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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_154