump @TAXI_L_440
start_mission 75 // TAXI DRIVER
$371 = 1 // integer values
:TAXI_L_440
jump @TAXI_L_474
:TAXI_L_447
if
$370 == 1 // integer values
else_jump @TAXI_L_474
03E6: remove_text_box
$370 = 0 // integer values
:TAXI_L_474
jump @TAXI_L_10
:AMBULA
thread 'AMBULA'
:AMBULA_10
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @AMBULA_438
if
00DE: player $PLAYER_CHAR driving_vehicle_type #AMBULAN
else_jump @AMBULA_411
if and
$ONMISSION == 0 // integer values
$319 == 0 // integer values
else_jump @AMBULA_404
0293: $18 = get_controller_mode
if
$25 == 1 // integer values
else_jump @AMBULA_167
if
$318 == 0 // integer values
else_jump @AMBULA_167
if
not $18 == 3 // integer values
else_jump @AMBULA_150
03E5: text_box 'ATUTOR' // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ ~w~button to toggle Paramedic missions on or off.
jump @AMBULA_160
:AMBULA_150
03E5: text_box 'ATUTOR3' // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle Paramedic missions on or off.
:AMBULA_160
$318 = 1 // integer values
:AMBULA_167
if
not $18 == 3 // integer values
else_jump @AMBULA_298
if
00E1: player 0 pressed_button 19
else_jump @AMBULA_291
:AMBULA_202
if
00E1: player 0 pressed_button 19
else_jump @AMBULA_261
wait 0
if or
not Player.Defined($PLAYER_CHAR)
80DE: not player $PLAYER_CHAR driving_vehicle_type #AMBULAN
else_jump @AMBULA_254
jump @AMBULA
:AMBULA_254
jump @AMBULA_202
:AMBULA_261
00BA: text_styled 'AMBUL_M' 6000 ms 5 // 'PARAMEDIC'
wait 0
start_mission 76 // PARAMEDIC
$318 = 1 // integer values
:AMBULA_291
jump @AMBULA_404
:AMBULA_298
if
00E1: player 0 pressed_button 14
else_jump @AMBULA_404
:AMBULA_315
if
00E1: player 0 pressed_button 14
else_jump @AMBULA_374
wait 0
if or
not Player.Defined($PLAYER_CHAR)
80DE: not player $PLAYER_CHAR driving_vehicle_type #AMBULAN
else_jump @AMBULA_367
jump @AMBULA
:AMBULA_367
jump @AMBULA_315
:AMBULA_374
00BA: text_styled 'AMBUL_M' 6000 ms 5 // 'PARAMEDIC'
wait 0
start_mission 76 // PARAMEDIC
$318 = 1 // integer values
:AMBULA_404
jump @AMBULA_438
:AMBULA_411
if
$318 == 1 // integer values
else_jump @AMBULA_438
03E6: remove_text_box
$318 = 0 // integer values
:AMBULA_438
jump @AMBULA_10
:FIRE
thread 'FIRE'
:FIRE_10
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @FIRE_438
if
00DE: player $PLAYER_CHAR driving_vehicle_type #FIRETRUK
else_jump @FIRE_411
if and
$ONMISSION == 0 // integer values
$321 == 0 // integer values
else_jump @FIRE_404
0293: $18 = get_controller_mode
if
$25 == 1 // integer values
else_jump @FIRE_167
if
$320 == 0 // integer values
else_jump @FIRE_167
if
not $18 == 3 // integer values
else_jump @FIRE_150
03E5: text_box 'FTUTOR' // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle fire truck missions on or off.
jump @FIRE_160
:FIRE_150
03E5: text_box 'FTUTOR2' // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle fire truck missions on or off.
:FIRE_160
$320 = 1 // integer values
:FIRE_167
if
not $18 == 3 // integer values
else_jump @FIRE_298
if
00E1: player 0 pressed_button 19
else_jump @FIRE_291
:FIRE_202
if
00E1: player 0 pressed_button 19
else_jump @FIRE_261
wait 0
if or
not Player.Defined($PLAYER_CHAR)
80DE: not player $PLAYER_CHAR driving_vehicle_type #FIRETRUK
else_jump @FIRE_254
jump @FIRE
:FIRE_254
jump @FIRE_202
:FIRE_261
00BA: text_styled 'FIRE_M' 6000 ms 5 // 'FIREFIGHTER'
wait 0
start_mission 77 // FIREFIGHTER
$320 = 1 // integer values
:FIRE_291
jump @FIRE_404
:FIRE_298
if
00E1: player 0 pressed_button 14
else_jump @FIRE_404
:FIRE_315
if
00E1: player 0 pressed_button 14
else_jump @FIRE_374
wait 0
if or
not Player.Defined($PLAYER_CHAR)
80DE: not player $PLAYER_CHAR driving_vehicle_type #FIRETRUK
else_jump @FIRE_367
jump @FIRE
:FIRE_367
jump @FIRE_315
:FIRE_374
00BA: text_styled 'FIRE_M' 6000 ms 5 // 'FIREFIGHTER'
wait 0
start_mission 77 // FIREFIGHTER
$320 = 1 // integer values
:FIRE_404
jump @FIRE_438
:FIRE_411
if
$320 == 1 // integer values
else_jump @FIRE_438
03E6: remove_text_box
$320 = 0 // integer values
:FIRE_438
jump @FIRE_10
:COP
thread 'COP'
:COP_10
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @COP_670
if or
056C: actor $PLAYER_ACTOR driving_police_vehicle
00DE: player $PLAYER_CHAR driving_vehicle_type #HUNTER
00DE: player $PLAYER_CHAR driving_vehicle_type #FBICAR
else_jump @COP_643
if
$ONMISSION == 0 // integer values
else_jump @COP_636
0293: $18 = get_controller_mode
if
$25 == 1 // integer values
else_jump @COP_173
if
$322 == 0 // integer values
else_jump @COP_173
if
not $18 == 3 // integer values
else_jump @COP_156
03E5: text_box 'CTUTOR' // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle Vigilante missions on or off.
jump @COP_166
:COP_156
03E5: text_box 'CTUTOR2' // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle Vigilante missions on or off.
:COP_166
$322 = 1 // integer values
:COP_173
if
not $18 == 3 // integer values
else_jump @COP_417
if
00E1: player 0 pressed_button 19
else_jump @COP_410
:COP_208
if
00E1: player 0 pressed_button 19
else_jump @COP_298
wait 0
if
not Player.Defined($PLAYER_CHAR)
else_jump @COP_252
jump @COP
:COP_252
if and
856C: not actor $PLAYER_ACTOR driving_police_vehicle
80DE: not player $PLAYER_CHAR driving_vehicle_type #HUNTER
80DE: not player $PLAYER_CHAR driving_vehicle_type #FBICAR
else_jump @COP_291
jump @COP
:COP_291
jump @COP_208
:COP_298
if
00DE: player $PLAYER_CHAR driving_vehicle_type #HUNTER
else_jump @COP_339
00BA: text_styled 'COP_M3' 6000 ms 5 // 'BROWN THUNDER'
jump @COP_395
:COP_339
if
00DE: player $PLAYER_CHAR driving_vehicle_type #CHEETAH
else_jump @COP_380
00BA: text_styled 'COP_M2' 6000 ms 5 // 'VICE SQUAD'
jump @COP_395
:COP_380
00BA: text_styled 'COP_M' 6000 ms 5 // 'VIGILANTE'
:COP_395
wait 0
start_mission 78 // VIGILANTE
$322 = 1 // integer values
:COP_410
jump @COP_636
:COP_417
if
00E1: player 0 pressed_button 14
else_jump @COP_636
:COP_434
if
00E1: player 0 pressed_button 14
else_jump @COP_524
wait 0
if
not Player.Defined($PLAYER_CHAR)
else_jump @COP_478
jump @COP
:COP_478
if and
856C: not actor $PLAYER_ACTOR driving_police_vehicle
80DE: not player $PLAYER_CHAR driving_vehicle_type #HUNTER
80DE: not player $PLAYER_CHAR driving_vehicle_type #FBICAR
else_jump @COP_517
jump @COP
:COP_517
jump @COP_434
:COP_524
if
00DE: player $PLAYER_CHAR driving_vehicle_type #HUNTER
else_jump @COP_565
00BA: text_styled 'COP_M3' 6000 ms 5 // 'BROWN THUNDER'
jump @COP_621
:COP_565
if
00DE: player $PLAYER_CHAR driving_vehicle_type #CHEETAH
else_jump @COP_606
00BA: text_styled 'COP_M2' 6000 ms 5 // 'VICE SQUAD'
jump @COP_621
:COP_606
00BA: text_styled 'COP_M' 6000 ms 5 // 'VIGILANTE'
:COP_621
wait 0
start_mission 78 // VIGILANTE
$322 = 1 // integer values
:COP_636
jump @COP_670
:COP_643
if
$322 == 1 // integer values
else_jump @COP_670
03E6: remove_text_box
$322 = 0 // integer values
:COP_670
jump @COP_10
:STADIUM
thread 'STADIUM'
:STADIUM_10
wait $DEFAULT_WAIT_TIME
00BF: $9 = current_time_hours, $10 = current_time_minutes
if
$9 > 19 // integer values
else_jump @STADIUM_507
if
$ONMISSION == 0 // integer values
else_jump @STADIUM_391
if
Player.Defined($PLAYER_CHAR)
else_jump @STADIUM_384
if
Player.Controllable($PLAYER_CHAR)
else_jump @STADIUM_384
if
$7 == 0 // integer values
else_jump @STADIUM_116
$7 = 1 // integer values
:STADIUM_116
if
$11 == 1 // integer values
else_jump @STADIUM_161
Object.Angle($ARENA_DOOR_1) = 90.0
Object.Angle($ARENA_DOOR_2) = -90.0
$11 = 0 // integer values
:STADIUM_161
if
00F6: player $PLAYER_CHAR 0 -1110.331 1331.096 20.1119 radius 2.0 2.0 2.0
else_jump @STADIUM_384
$ONMISSION = 1 // integer values
0169: set_fade_color 0 0 0
fade 0 1500
if
$8 == 0 // integer values
else_jump @STADIUM_282
$ONMISSION = 1 // integer values
00BA: text_styled 'HOTRNG' 15000 ms 2 // HOTRING
gosub @HELP_2932
start_mission 79 // HOTRING
:STADIUM_282
if
$8 == 1 // integer values
else_jump @STADIUM_333
$ONMISSION = 1 // integer values
00BA: text_styled 'BLODRNG' 15000 ms 2 // BLOODRING
gosub @HELP_2932
start_mission 80 // BLOODRING
:STADIUM_333
if
$8 == 2 // integer values
else_jump @STADIUM_384
$ONMISSION = 1 // integer values
00BA: text_styled 'DIRTRNG' 15000 ms 2 // DIRTRING
gosub @HELP_2932
start_mission 81 // DIRTRING
:STADIUM_384
jump @STADIUM_500
:STADIUM_391
if
$11 == 0 // integer values
else_jump @STADIUM_500
if
Player.Defined($PLAYER_CHAR)
else_jump @STADIUM_500
if
8057: not player $PLAYER_CHAR 0 -1118.978 1326.515 19.076 -1108.978 1335.515 23.076
else_jump @STADIUM_500
Object.Angle($ARENA_DOOR_1) = 0.0
Object.Angle($ARENA_DOOR_2) = 0.0
$11 = 1 // integer values
:STADIUM_500
jump @STADIUM_835
:STADIUM_507
if
$11 == 0 // integer values
else_jump @STADIUM_616
if
Player.Defined($PLAYER_CHAR)
else_jump @STADIUM_616
if
8057: not player $PLAYER_CHAR 0 -1118.978 1326.515 19.076 -1108.978 1335.515 23.076
else_jump @STADIUM_616
Object.Angle($ARENA_DOOR_1) = 0.0
Object.Angle($ARENA_DOOR_2) = 0.0
$11 = 1 // integer values
:STADIUM_616
if
$7 == 1 // integer values
else_jump @STADIUM_835
$8 += 1 // integer values
if
$8 == 3 // integer values
else_jump @STADIUM_666
$8 = 0 // integer values
:STADIUM_666
if
$8 == 0 // integer values
else_jump @STADIUM_720
Object.Destroy($6)
$6 = Object.Init(#DTHOTRING_A, -1037.08, 1340.258, 36.552)
Object.RemoveFromMissionCleanupList($6)
054D: display_message_at_stadium 0
:STADIUM_720
if
$8 == 1 // integer values
else_jump @STADIUM_774
Object.Destroy($6)
$6 = Object.Init(#DTBLOODRING_A, -1037.08, 1340.258, 36.552)
Object.RemoveFromMissionCleanupList($6)
054D: display_message_at_stadium 1
:STADIUM_774
if
$8 == 2 // integer values
else_jump @STADIUM_828
Object.Destroy($6)
$6 = Object.Init(#DTDIRTRING_A, -1037.08, 1340.258, 36.552)
Object.RemoveFromMissionCleanupList($6)
054D: display_message_at_stadium 2
:STADIUM_828
$7 = 0 // integer values
:STADIUM_835
jump @STADIUM_10
:RACES
thread 'RACES'
:RACES_10
wait $DEFAULT_WAIT_TIME
if
Player.Defined($PLAYER_CHAR)
else_jump @RACES_121
if
$ONMISSION == 0 // integer values
else_jump @RACES_121
if
Player.Controllable($PLAYER_CHAR)
else_jump @RACES_121
if
00F6: player $PLAYER_CHAR 0 -967.705 -827.3005 5.7702 radius 1.5 2.0 2.0
else_jump @RACES_121
wait 0
start_mission 82 // Sunshine Autos Races
:RACES_121
jump @RACES_10
:ICE1
thread 'ICE1'
:ICE1_10
wait $DEFAULT_WAIT_TIME
if
$337 == 1 // integer values
else_jump @ICE1_35
end_thread
:ICE1_35
if
Player.Defined($PLAYER_CHAR)
else_jump @ICE1_264
if and
00DE: player $PLAYER_CHAR driving_vehicle_type #MRWHOOP
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $495 $496 $497 radius 2.0 2.0 2.0
else_jump @ICE1_264
if
$ONMISSION == 0 // integer values
else_jump @ICE1_264
if
Player.Controllable($PLAYER_CHAR)
else_jump @ICE1_165
00BA: text_styled 'CREAM' 15000 ms 2 // Distribution
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1
start_mission 83 // Distribution
:ICE1_165
if
not Player.Defined($PLAYER_CHAR)
else_jump @ICE1_188
jump @ICE1_10
:ICE1_188
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $495 $496 $497 radius 2.0 2.0 2.0
else_jump @ICE1_264
wait 0
if
not Player.Defined($PLAYER_CHAR)
else_jump @ICE1_257
jump @ICE1_10
:ICE1_257
jump @ICE1_188
:ICE1_264
jump @ICE1_10
:HELI1
thread 'HELI1'
:HELI1_10
wait $DEFAULT_WAIT_TIME
if
Player.Defined($PLAYER_CHAR)
else_jump @HELI1_233
if and
00DE: player $PLAYER_CHAR driving_vehicle_type #SPARROW
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $498 $499 $500 radius 2.0 2.0 2.0
else_jump @HELI1_233
if
$ONMISSION == 0 // integer values
else_jump @HELI1_233
if
Player.Controllable($PLAYER_CHAR)
else_jump @HELI1_134
00BA: text_styled 'HELI_1' 15000 ms 5 // Downtown Chopper Checkpoint
start_mission 84 // Downtown Chopper Checkpoint
:HELI1_134
if
not Player.Defined($PLAYER_CHAR)
else_jump @HELI1_157
jump @HELI1_10
:HELI1_157
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $498 $499 $500 radius 2.0 2.0 2.0
else_jump @HELI1_233
wait 0
if
not Player.Defined($PLAYER_CHAR)
else_jump @HELI1_226
jump @HELI1_10
:HELI1_226
jump @HELI1_157
:HELI1_233
jump @HELI1_10
:HELI2
thread 'HELI2'
:HELI2_10
wait $DEFAULT_WAIT_TIME
if
Player.Defined($PLAYER_CHAR)
else_jump @HELI2_233
if and
00DE: player $PLAYER_CHAR driving_vehicle_type #SPARROW
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $501 $502 $503 radius 2.0 2.0 2.0
else_jump @HELI2_233
if
$ONMISSION == 0 // integer values
else_jump @HELI2_233
if
Player.Controllable($PLAYER_CHAR)
else_jump @HELI2_134
00BA: text_styled 'HELI_2' 15000 ms 5 // Ocean Beach Chopper Checkpoint
start_mission 85 // Ocean Beach Chopper Checkpoint
:HELI2_134
if
not Player.Defined($PLAYER_CHAR)
else_jump @HELI2_157
jump @HELI2_10
:HELI2_157
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $501 $502 $503 radius 2.0 2.0 2.0
else_jump @HELI2_233
wait 0
if
not Player.Defined($PLAYER_CHAR)
else_jump @HELI2_226
jump @HELI2_10
:HELI2_226
jump @HELI2_157
:HELI2_233
jump @HELI2_10
:HELI3
thread 'HELI3'
:HELI3_10
wait $DEFAULT_WAIT_TIME
if
Player.Defined($PLAYER_CHAR)
else_jump @HELI3_233
if and
00DE: player $PLAYER_CHAR driving_vehicle_type #SPARROW
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $504 $505 $506 radius 2.0 2.0 2.0
else_jump @HELI3_233
if
$ONMISSION == 0 // integer values
else_jump @HELI3_233
if
Player.Controllable($PLAYER_CHAR)
else_jump @HELI3_134
00BA: text_styled 'HELI_3' 15000 ms 5 // Vice Point Chopper Checkpoint
start_mission 86 // Vice Point Chopper Checkpoint
:HELI3_134
if
not Player.Defined($PLAYER_CHAR)
else_jump @HELI3_157
jump @HELI3_10
:HELI3_157
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $504 $505 $506 radius 2.0 2.0 2.0
else_jump @HELI3_233
wait 0
if
not Player.Defined($PLAYER_CHAR)
else_jump @HELI3_226
jump @HELI3_10
:HELI3_226
jump @HELI3_157
:HELI3_233
jump @HELI3_10
:HELI4
thread 'HELI4'
:HELI4_10
wait $DEFAULT_WAIT_TIME
if
Player.Defined($PLAYER_CHAR)
else_jump @HELI4_233
if and
00DE: player $PLAYER_CHAR driving_vehicle_type #SPARROW
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $507 $508 $509 radius 2.0 2.0 2.0
else_jump @HELI4_233
if
$ONMISSION == 0 // integer values
else_jump @HELI4_233
if
Player.Controllable($PLAYER_CHAR)
else_jump @HELI4_134
00BA: text_styled 'HELI_4' 15000 ms 5 // Little Haiti Chopper Checkpoint
start_mission 87 // Little Haiti Chopper Checkpoint
:HELI4_134
if
not Player.Defined($PLAYER_CHAR)
else_jump @HELI4_157
jump @HELI4_10
:HELI4_157
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $507 $508 $509 radius 2.0 2.0 2.0
else_jump @HELI4_233
wait 0
if
not Player.Defined($PLAYER_CHAR)
else_jump @HELI4_226
jump @HELI4_10
:HELI4_226
jump @HELI4_157
:HELI4_233
jump @HELI4_10
:BMXLOOP
thread 'BMXLOOP'
:BMXLOOP_10
wait $DEFAULT_WAIT_TIME
if
Player.Defined($PLAYER_CHAR)
else_jump @BMXLOOP_264
if
$ONMISSION == 0 // integer values
else_jump @BMXLOOP_264
if or
00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
00DE: player $PLAYER_CHAR driving_vehicle_type #LANDSTAL
else_jump @BMXLOOP_131
if
8057: not player $PLAYER_CHAR 0 -430.0 1405.0 8.5 -420.0 1415.0 12.5
else_jump @BMXLOOP_131
$356 = 1 // integer values
:BMXLOOP_131
if
$356 == 0 // integer values
else_jump @BMXLOOP_225
if
00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
else_jump @BMXLOOP_187
00BA: text_styled 'BMX_1' 15000 ms 2 // 'Trial by Dirt'
start_mission 88 // Trial by Dirt
:BMXLOOP_187
if
00DE: player $PLAYER_CHAR driving_vehicle_type #LANDSTAL
else_jump @BMXLOOP_225
00BA: text_styled 'BMX_2' 15000 ms 2 // 'Test Track'
start_mission 89 // Test Track
:BMXLOOP_225
if
Player.Defined($PLAYER_CHAR)
else_jump @BMXLOOP_264
if
80E0: not player $PLAYER_CHAR driving
else_jump @BMXLOOP_264
$356 = 0 // integer values
:BMXLOOP_264
jump @BMXLOOP_10
:O4X4_1
thread 'O4X4_1'
:O4X4_1_10
wait $DEFAULT_WAIT_TIME
if
$339 == 0 // integer values
else_jump @O4X4_1_41
$345 = 300 // integer values
:O4X4_1_41
if
Player.Defined($PLAYER_CHAR)
else_jump @O4X4_1_248
if and
$ONMISSION == 0 // integer values
0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point
else_jump @O4X4_1_248
if and
00DE: player $PLAYER_CHAR driving_vehicle_type #PCJ600
8057: not player $PLAYER_CHAR 0 504.4 -311.8 12.0 510.4 -305.8 14.0
else_jump @O4X4_1_151
$342 = 1 // integer values
:O4X4_1_151
if
80E0: not player $PLAYER_CHAR driving
else_jump @O4X4_1_174
$342 = 0 // integer values
:O4X4_1_174
if and
00DE: player $PLAYER_CHAR driving_vehicle_type #PCJ600
$342 == 0 // integer values
else_jump @O4X4_1_207
$354 = 1 // integer values
:O4X4_1_207
if
$354 == 1 // integer values
else_jump @O4X4_1_248
00BA: text_styled 'T4X4_1' 15000 ms 2 // 'PCJ Playground'
wait 0
start_mission 90 // PCJ Playground
:O4X4_1_248
jump @O4X4_1_10
:MULTI
thread 'MULTI'
:MULTI_10
wait $DEFAULT_WAIT_TIME
if
$351 == 0 // integer values
else_jump @MULTI_40
$352 = 120 // integer values
:MULTI_40
if
Player.Defined($PLAYER_CHAR)
else_jump @MULTI_225
if
$ONMISSION == 0 // integer values
else_jump @MULTI_225
if and
00DE: player $PLAYER_CHAR driving_vehicle_type #STALLION
8057: not player $PLAYER_CHAR 0 125.0 -1155.0 27.0 130.0 -1160.0 33.0
else_jump @MULTI_137
$353 = 1 // integer values
:MULTI_137
if and
00DE: player $PLAYER_CHAR driving_vehicle_type #STALLION
$353 == 0 // integer values
else_jump @MULTI_186
00BA: text_styled 'MM_1' 15000 ms 2 // 'CONE CRAZY'
wait 0
start_mission 91 // Cone Crazy
:MULTI_186
if
Player.Defined($PLAYER_CHAR)
else_jump @MULTI_225
if
80E0: not player $PLAYER_CHAR driving
else_jump @MULTI_225
$353 = 0 // integer values
:MULTI_225
jump @MULTI_10
:PIZZ
thread 'PIZZ'
wait $DEFAULT_WAIT_TIME
if
Player.Defined($PLAYER_CHAR)
else_jump @PIZZ_292
if
$ONMISSION == 0 // integer values
else_jump @PIZZ_292
if
$389 == 0 // integer values
else_jump @PIZZ_292
if and
00DE: player $PLAYER_CHAR driving_vehicle_type #PIZZABOY
8057: not player $PLAYER_CHAR 0 -894.1 798.7 1.0 -914.1 818.7 21.0
8057: not player $PLAYER_CHAR 0 -1018.7 78.6 1.2 -1038.7 98.6 21.2
8057: not player $PLAYER_CHAR 0 403.8 87.7 0.9 423.8 107.7 20.9
else_jump @PIZZ_204
$390 = 1 // integer values
:PIZZ_204
if and
00DE: player $PLAYER_CHAR driving_vehicle_type #PIZZABOY
$390 == 0 // integer values
else_jump @PIZZ_253
00BA: text_styled 'PIZ1_A' 15000 ms 2 // PIZZA BOY MISSION
wait 0
start_mission 92 // PIZZA BOY
:PIZZ_253
if
Player.Defined($PLAYER_CHAR)
else_jump @PIZZ_292
if
80E0: not player $PLAYER_CHAR driving
else_jump @PIZZ_292
$390 = 0 // integer values
:PIZZ_292
jump @PIZZ
:RCHELY1
thread 'RCHELY1'
:RCHELY1_10
wait $DEFAULT_WAIT_TIME
if
Player.Defined($PLAYER_CHAR)
else_jump @RCHELY1_192
if
$ONMISSION == 0 // integer values
else_jump @RCHELY1_192
if
00DE: player $PLAYER_CHAR driving_vehicle_type #TOPFUN
else_jump @RCHELY1_192
if
$397 == 0 // integer values
else_jump @RCHELY1_192
if
00E3: player $PLAYER_CHAR 0 -1235.1 -1235.7 radius 4.0 4.0
else_jump @RCHELY1_192
if
0443: player $PLAYER_CHAR in_a_car
else_jump @RCHELY1_192
Player.CanMove($PLAYER_CHAR) = False
wait 100
0169: set_fade_color 0 0 0
fade 0 1500
00BA: text_styled 'RCH1_11' 15000 ms 2 // RC Raider Pickup
gosub @HELP_2932
start_mission 93 // RC Raider Pickup
:RCHELY1_192
if
Player.Defined($PLAYER_CHAR)
else_jump @RCHELY1_234
if
80DE: not player $PLAYER_CHAR driving_vehicle_type #TOPFUN
else_jump @RCHELY1_234
$397 = 0 // integer values
:RCHELY1_234
jump @RCHELY1_10
:RC_RACE
thread 'RC_RACE'
:RC_RACE_10
wait $DEFAULT_WAIT_TIME
if
Player.Defined($PLAYER_CHAR)
else_jump @RC_RACE_192
if
$ONMISSION == 0 // integer values
else_jump @RC_RACE_192
if
00DE: player $PLAYER_CHAR driving_vehicle_type #TOPFUN
else_jump @RC_RACE_192
if
$399 == 0 // integer values
else_jump @RC_RACE_192
if
00E3: player $PLAYER_CHAR 0 718.465 701.3998 radius 3.0 3.0
else_jump @RC_RACE_192
if
0443: player $PLAYER_CHAR in_a_car
else_jump @RC_RACE_192
Player.CanMove($PLAYER_CHAR) = False
wait 100
0169: set_fade_color 0 0 0
fade 0 1500
00BA: text_styled 'RCR1_5' 15000 ms 2 // RC Bandit Race
gosub @HELP_2932
start_mission 94 // RC Bandit Race
:RC_RACE_192
if
Player.Defined($PLAYER_CHAR)
else_jump @RC_RACE_234
if
80DE: not player $PLAYER_CHAR driving_vehicle_type #TOPFUN
else_jump @RC_RACE_234
$399 = 0 // integer values
:RC_RACE_234
jump @RC_RACE_10
:RC_PLNE
thread 'RC_PLNE'
:RC_PLNE_10
wait $DEFAULT_WAIT_TIME
if
Player.Defined($PLAYER_CHAR)
else_jump @RC_PLNE_202
if
$ONMISSION == 0 // integer values
else_jump @RC_PLNE_202
if
00DE: player $PLAYER_CHAR driving_vehicle_type #TOPFUN
else_jump @RC_PLNE_202
if
$400 == 0 // integer values
else_jump @RC_PLNE_202
if
00F5: player $PLAYER_CHAR 0 307.917 1254.622 27.595 radius 4.0 4.0 4.0
else_jump @RC_PLNE_202
if
0443: player $PLAYER_CHAR in_a_car
else_jump @RC_PLNE_202
Player.CanMove($PLAYER_CHAR) = False
wait 100
0169: set_fade_color 0 0 0
fade 0 1500
00BA: text_styled 'RCPL1_7' 15000 ms 2 // RC Baron Race
gosub @HELP_2932
start_mission 95 // RC Baron Race
:RC_PLNE_202
if
Player.Defined($PLAYER_CHAR)
else_jump @RC_PLNE_244
if
80DE: not player $PLAYER_CHAR driving_vehicle_type #TOPFUN
else_jump @RC_PLNE_244
$400 = 0 // integer values
:RC_PLNE_244
jump @RC_PLNE_10
:COKRUN
thread 'COKRUN'
:COKRUN_10
wait $DEFAULT_WAIT_TIME
if
Player.Defined($PLAYER_CHAR)
else_jump @COKRUN_345
if
$ONMISSION == 0 // integer values
else_jump @COKRUN_345
if or
00DE: player $PLAYER_CHAR driving_vehicle_type #SQUALO
00DE: player $PLAYER_CHAR driving_vehicle_type #JETMAX
else_jump @COKRUN_131
if
80F5: not player $PLAYER_CHAR 0 -585.8 -1506.8 5.0 radius 14.0 14.0 4.0
else_jump @COKRUN_131
$81 = 1 // integer values
:COKRUN_131
if
$81 == 0 // integer values
else_jump @COKRUN_224
if or
00DE: player $PLAYER_CHAR driving_vehicle_type #SQUALO
00DE: player $PLAYER_CHAR driving_vehicle_type #JETMAX
else_jump @COKRUN_224
0169: set_fade_color 0 0 0
fade 0 1000
00BA: text_styled 'BOAT_N' 15000 ms 2 // Checkpoint Charlie
Player.CanMove($PLAYER_CHAR) = False
gosub @HELP_2932
start_mission 96 // Checkpoint Charlie
:COKRUN_224
if
Player.Defined($PLAYER_CHAR)
else_jump @COKRUN_263
if
80E0: not player $PLAYER_CHAR driving
else_jump @COKRUN_263
$81 = 0 // integer values
:COKRUN_263
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -585.8 -1506.8 5.0 radius 14.0 14.0 4.0
else_jump @COKRUN_345
wait 0
if
not Player.Defined($PLAYER_CHAR)
else_jump @COKRUN_338
jump @COKRUN_10
:COKRUN_338
jump @COKRUN_263
:COKRUN_345
jump @COKRUN_10
:PSAVE1
thread 'PSAVE1'
:PSAVE1_10
wait 250
if
Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_563
if
0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach
else_jump @PSAVE1_563
if
Player.Controllable($PLAYER_CHAR)
else_jump @PSAVE1_563
if
$ONMISSION == 0 // integer values
else_jump @PSAVE1_533
if
$444 == 0 // integer values
else_jump @PSAVE1_138
$443 = Pickup.Create(#PICKUPSAVE, 3, 219.3, -1273.5, 11.5)
$444 = 1 // integer values
:PSAVE1_138
if
Pickup.Picked_up($443)
else_jump @PSAVE1_526
gosub @HELP_4118
if
Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_491
Pickup.Destroy($443)
$443 = Pickup.Create(#PICKUPSAVE, 3, 219.3, -1273.5, 11.5)
fade 1 1000
if
$222 == 0 // integer values
else_jump @PSAVE1_433
0395: clear_area 1 at 220.3 -1275.5 range 11.0 1.0
0055: put_player $PLAYER_CHAR at 220.3 -1275.5 11.0
0171: set_player $PLAYER_CHAR z_angle_to 121.0
Camera.SetPosition(223.301, -1277.655, 13.822, 0.0, 0.0, 0.0)
Camera.PointAt(222.563, -1278.279, 13.565, 2)
03E5: text_box 'HELP19' // Walk into the ~q~pink marker ~w~to continue.
16@ = 0 // integer values
:PSAVE1_353
if
not 16@ > 2000 // integer values
else_jump @PSAVE1_426
wait 0
if
16@ > 500 // integer values
else_jump @PSAVE1_419
if
00E1: player 0 pressed_button 16
else_jump @PSAVE1_419
jump @PSAVE1_426
:PSAVE1_419
jump @PSAVE1_353
:PSAVE1_426
jump @PSAVE1_487
:PSAVE1_433
0395: clear_area 1 at 223.1 -1276.7 range 11.0 1.0
0055: put_player $PLAYER_CHAR at 223.1 -1276.7 11.0
0171: set_player $PLAYER_CHAR z_angle_to 258.0
:PSAVE1_487
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
:PSAVE1_491
wait 500
if
Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_526
Player.CanMove($PLAYER_CHAR) = True
$ONMISSION = 0 // integer values
:PSAVE1_526
jump @PSAVE1_563
:PSAVE1_533
if
$444 == 1 // integer values
else_jump @PSAVE1_563
Pickup.Destroy($443)
$444 = 0 // integer values
:PSAVE1_563
jump @PSAVE1_10
:PSAVE2
thread 'PSAVE2'
:PSAVE2_10
wait 250
if
Player.Defined($PLAYER_CHAR)
else_jump @PSAVE2_311
if
0121: player $PLAYER_CHAR in_zone 'STARI' // Starfish Island
else_jump @PSAVE2_311
if
Player.Controllable($PLAYER_CHAR)
else_jump @PSAVE2_311
if
$ONMISSION == 0 // integer values
else_jump @PSAVE2_281
if
$21 == 0 // integer values
else_jump @PSAVE2_138
$20 = Pickup.Create(#PICKUPSAVE, 3, -378.3, -597.2, 25.8)
$21 = 1 // integer values
:PSAVE2_138
if
Pickup.Picked_up($20)
else_jump @PSAVE2_274
gosub @HELP_4118
if
Player.Defined($PLAYER_CHAR)
else_jump @PSAVE2_267
Pickup.Destroy($20)
$20 = Pickup.Create(#PICKUPSAVE, 3, -378.3, -597.2, 25.8)
fade 1 1000
0395: clear_area 1 at -378.3 -592.3 range 25.3 1.0
0055: put_player $PLAYER_CHAR at -378.5 -589.1 24.6
0171: set_player $PLAYER_CHAR z_angle_to 0.0
:PSAVE2_267
gosub @HELP_4210
:PSAVE2_274
jump @PSAVE2_311
:PSAVE2_281
if
$21 == 1 // integer values
else_jump @PSAVE2_311
Pickup.Destroy($20)
$21 = 0 // integer values
:PSAVE2_311
jump @PSAVE2_10
:PSAVE3
thread 'PSAVE3'
:PSAVE3_10
wait 250
if
Player.Defined($PLAYER_CHAR)
else_jump @PSAVE3_311
if
0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana
else_jump @PSAVE3_311
if
Player.Controllable($PLAYER_CHAR)
else_jump @PSAVE3_311
if
$ONMISSION == 0 // integer values
else_jump @PSAVE3_281
if
$67 == 0 // integer values
else_jump @PSAVE3_138
$68 = Pickup.Create(#PICKUPSAVE, 3, -1033.8, -846.9, 13.0)
$67 = 1 // integer values
:PSAVE3_138
if
Pickup.Picked_up($68)
else_jump @PSAVE3_274
gosub @HELP_4118
if
Player.Defined($PLAYER_CHAR)
else_jump @PSAVE3_267
Pickup.Destroy($68)
$68 = Pickup.Create(#PICKUPSAVE, 3, -1033.8, -846.9, 13.0)
fade 1 1000
0395: clear_area 1 at -1028.3 -851.9 range 12.3 1.0
0055: put_player $PLAYER_CHAR at -1028.3 -851.9 12.3
0171: set_player $PLAYER_CHAR z_angle_to 226.0
:PSAVE3_267
gosub @HELP_4210
:PSAVE3_274
jump @PSAVE3_311
:PSAVE3_281
if
$67 == 1 // integer values
else_jump @PSAVE3_311
Pickup.Destroy($68)
$67 = 0 // integer values
:PSAVE3_311
jump @PSAVE3_10
:PSAVE4
thread 'PSAVE4'
:PSAVE4_10
wait 250
if
Player.Defined($PLAYER_CHAR)
else_jump @PSAVE4_311
if
0121: player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti
else_jump @PSAVE4_311
if
Player.Controllable($PLAYER_CHAR)
else_jump @PSAVE4_311
if
$ONMISSION == 0 // integer values
else_jump @PSAVE4_281
if
$27 == 0 // integer values
else_jump @PSAVE4_138
$70 = Pickup.Create(#PICKUPSAVE, 3, -992.7, 193.4, 11.4)
$27 = 1 // integer values
:PSAVE4_138
if
Pickup.Picked_up($70)
else_jump @PSAVE4_274
gosub @HELP_4118
if
Player.Defined($PLAYER_CHAR)
else_jump @PSAVE4_267
Pickup.Destroy($70)
$70 = Pickup.Create(#PICKUPSAVE, 3, -992.7, 193.4, 11.4)
fade 1 1000
0395: clear_area 1 at -996.5 194.1 range 10.6 1.0
0055: put_player $PLAYER_CHAR at -996.5 194.1 10.6
0171: set_player $PLAYER_CHAR z_angle_to 80.0
:PSAVE4_267
gosub @HELP_4210
:PSAVE4_274
jump @PSAVE4_311
:PSAVE4_281
if
$27 == 1 // integer values
else_jump @PSAVE4_311
Pickup.Destroy($70)
$27 = 0 // integer values
:PSAVE4_311
jump @PSAVE4_10
:PSAVE5
thread 'PSAVE5'
:PSAVE5_10
wait 250
if
Player.Defined($PLAYER_CHAR)
else_jump @PSAVE5_299
if
0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach
else_jump @PSAVE5_299
if
Player.Controllable($PLAYER_CHAR)
else_jump @PSAVE5_299
if
$ONMISSION == 0 // integer values
else_jump @PSAVE5_269
if
$37 == 0 // integer values
else_jump @PSAVE5_132
$615 = Pickup.Create(#PICKUPSAVE, 3, $570, $571, $572)
$37 = 1 // integer values
:PSAVE5_132
if
Pickup.Picked_up($615)
else_jump @PSAVE5_262
gosub @HELP_4118
if
Player.Defined($PLAYER_CHAR)
else_jump @PSAVE5_255
Pickup.Destroy($615)
$615 = Pickup.Create(#PICKUPSAVE, 3, $570, $571, $572)
fade 1 1000
0395: clear_area 1 at 100.9297 -1470.622 range 9.3871 1.0
0055: put_player $PLAYER_CHAR at 100.9297 -1470.622 9.3871
0171: set_player $PLAYER_CHAR z_angle_to 218.0275
:PSAVE5_255
gosub @HELP_4210
:PSAVE5_262
jump @PSAVE5_299
:PSAVE5_269
if
$37 == 1 // integer values
else_jump @PSAVE5_299
Pickup.Destroy($615)
$37 = 0 // integer values
:PSAVE5_299
jump @PSAVE5_10
:PSAVE6
thread 'PSAVE6'
:PSAVE6_10
wait 250
if
Player.Defined($PLAYER_CHAR)
else_jump @PSAVE6_311
if
0121: player $PLAYER_CHAR in_zone 'DOCKS' // Viceport
else_jump @PSAVE6_311
if
Player.Controllable($PLAYER_CHAR)
else_jump @PSAVE6_311
if
$ONMISSION == 0 // integer values
else_jump @PSAVE6_281
if
$49 == 0 // integer values
else_jump @PSAVE6_138
$680 = Pickup.Create(#PICKUPSAVE, 3, -664.1, -1476.3, 13.8)
$49 = 1 // integer values
:PSAVE6_138
if
Pickup.Picked_up($680)
else_jump @PSAVE6_274
gosub @HELP_4118
if
Player.Defined($PLAYER_CHAR)
else_jump @PSAVE6_267
Pickup.Destroy($680)
$680 = Pickup.Create(#PICKUPSAVE, 3, -664.1, -1476.3, 13.8)
fade 1 1000
0395: clear_area 1 at -660.0 -1477.8 range 13.0 1.0
0055: put_player $PLAYER_CHAR at -660.0 -1477.8 13.0
0171: set_player $PLAYER_CHAR z_angle_to 248.0
:PSAVE6_267
gosub @HELP_4210
:PSAVE6_274
jump @PSAVE6_311
:PSAVE6_281
if
$49 == 1 // integer values
else_jump @PSAVE6_311
Pickup.Destroy($680)
$49 = 0 // integer values
:PSAVE6_311
jump @PSAVE6_10
:PSAVE7
thread 'PSAVE7'
:PSAVE7_10
wait 250
if
Player.Defined($PLAYER_CHAR)
else_jump @PSAVE7_311
if
0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana
else_jump @PSAVE7_311
if
Player.Controllable($PLAYER_CHAR)
else_jump @PSAVE7_311
if
$ONMISSION == 0 // integer values
else_jump @PSAVE7_281
if
$50 == 0 // integer values
else_jump @PSAVE7_138
$ICE_CREAM_FACTORY_ASSET = Pickup.Create(#PICKUPSAVE, 3, -878.5, -575.1, 11.2)
$50 = 1 // integer values
:PSAVE7_138
if
Pickup.Picked_up($ICE_CREAM_FACTORY_ASSET)
else_jump @PSAVE7_274
gosub @HELP_4118
if
Player.Defined($PLAYER_CHAR)
else_jump @PSAVE7_267
Pickup.Destroy($ICE_CREAM_FACTORY_ASSET)
$ICE_CREAM_FACTORY_ASSET = Pickup.Create(#PICKUPSAVE, 3, -878.5, -575.1, 11.2)
fade 1 1000
0395: clear_area 1 at -872.0 -573.4 range 10.4 1.0
0055: put_player $PLAYER_CHAR at -872.0 -573.4 10.4
0171: set_player $PLAYER_CHAR z_angle_to 277.0
:PSAVE7_267
gosub @HELP_4210
:PSAVE7_274
jump @PSAVE7_311
:PSAVE7_281
if
$50 == 1 // integer values
else_jump @PSAVE7_311
Pickup.Destroy($ICE_CREAM_FACTORY_ASSET)
$50 = 0 // integer values
:PSAVE7_311
jump @PSAVE7_10
:PSAVE8
thread 'PSAVE8'
:PSAVE8_10
wait 250
if
Player.Defined($PLAYER_CHAR)
else_jump @PSAVE8_311
if
0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana
else_jump @PSAVE8_311
if
Player.Controllable($PLAYER_CHAR)
else_jump @PSAVE8_311
if
$ONMISSION == 0 // integer values
else_jump @PSAVE8_281
if
$71 == 0 // integer values
else_jump @PSAVE8_138
$74 = Pickup.Create(#PICKUPSAVE, 3, -1059.6, -282.2, 11.2)
$71 = 1 // integer values
:PSAVE8_138
if
Pickup.Picked_up($74)
else_jump @PSAVE8_274
gosub @HELP_4118
if
Player.Defined($PLAYER_CHAR)
else_jump @PSAVE8_267
Pickup.Destroy($74)
$74 = Pickup.Create(#PICKUPSAVE, 3, -1059.6, -282.2, 11.2)
fade 1 1000
0395: clear_area 1 at -1056.7 -279.7 range 10.6 1.0
0055: put_player $PLAYER_CHAR at -1056.7 -279.7 10.6
0171: set_player $PLAYER_CHAR z_angle_to 273.0
:PSAVE8_267
gosub @HELP_4210
:PSAVE8_274
jump @PSAVE8_311
:PSAVE8_281
if
$71 == 1 // integer values
else_jump @PSAVE8_311
Pickup.Destroy($74)
$71 = 0 // integer values
:PSAVE8_311
jump @PSAVE8_10
:PSAVE9
thread 'PSAVE9'
:PSAVE9_10
wait 250
if
Player.Defined($PLAYER_CHAR)
else_jump @PSAVE9_311
if
0121: player $PLAYER_CHAR in_zone 'PORNI' // Prawn Island
else_jump @PSAVE9_311
if
Player.Controllable($PLAYER_CHAR)
else_jump @PSAVE9_311
if
$ONMISSION == 0 // integer values
else_jump @PSAVE9_281
if
$72 == 0 // integer values
else_jump @PSAVE9_138
$75 = Pickup.Create(#PICKUPSAVE, 3, 0.0, 957.9, 11.1)
$72 = 1 // integer values
:PSAVE9_138
if
Pickup.Picked_up($75)
else_jump @PSAVE9_274
gosub @HELP_4118
if
Player.Defined($PLAYER_CHAR)
else_jump @PSAVE9_267
Pickup.Destroy($75)
$75 = Pickup.Create(#PICKUPSAVE, 3, 0.0, 957.9, 11.1)
fade 1 1000
0395: clear_area 1 at 1.4 960.7 range 10.2 1.0
0055: put_player $PLAYER_CHAR at 1.4 960.7 10.2
0171: set_player $PLAYER_CHAR z_angle_to 274.3
:PSAVE9_267
gosub @HELP_4210
:PSAVE9_274
jump @PSAVE9_311
:PSAVE9_281
if
$72 == 1 // integer values
else_jump @PSAVE9_311
Pickup.Destroy($75)
$72 = 0 // integer values
:PSAVE9_311
jump @PSAVE9_10
:PSAVE10
thread 'PSAVE10'
:PSAVE10_10
wait 250
if
Player.Defined($PLAYER_CHAR)
else_jump @PSAVE10_311
if
0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point
else_jump @PSAVE10_311
if
Player.Controllable($PLAYER_CHAR)
else_jump @PSAVE10_311
if
$ONMISSION == 0 // integer values
else_jump @PSAVE10_281
if
$73 == 0 // integer values
else_jump @PSAVE10_138
$76 = Pickup.Create(#PICKUPSAVE, 3, 499.5, -66.9, 11.4)
$73 = 1 // integer values
:PSAVE10_138
if
Pickup.Picked_up($76)
else_jump @PSAVE10_274
gosub @HELP_4118
if
Player.Defined($PLAYER_CHAR)
else_jump @PSAVE10_267
Pickup.Destroy($76)
$76 = Pickup.Create(#PICKUPSAVE, 3, 499.5, -66.9, 11.4)
fade 1 1000
0395: clear_area 1 at 492.0 -80.6 range 10.7 0.5
0055: put_player $PLAYER_CHAR at 492.0 -80.6 10.7
0171: set_player $PLAYER_CHAR z_angle_to 224.5
:PSAVE10_267
gosub @HELP_4210
:PSAVE10_274
jump @PSAVE10_311
:PSAVE10_281
if
$73 == 1 // integer values
else_jump @PSAVE10_311
Pickup.Destroy($76)
$73 = 0 // integer values
:PSAVE10_311
jump @PSAVE10_10
:SAVE1
thread 'SAVE1'
:SAVE1_10
wait 250
if
Player.Defined($PLAYER_CHAR)
else_jump @SAVE1_299
if
0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point
else_jump @SAVE1_299
if
Player.Controllable($PLAYER_CHAR)
else_jump @SAVE1_299
if
$ONMISSION == 0 // integer values
else_jump @SAVE1_269
if
$36 == 0 // integer values
else_jump @SAVE1_132
$662 = Pickup.Create(#PICKUPSAVE, 3, $573, $574, $575)
$36 = 1 // integer values
:SAVE1_132
if
Pickup.Picked_up($662)
else_jump @SAVE1_262
gosub @HELP_4118
if
Player.Defined($PLAYER_CHAR)
else_jump @SAVE1_255
Pickup.Destroy($662)
$662 = Pickup.Create(#PICKUPSAVE, 3, $573, $574, $575)
fade 1 1000
0395: clear_area 1 at 428.4 609.1 range 12.0 1.0
0055: put_player $PLAYER_CHAR at 428.4 609.1 12.0
0171: set_player $PLAYER_CHAR z_angle_to 0.0
:SAVE1_255
gosub @HELP_4210
:SAVE1_262
jump @SAVE1_299
:SAVE1_269
if
$36 == 1 // integer values
else_jump @SAVE1_299
Pickup.Destroy($662)
$36 = 0 // integer values
:SAVE1_299
jump @SAVE1_10
:SAVE2
thread 'SAVE2'
:SAVE2_10
wait 250
if
Player.Defined($PLAYER_CHAR)
else_jump @SAVE2_299
if
0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point
else_jump @SAVE2_299
if
Player.Controllable($PLAYER_CHAR)
else_jump @SAVE2_299
if
$ONMISSION == 0 // integer values
else_jump @SAVE2_269
if
$22 == 0 // integer values
else_jump @SAVE2_132
$654 = Pickup.Create(#PICKUPSAVE, 3, $585, $586, $587)
$22 = 1 // integer values
:SAVE2_132
if
Pickup.Picked_up($654)
else_jump @SAVE2_262
gosub @HELP_4118
if
Player.Defined($PLAYER_CHAR)
else_jump @SAVE2_255
Pickup.Destroy($654)
$654 = Pickup.Create(#PICKUPSAVE, 3, $585, $586, $587)
fade 1 1000
0395: clear_area 1 at 306.5728 376.2928 range 12.1856 1.0
0055: put_player $PLAYER_CHAR at 306.5728 376.2928 12.1856
0171: set_player $PLAYER_CHAR z_angle_to 276.3156
:SAVE2_255
gosub @HELP_4210
:SAVE2_262
jump @SAVE2_299
:SAVE2_269
if
$22 == 1 // integer values
else_jump @SAVE2_299
Pickup.Destroy($654)
$22 = 0 // integer values
:SAVE2_299
jump @SAVE2_10
:SAVE3
thread 'SAVE3'
:SAVE3_10
wait 250
if
Player.Defined($PLAYER_CHAR)
else_jump @SAVE3_299
if
0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown
else_jump @SAVE3_299
if
Player.Controllable($PLAYER_CHAR)
else_jump @SAVE3_299
if
$ONMISSION == 0 // integer values
else_jump @SAVE3_269
if
$15 == 0 // integer values
else_jump @SAVE3_132
$666 = Pickup.Create(#PICKUPSAVE, 3, $588, $589, $590)
$15 = 1 // integer values
:SAVE3_132
if
Pickup.Picked_up($666)
else_jump @SAVE3_262
gosub @HELP_4118
if
Player.Defined($PLAYER_CHAR)
else_jump @SAVE3_255
Pickup.Destroy($666)
$666 = Pickup.Create(#PICKUPSAVE, 3, $588, $589, $590)
fade 1 1000
0395: clear_area 1 at -833.811 1304.07 range 10.5131 1.0
0055: put_player $PLAYER_CHAR at -833.811 1304.07 10.5131
0171: set_player $PLAYER_CHAR z_angle_to 200.4458
:SAVE3_255
gosub @HELP_4210
:SAVE3_262
jump @SAVE3_299
:SAVE3_269
if
$15 == 1 // integer values
else_jump @SAVE3_299
Pickup.Destroy($666)
$15 = 0 // integer values
:SAVE3_299
jump @SAVE3_10
:SAVE4
thread 'SAVE4'
:SAVE4_10
wait 250
if
Player.Defined($PLAYER_CHAR)
else_jump @SAVE4_299
if
0121: player $PLAYER_CHAR in_zone 'BEACH2' // Washington Beach
else_jump @SAVE4_299
if
Player.Controllable($PLAYER_CHAR)
else_jump @SAVE4_299
if
$ONMISSION == 0 // integer values
else_jump @SAVE4_269
if
$32 == 0 // integer values
else_jump @SAVE4_132
$651 = Pickup.Create(#PICKUPSAVE, 3, $594, $595, $596)
$32 = 1 // integer values
:SAVE4_132
if
Pickup.Picked_up($651)
else_jump @SAVE4_262
gosub @HELP_4118
if
Player.Defined($PLAYER_CHAR)
else_jump @SAVE4_255
Pickup.Destroy($651)
$651 = Pickup.Create(#PICKUPSAVE, 3, $594, $595, $596)
fade 1 1000
0395: clear_area 1 at 90.781 -806.1213 range 10.3349 1.0
0055: put_player $PLAYER_CHAR at 90.781 -806.1213 10.3349
0171: set_player $PLAYER_CHAR z_angle_to 238.8605
:SAVE4_255
gosub @HELP_4210
:SAVE4_262
jump @SAVE4_299
:SAVE4_269
if
$32 == 1 // integer values
else_jump @SAVE4_299
Pickup.Destroy($651)
$32 = 0 // integer values
:SAVE4_299
jump @SAVE4_10
:SAVE5
thread 'SAVE5'
:SAVE5_10
wait 250
if
Player.Defined($PLAYER_CHAR)
else_jump @SAVE5_299
if
0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach
else_jump @SAVE5_299
if
Player.Controllable($PLAYER_CHAR)
else_jump @SAVE5_299
if
$ONMISSION == 0 // integer values
else_jump @SAVE5_269
if
$16 == 0 // integer values
else_jump @SAVE5_132
$658 = Pickup.Create(#PICKUPSAVE, 3, $591, $592, $593)
$16 = 1 // integer values
:SAVE5_132
if
Pickup.Picked_up($658)
else_jump @SAVE5_262
gosub @HELP_4118
if
Player.Defined($PLAYER_CHAR)
else_jump @SAVE5_255
Pickup.Destroy($658)
$658 = Pickup.Create(#PICKUPSAVE, 3, $591, $592, $593)
fade 1 1000
0395: clear_area 1 at 14.4571 -1498.594 range 12.1974 1.0
0055: put_player $PLAYER_CHAR at 14.4571 -1498.594 12.1974
0171: set_player $PLAYER_CHAR z_angle_to 353.8286
:SAVE5_255
gosub @HELP_4210
:SAVE5_262
jump @SAVE5_299
:SAVE5_269
if
$16 == 1 // integer values
else_jump @SAVE5_299
Pickup.Destroy($658)
$16 = 0 // integer values
:SAVE5_299
jump @SAVE5_10
:SAVE6
thread 'SAVE6'
:SAVE6_10
wait 250
if
Player.Defined($PLAYER_CHAR)
else_jump @SAVE6_299
if
0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point
else_jump @SAVE6_299
if
Player.Controllable($PLAYER_CHAR)
else_jump @SAVE6_299
if
$ONMISSION == 0 // integer values
else_jump @SAVE6_269
if
$69 == 0 // integer values
else_jump @SAVE6_132
$648 = Pickup.Create(#PICKUPSAVE, 3, $597, $598, $599)
$69 = 1 // integer values
:SAVE6_132
if
Pickup.Picked_up($648)
else_jump @SAVE6_262
gosub @HELP_4118
if
Player.Defined($PLAYER_CHAR)
else_jump @SAVE6_255
Pickup.Destroy($648)
$648 = Pickup.Create(#PICKUPSAVE, 3, $597, $598, $599)
fade 1 1000
0395: clear_area 1 at 529.6626 1272.155 range 16.822 1.0
0055: put_player $PLAYER_CHAR at 529.6626 1272.155 16.822
0171: set_player $PLAYER_CHAR z_angle_to 131.5277
:SAVE6_255
gosub @HELP_4210
:SAVE6_262
jump @SAVE6_299
:SAVE6_269
if
$69 == 1 // integer values
else_jump @SAVE6_299
Pickup.Destroy($648)
$69 = 0 // integer values
:SAVE6_299
jump @SAVE6_10
:SAVE7
thread 'SAVE7'
:SAVE7_10
wait 250
if
Player.Defined($PLAYER_CHAR)
else_jump @SAVE7_327
if
0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown
else_jump @SAVE7_327
if
Player.Defined($PLAYER_CHAR)
else_jump @SAVE7_327
if
Player.Controllable($PLAYER_CHAR)
else_jump @SAVE7_327
if
$ONMISSION == 0 // integer values
else_jump @SAVE7_297
if
$60 == 0 // integer values
else_jump @SAVE7_154
$645 = Pickup.Create(#PICKUPSAVE, 3, -562.8, 699.7, 20.6)
$60 = 1 // integer values
:SAVE7_154
if
Pickup.Picked_up($645)
else_jump @SAVE7_290
gosub @HELP_4118
if
Player.Defined($PLAYER_CHAR)
else_jump @SAVE7_283
Pickup.Destroy($645)
$645 = Pickup.Create(#PICKUPSAVE, 3, -562.8, 699.7, 20.6)
fade 1 1000
0395: clear_area 1 at -559.9 705.4 range 19.8 1.0
0055: put_player $PLAYER_CHAR at -559.9 705.4 19.8
0171: set_player $PLAYER_CHAR z_angle_to 243.0
:SAVE7_283
gosub @HELP_4210
:SAVE7_290
jump @SAVE7_327
:SAVE7_297
if
$60 == 1 // integer values
else_jump @SAVE7_327
Pickup.Destroy($645)
$60 = 0 // integer values
:SAVE7_327
jump @SAVE7_10
:HELP
thread 'HELP'
:HELP_10
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @HELP_2876
if
$220 == 1 // integer values
else_jump @HELP_2876
if
$45 == 0 // integer values
else_jump @HELP_195
wait 500
0293: $18 = get_controller_mode
if
$18 == 2 // integer values
else_jump @HELP_111
03E5: text_box 'HELP26' // Press the ~h~~k~~VEHICLE_ENTER_EXIT~ ~w~button to enter or exit a vehicle.
jump @HELP_121
:HELP_111
03E5: text_box 'HELP21' // Press the ~h~~k~~VEHICLE_ENTER_EXIT~ ~w~button to enter or exit a vehicle.
:HELP_121
wait 5000
03E5: text_box 'HELP42' // Follow the ~q~pink blip~w~ to find the hotel.
0189: $66 = unknown_create_checkpoint_at 240.4 -1280.2 10.0
03E7: flash_hud 8
wait 3000
03E7: flash_hud -1
17@ = 0 // integer values
wait 3000
$45 = 1 // integer values
jump @HELP_942
:HELP_195
if
$82 == 0 // integer values
else_jump @HELP_283
if
00F5: player $PLAYER_CHAR 0 240.4 -1280.2 10.0 radius 25.0 25.0 5.0
else_jump @HELP_283
03E5: text_box 'HELP44' // Stop in the ~q~pink marker.
wait 3000
$82 = 1 // integer values
:HELP_283
if
Player.Defined($PLAYER_CHAR)
else_jump @HELP_942
if
$25 == 0 // integer values
else_jump @HELP_625
if
00E0: player $PLAYER_CHAR driving
else_jump @HELP_618
wait 1000
0293: $18 = get_controller_mode
if
$18 == 3 // integer values
else_jump @HELP_378
03E5: text_box 'HELP4_D' // Push the right analog stick up to ~h~accelerate.
jump @HELP_388
:HELP_378
03E5: text_box 'HELP4_A' // Press the ~h~~k~~VEHICLE_ACCELERATE~ ~w~button to accelerate.
:HELP_388
wait 4000
0293: $18 = get_controller_mode
if or
$18 == 1 // integer values
$18 == 3 // integer values
else_jump @HELP_440
03E5: text_box 'HELP36' // Press the ~h~~k~~GO_LEFT~~w~, and the ~h~~k~~GO_RIGHT~~w~, to steer the vehicle.
jump @HELP_450
:HELP_440
03E5: text_box 'HELP35' // Press the ~h~~k~~GO_LEFT~~w~, and the ~h~~k~~GO_RIGHT~~w~, to steer the vehicle.
:HELP_450
wait 4000
0293: $18 = get_controller_mode
if
$18 == 3 // integer values
else_jump @HELP_495
03E5: text_box 'HELP5_D' // Pull the right analog stick back to brake, or to reverse if the vehicle has stopped.
jump @HELP_505
:HELP_495
03E5: text_box 'HELP5_A' // Press the ~h~~k~~VEHICLE_BRAKE~ ~w~button to brake, or to reverse if the vehicle has stopped.
:HELP_505
wait 4000
0293: $18 = get_controller_mode
if or
$18 == 0 // integer values
$18 == 1 // integer values
else_jump @HELP_550
03E5: text_box 'HELP6_A' // Press the~h~ ~k~~VEHICLE_HANDBRAKE~ button ~w~to apply the vehicle's ~h~handbrake.
:HELP_550
if
$18 == 2 // integer values
else_jump @HELP_578
03E5: text_box 'HELP6_C' // Press the ~h~~k~~VEHICLE_HANDBRAKE~ ~w~button to apply the vehicle's handbrake.
:HELP_578
if
$18 == 3 // integer values
else_jump @HELP_606
03E5: text_box 'HELP6_D' // Press the~h~ ~k~~VEHICLE_HANDBRAKE~ button ~w~to apply the vehicle's ~h~handbrake.
:HELP_606
wait 4000
$25 = 1 // integer values
:HELP_618
jump @HELP_942
:HELP_625
if
$85 == 1 // integer values
else_jump @HELP_942
if
Player.Defined($PLAYER_CHAR)
else_jump @HELP_942
if
047E: player $PLAYER_CHAR driving_a_motorbike
else_jump @HELP_766
if
$48 == 0 // integer values
else_jump @HELP_766
wait 2000
if
Player.Defined($PLAYER_CHAR)
else_jump @HELP_759
if
$18 == 0 // integer values
else_jump @HELP_749
03E5: text_box 'HELP27' // Press the ~h~~k~~VEHICLE_TURRETUP~~w~ button and the ~h~~k~~VEHICLE_TURRETDOWN~~w~ button, to shift your weight on a bike.
jump @HELP_759
:HELP_749
03E5: text_box 'HELP28' // Press the ~h~~k~~VEHICLE_TURRETUP~~w~ button and the ~h~~k~~VEHICLE_TURRETDOWN~~w~ button, to shift your weight on a bike.
:HELP_759
$48 = 1 // integer values
:HELP_766
if
Player.Defined($PLAYER_CHAR)
else_jump @HELP_942
if
00E0: player $PLAYER_CHAR driving
else_jump @HELP_942
if
$47 == 0 // integer values
else_jump @HELP_942
if or
02D7: player $PLAYER_CHAR currentweapon == 22
02D7: player $PLAYER_CHAR currentweapon == 23
02D7: player $PLAYER_CHAR currentweapon == 24
02D7: player $PLAYER_CHAR currentweapon == 25
else_jump @HELP_942
03E5: text_box 'HELP31' // To do a drive-by, first look left or right using the ~h~~k~~VEHICLE_LOOKLEFT~~w~ or the ~h~~k~~VEHICLE_LOOKRIGHT~.
wait 5000
0293: $18 = get_controller_mode
if
$18 == 3 // integer values
else_jump @HELP_910
03E5: text_box 'HELP33' // Then fire using the ~h~~k~~PED_FIREWEAPON~ ~w~button.
jump @HELP_920
:HELP_910
03E5: text_box 'HELP32' // Then fire using the ~h~~k~~PED_FIREWEAPON~ ~w~button.
:HELP_920
wait 5000
03E5: text_box 'HELP34' // You must have a sub machine gun to perform a drive-by.
$47 = 1 // integer values
:HELP_942
if
Player.Defined($PLAYER_CHAR)
else_jump @HELP_1228
if
$44 == 0 // integer values
else_jump @HELP_1228
if
$17 == 0 // integer values
else_jump @HELP_1228
if or
00FA: player $PLAYER_CHAR stopped 0 240.4 -1280.2 10.0 radius 4.0 4.0 3.0
00F6: player $PLAYER_CHAR 0 240.4 -1280.2 10.0 radius 4.0 4.0 3.0
else_jump @HELP_1228
Player.CanMove($PLAYER_CHAR) = False
Camera.SetPosition(264.334, -1311.16, 10.297, 0.0, 0.0, 0.0)
Camera.PointAt(263.577, -1310.574, 10.589, 2)
wait 1000
03E5: text_box 'HELP16' // Walk through the front door of the ~h~Ocean View~w~ Hotel to enter the building.
wait 3000
if
Player.Defined($PLAYER_CHAR)
else_jump @HELP_1180
Player.CanMove($PLAYER_CHAR) = True
:HELP_1180
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Marker.Disable($66)
if
$222 == 0 // integer values
else_jump @HELP_1221
0189: $66 = unknown_create_checkpoint_at $453 $454 $455
:HELP_1221
$17 = 1 // integer values
:HELP_1228
if
$44 == 0 // integer values
else_jump @HELP_1822
if
$ONMISSION == 0 // integer values
else_jump @HELP_1822
if
$1088 == 1 // integer values
else_jump @HELP_1822
if
Player.Defined($PLAYER_CHAR)
else_jump @HELP_1822
if
00F5: player $PLAYER_CHAR 0 225.0 -1277.3 11.5 radius 2.5 2.5 3.0
else_jump @HELP_1822
Marker.Disable($66)
if
$222 == 0 // integer values
else_jump @HELP_1383
0189: $66 = unknown_create_checkpoint_at $453 $454 $455
:HELP_1383
Player.CanMove($PLAYER_CHAR) = False
Camera.SetPosition(223.301, -1277.655, 13.822, 0.0, 0.0, 0.0)
Camera.PointAt(222.578, -1277.013, 13.565, 2)
03E5: text_box 'S_PROMP' // When not on a mission you can save your progress by collecting the ~h~cassette tape pickup.
16@ = 0 // integer values
:HELP_1458
if
not 16@ > 1000 // integer values
else_jump @HELP_1511
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @HELP_1504
Player.CanMove($PLAYER_CHAR) = False
:HELP_1504
jump @HELP_1458
:HELP_1511
16@ = 0 // integer values
:HELP_1518
if
not 16@ > 2000 // integer values
else_jump @HELP_1595
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @HELP_1564
Player.CanMove($PLAYER_CHAR) = False
:HELP_1564
if
00E1: player 0 pressed_button 16
else_jump @HELP_1588
jump @HELP_1788
:HELP_1588
jump @HELP_1518
:HELP_1595
0460: set_camera_pointing_time 0.0 1500
Camera.SetPosition(223.301, -1277.655, 13.822, 0.0, 0.0, 0.0)
Camera.PointAt(222.563, -1278.279, 13.565, 1)
16@ = 0 // integer values
:HELP_1663
if
not 16@ > 1500 // integer values
else_jump @HELP_1717
wait 0
if
00E1: player 0 pressed_button 16
else_jump @HELP_1710
jump @HELP_1788
:HELP_1710
jump @HELP_1663
:HELP_1717
03E5: text_box 'HELP19' // Walk into the ~q~pink marker ~w~to continue.
16@ = 0 // integer values
:HELP_1734
if
not 16@ > 4000 // integer values
else_jump @HELP_1788
wait 0
if
00E1: player 0 pressed_button 16
else_jump @HELP_1781
jump @HELP_1788
:HELP_1781
jump @HELP_1734
:HELP_1788
if
Player.Defined($PLAYER_CHAR)
else_jump @HELP_1811
Player.CanMove($PLAYER_CHAR) = True
:HELP_1811
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
$44 = 1 // integer values
:HELP_1822
if
$222 == 1 // integer values
else_jump @HELP_1970
if
$46 == 0 // integer values
else_jump @HELP_1970
02A7: $221 = create_icon_marker_and_sphere 19 at 219.8 -1273.5 11.0
018B: show_on_radar $221 2
if
Player.Defined($PLAYER_CHAR)
else_jump @HELP_1910
Player.CanMove($PLAYER_CHAR) = False
:HELP_1910
gosub @HELP_2932
if
Player.Defined($PLAYER_CHAR)
else_jump @HELP_1940
Player.CanMove($PLAYER_CHAR) = True
:HELP_1940
03E5: text_box 'HELP14' // To find the Lawyer's office, follow the ~h~L blip~w~ on the radar
03E7: flash_hud 8
wait 2000
03E7: flash_hud -1
$46 = 1 // integer values
:HELP_1970
if
$46 == 1 // integer values
else_jump @HELP_2086
if
$25 == 1 // integer values
else_jump @HELP_2086
if
$86 == 0 // integer values
else_jump @HELP_2086
wait 4000
0293: $18 = get_controller_mode
if
$18 == 1 // integer values
else_jump @HELP_2069
03E5: text_box 'HELP57' // Press the ~h~~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~~w~ button to change camera modes.
jump @HELP_2079
:HELP_2069
03E5: text_box 'HELP56' // Press the ~h~~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~~w~ button to change camera modes.
:HELP_2079
$86 = 1 // integer values
:HELP_2086
if and
$47 == 1 // integer values
$48 == 1 // integer values
$46 == 1 // integer values
$86 == 1 // integer values
$105 == 1 // integer values
$104 == 1 // integer values
else_jump @HELP_2179
if
$103 == 1 // integer values
else_jump @HELP_2179
Pickup.Destroy($670)
Pickup.Destroy($671)
Pickup.Destroy($672)
Pickup.Destroy($673)
end_thread
:HELP_2179
if
$PASSED_COK2_PHNOM_PENH_86 == 1 // integer values
else_jump @HELP_2234
Pickup.Destroy($670)
Pickup.Destroy($671)
Pickup.Destroy($672)
Pickup.Destroy($673)
wait 3000
03E5: text_box 'BRID_OP' // Storm warning over, all bridges to the mainland are now open.
end_thread
:HELP_2234
if
$103 == 0 // integer values
else_jump @HELP_2346
if or
Pickup.Picked_up($670)
Pickup.Picked_up($671)
else_jump @HELP_2346
if
Player.Defined($PLAYER_CHAR)
else_jump @HELP_2346
Pickup.Destroy($670)
Pickup.Destroy($671)
03E5: text_box 'HEAL_B' // When you are ~h~'wasted'~w~ you are returned to the nearest hospital.
wait 5000
03E5: text_box 'HEAL_C' // You will lose your weapons and the doctors will take some cash for patching you up.
wait 5000
03E5: text_box 'HEAL_E' // You will find ways of healing or protecting yourself the more you play the game.
$103 = 1 // integer values
:HELP_2346
if
$104 == 0 // integer values
else_jump @HELP_2503
if or
Pickup.Picked_up($672)
Pickup.Picked_up($673)
else_jump @HELP_2503
if
Player.Defined($PLAYER_CHAR)
else_jump @HELP_2503
Pickup.Destroy($672)
Pickup.Destroy($673)
03E5: text_box 'WANT_G' // When you are ~h~'busted'~w~ you are returned to the nearest police station.
wait 5000
03E5: text_box 'WANT_H' // The cops will take all your weapons and some of your cash as a bribe.
wait 5000
03E5: text_box 'WANT_I' // Any mission you were on will be failed.
wait 5000
03E5: text_box 'WANT_A' // You will only be arrested if you have a ~h~wanted level.
wait 5000
03E5: text_box 'WANT_B' // Your ~h~wanted level~w~ is represented by the row of stars in the top right of the screen.
wait 5000
03E5: text_box 'WANT_F' // As your ~h~wanted level~w~ increases you will attract more powerful forms of law enforcement.
$104 = 1 // integer values
:HELP_2503
if
$105 == 0 // integer values
else_jump @HELP_2718
if or
Pickup.Picked_up($110)
Pickup.Picked_up($111)
Pickup.Picked_up($112)
Pickup.Picked_up($113)
Pickup.Picked_up($114)
Pickup.Picked_up($115)
else_jump @HELP_2595
if
Player.Defined($PLAYER_CHAR)
else_jump @HELP_2595
03E5: text_box 'BRIBE1' // You have just picked up a police bribe, this will reduce your wanted level by one star.
$105 = 1 // integer values
:HELP_2595
if
Pickup.Picked_up($116)
else_jump @HELP_2644
if
Player.Defined($PLAYER_CHAR)
else_jump @HELP_2644
03E5: text_box 'BRIBE1' // You have just picked up a police bribe, this will reduce your wanted level by one star.
$105 = 1 // integer values
:HELP_2644
if or
Pickup.Picked_up($117)
Pickup.Picked_up($118)
Pickup.Picked_up($119)
Pickup.Picked_up($120)
Pickup.Picked_up($121)
Pickup.Picked_up($122)
else_jump @HELP_2718
if
Player.Defined($PLAYER_CHAR)
else_jump @HELP_2718
03E5: text_box 'BRIBE1' // You have just picked up a police bribe, this will reduce your wanted level by one star.
$105 = 1 // integer values
:HELP_2718
if
$106 == 0 // integer values
else_jump @HELP_2787
if
057B: wanted_level_suspended
else_jump @HELP_2787
wait 5000
if
Player.Defined($PLAYER_CHAR)
else_jump @HELP_2787
03E5: text_box 'WANT_L' // Your wanted level has been suspended, if you commit a crime whilst the stars are flashing your full wanted level will be reinstated.
$106 = 1 // integer values
:HELP_2787
if
$25 == 1 // integer values
else_jump @HELP_2876
if
$85 == 0 // integer values
else_jump @HELP_2876
if
Player.Defined($PLAYER_CHAR)
else_jump @HELP_2876
if
00E0: player $PLAYER_CHAR driving
else_jump @HELP_2876
057D: play_bridge_status_mp3 0
03E5: text_box 'BRID_CL' // Storm warning: All bridges to the mainland are closed.
$85 = 1 // integer values
:HELP_2876
jump @HELP_10
:HELP_2883
if
Player.Defined($PLAYER_CHAR)
else_jump @HELP_2930
$ONMISSION = 1 // integer values
Player.MakeSafe($PLAYER_CHAR)
0169: set_fade_color 0 0 0
fade 0 1500
03AF: set_streaming 0
:HELP_2930
return
:HELP_2932
if
fading
else_jump @HELP_2956
wait 0
jump @HELP_2932
:HELP_2956
if
Player.Defined($PLAYER_CHAR)
else_jump @HELP_2977
011C: actor $PLAYER_ACTOR clear_objective
:HELP_2977
return
:HELP_2979
if
Player.Defined($PLAYER_CHAR)
else_jump @HELP_3126
$ONMISSION = 1 // integer values
02A3: enable_widescreen 1
Camera.SetPosition(91.925, -818.489, 20.0, 0.0, 0.0, 0.0)
Camera.PointAt(92.866, -818.736, 19.769, 2)
0395: clear_area 1 at 119.2 -826.9 range 10.0 1.0
0055: put_player $PLAYER_CHAR at 119.4 -827.2 9.7
0171: set_player $PLAYER_CHAR z_angle_to 230.0
0211: actor $PLAYER_ACTOR walk_to 123.3 -829.9
:HELP_3126
wait 1000
return
:HELP_3133
$ONMISSION = 1 // integer values
02A3: enable_widescreen 1
Camera.SetPosition(-381.923, -473.339, 48.904, 0.0, 0.0, 0.0)
Camera.PointAt(-381.898, -474.247, 48.486, 2)
wait 1000
return
:HELP_3202
$ONMISSION = 1 // integer values
02A3: enable_widescreen 1
Camera.SetPosition(-229.438, -1364.204, 12.607, 0.0, 0.0, 0.0)
Camera.PointAt(-230.424, -1364.068, 12.511, 2)
0211: actor $PLAYER_ACTOR walk_to -251.9 -1360.8
wait 1000
return
:HELP_3286
$ONMISSION = 1 // integer values
02A3: enable_widescreen 1
Camera.SetPosition(-52.624, 939.244, 10.011, 0.0, 0.0, 0.0)
Camera.PointAt(-53.538, 938.966, 10.306, 2)
0211: actor $PLAYER_ACTOR walk_to -76.3 931.3
wait 1000
return
:HELP_3370
$ONMISSION = 1 // integer values
02A3: enable_widescreen 1
Camera.SetPosition(499.781, -106.921, 12.057, 0.0, 0.0, 0.0)
Camera.PointAt(499.357, -106.019, 12.139, 2)
Actor.PutAt($PLAYER_ACTOR, 482.2, -69.9, 9.9)
wait 1000
return
:HELP_3459
$ONMISSION = 1 // integer values
02A3: enable_widescreen 1
Camera.SetPosition(487.475, -68.248, 11.147, 0.0, 0.0, 0.0)
Camera.PointAt(486.5, -68.023, 11.15, 2)
Actor.Angle($PLAYER_ACTOR) = 62.0
wait 1000
return
:HELP_3538
$ONMISSION = 1 // integer values
02A3: enable_widescreen 1
Camera.SetPosition(-1094.531, 332.318, 14.799, 0.0, 0.0, 0.0)
Camera.PointAt(-1095.238, 332.993, 14.591, 2)
0211: actor $PLAYER_ACTOR walk_to -1102.7 343.4
wait 1000
return
:HELP_3622
$ONMISSION = 1 // integer values
02A3: enable_widescreen 1
Camera.SetPosition(-1039.093, -293.828, 27.81, 0.0, 0.0, 0.0)
Camera.PointAt(-1039.811, -293.283, 27.377, 2)
0211: actor $PLAYER_ACTOR walk_to -1070.6 -278.9
wait 1000
return
:HELP_3706
$ONMISSION = 1 // integer values
02A3: enable_widescreen 1
Camera.SetPosition(-609.208, 660.793, 14.52, 0.0, 0.0, 0.0)
Camera.PointAt(-608.458, 660.156, 14.339, 2)
0211: actor $PLAYER_ACTOR walk_to -597.4 651.6
wait 1000
return
:HELP_3790
$ONMISSION = 1 // integer values
02A3: enable_widescreen 1
Camera.SetPosition(-870.59, 1155.257, 10.356, 0.0, 0.0, 0.0)
Camera.PointAt(-871.349, 1155.864, 10.592, 2)
0211: actor $PLAYER_ACTOR walk_to -883.1 1159.2
wait 1000
return
:HELP_3874
$ONMISSION = 1 // integer values
02A3: enable_widescreen 1
Camera.SetPosition(-1179.528, -605.912, 12.22, 0.0, 0.0, 0.0)
Camera.PointAt(-1178.774, -606.569, 12.223, 2)
Actor.PutAt($PLAYER_ACTOR, -1166.3, -634.4, 10.6)
wait 1000
return
:HELP_3963
$ONMISSION = 1 // integer values
02A3: enable_widescreen 1
Camera.SetPosition(-969.554, 139.73, 10.058, 0.0, 0.0, 0.0)
Camera.PointAt(-968.921, 140.503, 10.031, 2)
0211: actor $PLAYER_ACTOR walk_to -962.6 146.1
wait 1000
return
:HELP_4047
$ONMISSION = 1 // integer values
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1
Camera.SetPosition(-994.919, 210.472, 15.758, 0.0, 0.0, 0.0)
Camera.PointAt(-995.722, 210.02, 15.37, 2)
return
:HELP_4118
$ONMISSION = 1 // integer values
Player.CanMove($PLAYER_CHAR) = False
03D8: show_save_screen
wait 0
:HELP_4138
if
83D9: not save_done
else_jump @HELP_4162
wait 0
jump @HELP_4138
:HELP_4162
0169: set_fade_color 0 0 0
fade 0 1000
if
Player.Defined($PLAYER_CHAR)
else_jump @HELP_4208
0222: set_player $PLAYER_CHAR health_to 200
Player.CanMove($PLAYER_CHAR) = False
:HELP_4208
return
:HELP_4210
if
Player.Defined($PLAYER_CHAR)
else_jump @HELP_4230
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
:HELP_4230
wait 500
if
Player.Defined($PLAYER_CHAR)
else_jump @HELP_4265
Player.CanMove($PLAYER_CHAR) = True
$ONMISSION = 0 // integer values
:HELP_4265
return
:HJ
set_wb_check_to 0
thread 'HJ'
$740 = 0 // integer values
:HJ_21
wait 0
if
not Player.Defined($PLAYER_CHAR)
else_jump @HJ_48
jump @HJ_21
:HJ_48
if
0445: are_car_cheats_used
else_jump @HJ_68
jump @HJ_21
:HJ_68
if
04C9: player $PLAYER_CHAR driving_plane
else_jump @HJ_91
jump @HJ_21
:HJ_91
if
04A8: player $PLAYER_CHAR driving_boat
else_jump @HJ_114
jump @HJ_21
:HJ_114
if
00E0: player $PLAYER_CHAR driving
else_jump @HJ_1591
03C1: $727 = player $PLAYER_CHAR car_no_save
04FC: store_stunt_data $PLAYER_CHAR two_wheels: $768 $772 wheelie: $775 $779 stoppie: $782 $786
if
$768 > 0 // integer values
else_jump @HJ_355
$768 /= 1000 // integer values
008C: $769 = float_to_integer $772
008D: $773 = integer_to_float $769
0086: $763 = $772 // floating-point values only
0061: $763 -= $773 // floating-point values
$763 *= 100.0 // floating-point values
008C: $770 = float_to_integer $763
0084: $726 = $768 // integer values and handles
0058: $726 += $769 // integer values
$726 /= 2 // integer values
Player.Money($PLAYER_CHAR) += $726
if
0424: metric
else_jump @HJ_315
0302: text_4numbers 'WHEEL01' $726 $769 $770 $768 3000 ms 1 // TWO WHEELS DOUBLE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds
jump @HJ_355
:HJ_315
0425: meters $774 to_feet $772
008C: $771 = float_to_integer $774
02FF: show_text_3numbers GXT 'WHEEL02' numbers $726 $771 $768 time 3000 flag 1 // TWO WHEELS DOUBLE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds
:HJ_355
if
$775 > 0 // integer values
else_jump @HJ_563
$775 /= 1000 // integer values
008C: $776 = float_to_integer $779
008D: $780 = integer_to_float $776
0086: $763 = $779 // floating-point values only
0061: $763 -= $780 // floating-point values
$763 *= 100.0 // floating-point values
008C: $777 = float_to_integer $763
0084: $726 = $775 // integer values and handles
0058: $726 += $776 // integer values
$726 *= 2 // integer values
$726 /= 5 // integer values
$726 /= 2 // integer values
Player.Money($PLAYER_CHAR) += $726
if
0424: metric
else_jump @HJ_523
0302: text_4numbers 'WHEEL06' $726 $776 $777 $775 3000 ms 1 // WHEELIE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds
jump @HJ_563
:HJ_523
0425: meters $781 to_feet $779
008C: $778 = float_to_integer $781
02FF: show_text_3numbers GXT 'WHEEL07' numbers $726 $778 $775 time 3000 flag 1 // WHEELIE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds
:HJ_563
if
$782 > 0 // integer values
else_jump @HJ_757
$782 /= 1000 // integer values
008C: $783 = float_to_integer $786
008D: $787 = integer_to_float $783
0086: $763 = $786 // floating-point values only
0061: $763 -= $787 // floating-point values
$763 *= 100.0 // floating-point values
008C: $784 = float_to_integer $763
0084: $726 = $782 // integer values and handles
0058: $726 += $783 // integer values
$726 /= 2 // integer values
Player.Money($PLAYER_CHAR) += $726
if
0424: metric
else_jump @HJ_717
0302: text_4numbers 'WHEEL11' $726 $783 $784 $782 3000 ms 1 // STOPPIE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds
jump @HJ_757
:HJ_717
0425: meters $788 to_feet $786
008C: $785 = float_to_integer $788
02FF: show_text_3numbers GXT 'WHEEL12' numbers $726 $785 $782 time 3000 flag 1 // STOPPIE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds
:HJ_757
if
01F3: car $727 airborne
else_jump @HJ_1577
$739 = 0 // integer values
$762 = 0.0 // floating-point values
$730 = 0 // integer values
$737 = 0 // integer values
$733 = 0 // integer values
$732 = 0 // integer values
$738 = 0 // integer values
$731 = 0 // integer values
$728 = 0 // integer values
$729 = 0 // integer values
$749 = -100.0 // floating-point values
$750 = 0.0 // floating-point values
$751 = 0.0 // floating-point values
$752 = 0.0 // floating-point values
$753 = 0.0 // floating-point values
$754 = 0.0 // floating-point values
$755 = 0.0 // floating-point values
$756 = 0.0 // floating-point values
$757 = 0.0 // floating-point values
$758 = 0.0 // floating-point values
$759 = 0.0 // floating-point values
$760 = 0.0 // floating-point values
$761 = 0.0 // floating-point values
$736 = 0 // integer values
$735 = 0 // integer values
$734 = 0 // integer values
$763 = 0.0 // floating-point values
$765 = 0.0 // floating-point values
$767 = 0.0 // floating-point values
$766 = 0.0 // floating-point values
$764 = 0.0 // floating-point values
$741 = 0 // integer values
$742 = 0 // integer values
$743 = 0 // integer values
$744 = 0 // integer values
$745 = 0 // integer values
$746 = 0 // integer values
:HJ_1089
if or
01F3: car $727 airborne
10 > $746 // integer values
else_jump @HJ_1570
$746 += 1 // integer values
Car.StorePos($727, $750, $751, $752)
0086: $764 = $762 // floating-point values only
if
$728 == 0 // integer values
else_jump @HJ_1198
$764 = Car.Angle($727)
0086: $753 = $750 // floating-point values only
0086: $754 = $751 // floating-point values only
0086: $755 = $752 // floating-point values only
$728 = 1 // integer values
:HJ_1198
wait 0
if
Car.Wrecked($727)
else_jump @HJ_1225
jump @HJ_21
:HJ_1225
if
not Player.Defined($PLAYER_CHAR)
else_jump @HJ_1248
jump @HJ_21
:HJ_1248
if
80E0: not player $PLAYER_CHAR driving
else_jump @HJ_1271
jump @HJ_21
:HJ_1271
if and
820D: not car $727 flipped
$732 == 0 // integer values
else_jump @HJ_1301
$732 = 1 // integer values
:HJ_1301
if and
020D: car $727 flipped
$732 == 1 // integer values
else_jump @HJ_1338
$733 += 1 // integer values
$732 = 0 // integer values
:HJ_1338
$762 = Car.Angle($727)
0086: $765 = $762 // floating-point values only
0061: $765 -= $764 // floating-point values
if
$765 > 180.0 // floating-point values
else_jump @HJ_1416
0086: $766 = $765 // floating-point values only
$765 = 360.0 // floating-point values
0061: $765 -= $766 // floating-point values
jump @HJ_1463
:HJ_1416
if
-180.0 > $765 // floating-point values
else_jump @HJ_1463
0086: $766 = $765 // floating-point values only
$765 = 360.0 // floating-point values
0059: $765 += $766 // floating-point values
:HJ_1463
if
0.0 > $765 // floating-point values
else_jump @HJ_1510
0086: $766 = $765 // floating-point values only
$765 = 0.0 // floating-point values
0061: $765 -= $766 // floating-point values
:HJ_1510
0059: $767 += $765 // floating-point values
008C: $739 = float_to_integer $767
if
0024: $752 > $749 // floating-point values only
else_jump @HJ_1553
0086: $749 = $752 // floating-point values only
:HJ_1553
$752 = 0.0 // floating-point values
jump @HJ_1089
:HJ_1570
jump @HJ_1584
:HJ_1577
jump @HJ_21
:HJ_1584
jump @HJ_1598
:HJ_1591
jump @HJ_21
:HJ_1598
if
$728 == 1 // integer values
else_jump @HJ_1837
Car.StorePos($727, $756, $757, $763)
$737 = 0 // integer values
0086: $758 = $753 // floating-point values only
0061: $758 -= $756 // floating-point values
0086: $759 = $754 // floating-point values only
0061: $759 -= $757 // floating-point values
0069: $758 *= $758 // floating-point values
0069: $759 *= $759 // floating-point values
0086: $760 = $758 // floating-point values only
0059: $760 += $759 // floating-point values
01FB: $761 = square_root $760
030E: save_jump_distance $761
008C: $736 = float_to_integer $761
0061: $749 -= $755 // floating-point values
030F: save_jump_height $749
008C: $729 = float_to_integer $749
008D: $763 = integer_to_float $736
0061: $761 -= $763 // floating-point values
0086: $763 = $761 // floating-point values only
$763 *= 100.0 // floating-point values
008C: $735 = float_to_integer $763
008D: $763 = integer_to_float $729
0061: $749 -= $763 // floating-point values
0086: $763 = $749 // floating-point values only
$763 *= 100.0 // floating-point values
008C: $734 = float_to_integer $763
0310: save_jump_flips $733
0311: save_jump_rotation $739
:HJ_1837
if
$749 > 4.0 // floating-point values
else_jump @HJ_1865
$731 += 1 // integer values
:HJ_1865
if
$736 > 40 // integer values
else_jump @HJ_1890
$731 += 1 // integer values
:HJ_1890
if
$733 > 1 // integer values
else_jump @HJ_1915
$731 += 1 // integer values
:HJ_1915
if
$739 > 360 // integer values
else_jump @HJ_1941
$731 += 1 // integer values
:HJ_1941
if
$738 > 60 // integer values
else_jump @HJ_1966
$730 = 1 // integer values
:HJ_1966
if
$731 > 0 // integer values
else_jump @HJ_2475
0084: $747 = $733 // integer values and handles
$747 *= 180 // integer values
0058: $747 += $739 // integer values
0084: $748 = $736 // integer values and handles
$748 *= 6 // integer values
0058: $747 += $748 // integer values
0084: $748 = $729 // integer values and handles
$748 *= 45 // integer values
0058: $747 += $748 // integer values
if
$730 == 1 // integer values
else_jump @HJ_2079
$747 *= 2 // integer values
:HJ_2079
0068: $747 *= $731 // integer values
$747 /= 3 // integer values
$747 /= 5 // integer values
Player.Money($PLAYER_CHAR) += $747
if
$731 == 1 // integer values
else_jump @HJ_2149
01E4: text_1number_lowpriority 'HJ_IS' $747 2000 ms 1 // INSANE STUNT BONUS: $~1~
0312: save_jump_type 1
:HJ_2149
if
$731 == 2 // integer values
else_jump @HJ_2189
01E4: text_1number_lowpriority 'HJ_DIS' $747 2000 ms 1 // DOUBLE INSANE STUNT BONUS: $~1~
0312: save_jump_type 3
:HJ_2189
if
$731 == 3 // integer values
else_jump @HJ_2229
01E4: text_1number_lowpriority 'HJ_TIS' $747 2000 ms 1 // TRIPLE INSANE STUNT BONUS: $~1~
0312: save_jump_type 5
:HJ_2229
if
$731 == 4 // integer values
else_jump @HJ_2269
01E4: text_1number_lowpriority 'HJ_QIS' $747 2000 ms 1 // QUADRUPLE INSANE STUNT BONUS: $~1~
0312: save_jump_type 7
:HJ_2269
if
0424: metric
else_jump @HJ_2380
if
$730 == 1 // integer values
else_jump @HJ_2340
0308: text_6numbers 'HJSTATW' $736 $735 $729 $734 $733 $739 time 5000 flag 5 // Distance: ~1~.~1~m Height: ~1~.~1~m Flips: ~1~ Rotation: ~1~_ And what a great landing!
jump @HJ_2373
:HJ_2340
0308: text_6numbers 'HJSTAT' $736 $735 $729 $734 $733 $739 time 5000 flag 5 // Distance: ~1~.~1~m Height: ~1~.~1~m Flips: ~1~ Rotation: ~1~_
:HJ_2373
jump @HJ_2475
:HJ_2380
042D: $736 = metric_to_imperial $736
042D: $729 = metric_to_imperial $729
if
$730 == 1 // integer values
else_jump @HJ_2448
0302: text_4numbers 'HJSTAWF' $736 $729 $733 $739 5000 ms 5 // Distance: ~1~ft Height: ~1~ft Flips: ~1~ Rotation: ~1~_ And what a great landing!
jump @HJ_2475
:HJ_2448
0302: text_4numbers 'HJSTATF' $736 $729 $733 $739 5000 ms 5 // Distance: ~1~ft Height: ~1~ft Flips: ~1~ Rotation: ~1~_
:HJ_2475
jump @HJ_21
end_thread
:USJ
$795 = 0 // integer values
$796 = 0 // integer values
$797 = 0 // integer values
$798 = 0 // integer values
$799 = 0 // integer values
$800 = 0 // integer values
$801 = 0 // integer values
$802 = 0 // integer values
$803 = 0 // integer values
$804 = 0 // integer values
$805 = 0 // integer values
$806 = 0 // integer values
$807 = 0 // integer values
$808 = 0 // integer values
$809 = 0 // integer values
$810 = 0 // integer values
$811 = 0 // integer values
$812 = 0 // integer values
$813 = 0 // integer values
$814 = 0 // integer values
$815 = 0 // integer values
$816 = 0 // integer values
$817 = 0 // integer values
$818 = 0 // integer values
$819 = 0 // integer values
$820 = 0 // integer values
$821 = 0 // integer values
$822 = 0 // integer values
$823 = 0 // integer values
$824 = 0 // integer values
$825 = 0 // integer values
$826 = 0 // integer values
$827 = 0 // integer values
$828 = 0 // integer values
$829 = 0 // integer values
$830 = 0 // integer values
$790 = 100 // integer values
$792 = 0 // integer values
$791 = 0 // integer values
$794 = 0 // integer values
set_wb_check_to 0
0314: set_total_unique_jumps_to 36
thread 'USJ'
:USJ_298
wait 0
if
not Player.Defined($PLAYER_CHAR)
else_jump @USJ_325
jump @USJ_298
:USJ_325
if
$355 == 1 // integer values
else_jump @USJ_350
jump @USJ_298
:USJ_350
if
80E0: not player $PLAYER_CHAR driving
else_jump @USJ_373
jump @USJ_298
:USJ_373
if
04A8: player $PLAYER_CHAR driving_boat
else_jump @USJ_396
jump @USJ_298
:USJ_396
if
04C9: player $PLAYER_CHAR driving_plane
else_jump @USJ_419
jump @USJ_298
:USJ_419
03C1: $789 = player $PLAYER_CHAR car_no_save
02E3: $831 = car $789 speed
if
25.0 > $831 // floating-point values
else_jump @USJ_463
jump @USJ_298
:USJ_463
if
81F3: not car $789 airborne
else_jump @USJ_486
jump @USJ_298
:USJ_486
if
0121: player $PLAYER_CHAR in_zone 'A_PORT' // Escobar International
else_jump @USJ_1486
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -1487.781 -1044.546 18.707 radius 3.5 3.0 3.0
else_jump @USJ_632
$792 = 1 // integer values
$832 = -1521.964 // floating-point values
$833 = -1039.85 // floating-point values
$834 = 24.1338 // floating-point values
$835 = -1510.208 // floating-point values
$836 = -1042.849 // floating-point values
$837 = 32.151 // floating-point values
jump @USJ_5369
:USJ_632
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -1352.695 -755.212 28.673 radius 2.0 4.0 4.0
else_jump @USJ_754
$792 = 2 // integer values
$832 = -1360.824 // floating-point values
$833 = -781.5606 // floating-point values
$834 = 37.2329 // floating-point values
$835 = -1353.033 // floating-point values
$836 = -806.455 // floating-point values
$837 = 39.2439 // floating-point values
jump @USJ_5369
:USJ_754
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -1216.49 -911.833 19.0 radius 2.5 2.5 3.0
else_jump @USJ_876
$792 = 3 // integer values
$832 = -1200.244 // floating-point values
$833 = -894.1972 // floating-point values
$834 = 26.7296 // floating-point values
$835 = -1170.48 // floating-point values
$836 = -892.3815 // floating-point values
$837 = 34.0162 // floating-point values
jump @USJ_5369
:USJ_876
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -1252.139 -1054.685 22.016 radius 4.0 4.0 3.0
else_jump @USJ_998
$792 = 4 // integer values
$832 = -1194.279 // floating-point values
$833 = -1027.862 // floating-point values
$834 = 22.979 // floating-point values
$835 = -1201.502 // floating-point values
$836 = -1013.937 // floating-point values
$837 = 23.4673 // floating-point values
jump @USJ_5369
:USJ_998
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -1551.685 -1075.674 19.121 radius 3.5 2.5 2.5
else_jump @USJ_1120
$792 = 5 // integer values
$832 = -1520.165 // floating-point values
$833 = -1073.36 // floating-point values
$834 = 24.1604 // floating-point values
$835 = -1511.204 // floating-point values
$836 = -1065.214 // floating-point values
$837 = 32.3439 // floating-point values
jump @USJ_5369
:USJ_1120
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -1595.712 -1272.881 19.068 radius 3.0 3.0 2.5
else_jump @USJ_1242
$792 = 6 // integer values
$832 = -1564.454 // floating-point values
$833 = -1271.588 // floating-point values
$834 = 21.5915 // floating-point values
$835 = -1548.072 // floating-point values
$836 = -1255.53 // floating-point values
$837 = 23.9858 // floating-point values
jump @USJ_5369
:USJ_1242
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -1553.337 -1230.952 17.194 radius 3.0 3.0 2.5
else_jump @USJ_1364
$792 = 7 // integer values
$832 = -1590.58 // floating-point values
$833 = -1247.373 // floating-point values
$834 = 26.3087 // floating-point values
$835 = -1598.12 // floating-point values
$836 = -1252.426 // floating-point values
$837 = 23.7824 // floating-point values
jump @USJ_5369
:USJ_1364
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -1340.022 -998.257 19.115 radius 3.0 3.0 3.0
else_jump @USJ_1486
$792 = 8 // integer values
$832 = -1355.275 // floating-point values
$833 = -997.9999 // floating-point values
$834 = 24.0731 // floating-point values
$835 = -1363.207 // floating-point values
$836 = -996.5805 // floating-point values
$837 = 32.2555 // floating-point values
jump @USJ_5369
:USJ_1486
if
0121: player $PLAYER_CHAR in_zone 'PORNI' // Prawn Island
else_jump @USJ_1632
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 24.721 897.801 25.103 radius 3.0 3.5 2.5
else_jump @USJ_1632
$792 = 9 // integer values
$832 = 0.1404 // floating-point values
$833 = 878.4036 // floating-point values
$834 = 20.2009 // floating-point values
$835 = -15.8172 // floating-point values
$836 = 907.157 // floating-point values
$837 = 28.9023 // floating-point values
jump @USJ_5369
:USJ_1632
if
0121: player $PLAYER_CHAR in_zone 'DOCKS' // Viceport
else_jump @USJ_1900
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -321.028 -1379.498 10.929 radius 4.0 4.0 3.0
else_jump @USJ_1778
$792 = 25 // integer values
$832 = -311.0497 // floating-point values
$833 = -1399.506 // floating-point values
$834 = 9.6779 // floating-point values
$835 = -320.9215 // floating-point values
$836 = -1430.599 // floating-point values
$837 = 16.8534 // floating-point values
jump @USJ_5369
:USJ_1778
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -321.028 -1276.589 10.929 radius 4.0 4.0 3.0
else_jump @USJ_1900
$792 = 26 // integer values
$832 = -314.5936 // floating-point values
$833 = -1300.281 // floating-point values
$834 = 9.4204 // floating-point values
$835 = -320.6415 // floating-point values
$836 = -1310.957 // floating-point values
$837 = 17.6351 // floating-point values
jump @USJ_5369
:USJ_1900
if
0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown
else_jump @USJ_2412
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -674.345 1162.422 29.916 radius 2.5 4.0 2.5
else_jump @USJ_2046
$792 = 11 // integer values
$832 = -690.7014 // floating-point values
$833 = 1199.213 // floating-point values
$834 = 25.0565 // floating-point values
$835 = -673.2637 // floating-point values
$836 = 1209.819 // floating-point values
$837 = 32.8857 // floating-point values
jump @USJ_5369
:USJ_2046
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -529.84 830.062 98.717 radius 7.0 3.0 3.0
else_jump @USJ_2168
$792 = 12 // integer values
$832 = -543.2 // floating-point values
$833 = 843.4 // floating-point values
$834 = 99.2 // floating-point values
$835 = -529.3288 // floating-point values
$836 = 888.8258 // floating-point values
$837 = 77.5537 // floating-point values
jump @USJ_5369
:USJ_2168
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -839.022 1153.526 31.94 radius 3.7 2.5 2.5
else_jump @USJ_2290
$792 = 13 // integer values
$832 = -853.7 // floating-point values
$833 = 1172.3 // floating-point values
$834 = 24.4 // floating-point values
$835 = -837.848 // floating-point values
$836 = 1200.585 // floating-point values
$837 = 25.7884 // floating-point values
jump @USJ_5369
:USJ_2290
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -312.447 1109.196 47.741 radius 5.0 3.0 2.5
else_jump @USJ_2412
$792 = 14 // integer values
$832 = -292.5 // floating-point values
$833 = 1102.7 // floating-point values
$834 = 40.0 // floating-point values
$835 = -335.0812 // floating-point values
$836 = 1055.352 // floating-point values
$837 = 47.3995 // floating-point values
jump @USJ_5369
:USJ_2412
if
0121: player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti
else_jump @USJ_2802
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -1011.583 -30.098 15.181 radius 2.5 2.5 2.5
else_jump @USJ_2558
$792 = 15 // integer values
$832 = -1004.154 // floating-point values
$833 = -62.9943 // floating-point values
$834 = 15.957 // floating-point values
$835 = -1001.711 // floating-point values
$836 = -83.5744 // floating-point values
$837 = 22.2569 // floating-point values
jump @USJ_5369
:USJ_2558
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -942.702 -114.506 15.181 radius 2.5 2.5 2.5
else_jump @USJ_2680
$792 = 16 // integer values
$832 = -930.7841 // floating-point values
$833 = -125.4432 // floating-point values
$834 = 12.2188 // floating-point values
$835 = -881.2348 // floating-point values
$836 = -107.6016 // floating-point values
$837 = 20.23 // floating-point values
jump @USJ_5369
:USJ_2680
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -900.789 260.804 15.915 radius 2.5 2.5 2.5
else_jump @USJ_2802
$792 = 17 // integer values
$832 = -906.6896 // floating-point values
$833 = 238.6932 // floating-point values
$834 = 16.5044 // floating-point values
$835 = -896.8717 // floating-point values
$836 = 235.2098 // floating-point values
$837 = 23.9347 // floating-point values
jump @USJ_5369
:USJ_2802
if
0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana
else_jump @USJ_2948
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -1041.895 -569.323 21.855 radius 5.0 2.5 2.5
else_jump @USJ_2948
$792 = 18 // integer values
$832 = -1055.616 // floating-point values
$833 = -588.8613 // floating-point values
$834 = 18.1929 // floating-point values
$835 = -1038.943 // floating-point values
$836 = -599.2438 // floating-point values
$837 = 26.4899 // floating-point values
jump @USJ_5369
:USJ_2948
if
0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach
else_jump @USJ_4070
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 208.993 -963.672 19.967 radius 2.5 2.5 2.5
else_jump @USJ_3094
$792 = 19 // integer values
$832 = 233.5752 // floating-point values
$833 = -960.8961 // floating-point values
$834 = 21.5283 // floating-point values
$835 = 242.0566 // floating-point values
$836 = -963.7044 // floating-point values
$837 = 30.6993 // floating-point values
jump @USJ_5369
:USJ_3094
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 46.115 -964.415 25.883 radius 2.5 3.5 2.5
else_jump @USJ_3216
$792 = 20 // integer values
$832 = 63.3356 // floating-point values
$833 = -967.6796 // floating-point values
$834 = 26.3317 // floating-point values
$835 = 104.9159 // floating-point values
$836 = -964.5817 // floating-point values
$837 = 18.515 // floating-point values
jump @USJ_5369
:USJ_3216
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 110.481 -1230.6 35.67 radius 4.0 4.0 2.5
else_jump @USJ_3338
$792 = 22 // integer values
$832 = 84.5247 // floating-point values
$833 = -1258.389 // floating-point values
$834 = 31.4335 // floating-point values
$835 = 106.3865 // floating-point values
$836 = -1279.522 // floating-point values
$837 = 40.51 // floating-point values
jump @USJ_5369
:USJ_3338
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 7.435 -1245.895 17.752 radius 3.0 3.0 3.5
else_jump @USJ_3460
$792 = 23 // integer values
$832 = 4.1501 // floating-point values
$833 = -1274.46 // floating-point values
$834 = 19.7525 // floating-point values
$835 = 11.7328 // floating-point values
$836 = -1306.691 // floating-point values
$837 = 25.3238 // floating-point values
jump @USJ_5369
:USJ_3460
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 9.103 -1326.505 20.361 radius 3.0 3.0 2.5
else_jump @USJ_3582
$792 = 24 // integer values
$832 = -6.4837 // floating-point values
$833 = -1355.176 // floating-point values
$834 = 20.045 // floating-point values
$835 = 11.7328 // floating-point values
$836 = -1371.335 // floating-point values
$837 = 19.3237 // floating-point values
jump @USJ_5369
:USJ_3582
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -321.028 -1379.498 10.929 radius 4.0 4.0 3.0
else_jump @USJ_3704
$792 = 25 // integer values
$832 = -311.0497 // floating-point values
$833 = -1399.506 // floating-point values
$834 = 9.6779 // floating-point values
$835 = -320.9215 // floating-point values
$836 = -1430.599 // floating-point values
$837 = 16.8534 // floating-point values
jump @USJ_5369
:USJ_3704
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -321.028 -1276.589 10.929 radius 4.0 4.0 3.0
else_jump @USJ_3826
$792 = 26 // integer values
$832 = -314.5936 // floating-point values
$833 = -1300.281 // floating-point values
$834 = 9.4204 // floating-point values
$835 = -320.6415 // floating-point values
$836 = -1310.957 // floating-point values
$837 = 17.6351 // floating-point values
jump @USJ_5369
:USJ_3826
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 218.05 -1152.0 12.84 radius 2.5 2.0 2.5
else_jump @USJ_3948
$792 = 27 // integer values
$832 = 228.2427 // floating-point values
$833 = -1140.774 // floating-point values
$834 = 14.4116 // floating-point values
$835 = 225.9232 // floating-point values
$836 = -1101.189 // floating-point values
$837 = 20.9205 // floating-point values
jump @USJ_5369
:USJ_3948
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 259.056 -945.833 12.84 radius 2.5 2.0 2.0
else_jump @USJ_4070
$792 = 28 // integer values
$832 = 259.0203 // floating-point values
$833 = -963.3474 // floating-point values
$834 = 10.0962 // floating-point values
$835 = 246.7973 // floating-point values
$836 = -1007.525 // floating-point values
$837 = 22.6569 // floating-point values
jump @USJ_5369
:USJ_4070
if
0121: player $PLAYER_CHAR in_zone 'BEACH2' // Washington Beach
else_jump @USJ_4826
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 284.4732 -494.1143 16.0 radius 3.0 3.0 3.0
else_jump @USJ_4216
$792 = 30 // integer values
$832 = 268.9545 // floating-point values
$833 = -469.6216 // floating-point values
$834 = 15.2438 // floating-point values
$835 = 252.5868 // floating-point values
$836 = -477.8011 // floating-point values
$837 = 20.6179 // floating-point values
jump @USJ_5369
:USJ_4216
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 370.79 -709.863 19.895 radius 3.0 3.0 3.0
else_jump @USJ_4338
$792 = 31 // integer values
$832 = 361.3011 // floating-point values
$833 = -735.6794 // floating-point values
$834 = 23.4501 // floating-point values
$835 = 344.1249 // floating-point values
$836 = -748.2875 // floating-point values
$837 = 31.9164 // floating-point values
jump @USJ_5369
:USJ_4338
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 461.589 -522.23 18.931 radius 3.0 3.0 3.0
else_jump @USJ_4460
$792 = 32 // integer values
$832 = 426.6392 // floating-point values
$833 = -524.0469 // floating-point values
$834 = 12.3656 // floating-point values
$835 = 403.8112 // floating-point values
$836 = -510.4724 // floating-point values
$837 = 18.9753 // floating-point values
jump @USJ_5369
:USJ_4460
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 454.105 -504.736 18.931 radius 3.0 3.0 3.0
else_jump @USJ_4582
$792 = 33 // integer values
$832 = 456.6417 // floating-point values
$833 = -532.0921 // floating-point values
$834 = 19.3283 // floating-point values
$835 = 436.7198 // floating-point values
$836 = -555.8276 // floating-point values
$837 = 28.7096 // floating-point values
jump @USJ_5369
:USJ_4582
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 460.91 -383.362 14.222 radius 3.0 3.0 3.0
else_jump @USJ_4704
$792 = 34 // integer values
$832 = 462.6722 // floating-point values
$833 = -399.8143 // floating-point values
$834 = 17.5715 // floating-point values
$835 = 457.8847 // floating-point values
$836 = -413.2519 // floating-point values
$837 = 26.4187 // floating-point values
jump @USJ_5369
:USJ_4704
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 259.041 -480.608 14.688 radius 4.0 5.0 4.0
else_jump @USJ_4826
$792 = 35 // integer values
$832 = 282.5344 // floating-point values
$833 = -479.8412 // floating-point values
$834 = 10.4141 // floating-point values
$835 = 290.986 // floating-point values
$836 = -497.1007 // floating-point values
$837 = 19.0179 // floating-point values
jump @USJ_5369
:USJ_4826
if
0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point
else_jump @USJ_5216
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 317.2051 -223.2012 42.3731 radius 2.6 3.6 2.6
else_jump @USJ_4972
$792 = 10 // integer values
$832 = 301.9448 // floating-point values
$833 = -215.9068 // floating-point values
$834 = 34.4501 // floating-point values
$835 = 309.8567 // floating-point values
$836 = -170.8791 // floating-point values
$837 = 20.3312 // floating-point values
jump @USJ_5369
:USJ_4972
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 444.5 -118.4 16.0 radius 3.0 3.0 3.0
else_jump @USJ_5094
$792 = 29 // integer values
$832 = 416.4033 // floating-point values
$833 = -125.6725 // floating-point values
$834 = 13.7649 // floating-point values
$835 = 394.259 // floating-point values
$836 = -116.6847 // floating-point values
$837 = 19.7462 // floating-point values
jump @USJ_5369
:USJ_5094
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 435.8542 -334.3212 15.8977 radius 3.0 3.0 3.0
else_jump @USJ_5216
$792 = 21 // integer values
$832 = 420.6179 // floating-point values
$833 = -367.5033 // floating-point values
$834 = 14.1343 // floating-point values
$835 = 427.7329 // floating-point values
$836 = -381.8485 // floating-point values
$837 = 18.9116 // floating-point values
jump @USJ_5369
:USJ_5216
if
0121: player $PLAYER_CHAR in_zone 'STARI' // Starfish Island
else_jump @USJ_5362
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -346.818 -290.741 12.926 radius 3.0 3.0 3.0
else_jump @USJ_5362
$792 = 36 // integer values
$832 = -317.0066 // floating-point values
$833 = -298.789 // floating-point values
$834 = 15.3976 // floating-point values
$835 = -306.2269 // floating-point values
$836 = -290.804 // floating-point values
$837 = 22.1777 // floating-point values
jump @USJ_5369
:USJ_5362
jump @USJ_298
:USJ_5369
$793 = 0 // integer values
$794 = 0 // integer values
015D: set_gamespeed 0.3
Camera.SetPosition($832, $833, $834, 0.0, 0.0, 0.0)
Camera.OnVehicle($789, 15, 2)
:USJ_5425
if or
01F3: car $789 airborne
10 > $793 // integer values
else_jump @USJ_5665
$793 += 1 // integer values
wait 0
if
Car.Wrecked($789)
else_jump @USJ_5492
$841 = 0.0 // floating-point values
jump @USJ_5665
:USJ_5492
if
02BF: car $789 sunk
else_jump @USJ_5525
$841 = 0.0 // floating-point values
jump @USJ_5665
:USJ_5525
if
not Player.Defined($PLAYER_CHAR)
else_jump @USJ_5558
$841 = 0.0 // floating-point values
jump @USJ_5665
:USJ_5558
if
80E0: not player $PLAYER_CHAR driving
else_jump @USJ_5591
$841 = 0.0 // floating-point values
jump @USJ_5665
:USJ_5591
if
$794 == 0 // integer values
else_jump @USJ_5658
if
00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $835 $836 $837 radius 10.0 10.0 10.0
else_jump @USJ_5658
$794 = 1 // integer values
:USJ_5658
jump @USJ_5425
:USJ_5665
wait 300
015D: set_gamespeed 1.0
Camera.Restore_WithJumpCut
if
$794 == 1 // integer values
else_jump @USJ_7497
if and
$792 == 1 // integer values
$795 == 0 // integer values
else_jump @USJ_5747
$795 = 1 // integer values
$791 += 1 // integer values
030C: progress_made += 1
jump @USJ_7504
:USJ_5747
if and
$792 == 2 // integer values
$796 == 0 // integer values
else_jump @USJ_5797
$796 = 1 // integer values
$791 += 1 // integer values
030C: progress_made += 1
jump @USJ_7504
:USJ_5797
if and
$792 == 3 // integer values
$797 == 0 // integer values
else_jump @USJ_5847
$797 = 1 // integer values
$791 += 1 // integer values
030C: progress_made += 1
jump @USJ_7504
:USJ_5847
if and
$792 == 4 // integer values
$798 == 0 // integer values
else_jump @USJ_5897
$798 = 1 // integer values
$791 += 1 // integer values
030C: progress_made += 1
jump @USJ_7504
:USJ_5897
if and
$792 == 5 // integer values
$799 == 0 // integer values
else_jump @USJ_5947
$799 = 1 // integer values
$791 += 1 // integer values
030C: progress_made += 1
jump @USJ_7504
:USJ_5947
if and
$792 == 6 // integer values
$800 == 0 // integer values
else_jump @USJ_5997
$800 = 1 // integer values
$791 += 1 // integer values
030C: progress_made += 1
jump @USJ_7504
:USJ_5997
if and
$792 == 7 // integer values
$801 == 0 // integer values
else_jump @USJ_6047
$801 = 1 // integer values
$791 += 1 // integer values
030C: progress_made += 1
jump @USJ_7504
:USJ_6047
if and
$792 == 8 // integer values
$802 == 0 // integer values
else_jump @USJ_6097
$802 = 1 // integer values
$791 += 1 // integer values
030C: progress_made += 1
jump @USJ_7504
:USJ_6097
if and
$792 == 9 // integer values
$803 == 0 // integer values
else_jump @USJ_6147
$803 = 1 // integer values
$791 += 1 // integer values
030C: progress_made += 1
jump @USJ_7504
:USJ_6147
if and
$792 == 10 // integer values
$804 == 0 // integer values
else_jump @USJ_6197
$804 = 1 // integer values
$791 += 1 // integer values
030C: progress_made += 1
jump @USJ_7504
:USJ_6197
if and
$792 == 11 // integer values
$805 == 0 // integer values
else_jump @USJ_6247
$805 = 1 // integer values
$791 += 1 // integer values
030C: progress_made += 1
jump @USJ_7504
:USJ_6247
if and
$792 == 12 // integer values
$806 == 0 // integer values
else_jump @USJ_6297
$806 = 1 // integer values
$791 += 1 // integer values
030C: progress_made += 1
jump @USJ_7504
:USJ_6297
if and
$792 == 13 // integer values
$807 == 0 // integer values
else_jump @USJ_6347
$807 = 1 // integer values
$791 += 1 // integer values
030C: progress_made += 1
jump @USJ_7504
:USJ_6347
if and
$792 == 14 // integer values
$808 == 0 // integer values
else_jump @USJ_6397
$808 = 1 // integer values
$791 += 1 // integer values
030C: progress_made += 1
jump @USJ_7504
:USJ_6397
if and
$792 == 15 // integer values
$809 == 0 // integer values
else_jump @USJ_6447
$809 = 1 // integer values
$791 += 1 // integer values
030C: progress_made += 1
jump @USJ_7504
:USJ_6447
if and
$792 == 16 // integer values
$810 == 0 // integer values
else_jump @USJ_6497
$810 = 1 // integer values
$791 += 1 // integer values
030C: progress_made += 1
jump @USJ_7504
:USJ_6497
if and
$792 == 17 // integer values
$811 == 0 // integer values
else_jump @USJ_6547
$811 = 1 // integer values
$791 += 1 // integer values
030C: progress_made += 1
jump @USJ_7504
:USJ_6547
if and
$792 == 18 // integer values
$812 == 0 // integer values
else_jump @USJ_6597
$812 = 1 // integer values
$791 += 1 // integer values
030C: progress_made += 1
jump @USJ_7504
:USJ_6597
if and
$792 == 19 // integer values
$813 == 0 // integer values
else_jump @USJ_6647
$813 = 1 // integer values
$791 += 1 // integer values
030C: progress_made += 1
jump @USJ_7504
:USJ_6647
if and
$792 == 20 // integer values
$814 == 0 // integer values
else_jump @USJ_6697
$814 = 1 // integer values
$791 += 1 // integer values
030C: progress_made += 1
jump @USJ_7504
:USJ_6697
if and
$792 == 21 // integer values
$815 == 0 // integer values
else_jump @USJ_6747
$815 = 1 // integer values
$791 += 1 // integer values
030C: progress_made += 1
jump @USJ_7504
:USJ_6747
if and
$792 == 22 // integer values
$816 == 0 // integer values
else_jump @USJ_6797
$816 = 1 // integer values
$791 += 1 // integer values
030C: progress_made += 1
jump @USJ_7504
:USJ_6797
if and
$792 == 23 // integer values
$817 == 0 // integer values
else_jump @USJ_6847
$817 = 1 // integer values
$791 += 1 // integer values
030C: progress_made += 1
jump @USJ_7504
:USJ_6847
if and
$792 == 24 // integer values
$818 == 0 // integer values
else_jump @USJ_6897
$818 = 1 // integer values
$791 += 1 // integer values
030C: progress_made += 1
jump @USJ_7504
:USJ_6897
if and
$792 == 25 // integer values
$819 == 0 // integer values
else_jump @USJ_6947
$819 = 1 // integer values
$791 += 1 // integer values
030C: progress_made += 1
jump @USJ_7504
:USJ_6947
if and
$792 == 26 // integer values
$820 == 0 // integer values
else_jump @USJ_6997
$820 = 1 // integer values
$791 += 1 // integer values
030C: progress_made += 1
jump @USJ_7504
:USJ_6997
if and
$792 == 27 // integer values
$821 == 0 // integer values
else_jump @USJ_7047
$821 = 1 // integer values
$791 += 1 // integer values
030C: progress_made += 1
jump @USJ_7504
:USJ_7047
if and
$792 == 28 // integer values
$822 == 0 // integer values
else_jump @USJ_7097
$822 = 1 // integer values
$791 += 1 // integer values
030C: progress_made += 1
jump @USJ_7504
:USJ_7097
if and
$792 == 29 // integer values
$823 == 0 // integer values
else_jump @USJ_7147
$823 = 1 // integer values
$791 += 1 // integer values
030C: progress_made += 1
jump @USJ_7504
:USJ_7147
if and
$792 == 30 // integer values
$824 == 0 // integer values
else_jump @USJ_7197
$824 = 1 // integer values
$791 += 1 // integer values
030C: progress_made += 1
jump @USJ_7504
:USJ_7197
if and
$792 == 31 // integer values
$825 == 0 // integer values
else_jump @USJ_7247
$825 = 1 // integer values
$791 += 1 // integer values
030C: progress_made += 1
jump @USJ_7504
:USJ_7247
if and
$792 == 32 // integer values
$826 == 0 // integer values
else_jump @USJ_7297
$826 = 1 // integer values
$791 += 1 // integer values
030C: progress_made += 1
jump @USJ_7504
:USJ_7297
if and
$792 == 33 // integer values
$827 == 0 // integer values
else_jump @USJ_7347
$827 = 1 // integer values
$791 += 1 // integer values
030C: progress_made += 1
jump @USJ_7504
:USJ_7347
if and
$792 == 34 // integer values
$828 == 0 // integer values
else_jump @USJ_7397
$828 = 1 // integer values
$791 += 1 // integer values
030C: progress_made += 1
jump @USJ_7504
:USJ_7397
if and
$792 == 35 // integer values
$829 == 0 // integer values
else_jump @USJ_7447
$829 = 1 // integer values
$791 += 1 // integer values
030C: progress_made += 1
jump @USJ_7504
:USJ_7447
if and
$792 == 36 // integer values
$830 == 0 // integer values
else_jump @USJ_7497
$830 = 1 // integer values
$791 += 1 // integer values
030C: progress_made += 1
jump @USJ_7504
:USJ_7497
jump @USJ_298
:USJ_7504
if
36 > $791 // integer values
else_jump @USJ_7570
0217: text_styled 'USJ' time 5000 style 5 // UNIQUE STUNT BONUS!
01E3: text_1number_styled 'REWARD' number $790 time 6000 style 6 // REWARD $~1~
Player.Money($PLAYER_CHAR) += $790
jump @USJ_7621
:USJ_7570
0217: text_styled 'USJ' time 5000 style 5 // UNIQUE STUNT BONUS!
03E5: text_box 'USJ_ALL' // ALL UNIQUE STUNTS COMPLETED!
01E3: text_1number_styled 'REWARD' number 10000 time 6000 style 6 // REWARD $~1~
Player.Money($PLAYER_CHAR) += 10000
:USJ_7621
$794 = 0 // integer values
018C: play_sound 1 at 0.0 0.0 0.0
0313: increment_unique_jumps_found
$790 += 100 // integer values
jump @USJ_298
end_thread
:AMMU
$859 = 0 // integer values
$860 = -30000 // integer values
$861 = -60000 // integer values
$851 = 0 // integer values
$849 = 0 // integer values
$850 = 0 // integer values
$842 = 0 // integer values
$843 = 0 // integer values
$846 = 0 // integer values
$844 = 0 // integer values
$845 = 0 // integer values
$866 = 0 // integer values
$862 = 0 // integer values
$863 = 0 // integer values
$871 = 0 // integer values
$872 = 0 // integer values
$902 = 0 // integer values
$903 = 0 // integer values
$904 = 0 // integer values
$905 = 0 // integer values
$867 = 0 // integer values
$868 = 0 // integer values
$847 = 0 // integer values
$855 = 0 // integer values
$848 = 0 // integer values
$856 = 0 // integer values
$907 = 0 // integer values
$906 = 0 // integer values
$874 = 0 // integer values
$886 = 0 // integer values
$887 = 0 // integer values
$888 = 0 // integer values
018D: $865 = create_sound 0 at $896 $897 $898
018E: stop_sound $865
thread 'AMMU'
set_wb_check_to 0
create_thread @AMMU1
create_thread @AMMU2
create_thread @AMMU3
create_thread @HARD1
create_thread @HARD2
create_thread @HARD3
end_thread
:AMMU1
thread 'AMMU1'
:AMMU1_10
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU1_3425
if
0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach
else_jump @AMMU1_3418
if
00F5: player $PLAYER_CHAR 0 $531 $532 $533 radius 35.0 35.0 20.0
else_jump @AMMU1_3393
if
$842 == 0 // integer values
else_jump @AMMU1_423
gosub @HARD3_5492
0084: $857 = $859 // integer values and handles
0060: $857 -= $860 // integer values
$889 = Object.Create(#COLT45, -60.793, -1488.141, 12.24)
Object.ToggleInMovingList($889) = False
0453: object $889 set_rotation 0.0 8.0 0.0
$890 = Object.Create(#INGRAMSL, -62.293, -1488.241, 12.223)
Object.ToggleInMovingList($890) = False
0453: object $890 set_rotation 0.0 2.0 0.0
$891 = Object.Create(#CHROMEGUN, -63.993, -1488.241, 12.24)
Object.ToggleInMovingList($891) = False
0453: object $891 set_rotation 0.0 7.0 0.0
$892 = Object.Create(#RUGER, -65.393, -1488.221, 12.18)
Object.ToggleInMovingList($892) = False
$893 = Object.Create(#BODYARMOUR, -66.629, -1488.0, 12.113)
Object.ToggleInMovingList($893) = False
if
$857 > 30000 // integer values
else_jump @AMMU1_409
$853 = Actor.Create(CivMale, #SPECIAL21, -62.5, -1485.1, 9.6)
01ED: clear_actor $853 threat_search
0350: set_actor $853 maintain_position_when_attacked 1
gosub @HARD3_4804
:AMMU1_409
$842 = 1 // integer values
jump @AMMU1_478
:AMMU1_423
if
0057: player $PLAYER_CHAR 0 -57.7 -1468.8 13.4 -69.1 -1487.2 9.0
else_jump @AMMU1_478
gosub @HARD3_2766
:AMMU1_478
if
not Actor.Dead($853)
else_jump @AMMU1_3386
if
$844 == 0 // integer values
else_jump @AMMU1_3386
if
$1180 == 0 // integer values
else_jump @AMMU1_3386
01FA: $908 = rampage_status
if
not $908 == 1 // integer values
else_jump @AMMU1_3386
if
00F9: player $PLAYER_CHAR stopped 1 $531 $532 $533 radius 1.0 1.0 2.0
else_jump @AMMU1_3303
gosub @HARD3_4750
:AMMU1_602
if
$849 == 0 // integer values
else_jump @AMMU1_3296
$1180 = 1 // integer values
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU1_1161
if
$851 == 0 // integer values
else_jump @AMMU1_1161
Player.CanMove($PLAYER_CHAR) = False
if
not Actor.Dead($853)
else_jump @AMMU1_696
0210: player $PLAYER_CHAR look_at_actor $853
:AMMU1_696
Camera.SetPosition(-60.508, -1486.245, 12.428, 0.0, 0.0, 0.0)
Camera.PointAt(-60.593, -1487.241, 12.433, 1)
if
$862 == 0 // integer values
else_jump @AMMU1_789
0460: set_camera_pointing_time 0.0 1200
$862 = 1 // integer values
jump @AMMU1_799
:AMMU1_789
0460: set_camera_pointing_time 0.0 800
:AMMU1_799
$863 = 0 // integer values
wait 800
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU1_848
0055: put_player $PLAYER_CHAR at $531 $532 $533
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
:AMMU1_848
if
$851 == 0 // integer values
else_jump @AMMU1_1161
wait 0
00BA: text_styled 'PISTOL' 1000 ms 4 // Pistol
01E5: text_1number_highpriority 'G_COST' 100 flag 1000 time 1 // Cost: $~1~
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU1_1154
gosub @HARD3_3761
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 4 weapon $869 ammo $852 model $870
gosub @HARD3_5678
if
0490: player $PLAYER_CHAR has_weapon 18
else_jump @AMMU1_983
01E5: text_1number_highpriority 'HELP54' 100 flag 1000 time 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.
:AMMU1_983
if
00E1: player 0 pressed_button 16
else_jump @AMMU1_1129
0419: $852 = player $PLAYER_CHAR weapon 17 ammo
if
Player.Money($PLAYER_CHAR) > 99
else_jump @AMMU1_1122
if
9999 > $852 // integer values
else_jump @AMMU1_1115
01B1: give_player $PLAYER_CHAR weapon 17 ammo 68 // Load the weapon model before using this
if
$852 > 9999 // integer values
else_jump @AMMU1_1085
01B1: give_player $PLAYER_CHAR weapon 17 ammo 9999 // Load the weapon model before using this
:AMMU1_1085
01B8: set_player $PLAYER_CHAR armed_weapon_to 17
gosub @HARD3_3688
Player.Money($PLAYER_CHAR) += -100
0528: add 100 to_money_spent_on_weapons_stats
wait 300
:AMMU1_1115
jump @AMMU1_1129
:AMMU1_1122
gosub @HARD3_3615
:AMMU1_1129
if
$849 == 1 // integer values
else_jump @AMMU1_1154
jump @AMMU1_10
:AMMU1_1154
jump @AMMU1_848
:AMMU1_1161
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU1_1644
if
$851 == 1 // integer values
else_jump @AMMU1_1644
Camera.SetPosition(-62.008, -1486.245, 12.428, 0.0, 0.0, 0.0)
Camera.PointAt(-62.093, -1487.241, 12.433, 1)
0460: set_camera_pointing_time 0.0 800
$871 = 0 // integer values
$872 = 0 // integer values
$863 = 0 // integer values
wait 800
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU1_1312
0055: put_player $PLAYER_CHAR at $531 $532 $533
:AMMU1_1312
if
$851 == 1 // integer values
else_jump @AMMU1_1644
wait 0
00BA: text_styled 'INGRAM' 1000 ms 4 // Mac
01E5: text_1number_highpriority 'G_COST' 300 flag 1000 time 1 // Cost: $~1~
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU1_1637
gosub @HARD3_3761
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 6 weapon $869 ammo $852 model $870
gosub @HARD3_5678
if or
0490: player $PLAYER_CHAR has_weapon 25
0490: player $PLAYER_CHAR has_weapon 23
0490: player $PLAYER_CHAR has_weapon 22
else_jump @AMMU1_1463
01E5: text_1number_highpriority 'HELP54' 300 flag 1000 time 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.
:AMMU1_1463
if
00E1: player 0 pressed_button 16
else_jump @AMMU1_1612
0419: $852 = player $PLAYER_CHAR weapon 24 ammo
if
Player.Money($PLAYER_CHAR) > 299
else_jump @AMMU1_1605
if
9999 > $852 // integer values
else_jump @AMMU1_1598
01B1: give_player $PLAYER_CHAR weapon 24 ammo 120 // Load the weapon model before using this
if
$852 > 9999 // integer values
else_jump @AMMU1_1566
01B1: give_player $PLAYER_CHAR weapon 24 ammo 9999 // Load the weapon model before using this
:AMMU1_1566
01B8: set_player $PLAYER_CHAR armed_weapon_to 24
gosub @HARD3_3688
Player.Money($PLAYER_CHAR) += -300
0528: add 300 to_money_spent_on_weapons_stats
wait 300
:AMMU1_1598
jump @AMMU1_1612
:AMMU1_1605
gosub @HARD3_3615
:AMMU1_1612
if
$849 == 1 // integer values
else_jump @AMMU1_1637
jump @AMMU1_10
:AMMU1_1637
jump @AMMU1_1312
:AMMU1_1644
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU1_2210
if
$851 == 2 // integer values
else_jump @AMMU1_2210
Camera.SetPosition(-63.508, -1486.245, 12.428, 0.0, 0.0, 0.0)
Camera.PointAt(-63.593, -1487.241, 12.433, 1)
0460: set_camera_pointing_time 0.0 800
$871 = 0 // integer values
$872 = 0 // integer values
$863 = 0 // integer values
wait 800
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU1_1795
0055: put_player $PLAYER_CHAR at $531 $532 $533
:AMMU1_1795
if
$851 == 2 // integer values
else_jump @AMMU1_2210
wait 0
00BA: text_styled 'SHOTGN1' 1000 ms 4 // Shotgun
if
$902 == 0 // integer values
else_jump @AMMU1_1872
00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock
jump @AMMU1_1890
:AMMU1_1872
01E5: text_1number_highpriority 'G_COST' 500 flag 1000 time 1 // Cost: $~1~
:AMMU1_1890
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU1_2203
gosub @HARD3_3761
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 5 weapon $869 ammo $852 model $870
gosub @HARD3_5678
if
$902 == 1 // integer values
else_jump @AMMU1_1997
if or
0490: player $PLAYER_CHAR has_weapon 20
0490: player $PLAYER_CHAR has_weapon 21
else_jump @AMMU1_1997
01E5: text_1number_highpriority 'HELP54' 500 flag 1000 time 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.
:AMMU1_1997
if
00E1: player 0 pressed_button 16
else_jump @AMMU1_2178
if
$902 == 1 // integer values
else_jump @AMMU1_2171
0419: $852 = player $PLAYER_CHAR weapon 19 ammo
if
Player.Money($PLAYER_CHAR) > 499
else_jump @AMMU1_2157
if
9999 > $852 // integer values
else_jump @AMMU1_2150
01B1: give_player $PLAYER_CHAR weapon 19 ammo 32 // Load the weapon model before using this
if
$852 > 9999 // integer values
else_jump @AMMU1_2118
01B1: give_player $PLAYER_CHAR weapon 19 ammo 9999 // Load the weapon model before using this
:AMMU1_2118
01B8: set_player $PLAYER_CHAR armed_weapon_to 19
gosub @HARD3_3688
Player.Money($PLAYER_CHAR) += -500
0528: add 500 to_money_spent_on_weapons_stats
wait 300
:AMMU1_2150
jump @AMMU1_2164
:AMMU1_2157
gosub @HARD3_3615
:AMMU1_2164
jump @AMMU1_2178
:AMMU1_2171
gosub @HARD3_3615
:AMMU1_2178
if
$849 == 1 // integer values
else_jump @AMMU1_2203
jump @AMMU1_10
:AMMU1_2203
jump @AMMU1_1795
:AMMU1_2210
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU1_2770
if
$851 == 3 // integer values
else_jump @AMMU1_2770
Camera.SetPosition(-65.008, -1486.245, 12.428, 0.0, 0.0, 0.0)
Camera.PointAt(-65.093, -1487.241, 12.433, 1)
0460: set_camera_pointing_time 0.0 800
$871 = 0 // integer values
$872 = 0 // integer values
$863 = 0 // integer values
wait 800
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU1_2361
0055: put_player $PLAYER_CHAR at $531 $532 $533
:AMMU1_2361
if
$851 == 3 // integer values
else_jump @AMMU1_2770
wait 0
00BA: text_styled 'RUGER' 1000 ms 4 // Kruger
if
$903 == 0 // integer values
else_jump @AMMU1_2438
00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock
jump @AMMU1_2456
:AMMU1_2438
01E5: text_1number_highpriority 'G_COST' 1000 flag 1000 time 1 // Cost: $~1~
:AMMU1_2456
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU1_2763
gosub @HARD3_3761
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 7 weapon $869 ammo $852 model $870
gosub @HARD3_5678
if
$903 == 1 // integer values
else_jump @AMMU1_2556
if
0490: player $PLAYER_CHAR has_weapon 26
else_jump @AMMU1_2556
01E5: text_1number_highpriority 'HELP54' 1000 flag 1000 time 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.
:AMMU1_2556
if
00E1: player 0 pressed_button 16
else_jump @AMMU1_2738
if
$903 == 1 // integer values
else_jump @AMMU1_2731
0419: $852 = player $PLAYER_CHAR weapon 27 ammo
if
Player.Money($PLAYER_CHAR) > 999
else_jump @AMMU1_2717
if
9999 > $852 // integer values
else_jump @AMMU1_2710
01B1: give_player $PLAYER_CHAR weapon 27 ammo 150 // Load the weapon model before using this
if
$852 > 9999 // integer values
else_jump @AMMU1_2678
01B1: give_player $PLAYER_CHAR weapon 27 ammo 9999 // Load the weapon model before using this
:AMMU1_2678
01B8: set_player $PLAYER_CHAR armed_weapon_to 27
gosub @HARD3_3688
Player.Money($PLAYER_CHAR) += -1000
0528: add 1000 to_money_spent_on_weapons_stats
wait 300
:AMMU1_2710
jump @AMMU1_2724
:AMMU1_2717
gosub @HARD3_3615
:AMMU1_2724
jump @AMMU1_2738
:AMMU1_2731
gosub @HARD3_3615
:AMMU1_2738
if
$849 == 1 // integer values
else_jump @AMMU1_2763
jump @AMMU1_10
:AMMU1_2763
jump @AMMU1_2361
:AMMU1_2770
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU1_3289
if
$851 == 4 // integer values
else_jump @AMMU1_3289
Camera.SetPosition(-66.508, -1486.245, 12.428, 0.0, 0.0, 0.0)
Camera.PointAt(-66.593, -1487.241, 12.433, 1)
0460: set_camera_pointing_time 0.0 800
$871 = 0 // integer values
$872 = 0 // integer values
$863 = 0 // integer values
wait 800
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU1_2921
0055: put_player $PLAYER_CHAR at $531 $532 $533
:AMMU1_2921
if
$851 == 4 // integer values
else_jump @AMMU1_3289
wait 0
00BA: text_styled 'ARMOUR' 1000 ms 4 // Body Armor
if
$867 == 0 // integer values
else_jump @AMMU1_2998
00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock
jump @AMMU1_3016
:AMMU1_2998
01E5: text_1number_highpriority 'G_COST' 200 flag 1000 time 1 // Cost: $~1~
:AMMU1_3016
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU1_3282
gosub @HARD3_3761
04DD: $873 = actor $PLAYER_ACTOR armour
if
00E1: player 0 pressed_button 16
else_jump @AMMU1_3257
if
$867 == 1 // integer values
else_jump @AMMU1_3250
if
Player.Money($PLAYER_CHAR) > 199
else_jump @AMMU1_3236
if
100 > $873 // integer values
else_jump @AMMU1_3159
035E: set_player $PLAYER_CHAR armour_to 200
gosub @HARD3_3688
Player.Money($PLAYER_CHAR) += -200
0528: add 200 to_money_spent_on_weapons_stats
wait 300
jump @AMMU1_3229
:AMMU1_3159
if
$1582 == 1 // integer values
else_jump @AMMU1_3229
if
200 > $873 // integer values
else_jump @AMMU1_3229
035E: set_player $PLAYER_CHAR armour_to 200
gosub @HARD3_3688
Player.Money($PLAYER_CHAR) += -200
0528: add 200 to_money_spent_on_weapons_stats
wait 300
:AMMU1_3229
jump @AMMU1_3243
:AMMU1_3236
gosub @HARD3_3615
:AMMU1_3243
jump @AMMU1_3257
:AMMU1_3250
gosub @HARD3_3615
:AMMU1_3257
if
$849 == 1 // integer values
else_jump @AMMU1_3282
jump @AMMU1_10
:AMMU1_3282
jump @AMMU1_2921
:AMMU1_3289
jump @AMMU1_602
:AMMU1_3296
jump @AMMU1_3386
:AMMU1_3303
if
80F6: not player $PLAYER_CHAR 1 $531 $532 $533 radius 1.0 1.0 2.0
else_jump @AMMU1_3386
if
$849 == 1 // integer values
else_jump @AMMU1_3386
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU1_3386
gosub @HARD3_5024
:AMMU1_3386
jump @AMMU1_3418
:AMMU1_3393
if
$842 == 1 // integer values
else_jump @AMMU1_3418
gosub @HARD3_5056
:AMMU1_3418
jump @AMMU1_3432
:AMMU1_3425
gosub @HARD3_5056
:AMMU1_3432
jump @AMMU1_10
:AMMU2
thread 'AMMU2'
:AMMU2_10
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU2_3980
if
$1003 == 1 // integer values
else_jump @AMMU2_3973
if
0057: player $PLAYER_CHAR 0 357.7 1016.6 30.1 410.4 1110.4 16.0
else_jump @AMMU2_3948
if
$842 == 0 // integer values
else_jump @AMMU2_503
gosub @HARD3_5492
0084: $857 = $859 // integer values and handles
0060: $857 -= $860 // integer values
$889 = Object.Create(#COLT45, 367.0, 1049.5, 21.09)
Object.ToggleInMovingList($889) = False
0453: object $889 set_rotation 0.0 8.0 0.0
$890 = Object.Create(#UZI, 366.0, 1049.5, 21.05)
Object.ToggleInMovingList($890) = False
0453: object $890 set_rotation 0.0 4.0 0.0
$891 = Object.Create(#BUDDYSHOT, 364.9, 1049.5, 21.067)
Object.ToggleInMovingList($891) = False
0453: object $891 set_rotation 0.0 9.0 0.0
$892 = Object.Create(#SNIPER, 363.9, 1049.5, 21.05)
Object.ToggleInMovingList($892) = False
0453: object $892 set_rotation 0.0 5.0 0.0
$893 = Object.Create(#GRENADE, 363.1, 1049.5, 20.76)
Object.ToggleInMovingList($893) = False
$894 = Object.Create(#GRENADE, 363.0, 1049.5, 20.72)
Object.ToggleInMovingList($894) = False
$895 = Object.Create(#BODYARMOUR, 362.1, 1049.5, 20.9)
Object.ToggleInMovingList($895) = False
if
$857 > 30000 // integer values
else_jump @AMMU2_489
$853 = Actor.Create(CivMale, #SPECIAL21, 366.1, 1052.2, 18.2)
01ED: clear_actor $853 threat_search
0350: set_actor $853 maintain_position_when_attacked 1
gosub @HARD3_4804
:AMMU2_489
$842 = 1 // integer values
jump @AMMU2_558
:AMMU2_503
if
0057: player $PLAYER_CHAR 0 369.9 1068.7 22.3 359.8 1048.5 18.1
else_jump @AMMU2_558
gosub @HARD3_2766
:AMMU2_558
if
not Actor.Dead($853)
else_jump @AMMU2_3941
if
$844 == 0 // integer values
else_jump @AMMU2_3941
if
$1180 == 0 // integer values
else_jump @AMMU2_3941
01FA: $908 = rampage_status
if
not $908 == 1 // integer values
else_jump @AMMU2_3941
if
00F9: player $PLAYER_CHAR stopped 1 $534 $535 $536 radius 1.0 1.0 2.0
else_jump @AMMU2_3858
gosub @HARD3_4750
:AMMU2_682
if
$849 == 0 // integer values
else_jump @AMMU2_3851
$1180 = 1 // integer values
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU2_1241
if
$851 == 0 // integer values
else_jump @AMMU2_1241
Player.CanMove($PLAYER_CHAR) = False
if
not Actor.Dead($853)
else_jump @AMMU2_776
0210: player $PLAYER_CHAR look_at_actor $853
:AMMU2_776
Camera.SetPosition(367.203, 1051.161, 21.269, 0.0, 0.0, 0.0)
Camera.PointAt(367.152, 1050.163, 21.291, 1)
if
$862 == 0 // integer values
else_jump @AMMU2_869
0460: set_camera_pointing_time 0.0 1200
$862 = 1 // integer values
jump @AMMU2_879
:AMMU2_869
0460: set_camera_pointing_time 0.0 800
:AMMU2_879
$863 = 0 // integer values
wait 800
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU2_928
0055: put_player $PLAYER_CHAR at $534 $535 $536
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
:AMMU2_928
if
$851 == 0 // integer values
else_jump @AMMU2_1241
wait 0
00BA: text_styled 'PISTOL' 1000 ms 4 // Pistol
01E5: text_1number_highpriority 'G_COST' 100 flag 1000 time 1 // Cost: $~1~
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU2_1234
gosub @HARD3_4026
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 4 weapon $869 ammo $852 model $870
gosub @HARD3_5678
if
0490: player $PLAYER_CHAR has_weapon 18
else_jump @AMMU2_1063
01E5: text_1number_highpriority 'HELP54' 100 flag 1000 time 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.
:AMMU2_1063
if
00E1: player 0 pressed_button 16
else_jump @AMMU2_1209
0419: $852 = player $PLAYER_CHAR weapon 17 ammo
if
Player.Money($PLAYER_CHAR) > 99
else_jump @AMMU2_1202
if
9999 > $852 // integer values
else_jump @AMMU2_1195
01B1: give_player $PLAYER_CHAR weapon 17 ammo 68 // Load the weapon model before using this
if
$852 > 9999 // integer values
else_jump @AMMU2_1165
01B1: give_player $PLAYER_CHAR weapon 17 ammo 9999 // Load the weapon model before using this
:AMMU2_1165
01B8: set_player $PLAYER_CHAR armed_weapon_to 17
gosub @HARD3_3688
Player.Money($PLAYER_CHAR) += -100
0528: add 100 to_money_spent_on_weapons_stats
wait 300
:AMMU2_1195
jump @AMMU2_1209
:AMMU2_1202
gosub @HARD3_3615
:AMMU2_1209
if
$849 == 1 // integer values
else_jump @AMMU2_1234
jump @AMMU2_10
:AMMU2_1234
jump @AMMU2_928
:AMMU2_1241
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU2_1724
if
$851 == 1 // integer values
else_jump @AMMU2_1724
Camera.SetPosition(366.203, 1051.161, 21.269, 0.0, 0.0, 0.0)
Camera.PointAt(366.152, 1050.163, 21.291, 1)
0460: set_camera_pointing_time 0.0 800
$871 = 0 // integer values
$872 = 0 // integer values
$863 = 0 // integer values
wait 800
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU2_1392
0055: put_player $PLAYER_CHAR at $534 $535 $536
:AMMU2_1392
if
$851 == 1 // integer values
else_jump @AMMU2_1724
wait 0
00BA: text_styled 'UZI' 1000 ms 4 // Uz-1
01E5: text_1number_highpriority 'G_COST' 400 flag 1000 time 1 // Cost: $~1~
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU2_1717
gosub @HARD3_4026
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 6 weapon $869 ammo $852 model $870
gosub @HARD3_5678
if or
0490: player $PLAYER_CHAR has_weapon 25
0490: player $PLAYER_CHAR has_weapon 24
0490: player $PLAYER_CHAR has_weapon 22
else_jump @AMMU2_1543
01E5: text_1number_highpriority 'HELP54' 400 flag 1000 time 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.
:AMMU2_1543
if
00E1: player 0 pressed_button 16
else_jump @AMMU2_1692
0419: $852 = player $PLAYER_CHAR weapon 23 ammo
if
Player.Money($PLAYER_CHAR) > 399
else_jump @AMMU2_1685
if
9999 > $852 // integer values
else_jump @AMMU2_1678
01B1: give_player $PLAYER_CHAR weapon 23 ammo 120 // Load the weapon model before using this
if
$852 > 9999 // integer values
else_jump @AMMU2_1646
01B1: give_player $PLAYER_CHAR weapon 23 ammo 9999 // Load the weapon model before using this
:AMMU2_1646
01B8: set_player $PLAYER_CHAR armed_weapon_to 23
gosub @HARD3_3688
Player.Money($PLAYER_CHAR) += -400
0528: add 400 to_money_spent_on_weapons_stats
wait 300
:AMMU2_1678
jump @AMMU2_1692
:AMMU2_1685
gosub @HARD3_3615
:AMMU2_1692
if
$849 == 1 // integer values
else_jump @AMMU2_1717
jump @AMMU2_10
:AMMU2_1717
jump @AMMU2_1392
:AMMU2_1724
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU2_2290
if
$851 == 2 // integer values
else_jump @AMMU2_2290
Camera.SetPosition(365.203, 1051.161, 21.269, 0.0, 0.0, 0.0)
Camera.PointAt(365.152, 1050.163, 21.291, 1)
0460: set_camera_pointing_time 0.0 800
$871 = 0 // integer values
$872 = 0 // integer values
$863 = 0 // integer values
wait 800
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU2_1875
0055: put_player $PLAYER_CHAR at $534 $535 $536
:AMMU2_1875
if
$851 == 2 // integer values
else_jump @AMMU2_2290
wait 0
00BA: text_styled 'SHOTGN3' 1000 ms 4 // Stubby shotgun
if
$868 == 0 // integer values
else_jump @AMMU2_1952
00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock
jump @AMMU2_1970
:AMMU2_1952
01E5: text_1number_highpriority 'G_COST' 600 flag 1000 time 1 // Cost: $~1~
:AMMU2_1970
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU2_2283
gosub @HARD3_4026
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 5 weapon $869 ammo $852 model $870
gosub @HARD3_5678
if
$868 == 1 // integer values
else_jump @AMMU2_2077
if or
0490: player $PLAYER_CHAR has_weapon 20
0490: player $PLAYER_CHAR has_weapon 19
else_jump @AMMU2_2077
01E5: text_1number_highpriority 'HELP54' 600 flag 1000 time 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.
:AMMU2_2077
if
00E1: player 0 pressed_button 16
else_jump @AMMU2_2258
if
$868 == 1 // integer values
else_jump @AMMU2_2251
0419: $852 = player $PLAYER_CHAR weapon 21 ammo
if
Player.Money($PLAYER_CHAR) > 599
else_jump @AMMU2_2237
if
9999 > $852 // integer values
else_jump @AMMU2_2230
01B1: give_player $PLAYER_CHAR weapon 21 ammo 20 // Load the weapon model before using this
if
$852 > 9999 // integer values
else_jump @AMMU2_2198
01B1: give_player $PLAYER_CHAR weapon 21 ammo 9999 // Load the weapon model before using this
:AMMU2_2198
01B8: set_player $PLAYER_CHAR armed_weapon_to 21
gosub @HARD3_3688
Player.Money($PLAYER_CHAR) += -600
0528: add 600 to_money_spent_on_weapons_stats
wait 300
:AMMU2_2230
jump @AMMU2_2244
:AMMU2_2237
gosub @HARD3_3615
:AMMU2_2244
jump @AMMU2_2258
:AMMU2_2251
gosub @HARD3_3615
:AMMU2_2258
if
$849 == 1 // integer values
else_jump @AMMU2_2283
jump @AMMU2_10
:AMMU2_2283
jump @AMMU2_1875
:AMMU2_2290
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU2_2849
if
$851 == 3 // integer values
else_jump @AMMU2_2849
Camera.SetPosition(364.203, 1051.161, 21.269, 0.0, 0.0, 0.0)
Camera.PointAt(364.152, 1050.163, 21.291, 1)
0460: set_camera_pointing_time 0.0 800
$871 = 0 // integer values
$872 = 0 // integer values
$863 = 0 // integer values
wait 800
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU2_2441
0055: put_player $PLAYER_CHAR at $534 $535 $536
:AMMU2_2441
if
$851 == 3 // integer values
else_jump @AMMU2_2849
wait 0
00BA: text_styled 'SNIPE' 1000 ms 4 // Sniper rifle
if
$847 == 0 // integer values
else_jump @AMMU2_2518
00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock
jump @AMMU2_2536
:AMMU2_2518
01E5: text_1number_highpriority 'G_COST' 1500 flag 1000 time 1 // Cost: $~1~
:AMMU2_2536
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU2_2842
gosub @HARD3_4026
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 9 weapon $869 ammo $852 model $870
gosub @HARD3_5678
if
$847 == 1 // integer values
else_jump @AMMU2_2636
if
0490: player $PLAYER_CHAR has_weapon 29
else_jump @AMMU2_2636
01E5: text_1number_highpriority 'HELP54' 1500 flag 1000 time 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.
:AMMU2_2636
if
00E1: player 0 pressed_button 16
else_jump @AMMU2_2817
if
$847 == 1 // integer values
else_jump @AMMU2_2810
0419: $852 = player $PLAYER_CHAR weapon 28 ammo
if
Player.Money($PLAYER_CHAR) > 1499
else_jump @AMMU2_2796
if
9999 > $852 // integer values
else_jump @AMMU2_2789
01B1: give_player $PLAYER_CHAR weapon 28 ammo 40 // Load the weapon model before using this
if
$852 > 9999 // integer values
else_jump @AMMU2_2757
01B1: give_player $PLAYER_CHAR weapon 28 ammo 9999 // Load the weapon model before using this
:AMMU2_2757
01B8: set_player $PLAYER_CHAR armed_weapon_to 28
gosub @HARD3_3688
Player.Money($PLAYER_CHAR) += -1500
0528: add 1500 to_money_spent_on_weapons_stats
wait 300
:AMMU2_2789
jump @AMMU2_2803
:AMMU2_2796
gosub @HARD3_3615
:AMMU2_2803
jump @AMMU2_2817
:AMMU2_2810
gosub @HARD3_3615
:AMMU2_2817
if
$849 == 1 // integer values
else_jump @AMMU2_2842
jump @AMMU2_10
:AMMU2_2842
jump @AMMU2_2441
:AMMU2_2849
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU2_3325
if
$851 == 4 // integer values
else_jump @AMMU2_3325
Camera.SetPosition(363.203, 1051.161, 21.269, 0.0, 0.0, 0.0)
Camera.PointAt(363.152, 1050.163, 21.291, 1)
0460: set_camera_pointing_time 0.0 800
$871 = 0 // integer values
$872 = 0 // integer values
$863 = 0 // integer values
wait 800
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU2_3000
0055: put_player $PLAYER_CHAR at $534 $535 $536
:AMMU2_3000
if
$851 == 4 // integer values
else_jump @AMMU2_3325
wait 0
00BA: text_styled 'GRENADE' 1000 ms 4 // Grenades
01E5: text_1number_highpriority 'G_COST' 300 flag 1000 time 1 // Cost: $~1~
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU2_3318
gosub @HARD3_4026
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 3 weapon $869 ammo $852 model $870
gosub @HARD3_5678
if or
0490: player $PLAYER_CHAR has_weapon 13
0490: player $PLAYER_CHAR has_weapon 15
0490: player $PLAYER_CHAR has_weapon 14
else_jump @AMMU2_3151
01E5: text_1number_highpriority 'HELP54' 300 flag 1000 time 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.
:AMMU2_3151
if
00E1: player 0 pressed_button 16
else_jump @AMMU2_3293
0419: $852 = player $PLAYER_CHAR weapon 12 ammo
if
Player.Money($PLAYER_CHAR) > 299
else_jump @AMMU2_3286
if
9999 > $852 // integer values
else_jump @AMMU2_3279
01B1: give_player $PLAYER_CHAR weapon 12 ammo 8 // Load the weapon model before using this
if
$852 > 9999 // integer values
else_jump @AMMU2_3254
01B1: give_player $PLAYER_CHAR weapon 12 ammo 9999 // Load the weapon model before using this
:AMMU2_3254
gosub @HARD3_3688
Player.Money($PLAYER_CHAR) += -300
0528: add 300 to_money_spent_on_weapons_stats
wait 300
:AMMU2_3279
jump @AMMU2_3293
:AMMU2_3286
gosub @HARD3_3615
:AMMU2_3293
if
$849 == 1 // integer values
else_jump @AMMU2_3318
jump @AMMU2_10
:AMMU2_3318
jump @AMMU2_3000
:AMMU2_3325
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU2_3844
if
$851 == 5 // integer values
else_jump @AMMU2_3844
Camera.SetPosition(362.203, 1051.161, 21.269, 0.0, 0.0, 0.0)
Camera.PointAt(362.152, 1050.163, 21.291, 1)
0460: set_camera_pointing_time 0.0 800
$871 = 0 // integer values
$872 = 0 // integer values
$863 = 0 // integer values
wait 800
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU2_3476
0055: put_player $PLAYER_CHAR at $534 $535 $536
:AMMU2_3476
if
$851 == 5 // integer values
else_jump @AMMU2_3844
wait 0
00BA: text_styled 'ARMOUR' 1000 ms 4 // Body Armor
if
$867 == 0 // integer values
else_jump @AMMU2_3553
00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock
jump @AMMU2_3571
:AMMU2_3553
01E5: text_1number_highpriority 'G_COST' 200 flag 1000 time 1 // Cost: $~1~
:AMMU2_3571
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU2_3837
gosub @HARD3_4026
04DD: $873 = actor $PLAYER_ACTOR armour
if
00E1: player 0 pressed_button 16
else_jump @AMMU2_3812
if
$867 == 1 // integer values
else_jump @AMMU2_3805
if
Player.Money($PLAYER_CHAR) > 199
else_jump @AMMU2_3791
if
100 > $873 // integer values
else_jump @AMMU2_3714
035E: set_player $PLAYER_CHAR armour_to 200
gosub @HARD3_3688
Player.Money($PLAYER_CHAR) += -200
0528: add 200 to_money_spent_on_weapons_stats
wait 300
jump @AMMU2_3784
:AMMU2_3714
if
$1582 == 1 // integer values
else_jump @AMMU2_3784
if
200 > $873 // integer values
else_jump @AMMU2_3784
035E: set_player $PLAYER_CHAR armour_to 200
gosub @HARD3_3688
Player.Money($PLAYER_CHAR) += -200
0528: add 200 to_money_spent_on_weapons_stats
wait 300
:AMMU2_3784
jump @AMMU2_3798
:AMMU2_3791
gosub @HARD3_3615
:AMMU2_3798
jump @AMMU2_3812
:AMMU2_3805
gosub @HARD3_3615
:AMMU2_3812
if
$849 == 1 // integer values
else_jump @AMMU2_3837
jump @AMMU2_10
:AMMU2_3837
jump @AMMU2_3476
:AMMU2_3844
jump @AMMU2_682
:AMMU2_3851
jump @AMMU2_3941
:AMMU2_3858
if
80F6: not player $PLAYER_CHAR 1 $534 $535 $536 radius 1.0 1.0 2.0
else_jump @AMMU2_3941
if
$849 == 1 // integer values
else_jump @AMMU2_3941
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU2_3941
gosub @HARD3_5024
:AMMU2_3941
jump @AMMU2_3973
:AMMU2_3948
if
$842 == 1 // integer values
else_jump @AMMU2_3973
gosub @HARD3_5056
:AMMU2_3973
jump @AMMU2_3987
:AMMU2_3980
gosub @HARD3_5056
:AMMU2_3987
jump @AMMU2_10
:AMMU3
thread 'AMMU3'
:AMMU3_10
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU3_4198
if
0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown
else_jump @AMMU3_4191
if
00F5: player $PLAYER_CHAR 0 $537 $538 $539 radius 35.0 35.0 20.0
else_jump @AMMU3_4166
if
$842 == 0 // integer values
else_jump @AMMU3_513
gosub @HARD3_5492
0084: $857 = $859 // integer values and handles
0060: $857 -= $860 // integer values
$889 = Object.Create(#PYTHON, -683.6, 1200.549, 12.93)
Object.ToggleInMovingList($889) = False
0453: object $889 set_rotation 0.0 4.0 90.0
$890 = Object.Create(#MP5LNG, -683.6, 1202.049, 12.86)
Object.ToggleInMovingList($890) = False
0453: object $890 set_rotation 0.0 8.0 95.0
$891 = Object.Create(#SHOTGSPA, -683.6, 1203.449, 12.91)
Object.ToggleInMovingList($891) = False
0453: object $891 set_rotation 0.0 9.0 95.0
$892 = Object.Create(#M4, -683.6, 1205.049, 12.88)
Object.ToggleInMovingList($892) = False
0453: object $892 set_rotation 0.0 3.0 95.0
$893 = Object.Create(#LASER, -683.6, 1206.549, 12.81)
Object.ToggleInMovingList($893) = False
0453: object $893 set_rotation 0.0 2.0 95.0
$894 = Object.Create(#BODYARMOUR, -683.5, 1208.189, 12.809)
Object.ToggleInMovingList($894) = False
Object.Angle($894) = 90.0
if
$857 > 30000 // integer values
else_jump @AMMU3_499
$853 = Actor.Create(CivMale, #SPECIAL21, -679.97, 1203.5, 10.0)
Actor.Angle($853) = 270.0
01ED: clear_actor $853 threat_search
0350: set_actor $853 maintain_position_when_attacked 1
gosub @HARD3_4804
:AMMU3_499
$842 = 1 // integer values
jump @AMMU3_568
:AMMU3_513
if
0057: player $PLAYER_CHAR 0 -684.5 1199.3 16.9 -663.8 1211.1 10.0
else_jump @AMMU3_568
gosub @HARD3_2766
:AMMU3_568
if
$995 == 0 // integer values
else_jump @AMMU3_4159
if
not Actor.Dead($853)
else_jump @AMMU3_4159
if
$844 == 0 // integer values
else_jump @AMMU3_4159
if
$1180 == 0 // integer values
else_jump @AMMU3_4159
01FA: $908 = rampage_status
if
not $908 == 1 // integer values
else_jump @AMMU3_4159
if
00F9: player $PLAYER_CHAR stopped 1 $537 $538 $539 radius 1.0 1.0 2.0
else_jump @AMMU3_4076
gosub @HARD3_4750
:AMMU3_710
if
$849 == 0 // integer values
else_jump @AMMU3_4069
$1180 = 1 // integer values
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU3_1364
if
$851 == 0 // integer values
else_jump @AMMU3_1364
Player.CanMove($PLAYER_CHAR) = False
if
not Actor.Dead($853)
else_jump @AMMU3_804
0210: player $PLAYER_CHAR look_at_actor $853
:AMMU3_804
Camera.SetPosition(-682.161, 1200.594, 13.133, 0.0, 0.0, 0.0)
Camera.PointAt(-683.155, 1200.697, 13.171, 1)
if
$862 == 0 // integer values
else_jump @AMMU3_897
0460: set_camera_pointing_time 0.0 1200
$862 = 1 // integer values
jump @AMMU3_907
:AMMU3_897
0460: set_camera_pointing_time 0.0 800
:AMMU3_907
$863 = 0 // integer values
wait 800
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU3_956
0055: put_player $PLAYER_CHAR at $537 $538 $539
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
:AMMU3_956
if
$851 == 0 // integer values
else_jump @AMMU3_1364
wait 0
00BA: text_styled 'PYTHON' 2000 ms 4 // .357
if
$907 == 0 // integer values
else_jump @AMMU3_1033
00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock
jump @AMMU3_1051
:AMMU3_1033
01E5: text_1number_highpriority 'G_COST' 2000 flag 1000 time 1 // Cost: $~1~
:AMMU3_1051
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU3_1357
gosub @HARD3_4026
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 4 weapon $869 ammo $852 model $870
gosub @HARD3_5678
if
$907 == 1 // integer values
else_jump @AMMU3_1151
if
0490: player $PLAYER_CHAR has_weapon 17
else_jump @AMMU3_1151
01E5: text_1number_highpriority 'HELP54' 2000 flag 1000 time 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.
:AMMU3_1151
if
00E1: player 0 pressed_button 16
else_jump @AMMU3_1332
if
$907 == 1 // integer values
else_jump @AMMU3_1325
0419: $852 = player $PLAYER_CHAR weapon 18 ammo
if
Player.Money($PLAYER_CHAR) > 1999
else_jump @AMMU3_1311
if
9999 > $852 // integer values
else_jump @AMMU3_1304
01B1: give_player $PLAYER_CHAR weapon 18 ammo 24 // Load the weapon model before using this
if
$852 > 9999 // integer values
else_jump @AMMU3_1272
01B1: give_player $PLAYER_CHAR weapon 18 ammo 9999 // Load the weapon model before using this
:AMMU3_1272
01B8: set_player $PLAYER_CHAR armed_weapon_to 18
gosub @HARD3_3688
Player.Money($PLAYER_CHAR) += -2000
0528: add 2000 to_money_spent_on_weapons_stats
wait 300
:AMMU3_1304
jump @AMMU3_1318
:AMMU3_1311
gosub @HARD3_3615
:AMMU3_1318
jump @AMMU3_1332
:AMMU3_1325
gosub @HARD3_3615
:AMMU3_1332
if
$849 == 1 // integer values
else_jump @AMMU3_1357
jump @AMMU3_10
:AMMU3_1357
jump @AMMU3_956
:AMMU3_1364
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU3_1937
if
$851 == 1 // integer values
else_jump @AMMU3_1937
Camera.SetPosition(-682.161, 1202.094, 13.133, 0.0, 0.0, 0.0)
Camera.PointAt(-683.155, 1202.197, 13.171, 1)
0460: set_camera_pointing_time 0.0 800
$871 = 0 // integer values
$872 = 0 // integer values
$863 = 0 // integer values
wait 800
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU3_1515
0055: put_player $PLAYER_CHAR at $537 $538 $539
:AMMU3_1515
if
$851 == 1 // integer values
else_jump @AMMU3_1937
wait 0
00BA: text_styled 'MP5' 1000 ms 4 // MP
if
$906 == 0 // integer values
else_jump @AMMU3_1592
00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock
jump @AMMU3_1610
:AMMU3_1592
01E5: text_1number_highpriority 'G_COST' 3000 flag 1000 time 1 // Cost: $~1~
:AMMU3_1610
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU3_1930
gosub @HARD3_4026
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 6 weapon $869 ammo $852 model $870
gosub @HARD3_5678
if
$906 == 1 // integer values
else_jump @AMMU3_1724
if or
0490: player $PLAYER_CHAR has_weapon 23
0490: player $PLAYER_CHAR has_weapon 24
0490: player $PLAYER_CHAR has_weapon 22
else_jump @AMMU3_1724
01E5: text_1number_highpriority 'HELP54' 3000 flag 1000 time 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.
:AMMU3_1724
if
00E1: player 0 pressed_button 16
else_jump @AMMU3_1905
if
$906 == 1 // integer values
else_jump @AMMU3_1898
0419: $852 = player $PLAYER_CHAR weapon 25 ammo
if
Player.Money($PLAYER_CHAR) > 2999
else_jump @AMMU3_1884
if
9999 > $852 // integer values
else_jump @AMMU3_1877
01B1: give_player $PLAYER_CHAR weapon 25 ammo 120 // Load the weapon model before using this
if
$852 > 9999 // integer values
else_jump @AMMU3_1845
01B1: give_player $PLAYER_CHAR weapon 25 ammo 9999 // Load the weapon model before using this
:AMMU3_1845
01B8: set_player $PLAYER_CHAR armed_weapon_to 25
gosub @HARD3_3688
Player.Money($PLAYER_CHAR) += -3000
0528: add 3000 to_money_spent_on_weapons_stats
wait 300
:AMMU3_1877
jump @AMMU3_1891
:AMMU3_1884
gosub @HARD3_3615
:AMMU3_1891
jump @AMMU3_1905
:AMMU3_1898
gosub @HARD3_3615
:AMMU3_1905
if
$849 == 1 // integer values
else_jump @AMMU3_1930
jump @AMMU3_10
:AMMU3_1930
jump @AMMU3_1515
:AMMU3_1937
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU3_2503
if
$851 == 2 // integer values
else_jump @AMMU3_2503
Camera.SetPosition(-682.161, 1203.594, 13.133, 0.0, 0.0, 0.0)
Camera.PointAt(-683.155, 1203.697, 13.171, 1)
0460: set_camera_pointing_time 0.0 800
$871 = 0 // integer values
$872 = 0 // integer values
$863 = 0 // integer values
wait 800
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU3_2088
0055: put_player $PLAYER_CHAR at $537 $538 $539
:AMMU3_2088
if
$851 == 2 // integer values
else_jump @AMMU3_2503
wait 0
00BA: text_styled 'SHOTGN2' 1000 ms 4 // S.P.A.S. 12
if
$848 == 0 // integer values
else_jump @AMMU3_2165
00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock
jump @AMMU3_2183
:AMMU3_2165
01E5: text_1number_highpriority 'G_COST' 4000 flag 1000 time 1 // Cost: $~1~
:AMMU3_2183
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU3_2496
gosub @HARD3_4026
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 5 weapon $869 ammo $852 model $870
gosub @HARD3_5678
if
$848 == 1 // integer values
else_jump @AMMU3_2290
if or
0490: player $PLAYER_CHAR has_weapon 21
0490: player $PLAYER_CHAR has_weapon 19
else_jump @AMMU3_2290
01E5: text_1number_highpriority 'HELP54' 4000 flag 1000 time 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.
:AMMU3_2290
if
00E1: player 0 pressed_button 16
else_jump @AMMU3_2471
if
$848 == 1 // integer values
else_jump @AMMU3_2464
0419: $852 = player $PLAYER_CHAR weapon 20 ammo
if
Player.Money($PLAYER_CHAR) > 3999
else_jump @AMMU3_2450
if
9999 > $852 // integer values
else_jump @AMMU3_2443
01B1: give_player $PLAYER_CHAR weapon 20 ammo 28 // Load the weapon model before using this
if
$852 > 9999 // integer values
else_jump @AMMU3_2411
01B1: give_player $PLAYER_CHAR weapon 20 ammo 9999 // Load the weapon model before using this
:AMMU3_2411
01B8: set_player $PLAYER_CHAR armed_weapon_to 20
gosub @HARD3_3688
Player.Money($PLAYER_CHAR) += -4000
0528: add 4000 to_money_spent_on_weapons_stats
wait 300
:AMMU3_2443
jump @AMMU3_2457
:AMMU3_2450
gosub @HARD3_3615
:AMMU3_2457
jump @AMMU3_2471
:AMMU3_2464
gosub @HARD3_3615
:AMMU3_2471
if
$849 == 1 // integer values
else_jump @AMMU3_2496
jump @AMMU3_10
:AMMU3_2496
jump @AMMU3_2088
:AMMU3_2503
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU3_3063
if
$851 == 3 // integer values
else_jump @AMMU3_3063
Camera.SetPosition(-682.161, 1205.094, 13.133, 0.0, 0.0, 0.0)
Camera.PointAt(-683.155, 1205.197, 13.171, 1)
0460: set_camera_pointing_time 0.0 800
$871 = 0 // integer values
$872 = 0 // integer values
$863 = 0 // integer values
wait 800
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU3_2654
0055: put_player $PLAYER_CHAR at $537 $538 $539
:AMMU3_2654
if
$851 == 3 // integer values
else_jump @AMMU3_3063
wait 0
00BA: text_styled 'M4' 1000 ms 4 // M4
if
$855 == 0 // integer values
else_jump @AMMU3_2731
00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock
jump @AMMU3_2749
:AMMU3_2731
01E5: text_1number_highpriority 'G_COST' 5000 flag 1000 time 1 // Cost: $~1~
:AMMU3_2749
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU3_3056
gosub @HARD3_4026
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 7 weapon $869 ammo $852 model $870
gosub @HARD3_5678
if
$855 == 1 // integer values
else_jump @AMMU3_2849
if
0490: player $PLAYER_CHAR has_weapon 27
else_jump @AMMU3_2849
01E5: text_1number_highpriority 'HELP54' 5000 flag 1000 time 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.
:AMMU3_2849
if
00E1: player 0 pressed_button 16
else_jump @AMMU3_3031
if
$855 == 1 // integer values
else_jump @AMMU3_3024
0419: $852 = player $PLAYER_CHAR weapon 26 ammo
if
Player.Money($PLAYER_CHAR) > 4999
else_jump @AMMU3_3010
if
9999 > $852 // integer values
else_jump @AMMU3_3003
01B1: give_player $PLAYER_CHAR weapon 26 ammo 150 // Load the weapon model before using this
if
$852 > 9999 // integer values
else_jump @AMMU3_2971
01B1: give_player $PLAYER_CHAR weapon 26 ammo 9999 // Load the weapon model before using this
:AMMU3_2971
01B8: set_player $PLAYER_CHAR armed_weapon_to 26
gosub @HARD3_3688
Player.Money($PLAYER_CHAR) += -5000
0528: add 5000 to_money_spent_on_weapons_stats
wait 300
:AMMU3_3003
jump @AMMU3_3017
:AMMU3_3010
gosub @HARD3_3615
:AMMU3_3017
jump @AMMU3_3031
:AMMU3_3024
gosub @HARD3_3615
:AMMU3_3031
if
$849 == 1 // integer values
else_jump @AMMU3_3056
jump @AMMU3_10
:AMMU3_3056
jump @AMMU3_2654
:AMMU3_3063
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU3_3615
if
$851 == 4 // integer values
else_jump @AMMU3_3615
Camera.SetPosition(-682.161, 1206.594, 13.133, 0.0, 0.0, 0.0)
Camera.PointAt(-683.155, 1206.697, 13.171, 1)
0460: set_camera_pointing_time 0.0 800
$871 = 0 // integer values
$872 = 0 // integer values
$863 = 0 // integer values
wait 800
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU3_3214
0055: put_player $PLAYER_CHAR at $537 $538 $539
:AMMU3_3214
if
$851 == 4 // integer values
else_jump @AMMU3_3615
wait 0
00BA: text_styled 'LASER' 1000 ms 4 // .308 Sniper
if
$856 == 0 // integer values
else_jump @AMMU3_3291
00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock
jump @AMMU3_3309
:AMMU3_3291
01E5: text_1number_highpriority 'G_COST' 6000 flag 1000 time 1 // Cost: $~1~
:AMMU3_3309
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU3_3608
gosub @HARD3_4026
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 9 weapon $869 ammo $852 model $870
gosub @HARD3_5678
if
$856 == 1 // integer values
else_jump @AMMU3_3409
if
0490: player $PLAYER_CHAR has_weapon 28
else_jump @AMMU3_3409
01E5: text_1number_highpriority 'HELP54' 6000 flag 1000 time 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.
:AMMU3_3409
if
00E1: player 0 pressed_button 16
else_jump @AMMU3_3583
if
$856 == 1 // integer values
else_jump @AMMU3_3576
0419: $852 = player $PLAYER_CHAR weapon 29 ammo
if
Player.Money($PLAYER_CHAR) > 5999
else_jump @AMMU3_3562
if
9999 > $852 // integer values
else_jump @AMMU3_3555
01B1: give_player $PLAYER_CHAR weapon 29 ammo 28 // Load the weapon model before using this
if
$852 > 9999 // integer values
else_jump @AMMU3_3530
01B1: give_player $PLAYER_CHAR weapon 29 ammo 9999 // Load the weapon model before using this
:AMMU3_3530
gosub @HARD3_3688
Player.Money($PLAYER_CHAR) += -6000
0528: add 6000 to_money_spent_on_weapons_stats
wait 300
:AMMU3_3555
jump @AMMU3_3569
:AMMU3_3562
gosub @HARD3_3615
:AMMU3_3569
jump @AMMU3_3583
:AMMU3_3576
gosub @HARD3_3615
:AMMU3_3583
if
$849 == 1 // integer values
else_jump @AMMU3_3608
jump @AMMU3_10
:AMMU3_3608
jump @AMMU3_3214
:AMMU3_3615
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU3_4062
if
$851 == 5 // integer values
else_jump @AMMU3_4062
Camera.SetPosition(-682.161, 1208.094, 13.133, 0.0, 0.0, 0.0)
Camera.PointAt(-683.155, 1208.197, 13.171, 1)
0460: set_camera_pointing_time 0.0 800
$871 = 0 // integer values
$872 = 0 // integer values
$863 = 0 // integer values
wait 800
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU3_3766
0055: put_player $PLAYER_CHAR at $537 $538 $539
:AMMU3_3766
if
$851 == 5 // integer values
else_jump @AMMU3_4062
wait 0
00BA: text_styled 'ARMOUR' 1000 ms 4 // Body Armor
01E5: text_1number_highpriority 'G_COST' 200 flag 1000 time 1 // Cost: $~1~
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU3_4055
gosub @HARD3_4026
04DD: $873 = actor $PLAYER_ACTOR armour
if
00E1: player 0 pressed_button 16
else_jump @AMMU3_4030
if
Player.Money($PLAYER_CHAR) > 199
else_jump @AMMU3_4023
if
100 > $873 // integer values
else_jump @AMMU3_3946
035E: set_player $PLAYER_CHAR armour_to 200
gosub @HARD3_3688
Player.Money($PLAYER_CHAR) += -200
0528: add 200 to_money_spent_on_weapons_stats
wait 300
jump @AMMU3_4016
:AMMU3_3946
if
$1582 == 1 // integer values
else_jump @AMMU3_4016
if
200 > $873 // integer values
else_jump @AMMU3_4016
035E: set_player $PLAYER_CHAR armour_to 200
gosub @HARD3_3688
Player.Money($PLAYER_CHAR) += -200
0528: add 200 to_money_spent_on_weapons_stats
wait 300
:AMMU3_4016
jump @AMMU3_4030
:AMMU3_4023
gosub @HARD3_3615
:AMMU3_4030
if
$849 == 1 // integer values
else_jump @AMMU3_4055
jump @AMMU3_10
:AMMU3_4055
jump @AMMU3_3766
:AMMU3_4062
jump @AMMU3_710
:AMMU3_4069
jump @AMMU3_4159
:AMMU3_4076
if
80F6: not player $PLAYER_CHAR 1 $537 $538 $539 radius 1.0 1.0 2.0
else_jump @AMMU3_4159
if
$849 == 1 // integer values
else_jump @AMMU3_4159
if
Player.Defined($PLAYER_CHAR)
else_jump @AMMU3_4159
gosub @HARD3_5024
:AMMU3_4159
jump @AMMU3_4191
:AMMU3_4166
if
$842 == 1 // integer values
else_jump @AMMU3_4191
gosub @HARD3_5056
:AMMU3_4191
jump @AMMU3_4205
:AMMU3_4198
gosub @HARD3_5056
:AMMU3_4205
jump @AMMU3_10
:HARD1
thread 'HARD1'
:HARD1_10
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD1_2927
if
0121: player $PLAYER_CHAR in_zone 'BEACH2' // Washington Beach
else_jump @HARD1_2920
if
00F5: player $PLAYER_CHAR 0 $540 $541 $542 radius 35.0 35.0 30.0
else_jump @HARD1_2895
if
$843 == 0 // integer values
else_jump @HARD1_423
gosub @HARD3_5554
0084: $858 = $859 // integer values and handles
0060: $858 -= $861 // integer values
$875 = Object.Create(#SCREWDRIVER, 201.508, -469.297, 13.79)
Object.ToggleInMovingList($875) = False
$876 = Object.Create(#HAMMER, 202.508, -469.297, 13.73)
Object.ToggleInMovingList($876) = False
0453: object $876 set_rotation 0.0 4.0 0.0
$877 = Object.Create(#CLEAVER, 203.508, -469.297, 13.77)
Object.ToggleInMovingList($877) = False
$878 = Object.Create(#BAT, 204.606, -469.297, 13.91)
Object.ToggleInMovingList($878) = False
0453: object $878 set_rotation 85.0 0.0 90.0
$879 = Object.Create(#MACHETE, 205.858, -469.297, 14.0)
Object.ToggleInMovingList($879) = False
0453: object $879 set_rotation 0.0 90.0 0.0
if
$858 > 60000 // integer values
else_jump @HARD1_409
$854 = Actor.Create(CivMale, #SPECIAL16, 202.4, -471.1, 10.1)
Actor.Angle($854) = 180.1
gosub @HARD3_5204
:HARD1_409
$843 = 1 // integer values
jump @HARD1_478
:HARD1_423
if
0057: player $PLAYER_CHAR 0 190.0 -481.0 15.7 209.6 -468.5 10.0
else_jump @HARD1_478
gosub @HARD3_2856
:HARD1_478
if
not Actor.Dead($854)
else_jump @HARD1_2888
if
$845 == 0 // integer values
else_jump @HARD1_2888
if
$1180 == 0 // integer values
else_jump @HARD1_2888
01FA: $908 = rampage_status
if
not $908 == 1 // integer values
else_jump @HARD1_2888
if
00F9: player $PLAYER_CHAR stopped 1 $540 $541 $542 radius 1.0 1.0 2.0
else_jump @HARD1_2805
gosub @HARD3_4777
:HARD1_602
if
$850 == 0 // integer values
else_jump @HARD1_2798
$1180 = 1 // integer values
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD1_1091
if
$851 == 0 // integer values
else_jump @HARD1_1091
Player.CanMove($PLAYER_CHAR) = False
if
not Actor.Dead($854)
else_jump @HARD1_696
0210: player $PLAYER_CHAR look_at_actor $854
:HARD1_696
Camera.SetPosition(201.616, -470.795, 14.284, 0.0, 0.0, 0.0)
Camera.PointAt(201.608, -469.797, 14.217, 1)
if
$862 == 0 // integer values
else_jump @HARD1_789
0460: set_camera_pointing_time 0.0 1200
$862 = 1 // integer values
jump @HARD1_799
:HARD1_789
0460: set_camera_pointing_time 0.0 800
:HARD1_799
$863 = 0 // integer values
wait 800
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD1_848
0055: put_player $PLAYER_CHAR at $540 $541 $542
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
:HARD1_848
if
$851 == 0 // integer values
else_jump @HARD1_1091
wait 0
00BA: text_styled 'SCREWD' 1000 ms 4 // Screwdriver
01E5: text_1number_highpriority 'G_COST' 10 flag 1000 time 1 // Cost: $~1~
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD1_1084
gosub @HARD3_4369
$885 = 10 // integer values
gosub @HARD3_5616
if
00E1: player 0 pressed_button 16
else_jump @HARD1_1059
if
Player.Money($PLAYER_CHAR) > 9
else_jump @HARD1_1052
if
82D7: not player $PLAYER_CHAR currentweapon == 2
else_jump @HARD1_1038
01B1: give_player $PLAYER_CHAR weapon 2 ammo 0 // Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 2
gosub @HARD3_3688
Player.Money($PLAYER_CHAR) += -10
0528: add 10 to_money_spent_on_weapons_stats
wait 300
jump @HARD1_1045
:HARD1_1038
gosub @HARD3_3615
:HARD1_1045
jump @HARD1_1059
:HARD1_1052
gosub @HARD3_3615
:HARD1_1059
if
$850 == 1 // integer values
else_jump @HARD1_1084
jump @HARD1_10
:HARD1_1084
jump @HARD1_848
:HARD1_1091
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD1_1471
if
$851 == 1 // integer values
else_jump @HARD1_1471
Camera.SetPosition(202.616, -470.795, 14.284, 0.0, 0.0, 0.0)
Camera.PointAt(202.608, -469.797, 14.217, 1)
0460: set_camera_pointing_time 0.0 800
$863 = 0 // integer values
wait 800
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD1_1228
0055: put_player $PLAYER_CHAR at $540 $541 $542
:HARD1_1228
if
$851 == 1 // integer values
else_jump @HARD1_1471
wait 0
00BA: text_styled 'HAMMER' 1000 ms 4 // Hammer
01E5: text_1number_highpriority 'G_COST' 20 flag 1000 time 1 // Cost: $~1~
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD1_1464
gosub @HARD3_4369
$885 = 20 // integer values
gosub @HARD3_5616
if
00E1: player 0 pressed_button 16
else_jump @HARD1_1439
if
Player.Money($PLAYER_CHAR) > 19
else_jump @HARD1_1432
if
82D7: not player $PLAYER_CHAR currentweapon == 7
else_jump @HARD1_1418
01B1: give_player $PLAYER_CHAR weapon 7 ammo 0 // Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 7
gosub @HARD3_3688
Player.Money($PLAYER_CHAR) += -20
0528: add 20 to_money_spent_on_weapons_stats
wait 300
jump @HARD1_1425
:HARD1_1418
gosub @HARD3_3615
:HARD1_1425
jump @HARD1_1439
:HARD1_1432
gosub @HARD3_3615
:HARD1_1439
if
$850 == 1 // integer values
else_jump @HARD1_1464
jump @HARD1_10
:HARD1_1464
jump @HARD1_1228
:HARD1_1471
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD1_1851
if
$851 == 2 // integer values
else_jump @HARD1_1851
Camera.SetPosition(203.616, -470.795, 14.284, 0.0, 0.0, 0.0)
Camera.PointAt(203.608, -469.797, 14.217, 1)
0460: set_camera_pointing_time 0.0 800
$863 = 0 // integer values
wait 800
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD1_1608
0055: put_player $PLAYER_CHAR at $540 $541 $542
:HARD1_1608
if
$851 == 2 // integer values
else_jump @HARD1_1851
wait 0
00BA: text_styled 'CLEVER' 1000 ms 4 // Meat Cleaver
01E5: text_1number_highpriority 'G_COST' 50 flag 1000 time 1 // Cost: $~1~
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD1_1844
gosub @HARD3_4369
$885 = 50 // integer values
gosub @HARD3_5616
if
00E1: player 0 pressed_button 16
else_jump @HARD1_1819
if
Player.Money($PLAYER_CHAR) > 49
else_jump @HARD1_1812
if
82D7: not player $PLAYER_CHAR currentweapon == 8
else_jump @HARD1_1798
01B1: give_player $PLAYER_CHAR weapon 8 ammo 0 // Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 8
gosub @HARD3_3688
Player.Money($PLAYER_CHAR) += -50
0528: add 50 to_money_spent_on_weapons_stats
wait 300
jump @HARD1_1805
:HARD1_1798
gosub @HARD3_3615
:HARD1_1805
jump @HARD1_1819
:HARD1_1812
gosub @HARD3_3615
:HARD1_1819
if
$850 == 1 // integer values
else_jump @HARD1_1844
jump @HARD1_10
:HARD1_1844
jump @HARD1_1608
:HARD1_1851
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD1_2321
if
$851 == 3 // integer values
else_jump @HARD1_2321
Camera.SetPosition(204.816, -470.795, 14.284, 0.0, 0.0, 0.0)
Camera.PointAt(204.808, -469.797, 14.217, 1)
0460: set_camera_pointing_time 0.0 800
$863 = 0 // integer values
wait 800
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD1_1988
0055: put_player $PLAYER_CHAR at $540 $541 $542
:HARD1_1988
if
$851 == 3 // integer values
else_jump @HARD1_2321
wait 0
00BA: text_styled 'BASEBAT' 1000 ms 4 // Baseball bat
if
$904 == 0 // integer values
else_jump @HARD1_2065
00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock
jump @HARD1_2082
:HARD1_2065
01E5: text_1number_highpriority 'G_COST' 80 flag 1000 time 1 // Cost: $~1~
:HARD1_2082
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD1_2314
gosub @HARD3_4369
if
$904 == 1 // integer values
else_jump @HARD1_2137
$885 = 80 // integer values
gosub @HARD3_5616
:HARD1_2137
if
00E1: player 0 pressed_button 16
else_jump @HARD1_2289
if
$904 == 1 // integer values
else_jump @HARD1_2282
if
Player.Money($PLAYER_CHAR) > 79
else_jump @HARD1_2268
if
82D7: not player $PLAYER_CHAR currentweapon == 6
else_jump @HARD1_2254
01B1: give_player $PLAYER_CHAR weapon 6 ammo 0 // Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 6
gosub @HARD3_3688
Player.Money($PLAYER_CHAR) += -80
0528: add 80 to_money_spent_on_weapons_stats
wait 300
jump @HARD1_2261
:HARD1_2254
gosub @HARD3_3615
:HARD1_2261
jump @HARD1_2275
:HARD1_2268
gosub @HARD3_3615
:HARD1_2275
jump @HARD1_2289
:HARD1_2282
gosub @HARD3_3615
:HARD1_2289
if
$850 == 1 // integer values
else_jump @HARD1_2314
jump @HARD1_10
:HARD1_2314
jump @HARD1_1988
:HARD1_2321
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD1_2791
if
$851 == 4 // integer values
else_jump @HARD1_2791
Camera.SetPosition(206.116, -470.795, 14.284, 0.0, 0.0, 0.0)
Camera.PointAt(206.108, -469.797, 14.217, 1)
0460: set_camera_pointing_time 0.0 800
$863 = 0 // integer values
wait 800
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD1_2458
0055: put_player $PLAYER_CHAR at $540 $541 $542
:HARD1_2458
if
$851 == 4 // integer values
else_jump @HARD1_2791
wait 0
00BA: text_styled 'MACHETE' 1000 ms 4 // Machete
if
$905 == 0 // integer values
else_jump @HARD1_2535
00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock
jump @HARD1_2552
:HARD1_2535
01E5: text_1number_highpriority 'G_COST' 100 flag 1000 time 1 // Cost: $~1~
:HARD1_2552
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD1_2784
gosub @HARD3_4369
if
$905 == 1 // integer values
else_jump @HARD1_2607
$885 = 100 // integer values
gosub @HARD3_5616
:HARD1_2607
if
00E1: player 0 pressed_button 16
else_jump @HARD1_2759
if
$905 == 1 // integer values
else_jump @HARD1_2752
if
Player.Money($PLAYER_CHAR) > 99
else_jump @HARD1_2738
if
82D7: not player $PLAYER_CHAR currentweapon == 9
else_jump @HARD1_2724
01B1: give_player $PLAYER_CHAR weapon 9 ammo 0 // Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 9
gosub @HARD3_3688
Player.Money($PLAYER_CHAR) += -100
0528: add 100 to_money_spent_on_weapons_stats
wait 300
jump @HARD1_2731
:HARD1_2724
gosub @HARD3_3615
:HARD1_2731
jump @HARD1_2745
:HARD1_2738
gosub @HARD3_3615
:HARD1_2745
jump @HARD1_2759
:HARD1_2752
gosub @HARD3_3615
:HARD1_2759
if
$850 == 1 // integer values
else_jump @HARD1_2784
jump @HARD1_10
:HARD1_2784
jump @HARD1_2458
:HARD1_2791
jump @HARD1_602
:HARD1_2798
jump @HARD1_2888
:HARD1_2805
if
80F6: not player $PLAYER_CHAR 1 $540 $541 $542 radius 1.0 1.0 2.0
else_jump @HARD1_2888
if
$850 == 1 // integer values
else_jump @HARD1_2888
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD1_2888
gosub @HARD3_5265
:HARD1_2888
jump @HARD1_2920
:HARD1_2895
if
$843 == 1 // integer values
else_jump @HARD1_2920
gosub @HARD3_5297
:HARD1_2920
jump @HARD1_2934
:HARD1_2927
gosub @HARD3_5297
:HARD1_2934
jump @HARD1_10
:HARD2
thread 'HARD2'
:HARD2_10
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD2_2822
if
$1003 == 1 // integer values
else_jump @HARD2_2815
if
0057: player $PLAYER_CHAR 0 357.7 1016.6 30.1 410.4 1110.4 16.0
else_jump @HARD2_2790
if
$843 == 0 // integer values
else_jump @HARD2_403
gosub @HARD3_5554
0084: $858 = $859 // integer values and handles
0060: $858 -= $861 // integer values
$875 = Object.Create(#SCREWDRIVER, 365.96, 1072.8, 20.68)
Object.ToggleInMovingList($875) = False
$876 = Object.Create(#HAMMER, 364.96, 1072.8, 20.669)
Object.ToggleInMovingList($876) = False
0453: object $876 set_rotation 0.0 4.0 0.0
$877 = Object.Create(#CLEAVER, 363.96, 1072.8, 20.729)
Object.ToggleInMovingList($877) = False
$878 = Object.Create(#KNIFECUR, 362.92, 1072.8, 20.639)
Object.ToggleInMovingList($878) = False
$879 = Object.Create(#KATANA, 362.0, 1072.8, 20.75)
Object.ToggleInMovingList($879) = False
0453: object $879 set_rotation 0.0 -20.0 0.0
if
$858 > 60000 // integer values
else_jump @HARD2_389
$854 = Actor.Create(CivMale, #SPECIAL16, 364.5, 1074.3, 18.0)
Actor.Angle($854) = 358.1
gosub @HARD3_5204
:HARD2_389
$843 = 1 // integer values
jump @HARD2_458
:HARD2_403
if
0057: player $PLAYER_CHAR 0 369.9 1089.8 22.3 359.8 1071.7 18.1
else_jump @HARD2_458
gosub @HARD3_2856
:HARD2_458
if
not Actor.Dead($854)
else_jump @HARD2_2783
if
$845 == 0 // integer values
else_jump @HARD2_2783
if
$1180 == 0 // integer values
else_jump @HARD2_2783
01FA: $908 = rampage_status
if
not $908 == 1 // integer values
else_jump @HARD2_2783
if
00F9: player $PLAYER_CHAR stopped 1 $543 $544 $545 radius 1.0 1.0 2.0
else_jump @HARD2_2700
gosub @HARD3_4777
:HARD2_582
if
$850 == 0 // integer values
else_jump @HARD2_2693
$1180 = 1 // integer values
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD2_1071
if
$851 == 0 // integer values
else_jump @HARD2_1071
Player.CanMove($PLAYER_CHAR) = False
if
not Actor.Dead($854)
else_jump @HARD2_676
0210: player $PLAYER_CHAR look_at_actor $854
:HARD2_676
Camera.SetPosition(366.1, 1074.719, 21.062, 0.0, 0.0, 0.0)
Camera.PointAt(366.089, 1073.72, 21.084, 1)
if
$862 == 0 // integer values
else_jump @HARD2_769
0460: set_camera_pointing_time 0.0 1200
$862 = 1 // integer values
jump @HARD2_779
:HARD2_769
0460: set_camera_pointing_time 0.0 800
:HARD2_779
$863 = 0 // integer values
wait 800
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD2_828
0055: put_player $PLAYER_CHAR at $543 $544 $545
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
:HARD2_828
if
$851 == 0 // integer values
else_jump @HARD2_1071
wait 0
00BA: text_styled 'SCREWD' 1000 ms 4 // Screwdriver
01E5: text_1number_highpriority 'G_COST' 10 flag 1000 time 1 // Cost: $~1~
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD2_1064
gosub @HARD3_4369
$885 = 10 // integer values
gosub @HARD3_5616
if
00E1: player 0 pressed_button 16
else_jump @HARD2_1039
if
Player.Money($PLAYER_CHAR) > 9
else_jump @HARD2_1032
if
82D7: not player $PLAYER_CHAR currentweapon == 2
else_jump @HARD2_1018
01B1: give_player $PLAYER_CHAR weapon 2 ammo 0 // Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 2
gosub @HARD3_3688
Player.Money($PLAYER_CHAR) += -10
0528: add 10 to_money_spent_on_weapons_stats
wait 300
jump @HARD2_1025
:HARD2_1018
gosub @HARD3_3615
:HARD2_1025
jump @HARD2_1039
:HARD2_1032
gosub @HARD3_3615
:HARD2_1039
if
$850 == 1 // integer values
else_jump @HARD2_1064
jump @HARD2_10
:HARD2_1064
jump @HARD2_828
:HARD2_1071
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD2_1451
if
$851 == 1 // integer values
else_jump @HARD2_1451
Camera.SetPosition(365.1, 1074.719, 21.062, 0.0, 0.0, 0.0)
Camera.PointAt(365.089, 1073.72, 21.084, 1)
0460: set_camera_pointing_time 0.0 800
$863 = 0 // integer values
wait 800
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD2_1208
0055: put_player $PLAYER_CHAR at $543 $544 $545
:HARD2_1208
if
$851 == 1 // integer values
else_jump @HARD2_1451
wait 0
00BA: text_styled 'HAMMER' 1000 ms 4 // Hammer
01E5: text_1number_highpriority 'G_COST' 20 flag 1000 time 1 // Cost: $~1~
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD2_1444
gosub @HARD3_4369
$885 = 20 // integer values
gosub @HARD3_5616
if
00E1: player 0 pressed_button 16
else_jump @HARD2_1419
if
Player.Money($PLAYER_CHAR) > 19
else_jump @HARD2_1412
if
82D7: not player $PLAYER_CHAR currentweapon == 7
else_jump @HARD2_1398
01B1: give_player $PLAYER_CHAR weapon 7 ammo 0 // Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 7
gosub @HARD3_3688
Player.Money($PLAYER_CHAR) += -20
0528: add 20 to_money_spent_on_weapons_stats
wait 300
jump @HARD2_1405
:HARD2_1398
gosub @HARD3_3615
:HARD2_1405
jump @HARD2_1419
:HARD2_1412
gosub @HARD3_3615
:HARD2_1419
if
$850 == 1 // integer values
else_jump @HARD2_1444
jump @HARD2_10
:HARD2_1444
jump @HARD2_1208
:HARD2_1451
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD2_1831
if
$851 == 2 // integer values
else_jump @HARD2_1831
Camera.SetPosition(364.1, 1074.719, 21.062, 0.0, 0.0, 0.0)
Camera.PointAt(364.089, 1073.72, 21.084, 1)
0460: set_camera_pointing_time 0.0 800
$863 = 0 // integer values
wait 800
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD2_1588
0055: put_player $PLAYER_CHAR at $543 $544 $545
:HARD2_1588
if
$851 == 2 // integer values
else_jump @HARD2_1831
wait 0
00BA: text_styled 'CLEVER' 1000 ms 4 // Meat Cleaver
01E5: text_1number_highpriority 'G_COST' 50 flag 1000 time 1 // Cost: $~1~
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD2_1824
gosub @HARD3_4369
$885 = 50 // integer values
gosub @HARD3_5616
if
00E1: player 0 pressed_button 16
else_jump @HARD2_1799
if
Player.Money($PLAYER_CHAR) > 49
else_jump @HARD2_1792
if
82D7: not player $PLAYER_CHAR currentweapon == 8
else_jump @HARD2_1778
01B1: give_player $PLAYER_CHAR weapon 8 ammo 0 // Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 8
gosub @HARD3_3688
Player.Money($PLAYER_CHAR) += -50
0528: add 50 to_money_spent_on_weapons_stats
wait 300
jump @HARD2_1785
:HARD2_1778
gosub @HARD3_3615
:HARD2_1785
jump @HARD2_1799
:HARD2_1792
gosub @HARD3_3615
:HARD2_1799
if
$850 == 1 // integer values
else_jump @HARD2_1824
jump @HARD2_10
:HARD2_1824
jump @HARD2_1588
:HARD2_1831
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD2_2211
if
$851 == 3 // integer values
else_jump @HARD2_2211
Camera.SetPosition(363.1, 1074.719, 21.062, 0.0, 0.0, 0.0)
Camera.PointAt(363.089, 1073.72, 21.084, 1)
0460: set_camera_pointing_time 0.0 800
$863 = 0 // integer values
wait 800
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD2_1968
0055: put_player $PLAYER_CHAR at $543 $544 $545
:HARD2_1968
if
$851 == 3 // integer values
else_jump @HARD2_2211
wait 0
00BA: text_styled 'KNIFE' 1000 ms 4 // Knife
01E5: text_1number_highpriority 'G_COST' 90 flag 1000 time 1 // Cost: $~1~
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD2_2204
gosub @HARD3_4369
$885 = 90 // integer values
gosub @HARD3_5616
if
00E1: player 0 pressed_button 16
else_jump @HARD2_2179
if
Player.Money($PLAYER_CHAR) > 89
else_jump @HARD2_2172
if
82D7: not player $PLAYER_CHAR currentweapon == 5
else_jump @HARD2_2158
01B1: give_player $PLAYER_CHAR weapon 5 ammo 0 // Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 5
gosub @HARD3_3688
Player.Money($PLAYER_CHAR) += -90
0528: add 90 to_money_spent_on_weapons_stats
wait 300
jump @HARD2_2165
:HARD2_2158
gosub @HARD3_3615
:HARD2_2165
jump @HARD2_2179
:HARD2_2172
gosub @HARD3_3615
:HARD2_2179
if
$850 == 1 // integer values
else_jump @HARD2_2204
jump @HARD2_10
:HARD2_2204
jump @HARD2_1968
:HARD2_2211
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD2_2686
if
$851 == 4 // integer values
else_jump @HARD2_2686
Camera.SetPosition(362.1, 1074.719, 21.062, 0.0, 0.0, 0.0)
Camera.PointAt(362.089, 1073.72, 21.084, 1)
0460: set_camera_pointing_time 0.0 800
$863 = 0 // integer values
wait 800
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD2_2348
0055: put_player $PLAYER_CHAR at $543 $544 $545
:HARD2_2348
if
$851 == 4 // integer values
else_jump @HARD2_2686
wait 0
00BA: text_styled 'KATANA' 1000 ms 4 // Katana
if
$874 == 0 // integer values
else_jump @HARD2_2425
00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock
jump @HARD2_2443
:HARD2_2425
01E5: text_1number_highpriority 'G_COST' 300 flag 1000 time 1 // Cost: $~1~
:HARD2_2443
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD2_2679
gosub @HARD3_4369
if
$874 == 1 // integer values
else_jump @HARD2_2499
$885 = 300 // integer values
gosub @HARD3_5616
:HARD2_2499
if
00E1: player 0 pressed_button 16
else_jump @HARD2_2654
if
$874 == 1 // integer values
else_jump @HARD2_2647
if
Player.Money($PLAYER_CHAR) > 299
else_jump @HARD2_2633
if
82D7: not player $PLAYER_CHAR currentweapon == 10
else_jump @HARD2_2619
01B1: give_player $PLAYER_CHAR weapon 10 ammo 0 // Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 10
gosub @HARD3_3688
Player.Money($PLAYER_CHAR) += -300
0528: add 300 to_money_spent_on_weapons_stats
wait 300
jump @HARD2_2626
:HARD2_2619
gosub @HARD3_3615
:HARD2_2626
jump @HARD2_2640
:HARD2_2633
gosub @HARD3_3615
:HARD2_2640
jump @HARD2_2654
:HARD2_2647
gosub @HARD3_3615
:HARD2_2654
if
$850 == 1 // integer values
else_jump @HARD2_2679
jump @HARD2_10
:HARD2_2679
jump @HARD2_2348
:HARD2_2686
jump @HARD2_582
:HARD2_2693
jump @HARD2_2783
:HARD2_2700
if
80F6: not player $PLAYER_CHAR 0 $543 $544 $545 radius 1.0 1.0 2.0
else_jump @HARD2_2783
if
$850 == 1 // integer values
else_jump @HARD2_2783
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD2_2783
gosub @HARD3_5265
:HARD2_2783
jump @HARD2_2815
:HARD2_2790
if
$843 == 1 // integer values
else_jump @HARD2_2815
gosub @HARD3_5297
:HARD2_2815
jump @HARD2_2829
:HARD2_2822
gosub @HARD3_5297
:HARD2_2829
jump @HARD2_10
:HARD3
thread 'HARD3'
:HARD3_10
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD3_2752
if
0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana
else_jump @HARD3_2745
if
00F5: player $PLAYER_CHAR 0 $546 $547 $548 radius 35.0 35.0 20.0
else_jump @HARD3_2720
if
$843 == 0 // integer values
else_jump @HARD3_423
gosub @HARD3_5554
0084: $858 = $859 // integer values and handles
0060: $858 -= $861 // integer values
$875 = Object.Create(#SCREWDRIVER, -961.0, -689.87, 14.08)
Object.ToggleInMovingList($875) = False
Object.Angle($875) = 270.0
$876 = Object.Create(#HAMMER, -960.95, -690.88, 14.032)
Object.ToggleInMovingList($876) = False
0453: object $876 set_rotation 0.0 4.0 270.0
$877 = Object.Create(#CLEAVER, -960.95, -691.9, 14.08)
Object.ToggleInMovingList($877) = False
Object.Angle($877) = 270.0
$878 = Object.Create(#MACHETE, -960.8, -693.0, 14.08)
Object.ToggleInMovingList($878) = False
Object.Angle($878) = 270.0
$879 = Object.Create(#CHNSAW, -960.8, -694.0, 14.162)
Object.ToggleInMovingList($879) = False
Object.Angle($879) = 270.0
if
$858 > 60000 // integer values
else_jump @HARD3_409
$854 = Actor.Create(CivMale, #SPECIAL16, -963.8, -692.3, 10.3)
Actor.Angle($854) = 90.0
gosub @HARD3_5204
:HARD3_409
$843 = 1 // integer values
jump @HARD3_478
:HARD3_423
if
0057: player $PLAYER_CHAR 0 -981.0 -688.0 15.1 -959.8 -696.0 10.1
else_jump @HARD3_478
gosub @HARD3_2856
:HARD3_478
if
not Actor.Dead($854)
else_jump @HARD3_2713
if
$845 == 0 // integer values
else_jump @HARD3_2713
if
$1180 == 0 // integer values
else_jump @HARD3_2713
01FA: $908 = rampage_status
if
not $908 == 1 // integer values
else_jump @HARD3_2713
if
00F9: player $PLAYER_CHAR stopped 1 $546 $547 $548 radius 1.0 1.0 2.0
else_jump @HARD3_2630
gosub @HARD3_4777
:HARD3_602
if
$850 == 0 // integer values
else_jump @HARD3_2623
$1180 = 1 // integer values
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD3_1091
if
$851 == 0 // integer values
else_jump @HARD3_1091
Player.CanMove($PLAYER_CHAR) = False
if
not Actor.Dead($854)
else_jump @HARD3_696
0210: player $PLAYER_CHAR look_at_actor $854
:HARD3_696
Camera.SetPosition(-962.483, -690.104, 14.47, 0.0, 0.0, 0.0)
Camera.PointAt(-961.485, -690.029, 14.481, 1)
if
$862 == 0 // integer values
else_jump @HARD3_789
0460: set_camera_pointing_time 0.0 1200
$862 = 1 // integer values
jump @HARD3_799
:HARD3_789
0460: set_camera_pointing_time 0.0 800
:HARD3_799
$863 = 0 // integer values
wait 800
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD3_848
0055: put_player $PLAYER_CHAR at $546 $547 $548
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
:HARD3_848
if
$851 == 0 // integer values
else_jump @HARD3_1091
wait 0
00BA: text_styled 'SCREWD' 1000 ms 4 // Screwdriver
01E5: text_1number_highpriority 'G_COST' 10 flag 1000 time 1 // Cost: $~1~
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD3_1084
gosub @HARD3_4369
$885 = 10 // integer values
gosub @HARD3_5616
if
00E1: player 0 pressed_button 16
else_jump @HARD3_1059
if
Player.Money($PLAYER_CHAR) > 9
else_jump @HARD3_1052
if
82D7: not player $PLAYER_CHAR currentweapon == 2
else_jump @HARD3_1038
01B1: give_player $PLAYER_CHAR weapon 2 ammo 0 // Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 2
gosub @HARD3_3688
Player.Money($PLAYER_CHAR) += -10
0528: add 10 to_money_spent_on_weapons_stats
wait 300
jump @HARD3_1045
:HARD3_1038
gosub @HARD3_3615
:HARD3_1045
jump @HARD3_1059
:HARD3_1052
gosub @HARD3_3615
:HARD3_1059
if
$850 == 1 // integer values
else_jump @HARD3_1084
jump @HARD3_10
:HARD3_1084
jump @HARD3_848
:HARD3_1091
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD3_1471
if
$851 == 1 // integer values
else_jump @HARD3_1471
Camera.SetPosition(-962.483, -691.104, 14.47, 0.0, 0.0, 0.0)
Camera.PointAt(-961.485, -691.029, 14.481, 1)
0460: set_camera_pointing_time 0.0 800
$863 = 0 // integer values
wait 800
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD3_1228
0055: put_player $PLAYER_CHAR at $546 $547 $548
:HARD3_1228
if
$851 == 1 // integer values
else_jump @HARD3_1471
wait 0
00BA: text_styled 'HAMMER' 1000 ms 4 // Hammer
01E5: text_1number_highpriority 'G_COST' 20 flag 1000 time 1 // Cost: $~1~
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD3_1464
gosub @HARD3_4369
$885 = 20 // integer values
gosub @HARD3_5616
if
00E1: player 0 pressed_button 16
else_jump @HARD3_1439
if
Player.Money($PLAYER_CHAR) > 19
else_jump @HARD3_1432
if
82D7: not player $PLAYER_CHAR currentweapon == 7
else_jump @HARD3_1418
01B1: give_player $PLAYER_CHAR weapon 7 ammo 0 // Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 7
gosub @HARD3_3688
Player.Money($PLAYER_CHAR) += -20
0528: add 20 to_money_spent_on_weapons_stats
wait 300
jump @HARD3_1425
:HARD3_1418
gosub @HARD3_3615
:HARD3_1425
jump @HARD3_1439
:HARD3_1432
gosub @HARD3_3615
:HARD3_1439
if
$850 == 1 // integer values
else_jump @HARD3_1464
jump @HARD3_10
:HARD3_1464
jump @HARD3_1228
:HARD3_1471
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD3_1851
if
$851 == 2 // integer values
else_jump @HARD3_1851
Camera.SetPosition(-962.483, -692.104, 14.47, 0.0, 0.0, 0.0)
Camera.PointAt(-961.485, -692.029, 14.481, 1)
0460: set_camera_pointing_time 0.0 800
$863 = 0 // integer values
wait 800
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD3_1608
0055: put_player $PLAYER_CHAR at $546 $547 $548
:HARD3_1608
if
$851 == 2 // integer values
else_jump @HARD3_1851
wait 0
00BA: text_styled 'CLEVER' 1000 ms 4 // Meat Cleaver
01E5: text_1number_highpriority 'G_COST' 50 flag 1000 time 1 // Cost: $~1~
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD3_1844
gosub @HARD3_4369
$885 = 50 // integer values
gosub @HARD3_5616
if
00E1: player 0 pressed_button 16
else_jump @HARD3_1819
if
Player.Money($PLAYER_CHAR) > 49
else_jump @HARD3_1812
if
82D7: not player $PLAYER_CHAR currentweapon == 8
else_jump @HARD3_1798
01B1: give_player $PLAYER_CHAR weapon 8 ammo 0 // Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 8
gosub @HARD3_3688
Player.Money($PLAYER_CHAR) += -50
0528: add 50 to_money_spent_on_weapons_stats
wait 300
jump @HARD3_1805
:HARD3_1798
gosub @HARD3_3615
:HARD3_1805
jump @HARD3_1819
:HARD3_1812
gosub @HARD3_3615
:HARD3_1819
if
$850 == 1 // integer values
else_jump @HARD3_1844
jump @HARD3_10
:HARD3_1844
jump @HARD3_1608
:HARD3_1851
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD3_2231
if
$851 == 3 // integer values
else_jump @HARD3_2231
Camera.SetPosition(-962.483, -693.204, 14.47, 0.0, 0.0, 0.0)
Camera.PointAt(-961.485, -693.129, 14.481, 1)
0460: set_camera_pointing_time 0.0 800
$863 = 0 // integer values
wait 800
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD3_1988
0055: put_player $PLAYER_CHAR at $546 $547 $548
:HARD3_1988
if
$851 == 3 // integer values
else_jump @HARD3_2231
wait 0
00BA: text_styled 'MACHETE' 1000 ms 4 // Machete
01E5: text_1number_highpriority 'G_COST' 100 flag 1000 time 1 // Cost: $~1~
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD3_2224
gosub @HARD3_4369
$885 = 100 // integer values
gosub @HARD3_5616
if
00E1: player 0 pressed_button 16
else_jump @HARD3_2199
if
Player.Money($PLAYER_CHAR) > 99
else_jump @HARD3_2192
if
82D7: not player $PLAYER_CHAR currentweapon == 9
else_jump @HARD3_2178
01B1: give_player $PLAYER_CHAR weapon 9 ammo 0 // Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 9
gosub @HARD3_3688
Player.Money($PLAYER_CHAR) += -100
0528: add 100 to_money_spent_on_weapons_stats
wait 300
jump @HARD3_2185
:HARD3_2178
gosub @HARD3_3615
:HARD3_2185
jump @HARD3_2199
:HARD3_2192
gosub @HARD3_3615
:HARD3_2199
if
$850 == 1 // integer values
else_jump @HARD3_2224
jump @HARD3_10
:HARD3_2224
jump @HARD3_1988
:HARD3_2231
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD3_2616
if
$851 == 4 // integer values
else_jump @HARD3_2616
Camera.SetPosition(-962.483, -694.504, 14.47, 0.0, 0.0, 0.0)
Camera.PointAt(-961.485, -694.429, 14.481, 1)
0460: set_camera_pointing_time 0.0 800
$863 = 0 // integer values
wait 800
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD3_2368
0055: put_player $PLAYER_CHAR at $546 $547 $548
:HARD3_2368
if
$851 == 4 // integer values
else_jump @HARD3_2616
wait 0
00BA: text_styled 'CHAINSA' 1000 ms 4 // Chainsaw
01E5: text_1number_highpriority 'G_COST' 500 flag 1000 time 1 // Cost: $~1~
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD3_2609
gosub @HARD3_4369
$885 = 500 // integer values
gosub @HARD3_5616
if
00E1: player 0 pressed_button 16
else_jump @HARD3_2584
if
Player.Money($PLAYER_CHAR) > 499
else_jump @HARD3_2577
if
82D7: not player $PLAYER_CHAR currentweapon == 11
else_jump @HARD3_2563
01B1: give_player $PLAYER_CHAR weapon 11 ammo 0 // Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 11
gosub @HARD3_3688
Player.Money($PLAYER_CHAR) += -500
0528: add 500 to_money_spent_on_weapons_stats
wait 300
jump @HARD3_2570
:HARD3_2563
gosub @HARD3_3615
:HARD3_2570
jump @HARD3_2584
:HARD3_2577
gosub @HARD3_3615
:HARD3_2584
if
$850 == 1 // integer values
else_jump @HARD3_2609
jump @HARD3_10
:HARD3_2609
jump @HARD3_2368
:HARD3_2616
jump @HARD3_602
:HARD3_2623
jump @HARD3_2713
:HARD3_2630
if
80F6: not player $PLAYER_CHAR 0 $546 $547 $548 radius 1.0 1.0 2.0
else_jump @HARD3_2713
if
$850 == 1 // integer values
else_jump @HARD3_2713
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD3_2713
gosub @HARD3_5265
:HARD3_2713
jump @HARD3_2745
:HARD3_2720
if
$843 == 1 // integer values
else_jump @HARD3_2745
gosub @HARD3_5297
:HARD3_2745
jump @HARD3_2759
:HARD3_2752
gosub @HARD3_5297
:HARD3_2759
jump @HARD3_10
:HARD3_2766
if
not Actor.Dead($853)
else_jump @HARD3_2854
if or
02DF: player $PLAYER_CHAR aggressive
031D: actor $853 hit_by_weapon 47
else_jump @HARD3_2854
if
$844 == 0 // integer values
else_jump @HARD3_2854
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD3_2847
01CA: actor $853 kill_player $PLAYER_CHAR
:HARD3_2847
$844 = 1 // integer values
:HARD3_2854
return
:HARD3_2856
if
not Actor.Dead($854)
else_jump @HARD3_3613
if
0457: player $PLAYER_CHAR aiming_at_actor $854
else_jump @HARD3_3454
if
$845 == 0 // integer values
else_jump @HARD3_3013
022F: set_actor $854 stop_looking
if
not Actor.Dead($854)
else_jump @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
16@ = 0 // integer values
$845 = 1 // integer values
jump @HARD3_3417
:HARD3_3013
if and
16@ > 2000 // integer values
6000 > 16@ // integer values
else_jump @HARD3_3101
if
$1540 == 0 // integer values
else_jump @HARD3_3101
02E1: $1536 = create_cash_pickup 50 at $896 $897 $898
018C: play_sound 13 at $896 $897 $898
gosub @HARD3_5706
$1540 = 1 // integer values
:HARD3_3101
if and
16@ > 6000 // integer values
10000 > 16@ // integer values
else_jump @HARD3_3209
if
$1541 == 0 // integer values
else_jump @HARD3_3209
$897 += 0.1 // floating-point values
$896 += 0.1 // floating-point values
02E1: $1537 = create_cash_pickup 100 at $896 $897 $898
018C: play_sound 13 at $896 $897 $898
Player.SetMinWantedLevel($PLAYER_CHAR, 1)
$1541 = 1 // integer values
:HARD3_3209
if and
16@ > 10000 // integer values
14000 > 16@ // integer values
else_jump @HARD3_3308
if
$1542 == 0 // integer values
else_jump @HARD3_3308
$897 += 0.1 // floating-point values
02E1: $1538 = create_cash_pickup 250 at $896 $897 $898
018C: play_sound 13 at $896 $897 $898
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
$1542 = 1 // integer values
:HARD3_3308
if and
16@ > 14000 // integer values
20000 > 16@ // integer values
else_jump @HARD3_3417
if
$1543 == 0 // integer values
else_jump @HARD3_3417
$897 += 0.1 // floating-point values
$896 += 0.1 // floating-point values
02E1: $1539 = create_cash_pickup 600 at $896 $897 $898
018C: play_sound 13 at $896 $897 $898
Player.SetMinWantedLevel($PLAYER_CHAR, 3)
$1543 = 1 // integer values
:HARD3_3417
if or
02DF: player $PLAYER_CHAR aggressive
031D: actor $854 hit_by_weapon 47
else_jump @HARD3_3447
jump @HARD3_3454
:HARD3_3447
jump @HARD3_3613
:HARD3_3454
if
$845 == 0 // integer values
else_jump @HARD3_3509
if or
02DF: player $PLAYER_CHAR aggressive
031D: actor $854 hit_by_weapon 47
else_jump @HARD3_3502
$845 = 1 // integer values
:HARD3_3502
jump @HARD3_3613
:HARD3_3509
if
not Actor.Dead($854)
else_jump @HARD3_3613
0372: set_actor $854 anim 0 wait_state_time 0 ms
04EB: actor $854 crouch 1 9999999 ms
if
$864 == 0 // integer values
else_jump @HARD3_3613
022F: set_actor $854 stop_looking
Actor.StorePos($854, $896, $897, $898)
018D: $865 = create_sound 0 at $896 $897 $898
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
$864 = 1 // integer values
:HARD3_3613
return
:HARD3_3615
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD3_3658
0054: store_player $PLAYER_CHAR position_to $899 $900 $901
018C: play_sound 14 at $899 $900 $901
:HARD3_3658
if
00E1: player 0 pressed_button 16
else_jump @HARD3_3686
wait 0
jump @HARD3_3658
:HARD3_3686
return
:HARD3_3688
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD3_3731
0054: store_player $PLAYER_CHAR position_to $899 $900 $901
018C: play_sound 13 at $899 $900 $901
:HARD3_3731
if
00E1: player 0 pressed_button 16
else_jump @HARD3_3759
wait 0
jump @HARD3_3731
:HARD3_3759
return
:HARD3_3761
0512: show_permanent_text_box 'GUN_H1'
0494: get_joystick 0 data_to $880 $881 $882 $883
if or
00E1: player 0 pressed_button 10
-100 > $880 // integer values
else_jump @HARD3_3818
$851 -= 1 // integer values
:HARD3_3818
if or
00E1: player 0 pressed_button 11
$880 > 100 // integer values
else_jump @HARD3_3849
$851 += 1 // integer values
:HARD3_3849
if
0 > $851 // integer values
else_jump @HARD3_3874
$851 = 4 // integer values
:HARD3_3874
if
$851 > 4 // integer values
else_jump @HARD3_3899
$851 = 0 // integer values
:HARD3_3899
if
00E1: player 0 pressed_button 15
else_jump @HARD3_4024
:HARD3_3916
if
00E1: player 0 pressed_button 15
else_jump @HARD3_3944
wait 0
jump @HARD3_3916
:HARD3_3944
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD3_4024
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
03E6: remove_text_box
0055: put_player $PLAYER_CHAR at $531 $532 $533
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD3_4010
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
Player.CanMove($PLAYER_CHAR) = True
:HARD3_4010
$1180 = 0 // integer values
$849 = 1 // integer values
:HARD3_4024
return
:HARD3_4026
0512: show_permanent_text_box 'GUN_H1'
0494: get_joystick 0 data_to $880 $881 $882 $883
if or
00E1: player 0 pressed_button 10
-100 > $880 // integer values
else_jump @HARD3_4083
$851 -= 1 // integer values
:HARD3_4083
if or
00E1: player 0 pressed_button 11
$880 > 100 // integer values
else_jump @HARD3_4114
$851 += 1 // integer values
:HARD3_4114
if
0 > $851 // integer values
else_jump @HARD3_4139
$851 = 5 // integer values
:HARD3_4139
if
$851 > 5 // integer values
else_jump @HARD3_4164
$851 = 0 // integer values
:HARD3_4164
if
00E1: player 0 pressed_button 15
else_jump @HARD3_4367
:HARD3_4181
if
80E1: not player 0 pressed_button 15
else_jump @HARD3_4209
wait 0
jump @HARD3_4181
:HARD3_4209
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD3_4367
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
03E6: remove_text_box
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD3_4323
if
0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point
else_jump @HARD3_4285
0055: put_player $PLAYER_CHAR at $534 $535 $536
:HARD3_4285
if
0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown
else_jump @HARD3_4323
0055: put_player $PLAYER_CHAR at $537 $538 $539
:HARD3_4323
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD3_4353
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
Player.CanMove($PLAYER_CHAR) = True
:HARD3_4353
$1180 = 0 // integer values
$849 = 1 // integer values
:HARD3_4367
return
:HARD3_4369
0512: show_permanent_text_box 'GUN_H1'
0494: get_joystick 0 data_to $880 $881 $882 $883
if or
00E1: player 0 pressed_button 10
-100 > $880 // integer values
else_jump @HARD3_4426
$851 -= 1 // integer values
:HARD3_4426
if or
00E1: player 0 pressed_button 11
$880 > 100 // integer values
else_jump @HARD3_4457
$851 += 1 // integer values
:HARD3_4457
if
0 > $851 // integer values
else_jump @HARD3_4482
$851 = 4 // integer values
:HARD3_4482
if
$851 > 4 // integer values
else_jump @HARD3_4507
$851 = 0 // integer values
:HARD3_4507
if
00E1: player 0 pressed_button 15
else_jump @HARD3_4748
:HARD3_4524
if
00E1: player 0 pressed_button 15
else_jump @HARD3_4552
wait 0
jump @HARD3_4524
:HARD3_4552
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD3_4748
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
03E6: remove_text_box
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD3_4704
if
0121: player $PLAYER_CHAR in_zone 'BEACH2' // Washington Beach
else_jump @HARD3_4628
0055: put_player $PLAYER_CHAR at $540 $541 $542
:HARD3_4628
if
0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point
else_jump @HARD3_4666
0055: put_player $PLAYER_CHAR at $543 $544 $545
:HARD3_4666
if
0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana
else_jump @HARD3_4704
0055: put_player $PLAYER_CHAR at $546 $547 $548
:HARD3_4704
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD3_4734
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
Player.CanMove($PLAYER_CHAR) = True
:HARD3_4734
$1180 = 0 // integer values
$850 = 1 // integer values
:HARD3_4748
return
:HARD3_4750
if
$846 == 0 // integer values
else_jump @HARD3_4775
$846 = 1 // integer values
:HARD3_4775
return
:HARD3_4777
if
$846 == 0 // integer values
else_jump @HARD3_4802
$846 = 1 // integer values
:HARD3_4802
return
:HARD3_4804
wait 1500
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD3_5022
if
not Actor.Dead($853)
else_jump @HARD3_5022
0243: set_actor $853 ped_stats_to 16
if
0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach
else_jump @HARD3_4898
if
Model.Available(#INGRAMSL)
else_jump @HARD3_4898
01B2: give_actor $853 weapon 24 ammo 9999 // Load the weapon model before using this
:HARD3_4898
if
0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point
else_jump @HARD3_4948
if
Model.Available(#UZI)
else_jump @HARD3_4948
01B2: give_actor $853 weapon 23 ammo 9999 // Load the weapon model before using this
:HARD3_4948
if
0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown
else_jump @HARD3_4998
if
Model.Available(#PYTHON)
else_jump @HARD3_4998
01B2: give_actor $853 weapon 18 ammo 9999 // Load the weapon model before using this
:HARD3_4998
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD3_5022
022D: set_actor $853 to_look_at_player $PLAYER_CHAR
:HARD3_5022
return
:HARD3_5024
$849 = 0 // integer values
$851 = 0 // integer values
$846 = 0 // integer values
$862 = 0 // integer values
03E6: remove_text_box
return
:HARD3_5056
if and
Actor.Dead($853)
$857 > 30000 // integer values
else_jump @HARD3_5085
01BD: $860 = current_time_in_ms
:HARD3_5085
Actor.DestroyInstantly($853)
0296: unload_special_actor 21
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD3_5117
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
:HARD3_5117
Object.Destroy($889)
Object.Destroy($890)
Object.Destroy($891)
Object.Destroy($892)
Object.Destroy($893)
Object.Destroy($894)
Object.Destroy($895)
$844 = 0 // integer values
$842 = 0 // integer values
$866 = 0 // integer values
018E: stop_sound $865
if
not Player.Defined($PLAYER_CHAR)
else_jump @HARD3_5202
$860 = -30000 // integer values
:HARD3_5202
return
:HARD3_5204
if
not Actor.Dead($854)
else_jump @HARD3_5263
0243: set_actor $854 ped_stats_to 16
01ED: clear_actor $854 threat_search
0350: set_actor $854 maintain_position_when_attacked 1
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD3_5263
022D: set_actor $854 to_look_at_player $PLAYER_CHAR
:HARD3_5263
return
:HARD3_5265
$850 = 0 // integer values
$851 = 0 // integer values
$846 = 0 // integer values
$862 = 0 // integer values
03E6: remove_text_box
return
:HARD3_5297
if or
Actor.Dead($854)
$845 == 1 // integer values
else_jump @HARD3_5346
if
$858 > 60000 // integer values
else_jump @HARD3_5346
01BD: $861 = current_time_in_ms
:HARD3_5346
Actor.DestroyInstantly($854)
Object.Destroy($875)
Object.Destroy($876)
Object.Destroy($877)
Object.Destroy($878)
Object.Destroy($879)
0296: unload_special_actor 16
if
Player.Defined($PLAYER_CHAR)
else_jump @HARD3_5403
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
:HARD3_5403
$1540 = 0 // integer values
$1541 = 0 // integer values
$1542 = 0 // integer values
$1543 = 0 // integer values
$845 = 0 // integer values
$843 = 0 // integer values
$866 = 0 // integer values
$864 = 0 // integer values
018E: stop_sound $865
if
not Player.Defined($PLAYER_CHAR)
else_jump @HARD3_5490
$861 = -60000 // integer values
:HARD3_5490
return
:HARD3_5492
023C: load_special_actor 21 'SAM'
:HARD3_5504
if
823D: not special_actor 21 loaded
else_jump @HARD3_5542
wait 0
023C: load_special_actor 21 'SAM'
jump @HARD3_5504
:HARD3_5542
01BD: $859 = current_time_in_ms
Actor.DestroyInstantly($853)
return
:HARD3_5554
023C: load_special_actor 16 'S_KEEP'
:HARD3_5566
if
823D: not special_actor 16 loaded
else_jump @HARD3_5604
wait 0
023C: load_special_actor 16 'S_KEEP'
jump @HARD3_5566
:HARD3_5604
01BD: $859 = current_time_in_ms
Actor.DestroyInstantly($854)
return
:HARD3_5616
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 2 weapon $869 ammo $852 model $870
01B8: set_player $PLAYER_CHAR armed_weapon_to $869
if
84A3: not $869 == 0 // == constant
else_jump @HARD3_5676
01E5: text_1number_highpriority 'HELP54' $885 flag 1000 time 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.
:HARD3_5676
return
:HARD3_5678
if
$852 > 0 // integer values
else_jump @HARD3_5704
01B8: set_player $PLAYER_CHAR armed_weapon_to $869
:HARD3_5704
return
:HARD3_5706
if and
00F5: player $PLAYER_CHAR 0 $540 $541 $542 radius 35.0 35.0 30.0
$886 == 0 // integer values
else_jump @HARD3_5773
0531: increment_stores_knocked_off_by 1
$1531 += 1 // integer values
$886 = 1 // integer values
:HARD3_5773
if and
0057: player $PLAYER_CHAR 0 357.7 1016.6 30.1 410.4 1110.4 16.0
$887 == 0 // integer values
else_jump @HARD3_5846
0531: increment_stores_knocked_off_by 1
$1531 += 1 // integer values
$887 = 1 // integer values
:HARD3_5846
if and
00F5: player $PLAYER_CHAR 0 $546 $547 $548 radius 35.0 35.0 20.0
$888 == 0 // integer values
else_jump @HARD3_5913
0531: increment_stores_knocked_off_by 1
$1531 += 1 // integer values
$888 = 1 // integer values
:HARD3_5913
return
:SECURE
$912 = 0 // integer values
$915 = 0 // integer values
$916 = 0 // integer values
$911 = 0 // integer values
$959 = 0 // integer values
$913 = 0 // integer values
$914 = 0 // integer values
$960 = 0 // integer values
$961 = 0 // integer values
$931 = 0 // integer values
$917 = 0 // integer values
$981 = 0.0 // floating-point values
$979 = -1436.0 // floating-point values
$980 = -805.0 // floating-point values
$983 = 0 // integer values
thread 'SECURE'
set_wb_check_to 0
create_thread @SECURI
end_thread
:SECURI
thread 'SECURI'
01E8: create_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0
01E8: create_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0
01E8: create_forbidden_for_cars_cube -283.0 372.0 0.0 -137.0 608.0 35.0
jump @SECURI_347
032B: $941 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974
032B: $942 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974
032B: $943 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974
032B: $944 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974
032B: $945 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974
032B: $946 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974
032B: $947 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974
032B: $948 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974
032B: $949 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974
$909 = Actor.Create(CivMale, #GDA, $953, $954, $955)
$910 = Actor.Create(CivMale, #GDA, $953, $954, $955)
:SECURI_347
wait 0
$983 += 1 // integer values
if
Player.Defined($PLAYER_CHAR)
else_jump @SECURI_1703
01FA: $962 = rampage_status
if
not $962 == 1 // integer values
else_jump @SECURI_1696
if
$983 == 1 // integer values
else_jump @SECURI_1696
if
0121: player $PLAYER_CHAR in_zone 'GOLFC' // Leaf Links
else_jump @SECURI_1576
$915 = 1 // integer values
$950 = 95.0 // floating-point values
$951 = 267.7 // floating-point values
$952 = 21.0 // floating-point values
0086: $969 = $950 // floating-point values only
0086: $970 = $951 // floating-point values only
0086: $971 = $952 // floating-point values only
0086: $972 = $950 // floating-point values only
0086: $973 = $951 // floating-point values only
0086: $974 = $952 // floating-point values only
$974 += 1.0 // floating-point values
$963 = 99.0 // floating-point values
$964 = 257.0 // floating-point values
$965 = 24.4 // floating-point values
$966 = 90.3 // floating-point values
$967 = 277.6 // floating-point values
$968 = 24.5 // floating-point values
$953 = 91.1 // floating-point values
$954 = 270.0 // floating-point values
$955 = 21.8 // floating-point values
$956 = 95.8 // floating-point values
$957 = 271.5 // floating-point values
$958 = 21.8 // floating-point values
if
00F5: player $PLAYER_CHAR 0 $950 $951 $952 radius 8.0 8.0 3.0
else_jump @SECURI_954
0054: store_player $PLAYER_CHAR position_to $976 $977 $978
if
0024: $951 > $977 // floating-point values only
else_jump @SECURI_797
if
$959 == 0 // integer values
else_jump @SECURI_797
Camera.SetPosition($963, $964, $965, 0.0, 0.0, 0.0)
Camera.PointAt($969, $970, $971, 2)
04C7: toggle_camera_green_scanlines 1
$959 = 1 // integer values
:SECURI_797
if
0024: $977 > $951 // floating-point values only
else_jump @SECURI_884
if
$959 == 0 // integer values
else_jump @SECURI_884
Camera.SetPosition($966, $967, $968, 0.0, 0.0, 0.0)
Camera.PointAt($969, $970, $971, 2)
04C7: toggle_camera_green_scanlines 1
$959 = 2 // integer values
:SECURI_884
if
00F5: player $PLAYER_CHAR 0 $950 $951 $952 radius 1.0 1.0 1.5
else_jump @SECURI_947
gosub @SECURI_2758
gosub @SECURI_2999
gosub @SECURI_4164
:SECURI_947
jump @SECURI_1127
:SECURI_954
if
not $959 == 0 // integer values
else_jump @SECURI_1127
0170: $975 = player $PLAYER_CHAR z_angle
if
$959 == 1 // integer values
else_jump @SECURI_1050
if and
$975 > 155.0 // floating-point values
245.0 > $975 // floating-point values
else_jump @SECURI_1044
Camera.Restore_WithJumpCut
04C7: toggle_camera_green_scanlines 0
03C8: set_camera_directly_before_player
jump @SECURI_1050
:SECURI_1044
Camera.Restore_WithJumpCut
04C7: toggle_camera_green_scanlines 0
:SECURI_1050
if
$959 == 2 // integer values
else_jump @SECURI_1120
if or
$975 > 290.0 // floating-point values
110.0 > $975 // floating-point values
else_jump @SECURI_1114
Camera.Restore_WithJumpCut
04C7: toggle_camera_green_scanlines 0
03C8: set_camera_directly_before_player
jump @SECURI_1120
:SECURI_1114
Camera.Restore_WithJumpCut
04C7: toggle_camera_green_scanlines 0
:SECURI_1120
$959 = 0 // integer values
:SECURI_1127
if
$911 == 1 // integer values
else_jump @SECURI_1311
if
not Actor.Dead($909)
else_jump @SECURI_1200
if
8184: not actor $909 health >= 90
else_jump @SECURI_1193
gosub @SECURI_4205
gosub @SECURI_4286
:SECURI_1193
jump @SECURI_1212
:SECURI_1200
Actor.RemoveReferences($909)
gosub @SECURI_4286
:SECURI_1212
if
not Actor.Dead($910)
else_jump @SECURI_1267
if
8184: not actor $910 health >= 90
else_jump @SECURI_1260
gosub @SECURI_4205
gosub @SECURI_4286
:SECURI_1260
jump @SECURI_1279
:SECURI_1267
Actor.RemoveReferences($910)
gosub @SECURI_4205
:SECURI_1279
if
$961 == 1 // integer values
else_jump @SECURI_1311
gosub @SECURI_4205
gosub @SECURI_4286
:SECURI_1311
if
$911 == 0 // integer values
else_jump @SECURI_1569
$98 = 0.0 // floating-point values
$960 = 0 // integer values
02CE: $98 = ground_z $953 $954 50.0
if
not $98 == 0.0 // floating-point values
else_jump @SECURI_1569
if
Model.Available(#GDA)
else_jump @SECURI_1405
$960 = 1 // integer values
:SECURI_1405
if
$960 == 0 // integer values
else_jump @SECURI_1453
Model.Load(#GDA)
:SECURI_1427
if
not Model.Available(#GDA)
else_jump @SECURI_1453
wait 0
jump @SECURI_1427
:SECURI_1453
$909 = Actor.Create(CivMale, #GDA, $953, $954, $955)
0243: set_actor $909 ped_stats_to 16
Actor.Angle($909) = 300.0
009F: set_actor $909 idle
$910 = Actor.Create(CivMale, #GDA, $956, $957, $958)
0243: set_actor $910 ped_stats_to 16
Actor.Angle($910) = 130.0
009F: set_actor $910 idle
if
$960 == 0 // integer values
else_jump @SECURI_1555
Model.Destroy(#GDA)
:SECURI_1555
$960 = 0 // integer values
$911 = 1 // integer values
:SECURI_1569
jump @SECURI_1696
:SECURI_1576
if
$915 == 1 // integer values
else_jump @SECURI_1689
if
$911 == 1 // integer values
else_jump @SECURI_1675
if
not Actor.Dead($909)
else_jump @SECURI_1633
Actor.RemoveReferences($909)
:SECURI_1633
if
not Actor.Dead($910)
else_jump @SECURI_1654
Actor.RemoveReferences($910)
:SECURI_1654
$911 = 0 // integer values
$913 = 0 // integer values
$914 = 0 // integer values
:SECURI_1675
gosub @SECURI_4124
$915 = 0 // integer values
:SECURI_1689
$917 = 0 // integer values
:SECURI_1696
jump @SECURI_1710
:SECURI_1703
gosub @SECURI_4124
:SECURI_1710
if
Player.Defined($PLAYER_CHAR)
else_jump @SECURI_2191
01FA: $962 = rampage_status
if
not $962 == 1 // integer values
else_jump @SECURI_2184
if
$983 == 2 // integer values
else_jump @SECURI_2184
if
0121: player $PLAYER_CHAR in_zone 'A_PORT' // Escobar International
else_jump @SECURI_2115
$915 = 2 // integer values
$950 = -1464.1 // floating-point values
$951 = -830.6 // floating-point values
$952 = 13.9 // floating-point values
0086: $974 = $952 // floating-point values only
$974 += 1.0 // floating-point values
if
00F5: player $PLAYER_CHAR 0 $950 $951 $952 radius 1.0 1.0 1.5
else_jump @SECURI_1941
if
$916 == 2 // integer values
else_jump @SECURI_1913
$917 = 0 // integer values
:SECURI_1913
$916 = 1 // integer values
gosub @SECURI_2758
gosub @SECURI_2999
gosub @SECURI_4164
:SECURI_1941
$950 = -1408.3 // floating-point values
$951 = -831.5 // floating-point values
$952 = 13.9 // floating-point values
0086: $974 = $952 // floating-point values only
$974 += 1.0 // floating-point values
if
00F5: player $PLAYER_CHAR 0 $950 $951 $952 radius 1.0 1.0 1.5
else_jump @SECURI_2084
if
$916 == 1 // integer values
else_jump @SECURI_2056
$917 = 0 // integer values
:SECURI_2056
$916 = 2 // integer values
gosub @SECURI_2758
gosub @SECURI_2999
gosub @SECURI_4164
:SECURI_2084
if
$961 == 1 // integer values
else_jump @SECURI_2108
03F1: pedtype 11 add_threat 1
:SECURI_2108
jump @SECURI_2184
:SECURI_2115
if
$915 == 2 // integer values
else_jump @SECURI_2177
gosub @SECURI_4124
03F2: pedtype 11 remove_threat 1
$961 = 0 // integer values
$981 = 0.0 // floating-point values
$916 = 0 // integer values
$915 = 0 // integer values
:SECURI_2177
$917 = 0 // integer values
:SECURI_2184
jump @SECURI_2198
:SECURI_2191
gosub @SECURI_4124
:SECURI_2198
if and
Player.Defined($PLAYER_CHAR)
$ONMISSION == 0 // integer values
else_jump @SECURI_2342
if
0121: player $PLAYER_CHAR in_zone 'BEACH2' // Washington Beach
else_jump @SECURI_2342
if
$987 == 1 // integer values
else_jump @SECURI_2342
if
8500: not player $PLAYER_CHAR skin == 'PLAYER6'
else_jump @SECURI_2342
if
80F5: not player $PLAYER_CHAR 0 392.0 -478.5 12.4 radius 5.0 5.0 5.0
else_jump @SECURI_2342
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
:SECURI_2342
if
Player.Defined($PLAYER_CHAR)
else_jump @SECURI_2726
if or
Player.InZone($PLAYER_CHAR, 'GOLF1')
Player.InZone($PLAYER_CHAR, 'GOLF2')
else_jump @SECURI_2605
if
$931 == 0 // integer values
else_jump @SECURI_2598
01E7: remove_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0
01E7: remove_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0
01E7: remove_forbidden_for_cars_cube -283.0 372.0 0.0 -137.0 608.0 35.0
if
$PASSED_COK2_PHNOM_PENH_86 == 0 // integer values
else_jump @SECURI_2591
01E8: create_forbidden_for_cars_cube 189.8 230.3 0.0 248.0 258.5 30.0
01E8: create_forbidden_for_cars_cube -38.0 84.3 0.0 -102.3 95.1 30.0
:SECURI_2591
$931 = 1 // integer values
:SECURI_2598
jump @SECURI_2726
:SECURI_2605
if
$931 == 1 // integer values
else_jump @SECURI_2726
01E8: create_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0
01E8: create_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0
01E8: create_forbidden_for_cars_cube -283.0 372.0 0.0 -137.0 608.0 35.0
$931 = 0 // integer values
:SECURI_2726
if
$983 > 1 // integer values
else_jump @SECURI_2751
$983 = 0 // integer values
:SECURI_2751
jump @SECURI_347
:SECURI_2758
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 1 weapon $928 ammo $932 model $919
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 2 weapon $929 ammo $933 model $920
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 3 weapon $930 ammo $934 model $921
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 4 weapon $930 ammo $935 model $922
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 5 weapon $930 ammo $936 model $923
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 6 weapon $930 ammo $937 model $924
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 7 weapon $930 ammo $938 model $925
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 8 weapon $930 ammo $939 model $926
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 9 weapon $930 ammo $940 model $927
03B8: clear_weapons_from_player $PLAYER_CHAR
if
$915 == 1 // integer values
else_jump @SECURI_2983
if
$919 > 0 // integer values
else_jump @SECURI_2954
01B1: give_player $PLAYER_CHAR weapon $928 ammo $932 // Load the weapon model before using this
:SECURI_2954
if
$920 > 0 // integer values
else_jump @SECURI_2983
01B1: give_player $PLAYER_CHAR weapon $929 ammo $933 // Load the weapon model before using this
:SECURI_2983
$917 = 0 // integer values
$918 = 0 // integer values
return
:SECURI_2999
if
$915 == 2 // integer values
else_jump @SECURI_3121
if
$919 > 0 // integer values
else_jump @SECURI_3069
Pickup.Destroy($941)
gosub @SECURI_3487
032B: $941 = create_weapon_pickup $919 3 ammo $932 at $972 $973 $974
:SECURI_3069
if
$920 > 0 // integer values
else_jump @SECURI_3121
Pickup.Destroy($942)
gosub @SECURI_3487
032B: $942 = create_weapon_pickup $920 3 ammo $933 at $972 $973 $974
:SECURI_3121
if
$921 > 0 // integer values
else_jump @SECURI_3173
Pickup.Destroy($943)
gosub @SECURI_3487
032B: $943 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974
:SECURI_3173
if
$922 > 0 // integer values
else_jump @SECURI_3225
Pickup.Destroy($944)
gosub @SECURI_3487
032B: $944 = create_weapon_pickup $922 3 ammo $935 at $972 $973 $974
:SECURI_3225
if
$923 > 0 // integer values
else_jump @SECURI_3277
Pickup.Destroy($945)
gosub @SECURI_3487
032B: $945 = create_weapon_pickup $923 3 ammo $936 at $972 $973 $974
:SECURI_3277
if
$924 > 0 // integer values
else_jump @SECURI_3329
Pickup.Destroy($946)
gosub @SECURI_3487
032B: $946 = create_weapon_pickup $924 3 ammo $937 at $972 $973 $974
:SECURI_3329
if
$925 > 0 // integer values
else_jump @SECURI_3381
Pickup.Destroy($947)
gosub @SECURI_3487
032B: $947 = create_weapon_pickup $925 3 ammo $938 at $972 $973 $974
:SECURI_3381
if
$926 > 0 // integer values
else_jump @SECURI_3433
Pickup.Destroy($948)
gosub @SECURI_3487
032B: $948 = create_weapon_pickup $926 3 ammo $939 at $972 $973 $974
:SECURI_3433
if
$927 > 0 // integer values
else_jump @SECURI_3485
Pickup.Destroy($949)
gosub @SECURI_3487
032B: $949 = create_weapon_pickup $927 3 ammo $940 at $972 $973 $974
:SECURI_3485
return
:SECURI_3487
wait 0
$917 += 1 // integer values
if
$915 == 1 // integer values
else_jump @SECURI_3827
if
$917 > 1 // integer values
else_jump @SECURI_3791
if
$918 == 4 // integer values
else_jump @SECURI_3579
$972 += 3.7 // floating-point values
$973 += 1.5 // floating-point values
$918 += 1 // integer values
:SECURI_3579
if
$918 == 3 // integer values
else_jump @SECURI_3624
$973 -= 1.85 // floating-point values
$972 += 0.75 // floating-point values
$918 += 1 // integer values
:SECURI_3624
if
$918 == 2 // integer values
else_jump @SECURI_3669
$972 -= 3.7 // floating-point values
$973 -= 1.5 // floating-point values
$918 += 1 // integer values
:SECURI_3669
if
$918 == 1 // integer values
else_jump @SECURI_3714
$973 -= 1.85 // floating-point values
$972 += 0.75 // floating-point values
$918 += 1 // integer values
:SECURI_3714
if
$918 == 0 // integer values
else_jump @SECURI_3759
$972 += 3.7 // floating-point values
$973 += 1.5 // floating-point values
$918 += 1 // integer values
:SECURI_3759
if
$918 > 4 // integer values
else_jump @SECURI_3784
$918 = 0 // integer values
:SECURI_3784
jump @SECURI_3827
:SECURI_3791
0086: $972 = $950 // floating-point values only
$972 -= 1.4 // floating-point values
0086: $973 = $951 // floating-point values only
$973 -= 2.6 // floating-point values
:SECURI_3827
if
$915 == 2 // integer values
else_jump @SECURI_4039
if
$916 == 1 // integer values
else_jump @SECURI_3880
$982 = -5.0 // floating-point values
jump @SECURI_3890
:SECURI_3880
$982 = 5.0 // floating-point values
:SECURI_3890
if
$917 > 1 // integer values
else_jump @SECURI_3969
if
10 > $918 // integer values
else_jump @SECURI_3955
0059: $981 += $982 // floating-point values
gosub @SECURI_4070
$918 += 1 // integer values
jump @SECURI_3962
:SECURI_3955
$918 = 0 // integer values
:SECURI_3962
jump @SECURI_4039
:SECURI_3969
if
$916 == 1 // integer values
else_jump @SECURI_4004
$981 = 220.0 // floating-point values
gosub @SECURI_4070
:SECURI_4004
if
$916 == 2 // integer values
else_jump @SECURI_4039
$981 = 140.0 // floating-point values
gosub @SECURI_4070
:SECURI_4039
if
048C: pickup_at $972 $973 $974 available_or_will_respawn
else_jump @SECURI_4068
jump @SECURI_3487
:SECURI_4068
return
:SECURI_4070
02F6: $972 = sine $981 // float
$972 *= 34.5 // floating-point values
0059: $972 += $979 // floating-point values
02F7: $973 = cosine $981
$973 *= 34.5 // floating-point values
0059: $973 += $980 // floating-point values
return
:SECURI_4124
if
$959 > 0 // integer values
else_jump @SECURI_4144
Camera.Restore_WithJumpCut
:SECURI_4144
04C7: toggle_camera_green_scanlines 0
$961 = 0 // integer values
$912 = 0 // integer values
return
:SECURI_4164
if
Player.Defined($PLAYER_CHAR)
else_jump @SECURI_4203
if
047E: player $PLAYER_CHAR driving_a_motorbike
else_jump @SECURI_4203
$961 = 1 // integer values
:SECURI_4203
return
:SECURI_4205
if
not Actor.Dead($909)
else_jump @SECURI_4284
if
Player.Defined($PLAYER_CHAR)
else_jump @SECURI_4284
01CC: actor $909 kill_player $PLAYER_CHAR
if and
$913 == 0 // integer values
Model.Available(#NITESTICK)
else_jump @SECURI_4284
01B2: give_actor $909 weapon 4 ammo 0 // Load the weapon model before using this
$913 = 1 // integer values
:SECURI_4284
return
:SECURI_4286
if
not Actor.Dead($910)
else_jump @SECURI_4360
if
Player.Defined($PLAYER_CHAR)
else_jump @SECURI_4360
01CC: actor $910 kill_player $PLAYER_CHAR
if
$914 == 0 // integer values
else_jump @SECURI_4360
01B2: give_actor $910 weapon 4 ammo 0 // Load the weapon model before using this
$914 = 1 // integer values
:SECURI_4360
return
:INTERIO
$984 = 0 // integer values
$995 = 0 // integer values
$997 = 0 // integer values
$1000 = 0 // integer values
$993 = 0 // integer values
$994 = 0 // integer values
$996 = 0 // integer values
$1002 = 0 // integer values
$1003 = 0 // integer values
$1088 = 0 // integer values
$988 = 0 // integer values
$987 = 0 // integer values
$989 = 0 // integer values
$991 = 0 // integer values
$986 = 0 // integer values
$985 = 0 // integer values
$990 = 0 // integer values
$1001 = 0 // integer values
$1006 = 0 // integer values
$1005 = 0 // integer values
$1009 = 0 // integer values
$1008 = 0 // integer values
$1011 = 0 // integer values
$1012 = 0 // integer values
$1014 = 0 // integer values
$1033 = 0 // integer values
$1028 = 0 // integer values
$1072 = 0 // integer values
$999 = 0 // integer values
$1034 = 0 // integer values
$1039 = 0 // integer values
$1040 = 0 // integer values
$1086 = 0 // integer values
$1087 = 0 // integer values
$1089 = 0 // integer values
$1101 = 9.0 // floating-point values
$1102 = 0.0 // floating-point values
$1103 = 0.0 // floating-point values
$1090 = 0 // integer values
$1092 = 0 // integer values
$1093 = 0 // integer values
$1094 = 0 // integer values
$1096 = 0 // integer values
$1095 = 0 // integer values
$1098 = 0 // integer values
$1084 = 0 // integer values
thread 'INTERIO'
set_wb_check_to 0
create_thread @SHIT
end_thread
:SHIT
$992 = 0 // integer values
thread 'SHIT'
jump @SHIT_112
$1007 = Object.Init(#STRIPCLBDROPEN, 97.203, -1469.731, 10.578)
$1013 = Object.Init(#OD_CLBDR_OPEN, 490.34, -77.017, 11.598)
$1010 = Object.Init(#COP_DR_CLOSED, 396.545, -472.883, 12.6)
$1790 = Object.Init(#STRPBCKDRCLSD, 68.988, -1444.242, 10.727)
:SHIT_112
wait 0
$1095 += 1 // integer values
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_1963
$1094 = 0 // integer values
if
$1095 == 1 // integer values
else_jump @SHIT_1956
if or
0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach
$1084 == 1 // integer values
else_jump @SHIT_1956
if
$999 == 1 // integer values
else_jump @SHIT_1956
if
$ONMISSION == 0 // integer values
else_jump @SHIT_302
if
$1006 == 0 // integer values
else_jump @SHIT_295
Object.Destroy($1007)
$1007 = Object.Init(#STRIPCLBDROPEN, 97.203, -1469.731, 10.578)
Object.RemoveFromMissionCleanupList($1007)
$1006 = 1 // integer values
$1005 = 0 // integer values
:SHIT_295
jump @SHIT_366
:SHIT_302
if
$1005 == 0 // integer values
else_jump @SHIT_366
Object.Destroy($1007)
$1007 = Object.Init(#STRIPCLBDRCLSD, 97.203, -1469.731, 10.578)
Object.RemoveFromMissionCleanupList($1007)
$1005 = 1 // integer values
$1006 = 0 // integer values
:SHIT_366
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_1956
if and
$1002 == 0 // integer values
$ONMISSION == 0 // integer values
else_jump @SHIT_959
if
Player.InRemoteMode($PLAYER_CHAR)
else_jump @SHIT_504
$1004 = Player.RC_car($PLAYER_CHAR)
if
not Car.Wrecked($1004)
else_jump @SHIT_497
if
01AF: car $1004 0 95.3 -1468.3 9.5 radius 1.5 1.5 3.0
else_jump @SHIT_497
0409: blow_up_rc_buggy
:SHIT_497
jump @SHIT_959
:SHIT_504
if
00F5: player $PLAYER_CHAR 0 95.3 -1468.3 9.5 radius 1.5 1.5 3.0
else_jump @SHIT_959
if and
00E0: player $PLAYER_CHAR driving
847E: not player $PLAYER_CHAR driving_a_motorbike
80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY
else_jump @SHIT_588
jump @SHIT_112
:SHIT_588
$1002 = 1 // integer values
00BA: text_styled 'STRIP' 3000 ms 2 // The 'Pole Position Club'
gosub @SHIT_15897
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_690
if or
047E: player $PLAYER_CHAR driving_a_motorbike
00DE: player $PLAYER_CHAR driving_vehicle_type #CADDY
else_jump @SHIT_690
03C1: $1004 = player $PLAYER_CHAR car_no_save
012A: put_player $PLAYER_CHAR at 91.2 -1460.9 10.0 and_remove_from_car
Car.Destroy($1004)
:SHIT_690
if
059A: false
else_jump @SHIT_852
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 1 weapon $1073 ammo $932 model $919
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 2 weapon $1074 ammo $933 model $920
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 3 weapon $1075 ammo $934 model $921
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 4 weapon $1076 ammo $935 model $922
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 5 weapon $1077 ammo $936 model $923
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 6 weapon $1078 ammo $937 model $924
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 7 weapon $1079 ammo $938 model $925
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 8 weapon $1080 ammo $939 model $926
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 9 weapon $1081 ammo $940 model $927
03B8: clear_weapons_from_player $PLAYER_CHAR
:SHIT_852
if
$992 == 0 // integer values
else_jump @SHIT_945
select_interior 5
Camera.SetAtPos(91.2, -1460.9, 10.6)
0055: put_player $PLAYER_CHAR at 91.2 -1460.9 10.0
0171: set_player $PLAYER_CHAR z_angle_to 40.0
04F9: set_extracolors 2 fade 0
01EB: set_traffic_density_multiplier_to 0.1
03AD: set_rubbish 0
jump @SHIT_952
:SHIT_945
jump @SHIT_112
:SHIT_952
gosub @SHIT_16148
:SHIT_959
if
$1002 == 1 // integer values
else_jump @SHIT_1956
if
00F5: player $PLAYER_CHAR 0 92.23 -1463.1 9.5 radius 1.5 1.5 3.0
else_jump @SHIT_1956
if
00E0: player $PLAYER_CHAR driving
else_jump @SHIT_1048
jump @SHIT_112
:SHIT_1048
00BA: text_styled 'BEACH1' 3000 ms 2 // Ocean Beach
gosub @SHIT_15897
if
$992 == 0 // integer values
else_jump @SHIT_1942
$1002 = 0 // integer values
gosub @SHIT_16342
0395: clear_area 0 at 97.7 -1472.2 range 10.5 1.0
Camera.SetAtPos(97.7, -1472.2, 10.5)
0055: put_player $PLAYER_CHAR at 97.7 -1472.2 9.7
0171: set_player $PLAYER_CHAR z_angle_to 280.0
03C8: set_camera_directly_before_player
if
059A: false
else_jump @SHIT_1935
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 1 weapon $1082 ammo $1082 model $1083
if
84A3: not $1083 == 0 // == constant
else_jump @SHIT_1271
0084: $1083 = $919 // integer values and handles
gosub @SHIT_25463
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_1264
01B1: give_player $PLAYER_CHAR weapon $1073 ammo $932 // Load the weapon model before using this
:SHIT_1264
gosub @SHIT_25497
:SHIT_1271
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 2 weapon $1082 ammo $1082 model $1083
if
84A3: not $1083 == 0 // == constant
else_jump @SHIT_1354
0084: $1083 = $920 // integer values and handles
gosub @SHIT_25463
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_1347
01B1: give_player $PLAYER_CHAR weapon $1074 ammo $933 // Load the weapon model before using this
:SHIT_1347
gosub @SHIT_25497
:SHIT_1354
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 3 weapon $1082 ammo $1082 model $1083
if
84A3: not $1083 == 0 // == constant
else_jump @SHIT_1437
0084: $1083 = $921 // integer values and handles
gosub @SHIT_25463
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_1430
01B1: give_player $PLAYER_CHAR weapon $1075 ammo $934 // Load the weapon model before using this
:SHIT_1430
gosub @SHIT_25497
:SHIT_1437
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 4 weapon $1082 ammo $1082 model $1083
if
84A3: not $1083 == 0 // == constant
else_jump @SHIT_1520
0084: $1083 = $922 // integer values and handles
gosub @SHIT_25463
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_1513
01B1: give_player $PLAYER_CHAR weapon $1076 ammo $935 // Load the weapon model before using this
:SHIT_1513
gosub @SHIT_25497
:SHIT_1520
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 5 weapon $1082 ammo $1082 model $1083
if
84A3: not $1083 == 0 // == constant
else_jump @SHIT_1603
0084: $1083 = $923 // integer values and handles
gosub @SHIT_25463
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_1596
01B1: give_player $PLAYER_CHAR weapon $1077 ammo $936 // Load the weapon model before using this
:SHIT_1596
gosub @SHIT_25497
:SHIT_1603
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 6 weapon $1082 ammo $1082 model $1083
if
84A3: not $1083 == 0 // == constant
else_jump @SHIT_1686
0084: $1083 = $924 // integer values and handles
gosub @SHIT_25463
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_1679
01B1: give_player $PLAYER_CHAR weapon $1078 ammo $937 // Load the weapon model before using this
:SHIT_1679
gosub @SHIT_25497
:SHIT_1686
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 7 weapon $1082 ammo $1082 model $1083
if
84A3: not $1083 == 0 // == constant
else_jump @SHIT_1769
0084: $1083 = $925 // integer values and handles
gosub @SHIT_25463
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_1762
01B1: give_player $PLAYER_CHAR weapon $1079 ammo $938 // Load the weapon model before using this
:SHIT_1762
gosub @SHIT_25497
:SHIT_1769
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 8 weapon $1082 ammo $1082 model $1083
if
84A3: not $1083 == 0 // == constant
else_jump @SHIT_1852
0084: $1083 = $926 // integer values and handles
gosub @SHIT_25463
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_1845
01B1: give_player $PLAYER_CHAR weapon $1080 ammo $939 // Load the weapon model before using this
:SHIT_1845
gosub @SHIT_25497
:SHIT_1852
04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 9 weapon $1082 ammo $1082 model $1083
if
84A3: not $1083 == 0 // == constant
else_jump @SHIT_1935
0084: $1083 = $927 // integer values and handles
gosub @SHIT_25463
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_1928
01B1: give_player $PLAYER_CHAR weapon $1081 ammo $940 // Load the weapon model before using this
:SHIT_1928
gosub @SHIT_25497
:SHIT_1935
jump @SHIT_1949
:SHIT_1942
jump @SHIT_112
:SHIT_1949
gosub @SHIT_16148
:SHIT_1956
jump @SHIT_1970
:SHIT_1963
gosub @SHIT_16363
:SHIT_1970
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_2674
$1094 = 0 // integer values
if
$1095 == 2 // integer values
else_jump @SHIT_2667
if or
0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach
$1084 == 1 // integer values
else_jump @SHIT_2667
if
$1088 == 0 // integer values
else_jump @SHIT_2427
if
Player.InRemoteMode($PLAYER_CHAR)
else_jump @SHIT_2157
$1004 = Player.RC_car($PLAYER_CHAR)
if
not Car.Wrecked($1004)
else_jump @SHIT_2150
if
01AF: car $1004 0 229.5 -1277.7 11.5 radius 1.5 1.5 3.0
else_jump @SHIT_2150
0409: blow_up_rc_buggy
:SHIT_2150
jump @SHIT_2427
:SHIT_2157
if
0057: player $PLAYER_CHAR 0 222.0 -1274.0 11.0 229.0 -1280.7 14.0
else_jump @SHIT_2427
if and
00E0: player $PLAYER_CHAR driving
847E: not player $PLAYER_CHAR driving_a_motorbike
else_jump @SHIT_2233
jump @SHIT_112
:SHIT_2233
00BA: text_styled 'HOTEL' 3000 ms 2 // Ocean View
gosub @SHIT_15897
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_2320
if
047E: player $PLAYER_CHAR driving_a_motorbike
else_jump @SHIT_2320
03C1: $1004 = player $PLAYER_CHAR car_no_save
012A: put_player $PLAYER_CHAR at 225.0 -1277.3 11.5 and_remove_from_car
Car.Destroy($1004)
:SHIT_2320
if
$992 == 0 // integer values
else_jump @SHIT_2413
$1088 = 1 // integer values
select_interior 1
03AD: set_rubbish 0
Camera.SetAtPos(225.0, -1277.3, 12.0)
0055: put_player $PLAYER_CHAR at 225.0 -1277.3 11.5
0171: set_player $PLAYER_CHAR z_angle_to 80.0
04F9: set_extracolors 3 fade 0
jump @SHIT_2420
:SHIT_2413
jump @SHIT_112
:SHIT_2420
gosub @SHIT_16148
:SHIT_2427
if
$1088 == 1 // integer values
else_jump @SHIT_2667
if
0057: player $PLAYER_CHAR 0 235.0 -1274.0 11.0 227.5 -1280.7 16.0
else_jump @SHIT_2667
if and
00E0: player $PLAYER_CHAR driving
847E: not player $PLAYER_CHAR driving_a_motorbike
else_jump @SHIT_2521
jump @SHIT_112
:SHIT_2521
00BA: text_styled 'BEACH1' 3000 ms 2 // Ocean Beach
gosub @SHIT_15897
if
$992 == 0 // integer values
else_jump @SHIT_2653
gosub @SHIT_16342
$1088 = 0 // integer values
0395: clear_area 0 at 233.5 -1278.45 range 11.0 1.0
Camera.SetAtPos(233.5, -1278.45, 11.0)
0055: put_player $PLAYER_CHAR at 233.5 -1278.45 11.0
0171: set_player $PLAYER_CHAR z_angle_to 270.0
jump @SHIT_2660
:SHIT_2653
jump @SHIT_112
:SHIT_2660
gosub @SHIT_16148
:SHIT_2667
jump @SHIT_2681
:SHIT_2674
gosub @SHIT_16363
:SHIT_2681
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_3382
$1094 = 0 // integer values
if
$1095 == 1 // integer values
else_jump @SHIT_3375
if or
0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach
$1084 == 1 // integer values
else_jump @SHIT_3375
if
$990 == 0 // integer values
else_jump @SHIT_3133
if
Player.InRemoteMode($PLAYER_CHAR)
else_jump @SHIT_2868
$1004 = Player.RC_car($PLAYER_CHAR)
if
not Car.Wrecked($1004)
else_jump @SHIT_2861
if
01AF: car $1004 0 26.73 -1329.8 13.0 radius 1.5 1.5 3.0
else_jump @SHIT_2861
0409: blow_up_rc_buggy
:SHIT_2861
jump @SHIT_3133
:SHIT_2868
if
00F5: player $PLAYER_CHAR 0 26.95 -1328.3 13.0 radius 1.0 1.0 2.0
else_jump @SHIT_3133
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_2981
if
047E: player $PLAYER_CHAR driving_a_motorbike
else_jump @SHIT_2981
03C1: $1004 = player $PLAYER_CHAR car_no_save
012A: put_player $PLAYER_CHAR at 27.19 -1327.0 12.0 and_remove_from_car
Car.Destroy($1004)
:SHIT_2981
if
00E0: player $PLAYER_CHAR driving
else_jump @SHIT_3004
jump @SHIT_112
:SHIT_3004
00BA: text_styled 'SCARF' 3000 ms 2 // Apartment 3c
gosub @SHIT_15897
if
$992 == 0 // integer values
else_jump @SHIT_3119
$990 = 1 // integer values
select_interior 11
03AD: set_rubbish 0
Camera.SetAtPos(27.19, -1327.0, 12.0)
0055: put_player $PLAYER_CHAR at 27.19 -1327.0 12.0
0171: set_player $PLAYER_CHAR z_angle_to 23.0
04F9: set_extracolors 3 fade 0
jump @SHIT_3126
:SHIT_3119
jump @SHIT_112
:SHIT_3126
gosub @SHIT_16148
:SHIT_3133
if
$990 == 1 // integer values
else_jump @SHIT_3375
if
00F5: player $PLAYER_CHAR 0 26.73 -1329.8 13.0 radius 1.0 1.0 2.0
else_jump @SHIT_3375
if and
00E0: player $PLAYER_CHAR driving
847E: not player $PLAYER_CHAR driving_a_motorbike
else_jump @SHIT_3227
jump @SHIT_112
:SHIT_3227
00BA: text_styled 'BEACH1' 3000 ms 2 // Ocean Beach
gosub @SHIT_15897
if
$992 == 0 // integer values
else_jump @SHIT_3361
gosub @SHIT_16342
$990 = 0 // integer values
0395: clear_area 0 at 27.33 -1331.1 range 11.8 1.0
Camera.SetAtPos(27.33, -1331.1, 11.8)
0055: put_player $PLAYER_CHAR at 27.33 -1331.1 11.8
0171: set_player $PLAYER_CHAR z_angle_to 160.0
03C8: set_camera_directly_before_player
jump @SHIT_3368
:SHIT_3361
jump @SHIT_112
:SHIT_3368
gosub @SHIT_16148
:SHIT_3375
jump @SHIT_3389
:SHIT_3382
gosub @SHIT_16363
:SHIT_3389
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_4676
$1094 = 0 // integer values
if or
0121: player $PLAYER_CHAR in_zone 'BEACH2' // Washington Beach
$1084 == 1 // integer values
else_jump @SHIT_4669
if
$1095 == 1 // integer values
else_jump @SHIT_4669
if or
$ONMISSION == 0 // integer values
$997 == 1 // integer values
$1000 == 1 // integer values
else_jump @SHIT_3564
if
$1009 == 0 // integer values
else_jump @SHIT_3557
Object.Destroy($1010)
$1010 = Object.Init(#COP_DR_OPEN, 396.458, -473.047, 12.6)
Object.RemoveFromMissionCleanupList($1010)
$1009 = 1 // integer values
$1008 = 0 // integer values
:SHIT_3557
jump @SHIT_3628
:SHIT_3564
if
$1008 == 0 // integer values
else_jump @SHIT_3628
Object.Destroy($1010)
$1010 = Object.Init(#COP_DR_CLOSED, 396.545, -472.883, 12.6)
Object.RemoveFromMissionCleanupList($1010)
$1008 = 1 // integer values
$1009 = 0 // integer values
:SHIT_3628
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_4669
if or
$ONMISSION == 0 // integer values
$997 == 1 // integer values
$1000 == 1 // integer values
else_jump @SHIT_4242
if
$987 == 0 // integer values
else_jump @SHIT_4242
if
Player.InRemoteMode($PLAYER_CHAR)
else_jump @SHIT_3791
$1004 = Player.RC_car($PLAYER_CHAR)
if
not Car.Wrecked($1004)
else_jump @SHIT_3784
if
01AF: car $1004 0 397.0 -472.0 12.0 radius 1.5 1.5 3.0
else_jump @SHIT_3784
0409: blow_up_rc_buggy
:SHIT_3784
jump @SHIT_4242
:SHIT_3791
if
02B3: player $PLAYER_CHAR in_cube 399.0 -474.5 11.0 394.3 -470.8 14.5 radius 2.5 sphere 0
else_jump @SHIT_4242
if and
00E0: player $PLAYER_CHAR driving
847E: not player $PLAYER_CHAR driving_a_motorbike
else_jump @SHIT_3872
jump @SHIT_112
:SHIT_3872
00BA: text_styled 'POL_HQ' 3000 ms 2 // VCPD HQ
gosub @SHIT_15897
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_3959
if
047E: player $PLAYER_CHAR driving_a_motorbike
else_jump @SHIT_3959
03C1: $1004 = player $PLAYER_CHAR car_no_save
012A: put_player $PLAYER_CHAR at 393.8 -475.8 11.4 and_remove_from_car
Car.Destroy($1004)
:SHIT_3959
if
$992 == 0 // integer values
else_jump @SHIT_4228
select_interior 12
$987 = 1 // integer values
if
$997 == 0 // integer values
else_jump @SHIT_4164
015C: set_zone_gang_info 'STREET2' 1 14 0 0 0 0 0 0 0 0 0 1000
015C: set_zone_gang_info 'STREET2' 0 16 0 0 0 0 0 0 0 0 0 1000
022A: remove_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 0.0
022A: remove_forbidden_for_peds_cube 376.66 -453.85 -10.0 328.91 -504.02 30.0
0395: clear_area 1 at 400.0 -486.5 range 10.0 5.0
:SHIT_4164
03AD: set_rubbish 0
Camera.SetAtPos(393.8, -475.8, 11.4)
0055: put_player $PLAYER_CHAR at 393.8 -475.8 11.4
0171: set_player $PLAYER_CHAR z_angle_to 137.0
04F9: set_extracolors 5 fade 0
jump @SHIT_4235
:SHIT_4228
jump @SHIT_112
:SHIT_4235
gosub @SHIT_16148
:SHIT_4242
if
$987 == 1 // integer values
else_jump @SHIT_4669
if
02B3: player $PLAYER_CHAR in_cube 399.3 -472.9 11.0 394.8 -469.3 14.5 radius 1.5 sphere 0
else_jump @SHIT_4669
if and
00E0: player $PLAYER_CHAR driving
847E: not player $PLAYER_CHAR driving_a_motorbike
else_jump @SHIT_4341
jump @SHIT_112
:SHIT_4341
00BA: text_styled 'BEACH2' 3000 ms 2 // Washington Beach
gosub @SHIT_15897
if
$992 == 0 // integer values
else_jump @SHIT_4655
gosub @SHIT_16342
022B: create_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 10.0
0395: clear_area 0 at 399.38 -468.6 range 10.7 1.0
$987 = 0 // integer values
if
$997 == 0 // integer values
else_jump @SHIT_4601
015C: set_zone_gang_info 'STREET2' 1 14 0 0 0 0 0 0 0 0 0 20
015C: set_zone_gang_info 'STREET2' 0 16 0 0 0 0 0 0 0 0 0 10
022B: create_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 0.0
022B: create_forbidden_for_peds_cube 376.66 -453.85 -10.0 328.91 -504.02 30.0
:SHIT_4601
Camera.SetAtPos(399.38, -468.6, 10.7)
0055: put_player $PLAYER_CHAR at 399.38 -468.6 10.7
0171: set_player $PLAYER_CHAR z_angle_to 330.0
jump @SHIT_4662
:SHIT_4655
jump @SHIT_112
:SHIT_4662
gosub @SHIT_16148
:SHIT_4669
jump @SHIT_4683
:SHIT_4676
gosub @SHIT_16363
:SHIT_4683
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_6291
$1094 = 0 // integer values
if
$1095 == 1 // integer values
else_jump @SHIT_6284
if or
0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point
$1084 == 1 // integer values
else_jump @SHIT_6277
if
$ONMISSION == 0 // integer values
else_jump @SHIT_5373
if
$986 == 0 // integer values
else_jump @SHIT_5295
$98 = 0.0 // floating-point values
02CE: $98 = ground_z 492.5 -76.17 10.5
if
$98 > 0.0 // floating-point values
else_jump @SHIT_5126
if
$1039 == 0 // integer values
else_jump @SHIT_5119
if
80C2: not sphere_onscreen 489.6 -79.8 10.5 2.0
else_jump @SHIT_5119
if
80C2: not sphere_onscreen 492.5 -76.17 10.5 2.0
else_jump @SHIT_5119
023C: load_special_actor 15 'BGB'
:SHIT_4938
if
823D: not special_actor 15 loaded
else_jump @SHIT_4976
wait 0
023C: load_special_actor 15 'BGB'
jump @SHIT_4938
:SHIT_4976
$1037 = Actor.Create(CivMale, #SPECIAL15, 489.6, -79.8, 10.5)
Actor.Angle($1037) = 225.0
0243: set_actor $1037 ped_stats_to 30
Actor.Health($1037) = 200
01ED: clear_actor $1037 threat_search
0291: set_actor $1037 attack_when_provoked 1
0243: set_actor $1037 ped_stats_to 11
$1038 = Actor.Create(CivMale, #SPECIAL15, 492.5, -76.17, 10.5)
Actor.Angle($1038) = 225.0
0243: set_actor $1038 ped_stats_to 30
Actor.Health($1038) = 200
01ED: clear_actor $1038 threat_search
0291: set_actor $1038 attack_when_provoked 1
0243: set_actor $1038 ped_stats_to 11
$1039 = 1 // integer values
:SHIT_5119
jump @SHIT_5133
:SHIT_5126
gosub @SHIT_25301
:SHIT_5133
if and
$1039 == 1 // integer values
$1040 == 0 // integer values
else_jump @SHIT_5288
if
not Actor.Dead($1037)
else_jump @SHIT_5223
if
8184: not actor $1037 health >= 199
else_jump @SHIT_5223
if
not Actor.Dead($1038)
else_jump @SHIT_5223
011A: set_actor $1038 search_threat 1
$1040 = 1 // integer values
:SHIT_5223
if
not Actor.Dead($1038)
else_jump @SHIT_5288
if
8184: not actor $1038 health >= 199
else_jump @SHIT_5288
if
not Actor.Dead($1037)
else_jump @SHIT_5288
011A: set_actor $1037 search_threat 1
$1040 = 1 // integer values
:SHIT_5288
jump @SHIT_5302
:SHIT_5295
gosub @SHIT_25301
:SHIT_5302
if
$1012 == 0 // integer values
else_jump @SHIT_5366
Object.Destroy($1013)
$1013 = Object.Init(#OD_CLBDR_OPEN, 490.34, -77.017, 11.598)
Object.RemoveFromMissionCleanupList($1013)
$1012 = 1 // integer values
$1011 = 0 // integer values
:SHIT_5366
jump @SHIT_5458
:SHIT_5373
if and
$1011 == 0 // integer values
$993 == 0 // integer values
$994 == 0 // integer values
else_jump @SHIT_5451
Object.Destroy($1013)
$1013 = Object.Init(#OD_CLBDR_CLOSE, 490.34, -77.017, 11.598)
Object.RemoveFromMissionCleanupList($1013)
$1011 = 1 // integer values
$1012 = 0 // integer values
:SHIT_5451
gosub @SHIT_25301
:SHIT_5458
if
$996 == 0 // integer values
else_jump @SHIT_6270
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_6270
if and
$986 == 0 // integer values
$ONMISSION == 0 // integer values
else_jump @SHIT_5973
if
Player.InRemoteMode($PLAYER_CHAR)
else_jump @SHIT_5614
$1004 = Player.RC_car($PLAYER_CHAR)
if
not Car.Wrecked($1004)
else_jump @SHIT_5607
if
01AF: car $1004 0 491.0 -77.7 10.4 radius 1.5 1.5 3.0
else_jump @SHIT_5607
0409: blow_up_rc_buggy
:SHIT_5607
jump @SHIT_5973
:SHIT_5614
if
00F5: player $PLAYER_CHAR 0 491.0 -77.7 10.4 radius 1.5 1.5 3.0
else_jump @SHIT_5973
if and
00E0: player $PLAYER_CHAR driving
847E: not player $PLAYER_CHAR driving_a_motorbike
else_jump @SHIT_5690
jump @SHIT_112
:SHIT_5690
$986 = 1 // integer values
00BA: text_styled 'MALIBU' 3000 ms 2 // The Malibu Club
gosub @SHIT_15897
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_5792
if or
047E: player $PLAYER_CHAR driving_a_motorbike
00DE: player $PLAYER_CHAR driving_vehicle_type #CADDY
else_jump @SHIT_5792
03C1: $1004 = player $PLAYER_CHAR car_no_save
012A: put_player $PLAYER_CHAR at 484.2 -72.5 9.5 and_remove_from_car
Car.Destroy($1004)
:SHIT_5792
if
$992 == 0 // integer values
else_jump @SHIT_5934
select_interior 17
022A: remove_forbidden_for_peds_cube 468.0 -77.0 0.0 490.0 -54.0 30.0
03AD: set_rubbish 0
Camera.SetAtPos(484.2, -72.5, 9.5)
0055: put_player $PLAYER_CHAR at 484.2 -72.5 9.5
0171: set_player $PLAYER_CHAR z_angle_to 60.0
04F9: set_extracolors 1 fade 0
0395: clear_area 1 at 491.0 -77.7 range 10.4 1.0
jump @SHIT_5941
:SHIT_5934
jump @SHIT_112
:SHIT_5941
if and
$994 == 0 // integer values
$993 == 0 // integer values
else_jump @SHIT_5973
gosub @SHIT_16148
:SHIT_5973
if
$986 == 1 // integer values
else_jump @SHIT_6270
if
00F5: player $PLAYER_CHAR 0 488.6 -75.4 10.4 radius 1.5 1.5 3.0
else_jump @SHIT_6270
if and
00E0: player $PLAYER_CHAR driving
847E: not player $PLAYER_CHAR driving_a_motorbike
else_jump @SHIT_6067
jump @SHIT_112
:SHIT_6067
if and
$994 == 0 // integer values
$993 == 0 // integer values
else_jump @SHIT_6114
gosub @SHIT_15897
00BA: text_styled 'BEACH3' 3000 ms 2 // Vice Point
:SHIT_6114
if
$992 == 0 // integer values
else_jump @SHIT_6256
$986 = 0 // integer values
gosub @SHIT_16342
022B: create_forbidden_for_peds_cube 468.0 -77.0 0.0 490.0 -54.0 30.0
0395: clear_area 0 at 493.1 -82.4 range 10.8 1.0
Camera.SetAtPos(493.1, -82.4, 10.8)
0055: put_player $PLAYER_CHAR at 493.1 -82.4 9.8
0171: set_player $PLAYER_CHAR z_angle_to 220.0
jump @SHIT_6263
:SHIT_6256
jump @SHIT_112
:SHIT_6263
gosub @SHIT_16148
:SHIT_6270
jump @SHIT_6284
:SHIT_6277
gosub @SHIT_25301
:SHIT_6284
jump @SHIT_6298
:SHIT_6291
gosub @SHIT_16363
:SHIT_6298
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_7022
$1094 = 0 // integer values
if or
0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana
$1084 == 1 // integer values
else_jump @SHIT_7015
if
$1095 == 2 // integer values
else_jump @SHIT_7015
if
Player.InRemoteMode($PLAYER_CHAR)
else_jump @SHIT_6467
$1004 = Player.RC_car($PLAYER_CHAR)
if
not Car.Wrecked($1004)
else_jump @SHIT_6460
if
01AF: car $1004 0 -1170.0 -609.0 11.0 radius 1.5 1.5 3.0
else_jump @SHIT_6460
0409: blow_up_rc_buggy
:SHIT_6460
jump @SHIT_6773
:SHIT_6467
if
$989 == 0 // integer values
else_jump @SHIT_6773
if
00F5: player $PLAYER_CHAR 0 -1170.0 -609.0 11.0 radius 1.5 1.5 3.0
else_jump @SHIT_6773
if and
00E0: player $PLAYER_CHAR driving
847E: not player $PLAYER_CHAR driving_a_motorbike
else_jump @SHIT_6561
jump @SHIT_112
:SHIT_6561
00BA: text_styled 'UMBERTO' 3000 ms 2 // Cafe Robina
gosub @SHIT_15897
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_6648
if
047E: player $PLAYER_CHAR driving_a_motorbike
else_jump @SHIT_6648
03C1: $1004 = player $PLAYER_CHAR car_no_save
012A: put_player $PLAYER_CHAR at -1170.0 -611.0 11.0 and_remove_from_car
Car.Destroy($1004)
:SHIT_6648
if
$992 == 0 // integer values
else_jump @SHIT_6759
$989 = 1 // integer values
select_interior 7
Camera.SetAtPos(-1170.0, -611.0, 11.0)
0395: clear_area 0 at -1170.0 -611.0 range 11.0 1.0
03AD: set_rubbish 0
0055: put_player $PLAYER_CHAR at -1170.0 -611.5 11.0
0171: set_player $PLAYER_CHAR z_angle_to 180.0
jump @SHIT_6766
:SHIT_6759
jump @SHIT_112
:SHIT_6766
gosub @SHIT_16148
:SHIT_6773
if
$989 == 1 // integer values
else_jump @SHIT_7015
if
00F5: player $PLAYER_CHAR 0 -1170.0 -606.5 11.0 radius 1.5 1.5 3.0
else_jump @SHIT_7015
if and
00E0: player $PLAYER_CHAR driving
847E: not player $PLAYER_CHAR driving_a_motorbike
else_jump @SHIT_6867
jump @SHIT_112
:SHIT_6867
00BA: text_styled 'HAVANA' 3000 ms 2 // Little Havana
gosub @SHIT_15897
if
$992 == 0 // integer values
else_jump @SHIT_7001
$989 = 0 // integer values
gosub @SHIT_16342
0395: clear_area 0 at -1170.0 -605.0 range 11.0 1.0
Camera.SetAtPos(-1170.0, -605.0, 11.0)
0055: put_player $PLAYER_CHAR at -1170.0 -605.0 11.0
0171: set_player $PLAYER_CHAR z_angle_to 0.0
03C8: set_camera_directly_before_player
jump @SHIT_7008
:SHIT_7001
jump @SHIT_112
:SHIT_7008
gosub @SHIT_16148
:SHIT_7015
jump @SHIT_7029
:SHIT_7022
gosub @SHIT_16363
:SHIT_7029
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_7769
$1094 = 0 // integer values
if or
0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point
$1084 == 1 // integer values
else_jump @SHIT_7762
if
$1095 == 2 // integer values
else_jump @SHIT_7762
if
$1003 == 0 // integer values
else_jump @SHIT_7475
if
Player.InRemoteMode($PLAYER_CHAR)
else_jump @SHIT_7216
$1004 = Player.RC_car($PLAYER_CHAR)
if
not Car.Wrecked($1004)
else_jump @SHIT_7209
if
01AF: car $1004 0 449.76 996.22 18.4 radius 1.5 1.5 3.0
else_jump @SHIT_7209
0409: blow_up_rc_buggy
:SHIT_7209
jump @SHIT_7475
:SHIT_7216
if
00F5: player $PLAYER_CHAR 0 448.8 999.9 18.4 radius 3.5 3.5 3.0
else_jump @SHIT_7475
if and
00E0: player $PLAYER_CHAR driving
847E: not player $PLAYER_CHAR driving_a_motorbike
80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY
else_jump @SHIT_7300
jump @SHIT_112
:SHIT_7300
00BA: text_styled 'MALL1' 3000 ms 2 // North Point Mall
gosub @SHIT_15897
if
$992 == 0 // integer values
else_jump @SHIT_7461
$1003 = 1 // integer values
select_interior 4
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
03AD: set_rubbish 0
Camera.SetAtPos(448.3, 1030.0, 18.0)
0055: put_player $PLAYER_CHAR at 448.3 1006.0 18.0
$1104 = 0.0 // floating-point values
gosub @SHIT_25504
04F9: set_extracolors 6 fade 0
01EB: set_traffic_density_multiplier_to 0.1
jump @SHIT_7468
:SHIT_7461
jump @SHIT_112
:SHIT_7468
gosub @SHIT_16148
:SHIT_7475
if
$1003 == 1 // integer values
else_jump @SHIT_7762
if
00F5: player $PLAYER_CHAR 0 448.8 999.9 18.4 radius 3.5 3.5 3.0
else_jump @SHIT_7762
if and
00E0: player $PLAYER_CHAR driving
847E: not player $PLAYER_CHAR driving_a_motorbike
80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY
else_jump @SHIT_7577
jump @SHIT_112
:SHIT_7577
00BA: text_styled 'BEACH3' 3000 ms 2 // Vice Point
gosub @SHIT_15897
if
$992 == 0 // integer values
else_jump @SHIT_7748
$1003 = 0 // integer values
gosub @SHIT_16342
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
0395: clear_area 0 at 449.7 992.2 range 17.0 1.0
Camera.SetAtPos(449.7, 992.2, 17.0)
0055: put_player $PLAYER_CHAR at 449.7 992.2 17.0
$1104 = 180.0 // floating-point values
gosub @SHIT_25504
jump @SHIT_7755
:SHIT_7748
jump @SHIT_112
:SHIT_7755
gosub @SHIT_16148
:SHIT_7762
jump @SHIT_7776
:SHIT_7769
gosub @SHIT_16363
:SHIT_7776
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_8516
$1094 = 0 // integer values
if or
0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point
$1084 == 1 // integer values
else_jump @SHIT_8509
if
$1095 == 1 // integer values
else_jump @SHIT_8509
if
$1003 == 0 // integer values
else_jump @SHIT_8222
if
Player.InRemoteMode($PLAYER_CHAR)
else_jump @SHIT_7963
$1004 = Player.RC_car($PLAYER_CHAR)
if
not Car.Wrecked($1004)
else_jump @SHIT_7956
if
01AF: car $1004 0 379.1 995.16 17.4 radius 1.5 1.5 3.0
else_jump @SHIT_7956
0409: blow_up_rc_buggy
:SHIT_7956
jump @SHIT_8222
:SHIT_7963
if
00F5: player $PLAYER_CHAR 0 380.1 999.0 19.4 radius 3.5 3.5 3.0
else_jump @SHIT_8222
if and
00E0: player $PLAYER_CHAR driving
847E: not player $PLAYER_CHAR driving_a_motorbike
80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY
else_jump @SHIT_8047
jump @SHIT_112
:SHIT_8047
00BA: text_styled 'MALL1' 3000 ms 2 // North Point Mall
gosub @SHIT_15897
if
$992 == 0 // integer values
else_jump @SHIT_8208
$1003 = 1 // integer values
select_interior 4
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
03AD: set_rubbish 0
Camera.SetAtPos(380.0, 1026.4, 18.2)
0055: put_player $PLAYER_CHAR at 380.0 1006.4 18.2
$1104 = 0.0 // floating-point values
gosub @SHIT_25504
04F9: set_extracolors 6 fade 0
01EB: set_traffic_density_multiplier_to 0.1
jump @SHIT_8215
:SHIT_8208
jump @SHIT_112
:SHIT_8215
gosub @SHIT_16148
:SHIT_8222
if
$1003 == 1 // integer values
else_jump @SHIT_8509
if
00F5: player $PLAYER_CHAR 0 380.1 999.0 19.4 radius 3.5 3.5 3.0
else_jump @SHIT_8509
if and
00E0: player $PLAYER_CHAR driving
847E: not player $PLAYER_CHAR driving_a_motorbike
80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY
else_jump @SHIT_8324
jump @SHIT_112
:SHIT_8324
00BA: text_styled 'BEACH3' 3000 ms 2 // Vice Point
gosub @SHIT_15897
if
$992 == 0 // integer values
else_jump @SHIT_8495
$1003 = 0 // integer values
gosub @SHIT_16342
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
0395: clear_area 0 at 379.3 991.4 range 17.2 1.0
Camera.SetAtPos(379.3, 991.4, 17.2)
0055: put_player $PLAYER_CHAR at 379.3 991.4 17.0
$1104 = 180.0 // floating-point values
gosub @SHIT_25504
jump @SHIT_8502
:SHIT_8495
jump @SHIT_112
:SHIT_8502
gosub @SHIT_16148
:SHIT_8509
jump @SHIT_8523
:SHIT_8516
gosub @SHIT_16363
:SHIT_8523
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_9263
$1094 = 0 // integer values
if or
0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point
$1084 == 1 // integer values
else_jump @SHIT_9256
if
$1095 == 1 // integer values
else_jump @SHIT_9256
if
$1003 == 0 // integer values
else_jump @SHIT_8969
if
Player.InRemoteMode($PLAYER_CHAR)
else_jump @SHIT_8710
$1004 = Player.RC_car($PLAYER_CHAR)
if
not Car.Wrecked($1004)
else_jump @SHIT_8703
if
01AF: car $1004 0 350.3 1124.0 17.4 radius 1.5 1.5 3.0
else_jump @SHIT_8703
0409: blow_up_rc_buggy
:SHIT_8703
jump @SHIT_8969
:SHIT_8710
if
00F5: player $PLAYER_CHAR 0 353.3 1124.5 19.4 radius 3.2 3.2 3.0
else_jump @SHIT_8969
if and
00E0: player $PLAYER_CHAR driving
847E: not player $PLAYER_CHAR driving_a_motorbike
80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY
else_jump @SHIT_8794
jump @SHIT_112
:SHIT_8794
00BA: text_styled 'MALL1' 3000 ms 2 // North Point Mall
gosub @SHIT_15897
if
$992 == 0 // integer values
else_jump @SHIT_8955
$1003 = 1 // integer values
select_interior 4
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
03AD: set_rubbish 0
Camera.SetAtPos(390.0, 1124.4, 17.5)
0055: put_player $PLAYER_CHAR at 363.0 1124.4 17.5
$1104 = 270.0 // floating-point values
gosub @SHIT_25504
04F9: set_extracolors 6 fade 0
01EB: set_traffic_density_multiplier_to 0.1
jump @SHIT_8962
:SHIT_8955
jump @SHIT_112
:SHIT_8962
gosub @SHIT_16148
:SHIT_8969
if
$1003 == 1 // integer values
else_jump @SHIT_9256
if
00F5: player $PLAYER_CHAR 0 353.3 1124.5 19.4 radius 3.2 3.2 3.0
else_jump @SHIT_9256
if and
00E0: player $PLAYER_CHAR driving
847E: not player $PLAYER_CHAR driving_a_motorbike
80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY
else_jump @SHIT_9071
jump @SHIT_112
:SHIT_9071
00BA: text_styled 'BEACH3' 3000 ms 2 // Vice Point
gosub @SHIT_15897
if
$992 == 0 // integer values
else_jump @SHIT_9242
$1003 = 0 // integer values
gosub @SHIT_16342
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
0395: clear_area 0 at 344.5 1123.5 range 17.0 1.0
Camera.SetAtPos(344.5, 1123.5, 17.0)
0055: put_player $PLAYER_CHAR at 344.5 1123.5 17.0
$1104 = 90.0 // floating-point values
gosub @SHIT_25504
jump @SHIT_9249
:SHIT_9242
jump @SHIT_112
:SHIT_9249
gosub @SHIT_16148
:SHIT_9256
jump @SHIT_9270
:SHIT_9263
gosub @SHIT_16363
:SHIT_9270
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_10010
$1094 = 0 // integer values
if or
0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point
$1084 == 1 // integer values
else_jump @SHIT_10003
if
$1095 == 2 // integer values
else_jump @SHIT_10003
if
$1003 == 0 // integer values
else_jump @SHIT_9716
if
Player.InRemoteMode($PLAYER_CHAR)
else_jump @SHIT_9457
$1004 = Player.RC_car($PLAYER_CHAR)
if
not Car.Wrecked($1004)
else_jump @SHIT_9450
if
01AF: car $1004 0 364.0 1210.0 24.0 radius 1.5 1.5 3.0
else_jump @SHIT_9450
0409: blow_up_rc_buggy
:SHIT_9450
jump @SHIT_9716
:SHIT_9457
if
00F5: player $PLAYER_CHAR 0 367.8 1210.3 26.0 radius 2.7 2.7 3.0
else_jump @SHIT_9716
if and
00E0: player $PLAYER_CHAR driving
847E: not player $PLAYER_CHAR driving_a_motorbike
80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY
else_jump @SHIT_9541
jump @SHIT_112
:SHIT_9541
00BA: text_styled 'MALL1' 3000 ms 2 // North Point Mall
gosub @SHIT_15897
if
$992 == 0 // integer values
else_jump @SHIT_9702
$1003 = 1 // integer values
select_interior 4
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
03AD: set_rubbish 0
Camera.SetAtPos(395.0, 1212.0, 24.4)
0055: put_player $PLAYER_CHAR at 372.0 1210.0 24.4
$1104 = 270.0 // floating-point values
gosub @SHIT_25504
04F9: set_extracolors 6 fade 0
01EB: set_traffic_density_multiplier_to 0.1
jump @SHIT_9709
:SHIT_9702
jump @SHIT_112
:SHIT_9709
gosub @SHIT_16148
:SHIT_9716
if
$1003 == 1 // integer values
else_jump @SHIT_10003
if
00F5: player $PLAYER_CHAR 0 367.8 1210.3 26.0 radius 2.7 2.7 3.0
else_jump @SHIT_10003
if and
00E0: player $PLAYER_CHAR driving
847E: not player $PLAYER_CHAR driving_a_motorbike
80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY
else_jump @SHIT_9818
jump @SHIT_112
:SHIT_9818
00BA: text_styled 'BEACH3' 3000 ms 2 // Vice Point
gosub @SHIT_15897
if
$992 == 0 // integer values
else_jump @SHIT_9989
$1003 = 0 // integer values
gosub @SHIT_16342
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
0395: clear_area 0 at 366.0 1210.0 range 24.0 1.0
Camera.SetAtPos(343.0, 1210.0, 24.0)
0055: put_player $PLAYER_CHAR at 364.0 1210.0 24.0
$1104 = 90.0 // floating-point values
gosub @SHIT_25504
jump @SHIT_9996
:SHIT_9989
jump @SHIT_112
:SHIT_9996
gosub @SHIT_16148
:SHIT_10003
jump @SHIT_10017
:SHIT_10010
gosub @SHIT_16363
:SHIT_10017
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_10757
$1094 = 0 // integer values
if or
0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point
$1084 == 1 // integer values
else_jump @SHIT_10750
if
$1095 == 2 // integer values
else_jump @SHIT_10750
if
$1003 == 0 // integer values
else_jump @SHIT_10463
if
Player.InRemoteMode($PLAYER_CHAR)
else_jump @SHIT_10204
$1004 = Player.RC_car($PLAYER_CHAR)
if
not Car.Wrecked($1004)
else_jump @SHIT_10197
if
01AF: car $1004 0 378.6 1256.9 17.5 radius 1.5 1.5 3.0
else_jump @SHIT_10197
0409: blow_up_rc_buggy
:SHIT_10197
jump @SHIT_10463
:SHIT_10204
if
00F5: player $PLAYER_CHAR 0 380.6 1253.5 17.5 radius 3.5 3.5 3.0
else_jump @SHIT_10463
if and
00E0: player $PLAYER_CHAR driving
847E: not player $PLAYER_CHAR driving_a_motorbike
80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY
else_jump @SHIT_10288
jump @SHIT_112
:SHIT_10288
00BA: text_styled 'MALL1' 3000 ms 2 // North Point Mall
gosub @SHIT_15897
if
$992 == 0 // integer values
else_jump @SHIT_10449
$1003 = 1 // integer values
select_interior 4
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
03AD: set_rubbish 0
Camera.SetAtPos(385.0, 1230.7, 18.0)
0055: put_player $PLAYER_CHAR at 380.0 1246.7 18.0
$1104 = 180.0 // floating-point values
gosub @SHIT_25504
04F9: set_extracolors 6 fade 0
01EB: set_traffic_density_multiplier_to 0.1
jump @SHIT_10456
:SHIT_10449
jump @SHIT_112
:SHIT_10456
gosub @SHIT_16148
:SHIT_10463
if
$1003 == 1 // integer values
else_jump @SHIT_10750
if
00F5: player $PLAYER_CHAR 0 380.6 1253.5 17.5 radius 3.5 3.5 3.0
else_jump @SHIT_10750
if and
00E0: player $PLAYER_CHAR driving
847E: not player $PLAYER_CHAR driving_a_motorbike
80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY
else_jump @SHIT_10565
jump @SHIT_112
:SHIT_10565
00BA: text_styled 'BEACH3' 3000 ms 2 // Vice Point
gosub @SHIT_15897
if
$992 == 0 // integer values
else_jump @SHIT_10736
$1003 = 0 // integer values
gosub @SHIT_16342
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
0395: clear_area 0 at 378.0 1263.6 range 16.5 1.0
Camera.SetAtPos(378.0, 1263.6, 16.5)
0055: put_player $PLAYER_CHAR at 378.0 1263.6 16.5
$1104 = 0.0 // floating-point values
gosub @SHIT_25504
jump @SHIT_10743
:SHIT_10736
jump @SHIT_112
:SHIT_10743
gosub @SHIT_16148
:SHIT_10750
jump @SHIT_10764
:SHIT_10757
gosub @SHIT_16363
:SHIT_10764
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_11504
$1094 = 0 // integer values
if or
0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point
$1084 == 1 // integer values
else_jump @SHIT_11497
if
$1095 == 1 // integer values
else_jump @SHIT_11497
if
$1003 == 0 // integer values
else_jump @SHIT_11210
if
Player.InRemoteMode($PLAYER_CHAR)
else_jump @SHIT_10951
$1004 = Player.RC_car($PLAYER_CHAR)
if
not Car.Wrecked($1004)
else_jump @SHIT_10944
if
01AF: car $1004 0 449.37 1256.2 17.2 radius 1.5 1.5 3.0
else_jump @SHIT_10944
0409: blow_up_rc_buggy
:SHIT_10944
jump @SHIT_11210
:SHIT_10951
if
00F5: player $PLAYER_CHAR 0 448.0 1253.0 19.2 radius 3.0 3.0 3.0
else_jump @SHIT_11210
if and
00E0: player $PLAYER_CHAR driving
847E: not player $PLAYER_CHAR driving_a_motorbike
80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY
else_jump @SHIT_11035
jump @SHIT_112
:SHIT_11035
00BA: text_styled 'MALL1' 3000 ms 2 // North Point Mall
gosub @SHIT_15897
if
$992 == 0 // integer values
else_jump @SHIT_11196
$1003 = 1 // integer values
select_interior 4
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
03AD: set_rubbish 0
Camera.SetAtPos(448.5, 1230.0, 18.0)
0055: put_player $PLAYER_CHAR at 448.5 1245.0 18.0
$1104 = 180.0 // floating-point values
gosub @SHIT_25504
04F9: set_extracolors 6 fade 0
01EB: set_traffic_density_multiplier_to 0.1
jump @SHIT_11203
:SHIT_11196
jump @SHIT_112
:SHIT_11203
gosub @SHIT_16148
:SHIT_11210
if
$1003 == 1 // integer values
else_jump @SHIT_11497
if
00F5: player $PLAYER_CHAR 0 448.0 1253.0 19.2 radius 3.0 3.0 3.0
else_jump @SHIT_11497
if and
00E0: player $PLAYER_CHAR driving
847E: not player $PLAYER_CHAR driving_a_motorbike
80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY
else_jump @SHIT_11312
jump @SHIT_112
:SHIT_11312
00BA: text_styled 'BEACH3' 3000 ms 2 // Vice Point
gosub @SHIT_15897
if
$992 == 0 // integer values
else_jump @SHIT_11483
$1003 = 0 // integer values
gosub @SHIT_16342
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
0395: clear_area 0 at 449.0 1263.0 range 16.5 1.0
Camera.SetAtPos(449.0, 1263.0, 16.5)
0055: put_player $PLAYER_CHAR at 449.0 1263.0 16.5
$1104 = 0.0 // floating-point values
gosub @SHIT_25504
jump @SHIT_11490
:SHIT_11483
jump @SHIT_112
:SHIT_11490
gosub @SHIT_16148
:SHIT_11497
jump @SHIT_11511
:SHIT_11504
gosub @SHIT_16363
:SHIT_11511
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_12251
$1094 = 0 // integer values
if or
0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point
$1084 == 1 // integer values
else_jump @SHIT_12244
if
$1095 == 2 // integer values
else_jump @SHIT_12244
if
$1003 == 0 // integer values
else_jump @SHIT_11957
if
Player.InRemoteMode($PLAYER_CHAR)
else_jump @SHIT_11698
$1004 = Player.RC_car($PLAYER_CHAR)
if
not Car.Wrecked($1004)
else_jump @SHIT_11691
if
01AF: car $1004 0 477.6 1124.4 16.3 radius 1.5 1.5 3.0
else_jump @SHIT_11691
0409: blow_up_rc_buggy
:SHIT_11691
jump @SHIT_11957
:SHIT_11698
if
00F5: player $PLAYER_CHAR 0 474.5 1124.0 19.3 radius 3.5 3.5 3.0
else_jump @SHIT_11957
if and
00E0: player $PLAYER_CHAR driving
847E: not player $PLAYER_CHAR driving_a_motorbike
80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY
else_jump @SHIT_11782
jump @SHIT_112
:SHIT_11782
00BA: text_styled 'MALL1' 3000 ms 2 // North Point Mall
gosub @SHIT_15897
if
$992 == 0 // integer values
else_jump @SHIT_11943
$1003 = 1 // integer values
select_interior 4
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
03AD: set_rubbish 0
Camera.SetAtPos(444.4, 1123.7, 17.0)
0055: put_player $PLAYER_CHAR at 467.4 1123.7 17.0
$1104 = 90.0 // floating-point values
gosub @SHIT_25504
04F9: set_extracolors 6 fade 0
01EB: set_traffic_density_multiplier_to 0.1
jump @SHIT_11950
:SHIT_11943
jump @SHIT_112
:SHIT_11950
gosub @SHIT_16148
:SHIT_11957
if
$1003 == 1 // integer values
else_jump @SHIT_12244
if
00F5: player $PLAYER_CHAR 0 474.5 1124.0 19.3 radius 3.5 3.5 3.0
else_jump @SHIT_12244
if and
00E0: player $PLAYER_CHAR driving
847E: not player $PLAYER_CHAR driving_a_motorbike
80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY
else_jump @SHIT_12059
jump @SHIT_112
:SHIT_12059
00BA: text_styled 'BEACH3' 3000 ms 2 // Vice Point
gosub @SHIT_15897
if
$992 == 0 // integer values
else_jump @SHIT_12230
$1003 = 0 // integer values
gosub @SHIT_16342
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
0395: clear_area 0 at 482.0 1124.5 range 15.3 1.0
Camera.SetAtPos(482.0, 1124.5, 15.3)
0055: put_player $PLAYER_CHAR at 482.0 1124.5 15.3
$1104 = 0.0 // floating-point values
gosub @SHIT_25504
jump @SHIT_12237
:SHIT_12230
jump @SHIT_112
:SHIT_12237
gosub @SHIT_16148
:SHIT_12244
jump @SHIT_12258
:SHIT_12251
gosub @SHIT_16363
:SHIT_12258
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_12926
$1094 = 0 // integer values
if or
0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown
$1084 == 1 // integer values
else_jump @SHIT_12919
if
$1095 == 1 // integer values
else_jump @SHIT_12919
if
$988 == 0 // integer values
else_jump @SHIT_12705
if
Player.InRemoteMode($PLAYER_CHAR)
else_jump @SHIT_12445
$1004 = Player.RC_car($PLAYER_CHAR)
if
not Car.Wrecked($1004)
else_jump @SHIT_12438
if
01AF: car $1004 0 -667.85 1211.9 11.0 radius 1.5 1.5 3.0
else_jump @SHIT_12438
0409: blow_up_rc_buggy
:SHIT_12438
jump @SHIT_12705
:SHIT_12445
if
00F5: player $PLAYER_CHAR 0 -667.85 1211.9 11.0 radius 1.5 1.5 3.0
else_jump @SHIT_12705
00BA: text_styled 'RANGE' 3000 ms 2 // Rifle Range
gosub @SHIT_15897
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_12580
if
047E: player $PLAYER_CHAR driving_a_motorbike
else_jump @SHIT_12580
03C1: $1004 = player $PLAYER_CHAR car_no_save
012A: put_player $PLAYER_CHAR at -667.8 1221.0 10.5 and_remove_from_car
Car.Destroy($1004)
:SHIT_12580
if
$992 == 0 // integer values
else_jump @SHIT_12673
select_interior 10
$988 = 1 // integer values
03AD: set_rubbish 0
Camera.SetAtPos(-667.8, 1221.0, 11.0)
0055: put_player $PLAYER_CHAR at -667.8 1221.0 10.3
0171: set_player $PLAYER_CHAR z_angle_to 0.0
04F9: set_extracolors 7 fade 0
jump @SHIT_12680
:SHIT_12673
jump @SHIT_112
:SHIT_12680
if
$995 == 0 // integer values
else_jump @SHIT_12705
gosub @SHIT_16148
:SHIT_12705
if
$988 == 1 // integer values
else_jump @SHIT_12919
if
00F5: player $PLAYER_CHAR 0 -667.8 1217.8 11.0 radius 1.5 1.5 3.0
else_jump @SHIT_12919
00BA: text_styled 'DTOWN' 3000 ms 2 // Downtown
gosub @SHIT_15897
if
$992 == 0 // integer values
else_jump @SHIT_12905
$988 = 0 // integer values
gosub @SHIT_16342
0395: clear_area 0 at -667.8 1210.0 range 11.0 1.0
Camera.SetAtPos(-667.8, 1210.0, 11.0)
0055: put_player $PLAYER_CHAR at -667.8 1210.0 10.3
0171: set_player $PLAYER_CHAR z_angle_to 140.0
03C8: set_camera_directly_before_player
jump @SHIT_12912
:SHIT_12905
jump @SHIT_112
:SHIT_12912
gosub @SHIT_16148
:SHIT_12919
jump @SHIT_12933
:SHIT_12926
gosub @SHIT_16363
:SHIT_12933
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_15058
$1094 = 0 // integer values
if or
0121: player $PLAYER_CHAR in_zone 'STARI' // Starfish Island
$1084 == 1 // integer values
else_jump @SHIT_15051
if
$1001 > 0 // integer values
else_jump @SHIT_15051
if
$1001 > 1 // integer values
else_jump @SHIT_13656
if
$1095 == 1 // integer values
else_jump @SHIT_13656
if
$991 == 0 // integer values
else_jump @SHIT_13412
if
Player.InRemoteMode($PLAYER_CHAR)
else_jump @SHIT_13156
$1004 = Player.RC_car($PLAYER_CHAR)
if
not Car.Wrecked($1004)
else_jump @SHIT_13149
if
01AF: car $1004 0 -378.5 -554.382 18.3 radius 1.5 1.5 3.0
else_jump @SHIT_13149
0409: blow_up_rc_buggy
:SHIT_13149
jump @SHIT_13412
:SHIT_13156
if
0057: player $PLAYER_CHAR 0 -382.0 -558.5 18.537 -375.0 -554.5 24.537
else_jump @SHIT_13412
if
$PASSED_ASS1_RUB_OUT == 0 // integer values
else_jump @SHIT_13244
00BA: text_styled 'MANSION' 3000 ms 2 // Diaz's Mansion
jump @SHIT_13259
:SHIT_13244
00BA: text_styled 'TMANS' 3000 ms 2 // Vercetti Estate
:SHIT_13259
gosub @SHIT_15897
if
$992 == 0 // integer values
else_jump @SHIT_13398
select_interior 2
$991 = 1 // integer values
022A: remove_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0
03AD: set_rubbish 0
Camera.SetAtPos(-378.5, -560.03, 19.0)
0055: put_player $PLAYER_CHAR at -378.5 -560.0 19.0
$1104 = 190.0 // floating-point values
gosub @SHIT_25504
04F9: set_extracolors 8 fade 0
jump @SHIT_13405
:SHIT_13398
jump @SHIT_112
:SHIT_13405
gosub @SHIT_16148
:SHIT_13412
if
$991 == 1 // integer values
else_jump @SHIT_13656
if
0057: player $PLAYER_CHAR 0 -382.0 -554.5 18.537 -375.0 -550.5 24.537
else_jump @SHIT_13656
00BA: text_styled 'STARI' 3000 ms 2 // Starfish Island
gosub @SHIT_15897
if
$992 == 0 // integer values
else_jump @SHIT_13642
gosub @SHIT_16342
$991 = 0 // integer values
022B: create_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0
0395: clear_area 0 at -377.06 -545.43 range 17.0 1.0
Camera.SetAtPos(-377.06, -545.43, 17.0)
0055: put_player $PLAYER_CHAR at -377.06 -545.43 16.0
0171: set_player $PLAYER_CHAR z_angle_to 345.0
jump @SHIT_13649
:SHIT_13642
jump @SHIT_112
:SHIT_13649
gosub @SHIT_16148
:SHIT_13656
if
$1095 == 2 // integer values
else_jump @SHIT_14375
if
$991 == 0 // integer values
else_jump @SHIT_14131
if
Player.InRemoteMode($PLAYER_CHAR)
else_jump @SHIT_13789
$1004 = Player.RC_car($PLAYER_CHAR)
if
not Car.Wrecked($1004)
else_jump @SHIT_13782
if
01AF: car $1004 0 -331.0 -576.6 36.5 radius 1.5 1.5 3.0
else_jump @SHIT_13782
0409: blow_up_rc_buggy
:SHIT_13782
jump @SHIT_14131
:SHIT_13789
if
0057: player $PLAYER_CHAR 0 -340.402 -579.221 34.52 -331.269 -568.389 38.113
else_jump @SHIT_14131
if and
00E0: player $PLAYER_CHAR driving
847E: not player $PLAYER_CHAR driving_a_motorbike
else_jump @SHIT_13865
jump @SHIT_112
:SHIT_13865
if
$PASSED_ASS1_RUB_OUT == 0 // integer values
else_jump @SHIT_13905
00BA: text_styled 'MANSION' 3000 ms 2 // Diaz's Mansion
jump @SHIT_13920
:SHIT_13905
00BA: text_styled 'TMANS' 3000 ms 2 // Vercetti Estate
:SHIT_13920
gosub @SHIT_15897
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_13992
if
047E: player $PLAYER_CHAR driving_a_motorbike
else_jump @SHIT_13992
03C1: $1004 = player $PLAYER_CHAR car_no_save
012A: put_player $PLAYER_CHAR at -329.24 -582.5 34.5 and_remove_from_car
Car.Destroy($1004)
:SHIT_13992
if
$992 == 0 // integer values
else_jump @SHIT_14117
select_interior 2
$991 = 1 // integer values
022A: remove_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0
03AD: set_rubbish 0
Camera.SetAtPos(-329.24, -582.5, 34.5)
0055: put_player $PLAYER_CHAR at -329.24 -582.5 34.5
0171: set_player $PLAYER_CHAR z_angle_to 270.0
04F9: set_extracolors 8 fade 0
jump @SHIT_14124
:SHIT_14117
jump @SHIT_112
:SHIT_14124
gosub @SHIT_16148
:SHIT_14131
if
$991 == 1 // integer values
else_jump @SHIT_14375
if
00F5: player $PLAYER_CHAR 0 -330.1 -578.9 34.5 radius 2.0 2.0 3.0
else_jump @SHIT_14375
00BA: text_styled 'STARI' 3000 ms 2 // Starfish Island
gosub @SHIT_15897
if
$992 == 0 // integer values
else_jump @SHIT_14361
gosub @SHIT_16342
$991 = 0 // integer values
022B: create_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0
0395: clear_area 0 at -343.3 -572.8 range 36.0 1.0
Camera.SetAtPos(-343.3, -572.8, 36.0)
0055: put_player $PLAYER_CHAR at -341.738 -573.984 35.305
0171: set_player $PLAYER_CHAR z_angle_to 90.0
jump @SHIT_14368
:SHIT_14361
jump @SHIT_112
:SHIT_14368
gosub @SHIT_16148
:SHIT_14375
if
$1095 == 1 // integer values
else_jump @SHIT_15051
if
$991 == 0 // integer values
else_jump @SHIT_14800
if
Player.InRemoteMode($PLAYER_CHAR)
else_jump @SHIT_14508
$1004 = Player.RC_car($PLAYER_CHAR)
if
not Car.Wrecked($1004)
else_jump @SHIT_14501
if
01AF: car $1004 0 -354.0 -580.6 11.0 radius 1.5 1.5 3.0
else_jump @SHIT_14501
0409: blow_up_rc_buggy
:SHIT_14501
jump @SHIT_14800
:SHIT_14508
if
00F5: player $PLAYER_CHAR 0 -354.0 -580.6 11.0 radius 1.5 1.5 3.0
else_jump @SHIT_14800
if and
00E0: player $PLAYER_CHAR driving
847E: not player $PLAYER_CHAR driving_a_motorbike
80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY
else_jump @SHIT_14592
jump @SHIT_112
:SHIT_14592
if
$PASSED_ASS1_RUB_OUT == 0 // integer values
else_jump @SHIT_14632
00BA: text_styled 'MANSION' 3000 ms 2 // Diaz's Mansion
jump @SHIT_14647
:SHIT_14632
00BA: text_styled 'TMANS' 3000 ms 2 // Vercetti Estate
:SHIT_14647
gosub @SHIT_15897
if
$992 == 0 // integer values
else_jump @SHIT_14786
select_interior 2
$991 = 1 // integer values
022A: remove_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0
03AD: set_rubbish 0
Camera.SetAtPos(-338.5, -578.8, 10.6)
0055: put_player $PLAYER_CHAR at -338.5 -578.8 10.6
$1104 = 270.0 // floating-point values
gosub @SHIT_25504
04F9: set_extracolors 8 fade 0
jump @SHIT_14793
:SHIT_14786
jump @SHIT_112
:SHIT_14793
gosub @SHIT_16148
:SHIT_14800
if
$991 == 1 // integer values
else_jump @SHIT_15051
if
00F5: player $PLAYER_CHAR 0 -346.3 -578.8 10.6 radius 1.5 1.5 3.0
else_jump @SHIT_15051
00BA: text_styled 'STARI' 3000 ms 2 // Starfish Island
gosub @SHIT_15897
if
$992 == 0 // integer values
else_jump @SHIT_15037
gosub @SHIT_16342
$991 = 0 // integer values
022B: create_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0
0395: clear_area 0 at -354.0 -586.0 range 10.6 1.0
Camera.SetAtPos(-354.0, -586.0, 10.6)
0055: put_player $PLAYER_CHAR at -354.0 -586.0 10.6
$1104 = 180.0 // floating-point values
gosub @SHIT_25504
jump @SHIT_15044
:SHIT_15037
jump @SHIT_112
:SHIT_15044
gosub @SHIT_16148
:SHIT_15051
jump @SHIT_15065
:SHIT_15058
gosub @SHIT_16363
:SHIT_15065
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_15844
if
$251 == 1 // integer values
else_jump @SHIT_15837
if or
0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana
$1084 == 1 // integer values
else_jump @SHIT_15837
if
$1095 == 2 // integer values
else_jump @SHIT_15837
if
Player.InRemoteMode($PLAYER_CHAR)
else_jump @SHIT_15245
$1004 = Player.RC_car($PLAYER_CHAR)
if
not Car.Wrecked($1004)
else_jump @SHIT_15238
if
01AF: car $1004 0 -896.5 -341.0 13.4 radius 1.5 1.5 3.0
else_jump @SHIT_15238
0409: blow_up_rc_buggy
:SHIT_15238
jump @SHIT_15581
:SHIT_15245
if
00F5: player $PLAYER_CHAR 0 -896.5 -341.0 13.4 radius 1.4 1.4 3.0
else_jump @SHIT_15581
if and
00E0: player $PLAYER_CHAR driving
847E: not player $PLAYER_CHAR driving_a_motorbike
80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY
else_jump @SHIT_15329
jump @SHIT_112
:SHIT_15329
00BA: text_styled 'BANKINT' 3000 ms 2 // El Banco Corrupto Grande
gosub @SHIT_15897
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_15424
if or
047E: player $PLAYER_CHAR driving_a_motorbike
00DE: player $PLAYER_CHAR driving_vehicle_type #CADDY
else_jump @SHIT_15424
03C1: $1004 = player $PLAYER_CHAR car_no_save
012A: put_player $PLAYER_CHAR at -903.0 -341.0 12.5 and_remove_from_car
Car.Destroy($1004)
:SHIT_15424
if
$992 == 0 // integer values
else_jump @SHIT_15567
select_interior 3
03AD: set_rubbish 0
if
$ONMISSION == 0 // integer values
else_jump @SHIT_15500
022A: remove_forbidden_for_peds_cube -918.5 -355.0 5.0 -898.0 -328.0 16.0
:SHIT_15500
Camera.SetAtPos(-903.0, -341.0, 13.4)
0055: put_player $PLAYER_CHAR at -903.0 -341.0 12.5
$985 = 1 // integer values
0171: set_player $PLAYER_CHAR z_angle_to 90.0
04F9: set_extracolors 4 fade 0
jump @SHIT_15574
:SHIT_15567
jump @SHIT_112
:SHIT_15574
gosub @SHIT_16148
:SHIT_15581
if
00F5: player $PLAYER_CHAR 0 -900.0 -340.9 13.4 radius 1.5 1.5 3.0
else_jump @SHIT_15837
if and
00E0: player $PLAYER_CHAR driving
847E: not player $PLAYER_CHAR driving_a_motorbike
else_jump @SHIT_15657
jump @SHIT_112
:SHIT_15657
00BA: text_styled 'HAVANA' 3000 ms 2 // Little Havana
gosub @SHIT_15897
if
$992 == 0 // integer values
else_jump @SHIT_15823
gosub @SHIT_16342
022B: create_forbidden_for_peds_cube -956.0 -355.0 5.0 -898.0 -328.0 25.0
0395: clear_area 0 at -893.0 -341.0 range 13.5 1.0
Camera.SetAtPos(-893.0, -341.0, 13.5)
0055: put_player $PLAYER_CHAR at -893.0 -341.0 12.0
$985 = 0 // integer values
0171: set_player $PLAYER_CHAR z_angle_to 270.0
03C8: set_camera_directly_before_player
jump @SHIT_15830
:SHIT_15823
jump @SHIT_112
:SHIT_15830
gosub @SHIT_16148
:SHIT_15837
jump @SHIT_15851
:SHIT_15844
gosub @SHIT_16363
:SHIT_15851
gosub @SHIT_16696
gosub @SHIT_21817
if
$1095 > 1 // integer values
else_jump @SHIT_15890
$1095 = 0 // integer values
:SHIT_15890
jump @SHIT_112
:SHIT_15897
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_16146
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1
0169: set_fade_color 0 0 1
if and
$995 == 0 // integer values
$993 == 0 // integer values
$994 == 0 // integer values
else_jump @SHIT_15981
fade 0 500
jump @SHIT_16028
:SHIT_15981
if
$986 == 1 // integer values
else_jump @SHIT_16021
0169: set_fade_color 0 0 0
fade 0 1500
jump @SHIT_16028
:SHIT_16021
fade 0 500
:SHIT_16028
if
fading
else_jump @SHIT_16139
wait 0
if
not Player.Defined($PLAYER_CHAR)
else_jump @SHIT_16075
$992 = 1 // integer values
jump @SHIT_16082
:SHIT_16075
$992 = 0 // integer values
:SHIT_16082
if
$1002 == 1 // integer values
else_jump @SHIT_16107
gosub @SHIT_16696
:SHIT_16107
if
$986 == 1 // integer values
else_jump @SHIT_16132
gosub @SHIT_21817
:SHIT_16132
jump @SHIT_16028
:SHIT_16139
01EB: set_traffic_density_multiplier_to 0.0
:SHIT_16146
return
:SHIT_16148
0169: set_fade_color 0 0 1
if and
$995 == 0 // integer values
$993 == 0 // integer values
$994 == 0 // integer values
else_jump @SHIT_16202
fade 1 500
jump @SHIT_16249
:SHIT_16202
if
$986 == 1 // integer values
else_jump @SHIT_16242
0169: set_fade_color 0 0 0
fade 1 1500
jump @SHIT_16249
:SHIT_16242
fade 1 500
:SHIT_16249
if
fading
else_jump @SHIT_16310
wait 0
if
not Player.Defined($PLAYER_CHAR)
else_jump @SHIT_16296
$992 = 1 // integer values
jump @SHIT_16303
:SHIT_16296
$992 = 0 // integer values
:SHIT_16303
jump @SHIT_16249
:SHIT_16310
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_16340
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0
:SHIT_16340
return
:SHIT_16342
04FA: reset_sky_colors_with_fade 0
01EB: set_traffic_density_multiplier_to 1.0
03AD: set_rubbish 1
select_interior 0
return
:SHIT_16363
if
$1094 == 0 // integer values
else_jump @SHIT_16694
03AD: set_rubbish 1
04FA: reset_sky_colors_with_fade 0
022B: create_forbidden_for_peds_cube -956.0 -355.0 5.0 -898.0 -328.0 25.0
022B: create_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
022B: create_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 0.0
022B: create_forbidden_for_peds_cube 468.0 -77.0 0.0 490.0 -54.0 30.0
015C: set_zone_gang_info 'STREET2' 1 14 0 0 0 0 0 0 0 0 0 20
015C: set_zone_gang_info 'STREET2' 0 16 0 0 0 0 0 0 0 0 0 10
$989 = 0 // integer values
$986 = 0 // integer values
$1002 = 0 // integer values
$1003 = 0 // integer values
$1088 = 0 // integer values
$987 = 0 // integer values
$988 = 0 // integer values
$990 = 0 // integer values
$991 = 0 // integer values
01EB: set_traffic_density_multiplier_to 1.0
$1094 = 1 // integer values
:SHIT_16694
return
:SHIT_16696
if
$1002 == 1 // integer values
else_jump @SHIT_17956
if
$1014 == 1 // integer values
else_jump @SHIT_16904
gosub @SHIT_18199
if and
Player.Defined($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) > 5
$ONMISSION == 0 // integer values
else_jump @SHIT_16819
if and
00E4: player $PLAYER_CHAR 1 69.3 -1455.9 radius 1.0 1.0
Player.Controllable($PLAYER_CHAR)
else_jump @SHIT_16819
gosub @SHIT_19465
:SHIT_16819
if and
Player.Defined($PLAYER_CHAR)
$1096 == 1 // integer values
$ONMISSION == 0 // integer values
else_jump @SHIT_16904
if and
00E4: player $PLAYER_CHAR 1 70.0 -1443.64 radius 1.0 1.0
Player.Controllable($PLAYER_CHAR)
else_jump @SHIT_16904
Player.MakeSafe($PLAYER_CHAR)
gosub @SHIT_21221
:SHIT_16904
if
$1014 == 0 // integer values
else_jump @SHIT_17949
$1015 = 24 // integer values
$1016 = 24 // integer values
$1017 = 25 // integer values
$1018 = 29 // integer values
$1019 = 19 // integer values
Model.Load(#WFYG1)
Model.Load(#WFYBE)
Model.Load(#BFYPR)
Model.Load(#WFOBE)
:SHIT_16973
if or
not Model.Available(#WFYG1)
not Model.Available(#WFYBE)
not Model.Available(#BFYPR)
not Model.Available(#WFOBE)
else_jump @SHIT_17027
Model.Load(#WFYG1)
Model.Load(#WFYBE)
Model.Load(#BFYPR)
Model.Load(#WFOBE)
wait 0
jump @SHIT_16973
:SHIT_17027
Model.Load(#BFYRI)
Model.Load(#HFYMD)
Model.Load(#WMOCA)
Model.Load(#BKA)
:SHIT_17043
if or
not Model.Available(#BFYRI)
not Model.Available(#HFYMD)
not Model.Available(#WMOCA)
not Model.Available(#BKA)
else_jump @SHIT_17097
Model.Load(#BFYRI)
Model.Load(#HFYMD)
Model.Load(#WMOCA)
Model.Load(#BKA)
wait 0
jump @SHIT_17043
:SHIT_17097
Model.Load(#BKB)
Model.Load(#WMOST)
Model.Load(#WMOBE)
Model.Load(#BMYBB)
:SHIT_17113
if or
not Model.Available(#BKB)
not Model.Available(#WMOST)
not Model.Available(#WMOBE)
not Model.Available(#BMYBB)
else_jump @SHIT_17167
Model.Load(#BKB)
Model.Load(#WMOST)
Model.Load(#WMOBE)
Model.Load(#BMYBB)
wait 0
jump @SHIT_17113
:SHIT_17167
Model.Load(#HMOST)
Model.Load(#WMYBU)
:SHIT_17175
if or
not Model.Available(#HMOST)
not Model.Available(#WMYBU)
else_jump @SHIT_17213
Model.Load(#HMOST)
Model.Load(#WMYBU)
wait 0
jump @SHIT_17175
:SHIT_17213
04ED: load_animation 'RIOT'
04ED: load_animation 'STRIP'
:SHIT_17233
if or
84EE: not animation 'RIOT' loaded
84EE: not animation 'STRIP' loaded
else_jump @SHIT_17295
04ED: load_animation 'RIOT'
04ED: load_animation 'STRIP'
wait 0
jump @SHIT_17233
:SHIT_17295
$1029 = Actor.Create(CivMale, #HMOST, 89.8, -1456.2, 9.4)
Actor.Angle($1029) = 287.0
01ED: clear_actor $1029 threat_search
$1030 = Actor.Create(CivMale, #WMYBU, 89.15, -1461.3, 9.6)
Actor.Angle($1030) = 48.7
01ED: clear_actor $1030 threat_search
$1042 = Actor.Create(CivFemale, #BFYPR, 79.67, -1461.34, 10.6)
Actor.Angle($1042) = 168.0
01ED: clear_actor $1042 threat_search
0372: set_actor $1042 anim 32 wait_state_time 999999 ms
$1025 = Actor.Create(CivMale, #WMOST, 79.5, -1463.1, 9.6)
Actor.Angle($1025) = 5.0
01ED: clear_actor $1025 threat_search
0372: set_actor $1025 anim 29 wait_state_time 999999 ms
$1020 = Actor.Create(CivMale, #WMOCA, 87.3, -1462.85, 9.6)
Actor.Angle($1020) = 117.0
01ED: clear_actor $1020 threat_search
$1043 = Actor.Create(CivFemale, #WFYBE, 86.06, -1463.6, 10.4)
Actor.Angle($1043) = 295.0
01ED: clear_actor $1043 threat_search
0372: set_actor $1043 anim 32 wait_state_time 999999 ms
$1021 = Actor.Create(CivMale, #BKB, 79.0, -1466.31, 9.6)
Actor.Angle($1021) = 58.0
01ED: clear_actor $1021 threat_search
$1022 = Actor.Create(CivMale, #BKA, 77.46, -1466.06, 9.6)
Actor.Angle($1022) = 265.0
01ED: clear_actor $1022 threat_search
$1045 = Actor.Create(CivFemale, #WFOBE, 78.07, -1465.7, 10.4)
Actor.Angle($1045) = 168.0
01ED: clear_actor $1045 threat_search
0372: set_actor $1045 anim 32 wait_state_time 999999 ms
$1023 = Actor.Create(CivMale, #BMYBB, 81.35, -1459.9, 9.6)
Actor.Angle($1023) = 5.0
01ED: clear_actor $1023 threat_search
0372: set_actor $1023 anim 29 wait_state_time 999999 ms
$1024 = Actor.Create(CivMale, #WMOBE, 83.4, -1458.9, 9.6)
Actor.Angle($1024) = 60.0
01ED: clear_actor $1024 threat_search
0372: set_actor $1024 anim 29 wait_state_time 999999 ms
$1041 = Actor.Create(CivFemale, #WFYG1, 81.45, -1457.44, 10.6)
Actor.Angle($1041) = 210.0
01ED: clear_actor $1041 threat_search
0372: set_actor $1041 anim 32 wait_state_time 999999 ms
$1026 = Actor.Create(CivFemale, #BFYRI, 88.6, -1450.0, 9.6)
Actor.Angle($1026) = 325.0
01ED: clear_actor $1026 threat_search
009F: set_actor $1026 idle
$1027 = Actor.Create(CivFemale, #HFYMD, 91.44, -1455.3, 9.6)
Actor.Angle($1027) = 128.0
01ED: clear_actor $1027 threat_search
009F: set_actor $1027 idle
gosub @SHIT_18199
$1014 = 1 // integer values
:SHIT_17949
jump @SHIT_18197
:SHIT_17956
if
$1014 > 0 // integer values
else_jump @SHIT_18197
:SHIT_17974
if
not Player.Defined($PLAYER_CHAR)
else_jump @SHIT_18001
wait 0
jump @SHIT_17974
:SHIT_18001
Actor.DestroyInstantly($1041)
Actor.DestroyInstantly($1042)
Actor.DestroyInstantly($1043)
Actor.DestroyInstantly($1045)
Actor.DestroyInstantly($1020)
Actor.DestroyInstantly($1021)
Actor.DestroyInstantly($1022)
Actor.DestroyInstantly($1023)
Actor.DestroyInstantly($1024)
Actor.DestroyInstantly($1025)
Actor.DestroyInstantly($1026)
Actor.DestroyInstantly($1027)
Actor.DestroyInstantly($1029)
Actor.DestroyInstantly($1030)
Model.Destroy(#WFYG1)
Model.Destroy(#WFYBE)
Model.Destroy(#BFYPR)
Model.Destroy(#WFOBE)
Model.Destroy(#BFYRI)
Model.Destroy(#HFYMD)
Model.Destroy(#WMOCA)
Model.Destroy(#BKA)
Model.Destroy(#BKB)
Model.Destroy(#WMOST)
Model.Destroy(#WMOBE)
Model.Destroy(#BMYBB)
Model.Destroy(#HMOST)
Model.Destroy(#WMYBU)
Model.Destroy(#MACHETE)
Model.Destroy(#KNIFECUR)
0296: unload_special_actor 19
0296: unload_special_actor 18
0296: unload_special_actor 17
04EF: release_animation 'RIOT'
04EF: release_animation 'STRIP'
$1034 = 0 // integer values
$1033 = 0 // integer values
$1028 = 0 // integer values
$1014 = 0 // integer values
:SHIT_18197
return
:SHIT_18199
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_18727
if and
not Actor.Dead($1029)
not Actor.Dead($1030)
else_jump @SHIT_18275
if or
8184: not actor $1029 health >= 95
8184: not actor $1030 health >= 95
else_jump @SHIT_18268
gosub @SHIT_18734
:SHIT_18268
jump @SHIT_18282
:SHIT_18275
gosub @SHIT_18734
:SHIT_18282
if and
not Actor.Dead($1042)
not Actor.Dead($1025)
else_jump @SHIT_18342
if or
8184: not actor $1042 health >= 95
8184: not actor $1025 health >= 95
else_jump @SHIT_18335
gosub @SHIT_18895
:SHIT_18335
jump @SHIT_18349
:SHIT_18342
gosub @SHIT_18895
:SHIT_18349
if and
not Actor.Dead($1020)
not Actor.Dead($1043)
else_jump @SHIT_18429
if and
0184: actor $1020 health >= 95
0184: actor $1043 health >= 95
else_jump @SHIT_18415
0372: set_actor $1020 anim $1016 wait_state_time 999999 ms
jump @SHIT_18422
:SHIT_18415
gosub @SHIT_19068
:SHIT_18422
jump @SHIT_18436
:SHIT_18429
gosub @SHIT_19068
:SHIT_18436
if and
not Actor.Dead($1021)
not Actor.Dead($1022)
not Actor.Dead($1045)
else_jump @SHIT_18541
if and
0184: actor $1021 health >= 95
0184: actor $1022 health >= 95
0184: actor $1045 health >= 95
else_jump @SHIT_18527
0372: set_actor $1021 anim $1016 wait_state_time 999999 ms
0372: set_actor $1022 anim $1016 wait_state_time 999999 ms
jump @SHIT_18534
:SHIT_18527
gosub @SHIT_19161
:SHIT_18534
jump @SHIT_18548
:SHIT_18541
gosub @SHIT_19161
:SHIT_18548
if and
not Actor.Dead($1023)
not Actor.Dead($1024)
not Actor.Dead($1041)
else_jump @SHIT_18620
if or
8184: not actor $1023 health >= 95
8184: not actor $1024 health >= 95
8184: not actor $1041 health >= 95
else_jump @SHIT_18613
gosub @SHIT_19107
:SHIT_18613
jump @SHIT_18627
:SHIT_18620
gosub @SHIT_19107
:SHIT_18627
if and
not Actor.Dead($1026)
not Actor.Dead($1027)
else_jump @SHIT_18720
if and
0184: actor $1026 health >= 95
0184: actor $1027 health >= 95
else_jump @SHIT_18706
0372: set_actor $1026 anim $1017 wait_state_time 999999 ms
0372: set_actor $1027 anim $1019 wait_state_time 999999 ms
jump @SHIT_18713
:SHIT_18706
gosub @SHIT_19215
:SHIT_18713
jump @SHIT_18727
:SHIT_18720
gosub @SHIT_19215
:SHIT_18727
01BD: $1085 = current_time_in_ms
return
:SHIT_18734
if
$1034 == 0 // integer values
else_jump @SHIT_18796
Model.Load(#BAT)
:SHIT_18757
if
not Model.Available(#BAT)
else_jump @SHIT_18789
Model.Load(#BAT)
wait 0
jump @SHIT_18757
:SHIT_18789
$1034 = 1 // integer values
:SHIT_18796
0084: $1035 = $1029 // integer values and handles
if
859A: not false
else_jump @SHIT_18824
gosub @SHIT_18868
:SHIT_18824
gosub @SHIT_19367
0084: $1035 = $1030 // integer values and handles
if
859A: not false
else_jump @SHIT_18859
gosub @SHIT_18868
:SHIT_18859
gosub @SHIT_19367
return
:SHIT_18868
if
not Actor.Dead($1035)
else_jump @SHIT_18893
01B2: give_actor $1035 weapon 6 ammo 0 // Load the weapon model before using this
:SHIT_18893
return
:SHIT_18895
if
not Actor.Dead($1025)
else_jump @SHIT_18916
022F: set_actor $1025 stop_looking
:SHIT_18916
0084: $1036 = $1025 // integer values and handles
gosub @SHIT_19418
if
$1072 == 0 // integer values
else_jump @SHIT_19059
if
859A: not false
else_jump @SHIT_18999
Model.Load(#KNIFECUR)
:SHIT_18967
if
not Model.Available(#KNIFECUR)
else_jump @SHIT_18999
Model.Load(#KNIFECUR)
wait 0
jump @SHIT_18967
:SHIT_18999
if
not Actor.Dead($1042)
else_jump @SHIT_19052
if
859A: not false
else_jump @SHIT_19037
01B2: give_actor $1042 weapon 5 ammo 0 // Load the weapon model before using this
:SHIT_19037
0084: $1035 = $1042 // integer values and handles
gosub @SHIT_19367
:SHIT_19052
$1072 = 1 // integer values
:SHIT_19059
gosub @SHIT_18734
return
:SHIT_19068
0084: $1036 = $1020 // integer values and handles
gosub @SHIT_19418
0084: $1035 = $1043 // integer values and handles
gosub @SHIT_19367
gosub @SHIT_18734
return
:SHIT_19107
0084: $1035 = $1023 // integer values and handles
gosub @SHIT_19367
0084: $1035 = $1024 // integer values and handles
gosub @SHIT_19367
0084: $1036 = $1041 // integer values and handles
gosub @SHIT_19418
gosub @SHIT_18734
return
:SHIT_19161
0084: $1035 = $1021 // integer values and handles
gosub @SHIT_19367
0084: $1035 = $1022 // integer values and handles
gosub @SHIT_19367
0084: $1036 = $1045 // integer values and handles
gosub @SHIT_19418
gosub @SHIT_18734
return
:SHIT_19215
if
$1028 == 0 // integer values
else_jump @SHIT_19343
if
859A: not false
else_jump @SHIT_19283
Model.Load(#MACHETE)
:SHIT_19251
if
not Model.Available(#MACHETE)
else_jump @SHIT_19283
Model.Load(#MACHETE)
wait 0
jump @SHIT_19251
:SHIT_19283
if
not Actor.Dead($1026)
else_jump @SHIT_19336
if
859A: not false
else_jump @SHIT_19321
01B2: give_actor $1026 weapon 9 ammo 0 // Load the weapon model before using this
:SHIT_19321
0084: $1035 = $1026 // integer values and handles
gosub @SHIT_19367
:SHIT_19336
$1028 = 1 // integer values
:SHIT_19343
0084: $1035 = $1027 // integer values and handles
gosub @SHIT_19367
gosub @SHIT_18734
return
:SHIT_19367
if
not Actor.Dead($1035)
else_jump @SHIT_19416
0372: set_actor $1035 anim 0 wait_state_time 0 ms
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_19416
01CA: actor $1035 kill_player $PLAYER_CHAR
:SHIT_19416
return
:SHIT_19418
if
not Actor.Dead($1036)
else_jump @SHIT_19463
0372: set_actor $1036 anim 0 wait_state_time 0 ms
0239: actor $1036 run_to 65.8 -1444.0
Actor.RemoveReferences($1036)
:SHIT_19463
return
:SHIT_19465
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_21219
$ONMISSION = 1 // integer values
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1
041D: set_camera_near_clip 0.1
0169: set_fade_color 0 0 1
fade 0 500
:SHIT_19524
if
fading
else_jump @SHIT_19566
wait 0
if
not Player.Defined($PLAYER_CHAR)
else_jump @SHIT_19559
return
:SHIT_19559
jump @SHIT_19524
:SHIT_19566
if
100 > $1086 // integer values
else_jump @SHIT_19658
023C: load_special_actor 19 'STRIPC'
:SHIT_19596
if
823D: not special_actor 19 loaded
else_jump @SHIT_19634
023C: load_special_actor 19 'STRIPC'
wait 0
jump @SHIT_19596
:SHIT_19634
$1044 = Actor.Create(CivMale, #SPECIAL19, 66.6, -1455.46, 9.56)
:SHIT_19658
if and
$1086 > 99 // integer values
200 > $1086 // integer values
else_jump @SHIT_19758
023C: load_special_actor 19 'STRIPA'
:SHIT_19696
if
823D: not special_actor 19 loaded
else_jump @SHIT_19734
023C: load_special_actor 19 'STRIPA'
wait 0
jump @SHIT_19696
:SHIT_19734
$1044 = Actor.Create(CivMale, #SPECIAL19, 66.6, -1455.46, 9.56)
:SHIT_19758
if
$1086 > 199 // integer values
else_jump @SHIT_19851
023C: load_special_actor 19 'STRIPB'
:SHIT_19789
if
823D: not special_actor 19 loaded
else_jump @SHIT_19827
023C: load_special_actor 19 'STRIPB'
wait 0
jump @SHIT_19789
:SHIT_19827
$1044 = Actor.Create(CivMale, #SPECIAL19, 66.6, -1455.46, 9.56)
:SHIT_19851
Actor.Angle($1044) = 33.0
01ED: clear_actor $1044 threat_search
0372: set_actor $1044 anim 32 wait_state_time 999999 ms
if
not Actor.Dead($PLAYER_ACTOR)
else_jump @SHIT_19937
Actor.PutAt($PLAYER_ACTOR, 65.5, -1453.7, 9.6)
0372: set_actor $PLAYER_ACTOR anim $1016 wait_state_time 999999 ms
Actor.Angle($PLAYER_ACTOR) = 210.0
:SHIT_19937
$1087 = 0 // integer values
Camera.SetPosition(68.45, -1456.37, 12.0, 0.0, 0.0, 0.0)
Camera.PointAt(66.0, -1454.5, 10.5, 2)
fade 1 500
:SHIT_20002
if
fading
else_jump @SHIT_20044
wait 0
if
not Player.Defined($PLAYER_CHAR)
else_jump @SHIT_20037
return
:SHIT_20037
jump @SHIT_20002
:SHIT_20044
03E5: text_box 'EXIT_1' // Press the ~h~~k~~PED_SPRINT~ ~w~button to exit.
16@ = 5000 // integer values
:SHIT_20062
if
Player.Money($PLAYER_CHAR) > 5
else_jump @SHIT_20570
wait 0
if
not Player.Defined($PLAYER_CHAR)
else_jump @SHIT_20109
return
jump @SHIT_20122
:SHIT_20109
0372: set_actor $PLAYER_ACTOR anim $1016 wait_state_time 999999 ms
:SHIT_20122
if
16@ > 5000 // integer values
else_jump @SHIT_20539
Player.Money($PLAYER_CHAR) += -5
16@ = 0 // integer values
$1086 += 5 // integer values
$1087 += 1 // integer values
if
$1087 == 6 // integer values
else_jump @SHIT_20194
$1087 = 0 // integer values
:SHIT_20194
if
$1087 == 1 // integer values
else_jump @SHIT_20263
Camera.SetPosition(68.45, -1456.37, 12.0, 0.0, 0.0, 0.0)
Camera.PointAt(66.0, -1454.5, 10.5, 2)
:SHIT_20263
if
$1087 == 2 // integer values
else_jump @SHIT_20332
Camera.SetPosition(65.21, -1454.1, 9.56, 0.0, 0.0, 0.0)
Camera.PointAt(67.36, -1456.33, 11.58, 2)
:SHIT_20332
if
$1087 == 3 // integer values
else_jump @SHIT_20401
Camera.SetPosition(68.0, -1455.6, 10.0, 0.0, 0.0, 0.0)
Camera.PointAt(64.9, -1454.5, 10.89, 2)
:SHIT_20401
if
$1087 == 4 // integer values
else_jump @SHIT_20470
Camera.SetPosition(67.47, -1456.14, 10.0, 0.0, 0.0, 0.0)
Camera.PointAt(65.4, -1454.25, 11.37, 2)
:SHIT_20470
if
$1087 == 5 // integer values
else_jump @SHIT_20539
Camera.SetPosition(65.93, -1454.6, 11.65, 0.0, 0.0, 0.0)
Camera.PointAt(68.42, -1458.24, 8.36, 2)
:SHIT_20539
if
00E1: player 0 pressed_button 16
else_jump @SHIT_20563
jump @SHIT_20592
:SHIT_20563
jump @SHIT_20062
:SHIT_20570
00BC: text_highpriority 'STRIP_1' 5000 ms 1 // ~r~Not enough cash, you cheap sleazebag.
jump @SHIT_20638
:SHIT_20592
if
00E1: player 0 pressed_button 16
else_jump @SHIT_20638
wait 0
if
not Player.Defined($PLAYER_CHAR)
else_jump @SHIT_20631
return
:SHIT_20631
jump @SHIT_20592
:SHIT_20638
fade 0 500
:SHIT_20645
if
fading
else_jump @SHIT_20687
wait 0
if
not Player.Defined($PLAYER_CHAR)
else_jump @SHIT_20680
return
:SHIT_20680
jump @SHIT_20645
:SHIT_20687
Actor.DestroyInstantly($1044)
0296: unload_special_actor 19
03E6: remove_text_box
if and
$1086 > 299 // integer values
$1096 == 0 // integer values
else_jump @SHIT_21072
gosub @SHIT_16342
Camera.SetAtPos(93.3, -1472.14, $572)
Camera.SetPosition(103.0, -1488.0, 15.7, 0.0, 0.0, 0.0)
Camera.PointAt(99.5, -1476.6, 16.75, 2)
04A6: $616 = create_asset_money_pickup_at 93.3 -1472.14 $572 money $617 $617
fade 1 1000
:SHIT_20828
if
fading
else_jump @SHIT_20852
wait 0
jump @SHIT_20828
:SHIT_20852
16@ = 0 // integer values
:SHIT_20859
if
2000 > 16@ // integer values
else_jump @SHIT_20889
wait 0
jump @SHIT_20859
:SHIT_20889
00BA: text_styled 'ASSET_C' 10000 ms 6 // POLE POSITION ASSET COMPLETED!
01E5: text_1number_highpriority 'ASSET_D' $617 flag 10000 time 1 // ~g~The Pole Position Club will now generate revenue up to a maximum of $~1~ per day. Pick up your cash regularly!
Camera.PointAt(93.3, -1472.14, $572, 1)
0394: play_music 1
16@ = 0 // integer values
:SHIT_20950
if
5000 > 16@ // integer values
else_jump @SHIT_20980
wait 0
jump @SHIT_20950
:SHIT_20980
fade 0 500
:SHIT_20987
if
fading
else_jump @SHIT_21011
wait 0
jump @SHIT_20987
:SHIT_21011
Camera.SetAtPos(72.0, -1454.7, 9.45)
Object.Destroy($1790)
select_interior 5
04F9: set_extracolors 2 fade 0
01EB: set_traffic_density_multiplier_to 0.1
03AD: set_rubbish 0
$1096 = 1 // integer values
$1175 += 1 // integer values
030C: progress_made += 1
:SHIT_21072
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_21127
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 0 ms
0055: put_player $PLAYER_CHAR at 72.0 -1454.7 9.45
0171: set_player $PLAYER_CHAR z_angle_to 208.0
:SHIT_21127
00BE: text_clear_all
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
fade 1 500
:SHIT_21140
if
fading
else_jump @SHIT_21182
wait 0
if
not Player.Defined($PLAYER_CHAR)
else_jump @SHIT_21175
return
:SHIT_21175
jump @SHIT_21140
:SHIT_21182
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_21219
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0
$ONMISSION = 0 // integer values
:SHIT_21219
return
:SHIT_21221
$ONMISSION = 1 // integer values
02A3: enable_widescreen 1
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1
041D: set_camera_near_clip 0.1
0169: set_fade_color 0 0 1
fade 0 500
:SHIT_21268
if
fading
else_jump @SHIT_21310
wait 0
if
not Player.Defined($PLAYER_CHAR)
else_jump @SHIT_21303
return
:SHIT_21303
jump @SHIT_21268
:SHIT_21310
03AF: set_streaming 0
023C: load_special_actor 1 'CSPLAY'
if
$1098 == 0 // integer values
else_jump @SHIT_21356
023C: load_special_actor 19 'STRIPA'
:SHIT_21356
if
$1098 == 1 // integer values
else_jump @SHIT_21386
023C: load_special_actor 19 'STRIPA'
:SHIT_21386
if
$1098 == 2 // integer values
else_jump @SHIT_21416
023C: load_special_actor 19 'STRIPA'
:SHIT_21416
038B: load_requested_models
:SHIT_21418
if or
823D: not special_actor 1 loaded
823D: not special_actor 19 loaded
else_jump @SHIT_21472
023C: load_special_actor 1 'CSPLAY'
023C: load_special_actor 19 'STRIPA'
wait 0
jump @SHIT_21418
:SHIT_21472
02E4: load_cutscene_data 'STRIPA'
0244: set_cutscene_pos 69.5133 -1444.698 9.5255
02E5: $125 = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $125 'CSPLAY'
02E5: $1097 = create_cutscene_object #SPECIAL19
02E6: set_cutscene_anim $1097 'STRIPA'
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_21585
0055: put_player $PLAYER_CHAR at 66.5 -1445.5 9.6
0171: set_player $PLAYER_CHAR z_angle_to 220.0
:SHIT_21585
fade 1 1500
03AD: set_rubbish 0
03AF: set_streaming 1
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime
:SHIT_21607
if
25000 > $CUT_SCENE_TIME // integer values
else_jump @SHIT_21642
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @SHIT_21607
:SHIT_21642
fade 0 1500
:SHIT_21649
if
fading
else_jump @SHIT_21673
wait 0
jump @SHIT_21649
:SHIT_21673
if
82E9: not cutscene_reached_end
else_jump @SHIT_21697
wait 0
jump @SHIT_21673
:SHIT_21697
02EA: end_cutscene
02A3: enable_widescreen 0
Camera.Restore_WithJumpCut
03C8: set_camera_directly_before_player
0296: unload_special_actor 1
0296: unload_special_actor 19
fade 1 1500
$1098 += 1 // integer values
if
$1098 > 2 // integer values
else_jump @SHIT_21754
$1098 = 0 // integer values
:SHIT_21754
if
fading
else_jump @SHIT_21778
wait 0
jump @SHIT_21754
:SHIT_21778
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_21815
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0
$ONMISSION = 0 // integer values
:SHIT_21815
return
:SHIT_21817
if
$986 == 1 // integer values
else_jump @SHIT_24769
if
$1089 == 0 // integer values
else_jump @SHIT_24258
$1015 = 24 // integer values
$1016 = 24 // integer values
$1017 = 25 // integer values
$1018 = 29 // integer values
$1019 = 19 // integer values
Model.Load(#WFYG1)
Model.Load(#HFYRI)
Model.Load(#BFYRI)
:SHIT_21900
if or
not Model.Available(#WFYG1)
not Model.Available(#HFYRI)
not Model.Available(#BFYRI)
else_jump @SHIT_21946
Model.Load(#WFYG1)
Model.Load(#HFYRI)
Model.Load(#BFYRI)
wait 0
jump @SHIT_21900
:SHIT_21946
Model.Load(#CBA)
Model.Load(#BMYRI)
Model.Load(#BMYBB)
:SHIT_21958
if or
not Model.Available(#CBA)
not Model.Available(#BMYRI)
not Model.Available(#BMYBB)
else_jump @SHIT_22004
Model.Load(#CBA)
Model.Load(#BMYRI)
Model.Load(#BMYBB)
wait 0
jump @SHIT_21958
:SHIT_22004
Model.Load(#FIREMAN)
Model.Load(#WMYCW)
Model.Load(#ARMY)
Model.Load(#BKA)
:SHIT_22020
if or
not Model.Available(#FIREMAN)
not Model.Available(#WMYCW)
not Model.Available(#ARMY)
not Model.Available(#BKA)
else_jump @SHIT_22074
Model.Load(#FIREMAN)
Model.Load(#WMYCW)
Model.Load(#ARMY)
Model.Load(#BKA)
wait 0
jump @SHIT_22020
:SHIT_22074
023C: load_special_actor 19 'BGA'
:SHIT_22086
if
823D: not special_actor 19 loaded
else_jump @SHIT_22124
023C: load_special_actor 19 'BGA'
wait 0
jump @SHIT_22086
:SHIT_22124
04ED: load_animation 'STRIP'
:SHIT_22134
if
84EE: not animation 'STRIP' loaded
else_jump @SHIT_22176
04ED: load_animation 'STRIP'
wait 0
jump @SHIT_22134
:SHIT_22176
Model.Load(#BRASSKNUCKLE)
:SHIT_22181
if
not Model.Available(#BRASSKNUCKLE)
else_jump @SHIT_22213
Model.Load(#BRASSKNUCKLE)
wait 0
jump @SHIT_22181
:SHIT_22213
if
26 > $1090 // integer values
else_jump @SHIT_23524
wait 0
gosub @SHIT_25170
if
$1090 == 1 // integer values
else_jump @SHIT_22293
$1041 = Actor.Create(CivMale, #CBA, $1099, $1100, $1101)
0084: $1091 = $1041 // integer values and handles
gosub @SHIT_25224
:SHIT_22293
if
$1090 == 2 // integer values
else_jump @SHIT_22344
$1042 = Actor.Create(CivFemale, #BFYRI, $1099, $1100, $1101)
0084: $1091 = $1042 // integer values and handles
gosub @SHIT_25224
:SHIT_22344
if
$1090 == 3 // integer values
else_jump @SHIT_22395
$1043 = Actor.Create(CivFemale, #HFYRI, $1099, $1100, $1101)
0084: $1091 = $1043 // integer values and handles
gosub @SHIT_25224
:SHIT_22395
if
$1090 == 4 // integer values
else_jump @SHIT_22446
$1044 = Actor.Create(CivFemale, #BFYRI, $1099, $1100, $1101)
0084: $1091 = $1044 // integer values and handles
gosub @SHIT_25224
:SHIT_22446
if
$1090 == 5 // integer values
else_jump @SHIT_22497
$1045 = Actor.Create(CivMale, #CBA, $1099, $1100, $1101)
0084: $1091 = $1045 // integer values and handles
gosub @SHIT_25224
:SHIT_22497
if
$1090 == 6 // integer values
else_jump @SHIT_22548
$1046 = Actor.Create(CivMale, #BMYRI, $1099, $1100, $1101)
0084: $1091 = $1046 // integer values and handles
gosub @SHIT_25224
:SHIT_22548
if
$1090 == 7 // integer values
else_jump @SHIT_22599
$1047 = Actor.Create(CivMale, #BMYBB, $1099, $1100, $1101)
0084: $1091 = $1047 // integer values and handles
gosub @SHIT_25224
:SHIT_22599
if
$1090 == 8 // integer values
else_jump @SHIT_22650
$1048 = Actor.Create(CivFemale, #WFYG1, $1099, $1100, $1101)
0084: $1091 = $1048 // integer values and handles
gosub @SHIT_25224
:SHIT_22650
if
$1090 == 9 // integer values
else_jump @SHIT_22701
$1049 = Actor.Create(CivFemale, #BFYRI, $1099, $1100, $1101)
0084: $1091 = $1049 // integer values and handles
gosub @SHIT_25224
:SHIT_22701
if
$1090 == 10 // integer values
else_jump @SHIT_22752
$1050 = Actor.Create(CivFemale, #HFYRI, $1099, $1100, $1101)
0084: $1091 = $1050 // integer values and handles
gosub @SHIT_25224
:SHIT_22752
if
$1090 == 11 // integer values
else_jump @SHIT_22803
$1051 = Actor.Create(CivFemale, #BFYRI, $1099, $1100, $1101)
0084: $1091 = $1051 // integer values and handles
gosub @SHIT_25224
:SHIT_22803
if
$1090 == 12 // integer values
else_jump @SHIT_22854
$1052 = Actor.Create(CivFemale, #WFYG1, $1099, $1100, $1101)
0084: $1091 = $1052 // integer values and handles
gosub @SHIT_25224
:SHIT_22854
if
$1090 == 13 // integer values
else_jump @SHIT_22905
$1053 = Actor.Create(CivMale, #BMYRI, $1099, $1100, $1101)
0084: $1091 = $1053 // integer values and handles
gosub @SHIT_25224
:SHIT_22905
if
$1090 == 14 // integer values
else_jump @SHIT_22956
$1054 = Actor.Create(CivMale, #BMYBB, $1099, $1100, $1101)
0084: $1091 = $1054 // integer values and handles
gosub @SHIT_25224
:SHIT_22956
if
$1090 == 15 // integer values
else_jump @SHIT_23007
$1055 = Actor.Create(CivFemale, #HFYRI, $1099, $1100, $1101)
0084: $1091 = $1055 // integer values and handles
gosub @SHIT_25224
:SHIT_23007
if
$1090 == 16 // integer values
else_jump @SHIT_23058
$1056 = Actor.Create(CivMale, #BMYBB, $1099, $1100, $1101)
0084: $1091 = $1056 // integer values and handles
gosub @SHIT_25224
:SHIT_23058
if
$1090 == 17 // integer values
else_jump @SHIT_23109
$1057 = Actor.Create(CivFemale, #WFYG1, $1099, $1100, $1101)
0084: $1091 = $1057 // integer values and handles
gosub @SHIT_25224
:SHIT_23109
if
$1090 == 18 // integer values
else_jump @SHIT_23160
$1058 = Actor.Create(CivFemale, #BFYRI, $1099, $1100, $1101)
0084: $1091 = $1058 // integer values and handles
gosub @SHIT_25224
:SHIT_23160
if
$1090 == 19 // integer values
else_jump @SHIT_23211
$1059 = Actor.Create(CivFemale, #HFYRI, $1099, $1100, $1101)
0084: $1091 = $1059 // integer values and handles
gosub @SHIT_25224
:SHIT_23211
if
$1090 == 20 // integer values
else_jump @SHIT_23262
$1060 = Actor.Create(CivMale, #BFYRI, $1099, $1100, $1101)
0084: $1091 = $1060 // integer values and handles
gosub @SHIT_25224
:SHIT_23262
if
$1090 == 21 // integer values
else_jump @SHIT_23313
$1061 = Actor.Create(CivMale, #BMYRI, $1099, $1100, $1101)
0084: $1091 = $1061 // integer values and handles
gosub @SHIT_25224
:SHIT_23313
if
$1090 == 22 // integer values
else_jump @SHIT_23364
$1062 = Actor.Create(CivFemale, #WFYG1, $1099, $1100, $1101)
0084: $1091 = $1062 // integer values and handles
gosub @SHIT_25224
:SHIT_23364
if
$1090 == 23 // integer values
else_jump @SHIT_23415
$1063 = Actor.Create(CivFemale, #HFYRI, $1099, $1100, $1101)
0084: $1091 = $1063 // integer values and handles
gosub @SHIT_25224
:SHIT_23415
if
$1090 == 24 // integer values
else_jump @SHIT_23466
$1064 = Actor.Create(CivFemale, #WFYG1, $1099, $1100, $1101)
0084: $1091 = $1064 // integer values and handles
gosub @SHIT_25224
:SHIT_23466
if
$1090 == 25 // integer values
else_jump @SHIT_23517
$1065 = Actor.Create(CivFemale, #BFYRI, $1099, $1100, $1101)
0084: $1091 = $1065 // integer values and handles
gosub @SHIT_25224
:SHIT_23517
jump @SHIT_22213
:SHIT_23524
$1066 = Actor.Create(CivMale, #FIREMAN, 474.0, -72.14, 9.5)
Actor.Angle($1066) = 310.0
0084: $1091 = $1066 // integer values and handles
gosub @SHIT_25224
$1067 = Actor.Create(CivMale, #WMYCW, 473.2, -70.9, 9.5)
Actor.Angle($1067) = 310.0
0084: $1091 = $1067 // integer values and handles
gosub @SHIT_25224
$1068 = Actor.Create(CivMale, #BKA, 472.4, -69.65, 9.5)
Actor.Angle($1068) = 310.0
0084: $1091 = $1068 // integer values and handles
gosub @SHIT_25224
$1069 = Actor.Create(CivMale, #ARMY, 471.6, -68.4, 9.5)
Actor.Angle($1069) = 310.0
0084: $1091 = $1069 // integer values and handles
gosub @SHIT_25224
$1070 = Actor.Create(CivMale, #COP, 470.8, -67.15, 9.5)
Actor.Angle($1070) = 310.0
0084: $1091 = $1070 // integer values and handles
gosub @SHIT_25224
$1029 = Actor.Create(CivMale, #SPECIAL19, 487.8, -77.3, 10.5)
Actor.Angle($1029) = 55.0
0243: set_actor $1029 ped_stats_to 30
01B2: give_actor $1029 weapon 1 ammo 0 // Load the weapon model before using this
$1030 = Actor.Create(CivMale, #SPECIAL19, 490.9, -74.4, 10.5)
Actor.Angle($1030) = 55.0
0243: set_actor $1030 ped_stats_to 30
01B2: give_actor $1030 weapon 1 ammo 0 // Load the weapon model before using this
if
$1092 == 0 // integer values
else_jump @SHIT_24043
$1031 = Actor.Create(CivMale, #SPECIAL19, 463.2, -58.16, 10.5)
Actor.Angle($1031) = 250.0
0243: set_actor $1031 ped_stats_to 30
Actor.Health($1031) = 200
01B2: give_actor $1031 weapon 1 ammo 0 // Load the weapon model before using this
$1032 = Actor.Create(CivMale, #SPECIAL19, 465.5, -51.7, 14.7)
Actor.Angle($1032) = 134.0
0243: set_actor $1032 ped_stats_to 30
01B2: give_actor $1032 weapon 1 ammo 0 // Load the weapon model before using this
$1026 = Actor.Create(CivFemale, #BFYRI, 465.25, -54.66, 10.5)
Actor.Angle($1026) = 50.0
0243: set_actor $1026 ped_stats_to 30
jump @SHIT_24244
:SHIT_24043
$1031 = Actor.Create(CivMale, #SPECIAL19, 467.65, -60.36, 9.5)
Actor.Angle($1031) = 250.0
0243: set_actor $1031 ped_stats_to 30
01B2: give_actor $1031 weapon 1 ammo 0 // Load the weapon model before using this
$1032 = Actor.Create(CivMale, #SPECIAL19, 468.0, -55.6, 10.5)
Actor.Angle($1032) = 60.0
0243: set_actor $1032 ped_stats_to 30
01B2: give_actor $1032 weapon 1 ammo 0 // Load the weapon model before using this
023C: load_special_actor 18 'STRIPA'
:SHIT_24155
if
823D: not special_actor 18 loaded
else_jump @SHIT_24193
023C: load_special_actor 18 'STRIPA'
wait 0
jump @SHIT_24155
:SHIT_24193
$1026 = Actor.Create(CivFemale, #SPECIAL18, 466.6, -54.56, 10.5)
Actor.Angle($1026) = 245.0
0243: set_actor $1026 ped_stats_to 30
0372: set_actor $1026 anim 25 wait_state_time 8000 ms
:SHIT_24244
16@ = 0 // integer values
$1089 = 1 // integer values
:SHIT_24258
if
$1089 == 1 // integer values
else_jump @SHIT_24762
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_24762
if or
02DF: player $PLAYER_CHAR aggressive
Player.WantedLevel($PLAYER_CHAR) > 0
else_jump @SHIT_24340
if
$1092 == 0 // integer values
else_jump @SHIT_24340
gosub @SHIT_25349
:SHIT_24340
if and
16@ > 10000 // integer values
$1033 == 0 // integer values
else_jump @SHIT_24392
if
not Actor.Dead($1026)
else_jump @SHIT_24392
0372: set_actor $1026 anim 25 wait_state_time 8000 ms
:SHIT_24392
if and
$1092 == 0 // integer values
$1033 == 0 // integer values
not Actor.Dead($1026)
else_jump @SHIT_24559
if
00F6: player $PLAYER_CHAR 0 462.7 -57.3 11.5 radius 1.5 1.5 2.0
else_jump @SHIT_24559
Model.Load(#BUDDYSHOT)
:SHIT_24475
if
not Model.Available(#BUDDYSHOT)
else_jump @SHIT_24507
Model.Load(#BUDDYSHOT)
wait 0
jump @SHIT_24475
:SHIT_24507
if and
not Actor.Dead($1026)
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_24545
01B2: give_actor $1026 weapon 21 ammo 20 // Load the weapon model before using this
01CA: actor $1026 kill_player $PLAYER_CHAR
:SHIT_24545
gosub @SHIT_25349
$1033 = 1 // integer values
:SHIT_24559
if
16@ > 10000 // integer values
else_jump @SHIT_24762
$1093 = 1 // integer values
0208: $1102 = random_float 0.0 360.0
if
not Actor.Dead($1066)
else_jump @SHIT_24631
0084: $1091 = $1066 // integer values and handles
gosub @SHIT_25224
:SHIT_24631
if
not Actor.Dead($1067)
else_jump @SHIT_24662
0084: $1091 = $1067 // integer values and handles
gosub @SHIT_25224
:SHIT_24662
if
not Actor.Dead($1068)
else_jump @SHIT_24693
0084: $1091 = $1068 // integer values and handles
gosub @SHIT_25224
:SHIT_24693
if
not Actor.Dead($1069)
else_jump @SHIT_24724
0084: $1091 = $1069 // integer values and handles
gosub @SHIT_25224
:SHIT_24724
if
not Actor.Dead($1070)
else_jump @SHIT_24755
0084: $1091 = $1070 // integer values and handles
gosub @SHIT_25224
:SHIT_24755
16@ = 0 // integer values
:SHIT_24762
jump @SHIT_25168
:SHIT_24769
if
$1089 > 0 // integer values
else_jump @SHIT_25168
:SHIT_24787
if
not Player.Defined($PLAYER_CHAR)
else_jump @SHIT_24814
wait 0
jump @SHIT_24787
:SHIT_24814
Actor.DestroyInstantly($1041)
Actor.DestroyInstantly($1042)
Actor.DestroyInstantly($1043)
Actor.DestroyInstantly($1044)
Actor.DestroyInstantly($1045)
Actor.DestroyInstantly($1046)
Actor.DestroyInstantly($1047)
Actor.DestroyInstantly($1048)
Actor.DestroyInstantly($1049)
Actor.DestroyInstantly($1050)
Actor.DestroyInstantly($1051)
Actor.DestroyInstantly($1052)
Actor.DestroyInstantly($1053)
Actor.DestroyInstantly($1054)
Actor.DestroyInstantly($1055)
Actor.DestroyInstantly($1056)
Actor.DestroyInstantly($1057)
Actor.DestroyInstantly($1058)
Actor.DestroyInstantly($1059)
Actor.DestroyInstantly($1060)
Actor.DestroyInstantly($1061)
Actor.DestroyInstantly($1062)
Actor.DestroyInstantly($1063)
Actor.DestroyInstantly($1064)
Actor.DestroyInstantly($1065)
Actor.DestroyInstantly($1066)
Actor.DestroyInstantly($1067)
Actor.DestroyInstantly($1068)
Actor.DestroyInstantly($1069)
Actor.DestroyInstantly($1070)
Actor.DestroyInstantly($1026)
Actor.DestroyInstantly($1029)
Actor.DestroyInstantly($1030)
Actor.DestroyInstantly($1031)
Actor.DestroyInstantly($1032)
Model.Destroy(#FIREMAN)
Model.Destroy(#WMYCW)
Model.Destroy(#ARMY)
Model.Destroy(#BKA)
Model.Destroy(#WFYG1)
Model.Destroy(#HFYRI)
Model.Destroy(#BFYRI)
Model.Destroy(#CBA)
Model.Destroy(#BMYRI)
Model.Destroy(#BMYBB)
Model.Destroy(#BRASSKNUCKLE)
0296: unload_special_actor 19
if
$1092 == 0 // integer values
else_jump @SHIT_25086
if
$1033 == 1 // integer values
else_jump @SHIT_25079
Model.Destroy(#BUDDYSHOT)
:SHIT_25079
jump @SHIT_25090
:SHIT_25086
0296: unload_special_actor 18
:SHIT_25090
04EF: release_animation 'STRIP'
$1089 = 0 // integer values
$1090 = 0 // integer values
$1099 = 0.0 // floating-point values
$1100 = 0.0 // floating-point values
$1103 = 0.0 // floating-point values
$1102 = 0.0 // floating-point values
$1033 = 0 // integer values
$1093 = 0 // integer values
:SHIT_25168
return
:SHIT_25170
0208: $1099 = random_float 474.0 481.0
0208: $1100 = random_float -69.0 -61.0
0208: $1102 = random_float 0.0 360.0
$1090 += 1 // integer values
return
:SHIT_25224
if
1 > $1093 // integer values
else_jump @SHIT_25273
01ED: clear_actor $1091 threat_search
0291: set_actor $1091 attack_when_provoked 1
0243: set_actor $1091 ped_stats_to 11
0372: set_actor $1091 anim 32 wait_state_time 999999 ms
:SHIT_25273
if
2 > $1093 // integer values
else_jump @SHIT_25299
Actor.Angle($1091) = $1102
:SHIT_25299
return
:SHIT_25301
if
$1039 == 1 // integer values
else_jump @SHIT_25347
0296: unload_special_actor 15
Actor.DestroyWithFade($1037)
Actor.DestroyWithFade($1038)
$1039 = 0 // integer values
$1040 = 0 // integer values
:SHIT_25347
return
:SHIT_25349
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_25461
if
not Actor.Dead($1029)
else_jump @SHIT_25389
01CA: actor $1029 kill_player $PLAYER_CHAR
:SHIT_25389
if
not Actor.Dead($1030)
else_jump @SHIT_25413
01CA: actor $1030 kill_player $PLAYER_CHAR
:SHIT_25413
if
not Actor.Dead($1031)
else_jump @SHIT_25437
01CA: actor $1031 kill_player $PLAYER_CHAR
:SHIT_25437
if
not Actor.Dead($1032)
else_jump @SHIT_25461
01CA: actor $1032 kill_player $PLAYER_CHAR
:SHIT_25461
return
:SHIT_25463
Model.Load($1083)
:SHIT_25468
if
not Model.Available($1083)
else_jump @SHIT_25495
wait 0
jump @SHIT_25468
:SHIT_25495
return
:SHIT_25497
Model.Destroy($1083)
return
:SHIT_25504
if
Player.Defined($PLAYER_CHAR)
else_jump @SHIT_25575
if or
047E: player $PLAYER_CHAR driving_a_motorbike
00DE: player $PLAYER_CHAR driving_vehicle_type #CADDY
else_jump @SHIT_25567
03C1: $1004 = player $PLAYER_CHAR car_no_save
Car.Angle($1004) = $1104
jump @SHIT_25575
:SHIT_25567
0171: set_player $PLAYER_CHAR z_angle_to $1104
:SHIT_25575
return
:IMPORT
$1105 = 0 // integer values
$1107 = 0 // integer values
$1125 = 0 // integer values
$1126 = 0 // integer values
$1127 = 0 // integer values
$1128 = 0 // integer values
thread 'IMPORT'
set_wb_check_to 0
jump @IMPORT_90
$1114 = Object.Init(#LH_IMP_EXP01, -981.754, -841.278, 8.586)
Object.RemoveFromMissionCleanupList($1114)
:IMPORT_90
end_thread
:IMPORT1
thread 'IMPORT1'
:IMPORT1_10
wait 500
if
Player.Defined($PLAYER_CHAR)
else_jump @IMPORT1_822
if
0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana
else_jump @IMPORT1_822
if
not $1105 == 6 // integer values
else_jump @IMPORT1_87
gosub @IMPGEN4_183
jump @IMPORT1_822
:IMPORT1_87
if
$1107 == 0 // integer values
else_jump @IMPORT1_822
gosub @IMPGEN4_639
02FA: garage $687 change_to_type 9
$1114 = Object.Init(#LH_IMP_EXP02, -981.754, -841.278, 8.586)
Object.RemoveFromMissionCleanupList($1114)
$1175 += 1 // integer values
$628 = 1 // integer values
04A6: $627 = create_asset_money_pickup_at $552 $553 $554 money $626 $626
increment_mission_attempts
0595: mission_complete
$1107 = 1 // integer values
wait 1000
if
Player.Defined($PLAYER_CHAR)
else_jump @IMPORT1_793
Player.CanMove($PLAYER_CHAR) = False
fade 0 500
:IMPORT1_226
if
fading
else_jump @IMPORT1_250
wait 0
jump @IMPORT1_226
:IMPORT1_250
02A3: enable_widescreen 1
Model.Load(#DELUXO)
038B: load_requested_models
:IMPORT1_261
if
not Model.Available(#DELUXO)
else_jump @IMPORT1_288
wait 0
jump @IMPORT1_261
:IMPORT1_288
$1121 = Car.Create(#DELUXO, -1022.3, -868.2, 12.0)
Car.Angle($1121) = 175.0
$1125 = 1 // integer values
Camera.SetAtPos(-1027.755, -870.693, 13.398)
Camera.SetPosition(-1028.692, -871.013, 13.541, 0.0, 0.0, 0.0)
Camera.PointAt(-1027.755, -870.693, 13.398, 2)
fade 1 500
wait 4000
Camera.SetAtPos(-1019.562, -865.229, 13.506)
Camera.SetPosition(-1018.839, -864.582, 13.748, 0.0, 0.0, 0.0)
Camera.PointAt(-1019.562, -865.229, 13.506, 2)
wait 4000
fade 0 500
:IMPORT1_488
if
fading
else_jump @IMPORT1_512
wait 0
jump @IMPORT1_488
:IMPORT1_512
Camera.SetAtPos(-1033.841, -904.032, 17.364)
Camera.SetPosition(-1034.135, -904.978, 17.5, 0.0, 0.0, 0.0)
Camera.PointAt(-1033.841, -904.032, 17.364, 2)
fade 1 500
:IMPORT1_587
if
fading
else_jump @IMPORT1_611
wait 0
jump @IMPORT1_587
:IMPORT1_611
0394: play_music 1
00BA: text_styled 'CAR_AS1' 5000 ms 6 // CAR SHOWROOM ASSET COMPLETED
wait 5000
Camera.SetAtPos(-1008.388, -873.565, 13.218)
Camera.SetPosition(-1007.333, -874.26, 13.824, 0.0, 0.0, 0.0)
Camera.PointAt(-1007.34, -873.279, 13.63, 2)
01E5: text_1number_highpriority 'CAR_AS2' $626 flag 6000 time 1 // ~g~Sunshine Auto's will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.
wait 6000
fade 0 500
:IMPORT1_733
if
fading
else_jump @IMPORT1_757
wait 0
jump @IMPORT1_733
:IMPORT1_757
fade 1 500
if
Player.Defined($PLAYER_CHAR)
else_jump @IMPORT1_793
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0
Camera.Restore_WithJumpCut
:IMPORT1_793
gosub @IMPGEN4_581
030C: progress_made += 1
create_thread @IMPORT2
create_thread @IMPGEN1
end_thread
:IMPORT1_822
jump @IMPORT1_10
:IMPORT2
thread 'IMPORT2'
:IMPORT2_10
wait 500
if
Player.Defined($PLAYER_CHAR)
else_jump @IMPORT2_556
if
0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana
else_jump @IMPORT2_556
if
not $1105 == 6 // integer values
else_jump @IMPORT2_87
gosub @IMPGEN4_183
jump @IMPORT2_556
:IMPORT2_87
if
$1107 == 0 // integer values
else_jump @IMPORT2_556
gosub @IMPGEN4_639
02FA: garage $687 change_to_type 10
$1114 = Object.Init(#LH_IMP_EXP03, -981.754, -841.278, 8.586)
Object.RemoveFromMissionCleanupList($1114)
$626 += 2500 // integer values
Pickup.Destroy($627)
04A6: $627 = create_asset_money_pickup_at $552 $553 $554 money $626 $626
increment_mission_attempts
0595: mission_complete
$1107 = 1 // integer values
wait 1000
if
Player.Defined($PLAYER_CHAR)
else_jump @IMPORT2_527
Player.CanMove($PLAYER_CHAR) = False
fade 0 500
:IMPORT2_225
if
fading
else_jump @IMPORT2_249
wait 0
jump @IMPORT2_225
:IMPORT2_249
02A3: enable_widescreen 1
Model.Load(#SABRETUR)
038B: load_requested_models
:IMPORT2_260
if
not Model.Available(#SABRETUR)
else_jump @IMPORT2_287
wait 0
jump @IMPORT2_260
:IMPORT2_287
$1122 = Car.Create(#SABRETUR, -1014.1, -869.4, 12.0)
Car.Angle($1122) = 188.0
$1126 = 1 // integer values
Camera.SetAtPos(-1012.449, -874.397, 13.795)
Camera.SetPosition(-1012.101, -875.321, 13.952, 0.0, 0.0, 0.0)
Camera.PointAt(-1012.449, -874.397, 13.795, 2)
fade 1 500
wait 4000
Camera.SetAtPos(-1016.831, -866.517, 13.734)
Camera.SetPosition(-1017.595, -865.969, 14.074, 0.0, 0.0, 0.0)
Camera.PointAt(-1016.831, -866.517, 13.734, 2)
wait 4000
if
Player.Defined($PLAYER_CHAR)
else_jump @IMPORT2_527
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0
Camera.Restore_WithJumpCut
01E5: text_1number_highpriority 'CAR_AS2' $626 flag 6000 time 1 // ~g~Sunshine Auto's will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.
:IMPORT2_527
gosub @IMPGEN4_581
030C: progress_made += 1
create_thread @IMPORT3
create_thread @IMPGEN2
end_thread
:IMPORT2_556
jump @IMPORT2_10
:IMPORT3
thread 'IMPORT3'
:IMPORT3_10
wait 500
if
Player.Defined($PLAYER_CHAR)
else_jump @IMPORT3_556
if
0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana
else_jump @IMPORT3_556
if
not $1105 == 6 // integer values
else_jump @IMPORT3_87
gosub @IMPGEN4_183
jump @IMPORT3_556
:IMPORT3_87
if
$1107 == 0 // integer values
else_jump @IMPORT3_556
gosub @IMPGEN4_639
02FA: garage $687 change_to_type 22
$1114 = Object.Init(#LH_IMP_EXP04, -981.754, -841.278, 8.586)
Object.RemoveFromMissionCleanupList($1114)
$626 += 2500 // integer values
Pickup.Destroy($627)
04A6: $627 = create_asset_money_pickup_at $552 $553 $554 money $626 $626
increment_mission_attempts
0595: mission_complete
$1107 = 1 // integer values
wait 1000
if
Player.Defined($PLAYER_CHAR)
else_jump @IMPORT3_527
Player.CanMove($PLAYER_CHAR) = False
fade 0 500
:IMPORT3_225
if
fading
else_jump @IMPORT3_249
wait 0
jump @IMPORT3_225
:IMPORT3_249
02A3: enable_widescreen 1
Model.Load(#SANDKING)
038B: load_requested_models
:IMPORT3_260
if
not Model.Available(#SANDKING)
else_jump @IMPORT3_287
wait 0
jump @IMPORT3_260
:IMPORT3_287
$1123 = Car.Create(#SANDKING, -1014.3, -868.8, 17.7)
Car.Angle($1123) = 195.0
$1127 = 1 // integer values
Camera.SetAtPos(-1009.532, -871.888, 19.307)
Camera.SetPosition(-1008.656, -872.307, 19.548, 0.0, 0.0, 0.0)
Camera.PointAt(-1009.532, -871.888, 19.307, 2)
fade 1 500
wait 4000
Camera.SetAtPos(-1018.04, -871.539, 20.058)
Camera.SetPosition(-1018.791, -872.077, 20.442, 0.0, 0.0, 0.0)
Camera.PointAt(-1018.04, -871.539, 20.058, 2)
wait 4000
if
Player.Defined($PLAYER_CHAR)
else_jump @IMPORT3_527
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0
Camera.Restore_WithJumpCut
01E5: text_1number_highpriority 'CAR_AS2' $626 flag 6000 time 1 // ~g~Sunshine Auto's will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.
:IMPORT3_527
gosub @IMPGEN4_581
030C: progress_made += 1
create_thread @IMPORT4
create_thread @IMPGEN3
end_thread
:IMPORT3_556
jump @IMPORT3_10
:IMPORT4
thread 'IMPORT4'
:IMPORT4_10
wait 500
if
Player.Defined($PLAYER_CHAR)
else_jump @IMPORT4_500
if
0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana
else_jump @IMPORT4_500
if
not $1105 == 6 // integer values
else_jump @IMPORT4_87
gosub @IMPGEN4_183
jump @IMPORT4_500
:IMPORT4_87
if
$1107 == 0 // integer values
else_jump @IMPORT4_500
$626 += 2500 // integer values
Pickup.Destroy($627)
04A6: $627 = create_asset_money_pickup_at $552 $553 $554 money $626 $626
increment_mission_attempts
0595: mission_complete
$1107 = 1 // integer values
wait 1000
if
Player.Defined($PLAYER_CHAR)
else_jump @IMPORT4_486
Player.CanMove($PLAYER_CHAR) = False
fade 0 500
:IMPORT4_184
if
fading
else_jump @IMPORT4_208
wait 0
jump @IMPORT4_184
:IMPORT4_208
02A3: enable_widescreen 1
Model.Load(#HOTRING)
038B: load_requested_models
:IMPORT4_219
if
not Model.Available(#HOTRING)
else_jump @IMPORT4_246
wait 0
jump @IMPORT4_219
:IMPORT4_246
$1124 = Car.Create(#HOTRING, -1023.2, -868.1, 17.0)
Car.Angle($1124) = 172.0
$1128 = 1 // integer values
Camera.SetAtPos(-1026.903, -871.942, 19.008)
Camera.SetPosition(-1027.585, -872.634, 19.244, 0.0, 0.0, 0.0)
Camera.PointAt(-1026.903, -871.942, 19.008, 2)
fade 1 500
wait 4000
Camera.SetAtPos(-1019.624, -869.584, 18.612)
Camera.SetPosition(-1018.721, -869.948, 18.844, 0.0, 0.0, 0.0)
Camera.PointAt(-1019.624, -869.584, 18.612, 2)
wait 4000
if
Player.Defined($PLAYER_CHAR)
else_jump @IMPORT4_486
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0
Camera.Restore_WithJumpCut
01E5: text_1number_highpriority 'CAR_AS2' $626 flag 6000 time 1 // ~g~Sunshine Auto's will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.
:IMPORT4_486
030C: progress_made += 1
create_thread @IMPGEN4
end_thread
:IMPORT4_500
jump @IMPORT4_10
:IMPGEN1
thread 'IMPGEN1'
:IMPGEN1_10
wait 1000
if
$51 == 0 // integer values
else_jump @IMPGEN1_176
if
$1125 == 1 // integer values
else_jump @IMPGEN1_176
if
Player.Defined($PLAYER_CHAR)
else_jump @IMPGEN1_176
if
80F5: not player $PLAYER_CHAR 0 -1023.0 -860.4 15.0 radius 100.0 100.0 40.0
else_jump @IMPGEN1_176
if
not Car.Wrecked($1121)
else_jump @IMPGEN1_155
Car.RemoveReferences($1121)
Model.Destroy(#DELUXO)
014C: set_parked_car_generator $87 cars_to_generate_to 101
jump @IMPGEN1_167
:IMPGEN1_155
Model.Destroy(#DELUXO)
014C: set_parked_car_generator $87 cars_to_generate_to 101
:IMPGEN1_167
$51 = 1 // integer values
end_thread
:IMPGEN1_176
jump @IMPGEN1_10
:IMPGEN2
thread 'IMPGEN2'
:IMPGEN2_10
wait 1000
if
$52 == 0 // integer values
else_jump @IMPGEN2_176
if
$1126 == 1 // integer values
else_jump @IMPGEN2_176
if
Player.Defined($PLAYER_CHAR)
else_jump @IMPGEN2_176
if
80F5: not player $PLAYER_CHAR 0 -1023.0 -860.4 15.0 radius 100.0 100.0 40.0
else_jump @IMPGEN2_176
if
not Car.Wrecked($1122)
else_jump @IMPGEN2_155
Model.Destroy(#SABRETUR)
Car.RemoveReferences($1122)
014C: set_parked_car_generator $88 cars_to_generate_to 101
jump @IMPGEN2_167
:IMPGEN2_155
Model.Destroy(#SABRETUR)
014C: set_parked_car_generator $88 cars_to_generate_to 101
:IMPGEN2_167
$52 = 1 // integer values
end_thread
:IMPGEN2_176
jump @IMPGEN2_10
:IMPGEN3
thread 'IMPGEN3'
:IMPGEN3_10
wait 1000
if
$53 == 0 // integer values
else_jump @IMPGEN3_176
if
$1127 == 1 // integer values
else_jump @IMPGEN3_176
if
Player.Defined($PLAYER_CHAR)
else_jump @IMPGEN3_176
if
80F5: not player $PLAYER_CHAR 0 -1023.0 -860.4 15.0 radius 100.0 100.0 40.0
else_jump @IMPGEN3_176
if
not Car.Wrecked($1123)
else_jump @IMPGEN3_155
Model.Destroy(#SANDKING)
Car.RemoveReferences($1123)
014C: set_parked_car_generator $89 cars_to_generate_to 101
jump @IMPGEN3_167
:IMPGEN3_155
Model.Destroy(#SANDKING)
014C: set_parked_car_generator $89 cars_to_generate_to 101
:IMPGEN3_167
$53 = 1 // integer values
end_thread
:IMPGEN3_176
jump @IMPGEN3_10
:IMPGEN4
thread 'IMPGEN4'
:IMPGEN4_10
wait 1000
if
$54 == 0 // integer values
else_jump @IMPGEN4_176
if
$1128 == 1 // integer values
else_jump @IMPGEN4_176
if
Player.Defined($PLAYER_CHAR)
else_jump @IMPGEN4_176
if
80F5: not player $PLAYER_CHAR 0 -1023.0 -860.4 15.0 radius 100.0 100.0 40.0
else_jump @IMPGEN4_176
if
not Car.Wrecked($1124)
else_jump @IMPGEN4_155
Model.Destroy(#HOTRING)
Car.RemoveReferences($1124)
014C: set_parked_car_generator $90 cars_to_generate_to 101
jump @IMPGEN4_167
:IMPGEN4_155
Model.Destroy(#HOTRING)
014C: set_parked_car_generator $90 cars_to_generate_to 101
:IMPGEN4_167
$54 = 1 // integer values
end_thread
:IMPGEN4_176
jump @IMPGEN4_10
:IMPGEN4_183
if and
03D4: garage $687 contains_neededcar 1
$1108 == 0 // integer values
else_jump @IMPGEN4_249
$1105 += 1 // integer values
$1115 = Object.Init(#LH_STRIKETHROUGH, -981.519, -841.222, 8.378)
Object.RemoveFromMissionCleanupList($1115)
$1108 = 1 // integer values
:IMPGEN4_249
if and
03D4: garage $687 contains_neededcar 2
$1109 == 0 // integer values
else_jump @IMPGEN4_315
$1105 += 1 // integer values
$1116 = Object.Init(#LH_STRIKETHROUGH, -981.519, -841.222, 8.216)
Object.RemoveFromMissionCleanupList($1116)
$1109 = 1 // integer values
:IMPGEN4_315
if and
03D4: garage $687 contains_neededcar 3
$1110 == 0 // integer values
else_jump @IMPGEN4_381
$1105 += 1 // integer values
$1117 = Object.Init(#LH_STRIKETHROUGH, -981.519, -841.222, 8.062)
Object.RemoveFromMissionCleanupList($1117)
$1110 = 1 // integer values
:IMPGEN4_381
if and
03D4: garage $687 contains_neededcar 4
$1111 == 0 // integer values
else_jump @IMPGEN4_447
$1105 += 1 // integer values
$1118 = Object.Init(#LH_STRIKETHROUGH, -981.519, -841.222, 7.901)
Object.RemoveFromMissionCleanupList($1118)
$1111 = 1 // integer values
:IMPGEN4_447
if and
03D4: garage $687 contains_neededcar 5
$1112 == 0 // integer values
else_jump @IMPGEN4_513
$1105 += 1 // integer values
$1119 = Object.Init(#LH_STRIKETHROUGH, -981.519, -841.222, 7.74)
Object.RemoveFromMissionCleanupList($1119)
$1112 = 1 // integer values
:IMPGEN4_513
if and
03D4: garage $687 contains_neededcar 6
$1113 == 0 // integer values
else_jump @IMPGEN4_579
$1105 += 1 // integer values
$1120 = Object.Init(#LH_STRIKETHROUGH, -981.519, -841.222, 7.585)
Object.RemoveFromMissionCleanupList($1120)
$1113 = 1 // integer values
:IMPGEN4_579
return
:IMPGEN4_581
$1108 = 0 // integer values
$1109 = 0 // integer values
$1110 = 0 // integer values
$1111 = 0 // integer values
$1112 = 0 // integer values
$1113 = 0 // integer values
$1105 = 0 // integer values
$1107 = 0 // integer values
return
:IMPGEN4_639
Object.Destroy($1115)
Object.Destroy($1116)
Object.Destroy($1118)
Object.Destroy($1117)
Object.Destroy($1119)
Object.Destroy($1120)
Object.Destroy($1114)
return
:CELLFON
$1129 = 0 // integer values
$1130 = 0 // integer values
$1131 = 0 // integer values
$1132 = 0 // integer values
$1133 = 0 // integer values
$1134 = 0 // integer values
$1135 = 0 // integer values
$1136 = 0 // integer values
$1137 = 0 // integer values
$1138 = 0 // integer values
$1139 = 0 // integer values
$1140 = 0 // integer values
$1141 = 0 // integer values
$1142 = 0 // integer values
$1143 = 0 // integer values
$1144 = 0 // integer values
$1145 = 0 // integer values
$1146 = 0 // integer values
$1147 = 0 // integer values
$1148 = 0 // integer values
$1149 = 0 // integer values
$1150 = 0 // integer values
$1151 = 0 // integer values
$1152 = 0 // integer values
$1153 = 0 // integer values
$1154 = 0 // integer values
$1155 = 0 // integer values
$1156 = 0 // integer values
$1157 = 0 // integer values
$1158 = 0 // integer values
$1159 = 0 // integer values
$1160 = 0 // integer values
$1161 = 0 // integer values
$1162 = 0 // integer values
$1163 = 0 // integer values
$1164 = 0 // integer values
$1165 = 0 // integer values
$1166 = 0 // integer values
$1167 = 0 // integer values
$1168 = 0 // integer values
$1169 = 0 // integer values
$1181 = 0 // integer values
$1175 = 0 // integer values
$1176 = 0 // integer values
$393 = 0 // integer values
$1178 = 0 // integer values
$1179 = 0 // integer values
$1170 = 0 // integer values
$1171 = 0 // integer values
$1172 = 0 // integer values
$1180 = 0 // integer values
$1182 = 20000 // integer values
thread 'CELLFON'
set_wb_check_to 0
create_thread @CELL
end_thread
:CELL
set_wb_check_to 0
thread 'CELL'
jump @CELL_87
$1779 = Object.Init(#COMGATE1OPEN, -712.524, -489.428, 12.549)
$1780 = Object.Init(#COMGATE2OPEN, -712.524, -489.428, 12.549)
032B: $637 = create_weapon_pickup $924 3 ammo $937 at $972 $973 $974
:CELL_87
wait 0
if and
$ONMISSION == 0 // integer values
$1178 == 0 // integer values
else_jump @CELL_128
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
$1178 = 1 // integer values
:CELL_128
if
$PASSED_LAW2_BACK_ALLEY_BRAWL == 1 // integer values
else_jump @CELL_15081
if
Player.Defined($PLAYER_CHAR)
else_jump @CELL_15074
if and
044B: actor $PLAYER_ACTOR on_foot
$ONMISSION == 0 // integer values
$1180 == 0 // integer values
else_jump @CELL_15067
gosub @CELL_15088
if and
not Player.WantedLevel($PLAYER_CHAR) > 0
001C: $396 > $1182 // integer values
else_jump @CELL_15067
if
00F6: player $PLAYER_CHAR 0 $549 $550 $551 radius 4.0 4.0 4.0
else_jump @CELL_274
jump @CELL_87
:CELL_274
if
00F6: player $PLAYER_CHAR 0 $552 $553 $554 radius 4.0 4.0 4.0
else_jump @CELL_323
jump @CELL_87
:CELL_323
if
00F6: player $PLAYER_CHAR 0 $555 $556 $557 radius 4.0 4.0 4.0
else_jump @CELL_372
jump @CELL_87
:CELL_372
if
00F6: player $PLAYER_CHAR 0 $558 $559 $560 radius 4.0 4.0 4.0
else_jump @CELL_421
jump @CELL_87
:CELL_421
if
00F6: player $PLAYER_CHAR 0 $561 $562 $563 radius 4.0 4.0 4.0
else_jump @CELL_470
jump @CELL_87
:CELL_470
if
00F6: player $PLAYER_CHAR 0 $564 $565 $566 radius 4.0 4.0 4.0
else_jump @CELL_519
jump @CELL_87
:CELL_519
if
00F6: player $PLAYER_CHAR 0 $567 $568 $569 radius 4.0 4.0 4.0
else_jump @CELL_568
jump @CELL_87
:CELL_568
if
$1156 == 0 // integer values
else_jump @CELL_1005
03E5: text_box 'ANSWER' // Press the ~h~~k~~PED_ANSWER_PHONE~~w~ to answer your cell phone.
gosub @CELL_15111
if
$1179 == 1 // integer values
else_jump @CELL_966
$1177 = 1 // integer values
03CF: load_wav 'MOB_52A' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB52_A' 10000 ms 1 // Hey Leo, I think we got a buyer for Diaz's merchandise.
gosub @CELL_15747
03CF: load_wav 'MOB_52B' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB52_B' 10000 ms 1 // You gotta give him a ring, man, set up the deal, you know?
gosub @CELL_15747
03CF: load_wav 'MOB_52C' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB52_C' 10000 ms 1 // Where are you now?
gosub @CELL_15747
03CF: load_wav 'MOB_52D' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB52_D' 10000 ms 1 // You ok Leo? You sound kinda different.
gosub @CELL_15747
03CF: load_wav 'MOB_52E' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB52_E' 10000 ms 1 // Just tell me where you are.
gosub @CELL_15747
03CF: load_wav 'MOB_52F' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB52_F' 10000 ms 1 // Who the hell is this? Put Leo on, man!
gosub @CELL_15747
03CF: load_wav 'MOB_52G' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB52_G' 10000 ms 1 // Leo's gone away for a while, he left me in charge.
gosub @CELL_15747
03CF: load_wav 'MOB_52H' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB52_H' 10000 ms 1 // Screw you, man!
gosub @CELL_15747
00BE: text_clear_all
:CELL_966
if
$1179 == 1 // integer values
else_jump @CELL_991
$1156 = 1 // integer values
:CELL_991
gosub @CELL_16014
jump @CELL_87
:CELL_1005
if
$PASSED_COL5_ALL_HANDS_ON_DECK == 1 // integer values
else_jump @CELL_1030
$1172 = 1 // integer values
:CELL_1030
if
$1172 == 0 // integer values
else_jump @CELL_2055
if and
$1142 == 0 // integer values
$PASSED_LAW4_RIOT == 1 // integer values
else_jump @CELL_1528
gosub @CELL_15111
if
$1179 == 1 // integer values
else_jump @CELL_1443
$1177 = 1 // integer values
03CF: load_wav 'MOB_24A' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_24A' 10000 ms 1 // Hola, is this Mr. Vercetti?
gosub @CELL_15747
03CF: load_wav 'MOB_24B' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_24B' 10000 ms 1 // Yeah.
gosub @CELL_15747
03CF: load_wav 'MOB_24C' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_24C' 10000 ms 1 // This is Cortez. You were at my party.
gosub @CELL_15747
03CF: load_wav 'MOB_24D' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_24D' 10000 ms 1 // Yeah. I remember.
gosub @CELL_15747
03CF: load_wav 'MOB_24E' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_24E' 10000 ms 1 // Mr. Vercetti, it was a most unfortunate incident that happened with your business deal.
gosub @CELL_15747
03CF: load_wav 'MOB_24F' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_24F' 10000 ms 1 // I know.
gosub @CELL_15747
03CF: load_wav 'MOB_24G' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_24G' 10000 ms 1 // I want you to know me and my people are doing their utmost to get to the bottom of it.
gosub @CELL_15747
03CF: load_wav 'MOB_24H' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_24H' 10000 ms 1 // If you'd like to talk to me more privately, you can find me at the boat, eh? Okay? Good day, senor.
gosub @CELL_15747
00BE: text_clear_all
:CELL_1443
if
$1179 == 1 // integer values
else_jump @CELL_1514
$1142 = 1 // integer values
create_thread @GEN1
Marker.Disable($228)
02A7: $228 = create_icon_marker_and_sphere 6 at $459 $460 $461
03E5: text_box 'NEWCONT' // New ~h~Contact Point ~w~opened at the marina in Ocean Beach!!
$1181 = 1 // integer values
:CELL_1514
gosub @CELL_16014
jump @CELL_87
:CELL_1528
if and
$1161 == 0 // integer values
$PASSED_COK2_PHNOM_PENH_86 == 1 // integer values
else_jump @CELL_1739
gosub @CELL_15111
if
$1179 == 1 // integer values
else_jump @CELL_1671
$1177 = 1 // integer values
03CF: load_wav 'MOB_70A' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_70A' 10000 ms 1 // Tommy, it's me, Colonel Cortez. Look senor, I believe you are a man who can get things done. So please help me.
gosub @CELL_15747
03CF: load_wav 'MOB_70B' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_70B' 10000 ms 1 // You can find me at the boat.
gosub @CELL_15747
00BE: text_clear_all
:CELL_1671
if
$1179 == 1 // integer values
else_jump @CELL_1725
$1161 = 1 // integer values
create_thread @GEN4
Marker.Disable($228)
02A7: $228 = create_icon_marker_and_sphere 6 at $459 $460 $461
:CELL_1725
gosub @CELL_16014
jump @CELL_87
:CELL_1739
if and
$1143 == 0 // integer values
$PASSED_COL4_SIR_YES_SIR == 1 // integer values
$PASSED_COL5_ALL_HANDS_ON_DECK == 0 // integer values
$PASSED_KENT1_DEATH_ROW == 1 // integer values
else_jump @CELL_2048
gosub @CELL_15111
if
$1179 == 1 // integer values
else_jump @CELL_1980
$1177 = 1 // integer values
03CF: load_wav 'MOB_25A' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_25A' 10000 ms 1 // Tommy, Thomas it's Cortez. Look, the French are giving me all kinds of trouble, amigo.
gosub @CELL_15747
03CF: load_wav 'MOB_25B' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_25B' 10000 ms 1 // Damn hypocrites. They spend a hundred years stealing from poor countries and they call me a thief!
gosub @CELL_15747
03CF: load_wav 'MOB_25C' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_25C' 10000 ms 1 // I am going to need your help as soon as possible, amigo.
gosub @CELL_15747
03CF: load_wav 'MOB_25D' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_25D' 10000 ms 1 // So please hurry, Tommy, I need you, all right? I hate the damn French.
gosub @CELL_15747
00BE: text_clear_all
:CELL_1980
if
$1179 == 1 // integer values
else_jump @CELL_2034
$1143 = 1 // integer values
create_thread @GEN5
Marker.Disable($228)
02A7: $228 = create_icon_marker_and_sphere 6 at $459 $460 $461
:CELL_2034
gosub @CELL_16014
jump @CELL_87
:CELL_2048
jump @CELL_3140
:CELL_2055
if and
$1140 == 0 // integer values
$270 == 1 // integer values
else_jump @CELL_2447
gosub @CELL_15111
if
$1179 == 1 // integer values
else_jump @CELL_2408
$1177 = 1 // integer values
03CF: load_wav 'MOB_18A' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_18A' 10000 ms 1 // Tommy, it's Paulo, how are you? Right mate, anyway, thought I had to drop you a line.
gosub @CELL_15747
03CF: load_wav 'MOB_18B' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_18B' 10000 ms 1 // Oh my good lord, my son, you will not believe the quality of the brass I just encountered.
gosub @CELL_15747
03CF: load_wav 'MOB_18C' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_18C' 10000 ms 1 // Street walker or something, just down in Little Havana, mate.
gosub @CELL_15747
03CF: load_wav 'MOB_18D' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_18D' 10000 ms 1 // Said her name was Mercedes or something.
gosub @CELL_15747
03CF: load_wav 'MOB_18E' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_18E' 10000 ms 1 // Oh my god, mate. You gotta check this bird out.
gosub @CELL_15747
03CF: load_wav 'MOB_18F' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_18F' 10000 ms 1 // Could strip the lead out of a pencil. Said I was the best she ever had and all.
gosub @CELL_15747
03CF: load_wav 'MOB_18G' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_18G' 10000 ms 1 // Keep you potatoes skinned for her. Be seeing you.
gosub @CELL_15747
00BE: text_clear_all
:CELL_2408
if
$1179 == 1 // integer values
else_jump @CELL_2433
$1140 = 1 // integer values
:CELL_2433
gosub @CELL_16014
jump @CELL_87
:CELL_2447
if and
$1162 == 0 // integer values
$1140 == 1 // integer values
$270 == 1 // integer values
else_jump @CELL_3140
gosub @CELL_15111
if
$1179 == 1 // integer values
else_jump @CELL_3101
$1177 = 1 // integer values
03CF: load_wav 'MOB_71A' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB21_A' 10000 ms 1 // Tommy, Thomas, it's Cortez. Que pasa?
gosub @CELL_15747
03CF: load_wav 'MOB_71B' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB21_B' 10000 ms 1 // Things are interesting. How are you, my friend?
gosub @CELL_15747
03CF: load_wav 'MOB_71C' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB21_G' 10000 ms 1 // I wanted to ask you about Mercedes.
gosub @CELL_15747
03CF: load_wav 'MOB_71D' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB21_H' 10000 ms 1 // Ok, what about her?
gosub @CELL_15747
03CF: load_wav 'MOB_71E' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB21_I' 10000 ms 1 // Oh Tommy, Tommy. I, I hear these stories, all these stories - I don't know what to think.
gosub @CELL_15747
03CF: load_wav 'MOB_71F' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB21_K' 10000 ms 1 // Maybe she thinks she can do what she likes, but Tommy, tell me, is it true?
gosub @CELL_15747
03CF: load_wav 'MOB_71G' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB21_M' 10000 ms 1 // Is what true?
gosub @CELL_15747
03CF: load_wav 'MOB_71H' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB21_N' 10000 ms 1 // These stories I hear. Is she really going to be a lawyer?
gosub @CELL_15747
03CF: load_wav 'MOB_71I' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB21_O' 10000 ms 1 // Oh Tommy, the shame, the shame! You know, we Cortez's are a proud family.
gosub @CELL_15747
03CF: load_wav 'MOB_71J' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB21_P' 10000 ms 1 // We would never allow a daughter of ours to become a lawyer. Please tell me it isn't so. I don't think I could take it.
gosub @CELL_15747
03CF: load_wav 'MOB_71K' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB21_Q' 10000 ms 1 // Oh Colonel, I can assure you Mercedes is never going to become a lawyer. Don't worry about it.
gosub @CELL_15747
03CF: load_wav 'MOB_71L' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB21_R' 10000 ms 1 // Oh thank you, Tommy. Tommy, thank you. The shame would be unbearable. She is a lady, not a parasite, you know.
gosub @CELL_15747
03CF: load_wav 'MOB_71M' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB21_T' 10000 ms 1 // Anyway, Tommy, you must excuse me, the new minister of the interior has arrived.
gosub @CELL_15747
03CF: load_wav 'MOB_71N' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB21_U' 10000 ms 1 // Many years ago, I killed his father in a failed coup so I must be polite. Good day, amigo.
gosub @CELL_15747
00BE: text_clear_all
:CELL_3101
if
$1179 == 1 // integer values
else_jump @CELL_3126
$1162 = 1 // integer values
:CELL_3126
gosub @CELL_16014
jump @CELL_87
:CELL_3140
if
$PASSED_ASS1_RUB_OUT == 1 // integer values
else_jump @CELL_3165
$1171 = 1 // integer values
:CELL_3165
if
$1171 == 0 // integer values
else_jump @CELL_3575
if and
$1157 == 0 // integer values
$PASSED_COL3_GUARDIAN_ANGELS == 1 // integer values
else_jump @CELL_3575
gosub @CELL_15111
if
$1179 == 1 // integer values
else_jump @CELL_3410
$1177 = 1 // integer values
03CF: load_wav 'MOB_62A' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_62A' 10000 ms 1 // Tommy, is Ricardo Diaz, I want to thank you for looking out for me my man.
gosub @CELL_15747
03CF: load_wav 'MOB_62B' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_62B' 10000 ms 1 // I ask that prick Cortez, he say you the real deal, my friend, why you not come see me.
gosub @CELL_15747
03CF: load_wav 'MOB_62C' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_62C' 10000 ms 1 // I need a guy like you. All I have now is dickheads,
gosub @CELL_15747
03CF: load_wav 'MOB_62D' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_62D' 10000 ms 1 // dickheads everywhere, yo. I make you real rich.
gosub @CELL_15747
00BE: text_clear_all
:CELL_3410
if
$1179 == 1 // integer values
else_jump @CELL_3561
$1157 = 1 // integer values
022A: remove_forbidden_for_peds_cube -230.0 -464.5 10.0 56.85 -459.8 20.0
01E7: remove_forbidden_for_cars_cube -230.0 -464.5 10.0 165.85 -459.8 20.0
Object.Destroy($1780)
$1780 = Object.Init(#COMGATE2OPEN, -183.824, -473.223, 12.615)
Object.RemoveFromMissionCleanupList($1780)
Marker.Disable($234)
02A7: $234 = create_icon_marker_and_sphere $420 at $462 $463 $464
create_thread @BAR1
:CELL_3561
gosub @CELL_16014
jump @CELL_87
:CELL_3575
if and
$1141 == 0 // integer values
$PASSED_COL5_ALL_HANDS_ON_DECK == 1 // integer values
else_jump @CELL_3883
gosub @CELL_15111
if
$1179 == 1 // integer values
else_jump @CELL_3844
$1177 = 1 // integer values
03CF: load_wav 'MOB_20A' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_20A' 10000 ms 1 // Alright, Tommy, it's Paul. I just heard from a mush that you've been a real naughty boy.
gosub @CELL_15747
03CF: load_wav 'MOB_20B' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_20B' 10000 ms 1 // Somebody has taken offense to you acting like the big guy all of a sudden, giving it the big shot thing.
gosub @CELL_15747
03CF: load_wav 'MOB_20C' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_20C' 10000 ms 1 // Well, don't say I never warned you or nothing. Boasting is a mug's game, son.
gosub @CELL_15747
03CF: load_wav 'MOB_20D' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_20D' 10000 ms 1 // Anyway, I heard there's some price been put on your head and someone's going to have a crack at you,
gosub @CELL_15747
03CF: load_wav 'MOB_20E' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_20E' 10000 ms 1 // so watch yourself, and remember me, mate.
gosub @CELL_15747
00BE: text_clear_all
:CELL_3844
if
$1179 == 1 // integer values
else_jump @CELL_3869
$1141 = 1 // integer values
:CELL_3869
gosub @CELL_16014
jump @CELL_87
:CELL_3883
if and
$1129 == 0 // integer values
$1154 == 1 // integer values
$PASSED_COK4_SUPPLY_AND_DEMAND == 1 // integer values
$PASSED_COL4_SIR_YES_SIR == 1 // integer values
else_jump @CELL_4164
gosub @CELL_15111
if
$1179 == 1 // integer values
else_jump @CELL_4082
$1177 = 1 // integer values
03CF: load_wav 'MOB_01A' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_01A' 10000 ms 1 // Awright me ol'china! It's Paul. I might have a little result for you, but I need to speak to you in person.
gosub @CELL_15747
03CF: load_wav 'MOB_01B' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_01B' 10000 ms 1 // I'm enjoying a little R&R at the Club Malibu.
gosub @CELL_15747
03CF: load_wav 'MOB_01C' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_01C' 10000 ms 1 // Reckon you're gonna owe me a favor or two after this, sunshine. I'll see you later.
gosub @CELL_15747
00BE: text_clear_all
:CELL_4082
if
$1179 == 1 // integer values
else_jump @CELL_4150
$1129 = 1 // integer values
Marker.Disable($241)
02A7: $241 = create_icon_marker_and_sphere $418 at 491.0 -77.7 10.4
create_thread @KEN1
$996 = 1 // integer values
:CELL_4150
gosub @CELL_16014
jump @CELL_87
:CELL_4164
if and
$1130 == 0 // integer values
$273 == 1 // integer values
$268 == 1 // integer values
$1175 > 6 // integer values
else_jump @CELL_4437
gosub @CELL_15111
if
$1179 == 1 // integer values
else_jump @CELL_4363
$1177 = 1 // integer values
03CF: load_wav 'MOB_02A' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_02A' 10000 ms 1 // Ssssnniiiiffffff Hey! Hello, Tommy? Tommy!
gosub @CELL_15747
03CF: load_wav 'MOB_02B' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_02B' 10000 ms 1 // We got a situation over at the Print Works. You better go and check it out.
gosub @CELL_15747
03CF: load_wav 'MOB_02C' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_02C' 10000 ms 1 // Some kind of mess or other. Things are messed up. I gotta go.
gosub @CELL_15747
00BE: text_clear_all
:CELL_4363
if
$1179 == 1 // integer values
else_jump @CELL_4423
$1130 = 1 // integer values
Pickup.Destroy($637)
Marker.Disable($271)
02A7: $271 = create_icon_marker_and_sphere $426 at $474 $475 $476
create_thread @FIN1
:CELL_4423
gosub @CELL_16014
jump @CELL_87
:CELL_4437
if and
$1160 == 0 // integer values
$PASSED_ASS1_RUB_OUT == 1 // integer values
else_jump @CELL_4728
gosub @CELL_15111
if
$1179 == 1 // integer values
else_jump @CELL_4664
$1177 = 1 // integer values
03CF: load_wav 'MOB_68A' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_68A' 10000 ms 1 // Tommy son, have I got a surprise for you
gosub @CELL_15747
03CF: load_wav 'MOB_68B' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_68B' 10000 ms 1 // I'm down at the recording studios with some major artists
gosub @CELL_15747
03CF: load_wav 'MOB_68C' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_68C' 10000 ms 1 // Why don't you pay us a visit?
gosub @CELL_15747
03CF: load_wav 'MOB_68D' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_68D' 10000 ms 1 // You know it makes sense, dontcha? See ya later.
gosub @CELL_15747
00BE: text_clear_all
:CELL_4664
if
$1179 == 1 // integer values
else_jump @CELL_4714
$1160 = 1 // integer values
02A7: $287 = create_icon_marker_and_sphere $428 at $486 $487 $488
create_thread @ROC1
:CELL_4714
gosub @CELL_16014
jump @CELL_87
:CELL_4728
if and
$1131 == 0 // integer values
$PASSED_ROCK1_LOVE_JUICE == 1 // integer values
else_jump @CELL_5019
gosub @CELL_15111
if
$1179 == 1 // integer values
else_jump @CELL_4955
$1177 = 1 // integer values
03CF: load_wav 'MOB_04A' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_04A' 10000 ms 1 // How you doin' mate? It's Paulo again.
gosub @CELL_15747
03CF: load_wav 'MOB_04B' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_04B' 10000 ms 1 // Look Tommy, I forgot to mention we're going to need some extra muscle for the concert. A bit of security.
gosub @CELL_15747
03CF: load_wav 'MOB_04C' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_04C' 10000 ms 1 // There's a biker gang led by Mitch Baker, it would be great publicity. Very rock and roll, baby.
gosub @CELL_15747
03CF: load_wav 'MOB_04D' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_04D' 10000 ms 1 // Sort this out for me and I'll get you some back stage passes for the gig, awright?
gosub @CELL_15747
00BE: text_clear_all
:CELL_4955
if
$1179 == 1 // integer values
else_jump @CELL_5005
$1131 = 1 // integer values
02A7: $274 = create_icon_marker_and_sphere $427 at $477 $478 $479
create_thread @BIK1
:CELL_5005
gosub @CELL_16014
jump @CELL_87
:CELL_5019
if and
$1132 == 0 // integer values
$277 == 1 // integer values
else_jump @CELL_5285
gosub @CELL_15111
if
$1179 == 1 // integer values
else_jump @CELL_5246
$1177 = 1 // integer values
03CF: load_wav 'MOB_05A' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_05A' 10000 ms 1 // Hey, it's Mitch. You did good Tommy, it's good to have the old girl back.
gosub @CELL_15747
03CF: load_wav 'MOB_05B' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_05B' 10000 ms 1 // You tell Kent Paul he'll get his security for the gig.
gosub @CELL_15747
03CF: load_wav 'MOB_05C' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_05C' 10000 ms 1 // You have my word on that.
gosub @CELL_15747
03CF: load_wav 'MOB_05D' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_05D' 10000 ms 1 // Now keep yourself out of trouble.
gosub @CELL_15747
00BE: text_clear_all
:CELL_5246
if
$1179 == 1 // integer values
else_jump @CELL_5271
$1132 = 1 // integer values
:CELL_5271
gosub @CELL_16014
jump @CELL_87
:CELL_5285
if and
$1144 == 0 // integer values
$PASSED_ROCK3_PUBLICITY_TOUR == 1 // integer values
else_jump @CELL_5593
gosub @CELL_15111
if
$1179 == 1 // integer values
else_jump @CELL_5554
$1177 = 1 // integer values
03CF: load_wav 'MOB_26A' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_26A' 10000 ms 1 // Hello, Tommy?
gosub @CELL_15747
03CF: load_wav 'MOB_26B' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_26B' 10000 ms 1 // Yeah?
gosub @CELL_15747
03CF: load_wav 'MOB_26C' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_26C' 10000 ms 1 // It's Baker. I just wanted to say I really enjoyed the show.
gosub @CELL_15747
03CF: load_wav 'MOB_26D' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_26D' 10000 ms 1 // Me and the boys want to thank you, and remind you,
gosub @CELL_15747
03CF: load_wav 'MOB_26E' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_26E' 10000 ms 1 // you got our respect. Good day. Keep riding hard, son.
gosub @CELL_15747
00BE: text_clear_all
:CELL_5554
if
$1179 == 1 // integer values
else_jump @CELL_5579
$1144 = 1 // integer values
:CELL_5579
gosub @CELL_16014
jump @CELL_87
:CELL_5593
if and
$1135 == 0 // integer values
$246 == 1 // integer values
else_jump @CELL_5973
gosub @CELL_15111
if
$1179 == 1 // integer values
else_jump @CELL_5904
$1177 = 1 // integer values
03CF: load_wav 'MOB_09A' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_09A' 10000 ms 1 // Hey Leo! I got some work for you!
gosub @CELL_15747
03CF: load_wav 'MOB_09B' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_09B' 10000 ms 1 // This ain't Leo.
gosub @CELL_15747
03CF: load_wav 'MOB_09C' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_09C' 10000 ms 1 // Hey, if Leo knows you got his phone, he gonna kill you!
gosub @CELL_15747
03CF: load_wav 'MOB_09D' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_09D' 10000 ms 1 // Maybe Leo's already dead. Maybe I killed Leo and took his phone - you think of that prick?
gosub @CELL_15747
03CF: load_wav 'MOB_09E' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_09E' 10000 ms 1 // You killed Leo? You must have big cojones - wanna work for me?!
gosub @CELL_15747
03CF: load_wav 'MOB_09F' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_09F' 10000 ms 1 // Drop by my father's cafe in Little Havana and we'll talk mano a mano.
gosub @CELL_15747
00BE: text_clear_all
:CELL_5904
if
$1179 == 1 // integer values
else_jump @CELL_5959
$1135 = 1 // integer values
Marker.Disable($278)
02A7: $278 = create_icon_marker_and_sphere $429 at $480 $481 $482
create_thread @CUB1
:CELL_5959
gosub @CELL_16014
jump @CELL_87
:CELL_5973
if and
$1133 == 0 // integer values
$279 == 1 // integer values
else_jump @CELL_6222
gosub @CELL_15111
if
$1179 == 1 // integer values
else_jump @CELL_6158
$1177 = 1 // integer values
03CF: load_wav 'MOB_06A' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_06A' 10000 ms 1 // Tommy, 'nuf dead man been chattin' about you, my dear.
gosub @CELL_15747
03CF: load_wav 'MOB_06B' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_06B' 10000 ms 1 // Thought you might need something to make you feel better. So Auntie Poulet make you some stew, aye?
gosub @CELL_15747
03CF: load_wav 'MOB_06C' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_06C' 10000 ms 1 // Come by me kitchen some time, ok Tommy?
gosub @CELL_15747
00BE: text_clear_all
:CELL_6158
if
$1179 == 1 // integer values
else_jump @CELL_6208
$1133 = 1 // integer values
02A7: $283 = create_icon_marker_and_sphere $430 at $483 $484 $485
create_thread @HAT1
:CELL_6208
gosub @CELL_16014
jump @CELL_87
:CELL_6222
if and
$1159 == 0 // integer values
$PASSED_HAT3_DIRTY_LICKINS == 1 // integer values
else_jump @CELL_6444
if
Player.Defined($PLAYER_CHAR)
else_jump @CELL_6444
if
0121: player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti
else_jump @CELL_6444
gosub @CELL_15111
if
$1179 == 1 // integer values
else_jump @CELL_6405
$1177 = 1 // integer values
03CF: load_wav 'MOB_66A' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_66A' 10000 ms 1 // Tommy, Tommy why you coming back here for?
gosub @CELL_15747
03CF: load_wav 'MOB_66B' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_66B' 10000 ms 1 // I tell you we don't want to see you around here no more.
gosub @CELL_15747
00BE: text_clear_all
:CELL_6405
if
$1179 == 1 // integer values
else_jump @CELL_6430
$1159 = 1 // integer values
:CELL_6430
gosub @CELL_16014
jump @CELL_87
:CELL_6444
if and
$1134 == 0 // integer values
$393 == 1 // integer values
else_jump @CELL_6836
gosub @CELL_15111
if
$1179 == 1 // integer values
else_jump @CELL_6797
$1177 = 1 // integer values
03CF: load_wav 'MOB_08A' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_08A' 10000 ms 1 // Hey Tommy, I thought you might need some business advice.
gosub @CELL_15747
03CF: load_wav 'MOB_08B' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_08B' 10000 ms 1 // Once you got an operation up and running, you'll need to drop by and take the week's cash.
gosub @CELL_15747
03CF: load_wav 'MOB_08C' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_08C' 10000 ms 1 // Let the guys think they got the run of the place and they'll try shaving the profits - ok?
gosub @CELL_15747
03CF: load_wav 'MOB_08D' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_08D' 10000 ms 1 // Hey, I know how to handle business, Ken, ok?
gosub @CELL_15747
03CF: load_wav 'MOB_08E' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_08E' 10000 ms 1 // Ok, ok. I know, you know. I know. I was,
gosub @CELL_15747
03CF: load_wav 'MOB_08F' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_08F' 10000 ms 1 // I was just, you know, telling you I know, that you know, that I know.
gosub @CELL_15747
03CF: load_wav 'MOB_08G' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_08G' 10000 ms 1 // Just keeping it sharp baby!
gosub @CELL_15747
00BE: text_clear_all
:CELL_6797
if
$1179 == 1 // integer values
else_jump @CELL_6822
$1134 = 1 // integer values
:CELL_6822
gosub @CELL_16014
jump @CELL_87
:CELL_6836
if and
$1136 == 0 // integer values
$266 == 1 // integer values
$PASSED_LAW4_RIOT == 1 // integer values
else_jump @CELL_7193
gosub @CELL_15111
if
$1179 == 1 // integer values
else_jump @CELL_7154
$1177 = 1 // integer values
03CF: load_wav 'MOB_11A' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_11A' 10000 ms 1 // Howdy son, just thought I'd ring you up and give you some advice.
gosub @CELL_15747
03CF: load_wav 'MOB_11B' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_11B' 10000 ms 1 // Hey, Avery. What's eating you?
gosub @CELL_15747
03CF: load_wav 'MOB_11C' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_11C' 10000 ms 1 // There's a lot of opportunity in this town if you own the right real estate, you catch my drift?
gosub @CELL_15747
03CF: load_wav 'MOB_11D' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_11D' 10000 ms 1 // I reckon so...
gosub @CELL_15747
03CF: load_wav 'MOB_11E' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_11E' 10000 ms 1 // All I'm saying is keep your eyes open and you might find the perfect business opportunity. I'll catch y'later.
gosub @CELL_15747
03CF: load_wav 'MOB_11F' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_11F' 10000 ms 1 // Later, Avery.
gosub @CELL_15747
00BE: text_clear_all
:CELL_7154
if
$1179 == 1 // integer values
else_jump @CELL_7179
$1136 = 1 // integer values
:CELL_7179
gosub @CELL_16014
jump @CELL_87
:CELL_7193
if and
$1137 == 0 // integer values
$393 == 1 // integer values
else_jump @CELL_7627
gosub @CELL_15111
if
$1179 == 1 // integer values
else_jump @CELL_7588
$1177 = 1 // integer values
03CF: load_wav 'MOB_14A' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_14A' 10000 ms 1 // Hey there Tommy, you're gonna love me mate.
gosub @CELL_15747
03CF: load_wav 'MOB_14B' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_14B' 10000 ms 1 // A little birdy told me that Vice City SWAT Division has a deposit box at a certain rather large banking establishment,
gosub @CELL_15747
03CF: load_wav 'MOB_14C' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_14C' 10000 ms 1 // where they keep all the bribes they've taken over the years,
gosub @CELL_15747
03CF: load_wav 'MOB_14D' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_14D' 10000 ms 1 // like some kind of old boys' retirement fund.
gosub @CELL_15747
03CF: load_wav 'MOB_14E' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_14E' 10000 ms 1 // Of course, if this information should ever help you acquire any of that cash,
gosub @CELL_15747
03CF: load_wav 'MOB_14F' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_14F' 10000 ms 1 // I guess you'd feel obliged to push some of it my way?
gosub @CELL_15747
03CF: load_wav 'MOB_14G' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_14G' 10000 ms 1 // I'll bear that in mind, thanks Kent.
gosub @CELL_15747
03CF: load_wav 'MOB_14H' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_14H' 10000 ms 1 // It's Paul. I'm from Kent, near London, you prat.
gosub @CELL_15747
00BE: text_clear_all
:CELL_7588
if
$1179 == 1 // integer values
else_jump @CELL_7613
$1137 = 1 // integer values
:CELL_7613
gosub @CELL_16014
jump @CELL_87
:CELL_7627
if and
$1145 == 0 // integer values
$282 == 1 // integer values
else_jump @CELL_7977
gosub @CELL_15111
if
$1179 == 1 // integer values
else_jump @CELL_7938
$1177 = 1 // integer values
03CF: load_wav 'MOB_30A' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_30A' 10000 ms 1 // Tommy, is Umberto Robina
gosub @CELL_15747
03CF: load_wav 'MOB_30B' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_30B' 10000 ms 1 // Hey, how's the cafe?
gosub @CELL_15747
03CF: load_wav 'MOB_30C' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_30C' 10000 ms 1 // Oh, wonderful. Incredible. Tommy, incredible. No wimps, Tommy, just real men, and the beautiful women!
gosub @CELL_15747
03CF: load_wav 'MOB_30D' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_30D' 10000 ms 1 // Anyway, I wanted to tell you, me and Papi, to us, you Cuban.
gosub @CELL_15747
03CF: load_wav 'MOB_30E' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_30E' 10000 ms 1 // You have proved yourself, man. You got big cojones.
gosub @CELL_15747
03CF: load_wav 'MOB_30F' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_30F' 10000 ms 1 // Well thank you, Umberto. Nobody's said that to me since I left jail. I'll see you around.
gosub @CELL_15747
00BE: text_clear_all
:CELL_7938
if
$1179 == 1 // integer values
else_jump @CELL_7963
$1145 = 1 // integer values
:CELL_7963
gosub @CELL_16014
jump @CELL_87
:CELL_7977
if and
$1147 == 0 // integer values
$251 == 1 // integer values
else_jump @CELL_8268
gosub @CELL_15111
if
$1179 == 1 // integer values
else_jump @CELL_8204
$1177 = 1 // integer values
03CF: load_wav 'MOB_34A' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_34A' 10000 ms 1 // Tommy, I really enjoyed working with you. Ain't had so much fun since the ridge in Nam, pal.
gosub @CELL_15747
03CF: load_wav 'MOB_34B' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_34B' 10000 ms 1 // Anyhows, you need anything, you call on me, you hear?
gosub @CELL_15747
03CF: load_wav 'MOB_34C' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_34C' 10000 ms 1 // I always remember those I served with,
gosub @CELL_15747
03CF: load_wav 'MOB_34D' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_34D' 10000 ms 1 // and I am sure I can help you out, you hear?
gosub @CELL_15747
00BE: text_clear_all
:CELL_8204
if
$1179 == 1 // integer values
else_jump @CELL_8254
$1147 = 1 // integer values
02A7: $253 = create_icon_marker_and_sphere $423 at $492 $493 $494
create_thread @PHI1
:CELL_8254
gosub @CELL_16014
jump @CELL_87
:CELL_8268
if and
$1146 == 0 // integer values
$254 == 1 // integer values
else_jump @CELL_8559
gosub @CELL_15111
if
$1179 == 1 // integer values
else_jump @CELL_8495
$1177 = 1 // integer values
03CF: load_wav 'MOB_33A' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_33A' 10000 ms 1 // Tommy, it's Phil, now cut out all the reminiscing crap and listen to me, you hear?
gosub @CELL_15747
03CF: load_wav 'MOB_33B' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_33B' 10000 ms 1 // Good. I got me some extra strength boomshine nearing fermentation time and I was wondering if you'd fancy having a shot.
gosub @CELL_15747
03CF: load_wav 'MOB_33C' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_33C' 10000 ms 1 // Seriously, Tommy, if you like a drink, or if you need to strip paint, this stuff'll make a man out of you.
gosub @CELL_15747
03CF: load_wav 'MOB_33D' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_33D' 10000 ms 1 // Sure did out of me, even though I can't see out of one eye. I'll be waiting for you, y'hear.
gosub @CELL_15747
00BE: text_clear_all
:CELL_8495
if
$1179 == 1 // integer values
else_jump @CELL_8545
$1146 = 1 // integer values
02A7: $253 = create_icon_marker_and_sphere $423 at $492 $493 $494
create_thread @PHI2
:CELL_8545
gosub @CELL_16014
jump @CELL_87
:CELL_8559
if and
$1148 == 0 // integer values
$255 == 1 // integer values
else_jump @CELL_8783
gosub @CELL_15111
if
$1179 == 1 // integer values
else_jump @CELL_8744
$1177 = 1 // integer values
03CF: load_wav 'MOB_36A' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_36A' 10000 ms 1 // Tommy, it's Phil, I want to thank you for helping me out back there son,
gosub @CELL_15747
03CF: load_wav 'MOB_36B' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_36B' 10000 ms 1 // Damn Charlie, he'll always ambush you somewhere or other,
gosub @CELL_15747
03CF: load_wav 'MOB_36C' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_36C' 10000 ms 1 // Anyway the wound is healing well, and it means I'll no longer be defrauding the government on my disability check.
gosub @CELL_15747
00BE: text_clear_all
:CELL_8744
if
$1179 == 1 // integer values
else_jump @CELL_8769
$1148 = 1 // integer values
:CELL_8769
gosub @CELL_16014
jump @CELL_87
:CELL_8783
if and
$1138 == 0 // integer values
$260 == 1 // integer values
else_jump @CELL_9175
gosub @CELL_15111
if
$1179 == 1 // integer values
else_jump @CELL_9136
$1177 = 1 // integer values
03CF: load_wav 'MOB_16A' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_16A' 10000 ms 1 // Tommy, Paulo here, que pasa amigo?
gosub @CELL_15747
03CF: load_wav 'MOB_16B' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_16B' 10000 ms 1 // What do you want Paul? I don't want any fake label clothes.
gosub @CELL_15747
03CF: load_wav 'MOB_16C' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_16C' 10000 ms 1 // Very funny, mate, but you know I don't touch bent gear. Nah, I was just calling to see if I get a part in one your movies.
gosub @CELL_15747
03CF: load_wav 'MOB_16D' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_16D' 10000 ms 1 // Back in England I did a lot of blue stuff, mate. I'm packing more heat than you, my son.
gosub @CELL_15747
03CF: load_wav 'MOB_16E' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_16E' 10000 ms 1 // Paul, thanks for the offer, I'll bear it in mind.
gosub @CELL_15747
03CF: load_wav 'MOB_16F' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_16F' 10000 ms 1 // Seriously, don't forget about me, after all I done for you.
gosub @CELL_15747
03CF: load_wav 'MOB_16G' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_16G' 10000 ms 1 // That's what I'm trying to forget about.
gosub @CELL_15747
00BE: text_clear_all
:CELL_9136
if
$1179 == 1 // integer values
else_jump @CELL_9161
$1138 = 1 // integer values
:CELL_9161
gosub @CELL_16014
jump @CELL_87
:CELL_9175
if
$270 == 1 // integer values
else_jump @CELL_9200
$1170 = 1 // integer values
:CELL_9200
if
$1170 == 0 // integer values
else_jump @CELL_12657
if and
$1154 == 0 // integer values
$PASSED_COK4_SUPPLY_AND_DEMAND == 1 // integer values
else_jump @CELL_9676
if
8121: not player $PLAYER_CHAR in_zone 'STARI' // Starfish Island
else_jump @CELL_9676
gosub @CELL_15111
if
$1179 == 1 // integer values
else_jump @CELL_9637
$1177 = 1 // integer values
03CF: load_wav 'MOB_46A' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB46_A' 10000 ms 1 // Yo, Tommy! It's Lance.
gosub @CELL_15747
03CF: load_wav 'MOB_46B' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB46_B' 10000 ms 1 // Yeah?
gosub @CELL_15747
03CF: load_wav 'MOB_46C' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB46_C' 10000 ms 1 // Oh, nice to hear from you, Lance. Come on, man, be cool, be cool.
gosub @CELL_15747
03CF: load_wav 'MOB_46D' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB46_D' 10000 ms 1 // I'm in the middle of something. What do you want?
gosub @CELL_15747
03CF: load_wav 'MOB_46E' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB46_E' 10000 ms 1 // Nothing. Just to say, you know. Look Tommy, we can do this thing.
gosub @CELL_15747
03CF: load_wav 'MOB_46F' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB46_F' 10000 ms 1 // You and me, no problem. You know what I mean?
gosub @CELL_15747
03CF: load_wav 'MOB_46G' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB46_G' 10000 ms 1 // We're going to have to do it, 'cause otherwise, we're going to be dead, Lance.
gosub @CELL_15747
03CF: load_wav 'MOB_46H' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB46_H' 10000 ms 1 // We're in too far now. But thanks for the call. I'll speak to you later.
gosub @CELL_15747
00BE: text_clear_all
:CELL_9637
if
$1179 == 1 // integer values
else_jump @CELL_9662
$1154 = 1 // integer values
:CELL_9662
gosub @CELL_16014
jump @CELL_87
:CELL_9676
if and
$1149 == 0 // integer values
$PASSED_LAW3_JURY_FURY == 1 // integer values
else_jump @CELL_10152
gosub @CELL_15111
if
$1179 == 1 // integer values
else_jump @CELL_10113
$1177 = 1 // integer values
03CF: load_wav 'MOB_40A' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_40A' 10000 ms 1 // Hey Tommy, it's Sonny. How's the sun tan?
gosub @CELL_15747
03CF: load_wav 'MOB_40B' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_40B' 10000 ms 1 // I ain't got no sun tan.
gosub @CELL_15747
03CF: load_wav 'MOB_40C' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_40C' 10000 ms 1 // Well, you ain't got my money, either, so I'm wondering to myself,
gosub @CELL_15747
03CF: load_wav 'MOB_40D' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_40D' 10000 ms 1 // what are you doing? So, tell me, Tommy, what are you doing?
gosub @CELL_15747
03CF: load_wav 'MOB_40E' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_40E' 10000 ms 1 // I'm looking for the money, Sonny. Don't worry.
gosub @CELL_15747
03CF: load_wav 'MOB_40F' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_40F' 10000 ms 1 // I am worrying, Tommy, that's my style,
gosub @CELL_15747
03CF: load_wav 'MOB_40G' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_40G' 10000 ms 1 // because I seem to have this problem in my life with unreliable people.
gosub @CELL_15747
03CF: load_wav 'MOB_40H' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_40H' 10000 ms 1 // Don't be an unreliable person, Tommy, please.
gosub @CELL_15747
03CF: load_wav 'MOB_40I' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_40I' 10000 ms 1 // Do us both a favor. I'm looking forward to hearing from you.
gosub @CELL_15747
00BE: text_clear_all
:CELL_10113
if
$1179 == 1 // integer values
else_jump @CELL_10138
$1149 = 1 // integer values
:CELL_10138
gosub @CELL_16014
jump @CELL_87
:CELL_10152
if and
$1150 == 0 // integer values
$1149 == 1 // integer values
else_jump @CELL_10604
if
$PASSED_ASS1_RUB_OUT == 1 // integer values
else_jump @CELL_10604
gosub @CELL_15111
if
$1179 == 1 // integer values
else_jump @CELL_10565
$1177 = 1 // integer values
03CF: load_wav 'MOB_41A' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_41A' 10000 ms 1 // Tommy, remember me?
gosub @CELL_15747
03CF: load_wav 'MOB_41B' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_41B' 10000 ms 1 // Hello Sonny.
gosub @CELL_15747
03CF: load_wav 'MOB_41C' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_41C' 10000 ms 1 // That's right, Sonny. We're old friends,
gosub @CELL_15747
03CF: load_wav 'MOB_41D' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_41D' 10000 ms 1 // You never write me, you never call. Don't you want to be friends no more?
gosub @CELL_15747
03CF: load_wav 'MOB_41E' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_41E' 10000 ms 1 // I've been busy trying to sort things out. You didn't give me a lot of support down here, Sonny.
gosub @CELL_15747
03CF: load_wav 'MOB_41F' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_41F' 10000 ms 1 // Oh, my fault is it? We'll I've heard you been busy all right.
gosub @CELL_15747
03CF: load_wav 'MOB_41G' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_41G' 10000 ms 1 // Busy killing drugs barons. Busy taking over.
gosub @CELL_15747
03CF: load_wav 'MOB_41H' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_41H' 10000 ms 1 // Don't forget about us, Tommy, 'cause I can assure you, I ain't forgotten about you.
gosub @CELL_15747
00BE: text_clear_all
:CELL_10565
if
$1179 == 1 // integer values
else_jump @CELL_10590
$1150 = 1 // integer values
:CELL_10590
gosub @CELL_16014
jump @CELL_87
:CELL_10604
if and
$1151 == 0 // integer values
$1150 == 1 // integer values
else_jump @CELL_10937
if or
$272 == 1 // integer values
$257 == 1 // integer values
else_jump @CELL_10937
gosub @CELL_15111
if
$1179 == 1 // integer values
else_jump @CELL_10898
$1177 = 1 // integer values
03CF: load_wav 'MOB_42A' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_42A' 10000 ms 1 // Tommy.
gosub @CELL_15747
03CF: load_wav 'MOB_42B' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_42B' 10000 ms 1 // Sonny.
gosub @CELL_15747
03CF: load_wav 'MOB_42C' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_42C' 10000 ms 1 // Obviously you are suffering from hearing problems, so I'll try again.
gosub @CELL_15747
03CF: load_wav 'MOB_42D' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_42D' 10000 ms 1 // Where's the goddamned money, where's the goddamned stuff, and where's my cut of your new action?
gosub @CELL_15747
03CF: load_wav 'MOB_42E' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_42E' 10000 ms 1 // You are making an idiot out of me, Tommy, and I'm not laughing yet.
gosub @CELL_15747
00BE: text_clear_all
:CELL_10898
if
$1179 == 1 // integer values
else_jump @CELL_10923
$1151 = 1 // integer values
:CELL_10923
gosub @CELL_16014
jump @CELL_87
:CELL_10937
if and
$1152 == 0 // integer values
$1151 == 1 // integer values
else_jump @CELL_11396
if and
$251 == 1 // integer values
$273 == 1 // integer values
else_jump @CELL_11396
gosub @CELL_15111
if
$1179 == 1 // integer values
else_jump @CELL_11357
$1177 = 1 // integer values
03CF: load_wav 'MOB_43A' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_43A' 10000 ms 1 // Tommy, Tommy, Tommy, I had Sonny on the phone, ok, are you with me?.
gosub @CELL_15747
03CF: load_wav 'MOB_43B' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_43B' 10000 ms 1 // I don't know about you, but there's something about a man threatening to murder my family
gosub @CELL_15747
03CF: load_wav 'MOB_43C' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_43C' 10000 ms 1 // which really scares the crap out of me. What are you going to do?
gosub @CELL_15747
03CF: load_wav 'MOB_43D' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_43D' 10000 ms 1 // Ken, take it easy.
gosub @CELL_15747
03CF: load_wav 'MOB_43E' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_43E' 10000 ms 1 // I AM calm, calm as a man can be when he's fearing for his life!
gosub @CELL_15747
03CF: load_wav 'MOB_43F' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_43F' 10000 ms 1 // Stay off the idiot fuel and look after yourself.
gosub @CELL_15747
03CF: load_wav 'MOB_43G' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_43G' 10000 ms 1 // No one's gonna take us out. I'll see you later.
gosub @CELL_15747
03CF: load_wav 'MOB_43H' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_43H' 10000 ms 1 // I am calm. Don't I sound calm? Must be impending death that is doing this to my voice.
gosub @CELL_15747
00BE: text_clear_all
:CELL_11357
if
$1179 == 1 // integer values
else_jump @CELL_11382
$1152 = 1 // integer values
:CELL_11382
gosub @CELL_16014
jump @CELL_87
:CELL_11396
if and
$1153 == 0 // integer values
$267 == 1 // integer values
else_jump @CELL_12082
gosub @CELL_15111
if
$1179 == 1 // integer values
else_jump @CELL_12043
$1177 = 1 // integer values
03CF: load_wav 'MOB_45A' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB45_A' 10000 ms 1 // Tommy We gotta talk about stuff.
gosub @CELL_15747
03CF: load_wav 'MOB_45B' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB45_B' 10000 ms 1 // What's the problem Lance?
gosub @CELL_15747
03CF: load_wav 'MOB_45C' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB45_C' 10000 ms 1 // It's you, my friend, I feel you're not giving me a fair slice.
gosub @CELL_15747
03CF: load_wav 'MOB_45D' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB45_D' 10000 ms 1 // And more than that, you been embarrassing me in front of the boys. I can't have that.
gosub @CELL_15747
03CF: load_wav 'MOB_45E' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB45_E' 10000 ms 1 // Lance, it ain't like that. You've been making mistakes.
gosub @CELL_15747
03CF: load_wav 'MOB_45F' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB45_F' 10000 ms 1 // Tommy, I'm not your message boy. I'm not your running boy.
gosub @CELL_15747
03CF: load_wav 'MOB_45G' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB45_G' 10000 ms 1 // Lance, don't screw up, and we won't have any problems. I screw up, you can lay into me any time.
gosub @CELL_15747
03CF: load_wav 'MOB_45H' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB45_H' 10000 ms 1 // Tommy, I've done everything for you, you treat me like a fool. Don't do that.
gosub @CELL_15747
03CF: load_wav 'MOB_45I' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB45_I' 10000 ms 1 // Lance, I won't rip you off or stab you in the back, okay?
gosub @CELL_15747
03CF: load_wav 'MOB_45J' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB45_J' 10000 ms 1 // Just take it easy. This is tough enough without you getting all emotional on me.
gosub @CELL_15747
03CF: load_wav 'MOB_45K' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB45_K' 10000 ms 1 // Trust me. Do you hear me, do you hear me?
gosub @CELL_15747
03CF: load_wav 'MOB_45L' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB45_L' 10000 ms 1 // I hear you, Tommy, but I can't take this much more.
gosub @CELL_15747
03CF: load_wav 'MOB_45M' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB45_M' 10000 ms 1 // Lance, don't be like this. Now I'm warning you.
gosub @CELL_15747
03CF: load_wav 'MOB_45N' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB45_N' 10000 ms 1 // Do you hear me? Just relax, take a few days off. Okay? I'll talk to you.
gosub @CELL_15747
00BE: text_clear_all
:CELL_12043
if
$1179 == 1 // integer values
else_jump @CELL_12068
$1153 = 1 // integer values
:CELL_12068
gosub @CELL_16014
jump @CELL_87
:CELL_12082
if and
$1163 == 0 // integer values
$268 == 1 // integer values
else_jump @CELL_12474
gosub @CELL_15111
if
$1179 == 1 // integer values
else_jump @CELL_12435
$1177 = 1 // integer values
03CF: load_wav 'MOB_72A' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_72A' 10000 ms 1 // Tommy, it's me, Lance. Keep your mouth shut there Tommy, 'cause I ain't got time to talk.
gosub @CELL_15747
03CF: load_wav 'MOB_72B' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_72B' 10000 ms 1 // I ain't interested in what you got to say. Why should I be? You don't care about me, do you?
gosub @CELL_15747
03CF: load_wav 'MOB_72C' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_72C' 10000 ms 1 // You gotta look after me a bit better. Give me a fair slice. You know...
gosub @CELL_15747
03CF: load_wav 'MOB_72D' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_72D' 10000 ms 1 // Tommy... oh, look, man, I'm sorry. It's just that...
gosub @CELL_15747
03CF: load_wav 'MOB_72E' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_72E' 10000 ms 1 // People patronize me all my life, treat me like a little kid.
gosub @CELL_15747
03CF: load_wav 'MOB_72F' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_72F' 10000 ms 1 // My brother would do that. Please, man, don't do that.
gosub @CELL_15747
03CF: load_wav 'MOB_72G' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_72G' 10000 ms 1 // I gotta go.
gosub @CELL_15747
00BE: text_clear_all
:CELL_12435
if
$1179 == 1 // integer values
else_jump @CELL_12460
$1163 = 1 // integer values
:CELL_12460
gosub @CELL_16014
jump @CELL_87
:CELL_12474
if and
$1155 == 0 // integer values
$269 == 1 // integer values
else_jump @CELL_12650
gosub @CELL_15111
if
$1179 == 1 // integer values
else_jump @CELL_12575
$1177 = 1 // integer values
03CF: load_wav 'MOB_47A' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_47A' 10000 ms 1 // Tommy, Lance, we got big problems. Come down here. Right away.
gosub @CELL_15747
00BE: text_clear_all
:CELL_12575
if
$1179 == 1 // integer values
else_jump @CELL_12636
$1155 = 1 // integer values
Marker.Disable($265)
02A7: $265 = create_icon_marker_and_sphere $425 at -378.3 -579.8 24.5
create_thread @FIN2
:CELL_12636
gosub @CELL_16014
jump @CELL_87
:CELL_12650
jump @CELL_14161
:CELL_12657
if and
$1158 == 0 // integer values
Player.Defined($PLAYER_CHAR)
else_jump @CELL_13207
if
0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana
else_jump @CELL_13207
gosub @CELL_15111
if
$1179 == 1 // integer values
else_jump @CELL_13158
$1177 = 1 // integer values
03CF: load_wav 'MOB_63A' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_63A' 10000 ms 1 // Tommy, it's Earnest. Earnest Kelly.
gosub @CELL_15747
03CF: load_wav 'MOB_63B' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_63B' 10000 ms 1 // How are you?
gosub @CELL_15747
03CF: load_wav 'MOB_63C' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_63C' 10000 ms 1 // I'm doing okay. I'll need a stick to walk, but I should be back at work soon enough.
gosub @CELL_15747
03CF: load_wav 'MOB_63D' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_63D' 10000 ms 1 // Good.
gosub @CELL_15747
03CF: load_wav 'MOB_63E' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_63E' 10000 ms 1 // I heard about Lance. What a little prick, eh?
gosub @CELL_15747
03CF: load_wav 'MOB_63F' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_63F' 10000 ms 1 // Yes.
gosub @CELL_15747
03CF: load_wav 'MOB_63G' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_63G' 10000 ms 1 // Never trust a man who walks the streets in his pajamas. That's what I say. Glad you killed him. I hope it was painful for the prick.
gosub @CELL_15747
03CF: load_wav 'MOB_63H' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_63H' 10000 ms 1 // I think it was. I just didn't think he was like that...
gosub @CELL_15747
03CF: load_wav 'MOB_63I' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_63I' 10000 ms 1 // Tommy, for a raging lunatic, you're pretty naive. I'll be back at work soon, teach you a thing or two about life, you hear.
gosub @CELL_15747
03CF: load_wav 'MOB_63J' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_63J' 10000 ms 1 // Take your time, Earnest. Look after yourself.
gosub @CELL_15747
00BE: text_clear_all
:CELL_13158
if
$1179 == 1 // integer values
else_jump @CELL_13193
$1158 = 1 // integer values
$1182 = 60000 // integer values
:CELL_13193
gosub @CELL_16014
jump @CELL_87
:CELL_13207
if and
$1139 == 0 // integer values
Player.Defined($PLAYER_CHAR)
else_jump @CELL_13789
if
0121: player $PLAYER_CHAR in_zone 'STARI' // Starfish Island
else_jump @CELL_13789
gosub @CELL_15111
if
$1179 == 1 // integer values
else_jump @CELL_13750
$1177 = 1 // integer values
03CF: load_wav 'MOB_17A' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_17A' 10000 ms 1 // Tommy Vercetti, how's it going, Mr. big shot? I hear all these things about you, some kind of player in town, now eh...
gosub @CELL_15747
03CF: load_wav 'MOB_17B' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_17B' 10000 ms 1 // Paul, you're drunk.
gosub @CELL_15747
03CF: load_wav 'MOB_17C' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_17C' 10000 ms 1 // Nah, you stupid prat, I ain't drunk. I only had a couple and some treats, ain't been to bed for a couple of days, you know.
gosub @CELL_15747
03CF: load_wav 'MOB_17D' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_17D' 10000 ms 1 // Anyway, don't give me that. I ain't a mug. Who set you up in this town? Who? Me. That's who.
gosub @CELL_15747
03CF: load_wav 'MOB_17E' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_17F' 10000 ms 1 // Really?
gosub @CELL_15747
03CF: load_wav 'MOB_17G' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_17G' 10000 ms 1 // Don't give me that. Don't! I introduced you to people. I showed you the ropes, did a lot of stuff for you, and this is how you repay me.
gosub @CELL_15747
03CF: load_wav 'MOB_17H' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_17H' 10000 ms 1 // You ignore me. You won't give me a way in, after all I did for you! What do you think I am? A div or something?
gosub @CELL_15747
03CF: load_wav 'MOB_17I' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_17I' 10000 ms 1 // Paul, take it easy. I've been busy, don't be an idiot.
gosub @CELL_15747
03CF: load_wav 'MOB_17J' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_17J' 10000 ms 1 // I ain't no idiot, mush. That's what they said in borstal. Are you asking for trouble son, because you're going to get it!
gosub @CELL_15747
03CF: load_wav 'MOB_17K' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_17K' 10000 ms 1 // Tommy, mate. Please. You was my big hope! Please, don't laugh at me!
gosub @CELL_15747
03CF: load_wav 'MOB_17L' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_17L' 10000 ms 1 // Paul, get some sleep, seriously.
gosub @CELL_15747
00BE: text_clear_all
:CELL_13750
if
$1179 == 1 // integer values
else_jump @CELL_13775
$1139 = 1 // integer values
:CELL_13775
gosub @CELL_16014
jump @CELL_87
:CELL_13789
if and
$1164 == 0 // integer values
Player.Defined($PLAYER_CHAR)
else_jump @CELL_14161
if
0121: player $PLAYER_CHAR in_zone 'PORNI' // Prawn Island
else_jump @CELL_14161
gosub @CELL_15111
if
$1179 == 1 // integer values
else_jump @CELL_14122
$1177 = 1 // integer values
03CF: load_wav 'MOB_73A' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_73A' 10000 ms 1 // Tommy, it's Steve.
gosub @CELL_15747
03CF: load_wav 'MOB_73C' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_73C' 10000 ms 1 // Hey indeed, genius. You're a marvel! I'm a marvel! They love us. We are re-writing the record books, pal.
gosub @CELL_15747
03CF: load_wav 'MOB_73D' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_73D' 10000 ms 1 // We are talking major awards here. Finally, I can put my dad in a home an tell him to shut up.
gosub @CELL_15747
03CF: load_wav 'MOB_73F' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_73F' 10000 ms 1 // Cool? It's hot, man. Hot. H. O. T. He never believed in me. Never thought I was an artist, and now I've made it.
gosub @CELL_15747
03CF: load_wav 'MOB_73G' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_73G' 10000 ms 1 // I'm the best damn skin flick director of all time, my friend. I just wanted to say, it's a pleasure to have met you.
gosub @CELL_15747
03CF: load_wav 'MOB_73I' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_73I' 10000 ms 1 // I love you, baby. Don't go changing on me, you hear.
gosub @CELL_15747
00BE: text_clear_all
:CELL_14122
if
$1179 == 1 // integer values
else_jump @CELL_14147
$1164 = 1 // integer values
:CELL_14147
gosub @CELL_16014
jump @CELL_87
:CELL_14161
if and
$PASSED_LAW3_JURY_FURY == 1 // integer values
$1169 == 0 // integer values
else_jump @CELL_14331
gosub @CELL_15111
if
$1179 == 1 // integer values
else_jump @CELL_14262
$1177 = 1 // integer values
03CF: load_wav 'MOB_99A' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_99A' 10000 ms 1 // Get to the payphone next to the mall in Washington.
gosub @CELL_15747
00BE: text_clear_all
:CELL_14262
if
$1179 == 1 // integer values
else_jump @CELL_14317
$1169 = 1 // integer values
Marker.Disable($297)
02A7: $297 = create_icon_marker_and_sphere $431 at $516 $517 $518
create_thread @ASSIN_1
:CELL_14317
gosub @CELL_16014
jump @CELL_87
:CELL_14331
if and
$PASSED_COL2_MALL_SHOOTOUT == 1 // integer values
$298 == 1 // integer values
$1169 == 1 // integer values
$1168 == 0 // integer values
else_jump @CELL_14515
gosub @CELL_15111
if
$1179 == 1 // integer values
else_jump @CELL_14446
$1177 = 1 // integer values
03CF: load_wav 'MOB_98A' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_98A' 10000 ms 1 // Get to the pay phone in Vice Point.
gosub @CELL_15747
00BE: text_clear_all
:CELL_14446
if
$1179 == 1 // integer values
else_jump @CELL_14501
$1168 = 1 // integer values
Marker.Disable($297)
02A7: $297 = create_icon_marker_and_sphere $431 at $519 $520 $521
create_thread @ASSIN_2
:CELL_14501
gosub @CELL_16014
jump @CELL_87
:CELL_14515
if and
$PASSED_COK3_THE_FASTEST_BOAT == 1 // integer values
$299 == 1 // integer values
$1168 == 1 // integer values
$1167 == 0 // integer values
else_jump @CELL_14699
gosub @CELL_15111
if
$1179 == 1 // integer values
else_jump @CELL_14630
$1177 = 1 // integer values
03CF: load_wav 'MOB_99A' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_99A' 10000 ms 1 // Get to the payphone next to the mall in Washington.
gosub @CELL_15747
00BE: text_clear_all
:CELL_14630
if
$1179 == 1 // integer values
else_jump @CELL_14685
$1167 = 1 // integer values
Marker.Disable($297)
02A7: $297 = create_icon_marker_and_sphere $431 at $522 $523 $524
create_thread @ASSIN_3
:CELL_14685
gosub @CELL_16014
jump @CELL_87
:CELL_14699
if and
$266 == 1 // integer values
$300 == 1 // integer values
$1167 == 1 // integer values
$1166 == 0 // integer values
else_jump @CELL_14883
gosub @CELL_15111
if
$1179 == 1 // integer values
else_jump @CELL_14814
$1177 = 1 // integer values
03CF: load_wav 'MOB_96A' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_96A' 10000 ms 1 // Get to the payphone at the airport terminal.
gosub @CELL_15747
00BE: text_clear_all
:CELL_14814
if
$1179 == 1 // integer values
else_jump @CELL_14869
$1166 = 1 // integer values
Marker.Disable($297)
02A7: $297 = create_icon_marker_and_sphere $431 at $525 $526 $527
create_thread @ASSIN_4
:CELL_14869
gosub @CELL_16014
jump @CELL_87
:CELL_14883
if and
$249 == 1 // integer values
$301 == 1 // integer values
$1166 == 1 // integer values
$1165 == 0 // integer values
else_jump @CELL_15067
gosub @CELL_15111
if
$1179 == 1 // integer values
else_jump @CELL_14998
$1177 = 1 // integer values
03CF: load_wav 'MOB_95A' as $1177
gosub @CELL_15595
00BC: text_highpriority 'MOB_95A' 10000 ms 1 // Get to the payphone in Little Havana.
gosub @CELL_15747
00BE: text_clear_all
:CELL_14998
if
$1179 == 1 // integer values
else_jump @CELL_15053
$1165 = 1 // integer values
Marker.Disable($297)
02A7: $297 = create_icon_marker_and_sphere $431 at $528 $529 $530
create_thread @ASSIN_5
:CELL_15053
gosub @CELL_16014
jump @CELL_87
:CELL_15067
jump @CELL_15081
:CELL_15074
$1180 = 0 // integer values
:CELL_15081
jump @CELL_87
:CELL_15088
01BD: $395 = current_time_in_ms
0084: $396 = $395 // integer values and handles
0060: $396 -= $CURRENT_TIME_IN_MS // integer values
return
:CELL_15111
$1177 = 1 // integer values
$1173 = 0 // integer values
0512: show_permanent_text_box 'ANSWER'
$ONMISSION = 1 // integer values
$1180 = 1 // integer values
:CELL_15149
if and
7 > $1173 // integer values
2 > $1179 // integer values
else_jump @CELL_15358
wait 0
03CF: load_wav 'MOBRING' as $1177
gosub @CELL_15595
$1173 += 1 // integer values
if and
$1179 == 1 // integer values
$1173 > 0 // integer values
else_jump @CELL_15237
jump @CELL_15365
:CELL_15237
gosub @CELL_15747
if and
$1179 == 1 // integer values
$1173 > 0 // integer values
else_jump @CELL_15276
jump @CELL_15365
:CELL_15276
$1174 = 0 // integer values
:CELL_15283
if
40 > $1174 // integer values
else_jump @CELL_15351
wait 0
gosub @CELL_15894
if
$1179 == 1 // integer values
else_jump @CELL_15337
jump @CELL_15365
:CELL_15337
$1174 += 1 // integer values
jump @CELL_15283
:CELL_15351
jump @CELL_15149
:CELL_15358
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
return
:CELL_15365
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
:CELL_15370
if
00E1: player 0 pressed_button 4
else_jump @CELL_15423
wait 0
if
not Player.Defined($PLAYER_CHAR)
else_jump @CELL_15416
$1179 = 2 // integer values
return
:CELL_15416
jump @CELL_15370
:CELL_15423
03E6: remove_text_box
040D: unload_wav $1177
if
Player.Defined($PLAYER_CHAR)
else_jump @CELL_15593
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1
Model.Load(#CELLPHONE)
:CELL_15465
if
not Model.Available(#CELLPHONE)
else_jump @CELL_15492
wait 0
jump @CELL_15465
:CELL_15492
gosub @CELL_15894
if
$1179 == 2 // integer values
else_jump @CELL_15524
Model.Destroy(#CELLPHONE)
return
:CELL_15524
052B: actor $PLAYER_ACTOR hold_cellphone 1
16@ = 0 // integer values
:CELL_15538
if
1000 > 16@ // integer values
else_jump @CELL_15593
wait 0
if
not Player.Defined($PLAYER_CHAR)
else_jump @CELL_15586
$1179 = 2 // integer values
return
:CELL_15586
jump @CELL_15538
:CELL_15593
return
:CELL_15595
if
83D0: not wav $1177 loaded
else_jump @CELL_15740
wait 0
if
not Player.Defined($PLAYER_CHAR)
else_jump @CELL_15647
$1179 = 2 // integer values
return
jump @CELL_15733
:CELL_15647
if or
0521: $PLAYER_ACTOR
844B: not actor $PLAYER_ACTOR on_foot
else_jump @CELL_15677
$1179 = 2 // integer values
return
:CELL_15677
if and
$1179 == 0 // integer values
$1173 > 0 // integer values
else_jump @CELL_15733
if and
00E1: player 0 pressed_button 4
Player.Controllable($PLAYER_CHAR)
else_jump @CELL_15733
$1179 = 1 // integer values
return
:CELL_15733
jump @CELL_15595
:CELL_15740
03D1: play_wav $1177
return
:CELL_15747
if
83D2: not wav $1177 ended
else_jump @CELL_15892
wait 0
if
not Player.Defined($PLAYER_CHAR)
else_jump @CELL_15799
$1179 = 2 // integer values
return
jump @CELL_15885
:CELL_15799
if or
0521: $PLAYER_ACTOR
844B: not actor $PLAYER_ACTOR on_foot
else_jump @CELL_15829
$1179 = 2 // integer values
return
:CELL_15829
if and
$1179 == 0 // integer values
$1173 > 0 // integer values
else_jump @CELL_15885
if and
00E1: player 0 pressed_button 4
Player.Controllable($PLAYER_CHAR)
else_jump @CELL_15885
$1179 = 1 // integer values
return
:CELL_15885
jump @CELL_15747
:CELL_15892
return
:CELL_15894
if
not Player.Defined($PLAYER_CHAR)
else_jump @CELL_15926
$1179 = 2 // integer values
return
jump @CELL_16012
:CELL_15926
if or
0521: $PLAYER_ACTOR
844B: not actor $PLAYER_ACTOR on_foot
else_jump @CELL_15956
$1179 = 2 // integer values
return
:CELL_15956
if and
$1179 == 0 // integer values
$1173 > 0 // integer values
else_jump @CELL_16012
if and
00E1: player 0 pressed_button 4
Player.Controllable($PLAYER_CHAR)
else_jump @CELL_16012
$1179 = 1 // integer values
return
:CELL_16012
return
:CELL_16014
$1180 = 0 // integer values
040D: unload_wav 1
040D: unload_wav 2
$1179 = 0 // integer values
$1178 = 0 // integer values
if
Player.Defined($PLAYER_CHAR)
else_jump @CELL_16087
052B: actor $PLAYER_ACTOR hold_cellphone 0
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0
:CELL_16087
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
$396 = 0 // integer values
gosub @CELL_15088
00BE: text_clear_all
if
$1181 == 0 // integer values
else_jump @CELL_16135
03E6: remove_text_box
jump @CELL_16142
:CELL_16135
$1181 = 0 // integer values
:CELL_16142
Model.Destroy(#CELLPHONE)
$ONMISSION = 0 // integer values
return
:BUS
set_wb_check_to 0
thread 'BUS'
$1187 = 1 // integer values
:BUS_21
if
$1184 == 0 // integer values
else_jump @BUS_115
wait 500
$1192 += 1 // integer values
if
$1192 > 30 // integer values
else_jump @BUS_83
$1187 += 1 // integer values
$1192 = 0 // integer values
:BUS_83
if
$1187 > 17 // integer values
else_jump @BUS_108
$1187 = 1 // integer values
:BUS_108
jump @BUS_120
:BUS_115
wait 500
:BUS_120
if
$ONMISSION == 0 // integer values
else_jump @BUS_3698
$1188 = 0 // integer values
if
$1184 == 0 // integer values
else_jump @BUS_2470
if
Player.Defined($PLAYER_CHAR)
else_jump @BUS_350
if
00E0: player $PLAYER_CHAR driving
else_jump @BUS_350
if
00DE: player $PLAYER_CHAR driving_vehicle_type #COACH
else_jump @BUS_350
if
029F: player $PLAYER_CHAR stopped
else_jump @BUS_350
01BD: $1195 = current_time_in_ms
0084: $1196 = $1195 // integer values and handles
0060: $1196 -= $1194 // integer values
if
$1196 > 1000 // integer values
else_jump @BUS_350
057F: get_player $PLAYER_CHAR store_coach_passengers_dropped_off_to $1197
if
$1197 > 0 // integer values
else_jump @BUS_350
01E3: text_1number_styled 'BONUS' number 5 time 50 style 1 // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0
Player.Money($PLAYER_CHAR) += 5
01BD: $1194 = current_time_in_ms
$1197 = 0 // integer values
:BUS_350
if
Player.Defined($PLAYER_CHAR)
else_jump @BUS_1524
if or
0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach
0121: player $PLAYER_CHAR in_zone 'BEACH2' // Washington Beach
0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point
else_jump @BUS_1524
if
$1002 == 0 // integer values
else_jump @BUS_1524
if
$1088 == 0 // integer values
else_jump @BUS_1524
if
$986 == 0 // integer values
else_jump @BUS_1524
if
$1003 == 0 // integer values
else_jump @BUS_1524
if
$987 == 0 // integer values
else_jump @BUS_1524
if
$1187 == 1 // integer values
else_jump @BUS_564
$1198 = -77.6 // floating-point values
$1199 = -982.5 // floating-point values
$1200 = 9.3 // floating-point values
$1201 = 9.8 // floating-point values
:BUS_564
if
$1187 == 2 // integer values
else_jump @BUS_622
$1198 = 120.0 // floating-point values
$1199 = -807.3 // floating-point values
$1200 = 9.3 // floating-point values
$1201 = 333.5 // floating-point values
:BUS_622
if
$1187 == 3 // integer values
else_jump @BUS_680
$1198 = 183.2 // floating-point values
$1199 = -488.9 // floating-point values
$1200 = 9.9 // floating-point values
$1201 = 356.5 // floating-point values
:BUS_680
if
$1187 == 4 // integer values
else_jump @BUS_738
$1198 = 318.6 // floating-point values
$1199 = -82.7 // floating-point values
$1200 = 9.6 // floating-point values
$1201 = 351.4 // floating-point values
:BUS_738
if
$1187 == 5 // integer values
else_jump @BUS_796
$1198 = 472.7 // floating-point values
$1199 = 627.8 // floating-point values
$1200 = 10.0 // floating-point values
$1201 = 1.7 // floating-point values
:BUS_796
if
$1187 == 6 // integer values
else_jump @BUS_854
$1198 = 226.5 // floating-point values
$1199 = 719.5 // floating-point values
$1200 = 9.7 // floating-point values
$1201 = 304.3 // floating-point values
:BUS_854
if
$1187 == 7 // integer values
else_jump @BUS_912
$1198 = 306.9 // floating-point values
$1199 = 1044.8 // floating-point values
$1200 = 12.1 // floating-point values
$1201 = 19.4 // floating-point values
:BUS_912
if
$1187 == 8 // integer values
else_jump @BUS_970
$1198 = 448.7 // floating-point values
$1199 = 1274.3 // floating-point values
$1200 = 16.3 // floating-point values
$1201 = 269.5 // floating-point values
:BUS_970
if
$1187 == 9 // integer values
else_jump @BUS_1028
$1198 = 499.5 // floating-point values
$1199 = 1022.8 // floating-point values
$1200 = 16.8 // floating-point values
$1201 = 192.4 // floating-point values
:BUS_1028
if
$1187 == 10 // integer values
else_jump @BUS_1086
$1198 = 528.1 // floating-point values
$1199 = 632.5 // floating-point values
$1200 = 9.8 // floating-point values
$1201 = 180.9 // floating-point values
:BUS_1086
if
$1187 == 11 // integer values
else_jump @BUS_1144
$1198 = 516.2 // floating-point values
$1199 = 403.6 // floating-point values
$1200 = 9.7 // floating-point values
$1201 = 162.7 // floating-point values
:BUS_1144
if
$1187 == 12 // integer values
else_jump @BUS_1202
$1198 = 491.5 // floating-point values
$1199 = 0.6 // floating-point values
$1200 = 9.6 // floating-point values
$1201 = 194.7 // floating-point values
:BUS_1202
if
$1187 == 13 // integer values
else_jump @BUS_1260
$1198 = 434.1 // floating-point values
$1199 = -454.1 // floating-point values
$1200 = 9.0 // floating-point values
$1201 = 178.5 // floating-point values
:BUS_1260
if
$1187 == 14 // integer values
else_jump @BUS_1318
$1198 = 217.1 // floating-point values
$1199 = -974.4 // floating-point values
$1200 = 9.0 // floating-point values
$1201 = 168.2 // floating-point values
:BUS_1318
if
$1187 == 15 // integer values
else_jump @BUS_1376
$1198 = 160.6 // floating-point values
$1199 = -1329.6 // floating-point values
$1200 = 9.0 // floating-point values
$1201 = 172.8 // floating-point values
:BUS_1376
if
$1187 == 16 // integer values
else_jump @BUS_1434
$1198 = -26.6 // floating-point values
$1199 = -1566.2 // floating-point values
$1200 = 9.0 // floating-point values
$1201 = 84.0 // floating-point values
:BUS_1434
if
$1187 == 17 // integer values
else_jump @BUS_1492
$1198 = -21.6 // floating-point values
$1199 = -1307.4 // floating-point values
$1200 = 9.0 // floating-point values
$1201 = 358.1 // floating-point values
:BUS_1492
gosub @BUS_3739
if
$1184 == 1 // integer values
else_jump @BUS_1524
$1183 = 1 // integer values
:BUS_1524
if
Player.Defined($PLAYER_CHAR)
else_jump @BUS_2463
if or
0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown
0121: player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti
0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana
0121: player $PLAYER_CHAR in_zone 'A_PORT' // Escobar International
0121: player $PLAYER_CHAR in_zone 'JUNKY' // Junk Yard
else_jump @BUS_2463
if
$985 == 0 // integer values
else_jump @BUS_2463
if
$988 == 0 // integer values
else_jump @BUS_2463
if
$1187 > 13 // integer values
else_jump @BUS_1677
$1187 = 1 // integer values
:BUS_1677
if
$1187 == 1 // integer values
else_jump @BUS_1735
$1198 = -385.7 // floating-point values
$1199 = 1008.3 // floating-point values
$1200 = 8.4 // floating-point values
$1201 = 338.4 // floating-point values
:BUS_1735
if
$1187 == 2 // integer values
else_jump @BUS_1793
$1198 = -295.4 // floating-point values
$1199 = 1283.6 // floating-point values
$1200 = 10.1 // floating-point values
$1201 = 0.0 // floating-point values
:BUS_1793
if
$1187 == 3 // integer values
else_jump @BUS_1851
$1198 = -477.4 // floating-point values
$1199 = 1344.0 // floating-point values
$1200 = 10.1 // floating-point values
$1201 = 97.2 // floating-point values
:BUS_1851
if
$1187 == 4 // integer values
else_jump @BUS_1909
$1198 = -744.3 // floating-point values
$1199 = 1319.0 // floating-point values
$1200 = 10.1 // floating-point values
$1201 = 101.4 // floating-point values
:BUS_1909
if
$1187 == 5 // integer values
else_jump @BUS_1967
$1198 = -875.4 // floating-point values
$1199 = 1351.1 // floating-point values
$1200 = 9.8 // floating-point values
$1201 = 187.2 // floating-point values
:BUS_1967
if
$1187 == 6 // integer values
else_jump @BUS_2025
$1198 = -869.5 // floating-point values
$1199 = 1074.8 // floating-point values
$1200 = 9.4 // floating-point values
$1201 = 182.7 // floating-point values
:BUS_2025
if
$1187 == 7 // integer values
else_jump @BUS_2083
$1198 = -996.5 // floating-point values
$1199 = -513.8 // floating-point values
$1200 = 9.3 // floating-point values
$1201 = 186.3 // floating-point values
:BUS_2083
if
$1187 == 8 // integer values
else_jump @BUS_2141
$1198 = -910.1 // floating-point values
$1199 = -660.4 // floating-point values
$1200 = 9.6 // floating-point values
$1201 = 277.9 // floating-point values
:BUS_2141
if
$1187 == 9 // integer values
else_jump @BUS_2199
$1198 = -1432.9 // floating-point values
$1199 = -780.5 // floating-point values
$1200 = 13.2 // floating-point values
$1201 = 88.4 // floating-point values
:BUS_2199
if
$1187 == 10 // integer values
else_jump @BUS_2257
$1198 = -1017.7 // floating-point values
$1199 = -918.7 // floating-point values
$1200 = 12.9 // floating-point values
$1201 = 46.4 // floating-point values
:BUS_2257
if
$1187 == 11 // integer values
else_jump @BUS_2315
$1198 = -1130.8 // floating-point values
$1199 = -594.3 // floating-point values
$1200 = 10.0 // floating-point values
$1201 = 275.0 // floating-point values
:BUS_2315
if
$1187 == 12 // integer values
else_jump @BUS_2373
$1198 = -1200.6 // floating-point values
$1199 = -420.0 // floating-point values
$1200 = 9.3 // floating-point values
$1201 = 5.8 // floating-point values
:BUS_2373
if
$1187 == 13 // integer values
else_jump @BUS_2431
$1198 = -1061.0 // floating-point values
$1199 = -340.2 // floating-point values
$1200 = 9.3 // floating-point values
$1201 = 278.5 // floating-point values
:BUS_2431
gosub @BUS_3739
if
$1184 == 1 // integer values
else_jump @BUS_2463
$1183 = 2 // integer values
:BUS_2463
jump @BUS_3691
:BUS_2470
if or
$1002 == 1 // integer values
$1088 == 1 // integer values
$986 == 1 // integer values
$1003 == 1 // integer values
$985 == 1 // integer values
else_jump @BUS_2523
gosub @BUS_7126
:BUS_2523
if or
$988 == 1 // integer values
$987 == 1 // integer values
else_jump @BUS_2555
gosub @BUS_7126
:BUS_2555
if
$1183 == 1 // integer values
else_jump @BUS_3170
if
Player.Defined($PLAYER_CHAR)
else_jump @BUS_3170
if or
0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach
0121: player $PLAYER_CHAR in_zone 'BEACH2' // Washington Beach
0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point
else_jump @BUS_3163
$1204 = -77.6 // floating-point values
$1214 = -982.5 // floating-point values
$1224 = 9.4 // floating-point values
$1205 = 120.0 // floating-point values
$1215 = -807.3 // floating-point values
$1225 = 9.4 // floating-point values
$1206 = 183.2 // floating-point values
$1216 = -488.9 // floating-point values
$1226 = 10.9 // floating-point values
$1207 = 318.6 // floating-point values
$1217 = -82.7 // floating-point values
$1227 = 9.6 // floating-point values
$1208 = 472.7 // floating-point values
$1218 = 627.8 // floating-point values
$1228 = 10.0 // floating-point values
$1209 = 226.5 // floating-point values
$1219 = 719.5 // floating-point values
$1229 = 9.7 // floating-point values
$1210 = 306.9 // floating-point values
$1220 = 1044.8 // floating-point values
$1230 = 11.9 // floating-point values
$1211 = 448.7 // floating-point values
$1221 = 1274.3 // floating-point values
$1231 = 16.1 // floating-point values
$1212 = 499.5 // floating-point values
$1222 = 1022.8 // floating-point values
$1232 = 16.8 // floating-point values
$1213 = 528.1 // floating-point values
$1223 = 632.5 // floating-point values
$1233 = 9.8 // floating-point values
$1234 = 516.2 // floating-point values
$1241 = 403.6 // floating-point values
$1248 = 9.7 // floating-point values
$1235 = 491.5 // floating-point values
$1242 = 0.6 // floating-point values
$1249 = 9.6 // floating-point values
$1236 = 434.1 // floating-point values
$1243 = -454.1 // floating-point values
$1250 = 9.7 // floating-point values
$1237 = 217.1 // floating-point values
$1244 = -974.4 // floating-point values
$1251 = 9.0 // floating-point values
$1238 = 160.6 // floating-point values
$1245 = -1329.6 // floating-point values
$1252 = 9.0 // floating-point values
$1239 = -26.6 // floating-point values
$1246 = -1566.2 // floating-point values
$1253 = 9.0 // floating-point values
$1240 = -21.6 // floating-point values
$1247 = -1307.4 // floating-point values
$1254 = 9.0 // floating-point values
gosub @BUS_3997
jump @BUS_3170
:BUS_3163
gosub @BUS_7126
:BUS_3170
if
$1183 == 2 // integer values
else_jump @BUS_3691
if
Player.Defined($PLAYER_CHAR)
else_jump @BUS_3691
if or
0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown
0121: player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti
0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana
0121: player $PLAYER_CHAR in_zone 'A_PORT' // Escobar International
0121: player $PLAYER_CHAR in_zone 'JUNKY' // Junk Yard
else_jump @BUS_3684
$1204 = -385.7 // floating-point values
$1214 = 1008.3 // floating-point values
$1224 = 8.4 // floating-point values
$1205 = -295.4 // floating-point values
$1215 = 1283.6 // floating-point values
$1225 = 10.1 // floating-point values
$1206 = -477.4 // floating-point values
$1216 = 1344.0 // floating-point values
$1226 = 10.1 // floating-point values
$1207 = -744.3 // floating-point values
$1217 = 1319.0 // floating-point values
$1227 = 10.1 // floating-point values
$1208 = -875.4 // floating-point values
$1218 = 1351.1 // floating-point values
$1228 = 9.8 // floating-point values
$1209 = -869.5 // floating-point values
$1219 = 1074.8 // floating-point values
$1229 = 9.4 // floating-point values
$1210 = -996.5 // floating-point values
$1220 = -513.8 // floating-point values
$1230 = 9.3 // floating-point values
$1211 = -910.1 // floating-point values
$1221 = -660.4 // floating-point values
$1231 = 9.6 // floating-point values
$1212 = -1432.9 // floating-point values
$1222 = -780.5 // floating-point values
$1232 = 13.2 // floating-point values
$1213 = -1017.7 // floating-point values
$1223 = -918.7 // floating-point values
$1233 = 12.9 // floating-point values
$1234 = -1130.8 // floating-point values
$1241 = -594.3 // floating-point values
$1248 = 10.0 // floating-point values
$1235 = -1200.6 // floating-point values
$1242 = -420.0 // floating-point values
$1249 = 9.3 // floating-point values
$1236 = -1061.0 // floating-point values
$1243 = -340.2 // floating-point values
$1250 = 9.3 // floating-point values
gosub @BUS_3997
jump @BUS_3691
:BUS_3684
gosub @BUS_7126
:BUS_3691
jump @BUS_3730
:BUS_3698
if
$1188 == 0 // integer values
else_jump @BUS_3730
gosub @BUS_7126
$1188 = 1 // integer values
:BUS_3730
jump @BUS_21
end_thread
:BUS_3739
if
00F5: player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 180.0 180.0 180.0
else_jump @BUS_3995
if
80F5: not player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 115.0 115.0 115.0
else_jump @BUS_3855
Model.Load(#COACH)
:BUS_3828
if
not Model.Available(#COACH)
else_jump @BUS_3855
wait 0
jump @BUS_3828
:BUS_3855
if
Player.Defined($PLAYER_CHAR)
else_jump @BUS_3995
if
80F5: not player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 115.0 115.0 115.0
else_jump @BUS_3990
$1185 = Car.Create(#COACH, $1198, $1199, $1200)
0594: $1185 0
Car.Angle($1185) = $1201
00AE: set_vehicle $1185 traffic_behavior_to 0
0376: $1186 = create_random_actor $1198 $1199 30.0
036A: put_actor $1186 in_car $1185
$1184 = 1 // integer values
jump @BUS_3995
:BUS_3990
Model.Destroy(#COACH)
:BUS_3995
return
:BUS_3997
if
not Car.Wrecked($1185)
else_jump @BUS_4662
if
not Actor.Dead($1186)
else_jump @BUS_4648
if
0448: actor $1186 in_car $1185
else_jump @BUS_4634
if
$1193 == 0 // integer values
else_jump @BUS_4627
if
$1187 == 1 // integer values
else_jump @BUS_4098
02C2: car $1185 drive_to_point $1204 $1214 $1224
:BUS_4098
if
$1187 == 2 // integer values
else_jump @BUS_4130
02C2: car $1185 drive_to_point $1205 $1215 $1225
:BUS_4130
if
$1187 == 3 // integer values
else_jump @BUS_4162
02C2: car $1185 drive_to_point $1206 $1216 $1226
:BUS_4162
if
$1187 == 4 // integer values
else_jump @BUS_4194
02C2: car $1185 drive_to_point $1207 $1217 $1227
:BUS_4194
if
$1187 == 5 // integer values
else_jump @BUS_4226
02C2: car $1185 drive_to_point $1208 $1218 $1228
:BUS_4226
if
$1187 == 6 // integer values
else_jump @BUS_4258
02C2: car $1185 drive_to_point $1209 $1219 $1229
:BUS_4258
if
$1187 == 7 // integer values
else_jump @BUS_4290
02C2: car $1185 drive_to_point $1210 $1220 $1230
:BUS_4290
if
$1187 == 8 // integer values
else_jump @BUS_4322
02C2: car $1185 drive_to_point $1211 $1221 $1231
:BUS_4322
if
$1187 == 9 // integer values
else_jump @BUS_4354
02C2: car $1185 drive_to_point $1212 $1222 $1232
:BUS_4354
if
$1187 == 10 // integer values
else_jump @BUS_4386
02C2: car $1185 drive_to_point $1213 $1223 $1233
:BUS_4386
if
$1187 == 11 // integer values
else_jump @BUS_4418
02C2: car $1185 drive_to_point $1234 $1241 $1248
:BUS_4418
if
$1187 == 12 // integer values
else_jump @BUS_4450
02C2: car $1185 drive_to_point $1235 $1242 $1249
:BUS_4450
if
$1187 == 13 // integer values
else_jump @BUS_4482
02C2: car $1185 drive_to_point $1236 $1243 $1250
:BUS_4482
if
$1187 == 14 // integer values
else_jump @BUS_4514
02C2: car $1185 drive_to_point $1237 $1244 $1251
:BUS_4514
if
$1187 == 15 // integer values
else_jump @BUS_4546
02C2: car $1185 drive_to_point $1238 $1245 $1252
:BUS_4546
if
$1187 == 16 // integer values
else_jump @BUS_4578
02C2: car $1185 drive_to_point $1239 $1246 $1253
:BUS_4578
if
$1187 == 17 // integer values
else_jump @BUS_4610
02C2: car $1185 drive_to_point $1240 $1247 $1254
:BUS_4610
Car.SetMaxSpeed($1185, 15.0)
$1193 = 1 // integer values
:BUS_4627
jump @BUS_4641
:BUS_4634
gosub @BUS_7126
:BUS_4641
jump @BUS_4655
:BUS_4648
gosub @BUS_7126
:BUS_4655
jump @BUS_4669
:BUS_4662
gosub @BUS_7126
:BUS_4669
if
Player.Defined($PLAYER_CHAR)
else_jump @BUS_5977
if
not Car.Wrecked($1185)
else_jump @BUS_5963
if
not Actor.Dead($1186)
else_jump @BUS_5949
if
0448: actor $1186 in_car $1185
else_jump @BUS_5935
Car.StorePos($1185, $1198, $1199, $1200)
if
00F5: player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 180.0 180.0 180.0
else_jump @BUS_5921
if
$1187 == 1 // integer values
else_jump @BUS_4858
if
01AD: car $1185 sphere 0 near_point $1204 $1214 radius 3.0 3.0
else_jump @BUS_4858
gosub @BUS_5986
jump @BUS_3997
:BUS_4858
if
$1187 == 2 // integer values
else_jump @BUS_4924
if
01AD: car $1185 sphere 0 near_point $1205 $1215 radius 3.0 3.0
else_jump @BUS_4924
gosub @BUS_5986
jump @BUS_3997
:BUS_4924
if
$1187 == 3 // integer values
else_jump @BUS_4990
if
01AD: car $1185 sphere 0 near_point $1206 $1216 radius 3.0 3.0
else_jump @BUS_4990
gosub @BUS_5986
jump @BUS_3997
:BUS_4990
if
$1187 == 4 // integer values
else_jump @BUS_5056
if
01AD: car $1185 sphere 0 near_point $1207 $1217 radius 3.0 3.0
else_jump @BUS_5056
gosub @BUS_5986
jump @BUS_3997
:BUS_5056
if
$1187 == 5 // integer values
else_jump @BUS_5122
if
01AD: car $1185 sphere 0 near_point $1208 $1218 radius 3.0 3.0
else_jump @BUS_5122
gosub @BUS_5986
jump @BUS_3997
:BUS_5122
if
$1187 == 6 // integer values
else_jump @BUS_5188
if
01AD: car $1185 sphere 0 near_point $1209 $1219 radius 3.0 3.0
else_jump @BUS_5188
gosub @BUS_5986
jump @BUS_3997
:BUS_5188
if
$1187 == 7 // integer values
else_jump @BUS_5254
if
01AD: car $1185 sphere 0 near_point $1210 $1220 radius 3.0 3.0
else_jump @BUS_5254
gosub @BUS_5986
jump @BUS_3997
:BUS_5254
if
$1187 == 8 // integer values
else_jump @BUS_5320
if
01AD: car $1185 sphere 0 near_point $1211 $1221 radius 3.0 3.0
else_jump @BUS_5320
gosub @BUS_5986
jump @BUS_3997
:BUS_5320
if
$1187 == 9 // integer values
else_jump @BUS_5386
if
01AD: car $1185 sphere 0 near_point $1212 $1222 radius 3.0 3.0
else_jump @BUS_5386
gosub @BUS_5986
jump @BUS_3997
:BUS_5386
if
$1187 == 10 // integer values
else_jump @BUS_5452
if
01AD: car $1185 sphere 0 near_point $1213 $1223 radius 3.0 3.0
else_jump @BUS_5452
gosub @BUS_5986
jump @BUS_3997
:BUS_5452
if
$1187 == 11 // integer values
else_jump @BUS_5518
if
01AD: car $1185 sphere 0 near_point $1234 $1241 radius 3.0 3.0
else_jump @BUS_5518
gosub @BUS_5986
jump @BUS_3997
:BUS_5518
if
$1187 == 12 // integer values
else_jump @BUS_5584
if
01AD: car $1185 sphere 0 near_point $1235 $1242 radius 3.0 3.0
else_jump @BUS_5584
gosub @BUS_5986
jump @BUS_3997
:BUS_5584
if
$1187 == 13 // integer values
else_jump @BUS_5650
if
01AD: car $1185 sphere 0 near_point $1236 $1243 radius 3.0 3.0
else_jump @BUS_5650
gosub @BUS_5986
jump @BUS_3997
:BUS_5650
if
$1187 == 14 // integer values
else_jump @BUS_5716
if
01AD: car $1185 sphere 0 near_point $1237 $1244 radius 3.0 3.0
else_jump @BUS_5716
gosub @BUS_5986
jump @BUS_3997
:BUS_5716
if
$1187 == 15 // integer values
else_jump @BUS_5782
if
01AD: car $1185 sphere 0 near_point $1238 $1245 radius 3.0 3.0
else_jump @BUS_5782
gosub @BUS_5986
jump @BUS_3997
:BUS_5782
if
$1187 == 16 // integer values
else_jump @BUS_5848
if
01AD: car $1185 sphere 0 near_point $1239 $1246 radius 3.0 3.0
else_jump @BUS_5848
gosub @BUS_5986
jump @BUS_3997
:BUS_5848
if
$1187 == 17 // integer values
else_jump @BUS_5914
if
01AD: car $1185 sphere 0 near_point $1240 $1247 radius 3.0 3.0
else_jump @BUS_5914
gosub @BUS_5986
jump @BUS_3997
:BUS_5914
jump @BUS_5928
:BUS_5921
gosub @BUS_7126
:BUS_5928
jump @BUS_5942
:BUS_5935
gosub @BUS_7126
:BUS_5942
jump @BUS_5956
:BUS_5949
gosub @BUS_7126
:BUS_5956
jump @BUS_5970
:BUS_5963
gosub @BUS_7126
:BUS_5970
jump @BUS_5984
:BUS_5977
gosub @BUS_7126
:BUS_5984
return
:BUS_5986
Car.SetMaxSpeed($1185, 0.0)
$1187 += 1 // integer values
0561: $1189 = create_random_ped_in_vehicle $1185 passengerseat 1
if
not Actor.Dead($1189)
else_jump @BUS_6037
01D3: actor $1189 leave_car $1185
:BUS_6037
wait 4700
if
$ONMISSION == 0 // integer values
else_jump @BUS_6232
if
Player.Defined($PLAYER_CHAR)
else_jump @BUS_6191
if
not Car.Wrecked($1185)
else_jump @BUS_6184
0407: create_coordinate $1202 $1203 $1200 from_car $1185 offset 0.0 -20.0 0.0
Car.StorePos($1185, $1198, $1199, $1200)
if
80F5: not player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 180.0 180.0 180.0
else_jump @BUS_6184
jump @BUS_7016
:BUS_6184
jump @BUS_6198
:BUS_6191
jump @BUS_7016
:BUS_6198
if
not Actor.Dead($1189)
else_jump @BUS_6225
0211: actor $1189 walk_to $1202 $1203
:BUS_6225
jump @BUS_6239
:BUS_6232
jump @BUS_7016
:BUS_6239
wait 1300
if
$ONMISSION == 0 // integer values
else_jump @BUS_6441
if
Player.Defined($PLAYER_CHAR)
else_jump @BUS_6403
if
not Car.Wrecked($1185)
else_jump @BUS_6396
0407: create_coordinate $1202 $1203 $1200 from_car $1185 offset 0.0 -10.0 0.0
0561: $1190 = create_random_ped_in_vehicle $1185 passengerseat 2
Car.StorePos($1185, $1198, $1199, $1200)
if
80F5: not player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 180.0 180.0 180.0
else_jump @BUS_6396
jump @BUS_7016
:BUS_6396
jump @BUS_6410
:BUS_6403
jump @BUS_7016
:BUS_6410
if
not Actor.Dead($1190)
else_jump @BUS_6434
01D3: actor $1190 leave_car $1185
:BUS_6434
jump @BUS_6448
:BUS_6441
jump @BUS_7016
:BUS_6448
wait 4700
if
$ONMISSION == 0 // integer values
else_jump @BUS_6505
if
not Actor.Dead($1190)
else_jump @BUS_6498
0211: actor $1190 walk_to $1202 $1203
:BUS_6498
jump @BUS_6512
:BUS_6505
jump @BUS_7016
:BUS_6512
wait 1300
if
$ONMISSION == 0 // integer values
else_jump @BUS_6685
if
Player.Defined($PLAYER_CHAR)
else_jump @BUS_6647
if
not Car.Wrecked($1185)
else_jump @BUS_6640
0561: $1191 = create_random_ped_in_vehicle $1185 passengerseat 3
Car.StorePos($1185, $1198, $1199, $1200)
if
80F5: not player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 180.0 180.0 180.0
else_jump @BUS_6640
jump @BUS_7016
:BUS_6640
jump @BUS_6654
:BUS_6647
jump @BUS_7016
:BUS_6654
if
not Actor.Dead($1191)
else_jump @BUS_6678
01D3: actor $1191 leave_car $1185
:BUS_6678
jump @BUS_6692
:BUS_6685
jump @BUS_7016
:BUS_6692
wait 4700
if
$ONMISSION == 0 // integer values
else_jump @BUS_6858
if
not Actor.Dead($1191)
else_jump @BUS_6742
0211: actor $1191 walk_to $1202 $1203
:BUS_6742
if
Player.Defined($PLAYER_CHAR)
else_jump @BUS_6844
if
not Car.Wrecked($1185)
else_jump @BUS_6837
Car.StorePos($1185, $1198, $1199, $1200)
if
80F5: not player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 180.0 180.0 180.0
else_jump @BUS_6837
jump @BUS_7016
:BUS_6837
jump @BUS_6851
:BUS_6844
jump @BUS_7016
:BUS_6851
jump @BUS_6865
:BUS_6858
jump @BUS_7016
:BUS_6865
wait 3300
if
$ONMISSION == 0 // integer values
else_jump @BUS_7004
if
Player.Defined($PLAYER_CHAR)
else_jump @BUS_6990
if
not Car.Wrecked($1185)
else_jump @BUS_6983
Car.StorePos($1185, $1198, $1199, $1200)
if
80F5: not player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 180.0 180.0 180.0
else_jump @BUS_6983
jump @BUS_7016
:BUS_6983
jump @BUS_6997
:BUS_6990
jump @BUS_7016
:BUS_6997
jump @BUS_7011
:BUS_7004
jump @BUS_7016
:BUS_7011
wait 5000
:BUS_7016
if
$1183 == 1 // integer values
else_jump @BUS_7059
if
$1187 > 17 // integer values
else_jump @BUS_7059
$1187 = 1 // integer values
:BUS_7059
if
$1183 == 2 // integer values
else_jump @BUS_7102
if
$1187 > 13 // integer values
else_jump @BUS_7102
$1187 = 1 // integer values
:BUS_7102
Actor.RemoveReferences($1189)
Actor.RemoveReferences($1190)
Actor.RemoveReferences($1191)
$1193 = 0 // integer values
return
:BUS_7126
if
not Car.Wrecked($1185)
else_jump @BUS_7194
if
Player.Defined($PLAYER_CHAR)
else_jump @BUS_7194
if
80DC: not player $PLAYER_CHAR driving $1185
else_jump @BUS_7194
00AE: set_vehicle $1185 traffic_behavior_to 2
Car.SetMaxSpeed($1185, 15.0)
:BUS_7194
Car.RemoveReferences($1185)
Actor.RemoveReferences($1186)
Model.Destroy(#COACH)
Actor.RemoveReferences($1189)
Actor.RemoveReferences($1190)
Actor.RemoveReferences($1191)
$1184 = 0 // integer values
return
:CARGEN
thread 'CARGEN'
set_wb_check_to 0
:CARGEN_14
wait 500
if
Player.Defined($PLAYER_CHAR)
else_jump @CARGEN_1829
if
0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point
else_jump @CARGEN_1829
if
0057: player $PLAYER_CHAR 0 369.7 1207.3 24.5 372.2 1212.8 28.5
else_jump @CARGEN_114
$1264 = 4 // integer values
:CARGEN_114
if
0057: player $PLAYER_CHAR 0 301.9 1152.3 16.1 342.4 1259.4 22.0
else_jump @CARGEN_404
if
$1259 == 0 // integer values
else_jump @CARGEN_194
gosub @CARGEN_2607
$1259 = 1 // integer values
:CARGEN_194
if
$1260 == 0 // integer values
else_jump @CARGEN_226
gosub @CARGEN_2719
$1260 = 1 // integer values
:CARGEN_226
if
$1261 == 1 // integer values
else_jump @CARGEN_283
03BA: clear_cars_from_cube 342.4 1259.1 21.5 302.5 1153.3 26.0
$1261 = 0 // integer values
:CARGEN_283
if
$1262 == 1 // integer values
else_jump @CARGEN_340
03BA: clear_cars_from_cube 342.4 1153.3 23.8 367.2 1259.1 28.9
$1262 = 0 // integer values
:CARGEN_340
if
$1263 == 1 // integer values
else_jump @CARGEN_397
03BA: clear_cars_from_cube 302.1 1151.5 32.0 342.7 1259.4 26.5
$1263 = 0 // integer values
:CARGEN_397
$1264 = 1 // integer values
:CARGEN_404
if
$1264 > 0 // integer values
else_jump @CARGEN_687
if
0057: player $PLAYER_CHAR 0 341.3 1258.9 19.1 367.2 1152.6 23.8
else_jump @CARGEN_687
if
$1259 == 0 // integer values
else_jump @CARGEN_502
gosub @CARGEN_2607
$1259 = 1 // integer values
:CARGEN_502
if
$1260 == 0 // integer values
else_jump @CARGEN_534
gosub @CARGEN_2719
$1260 = 1 // integer values
:CARGEN_534
if
$1261 == 0 // integer values
else_jump @CARGEN_566
gosub @CARGEN_2853
$1261 = 1 // integer values
:CARGEN_566
if
$1262 == 1 // integer values
else_jump @CARGEN_623
03BA: clear_cars_from_cube 342.4 1153.3 23.8 367.2 1259.1 28.9
$1262 = 0 // integer values
:CARGEN_623
if
$1263 == 1 // integer values
else_jump @CARGEN_680
03BA: clear_cars_from_cube 302.1 1151.5 32.0 342.7 1259.4 26.5
$1263 = 0 // integer values
:CARGEN_680
$1264 = 2 // integer values
:CARGEN_687
if
$1264 > 1 // integer values
else_jump @CARGEN_970
if
0057: player $PLAYER_CHAR 0 342.4 1259.1 21.5 302.5 1153.3 26.0
else_jump @CARGEN_970
if
$1259 == 1 // integer values
else_jump @CARGEN_810
03BA: clear_cars_from_cube 301.9 1152.3 16.1 342.4 1259.4 22.0
$1259 = 0 // integer values
:CARGEN_810
if
$1260 == 0 // integer values
else_jump @CARGEN_842
gosub @CARGEN_2719
$1260 = 1 // integer values
:CARGEN_842
if
$1261 == 0 // integer values
else_jump @CARGEN_874
gosub @CARGEN_2853
$1261 = 1 // integer values
:CARGEN_874
if
$1262 == 0 // integer values
else_jump @CARGEN_906
gosub @CARGEN_2987
$1262 = 1 // integer values
:CARGEN_906
if
$1263 == 1 // integer values
else_jump @CARGEN_963
03BA: clear_cars_from_cube 302.1 1151.5 32.0 342.7 1259.4 26.5
$1263 = 0 // integer values
:CARGEN_963
$1264 = 3 // integer values
:CARGEN_970
if
$1264 > 2 // integer values
else_jump @CARGEN_1253
if
0057: player $PLAYER_CHAR 0 342.4 1153.3 23.8 372.3 1259.1 28.9
else_jump @CARGEN_1253
if
$1259 == 1 // integer values
else_jump @CARGEN_1093
03BA: clear_cars_from_cube 301.9 1152.3 16.1 342.4 1259.4 22.0
$1259 = 0 // integer values
:CARGEN_1093
if
$1260 == 1 // integer values
else_jump @CARGEN_1150
03BA: clear_cars_from_cube 341.3 1258.9 19.1 367.2 1152.6 23.8
$1260 = 0 // integer values
:CARGEN_1150
if
$1261 == 0 // integer values
else_jump @CARGEN_1182
gosub @CARGEN_2853
$1261 = 1 // integer values
:CARGEN_1182
if
$1262 == 0 // integer values
else_jump @CARGEN_1214
gosub @CARGEN_2987
$1262 = 1 // integer values
:CARGEN_1214
if
$1263 == 0 // integer values
else_jump @CARGEN_1246
gosub @CARGEN_3099
$1263 = 1 // integer values
:CARGEN_1246
$1264 = 4 // integer values
:CARGEN_1253
if
$1264 > 3 // integer values
else_jump @CARGEN_1561
if
0057: player $PLAYER_CHAR 0 302.1 1151.5 32.0 342.7 1259.4 26.5
else_jump @CARGEN_1561
if
$1259 == 1 // integer values
else_jump @CARGEN_1376
03BA: clear_cars_from_cube 301.9 1152.3 16.1 342.4 1259.4 22.0
$1259 = 0 // integer values
:CARGEN_1376
if
$1260 == 1 // integer values
else_jump @CARGEN_1433
03BA: clear_cars_from_cube 341.3 1258.9 19.1 367.2 1152.6 23.8
$1260 = 0 // integer values
:CARGEN_1433
if
$1261 == 1 // integer values
else_jump @CARGEN_1490
03BA: clear_cars_from_cube 342.4 1259.1 21.5 302.5 1153.3 26.0
$1261 = 0 // integer values
:CARGEN_1490
if
$1262 == 0 // integer values
else_jump @CARGEN_1522
gosub @CARGEN_2987
$1262 = 1 // integer values
:CARGEN_1522
if
$1263 == 0 // integer values
else_jump @CARGEN_1554
gosub @CARGEN_3099
$1263 = 1 // integer values
:CARGEN_1554
$1264 = 5 // integer values
:CARGEN_1561
if
$1264 > 0 // integer values
else_jump @CARGEN_1829
if
8057: not player $PLAYER_CHAR 0 301.9 1152.3 16.1 372.3 1258.4 32.6
else_jump @CARGEN_1829
03BA: clear_cars_from_cube 301.9 1152.3 16.1 342.4 1259.4 22.0
03BA: clear_cars_from_cube 341.3 1258.9 19.1 367.2 1152.6 23.8
03BA: clear_cars_from_cube 342.4 1259.1 21.5 302.5 1153.3 26.0
03BA: clear_cars_from_cube 342.4 1153.3 23.8 367.2 1259.1 28.9
03BA: clear_cars_from_cube 302.1 1151.5 32.0 342.7 1259.4 26.5
$1259 = 0 // integer values
$1260 = 0 // integer values
$1261 = 0 // integer values
$1262 = 0 // integer values
$1263 = 0 // integer values
$1264 = 0 // integer values
:CARGEN_1829
if
Player.Defined($PLAYER_CHAR)
else_jump @CARGEN_2598
if
0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach
else_jump @CARGEN_2598
if
0057: player $PLAYER_CHAR 0 104.9 -1143.3 23.6 158.3 -1239.3 2.1
else_jump @CARGEN_2045
if
$1255 == 0 // integer values
else_jump @CARGEN_1949
gosub @CARGEN_3211
$1255 = 1 // integer values
:CARGEN_1949
if
$1256 == 0 // integer values
else_jump @CARGEN_1981
gosub @CARGEN_3345
$1256 = 1 // integer values
:CARGEN_1981
if
$1257 == 1 // integer values
else_jump @CARGEN_2038
03BA: clear_cars_from_cube 158.3 -1236.6 29.9 104.5 -1142.1 36.8
$1257 = 0 // integer values
:CARGEN_2038
$1258 = 1 // integer values
:CARGEN_2045
if
$1258 > 0 // integer values
else_jump @CARGEN_2214
if
0057: player $PLAYER_CHAR 0 104.9 -1143.3 23.6 158.3 -1236.6 29.9
else_jump @CARGEN_2214
if
$1255 == 0 // integer values
else_jump @CARGEN_2143
gosub @CARGEN_3211
$1255 = 1 // integer values
:CARGEN_2143
if
$1256 == 0 // integer values
else_jump @CARGEN_2175
gosub @CARGEN_3345
$1256 = 1 // integer values
:CARGEN_2175
if
$1257 == 0 // integer values
else_jump @CARGEN_2207
gosub @CARGEN_3479
$1257 = 1 // integer values
:CARGEN_2207
$1258 = 2 // integer values
:CARGEN_2214
if
$1258 > 1 // integer values
else_jump @CARGEN_2408
if
0057: player $PLAYER_CHAR 0 158.3 -1236.6 29.9 104.5 -1142.1 36.8
else_jump @CARGEN_2408
if
$1255 == 1 // integer values
else_jump @CARGEN_2337
03BA: clear_cars_from_cube 104.9 -1143.3 23.6 158.3 -1239.3 2.1
$1255 = 0 // integer values
:CARGEN_2337
if
$1256 == 0 // integer values
else_jump @CARGEN_2369
gosub @CARGEN_3345
$1256 = 1 // integer values
:CARGEN_2369
if
$1257 == 0 // integer values
else_jump @CARGEN_2401
gosub @CARGEN_3479
$1257 = 1 // integer values
:CARGEN_2401
$1258 = 3 // integer values
:CARGEN_2408
if
$1258 > 0 // integer values
else_jump @CARGEN_2598
if
8057: not player $PLAYER_CHAR 0 158.3 -1239.3 2.1 104.5 -1142.1 36.8
else_jump @CARGEN_2598
03BA: clear_cars_from_cube 104.9 -1143.3 23.6 158.3 -1239.3 2.1
03BA: clear_cars_from_cube 104.9 -1143.3 23.6 158.3 -1236.6 29.9
03BA: clear_cars_from_cube 158.3 -1236.6 29.9 104.5 -1142.1 36.8
$1255 = 0 // integer values
$1256 = 0 // integer values
$1257 = 0 // integer values
$1258 = 0 // integer values
:CARGEN_2598
jump @CARGEN_14
end_thread
:CARGEN_2607
03C5: create_random_car_for_carpark 310.2 1234.8 16.2 90.2
03C5: create_random_car_for_carpark 336.4 1250.7 16.2 271.9
03C5: create_random_car_for_carpark 307.6 1160.9 16.2 92.8
03C5: create_random_car_for_carpark 336.4 1157.7 16.2 270.1
03C5: create_random_car_for_carpark 307.4 1253.6 16.2 89.4
return
:CARGEN_2719
03C5: create_random_car_for_carpark 347.5 1185.5 19.1 95.2
03C5: create_random_car_for_carpark 361.4 1202.9 19.1 273.7
03C5: create_random_car_for_carpark 361.3 1157.8 19.1 267.7
03C5: create_random_car_for_carpark 347.6 1228.8 19.0 92.5
03C5: create_random_car_for_carpark 361.4 1255.5 19.1 269.5
03C5: create_random_car_for_carpark 362.4 1228.7 19.1 264.6
return
:CARGEN_2853
03C5: create_random_car_for_carpark 308.4 1225.8 21.5 87.4
03C5: create_random_car_for_carpark 335.8 1207.9 21.5 271.2
03C5: create_random_car_for_carpark 335.8 1213.6 21.5 270.6
03C5: create_random_car_for_carpark 308.4 1196.2 21.5 90.0
03C5: create_random_car_for_carpark 307.2 1168.4 21.5 89.6
03C5: create_random_car_for_carpark 336.2 1182.3 21.5 270.3
return
:CARGEN_2987
03C5: create_random_car_for_carpark 348.3 1190.1 23.8 91.0
03C5: create_random_car_for_carpark 348.0 1203.5 23.8 87.5
03C5: create_random_car_for_carpark 348.2 1208.5 23.8 90.2
03C5: create_random_car_for_carpark 347.1 1227.1 23.8 89.8
03C5: create_random_car_for_carpark 348.2 1253.7 23.8 92.5
return
:CARGEN_3099
03C5: create_random_car_for_carpark 336.8 1158.1 26.3 269.4
03C5: create_random_car_for_carpark 335.0 1186.2 26.3 268.7
03C5: create_random_car_for_carpark 336.3 1190.7 26.3 271.2
03C5: create_random_car_for_carpark 337.0 1227.0 26.2 269.5
03C5: create_random_car_for_carpark 337.1 1221.0 26.2 267.9
return
:CARGEN_3211
03C5: create_random_car_for_carpark 109.8 -1151.2 16.5 1.6
03C5: create_random_car_for_carpark 129.7 -1150.8 16.5 0.4
03C5: create_random_car_for_carpark 143.6 -1153.0 16.5 358.9
03C5: create_random_car_for_carpark 123.0 -1180.8 16.5 1.3
03C5: create_random_car_for_carpark 128.0 -1180.8 16.5 1.3
03C5: create_random_car_for_carpark 133.0 -1180.8 16.5 1.3
return
:CARGEN_3345
03C5: create_random_car_for_carpark 150.5 -1192.9 23.2 265.1
03C5: create_random_car_for_carpark 141.6 -1228.8 23.2 181.3
03C5: create_random_car_for_carpark 127.1 -1228.7 23.2 178.6
03C5: create_random_car_for_carpark 117.9 -1152.3 23.2 0.1
03C5: create_random_car_for_carpark 141.8 -1151.1 23.2 0.0
03C5: create_random_car_for_carpark 129.2 -1179.3 23.2 0.0
return
:CARGEN_3479
03C5: create_random_car_for_carpark 133.0 -1199.6 30.0 182.6
03C5: create_random_car_for_carpark 123.7 -1199.7 30.0 180.4
03C5: create_random_car_for_carpark 133.0 -1167.9 30.0 182.6
03C5: create_random_car_for_carpark 146.3 -1149.3 30.1 273.0
03C5: create_random_car_for_carpark 143.0 -1230.0 30.1 181.5
03C5: create_random_car_for_carpark 135.3 -1217.7 30.1 1.5
return
:PICKUPS
thread 'PICKUPS'
set_wb_check_to 0
wait 100
create_thread @PACKAGE
:PICKUPS_26
wait 0
$1333 += 1 // integer values
$1334 = 0 // integer values
if
$1334 == 1 // integer values
else_jump @PICKUPS_458
$1791 = Object.Init(#ELECTRICGATE, -1114.1, 67.0, 10.1)
055B: $1297 = create_clothes_pickup 1 at -384.5 -591.9 25.3
055B: $1284 = create_clothes_pickup 1 at 226.4 -1265.6 20.1
055B: $1285 = create_clothes_pickup 2 at 97.5 -1133.6 10.4
055B: $1286 = create_clothes_pickup 3 at 364.2 1086.1 19.0
055B: $1287 = create_clothes_pickup 4 at 106.5 253.0 21.7
055B: $1288 = create_clothes_pickup 5 at -1024.5 -433.9 10.9
055B: $1289 = create_clothes_pickup 6 at 405.7 -485.6 12.3
055B: $1290 = create_clothes_pickup 8 at 414.3 1042.0 25.4
055B: $1292 = create_clothes_pickup 10 at -917.4 885.1 11.0
055B: $1293 = create_clothes_pickup 10 at -917.4 885.1 11.0
055B: $1294 = create_clothes_pickup 10 at -917.4 885.1 11.0
055B: $1295 = create_clothes_pickup 10 at -917.4 885.1 11.0
055B: $1296 = create_clothes_pickup 7 at 465.3 -57.4 15.7
055B: $1291 = create_clothes_pickup 10 at -917.4 885.1 11.0
055B: $1298 = create_clothes_pickup 8 at 414.3 1042.0 25.4
055B: $2096 = create_clothes_pickup 11 at -1200.3 -322.9 10.9
055B: $1352 = create_clothes_pickup 12 at -382.6 -585.9 25.3
:PICKUPS_458
if
$1333 == 1 // integer values
else_jump @PICKUPS_1540
if
Player.Defined($PLAYER_CHAR)
else_jump @PICKUPS_1540
if
$1088 == 1 // integer values
else_jump @PICKUPS_822
if
$1332 == 0 // integer values
else_jump @PICKUPS_815
if
$273 == 1 // integer values
else_jump @PICKUPS_568
$1325 = Object.Init(#MONEYBAG, 228.934, -1269.593, 20.228)
:PICKUPS_568
if
$255 == 1 // integer values
else_jump @PICKUPS_608
$1326 = Object.Init(#BOOMSHINE, 228.934, -1269.593, 20.228)
:PICKUPS_608
if
$251 == 1 // integer values
else_jump @PICKUPS_648
$1327 = Object.Init(#MASK, 228.934, -1269.593, 20.228)
:PICKUPS_648
if
$PASSED_ASS1_RUB_OUT == 1 // integer values
else_jump @PICKUPS_688
$1328 = Object.Init(#COKE_VOODOO, 228.934, -1269.593, 20.228)
:PICKUPS_688
if
$249 == 1 // integer values
else_jump @PICKUPS_728
$1329 = Object.Init(#TROPHY1, 228.934, -1269.593, 20.228)
:PICKUPS_728
if
$PASSED_LAW1_THE_PARTY == 1 // integer values
else_jump @PICKUPS_768
$1330 = Object.Init(#SUTIBAG, 228.934, -1269.593, 20.228)
:PICKUPS_768
if
$260 == 1 // integer values
else_jump @PICKUPS_808
$1331 = Object.Init(#PORNPOSTERS, 228.934, -1269.593, 20.228)
:PICKUPS_808
$1332 = 1 // integer values
:PICKUPS_815
jump @PICKUPS_882
:PICKUPS_822
if
$1332 == 1 // integer values
else_jump @PICKUPS_882
Object.Destroy($1325)
Object.Destroy($1326)
Object.Destroy($1327)
Object.Destroy($1328)
Object.Destroy($1329)
Object.Destroy($1330)
Object.Destroy($1331)
$1332 = 0 // integer values
:PICKUPS_882
if
$991 == 1 // integer values
else_jump @PICKUPS_1445
if
$1336 == 0 // integer values
else_jump @PICKUPS_1438
if
$266 == 0 // integer values
else_jump @PICKUPS_965
$1349 = Object.Init(#FRAME1, -378.394, -583.35, 27.078)
jump @PICKUPS_987
:PICKUPS_965
$1350 = Object.Init(#FRAME1DAMAGED, -378.374, -583.35, 27.078)
:PICKUPS_987
if
$1311 == 1 // integer values
else_jump @PICKUPS_1027
$1337 = Object.Init(#FLAME_TINS, -373.306, -593.374, 25.369)
:PICKUPS_1027
if
$1598 == 1 // integer values
else_jump @PICKUPS_1103
if
$55 == 1 // integer values
else_jump @PICKUPS_1103
if
$1597 == 1 // integer values
else_jump @PICKUPS_1103
$1338 = Object.Init(#TROPHIES, -408.907, -560.001, 20.23)
:PICKUPS_1103
if
$245 == 1 // integer values
else_jump @PICKUPS_1143
$1339 = Object.Init(#HELI_BOX, -401.955, -566.672, 19.234)
:PICKUPS_1143
if
$389 == 1 // integer values
else_jump @PICKUPS_1183
$1347 = Object.Init(#PIZZA_BOX1, -406.211, -559.996, 18.654)
:PICKUPS_1183
if
$260 == 1 // integer values
else_jump @PICKUPS_1311
$1345 = Object.Init(#PIZZA_MESS, -383.088, -556.169, 18.95)
$1346 = Object.Init(#PIZZA_MESS2, -385.024, -570.197, 21.58)
$1340 = Object.Init(#MAN_RUBBISH03, -379.201, -568.813, 20.695)
$1343 = Object.Init(#GASH_BAGS1, -408.239, -563.1, 19.054)
$1344 = Object.Init(#GASHBAGS2, -383.019, -596.235, 25.037)
:PICKUPS_1311
if
$259 == 1 // integer values
else_jump @PICKUPS_1351
$1348 = Object.Init(#POLOROIDS, -374.306, -593.35, 26.475)
:PICKUPS_1351
if
$251 == 1 // integer values
else_jump @PICKUPS_1391
$1342 = Object.Init(#GUN_DOCS, -381.008, -594.382, 25.389)
:PICKUPS_1391
if
$246 == 1 // integer values
else_jump @PICKUPS_1431
$1341 = Object.Init(#SHOVEL, -375.566, -555.54, 19.15)
:PICKUPS_1431
$1336 = 1 // integer values
:PICKUPS_1438
jump @PICKUPS_1540
:PICKUPS_1445
if
$1336 == 1 // integer values
else_jump @PICKUPS_1540
Object.Destroy($1337)
Object.Destroy($1338)
Object.Destroy($1339)
Object.Destroy($1340)
Object.Destroy($1341)
Object.Destroy($1342)
Object.Destroy($1343)
Object.Destroy($1344)
Object.Destroy($1345)
Object.Destroy($1346)
Object.Destroy($1347)
Object.Destroy($1348)
Object.Destroy($1349)
Object.Destroy($1350)
$1336 = 0 // integer values
:PICKUPS_1540
if
$1333 == 2 // integer values
else_jump @PICKUPS_1882
if
$1180 == 0 // integer values
else_jump @PICKUPS_1882
if
$1278 == 1 // integer values
else_jump @PICKUPS_1657
if
Pickup.Picked_up($1297)
else_jump @PICKUPS_1657
gosub @PACKAGE_673
if
Player.Defined($PLAYER_CHAR)
else_jump @PICKUPS_1650
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER'
04CF: 50
:PICKUPS_1650
gosub @PACKAGE_795
:PICKUPS_1657
if
Pickup.Picked_up($2096)
else_jump @PICKUPS_1720
gosub @PACKAGE_673
if
Player.Defined($PLAYER_CHAR)
else_jump @PICKUPS_1713
0352: set_actor $PLAYER_ACTOR skin_to 'PLAY11'
04CF: 50
:PICKUPS_1713
gosub @PACKAGE_795
:PICKUPS_1720
if
$91 == 1 // integer values
else_jump @PICKUPS_1801
if
Pickup.Picked_up($1352)
else_jump @PICKUPS_1801
gosub @PACKAGE_673
if
Player.Defined($PLAYER_CHAR)
else_jump @PICKUPS_1794
0352: set_actor $PLAYER_ACTOR skin_to 'PLAY12'
04CF: 120
:PICKUPS_1794
gosub @PACKAGE_795
:PICKUPS_1801
if
$1300 == 1 // integer values
else_jump @PICKUPS_1882
if
Pickup.Picked_up($1298)
else_jump @PICKUPS_1882
gosub @PACKAGE_673
if
Player.Defined($PLAYER_CHAR)
else_jump @PICKUPS_1875
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER'
04CF: 50
:PICKUPS_1875
gosub @PACKAGE_795
:PICKUPS_1882
if
$1333 == 3 // integer values
else_jump @PICKUPS_2404
if
$1180 == 0 // integer values
else_jump @PICKUPS_2404
if
$1277 == 1 // integer values
else_jump @PICKUPS_1999
if
Pickup.Picked_up($1284)
else_jump @PICKUPS_1999
gosub @PACKAGE_673
if
Player.Defined($PLAYER_CHAR)
else_jump @PICKUPS_1992
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER'
04CF: 50
:PICKUPS_1992
gosub @PACKAGE_795
:PICKUPS_1999
if
$1265 == 1 // integer values
else_jump @PICKUPS_2080
if
Pickup.Picked_up($1285)
else_jump @PICKUPS_2080
gosub @PACKAGE_673
if
Player.Defined($PLAYER_CHAR)
else_jump @PICKUPS_2073
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER2'
04CF: 100
:PICKUPS_2073
gosub @PACKAGE_795
:PICKUPS_2080
if
$1266 == 1 // integer values
else_jump @PICKUPS_2161
if
Pickup.Picked_up($1286)
else_jump @PICKUPS_2161
gosub @PACKAGE_673
if
Player.Defined($PLAYER_CHAR)
else_jump @PICKUPS_2154
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER3'
04CF: 80
:PICKUPS_2154
gosub @PACKAGE_795
:PICKUPS_2161
if
$1267 == 1 // integer values
else_jump @PICKUPS_2242
if
Pickup.Picked_up($1287)
else_jump @PICKUPS_2242
gosub @PACKAGE_673
if
Player.Defined($PLAYER_CHAR)
else_jump @PICKUPS_2235
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER4'
04CF: 40
:PICKUPS_2235
gosub @PACKAGE_795
:PICKUPS_2242
if
$1268 == 1 // integer values
else_jump @PICKUPS_2323
if
Pickup.Picked_up($1288)
else_jump @PICKUPS_2323
gosub @PACKAGE_673
if
Player.Defined($PLAYER_CHAR)
else_jump @PICKUPS_2316
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER5'
04CF: 70
:PICKUPS_2316
gosub @PACKAGE_795
:PICKUPS_2323
if
$1269 == 1 // integer values
else_jump @PICKUPS_2404
if
Pickup.Picked_up($1289)
else_jump @PICKUPS_2404
gosub @PACKAGE_673
if
Player.Defined($PLAYER_CHAR)
else_jump @PICKUPS_2397
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER6'
04CF: 90
:PICKUPS_2397
gosub @PACKAGE_795
:PICKUPS_2404
if
$1333 == 4 // integer values
else_jump @PICKUPS_2764
if
$1180 == 0 // integer values
else_jump @PICKUPS_2764
if
$1270 == 1 // integer values
else_jump @PICKUPS_2521
if
Pickup.Picked_up($1290)
else_jump @PICKUPS_2521
gosub @PACKAGE_673
if
Player.Defined($PLAYER_CHAR)
else_jump @PICKUPS_2514
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER8'
04CF: 120
:PICKUPS_2514
gosub @PACKAGE_795
:PICKUPS_2521
if
$1271 == 1 // integer values
else_jump @PICKUPS_2602
if
Pickup.Picked_up($1291)
else_jump @PICKUPS_2602
gosub @PACKAGE_673
if
Player.Defined($PLAYER_CHAR)
else_jump @PICKUPS_2595
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER9'
04CF: 30
:PICKUPS_2595
gosub @PACKAGE_795
:PICKUPS_2602
if
$1272 == 1 // integer values
else_jump @PICKUPS_2683
if
Pickup.Picked_up($1292)
else_jump @PICKUPS_2683
gosub @PACKAGE_673
if
Player.Defined($PLAYER_CHAR)
else_jump @PICKUPS_2676
0352: set_actor $PLAYER_ACTOR skin_to 'PLAY10'
04CF: 100
:PICKUPS_2676
gosub @PACKAGE_795
:PICKUPS_2683
if
$1276 == 1 // integer values
else_jump @PICKUPS_2764
if
Pickup.Picked_up($1296)
else_jump @PICKUPS_2764
gosub @PACKAGE_673
if
Player.Defined($PLAYER_CHAR)
else_jump @PICKUPS_2757
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER7'
04CF: 120
:PICKUPS_2757
gosub @PACKAGE_795
:PICKUPS_2764
if
$1333 == 5 // integer values
else_jump @PICKUPS_3215
if
Player.Defined($PLAYER_CHAR)
else_jump @PICKUPS_3215
if
$PASSED_ASS1_RUB_OUT == 1 // integer values
else_jump @PICKUPS_3215
if
0121: player $PLAYER_CHAR in_zone 'STARI' // Starfish Island
else_jump @PICKUPS_3183
if
$1315 == 0 // integer values
else_jump @PICKUPS_3176
if
$1309 == 1 // integer values
else_jump @PICKUPS_2900
$1318 = Pickup.Create(#BODYARMOUR, 15, -314.7, -551.2, 10.3)
:PICKUPS_2900
if
$1310 == 1 // integer values
else_jump @PICKUPS_2943
$1319 = Pickup.Create(#CHNSAW, 15, -310.7, -551.2, 10.3)
:PICKUPS_2943
if
$1308 == 1 // integer values
else_jump @PICKUPS_2988
032B: $1320 = create_weapon_pickup #PYTHON 15 ammo 24 at -306.7 -551.2 10.3
:PICKUPS_2988
if
$1311 == 1 // integer values
else_jump @PICKUPS_3033
032B: $1321 = create_weapon_pickup #FLAME 15 ammo 60 at -302.7 -551.2 10.3
:PICKUPS_3033
if
$1312 == 1 // integer values
else_jump @PICKUPS_3078
032B: $1322 = create_weapon_pickup #LASER 15 ammo 28 at -298.7 -551.2 10.3
:PICKUPS_3078
if
$1313 == 1 // integer values
else_jump @PICKUPS_3124
032B: $1323 = create_weapon_pickup #MINIGUN 15 ammo 500 at -294.7 -551.2 10.3
:PICKUPS_3124
if
$1314 == 1 // integer values
else_jump @PICKUPS_3169
032B: $1324 = create_weapon_pickup #ROCKETLA 15 ammo 8 at -290.7 -551.2 10.3
:PICKUPS_3169
$1315 = 1 // integer values
:PICKUPS_3176
jump @PICKUPS_3215
:PICKUPS_3183
if
$1315 == 1 // integer values
else_jump @PICKUPS_3215
gosub @PACKAGE_636
$1315 = 0 // integer values
:PICKUPS_3215
if
$1333 == 6 // integer values
else_jump @PICKUPS_3666
if
Player.Defined($PLAYER_CHAR)
else_jump @PICKUPS_3666
if
0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach
else_jump @PICKUPS_3634
if
$1088 == 1 // integer values
else_jump @PICKUPS_3627
if
$1316 == 0 // integer values
else_jump @PICKUPS_3627
if
$1309 == 1 // integer values
else_jump @PICKUPS_3351
$1318 = Pickup.Create(#BODYARMOUR, 15, 214.2, -1275.7, 19.2)
:PICKUPS_3351
if
$1310 == 1 // integer values
else_jump @PICKUPS_3394
$1319 = Pickup.Create(#CHNSAW, 15, 210.2, -1274.7, 19.2)
:PICKUPS_3394
if
$1308 == 1 // integer values
else_jump @PICKUPS_3439
032B: $1320 = create_weapon_pickup #PYTHON 15 ammo 24 at 206.2 -1273.7 19.2
:PICKUPS_3439
if
$1311 == 1 // integer values
else_jump @PICKUPS_3484
032B: $1321 = create_weapon_pickup #FLAME 15 ammo 60 at 224.2 -1273.1 19.2
:PICKUPS_3484
if
$1312 == 1 // integer values
else_jump @PICKUPS_3529
032B: $1322 = create_weapon_pickup #LASER 15 ammo 28 at 228.2 -1279.2 19.2
:PICKUPS_3529
if
$1313 == 1 // integer values
else_jump @PICKUPS_3575
032B: $1323 = create_weapon_pickup #MINIGUN 15 ammo 500 at 226.0 -1268.6 20.1
:PICKUPS_3575
if
$1314 == 1 // integer values
else_jump @PICKUPS_3620
032B: $1324 = create_weapon_pickup #ROCKETLA 15 ammo 8 at 231.7 -1264.4 20.1
:PICKUPS_3620
$1316 = 1 // integer values
:PICKUPS_3627
jump @PICKUPS_3666
:PICKUPS_3634
if
$1316 == 1 // integer values
else_jump @PICKUPS_3666
gosub @PACKAGE_636
$1316 = 0 // integer values
:PICKUPS_3666
if
$1333 == 7 // integer values
else_jump @PICKUPS_4117
if
Player.Defined($PLAYER_CHAR)
else_jump @PICKUPS_4117
if
0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown
else_jump @PICKUPS_4085
if
$1795 == 1 // integer values
else_jump @PICKUPS_4078
if
$1317 == 0 // integer values
else_jump @PICKUPS_4078
if
$1309 == 1 // integer values
else_jump @PICKUPS_3802
$1318 = Pickup.Create(#BODYARMOUR, 15, -813.1, 1344.7, 66.4)
:PICKUPS_3802
if
$1310 == 1 // integer values
else_jump @PICKUPS_3845
$1319 = Pickup.Create(#CHNSAW, 15, -817.1, 1344.7, 66.4)
:PICKUPS_3845
if
$1308 == 1 // integer values
else_jump @PICKUPS_3890
032B: $1320 = create_weapon_pickup #PYTHON 15 ammo 24 at -821.1 1344.7 66.4
:PICKUPS_3890
if
$1311 == 1 // integer values
else_jump @PICKUPS_3935
032B: $1321 = create_weapon_pickup #FLAME 15 ammo 60 at -825.1 1344.7 66.4
:PICKUPS_3935
if
$1312 == 1 // integer values
else_jump @PICKUPS_3980
032B: $1322 = create_weapon_pickup #LASER 15 ammo 28 at -830.1 1344.7 66.4
:PICKUPS_3980
if
$1313 == 1 // integer values
else_jump @PICKUPS_4026
032B: $1323 = create_weapon_pickup #MINIGUN 15 ammo 500 at -833.1 1344.7 66.4
:PICKUPS_4026
if
$1314 == 1 // integer values
else_jump @PICKUPS_4071
032B: $1324 = create_weapon_pickup #ROCKETLA 15 ammo 8 at -839.0 1351.6 66.4
:PICKUPS_4071
$1317 = 1 // integer values
:PICKUPS_4078
jump @PICKUPS_4117
:PICKUPS_4085
if
$1317 == 1 // integer values
else_jump @PICKUPS_4117
gosub @PACKAGE_636
$1317 = 0 // integer values
:PICKUPS_4117
if
$1333 == 8 // integer values
else_jump @PICKUPS_4445
if
Player.Defined($PLAYER_CHAR)
else_jump @PICKUPS_4299
if
$260 == 1 // integer values
else_jump @PICKUPS_4299
if
0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown
else_jump @PICKUPS_4299
if
047E: player $PLAYER_CHAR driving_a_motorbike
else_jump @PICKUPS_4223
gosub @PACKAGE_953
jump @PICKUPS_4246
:PICKUPS_4223
if
044A: player $PLAYER_CHAR on_foot
else_jump @PICKUPS_4246
gosub @PACKAGE_953
:PICKUPS_4246
if
047E: player $PLAYER_CHAR driving_a_motorbike
else_jump @PICKUPS_4276
gosub @PACKAGE_1097
jump @PICKUPS_4299
:PICKUPS_4276
if
044A: player $PLAYER_CHAR on_foot
else_jump @PICKUPS_4299
gosub @PACKAGE_1097
:PICKUPS_4299
if
Player.Defined($PLAYER_CHAR)
else_jump @PICKUPS_4445
if
0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown
else_jump @PICKUPS_4445
if
047E: player $PLAYER_CHAR driving_a_motorbike
else_jump @PICKUPS_4369
gosub @PACKAGE_1529
jump @PICKUPS_4392
:PICKUPS_4369
if
044A: player $PLAYER_CHAR on_foot
else_jump @PICKUPS_4392
gosub @PACKAGE_1529
:PICKUPS_4392
if
047E: player $PLAYER_CHAR driving_a_motorbike
else_jump @PICKUPS_4422
gosub @PACKAGE_1673
jump @PICKUPS_4445
:PICKUPS_4422
if
044A: player $PLAYER_CHAR on_foot
else_jump @PICKUPS_4445
gosub @PACKAGE_1673
:PICKUPS_4445
if
$1333 == 9 // integer values
else_jump @PICKUPS_4627
if
Player.Defined($PLAYER_CHAR)
else_jump @PICKUPS_4627
if
$1795 == 1 // integer values
else_jump @PICKUPS_4627
if
0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown
else_jump @PICKUPS_4627
if
047E: player $PLAYER_CHAR driving_a_motorbike
else_jump @PICKUPS_4551
gosub @PACKAGE_1241
jump @PICKUPS_4574
:PICKUPS_4551
if
044A: player $PLAYER_CHAR on_foot
else_jump @PICKUPS_4574
gosub @PACKAGE_1241
:PICKUPS_4574
if
047E: player $PLAYER_CHAR driving_a_motorbike
else_jump @PICKUPS_4604
gosub @PACKAGE_1385
jump @PICKUPS_4627
:PICKUPS_4604
if
044A: player $PLAYER_CHAR on_foot
else_jump @PICKUPS_4627
gosub @PACKAGE_1385
:PICKUPS_4627
if
$1333 > 9 // integer values
else_jump @PICKUPS_4652
$1333 = 0 // integer values
:PICKUPS_4652
jump @PICKUPS_26
end_thread
:CLOTH1
thread 'CLOTH1'
wait 5000
03E5: text_box 'CLOTH2' // Street outfit delivered to Safehouses.
wait 10000
03E5: text_box 'CLOTH1' // Soiree outfit delivered to Rafael's on Ocean Beach.
end_thread
:CLOTH2
thread 'CLOTH2'
wait 5000
03E5: text_box 'HELP25' // You can now take jobs from Avery Carrington.
wait 10000
03E5: text_box 'CLOTH3' // Coveralls outfit delivered to Tooled Up in The North Point Mall.
end_thread
:CLOTH3
thread 'CLOTH3'
wait 5000
03E5: text_box 'CLOTH4' // Country Club outfit delivered to The Golf Club in Leaf Links.
end_thread
:CLOTH4
thread 'CLOTH4'
wait 5000
03E5: text_box 'CLOTH5' // Havana outfit delivered to Little Havana Streetwear in Little Havana.
end_thread
:CLOTH5
thread 'CLOTH5'
wait 5000
03E5: text_box 'CLOTH6' // Cop outfit delivered to Police Station on Washington Beach.
end_thread
:CLOTH6
thread 'CLOTH6'
wait 5000
03E5: text_box 'CLOTH7' // Casual outfit delivered to Gash in The North Point Mall.
end_thread
:CLOTH7
thread 'CLOTH7'
wait 20000
03E5: text_box 'CLOTH8' // Mr Vercetti outfit delivered to Collar & Cuffs on Ocean Beach.
end_thread
:CLOTH8
thread 'CLOTH8'
wait 5000
03E5: text_box 'CLOTH9' // Tracksuit outfit delivered to Jocksport in Downtown.
end_thread
:CLOTH9
thread 'CLOTH9'
wait 5000
03E5: text_box 'CLOTH10' // Bank Job outfit delivered to Malibu Club in Vice Point.
end_thread
:PACKAGE
thread 'PACKAGE'
wait 500
03E1: $1306 = packages_found
:PACKAGE_20
if
10 > $1306 // integer values
else_jump @PACKAGE_55
wait 500
03E1: $1306 = packages_found
jump @PACKAGE_20
:PACKAGE_55
030C: progress_made += 1
03E5: text_box 'PICK1' // Body Armor delivered to Ocean View Hotel!
$1309 = 1 // integer values
:PACKAGE_76
if
20 > $1306 // integer values
else_jump @PACKAGE_111
wait 500
03E1: $1306 = packages_found
jump @PACKAGE_76
:PACKAGE_111
030C: progress_made += 1
03E5: text_box 'PICK3' // Chainsaw delivered to Ocean View Hotel!
$1310 = 1 // integer values
:PACKAGE_132
if
30 > $1306 // integer values
else_jump @PACKAGE_167
wait 500
03E1: $1306 = packages_found
jump @PACKAGE_132
:PACKAGE_167
030C: progress_made += 1
03E5: text_box 'PICK2' // .357 delivered to Ocean View Hotel!
$1308 = 1 // integer values
:PACKAGE_188
if
40 > $1306 // integer values
else_jump @PACKAGE_223
wait 500
03E1: $1306 = packages_found
jump @PACKAGE_188
:PACKAGE_223
030C: progress_made += 1
03E5: text_box 'PICK4' // Flame Thrower delivered to Ocean View Hotel!
$1311 = 1 // integer values
:PACKAGE_244
if
50 > $1306 // integer values
else_jump @PACKAGE_279
wait 500
03E1: $1306 = packages_found
jump @PACKAGE_244
:PACKAGE_279
030C: progress_made += 1
03E5: text_box 'PICK5' // .308 Sniper delivered to Ocean View Hotel!
$1312 = 1 // integer values
:PACKAGE_300
if
60 > $1306 // integer values
else_jump @PACKAGE_335
wait 500
03E1: $1306 = packages_found
jump @PACKAGE_300
:PACKAGE_335
030C: progress_made += 1
03E5: text_box 'PICK6' // Minigun delivered to Ocean View Hotel!
$1313 = 1 // integer values
:PACKAGE_356
if
70 > $1306 // integer values
else_jump @PACKAGE_391
wait 500
03E1: $1306 = packages_found
jump @PACKAGE_356
:PACKAGE_391
030C: progress_made += 1
03E5: text_box 'PICK7' // Rocket Launcher delivered to Ocean View Hotel!
$1314 = 1 // integer values
:PACKAGE_412
if
80 > $1306 // integer values
else_jump @PACKAGE_447
wait 500
03E1: $1306 = packages_found
jump @PACKAGE_412
:PACKAGE_447
030C: progress_made += 1
03E5: text_box 'PICK8' // Sea Sparrow now available from the Mansion on Starfish Island!
014C: set_parked_car_generator $1977 cars_to_generate_to 101
:PACKAGE_468
if
90 > $1306 // integer values
else_jump @PACKAGE_503
wait 500
03E1: $1306 = packages_found
jump @PACKAGE_468
:PACKAGE_503
030C: progress_made += 1
03E5: text_box 'PICK9' // Tank now available from the Army Barracks!
014C: set_parked_car_generator $1978 cars_to_generate_to 101
:PACKAGE_524
if
100 > $1306 // integer values
else_jump @PACKAGE_559
wait 500
03E1: $1306 = packages_found
jump @PACKAGE_524
:PACKAGE_559
wait 5000
030C: progress_made += 1
if
$2097 == 0 // integer values
else_jump @PACKAGE_617
03E5: text_box 'PICK10' // Hunter now available from the Army Barracks!
014C: set_parked_car_generator $1979 cars_to_generate_to 101
$2097 = 1 // integer values
jump @PACKAGE_634
:PACKAGE_617
03E5: text_box 'APACHE' // Hunter delivered to helipad in Ocean Beach.
014C: set_parked_car_generator $2098 cars_to_generate_to 101
:PACKAGE_634
end_thread
:PACKAGE_636
Pickup.Destroy($1318)
Pickup.Destroy($1319)
Pickup.Destroy($1320)
Pickup.Destroy($1321)
Pickup.Destroy($1322)
Pickup.Destroy($1323)
Pickup.Destroy($1324)
return
:PACKAGE_673
$1180 = 1 // integer values
if
Player.Defined($PLAYER_CHAR)
else_jump @PACKAGE_742
0169: set_fade_color 0 0 1
fade 0 500
:PACKAGE_711
if
fading
else_jump @PACKAGE_735
wait 0
jump @PACKAGE_711
:PACKAGE_735
jump @PACKAGE_749
:PACKAGE_742
$1180 = 0 // integer values
:PACKAGE_749
if
Player.Defined($PLAYER_CHAR)
else_jump @PACKAGE_786
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1
Player.CanMove($PLAYER_CHAR) = False
jump @PACKAGE_793
:PACKAGE_786
$1180 = 0 // integer values
:PACKAGE_793
return
:PACKAGE_795
if
Player.Defined($PLAYER_CHAR)
else_jump @PACKAGE_944
038B: load_requested_models
if
Player.Defined($PLAYER_CHAR)
else_jump @PACKAGE_834
0353: refresh_actor $PLAYER_ACTOR
:PACKAGE_834
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0
if
not Player.WantedLevel($PLAYER_CHAR) > 2
else_jump @PACKAGE_864
Player.ClearWantedLevel($PLAYER_CHAR)
:PACKAGE_864
Player.CanMove($PLAYER_CHAR) = True
$1180 = 0 // integer values
fade 1 500
if
$1351 == 0 // integer values
else_jump @PACKAGE_927
03E5: text_box 'CLT_HL2' // When a Clothes Pickup is collected, a one star or two star wanted level will be cleared.
$1351 = 1 // integer values
jump @PACKAGE_937
:PACKAGE_927
03E5: text_box 'CLOHELP' // Clean Clothes!!
:PACKAGE_937
jump @PACKAGE_951
:PACKAGE_944
$1180 = 0 // integer values
:PACKAGE_951
return
:PACKAGE_953
if
00F5: player $PLAYER_CHAR 0 -557.1 782.1 21.8 radius 2.5 2.5 2.5
else_jump @PACKAGE_1095
0169: set_fade_color 0 0 1
fade 0 500
:PACKAGE_1016
if
fading
else_jump @PACKAGE_1040
wait 0
jump @PACKAGE_1016
:PACKAGE_1040
if
Player.Defined($PLAYER_CHAR)
else_jump @PACKAGE_1088
0055: put_player $PLAYER_CHAR at -556.1 787.8 96.5
0171: set_player $PLAYER_CHAR z_angle_to 100.5
03C8: set_camera_directly_before_player
:PACKAGE_1088
fade 1 500
:PACKAGE_1095
return
:PACKAGE_1097
if
00F5: player $PLAYER_CHAR 0 -551.8 787.4 97.5 radius 2.5 2.5 2.5
else_jump @PACKAGE_1239
0169: set_fade_color 0 0 1
fade 0 500
:PACKAGE_1160
if
fading
else_jump @PACKAGE_1184
wait 0
jump @PACKAGE_1160
:PACKAGE_1184
if
Player.Defined($PLAYER_CHAR)
else_jump @PACKAGE_1232
0055: put_player $PLAYER_CHAR at -562.1 782.0 21.8
0171: set_player $PLAYER_CHAR z_angle_to 100.5
03C8: set_camera_directly_before_player
:PACKAGE_1232
fade 1 500
:PACKAGE_1239
return
:PACKAGE_1241
if
00F5: player $PLAYER_CHAR 0 -830.9 1312.4 10.5 radius 2.5 2.5 2.5
else_jump @PACKAGE_1383
0169: set_fade_color 0 0 1
fade 0 500
:PACKAGE_1304
if
fading
else_jump @PACKAGE_1328
wait 0
jump @PACKAGE_1304
:PACKAGE_1328
if
Player.Defined($PLAYER_CHAR)
else_jump @PACKAGE_1376
0055: put_player $PLAYER_CHAR at -815.0 1353.9 65.4
0171: set_player $PLAYER_CHAR z_angle_to 87.2
03C8: set_camera_directly_before_player
:PACKAGE_1376
fade 1 500
:PACKAGE_1383
return
:PACKAGE_1385
if
00F5: player $PLAYER_CHAR 0 -811.7 1354.2 66.4 radius 2.5 2.5 2.5
else_jump @PACKAGE_1527
0169: set_fade_color 0 0 1
fade 0 500
:PACKAGE_1448
if
fading
else_jump @PACKAGE_1472
wait 0
jump @PACKAGE_1448
:PACKAGE_1472
if
Player.Defined($PLAYER_CHAR)
else_jump @PACKAGE_1520
0055: put_player $PLAYER_CHAR at -829.6 1308.8 10.5
0171: set_player $PLAYER_CHAR z_angle_to 200.0
03C8: set_camera_directly_before_player
:PACKAGE_1520
fade 1 500
:PACKAGE_1527
return
:PACKAGE_1529
if
00F5: player $PLAYER_CHAR 0 -410.5 1120.9 10.1 radius 2.5 2.5 2.5
else_jump @PACKAGE_1671
0169: set_fade_color 0 0 1
fade 0 500
:PACKAGE_1592
if
fading
else_jump @PACKAGE_1616
wait 0
jump @PACKAGE_1592
:PACKAGE_1616
if
Player.Defined($PLAYER_CHAR)
else_jump @PACKAGE_1664
0055: put_player $PLAYER_CHAR at -446.9 1128.3 55.6
0171: set_player $PLAYER_CHAR z_angle_to 282.0
03C8: set_camera_directly_before_player
:PACKAGE_1664
fade 1 500
:PACKAGE_1671
return
:PACKAGE_1673
if
00F5: player $PLAYER_CHAR 0 -451.1 1128.1 55.6 radius 2.5 2.5 2.5
else_jump @PACKAGE_1815
0169: set_fade_color 0 0 1
fade 0 500
:PACKAGE_1736
if
fading
else_jump @PACKAGE_1760
wait 0
jump @PACKAGE_1736
:PACKAGE_1760
if
Player.Defined($PLAYER_CHAR)
else_jump @PACKAGE_1808
0055: put_player $PLAYER_CHAR at -410.5 1117.7 10.0
0171: set_player $PLAYER_CHAR z_angle_to 179.6
03C8: set_camera_directly_before_player
:PACKAGE_1808
fade 1 500
:PACKAGE_1815
return
:JUNKFUD
$1353 = 0 // integer values
$1354 = 0 // integer values
$1355 = 0 // integer values
$1356 = 0 // integer values
$1357 = 0 // integer values
$1366 = 0 // integer values
$1389 = 0 // integer values
$1390 = 0 // integer values
$1391 = 0 // integer values
$1400 = 0 // integer values
$1372 = 0 // integer values
$1373 = 0 // integer values
$1374 = 0 // integer values
$1375 = 0 // integer values
$1376 = 0 // integer values
$1377 = 0 // integer values
$1378 = 0 // integer values
$1379 = 0 // integer values
$1380 = 0 // integer values
thread 'JUNKFUD'
set_wb_check_to 0
create_thread @FUD
end_thread
:FUD
jump @FUD_407
$1358 = Actor.Create(CivMale, #SPECIAL20, 445.8, 1098.5, 18.25)
$1359 = Actor.Create(CivMale, #SPECIAL20, 445.8, 1098.5, 18.25)
$1360 = Actor.Create(CivMale, #SPECIAL20, 445.8, 1098.5, 18.25)
$1361 = Actor.Create(CivMale, #SPECIAL20, 445.8, 1098.5, 18.25)
$1362 = Actor.Create(CivMale, #SPECIAL20, 445.8, 1098.5, 18.25)
$1363 = Actor.Create(CivMale, #SPECIAL20, 445.8, 1098.5, 18.25)
$1364 = Actor.Create(CivMale, #SPECIAL20, 445.8, 1098.5, 18.25)
$1365 = Actor.Create(CivMale, #SPECIAL20, 445.8, 1098.5, 18.25)
03BC: $1381 = create_sphere -903.0 800.3 10.5 1.0
03BC: $1382 = create_sphere -903.0 800.3 10.5 1.0
03BC: $1383 = create_sphere -903.0 800.3 10.5 1.0
03BC: $1384 = create_sphere -903.0 800.3 10.5 1.0
03BC: $1385 = create_sphere -903.0 800.3 10.5 1.0
03BC: $1386 = create_sphere -903.0 800.3 10.5 1.0
03BC: $1387 = create_sphere -903.0 800.3 10.5 1.0
03BC: $1388 = create_sphere -903.0 800.3 10.5 1.0
:FUD_407
thread 'FUD'
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @FUD_5282
$1380 += 1 // integer values
0054: store_player $PLAYER_CHAR position_to $1392 $1393 $1394
if
$1380 == 1 // integer values
else_jump @FUD_3328
if
0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point
else_jump @FUD_3321
if
$1003 == 1 // integer values
else_jump @FUD_3307
if
$1392 > 415.0 // floating-point values
else_jump @FUD_1902
if and
$1353 == 1 // integer values
$1180 == 0 // integer values
else_jump @FUD_1500
if
Player.Defined($PLAYER_CHAR)
else_jump @FUD_798
if and
not Actor.Dead($1358)
Player.Money($PLAYER_CHAR) > 0
8183: not player $PLAYER_CHAR health > 99
else_jump @FUD_786
if
00F6: player $PLAYER_CHAR 0 445.66 1100.54 18.3 radius 1.0 1.0 2.0
else_jump @FUD_724
if
$1372 == 0 // integer values
else_jump @FUD_717
$1372 = 1 // integer values
03BD: destroy_sphere $1381
$1366 = 1 // integer values
0084: $1369 = $1358 // integer values and handles
gosub @FUD_5362
jump @FUD_407
:FUD_717
jump @FUD_779
:FUD_724
if
$1372 == 1 // integer values
else_jump @FUD_779
03BD: destroy_sphere $1381
03BC: $1381 = create_sphere 445.66 1100.54 18.3 1.0
$1372 = 0 // integer values
:FUD_779
jump @FUD_798
:FUD_786
$1372 = 1 // integer values
03BD: destroy_sphere $1381
:FUD_798
if
Player.Defined($PLAYER_CHAR)
else_jump @FUD_1032
if and
not Actor.Dead($1359)
Player.Money($PLAYER_CHAR) > 0
8183: not player $PLAYER_CHAR health > 99
else_jump @FUD_1020
if
00F6: player $PLAYER_CHAR 0 436.75 1105.8 18.2 radius 1.0 1.0 2.0
else_jump @FUD_958
if
$1373 == 0 // integer values
else_jump @FUD_951
$1373 = 1 // integer values
03BD: destroy_sphere $1382
$1366 = 2 // integer values
0084: $1369 = $1359 // integer values and handles
gosub @FUD_5362
jump @FUD_407
:FUD_951
jump @FUD_1013
:FUD_958
if
$1373 == 1 // integer values
else_jump @FUD_1013
03BD: destroy_sphere $1382
03BC: $1382 = create_sphere 436.75 1105.8 18.2 1.0
$1373 = 0 // integer values
:FUD_1013
jump @FUD_1032
:FUD_1020
$1373 = 1 // integer values
03BD: destroy_sphere $1382
:FUD_1032
if
Player.Defined($PLAYER_CHAR)
else_jump @FUD_1266
if and
not Actor.Dead($1360)
Player.Money($PLAYER_CHAR) > 0
8183: not player $PLAYER_CHAR health > 99
else_jump @FUD_1254
if
00F6: player $PLAYER_CHAR 0 434.5 1139.3 18.2 radius 1.0 1.0 2.0
else_jump @FUD_1192
if
$1374 == 0 // integer values
else_jump @FUD_1185
$1374 = 1 // integer values
03BD: destroy_sphere $1383
$1366 = 3 // integer values
0084: $1369 = $1360 // integer values and handles
gosub @FUD_5362
jump @FUD_407
:FUD_1185
jump @FUD_1247
:FUD_1192
if
$1374 == 1 // integer values
else_jump @FUD_1247
03BD: destroy_sphere $1383
03BC: $1383 = create_sphere 434.5 1139.3 18.2 1.0
$1374 = 0 // integer values
:FUD_1247
jump @FUD_1266
:FUD_1254
$1374 = 1 // integer values
03BD: destroy_sphere $1383
:FUD_1266
if
Player.Defined($PLAYER_CHAR)
else_jump @FUD_1500
if and
not Actor.Dead($1361)
Player.Money($PLAYER_CHAR) > 0
8183: not player $PLAYER_CHAR health > 99
else_jump @FUD_1488
if
00F6: player $PLAYER_CHAR 0 451.24 1146.5 18.24 radius 1.0 1.0 2.0
else_jump @FUD_1426
if
$1375 == 0 // integer values
else_jump @FUD_1419
$1375 = 1 // integer values
03BD: destroy_sphere $1384
$1366 = 4 // integer values
0084: $1369 = $1361 // integer values and handles
gosub @FUD_5362
jump @FUD_407
:FUD_1419
jump @FUD_1481
:FUD_1426
if
$1375 == 1 // integer values
else_jump @FUD_1481
03BD: destroy_sphere $1384
03BC: $1384 = create_sphere 451.24 1146.5 18.24 1.0
$1375 = 0 // integer values
:FUD_1481
jump @FUD_1500
:FUD_1488
$1375 = 1 // integer values
03BD: destroy_sphere $1384
:FUD_1500
if
$1353 == 0 // integer values
else_jump @FUD_1895
023C: load_special_actor 20 'BURGER'
:FUD_1530
if
823D: not special_actor 20 loaded
else_jump @FUD_1568
wait 0
023C: load_special_actor 20 'BURGER'
jump @FUD_1530
:FUD_1568
$1358 = Actor.Create(CivMale, #SPECIAL20, 445.8, 1098.5, 18.25)
Actor.Angle($1358) = 46.0
0084: $1369 = $1358 // integer values and handles
gosub @FUD_5321
03BD: destroy_sphere $1381
03BC: $1381 = create_sphere 445.66 1100.54 18.3 1.0
$1359 = Actor.Create(CivMale, #SPECIAL20, 435.46, 1104.0, 18.27)
Actor.Angle($1359) = 350.0
0084: $1369 = $1359 // integer values and handles
gosub @FUD_5321
03BD: destroy_sphere $1382
03BC: $1382 = create_sphere 436.75 1105.8 18.2 1.0
$1360 = Actor.Create(CivMale, #SPECIAL20, 433.0, 1140.5, 18.29)
Actor.Angle($1360) = 215.0
0084: $1369 = $1360 // integer values and handles
gosub @FUD_5321
03BD: destroy_sphere $1383
03BC: $1383 = create_sphere 434.5 1139.3 18.2 1.0
$1361 = Actor.Create(CivMale, #SPECIAL20, 451.4, 1148.42, 18.23)
Actor.Angle($1361) = 173.0
0084: $1369 = $1361 // integer values and handles
gosub @FUD_5321
03BD: destroy_sphere $1384
03BC: $1384 = create_sphere 451.24 1146.5 18.24 1.0
$1353 = 1 // integer values
:FUD_1895
jump @FUD_1909
:FUD_1902
gosub @FUD_9127
:FUD_1909
if
410.0 > $1392 // floating-point values
else_jump @FUD_3293
if and
$1354 == 1 // integer values
$1180 == 0 // integer values
else_jump @FUD_2891
if
Player.Defined($PLAYER_CHAR)
else_jump @FUD_2189
if and
not Actor.Dead($1362)
Player.Money($PLAYER_CHAR) > 0
8183: not player $PLAYER_CHAR health > 99
else_jump @FUD_2177
if
00F6: player $PLAYER_CHAR 0 375.76 1147.7 18.6 radius 1.0 1.0 2.0
else_jump @FUD_2115
if
$1376 == 0 // integer values
else_jump @FUD_2108
$1376 = 1 // integer values
03BD: destroy_sphere $1385
$1366 = 1 // integer values
0084: $1369 = $1362 // integer values and handles
gosub @FUD_5362
jump @FUD_407
:FUD_2108
jump @FUD_2170
:FUD_2115
if
$1376 == 1 // integer values
else_jump @FUD_2170
03BD: destroy_sphere $1385
03BC: $1385 = create_sphere 375.76 1147.7 18.6 1.0
$1376 = 0 // integer values
:FUD_2170
jump @FUD_2189
:FUD_2177
$1376 = 1 // integer values
03BD: destroy_sphere $1385
:FUD_2189
if
Player.Defined($PLAYER_CHAR)
else_jump @FUD_2423
if and
not Actor.Dead($1363)
Player.Money($PLAYER_CHAR) > 0
8183: not player $PLAYER_CHAR health > 99
else_jump @FUD_2411
if
00F6: player $PLAYER_CHAR 0 394.16 1139.12 18.6 radius 1.0 1.0 2.0
else_jump @FUD_2349
if
$1377 == 0 // integer values
else_jump @FUD_2342
$1377 = 1 // integer values
03BD: destroy_sphere $1386
$1366 = 2 // integer values
0084: $1369 = $1363 // integer values and handles
gosub @FUD_5362
jump @FUD_407
:FUD_2342
jump @FUD_2404
:FUD_2349
if
$1377 == 1 // integer values
else_jump @FUD_2404
03BD: destroy_sphere $1386
03BC: $1386 = create_sphere 394.16 1139.12 18.6 1.0
$1377 = 0 // integer values
:FUD_2404
jump @FUD_2423
:FUD_2411
$1377 = 1 // integer values
03BD: destroy_sphere $1386
:FUD_2423
if
Player.Defined($PLAYER_CHAR)
else_jump @FUD_2657
if and
not Actor.Dead($1364)
Player.Money($PLAYER_CHAR) > 0
8183: not player $PLAYER_CHAR health > 99
else_jump @FUD_2645
if
00F6: player $PLAYER_CHAR 0 392.96 1108.7 18.55 radius 1.0 1.0 2.0
else_jump @FUD_2583
if
$1378 == 0 // integer values
else_jump @FUD_2576
$1378 = 1 // integer values
03BD: destroy_sphere $1387
$1366 = 3 // integer values
0084: $1369 = $1364 // integer values and handles
gosub @FUD_5362
jump @FUD_407
:FUD_2576
jump @FUD_2638
:FUD_2583
if
$1378 == 1 // integer values
else_jump @FUD_2638
03BD: destroy_sphere $1387
03BC: $1387 = create_sphere 392.96 1108.7 18.55 1.0
$1378 = 0 // integer values
:FUD_2638
jump @FUD_2657
:FUD_2645
$1378 = 1 // integer values
03BD: destroy_sphere $1387
:FUD_2657
if
Player.Defined($PLAYER_CHAR)
else_jump @FUD_2891
if and
not Actor.Dead($1365)
Player.Money($PLAYER_CHAR) > 0
8183: not player $PLAYER_CHAR health > 99
else_jump @FUD_2879
if
00F6: player $PLAYER_CHAR 0 376.47 1101.7 18.58 radius 1.0 1.0 2.0
else_jump @FUD_2817
if
$1379 == 0 // integer values
else_jump @FUD_2810
$1379 = 1 // integer values
03BD: destroy_sphere $1388
$1366 = 4 // integer values
0084: $1369 = $1365 // integer values and handles
gosub @FUD_5362
jump @FUD_407
:FUD_2810
jump @FUD_2872
:FUD_2817
if
$1379 == 1 // integer values
else_jump @FUD_2872
03BD: destroy_sphere $1388
03BC: $1388 = create_sphere 376.47 1101.7 18.58 1.0
$1379 = 0 // integer values
:FUD_2872
jump @FUD_2891
:FUD_2879
$1379 = 1 // integer values
03BD: destroy_sphere $1388
:FUD_2891
if
$1354 == 0 // integer values
else_jump @FUD_3286
023C: load_special_actor 20 'BURGER'
:FUD_2921
if
823D: not special_actor 20 loaded
else_jump @FUD_2959
wait 0
023C: load_special_actor 20 'BURGER'
jump @FUD_2921
:FUD_2959
$1362 = Actor.Create(CivMale, #SPECIAL20, 375.9, 1149.7, 18.6)
Actor.Angle($1362) = 224.0
0084: $1369 = $1362 // integer values and handles
gosub @FUD_5321
03BD: destroy_sphere $1385
03BC: $1385 = create_sphere 375.76 1147.7 18.6 1.0
$1363 = Actor.Create(CivMale, #SPECIAL20, 395.0, 1141.2, 18.55)
Actor.Angle($1363) = 165.0
0084: $1369 = $1363 // integer values and handles
gosub @FUD_5321
03BD: destroy_sphere $1386
03BC: $1386 = create_sphere 394.16 1139.12 18.6 1.0
$1364 = Actor.Create(CivMale, #SPECIAL20, 394.4, 1107.6, 18.6)
Actor.Angle($1364) = 49.0
0084: $1369 = $1364 // integer values and handles
gosub @FUD_5321
03BD: destroy_sphere $1387
03BC: $1387 = create_sphere 392.96 1108.7 18.55 1.0
$1365 = Actor.Create(CivMale, #SPECIAL20, 375.87, 1099.75, 18.57)
Actor.Angle($1365) = 344.0
0084: $1369 = $1365 // integer values and handles
gosub @FUD_5321
03BD: destroy_sphere $1388
03BC: $1388 = create_sphere 376.47 1101.7 18.58 1.0
$1354 = 1 // integer values
:FUD_3286
jump @FUD_3300
:FUD_3293
gosub @FUD_9127
:FUD_3300
jump @FUD_3314
:FUD_3307
gosub @FUD_9127
:FUD_3314
jump @FUD_3328
:FUD_3321
gosub @FUD_9127
:FUD_3328
if and
$1380 == 2 // integer values
Player.Defined($PLAYER_CHAR)
else_jump @FUD_3948
if
0121: player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti
else_jump @FUD_3934
$1389 = 1 // integer values
$98 = 0.0 // floating-point values
02CE: $98 = ground_z -1039.5 80.0 50.0
if
$98 > 0.0 // floating-point values
else_jump @FUD_3920
if
$1355 == 0 // integer values
else_jump @FUD_3654
023C: load_special_actor 20 'BURGER'
:FUD_3463
if
823D: not special_actor 20 loaded
else_jump @FUD_3501
wait 0
023C: load_special_actor 20 'BURGER'
jump @FUD_3463
:FUD_3501
$1397 = Actor.Create(CivMale, #SPECIAL20, -1039.5, 80.0, 10.6)
Actor.Angle($1397) = 80.0
0084: $1369 = $1397 // integer values and handles
gosub @FUD_5321
03BD: destroy_sphere $1381
03BC: $1381 = create_sphere -1041.3 80.45 10.6 1.0
if
Model.Available(#HNB)
else_jump @FUD_3647
$1398 = Actor.Create(CivMale, #HNB, -1036.2, 77.5, 10.6)
Actor.Angle($1398) = 190.0
01ED: clear_actor $1398 threat_search
0372: set_actor $1398 anim 6 wait_state_time 999999 ms
:FUD_3647
$1355 = 1 // integer values
:FUD_3654
if and
$1355 == 1 // integer values
$1180 == 0 // integer values
else_jump @FUD_3913
if
Player.Defined($PLAYER_CHAR)
else_jump @FUD_3913
if and
Player.Money($PLAYER_CHAR) > 0
8183: not player $PLAYER_CHAR health > 99
not Actor.Dead($1397)
else_jump @FUD_3901
if
00F6: player $PLAYER_CHAR 0 -1041.3 80.45 10.6 radius 1.0 1.0 2.0
else_jump @FUD_3839
if
$1372 == 0 // integer values
else_jump @FUD_3832
$1372 = 1 // integer values
03BD: destroy_sphere $1381
$1366 = 2 // integer values
0084: $1369 = $1397 // integer values and handles
gosub @FUD_5362
jump @FUD_407
:FUD_3832
jump @FUD_3894
:FUD_3839
if
$1372 == 1 // integer values
else_jump @FUD_3894
03BD: destroy_sphere $1381
03BC: $1381 = create_sphere -1041.3 80.45 10.6 1.0
$1372 = 0 // integer values
:FUD_3894
jump @FUD_3913
:FUD_3901
$1372 = 1 // integer values
03BD: destroy_sphere $1381
:FUD_3913
jump @FUD_3927
:FUD_3920
gosub @FUD_9127
:FUD_3927
jump @FUD_3948
:FUD_3934
$1389 = 0 // integer values
gosub @FUD_9127
:FUD_3948
if and
$1380 == 1 // integer values
Player.Defined($PLAYER_CHAR)
else_jump @FUD_4721
if
0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown
else_jump @FUD_4677
$1390 = 1 // integer values
$98 = 0.0 // floating-point values
02CE: $98 = ground_z -591.4 651.23 10.5
if
$98 > 0.0 // floating-point values
else_jump @FUD_4161
if
Model.Available(#BKA)
else_jump @FUD_4154
if
$1400 == 0 // integer values
else_jump @FUD_4154
$1399 = Actor.Create(CivMale, #BKA, -591.4, 651.23, 10.5)
Actor.Angle($1399) = 25.0
Actor.Health($1399) = 150
01ED: clear_actor $1399 threat_search
0291: set_actor $1399 attack_when_provoked 1
0243: set_actor $1399 ped_stats_to 11
$1400 = 1 // integer values
:FUD_4154
jump @FUD_4191
:FUD_4161
if
$1400 == 1 // integer values
else_jump @FUD_4191
Actor.DestroyInstantly($1399)
$1400 = 0 // integer values
:FUD_4191
$98 = 0.0 // floating-point values
02CE: $98 = ground_z -904.7 800.4 10.5
if
$98 > 0.0 // floating-point values
else_jump @FUD_4663
if
$1356 == 0 // integer values
else_jump @FUD_4397
023C: load_special_actor 20 'BURGER'
:FUD_4272
if
823D: not special_actor 20 loaded
else_jump @FUD_4310
wait 0
023C: load_special_actor 20 'BURGER'
jump @FUD_4272
:FUD_4310
$1396 = Actor.Create(CivMale, #SPECIAL20, -904.7, 800.4, 10.5)
Actor.Angle($1396) = 270.0
0084: $1369 = $1396 // integer values and handles
gosub @FUD_5321
03BD: destroy_sphere $1381
03BC: $1381 = create_sphere -903.0 800.3 10.5 1.0
$1356 = 1 // integer values
:FUD_4397
if and
$1356 == 1 // integer values
$1180 == 0 // integer values
else_jump @FUD_4656
if
Player.Defined($PLAYER_CHAR)
else_jump @FUD_4656
if and
Player.Money($PLAYER_CHAR) > 0
8183: not player $PLAYER_CHAR health > 99
not Actor.Dead($1396)
else_jump @FUD_4644
if
00F6: player $PLAYER_CHAR 0 -903.0 800.3 10.5 radius 1.0 1.0 2.0
else_jump @FUD_4582
if
$1372 == 0 // integer values
else_jump @FUD_4575
$1372 = 1 // integer values
03BD: destroy_sphere $1381
$1366 = 2 // integer values
0084: $1369 = $1396 // integer values and handles
gosub @FUD_5362
jump @FUD_407
:FUD_4575
jump @FUD_4637
:FUD_4582
if
$1372 == 1 // integer values
else_jump @FUD_4637
03BD: destroy_sphere $1381
03BC: $1381 = create_sphere -903.0 800.3 10.5 1.0
$1372 = 0 // integer values
:FUD_4637
jump @FUD_4656
:FUD_4644
$1372 = 1 // integer values
03BD: destroy_sphere $1381
:FUD_4656
jump @FUD_4670
:FUD_4663
gosub @FUD_9127
:FUD_4670
jump @FUD_4721
:FUD_4677
if
$1400 == 1 // integer values
else_jump @FUD_4707
Actor.DestroyInstantly($1399)
$1400 = 0 // integer values
:FUD_4707
$1390 = 0 // integer values
gosub @FUD_9127
:FUD_4721
if and
$1380 == 2 // integer values
Player.Defined($PLAYER_CHAR)
else_jump @FUD_5275
if
0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point
else_jump @FUD_5261
$1391 = 1 // integer values
$98 = 0.0 // floating-point values
02CE: $98 = ground_z 419.4 89.7 50.0
if
$98 > 0.0 // floating-point values
else_jump @FUD_5247
if
$1357 == 0 // integer values
else_jump @FUD_4981
023C: load_special_actor 20 'BURGER'
:FUD_4856
if
823D: not special_actor 20 loaded
else_jump @FUD_4894
wait 0
023C: load_special_actor 20 'BURGER'
jump @FUD_4856
:FUD_4894
$1395 = Actor.Create(CivMale, #SPECIAL20, 419.4, 89.7, 10.3)
Actor.Angle($1395) = 250.0
0084: $1369 = $1395 // integer values and handles
gosub @FUD_5321
03BD: destroy_sphere $1381
03BC: $1381 = create_sphere 421.1 88.8 10.5 1.0
$1357 = 1 // integer values
:FUD_4981
if and
$1357 == 1 // integer values
$1180 == 0 // integer values
else_jump @FUD_5240
if
Player.Defined($PLAYER_CHAR)
else_jump @FUD_5240
if and
Player.Money($PLAYER_CHAR) > 0
8183: not player $PLAYER_CHAR health > 99
not Actor.Dead($1395)
else_jump @FUD_5228
if
00F6: player $PLAYER_CHAR 0 421.1 88.8 10.5 radius 1.0 1.0 2.0
else_jump @FUD_5166
if
$1372 == 0 // integer values
else_jump @FUD_5159
$1372 = 1 // integer values
03BD: destroy_sphere $1381
$1366 = 2 // integer values
0084: $1369 = $1395 // integer values and handles
gosub @FUD_5362
jump @FUD_407
:FUD_5159
jump @FUD_5221
:FUD_5166
if
$1372 == 1 // integer values
else_jump @FUD_5221
03BD: destroy_sphere $1381
03BC: $1381 = create_sphere 421.1 88.8 10.5 1.0
$1372 = 0 // integer values
:FUD_5221
jump @FUD_5240
:FUD_5228
$1372 = 1 // integer values
03BD: destroy_sphere $1381
:FUD_5240
jump @FUD_5254
:FUD_5247
gosub @FUD_9127
:FUD_5254
jump @FUD_5275
:FUD_5261
$1391 = 0 // integer values
gosub @FUD_9127
:FUD_5275
jump @FUD_5289
:FUD_5282
gosub @FUD_9127
:FUD_5289
if
$1380 > 1 // integer values
else_jump @FUD_5314
$1380 = 0 // integer values
:FUD_5314
jump @FUD_407
:FUD_5321
01ED: clear_actor $1369 threat_search
011A: set_actor $1369 search_threat 1048576
011A: set_actor $1369 search_threat 8388608
056B: $1369 1
0350: set_actor $1369 maintain_position_when_attacked 1
return
:FUD_5362
$1180 = 1 // integer values
if
not Actor.Dead($1369)
else_jump @FUD_5438
gosub @FUD_5447
if
$ONMISSION == 0 // integer values
else_jump @FUD_5424
gosub @FUD_5533
gosub @FUD_6225
:FUD_5424
gosub @FUD_9012
gosub @FUD_5501
:FUD_5438
$1180 = 0 // integer values
return
:FUD_5447
if and
Player.Defined($PLAYER_CHAR)
not Actor.Dead($1369)
else_jump @FUD_5497
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1
020E: actor $PLAYER_ACTOR look_at_actor $1369
jump @FUD_5499
:FUD_5497
return
:FUD_5499
return
:FUD_5501
if
Player.Defined($PLAYER_CHAR)
else_jump @FUD_5531
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0
:FUD_5531
return
:FUD_5533
if and
Player.Defined($PLAYER_CHAR)
not Actor.Dead($1369)
else_jump @FUD_6223
0209: $1367 = random_int_in_ranges 1 15
if
$1367 == 1 // integer values
else_jump @FUD_5607
03CF: load_wav 'GIMME01' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_5607
if
$1367 == 2 // integer values
else_jump @FUD_5651
03CF: load_wav 'GIMME02' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_5651
if
$1367 == 3 // integer values
else_jump @FUD_5695
03CF: load_wav 'GIMME03' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_5695
if
$1367 == 4 // integer values
else_jump @FUD_5739
03CF: load_wav 'GIMME04' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_5739
if
$1367 == 5 // integer values
else_jump @FUD_5783
03CF: load_wav 'GIMME05' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_5783
if
$1367 == 6 // integer values
else_jump @FUD_5827
03CF: load_wav 'GIMME06' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_5827
if
$1367 == 7 // integer values
else_jump @FUD_5871
03CF: load_wav 'GIMME07' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_5871
if
$1367 == 8 // integer values
else_jump @FUD_5915
03CF: load_wav 'GIMME08' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_5915
if
$1367 == 9 // integer values
else_jump @FUD_5959
03CF: load_wav 'GIMME09' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_5959
if
$1367 == 10 // integer values
else_jump @FUD_6003
03CF: load_wav 'GIMME10' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_6003
if
$1367 == 11 // integer values
else_jump @FUD_6047
03CF: load_wav 'GIMME11' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_6047
if
$1367 == 12 // integer values
else_jump @FUD_6091
03CF: load_wav 'GIMME12' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_6091
if
$1367 == 13 // integer values
else_jump @FUD_6135
03CF: load_wav 'GIMME13' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_6135
if
$1367 == 14 // integer values
else_jump @FUD_6179
03CF: load_wav 'GIMME14' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_6179
if
$1367 == 15 // integer values
else_jump @FUD_6223
03CF: load_wav 'GIMME15' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_6223
return
:FUD_6225
if and
Player.Defined($PLAYER_CHAR)
not Actor.Dead($1369)
$ONMISSION == 0 // integer values
else_jump @FUD_8912
0209: $1368 = random_int_in_ranges 1 30
if
11 > $1368 // integer values
else_jump @FUD_8023
if
$1366 == 1 // integer values
else_jump @FUD_6835
0209: $1368 = random_int_in_ranges 1 12
if
$1368 == 1 // integer values
else_jump @FUD_6351
03CF: load_wav 'BURG_01' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_6351
if
$1368 == 2 // integer values
else_jump @FUD_6395
03CF: load_wav 'BURG_02' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_6395
if
$1368 == 3 // integer values
else_jump @FUD_6439
03CF: load_wav 'BURG_03' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_6439
if
$1368 == 4 // integer values
else_jump @FUD_6483
03CF: load_wav 'BURG_04' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_6483
if
$1368 == 5 // integer values
else_jump @FUD_6527
03CF: load_wav 'BURG_05' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_6527
if
$1368 == 6 // integer values
else_jump @FUD_6571
03CF: load_wav 'BURG_06' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_6571
if
$1368 == 7 // integer values
else_jump @FUD_6615
03CF: load_wav 'BURG_07' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_6615
if
$1368 == 8 // integer values
else_jump @FUD_6659
03CF: load_wav 'BURG_08' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_6659
if
$1368 == 9 // integer values
else_jump @FUD_6703
03CF: load_wav 'BURG_09' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_6703
if
$1368 == 10 // integer values
else_jump @FUD_6747
03CF: load_wav 'BURG_10' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_6747
if
$1368 == 11 // integer values
else_jump @FUD_6791
03CF: load_wav 'BURG_11' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_6791
if
$1368 == 12 // integer values
else_jump @FUD_6835
03CF: load_wav 'BURG_12' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_6835
if
$1366 == 2 // integer values
else_jump @FUD_7258
0209: $1368 = random_int_in_ranges 1 9
if
$1368 == 1 // integer values
else_jump @FUD_6906
03CF: load_wav 'CRUST01' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_6906
if
$1368 == 2 // integer values
else_jump @FUD_6950
03CF: load_wav 'CRUST02' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_6950
if
$1368 == 3 // integer values
else_jump @FUD_6994
03CF: load_wav 'CRUST03' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_6994
if
$1368 == 4 // integer values
else_jump @FUD_7038
03CF: load_wav 'CRUST04' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_7038
if
$1368 == 5 // integer values
else_jump @FUD_7082
03CF: load_wav 'CRUST05' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_7082
if
$1368 == 6 // integer values
else_jump @FUD_7126
03CF: load_wav 'CRUST06' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_7126
if
$1368 == 7 // integer values
else_jump @FUD_7170
03CF: load_wav 'CRUST07' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_7170
if
$1368 == 8 // integer values
else_jump @FUD_7214
03CF: load_wav 'CRUST08' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_7214
if
$1368 == 9 // integer values
else_jump @FUD_7258
03CF: load_wav 'CRUST09' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_7258
if
$1366 == 3 // integer values
else_jump @FUD_7637
0209: $1368 = random_int_in_ranges 1 8
if
$1368 == 1 // integer values
else_jump @FUD_7329
03CF: load_wav 'SHAFT01' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_7329
if
$1368 == 2 // integer values
else_jump @FUD_7373
03CF: load_wav 'SHAFT02' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_7373
if
$1368 == 3 // integer values
else_jump @FUD_7417
03CF: load_wav 'SHAFT03' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_7417
if
$1368 == 4 // integer values
else_jump @FUD_7461
03CF: load_wav 'SHAFT04' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_7461
if
$1368 == 5 // integer values
else_jump @FUD_7505
03CF: load_wav 'SHAFT05' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_7505
if
$1368 == 6 // integer values
else_jump @FUD_7549
03CF: load_wav 'SHAFT06' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_7549
if
$1368 == 7 // integer values
else_jump @FUD_7593
03CF: load_wav 'SHAFT07' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_7593
if
$1368 == 8 // integer values
else_jump @FUD_7637
03CF: load_wav 'SHAFT08' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_7637
if
$1366 == 4 // integer values
else_jump @FUD_8016
0209: $1368 = random_int_in_ranges 1 8
if
$1368 == 1 // integer values
else_jump @FUD_7708
03CF: load_wav 'BAND_01' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_7708
if
$1368 == 2 // integer values
else_jump @FUD_7752
03CF: load_wav 'BAND_02' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_7752
if
$1368 == 3 // integer values
else_jump @FUD_7796
03CF: load_wav 'BAND_03' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_7796
if
$1368 == 4 // integer values
else_jump @FUD_7840
03CF: load_wav 'BAND_04' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_7840
if
$1368 == 5 // integer values
else_jump @FUD_7884
03CF: load_wav 'BAND_05' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_7884
if
$1368 == 6 // integer values
else_jump @FUD_7928
03CF: load_wav 'BAND_06' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_7928
if
$1368 == 7 // integer values
else_jump @FUD_7972
03CF: load_wav 'BAND_07' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_7972
if
$1368 == 8 // integer values
else_jump @FUD_8016
03CF: load_wav 'BAND_08' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_8016
jump @FUD_8912
:FUD_8023
0209: $1368 = random_int_in_ranges 1 20
if
$1368 == 1 // integer values
else_jump @FUD_8076
03CF: load_wav 'FUD_01' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_8076
if
$1368 == 2 // integer values
else_jump @FUD_8120
03CF: load_wav 'FUD_02' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_8120
if
$1368 == 3 // integer values
else_jump @FUD_8164
03CF: load_wav 'FUD_03' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_8164
if
$1368 == 4 // integer values
else_jump @FUD_8208
03CF: load_wav 'FUD_04' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_8208
if
$1368 == 5 // integer values
else_jump @FUD_8252
03CF: load_wav 'FUD_05' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_8252
if
$1368 == 6 // integer values
else_jump @FUD_8296
03CF: load_wav 'FUD_06' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_8296
if
$1368 == 7 // integer values
else_jump @FUD_8340
03CF: load_wav 'FUD_07' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_8340
if
$1368 == 8 // integer values
else_jump @FUD_8384
03CF: load_wav 'FUD_08' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_8384
if
$1368 == 9 // integer values
else_jump @FUD_8428
03CF: load_wav 'FUD_09' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_8428
if
$1368 == 10 // integer values
else_jump @FUD_8472
03CF: load_wav 'FUD_10' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_8472
if
$1368 == 11 // integer values
else_jump @FUD_8516
03CF: load_wav 'FUD_11' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_8516
if
$1368 == 12 // integer values
else_jump @FUD_8560
03CF: load_wav 'FUD_12' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_8560
if
$1368 == 13 // integer values
else_jump @FUD_8604
03CF: load_wav 'FUD_13' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_8604
if
$1368 == 14 // integer values
else_jump @FUD_8648
03CF: load_wav 'FUD_14' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_8648
if
$1368 == 15 // integer values
else_jump @FUD_8692
03CF: load_wav 'FUD_15' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_8692
if
$1368 == 16 // integer values
else_jump @FUD_8736
03CF: load_wav 'FUD_16' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_8736
if
$1368 == 17 // integer values
else_jump @FUD_8780
03CF: load_wav 'FUD_17' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_8780
if
$1368 == 18 // integer values
else_jump @FUD_8824
03CF: load_wav 'FUD_18' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_8824
if
$1368 == 19 // integer values
else_jump @FUD_8868
03CF: load_wav 'FUD_19' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_8868
if
$1368 == 20 // integer values
else_jump @FUD_8912
03CF: load_wav 'FUD_20' as 2
gosub @FUD_8914
gosub @FUD_8964
:FUD_8912
return
:FUD_8914
if
83D0: not wav 2 loaded
else_jump @FUD_8958
wait 0
if
not Player.Defined($PLAYER_CHAR)
else_jump @FUD_8951
return
:FUD_8951
jump @FUD_8914
:FUD_8958
03D1: play_wav 2
return
:FUD_8964
if
83D2: not wav 2 ended
else_jump @FUD_9008
wait 0
if
not Player.Defined($PLAYER_CHAR)
else_jump @FUD_9001
return
:FUD_9001
jump @FUD_8964
:FUD_9008
00BE: text_clear_all
return
:FUD_9012
if and
Player.Defined($PLAYER_CHAR)
not Actor.Dead($1369)
else_jump @FUD_9125
0225: $1370 = player $PLAYER_CHAR health
$1370 *= -1 // integer values
$1370 += 100 // integer values
$1371 = Player.Money($PLAYER_CHAR)
if
001C: $1370 > $1371 // integer values
else_jump @FUD_9090
0084: $1370 = $1371 // integer values and handles
:FUD_9090
$1370 *= -1 // integer values
Player.Money($PLAYER_CHAR) += $1370
0222: set_player $PLAYER_CHAR health_to 100
018C: play_sound 1 at $1392 $1393 $1394
:FUD_9125
return
:FUD_9127
if
Player.Defined($PLAYER_CHAR)
else_jump @FUD_9164
0054: store_player $PLAYER_CHAR position_to $1392 $1393 $1394
jump @FUD_9206
:FUD_9164
gosub @FUD_9545
$1353 = 0 // integer values
$1354 = 0 // integer values
$1355 = 0 // integer values
$1356 = 0 // integer values
$1357 = 0 // integer values
:FUD_9206
if
$1353 == 1 // integer values
else_jump @FUD_9303
if or
410.0 > $1392 // floating-point values
$1003 == 0 // integer values
else_jump @FUD_9303
Actor.DestroyInstantly($1358)
Actor.DestroyInstantly($1359)
Actor.DestroyInstantly($1360)
Actor.DestroyInstantly($1361)
03BD: destroy_sphere $1381
03BD: destroy_sphere $1382
03BD: destroy_sphere $1383
03BD: destroy_sphere $1384
0296: unload_special_actor 20
$1353 = 0 // integer values
:FUD_9303
if
$1354 == 1 // integer values
else_jump @FUD_9400
if or
$1392 > 415.0 // floating-point values
$1003 == 0 // integer values
else_jump @FUD_9400
Actor.DestroyInstantly($1362)
Actor.DestroyInstantly($1363)
Actor.DestroyInstantly($1364)
Actor.DestroyInstantly($1365)
03BD: destroy_sphere $1385
03BD: destroy_sphere $1386
03BD: destroy_sphere $1387
03BD: destroy_sphere $1388
0296: unload_special_actor 20
$1354 = 0 // integer values
:FUD_9400
if and
$1355 == 1 // integer values
$1389 == 0 // integer values
else_jump @FUD_9451
Actor.DestroyInstantly($1397)
Actor.DestroyInstantly($1398)
0296: unload_special_actor 20
03BD: destroy_sphere $1381
$1355 = 0 // integer values
:FUD_9451
if and
$1356 == 1 // integer values
$1390 == 0 // integer values
else_jump @FUD_9497
Actor.DestroyInstantly($1396)
0296: unload_special_actor 20
03BD: destroy_sphere $1381
$1356 = 0 // integer values
:FUD_9497
if and
$1357 == 1 // integer values
$1391 == 0 // integer values
else_jump @FUD_9543
Actor.DestroyInstantly($1395)
0296: unload_special_actor 20
03BD: destroy_sphere $1381
$1357 = 0 // integer values
:FUD_9543
return
:FUD_9545
Actor.DestroyInstantly($1358)
Actor.DestroyInstantly($1359)
Actor.DestroyInstantly($1360)
Actor.DestroyInstantly($1361)
Actor.DestroyInstantly($1362)
Actor.DestroyInstantly($1363)
Actor.DestroyInstantly($1364)
Actor.DestroyInstantly($1365)
Actor.DestroyInstantly($1395)
Actor.DestroyInstantly($1396)
Actor.DestroyInstantly($1397)
Actor.DestroyInstantly($1398)
03BD: destroy_sphere $1381
03BD: destroy_sphere $1382
03BD: destroy_sphere $1383
03BD: destroy_sphere $1384
03BD: destroy_sphere $1385
03BD: destroy_sphere $1386
03BD: destroy_sphere $1387
03BD: destroy_sphere $1388
0296: unload_special_actor 20
return
:RAMPAGE
set_wb_check_to 0
thread 'RAMPAGE'
$1401 = 50 // integer values
$1402 = 0 // integer values
$1403 = 0 // integer values
$1439 = 0 // integer values
$1440 = 0 // integer values
$1441 = 0 // integer values
$1442 = 0 // integer values
$1443 = 0 // integer values
$1444 = 0 // integer values
$1445 = 0 // integer values
$1446 = 0 // integer values
$1447 = 0 // integer values
$1448 = 0 // integer values
$1449 = 0 // integer values
$1450 = 0 // integer values
$1451 = 0 // integer values
$1452 = 0 // integer values
$1453 = 0 // integer values
$1454 = 0 // integer values
$1455 = 0 // integer values
$1456 = 0 // integer values
$1457 = 0 // integer values
$1458 = 0 // integer values
$1459 = 0 // integer values
$1460 = 0 // integer values
$1461 = 0 // integer values
$1462 = 0 // integer values
$1463 = 0 // integer values
$1464 = 0 // integer values
$1465 = 0 // integer values
$1466 = 0 // integer values
$1467 = 0 // integer values
$1468 = 0 // integer values
$1469 = 0 // integer values
$1470 = 0 // integer values
$1471 = 0 // integer values
$1472 = 0 // integer values
$1473 = 0 // integer values
$1404 = Pickup.Create(#KILLFRENZY, 3, 218.22, -1613.76, 11.06)
$1405 = Pickup.Create(#KILLFRENZY, 3, -1435.29, -833.645, 30.05989)
$1406 = Pickup.Create(#KILLFRENZY, 3, 234.86, 34.22, 9.98)
$1407 = Pickup.Create(#KILLFRENZY, 3, 479.69, 1110.18, 17.33)
$1408 = Pickup.Create(#KILLFRENZY, 3, 370.63, 1125.86, 26.5)
$1409 = Pickup.Create(#KILLFRENZY, 3, 144.449, -545.234, 14.751)
$1410 = Pickup.Create(#KILLFRENZY, 3, -1100.625, 1453.43, 8.73)
$1411 = Pickup.Create(#KILLFRENZY, 3, -908.317, 744.149, 11.092)
$1412 = Pickup.Create(#KILLFRENZY, 3, -508.768, 1149.203, 18.172)
$1413 = Pickup.Create(#KILLFRENZY, 3, -789.41, 592.56, 11.1)
$1414 = Pickup.Create(#KILLFRENZY, 3, -1011.37, -170.64, 10.99)
$1415 = Pickup.Create(#KILLFRENZY, 3, 68.702, -1119.231, 10.458)
$1416 = Pickup.Create(#KILLFRENZY, 3, 85.623, -1259.86, 17.092)
$1417 = Pickup.Create(#KILLFRENZY, 3, -679.66, -419.712, 10.469)
$1418 = Pickup.Create(#KILLFRENZY, 3, -1176.341, -702.975, 22.662)
$1419 = Pickup.Create(#KILLFRENZY, 3, -626.642, -1354.85, 16.373)
$1420 = Pickup.Create(#KILLFRENZY, 3, -1519.33, -292.236, 14.86)
$1421 = Pickup.Create(#KILLFRENZY, 3, -956.113, -1206.33, 14.86)
$1422 = Pickup.Create(#KILLFRENZY, 3, -890.184, -489.655, 36.2)
$1423 = Pickup.Create(#KILLFRENZY, 3, 3.426, -1147.0, 10.45)
$1424 = Pickup.Create(#KILLFRENZY, 3, 468.656, -1608.79, 11.03)
$1425 = Pickup.Create(#KILLFRENZY, 3, 587.795, 1206.26, 15.64)
$1426 = Pickup.Create(#KILLFRENZY, 3, 300.673, 1324.88, 22.919)
$1427 = Pickup.Create(#KILLFRENZY, 3, 217.247, 261.372, 8.71)
$1428 = Pickup.Create(#KILLFRENZY, 3, -366.44, -1742.1, 11.426)
$1429 = Pickup.Create(#KILLFRENZY, 3, -448.796, 1249.27, 11.75)
$1430 = Pickup.Create(#KILLFRENZY, 3, -674.22, 1162.7, 28.15)
$1431 = Pickup.Create(#KILLFRENZY, 3, -1143.48, -410.87, 10.95)
$1432 = Pickup.Create(#KILLFRENZY, 3, 624.26, -230.158, 23.915)
$1433 = Pickup.Create(#KILLFRENZY, 3, -34.13, -948.707, 21.772)
$1434 = Pickup.Create(#KILLFRENZY, 3, 593.315, -352.826, 13.711)
$1435 = Pickup.Create(#KILLFRENZY, 3, -1234.83, -90.378, 11.43)
$1436 = Pickup.Create(#KILLFRENZY, 3, -1483.47, -881.677, 14.87)
$1437 = Pickup.Create(#KILLFRENZY, 3, -194.701, -1085.067, 15.66)
$1438 = Pickup.Create(#KILLFRENZY, 3, -983.373, -353.997, 13.84)
0408: set_total_rampages_to 35
$1474 = 30 // integer values
$1475 = 12 // integer values
$1476 = 35 // integer values
$1477 = 35 // integer values
$1478 = 30 // integer values
$1479 = 25 // integer values
$1480 = 30 // integer values
$1481 = 35 // integer values
$1482 = 40 // integer values
$1483 = 30 // integer values
$1484 = 30 // integer values
$1485 = 20 // integer values
$1486 = 25 // integer values
$1487 = 35 // integer values
$1488 = 20 // integer values
$1489 = 15 // integer values
$1490 = 15 // integer values
$1491 = 35 // integer values
$1492 = 20 // integer values
$1493 = 10 // integer values
$1494 = 30 // integer values
$1495 = 25 // integer values
$1496 = 30 // integer values
$1497 = 20 // integer values
$1498 = 10 // integer values
$1499 = 30 // integer values
$1500 = 25 // integer values
$1501 = 25 // integer values
$1502 = 10 // integer values
$1503 = 25 // integer values
$1504 = 30 // integer values
$1505 = 35 // integer values
$1506 = 25 // integer values
$1507 = 25 // integer values
$1508 = 10 // integer values
:RAMPAGE_1369
if
35 > $1403 // integer values
else_jump @RAMPAGE_5602
wait 0
$1515 += 1 // integer values
if
$1515 > 17 // integer values
else_jump @RAMPAGE_1423
$1515 = 0 // integer values
:RAMPAGE_1423
if
$1515 == 0 // integer values
else_jump @RAMPAGE_1661
if
$1439 == 0 // integer values
else_jump @RAMPAGE_1551
0084: $1516 = $1439 // integer values and handles
0084: $1517 = $1404 // integer values and handles
04AE: $1518 = 272 // = constant
04AE: $1519 = 15 // = constant
0084: $1520 = $1474 // integer values and handles
$1521 = 218.22 // floating-point values
$1522 = -1613.76 // floating-point values
$1523 = 11.06 // floating-point values
gosub @RAMPAGE_5610
0084: $1439 = $1516 // integer values and handles
0084: $1404 = $1517 // integer values and handles
:RAMPAGE_1551
if
$1440 == 0 // integer values
else_jump @RAMPAGE_1661
0084: $1516 = $1440 // integer values and handles
0084: $1517 = $1405 // integer values and handles
04AE: $1518 = 287 // = constant
04AE: $1519 = 30 // = constant
0084: $1520 = $1475 // integer values and handles
$1521 = -1435.29 // floating-point values
$1522 = -833.645 // floating-point values
$1523 = 30.06 // floating-point values
gosub @RAMPAGE_5610
0084: $1440 = $1516 // integer values and handles
0084: $1405 = $1517 // integer values and handles
:RAMPAGE_1661
if
$1515 == 1 // integer values
else_jump @RAMPAGE_1899
if
$1441 == 0 // integer values
else_jump @RAMPAGE_1789
0084: $1516 = $1441 // integer values and handles
0084: $1517 = $1406 // integer values and handles
04AE: $1518 = 282 // = constant
04AE: $1519 = 42 // = constant
0084: $1520 = $1476 // integer values and handles
$1521 = 234.86 // floating-point values
$1522 = 34.22 // floating-point values
$1523 = 9.98 // floating-point values
gosub @RAMPAGE_5610
0084: $1441 = $1516 // integer values and handles
0084: $1406 = $1517 // integer values and handles
:RAMPAGE_1789
if
$1442 == 0 // integer values
else_jump @RAMPAGE_1899
0084: $1516 = $1442 // integer values and handles
0084: $1517 = $1407 // integer values and handles
04AE: $1518 = 280 // = constant
04AE: $1519 = 26 // = constant
0084: $1520 = $1477 // integer values and handles
$1521 = 479.69 // floating-point values
$1522 = 1110.18 // floating-point values
$1523 = 17.33 // floating-point values
gosub @RAMPAGE_5610
0084: $1442 = $1516 // integer values and handles
0084: $1407 = $1517 // integer values and handles
:RAMPAGE_1899
if
$1515 == 2 // integer values
else_jump @RAMPAGE_2137
if
$1443 == 0 // integer values
else_jump @RAMPAGE_2027
0084: $1516 = $1443 // integer values and handles
0084: $1517 = $1408 // integer values and handles
04AE: $1518 = 287 // = constant
04AE: $1519 = 30 // = constant
0084: $1520 = $1478 // integer values and handles
$1521 = 370.63 // floating-point values
$1522 = 1125.86 // floating-point values
$1523 = 26.5 // floating-point values
gosub @RAMPAGE_5610
0084: $1443 = $1516 // integer values and handles
0084: $1408 = $1517 // integer values and handles
:RAMPAGE_2027
if
$1444 == 0 // integer values
else_jump @RAMPAGE_2137
0084: $1516 = $1444 // integer values and handles
0084: $1517 = $1409 // integer values and handles
04AE: $1518 = 284 // = constant
04AE: $1519 = 25 // = constant
0084: $1520 = $1479 // integer values and handles
$1521 = 144.449 // floating-point values
$1522 = -545.234 // floating-point values
$1523 = 14.751 // floating-point values
gosub @RAMPAGE_5610
0084: $1444 = $1516 // integer values and handles
0084: $1409 = $1517 // integer values and handles
:RAMPAGE_2137
if
$1515 == 3 // integer values
else_jump @RAMPAGE_2375
if
$1445 == 0 // integer values
else_jump @RAMPAGE_2265
0084: $1516 = $1445 // integer values and handles
0084: $1517 = $1410 // integer values and handles
04AE: $1518 = 288 // = constant
04AE: $1519 = 31 // = constant
0084: $1520 = $1480 // integer values and handles
$1521 = -1100.625 // floating-point values
$1522 = 1453.43 // floating-point values
$1523 = 8.73 // floating-point values
gosub @RAMPAGE_5610
0084: $1445 = $1516 // integer values and handles
0084: $1410 = $1517 // integer values and handles
:RAMPAGE_2265
if
$1446 == 0 // integer values
else_jump @RAMPAGE_2375
0084: $1516 = $1446 // integer values and handles
0084: $1517 = $1411 // integer values and handles
04AE: $1518 = 282 // = constant
04AE: $1519 = 42 // = constant
0084: $1520 = $1481 // integer values and handles
$1521 = -908.317 // floating-point values
$1522 = 744.149 // floating-point values
$1523 = 11.092 // floating-point values
gosub @RAMPAGE_5610
0084: $1446 = $1516 // integer values and handles
0084: $1411 = $1517 // integer values and handles
:RAMPAGE_2375
if
$1515 == 4 // integer values
else_jump @RAMPAGE_2613
if
$1447 == 0 // integer values
else_jump @RAMPAGE_2503
0084: $1516 = $1447 // integer values and handles
0084: $1517 = $1412 // integer values and handles
04AE: $1518 = 272 // = constant
04AE: $1519 = 15 // = constant
0084: $1520 = $1482 // integer values and handles
$1521 = -508.768 // floating-point values
$1522 = 1149.203 // floating-point values
$1523 = 18.172 // floating-point values
gosub @RAMPAGE_5610
0084: $1447 = $1516 // integer values and handles
0084: $1412 = $1517 // integer values and handles
:RAMPAGE_2503
if
$1448 == 0 // integer values
else_jump @RAMPAGE_2613
0084: $1516 = $1448 // integer values and handles
0084: $1517 = $1413 // integer values and handles
04AE: $1518 = 289 // = constant
04AE: $1519 = 32 // = constant
0084: $1520 = $1483 // integer values and handles
$1521 = -789.41 // floating-point values
$1522 = 592.56 // floating-point values
$1523 = 11.1 // floating-point values
gosub @RAMPAGE_5610
0084: $1448 = $1516 // integer values and handles
0084: $1413 = $1517 // integer values and handles
:RAMPAGE_2613
if
$1515 == 5 // integer values
else_jump @RAMPAGE_2851
if
$1449 == 0 // integer values
else_jump @RAMPAGE_2741
0084: $1516 = $1449 // integer values and handles
0084: $1517 = $1414 // integer values and handles
04AE: $1518 = 281 // = constant
04AE: $1519 = 22 // = constant
0084: $1520 = $1484 // integer values and handles
$1521 = -1011.37 // floating-point values
$1522 = -170.64 // floating-point values
$1523 = 10.99 // floating-point values
gosub @RAMPAGE_5610
0084: $1449 = $1516 // integer values and handles
0084: $1414 = $1517 // integer values and handles
:RAMPAGE_2741
if
$1450 == 0 // integer values
else_jump @RAMPAGE_2851
0084: $1516 = $1450 // integer values and handles
0084: $1517 = $1415 // integer values and handles
04AE: $1518 = 269 // = constant
04AE: $1519 = 11 // = constant
0084: $1520 = $1485 // integer values and handles
$1521 = 68.702 // floating-point values
$1522 = -1119.231 // floating-point values
$1523 = 10.458 // floating-point values
gosub @RAMPAGE_5610
0084: $1450 = $1516 // integer values and handles
0084: $1415 = $1517 // integer values and handles
:RAMPAGE_2851
if
$1515 == 6 // integer values
else_jump @RAMPAGE_3088
if
$1451 == 0 // integer values
else_jump @RAMPAGE_2979
0084: $1516 = $1451 // integer values and handles
0084: $1517 = $1416 // integer values and handles
04AE: $1518 = 286 // = constant
04AE: $1519 = 29 // = constant
0084: $1520 = $1486 // integer values and handles
$1521 = 85.623 // floating-point values
$1522 = -1259.86 // floating-point values
$1523 = 17.092 // floating-point values
gosub @RAMPAGE_5610
0084: $1451 = $1516 // integer values and handles
0084: $1416 = $1517 // integer values and handles
:RAMPAGE_2979
if
$1452 == 0 // integer values
else_jump @RAMPAGE_3088
0084: $1516 = $1452 // integer values and handles
0084: $1517 = $1417 // integer values and handles
$1518 = -1 // integer values
04AE: $1519 = 40 // = constant
0084: $1520 = $1487 // integer values and handles
$1521 = -679.66 // floating-point values
$1522 = -419.712 // floating-point values
$1523 = 10.469 // floating-point values
gosub @RAMPAGE_5610
0084: $1452 = $1516 // integer values and handles
0084: $1417 = $1517 // integer values and handles
:RAMPAGE_3088
if
$1515 == 7 // integer values
else_jump @RAMPAGE_3326
if
$1453 == 0 // integer values
else_jump @RAMPAGE_3216
0084: $1516 = $1453 // integer values and handles
0084: $1517 = $1418 // integer values and handles
04AE: $1518 = 276 // = constant
04AE: $1519 = 27 // = constant
0084: $1520 = $1488 // integer values and handles
$1521 = -1176.341 // floating-point values
$1522 = -702.975 // floating-point values
$1523 = 22.662 // floating-point values
gosub @RAMPAGE_5610
0084: $1453 = $1516 // integer values and handles
0084: $1418 = $1517 // integer values and handles
:RAMPAGE_3216
if
$1454 == 0 // integer values
else_jump @RAMPAGE_3326
0084: $1516 = $1454 // integer values and handles
0084: $1517 = $1419 // integer values and handles
04AE: $1518 = 287 // = constant
04AE: $1519 = 30 // = constant
0084: $1520 = $1489 // integer values and handles
$1521 = -626.642 // floating-point values
$1522 = -1354.85 // floating-point values
$1523 = 16.373 // floating-point values
gosub @RAMPAGE_5610
0084: $1454 = $1516 // integer values and handles
0084: $1419 = $1517 // integer values and handles
:RAMPAGE_3326
if
$1515 == 8 // integer values
else_jump @RAMPAGE_3564
if
$1455 == 0 // integer values
else_jump @RAMPAGE_3454
0084: $1516 = $1455 // integer values and handles
0084: $1517 = $1420 // integer values and handles
04AE: $1518 = 290 // = constant
04AE: $1519 = 33 // = constant
0084: $1520 = $1490 // integer values and handles
$1521 = -1519.33 // floating-point values
$1522 = -292.236 // floating-point values
$1523 = 14.86 // floating-point values
gosub @RAMPAGE_5610
0084: $1455 = $1516 // integer values and handles
0084: $1420 = $1517 // integer values and handles
:RAMPAGE_3454
if
$1456 == 0 // integer values
else_jump @RAMPAGE_3564
0084: $1516 = $1456 // integer values and handles
0084: $1517 = $1421 // integer values and handles
04AE: $1518 = 270 // = constant
04AE: $1519 = 12 // = constant
0084: $1520 = $1491 // integer values and handles
$1521 = -956.113 // floating-point values
$1522 = -1206.33 // floating-point values
$1523 = 14.86 // floating-point values
gosub @RAMPAGE_5610
0084: $1456 = $1516 // integer values and handles
0084: $1421 = $1517 // integer values and handles
:RAMPAGE_3564
if
$1515 == 9 // integer values
else_jump @RAMPAGE_3802
if
$1457 == 0 // integer values
else_jump @RAMPAGE_3692
0084: $1516 = $1457 // integer values and handles
0084: $1517 = $1422 // integer values and handles
04AE: $1518 = 285 // = constant
04AE: $1519 = 28 // = constant
0084: $1520 = $1492 // integer values and handles
$1521 = -890.184 // floating-point values
$1522 = -489.655 // floating-point values
$1523 = 36.2 // floating-point values
gosub @RAMPAGE_5610
0084: $1457 = $1516 // integer values and handles
0084: $1422 = $1517 // integer values and handles
:RAMPAGE_3692
if
$1458 == 0 // integer values
else_jump @RAMPAGE_3802
0084: $1516 = $1458 // integer values and handles
0084: $1517 = $1423 // integer values and handles
04AE: $1518 = 268 // = constant
04AE: $1519 = 10 // = constant
0084: $1520 = $1493 // integer values and handles
$1521 = 3.426 // floating-point values
$1522 = -1147.0 // floating-point values
$1523 = 10.45 // floating-point values
gosub @RAMPAGE_5610
0084: $1458 = $1516 // integer values and handles
0084: $1423 = $1517 // integer values and handles
:RAMPAGE_3802
if
$1515 == 10 // integer values
else_jump @RAMPAGE_4039
if
$1459 == 0 // integer values
else_jump @RAMPAGE_3929
0084: $1516 = $1459 // integer values and handles
0084: $1517 = $1424 // integer values and handles
$1518 = -1 // integer values
04AE: $1519 = 40 // = constant
0084: $1520 = $1494 // integer values and handles
$1521 = 468.656 // floating-point values
$1522 = -1608.79 // floating-point values
$1523 = 11.03 // floating-point values
gosub @RAMPAGE_5610
0084: $1459 = $1516 // integer values and handles
0084: $1424 = $1517 // integer values and handles
:RAMPAGE_3929
if
$1460 == 0 // integer values
else_jump @RAMPAGE_4039
0084: $1516 = $1460 // integer values and handles
0084: $1517 = $1425 // integer values and handles
04AE: $1518 = 275 // = constant
04AE: $1519 = 18 // = constant
0084: $1520 = $1495 // integer values and handles
$1521 = 587.795 // floating-point values
$1522 = 1206.26 // floating-point values
$1523 = 15.64 // floating-point values
gosub @RAMPAGE_5610
0084: $1460 = $1516 // integer values and handles
0084: $1425 = $1517 // integer values and handles
:RAMPAGE_4039
if
$1515 == 11 // integer values
else_jump @RAMPAGE_4277
if
$1461 == 0 // integer values
else_jump @RAMPAGE_4167
0084: $1516 = $1461 // integer values and handles
0084: $1517 = $1426 // integer values and handles
04AE: $1518 = 282 // = constant
04AE: $1519 = 42 // = constant
0084: $1520 = $1496 // integer values and handles
$1521 = 300.673 // floating-point values
$1522 = 1324.88 // floating-point values
$1523 = 22.919 // floating-point values
gosub @RAMPAGE_5610
0084: $1461 = $1516 // integer values and handles
0084: $1426 = $1517 // integer values and handles
:RAMPAGE_4167
if
$1462 == 0 // integer values
else_jump @RAMPAGE_4277
0084: $1516 = $1462 // integer values and handles
0084: $1517 = $1427 // integer values and handles
04AE: $1518 = 269 // = constant
04AE: $1519 = 11 // = constant
0084: $1520 = $1497 // integer values and handles
$1521 = 217.247 // floating-point values
$1522 = 261.372 // floating-point values
$1523 = 8.71 // floating-point values
gosub @RAMPAGE_5610
0084: $1462 = $1516 // integer values and handles
0084: $1427 = $1517 // integer values and handles
:RAMPAGE_4277
if
$1515 == 12 // integer values
else_jump @RAMPAGE_4515
if
$1463 == 0 // integer values
else_jump @RAMPAGE_4405
0084: $1516 = $1463 // integer values and handles
0084: $1517 = $1428 // integer values and handles
04AE: $1518 = 287 // = constant
04AE: $1519 = 30 // = constant
0084: $1520 = $1498 // integer values and handles
$1521 = -366.44 // floating-point values
$1522 = -1742.1 // floating-point values
$1523 = 11.426 // floating-point values
gosub @RAMPAGE_5610
0084: $1463 = $1516 // integer values and handles
0084: $1428 = $1517 // integer values and handles
:RAMPAGE_4405
if
$1464 == 0 // integer values
else_jump @RAMPAGE_4515
0084: $1516 = $1464 // integer values and handles
0084: $1517 = $1429 // integer values and handles
04AE: $1518 = 290 // = constant
04AE: $1519 = 33 // = constant
0084: $1520 = $1499 // integer values and handles
$1521 = -448.796 // floating-point values
$1522 = 1249.27 // floating-point values
$1523 = 11.75 // floating-point values
gosub @RAMPAGE_5610
0084: $1464 = $1516 // integer values and handles
0084: $1429 = $1517 // integer values and handles
:RAMPAGE_4515
if
$1515 == 13 // integer values
else_jump @RAMPAGE_4753
if
$1465 == 0 // integer values
else_jump @RAMPAGE_4643
0084: $1516 = $1465 // integer values and handles
0084: $1517 = $1430 // integer values and handles
04AE: $1518 = 275 // = constant
04AE: $1519 = 18 // = constant
0084: $1520 = $1500 // integer values and handles
$1521 = -674.22 // floating-point values
$1522 = 1162.7 // floating-point values
$1523 = 28.15 // floating-point values
gosub @RAMPAGE_5610
0084: $1465 = $1516 // integer values and handles
0084: $1430 = $1517 // integer values and handles
:RAMPAGE_4643
if
$1466 == 0 // integer values
else_jump @RAMPAGE_4753
0084: $1516 = $1466 // integer values and handles
0084: $1517 = $1431 // integer values and handles
04AE: $1518 = 277 // = constant
04AE: $1519 = 19 // = constant
0084: $1520 = $1501 // integer values and handles
$1521 = -1143.48 // floating-point values
$1522 = -410.87 // floating-point values
$1523 = 10.95 // floating-point values
gosub @RAMPAGE_5610
0084: $1466 = $1516 // integer values and handles
0084: $1431 = $1517 // integer values and handles
:RAMPAGE_4753
if
$1515 == 14 // integer values
else_jump @RAMPAGE_4991
if
$1467 == 0 // integer values
else_jump @RAMPAGE_4881
0084: $1516 = $1467 // integer values and handles
0084: $1517 = $1432 // integer values and handles
04AE: $1518 = 286 // = constant
04AE: $1519 = 29 // = constant
0084: $1520 = $1502 // integer values and handles
$1521 = 624.26 // floating-point values
$1522 = -230.158 // floating-point values
$1523 = 23.915 // floating-point values
gosub @RAMPAGE_5610
0084: $1467 = $1516 // integer values and handles
0084: $1432 = $1517 // integer values and handles
:RAMPAGE_4881
if
$1468 == 0 // integer values
else_jump @RAMPAGE_4991
0084: $1516 = $1468 // integer values and handles
0084: $1517 = $1433 // integer values and handles
04AE: $1518 = 277 // = constant
04AE: $1519 = 19 // = constant
0084: $1520 = $1503 // integer values and handles
$1521 = -34.13 // floating-point values
$1522 = -948.707 // floating-point values
$1523 = 21.772 // floating-point values
gosub @RAMPAGE_5610
0084: $1468 = $1516 // integer values and handles
0084: $1433 = $1517 // integer values and handles
:RAMPAGE_4991
if
$1515 == 15 // integer values
else_jump @RAMPAGE_5229
if
$1469 == 0 // integer values
else_jump @RAMPAGE_5119
0084: $1516 = $1469 // integer values and handles
0084: $1517 = $1434 // integer values and handles
04AE: $1518 = 278 // = constant
04AE: $1519 = 20 // = constant
0084: $1520 = $1504 // integer values and handles
$1521 = 593.315 // floating-point values
$1522 = -352.826 // floating-point values
$1523 = 13.711 // floating-point values
gosub @RAMPAGE_5610
0084: $1469 = $1516 // integer values and handles
0084: $1434 = $1517 // integer values and handles
:RAMPAGE_5119
if
$1470 == 0 // integer values
else_jump @RAMPAGE_5229
0084: $1516 = $1470 // integer values and handles
0084: $1517 = $1435 // integer values and handles
04AE: $1518 = 278 // = constant
04AE: $1519 = 20 // = constant
0084: $1520 = $1505 // integer values and handles
$1521 = -1234.83 // floating-point values
$1522 = -90.378 // floating-point values
$1523 = 11.43 // floating-point values
gosub @RAMPAGE_5610
0084: $1470 = $1516 // integer values and handles
0084: $1435 = $1517 // integer values and handles
:RAMPAGE_5229
if
$1515 == 16 // integer values
else_jump @RAMPAGE_5467
if
$1471 == 0 // integer values
else_jump @RAMPAGE_5357
0084: $1516 = $1471 // integer values and handles
0084: $1517 = $1436 // integer values and handles
04AE: $1518 = 278 // = constant
04AE: $1519 = 20 // = constant
0084: $1520 = $1506 // integer values and handles
$1521 = -1483.47 // floating-point values
$1522 = -881.677 // floating-point values
$1523 = 14.87 // floating-point values
gosub @RAMPAGE_5610
0084: $1471 = $1516 // integer values and handles
0084: $1436 = $1517 // integer values and handles
:RAMPAGE_5357
if
$1472 == 0 // integer values
else_jump @RAMPAGE_5467
0084: $1516 = $1472 // integer values and handles
0084: $1517 = $1437 // integer values and handles
04AE: $1518 = 280 // = constant
04AE: $1519 = 26 // = constant
0084: $1520 = $1507 // integer values and handles
$1521 = -194.701 // floating-point values
$1522 = -1085.067 // floating-point values
$1523 = 15.66 // floating-point values
gosub @RAMPAGE_5610
0084: $1472 = $1516 // integer values and handles
0084: $1437 = $1517 // integer values and handles
:RAMPAGE_5467
if
$1515 == 17 // integer values
else_jump @RAMPAGE_5595
if
$1473 == 0 // integer values
else_jump @RAMPAGE_5595
0084: $1516 = $1473 // integer values and handles
0084: $1517 = $1438 // integer values and handles
04AE: $1518 = 268 // = constant
04AE: $1519 = 10 // = constant
0084: $1520 = $1508 // integer values and handles
$1521 = -983.373 // floating-point values
$1522 = -353.997 // floating-point values
$1523 = 13.84 // floating-point values
gosub @RAMPAGE_5610
0084: $1473 = $1516 // integer values and handles
0084: $1438 = $1517 // integer values and handles
:RAMPAGE_5595
jump @RAMPAGE_1369
:RAMPAGE_5602
030C: progress_made += 1
mission_cleanup
end_thread
:RAMPAGE_5610
if
Pickup.Picked_up($1517)
else_jump @RAMPAGE_7047
wait 0
if
$1180 == 1 // integer values
else_jump @RAMPAGE_5668
$1517 = Pickup.Create(#KILLFRENZY, 3, $1521, $1522, $1523)
return
:RAMPAGE_5668
$ONMISSION = 1 // integer values
Model.Load($1518)
:RAMPAGE_5680
if
not Model.Available($1518)
else_jump @RAMPAGE_5707
wait 0
jump @RAMPAGE_5680
:RAMPAGE_5707
if
04A3: $1518 == 290 // == constant
else_jump @RAMPAGE_5758
Model.Load(#MINIGUN2)
:RAMPAGE_5731
if
not Model.Available(#MINIGUN2)
else_jump @RAMPAGE_5758
wait 0
jump @RAMPAGE_5731
:RAMPAGE_5758
if
$1509 == 4 // integer values
else_jump @RAMPAGE_5818
04AE: $1510 = 7 // = constant
04AE: $1511 = 83 // = constant
04AE: $1512 = 84 // = constant
04AE: $1513 = 85 // = constant
04AE: $1514 = 86 // = constant
$1509 += 1 // integer values
:RAMPAGE_5818
if
$1509 == 3 // integer values
else_jump @RAMPAGE_5878
04AE: $1510 = 8 // = constant
04AE: $1511 = 85 // = constant
04AE: $1512 = 86 // = constant
04AE: $1513 = 83 // = constant
04AE: $1514 = 84 // = constant
$1509 += 1 // integer values
:RAMPAGE_5878
if
$1509 == 2 // integer values
else_jump @RAMPAGE_5938
04AE: $1510 = 12 // = constant
04AE: $1511 = 93 // = constant
04AE: $1512 = 94 // = constant
04AE: $1513 = 83 // = constant
04AE: $1514 = 84 // = constant
$1509 += 1 // integer values
:RAMPAGE_5938
if
$1509 == 1 // integer values
else_jump @RAMPAGE_5998
04AE: $1510 = 10 // = constant
04AE: $1511 = 89 // = constant
04AE: $1512 = 90 // = constant
04AE: $1513 = 85 // = constant
04AE: $1514 = 86 // = constant
$1509 += 1 // integer values
:RAMPAGE_5998
if
$1509 == 0 // integer values
else_jump @RAMPAGE_6058
04AE: $1510 = 9 // = constant
04AE: $1511 = 87 // = constant
04AE: $1512 = 88 // = constant
04AE: $1513 = 85 // = constant
04AE: $1514 = 86 // = constant
$1509 += 1 // integer values
:RAMPAGE_6058
if
Player.Defined($PLAYER_CHAR)
else_jump @RAMPAGE_6369
if
Player.InZone($PLAYER_CHAR, 'STREET5')
else_jump @RAMPAGE_6133
04AE: $1510 = 9 // = constant
04AE: $1511 = 87 // = constant
04AE: $1512 = 88 // = constant
04AE: $1513 = 85 // = constant
04AE: $1514 = 86 // = constant
:RAMPAGE_6133
if
Player.InZone($PLAYER_CHAR, 'BIKAREA')
else_jump @RAMPAGE_6192
04AE: $1510 = 12 // = constant
04AE: $1511 = 93 // = constant
04AE: $1512 = 94 // = constant
04AE: $1513 = 83 // = constant
04AE: $1514 = 84 // = constant
:RAMPAGE_6192
if
Player.InZone($PLAYER_CHAR, 'GANG2')
else_jump @RAMPAGE_6251
04AE: $1510 = 8 // = constant
04AE: $1511 = 85 // = constant
04AE: $1512 = 86 // = constant
04AE: $1513 = 83 // = constant
04AE: $1514 = 84 // = constant
:RAMPAGE_6251
if
Player.InZone($PLAYER_CHAR, 'GHETTO1')
else_jump @RAMPAGE_6310
04AE: $1510 = 8 // = constant
04AE: $1511 = 85 // = constant
04AE: $1512 = 86 // = constant
04AE: $1513 = 83 // = constant
04AE: $1514 = 84 // = constant
:RAMPAGE_6310
if
Player.InZone($PLAYER_CHAR, 'GHETTO2')
else_jump @RAMPAGE_6369
04AE: $1510 = 7 // = constant
04AE: $1511 = 83 // = constant
04AE: $1512 = 84 // = constant
04AE: $1513 = 85 // = constant
04AE: $1514 = 86 // = constant
:RAMPAGE_6369
if
003A: $1517 == $1422 // integer values and handles
else_jump @RAMPAGE_6448
01F9: init_rampage 'PAGE_00' $1519 120000 $1520 $1511 $1512 $1513 $1514 0 // .
01E3: text_1number_styled 'PAGE_05' number $1520 time 6000 style 6 // Gun Down ~1~ Gang Members in 2 Minutes!
jump @RAMPAGE_6684
:RAMPAGE_6448
if or
003A: $1517 == $1405 // integer values and handles
003A: $1517 == $1419 // integer values and handles
003A: $1517 == $1420 // integer values and handles
003A: $1517 == $1428 // integer values and handles
else_jump @RAMPAGE_6547
01F9: init_rampage 'PAGE_00' $1519 120000 $1520 -2 -1 -1 -1 0 // .
01E3: text_1number_styled 'PAGE_02' number $1520 time 6000 style 6 // Destroy ~1~ Vehicles in 2 Minutes!
jump @RAMPAGE_6684
:RAMPAGE_6547
01F9: init_rampage 'PAGE_00' $1519 120000 $1520 $1511 $1512 -1 -1 0 // .
if
04A3: $1519 == 42 // == constant
else_jump @RAMPAGE_6623
01E3: text_1number_styled 'PAGE_03' number $1520 time 6000 style 6 // Drive-by and Waste ~1~ Gang Members in 2 Minutes!
jump @RAMPAGE_6684
:RAMPAGE_6623
if
04A3: $1519 == 40 // == constant
else_jump @RAMPAGE_6666
01E3: text_1number_styled 'PAGE_04' number $1520 time 6000 style 6 // Runover and Kill ~1~ Gang Members in 2 Minutes!
jump @RAMPAGE_6684
:RAMPAGE_6666
01E3: text_1number_styled 'PAGE_01' number $1520 time 6000 style 6 // Kill ~1~ Gang Members in 2 Minutes!
:RAMPAGE_6684
Model.Load($1511)
Model.Load($1512)
03DF: all_random_peds $1510
00BA: text_styled 'RAMPAGE' 5000 ms 5 // RAMPAGE!!
01FA: $1402 = rampage_status
:RAMPAGE_6719
if
$1402 == 1 // integer values
else_jump @RAMPAGE_6753
wait 0
01FA: $1402 = rampage_status
jump @RAMPAGE_6719
:RAMPAGE_6753
if
$1402 == 2 // integer values
else_jump @RAMPAGE_6960
$1516 = 1 // integer values
$1403 += 1 // integer values
0084: $1401 = $1403 // integer values and handles
$1401 *= 50 // integer values
if
Player.Defined($PLAYER_CHAR)
else_jump @RAMPAGE_6821
Player.ClearWantedLevel($PLAYER_CHAR)
:RAMPAGE_6821
if
35 > $1403 // integer values
else_jump @RAMPAGE_6903
if
Player.Defined($PLAYER_CHAR)
else_jump @RAMPAGE_6863
Player.Money($PLAYER_CHAR) += $1401
:RAMPAGE_6863
00BA: text_styled 'RAMP_P' 5000 ms 5 // RAMPAGE PASSED!!
01E3: text_1number_styled 'REWARD' number $1401 time 6000 style 6 // REWARD $~1~
jump @RAMPAGE_6960
:RAMPAGE_6903
if
Player.Defined($PLAYER_CHAR)
else_jump @RAMPAGE_6927
Player.Money($PLAYER_CHAR) += 1000
:RAMPAGE_6927
00BA: text_styled 'RAMP_A' 5000 ms 5 // ALL RAMPAGES COMPLETED!!
01E3: text_1number_styled 'REWARD' number 1000 time 6000 style 6 // REWARD $~1~
:RAMPAGE_6960
if
$1402 == 3 // integer values
else_jump @RAMPAGE_7016
00BA: text_styled 'RAMP_F' 5000 ms 5 // RAMPAGE FAILED!!
Pickup.Destroy($1517)
$1517 = Pickup.Create(#KILLFRENZY, 3, $1521, $1522, $1523)
:RAMPAGE_7016
03DF: all_random_peds -1
Model.Destroy($1511)
Model.Destroy($1512)
Model.Destroy($1518)
Model.Destroy(#MINIGUN2)
$ONMISSION = 0 // integer values
:RAMPAGE_7047
return
:SHOPS
$1524 = -60000 // integer values
$1525 = -60000 // integer values
$1526 = -60000 // integer values
$1527 = 0 // integer values
$1530 = 0 // integer values
$864 = 0 // integer values
$1540 = 0 // integer values
$1541 = 0 // integer values
$1542 = 0 // integer values
$1543 = 0 // integer values
$1544 = 0 // integer values
$1545 = 0 // integer values
$1546 = 0 // integer values
$1547 = 0 // integer values
$1548 = 0 // integer values
$1549 = 0 // integer values
$1550 = 0 // integer values
$1551 = 0 // integer values
$1552 = 0 // integer values
$1553 = 0 // integer values
$1554 = 0 // integer values
$1555 = 0 // integer values
$1531 = 0 // integer values
thread 'SHOPS'
set_wb_check_to 0
create_thread @SHOP1
create_thread @SHOP2
create_thread @SHOP3
create_thread @SHOP4
create_thread @SHOP5
end_thread
:SHOP1
thread 'SHOP1'
:SHOP1_10
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @SHOP1_999
if and
0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point
$1003 == 0 // integer values
else_jump @SHOP1_992
if
00F5: player $PLAYER_CHAR 0 449.7 781.5 12.2 radius 30.0 30.0 30.0
else_jump @SHOP1_329
if
$1527 == 0 // integer values
else_jump @SHOP1_216
gosub @SHOP5_1792
0084: $1533 = $859 // integer values and handles
0060: $1533 -= $1524 // integer values
if
$1533 > 60000 // integer values
else_jump @SHOP1_202
$1532 = Actor.Create(CivMale, #SPECIAL16, 450.0, 782.5, 12.2)
gosub @SHOP5_2200
:SHOP1_202
$1527 = 1 // integer values
jump @SHOP1_322
:SHOP1_216
if
$1533 > 60000 // integer values
else_jump @SHOP1_322
if
not Actor.Dead($1532)
else_jump @SHOP1_315
if
0057: player $PLAYER_CHAR 0 472.7 800.4 11.5 438.1 779.0 17.0
else_jump @SHOP1_308
gosub @SHOP5_1010
:SHOP1_308
jump @SHOP1_322
:SHOP1_315
Player.SetMinWantedLevel($PLAYER_CHAR, 1)
:SHOP1_322
jump @SHOP1_354
:SHOP1_329
if
$1527 == 1 // integer values
else_jump @SHOP1_354
gosub @SHOP5_1854
:SHOP1_354
if
Player.Defined($PLAYER_CHAR)
else_jump @SHOP1_673
if
00F5: player $PLAYER_CHAR 0 383.2 759.7 11.0 radius 30.0 30.0 30.0
else_jump @SHOP1_648
if
$1528 == 0 // integer values
else_jump @SHOP1_535
gosub @SHOP5_1792
0084: $1534 = $859 // integer values and handles
0060: $1534 -= $1525 // integer values
if
$1534 > 60000 // integer values
else_jump @SHOP1_521
$1532 = Actor.Create(CivMale, #SPECIAL16, 383.2, 759.7, 11.0)
Actor.Angle($1532) = 180.0
gosub @SHOP5_2200
:SHOP1_521
$1528 = 1 // integer values
jump @SHOP1_641
:SHOP1_535
if
$1534 > 60000 // integer values
else_jump @SHOP1_641
if
not Actor.Dead($1532)
else_jump @SHOP1_634
if
00F5: player $PLAYER_CHAR 0 383.2 759.7 11.0 radius 8.0 8.0 6.0
else_jump @SHOP1_627
gosub @SHOP5_1010
:SHOP1_627
jump @SHOP1_641
:SHOP1_634
Player.SetMinWantedLevel($PLAYER_CHAR, 1)
:SHOP1_641
jump @SHOP1_673
:SHOP1_648
if
$1528 == 1 // integer values
else_jump @SHOP1_673
gosub @SHOP5_1854
:SHOP1_673
if
Player.Defined($PLAYER_CHAR)
else_jump @SHOP1_992
if
00F5: player $PLAYER_CHAR 0 379.9 210.2 10.6 radius 30.0 30.0 30.0
else_jump @SHOP1_967
if
$1529 == 0 // integer values
else_jump @SHOP1_854
gosub @SHOP5_1792
0084: $1535 = $859 // integer values and handles
0060: $1535 -= $1526 // integer values
if
$1535 > 60000 // integer values
else_jump @SHOP1_840
$1532 = Actor.Create(CivMale, #SPECIAL16, 379.9, 210.2, 10.6)
Actor.Angle($1532) = 280.0
gosub @SHOP5_2200
:SHOP1_840
$1529 = 1 // integer values
jump @SHOP1_960
:SHOP1_854
if
$1535 > 60000 // integer values
else_jump @SHOP1_960
if
not Actor.Dead($1532)
else_jump @SHOP1_953
if
00F5: player $PLAYER_CHAR 0 379.9 210.2 10.6 radius 8.0 8.0 6.0
else_jump @SHOP1_946
gosub @SHOP5_1010
:SHOP1_946
jump @SHOP1_960
:SHOP1_953
Player.SetMinWantedLevel($PLAYER_CHAR, 1)
:SHOP1_960
jump @SHOP1_992
:SHOP1_967
if
$1529 == 1 // integer values
else_jump @SHOP1_992
gosub @SHOP5_1854
:SHOP1_992
jump @SHOP1_1006
:SHOP1_999
gosub @SHOP5_1854
:SHOP1_1006
jump @SHOP1_10
:SHOP2
thread 'SHOP2'
:SHOP2_10
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @SHOP2_364
if
0121: player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti
else_jump @SHOP2_357
if
00F5: player $PLAYER_CHAR 0 -846.6 -72.6 10.8 radius 30.0 30.0 30.0
else_jump @SHOP2_332
if
$1527 == 0 // integer values
else_jump @SHOP2_219
gosub @SHOP5_1792
0084: $1533 = $859 // integer values and handles
0060: $1533 -= $1524 // integer values
if
$1533 > 60000 // integer values
else_jump @SHOP2_205
$1532 = Actor.Create(CivMale, #SPECIAL16, -846.6, -72.6, 10.8)
Actor.Angle($1532) = 166.0
gosub @SHOP5_2200
:SHOP2_205
$1527 = 1 // integer values
jump @SHOP2_325
:SHOP2_219
if
$1533 > 60000 // integer values
else_jump @SHOP2_325
if
not Actor.Dead($1532)
else_jump @SHOP2_318
if
00F5: player $PLAYER_CHAR 0 -846.6 -72.6 10.8 radius 8.0 8.0 6.0
else_jump @SHOP2_311
gosub @SHOP5_1010
:SHOP2_311
jump @SHOP2_325
:SHOP2_318
Player.SetMinWantedLevel($PLAYER_CHAR, 1)
:SHOP2_325
jump @SHOP2_357
:SHOP2_332
if
$1527 == 1 // integer values
else_jump @SHOP2_357
gosub @SHOP5_1854
:SHOP2_357
jump @SHOP2_371
:SHOP2_364
gosub @SHOP5_1854
:SHOP2_371
jump @SHOP2_10
:SHOP3
thread 'SHOP3'
:SHOP3_10
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @SHOP3_683
if
0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown
else_jump @SHOP3_676
if
00F5: player $PLAYER_CHAR 0 -830.4 741.9 10.6 radius 30.0 30.0 30.0
else_jump @SHOP3_332
if
$1527 == 0 // integer values
else_jump @SHOP3_219
gosub @SHOP5_1792
0084: $1533 = $859 // integer values and handles
0060: $1533 -= $1524 // integer values
if
$1533 > 60000 // integer values
else_jump @SHOP3_205
$1532 = Actor.Create(CivMale, #SPECIAL16, -830.4, 741.9, 10.6)
Actor.Angle($1532) = 90.0
gosub @SHOP5_2200
:SHOP3_205
$1527 = 1 // integer values
jump @SHOP3_325
:SHOP3_219
if
$1533 > 60000 // integer values
else_jump @SHOP3_325
if
not Actor.Dead($1532)
else_jump @SHOP3_318
if
00F5: player $PLAYER_CHAR 0 -830.4 741.9 10.6 radius 8.0 8.0 6.0
else_jump @SHOP3_311
gosub @SHOP5_1010
:SHOP3_311
jump @SHOP3_325
:SHOP3_318
Player.SetMinWantedLevel($PLAYER_CHAR, 1)
:SHOP3_325
jump @SHOP3_357
:SHOP3_332
if
$1527 == 1 // integer values
else_jump @SHOP3_357
gosub @SHOP5_1854
:SHOP3_357
if
Player.Defined($PLAYER_CHAR)
else_jump @SHOP3_676
if
00F5: player $PLAYER_CHAR 0 -854.3 850.0 10.6 radius 30.0 30.0 30.0
else_jump @SHOP3_651
if
$1528 == 0 // integer values
else_jump @SHOP3_538
gosub @SHOP5_1792
0084: $1534 = $859 // integer values and handles
0060: $1534 -= $1525 // integer values
if
$1534 > 60000 // integer values
else_jump @SHOP3_524
$1532 = Actor.Create(CivMale, #SPECIAL16, -854.3, 850.0, 10.6)
Actor.Angle($1532) = 110.0
gosub @SHOP5_2200
:SHOP3_524
$1528 = 1 // integer values
jump @SHOP3_644
:SHOP3_538
if
$1534 > 60000 // integer values
else_jump @SHOP3_644
if
not Actor.Dead($1532)
else_jump @SHOP3_637
if
00F5: player $PLAYER_CHAR 0 -854.3 850.0 10.6 radius 8.0 8.0 6.0
else_jump @SHOP3_630
gosub @SHOP5_1010
:SHOP3_630
jump @SHOP3_644
:SHOP3_637
Player.SetMinWantedLevel($PLAYER_CHAR, 1)
:SHOP3_644
jump @SHOP3_676
:SHOP3_651
if
$1528 == 1 // integer values
else_jump @SHOP3_676
gosub @SHOP5_1854
:SHOP3_676
jump @SHOP3_690
:SHOP3_683
gosub @SHOP5_1854
:SHOP3_690
jump @SHOP3_10
:SHOP4
thread 'SHOP4'
:SHOP4_10
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @SHOP4_1034
if
0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana
else_jump @SHOP4_1027
if
00F5: player $PLAYER_CHAR 0 -859.2 -632.7 10.6 radius 30.0 30.0 30.0
else_jump @SHOP4_332
if
$1527 == 0 // integer values
else_jump @SHOP4_219
gosub @SHOP5_1792
0084: $1533 = $859 // integer values and handles
0060: $1533 -= $1524 // integer values
if
$1533 > 60000 // integer values
else_jump @SHOP4_205
$1532 = Actor.Create(CivMale, #SPECIAL16, -858.8, -632.66, 10.6)
Actor.Angle($1532) = 193.0
gosub @SHOP5_2200
:SHOP4_205
$1527 = 1 // integer values
jump @SHOP4_325
:SHOP4_219
if
$1533 > 60000 // integer values
else_jump @SHOP4_325
if
not Actor.Dead($1532)
else_jump @SHOP4_318
if
00F5: player $PLAYER_CHAR 0 -859.2 -632.7 10.6 radius 8.0 8.0 6.0
else_jump @SHOP4_311
gosub @SHOP5_1010
:SHOP4_311
jump @SHOP4_325
:SHOP4_318
Player.SetMinWantedLevel($PLAYER_CHAR, 1)
:SHOP4_325
jump @SHOP4_357
:SHOP4_332
if
$1527 == 1 // integer values
else_jump @SHOP4_357
gosub @SHOP5_1854
:SHOP4_357
if
Player.Defined($PLAYER_CHAR)
else_jump @SHOP4_692
if
Player.Defined($PLAYER_CHAR)
else_jump @SHOP4_692
if
00F5: player $PLAYER_CHAR 0 -1167.1 -615.8 11.0 radius 30.0 30.0 30.0
else_jump @SHOP4_667
if
$1528 == 0 // integer values
else_jump @SHOP4_554
gosub @SHOP5_1792
0084: $1534 = $859 // integer values and handles
0060: $1534 -= $1525 // integer values
if
$1534 > 60000 // integer values
else_jump @SHOP4_540
$1532 = Actor.Create(CivMale, #SPECIAL16, -1167.1, -615.8, 11.0)
Actor.Angle($1532) = 90.0
gosub @SHOP5_2200
:SHOP4_540
$1528 = 1 // integer values
jump @SHOP4_660
:SHOP4_554
if
$1534 > 60000 // integer values
else_jump @SHOP4_660
if
not Actor.Dead($1532)
else_jump @SHOP4_653
if
00F5: player $PLAYER_CHAR 0 -1167.1 -615.8 11.0 radius 8.0 8.0 6.0
else_jump @SHOP4_646
gosub @SHOP5_1010
:SHOP4_646
jump @SHOP4_660
:SHOP4_653
Player.SetMinWantedLevel($PLAYER_CHAR, 1)
:SHOP4_660
jump @SHOP4_692
:SHOP4_667
if
$1528 == 1 // integer values
else_jump @SHOP4_692
gosub @SHOP5_1854
:SHOP4_692
if
Player.Defined($PLAYER_CHAR)
else_jump @SHOP4_1027
if
Player.Defined($PLAYER_CHAR)
else_jump @SHOP4_1027
if
00F5: player $PLAYER_CHAR 0 -1192.2 -323.7 11.1 radius 30.0 30.0 30.0
else_jump @SHOP4_1002
if
$1529 == 0 // integer values
else_jump @SHOP4_889
gosub @SHOP5_1792
0084: $1535 = $859 // integer values and handles
0060: $1535 -= $1526 // integer values
if
$1535 > 60000 // integer values
else_jump @SHOP4_875
$1532 = Actor.Create(CivMale, #SPECIAL16, -1192.2, -323.7, 11.1)
Actor.Angle($1532) = 90.0
gosub @SHOP5_2200
:SHOP4_875
$1529 = 1 // integer values
jump @SHOP4_995
:SHOP4_889
if
$1535 > 60000 // integer values
else_jump @SHOP4_995
if
not Actor.Dead($1532)
else_jump @SHOP4_988
if
00F5: player $PLAYER_CHAR 0 -1192.2 -323.7 11.1 radius 8.0 8.0 6.0
else_jump @SHOP4_981
gosub @SHOP5_1010
:SHOP4_981
jump @SHOP4_995
:SHOP4_988
Player.SetMinWantedLevel($PLAYER_CHAR, 1)
:SHOP4_995
jump @SHOP4_1027
:SHOP4_1002
if
$1529 == 1 // integer values
else_jump @SHOP4_1027
gosub @SHOP5_1854
:SHOP4_1027
jump @SHOP4_1041
:SHOP4_1034
gosub @SHOP5_1854
:SHOP4_1041
jump @SHOP4_10
:SHOP5
thread 'SHOP5'
:SHOP5_10
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @SHOP5_996
if
$1003 == 1 // integer values
else_jump @SHOP5_989
if
00F5: player $PLAYER_CHAR 0 352.7 1111.3 24.5 radius 30.0 30.0 15.0
else_jump @SHOP5_326
if
$1527 == 0 // integer values
else_jump @SHOP5_213
gosub @SHOP5_1792
0084: $1533 = $859 // integer values and handles
0060: $1533 -= $1524 // integer values
if
$1533 > 60000 // integer values
else_jump @SHOP5_199
$1532 = Actor.Create(CivMale, #SPECIAL16, 352.7, 1111.3, 24.5)
Actor.Angle($1532) = 290.0
gosub @SHOP5_2200
:SHOP5_199
$1527 = 1 // integer values
jump @SHOP5_319
:SHOP5_213
if
$1533 > 60000 // integer values
else_jump @SHOP5_319
if
not Actor.Dead($1532)
else_jump @SHOP5_312
if
00F5: player $PLAYER_CHAR 0 352.7 1111.3 24.5 radius 8.0 8.0 6.0
else_jump @SHOP5_305
gosub @SHOP5_1010
:SHOP5_305
jump @SHOP5_319
:SHOP5_312
Player.SetMinWantedLevel($PLAYER_CHAR, 1)
:SHOP5_319
jump @SHOP5_351
:SHOP5_326
if
$1527 == 1 // integer values
else_jump @SHOP5_351
gosub @SHOP5_1854
:SHOP5_351
if
Player.Defined($PLAYER_CHAR)
else_jump @SHOP5_670
if
00F5: player $PLAYER_CHAR 0 423.5 1039.4 18.1 radius 30.0 30.0 15.0
else_jump @SHOP5_645
if
$1528 == 0 // integer values
else_jump @SHOP5_532
gosub @SHOP5_1792
0084: $1534 = $859 // integer values and handles
0060: $1534 -= $1525 // integer values
if
$1534 > 60000 // integer values
else_jump @SHOP5_518
$1532 = Actor.Create(CivMale, #SPECIAL16, 423.5, 1039.4, 18.1)
Actor.Angle($1532) = 136.0
gosub @SHOP5_2200
:SHOP5_518
$1528 = 1 // integer values
jump @SHOP5_638
:SHOP5_532
if
$1534 > 60000 // integer values
else_jump @SHOP5_638
if
not Actor.Dead($1532)
else_jump @SHOP5_631
if
00F5: player $PLAYER_CHAR 0 423.5 1039.4 18.1 radius 8.0 8.0 6.0
else_jump @SHOP5_624
gosub @SHOP5_1010
:SHOP5_624
jump @SHOP5_638
:SHOP5_631
Player.SetMinWantedLevel($PLAYER_CHAR, 1)
:SHOP5_638
jump @SHOP5_670
:SHOP5_645
if
$1528 == 1 // integer values
else_jump @SHOP5_670
gosub @SHOP5_1854
:SHOP5_670
if
Player.Defined($PLAYER_CHAR)
else_jump @SHOP5_989
if
00F5: player $PLAYER_CHAR 0 468.7 1206.6 19.0 radius 30.0 30.0 15.0
else_jump @SHOP5_964
if
$1529 == 0 // integer values
else_jump @SHOP5_851
gosub @SHOP5_1792
0084: $1535 = $859 // integer values and handles
0060: $1535 -= $1526 // integer values
if
$1535 > 60000 // integer values
else_jump @SHOP5_837
$1532 = Actor.Create(CivMale, #SPECIAL16, 468.7, 1206.6, 19.0)
Actor.Angle($1532) = 90.0
gosub @SHOP5_2200
:SHOP5_837
$1529 = 1 // integer values
jump @SHOP5_957
:SHOP5_851
if
$1535 > 60000 // integer values
else_jump @SHOP5_957
if
not Actor.Dead($1532)
else_jump @SHOP5_950
if
00F5: player $PLAYER_CHAR 0 468.7 1206.6 19.0 radius 8.0 8.0 6.0
else_jump @SHOP5_943
gosub @SHOP5_1010
:SHOP5_943
jump @SHOP5_957
:SHOP5_950
Player.SetMinWantedLevel($PLAYER_CHAR, 1)
:SHOP5_957
jump @SHOP5_989
:SHOP5_964
if
$1529 == 1 // integer values
else_jump @SHOP5_989
gosub @SHOP5_1854
:SHOP5_989
jump @SHOP5_1003
:SHOP5_996
gosub @SHOP5_1854
:SHOP5_1003
jump @SHOP5_10
:SHOP5_1010
if
not Actor.Dead($1532)
else_jump @SHOP5_1790
if
0457: player $PLAYER_CHAR aiming_at_actor $1532
else_jump @SHOP5_1636
if
$1530 == 0 // integer values
else_jump @SHOP5_1167
022F: set_actor $1532 stop_looking
if
not Actor.Dead($1532)
else_jump @SHOP5_1146
04EB: actor $1532 crouch 0 9999999 ms
0372: set_actor $1532 anim 0 wait_state_time 0 ms
0372: set_actor $1532 anim 17 wait_state_time 9999999 ms
04C4: create_coordinate $896 $897 $898 from_actor $1532 offset 0.0 1.2 0.0
:SHOP5_1146
16@ = 0 // integer values
$1530 = 1 // integer values
jump @SHOP5_1599
:SHOP5_1167
if
$864 == 0 // integer values
else_jump @SHOP5_1599
if and
16@ > 2000 // integer values
6000 > 16@ // integer values
else_jump @SHOP5_1283
if
$1540 == 0 // integer values
else_jump @SHOP5_1283
$898 += 0.15 // floating-point values
02E1: $1536 = create_cash_pickup 50 at $896 $897 $898
018C: play_sound 13 at $896 $897 $898
gosub @SHOP5_2245
$1540 = 1 // integer values
:SHOP5_1283
if and
16@ > 6000 // integer values
10000 > 16@ // integer values
else_jump @SHOP5_1391
if
$1541 == 0 // integer values
else_jump @SHOP5_1391
$897 += 0.1 // floating-point values
$896 += 0.1 // floating-point values
02E1: $1537 = create_cash_pickup 100 at $896 $897 $898
018C: play_sound 13 at $896 $897 $898
Player.SetMinWantedLevel($PLAYER_CHAR, 1)
$1541 = 1 // integer values
:SHOP5_1391
if and
16@ > 10000 // integer values
14000 > 16@ // integer values
else_jump @SHOP5_1490
if
$1542 == 0 // integer values
else_jump @SHOP5_1490
$897 += 0.1 // floating-point values
02E1: $1538 = create_cash_pickup 250 at $896 $897 $898
018C: play_sound 13 at $896 $897 $898
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
$1542 = 1 // integer values
:SHOP5_1490
if and
16@ > 14000 // integer values
20000 > 16@ // integer values
else_jump @SHOP5_1599
if
$1543 == 0 // integer values
else_jump @SHOP5_1599
$897 += 0.1 // floating-point values
$896 += 0.1 // floating-point values
02E1: $1539 = create_cash_pickup 600 at $896 $897 $898
018C: play_sound 13 at $896 $897 $898
Player.SetMinWantedLevel($PLAYER_CHAR, 3)
$1543 = 1 // integer values
:SHOP5_1599
if or
02DF: player $PLAYER_CHAR aggressive
031D: actor $1532 hit_by_weapon 47
else_jump @SHOP5_1629
jump @SHOP5_1636
:SHOP5_1629
jump @SHOP5_1790
:SHOP5_1636
if
$1530 == 0 // integer values
else_jump @SHOP5_1691
if or
02DF: player $PLAYER_CHAR aggressive
031D: actor $1532 hit_by_weapon 47
else_jump @SHOP5_1684
$1530 = 1 // integer values
:SHOP5_1684
jump @SHOP5_1790
:SHOP5_1691
if
not Actor.Dead($1532)
else_jump @SHOP5_1790
0372: set_actor $1532 anim 0 wait_state_time 0 ms
04EB: actor $1532 crouch 1 9999999 ms
if
$864 == 0 // integer values
else_jump @SHOP5_1790
Actor.StorePos($1532, $896, $897, $898)
018D: $865 = create_sound 0 at $896 $897 $898
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
$864 = 1 // integer values
:SHOP5_1790
return
:SHOP5_1792
023C: load_special_actor 16 'S_KEEP'
:SHOP5_1804
if
823D: not special_actor 16 loaded
else_jump @SHOP5_1842
wait 0
023C: load_special_actor 16 'S_KEEP'
jump @SHOP5_1804
:SHOP5_1842
01BD: $859 = current_time_in_ms
Actor.DestroyInstantly($1532)
return
:SHOP5_1854
if
$1527 == 1 // integer values
else_jump @SHOP5_1921
if or
Actor.Dead($1532)
$1530 == 1 // integer values
else_jump @SHOP5_1921
if
$1533 > 60000 // integer values
else_jump @SHOP5_1921
01BD: $1524 = current_time_in_ms
:SHOP5_1921
if
$1528 == 1 // integer values
else_jump @SHOP5_1988
if or
Actor.Dead($1532)
$1530 == 1 // integer values
else_jump @SHOP5_1988
if
$1534 > 60000 // integer values
else_jump @SHOP5_1988
01BD: $1525 = current_time_in_ms
:SHOP5_1988
if
$1529 == 1 // integer values
else_jump @SHOP5_2055
if or
Actor.Dead($1532)
$1530 == 1 // integer values
else_jump @SHOP5_2055
if
$1535 > 60000 // integer values
else_jump @SHOP5_2055
01BD: $1526 = current_time_in_ms
:SHOP5_2055
$1527 = 0 // integer values
$1528 = 0 // integer values
$1529 = 0 // integer values
$1530 = 0 // integer values
$864 = 0 // integer values
$1540 = 0 // integer values
$1541 = 0 // integer values
$1542 = 0 // integer values
$1543 = 0 // integer values
Pickup.Destroy($1536)
Pickup.Destroy($1537)
Pickup.Destroy($1538)
Pickup.Destroy($1539)
0296: unload_special_actor 16
Actor.DestroyInstantly($1532)
018E: stop_sound $865
if
not Player.Defined($PLAYER_CHAR)
else_jump @SHOP5_2198
$1524 = -60000 // integer values
$1525 = -60000 // integer values
$1526 = -60000 // integer values
:SHOP5_2198
return
:SHOP5_2200
0243: set_actor $1532 ped_stats_to 16
01ED: clear_actor $1532 threat_search
0350: set_actor $1532 maintain_position_when_attacked 1
if
Player.Defined($PLAYER_CHAR)
else_jump @SHOP5_2243
022D: set_actor $1532 to_look_at_player $PLAYER_CHAR
:SHOP5_2243
return
:SHOP5_2245
if and
00F5: player $PLAYER_CHAR 0 -859.2 -632.7 10.6 radius 30.0 30.0 30.0
$1544 == 0 // integer values
else_jump @SHOP5_2318
0531: increment_stores_knocked_off_by 1
$1531 += 1 // integer values
$1544 = 1 // integer values
:SHOP5_2318
if and
00F5: player $PLAYER_CHAR 0 -854.3 850.0 10.6 radius 30.0 30.0 30.0
$1545 == 0 // integer values
else_jump @SHOP5_2391
0531: increment_stores_knocked_off_by 1
$1531 += 1 // integer values
$1545 = 1 // integer values
:SHOP5_2391
if and
00F5: player $PLAYER_CHAR 0 -830.4 741.9 10.6 radius 30.0 30.0 30.0
$1546 == 0 // integer values
else_jump @SHOP5_2464
0531: increment_stores_knocked_off_by 1
$1531 += 1 // integer values
$1546 = 1 // integer values
:SHOP5_2464
if and
00F5: player $PLAYER_CHAR 0 -846.6 -72.6 10.8 radius 30.0 30.0 30.0
$1547 == 0 // integer values
else_jump @SHOP5_2537
0531: increment_stores_knocked_off_by 1
$1531 += 1 // integer values
$1547 = 1 // integer values
:SHOP5_2537
if and
00F5: player $PLAYER_CHAR 0 379.9 210.2 10.6 radius 30.0 30.0 30.0
$1548 == 0 // integer values
else_jump @SHOP5_2610
0531: increment_stores_knocked_off_by 1
$1531 += 1 // integer values
$1548 = 1 // integer values
:SHOP5_2610
if and
00F5: player $PLAYER_CHAR 0 383.2 759.7 11.0 radius 30.0 30.0 30.0
$1549 == 0 // integer values
else_jump @SHOP5_2683
0531: increment_stores_knocked_off_by 1
$1531 += 1 // integer values
$1549 = 1 // integer values
:SHOP5_2683
if and
00F5: player $PLAYER_CHAR 0 449.7 781.5 12.2 radius 30.0 30.0 30.0
$1550 == 0 // integer values
else_jump @SHOP5_2756
0531: increment_stores_knocked_off_by 1
$1531 += 1 // integer values
$1550 = 1 // integer values
:SHOP5_2756
if and
00F5: player $PLAYER_CHAR 0 352.7 1111.3 24.5 radius 30.0 30.0 15.0
$1551 == 0 // integer values
else_jump @SHOP5_2829
0531: increment_stores_knocked_off_by 1
$1531 += 1 // integer values
$1551 = 1 // integer values
:SHOP5_2829
if and
00F5: player $PLAYER_CHAR 0 423.5 1039.4 18.1 radius 30.0 30.0 15.0
$1552 == 0 // integer values
else_jump @SHOP5_2902
0531: increment_stores_knocked_off_by 1
$1531 += 1 // integer values
$1552 = 1 // integer values
:SHOP5_2902
if and
00F5: player $PLAYER_CHAR 0 468.7 1206.6 18.2 radius 30.0 30.0 15.0
$1553 == 0 // integer values
else_jump @SHOP5_2975
0531: increment_stores_knocked_off_by 1
$1531 += 1 // integer values
$1553 = 1 // integer values
:SHOP5_2975
if and
00F5: player $PLAYER_CHAR 0 -1167.5 -613.5 11.0 radius 30.0 30.0 30.0
$1554 == 0 // integer values
else_jump @SHOP5_3048
0531: increment_stores_knocked_off_by 1
$1531 += 1 // integer values
$1554 = 1 // integer values
:SHOP5_3048
if and
00F5: player $PLAYER_CHAR 0 -1192.2 -323.7 11.1 radius 30.0 30.0 30.0
$1555 == 0 // integer values
else_jump @SHOP5_3121
0531: increment_stores_knocked_off_by 1
$1531 += 1 // integer values
$1555 = 1 // integer values
:SHOP5_3121
return
:AUDIO
thread 'AUDIO'
set_wb_check_to 0
create_thread @AUDIO1
end_thread
:AUDIO1
thread 'AUDIO1'
$1559 = 0 // integer values
$1560 = 0 // integer values
$1561 = 0 // integer values
$1565 = 0 // integer values
$1566 = 0 // integer values
$1567 = 0 // integer values
$1571 = 0 // integer values
$1572 = 0 // integer values
$1573 = 0 // integer values
$1579 = 0 // integer values
$1576 = 0 // integer values
$1577 = 0 // integer values
:AUDIO1_94
wait 500
00BF: $9 = current_time_hours, $10 = current_time_minutes
if
Player.Defined($PLAYER_CHAR)
else_jump @AUDIO1_1790
if
0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown
else_jump @AUDIO1_403
if
$275 == 0 // integer values
else_jump @AUDIO1_212
if
$1559 == 0 // integer values
else_jump @AUDIO1_212
018D: $1556 = create_sound 36 at -596.018 640.916 12.0
$1559 = 1 // integer values
:AUDIO1_212
if
$275 == 1 // integer values
else_jump @AUDIO1_295
if
$276 == 0 // integer values
else_jump @AUDIO1_295
if
$1560 == 0 // integer values
else_jump @AUDIO1_295
018D: $1557 = create_sound 37 at -596.018 640.916 12.0
$1560 = 1 // integer values
:AUDIO1_295
if
$275 == 1 // integer values
else_jump @AUDIO1_396
if
$276 == 1 // integer values
else_jump @AUDIO1_396
if
$277 == 0 // integer values
else_jump @AUDIO1_396
if
$1561 == 0 // integer values
else_jump @AUDIO1_396
018D: $1558 = create_sound 38 at -596.018 640.916 12.0
$1561 = 1 // integer values
:AUDIO1_396
jump @AUDIO1_493
:AUDIO1_403
if
$1559 == 1 // integer values
else_jump @AUDIO1_433
018E: stop_sound $1556
$1559 = 0 // integer values
:AUDIO1_433
if
$1560 == 1 // integer values
else_jump @AUDIO1_463
018E: stop_sound $1557
$1560 = 0 // integer values
:AUDIO1_463
if
$1561 == 1 // integer values
else_jump @AUDIO1_493
018E: stop_sound $1558
$1561 = 0 // integer values
:AUDIO1_493
if
0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point
else_jump @AUDIO1_893
if or
$9 >= 23 // integer values
7 > $9 // integer values
else_jump @AUDIO1_610
if and
$1565 == 0 // integer values
$1566 == 0 // integer values
$1567 == 0 // integer values
else_jump @AUDIO1_603
018D: $1562 = create_sound 40 at 494.652 -83.347 10.032
$1565 = 1 // integer values
:AUDIO1_603
jump @AUDIO1_640
:AUDIO1_610
if
$1565 == 1 // integer values
else_jump @AUDIO1_640
018E: stop_sound $1562
$1565 = 0 // integer values
:AUDIO1_640
if and
$9 >= 7 // integer values
15 > $9 // integer values
else_jump @AUDIO1_733
if and
$1566 == 0 // integer values
$1565 == 0 // integer values
$1567 == 0 // integer values
else_jump @AUDIO1_726
018D: $1563 = create_sound 41 at 494.652 -83.347 10.032
$1566 = 1 // integer values
:AUDIO1_726
jump @AUDIO1_763
:AUDIO1_733
if
$1566 == 1 // integer values
else_jump @AUDIO1_763
018E: stop_sound $1563
$1566 = 0 // integer values
:AUDIO1_763
if and
$9 >= 15 // integer values
23 > $9 // integer values
else_jump @AUDIO1_856
if and
$1567 == 0 // integer values
$1565 == 0 // integer values
$1566 == 0 // integer values
else_jump @AUDIO1_849
018D: $1564 = create_sound 42 at 494.652 -83.347 10.032
$1567 = 1 // integer values
:AUDIO1_849
jump @AUDIO1_886
:AUDIO1_856
if
$1567 == 1 // integer values
else_jump @AUDIO1_886
018E: stop_sound $1564
$1567 = 0 // integer values
:AUDIO1_886
jump @AUDIO1_983
:AUDIO1_893
if
$1565 == 1 // integer values
else_jump @AUDIO1_923
018E: stop_sound $1562
$1565 = 0 // integer values
:AUDIO1_923
if
$1566 == 1 // integer values
else_jump @AUDIO1_953
018E: stop_sound $1563
$1566 = 0 // integer values
:AUDIO1_953
if
$1567 == 1 // integer values
else_jump @AUDIO1_983
018E: stop_sound $1564
$1567 = 0 // integer values
:AUDIO1_983
if
0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach
else_jump @AUDIO1_1532
if or
$9 >= 23 // integer values
7 > $9 // integer values
else_jump @AUDIO1_1100
if and
$1571 == 0 // integer values
$1572 == 0 // integer values
$1573 == 0 // integer values
else_jump @AUDIO1_1093
018D: $1568 = create_sound 43 at 87.738 -1456.117 11.0
$1571 = 1 // integer values
:AUDIO1_1093
jump @AUDIO1_1130
:AUDIO1_1100
if
$1571 == 1 // integer values
else_jump @AUDIO1_1130
018E: stop_sound $1568
$1571 = 0 // integer values
:AUDIO1_1130
if and
$9 >= 7 // integer values
15 > $9 // integer values
else_jump @AUDIO1_1223
if and
$1572 == 0 // integer values
$1571 == 0 // integer values
$1573 == 0 // integer values
else_jump @AUDIO1_1216
018D: $1569 = create_sound 44 at 87.738 -1456.117 11.0
$1572 = 1 // integer values
:AUDIO1_1216
jump @AUDIO1_1253
:AUDIO1_1223
if
$1572 == 1 // integer values
else_jump @AUDIO1_1253
018E: stop_sound $1569
$1572 = 0 // integer values
:AUDIO1_1253
if and
$9 >= 15 // integer values
23 > $9 // integer values
else_jump @AUDIO1_1346
if and
$1573 == 0 // integer values
$1571 == 0 // integer values
$1572 == 0 // integer values
else_jump @AUDIO1_1339
018D: $1570 = create_sound 45 at 87.738 -1456.117 11.0
$1573 = 1 // integer values
:AUDIO1_1339
jump @AUDIO1_1376
:AUDIO1_1346
if
$1573 == 1 // integer values
else_jump @AUDIO1_1376
018E: stop_sound $1570
$1573 = 0 // integer values
:AUDIO1_1376
if
$9 == 10 // integer values
else_jump @AUDIO1_1448
if
$1579 == 0 // integer values
else_jump @AUDIO1_1441
018D: $1578 = create_sound 46 at -76.074 -1528.485 13.397
$1579 = 1 // integer values
:AUDIO1_1441
jump @AUDIO1_1478
:AUDIO1_1448
if
$1579 == 1 // integer values
else_jump @AUDIO1_1478
018E: stop_sound $1578
$1579 = 0 // integer values
:AUDIO1_1478
if
$1576 == 0 // integer values
else_jump @AUDIO1_1525
018D: $1574 = create_sound 51 at -67.015 -1546.671 11.485
$1576 = 1 // integer values
:AUDIO1_1525
jump @AUDIO1_1682
:AUDIO1_1532
if
$1571 == 1 // integer values
else_jump @AUDIO1_1562
018E: stop_sound $1568
$1571 = 0 // integer values
:AUDIO1_1562
if
$1572 == 1 // integer values
else_jump @AUDIO1_1592
018E: stop_sound $1569
$1572 = 0 // integer values
:AUDIO1_1592
if
$1573 == 1 // integer values
else_jump @AUDIO1_1622
018E: stop_sound $1570
$1573 = 0 // integer values
:AUDIO1_1622
if
$1579 == 1 // integer values
else_jump @AUDIO1_1652
018E: stop_sound $1578
$1579 = 0 // integer values
:AUDIO1_1652
if
$1576 == 1 // integer values
else_jump @AUDIO1_1682
018E: stop_sound $1574
$1576 = 0 // integer values
:AUDIO1_1682
if
0121: player $PLAYER_CHAR in_zone 'PORNI' // Prawn Island
else_jump @AUDIO1_1760
if
$1577 == 0 // integer values
else_jump @AUDIO1_1753
018D: $1575 = create_sound 51 at 9.637 1092.344 17.211
$1577 = 1 // integer values
:AUDIO1_1753
jump @AUDIO1_1790
:AUDIO1_1760
if
$1577 == 1 // integer values
else_jump @AUDIO1_1790
018E: stop_sound $1575
$1577 = 0 // integer values
:AUDIO1_1790
jump @AUDIO1_94
//-------------Mission 0---------------
// Originally: Initial
:INITIAL
thread 'INITIAL'
$DEFAULT_WAIT_TIME = 250 // integer values
$92 = 0.0625 // floating-point values
0086: $93 = $92 // floating-point values only
$93 /= 2.0 // floating-point values
0086: $94 = $93 // floating-point values only
$94 /= 2.0 // floating-point values
$123 = 0 // integer values
$7 = 0 // integer values
$8 = 0 // integer values
$9 = 0 // integer values
$10 = 0 // integer values
$11 = 0 // integer values
$61 = 0 // integer values
$13 = 0 // integer values
$44 = 0 // integer values
$45 = 0 // integer values
$46 = 0 // integer values
$51 = 0 // integer values
$52 = 0 // integer values
$53 = 0 // integer values
$54 = 0 // integer values
$24 = 0 // integer values
$35 = 0 // integer values
$31 = 0 // integer values
$25 = 0 // integer values
$21 = 0 // integer values
$47 = 0 // integer values
$66 = 0 // integer values
$48 = 0 // integer values
$55 = 0 // integer values
$220 = 0 // integer values
$222 = 0 // integer values
$PASSED_LAW1_THE_PARTY = 0 // integer values
$PASSED_LAW2_BACK_ALLEY_BRAWL = 0 // integer values
$PASSED_LAW3_JURY_FURY = 0 // integer values
$PASSED_LAW4_RIOT = 0 // integer values
$PASSED_COL1_TREACHEROUS_SWINE = 0 // integer values
$PASSED_COL2_MALL_SHOOTOUT = 0 // integer values
$PASSED_COL3_GUARDIAN_ANGELS = 0 // integer values
$PASSED_COL4_SIR_YES_SIR = 0 // integer values
$PASSED_COL5_ALL_HANDS_ON_DECK = 0 // integer values
$PASSED_COK1_THE_CHASE = 0 // integer values
$PASSED_COK2_PHNOM_PENH_86 = 0 // integer values
$PASSED_COK3_THE_FASTEST_BOAT = 0 // integer values
$PASSED_COK4_SUPPLY_AND_DEMAND = 0 // integer values
$PASSED_ASS1_RUB_OUT = 0 // integer values
$240 = 0 // integer values
$PASSED_KENT1_DEATH_ROW = 0 // integer values
$PASSED_TEX1_FOUR_IRON = 0 // integer values
$245 = 0 // integer values
$246 = 0 // integer values
$248 = 0 // integer values
$249 = 0 // integer values
$250 = 0 // integer values
$251 = 0 // integer values
$257 = 0 // integer values
$258 = 0 // integer values
$259 = 0 // integer values
$260 = 0 // integer values
$266 = 0 // integer values
$267 = 0 // integer values
$269 = 0 // integer values
$270 = 0 // integer values
$272 = 0 // integer values
$273 = 0 // integer values
$275 = 0 // integer values
$276 = 0 // integer values
$277 = 0 // integer values
$279 = 0 // integer values
$280 = 0 // integer values
$281 = 0 // integer values
$282 = 0 // integer values
$PASSED_HAT1_JUJU_SCRAMBLE = 0 // integer values
$PASSED_HAT2_BOMBS_AWAY = 0 // integer values
$PASSED_HAT3_DIRTY_LICKINS = 0 // integer values
$PASSED_ROCK1_LOVE_JUICE = 0 // integer values
$PASSED_ROCK2_PSYCHO_KILLER = 0 // integer values
$PASSED_ROCK3_PUBLICITY_TOUR = 0 // integer values
$291 = 0 // integer values
$305 = 0 // integer values
$304 = 0 // integer values
$298 = 0 // integer values
$299 = 0 // integer values
$300 = 0 // integer values
$301 = 0 // integer values
$302 = 0 // integer values
$303 = 0 // integer values
$307 = 0 // integer values
$308 = 0 // integer values
$309 = 0 // integer values
$310 = 0 // integer values
$312 = 0 // integer values
$ONMISSION = 0 // integer values
$314 = 0 // integer values
$315 = 0 // integer values
$316 = 0 // integer values
$317 = 0 // integer values
$337 = 0 // integer values
$332 = 0 // integer values
$331 = 0 // integer values
$323 = 0 // integer values
$324 = 0 // integer values
$325 = 0 // integer values
$326 = 0 // integer values
$327 = 0 // integer values
$328 = 0 // integer values
$329 = 0 // integer values
$330 = 0 // integer values
$333 = 0 // integer values
$334 = 0 // integer values
$335 = 0 // integer values
$336 = 0 // integer values
$338 = 0 // integer values
$347 = 0 // integer values
$348 = 0 // integer values
$349 = 0 // integer values
$350 = 0 // integer values
$339 = 0 // integer values
$340 = 0 // integer values
$341 = 0 // integer values
$351 = 0 // integer values
$342 = 0 // integer values
$343 = 0 // integer values
$344 = 0 // integer values
$353 = 0 // integer values
$354 = 0 // integer values
$361 = 0 // integer values
$362 = 0 // integer values
$363 = 0 // integer values
$364 = 0 // integer values
$365 = 0 // integer values
$366 = -425.0 // floating-point values
$367 = 1410.0 // floating-point values
$368 = 10.0 // floating-point values
$371 = 0 // integer values
$370 = 0 // integer values
$372 = 0 // integer values
$369 = 0 // integer values
$375 = 0 // integer values
$373 = 0 // integer values
$382 = 0 // integer values
$376 = 0 // integer values
$377 = 0 // integer values
$378 = 0 // integer values
$379 = 0 // integer values
$380 = 0 // integer values
$381 = 0 // integer values
$383 = 0 // integer values
$384 = 0 // integer values
$385 = 0 // integer values
$386 = 0 // integer values
$36 = 0 // integer values
$387 = 0 // integer values
$388 = 0 // integer values
$389 = 0 // integer values
$390 = 0 // integer values
$391 = 0 // integer values
$392 = 0 // integer values
$397 = 0 // integer values
$398 = 0 // integer values
$399 = 0 // integer values
$400 = 0 // integer values
$401 = 99999999 // integer values
$402 = 99999999 // integer values
$403 = 99999999 // integer values
$404 = 99999999 // integer values
$405 = 99999999 // integer values
$406 = 99999999 // integer values
$407 = 99999999 // integer values
$408 = 99999999 // integer values
$409 = 99999999 // integer values
$410 = 99999999 // integer values
$411 = 99999999 // integer values
$412 = 99999999 // integer values
$413 = 99999999 // integer values
$414 = 99999999 // integer values
$415 = 99999999 // integer values
$416 = 99999999 // integer values
$452 = 0 // integer values
$444 = 0 // integer values
$254 = 0 // integer values
$255 = 0 // integer values
$62 = 0 // integer values
$103 = 0 // integer values
$104 = 0 // integer values
$105 = 0 // integer values
$106 = 0 // integer values
$107 = 0 // integer values
$108 = 0 // integer values
$109 = 0 // integer values
$498 = -569.1451 // floating-point values
$499 = 851.0923 // floating-point values
$500 = 22.8402 // floating-point values
$501 = 28.4463 // floating-point values
$502 = -1311.761 // floating-point values
$503 = 16.4712 // floating-point values
$504 = 375.845 // floating-point values
$505 = 332.9194 // floating-point values
$506 = 11.5155 // floating-point values
$507 = -886.5938 // floating-point values
$508 = 236.5693 // floating-point values
$509 = 13.9773 // floating-point values
$510 = -244.6 // floating-point values
$511 = -491.3 // floating-point values
$512 = 10.6 // floating-point values
$531 = -63.4 // floating-point values
$532 = -1481.8 // floating-point values
$533 = 9.4 // floating-point values
$534 = 364.9 // floating-point values
$535 = 1055.7 // floating-point values
$536 = 18.2 // floating-point values
$537 = -677.0 // floating-point values
$538 = 1205.6 // floating-point values
$539 = 10.0 // floating-point values
$540 = 202.7 // floating-point values
$541 = -474.1 // floating-point values
$542 = 10.1 // floating-point values
$543 = 364.9 // floating-point values
$544 = 1078.0 // floating-point values
$545 = 18.0 // floating-point values
$546 = -967.5 // floating-point values
$547 = -693.2 // floating-point values
$548 = 10.3 // floating-point values
$516 = 36.798 // floating-point values
$517 = -1024.404 // floating-point values
$518 = 9.451 // floating-point values
$519 = 482.5293 // floating-point values
$520 = 244.276 // floating-point values
$521 = 10.09 // floating-point values
$522 = 38.244 // floating-point values
$523 = -1024.251 // floating-point values
$524 = 9.451 // floating-point values
$525 = -1481.872 // floating-point values
$526 = -825.3049 // floating-point values
$527 = 13.8777 // floating-point values
$528 = -978.0145 // floating-point values
$529 = -530.7043 // floating-point values
$530 = 9.9513 // floating-point values
$696 = 893.5 // floating-point values
$697 = -306.1 // floating-point values
$698 = -100.0 // floating-point values
$699 = 103.0 // floating-point values
$700 = -484.2 // floating-point values
$701 = -100.0 // floating-point values
$702 = -665.0 // floating-point values
$703 = -6.5 // floating-point values
$704 = -100.0 // floating-point values
$705 = 925.0 // floating-point values
$706 = -359.5 // floating-point values
$707 = -100.0 // floating-point values
$708 = 379.0 // floating-point values
$709 = -493.8 // floating-point values
$710 = -100.0 // floating-point values
$711 = -1128.0 // floating-point values
$712 = 32.5 // floating-point values
$713 = -100.0 // floating-point values
$1580 = 0 // integer values
$1581 = 0 // integer values
$1582 = 0 // integer values
$1583 = 0 // integer values
$1584 = 0 // integer values
$1585 = 0 // integer values
$1586 = 0 // integer values
$1587 = 0 // integer values
$1588 = 0 // integer values
$1589 = 0 // integer values
$1590 = 0 // integer values
$1591 = 0 // integer values
$1592 = 0 // integer values
$1593 = 0 // integer values
$1594 = 999999 // integer values
$1595 = 999999 // integer values
$1596 = 999999 // integer values
$1597 = 0 // integer values
$1598 = 0 // integer values
$1603 = 0 // integer values
$1604 = 0 // integer values
04CE: $433 = create_icon_marker_without_sphere 16 at $531 $532 $533
04CE: $434 = create_icon_marker_without_sphere 16 at 364.8 1051.5 21.0
04CE: $435 = create_icon_marker_without_sphere 16 at $537 $538 $539
04CE: $436 = create_icon_marker_without_sphere 18 at $540 $541 $542
04CE: $437 = create_icon_marker_without_sphere 18 at 364.8 1086.5 21.0
04CE: $438 = create_icon_marker_without_sphere 18 at $546 $547 $548
04CE: $439 = create_icon_marker_without_sphere 27 at -3.8 -1265.8 12.0
04CE: $440 = create_icon_marker_without_sphere 27 at 319.0 441.3 12.0
04CE: $441 = create_icon_marker_without_sphere 27 at -903.0 -1261.1 12.0
04CE: $442 = create_icon_marker_without_sphere 27 at -876.2 -105.5 12.0
016C: restart_if_wasted at 493.5 703.1 11.1 90.0
016D: restart_if_busted at 508.9 506.8 10.3 174.0
016C: restart_if_wasted at -108.3 -974.4 9.4 283.9
016D: restart_if_busted at 398.8 -469.7 10.7 323.0
058D: set_restart_mission_taxi_start 407.6 725.3 10.5 angle 177.0
058D: set_restart_mission_taxi_start -102.6 -947.7 9.6 angle 192.7
058D: set_restart_mission_taxi_start -784.4 1189.3 10.2 angle 90.0
058D: set_restart_mission_taxi_start -850.8 -483.9 10.2 angle 189.8
058D: set_restart_mission_taxi_start 492.5 475.1 10.6 angle 274.2
058D: set_restart_mission_taxi_start 418.5 -422.6 9.3 angle 58.7
058D: set_restart_mission_taxi_start -665.3 793.7 10.5 angle 180.0
058D: set_restart_mission_taxi_start -873.0 -641.8 10.5 angle 97.1
015C: set_zone_gang_info 'STREET4' 1 13 0 0 0 0 0 0 0 0 0 30
015C: set_zone_gang_info 'STREET4' 0 10 0 0 0 0 0 0 0 0 0 40
0152: set_zone_car_info 'STREET4' 1 13 0 0 0 0 0 0 0 0 0 50
0152: set_zone_car_info 'STREET4' 0 10 0 0 0 0 0 0 0 0 0 50
04EC: set_zone_car_class_info 'STREET4' 1 300 0 350 200 0 0 100 50 0 500 500
04EC: set_zone_car_class_info 'STREET4' 0 250 0 300 250 0 0 150 50 0 500 500
0324: set_zone_pedgroup_info 'STREET4' 1 7
0324: set_zone_pedgroup_info 'STREET4' 0 8
015C: set_zone_gang_info 'RICH2' 1 13 0 0 0 0 0 0 0 0 0 40
015C: set_zone_gang_info 'RICH2' 0 10 0 0 0 0 0 0 0 0 0 30
0152: set_zone_car_info 'RICH2' 1 10 0 0 0 0 0 0 0 0 0 50
0152: set_zone_car_info 'RICH2' 0 10 0 0 0 0 0 0 0 0 0 50
04EC: set_zone_car_class_info 'RICH2' 1 300 0 350 200 0 0 100 50 0 500 500
04EC: set_zone_car_class_info 'RICH2' 0 250 0 300 250 0 0 150 50 0 500 500
0324: set_zone_pedgroup_info 'RICH2' 1 27
0324: set_zone_pedgroup_info 'RICH2' 0 28
015C: set_zone_gang_info 'CLUB2' 1 13 0 0 0 0 0 0 0 0 0 40
015C: set_zone_gang_info 'CLUB2' 0 10 0 0 0 0 0 0 0 0 0 30
0152: set_zone_car_info 'CLUB2' 1 12 0 0 0 0 0 0 0 0 0 50
0152: set_zone_car_info 'CLUB2' 0 10 0 0 0 0 0 0 0 0 0 50
04EC: set_zone_car_class_info 'CLUB2' 1 300 0 350 200 0 0 100 50 0 500 500
04EC: set_zone_car_class_info 'CLUB2' 0 250 0 300 250 0 0 150 50 0 500 500
0324: set_zone_pedgroup_info 'CLUB2' 1 57
0324: set_zone_pedgroup_info 'CLUB2' 0 58
015C: set_zone_gang_info 'SHOP3' 1 13 0 0 0 0 0 0 0 0 0 40
015C: set_zone_gang_info 'SHOP3' 0 10 0 0 0 0 0 0 0 0 0 30
0152: set_zone_car_info 'SHOP3' 1 12 0 0 0 0 0 0 0 0 0 50
0152: set_zone_car_info 'SHOP3' 0 10 0 0 0 0 0 0 0 0 0 50
04EC: set_zone_car_class_info 'SHOP3' 1 300 0 350 200 0 0 100 50 0 500 500
04EC: set_zone_car_class_info 'SHOP3' 0 250 0 300 250 0 0 150 50 0 500 500
0324: set_zone_pedgroup_info 'SHOP3' 1 35
0324: set_zone_pedgroup_info 'SHOP3' 0 36
015C: set_zone_gang_info 'STREET3' 1 13 0 0 0 0 0 0 0 0 0 40
015C: set_zone_gang_info 'STREET3' 0 10 0 0 0 0 0 0 0 0 0 30
0152: set_zone_car_info 'STREET3' 1 12 0 0 0 0 0 0 0 0 0 50
0152: set_zone_car_info 'STREET3' 0 10 0 0 0 0 0 0 0 0 0 50
04EC: set_zone_car_class_info 'STREET3' 1 300 0 350 200 0 0 100 50 0 500 500
04EC: set_zone_car_class_info 'STREET3' 0 250 0 300 250 0 0 150 50 0 500 500
0324: set_zone_pedgroup_info 'STREET3' 1 5
0324: set_zone_pedgroup_info 'STREET3' 0 6
015C: set_zone_gang_info 'SHOP2' 1 13 0 0 0 0 0 0 0 0 0 40
015C: set_zone_gang_info 'SHOP2' 0 10 0 0 0 0 0 0 0 0 0 30
0152: set_zone_car_info 'SHOP2' 1 12 0 0 0 0 0 0 0 0 0 50
0152: set_zone_car_info 'SHOP2' 0 10 0 0 0 0 0 0 0 0 0 50
04EC: set_zone_car_class_info 'SHOP2' 1 300 0 350 200 0 0 100 50 0 500 500
04EC: set_zone_car_class_info 'SHOP2' 0 250 0 300 250 0 0 150 50 0 500 500
0324: set_zone_pedgroup_info 'SHOP2' 1 33
0324: set_zone_pedgroup_info 'SHOP2' 0 34
015C: set_zone_gang_info 'OCEAND1' 1 15 0 0 0 0 0 0 0 0 0 30
015C: set_zone_gang_info 'OCEAND1' 0 35 0 0 0 0 0 0 0 0 0 20
0152: set_zone_car_info 'OCEAND1' 1 12 0 0 0 0 0 0 0 0 0 40
0152: set_zone_car_info 'OCEAND1' 0 15 0 0 0 0 0 0 0 0 0 30
04EC: set_zone_car_class_info 'OCEAND1' 1 200 0 250 300 0 0 150 100 0 500 500
04EC: set_zone_car_class_info 'OCEAND1' 0 200 0 250 350 0 0 150 50 0 500 500
0324: set_zone_pedgroup_info 'OCEAND1' 1 63
0324: set_zone_pedgroup_info 'OCEAND1' 0 64
015C: set_zone_gang_info 'OCEAND2' 1 15 0 0 0 0 0 0 0 0 0 30
015C: set_zone_gang_info 'OCEAND2' 0 35 0 0 0 0 0 0 0 0 0 20
0152: set_zone_car_info 'OCEAND2' 1 12 0 0 0 0 0 0 0 0 0 40
0152: set_zone_car_info 'OCEAND2' 0 15 0 0 0 0 0 0 0 0 0 30
04EC: set_zone_car_class_info 'OCEAND2' 1 200 0 250 300 0 0 150 100 0 500 500
04EC: set_zone_car_class_info 'OCEAND2' 0 200 0 250 350 0 0 150 50 0 500 500
0324: set_zone_pedgroup_info 'OCEAND2' 1 65
0324: set_zone_pedgroup_info 'OCEAND2' 0 66
015C: set_zone_gang_info 'BEACH1' 1 20 0 0 0 0 0 0 0 0 0 40
015C: set_zone_gang_info 'BEACH1' 0 5 0 0 0 0 0 0 0 0 0 30
0152: set_zone_car_info 'BEACH1' 1 11 0 0 0 0 0 0 0 0 0 50
0152: set_zone_car_info 'BEACH1' 0 11 0 0 0 0 0 0 0 0 0 50
04EC: set_zone_car_class_info 'BEACH1' 1 300 0 250 300 0 0 100 50 0 500 500
04EC: set_zone_car_class_info 'BEACH1' 0 300 0 250 300 0 0 150 0 0 500 500
0324: set_zone_pedgroup_info 'BEACH1' 1 45 // Ocean Beach
0324: set_zone_pedgroup_info 'BEACH1' 0 46 // Ocean Beach
015C: set_zone_gang_info 'BEACH2' 1 20 0 0 0 0 0 0 0 0 0 40
015C: set_zone_gang_info 'BEACH2' 0 5 0 0 0 0 0 0 0 0 0 30
0152: set_zone_car_info 'BEACH2' 1 11 0 0 0 0 0 0 0 0 0 50
0152: set_zone_car_info 'BEACH2' 0 11 0 0 0 0 0 0 0 0 0 50
04EC: set_zone_car_class_info 'BEACH2' 1 260 0 240 300 0 0 100 100 0 500 500
04EC: set_zone_car_class_info 'BEACH2' 0 200 0 300 350 0 0 100 50 0 500 500
0324: set_zone_pedgroup_info 'BEACH2' 1 47 // Washington Beach
0324: set_zone_pedgroup_info 'BEACH2' 0 48 // Washington Beach
015C: set_zone_gang_info 'BEACH3' 1 20 0 0 0 0 0 0 0 0 0 40
015C: set_zone_gang_info 'BEACH3' 0 5 0 0 0 0 0 0 0 0 0 30
0152: set_zone_car_info 'BEACH3' 1 11 0 0 0 0 0 0 0 0 0 50
0152: set_zone_car_info 'BEACH3' 0 11 0 0 0 0 0 0 0 0 0 50
04EC: set_zone_car_class_info 'BEACH3' 1 200 0 200 300 0 0 100 100 100 500 500
04EC: set_zone_car_class_info 'BEACH3' 0 200 0 300 300 0 0 100 0 100 500 500
0324: set_zone_pedgroup_info 'BEACH3' 1 49 // Vice Point
0324: set_zone_pedgroup_info 'BEACH3' 0 50 // Vice Point
015C: set_zone_gang_info 'STREET2' 1 13 0 0 0 0 0 0 0 0 0 40
015C: set_zone_gang_info 'STREET2' 0 13 0 0 0 0 0 0 0 0 0 30
0152: set_zone_car_info 'STREET2' 1 11 0 0 0 0 0 0 0 0 0 50
0152: set_zone_car_info 'STREET2' 0 9 0 0 0 0 0 0 0 0 0 50
04EC: set_zone_car_class_info 'STREET2' 1 325 0 350 200 0 0 75 50 0 500 500
04EC: set_zone_car_class_info 'STREET2' 0 250 0 300 250 0 0 150 50 0 500 500
0324: set_zone_pedgroup_info 'STREET2' 1 3
0324: set_zone_pedgroup_info 'STREET2' 0 4
015C: set_zone_gang_info 'CONSTRU' 1 10 0 0 0 0 0 0 0 0 0 20
015C: set_zone_gang_info 'CONSTRU' 0 8 0 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info 'CONSTRU' 1 9 0 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info 'CONSTRU' 0 7 0 0 0 0 0 0 0 0 0 10
04EC: set_zone_car_class_info 'CONSTRU' 1 200 200 0 0 500 0 50 0 50 500 500
04EC: set_zone_car_class_info 'CONSTRU' 0 200 200 0 0 500 0 50 0 50 500 500
0324: set_zone_pedgroup_info 'CONSTRU' 1 17
0324: set_zone_pedgroup_info 'CONSTRU' 0 18
015C: set_zone_gang_info 'CLUB1' 1 10 0 0 0 0 0 0 0 0 0 20
015C: set_zone_gang_info 'CLUB1' 0 12 0 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info 'CLUB1' 1 9 0 0 0 0 0 0 0 0 0 20
0152: set_zone_car_info 'CLUB1' 0 10 0 0 0 0 0 0 0 0 0 20
04EC: set_zone_car_class_info 'CLUB1' 1 170 0 350 350 0 0 100 0 30 500 500
04EC: set_zone_car_class_info 'CLUB1' 0 170 0 350 350 0 0 100 0 30 500 500
0324: set_zone_pedgroup_info 'CLUB1' 1 55
0324: set_zone_pedgroup_info 'CLUB1' 0 56
015C: set_zone_gang_info 'GOLF1' 1 3 0 0 0 0 0 0 0 1000 0 0
015C: set_zone_gang_info 'GOLF1' 0 0 0 0 0 0 0 0 0 1000 0 0
0152: set_zone_car_info 'GOLF1' 1 3 0 0 0 0 0 0 0 1000 0 0
0152: set_zone_car_info 'GOLF1' 0 0 0 0 0 0 0 0 0 1000 0 0
0324: set_zone_pedgroup_info 'GOLF1' 1 41
0324: set_zone_pedgroup_info 'GOLF1' 0 42
015C: set_zone_gang_info 'GOLF2' 1 2 0 0 0 0 0 0 0 1000 0 0
015C: set_zone_gang_info 'GOLF2' 0 0 0 0 0 0 0 0 0 1000 0 0
0152: set_zone_car_info 'GOLF2' 1 2 0 0 0 0 0 0 0 1000 0 0
0152: set_zone_car_info 'GOLF2' 0 0 0 0 0 0 0 0 0 1000 0 0
0324: set_zone_pedgroup_info 'GOLF2' 1 43
0324: set_zone_pedgroup_info 'GOLF2' 0 44
015C: set_zone_gang_info 'STREET1' 1 13 0 0 0 0 0 0 0 0 0 40
015C: set_zone_gang_info 'STREET1' 0 10 0 0 0 0 0 0 0 0 0 30
0152: set_zone_car_info 'STREET1' 1 12 0 0 0 0 0 0 0 0 0 50
0152: set_zone_car_info 'STREET1' 0 10 0 0 0 0 0 0 0 0 0 50
04EC: set_zone_car_class_info 'STREET1' 1 225 550 100 0 0 0 75 0 50 500 500
04EC: set_zone_car_class_info 'STREET1' 0 250 500 100 0 0 0 100 0 50 500 500
0324: set_zone_pedgroup_info 'STREET1' 1 1
0324: set_zone_pedgroup_info 'STREET1' 0 2
015C: set_zone_gang_info 'RICH1' 1 13 0 0 0 0 0 0 0 0 0 40
015C: set_zone_gang_info 'RICH1' 0 10 0 0 0 0 0 0 0 0 0 30
0152: set_zone_car_info 'RICH1' 1 12 0 0 0 0 0 0 0 0 0 50
0152: set_zone_car_info 'RICH1' 0 10 0 0 0 0 0 0 0 0 0 50
04EC: set_zone_car_class_info 'RICH1' 1 100 0 400 400 0 0 100 0 0 500 500
04EC: set_zone_car_class_info 'RICH1' 0 100 0 400 400 0 0 100 0 0 500 500
0324: set_zone_pedgroup_info 'RICH1' 1 25
0324: set_zone_pedgroup_info 'RICH1' 0 26
015C: set_zone_gang_info 'SHOP1' 1 200 0 0 0 0 20 0 0 0 0 30
015C: set_zone_gang_info 'SHOP1' 0 200 0 0 0 0 20 0 0 0 0 30
0152: set_zone_car_info 'SHOP1' 1 12 0 0 50 0 0 0 0 0 0 50
0152: set_zone_car_info 'SHOP1' 0 9 0 0 50 0 0 0 0 0 0 50
04EC: set_zone_car_class_info 'SHOP1' 1 250 250 200 0 100 0 200 0 0 500 500
04EC: set_zone_car_class_info 'SHOP1' 0 250 250 200 0 100 0 200 0 0 500 500
0324: set_zone_pedgroup_info 'SHOP1' 1 31
0324: set_zone_pedgroup_info 'SHOP1' 0 32
015C: set_zone_gang_info 'TOUR1' 1 7 0 0 0 0 0 0 0 0 0 10
015C: set_zone_gang_info 'TOUR1' 0 5 0 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info 'TOUR1' 1 7 0 0 0 0 0 0 0 0 0 20
0152: set_zone_car_info 'TOUR1' 0 5 0 0 0 0 0 0 0 0 0 20
04EC: set_zone_car_class_info 'TOUR1' 1 900 0 0 0 0 0 50 0 50 800 200
04EC: set_zone_car_class_info 'TOUR1' 0 900 0 0 0 0 0 50 0 50 800 200
0324: set_zone_pedgroup_info 'TOUR1' 1 19
0324: set_zone_pedgroup_info 'TOUR1' 0 20
015C: set_zone_gang_info 'TOUR2' 1 7 0 0 0 0 0 0 0 0 0 10
015C: set_zone_gang_info 'TOUR2' 0 5 0 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info 'TOUR2' 1 7 0 0 0 0 0 0 0 0 0 20
0152: set_zone_car_info 'TOUR2' 0 5 0 0 0 0 0 0 0 0 0 20
04EC: set_zone_car_class_info 'TOUR2' 1 900 0 0 0 0 0 50 0 50 800 200
04EC: set_zone_car_class_info 'TOUR2' 0 900 0 0 0 0 0 50 0 50 800 200
0324: set_zone_pedgroup_info 'TOUR2' 1 21
0324: set_zone_pedgroup_info 'TOUR2' 0 22
015C: set_zone_gang_info 'AIRPORT' 1 13 0 0 0 0 50 0 0 0 0 40
015C: set_zone_gang_info 'AIRPORT' 0 10 0 0 0 0 50 0 0 0 0 30
0236: set_gang 4 car_to #BAGGAGE
0152: set_zone_car_info 'AIRPORT' 1 12 0 0 0 0 50 0 0 0 0 50
0152: set_zone_car_info 'AIRPORT' 0 12 0 0 0 0 50 0 0 0 0 50
04EC: set_zone_car_class_info 'AIRPORT' 1 0 0 0 0 1000 0 0 0 0 900 100
04EC: set_zone_car_class_info 'AIRPORT' 0 0 0 0 0 1000 0 0 0 0 900 100
0324: set_zone_pedgroup_info 'AIRPORT' 1 51
0324: set_zone_pedgroup_info 'AIRPORT' 0 52
015C: set_zone_gang_info 'TERMINL' 1 13 0 0 0 0 50 0 0 0 0 40
015C: set_zone_gang_info 'TERMINL' 0 8 0 0 0 0 50 0 0 0 0 30
0152: set_zone_car_info 'TERMINL' 1 12 0 0 0 0 0 0 0 0 0 50
0152: set_zone_car_info 'TERMINL' 0 12 0 0 0 0 0 0 0 0 0 50
04EC: set_zone_car_class_info 'TERMINL' 1 200 0 300 300 0 0 200 0 0 500 500
04EC: set_zone_car_class_info 'TERMINL' 0 200 0 300 300 0 0 200 0 0 500 500
0324: set_zone_pedgroup_info 'TERMINL' 1 53
0324: set_zone_pedgroup_info 'TERMINL' 0 54
015C: set_zone_gang_info 'DOCKS' 1 13 0 0 0 0 0 0 0 0 0 20
015C: set_zone_gang_info 'DOCKS' 0 10 0 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info 'DOCKS' 1 12 0 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info 'DOCKS' 0 10 0 0 0 0 0 0 0 0 0 10
04EC: set_zone_car_class_info 'DOCKS' 1 0 100 0 0 700 200 0 0 0 500 500
04EC: set_zone_car_class_info 'DOCKS' 0 0 100 0 0 700 200 0 0 0 500 500
0324: set_zone_pedgroup_info 'DOCKS' 1 15 // Viceport
0324: set_zone_pedgroup_info 'DOCKS' 0 16 // Viceport
015C: set_zone_gang_info 'STREET6' 1 13 0 0 0 0 0 0 0 0 0 40
015C: set_zone_gang_info 'STREET6' 0 5 0 0 0 0 0 0 0 0 0 30
0152: set_zone_car_info 'STREET6' 1 12 0 0 0 0 0 0 0 0 0 50
0152: set_zone_car_info 'STREET6' 0 5 0 0 0 0 0 0 0 0 0 50
04EC: set_zone_car_class_info 'STREET6' 1 200 0 300 300 0 0 200 0 0 500 500
04EC: set_zone_car_class_info 'STREET6' 0 200 0 300 300 0 0 200 0 0 500 500
0324: set_zone_pedgroup_info 'STREET6' 1 23
0324: set_zone_pedgroup_info 'STREET6' 0 24
015C: set_zone_gang_info 'STREET5' 1 4 0 0 100 0 0 0 0 0 0 40
015C: set_zone_gang_info 'STREET5' 0 5 0 0 200 0 0 0 0 0 0 30
0152: set_zone_car_info 'STREET5' 1 6 0 0 100 0 0 0 0 0 0 50
0152: set_zone_car_info 'STREET5' 0 6 0 0 200 0 0 0 0 0 0 50
04EC: set_zone_car_class_info 'STREET5' 1 200 700 0 0 70 0 30 0 0 500 500
04EC: set_zone_car_class_info 'STREET5' 0 200 700 0 0 70 0 30 0 0 500 500
0324: set_zone_pedgroup_info 'STREET5' 1 9
0324: set_zone_pedgroup_info 'STREET5' 0 10
015C: set_zone_gang_info 'SHOP4' 1 13 0 0 0 0 0 0 0 0 0 40
015C: set_zone_gang_info 'SHOP4' 0 10 0 0 0 0 0 0 0 0 0 30
0152: set_zone_car_info 'SHOP4' 1 12 0 0 0 0 0 0 0 0 0 50
0152: set_zone_car_info 'SHOP4' 0 10 0 0 0 0 0 0 0 0 0 50
04EC: set_zone_car_class_info 'SHOP4' 1 300 350 50 0 100 0 100 0 100 500 500
04EC: set_zone_car_class_info 'SHOP4' 0 300 350 50 0 100 0 100 0 100 500 500
0324: set_zone_pedgroup_info 'SHOP4' 1 37
0324: set_zone_pedgroup_info 'SHOP4' 0 38
015C: set_zone_gang_info 'SHOP5' 1 12 0 0 0 0 0 0 0 0 0 40
015C: set_zone_gang_info 'SHOP5' 0 10 0 0 0 0 0 0 0 0 0 30
0152: set_zone_car_info 'SHOP5' 1 12 0 0 0 0 0 0 0 0 0 50
0152: set_zone_car_info 'SHOP5' 0 10 0 0 0 0 0 0 0 0 0 50
04EC: set_zone_car_class_info 'SHOP5' 1 300 350 50 0 100 0 100 0 100 500 500
04EC: set_zone_car_class_info 'SHOP5' 0 300 350 50 0 100 0 100 0 100 500 500
0324: set_zone_pedgroup_info 'SHOP5' 1 39
0324: set_zone_pedgroup_info 'SHOP5' 0 40
015C: set_zone_gang_info 'BUSINES' 1 18 0 0 0 0 0 0 0 0 0 40
015C: set_zone_gang_info 'BUSINES' 0 10 0 0 0 0 0 0 0 0 0 30
0152: set_zone_car_info 'BUSINES' 1 16 0 0 0 0 0 0 0 0 0 50
0152: set_zone_car_info 'BUSINES' 0 10 0 0 0 0 0 0 0 0 0 50
04EC: set_zone_car_class_info 'BUSINES' 1 50 0 350 350 0 0 100 0 150 500 500
04EC: set_zone_car_class_info 'BUSINES' 0 50 0 250 250 0 0 300 0 150 500 500
0324: set_zone_pedgroup_info 'BUSINES' 1 11
0324: set_zone_pedgroup_info 'BUSINES' 0 12
015C: set_zone_gang_info 'TESTT' 1 0 0 0 0 0 0 0 0 0 0 0
015C: set_zone_gang_info 'TESTT' 0 0 0 0 0 0 0 0 0 0 0 0
0152: set_zone_car_info 'TESTT' 1 0 0 0 0 0 0 0 0 0 0 0
0152: set_zone_car_info 'TESTT' 0 0 0 0 0 0 0 0 0 0 0 0
0324: set_zone_pedgroup_info 'TESTT' 1 11
0324: set_zone_pedgroup_info 'TESTT' 0 12
015C: set_zone_gang_info 'BIKAREA' 1 13 0 0 0 0 0 0 0 0 0 20
015C: set_zone_gang_info 'BIKAREA' 0 10 0 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info 'BIKAREA' 1 12 0 0 0 0 0 100 0 0 0 10
0152: set_zone_car_info 'BIKAREA' 0 10 0 0 0 0 0 100 0 0 0 10
04EC: set_zone_car_class_info 'BIKAREA' 1 350 300 0 0 100 0 100 0 150 500 500
04EC: set_zone_car_class_info 'BIKAREA' 0 350 300 0 0 100 0 100 0 150 500 500
0324: set_zone_pedgroup_info 'BIKAREA' 1 13
0324: set_zone_pedgroup_info 'BIKAREA' 0 14
015C: set_zone_gang_info 'GANG2' 1 13 0 250 0 0 0 0 0 0 0 10
015C: set_zone_gang_info 'GANG2' 0 10 0 250 0 0 0 0 0 0 0 10
0152: set_zone_car_info 'GANG2' 1 12 0 250 0 0 0 0 0 0 0 10
0152: set_zone_car_info 'GANG2' 0 10 0 250 0 0 0 0 0 0 0 10
04EC: set_zone_car_class_info 'GANG2' 1 200 600 0 0 100 0 50 0 50 500 500
04EC: set_zone_car_class_info 'GANG2' 0 200 600 0 0 100 0 50 0 50 500 500
0324: set_zone_pedgroup_info 'GANG2' 1 59
0324: set_zone_pedgroup_info 'GANG2' 0 59
015C: set_zone_gang_info 'GHETTO1' 1 13 0 150 0 0 0 0 0 0 0 10
015C: set_zone_gang_info 'GHETTO1' 0 10 0 150 0 0 0 0 0 0 0 10
0152: set_zone_car_info 'GHETTO1' 1 12 0 150 0 0 0 0 0 0 0 10
0152: set_zone_car_info 'GHETTO1' 0 10 0 150 0 0 0 0 0 0 0 10
04EC: set_zone_car_class_info 'GHETTO1' 1 200 600 0 0 100 0 50 0 50 500 500
04EC: set_zone_car_class_info 'GHETTO1' 0 200 600 0 0 100 0 50 0 50 500 500
0324: set_zone_pedgroup_info 'GHETTO1' 1 59
0324: set_zone_pedgroup_info 'GHETTO1' 0 60
015C: set_zone_gang_info 'GHETTO2' 1 13 150 0 0 0 0 0 0 0 0 10
015C: set_zone_gang_info 'GHETTO2' 0 10 150 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info 'GHETTO2' 1 12 200 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info 'GHETTO2' 0 10 200 0 0 0 0 0 0 0 0 10
04EC: set_zone_car_class_info 'GHETTO2' 1 200 600 0 0 100 0 50 0 50 500 500
04EC: set_zone_car_class_info 'GHETTO2' 0 200 600 0 0 100 0 50 0 50 500 500
0324: set_zone_pedgroup_info 'GHETTO2' 1 61
0324: set_zone_pedgroup_info 'GHETTO2' 0 62
015C: set_zone_gang_info 'RICH3' 1 13 0 0 0 0 50 0 0 0 0 40
015C: set_zone_gang_info 'RICH3' 0 10 0 0 0 0 50 0 0 0 0 40
0152: set_zone_car_info 'RICH3' 1 9 0 0 0 0 0 0 0 0 0 50
0152: set_zone_car_info 'RICH3' 0 7 0 0 0 0 0 0 0 0 0 50
04EC: set_zone_car_class_info 'RICH3' 1 50 0 400 400 50 0 50 0 50 500 500
04EC: set_zone_car_class_info 'RICH3' 0 50 0 400 400 50 0 50 0 50 500 500
0324: set_zone_pedgroup_info 'RICH3' 1 29
0324: set_zone_pedgroup_info 'RICH3' 0 30
015C: set_zone_gang_info 'GANG1' 1 13 0 0 0 1000 0 0 0 0 0 0
015C: set_zone_gang_info 'GANG1' 0 13 0 0 0 1000 0 0 0 0 0 0
0152: set_zone_car_info 'GANG1' 1 8 0 0 0 0 0 0 0 0 0 0
0152: set_zone_car_info 'GANG1' 0 8 0 0 0 0 0 0 0 0 0 0
04EC: set_zone_car_class_info 'GANG1' 1 50 0 400 400 50 0 50 0 50 500 500
04EC: set_zone_car_class_info 'GANG1' 0 50 0 400 400 50 0 50 0 50 500 500
0324: set_zone_pedgroup_info 'GANG1' 1 59
0324: set_zone_pedgroup_info 'GANG1' 0 60
015C: set_zone_gang_info 'BAGGAG' 1 5 0 0 0 0 1000 0 0 0 0 0
015C: set_zone_gang_info 'BAGGAG' 0 5 0 0 0 0 1000 0 0 0 0 0
0152: set_zone_car_info 'BAGGAG' 1 3 0 0 0 0 1000 0 0 0 0 0
0152: set_zone_car_info 'BAGGAG' 0 3 0 0 0 0 1000 0 0 0 0 0
0324: set_zone_pedgroup_info 'TERMINL' 1 59
0324: set_zone_pedgroup_info 'TERMINL' 0 60
015C: set_zone_gang_info 'ICCREAM' 1 13 0 0 0 0 0 0 0 0 0 10
015C: set_zone_gang_info 'ICCREAM' 0 10 0 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info 'ICCREAM' 1 12 0 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info 'ICCREAM' 0 10 0 0 0 0 0 0 0 0 0 10
04EC: set_zone_car_class_info 'ICCREAM' 1 200 600 0 0 100 0 50 0 50 500 500
04EC: set_zone_car_class_info 'ICCREAM' 0 200 600 0 0 100 0 50 0 50 500 500
0324: set_zone_pedgroup_info 'ICCREAM' 1 61
0324: set_zone_pedgroup_info 'ICCREAM' 0 62
015C: set_zone_gang_info 'BOATYRD' 1 13 0 0 0 0 0 0 0 0 0 20
015C: set_zone_gang_info 'BOATYRD' 0 10 0 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info 'BOATYRD' 1 12 0 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info 'BOATYRD' 0 10 0 0 0 0 0 0 0 0 0 10
04EC: set_zone_car_class_info 'BOATYRD' 1 0 100 0 0 700 200 0 0 0 500 500
04EC: set_zone_car_class_info 'BOATYRD' 0 0 100 0 0 700 200 0 0 0 500 500
0324: set_zone_pedgroup_info 'BOATYRD' 1 15
0324: set_zone_pedgroup_info 'BOATYRD' 0 16
015C: set_zone_gang_info 'KAUFCAB' 1 13 0 0 0 0 0 0 0 0 0 10
015C: set_zone_gang_info 'KAUFCAB' 0 10 0 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info 'KAUFCAB' 1 12 0 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info 'KAUFCAB' 0 10 0 0 0 0 0 0 0 0 0 10
04EC: set_zone_car_class_info 'KAUFCAB' 1 200 600 0 0 100 0 50 0 50 500 500
04EC: set_zone_car_class_info 'KAUFCAB' 0 200 600 0 0 100 0 50 0 50 500 500
0324: set_zone_pedgroup_info 'KAUFCAB' 1 59 // Kaufman Cabs
0324: set_zone_pedgroup_info 'KAUFCAB' 0 59 // Kaufman Cabs
015C: set_zone_gang_info 'PRINTWK' 1 13 0 0 0 0 0 0 0 0 0 10
015C: set_zone_gang_info 'PRINTWK' 0 10 0 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info 'PRINTWK' 1 12 0 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info 'PRINTWK' 0 10 0 0 0 0 0 0 0 0 0 10
04EC: set_zone_car_class_info 'PRINTWK' 1 200 600 0 0 100 0 50 0 50 500 500
04EC: set_zone_car_class_info 'PRINTWK' 0 200 600 0 0 100 0 50 0 50 500 500
0324: set_zone_pedgroup_info 'PRINTWK' 1 59
0324: set_zone_pedgroup_info 'PRINTWK' 0 60
015C: set_zone_gang_info 'CARYRD' 1 13 0 0 0 0 0 0 0 0 0 20
015C: set_zone_gang_info 'CARYRD' 0 5 0 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info 'CARYRD' 1 12 0 0 0 0 0 0 0 0 0 20
0152: set_zone_car_info 'CARYRD' 0 5 0 0 0 0 0 0 0 0 0 20
04EC: set_zone_car_class_info 'CARYRD' 1 200 0 300 300 0 0 200 0 0 500 500
04EC: set_zone_car_class_info 'CARYRD' 0 200 0 300 300 0 0 200 0 0 500 500
0324: set_zone_pedgroup_info 'CARYRD' 1 23
0324: set_zone_pedgroup_info 'CARYRD' 0 24
015C: set_zone_gang_info 'PORNSTU' 1 4 0 0 0 0 0 0 0 0 0 20
015C: set_zone_gang_info 'PORNSTU' 0 5 0 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info 'PORNSTU' 1 6 0 0 0 0 0 0 0 0 0 20
0152: set_zone_car_info 'PORNSTU' 0 6 0 0 0 0 0 0 0 0 0 20
04EC: set_zone_car_class_info 'PORNSTU' 1 200 700 0 0 70 0 30 0 0 500 500
04EC: set_zone_car_class_info 'PORNSTU' 0 200 700 0 0 70 0 30 0 0 500 500
0324: set_zone_pedgroup_info 'PORNSTU' 1 9
0324: set_zone_pedgroup_info 'PORNSTU' 0 10
015C: set_zone_gang_info 'ARMYBAS' 1 18 0 0 1000 0 0 0 0 0 0 0
015C: set_zone_gang_info 'ARMYBAS' 0 18 0 0 1000 0 0 0 0 0 0 0
0152: set_zone_car_info 'ARMYBAS' 1 6 0 0 0 0 0 0 0 0 0 20
0152: set_zone_car_info 'ARMYBAS' 0 6 0 0 0 0 0 0 0 0 0 20
0324: set_zone_pedgroup_info 'ARMYBAS' 1 51
0324: set_zone_pedgroup_info 'ARMYBAS' 0 52
022B: create_forbidden_for_peds_cube -956.0 -355.0 5.0 -898.0 -328.0 25.0
022B: create_forbidden_for_peds_cube 411.0 -600.0 -10.0 451.0 -553.0 30.0
022B: create_forbidden_for_peds_cube 450.0 -509.0 -10.0 472.0 -489.0 30.0
022B: create_forbidden_for_peds_cube 355.0 -773.0 -10.0 324.0 -808.0 30.0
022B: create_forbidden_for_peds_cube 371.0 -503.0 -10.0 403.0 -490.0 30.0
022B: create_forbidden_for_peds_cube 357.0 -506.0 -10.0 384.0 -475.0 30.0
022B: create_forbidden_for_peds_cube 363.0 -476.0 -10.0 378.0 -468.0 30.0
022B: create_forbidden_for_peds_cube 383.0 -488.0 -10.0 398.3 -470.5 30.0
022B: create_forbidden_for_peds_cube 376.66 -453.85 -10.0 328.91 -504.02 30.0
022B: create_forbidden_for_peds_cube -395.0 -579.0 19.0 -338.0 -560.0 30.0
022B: create_forbidden_for_peds_cube -671.71 1236.53 20.0 -667.16 1231.51 25.0
022B: create_forbidden_for_peds_cube -733.84 1255.72 8.0 -728.34 1259.73 20.0
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
022B: create_forbidden_for_peds_cube 236.0 -1281.5 0.0 232.3 -1267.6 32.0
022B: create_forbidden_for_peds_cube -395.6 -658.6 0.0 -363.2 -636.7 32.0
022B: create_forbidden_for_peds_cube -237.8 -1387.1 0.0 -228.7 -1331.8 32.0
022B: create_forbidden_for_peds_cube -692.193 -1522.901 0.0 -575.311 -1453.378 30.0
022B: create_forbidden_for_peds_cube -896.098 -593.101 0.0 -855.09 -548.64 30.0
022B: create_forbidden_for_peds_cube -1031.494 -902.312 0.0 -949.479 -821.592 30.0
022B: create_forbidden_for_peds_cube -1176.038 -266.898 0.0 -1012.796 -158.26 30.0
022B: create_forbidden_for_peds_cube -112.495 920.349 0.0 9.705 1025.694 30.0
022B: create_forbidden_for_peds_cube -1012.06 181.561 0.0 -982.06 216.561 30.0
022B: create_forbidden_for_peds_cube -787.8 -519.4 10.0 -657.5 -475.2 20.0
022B: create_forbidden_for_peds_cube -230.0 -464.5 10.0 56.85 -459.8 20.0
022B: create_forbidden_for_peds_cube -99.8 1041.9 0.0 -129.0 1097.4 30.0
022B: create_forbidden_for_peds_cube -214.6 -948.8 0.0 -258.7 -920.6 30.0
022B: create_forbidden_for_peds_cube 189.8 230.3 0.0 248.0 258.5 30.0
022B: create_forbidden_for_peds_cube -38.0 84.3 0.0 -102.3 95.1 30.0
022B: create_forbidden_for_peds_cube -396.4 -583.6 15.0 -360.5 -555.6 33.0
022B: create_forbidden_for_peds_cube 468.0 -77.0 0.0 490.0 -54.0 30.0
022B: create_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 0.0
01E8: create_forbidden_for_cars_cube -583.92 1371.84 8.0 -383.4 1531.17 25.0
01E8: create_forbidden_for_cars_cube 86.0 250.0 15.0 -100.0 281.0 30.0
01E8: create_forbidden_for_cars_cube 411.0 -600.0 -10.0 451.0 -553.0 30.0
01E8: create_forbidden_for_cars_cube 450.0 -509.0 -10.0 472.0 -489.0 30.0
01E8: create_forbidden_for_cars_cube 355.0 -773.0 -10.0 324.0 -808.0 30.0
01E8: create_forbidden_for_cars_cube 259.0 -941.0 -10.0 284.0 -925.0 30.0
01E8: create_forbidden_for_cars_cube -1102.0 76.0 -10.0 -1126.0 58.9 30.0
01E8: create_forbidden_for_cars_cube -787.8 -519.4 10.0 -657.5 -475.2 20.0
01E8: create_forbidden_for_cars_cube -230.0 -464.5 10.0 165.85 -459.8 20.0
01E8: create_forbidden_for_cars_cube -99.8 1041.9 0.0 -129.0 1097.4 30.0
01E8: create_forbidden_for_cars_cube -214.6 -948.8 0.0 -258.7 -920.6 30.0
01E8: create_forbidden_for_cars_cube 189.8 230.3 0.0 248.0 258.5 30.0
01E8: create_forbidden_for_cars_cube -38.0 84.3 0.0 -102.3 95.1 30.0
01E8: create_forbidden_for_cars_cube 175.0 236.1 0.0 161.0 242.4 30.0
01E8: create_forbidden_for_cars_cube 149.8 231.4 0.0 136.0 235.3 30.0
01E8: create_forbidden_for_cars_cube 63.4 188.6 0.0 49.4 189.7 30.0
0236: set_gang 0 car_to #CUBAN
0236: set_gang 1 car_to #VOODOO
0236: set_gang 2 car_to #GANGBUR
0236: set_gang 5 car_to #ANGEL
0592: unknown_gang 4 flag 1
0237: set_gang 0 primary_weapon_to 17 secondary_weapon_to 0
0237: set_gang 1 primary_weapon_to 17 secondary_weapon_to 0
0237: set_gang 2 primary_weapon_to 17 secondary_weapon_to 0
0237: set_gang 3 primary_weapon_to 17 secondary_weapon_to 17
0237: set_gang 4 primary_weapon_to 17 secondary_weapon_to 17
0237: set_gang 5 primary_weapon_to 17 secondary_weapon_to 0
0237: set_gang 6 primary_weapon_to 17 secondary_weapon_to 17
03F1: pedtype 7 add_threat 256
03F1: pedtype 8 add_threat 128
$1779 = Object.Init(#COMGATE1CLOSED, -715.082, -489.689, 12.549)
Object.RemoveFromMissionCleanupList($1779)
$1780 = Object.Init(#COMGATE2CLOSED, -181.451, -472.61, 11.353)
Object.Angle($1780) = 102.0
Object.RemoveFromMissionCleanupList($1780)
$1781 = Object.Init(#NT_ROADBLOCKCI, -97.3, 1061.8, 11.6)
Object.RemoveFromMissionCleanupList($1781)
$1782 = Object.Init(#NT_ROADBLOCKGF, -81.46, 81.358, 21.04)
Object.RemoveFromMissionCleanupList($1782)
$1783 = Object.Init(#WSH_ROADBLOCK, -242.671, -935.667, 16.198)
Object.RemoveFromMissionCleanupList($1783)
$1787 = Object.Init(#MANSION_NEW_DOORS, -391.19, -575.906, 24.071)
Object.RemoveFromMissionCleanupList($1787)
$1788 = Object.Init(#MAN_DOORCLOSED, -378.542, -554.006, 20.067)
Object.RemoveFromMissionCleanupList($1788)
$1784 = Object.Init(#WSHPERDRCLSD, -266.496, -1214.563, 9.02)
Object.RemoveFromMissionCleanupList($1784)
$1785 = Object.Init(#HAITAXIDR, -1010.466, 199.125, 11.95)
Object.RemoveFromMissionCleanupList($1785)
$1786 = Object.Init(#B_HSE_DOORS, -640.012, -1485.941, 15.457)
Object.RemoveFromMissionCleanupList($1786)
$1007 = Object.Init(#STRIPCLBDRCLSD, 97.203, -1469.731, 10.578)
Object.RemoveFromMissionCleanupList($1007)
$1790 = Object.Init(#STRPBCKDRCLSD, 68.988, -1444.242, 10.727)
Object.RemoveFromMissionCleanupList($1790)
$1791 = Object.Init(#ELECTRICGATE, -1114.1, 67.0, 10.1)
Object.Angle($1791) = 90.0
Object.RemoveFromMissionCleanupList($1791)
$1778 = Object.Init(#ELECTRICGATE, 298.0, -313.6, 11.0)
Object.RemoveFromMissionCleanupList($1778)
$1792 = Object.Init(#ELECTRICGATE, -989.9, -1252.2, 10.4)
Object.Angle($1792) = 249.0
Object.RemoveFromMissionCleanupList($1792)
$1793 = Object.Init(#DK_CAMJONESDOOR, -837.134, -901.672, 12.03)
Object.RemoveFromMissionCleanupList($1793)
Object.Angle($1793) = 0.0
$1801 = Object.Init(#DTS_GS_LIFTDOORL, -559.476, 783.107, 23.279)
Object.RemoveFromMissionCleanupList($1801)
$1802 = Object.Init(#DTS_GS_LIFTDOORR, -559.476, 781.34, 23.279)
Object.RemoveFromMissionCleanupList($1802)
$1803 = Object.Init(#DTS_GS_LIFTDOORL, -553.563, 788.895, 97.917)
Object.RemoveFromMissionCleanupList($1803)
$1804 = Object.Init(#DTS_GS_LIFTDOORR, -553.563, 787.127, 97.917)
Object.RemoveFromMissionCleanupList($1804)
$1805 = Object.Init(#DTS_SPOT_A, -354.531, 989.975, 45.8)
034D: rotate_object $1805 from_angle 160.0 to_angle 160.0 flag 0
Object.RemoveFromMissionCleanupList($1805)
$1806 = Object.Init(#DTS_SOAPYTITWANK_A, -324.797, 991.184, 71.708)
Object.RemoveFromMissionCleanupList($1806)
$1807 = Object.Init(#DT_GSPOT_STAIRS, -573.897, 1374.25, 15.657)
Object.RemoveFromMissionCleanupList($1807)
$1808 = Object.Init(#DT_GSPOT_STAIRS, -367.067, 913.038, 16.058)
Object.RemoveFromMissionCleanupList($1808)
034D: rotate_object $1808 from_angle 157.0 to_angle 157.0 flag 0
$1809 = Object.Init(#OD_CELLDOOR02, 384.098, -505.893, 9.68)
0566: object $1809 set_interior 12
Object.RemoveFromMissionCleanupList($1809)
Object.Angle($1809) = 0.0
$1811 = Object.Init(#CI_JETYGATESCLOSED, -116.738, 1027.729, 11.34)
Object.RemoveFromMissionCleanupList($1811)
$1812 = Object.Init(#NHAITPLATDR, -981.114, 265.419, 8.939)
Object.RemoveFromMissionCleanupList($1812)
$1813 = Object.Init(#NHAITPLATDRR, -981.114, 267.607, 8.937)
Object.RemoveFromMissionCleanupList($1813)
$1814 = Object.Init(#SPAD_DR_CLOSED1, 465.375, 30.336, 33.181)
Object.RemoveFromMissionCleanupList($1814)
$1815 = Object.Init(#SPAD_DR_CLOSED2, 465.375, 30.336, 33.181)
Object.RemoveFromMissionCleanupList($1815)
$1816 = Object.Init(#SPAD_DR_CLOSED3, 464.663, 30.336, 23.881)
Object.RemoveFromMissionCleanupList($1816)
$1817 = Object.Init(#PH_BUILD_DR_CLOSED, 569.925, 52.0, 14.616)
Object.RemoveFromMissionCleanupList($1817)
034D: rotate_object $1817 from_angle 270.0 to_angle 270.0 flag 0
$1818 = Object.Init(#ELECTRICGATE, -973.664, -519.65, 10.092)
Object.Angle($1818) = 98.5
Object.RemoveFromMissionCleanupList($1818)
$1819 = Object.Init(#ICEDOOR, -866.689, -572.095, 12.173)
Object.RemoveFromMissionCleanupList($1819)
$1820 = Object.Init(#DTS_BBDOOR, -598.017, 651.207, 12.025)
Object.RemoveFromMissionCleanupList($1820)
$1821 = Object.Init(#GOLF_GATESCLOSED, 107.671, 227.729, 20.634)
Object.RemoveFromMissionCleanupList($1821)
$1822 = Object.Init(#PRINTDOOOR, -1063.773, -278.932, 13.024)
Object.RemoveFromMissionCleanupList($1822)
$1823 = Object.Init(#UNROCKETED_WIN1, -899.851, -341.061, 14.318)
0566: object $1823 set_interior 3
Object.RemoveFromMissionCleanupList($1823)
$1824 = Object.Init(#BNK_GRILL01, -899.214, -333.656, 21.233)
0566: object $1824 set_interior 3
Object.CollisionDetection($1824) = False
Object.ToggleInMovingList($1824) = False
Object.RemoveFromMissionCleanupList($1824)
$1825 = Object.Init(#BNK_GRILL01, -899.214, -348.466, 21.233)
0566: object $1825 set_interior 3
Object.CollisionDetection($1825) = False
Object.ToggleInMovingList($1825) = False
Object.RemoveFromMissionCleanupList($1825)
$1826 = Object.Init(#BNK_GRILL01, -907.307, -336.618, 23.987)
0566: object $1826 set_interior 3
Object.CollisionDetection($1826) = False
Object.ToggleInMovingList($1826) = False
Object.RemoveFromMissionCleanupList($1826)
$1827 = Object.Init(#BNK_GRILL01, -907.307, -345.504, 23.987)
0566: object $1827 set_interior 3
Object.CollisionDetection($1827) = False
Object.ToggleInMovingList($1827) = False
Object.RemoveFromMissionCleanupList($1827)
$1828 = Object.Init(#BNK_GRILL01, -915.401, -336.6184, 23.987)
0566: object $1828 set_interior 3
Object.CollisionDetection($1828) = False
Object.ToggleInMovingList($1828) = False
Object.RemoveFromMissionCleanupList($1828)
$1829 = Object.Init(#BNK_GRILL01, -915.401, -345.5, 23.987)
0566: object $1829 set_interior 3
Object.CollisionDetection($1829) = False
Object.ToggleInMovingList($1829) = False
Object.RemoveFromMissionCleanupList($1829)
014B: $1992 = init_car_generator #ADMIRAL 8 8 force_spawn 0 alarm 50 door_lock 0 min_delay 0 max_delay 10000 at -401.2715 -534.6655 11.7534 angle 149.2032
014C: set_parked_car_generator $1992 cars_to_generate_to 101
014B: $1991 = init_car_generator #VICECHEE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -870.4673 -717.2427 10.1069 angle 94.1213
014C: set_parked_car_generator $1991 cars_to_generate_to 101
014B: $1990 = init_car_generator #LOVEFIST -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -865.2949 1158.359 9.8204 angle 2.347
014C: set_parked_car_generator $1990 cars_to_generate_to 0
014B: $1989 = init_car_generator #FLATBED -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1034.889 -1452.775 10.7 angle 248.8739
014C: set_parked_car_generator $1989 cars_to_generate_to 101
014B: $1844 = init_car_generator #DINGHY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 403.0317 -178.5811 5.7 angle 350.0462
014C: set_parked_car_generator $1844 cars_to_generate_to 0
014B: $1867 = init_car_generator #DINGHY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 231.0536 -130.1794 5.7 angle 357.5423
014C: set_parked_car_generator $1867 cars_to_generate_to 0
014B: $1993 = init_car_generator #MAVERICK -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -853.6609 1353.785 68.6104 angle 0.0
014C: set_parked_car_generator $1993 cars_to_generate_to 101
014B: $1842 = init_car_generator #PREDATOR -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -69.2982 72.6166 5.7 angle 104.6175
014C: set_parked_car_generator $1842 cars_to_generate_to 0
014B: $1843 = init_car_generator #TROPIC -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 237.4778 302.2366 5.7 angle 86.2011
014C: set_parked_car_generator $1843 cars_to_generate_to 0
014B: $1845 = init_car_generator #TRASH -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1268.25 83.833 10.4182 angle 179.549
014C: set_parked_car_generator $1845 cars_to_generate_to 101
014B: $1852 = init_car_generator #SECURICA -1 -1 force_spawn 0 alarm 0 door_lock 70 min_delay 0 max_delay 10000 at -870.2545 -353.9059 10.0475 angle 357.8359
014C: set_parked_car_generator $1852 cars_to_generate_to 101
014B: $1868 = init_car_generator #BUS -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1184.36 -1312.62 13.7274 angle 64.6821
014C: set_parked_car_generator $1868 cars_to_generate_to 101
014B: $1869 = init_car_generator #BARRACKS -1 -1 force_spawn 0 alarm 0 door_lock 10 min_delay 0 max_delay 10000 at -1709.024 -287.6807 13.8276 angle 0.0
014C: set_parked_car_generator $1869 cars_to_generate_to 101
014B: $1876 = init_car_generator #BARRACKS -1 -1 force_spawn 0 alarm 0 door_lock 30 min_delay 0 max_delay 10000 at -1742.649 -214.2183 13.8276 angle 102.0596
014C: set_parked_car_generator $1876 cars_to_generate_to 101
014B: $1953 = init_car_generator #PATRIOT 43 72 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1701.372 -234.7718 13.8276 angle 87.8929
014C: set_parked_car_generator $1953 cars_to_generate_to 101
014B: $1994 = init_car_generator #SENTINEL -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1033.211 -856.8564 12.0452 angle 210.278
014C: set_parked_car_generator $1994 cars_to_generate_to 101
014B: $1954 = init_car_generator #BLOODRB -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1131.4 1236.6 8.4 angle 241.0
014C: set_parked_car_generator $1954 cars_to_generate_to 0
014B: $1955 = init_car_generator #BLOODRA -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1115.4 1265.1 8.4 angle 238.0
014C: set_parked_car_generator $1955 cars_to_generate_to 0
014B: $1995 = init_car_generator #SPARROW -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $498 $499 $500 angle 88.2256
014C: set_parked_car_generator $1995 cars_to_generate_to 0
014B: $1996 = init_car_generator #SPARROW -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $501 $502 $503 angle 0.0
014C: set_parked_car_generator $1996 cars_to_generate_to 0
014B: $1997 = init_car_generator #SPARROW -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $504 $505 $506 angle 0.0
014C: set_parked_car_generator $1997 cars_to_generate_to 0
014B: $1998 = init_car_generator #SPARROW -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $507 $508 $509 angle 180.0
014C: set_parked_car_generator $1998 cars_to_generate_to 0
014B: $1832 = init_car_generator #OCEANIC 6 1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 242.6 -1274.6 10.0 angle 165.0
014C: set_parked_car_generator $1832 cars_to_generate_to 101
014B: $1853 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 11.5 -1382.0 9.6 angle 261.0
014C: set_parked_car_generator $1853 cars_to_generate_to 101
014B: $1856 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 19.8 -991.8 9.7 angle 0.0
014C: set_parked_car_generator $1856 cars_to_generate_to 101
014B: $1857 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -6.4 -991.3 9.7 angle 180.0
014C: set_parked_car_generator $1857 cars_to_generate_to 101
014B: $1858 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 12.8 -1015.1 9.7 angle 180.0
014C: set_parked_car_generator $1858 cars_to_generate_to 101
014B: $1907 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 20 door_lock 0 min_delay 0 max_delay 10000 at -35.7 -1013.6 9.7 angle 0.0
014C: set_parked_car_generator $1907 cars_to_generate_to 101
014B: $1908 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 81.3 -871.8 9.7 angle 57.0
014C: set_parked_car_generator $1908 cars_to_generate_to 101
014B: $1909 = init_car_generator #PCJ600 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -7.1 -1205.1 9.6 angle 181.0
014C: set_parked_car_generator $1909 cars_to_generate_to 101
014B: $1910 = init_car_generator #HERMES -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 37.9 -1320.4 9.6 angle 355.0
014C: set_parked_car_generator $1910 cars_to_generate_to 101
014B: $1837 = init_car_generator #STALLION -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 127.0 -1158.0 32.0 angle 180.0
014C: set_parked_car_generator $1837 cars_to_generate_to 101
014B: $1838 = init_car_generator #PCJ600 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 507.4 -308.8 12.8 angle 176.0
014C: set_parked_car_generator $1838 cars_to_generate_to 101
014B: $1839 = init_car_generator #BANSHEE -1 -1 force_spawn 0 alarm 70 door_lock 0 min_delay 0 max_delay 10000 at 19.8 -1246.9 10.1 angle 0.0
014C: set_parked_car_generator $1839 cars_to_generate_to 101
014B: $1859 = init_car_generator #TOPFUN -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 307.9 1254.6 27.5 angle 180.5
014C: set_parked_car_generator $1859 cars_to_generate_to 101
014B: $1861 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 30 door_lock 0 min_delay 0 max_delay 10000 at 277.4 -1175.3 11.0 angle 350.0
014C: set_parked_car_generator $1861 cars_to_generate_to 101
014B: $1862 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 30 door_lock 0 min_delay 0 max_delay 10000 at 278.8 -1074.0 11.0 angle 172.0
014C: set_parked_car_generator $1862 cars_to_generate_to 101
014B: $1903 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 60 door_lock 0 min_delay 0 max_delay 10000 at 365.3 -837.9 11.0 angle 335.0
014C: set_parked_car_generator $1903 cars_to_generate_to 101
014B: $1911 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 50 door_lock 0 min_delay 0 max_delay 10000 at 237.2 -1377.5 10.9 angle 170.0
014C: set_parked_car_generator $1911 cars_to_generate_to 101
014B: $1912 = init_car_generator #FAGGIO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 127.4 -818.5 9.5 angle 250.6
014C: set_parked_car_generator $1912 cars_to_generate_to 0
014B: $1904 = init_car_generator #FAGGIO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 382.2 -632.8 11.0 angle 9.9
014C: set_parked_car_generator $1904 cars_to_generate_to 101
014B: $1905 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 235.7 -893.3 11.0 angle 150.0
014C: set_parked_car_generator $1905 cars_to_generate_to 101
014B: $1906 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 150.6 -995.6 11.0 angle 353.0
014C: set_parked_car_generator $1906 cars_to_generate_to 101
014B: $1914 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 122.3 -1107.7 9.7 angle 175.0
014C: set_parked_car_generator $1914 cars_to_generate_to 101
014B: $1863 = init_car_generator #RIO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -313.4 -1236.4 5.0 angle 180.0
014C: set_parked_car_generator $1863 cars_to_generate_to 101
014B: $1864 = init_car_generator #SPEEDER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -328.4 -1317.7 5.0 angle 0.0
014C: set_parked_car_generator $1864 cars_to_generate_to 101
014B: $1865 = init_car_generator #REEFER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -286.8 -1353.1 5.0 angle 90.0
014C: set_parked_car_generator $1865 cars_to_generate_to 101
014B: $1866 = init_car_generator #MARQUIS -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -314.0 -1318.3 5.0 angle 0.0
014C: set_parked_car_generator $1866 cars_to_generate_to 101
014B: $1884 = init_car_generator #FAGGIO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 376.9 477.0 11.2 angle 282.0
014C: set_parked_car_generator $1884 cars_to_generate_to 101
014B: $1851 = init_car_generator #TOPFUN -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 718.465 701.3998 12.394 angle 320.7776
014C: set_parked_car_generator $1851 cars_to_generate_to 101
014B: $1855 = init_car_generator #PCJ600 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -256.6 -1275.4 7.4 angle 348.0
014C: set_parked_car_generator $1855 cars_to_generate_to 101
014B: $1949 = init_car_generator #CHEETAH -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -236.6 -1374.6 7.1 angle 280.3
014C: set_parked_car_generator $1949 cars_to_generate_to 101
014B: $1950 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 30 door_lock 0 min_delay 0 max_delay 10000 at -168.9 -1392.2 3.1 angle 280.0
014C: set_parked_car_generator $1950 cars_to_generate_to 101
014B: $1951 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 60 door_lock 0 min_delay 0 max_delay 10000 at -140.2 -1414.1 3.1 angle 108.7
014C: set_parked_car_generator $1951 cars_to_generate_to 101
014B: $1952 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -142.1 -1373.0 3.1 angle 287.3
014C: set_parked_car_generator $1952 cars_to_generate_to 101
014B: $1860 = init_car_generator #CADDY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 393.9 -1736.4 8.8 angle 249.6
014C: set_parked_car_generator $1860 cars_to_generate_to 101
014B: $1931 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 198.2 -504.9 10.9 angle 90.0
014C: set_parked_car_generator $1931 cars_to_generate_to 101
014B: $1932 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 128.8 -515.2 13.1 angle 270.0
014C: set_parked_car_generator $1932 cars_to_generate_to 101
014B: $1933 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 215.7 -418.6 9.7 angle 170.0
014C: set_parked_car_generator $1933 cars_to_generate_to 101
014B: $1934 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 222.7 -351.1 9.9 angle 73.0
014C: set_parked_car_generator $1934 cars_to_generate_to 101
014B: $1935 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 228.2 -222.2 10.9 angle 250.0
014C: set_parked_car_generator $1935 cars_to_generate_to 101
014B: $1936 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 456.5 2.8 10.0 angle 97.4
014C: set_parked_car_generator $1936 cars_to_generate_to 101
014B: $1937 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 20 door_lock 0 min_delay 0 max_delay 10000 at 478.5 -15.9 9.8 angle 99.7
014C: set_parked_car_generator $1937 cars_to_generate_to 101
014B: $1835 = init_car_generator #PIZZABOY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 413.8 97.7 10.5 angle 301.3
014C: set_parked_car_generator $1835 cars_to_generate_to 101
014B: $1913 = init_car_generator #RUMPO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 483.9 -42.8 9.1 angle 0.0
014C: set_parked_car_generator $1913 cars_to_generate_to 101
014B: $1938 = init_car_generator #FREEWAY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 301.2 265.6 15.3 angle 278.4
014C: set_parked_car_generator $1938 cars_to_generate_to 101
014B: $1940 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 286.3 394.4 12.3 angle 265.2
014C: set_parked_car_generator $1940 cars_to_generate_to 101
014B: $1941 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 40 door_lock 0 min_delay 0 max_delay 10000 at 573.0 586.1 12.5 angle 74.0
014C: set_parked_car_generator $1941 cars_to_generate_to 101
014B: $1942 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 604.4 758.8 12.6 angle 90.0
014C: set_parked_car_generator $1942 cars_to_generate_to 101
014B: $1943 = init_car_generator #FREEWAY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 388.6 834.5 11.9 angle 273.0
014C: set_parked_car_generator $1943 cars_to_generate_to 101
014B: $1944 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 20 door_lock 0 min_delay 0 max_delay 10000 at 255.4 1297.5 16.5 angle 193.4
014C: set_parked_car_generator $1944 cars_to_generate_to 101
014B: $1945 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 552.5 1246.8 15.9 angle 88.0
014C: set_parked_car_generator $1945 cars_to_generate_to 101
014B: $1946 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 555.1 1032.6 17.9 angle 9.0
014C: set_parked_car_generator $1946 cars_to_generate_to 101
014B: $1947 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 563.4 1053.6 17.6 angle 98.0
014C: set_parked_car_generator $1947 cars_to_generate_to 101
014B: $1948 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 430.3 957.0 12.3 angle 294.0
014C: set_parked_car_generator $1948 cars_to_generate_to 101
014B: $1980 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 309.2 1204.4 16.2 angle 91.0
014C: set_parked_car_generator $1980 cars_to_generate_to 101
014B: $1870 = init_car_generator #PACKER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -101.6 1011.5 11.5 angle 270.3
014C: set_parked_car_generator $1870 cars_to_generate_to 101
014B: $1872 = init_car_generator #PATRIOT -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -36.8 874.0 11.1 angle 194.2
014C: set_parked_car_generator $1872 cars_to_generate_to 101
014B: $1871 = init_car_generator #PCJ600 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -6.4 957.1 9.4 angle 355.1
014C: set_parked_car_generator $1871 cars_to_generate_to 101
014B: $1929 = init_car_generator #SKIMMER -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -141.1 1030.4 5.5 angle 180.0
014C: set_parked_car_generator $1929 cars_to_generate_to 0
014B: $1988 = init_car_generator #GANGBUR -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 16.4 1139.9 18.5 angle 265.0
014C: set_parked_car_generator $1988 cars_to_generate_to 101
014B: $1880 = init_car_generator #INFERNUS -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -363.0 -532.2 12.0 angle 355.5
014C: set_parked_car_generator $1880 cars_to_generate_to 101
014B: $1881 = init_car_generator #STRETCH -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -394.7 -533.7 12.0 angle 355.5
014C: set_parked_car_generator $1881 cars_to_generate_to 101
014B: $1987 = init_car_generator #MAVERICK -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -391.0 -573.0 40.0 angle 355.5
014C: set_parked_car_generator $1987 cars_to_generate_to 0
014B: $1920 = init_car_generator #CHEETAH -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -221.3 -422.7 11.2 angle 90.0
014C: set_parked_car_generator $1920 cars_to_generate_to 101
014B: $1922 = init_car_generator #STINGER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -492.8 -429.4 10.6 angle 0.0
014C: set_parked_car_generator $1922 cars_to_generate_to 101
014B: $1923 = init_car_generator #BANSHEE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -558.8 -450.7 10.4 angle 0.0
014C: set_parked_car_generator $1923 cars_to_generate_to 101
014B: $1924 = init_car_generator #ADMIRAL -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -678.8 -415.1 9.5 angle 0.0
014C: set_parked_car_generator $1924 cars_to_generate_to 101
014B: $1925 = init_car_generator #LANDSTAL -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -593.6 -318.3 10.4 angle 130.0
014C: set_parked_car_generator $1925 cars_to_generate_to 101
014B: $1926 = init_car_generator #INFERNUS -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -523.8 -295.8 9.7 angle 180.0
014C: set_parked_car_generator $1926 cars_to_generate_to 101
014B: $1927 = init_car_generator #PHEONIX -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -388.6 -287.7 9.6 angle 270.0
014C: set_parked_car_generator $1927 cars_to_generate_to 101
014B: $1928 = init_car_generator #COMET -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -267.0 -303.6 9.5 angle 160.0
014C: set_parked_car_generator $1928 cars_to_generate_to 101
014B: $1834 = init_car_generator #PIZZABOY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -350.8 -534.9 11.4 angle 86.5
014C: set_parked_car_generator $1834 cars_to_generate_to 0
014B: $1873 = init_car_generator #LINERUN -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -751.5 -1359.4 10.6 angle 69.0
014C: set_parked_car_generator $1873 cars_to_generate_to 101
014B: $1874 = init_car_generator #PONY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -717.2 -1462.2 10.3 angle 0.0
014C: set_parked_car_generator $1874 cars_to_generate_to 101
014B: $1877 = init_car_generator #RUMPO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -741.7 -1549.5 11.5 angle 336.0
014C: set_parked_car_generator $1877 cars_to_generate_to 101
014B: $1878 = init_car_generator #BOXVILLE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -898.9971 -1462.046 10.94 angle 10.8204
014C: set_parked_car_generator $1878 cars_to_generate_to 101
014B: $1879 = init_car_generator #PACKER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -946.3 -1379.5 11.5 angle 69.0
014C: set_parked_car_generator $1879 cars_to_generate_to 101
014B: $1890 = init_car_generator #BENSON -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -947.7 -1264.1 11.3 angle 164.0
014C: set_parked_car_generator $1890 cars_to_generate_to 101
014B: $1982 = init_car_generator #JETMAX -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -592.3 -1510.3 5.0 angle 250.0
014C: set_parked_car_generator $1982 cars_to_generate_to 0
014B: $1983 = init_car_generator #SQUALO -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -576.4 -1505.2 5.0 angle 250.0
014C: set_parked_car_generator $1983 cars_to_generate_to 0
014B: $1985 = init_car_generator #COASTG -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -755.9 -1077.5 5.0 angle 0.0
014C: set_parked_car_generator $1985 cars_to_generate_to 101
014B: $1915 = init_car_generator #BFINJECT -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 643.4 -208.1 9.5 angle 33.0
014C: set_parked_car_generator $1915 cars_to_generate_to 101
014B: $1830 = init_car_generator #KAUFMAN -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1003.1 207.4 11.0 angle 166.6
014C: set_parked_car_generator $1830 cars_to_generate_to 101
014B: $1833 = init_car_generator #PIZZABOY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1028.2 82.2 11.2 angle 171.9
014C: set_parked_car_generator $1833 cars_to_generate_to 101
014B: $1882 = init_car_generator #PATRIOT -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1107.6 292.9 11.5 angle 268.3
014C: set_parked_car_generator $1882 cars_to_generate_to 101
014B: $1883 = init_car_generator #VOODOO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -964.94 133.54 8.23 angle 271.61
014C: set_parked_car_generator $1883 cars_to_generate_to 101
014B: $1841 = init_car_generator #MRWHOOP -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -867.6105 -572.2039 10.11294 angle 277.5232
014C: set_parked_car_generator $1841 cars_to_generate_to 0
014B: $1831 = init_car_generator #PIZZABOY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -904.2 808.9 10.5 angle 269.6
014C: set_parked_car_generator $1831 cars_to_generate_to 101
014B: $1846 = init_car_generator #LANDSTAL -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -426.0 1412.5 10.5 angle 80.0
014C: set_parked_car_generator $1846 cars_to_generate_to 101
014B: $1986 = init_car_generator #SANCHEZ -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -425.8 1407.0 9.8 angle 80.0
014C: set_parked_car_generator $1986 cars_to_generate_to 101
014B: $1875 = init_car_generator #FBICAR -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -872.843 692.633 10.997 angle 359.746
014C: set_parked_car_generator $1875 cars_to_generate_to 101
014B: $1885 = init_car_generator #ANGEL -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -592.301 655.117 10.06 angle 9.794
014C: set_parked_car_generator $1885 cars_to_generate_to 101
014B: $1981 = init_car_generator #ANGEL -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -589.212 655.117 10.06 angle 9.794
014C: set_parked_car_generator $1981 cars_to_generate_to 101
014B: $1930 = init_car_generator #PCJ600 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -596.17 676.928 11.271 angle 180.0
014C: set_parked_car_generator $1930 cars_to_generate_to 101
014B: $1956 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -756.7 976.3 10.4 angle 0.0
014C: set_parked_car_generator $1956 cars_to_generate_to 101
014B: $1957 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -803.3 964.1 10.4 angle 270.0
014C: set_parked_car_generator $1957 cars_to_generate_to 101
014B: $1958 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -752.6 1003.0 10.4 angle 0.0
014C: set_parked_car_generator $1958 cars_to_generate_to 101
014B: $1959 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -781.5 996.5 10.4 angle 90.0
014C: set_parked_car_generator $1959 cars_to_generate_to 101
014B: $1960 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -772.7 1031.8 10.4 angle 270.0
014C: set_parked_car_generator $1960 cars_to_generate_to 101
014B: $1961 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -781.7 1077.9 10.4 angle 90.0
014C: set_parked_car_generator $1961 cars_to_generate_to 101
014B: $1962 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -821.7 563.4 10.5 angle 0.0
014C: set_parked_car_generator $1962 cars_to_generate_to 101
014B: $1963 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -851.0 581.3 10.5 angle 180.0
014C: set_parked_car_generator $1963 cars_to_generate_to 101
014B: $1964 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -869.5 533.0 10.5 angle 180.0
014C: set_parked_car_generator $1964 cars_to_generate_to 101
014B: $1965 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -821.6 499.7 10.5 angle 90.0
014C: set_parked_car_generator $1965 cars_to_generate_to 101
014B: $1966 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1324.5 1137.0 9.3 angle 180.0
014C: set_parked_car_generator $1966 cars_to_generate_to 101
014B: $1967 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1353.8 1158.0 9.3 angle 0.0
014C: set_parked_car_generator $1967 cars_to_generate_to 101
014B: $1968 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1444.8 1162.7 9.3 angle 160.0
014C: set_parked_car_generator $1968 cars_to_generate_to 101
014B: $1969 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1543.8 1227.0 9.3 angle 30.0
014C: set_parked_car_generator $1969 cars_to_generate_to 101
014B: $1970 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1562.9 1282.4 9.3 angle 98.0
014C: set_parked_car_generator $1970 cars_to_generate_to 101
014B: $1971 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1587.7 1313.8 9.3 angle 87.0
014C: set_parked_car_generator $1971 cars_to_generate_to 101
014B: $1972 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1568.1 1351.0 9.3 angle 261.9
014C: set_parked_car_generator $1972 cars_to_generate_to 101
014B: $1973 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1562.7 1406.9 9.3 angle 150.1
014C: set_parked_car_generator $1973 cars_to_generate_to 101
014B: $1974 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1445.3 1499.0 9.3 angle 20.6
014C: set_parked_car_generator $1974 cars_to_generate_to 101
014B: $1975 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1349.1 1503.7 9.3 angle 180.0
014C: set_parked_car_generator $1975 cars_to_generate_to 101
014B: $1976 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1318.7 1524.1 9.3 angle 180.0
014C: set_parked_car_generator $1976 cars_to_generate_to 101
014B: $1921 = init_car_generator #VCNMAV -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -469.0 1123.5 64.7 angle 270.0
014C: set_parked_car_generator $1921 cars_to_generate_to 101
014B: $1849 = init_car_generator #INFERNUS -1 -1 force_spawn 1 alarm 80 door_lock 0 min_delay 0 max_delay 10000 at 386.0 1227.0 19.4 angle 90.0
014C: set_parked_car_generator $1849 cars_to_generate_to 101
014B: $1848 = init_car_generator #PACKER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1377.7 -961.4 14.4 angle 177.9
014C: set_parked_car_generator $1848 cars_to_generate_to 101
014B: $1847 = init_car_generator #SENTXS -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1142.5 -939.3 14.6 angle 89.6
014C: set_parked_car_generator $1847 cars_to_generate_to 101
014B: $1850 = init_car_generator #TOPFUN -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1235.171 -1235.171 14.77 angle 337.839
014C: set_parked_car_generator $1850 cars_to_generate_to 101
014B: $1891 = init_car_generator #BAGGAGE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1414.8 -1268.1 13.9 angle 40.0
014C: set_parked_car_generator $1891 cars_to_generate_to 101
014B: $1892 = init_car_generator #BAGGAGE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1474.9 -961.7 13.9 angle 282.0
014C: set_parked_car_generator $1892 cars_to_generate_to 101
014B: $1893 = init_car_generator #BAGGAGE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1808.5 -1090.8 13.9 angle 274.0
014C: set_parked_car_generator $1893 cars_to_generate_to 101
014B: $1894 = init_car_generator #BAGGAGE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1533.3 -805.9 13.9 angle 178.0
014C: set_parked_car_generator $1894 cars_to_generate_to 101
014B: $1895 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1584.2 -656.4 14.0 angle 0.0
014C: set_parked_car_generator $1895 cars_to_generate_to 101
014B: $1896 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 20 door_lock 0 min_delay 0 max_delay 10000 at -1606.5 -633.8 14.0 angle 180.0
014C: set_parked_car_generator $1896 cars_to_generate_to 101
014B: $1897 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1628.0 -667.0 14.0 angle 180.0
014C: set_parked_car_generator $1897 cars_to_generate_to 101
014B: $1898 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 30 door_lock 0 min_delay 0 max_delay 10000 at -1637.5 -624.6 14.0 angle 0.0
014C: set_parked_car_generator $1898 cars_to_generate_to 101
014B: $1899 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1659.6 -646.4 14.0 angle 180.0
014C: set_parked_car_generator $1899 cars_to_generate_to 101
014B: $1900 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 30 door_lock 0 min_delay 0 max_delay 10000 at -1706.0 -655.9 14.0 angle 90.0
014C: set_parked_car_generator $1900 cars_to_generate_to 101
014B: $1901 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 50 door_lock 0 min_delay 0 max_delay 10000 at -1691.5 -614.8 14.0 angle 0.0
014C: set_parked_car_generator $1901 cars_to_generate_to 101
014B: $1902 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1573.3 -614.7 14.0 angle 0.0
014C: set_parked_car_generator $1902 cars_to_generate_to 101
014B: $1886 = init_car_generator #POLICE -1 -1 force_spawn 0 alarm 0 door_lock 30 min_delay 0 max_delay 10000 at 516.1 503.1 10.5 angle 0.0
014C: set_parked_car_generator $1886 cars_to_generate_to 101
014B: $1919 = init_car_generator #ENFORCER -1 -1 force_spawn 0 alarm 0 door_lock 40 min_delay 0 max_delay 10000 at 493.2045 503.683 10.4612 angle 179.9753
014C: set_parked_car_generator $1919 cars_to_generate_to 101
014B: $1887 = init_car_generator #POLICE -1 -1 force_spawn 0 alarm 0 door_lock 30 min_delay 0 max_delay 10000 at 355.7 -511.4 11.6 angle 320.0
014C: set_parked_car_generator $1887 cars_to_generate_to 101
014B: $1916 = init_car_generator #POLICE -1 -1 force_spawn 0 alarm 0 door_lock 30 min_delay 0 max_delay 10000 at 372.3 -525.7 11.6 angle 140.0
014C: set_parked_car_generator $1916 cars_to_generate_to 101
014B: $1888 = init_car_generator #POLICE -1 -1 force_spawn 0 alarm 0 door_lock 30 min_delay 0 max_delay 10000 at -855.4 -665.4 10.6 angle 0.0
014C: set_parked_car_generator $1888 cars_to_generate_to 101
014B: $1918 = init_car_generator #POLICE -1 -1 force_spawn 0 alarm 0 door_lock 30 min_delay 0 max_delay 10000 at -844.8 -675.6 10.6 angle 90.0
014C: set_parked_car_generator $1918 cars_to_generate_to 101
014B: $1854 = init_car_generator #POLICE -1 -1 force_spawn 0 alarm 0 door_lock 10 min_delay 0 max_delay 10000 at -665.2 777.6 11.0 angle 180.0
014C: set_parked_car_generator $1854 cars_to_generate_to 101
014B: $1836 = init_car_generator #AMBULAN -1 -1 force_spawn 0 alarm 0 door_lock 10 min_delay 0 max_delay 10000 at 472.5 701.2 10.5 angle 90.0
014C: set_parked_car_generator $1836 cars_to_generate_to 101
014B: $1840 = init_car_generator #AMBULAN -1 -1 force_spawn 0 alarm 0 door_lock 10 min_delay 0 max_delay 10000 at -111.9 -949.9 10.2 angle 280.0
014C: set_parked_car_generator $1840 cars_to_generate_to 101
014B: $1889 = init_car_generator #AMBULAN -1 -1 force_spawn 0 alarm 0 door_lock 10 min_delay 0 max_delay 10000 at -776.1 1135.1 11.5 angle 0.0
014C: set_parked_car_generator $1889 cars_to_generate_to 101
014B: $1917 = init_car_generator #FIRETRUK -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -694.9 917.3 10.8 angle 270.0
014C: set_parked_car_generator $1917 cars_to_generate_to 101
014B: $1984 = init_car_generator #COMET -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 114.6977 252.3439 20.6832 angle 105.6803
014C: set_parked_car_generator $1984 cars_to_generate_to 101
014B: $83 = init_car_generator #INFERNUS 1 1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -363.0 -532.2 12.0 angle 0.0
014C: set_parked_car_generator $83 cars_to_generate_to 0
014B: $1939 = init_car_generator #ZEBRA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1003.1 207.4 11.0 angle 166.6
014C: set_parked_car_generator $1939 cars_to_generate_to 0
014B: $84 = init_car_generator #POLMAV -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -614.0 804.0 30.0 angle 0.0
014C: set_parked_car_generator $84 cars_to_generate_to 101
$2035 = Pickup.Create(#CHNSAW, 2, 30.0, -1330.9, 13.0)
$1999 = Pickup.Create(#BAT, 2, 206.7, -1254.4, 12.0)
032B: $2000 = create_weapon_pickup #COLT45 15 ammo 34 at -228.4 -1318.2 9.1
032B: $2001 = create_weapon_pickup #COLT45 15 ammo 34 at 340.5 -249.5 12.5
032B: $2002 = create_weapon_pickup #CHROMEGUN 15 ammo 16 at 42.3 -959.2 21.8
032B: $2003 = create_weapon_pickup #CHROMEGUN 15 ammo 16 at 568.9 -449.3 11.1
032B: $2004 = create_weapon_pickup #TEC9 15 ammo 100 at 287.9 50.7 10.8
032B: $2005 = create_weapon_pickup #GRENADE 15 ammo 4 at 362.2 -500.5 12.3
$2006 = Pickup.Create(#CLEAVER, 15, 402.6, 102.5, 11.4)
032B: $2007 = create_weapon_pickup #RUGER 15 ammo 60 at 418.9 589.9 18.3
$2008 = Pickup.Create(#KATANA, 15, 476.9, 1014.9, 19.2)
$2009 = Pickup.Create(#NITESTICK, 15, 402.4, -488.3, 12.4)
$2011 = Pickup.Create(#BRASSKNUCKLE, 15, 224.0, -1207.5, 11.0)
$2012 = Pickup.Create(#KNIFECUR, 15, 118.7, -1546.1, 10.8)
$2013 = Pickup.Create(#MACHETE, 15, 56.6, -459.3, 11.4)
032B: $2014 = create_weapon_pickup #UZI 15 ammo 60 at 5.4 -1277.0 10.4
032B: $2036 = create_weapon_pickup #UZI 15 ammo 60 at 157.0 -895.3 12.3
032B: $2010 = create_weapon_pickup #BOMB 15 ammo 4 at 556.6 207.4 14.5
032B: $2015 = create_weapon_pickup #M4 15 ammo 60 at -32.8 1019.2 13.0
032B: $2016 = create_weapon_pickup #UZI 15 ammo 60 at 17.3 1145.7 23.5
$2017 = Pickup.Create(#GOLFCLUB, 2, 95.0, 279.2, 21.8)
032B: $2018 = create_weapon_pickup #FLAME 15 ammo 300 at -546.0 -418.9 9.8
032B: $2019 = create_weapon_pickup #SNIPER 15 ammo 20 at -476.4 -571.2 12.9
$2020 = Pickup.Create(#KATANA, 15, -554.11, -547.7, 10.7)
032B: $2021 = create_weapon_pickup #MOLOTOV 15 ammo 4 at -755.7 1347.5 11.8
032B: $2022 = create_weapon_pickup #UZI 15 ammo 60 at -545.8 694.6 11.0
032B: $2023 = create_weapon_pickup #M4 15 ammo 60 at -980.4 118.7 9.3
032B: $2024 = create_weapon_pickup #M4 15 ammo 60 at -1221.0 -641.6 11.7
032B: $2025 = create_weapon_pickup #SNIPER 15 ammo 20 at -742.1 -949.9 9.9
032B: $2026 = create_weapon_pickup #ROCKETLA 15 ammo 4 at -995.1 -1178.1 13.6
032B: $2027 = create_weapon_pickup #INGRAMSL 15 ammo 60 at -713.3 -1466.0 11.2
032B: $2028 = create_weapon_pickup #FLAME 15 ammo 300 at -1015.1 -1392.9 11.5
032B: $2029 = create_weapon_pickup #SHOTGSPA 15 ammo 14 at -1359.0 -742.2 14.9
032B: $2030 = create_weapon_pickup #M60 15 ammo 100 at -1744.9 -288.9 29.7
032B: $2031 = create_weapon_pickup #GRENADE 15 ammo 4 at -939.8 -464.9 10.9
032B: $2032 = create_weapon_pickup #PYTHON 15 ammo 12 at -1182.7 -61.1 11.4
032B: $2033 = create_weapon_pickup #BUDDYSHOT 15 ammo 10 at -1305.2 177.1 11.4
032B: $2034 = create_weapon_pickup #LASER 15 ammo 14 at -1114.3 -602.0 26.0
$2037 = Pickup.Create(#HEALTH, 1, -113.2, -975.7, 10.4)
$2038 = Pickup.Create(#HEALTH, 15, -225.1, -1158.1, 9.1)
$2039 = Pickup.Create(#HEALTH, 15, 456.2, -471.4, 16.6)
$2040 = Pickup.Create(#HEALTH, 15, 377.4, 467.7, 11.6)
$2041 = Pickup.Create(#HEALTH, 1, 469.6, 697.4, 11.7)
$2042 = Pickup.Create(#HEALTH, 15, 385.3, 1210.9, 19.4)
$2043 = Pickup.Create(#HEALTH, 1, 384.3, 756.6, 11.7)
$2044 = Pickup.Create(#HEALTH, 15, 10.7, 1099.0, 16.6)
$2045 = Pickup.Create(#HEALTH, 15, 85.3, 402.7, 19.8)
$2046 = Pickup.Create(#HEALTH, 15, -711.7, -501.7, 11.3)
$2047 = Pickup.Create(#HEALTH, 15, -404.0, -588.0, 11.6)
$2061 = Pickup.Create(#HEALTH, 2, -406.2503, -566.4947, 19.5804)
$2048 = Pickup.Create(#HEALTH, 15, -478.1, 1438.5, 16.1)
$2049 = Pickup.Create(#HEALTH, 15, -675.0, 1263.3, 25.1)
$2050 = Pickup.Create(#HEALTH, 15, -821.8, 1144.8, 26.1)
$2051 = Pickup.Create(#HEALTH, 15, -1139.4, 55.4, 11.2)
$2052 = Pickup.Create(#HEALTH, 15, -1290.9, 91.9, 26.9)
$2053 = Pickup.Create(#HEALTH, 1, -885.4, -483.4, 13.1)
$2054 = Pickup.Create(#HEALTH, 15, -925.1, -638.3, 16.0)
$2055 = Pickup.Create(#HEALTH, 15, -692.4, -1283.8, 11.1)
$2056 = Pickup.Create(#HEALTH, 15, -655.1, -1506.3, 8.1)
$2057 = Pickup.Create(#HEALTH, 15, -1399.4, -865.9, 20.9)
$2058 = Pickup.Create(#HEALTH, 1, -822.6, 1137.3, 12.4)
$2059 = Pickup.Create(#HEALTH, 1, -851.4, -78.8, 11.5)
$2060 = Pickup.Create(#HEALTH, 1, -834.2, 740.6, 11.3)
$2062 = Pickup.Create(#BODYARMOUR, 15, 4.9, -1239.2, 19.2)
$2063 = Pickup.Create(#BODYARMOUR, 15, 205.7, -885.7, 12.2)
$2064 = Pickup.Create(#BODYARMOUR, 15, 148.8, -349.9, 8.7)
$2065 = Pickup.Create(#BODYARMOUR, 15, 520.2, -171.2, 13.9)
$2066 = Pickup.Create(#BODYARMOUR, 15, 430.8, 162.1, 11.8)
$2067 = Pickup.Create(#BODYARMOUR, 15, 416.1, 517.7, 11.2)
$2068 = Pickup.Create(#BODYARMOUR, 15, 350.2, 884.8, 25.5)
$2069 = Pickup.Create(#BODYARMOUR, 15, 535.3, 1214.1, 18.9)
$2070 = Pickup.Create(#BODYARMOUR, 15, 42.8, 951.1, 11.0)
$2071 = Pickup.Create(#BODYARMOUR, 15, -70.8, 510.6, 11.6)
$2072 = Pickup.Create(#BODYARMOUR, 15, -1695.6, -289.4, 29.7)
$2073 = Pickup.Create(#BODYARMOUR, 15, -567.6, 1370.36, 16.4)
$2074 = Pickup.Create(#BODYARMOUR, 15, -921.9, 722.9, 11.0)
$2076 = Pickup.Create(#BODYARMOUR, 15, -1058.9, -240.6, 18.2)
$2077 = Pickup.Create(#BODYARMOUR, 15, -625.5, 622.2, 11.7)
$2078 = Pickup.Create(#BODYARMOUR, 15, -733.5, -1294.7, 12.4)
$2079 = Pickup.Create(#BODYARMOUR, 15, -1177.0, -915.3, 14.9)
$2075 = Pickup.Create(#BODYARMOUR, 15, -1171.0, -457.4, 10.7)
$2080 = Pickup.Create(#ADRENALINE, 15, -37.7, -938.3, 10.5)
$2081 = Pickup.Create(#ADRENALINE, 15, 471.1, -444.1, 10.6)
$2082 = Pickup.Create(#ADRENALINE, 15, 448.6, 16.6, 11.0)
$2083 = Pickup.Create(#ADRENALINE, 15, 425.6, 221.1, 16.2)
$2084 = Pickup.Create(#ADRENALINE, 15, 428.4, 947.5, 13.2)
$2085 = Pickup.Create(#ADRENALINE, 1, 385.6, 752.3, 11.7)
$2086 = Pickup.Create(#ADRENALINE, 15, -366.6, -500.3, 11.3)
$2087 = Pickup.Create(#ADRENALINE, 15, -342.2, -591.5, 36.9)
$2088 = Pickup.Create(#ADRENALINE, 15, -381.2, 1065.2, 13.0)
$2089 = Pickup.Create(#ADRENALINE, 15, -730.1, 1226.3, 24.2)
$2090 = Pickup.Create(#ADRENALINE, 15, -1095.1, 99.4, 12.3)
$2091 = Pickup.Create(#ADRENALINE, 15, -967.1, -62.6, 11.0)
$2092 = Pickup.Create(#ADRENALINE, 15, -1022.1, -547.0, 11.2)
$2093 = Pickup.Create(#ADRENALINE, 15, -882.0, 111.2, 9.3)
$2094 = Pickup.Create(#ADRENALINE, 1, -857.1, -83.6, 11.5)
$2095 = Pickup.Create(#ADRENALINE, 1, -839.0, 740.6, 11.3)
02EC: put_hidden_package_at 479.6 -1718.5 15.6
02EC: put_hidden_package_at 708.4 -498.2 12.3
02EC: put_hidden_package_at -213.0 -1647.1 13.1
02EC: put_hidden_package_at -368.4 -1733.2 11.6
02EC: put_hidden_package_at -104.3 -1600.3 10.4
02EC: put_hidden_package_at -234.7 -1082.6 13.6
02EC: put_hidden_package_at 88.0 -991.7 19.1
02EC: put_hidden_package_at 205.4 -888.9 12.1
02EC: put_hidden_package_at 183.1 -652.9 10.8
02EC: put_hidden_package_at 370.9 -469.5 13.8
02EC: put_hidden_package_at 298.8 -278.5 11.9
02EC: put_hidden_package_at 321.8 -774.3 22.8
02EC: put_hidden_package_at 491.8 -45.3 10.0
02EC: put_hidden_package_at 472.8 116.0 11.2
02EC: put_hidden_package_at 379.6 212.9 11.3
02EC: put_hidden_package_at 290.1 295.4 13.5
02EC: put_hidden_package_at 470.9 1123.6 24.5
02EC: put_hidden_package_at 407.6 1018.2 25.3
02EC: put_hidden_package_at 561.6 1157.1 18.9
02EC: put_hidden_package_at 891.8 873.8 16.4
02EC: put_hidden_package_at 353.7 -564.3 56.4
02EC: put_hidden_package_at 306.9 1177.5 17.4
02EC: put_hidden_package_at 271.3 932.9 9.8
02EC: put_hidden_package_at 328.7 717.2 22.8
02EC: put_hidden_package_at 473.3 16.4 33.0
02EC: put_hidden_package_at 352.5 282.2 19.6
02EC: put_hidden_package_at 70.1 -479.6 13.6
02EC: put_hidden_package_at 53.6 -446.5 7.6
02EC: put_hidden_package_at 266.3 -249.9 36.1
02EC: put_hidden_package_at 413.9 1217.4 18.4
02EC: put_hidden_package_at -172.4 -1341.3 3.9
02EC: put_hidden_package_at -233.1 -931.2 9.8
02EC: put_hidden_package_at 69.7 -796.6 11.7
02EC: put_hidden_package_at 107.5 -551.9 14.7
02EC: put_hidden_package_at 233.9 -132.2 8.0
02EC: put_hidden_package_at 424.5 89.3 11.3
02EC: put_hidden_package_at 401.6 431.1 11.4
02EC: put_hidden_package_at 193.9 678.8 12.9
02EC: put_hidden_package_at 589.4 36.0 16.7
02EC: put_hidden_package_at 519.9 -135.4 35.2
02EC: put_hidden_package_at -41.8 922.4 19.4
02EC: put_hidden_package_at -16.1 991.7 10.9
02EC: put_hidden_package_at 60.7 916.5 10.8
02EC: put_hidden_package_at -68.9 1124.0 17.0
02EC: put_hidden_package_at 82.7 1113.8 18.7
02EC: put_hidden_package_at 70.5 599.3 14.5
02EC: put_hidden_package_at 162.4 246.4 12.2
02EC: put_hidden_package_at 43.1 -150.9 12.2
02EC: put_hidden_package_at -46.6 257.7 24.5
02EC: put_hidden_package_at 43.4 -15.0 17.3
02EC: put_hidden_package_at -236.9 -588.1 10.3
02EC: put_hidden_package_at -519.0 -599.3 10.3
02EC: put_hidden_package_at -580.5 -422.6 19.8
02EC: put_hidden_package_at -310.4 -415.5 10.1
02EC: put_hidden_package_at -245.4 -323.8 10.2
02EC: put_hidden_package_at -246.9 1219.5 10.9
02EC: put_hidden_package_at -451.0 1286.6 12.6
02EC: put_hidden_package_at -764.3 1266.0 11.5
02EC: put_hidden_package_at -1550.1 1403.1 8.7
02EC: put_hidden_package_at -790.8 1119.4 9.8
02EC: put_hidden_package_at -451.5 1119.7 61.7
02EC: put_hidden_package_at -567.4 776.1 22.8
02EC: put_hidden_package_at -898.7 430.4 10.9
02EC: put_hidden_package_at -979.2 266.7 8.9
02EC: put_hidden_package_at -856.3 228.5 12.9
02EC: put_hidden_package_at -1072.5 351.7 11.2
02EC: put_hidden_package_at -1161.6 431.1 11.0
02EC: put_hidden_package_at -975.1 191.9 12.6
02EC: put_hidden_package_at -1033.4 44.0 11.1
02EC: put_hidden_package_at -994.0 -250.3 10.7
02EC: put_hidden_package_at -1104.9 -120.9 20.1
02EC: put_hidden_package_at -1131.6 -355.4 15.0
02EC: put_hidden_package_at -1195.2 -317.7 10.9
02EC: put_hidden_package_at -1093.7 -600.1 26.0
02EC: put_hidden_package_at -1179.9 -576.3 12.0
02EC: put_hidden_package_at -1018.2 -874.1 17.9
02EC: put_hidden_package_at -855.3 -631.8 11.3
02EC: put_hidden_package_at -1179.2 -718.8 22.8
02EC: put_hidden_package_at -802.9 -1184.6 11.1
02EC: put_hidden_package_at -620.8 -1342.4 16.3
02EC: put_hidden_package_at -1024.6 -1494.6 19.4
02EC: put_hidden_package_at -1090.2 -1199.2 11.2
02EC: put_hidden_package_at -829.2 -1461.0 12.6
02EC: put_hidden_package_at -1160.6 -1333.8 14.9
02EC: put_hidden_package_at -1369.3 -1255.7 18.2
02EC: put_hidden_package_at -1280.9 -1146.5 22.2
02EC: put_hidden_package_at -1773.8 -1053.2 14.8
02EC: put_hidden_package_at -1187.3 -1041.4 14.8
02EC: put_hidden_package_at -1477.3 -881.0 32.4
02EC: put_hidden_package_at -1561.8 -1059.5 14.8
02EC: put_hidden_package_at -1349.1 -1090.4 24.5
02EC: put_hidden_package_at -1567.3 -1055.5 21.3
02EC: put_hidden_package_at -1366.4 -928.0 20.8
02EC: put_hidden_package_at -1523.5 -819.1 14.8
02EC: put_hidden_package_at -1829.1 -887.6 14.8
02EC: put_hidden_package_at -1726.5 -419.2 14.8
02EC: put_hidden_package_at -1737.2 -299.2 14.8
02EC: put_hidden_package_at -1328.0 -537.1 13.9
02EC: put_hidden_package_at -1063.5 -965.5 14.8
02EC: put_hidden_package_at -1265.8 -1346.9 29.6
055B: $2096 = create_clothes_pickup 11 at -1200.3 -322.9 10.9
$2097 = 0 // integer values
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 225.0 -1244.0 227.4 -1248.5 spawn_policeA_at 249.0 -1255.0 headed_towards 246.0 -1250.6 spawn_policeB_at 208.4 -1238.4 headed_towards 209.6 -1243.5
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 235.3 -1299.6 261.1 -1270.7 spawn_policeA_at 212.2 -1309.6 headed_towards 228.0 -1311.3 spawn_policeB_at 221.2 -1309.6 headed_towards 228.0 -1311.3
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 220.0 -1144.0 232.0 -1136.0 spawn_policeA_at 190.5 -1101.5 headed_towards 185.5 -1122.7 spawn_policeB_at 278.8 -1112.0 headed_towards 269.0 -1140.5
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -112.5 -1275.0 -120.5 -1267.0 spawn_policeA_at -37.7 -1244.15 headed_towards -36.7 -1270.0 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 324.0 -735.5 332.0 -727.5 spawn_policeA_at 361.6 -715.0 headed_towards 338.6 -705.5 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 385.6 -602.2 377.6 -594.2 spawn_policeA_at 374.6 -559.0 headed_towards 394.6 -571.5 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 146.6 -450.2 154.6 -440.2 spawn_policeA_at 183.9 -480.0 headed_towards 184.6 -447.5 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 250.6 -457.2 240.6 -449.2 spawn_policeA_at 346.8 -466.4 headed_towards 311.5 -461.5 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 171.0 -549.2 179.0 -557.2 spawn_policeA_at 161.8 -693.4 headed_towards 168.5 -650.5 spawn_policeB_at 169.5 -693.4 headed_towards 173.0 -660.0
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 305.6 -183.2 315.6 -191.2 spawn_policeA_at 269.2 -197.8 headed_towards 276.6 -180.5 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 316.5 -65.0 322.5 -58.0 spawn_policeA_at 296.5 6.9 headed_towards 315.7 -11.0 spawn_policeB_at 369.5 12.2 headed_towards 342.0 -9.7
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 364.0 236.2 372.0 244.2 spawn_policeA_at 336.1 271.4 headed_towards 337.8 249.5 spawn_policeB_at 401.5 213.4 headed_towards 401.0 234.0
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 364.5 169.0 372.5 177.0 spawn_policeA_at 406.7 151.15 headed_towards 398.7 170.0 spawn_policeB_at 326.5 182.4 headed_towards 346.0 164.3
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -87.0 -937.0 -99.0 -947.0 spawn_policeA_at -136.0 -912.15 headed_towards -115.0 -901.6 spawn_policeB_at -56.0 -875.0 headed_towards -95.5 -893.3
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 536.0 696.2 546.0 706.2 spawn_policeA_at 516.0 753.6 headed_towards 541.5 753.5 spawn_policeB_at 506.2 654.4 headed_towards 534.0 657.0
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 314.0 906.0 322.0 914.0 spawn_policeA_at 348.3 864.0 headed_towards 316.0 870.8 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 356.0 748.0 364.0 756.0 spawn_policeA_at 335.0 667.6 headed_towards 356.2 685.2 spawn_policeB_at 388.5 846.2 headed_towards 366.0 828.0
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -34.0 1041.0 -26.0 1049.0 spawn_policeA_at 23.3 1075.0 headed_towards 28.0 1030.8 spawn_policeB_at 35.5 993.4 headed_towards 39.0 1023.3
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 16.0 930.0 24.0 938.0 spawn_policeA_at 28.3 874.0 headed_towards 10.0 881.8 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -368.0 -480.0 -378.0 -490.0 spawn_policeA_at -253.5 -439.0 headed_towards -252.5 -470.5 spawn_policeB_at -451.2 -452.4 headed_towards -442.0 -480.0
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -533.0 -480.0 -543.0 -490.0 spawn_policeA_at -647.0 -449.0 headed_towards -637.5 -481.5 spawn_policeB_at -451.2 -452.4 headed_towards -457.0 -480.0
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -255.0 -435.0 -245.0 -443.0 spawn_policeA_at -210.8 -470.0 headed_towards -241.5 -472.0 spawn_policeB_at -298.2 -485.0 headed_towards -257.0 -477.5
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -645.0 -446.0 -637.0 -454.0 spawn_policeA_at -610.8 -482.0 headed_towards -635.5 -472.0 spawn_policeB_at -684.2 -492.0 headed_towards -651.0 -480.5
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -790.0 -1490.2 -798.0 -1498.2 spawn_policeA_at -815.8 -1450.5 headed_towards -822.0 -1469.0 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -809.0 -1436.7 -800.0 -1428.0 spawn_policeA_at -853.3 -1466.0 headed_towards -824.5 -1474.8 spawn_policeB_at -808.5 -1382.4 headed_towards -788.0 -1392.3
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle -870.0 -1335.7 -862.0 -1327.0 spawn_policeA_at -902.3 -1343.0 headed_towards -882.5 -1348.8 spawn_policeB_at -880.5 -1297.4 headed_towards -860.0 -1307.3
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -924.0 -1248.0 -916.0 -1240.0 spawn_policeA_at -909.8 -1270.5 headed_towards -920.0 -1265.0 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -1224.0 -788.0 -1216.0 -780.0 spawn_policeA_at -1260.8 -737.5 headed_towards -1258.0 -780.0 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -884.0 -1070.0 -876.0 -1078.0 spawn_policeA_at -925.0 -1044.5 headed_towards -901.0 -1074.0 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1130.0 -711.7 -1138.0 -719.7 spawn_policeA_at -1111.3 -683.0 headed_towards -1134.5 -686.4 spawn_policeB_at -1166.0 -691.4 headed_towards -1144.7 -690.3
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -986.0 -713.0 -978.0 -721.0 spawn_policeA_at -1011.8 -577.4 headed_towards -989.7 -575.4 spawn_policeB_at -945.5 -660.0 headed_towards -969.4 -661.6
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1012.0 -392.0 -1004.0 -384.0 spawn_policeA_at -1044.3 -337.8 headed_towards -1023.7 -336.4 spawn_policeB_at -975.0 -444.0 headed_towards -1000.4 -445.6
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1112.0 -372.0 -1104.0 -364.0 spawn_policeA_at -1078.3 -337.0 headed_towards -1101.5 -339.4 spawn_policeB_at -1138.0 -348.4 headed_towards -1117.3 -346.3
end_thread
//-------------Mission 1---------------
// Originally: Intro
:INTRO
thread 'INTRO'
$ONMISSION = 1 // integer values
$13 = 0 // integer values
wait 0
fade 0 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1
Player.CanMove($PLAYER_CHAR) = False
03AF: set_streaming 0
03AD: set_rubbish 0
054C: use_GXT_table 'INTRO'
Player.MakeSafe($PLAYER_CHAR)
044D: load_splash 'INTRO1'
0169: set_fade_color 2 2 2
wait 250
023C: load_special_actor 1 'SFRENDA'
023C: load_special_actor 2 'SFRENDB'
023C: load_special_actor 3 'CSSONNY'
023C: load_special_actor 4 'SGOONA'
023C: load_special_actor 5 'SGOONB'
02F3: load_object #CUTOBJ01 'SVNTRAY'
02F3: load_object #CUTOBJ02 'DRINK'
02F3: load_object #CUTOBJ03 'MBTBEMP'
02F3: load_object #CUTOBJ04 'SCHAIR'
03AF: set_streaming 0
03AD: set_rubbish 0
select_interior 1
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_MOBROOM2 1
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_DETAILSB 1
Camera.SetAtPos(231.4, -1277.7, 19.0)
04F9: set_extracolors 16 fade 0
038B: load_requested_models
:INTRO_295
if or
823D: not special_actor 1 loaded
823D: not special_actor 2 loaded
823D: not special_actor 3 loaded
823D: not special_actor 4 loaded
823D: not special_actor 5 loaded
else_jump @INTRO_369
wait 0
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_362
jump @INTRO_11542
:INTRO_362
jump @INTRO_295
:INTRO_369
if or
not Model.Available(#CUTOBJ01)
not Model.Available(#CUTOBJ02)
not Model.Available(#CUTOBJ03)
not Model.Available(#CUTOBJ04)
else_jump @INTRO_443
wait 0
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_436
jump @INTRO_11542
:INTRO_436
jump @INTRO_369
:INTRO_443
02E4: load_cutscene_data 'INT_A'
0244: set_cutscene_pos 231.411 -1277.707 19.069
041D: set_camera_near_clip 0.1
02E5: $127 = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $127 'SFRENDA'
02E5: $128 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $128 'SFRENDB'
02E5: $138 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $138 'CSSONNY'
02E5: $129 = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $129 'SGOONA'
02E5: $130 = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim $130 'SGOONB'
02E5: $151 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $151 'SVNTRAY'
02E5: $152 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $152 'DRINK01'
02E5: $153 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $153 'DRINK02'
02E5: $154 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $154 'DRINK03'
02E5: $126 = create_cutscene_object #CUTOBJ03
02E6: set_cutscene_anim $126 'MBTBEMP'
02E5: $216 = create_cutscene_object #CUTOBJ04
02E6: set_cutscene_anim $216 'SCHAIR'
fade 1 2000
03AD: set_rubbish 0
03AF: set_streaming 1
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime
:INTRO_725
if
1246 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_792
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_785
jump @INTRO_11542
:INTRO_785
jump @INTRO_725
:INTRO_792
00BC: text_highpriority 'INT1_A' 10000 ms 1 // Tommy Vercetti...Huh! shit.
:INTRO_807
if
2708 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_874
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_867
jump @INTRO_11542
:INTRO_867
jump @INTRO_807
:INTRO_874
00BC: text_highpriority 'INT1_B' 10000 ms 1 // Didn't think they'd ever let him out.
:INTRO_889
if
4796 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_956
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_949
jump @INTRO_11542
:INTRO_949
jump @INTRO_889
:INTRO_956
00BC: text_highpriority 'INT1_C' 10000 ms 1 // He kept his head down, helps people forget.
:INTRO_971
if
7086 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_1038
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_1031
jump @INTRO_11542
:INTRO_1031
jump @INTRO_971
:INTRO_1038
00BC: text_highpriority 'INT1_D' 10000 ms 1 // People will remember soon enough.
:INTRO_1053
if
8404 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_1120
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_1113
jump @INTRO_11542
:INTRO_1113
jump @INTRO_1053
:INTRO_1120
00BC: text_highpriority 'INT1_E' 10000 ms 1 // When they see him walking down the streets of their neighborhoods.
:INTRO_1135
if
10756 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_1202
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_1195
jump @INTRO_11542
:INTRO_1195
jump @INTRO_1135
:INTRO_1202
00BC: text_highpriority 'INT1_F' 10000 ms 1 // It will be bad for business.
:INTRO_1217
if
12614 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_1284
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_1277
jump @INTRO_11542
:INTRO_1277
jump @INTRO_1217
:INTRO_1284
00BC: text_highpriority 'INT1_G' 10000 ms 1 // Well, what are we gonna do, Sonny?
:INTRO_1299
if
14813 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_1366
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_1359
jump @INTRO_11542
:INTRO_1359
jump @INTRO_1299
:INTRO_1366
00BC: text_highpriority 'INT1_H' 10000 ms 1 // We treat him like an old friend and keep him busy out of town. OK?
:INTRO_1381
if
18741 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_1448
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_1441
jump @INTRO_11542
:INTRO_1441
jump @INTRO_1381
:INTRO_1448
00BC: text_highpriority 'INT1_I' 10000 ms 1 // We been talking about expanding down South, right?
:INTRO_1463
if
21294 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_1530
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_1523
jump @INTRO_11542
:INTRO_1523
jump @INTRO_1463
:INTRO_1530
00BC: text_highpriority 'INT1_J' 10000 ms 1 // Vice City is twenty-four carat gold these days.
:INTRO_1545
if
24399 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_1612
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_1605
jump @INTRO_11542
:INTRO_1605
jump @INTRO_1545
:INTRO_1612
00BC: text_highpriority 'INT1_K' 10000 ms 1 // The Colombians, the Mexicans, hell,
:INTRO_1627
if
26496 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_1694
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_1687
jump @INTRO_11542
:INTRO_1687
jump @INTRO_1627
:INTRO_1694
00BC: text_highpriority 'INT1_L' 10000 ms 1 // even those Cuban refugees are cutting themselves a piece of some nice action.
:INTRO_1709
if
31264 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_1776
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_1769
jump @INTRO_11542
:INTRO_1769
jump @INTRO_1709
:INTRO_1776
00BC: text_highpriority 'INT1_M' 10000 ms 1 // But it's all drugs, Sonny,
:INTRO_1791
if
32904 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_1860
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_1853
jump @INTRO_11542
:INTRO_1853
jump @INTRO_1791
:INTRO_1860
00BC: text_highpriority 'INT1_N' 10000 ms 1 // None of the families will touch that shit!
:INTRO_1875
if
35200 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_1944
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_1937
jump @INTRO_11542
:INTRO_1937
jump @INTRO_1875
:INTRO_1944
00BC: text_highpriority 'INT1_O' 10000 ms 1 // Times are changing.
:INTRO_1959
if
36522 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_2028
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_2021
jump @INTRO_11542
:INTRO_2021
jump @INTRO_1959
:INTRO_2028
00BC: text_highpriority 'INT1_P' 10000 ms 1 // The families can't keep their backs turned while our enemies reap the rewards.
:INTRO_2043
if
41196 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_2112
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_2105
jump @INTRO_11542
:INTRO_2105
jump @INTRO_2043
:INTRO_2112
00BC: text_highpriority 'INT1_Q' 10000 ms 1 // So, we send someone down to do the dirty work for us...
:INTRO_2127
if
45232 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_2196
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_2189
jump @INTRO_11542
:INTRO_2189
jump @INTRO_2127
:INTRO_2196
00BC: text_highpriority 'INT1_R' 10000 ms 1 // and cut ourselves a nice quiet slice. OK?
:INTRO_2211
if
48992 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_2280
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_2273
jump @INTRO_11542
:INTRO_2273
jump @INTRO_2211
:INTRO_2280
00BC: text_highpriority 'INT1_S' 10000 ms 1 // Who's our contact down there?
:INTRO_2295
if
50206 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_2364
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_2357
jump @INTRO_11542
:INTRO_2357
jump @INTRO_2295
:INTRO_2364
00BC: text_highpriority 'INT1_T' 10000 ms 1 // Ken Rosenberg, schmuck of a lawyer.
:INTRO_2379
if
52509 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_2448
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_2441
jump @INTRO_11542
:INTRO_2441
jump @INTRO_2379
:INTRO_2448
00BC: text_highpriority 'INT1_U' 10000 ms 1 // How's he gonna hold Vercetti's leash?
:INTRO_2463
if
54340 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_2532
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_2525
jump @INTRO_11542
:INTRO_2525
jump @INTRO_2463
:INTRO_2532
00BC: text_highpriority 'INT1_V' 10000 ms 1 // We don't need him to.
:INTRO_2547
if
56291 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_2616
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_2609
jump @INTRO_11542
:INTRO_2609
jump @INTRO_2547
:INTRO_2616
00BC: text_highpriority 'INT1_W' 10000 ms 1 // We just set him loose in Vice City,
:INTRO_2631
if
57900 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_2700
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_2693
jump @INTRO_11542
:INTRO_2693
jump @INTRO_2631
:INTRO_2700
00BC: text_highpriority 'INT1_X' 10000 ms 1 // we give him a little cash to get started. OK?
:INTRO_2715
if
61168 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_2784
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_2777
jump @INTRO_11542
:INTRO_2777
jump @INTRO_2715
:INTRO_2784
00BC: text_highpriority 'INT1_Y' 10000 ms 1 // Give it a few months.
:INTRO_2799
if
62518 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_2868
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_2861
jump @INTRO_11542
:INTRO_2861
jump @INTRO_2799
:INTRO_2868
00BC: text_highpriority 'INT1_Z' 10000 ms 1 // Then we go down,
:INTRO_2883
if
64169 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_2952
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_2945
jump @INTRO_11542
:INTRO_2945
jump @INTRO_2883
:INTRO_2952
00BC: text_highpriority 'INT1_A1' 10000 ms 1 // pay him a little visit, right?
:INTRO_2967
if
65706 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_3036
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_3029
jump @INTRO_11542
:INTRO_3029
jump @INTRO_2967
:INTRO_3036
00BC: text_highpriority 'INT1_A2' 10000 ms 1 // see how he's doing.
:INTRO_3051
if
66784 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_3120
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_3113
jump @INTRO_11542
:INTRO_3113
jump @INTRO_3051
:INTRO_3120
00BE: text_clear_all
:INTRO_3122
if
68240 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_3191
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_3184
jump @INTRO_11542
:INTRO_3184
jump @INTRO_3122
:INTRO_3191
00BE: text_clear_all
0169: set_fade_color 1 1 1
fade 0 2000
:INTRO_3208
if
fading
else_jump @INTRO_3264
wait 0
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_3257
jump @INTRO_11542
:INTRO_3257
jump @INTRO_3208
:INTRO_3264
02EA: end_cutscene
04FA: reset_sky_colors_with_fade 0
03AD: set_rubbish 1
0296: unload_special_actor 1
0296: unload_special_actor 2
0296: unload_special_actor 3
0296: unload_special_actor 4
0296: unload_special_actor 5
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Model.Destroy(#CUTOBJ03)
Model.Destroy(#CUTOBJ04)
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_MOBROOM2 0
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_DETAILSB 0
select_interior 0
wait 0
0522:
044D: load_splash 'INTRO2'
0169: set_fade_color 2 2 2
wait 250
set_weather 4
00C0: set_current_time 12 0
023C: load_special_actor 1 'CSKEN'
023C: load_special_actor 2 'CSPLAY'
023C: load_special_actor 3 'SGOONA'
023C: load_special_actor 4 'SGOONB'
02F3: load_object #CUTOBJ01 'AIRPLAN'
02F3: load_object #CUTOBJ02 'MERCED'
02F3: load_object #CUTOBJ03 'BRFCASE'
Model.Load(#AP_RADAR1_01)
Model.Load(#VEG_PALM04)
Camera.SetAtPos(-1592.0, -545.0, 15.0)
04E4: unknown_refresh_game_renderer_at -1654.0 -1388.0
038B: load_requested_models
:INTRO_3535
if or
823D: not special_actor 1 loaded
823D: not special_actor 2 loaded
823D: not special_actor 3 loaded
823D: not special_actor 4 loaded
not Model.Available(#CUTOBJ01)
not Model.Available(#CUTOBJ02)
else_jump @INTRO_3615
wait 0
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_3608
jump @INTRO_11542
:INTRO_3608
jump @INTRO_3535
:INTRO_3615
if or
not Model.Available(#CUTOBJ03)
not Model.Available(#AP_RADAR1_01)
not Model.Available(#VEG_PALM04)
else_jump @INTRO_3682
wait 0
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_3675
jump @INTRO_11542
:INTRO_3675
jump @INTRO_3615
:INTRO_3682
0055: put_player $PLAYER_CHAR at -1654.0 -1388.0 -100.0
0569: 'AIRPLAN'
02E4: load_cutscene_data 'INT_M'
0244: set_cutscene_pos -1601.536 -548.298 13.679
02E5: $141 = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $141 'CSKEN'
02E5: $125 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $125 'CSPLAY'
02E5: $129 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $129 'SGOONA'
02E5: $130 = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $130 'SGOONB'
02E5: $208 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $208 'AIRPLAN'
02E5: $207 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $207 'MERCED'
0418: set_object $207 draw_last 1
02E5: $131 = create_cutscene_object #CUTOBJ03
02E6: set_cutscene_anim $131 'BRFCASE'
0525: unknown_cutscene_command $141 $207 'MERCBOD'
0525: unknown_cutscene_command $125 $207 'MERCBOD'
0525: unknown_cutscene_command $129 $207 'MERCBOD'
0525: unknown_cutscene_command $130 $207 'MERCBOD'
fade 1 3000
03AF: set_streaming 1
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime
:INTRO_3971
if
4860 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_4038
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_4031
jump @INTRO_11542
:INTRO_4031
jump @INTRO_3971
:INTRO_4038
00BC: text_highpriority 'INT2_A' 10000 ms 1 // Hey, hey, guys! It's, uh, Ken Rosenberg here! Hey! Heh, heh, hey, great, hey!
:INTRO_4053
if
6400 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_4120
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_4113
jump @INTRO_11542
:INTRO_4113
jump @INTRO_4053
:INTRO_4120
041D: set_camera_near_clip 0.15
:INTRO_4127
if
9600 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_4194
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_4187
jump @INTRO_11542
:INTRO_4187
jump @INTRO_4127
:INTRO_4194
00BC: text_highpriority 'INT2_B' 10000 ms 1 // Well, uh, I'm gonna drive you guys to the meet, okay?
:INTRO_4209
if
12342 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_4276
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_4269
jump @INTRO_11542
:INTRO_4269
jump @INTRO_4209
:INTRO_4276
00BC: text_highpriority 'INT2_C' 10000 ms 1 // Now, I've talked to the suppliers and they are very, huh-ha,
:INTRO_4291
if
15840 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_4358
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_4351
jump @INTRO_11542
:INTRO_4351
jump @INTRO_4291
:INTRO_4358
00BC: text_highpriority 'INT2_D' 10000 ms 1 // keen to start a business relationship, so, uh,
:INTRO_4373
if
17556 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_4440
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_4433
jump @INTRO_11542
:INTRO_4433
jump @INTRO_4373
:INTRO_4440
00BC: text_highpriority 'INT2_E' 10000 ms 1 // if all goes well, we should, uh,
:INTRO_4455
if
20640 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_4522
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_4515
jump @INTRO_11542
:INTRO_4515
jump @INTRO_4455
:INTRO_4522
00BC: text_highpriority 'INT2_F' 10000 ms 1 // be doing very nicely for ourselves, which is, y'know...
:INTRO_4537
if
23018 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_4604
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_4597
jump @INTRO_11542
:INTRO_4597
jump @INTRO_4537
:INTRO_4604
00BC: text_highpriority 'INT2_G' 10000 ms 1 // good..
:INTRO_4619
if
25863 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_4686
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_4679
jump @INTRO_11542
:INTRO_4679
jump @INTRO_4619
:INTRO_4686
00BC: text_highpriority 'INT2_H' 10000 ms 1 // Okay, so. They're brothers, okay.
:INTRO_4701
if
26000 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_4768
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_4761
jump @INTRO_11542
:INTRO_4761
jump @INTRO_4701
:INTRO_4768
if
27624 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_4835
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_4828
jump @INTRO_11542
:INTRO_4828
jump @INTRO_4768
:INTRO_4835
00BC: text_highpriority 'INT2_I' 10000 ms 1 // One operates the uh, the business,
:INTRO_4850
if
29348 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_4917
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_4910
jump @INTRO_11542
:INTRO_4910
jump @INTRO_4850
:INTRO_4917
00BC: text_highpriority 'INT2_J' 10000 ms 1 // and the other one does the flying.
:INTRO_4932
if
30300 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_4999
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_4992
jump @INTRO_11542
:INTRO_4992
jump @INTRO_4932
:INTRO_4999
00BE: text_clear_all
0169: set_fade_color 1 1 1
fade 0 2000
:INTRO_5016
if
fading
else_jump @INTRO_5100
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
if
$CUT_SCENE_TIME >= 33300 // integer values
else_jump @INTRO_5061
00BE: text_clear_all
:INTRO_5061
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_5093
jump @INTRO_11542
:INTRO_5093
jump @INTRO_5016
:INTRO_5100
00BE: text_clear_all
02EA: end_cutscene
0296: unload_special_actor 1
0296: unload_special_actor 2
0296: unload_special_actor 3
0296: unload_special_actor 4
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Model.Destroy(#CUTOBJ03)
Model.Destroy(#AP_RADAR1_01)
Model.Destroy(#VEG_PALM04)
wait 0
044D: load_splash 'INTRO3'
0169: set_fade_color 2 2 2
wait 250
set_weather 0
00C0: set_current_time 20 0
023C: load_special_actor 1 'CSKEN'
023C: load_special_actor 2 'CSDEAL'
023C: load_special_actor 3 'SGOONA'
023C: load_special_actor 4 'SGOONB'
023C: load_special_actor 5 'CSASSA'
023C: load_special_actor 6 'CSASSB'
023C: load_special_actor 7 'CSASSC'
023C: load_special_actor 8 'CSPLAY'
02F3: load_object #CUTOBJ01 'CS_CHOP'
02F3: load_object #CUTOBJ02 'BRFCASE'
02F3: load_object #CUTOBJ03 'DELCASE'
02F3: load_object #CUTOBJ04 'MERCED'
Model.Load(#DOC_CRANEEGGS04)
Model.Load(#DOC_CRANE_CAB04)
Model.Load(#DOCKFUEL07)
04E4: unknown_refresh_game_renderer_at -692.0 -1559.0
0055: put_player $PLAYER_CHAR at -683.145 -1581.747 11.53
Camera.SetAtPos(-692.0, -1559.0, 12.0)
04F9: set_extracolors 14 fade 0
038B: load_requested_models
:INTRO_5397
if or
823D: not special_actor 1 loaded
823D: not special_actor 2 loaded
823D: not special_actor 3 loaded
823D: not special_actor 4 loaded
823D: not special_actor 5 loaded
823D: not special_actor 6 loaded
else_jump @INTRO_5475
wait 0
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_5468
jump @INTRO_11542
:INTRO_5468
jump @INTRO_5397
:INTRO_5475
if or
823D: not special_actor 7 loaded
823D: not special_actor 8 loaded
not Model.Available(#CUTOBJ01)
not Model.Available(#CUTOBJ02)
not Model.Available(#CUTOBJ03)
not Model.Available(#CUTOBJ04)
else_jump @INTRO_5557
wait 0
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_5550
jump @INTRO_11542
:INTRO_5550
jump @INTRO_5475
:INTRO_5557
if or
not Model.Available(#DOC_CRANEEGGS04)
not Model.Available(#DOC_CRANE_CAB04)
not Model.Available(#DOCKFUEL07)
else_jump @INTRO_5623
wait 0
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_5616
jump @INTRO_11542
:INTRO_5616
jump @INTRO_5557
:INTRO_5623
0569: 'CS_CHOP'
02E4: load_cutscene_data 'INT_D'
0244: set_cutscene_pos -690.0 -1568.0 11.44
02E5: $125 = create_cutscene_object #SPECIAL08
02E6: set_cutscene_anim $125 'CSPLAY'
02E5: $141 = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $141 'CSKEN'
02E5: $143 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $143 'CSDEAL'
02E5: $129 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $129 'SGOONA'
02E5: $130 = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $130 'SGOONB'
02E5: $145 = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim $145 'CSASSA'
02E5: $146 = create_cutscene_object #SPECIAL06
02E6: set_cutscene_anim $146 'CSASSB'
02E5: $147 = create_cutscene_object #SPECIAL07
02E6: set_cutscene_anim $147 'CSASSC'
02E5: $148 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $148 'CS_CHOP'
0418: set_object $148 draw_last 1
02E5: $131 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $131 'BRFCASE'
02E5: $132 = create_cutscene_object #CUTOBJ03
02E6: set_cutscene_anim $132 'DELCASE'
02E5: $207 = create_cutscene_object #CUTOBJ04
02E6: set_cutscene_anim $207 'MERCED'
0418: set_object $207 draw_last 1
0525: unknown_cutscene_command $141 $207 'MERCBOD'
fade 1 2000
03AF: set_streaming 1
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime
:INTRO_5952
if
6500 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_6019
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_6012
jump @INTRO_11542
:INTRO_6012
jump @INTRO_5952
:INTRO_6019
0598: stir_ground_around_object $148 radius 10.0 flag 8
:INTRO_6031
if
8743 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_6110
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_6091
jump @INTRO_11542
:INTRO_6091
0598: stir_ground_around_object $148 radius 10.0 flag 8
jump @INTRO_6031
:INTRO_6110
00BC: text_highpriority 'INT3_A' 10000 ms 1 // Ok, that's them in the chopper.
0598: stir_ground_around_object $148 radius 10.0 flag 8
:INTRO_6137
if
10784 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_6216
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_6197
jump @INTRO_11542
:INTRO_6197
0598: stir_ground_around_object $148 radius 10.0 flag 8
jump @INTRO_6137
:INTRO_6216
00BC: text_highpriority 'INT3_B' 10000 ms 1 // All right, here's the deal.
0598: stir_ground_around_object $148 radius 10.0 flag 8
:INTRO_6243
if
12040 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_6322
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_6303
jump @INTRO_11542
:INTRO_6303
0598: stir_ground_around_object $148 radius 10.0 flag 8
jump @INTRO_6243
:INTRO_6322
00BC: text_highpriority 'INT3_C' 10000 ms 1 // They want a straight exchange on open ground.
0598: stir_ground_around_object $148 radius 10.0 flag 8
:INTRO_6349
if
14488 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_6428
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_6409
jump @INTRO_11542
:INTRO_6409
0598: stir_ground_around_object $148 radius 10.0 flag 8
jump @INTRO_6349
:INTRO_6428
00BC: text_highpriority 'INT3_D' 10000 ms 1 // All right? Ok. Stay tight, let's go.
0598: stir_ground_around_object $148 radius 10.0 flag 4
:INTRO_6455
if
17072 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_6534
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_6515
jump @INTRO_11542
:INTRO_6515
0598: stir_ground_around_object $148 radius 10.0 flag 4
jump @INTRO_6455
:INTRO_6534
03D5: remove_text 'INT3_D' // All right? Ok. Stay tight, let's go.
0598: stir_ground_around_object $148 radius 10.0 flag 4
:INTRO_6556
if
20384 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_6635
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_6616
jump @INTRO_11542
:INTRO_6616
0598: stir_ground_around_object $148 radius 10.0 flag 4
jump @INTRO_6556
:INTRO_6635
0598: stir_ground_around_object $148 radius 10.0 flag 4
:INTRO_6647
if
23200 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_6726
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_6707
jump @INTRO_11542
:INTRO_6707
0598: stir_ground_around_object $148 radius 10.0 flag 4
jump @INTRO_6647
:INTRO_6726
0598: stir_ground_around_object $148 radius 10.0 flag 4
:INTRO_6738
if
35596 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_6819
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_6800
jump @INTRO_11542
:INTRO_6800
0598: stir_ground_around_object $148 radius 10.0 flag 4
jump @INTRO_6738
:INTRO_6819
00BC: text_highpriority 'INT3_G' 10000 ms 1 // Got it?
0598: stir_ground_around_object $148 radius 10.0 flag 4
:INTRO_6846
if
36430 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_6927
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_6908
jump @INTRO_11542
:INTRO_6908
0598: stir_ground_around_object $148 radius 10.0 flag 4
jump @INTRO_6846
:INTRO_6927
00BC: text_highpriority 'INT3_H' 10000 ms 1 // 100% pure grade-A Colombian, my friend.
0598: stir_ground_around_object $148 radius 10.0 flag 4
:INTRO_6954
if
39824 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_7035
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_7016
jump @INTRO_11542
:INTRO_7016
0598: stir_ground_around_object $148 radius 10.0 flag 4
jump @INTRO_6954
:INTRO_7035
00BC: text_highpriority 'INT3_M' 10000 ms 1 // Let me see it.
0598: stir_ground_around_object $148 radius 10.0 flag 4
:INTRO_7062
if
40896 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_7143
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_7124
jump @INTRO_11542
:INTRO_7124
0598: stir_ground_around_object $148 radius 10.0 flag 4
jump @INTRO_7062
:INTRO_7143
00BC: text_highpriority 'INT3_I' 10000 ms 1 // The greens?
0598: stir_ground_around_object $148 radius 10.0 flag 4
:INTRO_7170
if
42518 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_7251
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_7232
jump @INTRO_11542
:INTRO_7232
0598: stir_ground_around_object $148 radius 10.0 flag 4
jump @INTRO_7170
:INTRO_7251
00BC: text_highpriority 'INT3_J' 10000 ms 1 // Tens and twenties...used.
0598: stir_ground_around_object $148 radius 10.0 flag 4
:INTRO_7278
if
46872 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_7359
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_7340
jump @INTRO_11542
:INTRO_7340
0598: stir_ground_around_object $148 radius 10.0 flag 4
jump @INTRO_7278
:INTRO_7359
00BC: text_highpriority 'INT3_K' 10000 ms 1 // I think we have a deal, my friend. HA HA!
0598: stir_ground_around_object $148 radius 10.0 flag 4
:INTRO_7386
if
51100 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_7455
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_7448
jump @INTRO_11542
:INTRO_7448
jump @INTRO_7386
:INTRO_7455
if
856A: not has_cutscene_been_interrupted
else_jump @INTRO_7500
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415
:INTRO_7500
0598: stir_ground_around_object $148 radius 10.0 flag 4
:INTRO_7512
if
51233 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_7593
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_7574
jump @INTRO_11542
:INTRO_7574
0598: stir_ground_around_object $148 radius 10.0 flag 4
jump @INTRO_7512
:INTRO_7593
if
856A: not has_cutscene_been_interrupted
else_jump @INTRO_7638
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415
:INTRO_7638
0598: stir_ground_around_object $148 radius 10.0 flag 4
:INTRO_7650
if
51366 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_7731
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_7712
jump @INTRO_11542
:INTRO_7712
0598: stir_ground_around_object $148 radius 10.0 flag 4
jump @INTRO_7650
:INTRO_7731
if
856A: not has_cutscene_been_interrupted
else_jump @INTRO_7776
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415
:INTRO_7776
0598: stir_ground_around_object $148 radius 10.0 flag 4
:INTRO_7788
if
51500 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_7869
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_7850
jump @INTRO_11542
:INTRO_7850
0598: stir_ground_around_object $148 radius 10.0 flag 4
jump @INTRO_7788
:INTRO_7869
if
856A: not has_cutscene_been_interrupted
else_jump @INTRO_7946
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415
058A: create_gun_flash_from -696.522 -1577.432 12.826 to -696.492 -1577.354 12.815
:INTRO_7946
0598: stir_ground_around_object $148 radius 10.0 flag 4
:INTRO_7958
if
51633 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_8039
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_8020
jump @INTRO_11542
:INTRO_8020
0598: stir_ground_around_object $148 radius 10.0 flag 4
jump @INTRO_7958
:INTRO_8039
if
856A: not has_cutscene_been_interrupted
else_jump @INTRO_8084
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415
:INTRO_8084
0598: stir_ground_around_object $148 radius 10.0 flag 4
:INTRO_8096
if
51733 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_8177
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_8158
jump @INTRO_11542
:INTRO_8158
0598: stir_ground_around_object $148 radius 10.0 flag 4
jump @INTRO_8096
:INTRO_8177
if
856A: not has_cutscene_been_interrupted
else_jump @INTRO_8222
058A: create_gun_flash_from -696.442 -1577.358 12.765 to -696.402 -1577.286 12.749
:INTRO_8222
0598: stir_ground_around_object $148 radius 10.0 flag 4
:INTRO_8234
if
51766 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_8315
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_8296
jump @INTRO_11542
:INTRO_8296
0598: stir_ground_around_object $148 radius 10.0 flag 4
jump @INTRO_8234
:INTRO_8315
if
856A: not has_cutscene_been_interrupted
else_jump @INTRO_8360
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415
:INTRO_8360
0598: stir_ground_around_object $148 radius 10.0 flag 4
:INTRO_8372
if
51900 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_8453
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_8434
jump @INTRO_11542
:INTRO_8434
0598: stir_ground_around_object $148 radius 10.0 flag 4
jump @INTRO_8372
:INTRO_8453
if
856A: not has_cutscene_been_interrupted
else_jump @INTRO_8498
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415
:INTRO_8498
0598: stir_ground_around_object $148 radius 10.0 flag 4
:INTRO_8510
if
51966 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_8591
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_8572
jump @INTRO_11542
:INTRO_8572
0598: stir_ground_around_object $148 radius 10.0 flag 4
jump @INTRO_8510
:INTRO_8591
if
856A: not has_cutscene_been_interrupted
else_jump @INTRO_8636
058A: create_gun_flash_from -696.448 -1577.274 12.666 to -696.405 -1577.206 12.643
:INTRO_8636
0598: stir_ground_around_object $148 radius 10.0 flag 4
:INTRO_8648
if
52033 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_8729
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_8710
jump @INTRO_11542
:INTRO_8710
0598: stir_ground_around_object $148 radius 10.0 flag 4
jump @INTRO_8648
:INTRO_8729
if
856A: not has_cutscene_been_interrupted
else_jump @INTRO_8806
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415
058A: create_gun_flash_from -696.354 -1578.122 13.06 to -695.836 -1577.301 13.02
:INTRO_8806
0598: stir_ground_around_object $148 radius 10.0 flag 4
:INTRO_8818
if
52166 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_8899
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_8880
jump @INTRO_11542
:INTRO_8880
0598: stir_ground_around_object $148 radius 10.0 flag 4
jump @INTRO_8818
:INTRO_8899
if
856A: not has_cutscene_been_interrupted
else_jump @INTRO_8944
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415
:INTRO_8944
0598: stir_ground_around_object $148 radius 10.0 flag 6
:INTRO_8956
if
52200 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_9037
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_9018
jump @INTRO_11542
:INTRO_9018
0598: stir_ground_around_object $148 radius 10.0 flag 6
jump @INTRO_8956
:INTRO_9037
if
856A: not has_cutscene_been_interrupted
else_jump @INTRO_9082
058A: create_gun_flash_from -696.437 -1577.235 12.658 to -696.391 -1577.17 12.635
:INTRO_9082
0598: stir_ground_around_object $148 radius 10.0 flag 6
:INTRO_9094
if
52256 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_9175
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_9156
jump @INTRO_11542
:INTRO_9156
0598: stir_ground_around_object $148 radius 10.0 flag 8
jump @INTRO_9094
:INTRO_9175
00BC: text_highpriority 'INT3_N' 2000 ms 1 // Oh Shit!
0598: stir_ground_around_object $148 radius 10.0 flag 8
:INTRO_9202
if
52300 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_9283
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_9264
jump @INTRO_11542
:INTRO_9264
0598: stir_ground_around_object $148 radius 10.0 flag 8
jump @INTRO_9202
:INTRO_9283
if
856A: not has_cutscene_been_interrupted
else_jump @INTRO_9328
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415
:INTRO_9328
0598: stir_ground_around_object $148 radius 10.0 flag 8
:INTRO_9340
if
52433 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_9421
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_9402
jump @INTRO_11542
:INTRO_9402
0598: stir_ground_around_object $148 radius 10.0 flag 8
jump @INTRO_9340
:INTRO_9421
if
856A: not has_cutscene_been_interrupted
else_jump @INTRO_9498
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415
058A: create_gun_flash_from -696.439 -1577.222 12.653 to -696.391 -1577.158 12.63
:INTRO_9498
0598: stir_ground_around_object $148 radius 10.0 flag 8
:INTRO_9510
if
52566 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_9591
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_9572
jump @INTRO_11542
:INTRO_9572
0598: stir_ground_around_object $148 radius 10.0 flag 8
jump @INTRO_9510
:INTRO_9591
if
856A: not has_cutscene_been_interrupted
else_jump @INTRO_9636
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415
:INTRO_9636
0598: stir_ground_around_object $148 radius 10.0 flag 8
:INTRO_9648
if
52666 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_9729
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_9710
jump @INTRO_11542
:INTRO_9710
0598: stir_ground_around_object $148 radius 10.0 flag 8
jump @INTRO_9648
:INTRO_9729
if
856A: not has_cutscene_been_interrupted
else_jump @INTRO_9774
058A: create_gun_flash_from -696.465 -1577.189 12.648 to -696.419 -1577.213 12.625
:INTRO_9774
0598: stir_ground_around_object $148 radius 10.0 flag 8
:INTRO_9786
if
52700 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_9867
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_9848
jump @INTRO_11542
:INTRO_9848
0598: stir_ground_around_object $148 radius 10.0 flag 8
jump @INTRO_9786
:INTRO_9867
if
856A: not has_cutscene_been_interrupted
else_jump @INTRO_9912
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415
:INTRO_9912
0598: stir_ground_around_object $148 radius 10.0 flag 8
:INTRO_9924
if
52833 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_10005
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_9986
jump @INTRO_11542
:INTRO_9986
0598: stir_ground_around_object $148 radius 10.0 flag 8
jump @INTRO_9924
:INTRO_10005
if
856A: not has_cutscene_been_interrupted
else_jump @INTRO_10050
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415
:INTRO_10050
0598: stir_ground_around_object $148 radius 10.0 flag 8
:INTRO_10062
if
52900 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_10143
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_10124
jump @INTRO_11542
:INTRO_10124
0598: stir_ground_around_object $148 radius 10.0 flag 8
jump @INTRO_10062
:INTRO_10143
if
856A: not has_cutscene_been_interrupted
else_jump @INTRO_10188
058A: create_gun_flash_from -696.576 -1577.111 12.686 to -696.538 -1577.04 12.667
:INTRO_10188
0598: stir_ground_around_object $148 radius 10.0 flag 8
:INTRO_10200
if
52966 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_10281
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_10262
jump @INTRO_11542
:INTRO_10262
0598: stir_ground_around_object $148 radius 10.0 flag 8
jump @INTRO_10200
:INTRO_10281
if
856A: not has_cutscene_been_interrupted
else_jump @INTRO_10326
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415
:INTRO_10326
0598: stir_ground_around_object $148 radius 10.0 flag 8
:INTRO_10338
if
53100 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_10419
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_10400
jump @INTRO_11542
:INTRO_10400
0598: stir_ground_around_object $148 radius 10.0 flag 8
jump @INTRO_10338
:INTRO_10419
if
856A: not has_cutscene_been_interrupted
else_jump @INTRO_10464
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415
:INTRO_10464
0598: stir_ground_around_object $148 radius 10.0 flag 8
:INTRO_10476
if
53133 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_10557
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_10538
jump @INTRO_11542
:INTRO_10538
0598: stir_ground_around_object $148 radius 10.0 flag 8
jump @INTRO_10476
:INTRO_10557
if
856A: not has_cutscene_been_interrupted
else_jump @INTRO_10602
058A: create_gun_flash_from -696.692 -1577.05 12.703 to -696.665 -1576.973 12.686
:INTRO_10602
0598: stir_ground_around_object $148 radius 10.0 flag 8
:INTRO_10614
if
53233 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_10695
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_10676
jump @INTRO_11542
:INTRO_10676
0598: stir_ground_around_object $148 radius 10.0 flag 8
jump @INTRO_10614
:INTRO_10695
if
856A: not has_cutscene_been_interrupted
else_jump @INTRO_10740
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415
:INTRO_10740
0598: stir_ground_around_object $148 radius 10.0 flag 8
:INTRO_10752
if
53366 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_10833
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_10814
jump @INTRO_11542
:INTRO_10814
0598: stir_ground_around_object $148 radius 10.0 flag 8
jump @INTRO_10752
:INTRO_10833
if
856A: not has_cutscene_been_interrupted
else_jump @INTRO_10942
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415
058A: create_gun_flash_from -696.354 -1578.122 13.06 to -695.836 -1577.301 13.02
058A: create_gun_flash_from -696.781 -1576.899 12.688 to -696.676 -1576.918 12.67
:INTRO_10942
0598: stir_ground_around_object $148 radius 10.0 flag 8
:INTRO_10954
if
53500 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_11035
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_11016
jump @INTRO_11542
:INTRO_11016
0598: stir_ground_around_object $148 radius 10.0 flag 8
jump @INTRO_10954
:INTRO_11035
if
856A: not has_cutscene_been_interrupted
else_jump @INTRO_11080
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415
:INTRO_11080
0598: stir_ground_around_object $148 radius 10.0 flag 8
:INTRO_11092
if
57000 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_11173
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_11154
jump @INTRO_11542
:INTRO_11154
0598: stir_ground_around_object $148 radius 10.0 flag 8
jump @INTRO_11092
:INTRO_11173
if
58736 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_11242
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_11235
jump @INTRO_11542
:INTRO_11235
jump @INTRO_11173
:INTRO_11242
00BC: text_highpriority 'INT3_L' 10000 ms 1 // Go on, get out of here! Drive!
:INTRO_11257
if
60800 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_11326
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_11319
jump @INTRO_11542
:INTRO_11319
jump @INTRO_11257
:INTRO_11326
00BE: text_clear_all
:INTRO_11328
if
63212 > $CUT_SCENE_TIME // integer values
else_jump @INTRO_11397
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_11390
jump @INTRO_11542
:INTRO_11390
jump @INTRO_11328
:INTRO_11397
0169: set_fade_color 1 1 1
fade 0 2000
:INTRO_11412
if
fading
else_jump @INTRO_11468
wait 0
gosub @INTRO_14443
if
$13 == 2 // integer values
else_jump @INTRO_11461
jump @INTRO_11542
:INTRO_11461
jump @INTRO_11412
:INTRO_11468
04FA: reset_sky_colors_with_fade 0
02EA: end_cutscene
0296: unload_special_actor 1
0296: unload_special_actor 2
0296: unload_special_actor 3
0296: unload_special_actor 4
0296: unload_special_actor 5
0296: unload_special_actor 6
0296: unload_special_actor 7
0296: unload_special_actor 8
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Model.Destroy(#CUTOBJ03)
Model.Destroy(#CUTOBJ04)
Model.Destroy(#DOC_CRANEEGGS04)
Model.Destroy(#DOC_CRANE_CAB04)
Model.Destroy(#DOCKFUEL07)
wait 0
:INTRO_11542
044D: load_splash 'INTRO4'
0169: set_fade_color 2 2 2
if
$13 == 2 // integer values
else_jump @INTRO_11611
fade 0 1000
00BE: text_clear_all
:INTRO_11587
if
fading
else_jump @INTRO_11611
wait 0
jump @INTRO_11587
:INTRO_11611
01B7: release_weather
00C0: set_current_time 21 0
02EA: end_cutscene
04FA: reset_sky_colors_with_fade 0
select_interior 0
0296: unload_special_actor 1
0296: unload_special_actor 2
0296: unload_special_actor 3
0296: unload_special_actor 4
0296: unload_special_actor 5
0296: unload_special_actor 6
0296: unload_special_actor 7
0296: unload_special_actor 8
0296: unload_special_actor 9
0296: unload_special_actor 10
0296: unload_special_actor 11
0296: unload_special_actor 12
0296: unload_special_actor 13
0296: unload_special_actor 14
0296: unload_special_actor 15
0296: unload_special_actor 16
0296: unload_special_actor 17
0296: unload_special_actor 18
0296: unload_special_actor 19
0296: unload_special_actor 20
0296: unload_special_actor 21
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Model.Destroy(#CUTOBJ03)
Model.Destroy(#CUTOBJ04)
Model.Destroy(#CUTOBJ05)
Model.Destroy(#DOC_CRANEEGGS04)
Model.Destroy(#DOC_CRANE_CAB04)
Model.Destroy(#DOCKFUEL07)
Model.Destroy(#AP_RADAR1_01)
Model.Destroy(#VEG_PALM04)
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_MOBROOM2 0
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_DETAILSB 0
wait 0
01B7: release_weather
00C0: set_current_time 21 0
3@ = 0 // integer values
4@ = 0 // integer values
5@ = 0 // integer values
6@ = 0 // integer values
02A3: enable_widescreen 1
Player.CanMove($PLAYER_CHAR) = False
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1
03CF: load_wav 'INTRO1' as 1
03CF: load_wav 'INTRO2' as 2
:INTRO_11899
if or
83D0: not wav 1 loaded
83D0: not wav 2 loaded
else_jump @INTRO_11929
wait 0
jump @INTRO_11899
:INTRO_11929
Model.Load(#ADMIRAL)
Model.Load(#FAGGIO)
023C: load_special_actor 10 'IGKEN'
038B: load_requested_models
:INTRO_11953
if or
not Model.Available(#ADMIRAL)
not Model.Available(#FAGGIO)
823D: not special_actor 10 loaded
else_jump @INTRO_11989
wait 0
jump @INTRO_11953
:INTRO_11989
0395: clear_area 0 at 114.2 -823.3 range 9.7 1.0
04E4: unknown_refresh_game_renderer_at 86.428 -852.238
Camera.SetAtPos(114.2, -823.3, 9.7)
0395: clear_area 1 at 86.428 -852.238 range 9.325 50.0
03DE: set_pedestrians_density_multiplier_to 0.0
01EB: set_traffic_density_multiplier_to 0.0
0055: put_player $PLAYER_CHAR at 86.428 -852.238 9.325
0395: clear_area 1 at 86.485 -851.933 range 10.0 10.0
0@ = Car.Create(#ADMIRAL, 83.54, -851.669, 10.0)
Car.SetImmunities(0@, 1, 1, 1, 1, 1)
Car.Angle(0@) = 330.0
01D4: actor $PLAYER_ACTOR go_to_car 0@ and_enter_it_as_a_passenger
0129: 2@ = create_actor 4 #SPECIAL10 in_car 0@ driverseat
01ED: clear_actor 2@ threat_search
02AB: set_actor 2@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
Car.SetToNormalDriver(0@)
0229: set_car 0@ color_to 84 84
1@ = Car.Create(#FAGGIO, 127.4, -818.5, 9.5)
Car.Angle(1@) = 250.6
041E: set_radio_station 9 -1
Model.Destroy(#ADMIRAL)
Model.Destroy(#FAGGIO)
:INTRO_12275
if
not Actor.Driving($PLAYER_ACTOR)
else_jump @INTRO_12318
wait 0
if
Car.Wrecked(0@)
else_jump @INTRO_12311
:INTRO_12311
jump @INTRO_12275
:INTRO_12318
fade 1 1000
0395: clear_area 1 at 116.583 -796.821 range 11.423 1.0
Camera.SetPosition(116.583, -796.821, 11.423, 0.0, 0.0, 0.0)
Camera.PointAt(116.573, -797.821, 11.414, 2)
if
not Car.Wrecked(0@)
else_jump @INTRO_12470
04BA: set_car 0@ speed_instantly 20.0
Car.DriveTo(0@, 103.1, -832.3, 9.317)
Car.SetMaxSpeed(0@, 30.0)
00AE: set_vehicle 0@ traffic_behavior_to 2
4@ = 1 // integer values
:INTRO_12470
16@ = 0 // integer values
17@ = 0 // integer values
:INTRO_12484
if or
not 3@ == 8 // integer values
not 4@ == 4 // integer values
else_jump @INTRO_13565
wait 0
if
Car.Wrecked(0@)
else_jump @INTRO_12536
jump @INTRO_12964
:INTRO_12536
if
4@ == 1 // integer values
else_jump @INTRO_12674
if
17@ >= 30000 // integer values
else_jump @INTRO_12674
if
not Car.Wrecked(0@)
else_jump @INTRO_12674
if
81AF: not car 0@ 0 132.6 -818.278 9.446 radius 3.0 3.0 4.0
else_jump @INTRO_12674
4@ = 3 // integer values
Car.PutAt(0@, 132.6, -818.278, 9.446)
Car.Angle(0@) = 206.0214
:INTRO_12674
if
4@ == 1 // integer values
else_jump @INTRO_12767
if
01AF: car 0@ 0 103.1 -832.3 9.317 radius 4.0 4.0 4.0
else_jump @INTRO_12767
Car.DriveTo(0@, 113.371, -819.078, 9.317)
4@ = 2 // integer values
:INTRO_12767
if
4@ == 2 // integer values
else_jump @INTRO_12860
if
01AF: car 0@ 0 113.371 -819.078 9.317 radius 4.0 4.0 4.0
else_jump @INTRO_12860
Car.DriveTo(0@, 132.6, -818.278, 9.446)
4@ = 3 // integer values
:INTRO_12860
if
4@ == 3 // integer values
else_jump @INTRO_12964
if
01AF: car 0@ 0 132.6 -818.278 9.446 radius 3.0 3.0 4.0
else_jump @INTRO_12964
if
not Car.Wrecked(0@)
else_jump @INTRO_12964
Car.SetMaxSpeed(0@, 0.0)
Car.SetToNormalDriver(0@)
4@ = 4 // integer values
:INTRO_12964
if
Actor.Dead(2@)
else_jump @INTRO_12980
:INTRO_12980
if
3@ == 0 // integer values
else_jump @INTRO_13038
03D1: play_wav 1
00BC: text_highpriority 'INTRO1' 10000 ms 1 // I poke my head out of the gutter for one freakin' second and fate shovels shit in my face!
16@ = 0 // integer values
17@ = 0 // integer values
3@ = 1 // integer values
:INTRO_13038
if
6@ == 0 // integer values
else_jump @INTRO_13164
if
17@ >= 2000 // integer values
else_jump @INTRO_13164
0395: clear_area 0 at 104.88 -808.433 range 12.108 1.0
Camera.SetPosition(104.88, -808.433, 12.108, 0.0, 0.0, 0.0)
Camera.PointAt(105.771, -808.888, 12.091, 2)
17@ = 0 // integer values
6@ = 1 // integer values
:INTRO_13164
if
3@ == 1 // integer values
else_jump @INTRO_13252
if
03D2: wav 1 ended
else_jump @INTRO_13252
03D5: remove_text 'INTRO1' // I poke my head out of the gutter for one freakin' second and fate shovels shit in my face!
if
16@ >= 1000 // integer values
else_jump @INTRO_13252
03D1: play_wav 2
00BC: text_highpriority 'INTRO2' 10000 ms 1 // Go get some sleep.
3@ = 2 // integer values
:INTRO_13252
if
3@ == 2 // integer values
else_jump @INTRO_13289
03CF: load_wav 'INTRO3' as 1
3@ = 3 // integer values
:INTRO_13289
if
3@ == 3 // integer values
else_jump @INTRO_13339
if
03D2: wav 2 ended
else_jump @INTRO_13339
03D5: remove_text 'INTRO2' // Go get some sleep.
3@ = 4 // integer values
:INTRO_13339
if
3@ == 4 // integer values
else_jump @INTRO_13398
if
03D0: wav 1 loaded
else_jump @INTRO_13398
03CF: load_wav 'INTRO4' as 2
16@ = 0 // integer values
3@ = 5 // integer values
:INTRO_13398
if
3@ == 5 // integer values
else_jump @INTRO_13461
if
16@ >= 900 // integer values
else_jump @INTRO_13461
03D1: play_wav 1
00BC: text_highpriority 'INTRO3' 10000 ms 1 // What are you gonna do?
3@ = 6 // integer values
:INTRO_13461
if
3@ == 6 // integer values
else_jump @INTRO_13511
if
03D2: wav 1 ended
else_jump @INTRO_13511
03D5: remove_text 'INTRO3' // What are you gonna do?
3@ = 7 // integer values
:INTRO_13511
if
3@ == 7 // integer values
else_jump @INTRO_13558
if
03D0: wav 2 loaded
else_jump @INTRO_13558
16@ = 0 // integer values
3@ = 8 // integer values
:INTRO_13558
jump @INTRO_12484
:INTRO_13565
if
300 > 16@ // integer values
else_jump @INTRO_13627
wait 0
if
Car.Wrecked(0@)
else_jump @INTRO_13604
:INTRO_13604
if
Actor.Dead(2@)
else_jump @INTRO_13620
:INTRO_13620
jump @INTRO_13565
:INTRO_13627
03D1: play_wav 2
00BC: text_highpriority 'INTRO4' 10000 ms 1 // I'll drop by your office tomorrow and we can start sorting this mess out.
wait 400
if
Car.Wrecked(0@)
else_jump @INTRO_13667
:INTRO_13667
if
Actor.Dead(2@)
else_jump @INTRO_13683
:INTRO_13683
if
83D2: not wav 2 ended
else_jump @INTRO_13741
wait 0
if
Car.Wrecked(0@)
else_jump @INTRO_13718
:INTRO_13718
if
Actor.Dead(2@)
else_jump @INTRO_13734
:INTRO_13734
jump @INTRO_13683
:INTRO_13741
03D5: remove_text 'INTRO4' // I'll drop by your office tomorrow and we can start sorting this mess out.
if
not Car.Wrecked(0@)
else_jump @INTRO_13791
if
not Actor.Dead(2@)
else_jump @INTRO_13791
01D3: actor 2@ leave_car 0@
:INTRO_13791
if
not Actor.Dead(2@)
else_jump @INTRO_13866
:INTRO_13807
if
Actor.Driving(2@)
else_jump @INTRO_13866
wait 0
if
Car.Wrecked(0@)
else_jump @INTRO_13843
:INTRO_13843
if
Actor.Dead(2@)
else_jump @INTRO_13859
:INTRO_13859
jump @INTRO_13807
:INTRO_13866
if
not Actor.Dead(2@)
else_jump @INTRO_13904
0211: actor 2@ walk_to 125.809 -815.263
0319: set_actor 2@ running 1
:INTRO_13904
16@ = 0 // integer values
:INTRO_13911
if
1500 > 16@ // integer values
else_jump @INTRO_13957
wait 0
if
not Actor.Dead(2@)
else_jump @INTRO_13950
:INTRO_13950
jump @INTRO_13911
:INTRO_13957
0395: clear_area 0 at 113.655 -815.814 range 11.029 1.0
Camera.SetPosition(113.655, -815.814, 11.029, 0.0, 0.0, 0.0)
Camera.PointAt(114.307, -816.57, 11.083, 2)
if
not Actor.Dead(2@)
else_jump @INTRO_14078
009F: set_actor 2@ idle
011C: actor 2@ clear_objective
Actor.PutAt(2@, 125.809, -815.263, 9.444)
:INTRO_14078
if
not Actor.Dead(2@)
else_jump @INTRO_14123
0211: actor 2@ walk_to 116.269 -825.438
0319: set_actor 2@ running 1
5@ = 1 // integer values
:INTRO_14123
if
not Actor.Driving($PLAYER_ACTOR)
else_jump @INTRO_14176
Actor.PutAt($PLAYER_ACTOR, 136.457, -817.37, 9.44)
Actor.Angle($PLAYER_ACTOR) = 225.495
jump @INTRO_14196
:INTRO_14176
0362: put_actor $PLAYER_ACTOR at 136.457 -817.37 9.44 and_remove_from_car
:INTRO_14196
if
not Actor.Driving($PLAYER_ACTOR)
else_jump @INTRO_14222
Actor.Angle($PLAYER_ACTOR) = 225.495
:INTRO_14222
17@ = 0 // integer values
:INTRO_14229
if
1350 > 17@ // integer values
else_jump @INTRO_14275
wait 0
if
not Actor.Dead(2@)
else_jump @INTRO_14268
:INTRO_14268
jump @INTRO_14229
:INTRO_14275
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
03D5: remove_text 'INTRO4' // I'll drop by your office tomorrow and we can start sorting this mess out.
041E: set_radio_station 1 -1
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0
03AD: set_rubbish 1
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0
Car.RemoveReferences(0@)
Car.RemoveReferences(1@)
014C: set_parked_car_generator $1912 cars_to_generate_to 101
Actor.DestroyInstantly(2@)
$220 = 1 // integer values
$ONMISSION = 0 // integer values
if
not Car.Wrecked(0@)
else_jump @INTRO_14391
Car.SetImmunities(0@, 0, 0, 0, 0, 0)
:INTRO_14391
0296: unload_special_actor 10
Model.Destroy(#ADMIRAL)
Model.Destroy(#FAGGIO)
03DE: set_pedestrians_density_multiplier_to 1.0
01EB: set_traffic_density_multiplier_to 1.0
044D: load_splash 'SPLASH1'
0169: set_fade_color 0 0 0
mission_cleanup
end_thread
return
:INTRO_14443
if
$13 == 0 // integer values
else_jump @INTRO_14491
if and
80E1: not player 0 pressed_button 16
80E1: not player 0 pressed_button 12
else_jump @INTRO_14491
$13 = 1 // integer values
:INTRO_14491
if
$13 == 1 // integer values
else_jump @INTRO_14529
if
056A: has_cutscene_been_interrupted
else_jump @INTRO_14529
$13 = 2 // integer values
:INTRO_14529
return
//-------------Mission 2---------------
// Originally: An Old Friend
:HOTEL
$ONMISSION = 1 // integer values
thread 'HOTEL'
wait 0
054C: use_GXT_table 'HOTEL'
04F9: set_extracolors 16 fade 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1
Player.CanMove($PLAYER_CHAR) = False
0336: set_player $PLAYER_CHAR visible 0
03AF: set_streaming 0
03AD: set_rubbish 0
select_interior 1
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_MOBROOM2 1
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_DETAILSB 1
023C: load_special_actor 1 'CSPLAY'
023C: load_special_actor 2 'CSSONNY'
02F3: load_object #CUTOBJ01 'PLYPHON'
02F3: load_object #CUTOBJ02 'COLPHON'
02F3: load_object #CUTOBJ03 'MBTBFUL'
02F3: load_object #CUTOBJ04 'SCHAIR'
038B: load_requested_models
Camera.SetAtPos(231.4, -1277.7, 19.0)
:HOTEL_217
if or
823D: not special_actor 1 loaded
823D: not special_actor 2 loaded
not Model.Available(#CUTOBJ01)
not Model.Available(#CUTOBJ02)
not Model.Available(#CUTOBJ03)
not Model.Available(#CUTOBJ04)
else_jump @HOTEL_267
wait 0
jump @HOTEL_217
:HOTEL_267
02E4: load_cutscene_data 'INT_B'
0244: set_cutscene_pos 231.411 -1277.707 19.069
041D: set_camera_near_clip 0.1
02E5: $125 = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $125 'CSPLAY'
02E5: $138 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $138 'CSSONNY'
02E5: $139 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $139 'PLYPHON'
02E5: $140 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $140 'COLPHON'
02E5: $126 = create_cutscene_object #CUTOBJ03
02E6: set_cutscene_anim $126 'MBTBFUL'
02E5: $216 = create_cutscene_object #CUTOBJ04
02E6: set_cutscene_anim $216 'SCHAIR'
fade 1 1500
03AD: set_rubbish 0
03AF: set_streaming 1
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime
:HOTEL_447
if
6133 > $CUT_SCENE_TIME // integer values
else_jump @HOTEL_482
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @HOTEL_447
:HOTEL_482
00BC: text_highpriority 'INTB_B' 10000 ms 1 // Hello Sonny.
:HOTEL_497
if
7184 > $CUT_SCENE_TIME // integer values
else_jump @HOTEL_532
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @HOTEL_497
:HOTEL_532
00BC: text_highpriority 'INTB_A' 10000 ms 1 // Tommy! Tommy, it's been too long.
:HOTEL_547
if
13174 > $CUT_SCENE_TIME // integer values
else_jump @HOTEL_582
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @HOTEL_547
:HOTEL_582
00BC: text_highpriority 'INTB_C' 10000 ms 1 // I know, I know. You're just overwhelmed with emotion.
:HOTEL_597
if
15932 > $CUT_SCENE_TIME // integer values
else_jump @HOTEL_632
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @HOTEL_597
:HOTEL_632
00BC: text_highpriority 'INTB_D' 10000 ms 1 // Fifteen years - seems like only yesterday.
:HOTEL_647
if
19096 > $CUT_SCENE_TIME // integer values
else_jump @HOTEL_682
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @HOTEL_647
:HOTEL_682
00BC: text_highpriority 'INTB_E' 10000 ms 1 // I guess that's a perspective thing.
:HOTEL_697
if
20800 > $CUT_SCENE_TIME // integer values
else_jump @HOTEL_732
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @HOTEL_697
:HOTEL_732
00BC: text_highpriority 'INTB_F' 10000 ms 1 // Hey, doing time for the family is no piece of cake,
:HOTEL_747
if
23076 > $CUT_SCENE_TIME // integer values
else_jump @HOTEL_782
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @HOTEL_747
:HOTEL_782
00BC: text_highpriority 'INTB_G' 10000 ms 1 // but the family looks after its own, ok?
:HOTEL_797
if
25352 > $CUT_SCENE_TIME // integer values
else_jump @HOTEL_832
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @HOTEL_797
:HOTEL_832
00BC: text_highpriority 'INTB_H' 10000 ms 1 // So, how'd the deal go down - you sitting on some white gold?
:HOTEL_847
if
29045 > $CUT_SCENE_TIME // integer values
else_jump @HOTEL_882
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @HOTEL_847
:HOTEL_882
00BC: text_highpriority 'INTB_I' 10000 ms 1 // Look Sonny, we were set up. The deal was an ambush. Harry and Lee are dead.
:HOTEL_897
if
32884 > $CUT_SCENE_TIME // integer values
else_jump @HOTEL_934
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @HOTEL_897
:HOTEL_934
00BC: text_highpriority 'INTB_J' 10000 ms 1 // You better be kidding me Tommy. Tell me you still got the money.
:HOTEL_949
if
36816 > $CUT_SCENE_TIME // integer values
else_jump @HOTEL_986
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @HOTEL_949
:HOTEL_986
00BC: text_highpriority 'INTB_K' 10000 ms 1 // ...no Sonny...I don't have the money.
:HOTEL_1001
if
39960 > $CUT_SCENE_TIME // integer values
else_jump @HOTEL_1038
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @HOTEL_1001
:HOTEL_1038
00BC: text_highpriority 'INTB_L' 10000 ms 1 // That was my money, Tommy, MY MONEY!
:HOTEL_1053
if
46333 > $CUT_SCENE_TIME // integer values
else_jump @HOTEL_1090
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @HOTEL_1053
:HOTEL_1090
00BC: text_highpriority 'INTB_M' 10000 ms 1 // You better not be screwing me Tommy because you know I'm not a man to be screwed with!
:HOTEL_1105
if
49904 > $CUT_SCENE_TIME // integer values
else_jump @HOTEL_1142
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @HOTEL_1105
:HOTEL_1142
00BC: text_highpriority 'INTB_N' 10000 ms 1 // Wait Sonny.
:HOTEL_1157
if
51480 > $CUT_SCENE_TIME // integer values
else_jump @HOTEL_1194
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @HOTEL_1157
:HOTEL_1194
00BC: text_highpriority 'INTB_O' 10000 ms 1 // You have my personal assurance that I'm going to get your money back and the drugs.
:HOTEL_1209
if
54960 > $CUT_SCENE_TIME // integer values
else_jump @HOTEL_1246
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @HOTEL_1209
:HOTEL_1246
00BC: text_highpriority 'INTB_P' 10000 ms 1 // And I'm gonna mail you the dicks of those responsible.
:HOTEL_1261
if
56800 > $CUT_SCENE_TIME // integer values
else_jump @HOTEL_1298
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @HOTEL_1261
:HOTEL_1298
00BC: text_highpriority 'INTB_Q' 10000 ms 1 // Hey, I already know that. You're not a fool Tommy, but I warn you, neither am I.
:HOTEL_1313
if
61668 > $CUT_SCENE_TIME // integer values
else_jump @HOTEL_1350
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @HOTEL_1313
:HOTEL_1350
00BC: text_highpriority 'INTB_R' 10000 ms 1 // If it was anybody else you'd be DEAD already.
:HOTEL_1365
if
64584 > $CUT_SCENE_TIME // integer values
else_jump @HOTEL_1402
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @HOTEL_1365
:HOTEL_1402
00BC: text_highpriority 'INTB_S' 10000 ms 1 // But because it's you, because we got history, I'm gonna let you handle this.
:HOTEL_1417
if
69612 > $CUT_SCENE_TIME // integer values
else_jump @HOTEL_1454
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @HOTEL_1417
:HOTEL_1454
00BC: text_highpriority 'INTB_T' 10000 ms 1 // Look, Sonny, you got my word.
:HOTEL_1469
if
72104 > $CUT_SCENE_TIME // integer values
else_jump @HOTEL_1506
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @HOTEL_1469
:HOTEL_1506
00BC: text_highpriority 'INTB_U' 10000 ms 1 // I'll be in touch.
:HOTEL_1521
if
75104 > $CUT_SCENE_TIME // integer values
else_jump @HOTEL_1558
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @HOTEL_1521
:HOTEL_1558
00BE: text_clear_all
:HOTEL_1560
if
77104 > $CUT_SCENE_TIME // integer values
else_jump @HOTEL_1597
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @HOTEL_1560
:HOTEL_1597
fade 0 1500
00BE: text_clear_all
:HOTEL_1606
if
fading
else_jump @HOTEL_1630
wait 0
jump @HOTEL_1606
:HOTEL_1630
03AD: set_rubbish 1
02EA: end_cutscene
Camera.SetAtPos(237.8, -1279.9, 10.0)
030C: progress_made += 1
0296: unload_special_actor 1
0296: unload_special_actor 2
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Model.Destroy(#CUTOBJ03)
Model.Destroy(#CUTOBJ04)
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_MOBROOM2 0
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_DETAILSB 0
Marker.Disable($66)
Marker.Disable($223)
02A7: $223 = create_icon_marker_and_sphere $417 at $456 $457 $458
end_thread_named 'LAW1'
create_thread @LAW1
00C0: set_current_time 8 0
set_weather 0
Player.CanMove($PLAYER_CHAR) = False
wait 1000
fade 1 1500
0055: put_player $PLAYER_CHAR at 223.1 -1276.7 11.0
0171: set_player $PLAYER_CHAR z_angle_to 258.0
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
011C: actor $PLAYER_ACTOR clear_objective
$ONMISSION = 0 // integer values
$222 = 1 // integer values
01B7: release_weather
04FA: reset_sky_colors_with_fade 0
mission_cleanup
end_thread
return
//-------------Mission 3---------------
// Originally: The Party
:LAWYER1
gosub @LAWYER1_36
if
wasted_or_busted
else_jump @LAWYER1_27
gosub @LAWYER1_12160
:LAWYER1_27
gosub @LAWYER1_12855
end_thread
:LAWYER1_36
increment_mission_attempts
$ONMISSION = 1 // integer values
thread 'LAWYER1'
wait 0
054C: use_GXT_table 'LAWYER1'
058E: set_restart_mission_taxi_destination 110.6 -824.2 9.6 327.9
12@ = 0 // integer values
$58 = 0 // integer values
2@ = 0 // integer values
$2100 = 0 // integer values
$2106 = 0 // integer values
$33 = 0 // integer values
$34 = 0 // integer values
$38 = 0 // integer values
$39 = 0 // integer values
$40 = 0 // integer values
$2107 = 0 // integer values
03E6: remove_text_box
if
not Actor.Dead($PLAYER_ACTOR)
else_jump @LAWYER1_222
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER'
038B: load_requested_models
if
not Actor.Dead($PLAYER_ACTOR)
else_jump @LAWYER1_222
0353: refresh_actor $PLAYER_ACTOR
:LAWYER1_222
03CF: load_wav 'MONO_1' as 1
select_interior 6
023C: load_special_actor 1 'CSPLAY'
023C: load_special_actor 2 'CSKEN'
02F3: load_object #CUTOBJ01 'LWCHARA'
02F3: load_object #CUTOBJ02 'LWCHARB'
02F3: load_object #CUTOBJ03 'LCFAN'
02F3: load_object #CUTOBJ04 'INVITE'
02F3: load_object #CUTOBJ05 'LAWDOOR'
038B: load_requested_models
:LAWYER1_329
if or
823D: not special_actor 1 loaded
823D: not special_actor 2 loaded
not Model.Available(#CUTOBJ01)
not Model.Available(#CUTOBJ02)
not Model.Available(#CUTOBJ03)
else_jump @LAWYER1_374
wait 0
jump @LAWYER1_329
:LAWYER1_374
if or
not Model.Available(#CUTOBJ04)
not Model.Available(#CUTOBJ05)
else_jump @LAWYER1_406
wait 0
jump @LAWYER1_374
:LAWYER1_406
Camera.SetAtPos(140.6, -1367.4, 13.1)
02E4: load_cutscene_data 'LAW_1A'
0244: set_cutscene_pos 141.441 -1366.722 12.163
041D: set_camera_near_clip 0.1
02E5: $125 = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $125 'CSPLAY'
02E5: $141 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $141 'CSKEN'
02E5: $191 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $191 'LWCHARA'
02E5: $192 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $192 'LWCHARB'
02E5: $202 = create_cutscene_object #CUTOBJ03
04BC: 'LCFAN'
02E6: set_cutscene_anim $202 'LCFAN'
02E5: $205 = create_cutscene_object #CUTOBJ04
02E6: set_cutscene_anim $205 'INVITE'
02E5: $210 = create_cutscene_object #CUTOBJ05
02E6: set_cutscene_anim $210 'LAWDOOR'
0395: clear_area 1 at 119.0 -826.8 range 9.8 0.5
0055: put_player $PLAYER_CHAR at 119.0 -826.8 9.8
0171: set_player $PLAYER_CHAR z_angle_to 60.0
fade 1 1500
03AD: set_rubbish 0
03AF: set_streaming 1
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime
:LAWYER1_688
if
520 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_723
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_688
:LAWYER1_723
00BC: text_highpriority 'LAW1_A' 10000 ms 1 // Go get some sleep, he says -
:LAWYER1_738
if
2808 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_773
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_738
:LAWYER1_773
00BC: text_highpriority 'LAW1_B' 10000 ms 1 // - I have been sitting in this chair all night with the lights off drinking coffee!
:LAWYER1_788
if
8465 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_823
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_788
:LAWYER1_823
00BC: text_highpriority 'LAW1_C' 10000 ms 1 // This is a disaster. We are so screwed, man!
:LAWYER1_838
if
12636 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_873
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_838
:LAWYER1_873
00BC: text_highpriority 'LAW1_D' 10000 ms 1 // These gorillas, listen to me, are gonna come down here and rip my head off. It's ridiculous!
:LAWYER1_888
if
18310 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_923
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_888
:LAWYER1_923
00BC: text_highpriority 'LAW1_E' 10000 ms 1 // I did NOT go to law school for this! Ok, now what the hell are we gonna do?
:LAWYER1_938
if
23141 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_973
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_938
:LAWYER1_973
00BC: text_highpriority 'LAW1_F' 10000 ms 1 // Shut up, sit down, relax. I'll tell you what we're gonna do.
:LAWYER1_988
if
29472 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_1023
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_988
:LAWYER1_1023
00BC: text_highpriority 'LAW1_G' 10000 ms 1 // You're gonna find out who took our cocaine - and then, I'm gonna kill them.
:LAWYER1_1038
if
34436 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_1075
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_1038
:LAWYER1_1075
00BC: text_highpriority 'LAW1_H' 10000 ms 1 // That's a good idea. That's a GREAT idea. Let me think, let me think, let me think.
:LAWYER1_1090
if
38414 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_1127
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_1090
:LAWYER1_1127
00BC: text_highpriority 'LAW1_I' 10000 ms 1 // - OH! There's this retired Colonel, Colonel Juan Garcia Cortez.
:LAWYER1_1142
if
43502 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_1179
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_1142
:LAWYER1_1179
00BC: text_highpriority 'LAW1_J' 10000 ms 1 // He's the one that helped me set up this deal
:LAWYER1_1194
if
45330 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_1231
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_1194
:LAWYER1_1231
00BC: text_highpriority 'LAW1_K' 10000 ms 1 // well away from Vice City's established thugs. Ok?
:LAWYER1_1246
if
48666 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_1283
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_1246
:LAWYER1_1283
00BC: text_highpriority 'LAW1_L' 10000 ms 1 // Now, listen. He's holding his party out in the bay on his expensive yacht
:LAWYER1_1298
if
52276 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_1335
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_1298
:LAWYER1_1335
00BC: text_highpriority 'LAW1_M' 10000 ms 1 // and all of Vice City's big players are gonna be there. OK?
:LAWYER1_1350
if
54976 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_1387
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_1350
:LAWYER1_1387
00BC: text_highpriority 'LAW1_N' 10000 ms 1 // I have an invite, of course I have an invite,
:LAWYER1_1402
if
57081 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_1439
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_1402
:LAWYER1_1439
00BC: text_highpriority 'LAW1_O' 10000 ms 1 // but there's no way that I'm going out there, sticking my head out the door - no way! Not gonna happen.
:LAWYER1_1454
if
60482 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_1491
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_1454
:LAWYER1_1491
00BC: text_highpriority 'LAW1_P' 10000 ms 1 // I told you, shut up! I'll go myself...
:LAWYER1_1506
if
63363 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_1543
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_1506
:LAWYER1_1543
00BC: text_highpriority 'LAW1_Q' 10000 ms 1 // Ho - whoa, whoa! Hey, I like 1978 too, but, y'know, this isn't gonna be a beer and strippers do.
:LAWYER1_1558
if
69392 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_1595
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_1558
:LAWYER1_1595
00BC: text_highpriority 'LAW1_R' 10000 ms 1 // I mean, no offense, but I think that you might turn heads on the runway for the wrong reasons.
:LAWYER1_1610
if
73341 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_1647
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_1610
:LAWYER1_1647
00BC: text_highpriority 'LAW1_S' 10000 ms 1 // What's wrong with the way I'm dressed?
:LAWYER1_1662
if
74197 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_1699
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_1662
:LAWYER1_1699
00BC: text_highpriority 'LAW1_T' 10000 ms 1 // Ok, look, here. Stop by Rafael's, tell him I sent 'ya. He'll make you look respectable.
:LAWYER1_1714
if
80061 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_1751
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_1714
:LAWYER1_1751
00BC: text_highpriority 'LAW1_U' 10000 ms 1 // OK, go, c'mon...
:LAWYER1_1766
if
82432 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_1803
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_1766
:LAWYER1_1803
00BE: text_clear_all
:LAWYER1_1805
if
83692 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_1842
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_1805
:LAWYER1_1842
fade 0 1500
00BE: text_clear_all
wait 1000
if
856A: not has_cutscene_been_interrupted
else_jump @LAWYER1_1914
if
03D0: wav 1 loaded
else_jump @LAWYER1_1914
03D1: play_wav 1
:LAWYER1_1888
if
83D2: not wav 1 ended
else_jump @LAWYER1_1914
wait 0
jump @LAWYER1_1888
:LAWYER1_1914
if
fading
else_jump @LAWYER1_1938
wait 0
jump @LAWYER1_1914
:LAWYER1_1938
03AD: set_rubbish 1
02EA: end_cutscene
03C8: set_camera_directly_before_player
0296: unload_special_actor 1
0296: unload_special_actor 2
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Model.Destroy(#CUTOBJ03)
Model.Destroy(#CUTOBJ04)
Model.Destroy(#CUTOBJ05)
select_interior 0
Camera.SetAtPos(117.1, -825.6, 9.8)
Model.Load(#HMYST)
Model.Load(#CHEETAH)
Model.Load(#INFERNUS)
Model.Load(#STRETCH)
Model.Load(#BANSHEE)
wait 500
fade 1 1500
:LAWYER1_2036
if or
not Model.Available(#HMYST)
not Model.Available(#CHEETAH)
not Model.Available(#INFERNUS)
not Model.Available(#STRETCH)
not Model.Available(#BANSHEE)
else_jump @LAWYER1_2082
wait 0
jump @LAWYER1_2036
:LAWYER1_2082
01B5: force_weather 0
$99 = 95.4 // floating-point values
$100 = -1135.5 // floating-point values
$101 = 9.4 // floating-point values
$2113 = -237.0 // floating-point values
$2114 = -1360.1 // floating-point values
$2115 = 7.07 // floating-point values
$2110 = 101.8 // floating-point values
$2111 = -1479.1 // floating-point values
$2112 = 10.4 // floating-point values
014C: set_parked_car_generator $1949 cars_to_generate_to 0
00BC: text_highpriority 'LAW1_1' 10000 ms 1 // ~g~Go get some new threads from Rafael's clothes shop.
02A8: $59 = create_marker 28 at $99 $100 $101
wait 3500
03E5: text_box 'HELP20' // Follow the ~h~T-shirt~w~ blip on the radar to find Rafael's.
03E7: flash_hud 8
wait 2000
03E7: flash_hud -1
:LAWYER1_2242
if
80F6: not player $PLAYER_CHAR 1 $99 $100 $101 radius 1.5 1.5 3.0
else_jump @LAWYER1_2295
wait 0
jump @LAWYER1_2242
:LAWYER1_2295
Marker.Disable($59)
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1
Model.Load(#FREEWAY)
Camera.SetPosition(91.813, -1131.116, 17.251, 0.0, 0.0, 0.0)
Camera.PointAt(92.39, -1131.74, 16.724, 2)
0211: actor $PLAYER_ACTOR walk_to 96.4 -1136.7
wait 1300
fade 0 1000
:LAWYER1_2394
if
fading
else_jump @LAWYER1_2418
wait 0
jump @LAWYER1_2394
:LAWYER1_2418
if
not Model.Available(#FREEWAY)
else_jump @LAWYER1_2445
wait 0
jump @LAWYER1_2418
:LAWYER1_2445
if
not Player.WantedLevel($PLAYER_CHAR) > 2
else_jump @LAWYER1_2468
Player.ClearWantedLevel($PLAYER_CHAR)
:LAWYER1_2468
if
not Actor.Dead($PLAYER_ACTOR)
else_jump @LAWYER1_2520
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER2'
038B: load_requested_models
if
not Actor.Dead($PLAYER_ACTOR)
else_jump @LAWYER1_2520
0353: refresh_actor $PLAYER_ACTOR
:LAWYER1_2520
03CF: load_wav 'LAW1_7' as 1
03CF: load_wav 'LAW1_8' as 2
0395: clear_area 0 at 94.9 -1135.0 range 9.4 1.0
011C: actor $PLAYER_ACTOR clear_objective
0055: put_player $PLAYER_CHAR at 94.9 -1135.0 9.4
0171: set_player $PLAYER_CHAR z_angle_to 57.9
01B8: set_player $PLAYER_CHAR armed_weapon_to 0
0395: clear_area 0 at 78.3 -1130.1 range 9.8 8.0
14@ = Car.Create(#FREEWAY, 78.3, -1130.1, -100.0)
Car.Angle(14@) = 180.0
0129: 13@ = create_actor 4 #HMYST in_car 14@ driverseat
0243: set_actor 13@ ped_stats_to 16
01ED: clear_actor 13@ threat_search
Car.SetMaxSpeed(14@, 0.0)
fade 1 1500
Camera.SetPosition(94.027, -1134.133, 10.002, 0.0, 0.0, 0.0)
Camera.PointAt(94.724, -1134.82, 9.797, 2)
wait 1000
0460: set_camera_pointing_time 5.0 3000
Camera.SetPosition(94.027, -1134.133, 10.002, 0.0, 0.0, 0.0)
Camera.PointAt(94.656, -1134.754, 10.469, 1)
17@ = 0 // integer values
:LAWYER1_2832
if
not 17@ > 5000 // integer values
else_jump @LAWYER1_2886
wait 0
if
00E1: player 0 pressed_button 16
else_jump @LAWYER1_2879
jump @LAWYER1_2886
:LAWYER1_2879
jump @LAWYER1_2832
:LAWYER1_2886
if
not Car.Wrecked(14@)
else_jump @LAWYER1_2963
0395: clear_area 0 at 78.3 -1130.1 range 9.8 8.0
Car.DriveTo(14@, 78.0, -1141.3, 9.8)
Car.SetMaxSpeed(14@, 6.0)
00AE: set_vehicle 14@ traffic_behavior_to 3
:LAWYER1_2963
if
not Actor.Dead(13@)
else_jump @LAWYER1_2987
022E: set_player $PLAYER_CHAR to_look_at_actor 13@
:LAWYER1_2987
0395: clear_area 0 at 78.3 -1130.1 range 9.8 10.0
0395: clear_area 0 at 78.0 -1143.3 range 9.8 10.0
Camera.SetPosition(76.009, -1140.519, 9.861, 0.0, 0.0, 0.0)
Camera.PointAt(76.83, -1139.953, 9.938, 2)
17@ = 0 // integer values
:LAWYER1_3093
if
not 17@ > 500 // integer values
else_jump @LAWYER1_3123
wait 0
jump @LAWYER1_3093
:LAWYER1_3123
if
03D0: wav 1 loaded
else_jump @LAWYER1_3157
03D1: play_wav 1
00BC: text_highpriority 'LAW1_12' 1200 ms 1 // Hmmmm...nice bike.
:LAWYER1_3157
17@ = 0 // integer values
:LAWYER1_3164
if
not 17@ > 3500 // integer values
else_jump @LAWYER1_3225
wait 0
if
00E1: player 0 pressed_button 16
else_jump @LAWYER1_3218
$58 = 1 // integer values
jump @LAWYER1_3352
:LAWYER1_3218
jump @LAWYER1_3164
:LAWYER1_3225
if
not Actor.Dead(13@)
else_jump @LAWYER1_3284
if
not Car.Wrecked(14@)
else_jump @LAWYER1_3284
if
Actor.InCar(13@, 14@)
else_jump @LAWYER1_3284
01D3: actor 13@ leave_car 14@
:LAWYER1_3284
17@ = 0 // integer values
:LAWYER1_3291
if
not 17@ > 1000 // integer values
else_jump @LAWYER1_3352
wait 0
if
00E1: player 0 pressed_button 16
else_jump @LAWYER1_3345
$58 = 1 // integer values
jump @LAWYER1_3352
:LAWYER1_3345
jump @LAWYER1_3291
:LAWYER1_3352
if
$58 == 1 // integer values
else_jump @LAWYER1_3514
fade 0 1000
wait 1000
if
not Actor.Dead(13@)
else_jump @LAWYER1_3507
if
not Car.Wrecked(14@)
else_jump @LAWYER1_3507
if
Actor.InCar(13@, 14@)
else_jump @LAWYER1_3507
0362: put_actor 13@ at 77.1 -1140.6 9.4 and_remove_from_car
0395: clear_area 0 at 77.1 -1140.6 range 9.4 1.0
Car.PutAt(14@, 78.0, -1138.6, -100.0)
Car.Angle(14@) = 180.0
:LAWYER1_3507
fade 1 1000
:LAWYER1_3514
0230: set_player $PLAYER_CHAR stop_looking
03C8: set_camera_directly_before_player
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0
011C: actor $PLAYER_ACTOR clear_objective
if
not Car.Wrecked(14@)
else_jump @LAWYER1_3565
Car.RemoveReferences(14@)
Model.Destroy(#FREEWAY)
:LAWYER1_3565
00BC: text_highpriority 'LAW1_2' 10000 ms 1 // ~g~Get to the Colonel's boat.
018A: $19 = create_checkpoint_at $2113 $2114 $2115
:LAWYER1_3594
if and
80FA: not player $PLAYER_CHAR stopped 1 $2113 $2114 $2115 radius 4.0 4.0 4.0
80F6: not player $PLAYER_CHAR 0 $2113 $2114 $2115 radius 4.0 4.0 4.0
else_jump @LAWYER1_4304
wait 0
if and
$2106 == 0 // integer values
not Actor.Dead(13@)
else_jump @LAWYER1_3751
if
not Car.Wrecked(14@)
else_jump @LAWYER1_3751
if
not Actor.InCar(13@, 14@)
else_jump @LAWYER1_3751
0211: actor 13@ walk_to 74.9 -1177.6
$2106 = 1 // integer values
:LAWYER1_3751
if
2@ == 0 // integer values
else_jump @LAWYER1_3921
if and
not Actor.Dead(13@)
not Car.Wrecked(14@)
else_jump @LAWYER1_3914
if
00FB: player $PLAYER_CHAR 0 13@ radius 20.0 20.0 10.0
else_jump @LAWYER1_3914
if
00DC: player $PLAYER_CHAR driving 14@
else_jump @LAWYER1_3914
0319: set_actor 13@ running 1
011A: set_actor 13@ search_threat 1
2@ = 1 // integer values
if
03D0: wav 2 loaded
else_jump @LAWYER1_3914
03D1: play_wav 2
00BC: text_highpriority 'LAW1_13' 1000 ms 1 // No! My Bike!
17@ = 0 // integer values
16@ = 0 // integer values
:LAWYER1_3914
jump @LAWYER1_4109
:LAWYER1_3921
if and
not Actor.Dead(13@)
not Car.Wrecked(14@)
else_jump @LAWYER1_4109
if
not Actor.InCar(13@, 14@)
else_jump @LAWYER1_4072
if
0184: actor 13@ health >= 99
else_jump @LAWYER1_4038
if
not 16@ > 3000 // integer values
else_jump @LAWYER1_4023
0372: set_actor 13@ anim 16 wait_state_time 1000 ms
020F: actor 13@ look_at_player $PLAYER_CHAR
jump @LAWYER1_4031
:LAWYER1_4023
01D5: actor 13@ go_to_and_drive_car 14@
:LAWYER1_4031
jump @LAWYER1_4065
:LAWYER1_4038
if
17@ > 2000 // integer values
else_jump @LAWYER1_4065
01D5: actor 13@ go_to_and_drive_car 14@
:LAWYER1_4065
jump @LAWYER1_4109
:LAWYER1_4072
Car.SetMaxSpeed(14@, 15.0)
Car.DriveTo(14@, 505.9, 61.0, 11.0)
00AE: set_vehicle 14@ traffic_behavior_to 2
:LAWYER1_4109
if and
$2100 == 0 // integer values
00F5: player $PLAYER_CHAR 0 $2113 $2114 $2115 radius 80.0 150.0 40.0
else_jump @LAWYER1_4297
$2102 = Car.Create(#CHEETAH, -236.6, -1374.6, -100.0)
Car.Angle($2102) = 280.3
$2103 = Car.Create(#INFERNUS, -240.8, -1355.3, -100.0)
Car.Angle($2103) = 99.8
$2104 = Car.Create(#STRETCH, -244.2, -1339.2, -100.0)
Car.Angle($2104) = 103.8
$2105 = Car.Create(#BANSHEE, -233.3, -1386.0, -100.0)
Car.Angle($2105) = 96.8
$2100 = 1 // integer values
:LAWYER1_4297
jump @LAWYER1_3594
:LAWYER1_4304
Marker.Disable($19)
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1
Camera.SetPosition(-229.438, -1364.204, 12.607, 0.0, 0.0, 0.0)
Camera.PointAt(-230.424, -1364.068, 12.511, 2)
wait 1000
fade 0 1500
00BA: text_styled 'LAW_1' 20000 ms 2 // The Party
:LAWYER1_4398
if
fading
else_jump @LAWYER1_4422
wait 0
jump @LAWYER1_4398
:LAWYER1_4422
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP03 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP04 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP05 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP24 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP25 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP28 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP32 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP35 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP41 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP47 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP50 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP51 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP64 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP70 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP71 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP72 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP73 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODARGOHULL2 0
if
00E0: player $PLAYER_CHAR driving
else_jump @LAWYER1_5013
00DA: $2108 = player $PLAYER_CHAR car
Car.StorePos($2108, $2116, $2117, $2118)
$2119 = Car.Angle($2108)
03F3: get_car $2108 color 3@ 4@
$2109 = Car.Model($2108)
if
00DC: player $PLAYER_CHAR driving $2108
else_jump @LAWYER1_5006
012A: put_player $PLAYER_CHAR at -246.5 -1360.5 7.1 and_remove_from_car
Car.Destroy($2108)
$2107 = 1 // integer values
:LAWYER1_5006
jump @LAWYER1_5033
:LAWYER1_5013
0055: put_player $PLAYER_CHAR at -246.5 -1360.5 7.1
:LAWYER1_5033
Car.Destroy($2102)
Car.Destroy($2103)
Car.Destroy($2104)
Car.Destroy($2105)
if
not Actor.Dead(13@)
else_jump @LAWYER1_5074
Actor.RemoveReferences(13@)
:LAWYER1_5074
Model.Destroy(#FREEWAY)
Model.Destroy(#HMYST)
Model.Destroy(#CHEETAH)
Model.Destroy(#INFERNUS)
Model.Destroy(#STRETCH)
Model.Destroy(#BANSHEE)
01BD: $29 = current_time_in_ms
$30 = 0 // integer values
:LAWYER1_5115
if and
not Player.Controllable($PLAYER_CHAR)
5000 > $30 // integer values
else_jump @LAWYER1_5171
wait 0
01BD: $28 = current_time_in_ms
0084: $30 = $28 // integer values and handles
0060: $30 -= $29 // integer values
jump @LAWYER1_5115
:LAWYER1_5171
Player.MakeSafe($PLAYER_CHAR)
03AD: set_rubbish 0
03B7: process_cut_scene_only 0
03AF: set_streaming 0
0522:
0545: clear_world
023C: load_special_actor 1 'CSPLAY2'
023C: load_special_actor 2 'CSDIAZ'
023C: load_special_actor 3 'CSMERC2'
023C: load_special_actor 4 'CSCANDY'
023C: load_special_actor 5 'CSGONZ'
023C: load_special_actor 6 'CSJEZZ'
023C: load_special_actor 7 'CSBJ'
023C: load_special_actor 8 'CSERVRA'
023C: load_special_actor 9 'CSRICH'
023C: load_special_actor 10 'CSDIREC'
023C: load_special_actor 11 'CGONA'
023C: load_special_actor 12 'DGOONA'
023C: load_special_actor 13 'DGOONB'
023C: load_special_actor 14 'CSAVERY'
023C: load_special_actor 15 'CSDLOVE'
023C: load_special_actor 16 'CSKENT'
023C: load_special_actor 17 'CSALSB2'
023C: load_special_actor 18 'CSCOLO'
Model.Load(#WFYG1)
Model.Load(#WFYG2)
Model.Load(#YT_MAIN_BODY)
Model.Load(#YT_MAIN_BODY2)
Model.Load(#BIG_POLY_TINGS_B)
038B: load_requested_models
:LAWYER1_5430
if or
823D: not special_actor 1 loaded
823D: not special_actor 2 loaded
823D: not special_actor 3 loaded
823D: not special_actor 4 loaded
823D: not special_actor 5 loaded
823D: not special_actor 6 loaded
else_jump @LAWYER1_5476
wait 0
jump @LAWYER1_5430
:LAWYER1_5476
if or
823D: not special_actor 7 loaded
823D: not special_actor 8 loaded
823D: not special_actor 9 loaded
823D: not special_actor 10 loaded
823D: not special_actor 12 loaded
else_jump @LAWYER1_5518
wait 0
jump @LAWYER1_5476
:LAWYER1_5518
if or
823D: not special_actor 13 loaded
823D: not special_actor 14 loaded
823D: not special_actor 15 loaded
823D: not special_actor 16 loaded
823D: not special_actor 17 loaded
823D: not special_actor 18 loaded
else_jump @LAWYER1_5564
wait 0
jump @LAWYER1_5518
:LAWYER1_5564
if or
not Model.Available(#WFYG1)
not Model.Available(#WFYG2)
not Model.Available(#YT_MAIN_BODY)
not Model.Available(#YT_MAIN_BODY2)
not Model.Available(#BIG_POLY_TINGS_B)
else_jump @LAWYER1_5606
wait 0
jump @LAWYER1_5564
:LAWYER1_5606
02E4: load_cutscene_data 'LAW_1B'
Object.StorePos($714, $448, $449, $450)
$448 += 0.003 // floating-point values
$449 -= 1.381 // floating-point values
$450 += 3.149 // floating-point values
0244: set_cutscene_pos $448 $449 $450
041D: set_camera_near_clip 0.1
02E5: $125 = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $125 'CSPLAY'
02E5: $161 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $161 'CSDIAZ'
02E5: $162 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $162 'CSMERC'
02E5: $165 = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $165 'CSCANDY'
02E5: $166 = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim $166 'CSGONZ'
02E5: $172 = create_cutscene_object #SPECIAL06
02E6: set_cutscene_anim $172 'CSJEZZ'
02E5: $177 = create_cutscene_object #SPECIAL07
02E6: set_cutscene_anim $177 'CSBJ'
02E5: 11@ = create_cutscene_object #SPECIAL08
02E6: set_cutscene_anim 11@ 'CSERVRA'
02E5: 6@ = create_cutscene_object #SPECIAL09
02E6: set_cutscene_anim 6@ 'CSRICH'
02E5: $163 = create_cutscene_object #SPECIAL10
02E6: set_cutscene_anim $163 'CSDIREC'
02E5: 7@ = create_cutscene_object #SPECIAL11
02E6: set_cutscene_anim 7@ 'CGONA'
02E5: 8@ = create_cutscene_object #SPECIAL12
02E6: set_cutscene_anim 8@ 'DGOONA'
02E5: 9@ = create_cutscene_object #SPECIAL13
02E6: set_cutscene_anim 9@ 'DGOONB'
02E5: $149 = create_cutscene_object #SPECIAL14
02E6: set_cutscene_anim $149 'CSAVERY'
02E5: $219 = create_cutscene_object #SPECIAL15
02E6: set_cutscene_anim $219 'CSDLOVE'
02E5: $142 = create_cutscene_object #SPECIAL16
02E6: set_cutscene_anim $142 'CSKENT'
02E5: 10@ = create_cutscene_object #SPECIAL17
02E6: set_cutscene_anim 10@ 'CSALSB'
02E5: $150 = create_cutscene_object #SPECIAL18
02E6: set_cutscene_anim $150 'CSCOLO'
02E5: 0@ = create_cutscene_object #WFYG1
02E6: set_cutscene_anim 0@ 'WFYG1'
02E5: 1@ = create_cutscene_object #WFYG2
02E6: set_cutscene_anim 1@ 'WFYG2'
Object.StorePos($714, $448, $449, $450)
$2101 = Object.Init(#BIG_POLY_TINGS_B, $448, $449, $450)
fade 1 1500
03AD: set_rubbish 0
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime
00BE: text_clear_all
:LAWYER1_6128
if
11329 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_6163
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_6128
:LAWYER1_6163
00BC: text_highpriority 'LAWP_1' 10000 ms 1 // Buenas noches.
:LAWYER1_6178
if
13188 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_6213
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_6178
:LAWYER1_6213
00BC: text_highpriority 'LAWP_2' 10000 ms 1 // I understand you are here on the behalf of Mr. Rosenberg,
:LAWYER1_6228
if
16708 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_6263
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_6228
:LAWYER1_6263
00BC: text_highpriority 'LAWP_3' 10000 ms 1 // I hope any recent problems have not affected his health, or uh,
:LAWYER1_6278
if
20045 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_6313
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_6278
:LAWYER1_6313
00BC: text_highpriority 'LAWP_4' 10000 ms 1 // mental well being, Mr...uh?
:LAWYER1_6328
if
22161 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_6363
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_6328
:LAWYER1_6363
00BC: text_highpriority 'LAWP_5' 10000 ms 1 // Vercetti. He's just got a touch of...agoraphobia.
:LAWYER1_6378
if
26685 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_6413
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_6378
:LAWYER1_6413
00BC: text_highpriority 'LAWP_6' 10000 ms 1 // Excellent, excellent. And you?
:LAWYER1_6428
if
28985 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_6463
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_6428
:LAWYER1_6463
00BC: text_highpriority 'LAWP_7' 10000 ms 1 // I just want my merchandise.
:LAWYER1_6478
if
30685 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_6513
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_6478
:LAWYER1_6513
00BC: text_highpriority 'LAWP_8' 10000 ms 1 // Ah. It's an unfortunate set of circumstances for all involved.
:LAWYER1_6528
if
35229 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_6565
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_6528
:LAWYER1_6565
00BC: text_highpriority 'LAWP_9' 10000 ms 1 // Of course I have initiated my own lines of inquiry,
:LAWYER1_6580
if
38229 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_6617
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_6580
:LAWYER1_6617
00BC: text_highpriority 'LAWP_10' 10000 ms 1 // but such a delicate matter will take time.
:LAWYER1_6632
if
40853 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_6669
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_6632
:LAWYER1_6669
00BC: text_highpriority 'LAWP_11' 10000 ms 1 // Perhaps we will talk later.
:LAWYER1_6684
if
42509 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_6721
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_6684
:LAWYER1_6721
00BC: text_highpriority 'LAWP_12' 10000 ms 1 // Meanwhile, let me introduce you to my daughter,
:LAWYER1_6736
if
44583 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_6773
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_6736
:LAWYER1_6773
00BC: text_highpriority 'LAWP_13' 10000 ms 1 // Mercedes!
:LAWYER1_6788
if
47037 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_6825
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_6788
:LAWYER1_6825
00BC: text_highpriority 'LAWP_14' 10000 ms 1 // Caramia, could you look after our guest while I attend to my necessary obligations?
:LAWYER1_6840
if
52149 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_6877
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_6840
:LAWYER1_6877
00BC: text_highpriority 'LAWP_15' 10000 ms 1 // Of course, daddy.
:LAWYER1_6892
if
53893 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_6929
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_6892
:LAWYER1_6929
00BC: text_highpriority 'LAWP_16' 10000 ms 1 // Please excuse me.
:LAWYER1_6944
if
55613 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_6981
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_6944
:LAWYER1_6981
00BC: text_highpriority 'LAWP_17' 10000 ms 1 // Mercedes!?
:LAWYER1_6996
if
56697 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_7033
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_6996
:LAWYER1_7033
00BC: text_highpriority 'LAWP_18' 10000 ms 1 // You try living with it.
:LAWYER1_7048
if
59025 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_7085
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_7048
:LAWYER1_7085
00BC: text_highpriority 'LAWP_19' 10000 ms 1 // Anyway, let me point out some of our more distinguished guests...
:LAWYER1_7100
if
62885 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_7137
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_7100
:LAWYER1_7137
00BC: text_highpriority 'LAWP_20' 10000 ms 1 // That's our congressman Alex Shrub with rising silicone star Candy Suxxx...
:LAWYER1_7152
if
68309 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_7189
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_7152
:LAWYER1_7189
00BC: text_highpriority 'LAWP_21' 10000 ms 1 // And have you met my lovely wife Laura? No?
:LAWYER1_7204
if
70783 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_7241
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_7204
:LAWYER1_7241
00BC: text_highpriority 'LAWP_22' 10000 ms 1 // Well, unfortunately she's in Alabama. This is Candy.
:LAWYER1_7256
if
73163 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_7293
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_7256
:LAWYER1_7293
00BC: text_highpriority 'LAWP_23' 10000 ms 1 // And over there we have the Vice City Mambas' star tight end, BJ -
:LAWYER1_7308
if
77173 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_7345
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_7308
:LAWYER1_7345
00BC: text_highpriority 'LAWP_24' 10000 ms 1 // always the charmer.
:LAWYER1_7360
if
79309 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_7397
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_7360
:LAWYER1_7397
00BC: text_highpriority 'LAWP_25' 10000 ms 1 // I blocked down on him and then I put him in a wheelchair!
:LAWYER1_7412
if
82073 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_7449
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_7412
:LAWYER1_7449
00BC: text_highpriority 'LAWP_26' 10000 ms 1 // Haha, that is good!
:LAWYER1_7464
if
84485 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_7501
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_7464
:LAWYER1_7501
00BC: text_highpriority 'LAWP_27' 10000 ms 1 // Well now, I'm looking at some prime real estate property.
:LAWYER1_7516
if
86381 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_7553
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_7516
:LAWYER1_7553
00BC: text_highpriority 'LAWP_28' 10000 ms 1 // And that poolside amphibian is Jezz Torrent,
:LAWYER1_7568
if
89181 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_7605
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_7568
:LAWYER1_7605
00BC: text_highpriority 'LAWP_29' 10000 ms 1 // lead singer with Love Fist.
:LAWYER1_7620
if
90941 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_7657
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_7620
:LAWYER1_7657
00BC: text_highpriority 'LAWP_30' 10000 ms 1 // Can I tell yous - do you know how they play ping-pong in Thailand?
:LAWYER1_7672
if
95519 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_7709
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_7672
:LAWYER1_7709
00BC: text_highpriority 'LAWP_31' 10000 ms 1 // Let me tell you's,
:LAWYER1_7724
if
96827 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_7761
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_7724
:LAWYER1_7761
00BC: text_highpriority 'LAWP_32' 10000 ms 1 // it does not involve a paddle, if you know what I mean!
:LAWYER1_7776
if
99557 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_7813
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_7776
:LAWYER1_7813
00BC: text_highpriority 'LAWP_33' 10000 ms 1 // Impotent.
:LAWYER1_7828
if
100981 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_7865
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_7828
:LAWYER1_7865
00BC: text_highpriority 'LAWP_34' 10000 ms 1 // And the chatty trio.
:LAWYER1_7880
if
102213 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_7917
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_7880
:LAWYER1_7917
00BC: text_highpriority 'LAWP_35' 10000 ms 1 // That sleeping sweat gland is Papa's right hand gimp, Gonzalez
:LAWYER1_7932
if
106309 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_7969
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_7932
:LAWYER1_7969
00BC: text_highpriority 'LAWP_36' 10000 ms 1 // and the other two are Pastor Richards
:LAWYER1_7984
if
108929 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_8021
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_7984
:LAWYER1_8021
00BC: text_highpriority 'LAWP_37' 10000 ms 1 // and pseudo intellectual film director, Steve Scott.
:LAWYER1_8036
if
112581 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_8073
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_8036
:LAWYER1_8073
00BC: text_highpriority 'LAWP_38' 10000 ms 1 // ...passion with the nympho invaders,
:LAWYER1_8088
if
114053 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_8125
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_8088
:LAWYER1_8125
00BC: text_highpriority 'LAWP_39' 10000 ms 1 // when the giant shark comes in and
:LAWYER1_8140
if
115737 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_8177
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_8140
:LAWYER1_8177
00BC: text_highpriority 'LAWP_40' 10000 ms 1 // just bites their dicks off!
:LAWYER1_8192
if
117845 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_8229
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_8192
:LAWYER1_8229
00BC: text_highpriority 'LAWP_41' 10000 ms 1 // Ha now, you never saw anything like that before, have you?
:LAWYER1_8244
if
119447 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_8281
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_8244
:LAWYER1_8281
00BC: text_highpriority 'LAWP_42' 10000 ms 1 // Colonel!
:LAWYER1_8296
if
120817 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_8333
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_8296
:LAWYER1_8333
00BC: text_highpriority 'LAWP_43' 10000 ms 1 // your parties as ever are a triumph, hahahaha!
:LAWYER1_8348
if
125301 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_8385
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_8348
:LAWYER1_8385
00BC: text_highpriority 'LAWP_44' 10000 ms 1 // I can only apologize for my late arrival.
:LAWYER1_8400
if
128354 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_8437
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_8400
:LAWYER1_8437
00BC: text_highpriority 'LAWP_45' 10000 ms 1 // Ah, de nada amigo. How do we find you?
:LAWYER1_8452
if
130562 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_8489
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_8452
:LAWYER1_8489
00BC: text_highpriority 'LAWP_46' 10000 ms 1 // Our business is very trying - barbarians at the gates.
:LAWYER1_8504
if
134137 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_8541
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_8504
:LAWYER1_8541
00BC: text_highpriority 'LAWP_47' 10000 ms 1 // A time for rewarding one's friends and liquidating one's enemies, amigo.
:LAWYER1_8556
if
139457 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_8593
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_8556
:LAWYER1_8593
00BC: text_highpriority 'LAWP_48' 10000 ms 1 // Who's the loudmouth?
:LAWYER1_8608
if
140909 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_8645
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_8608
:LAWYER1_8645
00BC: text_highpriority 'LAWP_49' 10000 ms 1 // Ricardo Diaz. He's Mr. Coke.
:LAWYER1_8660
if
143688 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_8697
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_8660
:LAWYER1_8697
00BC: text_highpriority 'LAWP_50' 10000 ms 1 // Mercedes!
:LAWYER1_8712
if
144983 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_8749
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_8712
:LAWYER1_8749
00BC: text_highpriority 'LAWP_51' 10000 ms 1 // Oh, I was just taking my friend back into town.
:LAWYER1_8764
if
147884 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_8801
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_8764
:LAWYER1_8801
00BC: text_highpriority 'LAWP_52' 10000 ms 1 // Another time, Ricardo!
:LAWYER1_8816
if
150069 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_8853
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_8816
:LAWYER1_8853
00BC: text_highpriority 'LAWP_53' 10000 ms 1 // Let's get out of here.
:LAWYER1_8868
if
151669 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_8905
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_8868
:LAWYER1_8905
00BC: text_highpriority 'LAWP_54' 10000 ms 1 // Actually, take me to the Pole Position club.
:LAWYER1_8920
if
152669 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER1_8957
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER1_8920
:LAWYER1_8957
00BE: text_clear_all
00BA: text_styled 'BEACH1' 3000 ms 2 // Ocean Beach
fade 0 1500
00BE: text_clear_all
:LAWYER1_8983
if
fading
else_jump @LAWYER1_9007
wait 0
jump @LAWYER1_8983
:LAWYER1_9007
03AD: set_rubbish 1
02EA: end_cutscene
0296: unload_special_actor 1
0296: unload_special_actor 2
0296: unload_special_actor 3
0296: unload_special_actor 4
0296: unload_special_actor 5
0296: unload_special_actor 6
0296: unload_special_actor 7
0296: unload_special_actor 8
0296: unload_special_actor 9
0296: unload_special_actor 10
0296: unload_special_actor 11
0296: unload_special_actor 12
0296: unload_special_actor 13
0296: unload_special_actor 14
0296: unload_special_actor 15
0296: unload_special_actor 16
0296: unload_special_actor 17
0296: unload_special_actor 18
Model.Destroy(#WFYG1)
Model.Destroy(#WFYG2)
Model.Destroy(#YT_MAIN_BODY)
Model.Destroy(#YT_MAIN_BODY2)
Object.Destroy($2101)
Model.Destroy(#BIG_POLY_TINGS_B)
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP03 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP04 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP05 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP24 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP25 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP28 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP32 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP35 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP41 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP47 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP50 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP51 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP64 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP70 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP71 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP72 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP73 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODARGOHULL2 1
023C: load_special_actor 3 'IGMERC2'
03CF: load_wav 'LAW1_1' as 1
03CF: load_wav 'LAW1_2' as 2
Model.Load(#FREEWAY)
Model.Load(#CHEETAH)
Model.Load(#INFERNUS)
Model.Load(#STRETCH)
Model.Load(#BANSHEE)
04E4: unknown_refresh_game_renderer_at -246.5 -1360.5
038B: load_requested_models
03AF: set_streaming 1
03B7: process_cut_scene_only 1
:LAWYER1_9661
if or
not Model.Available(#FREEWAY)
not Model.Available(#CHEETAH)
not Model.Available(#INFERNUS)
not Model.Available(#STRETCH)
not Model.Available(#BANSHEE)
823D: not special_actor 3 loaded
else_jump @LAWYER1_9712
wait 0
jump @LAWYER1_9661
:LAWYER1_9712
0395: clear_area 1 at -246.5 -1360.5 range 7.1 1.0
0395: clear_area 1 at -249.1 -1362.1 range 7.1 1.0
0395: clear_area 1 at -236.6 -1374.6 range 7.1 1.0
0395: clear_area 1 at -240.8 -1355.3 range 7.1 1.0
0395: clear_area 1 at -244.2 -1339.2 range 7.1 1.0
0395: clear_area 1 at -233.3 -1386.0 range 7.1 1.0
$2102 = Car.Create(#CHEETAH, -236.6, -1374.6, -100.0)
Car.Angle($2102) = 280.3
$2103 = Car.Create(#INFERNUS, -240.8, -1355.3, -100.0)
Car.Angle($2103) = 99.8
$2104 = Car.Create(#STRETCH, -244.2, -1339.2, -100.0)
Car.Angle($2104) = 103.8
$2105 = Car.Create(#BANSHEE, -233.3, -1386.0, -100.0)
Car.Angle($2105) = 96.8
if
$2107 == 1 // integer values
else_jump @LAWYER1_10049
Model.Load($2109)
038B: load_requested_models
$2108 = Car.Create($2109, $2116, $2117, $2118)
Car.Angle($2108) = $2119
0229: set_car $2108 color_to 3@ 4@
:LAWYER1_10049
Camera.SetAtPos(-245.8, -1360.7, 7.1)
0055: put_player $PLAYER_CHAR at -245.8 -1360.7 7.1
0171: set_player $PLAYER_CHAR z_angle_to 276.0
$2099 = Actor.Create(CivFemale, #SPECIAL03, -244.5, -1362.1, 7.1)
039E: set_actor $2099 locked_while_in_vehicle 1
0526: set_actor $2099 stay_in_car_when_jacked 1
5@ = Marker.CreateAboveActor($2099)
Marker.Disable(5@)
Actor.Angle($2099) = 276.0
0245: set_actor $2099 walk_style_to 46
0319: set_actor $2099 running 1
01DF: tie_actor $2099 to_player $PLAYER_CHAR
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0
wait 500
fade 1 1500
if
Actor.Dead($2099)
else_jump @LAWYER1_10244
00BC: text_highpriority 'LAW1_4' 5000 ms 1 // ~r~You killed the Colonel's daughter!
jump @LAWYER1_12160
:LAWYER1_10244
00BC: text_highpriority 'LAW1_3' 5000 ms 1 // ~g~Take the Colonel's daughter to the Pole Position club.
018A: $19 = create_checkpoint_at $2110 $2111 $2112
17@ = 0 // integer values
Car.RemoveReferences($2102)
Car.RemoveReferences($2103)
Car.RemoveReferences($2104)
Car.RemoveReferences($2105)
Model.Destroy(#CHEETAH)
Model.Destroy(#INFERNUS)
Model.Destroy(#STRETCH)
Model.Destroy(#BANSHEE)
if
$2107 == 1 // integer values
else_jump @LAWYER1_10343
Model.Destroy($2109)
:LAWYER1_10343
if or
80FE: not actor $2099 1 $2110 $2111 $2112 radius 2.5 2.5 3.0
80F8: not player $PLAYER_CHAR stopped 1 $2110 $2111 $2112 radius 2.5 2.5 3.0
else_jump @LAWYER1_11234
wait 0
if
Actor.Dead($2099)
else_jump @LAWYER1_10458
00BC: text_highpriority 'LAW1_4' 5000 ms 1 // ~r~You killed the Colonel's daughter!
jump @LAWYER1_12160
:LAWYER1_10458
if
not Actor.Dead($2099)
else_jump @LAWYER1_11189
if
80FB: not player $PLAYER_CHAR 0 $2099 radius 30.0 30.0 10.0
else_jump @LAWYER1_10555
if
12@ == 0 // integer values
else_jump @LAWYER1_10548
Marker.Disable(5@)
5@ = Marker.CreateAboveActor($2099)
12@ = 1 // integer values
:LAWYER1_10548
jump @LAWYER1_10617
:LAWYER1_10555
if
12@ == 1 // integer values
else_jump @LAWYER1_10617
if
8320: not actor $2099 in_range_of_player $PLAYER_CHAR
else_jump @LAWYER1_10617
01E0: clear_leader $2099
01DF: tie_actor $2099 to_player $PLAYER_CHAR
Marker.Disable(5@)
12@ = 0 // integer values
:LAWYER1_10617
if
Actor.Driving($2099)
else_jump @LAWYER1_11189
if
$38 == 0 // integer values
else_jump @LAWYER1_10738
if
03D0: wav 1 loaded
else_jump @LAWYER1_10685
03D1: play_wav 1
00BC: text_highpriority 'LAW1_5' 5000 ms 1 // Will you be working for my father?
:LAWYER1_10685
if
03D2: wav 1 ended
else_jump @LAWYER1_10738
wait 500
03D1: play_wav 2
00BC: text_highpriority 'LAW1_6' 5000 ms 1 // Maybe.
$38 = 1 // integer values
17@ = 0 // integer values
:LAWYER1_10738
if
not Actor.Dead($2099)
else_jump @LAWYER1_10989
if
847A: not actor $2099 driving_a_motorbike
else_jump @LAWYER1_10989
if and
$39 == 0 // integer values
$38 == 1 // integer values
17@ > 500 // integer values
else_jump @LAWYER1_10989
if
$33 == 0 // integer values
else_jump @LAWYER1_10859
03CF: load_wav 'LAW1_3' as 1
03CF: load_wav 'LAW1_2' as 2
$33 = 1 // integer values
jump @LAWYER1_10885
:LAWYER1_10859
if and
03D0: wav 1 loaded
03D0: wav 2 loaded
else_jump @LAWYER1_10885
$34 = 1 // integer values
:LAWYER1_10885
if
$34 == 1 // integer values
else_jump @LAWYER1_10989
03D1: play_wav 1
00BC: text_highpriority 'LAW1_7' 5000 ms 1 // Do you mind me resting my hand in your lap?
if
03D2: wav 1 ended
else_jump @LAWYER1_10989
wait 1000
03D1: play_wav 2
00BC: text_highpriority 'LAW1_8' 5000 ms 1 // Maybe...
$33 = 0 // integer values
$34 = 0 // integer values
$39 = 1 // integer values
17@ = 0 // integer values
:LAWYER1_10989
if
not Actor.Dead($2099)
else_jump @LAWYER1_11189
if and
$40 == 0 // integer values
$38 == 1 // integer values
17@ > 1000 // integer values
else_jump @LAWYER1_11189
if
$33 == 0 // integer values
else_jump @LAWYER1_11082
03CF: load_wav 'LAW1_4' as 1
$33 = 1 // integer values
jump @LAWYER1_11104
:LAWYER1_11082
if
03D0: wav 1 loaded
else_jump @LAWYER1_11104
$34 = 1 // integer values
:LAWYER1_11104
if
$34 == 1 // integer values
else_jump @LAWYER1_11189
if
03D2: wav 2 ended
else_jump @LAWYER1_11189
wait 500
03D1: play_wav 1
00BC: text_highpriority 'LAW1_9' 5000 ms 1 // It's so difficult having a rich and powerful father. Vamos.
$33 = 0 // integer values
$34 = 0 // integer values
$40 = 1 // integer values
17@ = 0 // integer values
:LAWYER1_11189
if
Actor.Dead($2099)
else_jump @LAWYER1_11227
00BC: text_highpriority 'LAW1_4' 5000 ms 1 // ~r~You killed the Colonel's daughter!
jump @LAWYER1_12160
:LAWYER1_11227
jump @LAWYER1_10343
:LAWYER1_11234
Marker.Disable($19)
$58 = 0 // integer values
03CF: load_wav 'LAW1_5' as 1
03CF: load_wav 'LAW1_6' as 2
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1
if
not Actor.Dead($2099)
else_jump @LAWYER1_11305
022E: set_player $PLAYER_CHAR to_look_at_actor $2099
:LAWYER1_11305
043C: set_game_sounds_disable_on_fade 0
fade 0 1000
wait 1000
Object.Destroy($1007)
if
not Actor.Dead($2099)
else_jump @LAWYER1_11473
if
Actor.Driving($2099)
else_jump @LAWYER1_11419
0395: clear_area 1 at 98.1 -1475.3 range 9.4 1.0
0362: put_actor $2099 at 98.1 -1475.3 9.4 and_remove_from_car
Actor.Angle($2099) = 33.0
jump @LAWYER1_11473
:LAWYER1_11419
0395: clear_area 1 at 98.1 -1475.3 range 9.4 1.0
Actor.PutAt($2099, 98.1, -1475.3, 9.4)
Actor.Angle($2099) = 33.0
:LAWYER1_11473
wait 0
fade 1 1000
Camera.SetPosition(93.918, -1480.097, 10.341, 0.0, 0.0, 0.0)
Camera.PointAt(94.234, -1479.158, 10.476, 2)
if
not Actor.Dead($2099)
else_jump @LAWYER1_11583
01E0: clear_leader $2099
0319: set_actor $2099 running 0
011C: actor $2099 clear_objective
0211: actor $2099 walk_to 97.0 -1471.4
:LAWYER1_11583
if
03D0: wav 1 loaded
else_jump @LAWYER1_11617
03D1: play_wav 1
00BC: text_highpriority 'LAW1_10' 5000 ms 1 // See you around, handsome!
:LAWYER1_11617
17@ = 0 // integer values
:LAWYER1_11624
if
80ED: not actor $2099 0 97.0 -1471.4 radius 0.4 0.4
else_jump @LAWYER1_11790
wait 0
if
Actor.Dead($2099)
else_jump @LAWYER1_11711
00BC: text_highpriority 'LAW1_4' 5000 ms 1 // ~r~You killed the Colonel's daughter!
jump @LAWYER1_12160
jump @LAWYER1_11726
:LAWYER1_11711
0211: actor $2099 walk_to 97.0 -1471.4
:LAWYER1_11726
if
17@ > 10000 // integer values
else_jump @LAWYER1_11752
jump @LAWYER1_12177
:LAWYER1_11752
if
00E1: player 0 pressed_button 16
else_jump @LAWYER1_11783
$58 = 1 // integer values
jump @LAWYER1_12103
:LAWYER1_11783
jump @LAWYER1_11624
:LAWYER1_11790
if
not Actor.Dead($2099)
else_jump @LAWYER1_11877
011C: actor $2099 clear_objective
0211: actor $2099 walk_to 93.5 -1464.9
Camera.SetPosition(98.558, -1472.228, 9.79, 0.0, 0.0, 0.0)
Camera.PointAt(97.862, -1471.546, 10.0, 2)
:LAWYER1_11877
17@ = 0 // integer values
:LAWYER1_11884
if
80ED: not actor $2099 0 93.5 -1464.9 radius 1.5 1.5
else_jump @LAWYER1_12103
wait 0
if
Actor.Dead($2099)
else_jump @LAWYER1_11971
00BC: text_highpriority 'LAW1_4' 5000 ms 1 // ~r~You killed the Colonel's daughter!
jump @LAWYER1_12160
jump @LAWYER1_11986
:LAWYER1_11971
0211: actor $2099 walk_to 93.5 -1464.9
:LAWYER1_11986
if
17@ > 10000 // integer values
else_jump @LAWYER1_12012
jump @LAWYER1_12177
:LAWYER1_12012
if
00E1: player 0 pressed_button 16
else_jump @LAWYER1_12043
$58 = 1 // integer values
jump @LAWYER1_12103
:LAWYER1_12043
if
17@ > 500 // integer values
else_jump @LAWYER1_12096
if
03D2: wav 1 ended
else_jump @LAWYER1_12096
03D1: play_wav 2
00BC: text_highpriority 'LAW1_11' 2000 ms 1 // I'm sure you will.
:LAWYER1_12096
jump @LAWYER1_11884
:LAWYER1_12103
if
$58 == 1 // integer values
else_jump @LAWYER1_12140
fade 0 1000
wait 1000
fade 1 1000
:LAWYER1_12140
Actor.DestroyInstantly($2099)
Camera.Restore_WithJumpCut
043C: set_game_sounds_disable_on_fade 1
00BE: text_clear_all
jump @LAWYER1_12177
:LAWYER1_12160
00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED!
return
:LAWYER1_12177
$PASSED_LAW1_THE_PARTY = 1 // integer values
0394: play_music 1
01E3: text_1number_styled 'M_PASS' number 100 time 5000 style 1 // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 100
0318: set_latest_mission_passed 'LAW_1' // The Party
030C: progress_made += 1
create_thread @LAW2
04EC: set_zone_car_class_info 'OCEAND1' 1 200 0 200 300 0 0 100 100 100 500 500
04EC: set_zone_car_class_info 'OCEAND1' 0 200 0 250 300 0 0 100 50 100 500 500
04EC: set_zone_car_class_info 'OCEAND2' 1 200 0 200 300 0 0 100 100 100 500 500
04EC: set_zone_car_class_info 'OCEAND2' 0 200 0 250 300 0 0 100 50 100 500 500
04EC: set_zone_car_class_info 'BEACH1' 1 300 0 250 250 0 0 100 100 0 500 500
04EC: set_zone_car_class_info 'BEACH1' 0 300 0 250 250 0 0 100 0 100 500 500
04EC: set_zone_car_class_info 'BEACH2' 1 260 0 240 250 0 0 100 50 100 500 500
04EC: set_zone_car_class_info 'BEACH2' 0 200 0 300 300 0 0 100 0 100 500 500
04EC: set_zone_car_class_info 'STREET3' 1 300 0 350 200 0 0 100 0 50 500 500
04EC: set_zone_car_class_info 'STREET3' 0 250 0 300 250 0 0 150 0 50 500 500
04EC: set_zone_car_class_info 'CLUB2' 1 300 0 350 200 0 0 100 0 50 500 500
04EC: set_zone_car_class_info 'CLUB2' 0 250 0 300 250 0 0 150 0 50 500 500
04EC: set_zone_car_class_info 'SHOP2' 1 300 0 350 200 0 0 100 0 50 500 500
04EC: set_zone_car_class_info 'SHOP2' 0 250 0 300 250 0 0 100 0 100 500 500
055B: $1284 = create_clothes_pickup 1 at 226.4 -1265.6 20.1
$1277 = 1 // integer values
055B: $1285 = create_clothes_pickup 2 at 97.5 -1133.6 10.4
$1265 = 1 // integer values
create_thread @CLOTH1
return
:LAWYER1_12855
$ONMISSION = 0 // integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
Marker.Disable($19)
Marker.Disable($59)
Marker.Disable(5@)
Object.Destroy($1007)
$1007 = Object.Init(#STRIPCLBDRCLSD, 97.203, -1469.731, 10.578)
Object.RemoveFromMissionCleanupList($1007)
Model.Destroy(#FREEWAY)
Model.Destroy(#HMYST)
Model.Destroy(#CHEETAH)
Model.Destroy(#INFERNUS)
Model.Destroy(#STRETCH)
Model.Destroy(#BANSHEE)
014C: set_parked_car_generator $1949 cars_to_generate_to 101
0296: unload_special_actor 3
040D: unload_wav 1
040D: unload_wav 2
01B7: release_weather
mission_cleanup
return
//-------------Mission 4---------------
// Originally: Back Alley Brawl
:LAWYER2
gosub @LAWYER2_36
if
wasted_or_busted
else_jump @LAWYER2_27
gosub @LAWYER2_13315
:LAWYER2_27
gosub @LAWYER2_13398
end_thread
:LAWYER2_36
increment_mission_attempts
$ONMISSION = 1 // integer values
thread 'LAWYER2'
wait 0
054C: use_GXT_table 'LAWYER2'
058E: set_restart_mission_taxi_destination 110.6 -824.2 9.6 327.9
14@ = 0 // integer values
$2132 = 0 // integer values
$2133 = 0 // integer values
$2134 = 0 // integer values
$2135 = 0 // integer values
$2136 = 0 // integer values
$2137 = 0 // integer values
$2138 = 0 // integer values
$2120 = 0 // integer values
$38 = 0 // integer values
$39 = 0 // integer values
$33 = 0 // integer values
$34 = 0 // integer values
5@ = 0 // integer values
$2121 = 0 // integer values
$56 = 0 // integer values
$2143 = 433.7 // floating-point values
$2144 = -575.9 // floating-point values
$2145 = 9.7 // floating-point values
6@ = 0 // integer values
$2122 = 0 // integer values
$2140 = 0 // integer values
$2141 = 0 // integer values
8@ = 0 // integer values
12@ = 0 // integer values
7@ = 0 // integer values
13@ = 0 // integer values
$2123 = 0 // integer values
$2142 = 0 // integer values
03E6: remove_text_box
select_interior 6
023C: load_special_actor 1 'CSPLAY'
023C: load_special_actor 2 'CSKEN'
02F3: load_object #CUTOBJ01 'LWCHARA'
02F3: load_object #CUTOBJ02 'LWCHARB'
02F3: load_object #CUTOBJ03 'LCFAN'
02F3: load_object #CUTOBJ04 'LAWDOOR'
038B: load_requested_models
:LAWYER2_387
if or
823D: not special_actor 1 loaded
823D: not special_actor 2 loaded
not Model.Available(#CUTOBJ01)
not Model.Available(#CUTOBJ02)
not Model.Available(#CUTOBJ03)
not Model.Available(#CUTOBJ04)
else_jump @LAWYER2_437
wait 0
jump @LAWYER2_387
:LAWYER2_437
Camera.SetAtPos(140.6, -1367.4, 13.1)
02E4: load_cutscene_data 'LAW_2A'
0244: set_cutscene_pos 141.441 -1366.722 12.163
041D: set_camera_near_clip 0.1
02E5: $125 = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $125 'CSPLAY'
02E5: $141 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $141 'CSKEN'
02E5: $191 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $191 'LWCHARA'
02E5: $192 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $192 'LWCHARB'
02E5: $202 = create_cutscene_object #CUTOBJ03
04BC: 'LCFAN'
02E6: set_cutscene_anim $202 'LCFAN'
02E5: $210 = create_cutscene_object #CUTOBJ04
02E6: set_cutscene_anim $210 'LAWDOOR'
0395: clear_area 1 at 119.0 -826.8 range 9.8 0.5
0055: put_player $PLAYER_CHAR at 119.0 -826.8 9.8
0171: set_player $PLAYER_CHAR z_angle_to 60.0
fade 1 1500
03AD: set_rubbish 0
03AF: set_streaming 1
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime
:LAWYER2_698
if
987 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_733
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_698
:LAWYER2_733
00BC: text_highpriority 'LAW2_A' 10000 ms 1 // Ah! Well, I hope you're having a good time. Because I'm going out of my mind with worry here. What did you find out?
:LAWYER2_748
if
6800 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_783
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_748
:LAWYER2_783
00BC: text_highpriority 'LAW2_B' 10000 ms 1 // That there are more criminals in this town than in prison. We need a lead from the streets...
:LAWYER2_798
if
11088 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_833
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_798
:LAWYER2_833
00BC: text_highpriority 'LAW2_C' 10000 ms 1 // Ok, let me think, let me think, let me think -
:LAWYER2_848
if
12888 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_883
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_848
:LAWYER2_883
00BC: text_highpriority 'LAW2_D' 10000 ms 1 // - AH! I've got it!
:LAWYER2_898
if
14496 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_933
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_898
:LAWYER2_933
00BC: text_highpriority 'LAW2_E' 10000 ms 1 // Ok, There's this limey, some music industry slimeball,
:LAWYER2_948
if
17164 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_983
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_948
:LAWYER2_983
00BC: text_highpriority 'LAW2_F' 10000 ms 1 // goes by the name of Kent Paul.
:LAWYER2_998
if
18793 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_1033
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_998
:LAWYER2_1033
00BC: text_highpriority 'LAW2_G' 10000 ms 1 // Anyway, he's got his nose so far up most of Vice City's ass
:LAWYER2_1048
if
22223 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_1083
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_1048
:LAWYER2_1083
00BC: text_highpriority 'LAW2_H' 10000 ms 1 // that if anybody knows the whereabouts of 20 k's of coke,
:LAWYER2_1098
if
25376 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_1133
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_1098
:LAWYER2_1133
00BC: text_highpriority 'LAW2_I' 10000 ms 1 // it's this guy, all right? He's always at The Malibu.
:LAWYER2_1148
if
28768 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_1183
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_1148
:LAWYER2_1183
00BC: text_highpriority 'LAW2_J' 10000 ms 1 // I'll go pay him a visit.
:LAWYER2_1198
if
31266 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_1233
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_1198
:LAWYER2_1233
00BC: text_highpriority 'LAW2_K' 10000 ms 1 // Take it easy now.
:LAWYER2_1248
if
32433 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_1283
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_1248
:LAWYER2_1283
00BE: text_clear_all
:LAWYER2_1285
if
33422 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_1322
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_1285
:LAWYER2_1322
fade 0 1500
00BE: text_clear_all
:LAWYER2_1331
if
fading
else_jump @LAWYER2_1355
wait 0
jump @LAWYER2_1331
:LAWYER2_1355
03AD: set_rubbish 1
02EA: end_cutscene
03C8: set_camera_directly_before_player
0296: unload_special_actor 1
0296: unload_special_actor 2
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Model.Destroy(#CUTOBJ03)
Model.Destroy(#CUTOBJ04)
select_interior 0
Camera.SetAtPos(117.1, -825.6, 9.8)
$993 = 1 // integer values
Object.Destroy($1013)
$1013 = Object.Init(#OD_CLBDR_OPEN, 490.34, -77.017, 11.598)
Object.RemoveFromMissionCleanupList($1013)
$1012 = 1 // integer values
$1011 = 0 // integer values
wait 500
fade 1 1500
00BC: text_highpriority 'LAW2_6' 10000 ms 2 // ~g~Go to the Malibu Club and find Kent Paul.
018A: 15@ = create_checkpoint_at $513 $514 $515
:LAWYER2_1506
if
80F6: not player $PLAYER_CHAR 1 491.0 -77.7 10.4 radius 2.0 2.0 3.0
else_jump @LAWYER2_1644
wait 0
if
00F5: player $PLAYER_CHAR 1 491.0 -77.7 10.4 radius 2.0 2.0 3.0
else_jump @LAWYER2_1637
if
047E: player $PLAYER_CHAR driving_a_motorbike
else_jump @LAWYER2_1637
00DA: $2124 = player $PLAYER_CHAR car
jump @LAWYER2_1644
:LAWYER2_1637
jump @LAWYER2_1506
:LAWYER2_1644
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1
Camera.SetPosition(502.203, -95.118, 10.771, 0.0, 0.0, 0.0)
Camera.PointAt(501.811, -94.212, 10.93, 2)
if
047E: player $PLAYER_CHAR driving_a_motorbike
else_jump @LAWYER2_1795
if
not Car.Wrecked($2124)
else_jump @LAWYER2_1768
Car.PutAt($2124, 496.3, -82.8, 9.0)
Car.Angle($2124) = 116.6
:LAWYER2_1768
012A: put_player $PLAYER_CHAR at 493.2 -79.7 10.4 and_remove_from_car
jump @LAWYER2_1815
:LAWYER2_1795
0055: put_player $PLAYER_CHAR at 493.2 -79.7 10.4
:LAWYER2_1815
0171: set_player $PLAYER_CHAR z_angle_to 58.0
0211: actor $PLAYER_ACTOR walk_to 487.8 -74.3
wait 1000
0169: set_fade_color 0 0 0
fade 0 1500
:LAWYER2_1860
if
fading
else_jump @LAWYER2_1884
wait 0
jump @LAWYER2_1860
:LAWYER2_1884
011C: actor $PLAYER_ACTOR clear_objective
$993 = 0 // integer values
Object.Destroy($1013)
$1013 = Object.Init(#OD_CLBDR_CLOSE, 490.34, -77.017, 11.598)
Object.RemoveFromMissionCleanupList($1013)
$1011 = 1 // integer values
$1012 = 0 // integer values
$986 = 0 // integer values
Model.Load(#INFERNUS)
Model.Load(#COLT45)
01BD: $29 = current_time_in_ms
$30 = 0 // integer values
:LAWYER2_1971
if and
not Player.Controllable($PLAYER_CHAR)
5000 > $30 // integer values
else_jump @LAWYER2_2027
wait 0
01BD: $28 = current_time_in_ms
0084: $30 = $28 // integer values and handles
0060: $30 -= $29 // integer values
jump @LAWYER2_1971
:LAWYER2_2027
Player.MakeSafe($PLAYER_CHAR)
03AD: set_rubbish 0
03AF: set_streaming 0
023C: load_special_actor 1 'CSPLAY'
023C: load_special_actor 2 'CSKENT'
023C: load_special_actor 3 'BOUNCA'
023C: load_special_actor 4 'FLOOZYB'
select_interior 17
04F9: set_extracolors 1 fade 0
038B: load_requested_models
:LAWYER2_2100
if or
823D: not special_actor 1 loaded
823D: not special_actor 2 loaded
823D: not special_actor 3 loaded
823D: not special_actor 4 loaded
else_jump @LAWYER2_2138
wait 0
jump @LAWYER2_2100
:LAWYER2_2138
Camera.SetAtPos(476.972, -65.499, 8.943)
0395: clear_area 1 at 476.972 -65.499 range 8.943 15.0
02E4: load_cutscene_data 'LAW_2B'
0244: set_cutscene_pos 476.972 -65.499 8.943
041D: set_camera_near_clip 0.3
02E5: $125 = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $125 'CSPLAY'
02E5: $142 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $142 'CSKENT'
02E5: 0@ = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim 0@ 'BOUNCA'
02E5: $175 = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $175 'FLOOZYB'
0395: clear_area 1 at 493.1 -82.4 range 9.8 1.0
0055: put_player $PLAYER_CHAR at 493.1 -82.4 9.8
0171: set_player $PLAYER_CHAR z_angle_to 220.0
fade 1 1500
03AF: set_streaming 1
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime
:LAWYER2_2365
if
1018 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_2400
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_2365
:LAWYER2_2400
00BC: text_highpriority 'LAW2B_A' 10000 ms 1 // Where'd you pop up from?
:LAWYER2_2415
if
2526 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_2450
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_2415
:LAWYER2_2450
00BC: text_highpriority 'LAW2B_B' 10000 ms 1 // I've been looking for a bird like you for ages, mate...
:LAWYER2_2465
if
5339 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_2500
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_2465
:LAWYER2_2500
00BC: text_highpriority 'LAW2B_D' 10000 ms 1 // I'm looking for some English guy...
:LAWYER2_2515
if
9000 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_2550
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_2515
:LAWYER2_2550
00BC: text_highpriority 'LAW2B_C' 10000 ms 1 // Kent Paul, mate. Yeah, I'm the guvnor 'round here.
:LAWYER2_2565
if
11311 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_2600
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_2565
:LAWYER2_2600
00BC: text_highpriority 'LAW2B_E' 10000 ms 1 // I sort things out, you know what I mean?
:LAWYER2_2615
if
12536 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_2650
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_2615
:LAWYER2_2650
00BC: text_highpriority 'LAW2B_F' 10000 ms 1 // I'll treat you. Whatever you want, I'll get you, girl.
:LAWYER2_2665
if
14601 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_2700
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_2665
:LAWYER2_2700
00BC: text_highpriority 'LAW2B_G' 10000 ms 1 // Don't you worry about a thing, mate.
:LAWYER2_2715
if
16228 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_2750
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_2715
:LAWYER2_2750
00BC: text_highpriority 'LAW2B_H' 10000 ms 1 // Get lost, honey.
:LAWYER2_2765
if
18290 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_2800
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_2765
:LAWYER2_2800
00BC: text_highpriority 'LAW2B_I' 10000 ms 1 // Oi oi oi oi oi!
:LAWYER2_2815
if
20060 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_2850
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_2815
:LAWYER2_2850
00BC: text_highpriority 'LAW2B_J' 10000 ms 1 // You Kent Paul? I'm a friend of Rosenberg's...
:LAWYER2_2865
if
23582 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_2900
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_2865
:LAWYER2_2900
00BC: text_highpriority 'LAW2B_K' 10000 ms 1 // Rosenberg...Rosenberg...Oh, that bonkers ambulance chaser!
:LAWYER2_2915
if
31000 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_2950
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_2915
:LAWYER2_2950
00BC: text_highpriority 'LAW2B_L' 10000 ms 1 // That guy could defend an innocent man all the way to death row!
:LAWYER2_2965
if
34762 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_3002
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_2965
:LAWYER2_3002
00BC: text_highpriority 'LAW2B_M' 10000 ms 1 // Give us another drink, bruv.
:LAWYER2_3017
if
36141 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_3054
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_3017
:LAWYER2_3054
00BC: text_highpriority 'LAW2B_N' 10000 ms 1 // Everybody's a comedian.
:LAWYER2_3069
if
37719 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_3106
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_3069
:LAWYER2_3106
00BC: text_highpriority 'LAW2B_O' 10000 ms 1 // Listen to me, I'm missing twenty keys and a lot of cash...
:LAWYER2_3121
if
40549 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_3158
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_3121
:LAWYER2_3158
00BC: text_highpriority 'LAW2B_P' 10000 ms 1 // Drugs, mate? It's a mug's game.
:LAWYER2_3173
if
42314 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_3210
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_3173
:LAWYER2_3210
00BC: text_highpriority 'LAW2B_Q' 10000 ms 1 // What do you know about it?
:LAWYER2_3225
if
44319 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_3262
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_3225
:LAWYER2_3262
00BC: text_highpriority 'LAW2B_R' 10000 ms 1 // Oi oi! What I was coming to was,
:LAWYER2_3277
if
46344 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_3314
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_3277
:LAWYER2_3314
00BC: text_highpriority 'LAW2B_S' 10000 ms 1 // there's some chef-cum-trumpetshifter who deals out kitchen of a hotel on Ocean Drive.
:LAWYER2_3329
if
50737 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_3366
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_3329
:LAWYER2_3366
00BC: text_highpriority 'LAW2B_T' 10000 ms 1 // He's been looking real pleased with himself lately. You could go and check him out...?!
:LAWYER2_3381
if
54654 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_3418
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_3381
:LAWYER2_3418
00BC: text_highpriority 'LAW2B_U' 10000 ms 1 // I will - and I'll be seeing you around.
:LAWYER2_3433
if
60868 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_3470
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_3433
:LAWYER2_3470
00BC: text_highpriority 'LAW2B_V' 10000 ms 1 // Yeah, that's right. Go on - walk away, you mug. I'll knock you spark out!
:LAWYER2_3485
if
64355 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_3522
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_3485
:LAWYER2_3522
00BC: text_highpriority 'LAW2B_W' 10000 ms 1 // Give me a drink - and where's that slut!
:LAWYER2_3537
if
66768 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_3574
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_3537
:LAWYER2_3574
00BE: text_clear_all
fade 0 1500
00BE: text_clear_all
:LAWYER2_3585
if
fading
else_jump @LAWYER2_3609
wait 0
jump @LAWYER2_3585
:LAWYER2_3609
00BA: text_styled 'BEACH3' 5000 ms 2 // Vice Point
03AD: set_rubbish 1
02EA: end_cutscene
Camera.SetBehindPlayer
0296: unload_special_actor 1
0296: unload_special_actor 2
0296: unload_special_actor 3
0296: unload_special_actor 4
04FA: reset_sky_colors_with_fade 0
select_interior 0
Camera.SetAtPos(493.1, -82.4, 9.8)
$993 = 0 // integer values
023C: load_special_actor 3 'CHEF'
023C: load_special_actor 4 'IGBUDDY'
Model.Load(#CELLPHONE)
038B: load_requested_models
:LAWYER2_3711
if or
not Model.Available(#INFERNUS)
not Model.Available(#COLT45)
else_jump @LAWYER2_3743
wait 0
jump @LAWYER2_3711
:LAWYER2_3743
wait 500
fade 1 1500
Marker.Disable(15@)
$2125 = Actor.Create(CivFemale, #SPECIAL03, $2143, $2144, $2145)
Actor.Angle($2125) = 70.0
Actor.Health($2125) = 100
052B: actor $2125 hold_cellphone 1
01ED: clear_actor $2125 threat_search
00BC: text_highpriority 'LAW2_7' 10000 ms 2 // ~g~Go and find the chef on Ocean Drive.
$19 = Marker.CreateAboveActor($2125)
17@ = 0 // integer values
:LAWYER2_3837
if
not Actor.Dead($2125)
else_jump @LAWYER2_5279
wait 0
if
$2140 == 0 // integer values
else_jump @LAWYER2_4864
if
not Actor.Dead($2125)
else_jump @LAWYER2_4857
if
8184: not actor $2125 health >= 99
else_jump @LAWYER2_3931
052B: actor $2125 hold_cellphone 0
01CA: actor $2125 kill_player $PLAYER_CHAR
$2140 = 1 // integer values
:LAWYER2_3931
if
00FB: player $PLAYER_CHAR 0 $2125 radius 8.0 8.0 3.0
else_jump @LAWYER2_4279
if
$2141 == 0 // integer values
else_jump @LAWYER2_4279
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1
if
00E0: player $PLAYER_CHAR driving
else_jump @LAWYER2_4017
03E2: actor $PLAYER_ACTOR exit_car
:LAWYER2_4017
Camera.SetPosition(434.913, -575.577, 11.245, 0.0, 0.0, 0.0)
Camera.PointAt(433.925, -575.73, 11.256, 2)
wait 2000
if
not Actor.Dead($2125)
else_jump @LAWYER2_4279
Camera.SetPosition(431.418, -566.374, 16.361, 0.0, 0.0, 0.0)
Camera.PointAt(431.554, -567.186, 15.795, 2)
if
not Actor.Dead($2125)
else_jump @LAWYER2_4188
022C: set_actor $2125 to_look_at_actor $PLAYER_ACTOR
022C: set_actor $PLAYER_ACTOR to_look_at_actor $2125
020E: actor $2125 look_at_actor $PLAYER_ACTOR
020E: actor $PLAYER_ACTOR look_at_actor $2125
:LAWYER2_4188
17@ = 0 // integer values
:LAWYER2_4195
if
00E0: player $PLAYER_CHAR driving
else_jump @LAWYER2_4261
wait 0
if
17@ > 2000 // integer values
else_jump @LAWYER2_4254
012A: put_player $PLAYER_CHAR at 428.4 -573.7 9.7 and_remove_from_car
:LAWYER2_4254
jump @LAWYER2_4195
:LAWYER2_4261
0211: actor $PLAYER_ACTOR walk_to $2143 $2144
$2141 = 1 // integer values
:LAWYER2_4279
if
$2141 == 1 // integer values
else_jump @LAWYER2_4857
if
not Actor.Dead($2125)
else_jump @LAWYER2_4857
if and
$38 == 0 // integer values
17@ > 0 // integer values
else_jump @LAWYER2_4578
if
$33 == 0 // integer values
else_jump @LAWYER2_4394
03CF: load_wav 'LAW2_1' as 1
03CF: load_wav 'LAW2_2' as 2
$33 = 1 // integer values
jump @LAWYER2_4420
:LAWYER2_4394
if and
03D0: wav 1 loaded
03D0: wav 2 loaded
else_jump @LAWYER2_4420
$34 = 1 // integer values
:LAWYER2_4420
if
$34 == 1 // integer values
else_jump @LAWYER2_4578
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1
03D1: play_wav 1
if
not Actor.Dead($2125)
else_jump @LAWYER2_4472
052B: actor $2125 hold_cellphone 0
:LAWYER2_4472
00BC: text_highpriority 'LAW2_1' 2000 ms 2 // Hey, whatchoo lookin' at?
0372: set_actor $2125 anim 19 wait_state_time 10000 ms
0293: $18 = get_controller_mode
if
03D2: wav 1 ended
else_jump @LAWYER2_4578
0372: set_actor $2125 anim 0 wait_state_time 100 ms
wait 500
03D1: play_wav 2
00BC: text_highpriority 'LAW2_2' 2000 ms 2 // You better start talking..
$38 = 1 // integer values
$33 = 0 // integer values
$34 = 0 // integer values
17@ = 0 // integer values
:LAWYER2_4578
if
not Actor.Dead($2125)
else_jump @LAWYER2_4635
if
00FB: player $PLAYER_CHAR 0 $2125 radius 0.7 0.7 2.0
else_jump @LAWYER2_4635
011C: actor $PLAYER_ACTOR clear_objective
:LAWYER2_4635
if and
$38 == 1 // integer values
$39 == 0 // integer values
17@ > 2000 // integer values
else_jump @LAWYER2_4857
if
$33 == 0 // integer values
else_jump @LAWYER2_4712
03CF: load_wav 'LAW2_3' as 1
$33 = 1 // integer values
jump @LAWYER2_4734
:LAWYER2_4712
if
03D0: wav 1 loaded
else_jump @LAWYER2_4734
$34 = 1 // integer values
:LAWYER2_4734
if
$34 == 1 // integer values
else_jump @LAWYER2_4857
03D1: play_wav 1
00BC: text_highpriority 'LAW2_3' 2000 ms 2 // Hey, make me, you prick!
04E3: unknown_player $PLAYER_CHAR 2 60000
0372: set_actor $2125 anim 19 wait_state_time 1500 ms
if
03D2: wav 1 ended
else_jump @LAWYER2_4857
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0
$38 = 1 // integer values
$39 = 1 // integer values
$33 = 0 // integer values
$34 = 0 // integer values
17@ = 0 // integer values
$2140 = 1 // integer values
:LAWYER2_4857
jump @LAWYER2_5272
:LAWYER2_4864
if
13@ == 0 // integer values
else_jump @LAWYER2_5043
if
not Actor.Dead($2125)
else_jump @LAWYER2_5021
022F: set_actor $2125 stop_looking
01CA: actor $2125 kill_player $PLAYER_CHAR
011C: actor $PLAYER_ACTOR clear_objective
0372: set_actor $2125 anim 0 wait_state_time 0 ms
0293: $18 = get_controller_mode
if or
$18 == 0 // integer values
$18 == 1 // integer values
else_jump @LAWYER2_4965
03E5: text_box 'HELP17' // Press the ~h~~k~~PED_FIREWEAPON~ ~w~button to attack the chef.
:LAWYER2_4965
if
$18 == 2 // integer values
else_jump @LAWYER2_4993
03E5: text_box 'HELP18' // Press the~h~ ~k~~PED_FIREWEAPON~ ~w~button to attack the chef.
:LAWYER2_4993
if
$18 == 3 // integer values
else_jump @LAWYER2_5021
03E5: text_box 'HELP55' // Press the ~h~~k~~PED_FIREWEAPON~~w~ button to attack the chef.
:LAWYER2_5021
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
13@ = 1 // integer values
:LAWYER2_5043
if
not Actor.Dead($2125)
else_jump @LAWYER2_5272
if
80FF: not actor $2125 0 433.7 -575.9 9.7 radius 8.0 8.0 3.0
else_jump @LAWYER2_5154
if
12@ == 0 // integer values
else_jump @LAWYER2_5147
0211: actor $2125 walk_to 433.7 -575.9
12@ = 1 // integer values
:LAWYER2_5147
jump @LAWYER2_5202
:LAWYER2_5154
if
12@ == 1 // integer values
else_jump @LAWYER2_5202
if
0126: actor $2125 walking
else_jump @LAWYER2_5202
052B: actor $2125 hold_cellphone 1
12@ = 0 // integer values
:LAWYER2_5202
if
00F5: player $PLAYER_CHAR 0 433.7 -575.9 9.7 radius 8.0 8.0 3.0
else_jump @LAWYER2_5272
052B: actor $2125 hold_cellphone 0
01CA: actor $2125 kill_player $PLAYER_CHAR
12@ = 0 // integer values
:LAWYER2_5272
jump @LAWYER2_3837
:LAWYER2_5279
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
022F: set_actor $PLAYER_ACTOR stop_looking
Marker.Disable($19)
if
056D: actor $2125 defined
else_jump @LAWYER2_5370
Actor.StoreDeadActorPos($2125, $2143, $2144, $2145)
$2145 += 0.5 // floating-point values
10@ = Pickup.Create(#CELLPHONE, 3, $2143, $2144, $2145)
jump @LAWYER2_5389
:LAWYER2_5370
10@ = Pickup.Create(#CELLPHONE, 3, $2143, $2144, $2145)
:LAWYER2_5389
03DC: 11@ = create_marker_above_pickup 10@
00BC: text_highpriority 'LAW2_11' 5000 ms 2 // ~g~Pick up his cell phone.
:LAWYER2_5412
if
not Pickup.Picked_up(10@)
else_jump @LAWYER2_5439
wait 0
jump @LAWYER2_5412
:LAWYER2_5439
Player.CanMove($PLAYER_CHAR) = False
03D5: remove_text 'LAW2_11' // ~g~Pick up his cell phone.
03E5: text_box 'LAW2_12' // Cell phone acquired! You can now receive phone calls.
Marker.Disable(11@)
wait 1500
0169: set_fade_color 0 0 0
fade 0 1000
:LAWYER2_5491
if
fading
else_jump @LAWYER2_5515
wait 0
jump @LAWYER2_5491
:LAWYER2_5515
03E6: remove_text_box
Actor.DestroyInstantly($2125)
Marker.Disable($19)
01BD: $29 = current_time_in_ms
$30 = 0 // integer values
:LAWYER2_5539
if and
not Player.Controllable($PLAYER_CHAR)
5000 > $30 // integer values
else_jump @LAWYER2_5595
wait 0
01BD: $28 = current_time_in_ms
0084: $30 = $28 // integer values and handles
0060: $30 -= $29 // integer values
jump @LAWYER2_5539
:LAWYER2_5595
Player.MakeSafe($PLAYER_CHAR)
03AD: set_rubbish 0
03AF: set_streaming 0
023C: load_special_actor 1 'CSPLAY'
023C: load_special_actor 2 'CSBUDDY'
02F3: load_object #CUTOBJ01 'GUNCOLT'
Camera.SetAtPos(440.163, -567.622, 10.031)
038B: load_requested_models
:LAWYER2_5664
if or
823D: not special_actor 1 loaded
823D: not special_actor 2 loaded
823D: not special_actor 3 loaded
not Model.Available(#CUTOBJ01)
else_jump @LAWYER2_5703
wait 0
jump @LAWYER2_5664
:LAWYER2_5703
0395: clear_area 1 at $2143 $2144 range $2145 20.0
02E4: load_cutscene_data 'LAW_2C'
0244: set_cutscene_pos 440.163 -567.622 10.031
041D: set_camera_near_clip 0.1
02E5: $125 = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $125 'CSPLAY'
02E5: $136 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $136 'CSBUDDY'
02E5: 1@ = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim 1@ 'CHEF01'
02E5: 2@ = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim 2@ 'CHEF02'
02E5: 3@ = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim 3@ 'CHEF03'
02E5: 9@ = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim 9@ 'GUNCOLT'
if
00E0: player $PLAYER_CHAR driving
else_jump @LAWYER2_5919
012A: put_player $PLAYER_CHAR at 433.0 -574.5 9.6 and_remove_from_car
jump @LAWYER2_5939
:LAWYER2_5919
0055: put_player $PLAYER_CHAR at 433.0 -574.5 9.6
:LAWYER2_5939
fade 1 1500
03AD: set_rubbish 0
03AF: set_streaming 1
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime
:LAWYER2_5961
if
3050 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_5996
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_5961
:LAWYER2_5996
00BC: text_highpriority 'LAW2C_A' 10000 ms 1 // Oh, way to go, tough guy. Beat him to a pulp. That should make him real chatty.
:LAWYER2_6011
if
9000 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_6046
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_6011
:LAWYER2_6046
00BC: text_highpriority 'LAW2C_B' 10000 ms 1 // You want some, too?
:LAWYER2_6061
if
10080 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_6096
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_6061
:LAWYER2_6096
00BC: text_highpriority 'LAW2C_C' 10000 ms 1 // Hey, chill. I want what you want, brother.
:LAWYER2_6111
if
13080 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_6146
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_6111
:LAWYER2_6146
00BC: text_highpriority 'LAW2C_D' 10000 ms 1 // Oh, yeah? And what's that?
:LAWYER2_6161
if
14250 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_6196
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_6161
:LAWYER2_6196
00BC: text_highpriority 'LAW2C_E' 10000 ms 1 // Your green - and my dead brother's white lady. Unfortunately, you just silenced our lead.
:LAWYER2_6211
if
21170 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_6246
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_6211
:LAWYER2_6246
00BC: text_highpriority 'LAW2C_F' 10000 ms 1 // Accidents happen. Get lost.
:LAWYER2_6261
if
23160 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_6296
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_6261
:LAWYER2_6296
00BC: text_highpriority 'LAW2C_G' 10000 ms 1 // Hey, hey, whoa. No need to go all 'Lone Ranger' on my ass.
:LAWYER2_6311
if
28030 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_6346
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_6311
:LAWYER2_6346
00BC: text_highpriority 'LAW2C_H' 10000 ms 1 // The way I see it - we two hombres in a strange town. We need to watch each other's back.
:LAWYER2_6361
if
34070 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_6398
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_6361
:LAWYER2_6398
00BC: text_highpriority 'LAW2C_I' 10000 ms 1 // My back's just fine, brother...
:LAWYER2_6413
if
36060 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_6450
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_6413
:LAWYER2_6450
00BC: text_highpriority 'LAW2C_J' 10000 ms 1 // You sure about that? Here, take this.
:LAWYER2_6465
if
39100 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_6502
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_6465
:LAWYER2_6502
00BC: text_highpriority 'LAW2C_K' 10000 ms 1 // Follow me!
:LAWYER2_6517
if
40100 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_6554
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_6517
:LAWYER2_6554
00BE: text_clear_all
:LAWYER2_6556
if
40744 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER2_6593
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER2_6556
:LAWYER2_6593
fade 0 1500
00BE: text_clear_all
:LAWYER2_6602
if
fading
else_jump @LAWYER2_6626
wait 0
jump @LAWYER2_6602
:LAWYER2_6626
03AD: set_rubbish 1
02EA: end_cutscene
0296: unload_special_actor 1
0296: unload_special_actor 2
Model.Destroy(#CUTOBJ01)
Player.CanMove($PLAYER_CHAR) = False
Model.Load(#CLEAVER)
Model.Load(#KNIFECUR)
:LAWYER2_6662
if or
not Model.Available(#CLEAVER)
not Model.Available(#KNIFECUR)
else_jump @LAWYER2_6694
wait 0
jump @LAWYER2_6662
:LAWYER2_6694
if
00E0: player $PLAYER_CHAR driving
else_jump @LAWYER2_6737
012A: put_player $PLAYER_CHAR at 433.0 -574.5 9.6 and_remove_from_car
jump @LAWYER2_6757
:LAWYER2_6737
0055: put_player $PLAYER_CHAR at 433.0 -574.5 9.6
:LAWYER2_6757
0171: set_player $PLAYER_CHAR z_angle_to 327.0
0395: clear_area 0 at 265.7 -929.3 range 9.7 4.0
$LANCE_VANCE = Actor.Create(CivFemale, #SPECIAL04, 433.1, -575.8, 9.6)
Actor.Angle($LANCE_VANCE) = 143.0
0243: set_actor $LANCE_VANCE ped_stats_to 16
04F5: unknown_actor $LANCE_VANCE kiss_player $PLAYER_CHAR on 1
0568: set_actor $LANCE_VANCE untargetable 1
0446: set_actor $LANCE_VANCE dismemberment_possible 0
01B2: give_actor $LANCE_VANCE weapon 17 ammo 9999 // Load the weapon model before using this
$57 = Marker.CreateAboveActor($LANCE_VANCE)
0395: clear_area 0 at 431.3 -655.4 range 9.7 6.0
$26 = Car.Create(#INFERNUS, 431.3, -655.4, 10.6)
Car.Health($26) = 2000
020A: set_car $26 door_status_to 1
Car.Angle($26) = 156.0
0229: set_car $26 color_to 1 1
$2139 = Marker.CreateAboveCar($26)
039E: set_actor $LANCE_VANCE locked_while_in_vehicle 1
0526: set_actor $LANCE_VANCE stay_in_car_when_jacked 1
01B1: give_player $PLAYER_CHAR weapon 17 ammo 34 // Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 17
0395: clear_area 0 at 439.0 -567.7 range 9.6 1.0
$2126 = Actor.Create(CivFemale, #SPECIAL03, 439.2, -567.9, 9.6)
01ED: clear_actor $2126 threat_search
0243: set_actor $2126 ped_stats_to 16
01B2: give_actor $2126 weapon 8 ammo 0 // Load the weapon model before using this
Actor.Angle($2126) = 154.0
0395: clear_area 0 at 437.4 -567.8 range 9.6 1.0
$2127 = Actor.Create(CivFemale, #SPECIAL03, 438.2, -567.8, 9.6)
01ED: clear_actor $2127 threat_search
0243: set_actor $2127 ped_stats_to 16
01B2: give_actor $2127 weapon 5 ammo 0 // Load the weapon model before using this
Actor.Angle($2127) = 154.0
0395: clear_area 0 at 435.4 -566.2 range 9.6 1.0
$2128 = Actor.Create(CivFemale, #SPECIAL03, 437.2, -567.4, 9.6)
01ED: clear_actor $2128 threat_search
0243: set_actor $2128 ped_stats_to 16
01B2: give_actor $2128 weapon 8 ammo 0 // Load the weapon model before using this
Actor.Angle($2128) = 154.0
17@ = 0 // integer values
03CF: load_wav 'LAW2_4' as 1
02A3: enable_widescreen 1
wait 0
if
not Actor.Dead($2127)
else_jump @LAWYER2_7281
04C6: actor $PLAYER_ACTOR do_kung_fu_stance_towards_actor $2127
:LAWYER2_7281
wait 500
fade 1 1500
Camera.SetPosition(430.001, -576.716, 11.667, 0.0, 0.0, 0.0)
Camera.PointAt(430.808, -576.17, 11.442, 2)
wait 1000
if
not Actor.Dead($LANCE_VANCE)
else_jump @LAWYER2_7380
0239: actor $LANCE_VANCE run_to 421.0 -598.1
:LAWYER2_7380
wait 1000
Camera.SetPosition(430.575, -575.37, 11.484, 0.0, 0.0, 0.0)
Camera.PointAt(430.389, -576.35, 11.405, 2)
if
03D0: wav 1 loaded
else_jump @LAWYER2_7455
03D1: play_wav 1
:LAWYER2_7455
00BC: text_highpriority 'LAW2_4' 2000 ms 2 // This way!
wait 500
0293: $18 = get_controller_mode
if or
$18 == 0 // integer values
$18 == 1 // integer values
else_jump @LAWYER2_7515
03E5: text_box 'GUN_2A' // Hold the ~h~~k~~PED_LOCK_TARGET~ ~w~button to ~h~auto-target~w~, press the ~h~~k~~PED_FIREWEAPON~ ~w~button to ~h~fire!
:LAWYER2_7515
if
$18 == 2 // integer values
else_jump @LAWYER2_7543
03E5: text_box 'GUN_2C' // Hold the ~h~~k~~PED_LOCK_TARGET~ ~w~button to ~h~auto-target~w~, press the ~h~~k~~PED_FIREWEAPON~ ~w~button to ~h~fire!
:LAWYER2_7543
if
$18 == 3 // integer values
else_jump @LAWYER2_7571
03E5: text_box 'GUN_2D' // Hold the ~h~~k~~PED_LOCK_TARGET~ ~w~button to ~h~auto-target~w~, press the ~h~~k~~PED_FIREWEAPON~ ~w~button to ~h~fire!
:LAWYER2_7571
011C: actor $PLAYER_ACTOR clear_objective
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0
Camera.Restore_WithJumpCut
if
Car.Wrecked($26)
else_jump @LAWYER2_7612
jump @LAWYER2_13315
:LAWYER2_7612
if
Actor.Dead($LANCE_VANCE)
else_jump @LAWYER2_7650
00BC: text_highpriority 'COK2_26' 5000 ms 2 // ~r~You killed Lance!
jump @LAWYER2_13315
:LAWYER2_7650
17@ = 0 // integer values
0054: store_player $PLAYER_CHAR position_to $95 $96 $97
041E: set_radio_station 3 -1
03CF: load_wav 'LANAMU1' as 1
03CF: load_wav 'LANAMU2' as 2
16@ = 0 // integer values
:LAWYER2_7708
if or
80DC: not player $PLAYER_CHAR driving $26
not Actor.InCar($LANCE_VANCE, $26)
else_jump @LAWYER2_9112
wait 0
if
$2123 == 0 // integer values
else_jump @LAWYER2_7828
if
16@ > 5000 // integer values
else_jump @LAWYER2_7828
if
$18 == 2 // integer values
else_jump @LAWYER2_7811
03E5: text_box 'HELP2A2' // Press the ~h~~k~~PED_SPRINT~~w~ button when running to ~h~sprint
jump @LAWYER2_7821
:LAWYER2_7811
03E5: text_box 'HELP2_A' // Press the ~h~~k~~PED_SPRINT~ ~w~button when running to ~h~sprint
:LAWYER2_7821
$2123 = 1 // integer values
:LAWYER2_7828
if
$2123 == 1 // integer values
else_jump @LAWYER2_7882
if
16@ > 9000 // integer values
else_jump @LAWYER2_7882
03E5: text_box 'HELP3' // You can only sprint for short periods before becoming tired.
$2123 = 2 // integer values
:LAWYER2_7882
if
not Actor.Dead($LANCE_VANCE)
else_jump @LAWYER2_8369
if
00FE: actor $LANCE_VANCE 0 427.6 -584.7 10.6 radius 1.0 1.0 5.0
else_jump @LAWYER2_7968
0239: actor $LANCE_VANCE run_to 421.0 -598.1
0411: set_actor $LANCE_VANCE use_pednode_seek 0
:LAWYER2_7968
if
00FE: actor $LANCE_VANCE 0 421.0 -598.1 10.6 radius 1.0 1.0 5.0
else_jump @LAWYER2_8038
0239: actor $LANCE_VANCE run_to 413.3 -614.3
0411: set_actor $LANCE_VANCE use_pednode_seek 0
:LAWYER2_8038
if
00FE: actor $LANCE_VANCE 0 413.3 -614.3 10.6 radius 1.0 1.0 5.0
else_jump @LAWYER2_8108
0239: actor $LANCE_VANCE run_to 405.6 -632.4
0411: set_actor $LANCE_VANCE use_pednode_seek 0
:LAWYER2_8108
if
00FE: actor $LANCE_VANCE 0 405.6 -632.4 10.6 radius 1.0 1.0 5.0
else_jump @LAWYER2_8178
0239: actor $LANCE_VANCE run_to 429.1 -648.7
0411: set_actor $LANCE_VANCE use_pednode_seek 0
:LAWYER2_8178
if
00FE: actor $LANCE_VANCE 0 429.1 -648.7 10.6 radius 1.0 1.0 5.0
else_jump @LAWYER2_8273
if
$2121 == 0 // integer values
else_jump @LAWYER2_8273
0239: actor $LANCE_VANCE run_to 429.5 -653.7
0411: set_actor $LANCE_VANCE use_pednode_seek 0
$2121 = 1 // integer values
:LAWYER2_8273
if
not Car.Wrecked($26)
else_jump @LAWYER2_8369
if
00FE: actor $LANCE_VANCE 0 429.5 -653.7 10.6 radius 1.0 1.0 5.0
else_jump @LAWYER2_8369
01ED: clear_actor $LANCE_VANCE threat_search
if
not Actor.InCar($LANCE_VANCE, $26)
else_jump @LAWYER2_8369
01D4: actor $LANCE_VANCE go_to_car $26 and_enter_it_as_a_passenger
:LAWYER2_8369
if
Actor.Dead($LANCE_VANCE)
else_jump @LAWYER2_8407
00BC: text_highpriority 'COK2_26' 5000 ms 2 // ~r~You killed Lance!
jump @LAWYER2_13315
:LAWYER2_8407
if
Car.Wrecked($26)
else_jump @LAWYER2_8430
jump @LAWYER2_13315
:LAWYER2_8430
if
17@ > 1000 // integer values
else_jump @LAWYER2_8789
if
8@ == 0 // integer values
else_jump @LAWYER2_8567
if
not Actor.Dead($2126)
else_jump @LAWYER2_8498
011A: set_actor $2126 search_threat 1
01CA: actor $2126 kill_player $PLAYER_CHAR
:LAWYER2_8498
if
not Actor.Dead($2127)
else_jump @LAWYER2_8529
011A: set_actor $2127 search_threat 1
01CA: actor $2127 kill_player $PLAYER_CHAR
:LAWYER2_8529
if
not Actor.Dead($2128)
else_jump @LAWYER2_8560
011A: set_actor $2128 search_threat 1
01CA: actor $2128 kill_player $PLAYER_CHAR
:LAWYER2_8560
8@ = 1 // integer values
:LAWYER2_8567
0054: store_player $PLAYER_CHAR position_to $95 $96 $97
if
not Actor.Dead($2126)
else_jump @LAWYER2_8648
if
8510: not unknown_actor $2126 on_path $95 $96 $97 radius 4.0
else_jump @LAWYER2_8648
009E: set_actor $2126 path $95 $96 $97 unknown 2.0 1
:LAWYER2_8648
if
not Actor.Dead($2127)
else_jump @LAWYER2_8715
if
8510: not unknown_actor $2127 on_path $95 $96 $97 radius 4.0
else_jump @LAWYER2_8715
009E: set_actor $2127 path $95 $96 $97 unknown 2.0 1
:LAWYER2_8715
if
not Actor.Dead($2128)
else_jump @LAWYER2_8782
if
8510: not unknown_actor $2128 on_path $95 $96 $97 radius 4.0
else_jump @LAWYER2_8782
009E: set_actor $2128 path $95 $96 $97 unknown 2.0 1
:LAWYER2_8782
17@ = 0 // integer values
:LAWYER2_8789
if and
Actor.Dead($2126)
$2133 == 0 // integer values
else_jump @LAWYER2_8826
14@ += 1 // integer values
$2133 = 1 // integer values
:LAWYER2_8826
if and
Actor.Dead($2127)
$2134 == 0 // integer values
else_jump @LAWYER2_8863
14@ += 1 // integer values
$2134 = 1 // integer values
:LAWYER2_8863
if and
Actor.Dead($2128)
$2135 == 0 // integer values
else_jump @LAWYER2_8900
14@ += 1 // integer values
$2135 = 1 // integer values
:LAWYER2_8900
if
not Car.Wrecked($26)
else_jump @LAWYER2_9105
if
00DC: player $PLAYER_CHAR driving $26
else_jump @LAWYER2_9105
if
80FB: not player $PLAYER_CHAR 0 $LANCE_VANCE radius 5.0 5.0 10.0
else_jump @LAWYER2_9031
if
$56 == 0 // integer values
else_jump @LAWYER2_9024
Marker.Disable($57)
$57 = Marker.CreateAboveActor($LANCE_VANCE)
00BC: text_highpriority 'LAW2_13' 5000 ms 2 // ~g~You've left Lance behind! Go and get him!
$56 = 1 // integer values
:LAWYER2_9024
jump @LAWYER2_9105
:LAWYER2_9031
if
not Car.Wrecked($26)
else_jump @LAWYER2_9105
if
not Actor.InCar($LANCE_VANCE, $26)
else_jump @LAWYER2_9074
01D4: actor $LANCE_VANCE go_to_car $26 and_enter_it_as_a_passenger
:LAWYER2_9074
if
00DC: player $PLAYER_CHAR driving $26
else_jump @LAWYER2_9098
Marker.Disable($57)
:LAWYER2_9098
$56 = 0 // integer values
:LAWYER2_9105
jump @LAWYER2_7708
:LAWYER2_9112
Marker.Disable($2139)
Marker.Disable($57)
02A8: 4@ = create_marker 16 at $531 $532 $533
wait 1000
if
03D0: wav 1 loaded
else_jump @LAWYER2_9177
03D1: play_wav 1
00BC: text_highpriority 'LAW2_16' 4000 ms 2 // One thing you gotta realize about this town. You gotta pack some heat.
:LAWYER2_9177
wait 500
:LAWYER2_9182
if
83D2: not wav 1 ended
else_jump @LAWYER2_9208
wait 0
jump @LAWYER2_9182
:LAWYER2_9208
if
03D0: wav 2 loaded
else_jump @LAWYER2_9242
03D1: play_wav 2
00BC: text_highpriority 'LAW2_17' 2000 ms 2 // C'mon, the local gun shop's a couple of blocks away.
:LAWYER2_9242
$2122 = 1 // integer values
wait 2000
014C: set_parked_car_generator $1832 cars_to_generate_to 0
if
Actor.Dead($LANCE_VANCE)
else_jump @LAWYER2_9299
00BC: text_highpriority 'COK2_26' 5000 ms 2 // ~r~You killed Lance!
jump @LAWYER2_13315
:LAWYER2_9299
if
Car.Wrecked($26)
else_jump @LAWYER2_9322
jump @LAWYER2_13315
:LAWYER2_9322
00BC: text_highpriority 'LAW2_15' 10000 ms 2 // ~g~Go to Ammu-Nation.
16@ = 0 // integer values
:LAWYER2_9344
if
80F8: not player $PLAYER_CHAR stopped 1 -53.7 -1482.9 10.4 radius 3.0 4.0 3.0
else_jump @LAWYER2_10333
wait 0
if
Actor.Dead($LANCE_VANCE)
else_jump @LAWYER2_9434
00BC: text_highpriority 'COK2_26' 5000 ms 2 // ~r~You killed Lance!
jump @LAWYER2_13315
:LAWYER2_9434
if
Car.Wrecked($26)
else_jump @LAWYER2_9457
jump @LAWYER2_13315
:LAWYER2_9457
if
80FB: not player $PLAYER_CHAR 0 $LANCE_VANCE radius 10.0 10.0 10.0
else_jump @LAWYER2_9553
if
$56 == 0 // integer values
else_jump @LAWYER2_9546
Marker.Disable($57)
$57 = Marker.CreateAboveActor($LANCE_VANCE)
00BC: text_highpriority 'LAW2_13' 5000 ms 2 // ~g~You've left Lance behind! Go and get him!
$56 = 1 // integer values
:LAWYER2_9546
jump @LAWYER2_9627
:LAWYER2_9553
if
not Car.Wrecked($26)
else_jump @LAWYER2_9627
if
not Actor.InCar($LANCE_VANCE, $26)
else_jump @LAWYER2_9596
01D4: actor $LANCE_VANCE go_to_car $26 and_enter_it_as_a_passenger
:LAWYER2_9596
if
00DC: player $PLAYER_CHAR driving $26
else_jump @LAWYER2_9620
Marker.Disable($57)
:LAWYER2_9620
$56 = 0 // integer values
:LAWYER2_9627
if
80DC: not player $PLAYER_CHAR driving $26
else_jump @LAWYER2_9710
if
not Actor.InCar($LANCE_VANCE, $26)
else_jump @LAWYER2_9703
if
$2122 == 0 // integer values
else_jump @LAWYER2_9703
Marker.Disable($2139)
$2139 = Marker.CreateAboveCar($26)
$2122 = 1 // integer values
:LAWYER2_9703
jump @LAWYER2_9740
:LAWYER2_9710
if
$2122 == 1 // integer values
else_jump @LAWYER2_9740
Marker.Disable($2139)
$2122 = 0 // integer values
:LAWYER2_9740
if
17@ > 1000 // integer values
else_jump @LAWYER2_9981
0054: store_player $PLAYER_CHAR position_to $95 $96 $97
if
not Actor.Dead($2126)
else_jump @LAWYER2_9840
if
8510: not unknown_actor $2126 on_path $95 $96 $97 radius 4.0
else_jump @LAWYER2_9840
009E: set_actor $2126 path $95 $96 $97 unknown 2.0 1
:LAWYER2_9840
if
not Actor.Dead($2127)
else_jump @LAWYER2_9907
if
8510: not unknown_actor $2127 on_path $95 $96 $97 radius 4.0
else_jump @LAWYER2_9907
009E: set_actor $2127 path $95 $96 $97 unknown 2.0 1
:LAWYER2_9907
if
not Actor.Dead($2128)
else_jump @LAWYER2_9974
if
8510: not unknown_actor $2128 on_path $95 $96 $97 radius 4.0
else_jump @LAWYER2_9974
009E: set_actor $2128 path $95 $96 $97 unknown 2.0 1
:LAWYER2_9974
17@ = 0 // integer values
:LAWYER2_9981
if
not Actor.Dead($2126)
else_jump @LAWYER2_10040
if
80E9: not player $PLAYER_CHAR 0 $2126 radius 120.0 120.0
else_jump @LAWYER2_10033
Actor.RemoveReferences($2126)
:LAWYER2_10033
jump @LAWYER2_10045
:LAWYER2_10040
Actor.RemoveReferences($2126)
:LAWYER2_10045
if
not Actor.Dead($2127)
else_jump @LAWYER2_10104
if
80E9: not player $PLAYER_CHAR 0 $2127 radius 120.0 120.0
else_jump @LAWYER2_10097
Actor.RemoveReferences($2127)
:LAWYER2_10097
jump @LAWYER2_10109
:LAWYER2_10104
Actor.RemoveReferences($2127)
:LAWYER2_10109
if
not Actor.Dead($2128)
else_jump @LAWYER2_10168
if
80E9: not player $PLAYER_CHAR 0 $2128 radius 120.0 120.0
else_jump @LAWYER2_10161
Actor.RemoveReferences($2128)
:LAWYER2_10161
jump @LAWYER2_10173
:LAWYER2_10168
Actor.RemoveReferences($2128)
:LAWYER2_10173
if
7@ == 0 // integer values
else_jump @LAWYER2_10326
if
16@ > 3000 // integer values
else_jump @LAWYER2_10326
03E5: text_box 'LAW3_15' // Follow the ~h~Gun blip~w~ on the radar to find ~h~Ammu-Nation.
03E7: flash_hud 8
:LAWYER2_10224
if
not 16@ > 5000 // integer values
else_jump @LAWYER2_10315
wait 0
if
Actor.Dead($LANCE_VANCE)
else_jump @LAWYER2_10285
00BC: text_highpriority 'COK2_26' 5000 ms 2 // ~r~You killed Lance!
jump @LAWYER2_13315
:LAWYER2_10285
if
Car.Wrecked($26)
else_jump @LAWYER2_10308
jump @LAWYER2_13315
:LAWYER2_10308
jump @LAWYER2_10224
:LAWYER2_10315
03E7: flash_hud -1
7@ = 1 // integer values
:LAWYER2_10326
jump @LAWYER2_9344
:LAWYER2_10333
03CF: load_wav 'LAW2_5' as 2
Marker.Disable(4@)
if
not Actor.Dead($853)
else_jump @LAWYER2_10371
022F: set_actor $853 stop_looking
:LAWYER2_10371
Player.CanMove($PLAYER_CHAR) = False
Camera.SetPosition(-54.73, -1479.25, 11.418, 0.0, 0.0, 0.0)
Camera.PointAt(-55.647, -1479.631, 11.299, 2)
03E5: text_box 'LAW3_11' // Stand in the ~q~pink marker~w~ to view the weapons on offer.
16@ = 0 // integer values
:LAWYER2_10446
if
not 16@ > 1000 // integer values
else_jump @LAWYER2_10476
wait 0
jump @LAWYER2_10446
:LAWYER2_10476
if
not 16@ > 3000 // integer values
else_jump @LAWYER2_10530
wait 0
if
00E1: player 0 pressed_button 16
else_jump @LAWYER2_10523
jump @LAWYER2_11199
:LAWYER2_10523
jump @LAWYER2_10476
:LAWYER2_10530
Camera.SetPosition(-63.091, -1483.06, 12.398, 0.0, 0.0, 0.0)
Camera.PointAt(-63.189, -1484.055, 12.396, 2)
03E5: text_box 'LAW3_12' // You can select weapons by pressing ~h~left~w~ or ~h~right~w~ on the ~h~directional button.
16@ = 0 // integer values
wait 500
:LAWYER2_10603
if
not 16@ > 3500 // integer values
else_jump @LAWYER2_10711
wait 0
if
00E1: player 0 pressed_button 16
else_jump @LAWYER2_10704
:LAWYER2_10643
if
00E1: player 0 pressed_button 16
else_jump @LAWYER2_10697
wait 0
if
16@ > 3500 // integer values
else_jump @LAWYER2_10690
jump @LAWYER2_11199
:LAWYER2_10690
jump @LAWYER2_10643
:LAWYER2_10697
jump @LAWYER2_11199
:LAWYER2_10704
jump @LAWYER2_10603
:LAWYER2_10711
Camera.SetPosition(-61.233, -1482.864, 11.818, 0.0, 0.0, 0.0)
Camera.PointAt(-61.601, -1483.793, 11.811, 2)
03E5: text_box 'LAW3_13' // If you have enough cash you can buy weapons by pressing the ~h~~k~~PED_SPRINT~ ~w~button.
16@ = 0 // integer values
:LAWYER2_10779
if
not 16@ > 4000 // integer values
else_jump @LAWYER2_10833
wait 0
if
00E1: player 0 pressed_button 16
else_jump @LAWYER2_10826
jump @LAWYER2_11199
:LAWYER2_10826
jump @LAWYER2_10779
:LAWYER2_10833
Camera.SetPosition(-68.227, -1479.893, 11.67, 0.0, 0.0, 0.0)
Camera.PointAt(-67.359, -1480.372, 11.544, 2)
03E5: text_box 'LAW3_14' // You can exit the shop by pressing the ~h~~k~~VEHICLE_ENTER_EXIT~ ~w~button.
16@ = 0 // integer values
:LAWYER2_10901
if
not 16@ > 4000 // integer values
else_jump @LAWYER2_10955
wait 0
if
00E1: player 0 pressed_button 16
else_jump @LAWYER2_10948
jump @LAWYER2_11199
:LAWYER2_10948
jump @LAWYER2_10901
:LAWYER2_10955
Camera.SetPosition(-63.091, -1483.06, 12.398, 0.0, 0.0, 0.0)
Camera.PointAt(-63.189, -1484.055, 12.396, 2)
03E5: text_box 'HELP46' // There are eight different types of weapon.
16@ = 0 // integer values
:LAWYER2_11023
if
not 16@ > 4000 // integer values
else_jump @LAWYER2_11077
wait 0
if
00E1: player 0 pressed_button 16
else_jump @LAWYER2_11070
jump @LAWYER2_11199
:LAWYER2_11070
jump @LAWYER2_11023
:LAWYER2_11077
Camera.SetPosition(-61.233, -1482.864, 11.818, 0.0, 0.0, 0.0)
Camera.PointAt(-61.601, -1483.793, 11.811, 2)
03E5: text_box 'HELP47' // You can carry one of each type of weapon at a time - one type of pistol, one type of shotgun.
16@ = 0 // integer values
:LAWYER2_11145
if
not 16@ > 4000 // integer values
else_jump @LAWYER2_11199
wait 0
if
00E1: player 0 pressed_button 16
else_jump @LAWYER2_11192
jump @LAWYER2_11199
:LAWYER2_11192
jump @LAWYER2_11145
:LAWYER2_11199
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
018A: 4@ = create_checkpoint_at 242.6 -1281.2 10.0
00BC: text_highpriority 'LAW2_10' 15000 ms 2 // ~g~Drive back to the hotel.
if
Actor.Dead($LANCE_VANCE)
else_jump @LAWYER2_11283
00BC: text_highpriority 'COK2_26' 5000 ms 2 // ~r~You killed Lance!
jump @LAWYER2_13315
:LAWYER2_11283
if
Car.Wrecked($26)
else_jump @LAWYER2_11306
jump @LAWYER2_13315
:LAWYER2_11306
if or
80B1: not car $26 0 272.8 -1341.5 16.0 212.5 -1280.0 8.0
8448: not actor $LANCE_VANCE in_car $26
8448: not actor $PLAYER_ACTOR in_car $26
else_jump @LAWYER2_12037
wait 0
if
Actor.Dead($LANCE_VANCE)
else_jump @LAWYER2_11412
00BC: text_highpriority 'COK2_26' 5000 ms 2 // ~r~You killed Lance!
jump @LAWYER2_13315
:LAWYER2_11412
if
Car.Wrecked($26)
else_jump @LAWYER2_11435
jump @LAWYER2_13315
:LAWYER2_11435
if and
00B1: car $26 0 272.9 -1220.6 16.0 212.5 -1280.0 8.0
0448: actor $LANCE_VANCE in_car $26
0448: actor $PLAYER_ACTOR in_car $26
else_jump @LAWYER2_11506
jump @LAWYER2_12037
:LAWYER2_11506
if
80FB: not player $PLAYER_CHAR 0 $LANCE_VANCE radius 10.0 10.0 10.0
else_jump @LAWYER2_11602
if
$56 == 0 // integer values
else_jump @LAWYER2_11595
Marker.Disable($57)
$57 = Marker.CreateAboveActor($LANCE_VANCE)
00BC: text_highpriority 'LAW2_13' 5000 ms 2 // ~g~You've left Lance behind! Go and get him!
$56 = 1 // integer values
:LAWYER2_11595
jump @LAWYER2_11676
:LAWYER2_11602
if
not Car.Wrecked($26)
else_jump @LAWYER2_11676
if
not Actor.InCar($LANCE_VANCE, $26)
else_jump @LAWYER2_11645
01D4: actor $LANCE_VANCE go_to_car $26 and_enter_it_as_a_passenger
:LAWYER2_11645
if
00DC: player $PLAYER_CHAR driving $26
else_jump @LAWYER2_11669
Marker.Disable($57)
:LAWYER2_11669
$56 = 0 // integer values
:LAWYER2_11676
if
80DC: not player $PLAYER_CHAR driving $26
else_jump @LAWYER2_11759
if
not Actor.InCar($LANCE_VANCE, $26)
else_jump @LAWYER2_11752
if
$2122 == 0 // integer values
else_jump @LAWYER2_11752
Marker.Disable($2139)
$2139 = Marker.CreateAboveCar($26)
$2122 = 1 // integer values
:LAWYER2_11752
jump @LAWYER2_11789
:LAWYER2_11759
if
$2122 == 1 // integer values
else_jump @LAWYER2_11789
Marker.Disable($2139)
$2122 = 0 // integer values
:LAWYER2_11789
if
17@ > 1000 // integer values
else_jump @LAWYER2_12030
0054: store_player $PLAYER_CHAR position_to $95 $96 $97
if
not Actor.Dead($2126)
else_jump @LAWYER2_11889
if
8510: not unknown_actor $2126 on_path $95 $96 $97 radius 4.0
else_jump @LAWYER2_11889
009E: set_actor $2126 path $95 $96 $97 unknown 2.0 1
:LAWYER2_11889
if
not Actor.Dead($2127)
else_jump @LAWYER2_11956
if
8510: not unknown_actor $2127 on_path $95 $96 $97 radius 4.0
else_jump @LAWYER2_11956
009E: set_actor $2127 path $95 $96 $97 unknown 2.0 1
:LAWYER2_11956
if
not Actor.Dead($2128)
else_jump @LAWYER2_12023
if
8510: not unknown_actor $2128 on_path $95 $96 $97 radius 4.0
else_jump @LAWYER2_12023
009E: set_actor $2128 path $95 $96 $97 unknown 2.0 1
:LAWYER2_12023
17@ = 0 // integer values
:LAWYER2_12030
jump @LAWYER2_11306
:LAWYER2_12037
fade 0 500
:LAWYER2_12044
if
fading
else_jump @LAWYER2_12068
wait 0
jump @LAWYER2_12044
:LAWYER2_12068
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1
if
not Car.Wrecked($26)
else_jump @LAWYER2_12103
$2146 = Car.Angle($26)
:LAWYER2_12103
if
00B1: car $26 0 272.8 -1341.5 16.0 212.5 -1280.0 8.0
else_jump @LAWYER2_12381
if
not Car.Wrecked($26)
else_jump @LAWYER2_12374
Car.SetMaxSpeed($26, 0.0)
00AE: set_vehicle $26 traffic_behavior_to 3
0395: clear_area 1 at 232.1 -1323.4 range 10.9 40.0
Car.PutAt($26, 236.7, -1308.2, -100.0)
Car.Angle($26) = 347.3
Car.SetMaxSpeed($26, 20.0)
Car.DriveTo($26, 242.35, -1279.9, 10.9)
0395: clear_area 1 at 242.2 -1279.9 range 10.9 20.0
0395: clear_area 0 at 247.264 -1281.508 range 10.495 40.0
Camera.SetPosition(239.295, -1283.295, 10.713, 0.0, 0.0, 0.0)
Camera.PointAt(239.799, -1282.436, 10.622, 2)
$2142 = 1 // integer values
:LAWYER2_12374
jump @LAWYER2_12597
:LAWYER2_12381
if
not Car.Wrecked($26)
else_jump @LAWYER2_12597
Car.SetMaxSpeed($26, 0.0)
00AE: set_vehicle $26 traffic_behavior_to 3
0395: clear_area 1 at 246.3 -1257.7 range 10.9 40.0
Car.PutAt($26, 246.3, -1257.7, -100.0)
Car.Angle($26) = 171.8
Car.SetMaxSpeed($26, 20.0)
Car.DriveTo($26, 242.2, -1279.9, 10.9)
0395: clear_area 1 at 242.2 -1279.9 range 10.9 20.0
0395: clear_area 0 at 247.264 -1281.508 range 10.495 40.0
Camera.SetPosition(237.96, -1286.392, 10.586, 0.0, 0.0, 0.0)
Camera.PointAt(238.473, -1285.534, 10.609, 2)
:LAWYER2_12597
fade 1 1000
wait 3000
if
not Car.Wrecked($26)
else_jump @LAWYER2_12633
01D3: actor $PLAYER_ACTOR leave_car $26
:LAWYER2_12633
wait 1300
if
not Actor.Dead($LANCE_VANCE)
else_jump @LAWYER2_12659
04F3: move_actor $LANCE_VANCE from_car_passengerseat_to_driverseat
:LAWYER2_12659
if
$2142 == 0 // integer values
else_jump @LAWYER2_12735
Camera.SetPosition(237.787, -1282.583, 12.615, 0.0, 0.0, 0.0)
Camera.PointAt(238.638, -1282.366, 12.135, 2)
jump @LAWYER2_12786
:LAWYER2_12735
Camera.SetPosition(239.975, -1273.806, 12.873, 0.0, 0.0, 0.0)
Camera.PointAt(240.511, -1274.468, 12.35, 2)
:LAWYER2_12786
if
not Actor.Dead($LANCE_VANCE)
else_jump @LAWYER2_12818
022E: set_player $PLAYER_CHAR to_look_at_actor $LANCE_VANCE
022C: set_actor $LANCE_VANCE to_look_at_actor $PLAYER_ACTOR
:LAWYER2_12818
wait 1000
if
03D0: wav 2 loaded
else_jump @LAWYER2_12842
03D1: play_wav 2
:LAWYER2_12842
00BC: text_highpriority 'LAW2_5' 4000 ms 2 // I'm going to go see what I can dig up. I'll be watching you, Tommy.
wait 4000
if
not Car.Wrecked($26)
else_jump @LAWYER2_13143
0395: clear_area 0 at 200.2 -1460.3 range 10.9 40.0
0395: clear_area 0 at 242.2 -1279.9 range 10.9 40.0
03BA: clear_cars_from_cube 213.4 -1376.9 0.0 279.7 -1216.2 30.0
if
$2142 == 0 // integer values
else_jump @LAWYER2_13034
Camera.SetPosition(245.135, -1276.517, 11.71, 0.0, 0.0, 0.0)
Camera.PointAt(244.775, -1277.43, 11.519, 2)
jump @LAWYER2_13085
:LAWYER2_13034
Camera.SetPosition(242.804, -1271.559, 10.617, 0.0, 0.0, 0.0)
Camera.PointAt(242.975, -1272.544, 10.603, 2)
:LAWYER2_13085
Car.DriveTo($26, 200.2, -1460.3, 10.9)
Car.SetMaxSpeed($26, 40.0)
00AE: set_vehicle $26 traffic_behavior_to 3
if
not Actor.Dead($LANCE_VANCE)
else_jump @LAWYER2_13143
022F: set_actor $LANCE_VANCE stop_looking
:LAWYER2_13143
17@ = 0 // integer values
:LAWYER2_13150
if
81AF: not car $26 0 200.2 -1460.3 10.9 radius 4.0 4.0 4.0
else_jump @LAWYER2_13296
wait 0
if
17@ > 4000 // integer values
else_jump @LAWYER2_13228
jump @LAWYER2_13301
:LAWYER2_13228
if
Actor.Dead($LANCE_VANCE)
else_jump @LAWYER2_13266
00BC: text_highpriority 'COK2_26' 5000 ms 2 // ~r~You killed Lance!
jump @LAWYER2_13315
:LAWYER2_13266
if
Car.Wrecked($26)
else_jump @LAWYER2_13289
jump @LAWYER2_13315
:LAWYER2_13289
jump @LAWYER2_13150
:LAWYER2_13296
022F: set_actor $PLAYER_ACTOR stop_looking
:LAWYER2_13301
Camera.Restore_WithJumpCut
Car.Destroy($26)
jump @LAWYER2_13332
:LAWYER2_13315
00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED!
return
:LAWYER2_13332
$PASSED_LAW2_BACK_ALLEY_BRAWL = 1 // integer values
0394: play_music 1
01E3: text_1number_styled 'M_PASS' number 200 time 5000 style 1 // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 200
0318: set_latest_mission_passed 'LAW_2' // Back Alley Brawl
030C: progress_made += 1
create_thread @LAW3
return
:LAWYER2_13398
$ONMISSION = 0 // integer values
Object.Destroy($1013)
$1013 = Object.Init(#OD_CLBDR_CLOSE, 490.34, -77.017, 11.598)
Object.RemoveFromMissionCleanupList($1013)
$1011 = 1 // integer values
$1012 = 0 // integer values
$993 = 0 // integer values
$986 = 0 // integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
Model.Destroy(#INFERNUS)
Model.Destroy(#CLEAVER)
Model.Destroy(#COLT45)
Model.Destroy(#CELLPHONE)
Model.Destroy(#KNIFECUR)
0296: unload_special_actor 3
0296: unload_special_actor 4
040D: unload_wav 1
040D: unload_wav 2
Marker.Disable(15@)
Marker.Disable($19)
Marker.Disable($57)
Marker.Disable(4@)
014C: set_parked_car_generator $1832 cars_to_generate_to 101
Marker.Disable(11@)
Pickup.Destroy(10@)
Marker.Disable($2139)
mission_cleanup
return
//-------------Mission 5---------------
// Originally: Jury Fury
:LAWYER3
gosub @LAWYER3_36
if
wasted_or_busted
else_jump @LAWYER3_27
gosub @LAWYER3_8049
:LAWYER3_27
gosub @LAWYER3_8139
end_thread
:LAWYER3_36
increment_mission_attempts
$ONMISSION = 1 // integer values
thread 'LAWYER3'
wait 0
054C: use_GXT_table 'LAWYER3'
058E: set_restart_mission_taxi_destination 110.6 -824.2 9.6 327.9
9@ = 0 // integer values
8@ = 0 // integer values
10@ = 0 // integer values
$2151 = 0 // integer values
$2160 = 0 // integer values
$2150 = 0 // integer values
$2167 = 0 // integer values
2@ = 0 // integer values
4@ = 0 // integer values
14@ = 0 // integer values
$2162 = 0 // integer values
$2152 = 0 // integer values
03E6: remove_text_box
03CF: load_wav 'MONO15' as 1
select_interior 6
023C: load_special_actor 1 'CSPLAY'
023C: load_special_actor 2 'CSKEN'
02F3: load_object #CUTOBJ01 'LWCHARA'
02F3: load_object #CUTOBJ02 'LWCHARB'
02F3: load_object #CUTOBJ03 'LCFAN'
02F3: load_object #CUTOBJ04 'LAWDOOR'
038B: load_requested_models
:LAWYER3_271
if or
823D: not special_actor 1 loaded
823D: not special_actor 2 loaded
not Model.Available(#CUTOBJ01)
not Model.Available(#CUTOBJ02)
not Model.Available(#CUTOBJ03)
not Model.Available(#CUTOBJ04)
else_jump @LAWYER3_321
wait 0
jump @LAWYER3_271
:LAWYER3_321
Camera.SetAtPos(140.6, -1367.4, 13.1)
02E4: load_cutscene_data 'LAW_3'
0244: set_cutscene_pos 141.441 -1366.722 12.163
041D: set_camera_near_clip 0.1
02E5: $125 = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $125 'CSPLAY'
02E5: $141 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $141 'CSKEN'
02E5: $191 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $191 'LWCHARA'
02E5: $192 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $192 'LWCHARB'
02E5: $202 = create_cutscene_object #CUTOBJ03
04BC: 'LCFAN'
02E6: set_cutscene_anim $202 'LCFAN'
02E5: $210 = create_cutscene_object #CUTOBJ04
02E6: set_cutscene_anim $210 'LAWDOOR'
0395: clear_area 1 at 119.0 -826.8 range 9.8 0.5
0055: put_player $PLAYER_CHAR at 119.0 -826.8 9.8
0171: set_player $PLAYER_CHAR z_angle_to 60.0
fade 1 1500
03AD: set_rubbish 0
03AF: set_streaming 1
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime
:LAWYER3_582
if
3008 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER3_617
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER3_582
:LAWYER3_617
00BC: text_highpriority 'LAW3_A' 10000 ms 1 // Aaah! Oh, for god's sake, it's you! Oh, Jeez - I'm gonna need new pants!
:LAWYER3_632
if
9424 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER3_667
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER3_632
:LAWYER3_667
00BC: text_highpriority 'LAW3_B' 10000 ms 1 // Hey, those psychos from up north - they've been on the horn, and they're coming down here soon.
:LAWYER3_682
if
13402 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER3_717
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER3_682
:LAWYER3_717
00BC: text_highpriority 'LAW3_C' 10000 ms 1 // Now where is the goddamn money?!
:LAWYER3_732
if
15408 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER3_767
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER3_732
:LAWYER3_767
00BC: text_highpriority 'LAW3_D' 10000 ms 1 // Relax, relax. We're not at that part yet.
:LAWYER3_782
if
18308 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER3_817
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER3_782
:LAWYER3_817
00BC: text_highpriority 'LAW3_E' 10000 ms 1 // Ohhh... I thought that you were taking care of this, I really did!
:LAWYER3_832
if
22306 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER3_867
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER3_832
:LAWYER3_867
00BC: text_highpriority 'LAW3_F' 10000 ms 1 // And now those guidos say we gotta do them a favor.
:LAWYER3_882
if
24656 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER3_917
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER3_882
:LAWYER3_917
00BC: text_highpriority 'LAW3_G' 10000 ms 1 // You mean I gotta do 'em a favor.
:LAWYER3_932
if
26240 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER3_967
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER3_932
:LAWYER3_967
00BC: text_highpriority 'LAW3_H' 10000 ms 1 // Oh, of course that's what I mean. Do I look like I can intimidate a jury?
:LAWYER3_982
if
30832 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER3_1017
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER3_982
:LAWYER3_1017
00BC: text_highpriority 'LAW3_I' 10000 ms 1 // I couldn't intimidate a child - and believe me, I've tried.
:LAWYER3_1032
if
33842 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER3_1069
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER3_1032
:LAWYER3_1069
00BC: text_highpriority 'LAW3_J' 10000 ms 1 // Now, look. It's either that, or Forelli's cousin, Giorgio, gets five years for fraud.
:LAWYER3_1084
if
38624 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER3_1121
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER3_1084
:LAWYER3_1121
00BC: text_highpriority 'LAW3_K' 10000 ms 1 // You gotta take these guys OUT!
:LAWYER3_1136
if
40752 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER3_1173
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER3_1136
:LAWYER3_1173
00BC: text_highpriority 'LAW3_L' 10000 ms 1 // I understand. Help the jury change their minds. Don't worry about it.
:LAWYER3_1188
if
43488 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER3_1225
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER3_1188
:LAWYER3_1225
00BC: text_highpriority 'LAW3_M' 10000 ms 1 // No no no no no - NO! I tried that. The jury case didn't go so well,
:LAWYER3_1240
if
49133 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER3_1277
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER3_1240
:LAWYER3_1277
00BC: text_highpriority 'LAW3_N' 10000 ms 1 // so MAKE them change their minds.
:LAWYER3_1292
if
51776 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER3_1329
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER3_1292
:LAWYER3_1329
00BE: text_clear_all
:LAWYER3_1331
if
52896 > $CUT_SCENE_TIME // integer values
else_jump @LAWYER3_1368
wait 0
02E8: $CUT_SCENE_TIME = cutscenetime
jump @LAWYER3_1331
:LAWYER3_1368
fade 0 1500
00BE: text_clear_all
wait 1000
if
856A: not has_cutscene_been_interrupted
else_jump @LAWYER3_1440
if
03D0: wav 1 loaded
else_jump @LAWYER3_1440
03D1: play_wav 1
:LAWYER3_1414
if
83D2: not wav 1 ended
else_jump @LAWYER3_1440
wait 0
jump @LAWYER3_1414
:LAWYER3_1440
if
fading
else_jump @LAWYER3_1464
wait 0
jump @LAWYER3_1440
:LAWYER3_1464
03AD: set_rubbish 1
02EA: end_cutscene
0296: unload_special_actor 1
0296: unload_special_actor 2
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Model.Destroy(#CUTOBJ03)
Model.Destroy(#CUTOBJ04)
Model.Load(#HMORI)
Model.Load(#BMYBU)
Model.Load(#ADMIRAL)
Model.Load(#BFYBE)
Model.Load(#SPAND)
Model.Load(#GLENDALE)
Model.Load(#HMYAP)
Model.Load(#HAMMER)
Model.Load(#SENTINEL)
Model.Load(#WMOGO)
023C: load_special_actor 4 'SPANDXA'
$2154 = 0 // integer values
$2155 = 0 // integer values
5@ = 0 // integer values
6@ = 0 // integer values
7@ = 0 // integer values
$2163 = 0 // integer values
$2164 = 0 // integer values
$2153 = 0 // integer values
:LAWYER3_1611
if or
not Model.Available(#HMORI)
not Model.Available(#ADMIRAL)
not Model.Available(#BFYBE)
not Model.Available(#SPAND)
not Model.Available(#GLENDALE)
not Model.Available(#BMYBU)
else_jump @LAWYER3_1660
wait 0
jump @LAWYER3_1611
:LAWYER3_1660
if or
not Model.Available(#HMYAP)
not Model.Available(#SENTINEL)
not Model.Available(#WMOGO)
else_jump @LAWYER3_1695
wait 0
jump @LAWYER3_1660
:LAWYER3_1695
select_interior 0
Camera.SetAtPos(117.1, -825.6, 9.8)
03CF: load_wav 'LAW3_24' as 1
wait 0
02A3: enable_widescreen 1
Player.CanMove($PLAYER_CHAR) = False
03C8: set_camera_directly_before_player
fade 1 1000
Camera.SetPosition(110.714, -816.945, 14.589, 0.0, 0.0, 0.0)
Camera.PointAt(111.238, -817.658, 14.123, 2)
0395: clear_area 1 at
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